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00:00:43 <Samu> station spreading is really imba :( 00:03:01 <Samu> https://imgur.com/t0Q6iY1 00:03:13 <Samu> i blame station spreading 00:04:41 <Supercheese> there are plenty of exploits if you're just wanting to make moneyz 00:09:26 <Samu> i'm off to bed, cyas take care 00:09:30 *** Samu has quit IRC 00:50:48 *** snail_UES_ has quit IRC 01:02:24 *** Supercheese has quit IRC 01:23:55 *** Supercheese has joined #openttd 01:25:04 *** Progman has quit IRC 01:35:52 *** Mazur has joined #openttd 01:36:43 *** Gustavo6056 has joined #openttd 01:41:54 *** Gustavo6046 has quit IRC 01:41:54 *** Gustavo6056 is now known as Gustavo6046 01:45:59 *** glx has quit IRC 02:13:19 *** Flygon has joined #openttd 02:17:11 *** rocky113844 has joined #openttd 03:04:45 *** Hobbyboy has quit IRC 03:05:21 *** Hobbyboy has joined #openttd 03:25:53 *** haudrauf has quit IRC 03:26:51 *** haudrauf has joined #openttd 03:47:56 *** rocky113844 has quit IRC 04:25:50 *** Supercheese has quit IRC 04:26:12 *** Supercheese has joined #openttd 04:45:11 *** KouDy has quit IRC 05:22:00 *** Suprcheese has joined #openttd 05:22:41 *** Suprcheese has quit IRC 05:26:42 *** Supercheese has quit IRC 05:30:11 *** KouDy has joined #openttd 06:39:16 *** andythenorth has joined #openttd 06:42:09 *** Wacko1976 has quit IRC 06:45:34 <andythenorth> moin 07:19:09 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #6900: Fix #6839: OLD_GM_DIR midi search path got lost https://github.com/OpenTTD/OpenTTD/pull/6900 07:19:09 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker pushed 1 commits to master: 07:19:09 <DorpsGek_II> - Fix #6839: OLD_GM_DIR midi search path got lost (#6900) (by LordAro) 07:19:10 <DorpsGek_II> https://github.com/OpenTTD/OpenTTD/commit/ca5b68145ad6 07:24:12 <LordAro> :) 07:31:15 <andythenorth> patches :) 07:34:12 <planetmaker> :) moin 07:41:23 *** snail_UES_ has joined #openttd 07:42:51 <andythenorth> snail_UES_: do you cycle any liveries using depot flip? 07:42:54 <andythenorth> or is that just me? 07:46:06 <snail_UES_> andythenorth: in a depot, I only randomly flip certain engines 07:46:24 <snail_UES_> liveries only change through players’ actions 07:46:31 <andythenorth> how many vehicle liveries do you have typically? 07:47:14 <snail_UES_> 2 or 3 for most of them... 07:47:25 <snail_UES_> they’re based on real-life companies though 07:47:39 <snail_UES_> some engines only get one, a few others get like 5 or 6 07:48:24 <snail_UES_> I’m also adding a parameter to turn the set in 2cc colors for people who don’t care about realism :p 07:48:28 <andythenorth> :) 07:48:48 <andythenorth> I have vehicles with 2 liveries, which are selected by flipping the vehicle in depot 07:49:04 <andythenorth> I'm wondering if we can have 2 bits for flip, and cycle them 07:49:17 <andythenorth> giving 4 liveries 07:51:09 *** Samu has joined #openttd 08:44:54 *** andythenorth has quit IRC 09:00:46 <Samu> road depots can be "removed"? 09:01:15 <Samu> i thought "demolish" was the only option 09:02:41 <Samu> what will it leave behind? pieces of road? 09:05:58 <Samu> return ScriptObject::DoCommand(tile, 0, 0, CMD_LANDSCAPE_CLEAR); 09:06:00 <Samu> hah... 09:06:09 <Samu> resorts to demolish 09:11:11 *** andythenorth has joined #openttd 09:24:25 *** Wacko1976 has joined #openttd 09:24:38 <snail_UES_> andythenorth: 4 statuses for flipping? 09:25:02 <snail_UES_> flipping now works well as “flipped” vs. “not flipped"... 