Log for #openttd on 23rd January 2019:
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00:00:53  <glx> Samu: maybe too late but ^.*STR_AI_CONFIG_HUMAN_PLAYER.*$ should get the whole line
00:02:37  <Samu> yeah, too late
00:07:19  <glx> you used the export scripts ?
00:15:22  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
00:16:20  <Samu> export scripts? no, what is that?
00:17:13  <Samu> Edit > Find and Replace > Replace in Files
00:17:20  <Samu> went here on visual studio
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00:18:18  <glx> I mean squirrel_export and generate_widget
00:18:56  <Samu> no
00:19:01  <Samu> manual edit
00:19:11  <Samu> a long long time ago
00:30:43  <glx> using the scripts I get the same src/script/api changes than your manual edits
00:31:11  <glx> (generate_widget is not runnable in current master)
00:32:53  <glx> but you can run squirrel_export.vbs yourself, it's better to use "cscript squirrel_export.vbs" if you don't want to be assaulted by message boxes in case many changes happen
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02:17:48  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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03:53:23  <DorpsGek_II> [OpenTTD/website] claman commented on issue #25: Many hardcoded URLs
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06:41:06  <peter1138> But "^.*STR_AI_CONFIG_HUMAN_PLAYER.*$" is the same as... "STR_AI_CONFIG_HUMAN_PLAYER" ...
07:02:44  <peter1138> TrueBrain, will there be Linux binaries for nightlies?
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07:36:58  <andythenorth> moin
07:38:37  <Pikka> noim
07:41:04  <andythenorth> :o
07:41:09  <andythenorth> they allowed Pikka back
07:41:23  <Pikka> time off for good behaviour, or something
07:41:27  <andythenorth> how's pineappple land?  40 degreees?
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07:41:31  <andythenorth> 97%?
07:41:42  <Pikka> only 34 today
07:41:50  <Pikka> practically sub-arctic
07:41:55  <andythenorth> dunno if I'm jealous or not
07:42:10  <andythenorth> it's 3 here and dark
07:42:37  <peter1138> -0.3 at the moment.
07:42:50  <andythenorth> ugh
07:43:27  <andythenorth> Pikka: so what's the go? :)
07:43:32  <andythenorth> more politics?
07:43:39  <andythenorth> educashion?
07:44:31  <Pikka> some of each, I think. Internships for uni this year, which could be fun.
07:44:40  <Pikka> also HSTs
07:45:10  <andythenorth> column A, column B
07:45:19  <andythenorth> hmm why did I delete HSTs?
07:45:32  <Pikka> something about mail capacity
07:46:05  <andythenorth> mumble mumble
07:46:17  <Pikka> I didn't put mail capacity in mine, let people use them on coal trains if they want to ;)
07:46:30  <andythenorth> nah, it's because I have an 8/8 pax engine already with ~3000hp
07:46:42  <andythenorth> so a 16/8 HST engine at 4500hp wins nothing
07:46:48  <Pikka> hmmm
07:47:11  <andythenorth> that could change, but pulling that thread....changes everything else :P
07:47:26  <andythenorth> anyone know if Horse is done yet?
07:47:58  <Pikka> yes, adding a delticoid will blunt the HST somewhat
07:48:30  <andythenorth> I could get over my obsession with integer lengths
07:48:38  <andythenorth> and do a 12/8 HST
07:48:40  <andythenorth> meh
07:49:58  <Pikka> eh
07:51:15  <Pikka> at least with real-world vehicles, I can blame redundancy on "realism" :)
07:52:00  <andythenorth> yair
07:52:44  <Pikka> also I decided to be stricter about 20th century, so the Voyager is out and the HST becomes an end-game vehicle :P
07:53:28  * Pikka bbs
07:53:32  <andythenorth> you need more bi-mode :P
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08:18:36  <andythenorth> bbls
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09:00:22  <andythenorth> Pikka bob
09:08:15  <peter1138> Hey Pikka, have you considered not deleting all your website content every couple of months? :/
09:08:47  <andythenorth> serves faster though
09:08:52  <peter1138> True that.
09:11:11  <andythenorth> delete the web
09:11:15  <andythenorth> imagine the speed of it
09:23:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
09:23:10  <peter1138> Super.
09:24:16  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
09:24:45  <peter1138> Azure being shit again :p
09:25:30  <peter1138> anybody knows why  #7077 - my stuff that wasn't build?
09:25:53  <peter1138> I'm sorry Samu.
09:26:31  <andythenorth> super
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09:30:10  <peter1138> Lunch time yet?
09:30:30  <andythenorth> yes
09:32:44  <peter1138> Great.
09:33:52  <peter1138> Hmm, should I crack on with work, or look at #6811? :p
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09:36:32  <Pikka> well
09:36:41  <Pikka> I thought I was going to do something else with the website
09:36:43  <Pikka> but then I didn't
09:37:15  <andythenorth> peter1138: bit of column A, bit of column B?
09:37:16  <Pikka> so I put the previous last post back :)
09:37:22  <andythenorth> how urgent / fun is the work? o_O
09:40:13  <andythenorth> Pikka: signs Horse might be done...
09:40:24  <andythenorth> I spent a day making EMUs go faster if you attach the right engine
09:41:19  <andythenorth>
09:42:04  <Pikka> wasn't there something about redrawing all the steam locomotives? ;)
09:42:12  <andythenorth> oh yes, they're not done
09:42:15  <andythenorth> oof
09:42:33  <andythenorth> also I considered 'brake force', but it turns out Snail already did it
09:42:54  <andythenorth> I even considered....variable running costs :o
09:43:16  <Pikka> :D
09:46:20  * Pikka go make dins
10:11:58  <peter1138> We need brake force in game :/
10:12:19  <peter1138> I just have no idea how to properly implement it :p
10:13:06  <peter1138> Hmm, work out how many tiles it'll take to stop at the current speed, and then reserve those extra tiles. Somehow.
10:13:50  <peter1138> If (reservation length < braking length) try reserving further, else start slowing down
10:13:55  <peter1138> Hmm, that may actually work.
10:14:16  <peter1138> It would also make path signals stay green longer.
10:15:06  <peter1138> Not sure about slopes.
