Log for #openttd on 4th May 2020:
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07:56:55  <Samu> hi
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08:19:36  <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version
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08:27:13  <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version
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09:15:48  <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #115: Fix #112: use setuptools_scm to determine version
09:25:10  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load.
09:25:11  <DorpsGek_III> [OpenTTD/OpenTTD] James103 closed issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load.
09:30:32  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8108: Loading old TTD save crashes game (station / oil rig related)
09:31:07  <LordAro> i predict lots of new issues incoming
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09:43:05  <andythenorth> we should close some :P
09:50:33  <LordAro> possibly
09:50:39  <Samu> found a last minute bug with the canal pathfinder, just a simple wrong variable in the wrong location
09:50:43  <LordAro> i'd prefer it if someone fixed some :p
09:50:46  <Samu> ez fix
09:52:14  <andythenorth> I don't like growing bug counts, they get overwhelming but eh
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09:52:36  <andythenorth> I read a thing about Adobe setting a limit of 10 open bugs before they have to stop and fix them
09:52:41  <andythenorth> not sure they're actually doing that :P
10:00:04  <Samu> there's a hint that 1.10.2 is coming
10:02:38  <Samu> did you fix that desync
10:02:50  <Samu> great job
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10:24:30  <Samu> vector iterators incompatible?
10:27:36  <Samu> i tried to load the savegame posted in #8108 and I get vector iterators incompatible crash
10:28:39  <Samu>
10:33:30  <Samu> crashed here
10:34:51  <LordAro> Samu: that's... weird
10:35:19  <LordAro> and doesn't really make sense
10:35:23  <LordAro> try a full rebuild?
10:37:49  <Samu> the < symbol says something about road types
10:37:54  <Samu> let me post screenshot
10:38:35  <LordAro> yeah, that makes no sense at all
10:38:36  <Samu> - bool Roadtypelist const iterator
10:38:38  <LordAro> rebuild
10:38:46  <Samu> ok
10:44:46  <Samu> still using RoadTypeLabelList::iterator
10:44:47  <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on issue #112: overwrites nml/
10:46:41  <Samu> interesting, it loads in release build
10:47:00  <LordAro> Samu: it'll work in a release build because asserts are disabled
10:47:07  <LordAro> but your error still makes 0 sense
10:47:09  <LordAro> did you clean & rebuild?
10:47:33  <Samu> yes
10:47:43  <Samu> gonna retry debug build
10:48:45  <Samu> Clean Solution, then Rescan Solution, then build
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10:55:18  <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version
10:57:22  <Samu> it iterates the first time
10:57:41  <Samu> then iter++ is not called, the line just down there, because there's remove being == true
10:57:52  <Samu> so it then crashes with iterator incompatible
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11:00:06  <Samu> the part where it says if (remove) { DeleteAnimatedTile(*tile); } else { tile++; }
11:00:20  <Samu> that seems to be the cause
11:00:27  <LordAro> interesting
11:00:35  <LordAro> i wonder if that's technically undefined behaviour
11:00:49  <LordAro> modifying a list while iterating over it often has issues
11:03:10  <LordAro> code is pretty ugly too
11:03:32  <LordAro> Samu: so i've no idea where it's getting roadtypelist iterator from, but that does seem to be a problem
11:04:27  <milek7> "Invalidates iterators and references at or after the point of the erase"
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11:23:23  <_dp_> yeah, also can probably be replaced entirely with std::remove_if and std::unique
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11:42:02  <Yexo> Before that loop was correct. The index was a simple int and deleting meant moving everything after it forwards 1 element, so not changing the index meant it would point to the next entry
11:45:13  <TrueBrain> SOMEONE MADE A BOO-BOO! :D
11:48:51  <andythenorth> wasn't me
11:48:52  <andythenorth> for once
11:50:39  * Wolf01 hides
11:51:28  <andythenorth> you can go outside again Wolf01
11:51:29  <andythenorth> hide there
11:51:37  <andythenorth> [according to our news anyway]
11:52:19  <Wolf01> Aahahahahah, no, really, we can't, they just opened some more activities, still locked in house
11:54:01  <Wolf01> It's the usual "you could but you shouldn't", also a lot of incoherent babbling from local politics contrasting with the govern declarations
11:54:35  <andythenorth> "You can but you shouldn't" is working fine in the UK
11:54:49  <andythenorth> media etc push for more defined rules, but it's actually just working, at least where I am
11:55:17  <TrueBrain> some in the Netherlands. Use your common sense, and you will be fine
11:55:19  <Wolf01> Yes, but we are in Italy, "you can." People stop listening and do whatever they want
11:55:22  <TrueBrain> except for the beaches, it works :P
11:57:54  <Wolf01> So, it seem that tomorrow I'll be in the office
11:58:57  <andythenorth> bug scoring
11:59:30  <andythenorth> the approach is 40-50 years old, but eh, they've dug it out and blogged about it
12:08:46  <Yexo> Meh, I just got orders to not leave my house for any reason at all (including groceries) for the next 14 days
12:08:59  <Yexo> Germany is pretty strict
12:16:24  <planetmaker> :-O Hey
12:16:31  <planetmaker> Do you meanwhile live in Germany?
12:24:11  <Yexo> For the past 3 years and the next 3.5 week
12:26:40  <planetmaker> he :) Moving in times of this crisis must be "fun"
12:27:15  <Yexo> All planned before the crisis really took off, or I'd have delayed it until things got better
12:27:56  <planetmaker> yeah. But no point in delaying it, if most is arranged, I guess
12:28:00  <Yexo> The home-owner will not be happy that nobody is allowed to visit for the next 2 weeks. Renting out an apartment without being able to show it to people must be hard
12:28:24  <Yexo> Can't really delay now. Had already cancelled home/work, and have a new job/home lined up
12:28:28  <planetmaker> yeah. But then... not sure that showing the appartment would work even without that order. I'd refuse
12:29:21  <Yexo> I don't mind so much. Not really in a risk group myself, so careful / keeping some distance and that should work
12:29:41  <Yexo> But I can fully understand refusing anyway
12:29:59  <planetmaker> well, me neither exactly. But... you might encounter someone in a risk group unknowingly
12:30:32  <planetmaker> or even knowingly... like if you meet your parents for instance
12:31:04  <Yexo> I just did, but since my dad is a GP he's much more likely to contract it via his job than via me
12:32:06  <Yexo> Also: I just travelled to the Netherlands and back. 8h train + flight back is not good risk-avoidance. Then again, I had to be there to get the keys and prepare new house for moving in (painting, laying flooring)
12:32:49  <planetmaker> yeah. Some things are unavoidable
12:34:16  <Samu_> Yexo, I have an update for this library which makes it much much faster.
