Log for #openttd on 20th February 2019:
Times are UTC Toggle Colours
00:00:09  <Eddi|zuHause> fixing that cargodist mess is probably good for a separate PR
00:00:32  <peter1138> Separate to what?
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00:00:50  <Eddi|zuHause> to all the other PRs
00:01:02  <peter1138> Yes. Why wouldn't it be?
00:01:09  <peter1138> _dp_ isn't Samu :-)
00:01:44  <peter1138>         /* New town doesn't happen very often so recomputing all stations should be fine. */
00:01:50  <Eddi|zuHause> _dp_ has so many names, how can you be sure one of them isn't Samu?
00:01:55  <peter1138> Time to test founding a town in _dp_'s save.
00:02:22  <peter1138> Eddi|zuHause, that would be clever social manipulation.
00:02:36  <peter1138> This one appears to know "a little" more.
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00:04:01  <peter1138> Hmm, how to get the location and size of a town :/
00:04:18  <drac_boy> :)
00:04:30  <peter1138> t->xy + radius?
00:05:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
00:06:08  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
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00:10:59  <peter1138> Yeah, FOR_ALL_STATIONS() { FOR_ALL_TOWNS() { ...
00:11:04  <peter1138> No wonder it sucks.
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01:10:02  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
01:10:28  <Eddi|zuHause> that last change was probably more crazy than the crazy hack :p
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01:11:37  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
01:13:30  <Eddi|zuHause> uhm, was that my force push that broke the build?
01:15:14  <Eddi|zuHause> ah, i think i caught it in some intermediate stage where it was not yet picking up the new one
01:15:51  <Eddi|zuHause> hm... no, weird
01:18:17  <Eddi|zuHause> i can't figure out what's wrong with the build
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01:27:44  <glx> not the first time this error happens
01:29:14  <glx> <-- this one had a similar fail
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01:34:29  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
01:35:15  <Eddi|zuHause> glx: i'm pretty sure it's a race condition between trying to fetch the PR and invalidating the build due to updated PR
01:35:25  <glx> possible
01:35:58  <dwfreed> fun fact, git has a flag to push to avoid accidentally force-pushing over somebody's push you don't know about
01:36:18  <dwfreed> --force-with-lease
01:36:44  <Eddi|zuHause> dwfreed: i'm fairly confident that nobody else pushed to my fork :p
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01:37:24  <glx> indeed commit 9fa29a7ed9c7a3a2dac7a812d84632a0ef9cbe68 seems wrong in the log
01:38:32  <glx> well maybe it was correct, but I can't check since you force pushed again :)
01:39:45  <Eddi|zuHause> there's no 9fa2... in my reflog, so i can't verify that either
01:40:50  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
01:41:18  <peter1138> +575-114 :/
01:42:30  <Eddi|zuHause> 600loc is only like a full week of work :p
01:43:12  <peter1138> 5 days, so yes.
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01:44:30  <Eddi|zuHause> even a bit more, if you assume 10 lines per hour and 8 hours per day
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01:47:11  <Eddi|zuHause> (which comes out at 400 loc)
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02:19:14  <peter1138> I... was going to have an early night. Shit.
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02:36:44  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7254: Codechange: introduce a few unit tests
03:03:22  <supermop_Home_> hmm
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03:14:43  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
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05:40:40  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType
05:45:00  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
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06:43:29  <peter1138> hi
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07:21:38  <andythenorth> yo
07:21:43  <andythenorth> @seen pikka
07:21:43  <DorpsGek> andythenorth: pikka was last seen in #openttd 2 days, 12 hours, 26 minutes, and 58 seconds ago: <Pikka> I guess I got over the idea :P
07:29:04  <andythenorth> shameful
07:29:06  <andythenorth> I have questions :P
07:30:30  <peter1138> Oh no.
07:30:46  <peter1138> nrt working?
