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00:25:44 *** Wormnest_ has quit IRC 01:00:23 *** spnda has quit IRC 01:09:05 *** Pikka has joined #openttd 01:19:25 *** Wormnest_ has joined #openttd 01:30:09 *** HerzogDeXtEr1 has quit IRC 01:47:59 *** WormnestAndroid has quit IRC 01:48:12 *** WormnestAndroid has joined #openttd 02:11:34 *** Wormnest_ has quit IRC 02:12:16 *** snail_UES_ has quit IRC 02:28:24 *** Progman has quit IRC 02:40:02 *** Wormnest_ has joined #openttd 02:48:50 *** Wormnest_ has quit IRC 03:16:48 *** Betaquarks has joined #openttd 03:32:09 *** Betaquarks has quit IRC 03:56:25 *** glx has quit IRC 04:00:25 *** debdog has joined #openttd 04:03:52 *** D-HUND has quit IRC 05:55:06 *** crazystacy has joined #openttd 05:55:45 <crazystacy> hello. trying to set up a dedicated server. trying to install NewGRF things with this link: https://www.tt-forums.net/viewtopic.php?t=69139 but every time i exit OpenTTD the CFG is wiped. if i add newgrfs manually they are always wiped 05:55:58 <crazystacy> i am running it from the terminal. don't have gui access 06:10:07 *** crazystacy has quit IRC 06:10:39 *** HerzogDeXtEr has joined #openttd 06:32:43 *** nielsm has joined #openttd 06:54:49 *** nielsm has quit IRC 07:33:20 *** sla_ro|master has joined #openttd 08:06:56 *** andythenorth has joined #openttd 08:06:59 <andythenorth> hurrah 08:07:03 <andythenorth> new CivilAI 08:11:10 <andythenorth> Pikka: tramz next? :) 08:17:38 <DorpsGek_III> [OpenTTD/OpenTTD] bentley commented on issue #6842: Heap overflow leading to crash https://git.io/JeAXF 08:56:06 *** Mazur has joined #openttd 08:56:09 <andythenorth> hmm is train pathfinding broken recently? 08:56:16 * andythenorth is seeing odd things 09:01:50 <andythenorth> nope just a weird PBS artefact I think 09:15:44 <peter1138> Well, that could still be broken...? 09:20:06 <andythenorth> savegame contains unreleased grfs as usual :P 09:20:09 *** supermop_Home has quit IRC 09:20:14 <andythenorth> which is why I don't report bugs 09:20:30 <andythenorth> and grfs have usually been reloaded 09:22:53 <peter1138> I wasn't going to look anyway 09:23:28 <andythenorth> was it lunch yet? 09:32:44 *** Mazur has quit IRC 09:38:45 *** andythenorth has quit IRC 09:59:59 *** Progman has joined #openttd 10:25:12 <peter1138> Not then, not now. 10:27:21 *** andythenorth has joined #openttd 10:27:35 <peter1138> Not then, not now. 10:42:46 *** tneo has quit IRC 10:43:14 *** tneo has joined #openttd 10:43:41 *** fonsinchen has quit IRC 10:43:46 *** m1cr0man has quit IRC 10:43:46 *** Hazzard has quit IRC 10:44:24 *** Osai has quit IRC 10:44:45 *** Osai has joined #openttd 10:44:57 *** m1cr0man has joined #openttd 10:45:02 *** V453000 has quit IRC 10:45:08 *** Yexo- has quit IRC 10:45:46 *** ^Spike^ has quit IRC 10:46:05 *** Samu has joined #openttd 10:46:11 *** |Terkhen| has quit IRC 10:46:15 *** fonsinchen has joined #openttd 10:46:15 *** Yexo has joined #openttd 10:46:31 *** Hazzard has joined #openttd 10:46:50 *** ^Spike^ has joined #openttd 10:47:15 *** Terkhen has joined #openttd 10:47:15 *** V453000 has joined #openttd 10:47:15 *** ChanServ sets mode: +o Terkhen 10:58:50 *** snail_UES_ has joined #openttd 11:10:08 <peter1138> Is it elevenses then? 11:12:15 <Eddi|zuHause> at 12:10? sure 11:19:49 <peter1138> Gosh timezone comments are so new! 11:21:21 <Eddi|zuHause> i haven't seen any this whole decade 12:15:18 * andythenorth crisps 12:31:08 * andythenorth toast 12:50:51 <peter1138> Is it? 12:52:19 <peter1138> 10 minutes til I do it. 13:04:53 *** skrause has joined #openttd 13:10:30 <skrause> Hi, is a max drawing rate of around 30 fps normal? It seems that the mouse cursor is also only 30 fps which feels a bit laggy, is there any way to improve this? I'm using version 1.9.3 on Windows and OpenTTD is using less than 10% CPU of a single core (~1% in Windows task manager with 8 cores), so it doesn't look CPU-limited. 13:16:16 <FLHerne> skrause: That's normal 13:16:52 <FLHerne> AAUI there's a redraw every tick, which is exactly 30ms, so just over 30fps 13:17:18 <Pikka> andythenorth, probably not trams. rail pathfinder preprocessor next, make route building faster. :) 13:17:49 <Pikka> btw, you mentioned it seemed a little unaggressive before... there was a bug which basically stopped it building new cargo trains once it had a passenger network. should be fixed now. :) 13:18:11 <andythenorth> yes, it's building more now 13:18:16 <andythenorth> seen the 'one order' bug? 13:21:07 <FLHerne> skrause: OpenTTD's architecture is still very much a classic '90s "one big game loop" thing 13:21:35 <Pikka> just saw it... odd 13:22:06 <andythenorth> it also tickled some PBS edge case 13:22:26 <andythenorth> the one-order train somehow managed to prevent all other path reservations on that route 13:22:33 <andythenorth> so the other trains were stuck 13:22:44 <andythenorth> the AI eventually just scrapped them all :) 13:24:25 <Pikka> hmmm 13:25:03 <Pikka> did this happen a few decades into the game? 13:25:15 <FLHerne> skrause: See https://github.com/OpenTTD/OpenTTD/issues/7006 13:25:35 *** spnda has joined #openttd 13:26:18 <FLHerne> (I still think this auto-closing of "stale" issues is a mistake...) 