Config
Log for #openttd on 31st October 2013:
Times are UTC Toggle Colours
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00:32:27  <Eddi|zuHause>  http://devnull-as-a-service.com/home/
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00:37:57  <frosch123> there are already several /dev/random services
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00:38:54  <Wolf01> 'night
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00:44:46  <frosch123> night
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06:13:56  <LeandroL> hello all
06:14:11  <LeandroL> what helicopter can i use to transport oil from an oil rig to a refinery?
06:14:15  <LeandroL> and do i have to refit it?
06:14:28  <Supercheese> You should not use a helicopter, use tanker ships
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07:39:49  <LeandroL> Supercheese: how about airports that accept resources such as oil, iron ore, etc.
07:40:23  <LeandroL> those airports aren't adjacent to any other stations, i.e. they're just airports
07:40:51  <LeandroL> why do they display for example iron ore in their 'accepts' list?
07:41:25  <LeandroL> is it because you could potentially accept such resources if you join the airport to a station of some other kind?
07:41:41  <LeandroL> or is it actually possible to transport such resources with airborne vehicles?
07:41:55  <V453000> is if the aircraft set allows it
07:41:58  <V453000> e.g. av8
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07:46:59  <Supercheese> Default airplanes should be refittable to most anything
07:47:10  <V453000> not quite
07:47:14  <Supercheese> But they are not suitable to transport large amounts of bulk freight
07:47:38  * Supercheese has not played with default vehicles in ages
07:47:47  <Supercheese> Perhaps they aren't refittable to anything
07:48:20  <Supercheese> or rather,  all things
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08:36:58  <LeandroL> thanks for the tips
08:37:04  <LeandroL> ok another question
08:37:15  <LeandroL> i have 4 cities in a 128x64 map
08:37:32  <LeandroL> all my cities are growing every 4 days
08:37:48  <LeandroL> and yet, the world population is stuck at around 37,000
08:37:55  <LeandroL> and has been this way for the last 20 years
08:38:08  <LeandroL> and there's still plenty of space to grow all my cities
08:38:26  <LeandroL> any idea why this is happening and how to fix it?
08:38:45  <Supercheese> Make sure you minimize dead end roads, those can hurt house development
08:38:45  <LeandroL> i'd like to eventually have most of my map covered with houses/infrastructure
08:39:07  <Supercheese> http://wiki.openttd.org/Talk:Towns
08:39:17  <Supercheese> http://wiki.openttd.org/Towns#Tips_for_Town_Growth
08:39:28  <V453000> http://wiki.openttdcoop.org/User:Mfb/Towns
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08:39:42  <Supercheese> Even better
08:40:01  <V453000> ikr :P
08:41:26  <NGC3982> Morning.
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08:51:39  <juzza1> 08:51 < LeandroL> is it because you could potentially accept such resources if you join the airport to a station of some other kind?
08:51:43  <juzza1> yes
08:52:31  <juzza1> the game doesn't check if there actually is a vehicle type (for example, a plane) for that station that can pick up the goods
08:56:24  <LeandroL> thanks juzza1
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09:48:26  <ipewannasay> hello
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09:49:46  <ipewannasay> guys, i want to ask about btpro.nl, is the site down or something?
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09:59:57  <Xaroth|Work> I doubt btpro is in any way, shape or form supported by openttd
10:00:06  <Xaroth|Work> so you should really ask them
10:00:06  <V453000> :D point
10:01:04  <Xaroth|Work> o/ V453000
10:01:55  <ipewannasay> oh
10:02:43  <ipewannasay> i thought you know something as it is one of the most multiplayer server :D
10:03:13  <ipewannasay> thanks anyway
10:04:19  <planetmaker> moin
10:05:16  <V453000> hi Xaroth
10:05:21  <planetmaker> ipewannasay, when did you last play on that server? I might be wrong, but I thought it's out-of-service for quite some time?
10:05:50  <planetmaker> but as said, contacting their admin staff is the right way, I'd say :-)
10:06:03  <ipewannasay> just got back yesterday after 1 year gone
10:06:04  <ipewannasay> XD
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10:22:09  <planetmaker> ipewannasay, did you look at all at their website?