12:34:23  <Samu_> where do I send it
12:34:39  <Yexo> Does anybody use that?
12:34:55  <planetmaker> Samu_, I saw your request yesterday. Working on pushing the repo to github
12:35:11  <Samu_> not exactly, because it's currenlty super slow
12:35:41  <Yexo> Is your updated version better than FibonacciHeap?
12:35:50  <Samu_> yes
12:36:07  <Yexo> In hindsight I don't know why that became a separate library
12:36:36  <Samu_> it was railwai's work pretty much
12:37:37  <Samu_> he says he used a binary search on insert and combined with squirrel's own array insert
12:38:38  <Yexo> Source used to live at which is currently down, but if I understood correctly planetmaker is already working on that and/or moving the code to github
12:38:48  <Yexo> Once that's done you can open a pull request on github
12:38:54  <Yexo> Happy to discuss further there
12:38:56  <planetmaker> yes. I'm working on that
12:39:07  <planetmaker> I used to push (slowly) all the repos to github
12:39:12  <Yexo> Also not sure who's going to manage that github repo
12:39:28  <planetmaker>
12:39:54  <Yexo> That link doesn't work for me
12:40:01  <planetmaker> I'd just put it there... and have people for it. I think someone with reasonable updates would be given access to bananas to update it
12:40:55  <Yexo> Ah,
12:40:59  <Yexo> Sounds good to me
12:41:29  <planetmaker> <-- does that work? ah, yeah
12:44:20  <andythenorth> without Peter, I fail at lunch :(
12:44:30  <andythenorth> this is a sad outcome
12:45:34  <Samu_> Yexo, the update I got here is based on pq3 of railwai's modifications to pq2:
12:46:29  <Samu_> the "native heap" thing is just a bad implementation, it eats memory
12:47:35  <Samu_> the equivalent solution to "native heap" is PR#8091
12:47:45  <Samu_> which is much more sane with memory
12:49:29  <Samu_> but if the pr isn't merged, then the 2nd best bet would be the pq3 updated
12:50:00  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain opened pull request #20: Add: only buffer at most 5 max-sized packets per client
12:50:06  <TrueBrain> this PR has sufficient code to comment ratio :D ^^
12:51:24  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #20: Add: only buffer at most 5 max-sized packets per client
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12:56:38  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8091: Add: [Script] Native priority queue; useful e.g. for pathfinders.
12:59:55  <Yexo> Samu_: Thanks. Let's wait on pm to move the repo to github first, then you can open a PR against that and we can continue the discussion there. In the meantime you can simply include your updated version within your AI and continue development that way
13:05:34  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain commented on pull request #20: Add: only buffer at most 5 max-sized packets per client
13:05:44  <TrueBrain> and some more background, for those people that enjoy that :D
13:08:41  <FLHerne> For the hypothetical native pathfinder, instead of a ton of squirrel callbacks perhaps it could just take a big list of customizable weights?
13:09:20  <Yexo> Once you do that, all AIs will be limited to exactly that list
13:09:37  <Yexo> No way to innovate, since a squirrel pathfinder will be much slower by comparison, hence not a real option
13:10:08  <FLHerne> It wouldn't be any less of an option than it is now
13:10:19  <FLHerne> Except for competitive AI benchmarking
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13:10:56  <Yexo> That alone is a big problem. Not only competitive benchmarking, but any comparison before/after is much harder
13:10:59  <FLHerne> In which case innovative pathfinding is irrelevant, because the answer is to spam airports :P
13:11:43  <FLHerne> Anyway, AIs could do things like get a proposed path from the builtin and then use that as a basis for detail tweaking
13:11:57  <Yexo> And once there is such a native pathfinder, the squirrel version will not be updated (because nobody uses it), hence it might not have the same list of features, so by wanting to test somethign new you first have to backport all other changes
13:12:35  <Yexo> Coming from the other way: is pathfinding speed such a big problem?
13:12:39  <LordAro> it's worth perhaps reminding people that AI speed isn't really a primary goal
13:12:49  <FLHerne> Yes, IMO
13:12:59  <LordAro> how "good" they are to play against is probably more of a priority
13:13:23  <LordAro> for most usecases, anyway
13:13:31  <Yexo> FLHerne: can you explain why?
13:13:45  <Yexo> Are AIs in general too slow in building when competing against a human?
13:13:49  <FLHerne> It can take them in-game months to design routes, and that takes up computation time they could use to do interesting stuff
13:13:53  <Yexo> Or other obvious related issues?
13:14:11  <FLHerne> And yes, for competition vs humans it's definitely too slow
13:14:51  <FLHerne> Also, you get glitches where it's so slow an industry appeared while the route was being planned
13:14:59  <FLHerne> And then it's in the way
13:15:04  <Yexo> I don't remember if the number of squirrel opcodes/tick was configurable, but does doubling that help?
13:15:22  <FLHerne> (which are probably avoidable by AI authors, but aren't)
13:15:32  <Yexo> Is that for rails only or also for road?
13:16:03  <Yexo> You'll always get changes over your planned route. Planning/building fast just makes the less likely, it doesn't avoid them
13:16:16  <Yexo> And those are relatively hard to work around
13:16:36  <Yexo> So being less likely would be an improvement, but providing example code / showing how to work around those issues is better
13:20:44  <DorpsGek_III> [OpenTTD/bananas-server] Xaroth approved pull request #20: Add: only buffer at most 5 max-sized packets per client
13:21:23  <Samu_> there's also terron priority queue, the comments say it's based on pq2 as well, but then I tested it and the resulting order of the queue is not equal of that of pq2
13:21:34  <Samu_> sometimes it would be faster, sometimes not
13:22:18  <Samu_> it handles ties in a "cheating" manner :p
13:27:29  <Samu_> gonna post on the forum, while at it
13:30:57  <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on issue #112: overwrites nml/
13:35:00  <planetmaker> ticks was configurable, yes
13:42:30  <Samu_> Yexo, just posted what I wanted to give u here: if you wanna test its speed
13:45:06  <Yexo> Samu: Might need to be careful with the license
13:45:31  <Yexo> Original libs are either gpl v2 or gpl v2+ (can't remember). railwAI seems to be gpl v3
13:45:45  <Yexo> Can use those changes and publish the as gpl v2 or gpl v2+
13:46:09  <Yexo> haven't checked the contents of your update, nor do I have time to test now. Maybe later (this week)
13:47:22  <Samu_> oh :(
13:48:13  <Samu_> pq3 is gpl v2
13:48:21  <Samu_> ralwAI is gpl v3?
