Log for #openttd on 25th May 2016:
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07:59:24  <Alkel_U3> Happy towel day!
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08:08:16  <Wolf01> moin
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09:03:36  <V453000> XD
09:26:28  <Wolf01> :)
09:30:04  <Wolf01> a bit pricey for a plastic piece, but heh, it's made by Brian May
09:33:27  <V453000> BUT IT'S VR
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09:34:04  <Wolf01> I think "VR" is a bit too misused
09:34:25  <V453000> VR
09:34:38  <Wolf01> this should be VR too
09:34:54  <Wolf01> this even better
09:35:15  <Wolf01> You might be able to see a whole movie one day
09:35:32  <V453000> VR VR VR
09:35:48  <Wolf01> 0.13
09:36:16  <V453000> HYPE
09:37:16  <Wolf01> the worse part is that mods I use may not work :(
09:37:23  <Wolf01> "new game here I come"
09:38:06  <V453000> achievements don't work with mods anyway
09:38:27  <V453000> so you might just want to make a vanilla game, get achievements, and use mods next time when they update :)
09:38:35  <Wolf01> I'm not interested in achievements
09:38:44  <V453000> yeah meh :P
09:39:53  <Wolf01> look at minecraft, every time I play I must redo all the achievements because they are world based... and I need to make a new world every now and then to test the new features
09:40:06  <Wolf01> so I don't even bother to get the achievements
09:40:27  <V453000> I don't think it is world based in factorio
09:40:40  <V453000> also, fuck minecraft
09:46:30  <Wolf01>
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11:44:40  <argoneus> good moning train friends
11:45:45  <V453000> nep
11:45:47  <V453000> noep
11:50:52  <Eddi|zuHause> you could just copy over the achievement file?
11:51:43  <Wolf01> maybe, but I don't give a fuck, it's just annoying when the achievement popups
11:52:07  <Wolf01> it ruins the atmosphere, lol
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12:06:14  <V453000> you haven't even seen the epic achievement animation yet :P
12:08:58  <peter1138> That minecrift teleport thing seems crap.
12:09:10  <Wolf01> you mean the portal?
12:09:52  <peter1138> i mean teleporting to move about because of motion sickness
12:11:49  <Wolf01> I don't get it
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12:24:49  <peter1138> about 45 seconds in
12:26:40  <Wolf01> wtf is that absurd thing?
12:26:53  <Wolf01> that's crazy
12:27:36  <V453000> that looks considerably retarded
12:28:34  <V453000> I don't really like VR in general but this is totally dumb :D
12:29:11  <peter1138> It's there because moving with a controllers makes some people sick.
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12:29:21  <peter1138> But it breaks the gameplay massively.
12:29:52  <peter1138> I want some VR stuff but I'm into simulators where you are just sitting, so motion shouldn't be a problem
12:30:35  <V453000> hehe I see your point
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12:31:12  <Wolf01> I played MC with the oculus-dk1 and it already was astounding, then the new ones seem to have "fixed" almost all the motion sickness problems (few lag and more fps)
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12:31:45  <peter1138> yeah but they switched to these fresnel lenses at the last minute which have artifcats
12:31:51  <peter1138> and artifacts
12:32:30  <Wolf01> also artifdogs
12:32:39  <peter1138> waiting for that
12:32:56  <Wolf01> :)
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12:33:50  <V453000> it's probably good for porn :P
12:36:47  <peter1138> haha
12:43:35  <Eddi|zuHause> they promised us VR for like 20 years now, i still don't believe it's actually coming :p
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12:47:06  <peter1138> *** Error in `/usr/bin/perl': free(): invalid pointer: 0x0972126c ***
12:47:09  <peter1138> ...
12:47:39  <Eddi|zuHause> what did you expect?
12:47:46  <peter1138> I...
12:47:50  <peter1138> Perl not to crash?
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13:01:37  <Samu> I don't know what to do with my to do list here
13:04:28  <Samu> "use the Dice.png" - i don't have the tools
13:04:55  <Samu> i don't really understand either what to do exactly
13:05:54  <Samu> "get rid of unused string" - if I do it, the lang files complain that it's too old
13:08:25  <Samu> "find a way to distinguish old from new parameters" - this is... way too complex from my understanding, it is going to affect savegames too
13:08:50  <Samu> "use random ai" is also related to that
13:09:04  <Samu> so... I'm kinda stuck
13:09:11  <Samu> where do I begin'
13:09:13  <Samu> ?