07:33:40  <andythenorth> seems to be
07:33:48  <andythenorth> I just tried Eddi|zuHause's river patch though
07:33:58  <andythenorth> game dies on map gen, no meaningful error
07:34:02  <peter1138> Nice.
07:34:04  <andythenorth> how do I increase output level?
07:34:16  <andythenorth> "/bin/sh: line 1: 61123 Illegal instruction: 4  ./openttd"
07:34:18  <andythenorth> is all I get
07:34:34  <peter1138> Oh wow.
07:34:37  <andythenorth> no crash log is written
07:35:21  <andythenorth>
07:36:12  <andythenorth> ./configure
07:36:28  <andythenorth> oops that's not a shell :P
07:43:54  <andythenorth> I bisected, failure introduced here
07:44:03  <andythenorth> looks harmless :o
07:53:25  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7213: Feature: BFS-based river generator
08:00:41  <LordAro> illegal instruction is usually some sort of stack corruption
08:01:10  <LordAro> valgrind will probably find something
08:01:21  <andythenorth> out of my depth :P
08:01:23  <LordAro> but you're right, i don't think it's that commit
08:02:09  <LordAro> install valgrind, run valgrind ./bin/openttd, post output :p
08:13:40  <andythenorth> I think valgrind is broken on macos
08:14:02  <andythenorth>
08:14:24  <andythenorth> maybe I should valgrind valgrind :P
08:19:16  <LordAro> lol
08:19:39  <andythenorth> I feel there's an xkcd for this :P
08:19:58  <LordAro> i have successfully gdb gdb before now
09:18:19  <Eddi|zuHause> that commit "looks" harmless, but it makes the priority queue priorities non-zero more times
09:18:43  <Eddi|zuHause> so if i made mistakes with the priority queue, then they might show more often
09:19:42  <Eddi|zuHause> andythenorth: could uncomment the //DEBUG lines, and show me a log of that?
09:30:11  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
09:30:43  <Eddi|zuHause> andythenorth: try now with "-d misc=9"
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10:01:31  <Eddi|zuHause> valgrind certainly goes crazy on my priority queue
10:02:19  <Eddi|zuHause> ==29258== More than 10000000 total errors detected.  I'm not reporting any more.
10:02:20  <Eddi|zuHause> ==29258== Final error counts will be inaccurate.  Go fix your program!
10:05:13  <peter1138>  :)
10:06:20  <Eddi|zuHause> there's also one in libSDL, i'm ignoring that
10:07:16  <peter1138> Yes, that's known.
10:08:18  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
10:08:31  <Eddi|zuHause> should be better now
10:09:17  <peter1138> Heh
10:10:04  <peter1138> Can I suggest using our codestyle?
10:10:21  <Eddi|zuHause> yes, any particular bit?
10:10:27  <peter1138> Spaces between operators.
10:10:38  <peter1138> if (mode==1) count+=5+(Random()&0xF);
10:10:45  <peter1138> if (mode == 1) count += 5 + (Random() & 0xF);
10:10:50  <Eddi|zuHause> i'm indeed sloppy with that
10:10:52  <peter1138> etc
10:10:59  <peter1138> That's why I mentioned it, yes.
10:11:20  <peter1138> Also, uint &count, not uint& count./
10:11:35  <peter1138> Yeah, and ' *' not '* '
10:12:40  <Eddi|zuHause> i might have picked some of those up from example codes
10:12:55  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
10:13:00  <peter1138> Not from our code.
10:13:08  <peter1138> We had that argument long ago with Tron.
10:13:32  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
10:15:09  <Eddi|zuHause> yes, i remember the argument, i just can never remember the outcome :p
10:16:31  <peter1138> I'm sure there's plenty of existing code in that file to follow if you are in doubt.
