Config
Log for #openttd on 16th July 2016:
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05:52:50  <andythenorth> o/
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06:26:04  <andythenorth> lo Alberth
06:26:15  <Alberth> moin andy
06:26:57  <Alberth> :o  python 2.7.11   still not dead yet :)
06:27:34  <peter1138> Still 2.7.3 on my server.
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06:31:49  <andythenorth> python 2.7 will live on for a long time
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06:31:54  <andythenorth> unless there’s a 2.8
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06:32:50  <Alberth> It was planned to never happen afaik
06:33:05  <andythenorth> “Python 2.7 will be the last 2.x release"
06:33:36  <Alberth> I am just amazed they still update the old version
06:34:17  <andythenorth> major web frameworks depend on it
06:35:52  <andythenorth> I have blue tarpaulins for ENSP / FMSP
06:35:58  <andythenorth> I could split the colours
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06:37:58  <Alberth> lots of bugfixes apparently https://hg.python.org/cpython/raw-file/53d30ab403f1/Misc/NEWS
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07:29:43  <Wolf01> o/
07:33:57  <andythenorth> lo Wolf01
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07:37:52  <Wolf01> blinking again
07:42:45  <Wolf01> I must do some NotRailTypes today, or I'll pass the entire day on bed
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08:21:05  <Alberth> hi hi
08:21:10  <Wolf01> o/
08:21:31  <Alberth> on bed and coding is ok, in bed is another matter :)
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08:46:43  <Wolf01> mornin'frogs
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08:56:48  <Alberth> hola
08:59:02  <frosch123> hoi
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09:03:35  <MonkeyDrone> say whaaaaat, military coup attempt in Turkey. damnnnn
09:04:20  <Wolf01> I bet Erdogan now will fuck up things more than before
09:04:59  <MonkeyDrone> wouldn't be surprised, Turkey is a disaster as it stands right now
09:05:41  <Alkel_U3> It's ok, military coups are a tradition in Turkey.
09:05:53  <Alkel_U3> But, yeah.
09:06:14  <Wolf01> also democracy
09:07:20  <MonkeyDrone> lol...
09:09:11  <MonkeyDrone> any of you guys have any idea how server-side scripting works? as in how i can setup an alias on a server that would be propagated to the user connecting?
09:09:27  <Wolf01> no idea
09:09:47  <MonkeyDrone> cheers
09:10:15  <MonkeyDrone> been bashing my head with this since yesterday, made a forum post but not even sure what category to put it in.
09:12:06  <Wolf01> http://9gag.com/gag/arNbY5y next step is to put 2 set of rails, then we'll call them trains?
09:14:06  <Alberth> road trains, eh? :D
09:15:47  <Wolf01> btw, 2 crashes with trucks involved every day in the motorway here :(
09:18:07  <Wolf01> the other 2-3 crashes are just distracted people bumping the one what precedes while watching the other crash
09:21:14  <Alkel_U3> now how many extra crashes will Pokémon GO cause
09:22:34  <Wolf01> I've seen a girl walking while watching the smartphone on a high traffic road 2 days ago... I suspect she was hunting...