13:15:18  <Samu> what do you think it's the easiest thing to do?
13:15:26  <Samu> i need help
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15:16:02  <Wormnest> I think I found an AI savegame bug
15:16:23  <Wormnest> presuming you have both WormAI versions 4 and 5 available open console and startai wormai.4
15:16:48  <Wormnest> run it for a while then save and reload the savegame
15:17:20  <Wormnest> console shows that savegame has an ai named ÂŽwormai.4ÂŽ which is no longer available
15:17:59  <Alberth> both in a tar file, with identical paths inside the tar?
15:18:13  <Wormnest> Yes
15:18:43  <Wormnest> Well except the version number
15:18:53  <Alberth>
15:19:29  <Alberth> ie, the path to the tar is not stored, so it cannot differentiate which is which
15:20:19  <Wormnest> Well my tars do have the version number so they do differ
15:20:35  <Alberth> inside the tar?
15:21:05  <Wormnest> Looking at the message it seems when explicitly loading a specific version of the ai
15:21:21  <Wormnest> it stores the version number as part of the ai name ÂŽwormai.4ÂŽ
15:22:04  <Wormnest> Yes folder name inside tar is WormAI-v5, WormAI-v4 etc
15:23:07  <Alberth> ok, so it's a different bug then
15:23:57  <Wormnest> Shall I report it?
15:28:57  <Alberth> couldn't hurt, although there might be other known problems with AI version numbering, I don't know
15:33:11  <Wormnest> Ok working on it. I bet itÂŽs not much tested since itÂŽs not that well known.
15:38:43  <Alberth> there are lots of unknown corners :)
15:39:38  <Wormnest>
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15:59:19  <Samu> when I was using the altered BusyBee, I extracted the original tar on the same location. It created a folder with the extracted stuff inside it
16:00:05  <Samu> my change was deleting a file required for BusyBee to function properly. I changed it in order to make it crash.
16:00:19  <Samu> extracted tar folder takes precedence
16:00:26  <Samu> both versions were there
16:02:15  <Samu> they had the same version numbering internally
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16:03:01  <Alberth> game scripts are different from AIs
16:03:27  <Alberth> although possibly not much wrt versioning
16:03:56  <Alberth> I do know that BB uses a different versioning system than most other scripts
16:07:17  <Samu> let me check how a script is chosen, i stumbled upon this choice when I was evaluating a way to fix something for my patch
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16:19:18  <Samu>  /* static */ void AI::Initialize()
16:19:24  <Samu> should be from here on
16:26:28  <Samu> interesting, the problem you're dealing with is quite similar to mine
16:26:43  <Samu> I want to deal with previous configs
16:26:50  <Samu> you want to deal with older versions
16:26:54  <Samu> kind of the same deal
16:27:49  <Samu> seems the way tarscanner works is to use the most up to date version
16:28:07  <Samu> so, maybe not totally related to my issue
16:35:18  <Alberth> that was expected :)
16:35:46  <Alberth> even just asking a question differently will give you different answers in return
16:36:19  <Samu> it's confusing after all
16:36:40  <Samu> tarscanner actually scans both wormai 4 and wormai 5
16:36:50  <Samu> but when initializing the ais
16:37:02  <Samu> maybe the problem is afterwards
16:37:08  <Samu> i'm kinda sleepy yet
16:37:12  <Alberth> that's ok, scanners scan, they don't decide what to keep, at least that is what I would hope
16:38:01  <Samu> so, tarscanner knows that both exist, probably further down in AI::Initialize()
16:38:11  <Samu> gah, my english today
16:39:08  <Alberth> talk sleepy english :)
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16:48:46  <Samu> there's info_list and info_single_list
16:49:05  <Samu> info_list includes all versions, info_single_list only includes the most recent version
16:49:23  <Samu> wormai.4 + wormai.5 in info_list
16:49:46  <Alberth> hmm
16:49:49  <Samu> info_single_list only says wormai, but when i explore inside it, i find that it's version 5
16:50:11  <Alberth> Wormnest:  is wormai.4 compatible with wormai.5 ?
16:50:23  <Samu> min.compatible version says 1
16:50:26  <Samu> for both
16:50:26  <Alberth> that could explain dropping of the .4
16:50:51  <Alberth> right, no reason to use wormai.4 then
16:52:33  <Samu> AI::scanner_info
16:55:50  <Samu> i better use your savegame, brb
17:01:40  <Samu> strange, when listing AIs, the last that appears is WmDOT, seems like it's capped
17:02:06  <Samu> WormAI would be listed alphabetically later
17:02:22  <Samu> console bug?
