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00:03:32 <andythenorth> yeah bed 00:03:32 *** andythenorth has left #openttd 00:04:27 <Samu> looking at my cargomonitor fix 00:04:34 <Samu> it's a svn patch 00:04:37 <Samu> fails to patch :( 00:04:45 <Samu> failed hunk 00:04:47 <peter1138> patch -p0 00:04:54 <Samu> no, it's a conflict 00:05:01 <peter1138> Oh, well that's not a surprise. 00:05:17 <Samu> conflicts with something in industry 00:05:28 <Samu> gonna try resolve 00:09:49 <Samu> wow... DeliverGoodsToIndustry has gone through massive changes 00:10:56 <Samu> or maybe not, I'm blind 00:11:58 <Samu> ind->last_cargo_accepted_at[cargo_index] = _date; this line didn't exist at the time I made the patch, must check what it does 00:12:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y 00:14:52 <Samu> https://github.com/OpenTTD/OpenTTD/blame/0749a291c4941511744e82a315ee34d96e053fb1/src/economy.cpp#L1065 00:14:58 <Samu> 6 months ago, heh 00:17:00 <peter1138> That's what I mean about a not very used feature :p 00:18:55 <Samu> Date last_cargo_accepted_at[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry 00:19:11 <Samu> okay, it's not related to cargo monitor 00:19:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7174: Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch. https://git.io/fhSP0 00:19:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7119: Ships turning around pixel alignment https://git.io/fh6oI 00:22:02 <nielsm> okay trying to add AI measurements to the framerate UI 00:22:12 <peter1138> Good luck :D 00:22:15 <Samu> cool 00:22:23 <Samu> I will appreciate 00:22:33 <Samu> if it's done per AI 00:22:39 <nielsm> it is 00:22:41 <Samu> wanna find out who's slowing down 00:22:45 <nielsm> (and also doing gamescript) 00:22:56 <Samu> :) 00:23:04 <Samu> much ty 00:24:28 <Samu> hmm tortoise svn has a different line ending than github desktop 00:24:31 <nielsm> https://0x0.st/zsBg.png 00:24:34 <nielsm> pretty big :P 00:24:59 <peter1138> Oof 00:25:03 <nielsm> I want to add the AI script name to each of them, and only include those that actually have active AI players on 00:25:18 <peter1138> Needs a scrollbar :p 00:26:38 <Samu> looking good 00:26:50 <peter1138> Are they not counted under gameloop? 00:27:04 <Samu> stategameloop 00:27:14 <peter1138> Cos I saw a very high gameloop but the ticks didn't add up 00:28:11 <nielsm> they do count under game loop yes 00:28:22 <peter1138> k 00:39:32 <Samu> Commit message, hmm okay 00:42:06 <Samu> Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to 00:42:10 <Samu> good english? 00:44:25 <Samu> well, uh I'll post it 00:45:43 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhS1x 00:57:18 <nielsm> https://0x0.st/zsMs.jpg 01:01:12 <Samu> Save Game 01:01:19 <Samu> is that AI 1? 01:01:24 <nielsm> yes 01:04:12 <nielsm> uh how do I force recalculation of a window's size... 01:05:30 <Samu> i dont know 01:05:51 <Samu> I worked on ai gui and yet I don't know 01:06:02 <Samu> didn't need to touch window resizes.. 01:07:41 <nielsm> maybe I should use the Matrix widget instead :s 01:10:28 <nielsm> ah, w->ReInit() does it 01:13:09 <glx> yes ReInit() is the right way 01:19:43 <Samu> tried to create a server game and it's hanging 01:20:22 <Samu> master 01:20:51 <Samu> gonna try again 01:21:53 <Samu> it hangs right after generating world, when starting a server 01:22:14 <Samu> gonna try release build 01:24:32 *** Thedarkb-X40 has joined #openttd 01:25:55 <nielsm> hmm I'm getting hanging/infinite loop on "Allow multiple AIs to possibly start in the same tick" 01:26:13 <Samu> oh no :| 01:26:17 <Samu> rip 01:26:46 <Samu> because... ais dont start in that tick in multiplayer 01:26:57 <nielsm> this is not multi 01:27:10 <Samu> weird 01:28:19 <Samu> i dont have a problem in single player 01:28:25 <Samu> gonna try multi 01:28:50 <Samu> hands in multiplayer 01:28:56 <Samu> bah... rip my patch 01:29:04 <Samu> hangs* 01:29:10 <nielsm> ahh, hmm 01:29:34 <nielsm> maybe because I was holding shift (to ffwd) while it tried to send commands to start AI's? 01:29:46 <Samu> gonna investigate 01:29:50 <nielsm> and for some reason that was interpreted as "check costs only" 01:30:44 <nielsm> yep DoComandP sets estimate_only based on local shit key state 01:30:55 <nielsm> so it's probably not safe to use there 01:31:17 <nielsm> anyway, got names on: https://0x0.st/zsMb.png 01:31:42 *** Thedarkb-T60 has quit IRC 01:32:56 <Samu> https://github.com/OpenTTD/OpenTTD/commit/011257dc8804175dd7d1e839e97e796c0a88aee6#diff-a642ac2d124f2c9d89c466a024a6a47eR615 01:33:17 <Samu> this returns true, but queues the command on the server 01:33:41 <Samu> AI CheckStartNext can't be used in a loop then :( 01:33:49 <Samu> can't start them all in the same tick, rip 01:34:18 <nielsm> if you're holding the shift key while that DoCommandP is being called, it does nothing, except pop up an "Estimated cost: £0" box 01:34:22 *** Wormnest has joined #openttd 01:34:38 <Samu> let me make sure my claim is correct 01:34:41 <Samu> brb 01:38:31 <Samu> bah... confirmed NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company); 01:38:37 <Samu> command is queued 01:41:20 <Samu> gonna see 1 tick is enough 01:41:30 <Samu> at least they could start in 15 ticks 01:44:48 <Samu> 1 tick is sufficient 01:53:43 <Samu> ok, i'm making a pr about it 02:01:32 <nielsm> https://github.com/nielsmh/OpenTTD/tree/ai-framerate 02:01:48 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME 02:02:18 <Samu> so now they start in 15 ticks 02:03:09 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz 02:04:49 *** Wormnest has quit IRC 02:09:46 *** nielsm has quit IRC 02:15:46 <Samu> already testing it, really great! 