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09:27:18  <andythenorth> bah
09:27:22  <andythenorth> vehicles are 6px wide
09:27:36  <andythenorth> so two different sprites are needed to make a crates cargo
09:31:04  <Alberth> silly pixels :(
09:31:18  <andythenorth> silly iso grid :)
09:34:45  <andythenorth> hmm, barrels same :o
09:34:48  <andythenorth> ha
09:38:02  * andythenorth needs to steal NUTS cargos
09:38:10  <andythenorth> but they’re not really the same style :P
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09:47:38  <frosch123> @calc 3100/365
09:47:38  <DorpsGek> frosch123: 8.49315068493
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10:00:09  <Wolf01> mmmh, too many magic numbers in the main toolbar container
10:01:11  <andythenorth> Wolf01: thinking of splitting street / tram construction? o_O
10:01:16  <Wolf01> yes
10:02:09  <Wolf01> with up to 15 subtypes is not possible to keep everything in one sublist
10:02:21  <Wolf01> and I would like to re-start with symple patches now
10:02:25  <Wolf01> *simple
10:02:32  <andythenorth> you’ll need a tram sprite
10:02:46  <Wolf01> I'll just put another rail sprite
10:02:51  <andythenorth> fair
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11:09:20  <Wolf01> I think I understood how to fuck up the buttons arrangements
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11:47:21  <Samu> http://i.imgur.com/kcy3J6e.png
11:47:55  <Samu> something's wrong with road vehicles
11:48:42  <Samu> ah, i see... crashed
11:49:23  <Samu> dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S]  dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
11:53:22  <andythenorth> such FIRS bugs :P
11:55:23  <Samu> darn, can't find which month it crashed exactly
11:59:19  <Samu> oki, got it
11:59:32  <Samu> NoNoCAB - v2, 1st Nov 1969 - last month alive
12:02:08  <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75030&p=1173197#p1173197
12:05:10  <Wormnest> Samu can you see if Road Vehicle 2854 is still running
12:05:48  <Samu> uhm, i closed the server, but i got saves up to 1983 when i noticed
12:07:14  <Samu> 2854 is a bus in 1983
12:07:42  <Samu> it's stopped in depot, i guess due to old age, because it has a profit last year, 1982
12:07:42  <Wormnest> IÂŽll look at your saves in a bit then
12:07:58  <Wormnest> The 1969 should be a steel truck
12:21:23  <Wormnest> Strange even in 1969 thatÂŽs a bus and your save is crashing nonocab more things to fix lol
12:24:06  <Samu> :o
12:40:26  <Wormnest> crash is caused by a disappeared station at a factory strange
12:41:18  <Samu> there's some vehicles with void orders and others with too few orders
12:41:27  <Samu> :|
12:43:05  <Wormnest> The void order is for the disappeared station
12:43:29  <Samu> removing stations is a bad idea then? :(
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12:44:42  <Wormnest> It is as long as you havenÂŽt first sold all vehicles
12:45:38  <Wormnest> And too few orders is for a different connection seems you found more problems
12:47:49  <Wormnest> But at Radham Heights is a station without vehicles Iáž¿ thinking certain stations are not correctly added to the connection
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12:59:56  <Milek7> why companies number is limited 15?
13:00:28  <Eddi|zuHause> because this number is stored in every tile where you own anything, and tile space is very limited
13:00:53  <Milek7> then make it is bigger?
13:01:59  <Eddi|zuHause> well, we could make it bigger, but then you would have to give up the possibility of huge maps.
13:02:21  <Milek7> why?
13:03:02  <Eddi|zuHause> because if you make the tiles twice as big, you can only have half the number of tiles. logical?
13:03:28  <Milek7> no
13:03:35  <Milek7> who says it cannot use more memory?
13:04:13  <Eddi|zuHause> memory is not unlimited.
13:24:05  <Samu> there are 255 companies i think
13:24:57  <Samu> i don't remember the limitations though
13:25:34  <Samu> 0 to 14 are playable companies
13:25:52  <Samu> then there's owner town, owner water, owner deity
13:26:05  <Samu> there's spectator
13:26:34  <Samu> there's a joining player stub thing
13:26:46  <Samu> there's owner none
13:27:30  <Samu> don't know what else there is
13:30:08  <Samu> is it 5 bits to store a owner in a tile?
13:31:57  <Samu> some tiles have 5 bits to store owner, some are 4 bits, sometimes they store more than 1 owner in a tile
13:32:32  <Samu> 2*2*2*2*2 = 32 companies
13:32:41  <Samu> 2*2*2*2 = 16 companies
13:33:51  <Samu> 0-14 + owner none = 16 companies
13:34:03  <Samu> i guess that's the limitation
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13:57:19  <frosch123> meh...