09:25:17 <snail_UES_> livery cycling can be done in different ways, i.e. through refitting, or randomly 09:25:37 <snail_UES_> a better solution would be purchase list variants :) 09:39:21 <Samu> the difference between 10k opcodes and 250k opcodes is abysmal 09:39:38 <Samu> something that is usually done in 50 days, is done in 2 days 09:41:07 <Samu> @calc 10*50 09:41:08 <DorpsGek> Samu: 500 09:41:13 <Samu> @calc 250*2 09:41:13 <DorpsGek> Samu: 500 09:41:17 <Samu> yeah.. makes sense 09:47:59 *** TrueBrain has quit IRC 09:48:49 *** Wacko1976 has quit IRC 10:04:21 <andythenorth> snail_UES_: there's an idea for purchase list variants also 10:04:31 <andythenorth> I like the livery flipping, it's really quick and easy 10:04:48 <snail_UES_> but flipping is used for another purpose 10:05:01 <snail_UES_> there are vehicles that can run backwards 10:05:05 <andythenorth> yes 10:05:09 <andythenorth> I am abusing it 10:05:10 <snail_UES_> and that’s what flipping is used for... 10:05:25 <snail_UES_> using 2 bits for that would break this 10:05:50 <andythenorth> nah, it can be masked 10:06:04 <andythenorth> so 0 and 2 are unflipped, and 1 and 3 are flipped 10:06:06 <andythenorth> simples :) 10:06:32 <snail_UES_> I still think there could be a better way 10:07:08 <snail_UES_> with this methdology, we would soon think that 4 liveries to cycle through will be “not enough" 10:07:24 <snail_UES_> and I can clearly see people asking for more bits allocated to this... 10:07:35 <snail_UES_> purchase list variants would be a more expandable solution 10:07:38 <andythenorth> yes 10:08:07 <andythenorth> I wouldn't propose the flip cycle as the best solution to liveries 10:08:15 <andythenorth> it's more a harmless option for silly hacks 10:08:28 <snail_UES_> people would easily abuse it :D 10:09:08 <andythenorth> I already did 10:09:35 <snail_UES_> yeah, the point is, you did and now are requesting an additional bit 10:09:51 <snail_UES_> the next person would ask for another bit... 10:09:53 <snail_UES_> and so forth 10:11:44 <andythenorth> we'd end up with a byte 10:12:07 <snail_UES_> guess so… 10:12:10 <andythenorth> more than a byte is silly 10:12:25 <snail_UES_> and I’d have to rewrite some of my code :p 10:12:39 <snail_UES_> since I’m checking for flipped status countless times 10:13:14 <snail_UES_> but TBH I still prefer my current way to cycle across liveries 10:13:26 <andythenorth> it would have to work in a backwards compatible way 10:13:37 <snail_UES_> i.e. with refitting to passengers. It allows the user to directly choose tge livery he wants 10:14:00 <andythenorth> yeah I've seen that route 10:14:08 <andythenorth> I never ever use cargo refit so it doesn't work for me :) 10:14:30 <snail_UES_> well, I’d be happy to give it up if we had purchase list variants ;) 10:29:35 *** Progman has joined #openttd 10:32:41 *** Wacko1976 has joined #openttd 10:34:35 <peter1138> You're not getting extra bits for flipping. 10:34:39 <peter1138> It's not logical. 10:44:51 <andythenorth> such logic 10:45:08 <andythenorth> what if it flip was n-dimensional :P 10:45:12 <andythenorth> -it 10:45:30 <andythenorth> BUT HOW WILL I DO STUPID HAX? 10:48:21 *** snail_UES_ is now known as Guest330 10:48:21 *** snail_UES__ has joined #openttd 10:48:21 *** snail_UES__ is now known as snail_UES_ 10:49:19 <peter1138> Don't :D 10:50:35 <Samu> the ai now removes stuff that failed to be removed 10:50:54 <Samu> it adds to a scheduleremoves 10:51:09 <Samu> that is run from time to time 10:51:11 <Samu> yay 10:51:14 <Samu> success 10:51:23 <Samu> and it saves and it loads 10:51:48 *** Guest330 has quit IRC 10:52:39 <Samu> this means i can speed up the expanding station code better 10:52:54 <Samu> er, the result of this is that 10:52:57 <peter1138> I'm not sure why openttd doesn't just save the whole state itself. 