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Log for #openttd on 24th September 2021:
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00:18:35  <Eddi|zuHause> that wasn't as straightforward as i'd liked... (mostly due to the network card driver that was already broken before...)
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04:20:09  <DorpsGek> [OpenTTD/OpenTTD] PepsiDoggo commented on issue #9571: [Bug]: No music or sound on Linux Debian https://git.io/JzB9f
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07:31:21  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9571: [Bug]: No music or sound on Linux Debian https://git.io/JzB9f
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07:41:55  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9571: [Bug]: No music or sound on Linux Debian https://git.io/JzB9f
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09:49:12  <Samu> hi
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10:02:45  <Samu> more stationids ploz
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10:53:41  <Samu> omg, increasing stations touches so many things!
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11:02:43  <Samu> 2 overloads have similar conversion, I don't know how to fix this
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11:08:53  <Samu> halp! https://pastebin.com/raw/F7WGdZ1i
11:09:05  <Samu> why doesn't it work
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13:26:05  <Samu> i dont know how to make this saveload conversion
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14:01:18  <Samu> what is sizeof(int16)
14:01:24  <Samu> uint16
14:01:37  <Samu> no, int16
14:01:44  <glx> 16 bits
14:01:53  <glx> implied by the name
14:02:06  <glx> so 2 bytes
14:12:15  <FLHerne> Now I wonder what it would be on those weird architectures where a byte isn't 8 bits :p
14:14:00  <FLHerne> "provided if and only if the implementation directly supports the type" probably rules that out, because it would be insane to support 8-bit-aligned integers and then not have 8-bit bytes
14:14:48  <glx> anyway we won't increase station pool size :)
14:16:13  <FLHerne> I seem to remember actually running out of stations
14:16:14  <FLHerne> once
14:16:22  <FLHerne> it was a pretty stupid game though
14:17:10  <Samu> ah, got it
14:37:20  <Samu> even cargo packets and linkgraph have StationIDs
14:37:23  <Samu> :(
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15:04:54  <glx> ok, modified drawpf so it also works with exitdir nodes, and it seems https://github.com/OpenTTD/OpenTTD/commit/7ca1793ec4d75c99de41dc27431c3b9c8353d7a1 is not needed (even if the key is exitdir, the trackdir is in the node)
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15:08:12  <glx> https://github.com/OpenTTD/OpenTTD/compare/master...glx22:drawpf
15:29:16  <Samu> i just realised I might also have to increase max number of depot indexes
15:29:47  <Samu> how is this depot index working like?
15:30:11  <glx> like other pools
15:30:55  <Samu> will leave depots alone for now
15:44:05  <peter1138> Hmm, wonder if my VR still works.
15:44:15  <LordAro> Samu: just to be clear, whatever you're modifying now is entirely for your ownh use - if you try PRing this, i'm going to be annoyed
15:45:11  <peter1138> More stations? Haha
15:45:23  <peter1138> LordAro, got my road bike back :D
15:46:01  <LordAro> \o/
15:50:07  <peter1138> And ordered replacement mudguards for the tourer...
15:50:38  <peter1138> And solved 2 layers of a Rubik's cube, stuck on the 3rd now.
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16:00:45  <LordAro> peter1138: i need to order some proper mudguards for my now-winter-and-commuting bike
16:01:15  <peter1138> I went for SKS Longboards as it's a full-on tourer.
16:01:30  <peter1138> I've got clip on things for the road bike but I don't intend to use it in the rain any more.
16:01:42  <peter1138> Well, light shower while out is okay.
16:01:56  <LordAro> i've seen what the clipon ones do to the frame, i'm not putting them on my shiny new bike
16:01:58  <peter1138> Pissing down from the start, less so :D
16:02:02  <LordAro> quite
16:02:50  <peter1138> My road bike does actually have custom mounting points, and I have the mudguards originally but the rear snapped, so... annoying.
16:02:52  <LordAro> in theory the ones from the manufacturer should fit a bit better
16:03:20  <LordAro> £40 does seem a bit steep though
16:03:50  <peter1138> Worse is the mounting point on the seat stays had a thread-lock bold and the head got mashed trying to remove it.
16:04:01  <peter1138> LordAro, worth it
16:04:17  <LordAro> oh no
16:04:32  <peter1138> chain stays, not seat stays.
16:04:40  <LordAro> i had to get 2 of my bottle cage mounts drilled out after they completely rounded out a couple months ago
16:04:45  <peter1138> So there's a little bit of the old mudguard still stuck in there, heh.
16:05:19  <peter1138> Hmm, £32 for a new set. Maybe it's worth trying to get that bolt out...
16:06:42  <peter1138> Maybe I should rebuild my old bikes...
