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00:11:44 <_dp_> wait, or does it get client id somehow... but not always... I'm totally confused 00:11:49 <_dp_> sleep time xD 00:15:52 <Samu> glx, can I link to your branch https://github.com/glx22/OpenTTD/tree/ccai_check in this PR? https://github.com/OpenTTD/OpenTTD/pull/7190 00:16:48 <Samu> bot marked it as stale, but it's not me who's working on it 00:18:45 <Samu> or perhaps you can reply on the PR, I dunno. It's just that I'm not doing anything, I was waiting on you 00:29:54 *** tokai has joined #openttd 00:29:54 *** ChanServ sets mode: +v tokai 00:33:36 <glx> I think it's still incomplete, seems I never store the latest command 00:34:34 *** Flygon has joined #openttd 00:37:02 *** tokai|noir has quit IRC 00:54:30 *** Thedarkb-X40 has joined #openttd 01:21:33 *** Gustavo6046 has quit IRC 01:45:00 *** Gustavo6046 has joined #openttd 01:48:48 *** Gustavo6046 has quit IRC 01:49:08 *** Gustavo6046 has joined #openttd 02:00:42 <Samu> got a crash log 02:00:52 <Samu> about the mass popup window 02:01:33 <Samu> https://paste.openttdcoop.org/phiasxlfi 02:01:38 <Samu> what can you make of it? 02:02:54 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server. https://git.io/fjLCD 02:04:14 *** Wormnest has quit IRC 02:06:06 <Samu> is it true that 1.9.0 isn't built with asserts? 02:06:38 <Samu> that would mean I'd never experience these assert errors? 02:16:38 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/window.cpp#L2965 02:16:58 <Samu> this is the assert that I'm spammed about 02:17:18 <Samu> HandleMouseEvents()... intriguing 02:41:44 *** debdog has joined #openttd 02:42:19 *** Gustavo6046 has quit IRC 02:45:04 *** D-HUND has quit IRC 03:00:54 <Samu> if what the log says it's true 03:01:11 <Samu> (local: 255) (current: 16) 03:01:37 <Samu> then the assert was at 03:01:39 <Samu> static inline bool IsLocalCompany() 03:01:39 <Samu> { 03:01:39 <Samu> return _local_company == _current_company; 03:05:15 <Samu> line 1367 in openttd.cpp Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); 03:07:32 <Samu> kdtree crashed before the spam 03:08:36 *** Samu_ has joined #openttd 03:11:44 <Samu_> OnTick_Station calls StationHandleBigTick which is where the station is deleted which makes kdtree crash 03:12:24 <Samu_> and that is happening during current company being owner none 03:14:21 <Samu_> HandleMouseEvents is called from the video driver which is in a separate thread, isn't it? 03:15:09 <Samu_> which i could understand this better 03:15:59 *** Samu has quit IRC 03:16:39 <Samu_> the popup spam was caused by the video driver thread when kdtree crashed at the station ... does anything I say make sense? 03:17:32 *** Samu_ has quit IRC 03:21:30 *** glx has quit IRC 03:30:55 *** ttech2 has quit IRC 03:39:55 *** Ttech has joined #openttd 04:14:22 *** rocky11384497 has quit IRC 04:14:30 *** rocky11384497 has joined #openttd 04:42:04 *** Hobbyboy has quit IRC 04:42:31 *** Hobbyboy has joined #openttd 05:37:41 *** andythenorth has joined #openttd 05:43:46 <andythenorth> wat 05:44:08 <andythenorth> why do I get a merge commit on my fork of OpenTTD Website? 05:44:13 <andythenorth> literally I changed nothing 05:46:25 <andythenorth> https://paste.openttdcoop.org/pbwqwybj8/uvjbxe/raw 05:46:47 <andythenorth> now I have to remove the frigging merge commit somehow 05:50:06 <DorpsGek_II> [OpenTTD/website] andythenorth opened issue #75: Outdated link in https://www.openttd.org/development.html https://git.io/fjLl6 05:50:54 <DorpsGek_II> [OpenTTD/website] andythenorth commented on issue #75: Outdated link in https://www.openttd.org/development.html https://git.io/fjLli 05:52:22 *** OsteHovel has quit IRC 05:54:03 *** OsteHovel has joined #openttd 05:54:58 <andythenorth> ha ha found it 05:57:06 <andythenorth> I tried to make GH Pages work on my fork a few weeks ago, which requires commits to master :P 06:08:51 <DorpsGek_II> [OpenTTD/website] andythenorth opened pull request #76: Fix: 'development environments' link was broken #75 https://git.io/fjLlQ 07:21:18 <Xaroth> andythenorth: you broke that one yourself! 07:21:19 <Xaroth> :p 07:21:42 <DorpsGek_II> [OpenTTD/website] Xaroth approved pull request #76: Fix: 'development environments' link was broken #75 https://git.io/fjL82 07:21:48 <Xaroth> fwiw 07:21:58 <andythenorth> yup 07:23:08 *** Samu has joined #openttd 07:28:43 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #76: Fix: 'development environments' link was broken #75 https://git.io/fjL8w 07:28:57 <DorpsGek_II> [OpenTTD/website] LordAro closed issue #75: Outdated link in https://www.openttd.org/development.html https://git.io/fjLl6 07:28:58 <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #76: Fix: 'development environments' link was broken #75 https://git.io/fjLlQ 07:32:15 <Samu> hi 07:45:18 <peter1138> hi 07:45:32 *** andythenorth has quit IRC 08:03:41 *** tycoondemon has quit IRC 08:04:22 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID https://git.io/fjL8p 08:08:50 *** tycoondemon has joined #openttd 08:51:13 <peter1138> Do we pretend to be pixel-aware on OS X as well as Windows? 09:03:48 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships. https://git.io/fjL4A 09:03:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships. https://git.io/fjLn2 09:19:21 *** andythenorth has joined #openttd 09:19:33 <peter1138> Hi 09:20:20 <andythenorth> yo 09:28:39 <peter1138> Silly people on the forums. 09:28:55 <andythenorth> that's ok 09:29:00 <andythenorth> people gonna silly 09:29:15 <peter1138> Apparently the oil-rig industry/station option is pointless? :P 09:29:26 <andythenorth> no 09:29:32 <andythenorth> it's Yet Another Setting 09:29:38 <andythenorth> which bothers me, but it's not pointless 09:30:15 <peter1138> Should've defaulted it to the new behaviour. 09:31:07 <peter1138> Well, having it as not-optional would break old savegames apparently. 09:31:13 <peter1138> I suppose. 09:31:26 <peter1138> But then, so does the catchment area change. 09:32:10 <andythenorth> I don't understand the neutral stations thing, but someone added it, so it must have a reason 09:32:34 <andythenorth> I'm just happy we have contributors :P 09:32:42 <andythenorth> and a release that isn't just 'translations' 09:33:07 <peter1138> Building railway stations out to oil-rigs is ridiculous game play, thats the reason for it :p 09:34:29 <andythenorth> hmm devzone crashed again 09:35:32 <peter1138> "These changes/fixes can obviously be controversial, so please discuss and ask about them." 09:35:35 <peter1138> Well, I guess they are :p 09:35:37 <andythenorth> they are 09:35:54 <andythenorth> meanwhile https://www.tt-forums.net/viewtopic.php?p=1160891#p1160891 09:36:02 <andythenorth> NOTHING WRONG WITH THAT AT ALL 09:36:12 <peter1138> Haha 09:37:01 <andythenorth> so when we do Pipemania 09:37:09 <andythenorth> it will have to include industry station support 09:37:16 <andythenorth> that means Pipemania needs shared infra 09:37:21 <andythenorth> oof 09:46:38 *** Gustavo6046 has joined #openttd 10:08:02 *** Gustavo6046 has quit IRC 10:08:10 <Xaroth> have you considered making a proper hardmode grf, andythenorth? 