13:27:30 <andythenorth> Pikka: 9 years in 13:27:34 <andythenorth> according to savegame 13:27:38 <Pikka> oh 13:28:09 <Pikka> well that's one theory out ;) 13:28:11 <andythenorth> FLHerne: stalebot is gone currently afaik 13:28:25 <FLHerne> yay 13:28:29 <andythenorth> I disagree but eh 13:28:41 <Pikka> do you have the autosave immediately before it built the train? it might replicate. 13:28:56 <andythenorth> 'closing issues' seems to be the modern equivalent of tabs vs. space 13:29:21 <andythenorth> one crowd likes them 'in case they're useful' and the other crowd 'finds pointless things pointless' 13:32:02 <FLHerne> The issues don't go away because you've closed them 13:32:39 <FLHerne> Sure, close vague bugs where it's unclear what went wrong or if there's even a problem 13:33:23 <FLHerne> But closing real issues that have generated discussion just means you end up with duplicated effort 13:33:34 <FLHerne> And people repeatedly asking the same question 13:33:49 <andythenorth> sure 13:34:03 <andythenorth> it's just not an argument that's going to resolve one way or the other 13:34:29 <FLHerne> The cursors, or the bug-closing? :P 13:34:37 <andythenorth> the approach to tickets 13:34:43 <andythenorth> there are two camps, and probably a third camp who wish it was never talked about 13:35:28 <andythenorth> I 'solved' this at work 13:35:39 <andythenorth> a bunch of tickets get moved into 'not now' 13:35:53 <andythenorth> and then after 2 years or so, they all get closed, because the emotional attachment has gone 13:36:08 <andythenorth> just closing things causes way too much emotion 13:36:14 <skrause> FLHerne: Thanks. Yeah I've seen this issue (went through a lot of Google results searching for a solution...) and am mainly asking because I've seen some 60 fps YouTube videos of OpenTTD (e.g. https://youtu.be/lu0BojXU8G0) where the mouse cursor also looks like 60 fps (or at least much better), so there must be *some* improvement I don't see locally. 13:39:53 <andythenorth> turn off 'full animation' 13:40:18 <andythenorth> but if you're getting 30fps already, that shouldn't make much difference 13:40:38 <FLHerne> I don't really see it 13:41:01 <DorpsGek_III> [OpenTTD/website] auge8472 opened pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexzi 13:41:03 <FLHerne> But then I play Portal on this laptop at ~15fps, so perhaps not the most discerning viewer 13:41:19 <andythenorth> game is supposed to run at ~34fps 13:41:40 <andythenorth> nobody should be seeing 60fps afaik 13:45:11 <peter1138> Except in FF :-) 13:46:02 <Sacro> I want 144Hz :( 13:50:44 <andythenorth> https://arstechnica.com/gaming/2019/12/how-much-of-a-genius-level-move-was-using-binary-space-partitioning-in-doom/ 13:51:56 <andythenorth> nothing to do with 30fps in OpenTTD just a good article 13:52:15 <peter1138> I've been playing Doom II WADs for a while again. 13:52:29 <peter1138> Currently working my way throug Hell Ground, which is... somewhat difficult. 13:53:17 <andythenorth> http://fabiensanglard.net/gebbdoom/ 13:53:25 <spnda> my game running at 32fps for me while on 165hz 13:55:16 <andythenorth> "This remains the key lesson that still matters today: there are often tradeoffs that can be made that gets you a significant advantage in exchange for limitations that you can successfully cover up with good design." – John Carmack 14:01:03 <andythenorth> Pikka: it's built some steel trains, after I got my company to feed a steel mill :) 14:01:40 <Pikka> o/ 14:11:39 <andythenorth> oops crashed it ;) 14:11:52 <andythenorth> PowerWalk L122 and L132 14:14:29 <peter1138> Oof, credit card balance... £1800 :( 14:15:03 <peter1138> Need to stop spending :p 14:15:14 <andythenorth> bikes? 14:17:53 <peter1138> Mostly food. 14:18:08 <Pikka> o/ 14:18:13 <peter1138> Oh yeah I bought that UPS too. 14:18:20 <peter1138> And Christmas presents. 14:18:34 <spnda> Are NewGRF waypoints always class id 1? And Stations are just 2..255 for ids? 14:19:07 <peter1138> They're always WAYP class. 14:19:17 <spnda> ah ok 14:20:07 <Pikka> andythenorth, got a screenshot of the debug log? 14:21:09 <andythenorth> not in one screen 14:21:46 <andythenorth> Pikka: https://dev.openttdcoop.org/attachments/download/9580/crash-civil-29.png 14:22:10 <andythenorth> there's nothing useful further up the screen, just repetition 14:22:40 <andythenorth> scroll down is just slightly different numbers 14:23:35 <Pikka> ya. such a pain when it crashes during one of those iterative walks. 14:24:09 <Pikka> can you see where it got up to with the track conversion on the map? anything interesting there? 14:26:47 <Pikka> tile 63346 is 0xF69B, if that makes locating it any easier with the ? tool :) 14:33:22 *** supermop_work has joined #openttd 14:33:33 <Samu> i'm getting crashes when loading my old savegames :( 14:34:34 <Samu> does that mean backwards compatibility is no longer assured? 