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Log for #openttd.dev on 8th December 2013:
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14:49:47  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26147 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
14:50:09  <frosch123> http://paste.openttdcoop.org/show/2872/ <- fs#5824
14:50:35  <frosch123> the important part is replacing the "if (order == NULL) return ORDER_INVALID;" with "::Vehicle::Get(vehicle_id)->GetNumManualOrders() == 0"
14:51:54  <frosch123> i dedup the GetNumManualORders thingie
14:53:34  <frosch123> http://paste.openttdcoop.org/show/2873/
15:08:45  <Alberth> looks ok
15:12:45  <planetmaker> agreed ^
15:13:07  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26148 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
15:13:47  <frosch123> 5825 is easy, but annoying
15:13:59  <frosch123> i wonder who released such a broken ai though
15:19:28  <frosch123> Rubidium: EnforcePrecondition calls ScriptObject::SetLastError, which i think is only meant for executing commands / setting stuff
15:19:50  <frosch123> according to that r26120 should be reverted
15:20:01  <frosch123> i do not see any Get function using EnforcePrecondition
15:37:03  <frosch123> http://paste.openttdcoop.org/show/2874/ <- fs#5825
15:41:40  <Alberth> looks ok
15:44:10  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26149 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
15:44:34  <frosch123> thanks for review :)
17:22:21  <Rubidium> frosch123: feel free to
17:40:26  <Rubidium> I'd be really interested to know why it does the thing it does though (that bit of totally unclear code)
17:40:48  <frosch123> yeah, i am looking at it for 2 hours
17:41:07  <Rubidium> oh, so you still spent less time than me ;)
17:41:15  <frosch123> :p
17:49:04  <frosch123> oi, idea
17:49:47  <frosch123> the rv disconnect because when the distance between the artic parts is more than one tile
17:50:10  <frosch123> the distance is up to 8 frames between artic parts (vehicle length)
17:50:26  <frosch123> so, the path on a tile must be at least 8 frames
17:50:59  <frosch123> the "return" after changing vehicle direction just makes the rv consume more frames in the inside curve
17:54:25  <frosch123> a inner courve has exactly 8 frames, and since the front vehicle is moved first, it has just left the tile when the following vehicle enters
17:55:40  <Rubidium> so... it is actually luck for the one that created articulated RVs that it worked
17:58:49  <frosch123> well, previously the if was almost always entered
17:59:03  <frosch123> there were only 3 curves in which one frame was skipped
17:59:06  <frosch123> which was still enough
17:59:23  <frosch123> http://paste.openttdcoop.org/show/2875/
18:02:01  <planetmaker> omg, you change corner speed! :D
18:02:31  <frosch123> no, i am reverting it to the old behaviour in 13 of 16 cases
18:03:03  <frosch123> it also makes curves fair :p
18:03:10  <frosch123> in 1.3 some curves are faster than other :p
18:05:14  <frosch123> http://paste.openttdcoop.org/show/2876/ <- slightly reworded
18:10:44  <Rubidium> sounds okay
18:11:03  <Rubidium> does it (or my 'fix-ish') cause any savegame issues?
18:11:34  <frosch123> yes
18:11:36  <frosch123> hmm
18:12:03  <frosch123> with your fix-ish artic parts in curves would be faster than the front which already left the curve
18:12:21  <frosch123> with the new diff they would be slower in 3 curves
18:13:31  <frosch123> damn, so, if a artic vehicle with 8/8 parts is in a curve, it will disconnect behind the curve
18:15:13  <frosch123> hmm, maybe we are lucky
18:15:32  <frosch123> the curve is now 10 frames in some cases instead of 9 in 1.3
18:15:53  <frosch123> so, the vehicle distance may change to 9 instead of 8 after the curve
18:16:19  <frosch123> which is fine since the shortest curve is 10 frames
18:17:07  <frosch123> but it will look weird
18:17:16  <frosch123> until they enter a depot
18:17:42  <frosch123> so, savegame conversion :/
18:20:15  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r26150 || Logs: http://webster.openttdcoop.org/?channel=openttd.dev || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
18:21:38  <frosch123> savegame conversion is far from easy
18:27:39  <frosch123> revert to old behaviour even if it is weird?
18:27:46  <frosch123> (with new comment)
18:31:10  <Rubidium> hmm... maybe
18:31:28  <Rubidium> didn't we have something similar with trains? Or am I just making things up?
18:31:46  <frosch123> yes, michi did that :)
18:32:05  <frosch123> but trains have no rv reversal
18:32:50  <frosch123> you would somehow have to deduce from "frame", "direction" and maybe more whether the rv is before or after the new delay
18:33:34  <frosch123> hmm, let's see whether those states  can be derived from debug output then
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19:53:29  <frosch123> http://devs.openttd.org/~frosch/diffs/fs5822.diff <- with savegame conversion
19:53:53  <frosch123> savegames >= 26118 are broken
19:54:04  <frosch123> this should convert 1.3 saves properly
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19:54:13  <frosch123> but well, hard to check :p
19:54:22  <frosch123> quite some magic
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19:57:07  <frosch123> no idea about rv turning around
20:00:20  <frosch123> but assuming that their rv->state is >= 8, i don't think they triggered the weird condition
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