10:08:25 <andythenorth> what does it do? o_O 10:08:32 *** pnda has joined #openttd 10:08:45 <pnda> First time using IRC on my phone. Better than I expected 10:08:54 <Xaroth> make it very difficult to not go bankrupt 10:09:43 <Xaroth> higher running costs, lower income, balance the different goods a bit 10:10:39 <Xaroth> vanilla ottd, takes 1 train between a coal mine and a power plant at some distance, to completely repay your debt in under 2 years 10:10:40 *** pnda has quit IRC 10:10:57 <andythenorth> probably a GS thing :) 10:11:18 <Xaroth> I'd more say a combination of sorts 10:11:27 <Xaroth> things like running cost and income are grf defined, right? not gs-defined 10:11:44 <andythenorth> yeah, I'm just being a tool about GS :) 10:13:43 <_dp_> Xaroth, tight economies aren't very fun in openttd 10:13:53 <Xaroth> why not? 10:13:59 <_dp_> Xaroth, it's ok while you're figuring strategy but once you done it's just boring 10:14:15 <Xaroth> that pretty much sums up most normal ottd games :P 10:14:18 <_dp_> Xaroth, you're just waiting for money not playing 10:14:35 <andythenorth> I accidentally made Iron Horse too expensive recently 10:14:38 <andythenorth> it was really boring 10:16:08 <_dp_> Xaroth, that's why I like proper goal games, you're building like crazy for a whole duration 10:16:15 <_dp_> Xaroth, and strategies are much more complex 10:16:29 <andythenorth> IMO, hard mode is this https://dev.openttdcoop.org/attachments/download/9373/Sesdingney%20Falls%20Transport,%2027-10-1976.png 10:16:41 <andythenorth> and yeah I mostly also play GS goal games, like NCG or SV 10:16:49 <andythenorth> this is why I hate GS 10:17:03 <_dp_> andythenorth, we have very different definition of goal games but whatever xD 10:18:38 <_dp_> to me hard mode is this https://citymania.org/goal/1009/best-scores 10:18:49 <_dp_> I remember how much effort it took to get past 100k 10:18:59 <_dp_> several years 10:19:32 <andythenorth> I don't think it's that different to playing SV with stupid goals set :) 10:20:51 <_dp_> actually, this is a proper record http://www.novapolis.net/best-games 10:21:07 <_dp_> those ppl don't play anymore so citymania record is a bit low 10:21:59 <Xaroth> planetmaker: I'm breaking things to libottdadmin2, just fyi :P 10:22:17 <Xaroth> I'm making a 0.0.2 release which _should_ be py2/py3 compat 10:22:38 <Xaroth> but after that it'll be heading straight to py3-only zones 10:25:50 <Xaroth> (plus, all packets will allow both encoding and decoding, so you could build your own proxy or whatever... if you really want to go nuts) 10:30:11 <planetmaker> hm :) 10:30:38 <Xaroth> py3 solves some stuff, and allows some stuff 10:30:41 <Xaroth> like.. proper enums 10:30:50 <Xaroth> which means less code that can break :P 10:30:53 <planetmaker> from Enum import enum :) 10:30:56 <Xaroth> mhm 10:31:00 <Xaroth> only the other way around :P 10:31:10 <planetmaker> he, ok :P 10:31:50 <Xaroth> but py2 support stops next year anyways :P 10:31:56 <Xaroth> so might as well start early with the deprecation of py2 :P 10:41:20 *** sla_ro|master has joined #openttd 10:48:18 *** pnda has joined #openttd 10:49:49 *** Thedarkb-X40 has quit IRC 10:52:42 <Xaroth> half-way through converting the classes, and the new code, that does both encoding and decoding of packets, is shorter than the old one, that only went one way. 10:52:45 <Xaroth> efficiency++ 10:55:58 <planetmaker> yay :) 10:56:21 <planetmaker> when I started with python I never really bothered much with py2... 10:56:43 <planetmaker> not that the differences are significant... but why devote time to something with the label "deprecated" for years 11:01:40 <Xaroth> for years it was the version with the most documentation and best support of packages 11:01:45 <Xaroth> but over the past 5 years that did a full 180, luckily 11:01:49 <Xaroth> especially the last year or two 11:02:42 <Xaroth> big projects like Django going all in on python3 meant that a lot of library devs suddenly had to think hard about not supporting py3 11:02:53 <Xaroth> to which most just went along with the trend 11:07:49 * andythenorth just upgraded to python2.7 11:07:54 <andythenorth> from 2.4 11:08:06 <andythenorth> took a year 11:08:47 *** erratic has joined #openttd 11:13:05 <planetmaker> :-O 11:13:26 <planetmaker> Xaroth, yes, sure... but I only really started with python in the last 5 years 11:13:56 * Xaroth nods 11:13:59 <planetmaker> and try to convince my collegues to use it as well instead of the over-priced and feature-starved proprietary language they use :P 11:15:13 <planetmaker> at least when they have a choice... and to not buy-in students to programmes they'd have to use illegally anyway 11:16:47 <Xaroth> mhm 11:53:10 <Xaroth> I love it when I can offload my validation to standard libs :P 11:53:28 <planetmaker> :) 11:53:53 <planetmaker> isn't programming just the art to delegate or automate stuff so that one can extend the lazy time? :P 11:54:15 <Xaroth> UpdateType(0x50) >>> ValueError: 80 is not a valid UpdateType 11:54:31 <Xaroth> <3 IntEnum/IntFlag 11:57:32 *** snoppyberlin has joined #openttd 11:57:54 <Eddi|zuHause> <planetmaker> isn't programming just the art to delegate or automate stuff so that one can extend the lazy time? :P <-- yeah, but my last boss didn't understand that... 11:58:02 <snoppyberlin> jemand aus deutschland anwesend? 11:58:12 <Eddi|zuHause> no 11:58:29 <snoppyberlin> habe da ein kleines problem 11:59:09 <Eddi|zuHause> congrats, you managed to break 2 channel rules in 2 lines 11:59:41 <snoppyberlin> häh? 12:00:14 *** snoppyberlin has quit IRC 12:00:55 <Eddi|zuHause> ... at least he stayed long enough to read the replies? :p 12:26:53 <planetmaker> that was... quick... no patience sadly 13:04:14 <peter1138> Hi 13:04:58 <Samu> hi 13:06:42 <Samu> "What harm could a train station near an oil rig possibly do?" 13:06:57 <Samu> hmm 13:07:04 <peter1138> I'm ignoring them now :-) 13:08:21 <Samu> I rather not answer 13:11:29 *** andythenorth has quit IRC 13:11:56 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID https://git.io/fjLqj 13:12:02 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 closed issue #7439: Server reports CRR_AUTOCLEAN instead of CRR_MANUAL to admin port https://git.io/fjTdK 13:13:22 <peter1138> I'd rather it was always the new way with no option :-) 13:13:28 <peter1138> But I guess that's too... conflicting? 13:14:09 <Samu> yesterday night I had a kdtree assert, followed by mass popup assert, this time a crash log was created 13:14:35 <Samu> did you see it? 13:15:42 <Samu> decided not to create a PR about it :( 13:15:54 <Samu> it wasn't master nor 1.9.0 13:15:59 <peter1138> Still. 13:17:35 <planetmaker> peter1138, the oil rig behaviour? Oh well... 13:17:58 <planetmaker> probably would be good 13:18:31 <peter1138> planetmaker, nah, it would 'break' existing games. 13:18:43 <peter1138> The new behaviour could easily be made default though. 13:18:48 <planetmaker> I wonder whether we can have like a quick switch between something like 'new defaults' and 'old defaults' where the latter is like as close as possible to ttd 13:19:17 *** andythenorth has joined #openttd 13:19:29 <planetmaker> dunno... does it affect newgrfs? It might 13:19:55 <peter1138> No. 13:20:20 <_dp_> peter1138, by that logic you should also make a switch for non-rect :p 13:20:23 <peter1138> But if you have a train station bumping up to an oilrig and expect it to collect oil, it won't with the new behaviour. 