13:48:28  <Samu_> t.t
13:48:30  <Yexo> lists it as gpl v3
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13:48:42  <Yexo> Which means he can't use pq3 if that's v2 (not v2+)
13:49:33  <Samu_> well he used , I also used it
13:49:41  <Samu_> i don't think ppl care much about licenses
13:51:28  <LordAro> until they do
13:53:00  <Yexo> I think you're right a lot of people don't care, and all is fine as long as people are around to fix stuff
13:53:34  <Yexo> There have been several NewGRF's with unclear licensing that have been "lost" over time because the author disappeared and nobody was allowed to fix/update them
13:54:10  <Yexo> In contrast the AI libs for example have an open license for a good reason: we wanted them maintainable even if the original authors were not around
13:54:37  <Yexo> By mixing gpl v2 and gpl v3 code you have essentially an undistributable combination
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14:30:55  <Samu> 52776169-RailwAI-25.tar - this came like this from bananas :|
14:31:01  <Samu> what's the big number for
14:31:37  <LordAro> Samu: it's a hash to ensure uniqueness
14:32:02  <LordAro> because packages can theoretically be named identically now
14:32:27  <Samu> :(
14:32:38  <Samu> there goes my perfectly ordered ais
14:33:08  <LordAro> you should stop looking inside the content_download folder
14:33:18  <LordAro> though i'm not sure why it's a prefix rather than a suffix
14:33:20  <LordAro> TrueBrain: ^ ?
14:33:53  <TrueBrain> LordAro: because .. who cares? :D
14:34:09  <LordAro> well, Samu
14:34:11  <LordAro> evidentally
14:34:19  <LordAro> evidently?
14:34:22  <LordAro> spelling.
14:34:41  <TrueBrain> ugh, English .. don't talk me about English
14:35:07  <Samu> i knew i downloaded railwai v25, but couldn't find it, turns out it was at the top of the list
14:35:14  <Samu> with an ugly number
14:35:27  <TrueBrain> please file your complain in /dev/null, thank you
14:37:15  <TrueBrain> LordAro: so to answer your question, because from a code-flow perspective that made the most sense. If there is a real issue with it, let me know :) It can also be put in the middle btw, not sure why you went binary on pre vs suf :P :P
14:37:35  <LordAro> :p
14:38:05  <milek7> it would keep alphabetical ordering of content, instead of random shuffle
14:39:46  <TrueBrain> it is very alphabetically ordered; in fact, it is more stable now than it was
14:39:51  <TrueBrain> so that is an argument to have it as a prefix :)
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15:02:06  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain opened pull request #21: Add: reload the database in a separate process
15:02:21  <TrueBrain> you got to love Python :)
15:03:40  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #21: Add: reload the database in a separate process
15:03:42  <TrueBrain> why ALWAYS after push, I find a silly mistake I have to fix :P
15:05:58  <TrueBrain> okay, these two fixes should heavily improve the content-server :D \o/
15:11:46  <Samu> all these links in the forums no longer work!
15:20:08  <Wolf01> Looks like we need a permalink
15:24:15  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #8108: Loading old TTD save crashes game (station / oil rig related)
15:24:20  <TrueBrain>
15:24:29  <TrueBrain> Contributions are welcome, ofc :D
15:27:07  <Samu> the crash about the oilrig, however, is because st->airport.type == AT_OILRIG is false
15:27:29  <Samu> the airport.type is AT_METROPOLITAN
15:27:51  <glx> I'm trying to understand nml source for townnames
15:30:38  <Yexo> Samu: That type didn't exist in TTD. If you want to fix it, add an extra check in Afterload to correct the .type var for oilrigs
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16:13:55  <Samu> Very old savegames sometimes have phantom oil rigs
16:14:02  <Samu> seems to be the case
16:15:29  <LordAro> that is what the comment says, yes
16:24:06  <Samu> well, it no longer crashes due to oilrig being a metropolitan
16:24:20  <Samu> but now it crashes due to iterator crap
16:24:32  <Samu> can't fix one without the other
16:24:54  <Samu> so, i'm not sure i'm making a pr
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16:27:40  <Samu> vector iterators incompatible, I don't know how to fix this
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16:34:50  <nielsm> if you disable an assertion because it was failing, and code afterwards is now causing errors, it means the assertion was correct
16:35:30  <nielsm> asserts are not there to annoy you, they are there to catch programming errors before something more serious happens
16:36:05  <Samu> that part is fixed, the assert no longer asserts, the oilrig is now an oilrig
16:36:38  <Samu> the assert is enabled
16:36:43  <nielsm> "iterators incompatible" might mean that the iterators point into different containers
16:37:23  <Yexo> Samu: one way to fix the iterators would be to use an int as index instead of using iterators. Then the "delete item at current index or increase index" code would work
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16:37:37  <Yexo> There are probably cleaner ways, but those will require somewhat larger changes
16:39:29  <milek7> if (remove) tile = _animated_tiles.erase(tile);
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16:39:56  <milek7> (might also need MarkTileDirtyByTile)
16:41:34  <Samu> the erase is done somewhere else
16:42:01  <Samu> DeleteAnimatedTile(*tile); ibnside this
16:43:12  <Samu> line 31 animated_tile.cpp
16:44:14  <milek7> yes, but you need that iterator returned from erase
16:44:25  <milek7> it's pointing to next element
16:45:39  <Samu> ah, I see, gonna experiment copy paste code
16:45:39  <TrueBrain> frosch123: CloudFlare said no. Their terms are a bit more strict then what I read on the forums :D
16:45:55  <TrueBrain> guess we need to find a better way to host binaries :D
16:46:37  <milek7> doesn't cloudflare have free plan?
16:46:49  <TrueBrain> it is mainly a few files btw .. like 80% of the bill is generated by 5 BaNaNaS entries :)
16:47:50  <Samu> is DeleteAnimatedTile called from some other places?
16:48:04  <Samu> wondering if I can just remove it
16:48:19  <milek7> it is
16:48:29  <Samu> aha, it loaded, thx milek7
16:49:13  <frosch123> TrueBrain: so back to vpn?
16:49:24  <TrueBrain> or backblaze
16:49:27  <TrueBrain> 10 times cheaper than AWS
16:50:07  <TrueBrain> or offloading those few files to a dedicated VPS indeed
16:50:29  <milek7> btw backblaze have free bandwidth when serving through cloudflare
16:54:48  <Samu> interesting find
16:55:02  <_dp_> wasn't company id issue fixed? why is ResolveCompanyID still returning ScriptCompany::CompanyID ?