14:35:10 <Samu> gonna try load in 1.9.3 14:35:47 <Samu> loads in 1.9.3 14:35:54 <Samu> crashes in 1.10.0-beta2 14:37:30 *** Flygon has quit IRC 14:41:12 <andythenorth> Pikka: pretty unremarkable :P https://dev.openttdcoop.org/attachments/download/9581/0xF69B-civil-29.png 14:41:20 <andythenorth> my guess was somewhere else tbh 14:41:34 <Pikka> must be :P 14:42:02 <andythenorth> I wondered about https://dev.openttdcoop.org/attachments/download/9582/civil-29-crash-2.png 14:42:27 <andythenorth> that's an unserviced route, partially converted to el 14:42:36 <Pikka> yeah, that looks like it 14:42:54 <Pikka> and it'll be the other player's station there that's breaking it 14:43:02 <Pikka> thanks, will fix :) 14:46:15 <spnda> I need some advice on a problem. Similar to waypoints, I want 2 different "types", settable by the grf coder. I thought of something like a property with a byte or word changing the type in the spec. Though then I would need to pick the ones specifically by some sort or something. Maybe define a specific range for when it is one type or another? 14:47:19 *** nielsm has joined #openttd 14:54:29 <DorpsGek_III> [OpenTTD/website] glx22 approved pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jex2y 15:14:58 * Pikka bed 15:14:59 *** Pikka has quit IRC 15:16:10 * andythenorth bed? 15:16:20 <andythenorth> oof not really viable 15:16:26 <SpComb> bed canceled 15:16:57 <andythenorth> appalling 15:17:05 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexas 15:19:00 <DorpsGek_III> [OpenTTD/website] auge8472 commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexal 15:19:45 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexa0 15:22:42 <supermop_work> back to work 15:22:49 <supermop_work> in therory 15:22:52 <supermop_work> teory 15:22:58 <supermop_work> whatever 15:23:16 <supermop_work> have not actually done any work the past 90 min 15:24:03 * andythenorth is doing compliance 15:24:05 <andythenorth> again 15:24:10 <andythenorth> I love this shit 15:24:26 <supermop_work> i do have a lot of time sheet stuff to do 15:25:16 *** snail_UES_ has quit IRC 15:26:13 <DorpsGek_III> [OpenTTD/website] auge8472 dismissed a review for pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jex2y 15:26:14 <DorpsGek_III> [OpenTTD/website] auge8472 updated pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexzi 15:28:34 <DorpsGek_III> [OpenTTD/website] LordAro approved pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexaP 15:29:01 <DorpsGek_III> [OpenTTD/website] auge8472 commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexaX 15:30:30 *** Wormnest_ has joined #openttd 15:31:19 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexaS 15:38:16 <DorpsGek_III> [OpenTTD/website] auge8472 opened pull request #136: More or less complete rework of the page header https://git.io/JexVT 15:40:37 <DorpsGek_III> [OpenTTD/website] auge8472 dismissed a review for pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexaP 15:40:37 <DorpsGek_III> [OpenTTD/website] auge8472 updated pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexzi 15:43:59 <Samu> I see you guys are busy 15:44:36 <DorpsGek_III> [OpenTTD/website] auge8472 commented on pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexVG 15:45:14 <DorpsGek_III> [OpenTTD/website] LordAro approved pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/JexVn 15:45:45 <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #135: Change: remove ruleset for block #openttd-logo-ipv6 from base.css https://git.io/Jexzi 15:48:36 <DorpsGek_III> [OpenTTD/website] auge8472 updated pull request #136: More or less complete rework of the page header https://git.io/JexVT 15:55:00 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7462: Server exiting to main menu hangs client https://git.io/fjIgM 15:56:26 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7496: Crashes on start - malloc(): invalid next size (unsorted) https://git.io/fjqCX 16:02:14 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened issue #7891: Loading a save from 1.7.2 crashes on 1.10.0-beta2 https://git.io/JexVP 16:05:54 *** snail_UES_ has joined #openttd 16:19:48 <Samu> the crash is on CanBuildVehicleInfrastructure 16:21:02 <Samu> line 1788 vehicle.cpp 16:21:14 <LordAro> interesting 16:21:27 <Samu> seems like a not road types crash 16:26:32 <Samu> if I recall 16:27:00 <Samu> i had in the config, a max number of road vehicles set to 0 16:27:29 <Samu> it was a ship only game, all vehicles = 0 except ships 16:46:03 <spnda> in the action 4 code, I don't quite understand why all features above 3 have some special id. They use another switch case with GB(id, 8, 8). What's the difference? 17:18:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7891: Loading a save from 1.7.2 crashes on 1.10.0-beta2 https://git.io/JexVP 17:38:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7891: Loading a save from 1.7.2 crashes on 1.10.0-beta2 https://git.io/JexVP 17:41:35 <LordAro> Samu: as best as i can tell, it's related to there being an "effect vehicle" (smoke, explosions, sparks, etc) being saved. the game is then encountering this on load, and falling over 17:41:50 <LordAro> for some reason it's trying to make it a road vehicle, which isn't working so well 17:43:40 <Samu> there's only ships in the game 17:43:54 <Samu> they can breakdown if i recall 17:44:02 <Samu> is that effect? 17:44:09 <LordAro> yeah 17:44:30 <LordAro> peter1138: don't suppose you remember anything about the above? 