17:02:40  <Samu> is there a cap to how many lines the consoles can display?
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17:03:17  <Alberth> wouldn't expect that, tbh
17:03:17  * Quinch looks around
17:03:25  <Alberth> nobody here :)
17:03:28  <FLHerne> Quinch: Good evening
17:03:28  <Wormnest> Alberth: Yes they are compatible
17:03:38  <Quinch> How goes?
17:03:43  <FLHerne> Rain!
17:03:44  <Wormnest> Did I misinterpret the meaning of min version
17:04:05  <Quinch> Lucky!
17:04:39  <Samu> gonna delete some AIs, brb
17:04:43  <Alberth> if version 4 can be replaced with version 5, I don't see a reason why that would not happen, tbh
17:05:09  <Quinch> Mind if I ask a few gameplay questions?
17:05:09  <Alberth> newer versions tend to have fewer bugs :)
17:05:22  <Alberth> Quinch: nope, just ask
17:05:24  <Wormnest> Well in an ideal world :)
17:05:41  <Wormnest> If you donÂŽt introduce new features
17:05:53  <Alberth> yeah, let's just say an old version has 1 bug that the new one doesn't have :)
17:06:19  <Quinch> First, are there any ways to modify airport permissions, either by noise or absolute amount-per-town?
17:06:28  <Alberth> or it has extra game play :p
17:06:53  <Quinch> Also, any ways to tell ahead of time how quickly wagons can fill?
17:07:19  <Alberth> Quinch: by noise, yes. If airports have 0 noise you can have lots
17:07:36  <Alberth> iirc opengfx+airports has that???
17:07:45  <Alberth> never play with aircraft
17:08:08  <Wormnest> but MinVersionToLoad = 1 doesnÂŽt that mean that I can load any version equal or higher than 1
17:08:16  <Quinch> Alberth, why not?
17:08:22  <Alberth> it might be more fun to place airports out of town, and transport passengers
17:09:00  <Alberth> Quinch: too boring, plop down 2 airports, buy load of aircraft, game done
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17:09:15  <Alberth> hola
17:09:31  <FLHerne> Quinch: Also, they have this frustrating tendency to generate more traffic than you can possibly fulfil, even with a dozen airports at each end
17:09:39  <Wormnest> Well thatś one of the things my ai and a lot of other do too :p
17:09:43  <Quinch> I don't use them for passengers, just secondary cargo for FIRS industries. And the fact that the AIs aren't so constrained makes a nice challenge, I think.
17:10:02  <Alberth> oh, AIs, never use them either :p
17:10:06  <FLHerne> So you get locked into a loop of "aargh, 3 million pax" -> [build more planes/airports] -> "aargh, 5 million pax"
17:10:17  <Alberth> :D
17:10:33  <Quinch> Alberth, sometimes they do. ;-}
17:10:37  <FLHerne> Ah, that might work better. Did try helicopters for that, the range was a bit awkward with av8
17:10:58  <Alberth> Wormnest: afaik "min version" is the smallest version that the given version can load
17:11:28  <Alberth> since 1 <= 4, version 5 can load version 4 games
17:11:33  <Wormnest> ThatÂŽs what I was thinking too
17:11:59  <Wormnest> ItÂŽs probably just caused by the first bug
17:12:18  <Alberth> I am not sure there is a bug at all
17:12:32  <Alberth> the game can pick version 5, and continue playing
17:12:32  <Samu>  /* We want to load the latest version of this AI; so find it */
17:12:48  <Samu> heh... already see the code doing something ... that shouldn't
17:12:48  <Alberth> why would it ever load version 4?