16:55:03  <Samu> TTD doesn't build houses on half-land, half-water tiles
16:55:33  <TrueBrain> current AWS estimate is ~460 dollar .. backblaze would be 40 dollar (and I took only the BaNaNaS CDN in these numbers), per month. I guess 40 dollar a month is reasonable, and what I prefer, against setting up our own VPS and "maintaining" it frosch123 :) Good thing is, today backblaze released that they now have an S3 compatible API, so it should be easy to migrate :P
16:57:03  <_dp_> and all those double type conversions... what a shitshow :(
17:00:57  <frosch123> TrueBrain: what would we need for the wiki? i remembered that there are git-based wikis. but no idea how mature they are
17:01:13  <TrueBrain> good question; haven't really looked into it, tbh
17:02:19  <TrueBrain> if we keep using mediawiki, there are 3 parts: authentication, content, and file storage
17:02:26  <TrueBrain> authentication we already solved
17:02:30  <TrueBrain> content .. is some kind of database
17:02:42  <TrueBrain> file storage .. on AWS can be EFS or S3, I think
17:07:30  <frosch123> <- that appears popular
17:07:57  <andythenorth> frosch123 that's interesting
17:08:05  <frosch123> the editing is somewhat ambiguous. the description talks about local editing, but the screenshots show web editing
17:08:27  <andythenorth> I hadn't considered alternatives to media wiki
17:08:37  * andythenorth assumed there was only one option
17:08:43  <frosch123> it claims to be able to display mediawiki markup
17:08:51  <frosch123> but for sure there are issues :)
17:10:56  <Samu> Crash log (after demolishing bridge at 0x299A): i can't reproduce this crash
17:11:10  <Samu> james103 messed up or is it me?
17:13:24  <frosch123> most other git-based wiki are markdown-only
17:14:39  <TrueBrain> nothing wrong with markdown :)
17:16:16  <TrueBrain> honestly, I am surprised these kind of wikis exist :)
17:16:25  <TrueBrain> they would solve 2) and 3) I guess, with GitLFS
17:16:32  <frosch123> have you ever seen a table written in markdown?
17:17:11  <frosch123> if you want a pure markdown-based wiki, you can use github
17:17:11  <TrueBrain> yes ... that part is laughable :D
17:17:13  <frosch123> 's own wiki
17:17:17  <TrueBrain> wasn't it as bad in mediawiki? :P
17:17:41  <frosch123> mediawiki can do rowspan and cellspan, and often has plugins for js-sortmagic
17:18:18  <TrueBrain> so more attention to tables; nice :)
17:18:45  <TrueBrain> bit unclear how editing in gollum works, as in: does it commit?
17:19:11  <frosch123> looks like the second place is jingo (Jingo is not Gollum)
17:19:30  <frosch123> but it definitely needs conversion of the content to new markup
17:19:45  <frosch123> but it mentions github-auth as standard
17:19:50  <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #117: Fix #116: towname used bits could be the same for sub-parts
17:20:05  <TrueBrain> its funny, gollum-demo is 10 years old :P No commit since .. that is not useful :D
17:20:24  <frosch123> there should be something on dockerhub
17:21:00  <TrueBrain> "Automatically push to a remote (optionally)" <- Jingo is explicit about it :P
17:21:56  <frosch123> hmm, jingo is only gh-flavoured markdown, so no tables?
17:22:08  <frosch123> next up is dokuwiki
17:22:57  <andythenorth> mixed html and md? :P
17:23:30  <andythenorth> I find all markdown / rst / bbcode type languages harder than html :)
17:23:35  <andythenorth> I am not the intended audience
17:24:09  <glx> markdown is nice for simple formatting
17:25:09  <TrueBrain> okay, gollum only does commits, no pushing, it seems
17:25:12  <TrueBrain> but that is easily fixed :P
17:25:40  <andythenorth> is this for nml, or openttd, or general wiking? o_O
17:26:02  <frosch123> openttd first
17:26:24  <Samu> im not sure which commit is the blame
17:26:29  <frosch123> we want to get rid of openttd-auth and servers :)
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17:28:04  <Samu> im currently looking for which commit causes the iterator incompatible thing, is it this?
17:28:27  <TrueBrain> ah, you can add hooks in gollum
17:28:33  <TrueBrain> it is a nice little wiki, tbh
17:28:42  <TrueBrain> seems we can do the same trick as with bananas-server, so it can scale out nicely
17:28:57  <TrueBrain> reminds me, I have 2 PRs that needs reviewing :P
17:29:22  <frosch123> i can also create 2 PRs :)
17:29:27  <Samu> oh, sorry, this commit is huge, let me get a smarter link
17:29:29  <frosch123> shall we trade?
17:29:43  <TrueBrain> frosch123: deal :)
17:30:24  <TrueBrain> we can always just make a "wiki" in Jekyll :D
17:30:30  <TrueBrain> we already have everything for that in place :P
17:30:31  <frosch123> anyway, when i slept on nml town names, i concluded it's really hard to fix. yet glx made a PR within one day :)
17:30:37  <Samu>
17:31:38  <glx> frosch123: it's not optimal as sometimes overlap are ok but that's quite impossible to check in current implementation :)
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17:33:42  <TrueBrain> ironicly, gollum uses GitHub Wiki :D
17:34:18  <glx> but yeah townname implementation is a hell, most of the debug_print() are pure non working garbage, but I won't fix that ;)
17:38:43  <Samu> Need help with commit message now
17:38:46  <Samu> Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
17:38:56  <Samu> heh, terribad, I know
17:39:56  <DorpsGek_III> [OpenTTD/bananas-server] frosch123 approved pull request #20: Add: only buffer at most 5 max-sized packets per client
17:41:05  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain closed issue #15: Raise exception if connection is gone
17:41:05  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain merged pull request #20: Add: only buffer at most 5 max-sized packets per client
17:41:09  <TrueBrain> I hope you liked my documentation frosch123  :)
17:41:20  <frosch123> very unusual :)
17:41:33  <TrueBrain> it was needed :P
17:42:23  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #21: Add: reload the database in a separate process
17:42:25  <TrueBrain> (just a rebase ^^)
17:42:47  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
17:43:40  <frosch123> the other PR is funny, only a few lines changed, but whole methods are moved into different classes :)
17:44:05  <TrueBrain> yeah .. minimizing what cpickle had to do :)
17:44:12  <TrueBrain> it was .. a challenge
17:45:26  <frosch123> oh dear, sometimes black formatting is a challenge for me :)
17:45:49  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:45:49  <DorpsGek_III>   - Update: Translations from eints (by translators)
17:45:57  <TrueBrain> Honestly, I don't see it anymore :P I just run it, and say: what-ever
17:46:04  <TrueBrain> but it was funny what it did with the return tuple :)
17:46:04  <frosch123> wrapping the left side of an asignment over multiple rows broke my parser
17:46:39  <frosch123> haha, at least you tripped over the same place :)
17:46:49  <TrueBrain> it stood out, for sure :)
17:48:15  <frosch123> the api never talks to the server, right?