13:58:08  <frosch123> i recently bought super-glue, but couldn't find it after searching for three days
13:58:39  <frosch123> knowing that i would probably find it, after i would buy a new one, i just gave up and bought a new one
13:58:50  <frosch123> and just as i come home i find the old one :p
13:59:05  <frosch123> f murphy
14:04:56  <andythenorth> err
14:07:11  <Eddi|zuHause> go back to the store and return the unused one :p
14:07:38  <frosch123> i was alreeady annoyed that i searched so long for something costing 2.95
14:07:47  <frosch123> i won't return it :p
14:08:05  <Eddi|zuHause> it only costs you an hour of time and 5€ worth of fuel :p
14:08:06  <andythenorth> barrels are right fuckers to draw :P
14:09:10  <Eddi|zuHause> like that guy who sued over a 4€ error in his tax calculation, and then wanted back his 400€ travel expenses from the court
14:09:22  <andythenorth> http://dev.openttdcoop.org/attachments/download/7912/towerhouse_0.png
14:09:30  <andythenorth> 10th row (after the empty row) ^
14:09:35  <andythenorth> ‘barrels’
14:09:52  <Eddi|zuHause> he got back his 4€, but the 400€ and 100€ of court costs he has to pay now.
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14:12:16  <Alberth> o/
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14:16:34  <frosch123> hoi
14:18:39  <V453000> andythenorth: biggur gapz or something
14:18:40  <Wolf01> o/
14:18:44  <V453000> :) and yes barrels suck
14:18:52  <Wolf01> ho! more sprites from andy to convert in voxels
14:22:39  <Wolf01> mmmh, I really don't understand what subtle error I made with the toolbar
14:23:30  <frosch123> what does it do?
14:23:36  <Wolf01> crashes the game
14:23:37  <frosch123> or not do?
14:23:51  <Wolf01> at least before it was just clicking the wrong button
14:24:19  <Wolf01> do all buttons really need to be present in the arrangement array?
14:24:36  <Wolf01> because I left out the new ones to rearrange better the others
14:30:12  <Wolf01> it throws an exception with "child_wid was 0xE"
14:30:38  <Wolf01> when tries to scale the buttons
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14:40:49  <Alberth> maybe it uses the content to make scaling decisions
14:41:01  <andythenorth> V453000: I don’t have enough pixels to make them look round :)
14:41:08  <andythenorth> if i draw them bigger, they look stupid
14:53:38  <Wolf01> ok, I think I found it
14:54:04  <Wolf01> missed the toolbar normal widget definition
14:55:23  <Wolf01> why is not used the ToolbarNormalWidgets enum instead of the magic numbers?
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15:00:00  <V453000> yeah that's why one doesn't draw barrels :P
15:00:05  <V453000> or just make them have various colours
15:00:49  <Wolf01> http://imgur.com/gallery/t0XHtgJ meh... me right now
15:02:14  <Wolf01> I think I'll get rid of the entire resizing and arrangements of the main toolbar
15:02:30  <Wolf01> and make an hamburger menu instead
15:05:31  <frosch123> check r25376
15:05:38  <frosch123> that one added a toolbar button the last time
15:06:46  <Wolf01> I got it, but now I've too many buttons, and the toolbar switching only support 2 levels
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15:09:52  <Wolf01> the funny thing is that now it adds a spacer between the construction buttons
15:12:02  <Samu> nonocab crashed again in one of the ship games
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15:19:11  <Wormnest> What was the problem Samu
15:20:53  <Milek7> http://i.imgur.com/zLLnvCn.png
15:27:50  <Milek7> ouch
15:27:57  <Milek7> these extra companies can only build roads
15:29:49  <Yho> Hello, I'm trying to tinker with the openttd code again. Is "Unify the appearance and position of "goto location" buttons. " in the todo-list still needed/easy ?
15:29:58  <Yho> http://wiki.openttd.org/Todo_list
15:30:41  <frosch123> it is more a design issue than a coding issue :)
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15:31:16  <frosch123> like, make a list of all windows which have "location" buttons, and a list of all windows which have none, but should have one
15:31:30  <frosch123> then check whether and how it makes sense to unify them
15:31:40  <Yho> Yes, I have seen the thread and it basically stopped at what to do with the room left after deleting to "go to" button.