02:27:06 <Samu> yay 02:27:29 <Samu> AroAI is in the red 02:28:13 <Samu> SimpleAI is the one who was creating huge stalls 02:28:18 <Samu> this is simply amazing! 02:28:27 <Samu> i can get right to the problem 02:28:31 <Samu> frame rate window, best window 03:17:06 *** Samu has quit IRC 03:40:13 *** debdog has joined #openttd 03:43:32 *** D-HUND has quit IRC 03:49:55 *** glx has quit IRC 03:53:19 *** Pikka has quit IRC 04:19:49 *** Thedarkb-X40 has quit IRC 04:19:55 *** HerzogDeXtEr1 has quit IRC 05:39:43 *** keoz has joined #openttd 06:32:48 *** andythenorth has joined #openttd 06:37:03 <andythenorth> moin 06:42:19 <peter1138> yes 06:46:05 <andythenorth> that happened 07:05:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't if shift is held, or in multiplayer. https://git.io/fhSyM 07:22:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSSt 07:26:42 *** keoz has quit IRC 07:31:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSSY 07:45:34 *** peter1138 has quit IRC 08:28:56 <LordAro> moin 08:45:20 <andythenorth> o/ 08:47:30 *** Pikka has joined #openttd 08:52:03 <planetmaker> moin 08:57:34 *** Heiki has quit IRC 09:15:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhS9H 09:22:23 <Pikka> boing 09:25:10 <planetmaker> bong 09:26:06 <LordAro> bng 09:31:36 *** peter1138 has joined #openttd 09:31:36 *** ChanServ sets mode: +o peter1138 09:31:46 <peter1138> Lar de dar. 09:32:20 <Eddi|zuHause> Lloret de mar? 09:40:36 *** andythenorth has quit IRC 09:41:29 <peter1138> Well. 10:20:31 *** andythenorth has joined #openttd 10:28:08 <Pikka> well well well 10:28:45 <andythenorth> yes 10:28:47 <andythenorth> well cars 10:28:52 <andythenorth> I should draw them 10:31:49 *** nielsm has joined #openttd 10:34:00 <nielsm> morning 10:38:13 <andythenorth> lo 10:56:05 <andythenorth> so built-in sprite overlays for night mode? o_O 11:01:01 *** HerzogDeXtEr has joined #openttd 11:06:55 *** HerzogDeXtEr has quit IRC 11:08:00 *** HerzogDeXtEr has joined #openttd 11:08:25 *** Speedyn has quit IRC 11:12:20 <peter1138> Built in recolouring? 11:12:42 <peter1138> When it night time? Daily? :P 11:15:50 *** Pikka has quit IRC 11:28:18 <andythenorth> daily :P 11:28:29 <andythenorth> except in arctic 11:28:37 <andythenorth> 6 months day, 6 months night in arctic 11:47:46 <nielsm> lol RailwAI https://0x0.st/zsQn.png 11:48:37 <planetmaker> :) 11:48:49 <planetmaker> Honestly, I might have built similarily. 11:48:58 <planetmaker> Not sure whether tunnel and bridge are different in price 11:49:20 <Eddi|zuHause> bridge has a speed limit, mostly, and blocks town growth more 11:49:59 <Eddi|zuHause> not sure why it made the bridge this long, though 11:57:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y 11:58:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz 11:58:59 <peter1138> I'm impressed it managed to build stuff like that. 11:59:22 <peter1138> I might download an old version just to giggle at the old cheaty AI. 12:03:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhS7h 12:40:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5V 12:42:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5w 13:09:03 <peter1138> Repaint cargo? :/ 13:15:29 <andythenorth> maybe :P 13:15:59 <peter1138> No. 13:18:42 <peter1138> andythenorth, ^^ https://www.tt-forums.net/viewtopic.php?f=26&t=84793 13:19:03 <peter1138> "I've implemented it in seven liveries, created a custom repaint cargo, and implemented dynamic running costs." 13:19:07 <peter1138> That's going to be 'fun' 13:19:28 <andythenorth> people have to try things to learn : 13:19:29 <andythenorth> :) 13:19:46 <andythenorth> I considered dynamic Horse running costs this morning :) 13:19:47 <andythenorth> but no 13:19:53 *** Flygon has quit IRC 13:20:09 <andythenorth> custom repaint cargo :P 13:20:10 <andythenorth> oof 13:24:31 <andythenorth> vehicle groups much peter1138? o_O 13:25:07 <andythenorth> what did we call them? 'variants'? 13:29:35 <peter1138> Variants. 13:29:46 <peter1138> Although I'm not sure it'd work in this case. 13:29:58 <peter1138> I don't anticipate being able to refit between variants. 13:30:57 <peter1138> I wonder if custom fonts are ignored on OS X. 13:32:27 <Eddi|zuHause> what happened to "don't make regearing cargo, because it conflicts with industry sets"? 13:35:25 <peter1138> Maybe instead of making variants different engine IDs we could have a strongly defined list of... er... variants attached to a single vehicle. 13:36:29 <andythenorth> yeah 13:36:31 <peter1138> Instead of "if you refit to this and this subtype, do you get one of these" it'd be "choose from this list, and we set this property on the vehicle" 13:36:39 <andythenorth> I wondered about forcing that they're subtypes 13:36:45 <peter1138> You could use ctrl-click to change in the depot ;p 13:36:49 <andythenorth> I got lost in some whole thing about parents and pointers :P 13:37:03 <andythenorth> then I made horse instead 13:37:13 <andythenorth> ctrl-click :P 13:37:19 *** Samu has joined #openttd 13:37:29 <andythenorth> peter1138: just implement this UI https://dev.openttdcoop.org/attachments/download/9258/vehicle_options.png 13:37:38 <peter1138> Yeah no. 13:37:50 <andythenorth> because ctrl-click is too weird apparently :P 13:38:31 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhSd2 13:38:38 <Samu> hi~ 13:39:38 <andythenorth> well 13:39:51 <andythenorth> setting costs takes fricking ages 13:39:57 <andythenorth> I've been doing this for weeks 13:40:41 <andythenorth> repo says I'm lying, it's 6 days :P 13:44:44 <Samu> i tested the shift key 13:44:51 <Samu> it's also a problem 13:45:13 <Samu> why would do command look whether shift key is pressed down? 13:45:21 <Samu> makes no sense 13:45:32 <Samu> it shouldn't care 13:48:53 <Samu> this would mean, in theory, that no AI company would ever be created if the shift key is pressed down the entire time 13:51:42 <Samu> that's something that's present even before the "start immediately" feature 13:51:46 <Samu> patch 13:51:54 <Samu> how to solve :( 13:52:20 <Eddi|zuHause> youtube is being stupid again... you click on one music video, and all it shows you for weeks is more music videos... 13:52:36 <andythenorth> youtube is stupid 13:52:38 <andythenorth> fixed it :) 13:56:24 <peter1138> Samu, because shift is always "get cost of command" 13:56:34 <peter1138> Samu, it's a bug that it affects that location. 14:00:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSdb 14:00:37 <Samu> _shift_pressed = true 14:00:40 <Samu> pff 14:01:00 <andythenorth> the purpose of building trains in the game is make shitloads of money, right? 14:01:08 <andythenorth> no point trying to nerf them, to make it 'hard' 14:01:12 <andythenorth> ? 14:02:29 *** keoz has joined #openttd 14:02:50 <nielsm> peter1138 yeah I like that fix better, more pinpoint and doesn't effectively revert the previous change 14:09:06 <Samu> can _shift_pressed be turned false during the loop? 14:09:17 <Samu> then turned back true after that? 14:09:36 <nielsm> generally not 14:09:44 <nielsm> it gets set by the video driver 14:09:49 <nielsm> before the video driver calls the game loop 14:10:01 <Samu> hmm 14:13:53 *** octernion has joined #openttd 14:23:45 *** octernion has quit IRC 14:24:11 *** octernion has joined #openttd 14:25:55 <Samu> gonna experiment 14:30:36 <Samu> must detect estimate_only 14:31:00 <Samu> estimate_only is false during the first loop, it's only true when looping on the 2nd time 14:31:08 <Samu> what is happening 14:31:32 <andythenorth> oof 14:34:54 <Samu> bool estimate_only = _shift_pressed && IsLocalCompany() && !_generating_world && !(cmd & CMD_NETWORK_COMMAND) && (cmd & CMD_ID_MASK) != CMD_PAUSE; 14:35:54 <Samu> why estimate_only is false on the first loop 14:36:27 <Samu> _shift_pressed is already true, but something else makes it false 14:36:41 <Samu> makes estimate_only false 14:38:13 <Samu> ah, IsLocalCompany() is false 14:38:56 <Samu> _local_company is 0 14:39:01 <Samu> _current_company is 16 14:39:04 *** andythenorth has left #openttd 14:39:33 <Samu> and on the 2nd loop 14:39:38 <Samu> _local_company is 0 14:39:43 <Samu> _current_company is 0 14:40:52 <nielsm> what I did when triggering the bug was singleplayer, start the game with no AI players, set AI players to 2, set both to have 0 start delay, hold shift until 1st february passed, then the game froze in that loop 14:41:25 <Samu> got stuck estimating the cost of starting an AI 14:42:37 <Samu> gonna try something "different" 14:43:06 <Samu> set _current_company to 16 14:43:18 <Samu> while executing the loop 14:43:33 <Samu> restore current company after the loop is executed 14:44:55 <Samu> so that the command is executed as OWNER_NONE 14:45:06 <Samu> instead of the company you're playing 14:49:29 <Samu> identifier Backup is undefined :( 14:49:45 <peter1138> There's two bugs now. 14:49:54 <Samu> oh? :( 14:50:09 <peter1138> One is that if you are pressing shift, AIs won't start. This was already there. 14:50:29 <peter1138> There is a new bug now though that if you are pressing, OR in multiplayer, the game will now hang. 14:50:45 <peter1138> The comment about "this works in multiplayer" is wrong :p 14:56:58 <peter1138> Samu, even if you worked around the shift bug, it still wouldn't work in multiplayer. 14:57:18 <peter1138> There is a quick fix for the shift bug: _shift_pressed = false. 14:57:25 <peter1138> s/fix/hack/ 14:57:54 <Samu> damn, gist is so bad, why ppl use it 14:58:07 <peter1138> What is it bad at? 14:58:08 <Samu> https://gist.github.com/PeterN/65b472e6ecbda7cd0b1e9576362f4c5b#gistcomment-2827984 14:58:10 <Samu> rofl 14:58:35 <Samu> https://paste.openttdcoop.org/pzbubvo7n much better looking 14:58:37 <peter1138> No, that's nasty. 14:58:51 <LordAro> i think that's you not understanding how markdown works 14:59:07 <peter1138> The diff also doesn't understand what the problem is :/ 15:00:24 <Samu> oh crap forgot to change cur_company to 16 15:00:51 <peter1138> It's easier and simpler just to pretend shift isn't pressed... 15:00:57 <peter1138> Still an ugly hack 15:01:10 <peter1138> Still won't work in MP 15:03:41 <Samu> for multiplayer, I have to think 15:03:49 <Samu> of something else 15:04:04 <peter1138> I can think of a way. 15:04:53 <peter1138> Count how many AIs are due to start, then then send a single command for all of them. 15:06:11 <peter1138> Then the command can internally start *up to* that amount. 15:13:46 <peter1138> https://i.redd.it/cz5k79hpiie21.jpg < 90 degree turns, eh? 15:18:18 <Samu> needs to know in advance which ai it can start next 15:18:24 <Samu> the delay, i mean 15:19:03 <Samu> AI::GetStartNextTime(skip_some) 15:19:07 <Samu> something like that 15:20:51 <peter1138> Not quite "skip_some" 15:30:14 <Eddi|zuHause> slooooow loading 15:31:03 <Eddi|zuHause> plus, is that a "screenshot" made by photo? 