10:52:59 *** Wacko1976 has quit IRC 10:53:33 <peter1138> I suppose that would be more complex in many cases. 10:54:23 <andythenorth> peter1138: so no flipping? :( 10:54:57 <peter1138> You can flip as much as you like, but using it for livery selection is definitely a bad feature. 10:57:16 <andythenorth> we need buy menu groups then :P 10:57:18 <andythenorth> oof 11:02:07 <Samu> ugh... 5k opcodes and very slow construction speeds is very very slow 11:02:15 <Samu> 800 days to complete first route :( 11:05:09 *** KouDy has quit IRC 11:15:23 <andythenorth> hmmm 11:45:16 *** KouDy has joined #openttd 11:50:25 <Samu> hmm, iterating routes backwards has a disadvantage 11:50:55 <Samu> a new route is appended to the end of the routearray 11:51:39 <Samu> managing routes backwards would mean that older routes will have to wait a bit longer for their management turn :( 11:51:57 <Samu> that's not good 11:52:17 <Samu> perhaps this is fine 11:52:25 <Samu> it has to iterate all routes anyway 11:53:24 <Samu> unsure what to do 11:59:40 *** snail_UES_ has quit IRC 12:00:19 <Eddi|zuHause> <andythenorth> what if it flip was n-dimensional :P <-- what now, you want to flip up/down as well? :p 12:01:28 <Eddi|zuHause> i'll side with peter1138 on this one. 12:02:14 <andythenorth> Eddi|zuHause: what dimension is 'I changed the colours of the pixels'? 12:02:20 <andythenorth> it is a dimension IMHO :P 12:02:23 <andythenorth> there's a colourspace 12:02:47 <andythenorth> flipping 1CC and 2CC is 'reversing' if I twist the words enough :P 12:08:26 <Samu> hmm, ai is failing to build depot 12:08:30 <Samu> damn it 12:08:36 <Eddi|zuHause> andythenorth: but then, you would need a modifier key for each dimension independently. it can't be a "cycle" 12:08:54 <andythenorth> I am God 12:09:00 <Samu> because the whole tiles adjacent to the road have houses 12:09:01 <andythenorth> I can control the dimensional cycle 12:09:03 <andythenorth> with nml 12:09:10 <andythenorth> or dice 12:09:22 <Eddi|zuHause> "flip" is by definition a cycle of 2 12:09:29 <Samu> maybe i should demolish houses 12:09:30 <Samu> lol 12:09:40 <Eddi|zuHause> (unless you're trying to insert a USB stick) 12:10:31 <andythenorth> ow https://en.wikipedia.org/wiki/Flip_graph 12:10:38 <andythenorth> that is not quite what I was looking for 12:10:43 <andythenorth> hurts my head 12:11:48 <andythenorth> I was trying to find a tetrahedron flip, which has a cycle of 4 12:12:50 <Eddi|zuHause> andythenorth: with geometric objects, you have two operations: mirroring and rotating 12:13:07 <Eddi|zuHause> mirroring is a cycle of 2, rotating is a cycle of n 12:13:24 <andythenorth> hmm 12:13:26 <Eddi|zuHause> (sometimes) 12:14:22 <andythenorth> I will defer to you 12:14:31 <andythenorth> nobody is going to add me another bit anyway :( 12:14:37 <andythenorth> not even for lulz 12:15:17 <Eddi|zuHause> if you're going to change the code, might as well do it properly 12:16:30 <Eddi|zuHause> for cycles longer than 2 the UI is just going to be annoying 12:18:25 <Eddi|zuHause> and you're causing a ton of followup problems, like what if a person wants to change the available liveries over time? 12:22:22 <andythenorth> nah 12:22:26 <andythenorth> that's not silly hax 12:22:32 <andythenorth> that's doing things properly 12:22:41 <andythenorth> this isn't a solution to liveries, it's for stupid easter eggs 12:22:58 <andythenorth> but as we all learn, too many easter eggs make you sick :: 12:23:00 <andythenorth> :P 12:26:32 <andythenorth> hmm if we did have buy menu groups.... 