15:31:47  <frosch123> i gave up when comparing the vehicles gui with the other guis :p
15:32:14  <Yho> There was a quite consistent list of affected windows, maybe there are some new but this work is mostly done
15:33:02  <Samu> dbg: [script] [0] [E] ERROR: vehicleCapacity == 0 for vehicle Ship 2,189, cargo: GOOD dbg: [script] [0] [W] WARNING: Connection this belongs to: From: Denfingbridge Sawmill to Wranpool carrying: GOOD dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S]  dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
15:33:08  <Samu> similar problem
15:33:34  <Milek7> what function makes buttons greyed out?
15:33:54  <Samu> ship 2189 is a oil tanker
15:34:35  <Wolf01> SetWidgetsDisabledState(condition, button, button,...)
15:34:38  <frosch123> something "disable" something
15:35:29  <Milek7> ok, thanks
15:38:05  <Samu> so slow, trying to open a log file of 700 MB
15:38:12  <Milek7> less
15:41:08  <Yho> I can't find where the widgets common to all windows are added (WWT_CLOSEBOX, WWT_CAPTION...). They are all mentioned in "window.cpp" but I can't find them in the initialization functions
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15:41:58  <Alberth> they are in the window definition data afaik
15:41:59  <frosch123> Yho: the "common to all windows" is a lie :)
15:42:33  <frosch123> "static const NWidgetPart _nested_vehicle_view_widgets[]" <- for example, that defines the vehicle gui
15:42:48  <frosch123> it also contains the "common" buttons
15:43:05  <frosch123> i think for every of the "common" buttons there is a window, which does not have it :)
15:43:09  <Samu> NoNoCAB - v2, 1st Nov 1972 found last month alive, uploading to forum
15:44:29  <Yho> I have not looked at all the different windows but don't they inherit the base Window struct with these common widgets ?
15:44:54  <frosch123> window layout is not subject to object interitance
15:44:55  <Wormnest> thanks IÂŽll have a look at it later tonight
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15:45:43  <frosch123> Yho: just take a look at some specific window :)
15:47:14  <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75030&p=1173208#p1173208
15:48:36  <Samu> let me check the other running nonocabs
15:49:28  <Samu> im surprised notepad can open 1 GB txt files
15:49:41  <Samu> notepad++ can't
15:50:37  <Samu> nonocab trains is stuck, trying to sell a train but he's jammed
15:50:54  <Samu> script is not crashed however, and it's still doing saves
15:50:59  <Milek7> CompanyMask company_avail;  ///< Bit for each company whether the engine is available for that company.
15:51:01  <Milek7> what?
15:51:05  <Milek7> is it even used?
15:52:02  <Samu> nonocab NPF ships is also stuck, trying to send a ship to a depot, npf screwed, i reported this the other day
15:52:40  <Samu> nonocab Original ships is running fine, no issues
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15:56:04  <Samu> nonocab original ships with 3000 ships is beating nocab npf ships with 5000
15:56:09  <Samu> really nice improvement
15:56:32  <Samu> £216M > £85M
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15:59:35  <Eddi|zuHause> yes, when one company got the preview, only one of the bits is set
15:59:50  <Eddi|zuHause> after the preview ends, all bits are set
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16:00:11  <Eddi|zuHause> and when the engine retires, all bits are cleared again, i think.
16:03:16  <Milek7> ouch
16:03:18  <Milek7> stupid
16:03:34  <Eddi|zuHause> why?
16:04:04  <Milek7> afaik only one company can have preview, so why not store only company id? (and 0 for no companies and eg COMPANY_INVALID for all companies)
16:05:14  <Samu> company 0 is company #1
16:05:22  <Eddi|zuHause> because an additional NO_COMPANY and ALL_COMPANIES enum value is even worse?
16:06:21  <Alberth> Milek7: what if the first company turns the offer down? Where do you store it does not want it, so you don't ask it again?
16:07:08  <Milek7> ouch
16:07:18  <Milek7> in vector
16:07:27  <Alberth> ie a bitset?
16:07:37  <Alberth> as in, an integer with bits?  :)
16:07:43  <Milek7> no, list of company ids
16:07:58  <Eddi|zuHause> because that is more efficient or what?