17:49:22 *** andythenorth has quit IRC 17:51:41 <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on issue #7891: Loading a save from 1.7.2 crashes on 1.10.0-beta2 https://git.io/JexVP 17:54:02 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #136: More or less complete rework of the page header https://git.io/Jexo3 17:55:13 <spnda> Does nobody know the difference between a vehicles name string and a stations class and name strings? 17:57:22 <nielsm> spnda: many pecularities of newgrf stem from it being defined for ttdpatch 17:57:29 <nielsm> with all the constraints ttdpatch had to work within 17:58:33 <DorpsGek_III> [OpenTTD/website] auge8472 commented on pull request #136: More or less complete rework of the page header https://git.io/JexoW 17:58:55 <spnda> true. but I would assume it'd still be basically the same. A stations name seems to be loaded quite differently as opposed to a stations class id. 17:59:18 <nielsm> I think it has to do with being able to use fewer bits to refer to a string 17:59:25 <spnda> Andd I want this new feature to have a class id string and a name string aswell, so I would need something similar, I guess. 17:59:37 <nielsm> i.e. since you know you're working with a train, you look in the train strings table 17:59:42 <DorpsGek_III> [OpenTTD/website] LordAro commented on pull request #136: More or less complete rework of the page header https://git.io/Jexo4 18:04:31 *** Wolf01 has joined #openttd 18:05:40 <Samu> maybe the FOR_ALL vehicles isn't iterating the same thing as the new iterator? 18:06:55 *** snail_UES_ has quit IRC 18:07:12 <nielsm> Samu no read the code again 18:07:21 <nielsm> what's the difference between "type" and "v->type" ? 18:07:43 <nielsm> answer: the first does not reference the vehicle being iterated over 18:08:03 *** spnda has quit IRC 18:10:25 *** spnda has joined #openttd 18:12:12 *** andythenorth has joined #openttd 18:17:52 <Samu> testing the last commit before NotRoadTypes 18:17:56 <Samu> see if it loads 18:18:29 <Samu> ID Author Date Message 18:18:29 <Samu> 21edf67f89c60351d5a0d84625455aa296b6b950 Peter Nelson <peter1138@openttd.org> 13-04-2018 20:03:11 +00:00 Codechange: Untangle game and scenario toolbars. 18:21:12 <Samu> it loaded fine 18:22:16 <DorpsGek_III> [OpenTTD/website] auge8472 updated pull request #136: More or less complete rework of the page header https://git.io/JexVT 18:28:14 <andythenorth> this is really interesting http://fabiensanglard.net/gebbdoom_v1.1.pdf 18:28:15 <andythenorth> YMMV 18:28:30 <Samu> ID Author Date Message 18:28:30 <Samu> c02ef3e4564b7b54d49f0827d2d7625cbc38f335 peter1138 <peter1138@openttd.org> 06-04-2019 06:46:15 +00:00 Feature: Add NotRoadTypes (NRT) 18:28:34 <Samu> it crashed 18:28:42 <Samu> that's the faulty commit 18:28:47 <Samu> same crash 18:29:00 <nielsm> thank you for revealing nothing new 18:29:14 <Samu> uhm just wanted to make sure 18:31:11 *** glx has joined #openttd 18:31:11 *** ChanServ sets mode: +v glx 18:34:58 <peter1138> nielsm, it's amazing, isn't it? 18:39:26 <Samu> what's the v->roadtype of effect vehicles supposed to be? 18:39:44 <Samu> maybe a savegame conversion is missing? 18:41:12 <peter1138> I would guess that effect vehicles don't have a road type, because they're not road vehicles. 18:42:05 <nielsm> if (type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue; 18:42:15 <Samu> if (type == VEH_ROAD && v->type == type && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue; 18:42:20 <Samu> will try this 18:43:09 *** frosch123 has joined #openttd 18:43:38 <nielsm> the basic error is that it never tests whether v is a road vehicle before trying to get it as one 18:44:11 <Samu> it loads! 18:45:11 *** Wormnest_ has quit IRC 18:45:47 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JexKB 18:45:47 <DorpsGek_III> - Update: Translations from eints (by translators) 18:46:50 <Samu> will it crash for current savegame version? 18:46:53 <Samu> must test 18:47:26 <nielsm> it can probably crash for any savegame version 18:47:35 <nielsm> even without having a save 18:47:42 <Samu> yep, it crashed 18:48:04 <nielsm> if the game needs to check whether a player is capable of build road infrastructure while an effect vehicle is active 18:48:20 <Samu> max num of road vehicles = 0 18:48:24 <Samu> start new game, crash 18:55:26 *** Wormnest_ has joined #openttd 19:10:31 * LordAro compiling something prior to 0.6 19:10:33 <LordAro> for reasons 19:12:40 <frosch123> should we push commits to old branches to keep them compileable? 19:12:57 *** snail_UES_ has joined #openttd 19:13:30 <nielsm> I suspect that would be lots of work 19:13:57 <nielsm> easier to build some VMs with old junk software 19:14:07 <nielsm> old junk toolchains* 19:14:39 <frosch123> ottd 0.4 actually compiles fine, just one line to fix 19:14:49 <frosch123> later versions need more changes for some reason 19:15:12 *** WormnestAndroid has quit IRC 19:15:26 <frosch123> LordAro: so, i recommend branch 0.4 19:15:41 <nielsm> more advanced = more hard 19:16:08 <frosch123> LordAro: https://pastebin.com/vJJb4nTz 19:16:17 *** WormnestAndroid has joined #openttd 19:16:49 <LordAro> frosch123: i need savegame 72, unfortunately 19:17:05 <LordAro> ew, longjmp 19:17:11 <frosch123> nielsm: full compilation, 12.5 real, 34.2 user 19:17:25 <frosch123> LordAro: that's still in master. libpng works like that 19:17:41 <frosch123> c people wanting to use exceptions :) 19:18:12 <LordAro> frosch123: oh indeed 