16:07:56  <peter1138> The MBK tourer I had was a pretty shit frame and had excessive flex when pedalling. Tyre would rub both chainstays depending on the stroke :p
16:08:32  <LordAro> haha
16:21:21  <peter1138> I went for SKS Longboard as the "normal" length SKS mudguards I got for another bike were disappointingly short.
16:22:22  <peter1138> There's a reflector on those but it's in the wrong position really. Partly due to framesize, the bottom bracket is a bit lower than the axle.
16:31:01  <nielsm> I tried adding arrowheads to the edges: https://0x0.st/-YqM.png
16:31:19  <nielsm> but it turns out my GfxFillPolygon function is _very_ slow, so framerate gets pretty terrible
16:31:36  <nielsm> it's not great for this use, at least not right now
16:32:45  <LordAro> luckily it's jsut a debugging feature, where frames are largely irrelevant, right? :p
16:32:48  <nielsm> "very slow": https://0x0.st/-Yq1.png
16:33:03  <nielsm> well it should be fast enough to not drive yourself mad
16:33:11  <LordAro> ok, that is quite slow
16:34:20  <glx> but this debugging feature helped me to see forcing trackid keyed nodes may not be necessary
16:35:45  <glx> when an open node is updated to a lower cost, the trackid is also updated
16:36:00  <glx> *trackdir in both previous lines
16:37:20  <nielsm> https://0x0.st/-Yqp.png  much faster to draw like this
16:37:24  <nielsm> I'll push that in a bit
16:37:37  <peter1138> What are the colours?
16:37:45  <nielsm> (mainly to properly show when both overlapping trackdirs are there)
16:37:53  <nielsm> the cost relative to max cost
16:37:54  <glx> cost * 8 / max cost
16:38:01  <glx> in pink gradient
16:38:19  <nielsm> I'm not sure why it makes pale yellow for the lowest
16:38:27  <glx> yeah same
16:38:55  <peter1138> Palette colours or rgba?
16:39:01  <nielsm> palette
16:39:14  <peter1138> Then either that's just the scheme, or an obiwan,.
16:40:24  <glx> obiwan probably
16:40:38  <nielsm> pushed the arrow heads
16:41:06  <nielsm> some nice integer vector rotation and shit
16:41:28  <glx> the scheme uses colours 42 to 48 in .\docs\palettes\palette_key.png
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16:42:05  <glx> and 197
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16:59:14  <glx> ok it's the 197 (first value in all color gradiants)
16:59:18  <Samu> what's a RoadStopID
17:00:09  <glx> RoadStop pool index
17:00:15  <glx> like most IDs
17:00:25  <Samu> seems special
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17:00:58  <nielsm> glx yeah this looks better: const int colour = 42 + cost * 8 / this->maxcost;
17:01:02  <nielsm> hardcoding things yay
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17:01:55  <glx> unzoomed arrows are ugly ;)
17:02:41  <nielsm> I didn't even test unzoomed
17:06:10  <nielsm> https://0x0.st/-Yq3.png  so pretty!
17:12:58  <glx> ok with the arrows (and trackdir nodes) I can clearly see paths going backwards to start point
17:13:17  <glx> no wonder there's too many closed nodes
17:16:03  <glx> https://github.com/OpenTTD/OpenTTD/compare/master...glx22:drawpf <-- support exitdir nodes in overlay, and stop forcing trackdir nodes, it's still possible to switch with disable_node_optimization in the console
17:16:33  <glx> visually I see no errors in my test map
17:19:27  <nielsm> just for sanity checking, maybe check in ViewportPfOverlay::AddTile if it's adding the same tile*td multiple times
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17:34:04  <glx> added an assert for safety
17:35:04  <nielsm> pushed some slightly better arrows
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17:42:30  <glx> oops playing with zoom triggered an division by zero
17:43:59  <glx> 0, -1 and 0,0 vectors are not very nice :)
17:44:20  <nielsm> those really shouldn't happen, I think
17:45:02  <glx> well the 3 most unzoom breaks the drawing
17:47:13  <andythenorth> yo
17:47:17  <andythenorth> pls entertain me
17:47:54  <nielsm> no
17:48:33  <andythenorth> ok
17:49:26  <glx> pta and ptb are next to eachother
18:09:38  <andythenorth> occasionally I wish there was a step through newgrf debugger
18:09:42  <andythenorth> but it wouldn't be practical :P
18:09:58  <andythenorth> if I really cared I could just learn the C++ debugger I guess
18:10:10  <andythenorth> I have logic not doing what I expect :P
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18:48:22  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jz6Jf
18:48:23  <DorpsGek>   - Update: Translations from eints (by translators)
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18:56:07  <Samu> I think I found an unused global variable in the saveload code
18:57:27  <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/vehicle_sl.cpp#L574
18:58:11  <Samu> i only see it used here https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/vehicle_sl.cpp#L687
19:05:36  <FLHerne> Yeah, but if you remove it I think you'll blow up loading old savegames
19:09:49  <peter1138> It could be replaced with a CONDNULL.