16:08:33  <Milek7> no
16:08:41  <Milek7> i don't like bitmasks :D
16:08:50  <Eddi|zuHause> i think you're trying to optimize a thing that doesn't need optimizing
16:09:12  <Milek7> no, no optimizing
16:09:20  <Milek7> but playing with more than 15 companies
16:09:30  <frosch123> Eddi|zuHause: he is extending something that does not need extending :p
16:09:41  <Eddi|zuHause> Milek7: you can just make a bitmask bigger...
16:09:46  <Eddi|zuHause> 32, 64, whatever...
16:09:56  <frosch123> Eddi|zuHause: std::bitmask :p
16:10:18  <Eddi|zuHause> frosch123: i have no idea about all these fancy new stuffs :p
16:11:10  <frosch123> what was that point in time called, when something is more than half as old as the thing it replaced?
16:11:42  <frosch123> like cvs being 1990, svn being 2000, git/hg being 2005
16:11:42  <Eddi|zuHause> neither have i any idea what you mean nor any idea what the word could be...
16:12:03  <frosch123> that word appeared a few times on xkcd
16:12:18  <Yho> (Isn't it called std::bitset ? I just spent 5 minutes searching it, not bitmask found)
16:12:38  <frosch123> Yho: possible :)
16:12:43  <frosch123> i think i only used it once
16:12:48  <frosch123> i think even in ottd
16:12:56  <Eddi|zuHause> you mean like "wanna feel old? movie <X> came out closer to your date of birth than to today"
16:13:28  <frosch123> yeah, except i don't care about movies
16:13:44  <frosch123> my favorite movies are older than me :p
16:14:02  <Eddi|zuHause> you're now out of school for longer time than you were in school :p
16:14:23  <frosch123> i am not that old
16:14:54  <Eddi|zuHause> you probably were in school for 13 years, instead of 12 like normal people :p
16:15:30  <frosch123> well, i added university :)
16:15:54  <Eddi|zuHause> well, i've been in university for friggin forever, so that's gonna take a while :p
16:16:16  <frosch123> so, you have been longer in university than in school? :)
16:16:24  <Eddi|zuHause> i think so
16:16:33  <Eddi|zuHause> not sure
16:16:40  <Eddi|zuHause> too lazy to do the math
16:16:41  <frosch123> did you party your silver immatriculation?
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16:19:05  <Eddi|zuHause> so, this random piece of paper i grabbed said i was in the 25ths semester
16:19:50  <frosch123> so you barely missed silver?
16:20:06  <Eddi|zuHause> so it's half a year more than school, anyway
16:35:48  <Yho> So I now understand how widgets are added to the different windows. But considering there is something like 3 type of windows, isn't that an example of code duplication that could be avoided ? There could be 3 base window types with 3 base layouts and then each window would only add widget to this layout.
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16:43:07  <andythenorth> what goes in these silly barrels then?
16:45:10  <Eddi|zuHause> beer.
16:45:15  <Eddi|zuHause> oil.
16:45:21  <Eddi|zuHause> don't confuse the two
16:45:28  <Eddi|zuHause> especially if you're swedish.
16:46:03  <Eddi|zuHause> (or norwegian, or danish)
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16:48:10  <andythenorth> milk
16:48:12  <andythenorth> chemicals
16:48:14  <andythenorth> blah
16:48:34  <Eddi|zuHause> just anything that is liquid, really
16:49:09  <andythenorth> I might add that code to find class of unknown cargos
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16:51:20  <frosch123> grain
16:51:33  <frosch123> cocoa
16:51:36  <frosch123> cassava
16:51:39  <frosch123> coffee
16:52:19  <frosch123> basically all clean bulk
16:52:59  <Eddi|zuHause> i don't think there's a cargo class for that :p
16:53:23  <frosch123> there is covered/sheltered or something
16:53:37  <Eddi|zuHause> did we add the "pourable" class?
16:53:52  <frosch123> likely
16:57:26  <andythenorth> orange juice
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17:04:06  <Milek7> there is good reason for the 15 companies limit?