10:24:35  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
10:24:48  <andythenorth> still crashing :)
10:24:56  <andythenorth> I'll have to run the debug stuff later
10:25:01  * andythenorth must now cycle to work :P
10:25:31  <peter1138> Yay cycling
10:27:27  <Eddi|zuHause> i think i covered both your points
10:29:39  <Eddi|zuHause> peter1138: unfortunately, there's no examples of using STL types with custom data types in that file :p
10:29:54  <peter1138> Plenty elsewhere? :)
10:30:18  <peter1138> non-rect catchment doesn't use STL anymore :/
10:30:29  <peter1138> I feel that's a bit backwards, but performance.
10:30:44  <peter1138> I could perhaps use std::vector instead of SmallVector.
10:30:54  <peter1138> Or I could let m3henry sort that one out later ;)
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11:00:22  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
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11:06:10  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
11:13:01  <Eddi|zuHause> i'm now unsure if that applies to water border instead of freeform border maps...
11:13:48  <Eddi|zuHause> does std::vector do bounds checking?
11:16:20  <Eddi|zuHause> valgrind doesn't complain with water borders either
11:21:49  <LordAro> Eddi|zuHause: .at() does, [] does not
11:26:19  <Eddi|zuHause> i think i played with it too much, and it turned into DFS again :/
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11:38:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
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11:44:00  <peter1138> git show efaeb275f
11:44:06  <peter1138> Always good for a laugh.
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11:55:26  <m3henry> SPAHS!
11:58:23  <peter1138> Who!
12:01:03  * m3henry decloaks
12:01:36  <Eddi|zuHause> gah... TF crashes on loading the game that worked yesterday :/
12:04:04  <Eddi|zuHause> terminate called after throwing an instance of 'std::system_error'
12:04:06  <Eddi|zuHause>   what():  Resource temporarily unavailable
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12:26:49  <peter1138> Hmm, I need that nearest-town voronoi patch...
12:26:53  <peter1138> Just for visualization :p
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13:04:38  <Eddi|zuHause> huh? "no new process can be started, the system might have reached the maximum number of processes for a user"?!?
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13:31:53  <andythenorth> when I have a PR fetched, can I update it from remote
13:31:54  <andythenorth> ?
13:32:02  <andythenorth> currently I'm doing branch -D and fetching again
13:34:12  <andythenorth> Eddi|zuHause: still crashing hard /bin/sh: line 1: 99496 Illegal instruction: 4  ./openttd
13:34:14  <andythenorth> FWIW :)
13:34:55  <Eddi|zuHause> andythenorth: what's wrong with pull?
13:35:14  <andythenorth> let's find out
13:35:36  <Eddi|zuHause> andythenorth: can you make a log with -d misc=9?
13:35:47  <andythenorth> yeah git branch --set-upstream-to=upstream/pull/7213 7213 isn't valid
13:35:54  <andythenorth> can't pull with no remote :)
13:36:18  <peter1138> git pr 7213
13:36:19  <Eddi|zuHause> git pull remote branch
13:37:41  <andythenorth> what's the branch name for a PR?
13:38:00  <andythenorth> also how much log output do you want?
13:38:06  <andythenorth> most of it is just newgrf scanning :P
13:38:19  <Eddi|zuHause> andythenorth: how up to date are you?
13:38:34  <andythenorth> 9c1a399dce5c9366cd411f7dfcaefe58536f73ab
13:39:11  <andythenorth> current head
13:39:31  <Eddi|zuHause> i'm interested in the lines that look like "dbg: [misc] Tile: 896573 (573, 875); Height: 0; Size: 324"
13:39:45  <Eddi|zuHause> if it doesn't even get to those...
13:40:11  <Eddi|zuHause> then you need to do a debug build and make a backtrace
13:40:50  <andythenorth> after starting map gen, the only 2 relevant lines are
13:40:54  <andythenorth> then it crashes
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13:42:40  <Eddi|zuHause> yeah, it probably crashes in the initialization phase
13:42:47  <andythenorth> so...debug build
13:43:04  <andythenorth> is this going to be some stupid clang problem? :P
13:43:09  <Eddi|zuHause> yes
13:43:46  <Eddi|zuHause> either an STL bug, or me misabusing STL features which just happen to work
13:44:00  * andythenorth wonders what the CI is doing
13:44:11  * andythenorth thinks what the CI isn't doing is starting a game :P
13:44:52  <Eddi|zuHause> add a regression test for running new game creation code?