15:31:16 <peter1138> Looks lik eit. 15:33:46 *** Wormnest has joined #openttd 15:50:26 *** octernio_ has joined #openttd 15:50:34 *** glx has joined #openttd 15:50:34 *** ChanServ sets mode: +v glx 15:50:53 *** Gja has joined #openttd 15:52:06 *** sla_ro|master has joined #openttd 15:54:26 *** octernion has quit IRC 15:56:30 <Samu> trying the skip method 15:57:48 <Samu> main problem is that return DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); seems to only return true in multiplayer, i wonder if it can actually return a false 16:07:22 <Samu> skip method seems to work 16:07:43 <Samu> at least for the server, unsure about when a client connected to the server 16:07:51 <nielsm> yes.... that's the documented and intended behavior for DoCommandP in multiplayer 16:07:59 <Samu> harder to test 16:08:03 <nielsm> it's async/fire and forget 16:08:15 <nielsm> you can't know if it has succeded until next frame 16:08:22 <nielsm> and you can't block until then 16:12:17 <peter1138> That's why I said what I said above :p 16:12:40 <peter1138> Hmm, here's a thought... 16:12:47 <peter1138> Hmm, no. 16:13:10 <peter1138> This is in the main game loop 16:13:13 <peter1138> All clients run it. 16:13:49 <peter1138> In theory it shouldn't need to be a DoCommandP. 16:15:43 <glx> but only the server can start an AI 16:16:06 <glx> clients only "create" a company 16:16:47 <glx> when they get the server command to do it 16:16:53 <peter1138> Sure. 16:17:43 <peter1138> But if the server knows... 16:17:45 <glx> and it's a DoCommandP because server has to send it 16:18:34 *** andythenorth has joined #openttd 16:24:13 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNY 16:26:30 <glx> anyway even if we can't start all AIs in the same tick but 1 per tick it's still almost immediate 16:27:03 <nielsm> yeah that may as well be simultaneous 16:27:32 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNZ 16:28:26 <peter1138> The other issue is a bit weird too. 16:28:37 <peter1138> Can't start an AI if shift is being pressed. 16:29:01 <glx> because commands check it 16:29:34 <peter1138> Yeah, I know why, but it's clearly unintentional here :) 16:29:41 <glx> I think the cost test is useless fot CMD_COMPANY_CTRL 16:30:02 *** Gabda has joined #openttd 16:30:46 <nielsm> yeah it reproduces for me: start new game with no AIs, go to AI settings and raise to two AIs, configure both AIs to have zero start delay, hold shift when the date turns from january to february 16:31:02 <nielsm> and that occurs since holding shift is the way to ffwd in debug builds 16:31:09 <peter1138> *nod* 16:32:38 <nielsm> checking shift state in DoCommandP seems really wrong to me, on a theoretical level 16:32:52 <nielsm> it should not include an UI concern like that 16:33:07 <peter1138> Normally DoCommandP is called from a UI context. 16:33:21 <glx> it's often called in menus 16:33:33 <peter1138> The server running DoCommandP is very rare. 16:33:35 <glx> or OnClick() 16:35:14 <glx> an enum for CMD_COMPANY_CTRL commands would be nice :) 16:35:38 <glx> I may take a look at that 16:40:34 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME 16:40:37 <Samu> check it out 16:42:38 <peter1138> That looks very misguided. 16:44:29 <glx> oh there is if (cmd_id == CMD_COMPANY_CTRL) { in DoCommandPInternal 16:44:43 <glx> maybe something to abuse 16:48:00 *** octernion has joined #openttd 16:48:00 <glx> hmm no happens after estimate_only check 16:48:49 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNa 16:50:08 <Samu> with this ship thing, i broke single player, I be 16:50:09 <Samu> t 16:50:12 <Samu> skip 16:50:20 <peter1138> It's a terrible idea. 16:50:25 <Samu> ok :) 16:50:27 *** octernio_ has quit IRC 16:53:37 <Samu> } while (AI::GetStartNextTime(_networking ? ++skip : 0) == 0); 16:53:40 <Samu> kek 16:54:11 <peter1138> I think for a quick fix my gist is probably the right way? 16:57:50 <Samu> making a quick fixes to this skip to work in single player 16:58:25 *** Gabda has quit IRC 16:58:32 <Samu> but well 16:58:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME 16:58:52 <Samu> starting in 15 ticks isn't not that bad, it's just not instant 17:00:43 <Samu> I don't know, it should behave similar in both game modes 17:01:19 <Samu> either instant to all, or 15 ticks to all, imo 17:02:11 <glx> maybe we can do something about estimate_only calculation 17:03:36 *** Wormnest has quit IRC 17:05:01 <Samu> that is handled by backup now 17:05:11 <Samu> executes command as OWNER_NONE 17:05:24 <Samu> estimate_only is false 17:05:38 <Samu> no more shift problems 17:05:57 <peter1138> Switching to OWNER_NONE is horrible, BUT 17:06:26 <peter1138> From a networking point of view, you can only execute a command as the company you are. 17:07:09 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF 17:08:02 <glx> better add an exception like for (cmd & CMD_ID_MASK) != CMD_PAUSE; 17:08:10 <peter1138> Yeah 17:10:31 *** Progman has joined #openttd 17:20:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSAm 17:20:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY 17:23:12 <peter1138> Now, there is another question. 17:23:39 <peter1138> Hmm 17:24:17 <peter1138> Something about, as its in the gameloop, would all clients be trying to do a DoCommandP... 17:26:37 <glx> why would they ? 17:29:58 <Samu> i'm getting an assert on the client 17:30:03 <Samu> how to debug clients? 