17:48:34  <frosch123> so there are no race conditions between server/api?
17:49:11  <frosch123> can the api spam the server with reloads?
17:49:13  <TrueBrain> all communication goes via GitHub
17:49:33  <TrueBrain> and the reload is guarded, only 1 reload can be active at the same time
17:49:44  <frosch123> usually the api pushes multiple commits at once, does the server then get 1 reload, or many?
17:50:00  <TrueBrain> GitHub Actions listen to a push
17:50:01  <TrueBrain> not commits
17:50:21  <TrueBrain> as can been seen here: :)
17:50:38  <TrueBrain> or easier:
17:50:43  <TrueBrain> not all commits have a green flag :D
17:51:24  <frosch123> ah, i always wondered what the flags meant, they have no tooltip
17:51:40  <TrueBrain> click on it :)
17:52:00  <DorpsGek_III> [OpenTTD/bananas-server] frosch123 approved pull request #21: Add: reload the database in a separate process
17:52:47  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain merged pull request #21: Add: reload the database in a separate process
17:52:52  <TrueBrain> ty kind
17:53:04  <TrueBrain> after testing on staging and deploying on production, I will merge yours :D
17:53:35  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
17:57:04  <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain created new tag: 1.0.8
17:57:43  <TrueBrain> 2 minutes of silence in the Netherlands in a few, to remember freedom .. which is a weird thing with this Corona stuff ..
17:58:04  <TrueBrain> normally you notice the silence ..
18:02:30  <DorpsGek_III> [OpenTTD/nml] frosch123 commented on pull request #117: Fix #116: towname used bits could be the same for sub-parts
18:03:43  <TrueBrain> owh boy ... it runs on local, it runs on staging .. but not on production .. oh-oh
18:05:22  <TrueBrain> how is this possible .. lol
18:05:42  <TrueBrain> well, lets roll back for now :)
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18:10:10  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
18:10:40  <TrueBrain> ah .. I understand .. hmm ..
18:21:13  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
18:22:27  <TrueBrain> there, fixed :)
18:22:30  <TrueBrain> it works frosch123  :D
18:22:44  <frosch123> no commit needed, just magic :)
18:22:44  <TrueBrain> the API does still stall, it needs a similar solution
18:22:49  <TrueBrain> but that priority is .. just a lot lower
18:22:56  <TrueBrain> yeah, it was a configuration error on AWS :P
18:23:04  <TrueBrain> if staging passes and production does not, it rarely is a coding issue :P
18:23:40  <frosch123> oh, i have for sure seen "if (production)" or "if (staging)"
18:24:12  <TrueBrain> yeah .. I have the same .. I removed the "if production" line :P Fixed it :D
18:24:27  <TrueBrain> okay .. this should also fix the OOM events .. we will see tomorrow :D
18:28:42  <frosch123> the forums start to throttle me sending pms :p
18:28:49  <TrueBrain> hahaha, really?
18:28:50  <TrueBrain> lol
18:38:56  <TrueBrain> hmm .. it seems you cannot put a custom domain on backblaze .. well, yes, via cloudflare, but that is a no :D
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18:43:11  <andythenorth> 'cloud they said'
18:43:41  <TrueBrain> still cannot believe GB prices are this high :P
18:43:52  <TrueBrain> I remember when 1 mbit/s was 15 euro a month
18:44:04  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
18:44:04  <TrueBrain> @calc 1 * 3600 * 24 * 30 / 10 / 1024
18:44:04  <DorpsGek> TrueBrain: 253.125
18:44:18  <TrueBrain> well, with 95%, so .. ~300GB per month
18:44:45  <TrueBrain> so 20 euro per GB .. lol .. those were the days :P
18:45:01  <TrueBrain> guess 0.09 euro per GB is nothing, compared to that :D
18:47:13  <andythenorth> GB = coal :|
18:47:16  <andythenorth> but coal is cheap now!
18:48:50  <frosch123> what crisis does it need for negative GB prices?
18:48:54  <TrueBrain> yet .. it is very expensive, 0.09 euro per GB :P
18:49:24  <andythenorth> €0.10 per zbase download
18:49:38  <andythenorth> 'or run our coin miner'
18:49:41  <TrueBrain> a bit less, but yes
18:49:52  <TrueBrain> so that puts it a bit in perspective :)
18:50:00  <TrueBrain> I like that andythenorth  .. 10 eurocent per download for zBase :)
18:50:07  <TrueBrain> (and abase .. and there are a few more :P)
18:50:13  <andythenorth> buy a monthly pass
18:50:28  <andythenorth> like all the 'free to play' games with €0.99 premium pass
18:50:39  * andythenorth isn't serious
18:50:43  <TrueBrain> we could start by asking for donations, instead of them accidentily happening :P
18:50:55  <TrueBrain> but .. lets try to solve this first :D
18:52:14  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash
18:53:29  <TrueBrain> very tempted to offload these bigger downloads to a non-CDN, as .. fuck that :P
18:53:55  <Samu> trailing white space t.t
18:54:46  <Samu> the white space is at the end of a comment, and still complains about it...
18:55:07  <TrueBrain> you think the location would make it okay for you to sneak in a useless whitespace? :D
18:57:31  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash
18:58:22  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash
19:00:28  <TrueBrain> Yexo: isn't this PR actually 2 commits? (I just clicked the link because it kept popping up :P)
19:00:38  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash
19:01:31  <Yexo> Yes, I think you're right
19:01:41  <Yexo> Samu: ^^ can you split it in two?
19:01:48  <TrueBrain> the commit message feels so .... pushed into each other, that mostly gives it away :D
19:02:02  <Samu> hmm ok, sure
19:02:11  <Samu> 2 commits, or 2 PRs?
19:02:50  <Yexo> Dunno, I think 1 PR is fine as long as there are 2 separate commits with good commit messages each
19:03:10  <Yexo> But I'm not really up to speed yet how this all works on github
19:03:12  <Samu> ah, im bad at commit messages, but will try
19:03:21  <TrueBrain> Yexo: you are doing fine :)
19:03:31  <Yexo> What I suggested should be fine for the first part. Split the part about animated tiles out
19:04:57  <Yexo> That should reference c01a2e2 and be something like (add #8108 if it's relevant): Fix c01a2e2: crash on loading old savegames with invalid animated tile information
19:06:05  <Yexo> TrueBrain: since you're here: if I would approve the commit, would that merge it directly? Or does that require another click (if so, who could merge it at that point?)