12:26:37 <andythenorth> ...the endless possibilities :P 12:43:07 <andythenorth> oof but autoreplace :( 12:56:51 <Eddi|zuHause> well, with buy menu groups, you could make autoreplace handle either the whole group, or individual entries, based on player choice 12:57:06 <Eddi|zuHause> you can't do that with hackyflips 12:57:29 <andythenorth> I don't need convincing about groups :) 12:58:10 <andythenorth> but meanwhile my hackyflips mean I need to do a lot of drawing :P 12:58:33 <andythenorth> I can't use recolour sprites for hopper liveries because of the cargo colours 12:58:36 <andythenorth> unless..... 12:58:43 <andythenorth> ha I can put the loads on another layer 12:58:51 <andythenorth> almost like it was intended to be that way :P 12:59:26 <andythenorth> thanks for that Eddi|zuHause :) 13:00:10 <Eddi|zuHause> i'm not sure what i had to do with that 13:00:15 <andythenorth> you were integral 13:00:18 <andythenorth> it was practically your idea 13:00:33 *** KouDy has quit IRC 13:00:44 <andythenorth> now I just need to refactor ~everything 13:01:09 <Eddi|zuHause> i have loads of ideas 13:01:23 <andythenorth> so 13:01:25 <andythenorth> recolour sprites 13:01:42 <andythenorth> currently I only use them to flip 1CC / 2CC, and frosch wrote that for me 13:01:43 <andythenorth> https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/templates/graphics_switches.pynml#L21 13:01:51 <andythenorth> I need to remap a bunch of other colours too :P 13:02:54 *** KouDy has joined #openttd 13:02:59 <Eddi|zuHause> i don't even remember what part of that idea was supposed to be mine 13:03:19 <andythenorth> the bit where you convinced me not to use hackyflip for more than 2 liveries 13:03:23 <andythenorth> very persuasive 13:03:37 <andythenorth> hackyflip is the new BAD FEATURE 13:04:34 <andythenorth> recolour sprites are just A: B pairs? 13:04:52 <andythenorth> I do PIL based recolour maps already like this https://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/gestalt_graphics/graphics_constants.py#L61 13:16:06 <peter1138> livery labels? :p 13:16:25 <andythenorth> ow 13:16:33 <andythenorth> then you could replace like for like 13:16:52 <andythenorth> but o/c 13:16:58 <andythenorth> there would have to be newgrf defined rules :P 13:17:05 <andythenorth> so that Santa Fe -> BNSF 13:17:14 <andythenorth> and we could have a spec for that 13:18:28 <andythenorth> WHO ANIMATED THOSE PIXELS 13:18:31 <andythenorth> nml hates me 13:21:04 *** sla_ro|master has joined #openttd 13:55:11 *** sim-al2 has quit IRC 14:14:13 *** wodencafe has quit IRC 14:22:22 <Samu> i got a weird assert triggering 14:22:38 <Samu> there was no reason for it to happen 14:24:14 <Samu> AITile.GetClosestTown(tile) has returned 2 different values 14:27:04 <Samu> it returned the town to the left during valuator 14:27:19 <Samu> later on in the code it returned the town to the right 14:27:25 <Samu> on the same tile 14:27:26 <Samu> why 14:30:05 <Samu> founding towns isn't enabled 14:30:26 <Samu> why did I get 2 different values? 