10:16:47  <andythenorth> can we have acceleration (torque) *and* deceleration (brake force)? :P
10:16:56  <peter1138> I'd approve #7085 but Azure hasn't run that either.
10:17:07  <peter1138> andythenorth, please!
10:17:15  <peter1138> andythenorth, but is there a sensible default for torque?
10:17:21  <andythenorth> yeah but no but
10:17:27  <peter1138> Is it currently "infinite"?
10:17:44  <andythenorth> can't remember, let me look in ground_vehicle :P
10:18:00  <peter1138> I think it would be, as it's just mass and max_te.
10:18:07  <peter1138> & power.
10:19:02  <peter1138> Would it be an absolute value or a coefficient?
10:19:07  <andythenorth> coefficient I think
10:19:12  <andythenorth> I looked into real physics of it, but eh
10:19:22  <andythenorth> it just needs to be a bonus / malus for vehicles
10:19:25  <andythenorth> I've tested in-game, and TE factor is pretty pointless
10:19:46  <andythenorth> TE only makes a gameplay difference on slopes where the vehicle is already down near lowest speed
10:19:53  <andythenorth> this is correct physics afaict also
10:22:13  <andythenorth> gameplay result is that given a choice of similar engines, you should always pick the engine with most HP
10:45:23  <peter1138> Our slopes aren't long enough
10:45:37  <peter1138> It makes a difference when a heavy train is on a slope
10:45:58  <peter1138> This is why the freight trains factor exists, to artifically inflate the gradient.
10:46:25  <andythenorth> I tested it quite a bit, it's only a factor at lower speeds
10:46:32  <peter1138> Maybe it would be better to apply to the whole train, not just the weight of freight
10:46:35  <andythenorth> matches the real physics also
10:46:37  <peter1138> Yes
10:46:45  <peter1138> Torque is also such a factor
10:46:49  <andythenorth> once TE is 'enough', HP is the major factor IRL
10:46:50  <andythenorth> BUT
10:46:53  <peter1138> Yes
10:47:00  <andythenorth> real vehicles have limitations like rotation speed of components
10:47:12  <andythenorth> I don't want to model that
10:47:15  <peter1138> That's why we have a max-speed property
10:47:24  <andythenorth> I just want the option to nerf the acceleration of fast trains
10:47:40  <peter1138> So torque to limit acceleration.
10:47:43  <andythenorth> yair
10:47:48  <andythenorth> IC125 accelerates slowly :P
10:47:52  <andythenorth> due to high gearing
10:47:56  <peter1138> If it's a coefficient, what is it a coefficient of?
10:48:19  <andythenorth> dunno, I tried to figure it out, irl the physics equations don't account for it
10:48:24  <peter1138> If it's an absolute value, that kinda makes more sense and easier to fit in.
10:48:39  <andythenorth> because HP is just derived from torque * speed / 5252 or something
10:48:40  * andythenorth looks
10:50:03  <andythenorth>
10:50:07  <andythenorth> Horsepower = (Torque x RPMs) / 5252
10:50:50  <peter1138> Stupid units :p
10:51:04  <peter1138> We don't simulate RPMs of course.
10:51:09  <andythenorth> well we have speed
10:51:28  <andythenorth> which is related to RPMS by pi* r^2 I guess
10:51:29  <peter1138> Should we simulate gearing?
10:51:32  <andythenorth> dunno
10:51:55  <andythenorth> does your 29-er get off the line faster than your BMX?
10:52:02  <andythenorth> given the same peter1138 on the pedals?
10:52:16  <peter1138> Errr
10:52:19  <peter1138> I don't have a BMX.
10:52:29  <peter1138> So I can't tell you.
10:52:37  <peter1138> Probably :p
10:52:55  <andythenorth> I never understood why
10:53:00  <peter1138> Could you simulate gearing by using different max torques at different speeds?
10:53:02  <andythenorth> probs
10:53:08  <andythenorth> I don't understand the IRL maths
10:53:17  <andythenorth> the smaller wheel is easier to spin, but travels less far
10:53:18  <peter1138> I'm not sure that'd work.,
10:53:28  <andythenorth> so why doesn't the maths net out to same result?
10:53:35  <andythenorth> is it because r^2 ?
10:53:36  <peter1138> Because it's not just the wheel.
10:53:39  <andythenorth> where is Eddi|zuHause :P
10:54:16  <andythenorth> isn't work done / time going to come out the same at the end?
11:33:20  <Eddi|zuHause> i'm not sure what you're trying to get here
11:34:29  <andythenorth> 1. understanding
11:34:45  <andythenorth> 2. more ability to differentiate low speed / high speed engines
11:35:53  <Eddi|zuHause> the max rotation speed of the motor comes usually from other factors, so the gear ratio directly translates that into a max vehicle speed
11:36:08  <andythenorth> yes
11:36:42  <andythenorth> those factors aren't captured by f = ma or HP = (torque * rpm) / 5252
11:36:53  <andythenorth> FWIW
11:37:54  <Eddi|zuHause> at low speeds speed is limited by max TE (wheels slipping on the rails), and at higher speeds it is limited by power/speed - friction > 0
11:38:35  <andythenorth> - electric motors produce max torque at stall, and are limited on rotation speed, primarily by back EMF
11:38:49  <andythenorth> - diesel engines produce more torque at higher speeds, but have a fixed RPM range
11:39:06  <andythenorth> - steam engines with cylinders are limited by the rotational speed of the wheel bearing and other motion parts
11:39:51  <andythenorth> so much RL :P
11:40:12  <Eddi|zuHause> that needs a more detailed physics emulation
11:40:36  <andythenorth> well, sticking to 'how does RL work'...
11:40:45  <andythenorth> if an electric motor can deliver 100HP at stall
11:40:53  <Eddi|zuHause> i'm not a physicist
11:40:58  <andythenorth> why does the gearing affect acceleration?