17:04:25  <Milek7> hacked some lines and it seems that more companies work
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17:07:30  <Eddi|zuHause> until you find that company 17 builds a road which is owned by company 2 afterwards
17:09:15  <Eddi|zuHause> (and that's only if you're lucky. if you're unlucky it changes a load more things)
17:09:48  <andythenorth> what, bytes overflow? :o
17:09:50  * andythenorth is shocked
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17:13:22  <andythenorth> gah
17:13:42  <andythenorth> a vehicle will accept station refit orders for cargos it can’t refit to
17:14:16  <Eddi|zuHause> can't fix that.
17:14:19  <Yho> I have compiled a modified openttd for the first time. And it works !
17:15:14  <Milek7> Eddi|zuHause: can't reproduce
17:15:16  <Eddi|zuHause> andythenorth: make it so it throws an error if the vehicle arrives at a station with an invalid refit order, if "check timetables" is enabled
17:15:45  <Milek7> i built rail with companies 1-15 and 20-30
17:15:55  <Milek7> and it seems to show owner correctly
17:16:07  <Eddi|zuHause> Milek7: an road? and tram? and bus station?
17:16:11  <andythenorth> meh
17:16:17  <Milek7> railway
17:16:18  <andythenorth> vehicle should not accept orders it can’t fulfill
17:16:25  <andythenorth> basic flawed design
17:16:52  <Eddi|zuHause> andythenorth: it's not flawed. it might even be desired...
17:17:04  <andythenorth> what is the upside?
17:17:13  <andythenorth> "I see no method here”
17:17:49  <Eddi|zuHause> andythenorth: still it's unfixable because you cannot check which cargo it could refit to
17:18:01  <Eddi|zuHause> because that can change untill it arrives
17:18:17  <andythenorth> it’s only unfixable within current spec
17:18:19  <andythenorth> spec is broken
17:18:33  <Eddi|zuHause> andythenorth: you might want only half the vehicles be refittable at all
17:18:50  <andythenorth> why?
17:18:57  <Eddi|zuHause> like 1/3 vehicles fixed for ore, 1/3 for coal, and 1/3 flexible
17:19:08  <andythenorth> I don’t understand :)
17:19:19  <Eddi|zuHause> so only the 1/3 is used for load balancing, and the other two 1/3 are for guaranteed transport
17:19:25  <andythenorth> I can’t see past the broken orders tbh
17:19:29  <andythenorth> blinkered
17:19:42  <Eddi|zuHause> you should have no business with orders.
17:19:53  <Eddi|zuHause> i command you to ignore orders.
17:20:00  <Eddi|zuHause> these are not the orders that you seek.
17:20:18  <Alkel_U3> Even the first order?
17:20:59  <andythenorth> I can’t understand why we allow newgrf to break gameplay so trivially
17:21:20  <andythenorth> obv. there are other ways, like setting power to 0, but that requires newgrf author to be a malactor
17:22:24  <Eddi|zuHause> i still can't see how any gameplay is "broken"...
17:22:42  <Eddi|zuHause> people "break" their games with wrong use of signals way quicker
17:24:24  <andythenorth> vehicle sits in station, trying to refit to a cargo it can’t refit to?
17:24:38  <andythenorth> seems broken to me :|
17:24:47  <andythenorth> just because there are other cases doesn’t make this one right
17:25:37  <Eddi|zuHause> still nothing "broken"...
17:25:55  <andythenorth> ok
17:26:06  <Eddi|zuHause> industry closes, vehicle waits for cargo that is never produced... same thing.
17:26:09  <andythenorth> so why don’t we remove the guard on routing articulated RVs to drive in stops?
17:26:22  <andythenorth> why don’t we remove the guard on routing trams to RV stops?
17:26:38  <Eddi|zuHause> because we tried that and it lead to loads of support requests
17:27:06  <andythenorth> this is a support request :P
17:27:15  <andythenorth> I could file it 10 times with a sock puppet? o_O
17:27:24  <Eddi|zuHause> no, it's you overthinking something
17:28:04  <andythenorth> I don’t think it’s any different to articulated RVs
17:30:19  <andythenorth> I’m still confused
17:30:35  <andythenorth> why is it required that a vehicle can be assigned invalid orders?