19:18:19 <LordAro> i had to fiddle with them at work recently 19:18:31 <LordAro> seems that they don't work on mingw, but __builtin_longjmp does 19:18:40 <LordAro> (computers were a mistake, etc etc) 19:18:52 <frosch123> hmm, my 0.5 checkout is old, i need "svn upgrade" first :p 19:19:36 <frosch123> hmm, no modifies, apparently never compiled it... 19:22:44 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #7886: Group management enhancements https://git.io/JeAdk 19:27:04 <LordAro> error: exception cleanup for this placement new selects non-placement operator delete 19:27:07 <LordAro> oh heavens 19:28:27 <nielsm> gotta find an older compiler with less smarts 19:29:12 <frosch123> the problem is mostly libpng 19:29:16 <LordAro> ah, that was an easier fix than i thought 19:29:23 <frosch123> png12->14 was quite incompatible 19:29:37 <LordAro> mm, i cherry-picked the commit that fixed that 19:37:03 <Wolf01> https://9gag.com/gag/aDgZevO andythenorth in his natural habitat 19:37:39 <andythenorth> am I the cat or the train? 19:38:00 <Wolf01> You decide 19:38:51 <andythenorth> maybe I should get a Doom WAD editor 19:39:04 <andythenorth> it's been 22 years since I last made a Doom WAD 19:44:50 <nielsm> heh 19:45:01 <nielsm> the tooling has improved a lot since then 19:45:03 <nielsm> (I think) 19:45:20 <Wolf01> Think about making IH for mashinky 19:50:38 <LordAro> it compiles! 19:50:48 <LordAro> Error: Cannot open file 'sample.cat' 19:50:56 <LordAro> i forgot about the dangers of pre1.0 19:51:13 <Wolf01> Download it from bana...oh 19:56:33 <frosch123> get a free sample cat with every copy of ttd 19:57:03 <frosch123> now i finally understand why andy is looking for the cat all the time 19:58:24 <LordAro> frosch123: alternatively, download it from the first result on google! 20:03:16 <DorpsGek_III> [OpenTTD/website] LordAro approved pull request #136: More or less complete rework of the page header https://git.io/Jex6d 20:03:28 <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #136: More or less complete rework of the page header https://git.io/JexVT 20:03:59 <andythenorth> can't remember the origin of is cat 20:04:08 <andythenorth> there was a precursor to FIRS with cats 20:04:24 <glx> [19:42:16] <Samu> if (type == VEH_ROAD && v->type == type && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue; <-- you again choose the complex path 20:04:24 <glx> if (v->type == VEH_ROAD && GetRoadTramType(RoadVehicle::From(v)->roadtype) != (RoadTramType)subtype) continue; <-- this should be enough 20:05:10 <glx> type equality is checked on the nex line anyway 20:11:16 <Samu> hmm, are you sure? 20:11:41 <Samu> do i change line 1780 too? 20:11:59 <nielsm> the cause of the crash is RoadVehicle::From(v) when v is not a road vehicle 20:11:59 <andythenorth> well I think this would work with some revisions https://dev.openttdcoop.org/attachments/download/9259/very-groupy.png 20:12:28 <nielsm> the purpose of the loop is to detect whether the player owns any vehicles requiring the specific type of infrastructure 20:12:42 <andythenorth> maybe I've got the photoshop file, let's see 20:13:03 <glx> 1780 should be safe already 20:13:16 <glx> only the right engines are selected 20:13:18 <nielsm> the condition tested for in that line is whether the infrastructure searched for is different from the required 20:13:43 <nielsm> the loop doesn't terminate when it finds a negative, it terminates when it finds a positive 20:13:57 <glx> bug looks like a "bad" copy/paste 20:15:52 <Samu> oh i see line 1789 does the check 20:15:53 <LordAro> frosch123: https://gist.github.com/LordAro/12d22a1be441118aa951b4d9798051b0 here's 0.6, just on the offchance you're interested :) 20:17:01 <frosch123> hmm, there are some more hunks, compared to whenever i compiled it last 20:17:21 <frosch123> -rwxr-xr-x 1 frosch frosch 28880064 Jul 30 2012 bin/openttd <- ah, 7.5 years 20:19:05 <frosch123> LordAro: are all of them errors, or did yuo also fix warning? 20:19:10 <LordAro> frosch123: all warnings 20:19:13 <LordAro> ... 20:19:16 <LordAro> all errors* 20:19:20 <LordAro> warnings were left 20:19:58 <frosch123> anyway, a lot bigger than the 0.4 diff 20:22:21 <andythenorth> I think this is better https://dev.openttdcoop.org/attachments/download/9583/very-groupy-2.png 20:22:50 <andythenorth> the click / double-click interaction would work exactly like cargo subtype list, which is not bad at all 20:22:57 <frosch123> hmm, that old binary claimns that libpng is the only lib with an incompatible so-version. 