11:41:59  <andythenorth> 2:1 will produce twice the torque of 1:1, but the RPMs will be half
11:42:10  <andythenorth> so distance travelled over time should be equal in both cases
11:43:45  <Eddi|zuHause> iirc it moves the point where power/speed takes over from max TE
11:43:48  <andythenorth> web pages I'm reading say "this isn't intuitive, unless you're newton" :P
11:43:55  <Eddi|zuHause> but i don't remember in which direction
11:44:30  <Eddi|zuHause> but really, i'm not the person to discuss this. if you find one, please show me the results :p
11:45:21  <andythenorth> ha ha
11:45:48  <Eddi|zuHause> i think with diesel engines, you want to reach a minimum RPM as quick as possible
11:46:11  <andythenorth> you want to keep the RPM in the efficient power band, which can be very narrow on large diesels
11:46:32  <andythenorth> it varies a bit by transmission type (hydraulic, mechanical, electrical)
11:46:50  <Eddi|zuHause> with higher gearing, you can reach that RPM quicker, but you lose max speed from the max RPM
11:46:58  <andythenorth> if it's diesel electric, the key factor is rotational speed of the traction motor
11:47:35  <andythenorth> hmm, so IRL, you can put max stall torque through any electric motor, but not for long
11:48:02  <Eddi|zuHause> there's an I^2 t thing with electric motors
11:48:09  <peter1138> Bzzzzz Fizz Boom.
11:48:16  <andythenorth> magic smoke escapes
11:48:54  <Eddi|zuHause> i have no real clue what that does, but it regulates how much current can flow in which timespan
11:49:20  <Eddi|zuHause> which in my limited experience means "if the motor didn't move for 5s, it cuts out"
11:49:24  <andythenorth> there are factors like thermal performance, degradation of the windings
11:49:27  <andythenorth> and risk of flashover
11:49:38  <andythenorth> flashover tends to lead to late arrival of vehicle at destination :P
11:49:53  <Eddi|zuHause> brb
11:49:56  <andythenorth> so lower gearing means you can put max torque through the traction motor for longer
11:50:28  <andythenorth> somewhere in ground_vehicle I want to add 'torque factor' and default it to 1 :P
11:51:12  <peter1138> Hmm, wonder if I can make jenkins do my deployment on tags.
11:51:35  <andythenorth> green light deploy? :P
11:53:17  <peter1138> I don't deploy directly, but it'd be nice to be able to use the build result in jenkins rather than just building locally.
11:53:59  <andythenorth> artefacts?
11:58:22  <andythenorth> so
11:59:18  <andythenorth> force = force * torque_factor :P
12:00:31  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on issue #7042: Use intrinsics for bit twiddling?
12:12:00  <peter1138> Is it a factor or a maximum?
12:12:21  <peter1138> If it's a factor, you might as well just specify a lower power.
12:14:08  <andythenorth> if the power is too low, they don't appear to reach max speed, but yeah
12:14:16  <peter1138> Quite
12:14:41  <andythenorth> don't we have to have enough power to overcome resistance?
12:14:51  <peter1138> Yes.
12:15:03  <peter1138> That's what the kickoff acceleration is about.
12:15:36  <peter1138> Well, that actually means, "err, speed is zero, we can't divide by 0, so just apply max welly"
12:23:02  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:23:56  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:26:01  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:28:18  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
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12:28:30  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:29:41  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:33:41  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
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12:41:55  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:43:11  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:53:17  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:55:04  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
12:58:31  <Eddi|zuHause> andythenorth: i think what you're looking for is a more dynamic calculation of "power", instead of assuming a constant power over all circumstances
12:58:50  <andythenorth> I wonder if it's a torque curve
12:59:05  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z dismissed a review for pull request #7000: Some NewGRF variables concerning railtypes
12:59:06  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7000: Some NewGRF variables concerning railtypes
12:59:14  <andythenorth> literally putting numbers through L160 of ground_vehicle.cpp to see how it works
13:01:28  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes
13:02:15  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:03:53  <Eddi|zuHause> andythenorth: there is two main things to consider: 1) how the power output changes with internal RPM, and 2) how the power output changes by runtime
13:05:08  <andythenorth> I wonder if speed is enough of a proxy
13:05:36  <andythenorth> currently all vehicles will develop max power at low speed
13:05:55  <andythenorth> but depending on transmission characteristics, that's not the case for all RL vehicles
13:09:54  <peter1138> It's okay for electrics, but not diesels. I have no idea about steam.
13:11:52  <Eddi|zuHause> CI not working again?
13:12:14  <peter1138> Indeed :/
13:12:24  <peter1138> TrueBrain, probably hasn't logged in recently enough :/
13:12:29  <peter1138> That requirement is fecking dumb.
13:12:38  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:12:50  <Eddi|zuHause> we really need a bot for that
13:12:59  <andythenorth> mechanical turk :
13:13:21  <andythenorth>
13:13:22  <Eddi|zuHause> one of those birds that flip up and down
13:13:30  <Eddi|zuHause> like in the simpsons
13:16:21  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:17:05  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:17:25  <andythenorth> so...a parametric equation for torque vs speed? :P
13:20:10  <Eddi|zuHause> andythenorth: can you check whether #7000 still works for you? (remember new var number and bitshift)
13:20:25  <andythenorth> yes, but not now :)
13:20:28  <andythenorth> I broke...everything
13:20:57  <peter1138> Putting "rm -rf $PATH" in a Makefile feels dirty.
13:21:21  <andythenorth> what could go wrong?
13:21:23  <Eddi|zuHause> peter1138: "what's the worst thing that can happen"?
13:21:32  <andythenorth> I've seen a video of recursive rm -r
13:22:16  <peter1138> Needs -r because directories, needs -f because it's removing a git clone which by default has files which are not writable.
13:22:28  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:22:36  <peter1138> $PATH comes from mktemp -d
13:23:27  <andythenorth> is it lunch?
13:23:28  <andythenorth> again?
13:23:35  <peter1138> Basically this is: make temp directory, clone release repo into it, delete files, copy current files, add to git, commit to git, make tag, push to git, remove temp directory
13:23:50  <peter1138> andythenorth, again, yes. I already ate, but I have some food left over.
13:23:57  <Eddi|zuHause> there was a case a few years ago where a broken "make install" instead of "rm -rf /path" did "rm -rf / path"
13:24:09  <peter1138> Eddi|zuHause, that's the worry.