13:20:36 <peter1138> _dp_, I was going to originally but everyone said it's not needed. 13:22:10 <peter1138> What's easily abusable? 13:22:39 <peter1138> BTPro's 'fix' for it? 13:22:48 <_dp_> peter1138, well, imo there are plenty of settings that even more unnecessary... 13:23:09 <_dp_> peter1138, at least non-rect somewhat affects citymania unlike tons of other stuff :) 13:23:52 <_dp_> peter1138, new pactch, btpro's not a fix so it's up to a moderator anyway 13:24:04 <peter1138> Eh? 13:24:23 <peter1138> Sorry it's not clear what you are trying to say. 13:24:38 <_dp_> peter1138, yeah... where do I even start... 13:24:40 <planetmaker> indeed... if it was an argument for or against anything - I cannot tell 13:25:06 <peter1138> _dp_, are you talking about the new "neutral industry/station" change? 13:25:20 <_dp_> planetmaker, it's neither rly, just saying) 13:25:37 <planetmaker> but... what? :) 13:26:44 <_dp_> peter1138, in last 3 messages, yes 13:27:19 <_dp_> but basically the issue with oil rigs is that you can terra the heel out of ocean and transport oil with trains 13:27:38 <_dp_> which considering how dense oil rigs can be is a bit unbalanced in certain situations 13:28:30 <_dp_> with new option limiting it to ships now you can't do it directly but you can still do most with trains and setup short local transfers with ships 13:29:23 <peter1138> Okay, so you don't even know what the new option does. 13:29:48 <peter1138> The new option means you have to use the industry's built in station. You can use ships or helicopters. 13:30:18 <peter1138> It is not a hack that makes you use ships with oil rigs. 13:31:21 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7213: Feature: BFS-based river generator https://git.io/fjLEN 13:32:25 <Samu> ppl discussing my idea, so cool! 13:33:24 <_dp_> peter1138, no, I noticed that much, but you can still avoid most of the trouble dealing with ships 13:33:43 *** nielsm has joined #openttd 13:33:57 <_dp_> peter1138, well, I guess would multiple docks per station to work really well... 13:33:57 <planetmaker> _dp_, how so? You mean by building a train station nearby and using ships only as feeder? 13:34:07 <_dp_> planetmaker, yes 13:34:07 <planetmaker> that's as much hassle as building a station on land, I think 13:34:19 <planetmaker> as ship setup is identical. And as is train setup 13:34:24 <Samu> at least you have to use ships 13:34:28 <planetmaker> and you save the cost of terraforming 13:34:47 <_dp_> planetmaker, not quite, it's more work, sure, but not as much, something in between 13:35:02 <_dp_> planetmaker, setting up feeders is very fast with right hotkeys 13:36:20 <_dp_> planetmaker, and with ships going considerable distance you need a right amount of them and proper orders 13:36:32 <_dp_> planetmaker, on short distances it's just pick whaever and transfer 13:37:34 <_dp_> planetmaker, and without grfs terra costs next to nothing 13:38:00 <planetmaker> ships hardly need pro"proper" orders. At least when you have YAPF path finder. And unless you really have very weired water shape 13:38:02 <peter1138> You'll need orders. 13:38:15 <peter1138> But yes, okay, you can use feeders if you really wanted. 13:38:59 <Samu> forbid terraforming 13:39:09 <Samu> limit number of terraform actions to 0 13:40:27 <Samu> if ppl really want to exploit stuff like that, it's good to have options to prevent t 13:40:28 <Samu> it 13:40:39 <peter1138> Deep oceans pls. 13:40:56 <peter1138> There's already patches for it, and we have enough height levels these days. 13:42:11 <_dp_> yeah, at this point it's probably more about aesthetics than cheating 13:42:22 <_dp_> train stations it the middle of an ocean are just ugly :p 13:42:27 <peter1138> Heck yes. 13:46:13 <andythenorth> Pipes! 13:46:21 <andythenorth> also...deep oceans you say? o_O 13:46:24 <planetmaker> _dp_, making terraforming prohibitively expensive is easy (newgrf). As is rate-limiting the amount of terraforming (Without any change of OpenTTD) 13:46:24 <andythenorth> do you have a newsletter? 13:46:28 <andythenorth> I could subscribe 13:46:47 <peter1138> andythenorth, find the existing patch, PR it. 13:47:06 <Samu> Kdtree, why don't you crash in master or in 1.9.0? why why!! why do this to me? 13:47:53 <andythenorth> can we revisit ships that sink? 13:48:56 <planetmaker> woo... like planes that crash 13:49:11 <planetmaker> well... maybe not *exactly* like that :P 13:49:50 <andythenorth> pool of debris 13:50:14 <andythenorth> hmm 13:50:17 <andythenorth> frozen seas 13:50:27 <planetmaker> "lost some cargo during a storm" 13:50:34 <andythenorth> dangerous zones, with rocks and whirlpools 13:50:36 <planetmaker> would be interesting for PAX ships :P 13:50:44 <andythenorth> which can be mitigated by building a lighthouse or lightship 13:51:08 <planetmaker> within N tiles distance from that 13:51:08 <andythenorth> deep water that requires appropriate ships, and isn't bridgable 13:51:08 <Heiki> piles of sunken ships turning into land 13:51:51 <planetmaker> making "water level" a variable identical to "snow line". It could vary with season :P 13:52:02 <planetmaker> but would allow toplogy under water 13:52:24 <planetmaker> so bridges could be build in water with a maximum depth of 1 or so 13:52:49 <planetmaker> but tidal water would be interesting :) 13:53:52 <Heiki> and flooding rivers when the snow melts 13:53:55 <planetmaker> would also allow for fun scenarios like "noah's train arc" or "fight and flee the climate change" 13:54:44 <peter1138> planetmaker, global warming. 13:55:12 <peter1138> every 100 years it rises 1 level :p 13:55:16 <planetmaker> sea will rise faster when you use the cheap coal and diesel engines. But will rise slower when you use the electrical ones. But only when you use / supply / build nuclear or solar power plants and not the coal ones" 13:55:28 <planetmaker> peter1138, exactly that's what I had in mind with my latter scenario 13:56:33 <andythenorth> there was a Railroad Tycoon 2 scripted scenario where the Mediterranean had been drained 13:56:37 <andythenorth> and then it flooded 13:56:49 <peter1138> GameScript did you sayd? :p 13:56:51 <peter1138> -d 13:57:44 <planetmaker> well... yes... 14:01:10 <Xaroth> That sounds entertaining 14:02:52 <planetmaker> such scenario could then declare a winner when the last tile is flooded for instance 14:03:08 <andythenorth> MP lolz 14:03:17 <andythenorth> there would be a race to claim high ground 14:03:43 <peter1138> Less profit up there. 14:03:51 <planetmaker> ^^ 14:04:04 <planetmaker> snow line could rise simultaneously 14:04:10 <andythenorth> so all companies start at same time, winner is one with most lifetime revenue when last level floods? 14:04:21 <planetmaker> which might have an influence on which industries could be placed 14:04:23 <andythenorth> "Rising Tide, Lifts All Boats" 14:04:28 <planetmaker> andythenorth, yes 14:04:43 *** nielsm has quit IRC 14:04:44 <andythenorth> well we needed a reason to make a GS :P 14:05:12 <peter1138> Yeah, I guess the act of making sea rise would could be difficult to implement :p 14:05:17 *** nielsm has joined #openttd 14:05:42 <peter1138> Let's drop everything and do it now :D 14:05:50 <andythenorth> that's what I would do 14:05:57 <peter1138> I should fix-up my no-subtypes NRT... 14:06:01 <andythenorth> NewRisingTide 14:06:02 <peter1138> I don't know if it's better. 