13:45:09  <Eddi|zuHause> i have no clue how to add a regression test
13:47:11  <andythenorth> well this isn't critical :P
13:47:20  <andythenorth> it's just not possible to give river feedback right now :)
13:47:30  <peter1138> Add asserts.
13:48:39  <Eddi|zuHause> andythenorth: really, i can't do anything before you post a backtrace
13:49:08  <andythenorth> ok let's try that tonight
13:49:10  <Eddi|zuHause> andythenorth: i think this is more critical than you think it is :p
13:49:28  <andythenorth> is enabling a debug build just a flag?
13:49:31  * andythenorth reads readme
13:49:47  <Eddi|zuHause> ./configure --enable-debug=3 or so
13:50:24  <andythenorth> compiling
13:50:45  <Eddi|zuHause> and then make run-gdb
13:51:23  <andythenorth> wish I had more cores :P
13:51:42  <Eddi|zuHause> compiling a debug build should be faster :p
13:51:52  <peter1138> make -j cores*2
13:51:56  <peter1138> Just pretend
13:52:32  * andythenorth installing gdb
13:52:42  <peter1138> cgdb is nice.
13:53:26  <andythenorth> looks like gdb doesn't work on macos :P
13:53:38  <Eddi|zuHause> then find a different debugger :)
13:53:53  <peter1138> Well, the crash should be more informative with a debug build, anyway.
13:54:14  <Eddi|zuHause> there apparently is an LLDB
13:54:16  <andythenorth> seems to be lldb
13:54:38  <peter1138> Hmm, never tried that.
13:54:44  <peter1138> 116MB o_O
13:55:27  <andythenorth> pure guessing here, probably did it wrong
13:55:31  <andythenorth> I never did learn to debug
13:55:38  <andythenorth> not flash, nor python, nor js :P
13:55:42  <andythenorth> I just use prints
13:55:47  <peter1138> bt
13:56:24  <peter1138> It didn't crash there, did it?
13:56:44  <peter1138> Oh, EXC_BAD_ACCESS. Hmm.
13:56:52  <peter1138> Well, bt.
13:57:01  <peter1138> "backtrace" as we call it.
13:57:09  <Eddi|zuHause> yeah "bt"
13:57:24  <peter1138>
13:57:27  <Eddi|zuHause> and then maybe one or more "up" and "l"
13:57:28  <andythenorth> any way to dump to a file?
13:57:33  <andythenorth> or I have to copy from shell?
13:57:46  <peter1138> It's just text, so copy it.
13:57:48  <Eddi|zuHause> it's interactive, hard to do a file
14:00:37  <andythenorth>
14:01:01  <andythenorth> lldb is still open if you need more / different
14:01:16  <Eddi|zuHause> base 10 16 4392
14:01:19  <Eddi|zuHause> @base 10 16 4392
14:01:19  <DorpsGek> Eddi|zuHause: 1128
14:01:51  <Eddi|zuHause> that doesn't look close to the edge, at least
14:02:04  <peter1138> lldb seems a bit shit.
14:02:22  <Eddi|zuHause> most likely it died to recursion depth?
14:02:42  <andythenorth> I can install other debuggers
14:03:04  <Eddi|zuHause> nothing to do with the debugger
14:03:14  <peter1138> Eh, I was just saying :D
14:04:34  <Eddi|zuHause> andythenorth: try a map setting with less water? :p
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14:06:06  <Eddi|zuHause> i could try rewriting the flood fill also with a queue/iterative approach
14:06:19  <Eddi|zuHause> but i don't think there's anything wrong with the code
14:06:26  <andythenorth> Eddi|zuHause: so 128x128 map, 1% water, no crash
14:06:43  <Eddi|zuHause> andythenorth: it might be running into some stack size limit
14:07:13  <andythenorth> do you want me to try other map sizes to tickle it?