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19:06:28  <TrueBrain> every PR needs at least 1 approval, which is just a state for the PR to be in
19:06:40  <Eddi|zuHause> merging is separate
19:06:42  <TrueBrain> after that, someone in the right Team can hit "merge"
19:06:53  <TrueBrain> Merge comes in 2 flavours for OpenTTD: Squash or Rebase
19:07:00  <TrueBrain> which do exactly what you expect :P
19:07:02  <Yexo> approval also needs to come from the right team?
19:07:08  <TrueBrain> yes
19:07:14  <Yexo> ack, thanks
19:07:39  <TrueBrain> so clicks are very safe, GitHub has a good UX
19:07:48  <TrueBrain> the only "issue" I have, is that I sometimes hit Rebase when I wanted to hit Squash
19:07:56  <Yexo> When I was last active, we'd usually have somebody else take a look as well. Is that still done usually?
19:07:58  <TrueBrain> (the other way around is nearly impossible, as during Squashing you can change the commit-message)
19:08:12  <TrueBrain> 2 approvals?
19:08:22  <TrueBrain> well, 1 dev wrote it, the other reviewed it, I guess
19:08:29  <TrueBrain> now <someone> writes it, and a dev reviews it :)
19:08:39  <Yexo> Fair enough
19:08:51  <TrueBrain> I guess the common-sense-module kicks in here: when in doubt, ask another dev to approve too
19:09:40  <Yexo> Of course
19:10:08  <TrueBrain> you can assign PRs to people to poke them, but OpenTTD rarely uses that. Mostly with mentions or nagging here for someone else to review :P
19:11:02  <TrueBrain> and I see someone already assigned you in the right teams, so yeah
19:11:16  <TrueBrain> owh, and the "required checks" have to pass btw; otherwise you also cannot merge
19:11:54  <frosch123> and when squashing to have to validate the commit message yourself :)
19:12:19  <TrueBrain> yeah, no commit-checker running for that :D
19:12:22  <Yexo> yes, LordAro did last week
19:12:37  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8091: Add: [Script] Native priority queue; useful e.g. for pathfinders.
19:12:39  <Yexo> they wouldn't be very "required" otherwise :p
19:12:40  <TrueBrain> Yexo: and you cannot do anything wrong really, so just give it a spin ;) Worst case, we have to revert .. no biggy :)
19:13:07  <TrueBrain> the only "expensive" mistake would be if you make a Release when not intended / with wrong version-name
19:13:14  <Yexo> Makes sense, just wanted to quickly double-check I didn't miss anything obvious
19:13:16  <TrueBrain> and with "expensive" I mean that I need to clean up shit :P
19:13:19  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs
19:14:04  <TrueBrain> as that might be worth mentioning: EVERYTHING is automated :P
19:14:05  <Yexo> I'm not in the habit of pressing buttons I don't understand (unless it's fully my own device/program/...)
19:14:39  <Samu> 2 commits
19:15:43  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo approved pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs
19:15:45  <TrueBrain> Yexo: I did my best to make OpenTTD idiot-proof, so it should be fine :P
19:15:56  <TrueBrain> only Owners can really damage shit :P
19:16:25  <Yexo> You know what the say: the more idiot-proof it is, the worse idiots become
19:16:33  <TrueBrain> that is fair :D
19:17:03  <TrueBrain> those commit messages make no sense, sorry :P
19:17:04  <Yexo> I like the automation already :)
19:17:07  <nielsm> I mentally distinguish between small and obviously correct changes, and changes that I think really need one more pair of eyes
19:17:20  <TrueBrain> owh, no, GitHub is acting up
19:17:21  <TrueBrain> lol
19:17:37  <TrueBrain> nevermind; bad cache :)
19:17:41  <nielsm> the first kind I'm fine with approving and merging, the second I'll approve but not merge (or wait for someone else to approve and then I do the merge)
19:18:30  <Yexo> Really happy that there is proper CI now, no more "commit, oops, doesn't compile, commit fix"
19:18:35  <Eddi|zuHause> <Yexo> I'm not in the habit of pressing buttons I don't understand (unless it's fully my own device/program/...) <-- i occasionally press buttons just to find out what they do. which is why i design my UIs so that a button press *probably* doesn't make the machine explode
19:18:45  <nielsm> and then (non-trivial) changes from other committers I'll usually approve but not merge and let them do the merge on their own :)
19:19:22  <TrueBrain> that is a nice addition nielsm  :) It is common courtesy to let a dev merge his own PRs
19:19:34  <TrueBrain> no clue why tbh .. but I see this in most groups
19:19:55  <TrueBrain> I like it, as I love merging my own stuff .. gives this good feeling :D
19:20:00  <frosch123> so you do not have to share the avatar in the commit log :p
19:20:00  <Yexo> Give author a chance to make last-minute small fixes maybe?
19:20:09  <nielsm> yeah
19:20:09  <Eddi|zuHause> the feeling of satisfaction, probably
19:20:13  <TrueBrain> no, a fix would revoke approval :)
19:20:29  <TrueBrain> s/revoke/dismiss/
19:20:32  <Yexo> Does any change revoke approval?