13:24:24  <andythenorth> I had pork and rice, now I might have mac and cheese
13:24:28  <andythenorth> just snacks really
13:24:41  <peter1138> I had, um, salad, and a cheese salad roll, and some fruit cake.
13:25:13  <peter1138> I have left 3 items of fruit, and 4 various "bars" of minimal goodness.
13:25:17  <andythenorth> oof I let unit tests use all my CPU cores
13:25:20  <andythenorth> very noisy fan now
13:25:30  <andythenorth> can hear it even with headphones on
13:25:38  <peter1138> Worst is the white chocolate Lion bar.
13:25:42  <andythenorth> wat?
13:26:03  <andythenorth> you have Big Clive level of snacks
13:26:22  <peter1138> I bring them in with my lunch but have stopped eating all of them with lunch. So I have a pile.
13:26:55  <andythenorth> in my office, other people would eat them
13:27:05  <peter1138> They're in my personal drawer, so fuck them.
13:27:17  <peter1138> There is a blueberry muffin the kitchen, free to anyone who dares first.
13:27:27  <peter1138> That's worse than anything in my pile.
13:29:13  <andythenorth> oh yeah here's the thing I made
13:29:25  <andythenorth> both trains left depot at same time
13:29:58  <peter1138> Yeah.
13:30:05  <andythenorth> whatever the reality is
13:30:16  <andythenorth> I want to nerf train 7 a bit, without stopping it reaching max speed
13:30:25  <andythenorth> I don't care about the physics, except to understand it
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13:30:51  <peter1138> Train stats are hard to find. I bet torque is near impossible.
13:31:26  <andythenorth> probs
13:31:55  <peter1138>
13:31:57  <andythenorth> actually, rather than nerfing train 7, I want to get train 6 accelerating faster
13:32:04  <andythenorth> so a bonus
13:32:40  <andythenorth> if train 7 tries to put all it's HP down, it should slip
13:32:47  <andythenorth> IRL
13:33:06  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector
13:33:52  <peter1138> Yeah but max te is quite high.
13:34:26  <peter1138> You could make slopes steeper but I'm assuming you're only using slopes to make the effects more obvious.
13:34:32  <andythenorth> yes
13:34:59  <andythenorth> I tested longer trains to see the effect of max TE, and it really only shows when both trains are on their knees
13:37:12  <andythenorth> what's L161 doing?
13:37:38  <peter1138> It's limiting force to max_te, when accelerating.
13:38:18  <andythenorth> so we can't exceed x kN force
13:38:18  <peter1138> That's pretty much all max_te does.
13:38:22  <peter1138> Yeah.
13:38:37  <andythenorth> ok
13:38:41  * andythenorth does some maths
13:39:13  <andythenorth> ok so train 7 is actually pretty close to being capped by TE
13:39:15  <peter1138> Maybe a possible issue? max_te isn't affected by slopes.
13:39:31  <andythenorth> @calc (3200 * 18) / (50 * 5)
13:39:31  <DorpsGek> andythenorth: 230.4
13:39:44  <andythenorth> max TE on that engine is 235kN
13:39:54  <andythenorth> is force in N or kN?
13:40:11  <peter1138> It says N there
13:40:16  <andythenorth> it does
13:40:32  <peter1138> So resistance goes up because of the slope
13:40:50  <andythenorth> yes
13:41:44  <peter1138> Means max_te is reached with less speed.
13:42:05  <andythenorth> ok max_te is in N apparently
13:42:29  <peter1138> That's what it says :p
13:43:22  <andythenorth> I was reading L61 too :P
13:43:23  <andythenorth>
13:44:13  <peter1138> That's the one that was 1000 * 10 until fairly recently.
13:44:19  <peter1138> IIRC
13:46:11  <peter1138>                 return _settings_game.vehicle.train_slope_steepness;
13:46:18  <peter1138> Oh! That already is a setting. Nice.
13:46:27  <andythenorth> yes
13:46:31  <andythenorth> same for RVs too
13:53:24  <andythenorth> @calc (3000 * 18) / (50 * 5)
13:53:24  <DorpsGek> andythenorth: 216
13:53:46  <peter1138> I think I'll have a kiwi fruit for a snack later.
13:54:04  <peter1138> Yeah.
13:54:08  <andythenorth> happy times
13:54:32  <peter1138> I can't remember how accurate *18/5 is :p
13:54:36  <andythenorth> I think I'll try adjusting "speed * 5" to see if interesting results happen
13:55:05  <andythenorth> it's not supposed to be Trainz, right? :P
13:56:22  <peter1138> It's not a magic equation, it's just a conversion done integerly.
13:58:10  <andythenorth> yup
14:10:30  <andythenorth> well
14:12:53  <andythenorth> I changed the 5 to 1
14:12:54  <andythenorth>
14:12:57  <andythenorth>
14:13:04  <andythenorth> got the desired result
14:13:14  <andythenorth> but it's very 'magic numbers' and specific to 2 trains
14:13:23  <andythenorth> and untested for slope steepness blah blah
14:14:10  <andythenorth> the 65mph train gets to 65mph faster than the 105mph train
14:16:08  <andythenorth> given enough tiles, the 105mph train then passes it
14:16:40  <andythenorth> if they're both capped to 65mph, the 105mph train is worse, even though it has more HP, it loses due to lower TE
14:17:12  <andythenorth> afaict, the main effect is moving the point where force > max TE
14:17:34  <andythenorth> with bonus unknown side effects :(
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14:22:58  <Samu> hi
14:26:59  *** andythenorth has quit IRC
14:27:42  <supermop_work> hello
14:30:21  <Samu> To do:
14:30:21  <Samu> - Use the Dice.png provived by Supermop reflecting a random ai script to replace the newspaper icon.
14:30:26  <Samu> :(
14:30:44  <Samu> i still dont know how to do this
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14:34:15  <supermop_work> hello andythenorth
14:34:29  <andythenorth> yo
14:34:51  <Pikka> yoyo
14:35:40  <andythenorth> walk the dog
14:37:31  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on issue #7042: Use intrinsics for bit twiddling?