14:07:24  <Eddi|zuHause> nah, i think i have enough info
14:07:44  <andythenorth> ok
14:07:54  <andythenorth> river curve sprites are really awful
14:08:03  <andythenorth> I tried to fix that once, then I rage quit ottd for a bit :P
14:08:10  <Eddi|zuHause> i use MB's river graphics
14:11:57  <peter1138> Did we want half-tile rivers?
14:12:01  <peter1138> Or corner-slope rivers?
14:12:11  <Eddi|zuHause> arbitrary-slope-rivers
14:15:42  <Eddi|zuHause> so, here i need "high" water and 130736 deep recursion to hit a crash
14:16:49  <Eddi|zuHause> dunno why andy's system is so strict that it crashes with 4000 deep recursion
14:21:37  <andythenorth> I will draw arbitrary slope sprites :P
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14:25:47  <peter1138> Maybe you want a non-recursive flood fill?
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14:34:03  <Eddi|zuHause> yes, working on that
14:34:10  <supermop_work> andy
14:34:45  <supermop_work> bad feature emus should switch sprites to the single cab
14:34:59  <Eddi|zuHause> iterative version having trouble not being an endless loop :p
14:35:41  <andythenorth> supermop_work: there are limits :P
14:35:46  <andythenorth> also it's a 4TC
14:35:52  <andythenorth> only powered
14:35:57  <andythenorth> so it's a 4REP
14:36:04  <andythenorth>
14:36:17  <supermop_work> i used a kelpie not a shoebox tho
14:37:40  <andythenorth>
14:41:21  <andythenorth> I could just add unpowered trailer cars
14:41:27  <andythenorth> but seems really niche
14:41:35  <andythenorth> also DVTs :P
14:41:52  <andythenorth> I think I move on soon to other grfs though, Horse is enough
14:43:50  <Eddi|zuHause> i think i found the problem
14:44:48  <peter1138> Yay
14:45:43  <Eddi|zuHause> hm, so it's not an endless loop anymore, but i might have messed up the semantics
14:52:52  <Eddi|zuHause> oh... passed by value, not by reference...
14:53:06  <Eddi|zuHause> i think it now works as before :p
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14:55:18  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
14:55:22  <Eddi|zuHause> andythenorth: try again?
14:56:01  <andythenorth> trying
14:57:56  <andythenorth> Eddi|zuHause: no longer crashing
14:58:03  <supermop_work> Pony Houses?
14:58:22  <andythenorth> Pony FIRS
14:59:16  <Eddi|zuHause> i think my attempts at prioritizing larger basinds mess with the BFS-y-ness of the queue
14:59:51  <andythenorth> it has made some pretty epic systems
15:00:08  <andythenorth> it's interesting when it makes a huge system, that passes near coast multiple times :)
15:00:16  <Eddi|zuHause> yes
15:00:35  <Eddi|zuHause> it has a few weird cases
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15:01:05  <andythenorth>
15:01:16  <andythenorth> that ends up in sea 16 tiles further NW
15:01:32  <andythenorth> in fact 64 tiles further NW
15:01:34  <Eddi|zuHause> is that a disconnected lake?
15:03:27  *** m3henry has quit IRC
15:04:07  <andythenorth> no, ends in sea
15:04:16  <andythenorth> I like the island that system made
15:04:23  <andythenorth> top left
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15:04:37  <andythenorth> oh it's not in the screenshot
15:05:02  <Eddi|zuHause> i mean the section of coast it runs past, is that a separate lake from the one it actually flows into?