10:25:40  <planetmaker> (obviously I was wrong with it being down and mixed up server names)
10:29:05  <ipewannasay> sorry was afk :D
10:29:33  <ipewannasay> i can't open the whole website
10:40:46  <planetmaker> that's your end then, not the server
10:41:20  <planetmaker> I could browse their website just fine half an hour ago
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10:44:16  <peter1138> Actually no, I had a look but it was down.
10:44:38  <Xaroth|Work> works here
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10:44:49  <peter1138> Yes, it is working now.
10:46:03  <V453000> I didnt look but its fine
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10:55:00  <ipewannasay> still not working for me haha
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10:55:20  <ipewannasay> gotta check the proxy setting
10:55:24  <ipewannasay> thanks guy :D
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14:20:56  <Belugas> hello
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15:17:40  <bn8735ghb> Do usa&Israel use chat &facebook 2 spy?!?!?!?
15:17:42  <bn8735ghb> Do they record &analyse everything we type?!?!?!?
15:17:42  <bn8735ghb> Do usa&israel use chat&social communicationprog(facebook&twitter) to collect informations,,,,can we call that spying!!!!
15:17:44  <bn8735ghb> هل تستخدم امريكاواسر؊يل ال؎ات والفيس ؚوك للتجسس!؟!؟!؟!؟!؟!؟!
15:17:44  <bn8735ghb> Do usa&Israel use chat &facebook 2 spy?!?!?!?
15:17:46  <bn8735ghb> Do they record &analyse everything we type?!?!?!?
15:17:46  <bn8735ghb> Do usa&israel use chat&social communicationprog(facebook&twitter) to collect informations,,,,can we call that spying!!!!
15:17:48  <bn8735ghb> هل تستخدم امريكاواسر؊يل ال؎ات والفيس ؚوك للتجسس!؟!؟!؟!؟!؟!؟!
15:17:48  <bn8735ghb> Do usa&Israel use chat &facebook 2 spy?!?!?!?
15:17:50  <bn8735ghb> Do they record &analyse everything we type?!?!?!?
15:17:50  <bn8735ghb> Do usa&israel use chat&social communicationprog(facebook&twitter) to collect informations,,,,can we call that spying!!!!
15:17:52  <bn8735ghb> هل تستخدم امريكاواسر؊يل ال؎ات والفيس ؚوك للتجسس!؟!؟!؟!؟!؟!؟!
15:17:52  <bn8735ghb>                                 Egyptian moslem
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15:18:06  <frosch123> @kban bn8735ghb
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15:22:46  <V453000> lol
15:31:11  <LordAro> yes, probably
15:31:13  <LordAro> :p
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16:47:36  <LordAro> so i have to write an essay on a "classic text" in CS, any ideas?
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16:48:04  <frosch123> what's a classic text?
16:48:47  <LordAro> a famous, or ground breaking paper
16:48:57  <LordAro> something "well known"
16:49:12  <frosch123> any specific area of cs?
16:49:36  <frosch123> donald e knuth is classic by definition
16:49:50  <LordAro> no specific area
16:50:07  <LordAro> i'm currently looking at this page: https://en.wikipedia.org/wiki/List_of_important_publications_in_computer_science :L
16:59:13  <Eddi|zuHause> knuth, dijkstra, ...
16:59:39  <Eddi|zuHause> dijkstra's rant on "GOTO" is probably a "classic text" :)
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17:02:46  <Alberth> moin
17:04:27  <frosch123> planetmaker: which vm is the rigth one to test fs#5793 ?
17:05:09  <frosch123> oh, there are more comments in flyspray
17:05:18  <Taede> the new ps
17:05:56  <frosch123> i guess that backtrace is sufficient
17:06:16  <Taede> :)
17:06:32  <frosch123> it also explains why reproducting it is luck :)
17:06:58  <frosch123> it depends on the random order your linker assmebles the ottd binary
17:07:47  <Taede> is it random per-machine, or per-compile?