17:30:29 <glx> start client in visual studio 17:30:51 <Samu> it was requested on client side to do AI::Save 17:30:57 <Samu> but there is no ai instance, asserted 17:31:10 <Samu> rip instant AIs 17:31:30 <glx> client should not save AI data 17:31:31 <Samu> --------------------------- Error! --------------------------- Assertion failed at line 281 of d:\openttd\openttd github\openttd\src\ai\ai_core.cpp: c != NULL && c->ai_instance != NULL --------------------------- OK --------------------------- 17:31:33 <glx> it can't 17:31:43 <peter1138> As long as it has no AI config at all, then yeah. 17:32:20 <peter1138> In that case it is an "implicit" check as there's nothing in that flow that says "if networking && !network server" 17:32:44 <Samu> ok running 2 visual studios, :p 17:33:30 <glx> visual studio doesn't like 2 instance of the same solution 17:33:47 <Samu> it will have to 17:36:24 <glx> peter1138: probably no need to protect _networking access with #ifdef 17:36:59 <peter1138> Oh right. Got used to it :/ 17:37:22 <Samu> waiting for february, to see what happens 17:37:31 <glx> I think ENABLE_NETWORK is only needed for network specific functions 17:37:49 <peter1138> #define _networking 0 17:38:10 <peter1138> I wonder 17:38:31 <peter1138> Line 601 is guarded too, already. Hence why I got confused I guess. 17:38:34 <Samu> https://imgur.com/a/ihtBasP weird stuff 17:39:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY 17:39:54 <peter1138> ^^ 17:40:22 <Samu> AIs are clients? 17:40:53 <peter1138> No. 17:41:22 <peter1138> That would be neat though. Have a client that is actually an AI. 17:41:44 <glx> line 601 is guarded because settings.network is empty without ENABLE_NETWORK 17:41:44 <peter1138> You'd get multi-core support, but you'd have to run multiple game instances... 17:41:50 <peter1138> Ahhh 17:42:27 <Samu> why am I not getting a crash now? 17:42:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAX 17:45:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSA9 17:49:07 <Samu> it can't be done 17:49:12 <Samu> or I can't do it 17:49:37 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAF 17:49:39 <Samu> trying to start 1 per tick again 17:49:42 <Samu> brb 17:50:13 <peter1138> You can do 1 per tick easily: don't loop. 17:50:38 *** andythenorth has quit IRC 17:51:14 <peter1138> SimpleAI does a lot of stuff on loading that big savegame. 17:54:22 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz 17:56:30 <Samu> 15 ticks :( 17:56:40 <Samu> better than 74 ticks 17:56:51 <peter1138> Still bet... yeah. 17:57:08 <Samu> @calc 74 * 15 - 1 * 15 17:57:08 <DorpsGek> Samu: 1095 17:57:08 <nielsm> 15 ticks is a fifth of a day, practically nothing 17:57:45 <Samu> what about single player 17:57:52 <Samu> instant or 15 ticks? 17:58:28 <Samu> i'd like instant, but then... it won't do the same as in multiplayer, hmm :( 17:58:34 <peter1138> With my patch it's instant. 17:59:29 <Samu> it's your call, I guess 17:59:59 <Samu> makes single player special 18:00:02 <Samu> hehe 18:00:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSxv 18:01:21 <glx> Extract<> was a good suggestion, but too heavy for this 18:01:31 <peter1138> Samu, you don't need any of that skip bollocks to make it do 1 company per tick. 18:01:45 <glx> the switch already handles all the checks 18:01:46 <peter1138> Samu, you just remove the loop. 18:03:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME 18:03:25 <Samu> no loop 18:03:28 <glx> without the loop it will start 1 company each tick anyway :) 18:04:03 <Samu> there seems to be some weirdiness in multiplayer trying to sync the number of companies anyway 18:04:16 <Samu> when a client joins in the middle of a company start 18:05:08 <Samu> and if that client also starts a company... hmm chaos 18:05:15 <glx> should not 18:05:25 <glx> commands are queued 18:07:04 <Samu> if you think it's ok to have companies start instantly in single player, then go for it 18:07:18 <Samu> disregard my PR 18:07:37 <Samu> if you think it's better to have single player and multiplayer behave the same, then use my PR 18:07:43 <Samu> which starts 1 per tick 18:07:57 <Samu> as for the shift command, i think you're already handling that separately 18:08:05 *** Thedarkb-T60 has joined #openttd 18:08:36 <peter1138> #opcodes before scripts are suspended: 250,000 18:08:45 <peter1138> Holy shit Samu, no wonder this savegame is slow. 18:09:21 <peter1138> And... I can't change it in game :( 18:09:24 <glx> AIs eating CPU 18:09:43 *** Wolf01 has joined #openttd 18:10:00 <Samu> i want them to be the smartest they can 18:10:16 <peter1138> Yeah, but you'll have to deal with it being slow as shit. 18:10:33 <Wolf01> o/ 18:11:15 <peter1138> Why is that not changeable in game, anyway? 18:11:26 <Samu> no idea 18:11:41 <Samu> maybe multiplayer sync issues? 18:11:45 <peter1138> I just removed that flag, changed it. 18:12:17 <peter1138> Well, something still causes a pause. Evaluator stuff? 18:12:38 <Samu> evaluators are usually heavy 18:12:55 <peter1138> I guess they are not opcode limited? :/ 18:13:39 <Samu> they're iterating lists 18:13:48 <Samu> so, it's normal they're heavy 18:14:27 <Samu> but... hmm 18:15:05 <Samu> they're not opcode limited, but they are timed 18:15:08 <Samu> i think 18:15:33 <Samu> if they take too long, the ai is killed 18:15:50 <Samu> that's the impression I get, not really sure 18:16:30 <glx> iterators are internal openttd functions, can't be opcode limited 18:16:41 <glx> IIRC 18:19:44 *** Thedarkb-T60 has quit IRC 18:23:29 <glx> if (ScriptController::GetOpsTillSuspend() < -1000000) { <-- valuate errors when it takes very long time 18:23:55 *** Thedarkb-T60 has joined #openttd 18:25:54 <Samu> nielsm: wouldn't it be better to range from 1-15 rather than 0-14? 