17:31:08  <Eddi|zuHause> it's not. but you can't know whether an order is invalid
17:32:07  <andythenorth> only because of silly newgrf cb
17:32:14  <andythenorth> which shouldn’t exist
17:44:37  <andythenorth> Polar Bear for a ship set?
17:44:46  <andythenorth> probably makes no sense :P
17:53:29  <Alberth> only for polar ships :)
17:53:51  <Alberth> ice breakers and stuff :)
17:54:09  <Alberth> unfortunately, no ice in OpenTTD :p
17:55:14  <Eddi|zuHause> it could be the HEQS of ships... :p
17:55:30  <Eddi|zuHause> things that nobody should need
17:55:40  <Eddi|zuHause> but would spice it up a little
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18:11:31  <andythenorth> Sealion?
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18:26:15  <Alkel_U3> Sea Horse? As a counterpart to Iron Horse? :-)
18:29:57  <andythenorth> fair
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18:52:08  <Milek7> how to compile with debugging symbols?
18:53:41  <Eddi|zuHause> ./configure --enable-debug or something like that
18:53:47  <glx> platform ?
18:54:14  <Sylf> ./configure --help | grep debug
18:54:31  <Eddi|zuHause> the problem i always had with this is that debug mode changes other thing (like shift/tab)
18:54:42  <Eddi|zuHause> there should just be a no stripping mode
18:54:52  <Eddi|zuHause> that otherwise behaves the same as release
18:55:07  <glx> debug mode enables cheat shortucts too :)
18:55:23  <Eddi|zuHause> yeah, alt+0 :p
18:55:52  <Eddi|zuHause> (i don't think i ever used that)
18:58:53  <Wormnest> Can a vehicle group ID be negative?
18:59:44  <Eddi|zuHause> where does that matter?
18:59:59  <Eddi|zuHause> do you make operations on it?
19:02:41  <Wormnest> Well the code initializes it to -1 and I seem to be getting vehicles in the wrong group in rare occasions
19:03:16  <Wormnest> IÂŽm guessing noCAB assumed -1 is invalid
19:03:22  <Eddi|zuHause> -1 should be invalid
19:03:37  <Eddi|zuHause> that's how it works in most other places
19:04:29  <glx> -1 is easier to write than many F ;)
19:04:41  <Eddi|zuHause> still you shouldn't really perform any operations other than "are these two equal?" on an ID
19:04:42  <Wormnest> ThatÂŽs what I thought I guess I need to look further for the place of the error then
19:05:26  <glx> but a group ID is generally unsigned
19:05:40  <Wormnest> Well it checks if it is a valid group id and if not valid creates a new group id
19:06:48  <Milek7> where Company::Get is defined?
19:06:49  <Wormnest> IÂŽll change initialization to AIGroup.GROUP_INVALID just to be sure
19:07:10  <Milek7> i should use some editor with "Go to declaration" function
19:07:18  <Eddi|zuHause> that helps.
19:07:24  <Eddi|zuHause> or learn some grep magic
19:07:31  <Eddi|zuHause> oldschool-way
19:08:00  <Eddi|zuHause> anyway, "declaration" and "definition" are two different things
19:08:02  <glx> hmm I think Company::Get is not defined in Company but in the parent
19:08:18  <glx> something related to pools
19:09:32  <Alberth> iirc conversion of integer to the object
19:21:09  <Samu> nonocab reached 5000 ships at last
19:21:23  <Samu> there's some ships with no orders
19:21:38  <Samu> maybe oil rigs closed, they're around oil rigs
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19:30:36  * andythenorth had better fix trams next :P
19:37:02  <Milek7> btw. anybody have ipv6? :>
19:38:00  <Wormnest> IÂŽve made some fixes to ship order handling but no orders shouldnt happen
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20:11:16  <Milek7> hmm
20:11:45  <Milek7> terrain generator have hardcoded 0x10 as OWNER_NONE?
20:15:56  <Eddi|zuHause> there's also an OWNER_TOWN
20:16:19  <Eddi|zuHause> and sometimes it's stuffed in a way where the ID of one is used instead of the other
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20:34:55  <Milek7> meh
20:34:59  <Milek7> no more than 27 companies
20:43:08  <Eddi|zuHause> what a strange number...