17:13:01  <Samu> i dunno, because it was started as v4
17:13:16  <Wormnest> I read somewhere maybe ai wiki that loading a savegame it first tries to load the version it was saved with
17:13:25  <Alberth> that defeats the updating mechanism when you fix a bug
17:13:32  <Wormnest> DoesnÂŽt it do that for NewGRFÂŽs too
17:14:48  <Samu> this->info_single_list - it's searching for 'wormai' in this list, which means... there's only v5 in there
17:14:58  <Samu> it's gonna load v5
17:15:00  <Samu> t.t
17:15:07  <Alberth> I think so, but min-version compatibility is quite new in newgrfs
17:15:25  <Wormnest>
17:15:29  <Alberth> ie action 14 added it
17:16:34  <frosch123> moin mammals :)
17:17:12  <V453000> SLUGS ARE PEOPLE TOO
17:17:29  <Samu>  /* If we didn't find a match AI, maybe the user included a version */
17:17:44  <Samu> the user did, but the savegame did not
17:17:47  <Wormnest> The good thing is it gave me a reason to add a function to load whatever it finds on the map :)
17:18:06  <Alberth> that sounds useful :)
17:18:20  <frosch123> V453000: hi gastropodes :)
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17:18:31  <V453000> hello :)
17:19:37  <Samu> gonna check what the savegame actually saves, brb
17:21:43  <Samu> saves the name, saves the version, saves if it's random, saves parameters and an AI::Save, which is asking the AI to save stuff
17:22:16  <Wolf01> just finished building the new lego maze, it's really cool
17:22:42  <Wormnest> But is there a difference in the name saved by the latest version of ai and an older started with a number
17:23:29  <Samu> problem doesn't appear to be when saving
17:23:30  <V453000> Wolf01: you can make wall mazes in factorio :P
17:23:33  <Samu> but when loading
17:23:44  <Samu> if it's a problem, i don't really think it is, given Alberth explanation
17:23:46  <Wolf01> I do that for biters
17:23:57  <V453000> sure but for players :P
17:24:29  <Wolf01> for players is not so cool, you have bird eye view and the map :P
17:24:58  <V453000> yeah but big maze = not so easy
17:25:00  <Wormnest> Hm should make a test where WormAI 4 is the latest version available and then add v5
17:26:16  <Samu> it actually loads the version
17:26:29  <Samu> but when initializing the ai, it prefers to load the latest version
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17:27:40  <Samu> i better recheck this loading from the start
17:28:26  <Samu> DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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17:30:55  <Wormnest> Well that does indeed also load v5 so itÂŽs at least consistent :)
17:33:12  <Wormnest> Although it doesnÂŽt complain about older version not being available and does load the savegame data
17:36:44  <Wormnest> Note that in the scenario where you use startai wormai.4 it says the name of the ai is ÂŽwormai.4ÂŽ not wormai
17:40:02  <Samu> 		if (StrEmpty(_ai_saveload_name)) {
17:40:09  <Samu> _ai_saveload_name = wormai.4
17:40:24  <supermop> frosch123: thank you for using correct plural
17:43:24  <Wormnest> but shouldnÂŽt it have been saved as wormai
17:43:39  <Wormnest> because version is already saved separately
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17:45:25  <Samu> force exact match, hmm it's trying to load the exact match "wormai.4", from where
17:45:39  <Samu> hmm sec
17:46:06  <Samu> nop
17:46:11  <Samu> if (force_exact_match) { it skipped this step
17:46:16  <Samu> grr
17:46:45  <Samu> had it not skip it, it would do this: /* Try to find a direct 'name.version' match */
17:46:46  <frosch123> supermop: did you expect "gastropods" or "gastropedes"?
17:46:59  <Samu> and it would be loading v4
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17:47:10  <Samu> from the info_list, which is there
17:47:24  <supermop> at least it wasn't gastropi like moronic americans would say
17:48:19  <Samu> it skipped that step, now it's doing this /* See if there is a compatible AI which goes by that name, with the highest 	 *  version which allows loading the requested version */
17:48:35  <Samu> it's gonna load v5 t.t
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17:50:44  <Wormnest> Which is ok but itÂŽs not loading the savegame data even though it should
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17:56:24  <Samu> strange if (strcasecmp(ai_name, i->GetName()) == 0
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17:56:38  <Samu> it was comparing wormai.4 with WormAI
17:56:44  <Samu> and returned false
17:56:52  <Samu> hmm what am i missing
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18:03:22  <Wormnest_> My idea is that the ÂŽ.4ÂŽ part shouldnÂŽt have been saved as part of the name in the savegame
18:06:05  <Samu> it iterated over both versions, but it was comparing as WormAI
18:06:20  <Samu> i see
18:06:30  <Samu> now i wonder if that's what it's supposed to do
18:06:35  <Samu> or if it's indeed a bug
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18:09:45  <Samu> i'm already on that part of the code where it is loading the latest version because it didn't find a matching version
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18:10:34  <Samu> ok gonna repeat this
18:11:52  <Wormnest_> Because the test save where wormai v4 was the latest and started normally doesnÂŽt show the same behavior