18:27:42 *** synchris has joined #openttd 18:31:28 *** andythenorth has joined #openttd 18:31:49 <Wolf01> https://www.youtube.com/watch?v=0HHqZMHRJQ8 new rail set for andythenorth: firerail for arctic climate 18:32:12 <andythenorth> railtype var 18:34:48 <Samu> https://imgur.com/FXI2IrR 0-14 18:36:33 <glx> paxlink seems to do heavy stuff 18:55:07 <andythenorth> yo 18:55:16 *** frosch123 has joined #openttd 18:58:27 *** Compu has joined #openttd 19:14:11 *** octernion has quit IRC 19:15:03 *** gelignite has joined #openttd 19:16:31 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShI 19:18:12 *** octernion has joined #openttd 19:21:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhShm 19:31:35 *** Pikka has joined #openttd 19:33:29 <andythenorth> quick hide :P 19:33:45 <Pikka> very 19:37:43 *** drac_boy has joined #openttd 19:42:24 <peter1138> le dragon horse boy 19:43:22 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShB 19:47:17 <drac_boy> hm I kinda like that .. makes sense people would have high resolution graphic without the teeny texts that follows it 19:51:10 *** Heiki[m] has joined #openttd 19:55:31 *** synchris has quit IRC 19:56:20 <andythenorth> well 19:56:26 <andythenorth> I spent 6 days setting Horse costs 19:56:32 <andythenorth> I _think_ it worked :P 19:56:45 <drac_boy> lot of trials and gametests right andy? :) 19:56:54 <andythenorth> not sure how to explain the cargo_age_period malus though 19:57:00 <andythenorth> bonus is much easier to explain :p 19:57:49 <drac_boy> ah yeah..I wouldn't know how to describe charts either :P 19:59:42 <drac_boy> btw am I thinking that 'horse' as in 'iron horse' right? just want be sure I wasn't thinking of the wrong trainset 20:00:43 *** sla_ro|master has quit IRC 20:01:38 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7133: Graphics glitch with tunnels https://git.io/fhShM 20:01:42 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7136: Sprite sorting issue with FIRS https://git.io/fhShD 20:05:09 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX 20:05:58 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX 20:06:45 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhSh7 20:08:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF 20:10:24 <drac_boy> a few people seem to be busy today :) 20:11:07 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhShN 20:11:53 <LordAro> it's much more obvious nowadays :) 20:12:35 <LordAro> hmm, >40 open PRs again 20:12:54 <drac_boy> mm funny timing for me to recheck on irc then I guess :) 20:14:37 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7170: Update: Changelog https://git.io/fhSVe 20:14:42 <LordAro> someone should review that one 20:16:57 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSjv 20:18:49 <drac_boy> I don't think I'm much help anyhow sorry :) 20:20:41 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhSjf 20:20:52 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhDyC 20:21:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ 20:22:07 <peter1138> LordAro, careful 20:22:21 <peter1138> that should conflcit 20:22:28 <LordAro> see the text :) 20:22:48 <peter1138> Phew., 20:22:56 <peter1138> Still has a green tick in the PR list. 20:23:13 <LordAro> silly github 20:23:21 <LordAro> is #7118 still wip? 20:23:28 <drac_boy> don't you more specifically mean "silly github-ms" :) 20:23:36 <LordAro> not really, no 20:25:23 <peter1138> That is somewhat easier to resolve. 20:25:33 <LordAro> wonder why that is ^^ 20:28:48 <peter1138> Well... :) 20:28:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO 20:28:54 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjO 20:28:58 <peter1138> As if we should keep the number in it :p 20:29:15 <peter1138> Is #7080 better? 20:29:26 <peter1138> It's certainly a lot more code. 20:29:28 <LordAro> i wondered that immediately after i pressed the button 20:30:02 <LordAro> feel free to reopen 20:30:22 *** octernion has quit IRC 20:31:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ 20:31:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y 20:31:32 <peter1138> Gonna run out of savegame versions ;) 20:33:00 <frosch123> more likely than running out of git hashes 20:35:14 <andythenorth> so how to explain cargo aging malus in buy menu? 20:35:21 <andythenorth> "This coach will not pay well on long routes" ?? 20:35:30 <LordAro> frosch123: care to look over #7000 ? 20:35:30 <andythenorth> what is 'long' route? :P 20:35:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro reopened pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO 20:35:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjW 20:36:26 <peter1138> Oh wow, git blame isn't even useful for finding savegame revision order. 20:36:30 <frosch123> LordAro: it's on the list 20:36:46 <LordAro> :) 20:36:46 <frosch123> not sure whether before or after eints-not-committing-invalid strings 20:37:01 <LordAro> ooh, probably after 20:37:09 <LordAro> if there's an actual ordering to these things :p 20:37:11 <peter1138> last year we've done 10 savegame bumps 20:37:13 <frosch123> also newgrf specs 20:37:13 <drac_boy> have fun with git pulls.. going atm 20:37:16 *** drac_boy has left #openttd 20:37:22 <peter1138> before that, 10 savegame bumps takes you back to 2013... 20:37:25 <frosch123> was more added? or just house acceptence? 