17:08:28  <frosch123> i have no idea in which order the linker processes the object files
17:09:27  <frosch123> the effect depends on the initialisation order of global variables
17:09:36  <frosch123> s/global/static/ or whatever
17:10:22  <Taede> sounds random enough
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17:15:39  <frosch123> Taede: http://paste.openttdcoop.org/show/2761/ <- can you please try that one?
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17:25:05  <Taede> trying now
17:27:41  <Taede> seems to fail as expected
17:27:46  <Taede> (as in, no more crashes)
17:28:03  <planetmaker> oi, nice :-)
17:28:30  <frosch123> ok, let's wait for fonsinchen, whether there is something critically skipped with that patch :)
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19:35:16  <DorpsGek> Commit by translators :: r25933 trunk/src/lang/swedish.txt (2013-10-31 18:45:10 UTC)
19:35:17  <DorpsGek> -Update from WebTranslator v3.0:
19:35:18  <DorpsGek> swedish - 13 changes by Joel_A
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20:53:28  <andythenorth> so I wasn't trolling about tech levels
21:01:16  <frosch123> ask V, he might do it for you then
21:02:10  <andythenorth> we'd need a newgrf spec addition?
21:02:27  <andythenorth> and a patch to the core game :P
21:02:45  <planetmaker> first it needs be clear what and how :-)
21:03:45  <andythenorth> of course :)
21:04:02  <andythenorth> so I think it's per company
21:04:04  <andythenorth> a single tech level
21:04:21  <andythenorth> no fine-grained 'train tech level', 'industry tech level' etc
21:05:57  <frosch123> you mean something like "date for engines"?
21:06:31  <frosch123> you could even solve daylength with that then, if people don't mind that diesel is invented in 2100
21:07:04  <andythenorth> yes
21:07:14  <andythenorth> oh you missed that discussion? o_O
21:07:19  <andythenorth> solves daylength
21:07:33  <frosch123> well, sometimes it is better to miss a discussion
21:07:42  <andythenorth> allows comparison across newgrfs when playing NoCarGoal type GS :)
21:07:46  <andythenorth> allows GS to control progression
21:08:06  <andythenorth> solved something else as well, I forget
21:08:08  <andythenorth> logs know :P
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21:08:51  <andythenorth> oh here http://irclogs.qmsk.net/channels/openttd/date/2013-10-29?page=3
21:09:24  <andythenorth> oh it also solves the silly problems with randomised vehicle intro dates
21:13:40  <andythenorth> vehicles could be introduced and expired against a tech level
21:13:48  <andythenorth> so expiry could be reliable
21:13:55  <fonsinchen> hi
21:14:00  <andythenorth> and vehicles could depend on other vehicles for availability
21:16:16  <Alberth> hi fonsinchen
21:17:46  <fonsinchen> frosch123: The patch looks good.
21:17:49  <fonsinchen> Thanks
21:18:12  <Alberth> fonsinchen: I was wondering about the following: 1. Patch GetVia to break when returning 0.  2. Start a new game, and build a further unused station as the first action
21:18:55  <Alberth> would that be useful to try?
21:19:18  <fonsinchen> About that game where you exhibited the bug with cargo to station 0?
21:19:40  <Alberth> yes, but there it would not work, as I use station 0
21:19:59  <fonsinchen> What are you trying to achieve?
21:20:16  <Alberth> catching GetVia in the act :)
21:21:01  <fonsinchen> Oh, I wouldn't worry too much about that bug from may. There were several other bugs in the mean time which might have had something to do with it
21:21:15  <DorpsGek> Commit by frosch :: r25934 trunk/src/linkgraph/linkgraphjob.cpp (2013-10-31 20:31:10 UTC)
21:21:16  <DorpsGek> -Fix [FS#5793]: Do not access items from other pools in pool item destructors during pool cleaning.
21:21:25  <fonsinchen> Remember the off-by-one error? That may also produce a 0 if the only flow is 1.
21:21:49  <Alberth> ok, was just pondering about it
21:26:44  <andythenorth> hmm
21:27:12  <andythenorth> so if I wanted a GS to be able to limit route construction (number of track pieces laid etc), that is already possible?