14:38:51  <supermop_work> hst looks good Pikka
14:39:17  <Pikka> o/
14:42:34  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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14:44:08  <Samu> Flyspray clean up, so closing thanks. If this offends, discuss in irc, thanks.
14:44:19  <Samu> I am offended,
14:44:21  <Samu> j/k
14:47:04  <peter1138> andythenorth, increase the slope factor instead. Cos *18/5 is based on physics ;p
14:47:50  * andythenorth tries
14:52:58  <andythenorth> slope just nerfs them both :)
14:53:09  <andythenorth> the one with less TE eventually gives up
14:53:15  <andythenorth> before the one with more TE
14:53:42  <andythenorth> but it's 1mph vs about 13mph
14:56:02  <Samu> how do you title Reverses in commit message?
14:56:12  <Samu> "Revert: blah"?
14:56:27  <Samu> wanna avoid commit checker failure
14:57:24  <milek7> Add|Feature|Change|Remove|Codechange|Cleanup|Fix|Revert|Doc|Update|Prepare
14:57:25  <andythenorth> you don't afaik
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14:57:49  <andythenorth> you shouldn't need to have a revert commit, and you can get in a mess doing them
14:58:16  * andythenorth speaks with experience :P
14:58:26  <Samu> Remove seems more fitting
14:58:36  <Samu> it wasn't something that was in master
14:58:48  <Samu> but on my pr
15:00:22  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
15:01:29  <milek7> you probably should squash it
15:02:10  <Samu> it was done in 1 step
15:02:41  <Samu> I'm now removing code, unpatching
15:03:45  <Samu> you know, patching in reverse
15:05:21  <milek7> so you should squash it, adding and removing code back and forth in single PR isn't useful
15:07:00  <Samu> I don't understand
15:07:23  <Samu> the PR was 1 single commit
15:07:28  <Samu> can't squash
15:08:28  <milek7> it's 3 commits now
15:08:46  <Samu> yes, because I'm removing stuff from the initial one
15:09:28  <milek7> so why you don't squash last commit into first?
15:10:03  <Samu> I thought I couldn't do that
15:10:16  <Samu> rebase -i right?
15:10:28  <milek7> yes
15:10:42  <milek7> you can change order here and 'fixup' into previous
15:10:47  <Samu> hmm how am i squashing the 3rd onto first?
15:10:54  <Samu> and leave the 2nd as is
15:11:00  <milek7> 'These lines can be re-ordered; they are executed from top to bottom.'
15:11:12  <Samu> ah, intersting
15:11:23  <Samu> ok, let's see what i can do, brb
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15:17:24  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
15:18:47  <Samu> how do I write strikethrough text
15:22:06  <Samu> i did it
15:28:12  <Samu> this appears to be fixed in 1.8.0
15:28:33  <Samu> when was it fixed
15:28:43  <Samu> what fixed it
15:29:09  <LordAro> are you expecting an answer, or are you unable to read andy's last comment?
15:29:43  <LordAro> learn to use git bisect and find out yourself :p
15:37:48  <Samu> svn r27787
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15:38:52  <Samu>
15:38:55  <Samu> aha, got it
15:43:02  <Samu> andythenorth, I found your answer
15:43:15  <andythenorth> thanks for highlighting me to mention that
15:43:16  <andythenorth> :P
15:43:18  <Samu> to... #6453
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15:44:30  <LordAro> Samu: a comment on the issue itself would've sufficed
15:46:44  <Eddi|zuHause> there are definitely people who are on the wrong side of the von Moltke spectrum
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15:50:26  <andythenorth> well that's knocked me out of flow :P
15:50:34  * andythenorth was deep in enterprise software :P
15:53:00  <planetmaker> so... I spent my day with... this:
15:55:18  <Eddi|zuHause> video doesn't play
15:55:40  <Eddi|zuHause> no compatible format found, or somesuch
15:55:58  <planetmaker> hm
15:56:02  <planetmaker> works for me :P
15:56:14  <milek7> works in vlc
15:56:27  <milek7> ..but what's purpose of that?
15:56:54  <planetmaker> what does it show? :)
15:57:45  <milek7> chain reaction of mouse traps?
15:57:49  <planetmaker> ^^
15:59:06  <Eddi|zuHause> yeah, i could also run it in vlc, but in firefox it's a "nope"
15:59:22  <Samu> interesting, r27787 is already fixed on my PR, but how come
15:59:38  <Samu> rebase does some magic
16:00:07  <andythenorth> what does 'it is already fixed on my PR' mean? :)
16:00:16  <Eddi|zuHause> "Install libavcodec56, libavcodec57, libavcodec58, libavformat56, libavformat57, libavformat58, libavdevice56, libavdevice57, libavdevice58 package from Packman or VLC repository."
16:00:20  <Eddi|zuHause> i might try that
16:00:27  <Samu> it means, I didn't do the fix, but it was carried over to it
16:00:37  <andythenorth> you rebased, no?
16:00:37  <Samu> must have been the rebase
16:01:42  <Eddi|zuHause> hm, i have those already from packman
16:01:58  <Samu> considering the amount of changes i made on ai_gui.cpp, it's surprising
16:02:24  <andythenorth> clearly time for mac + cheese
16:02:30  <andythenorth> and running the tests to see what I broke
16:02:43  <Eddi|zuHause> you think that might fix your keyboard?
16:02:55  <andythenorth> no
16:03:10  <andythenorth> to fix the keyboard I need to pop some keycaps off, mostly the t key this week
16:03:18  <andythenorth> also I need to type better
16:03:25  <Eddi|zuHause> i wouldn't think that cheese would help :p
16:03:42  <andythenorth> 11 tests broken so far
16:04:05  <andythenorth> what could be better? :P
16:04:45  <nielsm> upvote this one please :)
16:06:54  <Samu> TODO: remove all windows closures to test them again and see if they still crash
16:08:02  <Samu> ... because they could have been fixed already without my knowledge
16:09:04  <Eddi|zuHause> installing more stuff didn't help :/
16:09:44  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
16:09:51  <Eddi|zuHause> maybe i need to restart some stuff
16:09:54  <andythenorth> how about....acceleration callback? o_O
16:10:01  <andythenorth> and I do a custom calculation in newgrf?