20:45:10  <Eddi|zuHause> honestly, if i'm sitting here having to explain to random people once a month why the companies are limited to <X> and not any other number, i'd much rather have it be 15 than 27
20:45:39  <Milek7> 32 - OWNER_TOWN - OWNER_NONE - OWNER_WATER - OWNER_DEITY - OWNER_END
20:45:54  <Milek7> maybe OWNER_END is not necessary
20:45:59  <Alberth> owner_end?
20:46:16  <Eddi|zuHause> OWNER_END is certainly not a valid owner
20:46:42  <ST2> when they got assassinated :P
20:46:58  <Alberth> :)
20:47:38  <Eddi|zuHause> ST2: it's usually used in for-loops. for (i=WHATEVER_BEGIN; i<WHATEVER_END; i++) {...}
20:48:14  <ST2> gotta love the "WHATEVER_END" xD
20:48:24  <ST2> anyway, was onlu lurking around ;)
20:48:28  <ST2> only*
20:48:58  <Eddi|zuHause> but still, that means that (usually) WHATEVER_END is one higher than the highest valid entry
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21:05:30  <Milek7> cp: Text file busy
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21:06:18  <Milek7> i always thought that on unix it is possible to replace running executable
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21:15:33  <Eddi|zuHause> sometimes
21:19:12  <Milek7> something sets company_avail to 0xFFFF
21:19:29  <Eddi|zuHause> that's "invalid"
21:19:35  <Milek7> no
21:19:41  <Milek7> it is bitmask field
21:19:53  <Milek7> but all code i can see sets it to -1
21:20:15  <Eddi|zuHause> -1 is 0xFF...F
21:20:28  <Eddi|zuHause> for whatever bitwidth your variable has
21:20:36  <Milek7> yes
21:20:50  <Milek7> but i changed company_avail size to uint32
21:21:01  <Milek7> and something still set it at 0xffff
21:21:29  <Eddi|zuHause> then it gets cropped by copying it into a smaller variable
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21:25:29  <Milek7> ok, it is set to 0xffff by afterload.cpp
21:25:55  <Milek7> there was only 8 companies before?
21:26:01  <Eddi|zuHause> yes
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21:40:37  <Milek7> hm
21:40:42  <Milek7> bit 7 in m1 is unused?
21:43:21  <glx> not for all tiles IIRC
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21:45:54  <Milek7> html table in docs says that it is used in industries
21:46:05  <Milek7> but there bit 4 is unused
21:46:08  <Milek7> why so strange?
21:46:30  <glx> it's used for stations too
21:47:52  <Milek7> so docs/landscape.html is outdated?
21:48:10  <glx> https://git.openttd.org/?p=trunk.git;a=blob_plain;f=docs/landscape_grid.html;hb=HEAD
21:49:50  <Milek7> rail station m1 bit 7 is marked as free
21:51:39  <glx> oh I was looking at m7 :)
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22:01:18  <Milek7> and there is free 0 and 1 bits in m6
22:01:23  <Milek7> so much place for extra companies :D
22:11:57  <Milek7> why there is Tile and ExtendedTile struct?
22:12:05  <Milek7> *TileExtended
22:26:05  <Eddi|zuHause> hysterical raisins
22:26:45  <Eddi|zuHause> Tile was to be extended by 1 byte, but that would have meant poor alignment for 64bit machines
22:26:57  <Eddi|zuHause> so the extra byte got its own array, so it could be packed better
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22:27:45  <Eddi|zuHause> tile was 64 bits, so an extra byte would make that 72 bits, but alignment restrictions would have blown that up to 128 bits
22:27:53  <Eddi|zuHause> most of which would have been unused
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22:34:01  <Milek7> and with seperate structure it is packed diffirently?
22:34:04  <Milek7> strange
22:46:07  <Wolf01> 'night
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23:53:53  <Samu> nonocab trains finished, updated topic
23:54:12  <Samu> nonocab npf ships also finished

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