21:28:39  <frosch123> currently you can only "limit" by charging money
21:29:03  <frosch123> well, actually you could also bulldoze
21:29:12  <andythenorth> ok, so alongside a tech level (which I think would be uncontroversial)...
21:29:19  <andythenorth> ...I am wondering about a materials level
21:29:23  <andythenorth> which would be controversial :P
21:29:56  <frosch123> https://secure.openttd.org/wiki/Frosch/GS_Area_Control <- would that cover it?
21:30:10  * andythenorth reads
21:30:10  <frosch123> it does not count pieces of track or similar
21:30:14  <frosch123> but areas
21:30:47  <frosch123> status of that page is btw. that i cannot think of a gs idea that would interest me to code it :p
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21:31:47  <andythenorth> frosch123: regions would achieve same idea as material count, different methods
21:32:16  <andythenorth> I was thinking e.g. town awards 500 tiles of track/road per year for good service
21:32:26  <andythenorth> regions might have same gameplay result
21:33:08  <andythenorth> I have been playing casual games with a lot of 'tinker with stuff, unlock levels and items' play
21:33:08  <frosch123> the idea of regions was that you can define map areas, assign various properties to it, and reference it in story book and goals
21:33:29  <andythenorth> yeah, I like them
21:33:40  <andythenorth> just don't have a GS idea I'm burning to make
21:33:43  <fonsinchen> frosch123: Actually, at the point where it crashes, the linkgraphjob destructor only accesses its own data. So, even though the fix is correct, it doesn't fix the actual problem ... or am I missing anything?
21:33:59  <frosch123> it shall also be deterministic
21:35:50  <frosch123> fonsinchen: where are the nodes stored?
21:35:55  <fonsinchen> In fact the real problem is that the number of nodes in the linkgraph differs from the number of nodes in the linkgraphjob
21:35:59  <fonsinchen> In two places
21:36:23  <fonsinchen> job->link_graph.nodes
21:36:29  <fonsinchen> job->nodes
21:36:55  <frosch123> i thought the problem is that the linkgraph is freed before the linkgraphjob
21:37:58  <fonsinchen> No, the problem is that LinkGraphJob::Init() may not have been called yet
21:38:49  <frosch123> can you adjust my comment in ~LinkGraphJob then?
21:39:02  <fonsinchen> We can only be sure that the numbers match if that is the case, so we might need a stricter criterion for stopping the constructor there. I'll check that.
21:39:17  <fonsinchen> *destructor
21:40:29  <frosch123> andythenorth: anyway, i don't like adding a random set of gs restrictions. i don't want gs to make the same mistake as newgrf, and adding random callbacks which affect stuf intranslaprently, causing desync trouble, ai trouble and user interface trouble :)
21:40:47  <andythenorth> he
21:40:49  <andythenorth> +1 :)
21:41:15  <andythenorth> I don't think tech level is a restriction btw
21:41:18  <frosch123> so, no callbacks, or events, just static properties
21:41:27  <frosch123> which a gs can assign, and other can read without side effects
21:44:10  <andythenorth> so put material count aside, because it would mean a crapload of quite intense changes to construction
21:44:23  <andythenorth> but tech level would be an int 0-(some large value)
21:44:34  <andythenorth> normalised against the default temperate game
21:44:55  <andythenorth> and we'd patch ottd to incremement tech level monthly by default (GS could modify)
21:44:57  <frosch123> i think of tech-level as an actual date
21:45:11  <andythenorth> and we'd patch vehicle availability to look at tech level, not date
21:45:20  <andythenorth> frosch123: one idea was simply to hide date :P
21:45:35  <frosch123> well, you need to dispaly something in the purchase list :p
21:45:46  <andythenorth> 'need' is a strong word :)
21:46:03  <frosch123> i assume you do not want to break the whole game
21:46:13  <frosch123> like economy window, graphs, news, ...