16:10:01  <Eddi|zuHause> andythenorth: no
16:10:10  <andythenorth> eh is TE in cb36? o_O
16:10:19  <andythenorth> and on what triggers?
16:10:29  <Eddi|zuHause> andythenorth: if it is, it won't be recalculated often enough
16:10:46  <andythenorth> there's probably a feature request about that
16:10:52  <Eddi|zuHause> andythenorth: mostly on station load and railtype change
16:11:35  <andythenorth> it's probably needed for the USSR set, right?
16:11:59  <Eddi|zuHause> andythenorth: using any other condition might be a desync hazard
16:12:15  <andythenorth> ok we'll file that one
16:12:32  <Eddi|zuHause> andythenorth: and calling more often will be a performance hazard
16:12:45  <andythenorth> would be 'interesting' though
16:13:21  <Eddi|zuHause> more like "nightmare"
16:14:34  <andythenorth> wow other people get way more into this
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16:19:31  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:21:03  <nielsm> andythenorth, well if you're claiming to be a simulator of driving trains, you damn better also simulate things correctly
16:21:45  <andythenorth> foamers getting really argumentative in comments here :P
16:21:49  <andythenorth> that's my new train :P
16:22:37  <nielsm> I stopped playing railworks/TS after continually getting fed up with bugs and bad simulation of various things, and heard bad things about TSW as well so haven't tried that at all
16:28:37  <peter1138> Urgh. You follow a guideline for doing something with Jenkins and... none of it is right :/
16:31:57  <Eddi|zuHause> andythenorth: i'm just reading a bunch of "this is fake, and the earth is flat."
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16:40:52  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #6453: Crash: scrolling down list of (none) GS parameters
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16:44:29  <Samu> 2019-01-23T16:37:32.1396664Z ##[warning]src\lang\latvian.txt(3904,0): Warning : String name 'STR_AI_CONFIG_HUMAN_PLAYER' does not exist in master file (warning)
16:44:36  <Samu> i dont get this warning here
16:44:57  <nielsm> you removed a string from english.txt
16:45:06  <nielsm> but did not remove it from all other languages
16:45:13  <Samu> i did, only latvian is complaining
16:45:31  <Samu>
16:46:37  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:46:39  <TrueBrain> <@peter1138> TrueBrain, will there be Linux binaries for nightlies? <- no clue; someone has to make the Dockerfiles for it. Till then, no.
16:46:47  <nielsm> there's no changes to latvian.txt in your branch
16:46:50  <Samu> oh, I do get it now
16:47:05  <Samu> but how come, I cleared it from all of them
16:47:13  <Samu> now it's suddenly back
16:49:33  <Samu> ok, i'll re-remove it
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16:51:25  <Samu> what the heck
16:51:34  <Samu> I don't have that line on my latvian.txt
16:51:39  <Samu> what is going on?
16:52:05  <Samu> ah, found it, nevermind, I'm probably drunk
16:52:17  <Samu> STR_AI_CONFIG_HUMAN_PLAYER                                      :Spēlētājs (cilvēks)
16:52:49  <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #25: Many hardcoded URLs
16:54:45  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
16:58:46  <supermop_work> andythenorth: i feel like those comments sum up all of my experience with uk enthusiasm
17:00:16  <supermop_work> kicking and screaming that near 50 year old trains might get displaced from mainline service
17:01:45  <supermop_work> probably a bit just under the surface about the perceived nationality of the purveyor
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17:07:24  <andythenorth> foamers :)
17:07:47  <andythenorth> OTOH, I was sad that the HST would be gone on GW main line
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17:08:04  <andythenorth> but I went on the new train last week, it's fricking awesome
17:08:22  <andythenorth> only complaint is the interior lighting design
17:08:32  <andythenorth> super-white LED strips
17:12:54  <supermop_work> should dreamliner it
17:13:10  <supermop_work> adjust temperature throughout day
17:13:35  <supermop_work> hst is my favorite train but
17:15:12  <andythenorth> interior is not bad on new one
17:15:19  <andythenorth> seats are spartan, but not bad
17:15:21  <andythenorth> but those lights
17:15:28  <andythenorth> at 06.15 in winter, not wanted
17:17:49  <nielsm> do the seats rotate 180 deg like in shinkansen?
17:22:52  <andythenorth> nope
17:24:16  <nielsm> boo
17:25:20  <nielsm> I guess the personnel required to flip all seats at each end of the line would be too costly
17:25:35  <nielsm> because it's awesome for comfort
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17:35:58  <DorpsGek_II> [OpenTTD/website] claman commented on issue #25: Many hardcoded URLs
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17:37:48  <Borg> it was legendary PikkaBird?
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18:01:36  <Samu> time to crash openttd
18:01:42  <Samu> or not, if it was fixed
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18:02:26  <Wolf01> Moin
18:09:00  <Samu> which window is QUERY_STRING
18:09:17  <Samu> it's been a while
18:09:35  <Samu> is it the one where we manually enter values? cancel/ok?
18:09:49  <glx> yes input box usually
18:10:36  <Samu> ok, in that case, the svr r27787 fix is incomplete, should also close the QUERY_STRING window
18:10:58  <Samu> because when an AI starts, the start_date parameter is no longer editable
18:12:05  <Samu> or maybe, only some query_string windowses should be closed
18:12:12  <Samu> those that are no longer editable
18:12:21  <Samu> depends on parameter
18:13:23  <Samu> Utf8Decode(WChar *c, const char *s) still crashes
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18:15:08  <Samu> DeleteWindowByClass(WC_TEXTFILE); // TODO: this is needed to avoid openttd crash, unless there's another way to manage this window
18:15:21  <Samu> this WC_TEXTFILE
18:15:29  <Samu> crash still present on master
18:16:18  <Samu> Wtf8Decode complains about null pointers
18:17:28  <nielsm> Wtf8? lol
18:17:34  <Samu> i think it's because the text file is switched to nothingness
18:17:47  <Samu> then it tries to decode the nothing and complains about null
18:18:07  <glx> you can check the call stack
18:18:18  <glx> and see exactly what happens
18:18:19  <Samu> if i have the license.txt window open
18:18:35  <Samu> and an AI is switched to another
18:18:39  <Samu> one without license
18:18:46  <Samu> this crash occurs
18:19:05  <Samu> also happens with changelog.txt and readme.txt
18:19:29  <Samu> and if it wasn't fixed here, i guess it is also present on newgrf's similar .txt files
18:20:54  <Samu> my fix is "close before it crashes"
18:20:57  <Samu> not really a fix
18:23:35  <Samu>
18:23:37  <Samu> call stack?