19:20:36  <TrueBrain> yes
19:20:38  <TrueBrain> even rebases
19:20:42  <nielsm> I have definitely made "oh wait no I was not done" pushes to approved PRs of mine
19:21:10  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo merged pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs
19:21:10  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo closed issue #8108: Loading old TTD save crashes game (station / oil rig related)
19:21:15  <TrueBrain> I try to look over my PRs before someone reviews them, to avoid that .. takes effort, but it is getting there
19:21:18  <TrueBrain> gratz Yexo  :)
19:21:40  <TrueBrain> it is also the reason I often push 2 or 3 more times just after PR creation
19:21:49  <TrueBrain> for some reason .. it is easier to see a problem when it is in a GitHub diff :)
19:21:50  <Eddi|zuHause> dunno, my PRs generally fall into 2 categories: "trivial" or "unfinished" :p
19:22:09  <TrueBrain> and the balance is, what, 10 / 90? :D
19:22:10  <Yexo> <TrueBrain> I try to look over my PRs before someone reviews them, to avoid that .. takes effort, but it is getting there <- I have that same habbit
19:22:12  <TrueBrain> :D :D troll
19:23:12  <nielsm> github's UI for showing changesets is often better than desktop (or commandline) software :/
19:23:19  <frosch123> Eddi|zuHause: i need you to visit my cafeteria at work. right after the door there is a key-operated switch, but i have not found anyone yet to try what happens if you turn it
19:24:42  <Samu> i dont think 8108 was fully addressed. He posted some crash logs of trains on floating bridges, i couldn't replicate
19:25:13  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #117: Fix #116: towname used bits could be the same for sub-parts
19:25:52  <Yexo> He's been active enough that he'll reopen if it still crashes
19:25:59  <DorpsGek_III> [OpenTTD/nml] frosch123 approved pull request #117: Fix #116: towname used bits could be the same for sub-parts
19:26:39  <frosch123> wtf, who added 15 commit checks to nml :p
19:28:34  <glx> <nielsm> github's UI for showing changesets is often better than desktop (or commandline) software :/ <-- except on the mobile app
19:32:30  <DorpsGek_III> [OpenTTD/nml] glx22 merged pull request #117: Fix #116: towname used bits could be the same for sub-parts
19:32:31  <DorpsGek_III> [OpenTTD/nml] glx22 closed issue #116: TownName Resonance Issue
19:34:00  <andythenorth> is there a button I can press?
19:35:05  <frosch123> in your ear there is a button for factory-reset
19:35:57  <Samu> the train is in the air! did you see the screenshot?
19:36:04  <Samu> funny, but i can't reproduce
19:36:28  <glx> I think we can release nml 0.5.1
19:37:42  <frosch123> isn't 115 needed for that?
19:38:26  <glx> no #115 is not blocking, blathijs found a way, the main issue was windows line endings in sdist files
19:39:18  <andythenorth> frosch123 'ow'
19:40:04  <frosch123> andythenorth: welcome to the channel, your favorite hobby is writing css
19:40:08  <andythenorth> oof
19:40:19  <andythenorth> is oof ROT 13 of css?
19:41:00  <frosch123> maybe it's big-endian
19:42:17  <Samu> "train in the way" - i can't make it crash
19:42:43  <Samu> can't remove bridge
19:43:25  <Samu> aha, i did it!
19:43:57  <Samu> it must allow all actions while paused
19:44:27  <Samu> he didn't mention it
19:44:30  <glx> hmm but you're not supposed to be able to remove a bridge with a train on it
19:44:41  <glx> paused or not paused
19:45:33  <Samu> gonna investigate
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19:45:41  <supermop_Home> hi
19:45:51  <Wolf01> o/
19:45:56  <supermop_Home> 92 hour work week done
19:46:16  <Wolf01> :S
19:46:29  <supermop_Home> now I get tomorrow off
19:46:43  <Eddi|zuHause> you managed to fit in 92 hours of work on a monday?
19:46:44  <frosch123> do you work in healthcare?
19:47:16  <supermop_Home> Eddi|zuHause Monday last week through 3 am this morning
19:47:49  <andythenorth> supermop_Home classic NY
19:47:56  <supermop_Home> I then worked 8-12:30 this morning but that goes on a different timesheet
19:49:23  <Eddi|zuHause> you realize that if you work twice as much as you're supposed to, you're both betraying yourself out of your proper wages, and you are stealing another person a job
19:49:46  <LordAro> wb Yexo :)
19:50:02  <Yexo> hey hey
19:50:44  <supermop_Home> Eddi|zuHause thank you for the obvious observation
19:51:25  <Eddi|zuHause> turns out i'm fairly good at obvious observations
19:51:36  <supermop_Home> that only works when you have some collective power to push back against unreasonable demands
19:53:11  <Eddi|zuHause> if only someone had invented worker unions...
19:54:01  <supermop_Home> Eddi|zuHause "at-will employment"
19:54:39  <supermop_Home> unfortunately there are not unions here for architects and interior designers
19:56:20  <Samu> I stumbled on a _vehicle_tile_hash... how big is this hash? I've been scrolling down for ages
19:56:33  <supermop_Home> and the professional societies are pretty much dominated by the older baby boomer designers who are likely to be employing the overworked associates
19:56:49  <Samu> 16384, wow...
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19:57:30  <Eddi|zuHause> a "professional society" is NOT a workers union
19:57:34  <nielsm>  I had never imagined someone (else) would actually ask for this
19:57:35  <supermop_Home> also those principals seem to be incapable of negotiating a reasonable contract with clients...
19:58:05  <andythenorth> nielsm :D
19:58:48  <supermop_Home> so you get things like, we have x hours allocated to this phase.. oh it will take 2x? i'll just have my employees work 2x and bill the client for 1x...
19:59:53  <Samu> Vehicle *hash_tile_next;            ///< NOSAVE: Next vehicle in the tile location hash.
20:00:03  <Samu> the vehicle has no hash_tile_next
20:00:18  <Samu> so... that makes me able to demolish bridges with vehicles on it?
20:00:21  <supermop_Home> or you do 1x of work and have a reasonable deliverable to show the client, but the director wants to then make their mark on it and asks you to iterate the design a few more times
20:00:42  <Yexo> No, that just means there is no other vehicle on a tile that hashes to the same value
20:01:50  <supermop_Home> anyway they furloughed half my team but decided to keep to the original contract schedule for the client.
20:02:48  <supermop_Home> and when the furniture designer quit at the end of last week, that scope got added to mine
20:03:08  <Yexo> Samu: if you unpause/pause even very quickly or save and load that new savegame the problem is gone
20:03:10  <Eddi|zuHause> yes, that's how that works if there is never any pushback.
20:03:53  <Samu> yes, if i unpause, i get train in the way
20:04:00  <supermop_Home> Eddi|zuHause the problem is this is a 'prestigious' firm to work at so people put up with this nonsense for a few years until they burn out and quit
20:04:25  <nielsm> prestige in working yourself halfway to death...
20:04:32  <nielsm> I don't understand that
20:04:43  <supermop_Home> nielsm i'm too old for it
20:04:53  <Eddi|zuHause> well, i understand why that happens, doesn't mean it's a good idea to do it
20:04:53  <supermop_Home> but I needed the increase in salary
20:05:16  <supermop_Home> hopefully i'll be able to move onward soon
20:06:27  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #8108: Loading old TTD save crashes game (station / oil rig related)
20:07:17  <supermop_Home> andythenorth hows chemistry?
20:15:00  <Samu> okay, 5274 should have a train vehicle on it, it has nothing ...
20:15:27  <nielsm> sounds like the tile hash vehicle data is not filled/computed on load
20:17:04  <Samu> oh, and on the endtile, it's 5288, let me check if there's a v
20:19:15  <Samu> nop, by 1
20:19:26  <andythenorth> supermop_Home having a break
20:24:23  <Samu> why is the hask size so big?