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15:05:13  <andythenorth>
15:05:40  <andythenorth> yes that sea / lake is non-contiguous with the one that the river empties into
15:06:00  <Eddi|zuHause> yeah, that's the "prefer larger basin" at work
15:06:48  <Eddi|zuHause> basically, each basin gets an exclusive zone of sqrt(area) of land inwards, and any tile in any exclusive zone can only run into the largest one
15:07:07  <Eddi|zuHause> which means smaller lakes get this weird "it runs around it" case
15:09:36  <andythenorth> yeah that makes sense
15:09:51  <andythenorth> looks weird but eh :)
15:10:14  <Eddi|zuHause> it might need some tweaking to not run quite so close to the shore
15:10:32  <andythenorth> there's a term for that
15:10:38  * andythenorth tries to remember it
15:11:05  <andythenorth> when one needs to push a path away from a point or points
15:11:54  <Eddi|zuHause> i could try log() instead of sqrt() for the priorities
15:12:26  <Eddi|zuHause> and special-case the tiny/zero-sized basins
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15:18:46  <peter1138> 14:52 < Eddi|zuHause> oh... passed by value, not by reference...
15:18:55  <peter1138> Yeah that might affect recursion...
15:19:47  <Eddi|zuHause> peter1138: it was happily inserting into the queue, but a copy of the queue, not the original one :p
15:20:04  <peter1138> Yeah.
15:20:20  <peter1138> The dangers of references.
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15:47:37  <Samu>
15:47:59  <Samu> you are missing the height of the lock itself for the lower part
15:48:23  <Samu> if (IsLock(tile) && GetLockPart(tile) == LOCK_PART_LOWER && GetTileMaxZ(tile) + 1 > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
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15:50:27  <Samu> how do I suggest code?
15:51:35  <andythenorth> PR comments of course ;)
15:51:40  <peter1138> The height of the lower part?
15:52:11  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7200: Change: Allow locks under bridges
15:53:26  <peter1138> If you want to care about the height of bridges...
15:53:48  <peter1138> Then there's a shed load of stuff that needs to change.
15:54:56  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7200: Change: Allow locks under bridges
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15:55:11  <Samu> i'm terrible with the github site
15:56:23  <Samu> it came out really bad
15:58:00  <peter1138> A more pressing issue is the sprite sorting problem.
15:59:08  <nielsm>  <-- unless someone can explain how the save became corrupted, is it really worth trying to fix a "corrupt savegame causes crashes" issue?
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15:59:30  <nielsm> well I suppose maybe if you treat it as a potential security issue
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15:59:45  <Samu> .patch file type isn't supported?
15:59:47  <Samu> what the heck
15:59:57  <Samu> why's the site so horrible
15:59:57  <nielsm> (it'd be bad if you could join a multiplayer server and the server owner got arbitrary code execution on your machine)
16:00:24  <peter1138> nielsm, quite.
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16:00:55  <peter1138> I can't remember what was invalid about them, though.
16:01:12  <nielsm> but that specific issue is an assertion failure which should not be exploitable
16:02:32  <peter1138> How much is Europe laughing at us now?
16:03:15  <peter1138> Hmm, it's crashing during loading the game, so maybe we can turn that assert into an exception.
16:03:27  <peter1138> Hmm, no asserts in release builds.
16:04:07  <Samu> I meant this, peter1138
16:04:33  <Samu> can't upload patch file types
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16:05:11  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7254: Codechange: introduce a few unit tests
16:05:22  <peter1138> nielsm, hmm, yes, I'm getting a different error to what my comment was about :P
16:05:27  <peter1138> We can fix this.
16:09:33  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
16:09:53  <peter1138> I imagine it's a bit whackamole though.
16:11:40  <peter1138> Eh
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16:14:16  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7253: Fix #7189: Fluidsynth volume gain too high
16:15:35  <nielsm>   <-- 1.9 or not? :)
16:17:02  <peter1138> We still need the right algorithm.