18:24:22  <Samu> if (!HasBit(s[0], 7)) {
18:24:31  <Samu> Exception thrown: read access violation.
18:24:31  <Samu> s was nullptr.
18:26:49  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
18:27:37  <glx> hmm nothing in .notice ?
18:28:47  <Samu> .notice
18:28:50  <Samu> what is that?
18:28:50  <glx> of course +m channel
18:29:08  <glx> was talking about DorpsGek_II
18:29:17  <glx> and #openttd.notice
18:29:26  <Samu> +		s	0x0000000000000000 <NULL>	const char *
18:29:38  <glx> yes s is null
18:29:39  <Samu> the current value of s at that point
18:30:11  <glx> now walk through the call stack to see why
18:32:32  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation …
18:32:53  <Samu> where exactly? I don't know
18:32:55  <glx> ok .notice works now
18:33:26  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation …
18:35:15  <glx> you can double click on call stack lines
18:37:40  <Samu> +		buffer	0x00000023ab6fe970 "AI licence of \x4"	char[2048]
18:37:48  <Samu> what is \x4 ?
18:38:52  <glx> some part of an utf8 encoded character
18:39:36  <glx> you just get a preview of the buffer
18:39:50  <Samu> so, this buffer is null
18:39:58  <Samu> or wait,no
18:40:01  <Samu> the \x4 is null?
18:40:04  <glx> no it's not null
18:40:22  <glx> as it has an address and some content
18:41:40  <Samu> the crash is easy to reproduce
18:41:47  <DorpsGek_II> [OpenTTD/OpenTTD] ale84s opened issue #7087: Presignal not work on long distance
18:41:53  <Samu> select AI, pick AIAI
18:41:56  <Samu> click changelog
18:42:16  <Samu> without closing changelog, select another AI, pick AdmiralAI which has no changelog
18:42:22  <Samu> and it crashes right away
18:42:37  <glx> on master ?
18:42:39  <LordAro> be sure to include which AI versions in your bug report :p
18:42:40  <Samu> yes
18:42:51  <glx> yeah open an issue
18:42:55  <glx> will be easier
18:43:14  <Samu> i opened it some years ago :( it's lost somewhere
18:43:25  <Samu> let me find
18:43:53  <glx> all issues from previous bug tracker are on github
18:44:43  <peter1138> Hi
18:44:46  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation …
18:45:54  <Samu>
18:46:30  <Samu> i better make a new issue
18:46:33  <Samu> that one is getting confusing
18:46:39  <Samu> part of it is fixed, some other part is not
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18:47:39  <LordAro> Samu: yes, looks like aeveral issues in one there, best make a new one
18:52:53  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7088: Crash when changelog.txt, readme.txt, license.txt do not exist
18:56:06  <Samu> the issue reported about newgrf is still valid
18:56:16  <Samu> just crash tested
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19:01:08  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
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19:02:12  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
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19:09:54  <Samu> hmm the newgrf crash is a little bit different
19:09:55  *** supermop_work has quit IRC
19:09:57  <Samu> 	const char *name = GetGRFStringFromGRFText(this->name->text);
19:10:24  <Samu> Exception thrown: read access violation.
19:14:06  <Samu> do i make a new issue for newgrf?
19:15:06  <Samu> name = 0xcccccccccccccccc <Error reading characters of string.>
19:16:47  <Samu> i guess i'll do it anyway
19:21:49  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7089: Crash when Removing NewGRF from Active list
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19:31:26  <LordAro> Samu: i cannot reproduce any crash for #7088
19:31:39  <LordAro> the title of the changelog window changes, but the text stays the same and it doesn't crash
19:37:45  <Samu> really?
19:37:48  <Samu> strange
19:40:01  <Samu> well, i'm not getting a crash
19:40:05  <Samu> what the heck
19:40:17  <Samu> maybe this build is still mine?
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19:41:29  <Samu> sorry, looks like I was testing the wrong build
19:42:28  <Samu> uhm... nop
19:42:33  <Samu> no crash with my build now
19:42:37  <Samu> what the heck
19:43:17  <Samu> are you testing in debug mode?
19:43:23  <Samu> gonna try in release mode
19:43:45  <LordAro> heh
19:44:01  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7089: Crash when Removing NewGRF from Active list
19:44:06  <LordAro> i'm going to go ahead and close the issue, anyway
19:44:09  <Samu> wait
19:44:17  <Samu> i swear im getting a crash somehow
19:44:26  <Samu> maybe only in release mode, let me confirm
19:44:35  <LordAro> if you can reproduce it, remember to upload the crash.* files
19:45:36  <Samu> I can't get this to crash now... why :|
19:45:51  <Samu> I swear it crashed an hour ago, by doing those exact steps
19:46:00  <LordAro> sounds like it wasn't actually a master build :p
19:46:09  <planetmaker> typical heisen-bug ;)
19:47:06  <Samu> ah
19:47:10  <Samu> got it
19:47:20  <Samu> it's not AdmiralAI
19:47:27  <Samu> but actually Random AI
19:47:35  <Samu> switch to Random AI from AIAI
19:48:01  <LordAro> got it
19:48:42  <Samu> cool
19:48:48  <Samu> I wasn't drunk afterall
19:56:04  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7088: Crash when changelog.txt, readme.txt, license.txt do not exist
20:11:08  <glx> btw dmp is only valid for build from the compile farm
20:16:32  <Samu> it's 1.8.0 isn't it?
20:20:25  <glx> anyway crashed here too
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20:32:25  <TrueBrain> yippie, I can now trigger builds from releases; means the website now auto-updates when ever there was a release :)
20:32:55  <TrueBrain> if building it wouldnt fail :D
20:35:18  <TrueBrain> bad gateway .. hmm
20:35:46  <TrueBrain> lol
20:35:48  <TrueBrain> yeah ....