14:06:06 <planetmaker> you think so? We have 256 height levels. Waterlevel is always 0. We could "simply" make a water level variable 14:06:08 <andythenorth> NRT = sea levels 14:06:15 <peter1138> It's certainly cleaner without all the RoadTypeIdentifiers. 14:06:19 <planetmaker> the interesting part is for how to define tiles under water 14:06:36 <planetmaker> but... could be stored identical to above water. But allow nothing but clear tiles 14:06:40 <planetmaker> and draw like flat water 14:06:55 <peter1138> That's solved, there's patches for it already. 14:07:06 <peter1138> Might need a bit of rebasing though :) 14:07:20 <planetmaker> what is solved? nrt or sea levels? 14:07:29 <peter1138> sea levels. 14:07:40 <peter1138> NRT is smashed to pieces. 14:07:52 <peter1138> I got pissed off with subtypes. 14:08:04 <peter1138> Inconsistent comments and code. 14:08:19 <peter1138> subtypes refering to roadtypes, roadtypes refering to roadsubtypes... 14:08:49 <peter1138> And with 63 types instead of 15, it's somewhat less necessary to split up the definitions. 14:11:09 <andythenorth> NowRektTrains 14:11:19 <peter1138> It's actually good 14:11:20 <peter1138> It works. 14:11:22 <andythenorth> NotRotatedTiles 14:11:28 <peter1138> Just the commit history makes no sense now. 14:11:33 <andythenorth> squash it all 14:11:40 <andythenorth> the split was always weird 14:11:47 <peter1138> However, without subroadtypes, I might actually be able to do the splitting it up thing that was not possible before. 14:11:51 <andythenorth> 'but the map is not extensible' they said 14:11:53 <andythenorth> etc 14:11:54 <peter1138> roadsubtypes, I mean. 14:12:13 <peter1138> Some twat just went ahead and smashed that up too. 14:18:56 <andythenorth> just rek stuff 14:19:02 <andythenorth> I've broken *all* my newgrfs 14:19:05 <andythenorth> everything is awful 14:31:45 *** Wormnest has joined #openttd 14:55:52 <Xaroth> hmmmmm test cases 14:56:09 <Xaroth> planetmaker: WIP is already at 88% test code coverage. 14:57:42 <Samu> onstalling visual studio community 2019, let's see... 14:58:17 <Samu> i really need a SSD 14:58:24 <Samu> downloading was faster than installing 14:59:08 *** Flygon has quit IRC 15:03:08 *** sla_ro|master has quit IRC 15:09:25 <Samu> welcome to visual studio live share 15:09:30 <Samu> aka code for me 15:09:37 <Samu> amirite 15:11:20 <peter1138> Shall I bicycle tonight? 15:11:31 <peter1138> Or... shall I work on NRTv2? 15:13:43 <Samu> where is microsoft edge? it disappeared from the task bar... 15:13:53 <peter1138> Nobody uses it anyway. 15:14:12 <Samu> I use 15:14:51 *** synchris has joined #openttd 15:15:05 <peter1138> It's only use is to download Firefox. 15:15:06 <Samu> i must have removed it by mistake, or some strange things happened 15:15:07 <peter1138> Its. 15:15:22 <Samu> anyway, added it back 15:20:41 <andythenorth> peter1138 laptop handlebar rack 15:20:44 <andythenorth> do both 15:26:16 <peter1138> Oh no. 15:36:58 <peter1138> Hm, maybe I should flatten this NRTv2 into one patch, and then resplit it. 15:38:23 <planetmaker> Samu, edge became officially a wrapper for chrome... so... 15:40:03 <Samu> bah ais can now pick colors, so annoying 15:40:46 <Samu> wasnt there an option somewhere to display only 1 color per company? 15:41:55 <andythenorth> peter1138: flatten it, then merge it? 15:41:58 <andythenorth> Feature: NRT 15:45:58 <peter1138> Hmm, 11k lines. 15:46:10 <peter1138> Samu, yes there is. 15:46:29 <peter1138> andythenorth, it's flattened, I want to ... see how to tidy it up now :) 15:47:33 <Samu> found it 15:47:50 <Samu> takes time to refresh 15:48:21 <Samu> repaint 15:50:59 *** Gustavo6046 has joined #openttd 15:53:19 *** Wacko1976-work has quit IRC 15:55:43 <_dp_> played a game in 1.9 and holy shit stuff's broken :( 15:55:55 <_dp_> order hotkeys don't work, cloning hotkeys don't work 15:56:01 <_dp_> but that's patched stuff so ok 15:56:02 <V453000> WHAT THE FUCK WHO ADDED COLOR SCHEMES FOR VEHICLES PER CARGO 15:56:10 <V453000> OMG THIS IS AWESOME 15:56:15 <_dp_> but whose bright idea was to forbid road stations on one-way road? :( 15:56:38 <V453000> kind of does the same thing as NUTS does but damn that's great 15:57:12 <andythenorth> V453000: liveries 15:57:15 <andythenorth> best feature ever 15:57:32 <_dp_> it's total bs, as now you can't build it with one-way but if you remove it you can't build either coz damn vehicles are all over the place :( 15:57:53 <_dp_> I like how my and V's messages mix xD 15:59:04 *** sla_ro|master has joined #openttd 15:59:07 <V453000> yeah cloning hotkeys are wtf 16:00:45 <V453000> hm the liveries can't do mixed trains :) 16:05:10 <Eddi|zuHause> _dp_: solution would be customizable road stations :) 16:05:31 <_dp_> Eddi|zuHause, custo-what? 16:05:39 <_dp_> Eddi|zuHause, it was perfectly fine in 1.8 16:05:51 <Eddi|zuHause> _dp_: like, NewGRFs providing custom layout? 16:06:13 <andythenorth> V453000 such awesome https://dev.openttdcoop.org/attachments/download/9374/liveries_such_awesome_such.png 16:06:36 <V453000> OH 16:06:41 <V453000> it's per train group? 16:07:00 <V453000> I thought it auto-detects the cargoes :D as my group naming is exactly the same including capitalization like cargo names :D 16:07:00 <V453000> :D 16:07:10 <V453000> well that's even better :) 16:07:14 <V453000> makes sense 16:07:16 <_dp_> Eddi|zuHause, why would I want newgrfs? I just want to place regular drive through station 16:07:21 <V453000> I vaguely remember talking about it here some time ago 16:07:33 <Eddi|zuHause> _dp_: are you sure that behaviour changed since 1.8? 16:07:57 <V453000> awesome 16:08:31 <_dp_> Eddi|zuHause, 100%, someone just added extra check 16:08:42 * _dp_ using git blame way too often lately 16:09:41 <Eddi|zuHause> _dp_: i'm pretty sure that stations never could have been one-way, so the check is probably only to remind people 16:10:16 <pnda> Something still missing in the game: stations that multiple trains can enter at once on one track. 16:10:32 <_dp_> Eddi|zuHause, yeah, and I don't need one way station, replacing one-way road with two-way station was totally fine 16:11:12 <Eddi|zuHause> _dp_: i don't really understand your problem... 16:11:53 <_dp_> Eddi|zuHause, I want to extent a busy station, previously I could block road and build a station over it 16:12:08 <_dp_> Eddi|zuHause, now I have to destroy road completely and that has it's own issues 16:12:17 <_dp_> Eddi|zuHause, like totally not an option in cb 16:12:20 <Eddi|zuHause> can't you just stop a vehicle? 16:12:55 <_dp_> Eddi|zuHause, yeah, but that's super annoying 16:13:18 <_dp_> Eddi|zuHause, also it may not be a single vehicle as they start overtaking 16:13:41 <Eddi|zuHause> does ctrl+click on a vehicle still work? 16:14:00 <_dp_> Eddi|zuHause, it does 16:14:38 <_dp_> Eddi|zuHause, but still instead of just building station now need to hunt down vehicles 16:15:42 <_dp_> Eddi|zuHause, allowing to build station over vehicles would be somewhat a solution 16:15:50 <_dp_> Eddi|zuHause, but still extra actions 16:16:17 <Eddi|zuHause> i don't think reverting that check is a sensible solution 16:16:53 <_dp_> Eddi|zuHause, well, I'd like an option at least in that case 16:17:14 <Eddi|zuHause> yeah, but we got too many of those... 