16:26:33  <_dp_> if that makes into master without an option that would be a disaster for citymania
16:26:46  <_dp_> coz it completely breaks all classic citybuilder modes
16:27:16  <_dp_> including iconic 3h one that's been around for like 10 years starting with luuklan
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16:28:04  <_dp_> though with a new trend for changes without options I'm afraid it will still happen sooner or later :(
16:28:48  <nielsm> I'm advocating for keeping it an option
16:29:02  <nielsm> exactly because of it breaking economy in existing games
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16:29:17  <nielsm> and it'd be easy to change the default in citymania
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16:29:39  <nielsm> or even use the option to introduce further new generation algorihms
16:29:46  <peter1138> Apparently we have too many options.
16:30:03  <peter1138> Non-rect station catchment could be one.
16:30:13  <peter1138> But I'm told it shouldn't be :-)
16:30:50  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation
16:31:41  <peter1138> Hmm, it's a one-liner, I think.
16:31:42  <_dp_> nielsm, there is no changing pax generation for existing modes. You basically need to balance it anew and that's a very time-consuming
16:32:07  <_dp_> non-rect at least doesn't break that much
16:32:15  <peter1138> It might.
16:32:17  <_dp_> and there is setting for fixed 4-tile catchment
16:32:25  <peter1138> It's still non-rect.
16:32:36  <peter1138> Just using 4-tile instead of variable.
16:33:09  <_dp_> well, personally I'm totally fine with having settings for everything :)
16:33:14  * peter1138 tests the one-liner.
16:33:24  <_dp_> that's how it worked for openttd all this time anyway
16:33:27  <peter1138> It's a bit silly, as it still calculates catchment :p
16:34:16  <peter1138> Yeah. It'll work though.
16:34:26  <_dp_> peter1138, well, 4-tile thing is to offset rail stations not extending bus stations coverage with non-rect
16:34:28  <Samu> more settings, less newgrfs
16:34:49  <peter1138> That's just nasty.
16:35:52  <_dp_> yeah, but that's how it was played for many years
16:35:59  <nielsm> could also add the town cargo gen patch to 1.9.0 but with the default remaining the old algorithm, ask players to try out the new, and adjust based on it, then change the default for the next version
16:37:10  <_dp_> speaking of nasty, how about bulding 3-tile channel and a dock to get 5-tile coverage?)
16:37:13  <Samu> do you want me to do a game setting for this?
16:38:02  <nielsm> yes that absolutely requires a setting
16:38:10  <nielsm> also since it changes the rules for players competing for industries
16:39:49  <Samu> nobody really looked at the station portion
16:39:58  <Samu> is it fine?
16:40:02  <_dp_> oh, there is even a patch for 2-station cargo now
16:41:01  <peter1138> Oof, memset st->catchment_tiles 0xff
16:41:11  <peter1138> ^ old style catchment :p
16:41:49  <_dp_> sadly just spreading cargo across all stations won't cover all of mp issues with cargo distribution
16:42:28  <nielsm> distributing cargo to many stations requires a lot of care to make it feel "fair"
16:43:05  <nielsm> just look at all the algorithms that exist for assigning seats in a parliament based on votes in an election
16:43:35  <_dp_> nielsm, well it's still better to have limit of 2 stations as that can be easily abused
16:44:15  <_dp_> nielsm, but yeah, pretty much any decent mp server has some kind of cargo comptition rules, it would be nice to have them as part of game mechanics
16:45:08  <peter1138> I really hate the "nobody is allowed to compete with cargo output" rule bullshit :/
16:45:15  <_dp_> mostly it comes to forbidding self-comptition and "stealing" secondary cargo
16:46:09  <Samu> i hate it too, but it's understandable
16:46:31  <nielsm> I do remember breaking someone's network by placing two small stations near a factory and pumping ratings on those, so the player using the factory didn't get any cargo, and eventually had all tracks blocked by trains waiting for cargo and none could deliver inputs
16:46:38  <nielsm> and his entire network backed up as a result
16:46:55  <_dp_> peter1138, without it competitive games turn into a complete mess
16:47:44  <_dp_> when everyone starts attacking whover is in the lead
16:48:42  <peter1138> Maybe industries should consider how long a company has been providing good service.
