Config
Log for #openttd on 13th May 2016:
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07:58:33  <Flygon> Part of me does wish a cheat option was 'building towns for free' :P
07:58:39  <Flygon> Mek: No relation to the artist?
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08:35:54  <Wolf01> moin
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09:05:11  <Wolf01> https://developer.xamarin.com/api/property/Android.OS.UserManager.IsUserAGoat/ o_O
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09:15:27  <peter1138> Flygon, shame this game is closed source and nobody can add stuff.
09:17:25  <Flygon> Hahaha, I know what you're getting at :P
09:17:33  <Flygon> But I'd never ever be able to contribute
09:17:37  <Flygon> The few times I have coded
09:17:55  <Flygon> I created such horrendous kludge that it was almost entirely recoded
09:18:09  <Flygon> And that's if it worked
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13:23:15  <V453000> basecosts mod might be able to tweak town building price
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13:39:42  <Eddi|zuHause> ... or just load it in the scenario editor
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13:40:25  <Alberth> moin
13:40:46  <supermop> yo
13:47:36  <Xaroth|Work> o7 Alberth
13:48:32  <Eddi|zuHause> bishop e5
13:49:39  <Alberth> o would be a very large chess board :p
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13:59:26  <Eddi|zuHause> maybe they played on a go board :p
13:59:50  <Eddi|zuHause> bigger maps!
14:00:57  <supermop> https://en.wikipedia.org/wiki/Tai_shogi
14:01:16  <supermop> sure there is roof for an Alberth piece in Tai Shogi
14:01:25  <supermop> room
14:01:55  <peter1138> 4096x4096 chess board?
14:05:08  <Alberth> play on a board ruled into a grid of 25 ranks (rows) and 25 files (columns)     not really :)
14:05:47  <Alberth> no bishops in Go, Eddi :)
14:06:21  <Eddi|zuHause> i never learned the actual rules of go
14:07:04  <Alberth> that takes only 5 minutes :)
14:07:39  <Eddi|zuHause> yes, and then 50 years to learn the strategies :p
14:08:41  <Xaroth|Work> faster to make an AI to do the matches for you then :P
14:08:56  <Alberth> go has a very nice way to balance the game between players of different strength; much better than eg chess or checkers
14:14:51  <supermop> Alberth: are you on KGS?
14:15:09  <supermop> always looking for new people to play with
14:15:11  <Alberth> no, never played go online
14:15:20  <supermop> ah you should!
14:15:24  <Alberth> we could do that one time
14:15:32  <supermop> i am about 10kyu on there at the moment
14:15:46  <supermop> so not that strong
14:15:53  <Alberth> me neither :)
14:19:29  <supermop> i never learned the rules to even regular shogi
14:20:07  <supermop> but i do have a shogi-ban, because my first goban came with one on the back, and a set of plastic shogi pieces
14:21:43  <Alberth> ah, chess variant
14:25:30  <peter1138> draughts :p
14:29:57  <Eddi|zuHause> Xaroth|Work: from the first steps of AI making to creating a GO AI capable of beating a human also took like 50 years
14:32:12  <Xaroth|Work> that makes it 5 minutes faster than learning go and being go at it :D :D
14:33:31  <Alberth> :D
14:34:26  <Eddi|zuHause> that difference is below the measurement error :p
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15:42:27  <Samu> what are these messages? https://paste.openttdcoop.org/pgmqywz0y
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15:47:45  <Samu> ah, must be Villages Is Villages translation doing wrong stuff
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16:49:15  <Samu> hi glx
16:52:13  <Samu> for a moment I thought this bug https://bugs.openttd.org/task/6460 had been fixed
16:52:27  <Samu> but it's something else
16:53:33  <Samu> the state of the "Configure" button becomes enabled if I save the game and load it back
16:54:26  <Samu> before save is different than the after load
16:55:22  <Samu> i consider the after load behaviour the correct
16:55:34  <Samu> before save behaviour is wrong
16:56:36  <Samu> it's usually the opposite
16:57:10  <Samu> but not in this case
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17:19:44  <Samu> dealing with multiple gamesettings is hell
17:19:49  <Samu> :o
17:23:24  <Samu> by allowing to change the script of dead AIs to another script then saving the game, I am going to load it back as the new AI and alive, not dead
17:23:50  <Samu> isn't it possible to save the state of an AI?