21:46:35  <andythenorth> not sure
21:46:40  <andythenorth> maybe I do want to break it all :)
21:46:42  <frosch123> you might also need to incorporate vehicle preview
21:47:10  <frosch123> like disabling the default preview, and instead use gs to assign previews to companies
21:47:24  <andythenorth> yup, that would be a smart move
21:47:25  <frosch123> gs can ask questions as well anyway
21:47:35  <frosch123> though not with the fance engine picture :p
21:47:40  <andythenorth> so I didn't think this was a quick patch
21:47:46  <andythenorth> but it might be a worthwhile one
21:48:00  <andythenorth> I think it's more interesting than most other ponies
21:48:23  <frosch123> i still have no seen an actual concept for a gs using it :p
21:49:06  <andythenorth> cart, horse
21:49:10  <andythenorth> chicken, egg
21:49:10  <andythenorth> etc
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21:50:11  <frosch123> you do need need an egg to make a concept of a chicken
21:50:21  <frosch123> you only need a pencil
21:50:30  <andythenorth> it's a perennial debate :)
21:51:41  <andythenorth> ok, so item (1), GS that simply manages tech level to allow for longer gaps between vehicle introductions - an alternative way to solve what most people think daylength is for
21:52:25  <andythenorth> item (2) a GS where you solve mini-challenges (deliver x amount cargo, please this town, buy 10 of engine ABC) - and the goal is solely to get tech level to ${some value}
21:54:17  <andythenorth> item (3) 'constant decline', your tech level will fall constantly, unless you meet certain goals.  If you fail, you quickly fall into a death spiral (hmm, kind of Dwarf Fortress)
21:54:47  <fonsinchen> The real problem is that AfterLoadLinkGraphs may not be called from AfterLoadGame. Thus the threads aren't started and the jobs aren't initialized. Incidentally that also triggers a pool clean which resolves the situation
21:54:50  <andythenorth> item (4) GS where donating to OTTD increases your tech level  :P
21:54:57  <fonsinchen> But maybe we shouldn't rely on that ...
21:55:42  <andythenorth> note to GS authors: we need a static property 'datetime of last donation' and 'amount of last donation' and 'total donated'
21:55:43  <andythenorth> :P
22:02:22  <frosch123> andythenorth: decreasing tech level is hard
22:02:50  <andythenorth> because vehicles have to disappear?
22:02:52  <frosch123> what would it do? retire new engines, reintroduced already retired ones?
22:02:58  <andythenorth> yes :)
22:03:03  <andythenorth> but I appreciate the probelm
22:03:08  <andythenorth> problem *
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22:03:09  <frosch123> it's hard because of the reintroduction/retirement
22:03:19  <andythenorth> ok
22:03:26  <andythenorth> so no dwarf fortress GS :P
22:08:07  <Zuu> I still think a Ticket to Ride inspired GS would be interesting. Giving the user a selection of quests, picking a few and if you complete them you gain points but if you didn't you lose points instead.
22:08:24  <frosch123> oh, zuu!
22:08:34  <Zuu> Hello
22:08:52  <Zuu> I noticed an interesting discussion on the logs :-)
22:08:53  <frosch123> Zuu: i added a patch to fs#5786, maybe you want to comment on the api :)
22:09:55  <Zuu> Didn't you commit the patch attached there?
22:10:12  <frosch123> no
22:10:20  <frosch123> i committed a fix
22:10:28  <Zuu> ah ok
22:10:29  <frosch123> there is stil an api extension
22:10:33  <frosch123> but actually also an api change
22:10:48  <frosch123> currently passing 0 to SetGrowthRate resets it to non-custom
22:10:56  <frosch123> but that is neither documented not unintuitive
22:11:18  <frosch123> so, i think of removing that 0 meaning, and add a different constant insterad
22:11:24  <Zuu> Is it possible with a GS wrapper in compat.nut to emulate the old behaviour?
22:11:25  <frosch123> while "0" would mean as fast as possible
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22:12:03  <frosch123> well, yes, it would be possible to retain the behaviour with compat.nut. but i actually think it's rather a bug
22:12:27  <Zuu> Given the many Town growth GS that we have, that hidden feature may be in use.