20:37:32 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSj4 20:39:34 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhSj0 20:39:40 <LordAro> frosch123: #7000 isn't about house acceptance at all ? 20:39:47 <LordAro> railtype stuff 20:40:32 <peter1138> LordAro, i feel like 7005 should be handled by an InvalidateData() call somehow 20:40:52 <frosch123> LordAro: #6872 20:40:57 <LordAro> "The currently selected base graphics set is missing 4 sprites" ogfx needs an update :o 20:41:07 <planetmaker> hm, what is missing? 20:41:15 <LordAro> livery stuff, i think? 20:41:23 <andythenorth> oof, horse has got too realistic :( 20:41:24 <glx> livery group yes 20:41:26 <peter1138> Some icons. 20:41:33 <peter1138> andythenorth, rollback the R. 20:41:36 <planetmaker> don't you say :P 20:41:40 <LordAro> frosch123: that got merged 2 weeks ago :> 20:41:55 <frosch123> LordAro: yes, but noone bothered updating the specs 20:41:57 <andythenorth> I am testing all this cost crap 20:42:00 <LordAro> oh, right 20:42:07 <LordAro> ooh, i see 20:42:16 <frosch123> but, ok, i add "more gui sprites" to the updates :p 20:42:17 <LordAro> i missed your "also newgrf specs" 20:42:17 <andythenorth> and it shows that for freight like coal, there's no need for the 'big' shiny freight engine 20:42:27 <peter1138> :/ 20:42:32 <andythenorth> just run the medium engine, let it go slower, doesn't matter, payment curve is flat :) 20:42:34 <peter1138> LordAro, 7175 no conflicty now 20:42:45 <peter1138> I don't notice missing sprites cos I use the best set ;) 20:42:52 <andythenorth> there are others? :o 20:43:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjg 20:43:14 <frosch123> LordAro: does the fallback to openttd.grf sprites still work? 20:43:16 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y 20:43:36 <LordAro> frosch123: it does 20:43:55 <LordAro> peter1138: i would if i were on linux, but i'm on windows, and i don't do development on windows :p 20:44:02 <LordAro> (except when i do development on windows) 20:44:21 <peter1138> LordAro, I'm on Windows... and I'm using a Linux VM to do development, because, well, Windows... :/ 20:44:44 <peter1138> Hmm, NightGFX, eh 20:45:10 <peter1138> Oh gods, zBase/aBase ... 20:45:12 <peter1138> sadface 20:45:53 <peter1138> Toolbar icons are still too big. 20:46:27 <Pikka> yar 20:46:29 <peter1138> Tile edge glitching... 20:46:40 <peter1138> And non-animated water 20:46:46 <Pikka> :D 20:46:46 *** octernion has joined #openttd 20:46:54 <planetmaker> yes :( 20:47:23 <peter1138> Hmm, with my RGB remaps patch (RGB CC) it's also possible to do RGB remaps of other stuff. 20:47:24 <planetmaker> I'm really sad that 32bpp sprites in a good way are STILL not a thing. Years after they became possible 20:47:37 <peter1138> Means instead of picking ttd colours, you get... any colour. 20:47:47 <planetmaker> you mean night GFX? :D 20:48:05 <peter1138> Heh 20:48:13 <andythenorth> I wondered if we could do night by remapping windows 20:48:17 <peter1138> Dynamic remaps are in it as well, so yeah. 20:48:19 <andythenorth> but I think it needs an overlay 20:48:27 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSjo 20:48:36 <Pikka> planetmaker, working on it :P 20:48:38 <andythenorth> I would probably do night FIRS :P 20:48:50 <andythenorth> totally pointless 20:48:53 <planetmaker> Pikka, I meant as OpenTTD-side colour change ;) 20:48:59 <LordAro> orct2 implemented night mode quite decently, i thought 20:49:01 <Pikka> :D 20:49:06 <peter1138> planetmaker, Pikka means a baseset, I hope :) 20:49:07 <planetmaker> possibly with an extra map similar to animated water 20:49:34 <planetmaker> I hope :) 20:49:42 <LordAro> https://openrct2.org/forums/topic/956-light-sprites-during-night-timeraining/?tab=comments#comment-7182 20:50:10 <peter1138> :o 20:52:02 <LordAro> wait, i think that's a super advanced experimental version - this is what i was originally thinking of https://files.gitter.im/OpenRCT2/OpenRCT2/bBso/blob 20:52:16 <LordAro> which is indeed just changing the palette 20:52:18 <peter1138> Hmm, is there a git config to make commit amends show the current date? 20:53:27 <peter1138> I know supplying --author does it, but I don't remember that all the time. 20:53:58 <LordAro> why do you want the current date? 20:54:30 <peter1138> Sometimes it's more useful. 20:54:55 <peter1138> Oh my, I need to rebase nrt again :) 20:57:27 <peter1138> Well, that was easy. 20:58:02 <LordAro> ^^ 21:02:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 21:03:56 *** gelignite has quit IRC 21:04:55 <peter1138> git is awfully nice and puts the conflicting lines in the correct order, even. 21:07:44 <peter1138> Hmm, I could probably unmerge the old NRT now I've been using git a bit more now. 21:07:47 <peter1138> But... 21:07:47 <peter1138> No :p 21:08:01 <peter1138> -Fix: Warnings. 21:08:02 <peter1138> NIce . 21:08:26 <peter1138> git branch -D road-and-tram-types 21:08:28 <peter1138> Indeed. 