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17:24:18  <Samu> the AI is dead, save it as dead
17:24:29  <Samu> then don't load it alive
17:26:07  <planetmaker> why shouldn't a dead AI be revived? A dead AI after all is somewhat a bug in the AI
17:27:31  <Samu> it is revived, but with all of the infrastructure of the dead ai
17:28:24  <glx> same for non dead AI
17:28:38  <Alberth> hi hi
17:28:44  <planetmaker> hi hi :)
17:28:45  <glx> and most of them restart from 0
17:28:57  <glx> unless they saved some data
17:30:43  <Samu> I think I opened a can of worms
17:32:07  <Samu> my patch permits users to change the script of dead AIs to another.
17:33:06  <Samu> if the user saves the game like this, the save will not keep which script died, just which script I have last set in there
17:33:27  <Samu> if I load the save back, the AI revives as the new script
17:33:34  <Samu> :(
17:37:27  <Samu> Do dead AIs save data?
17:38:38  <Samu> I assume only alive AIs save data, but I may be wrong
17:40:38  <glx> a dead AI is just an AI that exited from its run loop, but other functions can still be called by openttd
17:45:42  <DorpsGek> Commit by translators :: r27565 trunk/src/lang/spanish_MX.txt (2016-05-13 19:45:33 +0200 )
17:45:43  <DorpsGek> -Update from Eints:
17:45:44  <DorpsGek> spanish (mexican): 13 changes by Absay
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17:57:51  <frosch123> hoi
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17:59:09  <Alberth> moin
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18:22:37  <Ethereal_Whisper> Hi
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18:27:41  <Alberth> o/
18:27:56  <andythenorth> hi
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18:43:46  <V453000> lmfao
18:43:54  <V453000> steam just told me DOOM requires 52 GB disk space XD
18:44:06  <Ethereal_Whisper> What lol
18:45:36  <Supercheese> whew
18:45:41  <Supercheese> that list of modding changes for 0.13
18:45:48  * Supercheese wipes his brow
18:45:53  <V453000> hehe, 0.13 hype is real
18:45:56  <Supercheese> also wrong channel eeehhh
18:46:04  <Alberth> nah
18:46:05  <V453000> nah
18:46:16  <Supercheese> :P
18:53:14  <V453000> ok download is only 43.8GB
18:53:15  <V453000> ._.
18:53:50  <V453000> the good part is that it actually send me back to do more factorio work :D
18:54:35  <glx> smaller than gta V
18:55:23  <V453000> :D
18:55:29  <V453000> didn't play that
18:55:30  <andythenorth> but is it any good?
18:55:43  * andythenorth plays PrBoom now and then :P
18:55:44  <V453000> idk, the doom thing is getting quite positive reviews so far
19:00:22  <Eddi|zuHause> the original doom was like 3MB?
19:00:43  <Eddi|zuHause> when was that? 25 years ago?
19:01:03  <V453000> 23 I think
19:01:08  <V453000> 1992 or 1993?
19:01:51  <Eddi|zuHause> @calc 43.8*1024/2**(23/1.5)
19:01:51  <DorpsGek> Eddi|zuHause: 1.08637759494
19:02:00  <Eddi|zuHause> @calc 43.8*1024/2**(23/2)
19:02:00  <DorpsGek> Eddi|zuHause: 15.485638508
19:02:29  <Eddi|zuHause> well, that does sound like a reasonable margin :p
19:03:39  <Eddi|zuHause> remember when they made games that fit on 1 DVD? :p
19:03:59  <Eddi|zuHause> remember when 1 CD was bigger than your entire HDD?
19:04:14  <Supercheese> No
19:04:16  <Supercheese> I don't
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19:04:36  <Supercheese> I do remember when we had a PC with a 3-CD-changer drive thing
19:04:39  <Supercheese> that was weird
19:04:52  <Eddi|zuHause> that's what they said when CDs were introduced
19:05:10  <Eddi|zuHause> "they are so big, you won't need a HD anymore"
19:05:33  <Eddi|zuHause> remember when games came on 14 floppy disks?
19:05:55  <V453000> that meant hard dick back in the day Eddi, the nerds would just get instant nerdgasm whenever they laid sight on the thing
19:06:30  <Eddi|zuHause> i didn't worry too much about dicks back then
19:11:11  <V453000> while now... ? :D
19:17:12  <Eddi|zuHause> depends.
19:20:47  <V453000>  /me runs
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19:39:52  <planetmaker> Eddi|zuHause, I installed Word 5.0 for MS-DOS on my 20MByte HD. It came on 20 floppy disks, each 360kByte in size
19:40:37  <planetmaker> (yes, those wobbly 5.25" ones)
19:41:01  <Supercheese> when floppy actually meant floppy
19:44:42  <peter1138> 3.5" discs were floppy... just the case wasn't so much...