20:23:04 <andythenorth> there would be a new prop or cb for the group subtype string 20:23:11 <glx> andythenorth: better with the offset I'd say 20:23:38 <andythenorth> I thought so, but precedent is the subtypes refit list, no offset 20:24:28 <frosch123> "no offsets" is better 20:24:41 <frosch123> that way all the columns are real columns 20:24:46 <frosch123> and stuff aligns 20:25:01 <andythenorth> https://dev.openttdcoop.org/attachments/download/9584/subtype-list.png 20:25:21 <andythenorth> there is still too much gap in my mockup 20:25:34 <andythenorth> anway prop (cb?) for parent vehicle ID 20:25:45 <andythenorth> prop (cb?) for group substring 20:26:03 <andythenorth> adjust buy menu, available vehicles menu, and auto-refit 20:26:06 <supermop_work> cute boat 20:26:08 <andythenorth> not sure about AI/GS 20:26:20 <frosch123> andythenorth: also, no cb please... vehicles moving from the "hot stuff" to the "historic" group hurts my brain 20:26:28 <andythenorth> +1 20:26:39 <andythenorth> just we default to cb > property when there's a rationale 20:27:02 <glx> yeah but cb are often abused 20:27:03 <andythenorth> oh and the buy menu sort order, someone solved that (forget who) 20:27:12 <andythenorth> would always just be the properties of the group parent 20:27:36 <andythenorth> if authors want complex sort algorithms for groups within groups 20:27:40 <andythenorth> they can submit a PR 20:27:57 <andythenorth> or wait for someone to do it in JGR 20:28:01 <peter1138> :D 20:28:09 <peter1138> The defacto standard version, eh? 20:28:20 <andythenorth> it's a useful safety valve 20:28:33 <andythenorth> I am in no way jealous of JGR's support work though 20:28:43 <frosch123> did he fix nrt? 20:28:58 <andythenorth> is it in JGR yet? 20:29:23 <frosch123> no idea, i just assumed so 20:30:03 <frosch123> but yeah, maybe all the nullptr, std::vector and FOR_EACH stuff scared him 20:31:01 <andythenorth> it's probably in here somewhere https://github.com/JGRennison/OpenTTD-patches/commits/jgrpp 20:31:05 <nielsm> I think it's sort of in, but not in his main branch 20:31:10 <frosch123> a single person supporting N patches, which are probably mostly abandoned by their authors 20:31:24 <andythenorth> it's a remarkable job 20:31:54 <glx> each big change usually kill a patch pack 20:32:36 <andythenorth> so VehicleBuyMenuGroups or what? 20:32:59 <andythenorth> it's not specifically liveries, as arbitrary properties can be different 20:33:02 <frosch123> yeah, but the patch packs before were a single huge patch (i.e. all changes squashed), while jgr kept things separate 20:33:03 <glx> I like the idea andythenorth 20:33:34 <andythenorth> I mean we _could_ have them inherit the properties of the parent vehicle, and just use the substring as a single var which can be checked in the graphics chain only 20:33:41 <andythenorth> but that destroys the simplicity of the idea 20:33:43 <frosch123> it's definitely solves problems which were addressed by multiple people, not just andy's flipping 20:34:06 <andythenorth> latest Horse reduces what the flipping can do 20:34:16 <andythenorth> it's mostly reversing company colour, which is otherwise random 20:34:22 <andythenorth> or actual flipping 20:34:56 <andythenorth> I pushed it quite a long way past the 'BAD FEATURE' threshold 20:35:17 <LordAro> (╯°□°)╯︵ ɥʇɹouǝɥʇʎpuɐ 20:35:20 <LordAro> andy flipping 20:35:23 <andythenorth> nice 20:35:25 *** lpx is now known as Guest12975 20:35:42 *** lpx has joined #openttd 20:35:50 <andythenorth> highly localised user feedback is that 'you should get the train you see in the buy menu' but the CC colour flipping is ok 20:37:17 *** Guest12975 has quit IRC 20:37:32 <frosch123> you need to cut the "highly" when they stop sitting in your lap 20:38:45 <andythenorth> that hasn't happened yet, if he wants to see what's on my screen 20:38:45 *** lpx has quit IRC 20:39:08 <andythenorth> also all my stupid livery tricks won't work with RVs 20:39:33 * andythenorth should really do NRT Hog 20:39:39 <andythenorth> and stop doing Horse not-really-better-just-different changes 20:40:02 <frosch123> i guess a single string id is enough to group vehicles? or does it need a 4-byte "vehicle class", so you can group vehicles from different grfs or addon grfs? 20:40:44 <Samu> what do I write in the commit message? 20:40:45 <frosch123> i think a 4-byte id only works when there are "few" things to label properly. if there are many things, people won't bother naming them 20:40:56 <Samu> maybe somebody else fix it 20:41:04 <frosch123> so, i guess, add-on grfs cannot add to existing groups 20:41:12 <andythenorth> I would have grouped by just setting a parent ID in a prop 20:41:19 <andythenorth> it could be optional grfid in a register :P 20:41:26 <frosch123> what is a parent id? 20:41:42 <frosch123> oh, wait... yes you are right 20:41:46 <andythenorth> I assumed one vehicle would be parent node, rest are child nodes 20:41:50 <frosch123> i assumed the group needs a text, but it doesn't 20:42:03 <andythenorth> the parent also has to be repeated in the child nodes, like in subtype refit UI 20:42:09 <andythenorth> bit weird, but precedent is there 20:42:28 <andythenorth> then each child gets an additional string 20:42:32 <frosch123> ok, so two options 20:43:03 <frosch123> 1) vehicles can set a group number, which is an arbitrary grf-local number. vehicles with same number are grouped 20:43:32 <frosch123> 2) you do something silly like the vehicle-ordering property, where each vehicle has to reference another vehicle to be in the same group with 20:43:51 <frosch123> i think (2) is awful :p 20:43:56 *** lpx has joined #openttd 20:44:04 <nielsm> 2 sounds like a mess to work with 20:44:33 <andythenorth> in 1) how do you determine what's shown on the parent node? 20:44:53 <nielsm> and then you end up with bad grfs with a weird graph of related vehicles 20:45:02 <frosch123> the parent is the last-built vehicle from that group? 