16:17:17 <_dp_> Eddi|zuHause, it's so annoying that I'm thinking of adding patch that chains one-way removal with station building just for 1.9 16:17:31 <Eddi|zuHause> and i think you're having a very niche problem there 16:18:24 <Eddi|zuHause> _dp_: no, a better approach would be allowing one-way status on more things (like stations, level crossings, curves, etc.) 16:18:37 <Eddi|zuHause> _dp_: then you could allow building station and keeping the status 16:18:49 <Eddi|zuHause> _dp_: and remove the status afterwards 16:19:06 <_dp_> Eddi|zuHause, well, as I said I don't need one-way station 16:19:07 <Eddi|zuHause> _dp_: that would help way more playstyles than just yours 16:19:20 <Eddi|zuHause> _dp_: and would be properly consistent 16:19:22 <_dp_> Eddi|zuHause, I only use one-way roads to restrict vehicles, not make them go one way 16:19:36 <Eddi|zuHause> yeah, but the game is not just about how YOU play it 16:20:05 <_dp_> I know 16:20:32 <_dp_> still annoying when something I use gets removed ;) 16:21:03 <Eddi|zuHause> _dp_: that's why i said, i see it as more of a clarification than a removal 16:21:21 <_dp_> also it's quite likely more players won'be happy either, it's not like I'm the only one with that playstyle :p 16:21:37 <Eddi|zuHause> "don't silently remove one-way status when building a road station" 16:22:36 <Eddi|zuHause> that can be achived in two ways, like it is now, forbidding the station, or by allowing one-way status on stations 16:23:54 <_dp_> Eddi|zuHause, well, I'm ok with one-way stations, at least that can be chained just fine 16:24:11 <_dp_> Eddi|zuHause, though now that I think of it there is a similar thing 16:24:47 <_dp_> I always wanted rail building tool to remove signals 16:25:04 <Eddi|zuHause> ? 16:25:20 <Eddi|zuHause> that sounds horrible 16:25:33 <_dp_> Eddi|zuHause, yeah, it's a bit dangerous but I'm ok with it 16:25:52 <_dp_> Eddi|zuHause, could check for train reservation just in case 16:25:56 <Eddi|zuHause> don't ever implement that 16:26:12 <_dp_> well I'm not saying in should be default... 16:26:32 <Eddi|zuHause> "i know it's dangerous but it works for me" is a sentence nobody should ever say, ever. 16:26:33 <_dp_> but I waste a lot of time on removing those signals 16:27:04 <_dp_> Eddi|zuHause, removing signals is as dangerous so what, forbid that? 16:27:48 <_dp_> Eddi|zuHause, you just have to keep in mind that building can also remove signals, totally ok in my book 16:27:59 <_dp_> that's what I want after all 16:28:16 <Eddi|zuHause> _dp_: what might help you would be an area-drag remove signal tool 16:28:31 <_dp_> Eddi|zuHause, no, that's useless 16:28:44 <_dp_> Eddi|zuHause, there is already drag-removal and it's enough 16:29:04 <Eddi|zuHause> but drag remove is only along one line 16:29:08 <_dp_> Eddi|zuHause, i just want it to remove a signals where new rail goes 16:29:09 <Eddi|zuHause> not across different ones? 16:29:34 <_dp_> Eddi|zuHause, you rarely need to remove a lot of signals 16:29:58 <_dp_> Eddi|zuHause, only case I can think of is when you placed them in wrong direction but then line-remove reverts it perfectly 16:30:05 *** glx has joined #openttd 16:30:05 *** ChanServ sets mode: +v glx 16:31:00 <andythenorth> one way tracks! 16:31:04 <andythenorth> without signals! 16:31:07 <andythenorth> one way stations 16:31:14 <andythenorth> one way locks! 16:31:22 <andythenorth> back to work andythenorth 16:31:24 <_dp_> andythenorth, yeah, one-way tracks would be nice 16:31:33 <andythenorth> one way pipes! 16:32:01 <_dp_> andythenorth, that escalated quickly xD 16:32:10 <andythenorth> Pipemania 16:32:17 <andythenorth> OpenTTD 2021 16:32:44 <Eddi|zuHause> is that like Kanye 2020? 16:33:33 *** Progman has joined #openttd 16:33:56 <andythenorth> even better 16:34:07 <_dp_> btw, that can actually be one setting to allow overbuilding signals and one-way roads 16:34:12 <_dp_> would also help for road junctions 16:35:44 <_dp_> also, I'm pretty sure I've seen suggestions about signals before so I'm not the only one here :p 16:36:08 <andythenorth> you are the only one here 16:36:13 <andythenorth> everyone else is a bot 16:36:24 <_dp_> o_O 16:37:58 <peter1138> hi 16:40:10 <_dp_> oh, btw, adding that option only as a parameter to GS would also work 16:40:17 <_dp_> can always call it from patched client 16:41:03 <peter1138> Overbuilding signals is a bad idea. 16:41:30 <peter1138> I guess Eddi|zuHause already covered that :p 16:42:11 <Eddi|zuHause> peter1138: yeah, but i think i wasn't very convincing :p 16:42:18 <andythenorth> all the signals will get flooded anyway 16:42:19 <_dp_> peter1138, well, all I do is remove signal, build rail, remove signal build rail 16:42:24 <andythenorth> by NowRisingTide 16:42:40 <_dp_> peter1138, there is never a situation where I see there is signal and decide to not build rail there :p 16:43:26 <Eddi|zuHause> _dp_: i have a very opposite opinion about that 16:43:50 <_dp_> Eddi|zuHause, well, sure, but that's what settings are for ;) 16:44:17 <Eddi|zuHause> _dp_: have i mentioned yet that we have too many settings? 16:44:32 <_dp_> Eddi|zuHause, too late to fix that :p 16:45:05 <_dp_> Eddi|zuHause, imo there are plenty less important settings that can be removed if you're worrying so much about it 16:45:37 <peter1138> Yeah, but "remove signal" is the act that needs to be explicit. 16:45:39 <_dp_> also, as I said, just adding it to API is also an ok option 16:46:09 <peter1138> Not really. 16:46:16 <_dp_> peter1138, I'm ok with it being explicit by default 16:46:24 <peter1138> The API is meant to match what players can do. 16:46:50 <_dp_> peter1138, that again... 16:47:17 <_dp_> peter1138, players can't 1324234234*324234234 in a fraction of second, match that :p 16:47:24 <peter1138> At least in regards to AI rather than GS. 16:48:03 <_dp_> peter1138, oh, I'm ok with it being GS-only 16:48:31 <_dp_> peter1138, honestly, I'm fine as long as network command allows it ;) 16:49:06 <peter1138> Mental note, don't bother adding a little salt & pepper to unsalted nuts... it doesn't stick. 16:49:21 <_dp_> well, I guess I can actually do it even without network command, removing signal can be chained safely 16:50:04 <_dp_> but probably not the case with road station :( 16:50:32 <pnda> I love it when nvidia drivers crash 16:52:52 <_dp_> oh, and I just remembered, I also miss overbuilding truck station with bus station and vice versa 16:54:31 <_dp_> not to mention autorotation that cmclient already has, that stuff is pretty dope too 16:54:43 <andythenorth> I miss overbuilding truck with bus station too 16:54:47 <andythenorth> file a PR! 17:02:13 * peter1138 unfixes things 17:07:33 *** Gumle2 has joined #openttd 17:08:11 <DorpsGek_II> [OpenTTD/OpenTTD] eekee opened issue #7473: Request to make new game settings those of the last loaded game https://git.io/fjLVW 17:12:36 <peter1138> Well. (Gameplay) settings presets is probably not a horrible idea. 17:12:40 <Samu> save settings on exit 17:12:52 <Samu> i dont know if I like 17:12:54 <Samu> kek 17:13:16 <Samu> sometimes I want to go back to my settings i had before 17:14:00 <Samu> not sometimes, more like, almost always 17:14:20 *** andythenorth has quit IRC 17:16:20 <Samu> is kdtree in 1.9.0? I wonder if I'm wasting time to reproduce a bug that can't happen 17:16:27 <peter1138> No. 17:16:33 <Samu> omg! 17:16:45 <Samu> 3 days trying to make it happen... for nothing! 