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20:01:10  <Eddi|zuHause> i think 5Œ" disks went up to 1.2MB
20:01:26  <Alberth> ha, I booted a unix machine with a 8" floppy once :p
20:01:40  <Alberth> talking about 'floppy' :)
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20:01:46  <Eddi|zuHause> i had a 8" floppy, but no drive for it :p
20:08:11  <glx> I have only 3" and 3.5"
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20:33:00  <Eddi|zuHause> there were 3" floppies?
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21:22:51  <Samu> how are the gamesettings created in-code?
21:23:27  <Samu> newgame is creating something "wrong"
21:24:24  <Samu> or load save is reading it "wrong", depending on the point of view
21:28:46  <Samu> there's 4 different ways to trigger openttd to access a config_list https://bugs.openttd.org/task/6460
21:28:52  <Samu> 3 match, 1 doesn't match
21:28:59  *** Supercheese [~Superchee@50.37.117.165] has joined #openttd
21:29:00  <Samu> newgame doesn't match the others
21:33:03  <Samu> newgame is testing this->config_list == NULL and returns false, the others are testing this too, but return true, it's then creating a new ScriptConfigItemList(); this->PushExtraConfigList();
21:33:34  <Samu> it appends a "start_delay" to the list
21:34:00  <Samu> for me, the newgame is doing it wrong, how can i check how a config is created when starting a new game?
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21:36:19  <glx> <Eddi|zuHause> there were 3" floppies? <-- yes amstrad cpc :)
21:38:04  <Samu> are there gamescripts without any config list? I see the issue can be quite complicated after all
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21:49:56  <Eddi|zuHause> never heard of that before
21:55:22  <Ethereal_Whisper> Damn clogged lines
21:55:47  <Ethereal_Whisper> http://i.imgur.com/8VIMwpe.png fffuuuu
22:01:25  *** Samu_ [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd
22:01:29  <Samu_> lag
22:02:07  <Eddi|zuHause> you have an odd number of lines for an even number of directions
22:02:27  *** Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds]
22:02:48  <Eddi|zuHause> also, you're not load balancing properly
22:08:07  <Ethereal_Whisper> Yeah, it's convoluted and dumb
22:08:10  <Ethereal_Whisper> I'm trying to fix it
22:09:13  <Ethereal_Whisper> Organic networks ftw
22:09:15  <Ethereal_Whisper> >.>
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22:14:20  <Ethereal_Whisper> http://i.imgur.com/sqgOzsZ.png that's properly load balanced right?
22:15:03  <Eddi|zuHause> there's not a lot of load to balance
22:15:20  <Ethereal_Whisper> Not yet, I just started a new game and want to build things properly
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22:34:19  <Samu> hey
22:34:50  <Samu> http://imgur.com/a/Z5quz - _settings.newgame doesn't match _settings.game
22:35:19  <Samu> now I'm confused :(
22:36:07  <Samu> _settings.game has config_list == { size = 0 }
22:36:19  <Samu> it should be <NULL>
22:36:51  <Samu> there's something I don't quite understand
22:36:59  *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd
22:37:10  <Samu> _settings.newgame is the one that should be wrong
22:37:27  <Samu> I don't get it
22:38:06  *** Samu_ [~oftc-webi@po-217-129-255-23.netvisao.pt] has quit [Ping timeout: 480 seconds]
22:38:48  <Samu> is the main menu a loaded savegame?
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22:52:19  <Ethereal_Whisper> There, I made my network a circle lol
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22:58:18  <Samu> _settings_game is indeed the culprit
22:58:36  <Samu> oops _settings.game
22:59:51  <Samu> while in main menu, it retrieves information from _settings.newgame - and information stored here is correct
23:00:48  <Samu> starting a new game, the information that is stored correctly in _settings.newgame is not passed correctly to _settings.game
23:01:41  <Samu> but something is wrong on my analysis, there's something amiss yet
23:04:08  *** sla_ro|master [slamaster@89.136.141.100] has quit []
23:07:53  <Samu> please explain me what happens in the main menu
23:08:10  <Samu> is it a loaded save?
23:08:53  <Samu> if it is, that save is storing wrong information in _settings.game that is then passed through to a new game when it starts
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23:41:35  <Samu> yes, i finally nailed it
23:44:59  <Samu> void MakeNewgameSettingsLive()
23:45:06  <Samu> this function is ruining it
23:45:36  <Samu> openttd.cpp, line 368 more especifically
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23:53:55  <Samu> there's 3 script types?
23:54:35  <Samu> ai_config.cpp, game_config.cpp, script_config.cpp
23:55:15  <Samu> when it is generating the settings for the AIs, it is using script_config.cpp instead of ai_config.cpp
23:55:25  <Samu> how do I correct this?

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