21:10:54 *** Gja has quit IRC 21:17:33 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eU 21:30:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eW 21:33:06 <peter1138> I wonder why he did that... 21:34:20 * andythenorth sets freight weight multiplier to 6, big engine starts to win more :P 21:34:32 <peter1138> :D 21:35:53 <andythenorth> I may even have won this :P 21:36:32 <andythenorth> I've kinda normalised costs vs. HP, so you can choose pretty much any train 21:36:38 <andythenorth> but on short routes, small trains win more 21:36:43 <andythenorth> and long routes, big trains win more 21:36:49 <andythenorth> seems to work 21:46:35 *** Thedarkb1-T60 has joined #openttd 21:49:04 *** Thedarkb-T60 has quit IRC 21:49:38 *** tokai|noir has joined #openttd 21:49:38 *** ChanServ sets mode: +v tokai|noir 21:56:34 *** tokai has quit IRC 21:56:39 *** Laedek has quit IRC 21:59:16 *** Laedek has joined #openttd 22:02:03 *** Wormnest has joined #openttd 22:02:13 *** supermop_Home has joined #openttd 22:03:57 *** Eddi|zuHause2 has joined #openttd 22:04:29 <andythenorth> oof can't keep up with github now :) 22:05:06 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7178: Add AI and GS to framerate window https://git.io/fh9vU 22:08:32 *** Eddi|zuHause has quit IRC 22:11:09 <Samu> well, my stuff conflicts 22:11:17 <Samu> it's to be closed, I assume 22:11:23 <Samu> deleting branch 22:13:18 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick closed pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME 22:13:33 <Samu> oh, deleting automatically closes 22:13:37 <Samu> interesting 22:14:02 <LordAro> difficult to merge a branch that doesn't exist 22:14:21 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 opened issue #7181: 4e9e1157 is broken https://git.io/fh9vW 22:14:39 <frosch123> hmm, i expected gh to link that revision 22:14:50 <LordAro> Not in titles 22:15:19 *** nielsm has quit IRC 22:17:47 <glx> it does in commits and comments 22:18:01 <frosch123> i edited the text 22:18:04 <peter1138> It's pretty annoying yes. 22:18:17 <LordAro> i imagine "all tiles" was intended? 22:18:53 <glx> what does the spec says ? 22:19:02 <frosch123> noone wrote a spec 22:19:15 <LordAro> though i don't see how it only applies to the north tile though? looks like it applies at the aircraft's current position 22:19:25 <LordAro> -though 22:19:32 <frosch123> AirportTileAnimationTrigger vs AirportAnimationTrigger 22:19:58 <frosch123> oh, i misread that 22:20:04 <frosch123> yeah, touchdown tile 22:20:09 <peter1138> That's... rather specific. 22:20:33 <peter1138> Did someone want to ... draw tyre smoke or something hideous? 22:20:47 <LordAro> the point of it was the draw tyre marks, iirc 22:21:01 <peter1138> Oh. Oh dear. 22:21:10 <LordAro> https://github.com/OpenTTD/OpenTTD/issues/6334 exactly what the issue says 22:21:20 <LordAro> and apparently it's already part of OGFXAirports? 22:21:22 <andythenorth> it was implemented in OGFX+ Airports 22:21:24 <andythenorth> for some time 22:21:29 <andythenorth> I was about to comment on ticket, but eh 22:22:14 <glx> "The trigger is fired for all tiles of the airport at the same time." 22:22:50 <peter1138> Which documentation in the source says it's for all tiles? 22:22:59 <LordAro> peter1138: the enum 22:23:14 <peter1138> Ah. Copy & pasta? 22:23:34 <peter1138> I do think it's a bit silly but still. 22:23:37 <andythenorth> did we update docs? 22:23:56 <andythenorth> I don't like bureaucracy, but 22:24:09 <andythenorth> we could use a template for newgrf stuff, with some tedious gates 22:24:13 <peter1138> Hmm, yeah, the original request says "fires for all tiles" 22:24:37 <andythenorth> - spec; openttd implementation; nml implementation; reference grf, docs 22:24:48 <LordAro> andythenorth: PR! 22:25:02 <andythenorth> such bureaucracy :D 22:25:06 <peter1138> Ah, in the comments on FS it was changed to be only the landing tile. 22:26:07 <peter1138> So it was original for all tiles 22:26:14 <peter1138> Then changed, but the comment not updated. 22:26:35 <LordAro> andythenorth: though it's unclear from the UI how this is displayed 22:26:51 <LordAro> unclear how this is displayed in the UI* 22:26:57 <andythenorth> :) 22:27:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7181: 4e9e1157 is broken https://git.io/fh9vd 22:28:17 <peter1138> george is a genius. 22:30:00 <andythenorth> so should I malus normal wagons for cargos like food? 22:30:04 <andythenorth> o_O 22:30:10 <andythenorth> what if it's bags of crisps? 22:30:13 <andythenorth> or canned beans? 22:32:41 <Samu> cargomonitor delivering passengers to towns hmm 22:33:58 <Samu> interesting dilema 22:37:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fh9fe 22:39:29 *** andythenorth has quit IRC 22:48:05 *** Wolf01 has quit IRC 22:49:56 *** octernion has quit IRC 23:00:29 <Samu> what happens when i got a station that accepts passengers but the houses that accept them are from 2 towns 23:00:43 <Samu> and the total acceptance from each town doesn't equal 8 23:00:55 <Samu> which towns gets the cargo 23:01:12 <Samu> what is intended for cargomonitor to do in this situation? 23:01:41 <Samu> total acceptance from the houses of each town 23:02:44 <Samu> i also wonder how does cargodist influences cargomonitor 23:03:14 <peter1138> I imagine it doesn't. 23:04:41 <Samu> cargo packets 23:04:43 <Samu> heh 23:05:25 *** frosch123 has quit IRC 23:14:16 *** Progman has quit IRC 23:14:20 *** HerzogDeXtEr has quit IRC 23:14:29 *** keoz has quit IRC 23:16:06 *** Flygon has joined #openttd 23:18:00 <LordAro> interesting, so it seems there's a GH UI for selecting which issue template you want (you can have multiple), but no such UI for PR templates 23:31:13 <Samu> move cargo to station, must read how it works 23:35:31 *** Wormnest has quit IRC 23:45:10 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9fD 23:45:25 *** Thedarkb2-T60 has joined #openttd 23:47:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9f9 23:51:39 *** Thedarkb1-T60 has quit IRC