20:35:49  <TrueBrain> lol
20:38:58  <DorpsGek_II> [OpenTTD/binaries-proxy] TrueBrain opened pull request #6: Add: url for health probe, which always returns 200
20:41:53  <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #34: Add: url for health probe, which always returns 200
20:43:35  <DorpsGek_II> [OpenTTD/binaries-proxy] TrueBrain merged pull request #6: Add: url for health probe, which always returns 200
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20:49:03  <DorpsGek_II> [OpenTTD/binaries-proxy] TrueBrain opened pull request #7: Release: 1.0.1
20:49:18  <DorpsGek_II> [OpenTTD/binaries-proxy] TrueBrain merged pull request #7: Release: 1.0.1
20:49:32  <LordAro> so... i can't post comments
20:49:35  <LordAro> that's irritating
20:49:45  <TrueBrain> to what?
20:49:54  <LordAro> github
20:49:55  <LordAro> issues
20:49:59  <TrueBrain> why not?
20:50:07  <LordAro> not sure
20:50:16  <LordAro> "You can't comment at this time."
20:50:20  <TrueBrain> lol
20:50:24  <TrueBrain> to OpenTTD github?
20:50:41  <LordAro> `POST net::ERR_EMPTY_RESPONSE`
20:50:44  <LordAro> yeah
20:51:02  <TrueBrain> okkkaayyyy .....
20:51:05  <TrueBrain> YOU BROKE IT
20:51:09  <LordAro> :(
20:53:20  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #7088: Crash when changelog.txt, readme.txt, license.txt do not exist
20:53:23  <TrueBrain> I can LordAro
20:53:38  <TrueBrain> so sadly, it is a local issue :(
20:53:56  <LordAro> :(
20:54:23  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7088: Crash when changelog.txt, readme.txt, license.txt do not exist
20:54:28  <LordAro> restarted chrome
20:54:30  <LordAro> silly thing
20:55:18  <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #34: Add: url for health probe, which always returns 200
20:55:47  <TrueBrain> and I fixed the proxy :D
20:56:03  <TrueBrain> nasty issue :P
20:56:58  <TrueBrain> only thing I have to think about how to produce a new version of the production container .. as strictly seen you first want that to go to staging
20:57:01  <TrueBrain> validate it works
20:57:09  <TrueBrain> but ... doing that every night is .. euh ... not really cool
20:58:20  <nielsm>  <-- I'm veyr tempted to reply "you should be using path signals" ... :(
20:58:52  <TrueBrain> "add more signals"
20:59:49  <TrueBrain> okay, so I am just going to rebuild production image and roll it out .. but .. how do I know latest tag for production .. hmm
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20:59:51  <TrueBrain> puzzles :D
20:59:55  <TrueBrain> not for this night I guess :)
21:00:50  <TrueBrain> <- FRESH BINARIES (only publishes 2 hours after they were cooked!)
21:01:00  <TrueBrain> tomorrow it will be available around 20:15 CE(S)T :D
21:01:17  <LordAro> :o
21:02:13  <andythenorth> :)
21:03:21  <andythenorth> supermop_work_: so narrow gauge steel mill trains?
21:11:10  <Samu> ah nice find
21:11:26  <Samu> well, slot -1 is the slot for Random AI
21:12:04  <Samu> it doesn't exist and exists at the same time
21:17:46  <Samu> oh wait nvm, wrong window
21:21:08  <Samu> hmm so... random AI needs a name
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21:27:55  <Samu> i have an idea for the name
21:28:46  <Samu> Change(NULL) is fine, it's changing to random ai
21:36:00  <supermop_work_> andythenorth: yes
21:36:27  <andythenorth> industrial trains :P
21:36:38  * andythenorth has whole new idea :P
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21:44:08  <andythenorth> industrial trains don't fit in Horse right now
21:44:19  <andythenorth> because they need to be slower, for larger capacity
21:50:11  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7087: Presignal doesn't work on long distance
21:51:06  <Eddi|zuHause> unfortunately i cannot close tickets
21:51:51  <Eddi|zuHause> andythenorth: i'm pretty sure that ticket can be closed as invalid
21:52:38  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #7087: Presignal doesn't work on long distance
21:52:39  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7087: Presignal doesn't work on long distance
22:05:24  <Samu>
22:05:34  <Samu> ai license of (random)
22:05:44  <Samu> no more crash
22:05:50  <Samu> but still dumb
22:07:00  <Samu> what should it be doing?
22:07:29  <DorpsGek_II> [OpenTTD/OpenTTD] ale84s commented on issue #7087: Presignal doesn't work on long distance
22:19:55  <peter1138> Eh
22:19:59  <peter1138> It are cold
22:20:04  <peter1138> Hmm, only -2
22:20:15  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on issue #7087: Presignal doesn't work on long distance
22:20:47  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7087: Presignal doesn't work on long distance
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22:24:35  <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on issue #7042: Use intrinsics for bit twiddling?
22:25:10  <Samu> error C2440: '=': cannot convert from 'char *' to 'const char'
22:25:30  <Samu> nvm, i solved it
22:28:00  <Samu> char name[1024];
22:28:03  <Samu> how big can names be?
22:28:21  <Samu> i went with 1024, but not sure if that's appropriate
22:31:02  <Samu> does this look correct?
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22:46:36  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7062: Ship pathfinders ignore the max order distance
22:48:02  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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23:09:15  <LordAro> i turned the "Release 1.9.0" project into a milestone
23:09:19  <LordAro> seemed more appropriate
23:10:42  <Eddi|zuHause> "66% complete" seems like a nonsense number :p
23:10:48  <LordAro> :p
23:20:05  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7007: Joining server via shortcut causes freeze
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23:37:31  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
23:45:21  <Samu> i had reported a crash with lzo some years ago that got fixed
23:45:37  <Samu> but maybe it broke something else
23:45:53  <Samu> let me find the fix
23:47:05  <Samu> my report
23:47:33  <Samu>
23:47:36  <Samu> the fix
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