17:16:54 <Samu> lol 17:17:10 <Samu> no wai... omgg?! 17:17:15 <Samu> stupid me 17:18:02 <LordAro> oh dear. 17:20:01 <peter1138> "make sure that we do not replace a tram with a normal reoad vehicle" 17:20:03 <peter1138> and then 17:20:10 <peter1138> "make sure the roadtypes are compatible" 17:20:19 <peter1138> I suspect the latter is a sufficient check now... 17:20:38 <peter1138> road and tram will types be incompatible. 17:20:40 <peter1138> ... 17:20:44 <peter1138> road and tram types will be incompatible. 17:21:07 <Eddi|zuHause> i'm sure someone will make a hybrid type :p 17:21:22 <peter1138> Eddi|zuHause, not possible while road and tram types are separate newgrf features. 17:21:40 <peter1138> Eddi|zuHause, but actually that is why I think it's good not to bother testing on the first condition 17:21:56 <peter1138> hybrid road/tram... 17:22:21 <peter1138> can you say guided buses? 17:22:36 <peter1138> https://upload.wikimedia.org/wikipedia/commons/7/7a/Bus_track.jpg 17:22:37 <peter1138> heh 17:22:49 <Eddi|zuHause> https://de.wikipedia.org/wiki/Spurbus 17:23:09 <Eddi|zuHause> dangit, too slow :p 17:23:10 <peter1138> Innit 17:23:31 <peter1138> The pic on your link is better :D 17:30:30 *** andythenorth has joined #openttd 17:30:31 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjLVN 17:34:15 <Samu> time to make kdtree crash on master 17:34:43 <andythenorth> hmm 17:34:51 <andythenorth> production based on town popn. https://dev.openttdcoop.org/attachments/download/9375/oof_scrap_production.png 17:34:58 <andythenorth> works really well, until it gets insane :P 17:35:10 <andythenorth> I can't clear 5k tonnes 17:35:11 <V453000> I see nothing wrong 17:35:18 <V453000> git gud :P 17:35:25 <V453000> biggur and moar tranez 17:35:43 <V453000> I will pretend I didn't see that 90deg turn 17:35:51 <andythenorth> wagon capacity: 500t 17:35:54 <andythenorth> job done 17:36:05 <andythenorth> engine 64k horsepower 17:36:13 <V453000> gg 17:42:17 <peter1138> But is that 64000 or 65535? 17:42:36 <Samu> what is this SDK 8.1 visual studio 2019 complains about 17:43:11 <glx> windows SDK 17:43:22 <glx> but why did you set it ? 17:43:31 <Samu> i open 142 files now, right? 17:43:39 <Samu> 141 was for 2017? 17:43:43 <glx> yes 17:43:52 <Samu> maybe that's it 17:44:07 <glx> but for me it default to 10 SDK 17:44:51 <glx> I switched to 2019 and no issues 17:46:14 <Samu> 1>C:\Program Files (x86)\Microsoft Visual Studio19\Community\MSBuild\Microsoft\VC\v160\Microsoft.Cpp.WindowsSDK.targets(46,5): error MSB8036: The Windows SDK version 8.1 was not found. Install the required version of Windows SDK or change the SDK version in the project property pages or by right-clicking the solution and selecting "Retarget solution". 17:46:14 <Samu> 1>Done building project "strgen_vs142.vcxproj" -- FAILED. 17:46:27 <Samu> settingsgen_vs142.vcxproj 17:46:30 <Samu> these 2 fail 17:47:45 <glx> hmm indeed they are set to 8.1 17:52:56 <andythenorth> so town-producer industries 17:52:57 <andythenorth> https://github.com/andythenorth/firs/blob/v4-development-track/src/templates/industry_primary_town_producer.pynml#L40 17:53:16 <andythenorth> production is in L49 and L61 17:53:49 <andythenorth> multiplier is 32 for scrap yards 17:53:52 <glx> but it compiles fine for me 17:54:14 <andythenorth> Eddi|zuHause: ^^^ this results in insane production in large towns 17:54:33 <andythenorth> above about 10k, it gets quite unreasonable 17:54:58 <andythenorth> cap it? reduce multiplier, but increase floor? 17:55:09 <andythenorth> increase proportionally less above a threshold? 17:55:20 <andythenorth> do it as log(something)? 17:56:01 *** Wolf01 has joined #openttd 17:57:53 <Wolf01> o/ 17:58:01 <Eddi|zuHause> cap it, allow multiple industries? 18:00:16 *** Wormnest_ has joined #openttd 18:06:33 *** Wormnest has quit IRC 18:09:32 *** Wormnest_ has quit IRC 18:22:46 <andythenorth> seems reasonable 18:29:11 <andythenorth> town production at least gives a reason to grow a town 18:29:27 <andythenorth> next step would be newgrf control over town growth 18:31:18 <peter1138> Hi 18:35:36 <Eddi|zuHause> that's what town effect is for 18:37:03 <andythenorth> well not really eh? 18:37:12 <andythenorth> I mean I have to set it, or the game is broken 18:37:21 <andythenorth> but it's about as useful as an appendix 18:37:26 * andythenorth doesn't have an appendix 18:37:52 <andythenorth> also FIRS breaks towns if Goods isn't defined 18:38:08 <andythenorth> do I need to make a house set? :P 18:38:23 <Eddi|zuHause> i don't think that helps :p 18:38:42 <andythenorth> well I see no way to fix default houses when I break the cargos 18:38:49 <andythenorth> other than using the approved API 18:39:18 <andythenorth> anyway, much lolz, and BIAB 18:39:20 *** andythenorth has quit IRC 18:40:31 <Samu> what do I do? wait for a fix? 18:43:07 <Samu> do I install sdk 8.1 or wait for a fix? 18:51:19 *** Gumle2 has quit IRC 18:53:27 <Samu> get bored of waiting perhaps 18:53:52 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7474: Fix: [MSVC] don't force SDK version https://git.io/fjLrs 18:54:04 <Samu> oh, cool 18:56:44 <nielsm> Samu if you can confirm it solves the issue I'll approve that pr 18:57:04 <Samu> ok let me test 18:57:25 <Samu> what was the command? git pr 7474 ? 18:57:30 <glx> yes 18:59:35 <Samu> https://imgur.com/5wuTWyE 18:59:37 <Samu> it works! 19:00:45 <Samu> i can finally crash kdtree... :p 19:06:20 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7474: Fix: [MSVC] don't force SDK version https://git.io/fjLru 19:07:08 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7474: Fix: [MSVC] don't force SDK version https://git.io/fjLrs 19:11:09 *** erratic has quit IRC 19:14:35 <Samu> building master 19:15:26 <Samu> yep, master now builds too 19:30:19 <peter1138> Is this thing still on? 19:34:18 <Eddi|zuHause> no 19:44:22 <Xaroth> All I hear is static 19:44:43 <LordAro> hunter2 19:45:32 <Eddi|zuHause> there's like a high-pitched hum 19:46:05 <peter1138> So should I use chaining or not? :/ 19:46:35 <Xaroth> chaining of what? 19:47:17 <peter1138> Oh, I have a kdtree crash :p 19:47:36 <peter1138> Xaroth, https://github.com/OpenTTD/OpenTTD/pull/7467 < method chaining. 19:51:59 <Xaroth> hm 19:52:09 <Xaroth> It _looks_ cleaner 19:52:13 <Xaroth> not 100% clear on what it does 19:52:21 *** Gumle2 has joined #openttd 19:54:43 *** andythenorth has joined #openttd 19:54:51 <andythenorth> not on for me 19:54:53 *** Gumle2 has quit IRC 19:55:00 <andythenorth> is it broken? 19:55:28 <peter1138> Yes, no. 19:55:46 <Eddi|zuHause> i always get annoyed when i can't chain function calls 19:56:17 <Eddi|zuHause> list.sort().filter().join()... 19:56:46 <Eddi|zuHause> no, can't do that because sort() doesn't have a return type 19:56:55 <andythenorth> I get annoyed when I can't nest list comprehensions :P 19:57:02 <andythenorth> mostly because that's totally unreadable 19:57:59 <peter1138> Eddi|zuHause, I'm just miffed that "TileArea ta(x, y, z).Expand();" doesn't work :( 19:58:18 <peter1138> "TileArea ta = TileArea(x, y, z).Expand(r);" would work. 20:00:18 <Eddi|zuHause> i don't know enough about C++ to judge whether you can make the first line work by some alternate construct 20:05:06 <peter1138> https://stackoverflow.com/questions/2877175/method-chaining-including-class-constructor 20:05:37 <peter1138> (basically, no?) 20:06:12 <peter1138> Hmm, well, that's not quite the same. 20:09:26 *** Supercheese has joined #openttd 20:09:49 <peter1138> Ok, I'm going to assume this kdtree crash is nothing to do with NRT :) 20:14:04 <Samu> did u get a crash too? 20:14:14 <peter1138> Something about removing a station. 