14:32:00 *** wodencafe has joined #openttd 14:33:18 *** APTX_ has quit IRC 14:34:23 *** APTX_ has joined #openttd 14:40:21 *** wodencafe has quit IRC 14:43:08 *** rocky113844 has joined #openttd 14:49:33 <Samu> ok i see 14:49:57 <Samu> during valuator, there was a house in the tile, a house belonging to the town to the left 14:50:16 <Samu> later on, when doing the 2nd check, the house was no longer there 14:50:30 <Samu> the closest town then was the town to the right 14:51:20 *** wodencafe has joined #openttd 14:51:23 <Samu> case MP_HOUSE: return Town::GetByTile(tile); 14:51:31 <Samu> stupid rules 14:51:42 <Samu> wasn't aware of that 14:52:27 <Samu> i still dont understand something 14:52:42 <Samu> is buildable rectangle passed that check 14:53:13 <Samu> maybe I do... during valuator, there was a house 14:53:23 <Samu> during buildable rectangle there wasn't 14:53:44 <Samu> bah 14:58:06 <Samu> trash code https://paste.openttdcoop.org/p0lthy3jn 14:58:38 <Samu> do i always have to check the nearest_town is still the same town? 15:08:23 *** synchris has joined #openttd 15:32:39 *** Wormnest has joined #openttd 15:34:40 *** TrueBrain has joined #openttd 15:35:44 *** alluke has joined #openttd 15:45:34 *** Gja has joined #openttd 16:07:02 *** frosch123 has joined #openttd 16:15:20 *** KouDy has quit IRC 16:17:42 <Samu> 4k map test reachin 2051 soon 16:40:42 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #6891: Question Building the project on Windows https://github.com/OpenTTD/OpenTTD/issues/6891#issuecomment-420716456 16:44:23 *** Flygon has quit IRC 16:47:52 *** HerzogDeXtEr has joined #openttd 17:14:16 *** KouDy has joined #openttd 17:16:12 *** wodencafe has quit IRC 17:17:41 *** gelignite has joined #openttd 17:20:16 *** Gja has quit IRC 17:22:51 *** KouDy has quit IRC 17:23:04 <TrueBrain> so I was wondering why I was not receiving email on @openttd.org .. turns out clamd was being ...... euh .. weird 17:23:21 <TrueBrain> and the email to notify me about that ... is ..... acting weird :D 17:24:40 <andythenorth> hello TrueBrain :) 17:24:54 <TrueBrain> hi :) 17:25:11 <andythenorth> "This should not happen!! Data will be lost" 17:25:20 * andythenorth busy eh 17:25:25 <TrueBrain> clamd couldnt boot as it was running out of memory ... fantastic ... 1GB not enough for you :( 17:25:57 <Eddi|zuHause> 1GB for booting? 17:26:07 <TrueBrain> I think something got corrupted 17:27:19 <TrueBrain> right, seems it broke-ish 3 days ago 17:27:22 <TrueBrain> and it started to amplify itself 17:27:28 <andythenorth> your day is just like mine 17:27:32 <TrueBrain> every message resending etc 17:31:07 <TrueBrain> 96 mails in the inbound queue :D 17:31:52 <TrueBrain> clamd needs 700 MiB of RAM to run :o 17:31:55 <TrueBrain> what the fuck .... 17:35:45 <TrueBrain> 1 email was tried 23k times ... LOL 17:35:55 <TrueBrain> right .. it now started to dequeue again :) 17:36:41 *** Wolf01 has joined #openttd 17:36:53 <Wolf01> o/ 17:40:11 <TrueBrain> I always disliked clamd .. but what can you do :) 17:50:36 *** Gja has joined #openttd 17:51:45 <andythenorth> the things I do for pointless Easter Eggs :) 17:51:57 <andythenorth> changing the layout of about 20 spritesheets 17:52:04 <andythenorth> refactored 2 graphics pipelines 17:52:11 *** Salamander has joined #openttd 17:52:17 <andythenorth> probs 4 hours actual work + thinking time 17:52:23 <Wolf01> Lol, you are a fool 17:52:26 <andythenorth> for something nobody will find 17:52:48 <Salamander> Hi, how do I estimate how much income each train trip will produce? 