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18:12:51  <Wormnest_> I added the other savegame to the bug report for comparison
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18:34:48  <Samu> looks like you're right
18:34:56  <Samu> the 2nd time it is comparing
18:35:07  <Samu> it is comparing as wormai to WormAI
18:35:19  <Samu> it truncated the .4 out of it
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18:36:24  <Wormnest_> ugh connection so bad lately
18:36:29  <Samu> let's see what it does now when it finds a match
18:36:48  <Samu> it will iterate over both v4 and v5, but i suspect at this point, he's gonna just use the latest version
18:39:08  <Samu> wormai to WormAI is true! :9
18:39:13  <Samu> it's now comparing versions
18:39:43  <Alberth> strCASEcmp  :)
18:41:01  <Wormnest_> Using latest version is ok that seems intentional
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18:53:04  <Samu> i'm now testing a savegame of my own
18:53:25  <Samu> the name that is loaded is WormAI, not wormai.4
18:53:44  <Samu> there's some discrepancy
18:54:03  <Samu> and i mean the saved name
18:54:10  <Samu> it saved as WormAI
18:54:23  <Samu> and the save provided by wormnest had it saved as wormai.4
18:54:44  <Samu> brb, gonna try something else
18:55:59  <Wormnest_> My first savegame yes, the second savegame probably also had wormai
18:57:10  <Samu> ah, now i used the console: startai wormai.4
18:57:21  <Samu> and it saved with the name 'wormai.4'
18:57:44  <Samu> false alarm, sorry
18:57:58  <Samu> let me check your other save
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19:02:52  <Samu> your other same, saved it as 'WormAI'
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19:02:57  <Samu> save*
19:03:28  <Samu> version saved is 4
19:04:26  <Samu> brb, dinner
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19:54:43  <Eddi|zuHause> supermop: i suppose "-pi" is a joke that got out of hand...
19:56:13  <Eddi|zuHause> anyway, are slugs gastropodes? they don't exactly have feet... not even on their mouths...
19:59:19  <V453000> I am fairly sure they are
20:01:51  <supermop> Eddi|zuHause: slug is the essential gastropod
20:03:15  <supermop> also you would be surprised how many americans adamantly believe plural of octopus is octopi and will make a point of correcting anyone who says octopuses (correct english plural) or octopodes (correct greek)
20:05:06  *** Wormnest_ [] has joined #openttd
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20:13:08  <Eddi|zuHause> just tell them "it's not 'millipi' either"
20:14:00  <Eddi|zuHause> thankfully, that problem doesn't really exist in german...
20:16:25  <Eddi|zuHause> if a german makes a plural, he just sticks an -e on it. or maybe if it already has an -e, turns it into an -en, or if it has an -en or -er it stays an -en or -er, or maybe something completely different. totally easy.
20:16:46  *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd []
20:17:34  <Eddi|zuHause> it somehow got more common to slap an s on it (inspired from english)
20:17:51  <Eddi|zuHause> especially with foreign words or abbreviations
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20:18:09  <andythenorth> o/
20:18:49  <Wolf01> o/
20:19:05  <Eddi|zuHause> the last spelling reform added a rule that english-derived words which end in -y turn into -ys instead of -ies
20:19:41  <andythenorth> o/
20:21:38  <Samu> back
20:23:12  <Samu> the problem is here:;a=blob;f=src/saveload/ai_sl.cpp;h=e8b5339c0df82064d70589e3883bf0f9df1b741c;hb=HEAD#l86
20:23:14  <Samu> line 86
20:23:56  <Samu> it does not find any script
20:25:31  <Samu> line 87 - (!config->HasScript())
20:25:58  <Samu> this is true, and begins the bracket { } which apparently shouldn't
20:26:08  <Samu> problem originated at line 86
20:26:12  <Samu> hmm
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20:28:35  <Samu> at line 90, it cuts the '.4' out of 'wormai.4'
20:28:53  <Samu> and in there it compares wormai with "WormAI"
20:29:07  <Samu> and finds both v4 and v5, and decides to use v5
20:29:59  <Samu> there is a script now, so the next (!config->HasScript()) and line 91 is false, and jumps to the else part
20:30:10  <Samu> at line 99, it prints the error message
20:30:37  <supermop> yo andythenorth
20:30:41  <Wormnest_> Going for 5 seems intended problem is it doesnÂŽt load the savedata form wormai.4
20:30:41  <andythenorth> lo supermop
20:31:29  <Samu> so, problem is line 86
20:31:46  <Samu> gonna see if i can change the way it compares version
20:31:53  <Samu> erm, compares name, that is
20:32:43  <Samu> does not find any script because it tries to match 'wormai.4' with 'WormAI' - this is the problem
20:32:58  <Samu> and this problem is .. somewhere in another file, let me get the name
20:34:36  <Samu> ai_scanner.cpp
20:34:40  <Samu> line 95
20:35:23  <Samu>;a=blob;f=src/ai/ai_scanner.cpp;h=4eb20714799140272b34741b6121e582d546632e;hb=HEAD#l95
20:35:47  <Samu> line 107 test is false
20:35:59  <Samu> jumps to 120, also false
20:36:16  <Samu> and the comparison issue is at line 133
20:36:25  <Samu> it is cycling over all available scripts in the system
20:36:36  <Samu> but compares the name
20:36:50  <Samu> and the name wasn't truncated at this point
20:37:48  <Samu> line 133 is working with the wrong name
20:38:09  <Samu> hmm, what can i do
20:42:53  <supermop> its like 90 here
20:43:14  <supermop> time to play some in a hot country?