20:14:17 <Samu> was it a station 20:14:19 <Samu> yep exactly 20:14:35 <Samu> that's the crash i'm trying to reproduce for 3 days! 20:14:59 <Samu> it's official! It was not my system! 20:15:25 <peter1138> Well, this doesn't crash my computer. 20:15:47 <Samu> that one was about HandleMouseEvents 20:16:19 <Samu> happens after the kdtree crash 20:16:32 <glx> that's because main window hang Samu 20:16:51 <nielsm> one annoying thing about kdtree debugging is that you generally can't rely on savegames to reproduce bugs, you need to know a sequence of commands to trigger it 20:17:15 <nielsm> (unless the savegame conversion is the cause) 20:17:42 <nielsm> since the trees are rebuilt fresh on load, so right after loading the game they are definitely not inconsistent 20:18:29 <glx> command logging may help 20:18:46 <nielsm> yeah 20:21:05 <peter1138> JGR hasn't replied to my request on that PR. 20:24:02 <Samu> https://github.com/OpenTTD/OpenTTD/issues/7461 20:24:47 <Samu> join the club :) 20:36:39 <peter1138> Hmm. 20:46:29 <LordAro> hmm? 20:50:13 <TrueBrain> hmmmmmmm 20:50:27 <Xaroth> hmmmmmmmmmmmmmmmm 20:52:11 <peter1138> Need to fix bridge over-building. 20:56:36 <LordAro> mmmmmmmmhhh 20:57:16 *** synchris has quit IRC 20:57:24 <peter1138> Dat logic 20:59:14 *** nielsm has quit IRC 20:59:45 <peter1138> Well, I guess I won't be doing any testing with AIs tonight. 21:01:36 <Wolf01> I'm going to test netflix, and my ability to sleep after 3 minutes 21:02:13 <andythenorth> I need to make some super OP vehicles 21:02:20 <andythenorth> very high capacity 21:02:22 <andythenorth> trams? 21:02:34 <Wolf01> Nope 21:02:41 <Wolf01> Mammoeth trucks 21:05:18 <Samu> 65536 21:05:46 <andythenorth> how do I fix a town rating? 21:05:50 <andythenorth> other than bribes? 21:06:34 <Samu> about the station removal kdtree crash, I'm starting to think it's related to station resizing 21:06:54 <Samu> sign moves position or so 21:07:48 <milek7> plant trees 21:08:41 <Supercheese> No cheat to disable town-rating restriction stuff? 21:08:50 <Supercheese> Would be a great addition to the cheat menu 21:09:08 <Supercheese> "Local authority can go take a hike, I'mma do what I want" 21:09:12 <Samu> plant trees to appease local authority 21:09:30 <Supercheese> "I will demolish as many trees as I please and you can't stop me" 21:10:28 <Samu> you just gave me an idea 21:10:46 <Samu> local authority on rivers 21:10:56 <Samu> they should not like that either 21:11:00 <Samu> if u remove rivers 21:11:20 <Supercheese> Removing rivers in the first place is questionable 21:11:34 <Supercheese> you can't just demolish a river willy nilly 21:12:13 <Supercheese> especially given there's no nice way to restore them if you reconsider things 21:12:38 <andythenorth> this town has hated me for 30 years 21:12:48 <andythenorth> I've bribed it every time I need a station 21:13:42 <andythenorth> I have 5 pickup stations allegedly within the catchment, all high rated 21:13:56 * andythenorth wonders if it's broken 21:17:06 <_dp_> andythenorth, trees or magic bulldozer 21:17:18 <_dp_> andythenorth, cmclient also helps as it shows exact rating value ;) 21:18:42 <andythenorth> trees has failed consistently 21:18:54 <_dp_> andythenorth, well, you need to plant them right 21:19:08 <_dp_> andythenorth, it's 25 tiles manhattan and only planting on empty tile 21:19:39 <_dp_> andythenorth, if there is no empty tile you can bomb all trees dropping rating to -1000 cap and plant them again 21:20:10 <andythenorth> hmm 21:20:26 <_dp_> andythenorth, and ofc doesn't work with large towns as there is no space for trees 21:20:28 <andythenorth> can't bomb much, too many tracks 21:20:40 <_dp_> andythenorth, cmclien has treedozer ;) 21:20:46 <glx> yeah remove more trees, the rating can't go lower 21:20:48 <_dp_> bombs only trees 21:21:09 <glx> then plant squares of trees 21:21:13 <glx> many times 21:21:14 <peter1138> I guess treedozer is still that clunky client-side-only thing. 21:21:26 <_dp_> peter1138, ofc 21:21:41 <andythenorth> bribing worked 21:21:53 <glx> bribing can fail very hard :) 21:22:17 <peter1138> Ok, bridge overbuilding now works 21:26:45 <milek7> there should be 'lobby', more expensive but without random fail ;) 21:28:38 <_dp_> there should be just an option to disable that bs :p 21:29:32 <_dp_> it's even there already, just choice is only betweed bad and very bad 21:30:53 <peter1138> Yup, remove all game play. Just leave a sandbox. Much fun. 21:31:22 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7328: Improve restart https://git.io/fjL66 21:32:02 <_dp_> peter1138, not sure if you're serious or just trolling 21:32:11 <_dp_> peter1138, coz sounds like a great plan to me :p 21:34:49 <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened pull request #7475: Fix #6618: Viewport vehicle draw flickering https://git.io/fjL6X 21:35:57 <_dp_> I have magic bulldozer running on server for years and nobody complained so far 21:36:11 <_dp_> and I'm very happy not having to tell every second noob to plant trees :p 21:40:56 <peter1138> Good for you. 21:45:09 <peter1138> Sarcasm isn't trolling, btw :p 21:45:28 <peter1138> + * @param tile the tile to convert 21:45:28 <peter1138> + * @param to_type the RoadTypeIdentifier to be converted 21:45:33 <peter1138> +static bool CanConvertRoadType(Owner owner, RoadType basetype) 21:45:42 <peter1138> Something tells me those parameters don't match... 21:47:53 <_dp_> that function def doesn't make sense tbh 21:48:26 <peter1138> No shit. 21:55:31 *** cHawk- has quit IRC 22:01:28 *** Xaroth has quit IRC 22:03:33 *** andythenorth has left #openttd 22:03:37 *** Xaroth has joined #openttd 22:05:17 *** pothyurf[m] has joined #openttd 22:06:05 <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLiq 22:06:07 <_dp_> sublime is funny, first it annoys the hell of me with its undo bug and just as I'm done asks to buy license 22:06:13 <_dp_> sorry, not in a mood :/ 22:06:51 <planetmaker> lol. Sounds like an aweful user experience 22:07:39 <Xaroth> planetmaker: I just had my first asyncio test succeed for my rewrite ... now just to build a completely new 'normal' client :P 22:07:47 <Xaroth> what kind of usecase do you have for it btw? 22:07:58 <Xaroth> so I can ensure that that remains functional 22:09:37 *** sla_ro|master has quit IRC 22:09:46 *** cHawk has joined #openttd 22:09:48 <planetmaker> for asyncio? 