20:45:05 <nielsm> vehicle id? 20:45:19 <frosch123> or the first vehicle in vehicle-order 20:45:21 <nielsm> lowest vehicle id is default parent of group 20:45:38 <andythenorth> hmm 20:45:42 <frosch123> grfs already define a sorting order for vehicles, no need to invent a new one 20:45:47 <nielsm> and then sure, you could maybe have an UI option to select a different parent 20:45:47 <andythenorth> I stopped managing IDs a long time ago 20:45:56 <frosch123> the default parent is just the first in the group 20:45:59 <andythenorth> it's quite a bad habit I was in, imagining that ID had some meaning :) 20:46:20 <frosch123> ID is important for savegames :) 20:46:20 <glx> Samu: Fix #7891: really check the vehicle type before casting 20:46:35 <andythenorth> I set IDs manually, I just no longer worry about the value, except that it's unique 20:46:45 <andythenorth> anyway 20:46:56 <andythenorth> neither 1) nor 2) scare me 20:47:05 <frosch123> but do you define a sort-order for the vehicles? 20:47:10 <andythenorth> yes 20:47:16 <andythenorth> but my compile sorts it out 20:47:19 <andythenorth> 2) is a disaster with auto-assigned IDs in nml 20:47:27 <frosch123> and does the parent differ from the 1st vehicle according to that sort-order? 20:47:29 <andythenorth> auto-assigned IDs are a disaster anyway 20:47:54 <andythenorth> but they're a fact :P 20:48:21 <nielsm> for NML you can make it not a property of the vehicles, but a separate top-level thing that defines ordering and grouping, or something like that 20:48:23 <andythenorth> oh yes, the sort order is a neat solution frosch123 20:48:27 <frosch123> yeah, auto-generated IDs are a misfeature of nml 20:48:28 <nielsm> and make that assign ids as well 20:48:38 <andythenorth> use the sort order, then fold them up if they're in the same group 20:48:39 <andythenorth> really nice 20:49:03 <andythenorth> it's just a tree, and groups create a branch rule 20:53:59 <LordAro> hmm, 0.7 is segfaulting when loading an AI 20:55:47 <andythenorth> oof I need to fit 2 more stations in :) https://dev.openttdcoop.org/attachments/download/9585/oof-stations.png 20:55:52 <andythenorth> I can station walk I guess 20:59:33 <frosch123> LordAro: just move your .openttd folder somewhere where it cannot find it 21:00:04 <frosch123> andythenorth: why can't you add more platforms to existing stations? 21:00:15 <andythenorth> cargo sprites 21:00:27 <andythenorth> I can though 21:00:41 <frosch123> oh.... that old issue 21:01:14 <andythenorth> I've also been playing with 'refit any available' in some cases 21:01:30 <andythenorth> which works great, except when cdist (rarely) creates an unwanted link 21:01:35 <andythenorth> which can then never be removed 21:01:45 <andythenorth> one mitigation is to not mix stations 21:01:46 <LordAro> frosch123: i'd rather fix whatever's causing it to crash :) 21:01:47 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7892: Fix #7891: really check the vehicle type before casting https://git.io/JexPK 21:02:08 <frosch123> LordAro: somewhen you fixed and read-beyond-eof in the tar reader 21:03:08 <LordAro> frosch123: pretty sure it's not that 21:03:14 <LordAro> somehow it's segfaulting in strdup 21:03:27 <LordAro> with a pointer that i'm reasonably certain is not null, or otherwise invalid 21:04:23 <frosch123> is strdup from a different library than malloc? 21:04:54 <LordAro> nope 21:05:18 <frosch123> is the string properly zero-terminated? 21:05:42 *** lpx has quit IRC 21:06:01 <LordAro> frosch123: https://pastebin.com/Vtmy70nn 21:06:09 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7892: Fix #7891: really check the vehicle type before casting https://git.io/JexP1 21:07:24 <LordAro> frosch123: yup 21:09:54 <frosch123> out of standard errors :) 21:11:10 *** lpx has joined #openttd 21:13:17 <LordAro> frosch123: runs fine if i use valgrind 21:13:21 <LordAro> which is a bit annoying 21:14:47 <andythenorth> lol 45k population city 21:14:49 <andythenorth> ridiculous :) 21:15:25 <milek7_> maybe try with -fsanitize=address 21:15:34 <frosch123> andythenorth: i have no context, but there is an ancient coop blog about how to grow cities with millions 21:16:44 <andythenorth> I had city growth on high for some reason 21:20:51 <LordAro> milek7_: works, but i'm compiling 0.7 here, there are going to be issues :) 21:22:13 <LordAro> valgrind indicates there's an invalid free in the window/widget code 21:22:22 <LordAro> which is a long way away from the script code 21:22:31 <andythenorth> town hates me, so I bulldoze 16x16 of buildings with magic bulldozer 21:22:33 <andythenorth> build trees 21:22:38 <andythenorth> town loves me 21:22:43 <andythenorth> it's a reddit post waiting to happen 21:25:05 <frosch123> bulldoze the road piece under the town sign :) 21:25:26 <andythenorth> magic bulldozer solves all problems 21:25:46 <andythenorth> I tried faffing around with that 'remove more town owned stuff' setting 21:25:58 <andythenorth> but it doesn't seem to do anything useful, so magic bulldozer 21:26:08 <andythenorth> I just need an equivalent 'magic town ratings fixer' 21:26:19 <frosch123> with that setting turned off you get the original ttd behaviour 21:26:27 <frosch123> in ttd you can only remove dead ends 21:26:34 <andythenorth> oh how nice :) 21:26:38 <frosch123> once there is a circle in a