17:53:18 <Salamander> before I lay the tracks 17:53:25 <andythenorth> "git gud" 17:53:32 <andythenorth> oh sorry, this isn't the tank game :) 17:53:48 <andythenorth> Salamander: it's something you learn by experience only :) 17:53:55 <andythenorth> we have 'save' and 'load' :) 17:54:12 <Salamander> :] 17:54:46 <Salamander> how few tiles are too few for a train connection where a truck connection would do better? 17:54:54 * andythenorth coutns 17:55:09 <andythenorth> are you using any newgrfs? 17:55:22 <andythenorth> or just base game? 17:55:27 <Salamander> yes, a bunch 17:55:40 <andythenorth> depends on the newgrfs, I wouldn't run a train less than about 16 tiles 17:55:46 <andythenorth> but it's very variable 17:55:56 <Salamander> so, once more, save/load? :] 17:56:14 <Salamander> let's try this another way 17:56:24 <Salamander> could you point me to the source code which calculates this? 17:56:37 <Salamander> assuming its not spread all over the palce 17:57:15 <andythenorth> it's probably in station or vehicle https://github.com/OpenTTD/OpenTTD/tree/master/src 17:57:19 <andythenorth> I am not sure :) 17:58:16 <andythenorth> I am looking for CargoPayment 17:59:04 <andythenorth> sorry didn't find an answer 18:00:53 <Salamander> thank you for looking 18:00:58 <Salamander> how nice that openttd uses github \o/ 18:01:50 <Salamander> I haven't played for some years, so I downloaded the latest release a few days ago, and was stunned by the amount of addons and the level of detail 18:03:02 <andythenorth> we have all been busy :D 18:04:06 <Salamander> well done 18:05:49 <andythenorth> this is my last 36 hours with Iron Horse dev https://xkcd.com/349/ 18:06:11 *** Supercheese has joined #openttd 18:07:53 *** tokai has joined #openttd 18:07:53 *** ChanServ sets mode: +v tokai 18:09:15 *** andythenorth has quit IRC 18:14:52 *** tokai|noir has quit IRC 18:18:06 *** KouDy has joined #openttd 18:22:56 *** wodencafe has joined #openttd 18:24:06 *** Compu has joined #openttd 18:29:19 *** Arveen has joined #openttd 18:34:16 *** andythenorth has joined #openttd 18:35:08 *** Thedarkb-T60 has joined #openttd 18:42:23 <andythenorth> I got a new text editor 18:42:28 <andythenorth> it's remarkable 18:46:11 <andythenorth> it autocompletes things like brackets and quotes 18:46:27 <andythenorth> and also suggests autocompletions for varnames and stuff 18:46:45 <andythenorth> my old editor was basically notepad with syntax highlighting :P 18:46:50 <andythenorth> I've caught up to 1997 18:47:23 <frosch123> if you use "smart" editors you have to stick to one though 18:47:39 <frosch123> otherwise it's hard to predict what you need to type yourself and what is autocompleted 18:47:48 <frosch123> so you always have to reread what you typed 18:48:39 <frosch123> sometimes i find lines ending in ";;" at work 18:48:59 <andythenorth> that happened already 18:49:01 <frosch123> one ; autocompleted, one ; typed manually without noticing that the editor alread yput one 18:50:45 *** Gja has quit IRC 18:52:02 *** Gja has joined #openttd 18:54:11 <Samu> is zuu responsible for 90% of ai libraries? 18:55:28 <andythenorth> 99% 19:00:33 <andythenorth> I blame ebay 19:01:28 <andythenorth> keeps showing me grey hoppers (drawn) 19:01:36 <andythenorth> and brown ones (many hours of work to achieve) :P 19:10:04 <Samu> are rail/road tiles tiles of type road or rail? 19:10:11 <Samu> i forgot 19:13:34 <DorpsGek_II> [OpenTTD/OpenTTD] MrOriKlein commented on issue #6899: Not clear when an opponent has exclusive transport rights https://github.com/OpenTTD/OpenTTD/issues/6899#issuecomment-420764886 19:16:10 *** Salamander has left #openttd 