20:24:27  <Samu> hash
20:27:11  <Yexo> Because the smaller the hash size, the more hash collisions, which makes it much more expensive to check for ground vehicle collisions (and other code that needs to get a Vehicle* from a TileIndex)
20:27:55  <Yexo> It's actually probably slightly too small. When I benchmarked it I got better results with 8 bits per direction compared to the current 7 (but that needs more testing, more different (large) savegames)
20:30:08  <Samu> I saved and loaded, and 5274 now got a train
20:30:26  <Samu> without unpausing
20:33:20  <Samu> it's a mail wagon
20:33:26  <Samu> not the engine hah
20:33:38  <Yexo> Vehicle hash depends on v->tile, and whenever v->tile changes the hash should be updated. Since the hash is not stored, it's computed in AfterLoadVehicles() which is called from AfterLoadGame() in afterload.cpp line 801.
20:34:06  <Yexo> A few hundred lines later, afterload.cpp line 1255, v->tile is updated for some vehicles on bridges but the hash is not recalculated
20:34:34  <glx> and that's the issue
20:34:38  <Yexo> Unpausing fixes it because as soon as the train moves, the hash gets recalculated
20:35:16  <_dp_> great, so now we have ads in the server list :/
20:36:15  <FLHerne> Huh, not seen that in OTTD before
20:36:19  <andythenorth> are they good ads?
20:36:39  <Eddi|zuHause> are there good ads?
20:36:41  <andythenorth> oh just for gameservers?
20:36:56  <FLHerne> They're servers named "Get your OpenTTD server at"
20:37:05  <_dp_> yep, those
20:37:28  <andythenorth> oh a bit of homophobia too
20:37:39  <FLHerne> Which could, I suppose, be good if you wanted to have a server but didn't know how to host one
20:37:46  <Eddi|zuHause> can we blacklist server names in the masterserver?
20:37:53  <_dp_> I'd just ip ban them tbh
20:38:55  <andythenorth> I should get an official binary :P
20:39:04  <andythenorth> I can never join MP games due to self-compiled
20:39:13  <FLHerne> Something like `` presumably has a good number of IPs, though
20:39:38  <_dp_> yeah, and they actually have different ips on those servers...
20:39:41  <FLHerne> And if they're using some cloud hosting, banning a large range might hit others
20:39:52  <_dp_> do they not know you can start several sservers on one machine? xD
20:40:56  <Eddi|zuHause> that sounds like more work than just firing up a bunch of virtual machines
20:41:07  <FLHerne> Hm, they do appear in the whois
20:41:17  <Samu> isn't elitegameservers the ones with terrible performance, almost like a scam.asking price?
20:41:40  <FLHerne> So you could block any IP with "Elite Game Servers" as the org-name
20:41:50  <Eddi|zuHause> FLHerne: but you'd only want to ban the ones who are doing advertisements, not the ones that people actually use to play with
20:42:28  <Samu> ... yeah, they're them
20:42:28  <andythenorth> supermop_Home have some trains :)
20:42:35  <FLHerne> Eddi|zuHause: Meh, ban them all, and the players will give their money to a non-spamming hosting service
20:42:39  <Eddi|zuHause> i'm thinking a word filter in the masterserver would be a better approach
20:42:52  <andythenorth> could just ask them not to? o_O
20:43:01  <andythenorth> silly andythenorth, social solutions
20:43:02  <FLHerne> That's a good Step 1
20:43:20  <FLHerne> Eddi|zuHause: That never works well
20:43:22  <andythenorth> they might think they're just helping
20:43:44  <Samu> it's a scam imo
20:44:01  <andythenorth> it's just 2 Dutch dudes
20:45:30  <nielsm> urgh the BaseSet<> stuff is just so overly convoluted and impossible to extend
20:45:59  <Eddi|zuHause> what are you trying to do?
20:46:15  <nielsm> load the MT-32 soundtrack from the DOS version (after all)
20:46:36  <nielsm> the thing is it requires a helper file, lapc1.pat next to the file
20:46:51  <nielsm> i.e. each tune loads data from two files
20:47:16  <nielsm> and there isn't any clean way to extend the current code to have files that are not directly connected to one particular tune
20:47:34  <Eddi|zuHause> that sounds tricky to retrofit into an architecture that wasn't meant to do that
20:48:11  <nielsm> I've long been considering ripping out the BaseSet class for music sets entirely and do it in a different format
20:48:36  <nielsm> the way I'm handling the CAT format music from dos ttd is already hacky
20:49:07  <Eddi|zuHause> that sounds like a cleaner approach
20:49:17  <frosch123> it's just an ini file, you can add sections and fields
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20:50:04  <nielsm> frosch123 not quite if I want the automatic MD5 checking stuff
20:52:51  <frosch123> then keep the section for the files, and add other sections for relations
20:56:28  <nielsm> and there is also an assumption that the number of files is the number of tunes that can exist
20:57:13  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo opened pull request #8110: Fix #8108: always update tile_hash after updating v->tile
20:57:50  <frosch123> but that doesn't affect the file format, does it?
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21:03:24  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo updated pull request #8110: Fix #8108: always update tile_hash after updating v->tile
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21:16:32  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 updated pull request #34: Some reformulations
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21:18:16  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 approved pull request #34: Some reformulations
21:19:15  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 merged pull request #34: Some reformulations
21:20:38  <frosch123> aw, the commit message tricked me
21:20:54  <frosch123> the second line was correct, but the rfirst one was wrong
21:22:13  <frosch123> ow, no, the second line was also silly, a copy from some other commit
21:22:19  <frosch123> never trust PRs :)
21:22:28  <Yexo> No automated check for commit messages anymore?
21:22:43  <frosch123> every repo is different
21:22:57  <frosch123> there is no sane method to configure them together
21:23:03  <Yexo> ah, ok
21:23:04  <frosch123> so naturally they differ
21:26:03  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8110: Fix #8108: always update tile_hash after updating v->tile
21:26:53  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo merged pull request #8110: Fix #8108: always update tile_hash after updating v->tile
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22:03:20  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo opened pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges
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22:34:48  <nielsm> uh
22:34:50  <nielsm> wow
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22:49:19  <glx> looks like memory is abused somewhere
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22:56:51  <LordAro> nielsm: woops
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22:58:53  <nielsm> hacked up some stuff, it's kind of broken and doesn't play properly yet
23:03:05  <supermop_Home> nielsm I want to play on that map
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23:11:07  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges
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23:44:17  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges

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