22:12:34  <frosch123> i don't think anyone uses it, but instead it is quite likely that someone uses a formular to compute a vaule and passes 0 without the intention to do what it does
22:13:07  <frosch123> i don't think any town growth gs wants to reset to normal behavior tbh :p
22:14:01  <Zuu> NAI have a in-game setting to do that. It follows the API documentation that you changed on how to make OpenTTD take back control over the towns.
22:14:46  <frosch123> what documentation?
22:14:49  <Zuu> IIRC, it removes all restrictions, set an advanced setting and then OpenTTD will from time to time manage towns and make town growth return to normal.
22:15:11  <frosch123> ah, that one,
22:15:22  <frosch123> well, i have no idea what that documentation meant
22:15:35  <frosch123> there is no trace in ottd which would do something remotely similar
22:16:51  <Zuu> It did seem to work when I tested the On/Off-button in NAI, but it may be that some of the steps that I do based on that documentation are not needed.
22:17:43  <frosch123> well, i'll take a look at nai
22:18:59  *** HerzogDeXtEr [~flex@i59F6B541.versanet.de] has quit [Ping timeout: 480 seconds]
22:21:06  <Zuu> Hmm, NAI do use SetGrowthRate(id, 0), but with a comment that it is made on the purpose of setting growth to 0.
22:21:33  <frosch123> haha :p
22:21:58  <Zuu> town.nut:562
22:23:03  <frosch123> GSTown.SetGrowthRate(this.id, 365 * 1000); // grow every 1000 years <- 365000 is fairly out of range
22:23:03  <Zuu> Turning off NAI is initiated in main.nut:274
22:23:19  <frosch123> 16000 is max or so
22:24:47  <frosch123> ok, but apparantly NAI sets it to 0 with then intention to reset it
22:24:52  <frosch123> and give control back to ottd
22:25:30  <Zuu> So if OpenTTD takes back control too early, it is not a big problem here.
22:26:06  <Zuu> Your change will not break it as the code was written with the assumption that it works the way it will work after your patch is applied.
22:28:29  <frosch123> hu?
22:28:40  <frosch123> my patch removes the behaviour for "0"
22:28:43  <frosch123> so it breaks nai
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22:29:26  <Zuu> hmm, oh, that line of mine that set it to 0, should set it to a large number. Its possible that I made a logic error there.
22:29:35  <Zuu> At least from how I read the comment.
22:30:18  <Zuu> It actually should set it to a large number and not zero.
22:30:20  <frosch123> yeah, the comment is weird
22:30:27  <frosch123> but i think the code does what it should :p
22:30:33  <Zuu> Yep
22:31:08  <frosch123> but my patch also breaks the 365000
22:31:08  <Zuu> So by mistake I did use a feature I didn't know exist :-)
22:31:27  <frosch123> previously the api function used a uint16, so 365000 was just casted
22:31:32  <frosch123> now the command would fail
22:31:56  <frosch123> so, how much of nai shall i break? :p
22:32:01  <Zuu> The 365000 thing is something that I'll have to fix if it is an overflow.
22:32:20  <frosch123> @calc 365000 & 65535
22:32:20  <DorpsGek> frosch123: Error: Something in there wasn't a valid number.
22:32:25  <frosch123> @calc 365000 and 65535
22:32:25  <DorpsGek> frosch123: 65535
22:32:33  <frosch123> @base 10 16 365000
22:32:33  <DorpsGek> frosch123: 591C8
22:32:40  <frosch123> @base 16 10 91C8
22:32:40  <DorpsGek> frosch123: 37320
22:32:51  <Zuu> Well, I can easily upload a new NAI.
22:32:51  <frosch123> hmm, it should also have failed before
22:33:24  <frosch123> well, so, add the 0 thingie to compat.nut then?
22:34:13  <Zuu> Well, to use that code/feature that pass 365000, you need to toggle a setting in the GS and then place a sign on the town tile with a text documented in the readme. Eg. not many users will do this by mistake when just playing around.
22:35:16  <Zuu> The 0-thingie to compat.nut may be good. I can update NAI, but I don't know which other GSes that may be affected too.
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22:50:54  <andythenorth> bye
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23:27:26  <planetmaker> g'night
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