19:17:32 <frosch123> 39 new mails, was it necessary to fix the server? :p 19:17:44 <andythenorth> rule: select all mail, delete 19:18:07 <Samu> return IsTileType(t, MP_ROAD) && IsLevelCrossing(t); 19:18:32 <Samu> well, why is it in the AIRail category, it only confuses 19:19:21 <Samu> https://noai.openttd.org/api/trunk/classAIRail.html#51cf344269103ee3b00b79a2c1962f1a should be in AIRoad, or at least AIRoad should also have it 19:19:29 <Samu> just saying :( 19:21:04 <andythenorth> so 19:21:19 <andythenorth> definitely I can't have 2 vehicle bits for a depot flip cycle? o_O 19:21:20 <andythenorth> https://andyleonard.blog/wp-content/uploads/2018/02/NoPonyForYou.jpg 19:58:21 *** GroovyNoodle has joined #openttd 20:00:20 *** synchris has quit IRC 20:05:32 *** rocky113844 has quit IRC 20:06:07 *** wodencafe has quit IRC 20:10:22 *** frosch123 has quit IRC 20:10:31 *** sla_ro|master has quit IRC 20:15:31 *** KouDy has quit IRC 20:35:36 *** Gja has quit IRC 20:44:36 *** KouDy has joined #openttd 20:54:23 *** gelignite has quit IRC 21:02:01 <Samu> This script took too long in the Load function. Script is not started. 21:02:04 <Samu> HALP 21:02:07 <Samu> what is this 21:15:22 *** debdog has quit IRC 21:19:10 *** andythenorth has left #openttd 21:25:24 *** GroovyNoodle has quit IRC 21:36:00 *** glx has joined #openttd 21:36:00 *** ChanServ sets mode: +v glx 21:44:57 *** rocky113844 has joined #openttd 22:01:03 *** HerzogDeXtEr has quit IRC 22:01:53 <Samu> problem solved 22:06:01 <Samu> function Save() { while(!loading); AILog.Warning("Saving..."); 22:06:10 <Samu> is that while gonna do what I think it's gonna do? 22:06:14 *** Wolf01 has quit IRC 22:13:06 <glx> infinite loop when loading is false, if that's what you think 22:34:40 <Samu> should be loading is true, my bad 22:35:16 <Samu> while(loading) { AILog.Warning("Still loading, can't save yet...") } 22:38:07 <Samu> i dont understand 22:38:18 <Samu> if it isn't loading any data, how come it is saved? 22:44:04 *** rocky113844 has quit IRC 22:45:23 <Samu> there's something going on... if I didn't let the AI load the data from the save, how come when I save and load it back, the data is there? 22:45:25 <Samu> magic? 22:46:46 <Samu> this does not make any sense! 22:46:47 <Samu> . 22:48:21 <Samu> does this mean I don't need to load any data at all? i dont understand what's going on, why is the data there 22:48:48 <glx> loading happens only when you load the savegame 22:50:24 *** sim-al2 has joined #openttd 22:52:42 <Samu> but... 22:53:10 <Samu> i didn't load the data in the Load() function 22:53:19 <Samu> i moved it to Start() 22:55:10 *** Thedarkb-T60 has quit IRC 22:55:12 <Samu> it didn't start 22:55:21 <Samu> or at least I don't think it did 22:56:20 *** Wormnest has quit IRC 23:02:02 <Samu> https://paste.openttdcoop.org/pdvlasfad 23:03:15 <Samu> glx: i saved a game 23:04:02 <Samu> then i loaded it and paused the game right away, before it started main Start() 23:04:27 <Samu> so all that part from line 88 below was not executed 23:04:44 <Samu> I save at this point again 23:05:04 <Samu> I expect nothing to be saved 23:05:32 <Samu> but when I load it back, all the data is there 23:05:33 <Samu> why 23:24:24 *** Flygon has joined #openttd 23:27:02 *** snail_UES_ has joined #openttd 23:42:04 <Samu> https://imgur.com/eH79LFX 23:42:13 <Samu> this is better than an outright crash 23:42:18 <Samu> :( 23:43:11 *** Supercheese has quit IRC 23:46:18 *** debdog has joined #openttd 23:57:32 *** OsteHovel has quit IRC