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20:48:37  <Samu> better check the saving part of the code again
20:48:40  <Samu> brb
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20:52:22  <Samu> it saves with the name wormai.4, think the problem might be even before doing the save
20:52:59  <Samu> must find the console command 'startai'
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21:10:34  <Samu> the console sets the name of the AI to wormai.4
21:10:38  <Samu> that is so wrong :(
21:12:30  <Samu> oh, i see why
21:12:49  <Samu> but when it returns with the ai
21:12:57  <Samu> it should fix the name
21:13:00  <Samu> and it doesn't
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21:27:33  <Samu> so, it's the console
21:27:49  <Samu> it takes the name of the argument and uses it as the name
21:27:55  <Samu> erm..
21:29:10  <Samu> 'startai wormai.4' - it needs 'wormai.4' in the argument to find the wormai with version 4 in the system. So far, this is correct
21:29:29  <Samu> what is not correct is that it also sets the name of the AI to 'wormai.4'
21:30:24  <Samu> hmm, it needs to rename 'wormai.4' to whatever name version 4 of wormai actually sets it to
21:30:34  <Samu> and that's WormAI
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22:02:56  <Eddi|zuHause> 90 what? humidity?
22:04:49  <Wolf01> degrees, angle
22:05:58  *** Tirili [] has quit [Remote host closed the connection]
22:06:22  *** Biolunar [] has quit [Ping timeout: 480 seconds]
22:07:12  <supermop> 90 CE
22:22:48  *** Xal [] has joined #openttd
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22:37:32  <Samu> who understands pointers?
22:37:49  <Samu> i want to change the name of a string
22:39:14  <Samu>;a=blob;f=src/console_cmds.cpp;h=8d9e04113d3964a34fbceaf559a7d9152f0f3a0a;hb=39d588fa6000f4141cc22fc55bd3d1747ffff92f#l1170
22:39:38  <Samu> line 1170 picks the name of the AI from argv[1]
22:40:48  <Samu> this name is 'wormai.4'
22:40:58  <Samu> how do i rename it to 'wormai'?
22:41:08  <Eddi|zuHause> 90 CE is a long time ago :p
22:41:28  <Samu> bah i dunno what to do, seems so simple
22:41:51  <Samu> i just know what needs to be done, but i don't know how to code it
22:44:17  <Samu> before line 1175, and after line 1174 it must rename it to the correct name of the AI
22:46:01  <Samu> line 1174 } else { insert code that renamees 'wormai.4' to 'wormai';
22:46:05  <Samu> halp?
22:46:43  <Samu> I can't do this alone, t.t, sorry
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23:04:18  <Wolf01> wrong approach to problem, when you will have wtfAI123.45b what do you do, a dedicated code for that too?
23:04:37  *** ToneKnee [] has quit [Ping timeout: 480 seconds]
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23:11:19  <Samu> - here's my comment about my findings
23:13:37  *** JacobD88 [] has quit [Quit: JacobD88]
23:15:02  <Samu> i dont know how to code a fix, i just know where the problem originates... t.t
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23:40:26  <supermop_> Eddi|zuHause: the level of air conditioning technology in my office today seems to be from 90CE
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23:44:04  <Wolf01> 'night
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