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19:22:17  <Samu> https://github.com/OpenTTD/OpenTTD/commit/e5c352818d7edfdc5219e4c82f7d5b2083b2b72d#
19:22:40  <glx> seems to be a left over
19:30:14  <Samu> from what I understand, cargo_paid_for was a thing in Vehicle struct, and was moved to paid:for in CargoPacket
19:30:50  <Samu> sometime between that commit and today, paid_for disappeared
19:31:08  <Samu> cargo_paid_for remained
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19:31:41  <Samu> how do I check history in reversed?
19:31:55  <Samu> see the commits after which make things disappear
19:33:37  <glx> even in this commit the global was unused
19:35:34  <glx> should have been COND_NULL(..., 45, 67) there
19:42:53  <Samu> well, i still can't load savegames, this conversion is tough stuff
19:55:04  <Samu> current_order of disaster vehicles... DestinationID aren't even real stations, they're states
20:29:20  <Samu> i can finally load savegames! hurray
20:29:32  <Samu> now I'm getting asserts after a tick :)
20:30:08  <Samu> the old invalid station id has to be updated everywhere
20:30:43  <glx> that's the job of AfterLoad
20:37:12  <Samu> in CargoPacket, how do i make the saveload change something that is private? do I just move to public?
20:37:29  <Samu> StationID needs conversion but it's private
20:37:37  <Samu> can't change directly
20:39:27  <Samu> 'CargoPacket::source': cannot access private member declared in class 'CargoPacket'
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20:41:14  <glx> nielsm: both dpi->zoom used in your last commit should be vp->zoom (dpi->zoom is constant ZOOM_LVL_NORMAL)
20:42:24  <glx> Samu: you need to be friend, it's done in many place in saveload code
20:43:24  <nielsm> oh
20:43:33  <glx> oops I divide by 0 again
20:45:38  <nielsm> oh, does that perhaps happen when it goes up/down locks?
20:45:57  <glx> dunno exacty where yet
20:46:36  <peter1138> "Fix: Changing raw industry funding method redraws GUI (#9572)"
20:46:49  <nielsm> because I haven't gotten anything like it when zoomed all the way out
20:47:05  <peter1138> Dodgy commit messages... makes it sound like it did but wasn't meant to.
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20:49:14  <Samu> i dont know how to make friend StationID
20:49:46  <Samu> need an example to follow
20:52:39  <glx> oh you already have CargoPacket::AfterLoad(), fix the id there
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20:55:53  <glx> Samu: https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/cargopacket_sl.cpp#L60-L65 <-- adapt this one to apply to your new version too
20:56:31  <Samu> oh, nice find, I didn't look too clearly
20:57:52  <Samu> cp->source is being used in the functions above, i guess it needs to be the first thing to change
21:04:06  <glx> nielsm: no it's a plain water tile
21:09:29  <Samu> im surprised savegames are loading without crashing, seems too good to be true
21:09:30  <glx> and of course it doesn't always fail
21:11:07  <Samu> linkgraph_sl.cpp is chinese to me
21:11:17  <Samu> but i gotta fix it :(
21:11:19  <nielsm> only line I can think of that could theoretically div by 0 would be this:
21:11:19  <nielsm> int rot_vec_len = std::max(1u, IntSqrt(rot_vec.x * rot_vec.x + rot_vec.y * rot_vec.y));
21:11:28  <nielsm> (with fix included)
21:11:42  <nielsm> well, only source of a zero that could be divided by
21:12:18  <Samu> will continue with this tomorrow, cyas goodnight
21:12:52  <glx> yes that's the line (well the next instruction is the breaking one) but I can't find why it seems to happen randomly
21:13:36  <glx> ah crashed again
21:13:49  <nielsm> I wonder if IntSqrt is degenerate in some cases and ends up zero when it shouldn't
21:15:05  <glx> rev_vec is {0, -1} and rot_vec is {0, 0}
21:16:46  <nielsm> seriously, no tile should be that small...
21:16:51  <glx> 0x2333 LEFT_S
21:18:17  <glx> that's one of the short trackdir
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21:28:57  <glx> another tile, still LEFT_S, but this time I was also moving the viewport
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21:30:25  <glx> probably not the cause
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21:33:04  <glx> oh maybe it is, I see a pattern in the failing tiles 0x1A99, 0x1B19, 0x1B99
21:33:17  <glx> all on the same column
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21:43:55  <glx> anyway with std::max it should be safe
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