road, it is meant to stay 21:26:43 <andythenorth> such great and well balanced game mechanics :) 21:26:47 <andythenorth> so high score 21:30:35 <andythenorth> I have played current OpenTTD game for > 80 game years 21:30:41 <andythenorth> quite rare to go so long, no GS either 21:35:18 <andythenorth> 35MB :P https://dev.openttdcoop.org/attachments/download/9586/Fizzlepool%20Transport,%2024-05-2017.png 21:37:37 <LordAro> frosch123: https://github.com/OpenTTD/OpenTTD/blob/master/src/window.cpp#L1121 amazingly, this was the required fix 21:38:23 *** spnda has quit IRC 21:38:42 <frosch123> wow, you found it :) i assumed the gui code changed so heavily before and after 0.7 that it would be impossible to find 21:39:30 <LordAro> how that causes a strdup to segfault, i'll never know 21:39:35 <LordAro> yay for stack corruption 21:39:45 <frosch123> commit message of 06d7d63216d7e5e2265353c7b45dbf6d7bafa3a7 tells you 21:39:52 <frosch123> it's the optimiser removing code 21:40:28 <LordAro> the comment in the code tells me as well :) 21:40:38 <LordAro> i feel like i've run into that before 21:40:40 <frosch123> that's too long, i did not read it 21:40:43 <LordAro> :p 21:40:44 *** nielsm has quit IRC 21:40:49 <LordAro> https://gist.github.com/LordAro/12d22a1be441118aa951b4d9798051b0#file-0-7-patch 0.7 21:44:33 <milek7_> "The delete operator is overwritten to not delete it;" 21:44:37 <milek7_> seems weird.. 21:45:09 <frosch123> delayed deallocation magic 21:45:55 <frosch123> it's used to solve issues like "close windows and nested windows while iterating over all windows" 21:47:49 <frosch123> but yes, you can probably remove all deletes and replace them with some method "MarkForDestruction" or similar 21:50:31 <andythenorth> hmm, really capacity pax vehicles for later game? 21:50:40 <andythenorth> all my stations have 3k-5k pax waiting 21:50:45 <frosch123> funnily ottd also has the reverse concept to "use data after destruction". pools initialise the "index" member before calling the constructor, and the constructor has to make sure to POD-not-initialise that member :p 21:51:20 <andythenorth> cdist network with 7 nodes connected, probably too many 21:51:32 <andythenorth> cdist is probably much better with point-to-point 21:51:37 <andythenorth> 2 node networks 21:51:56 <frosch123> can you flip those nodes with ctrl+click? 21:52:19 * andythenorth tries 21:52:31 <andythenorth> I might be doing it wrong, but I can't 21:52:44 <andythenorth> I have a 3 node network, only 2k pax waiting per station 21:52:58 <andythenorth> so the conclusion is, cdist requires non-connected stations 21:53:24 <andythenorth> well, maybe 1 connection :P 21:54:22 <andythenorth> this? http://hoaxes.org/weblog/comments/a_brief_history_of_triple_decker_buses 21:56:50 <LordAro> frosch123: yeah but those use pools and placement new stuff properly, rather than the use-after-free stuff that the windows use 21:57:47 <frosch123> use-before-init is just as bad 22:02:58 *** frosch123 has quit IRC 22:06:40 <milek7_> curious if this is guaranteed to be correct 22:06:48 <milek7_> or if compiler is allowed to also remove other assigments from that destructor if it wants 22:08:07 *** snail_UES_ has quit IRC 22:11:43 <milek7_> https://en.cppreference.com/w/cpp/language/lifetime 22:11:43 <milek7_> "[...] after the lifetime of an object has ended and before the storage which the object occupied is reused or released, the following uses of the glvalue expression that identifies that object are undefined: [...] Access to a non-static data member or a call to a non-static member function. " 22:26:15 *** sla_ro|master has quit IRC 22:31:35 *** andythenorth is now known as Guest12979 22:31:35 *** andythenorth has joined #openttd 22:31:36 *** Guest12979 has quit IRC 22:31:48 <andythenorth> something in this bit of the map is killing fps :) https://dev.openttdcoop.org/attachments/download/9588/18-fps.png 22:31:56 <andythenorth> this bit is ok https://dev.openttdcoop.org/attachments/download/9587/30-fps.png 22:34:11 *** andythenorth is now known as Guest12980 22:34:11 *** andythenorth has joined #openttd 22:36:28 *** Wolf01 has quit IRC 22:40:01 *** Guest12980 has quit IRC 22:53:38 * andythenorth suspects BED 22:53:39 *** andythenorth has left #openttd 22:57:35 *** tokai has joined #openttd 22:57:35 *** ChanServ sets mode: +v tokai 23:04:31 *** tokai|noir has quit IRC 23:06:16 <Samu> i have too many river related patches even I get confused 23:20:07 <Samu> im working on something big 23:20:10 <Samu> lel 23:20:35 <Samu> [img]https://i.imgur.com/mEWwkEs.png 23:21:02 <Samu> everything I got here together 23:21:16 <Samu> cherry-pick sometimes is dumb 23:22:09 <Samu> do you see anything interesting? 23:25:42 <Samu> i still have more, but cherry pick is being picky... 23:25:52 <Samu> will have to sort them out 23:26:08 *** Samu has quit IRC 23:37:12 *** Flygon has joined #openttd 23:40:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7587: Crash on loading saved game from #1131 https://git.io/fjWZr 23:41:05 <LordAro> ^ the reason i spent the whole evening compiling old OTTD versions 23:50:27 *** snail_UES_ has joined #openttd 23:53:16 *** lpx is now known as Guest12983 23:53:33 *** lpx has joined #openttd 23:54:57 *** Guest12983 has quit IRC