22:10:33 <Xaroth> for the lib in general 22:10:34 <planetmaker> My current main use is logging the game which uses both input and output 22:11:25 <planetmaker> The other main use is to actually control the server, especially like loading new games or changing some settings 22:11:42 <Xaroth> so a rcon-ish tool? 22:11:47 <planetmaker> yep. rcon via irc 22:12:28 <planetmaker> and often it's also used to query some game info like date or playercount 22:13:21 <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLiC 22:14:41 <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLiW 22:20:42 *** Wolf01 has quit IRC 22:23:03 <_dp_> if (CountBits(p2) < 1 || CountBits(p2) > 3) return CMD_ERROR; 22:23:10 <_dp_> great check, much sense 22:23:17 <_dp_> in CmdGoalQuestion 22:23:44 <peter1138> CountBits(p2) < 1 ... p2 == 0 22:23:49 <peter1138> But hey. 22:23:55 <_dp_> peter1138, second part isn't any better 22:24:05 <peter1138> Why? 22:24:12 <_dp_> peter1138, as there is if (p2 >= (1 << GOAL_QUESTION_BUTTON_COUNT)) return CMD_ERROR; 22:24:16 <_dp_> immediately after 22:24:33 <_dp_> oh, nvm, it's flags 22:28:42 <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLii 22:29:05 <glx> so 2 flags, with at least 1 set and only 1 allowed ? 22:31:12 <glx> oh without looking at the code it seems p2 contains clicked button 22:31:30 <glx> as a bitset 22:32:27 <planetmaker> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2 @ peter1138 22:32:33 <_dp_> glx, not clicked, buttons to show, allows 1-3 buttons of any of 18 types 22:32:53 <glx> was close :) 22:33:08 <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLiH 22:35:23 <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjLid 22:36:15 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7376/conflicts :( 22:42:20 <peter1138> What? Doesn't look hard to fix. 22:43:35 <Samu> so p2 is to become solely for ClientID 22:43:41 <Samu> and p1 is full 22:43:45 <peter1138> p1 isn't full. 22:43:46 <Samu> RIP my PR 22:44:06 <peter1138> p2 was always only for ClientID for this command. 22:44:11 <Samu> 0..15, 16..23, 24..31 22:44:34 <peter1138> I guess it works for you before your command will never come from the network. 22:44:43 <peter1138> s/before/because/g 22:45:13 <peter1138> 24..31 is only used for CCA_DELETE. It even says so. 22:45:20 <peter1138> So you can re-use 24..31 for CCA_NEW_AI 22:45:50 <peter1138> Or 24..27 if you so wish. 22:45:57 <Samu> interesting 22:46:38 <Samu> ok, gonna reuse 24-27 on p1 then 22:47:07 <Samu> or 24-31, because 8 bit is faster or whatever 22:52:26 <_dp_> that pr is such a mess... 22:53:20 <_dp_> why is it starting several ai's with same company id? 22:54:18 <_dp_> how's that ever gonna work 22:55:36 <_dp_> oh, it's never called with valid id, that's how... 22:55:49 <_dp_> shouldn't allow it then 22:56:38 <glx> IIRC only 1 is allowed if there's an id 22:56:51 <glx> at least I remember talking about that 22:57:37 <_dp_> glx, oh, yeah, right... 23:01:56 <_dp_> then it, technically, doesn't even need extra bits 23:02:18 <_dp_> juts one more CompanyCtrlAction and company id can be re-purposed 23:03:02 <_dp_> also 16 bits is way more than CompanyCtrlAction needs with its 3 values 23:03:59 <glx> yeah I used 8 bits for CompanyRemoveReason when 2 were enough ;) 23:04:51 <_dp_> glx, at least you can say it was for... reasons xD 23:04:52 <glx> but we are not short in bits for this command 23:05:28 <glx> so using more than needed is not really an issue 23:06:10 <pnda> How do I set up the include directories and required directories for OpenTTD in VS2017? I only found this: https://github.com/OpenTTD/OpenTTD#70-compiling 23:06:29 <_dp_> glx, well, adding extra action would help readability a lot 23:06:53 <glx> pnda: no need to set them with vcpkg 23:09:26 <glx> pnda: https://github.com/OpenTTD/OpenTTD/blob/master/docs/Readme_Windows_MSVC.md 23:09:40 <pnda> thanks glx 23:11:34 <glx> oh and VS2019 is out now :) 23:11:49 <pnda> I know. Don't have that yet tho 23:12:03 <pnda> And I really just don't want to update everything 23:14:06 <pnda> And especially if I am just a beginner at C++, I should be fine with VS2017 23:16:55 <pnda> VS is complaining about "corecrt.h" not existing. i already hate it 23:17:32 <glx> hmm but that one should be in the SDK 23:18:21 <pnda> it SHOULD but seems to be not 23:18:37 <_dp_> hmm, that for(;;) is surprisingly hard to write in a good way 23:18:50 <_dp_> coz doing - on uints isn't a good idea either... 23:19:18 <glx> and stopping on <0 ? 23:19:30 <Samu> where? my code? 23:21:03 <pnda> Even manually adding corecrt.h into the VC++ Include Directories doesn't do anything.... Just realized I am building 32-Bit and set it for 64-Bit... nvm 23:21:05 <_dp_> glx, what? no, for(i=0; i<min(..,..); i++) if (...(i)) ais_to_start++; 23:22:18 <pnda> Cannot open include file: 'table/strings.h': No such file or directory 23:22:33 <peter1138> Well it won't exist if it can't run strgen. 23:22:36 <glx> this one is created by strgen 23:22:53 <pnda> so I imagine STR_NULL is also? 23:23:14 <glx> all strings are in this table 23:23:56 <pnda> corecrt.h still doesn't exist ..... 23:25:10 <glx> something is wrong in your VS, because opening the sln and building the solution should just work 23:26:29 <glx> I switched from 2017 to 2019 2 days ago 23:26:57 <glx> and was on 2015 before 2017 without issues 23:27:02 <pnda> Seems it's because I am missing some old SDK 23:28:07 <glx> I don't think we include corecrt.h, it's included by some system includes 23:29:00 <pnda> Ah now the errors I already know like missing png.h, zlib.h, ft2build.h and izo1x.h.... 23:29:09 <pnda> Where do I download those again? 23:29:32 <glx> you just follow the steps on https://github.com/OpenTTD/OpenTTD/blob/master/docs/Readme_Windows_MSVC.md 23:29:44 <peter1138> Oh bah. I want a function where its parameters are evaluated inside the function. 23:29:55 <peter1138> Like, lamba-style, but I'm too dumb right now ;p 23:30:28 <pnda> glx I did follow all those steps 23:30:58 <glx> including .\vcpkg integrate install ? 23:31:02 <pnda> yes 23:31:21 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fjLP3 23:31:26 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #7041: Cargo flow legend not fully redrawn when station sign is moved https://git.io/fhncf 23:31:28 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6562: Stations: extended byte for NewStation ID https://git.io/fjLPs 23:32:03 <glx> VS was running at this time ? 23:32:19 <pnda> glx nvm. Just reran that command to make sure. Seems like I only downloaded them but didn't do that integrate install... thx 23:34:14 <Samu> bah, why don't I fixup everything first, so confusing to rebase individual commits 23:37:43 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 23:38:39 *** erratic has joined #openttd 23:40:34 *** pnda has quit IRC 23:40:37 <Samu> 3241 warnings 23:40:59 <glx> intellisense warnings 23:41:57 <glx> it's over analysing the code 23:42:19 <peter1138> Do I need to use std::function? :/ 23:45:42 <Samu> fake warnings then 23:46:08 <glx> no real, but harmless, and mostly suggestions 23:48:48 <glx> https://devblogs.microsoft.com/cppblog/in-editor-code-analysis-in-visual-studio-2019-preview-2/ 23:50:00 *** Progman has quit IRC 23:52:40 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjLPl 23:52:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjLP8 23:54:04 <Samu> i feel like that whole thing deserves fixup 23:55:15 *** Supercheese has quit IRC 23:56:16 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 23:57:13 <Samu> TrueBrain author disappeared :( 23:57:21 <Samu> is that bad? 23:57:39 <Samu> due to fixup 23:57:57 <glx> you merged all commits ? 23:58:17 <Samu> i did fixup 23:58:29 <peter1138> That's expected. 23:58:42 <peter1138> Hmm. 23:59:28 <glx> I guess it would have been stashed in the end, so 23:59:37 *** Smedles_ has joined #openttd 23:59:48 <peter1138> Squashed. 23:59:55 <glx> ah yes