16:49:04  <peter1138> s/should/could/
16:49:07  <_dp_> and, yeah, plenty of statino griefing even on non-competitive servers
16:49:37  <Samu> hmm transformed cargo
16:49:41  <nielsm> that's an idea, station rating based on years of service as well
16:50:03  <peter1138> nielsm, but maybe that's a newgrf thing too ;)
16:50:05  <Samu> track the company that delivered it
16:50:20  <Samu> what you deliver, is what you can transport
16:51:15  <Samu> nielsm also had an idea about exclusive transport rights
16:53:37  <Samu> so industries can stockpile cargo, right?
16:53:49  <nielsm> well it could also be that exclusive transport rights should only apply to stations within town limits!
16:53:51  <Samu> but they dont know who transported the cargo they stockpile?
16:53:55  <nielsm> that's something entirely different :)
16:54:51  <nielsm> the other thing was exclusive rights vs neutral stations, really neutral stations should not allow companies outside an exclusivity agreement to pick up or unload cargo at them, maybe
16:55:23  <nielsm> unless you argue it's a privately owned station by the industry and the town authority has no legal control of it
16:56:02  <Samu> needs to investigate if cargo has owners
16:56:04  <Samu> brb
16:56:53  <m3henry> Surely cargo should be distributed by company first, then by individual sttion rating second
16:58:14  <peter1138> So that if you provide a better service, it doesn't matter?
16:58:30  <m3henry> No
16:59:07  <Samu> well, according to how the game is currently played in multiplayer, it doesn't matter
16:59:13  <m3henry> The amount that each company receives is proportional to their average ratings of the stations servicing the industry
17:00:00  <m3henry> So if I have two stations servicing an industry, one with 50% and the other with 100%, my average rating for that industry is 75%
17:00:32  <m3henry> And suppose another player has one station with 75%, we would get the same amount of cargo each
17:00:42  <nielsm> hmm, about exclusivity, how does it actually work in this situation?
17:01:11  <nielsm> if red buys exclusive rights in Penfingway-on-sea, can the gold train station get and deliver passengers?
17:01:15  <m3henry> Just one of my stations would receive 1/3 of my goods, and the other would receive 2/3
17:01:31  <nielsm> maybe assuming the bus station was not near any houses either
17:01:33  <Samu> that's kinda cheating by station spreatind
17:01:37  <Samu> spreading
17:01:50  <Samu> can't remember the details of exclusive
17:01:54  <Samu> if it's a radius
17:02:02  <Samu> or if it's by st->town
17:02:04  <m3henry> Does that seem reasonable?
17:03:09  <Samu> imo, no
17:03:32  <Samu> station spreading is usually a rule
17:03:38  <Samu> servers forbid players doing it
17:04:31  <Samu> (but it should really be the game that should prevent it from happening)
17:07:34  <nielsm> apropos station spread, entering the realm of bad ideas:
17:10:11  <Samu> uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS];    ///< incoming cargo waiting to be processed
17:10:29  <Samu> i was thinking if there's a way to put COMPANY_ID somewhere there
17:10:46  <Samu> incoming_cargo_waiting[INDUSTRY_NUM_INPUTS][COMPANY_ID];    ///< incoming cargo waiting to be processed
17:11:20  <nielsm> hmm nah, than rather introduce a company rating per industry similar to how companies have a rating in a town
17:12:44  <Samu> delivery rate?
17:13:22  <Samu> hmm
17:13:48  <nielsm> making regular deliveries, as well as having good station rating for cargoes produced by the industry, would increase it
17:14:37  <nielsm> but it might be better to make that a newgrf thing
17:15:05  <Samu> company 1 delivers 100 oil, company 2 delivers 50 oil
17:15:14  <Samu> 66/33% rate
17:15:19  <Samu> for goods
17:17:01  <Samu> cargo monitor already exists
17:17:08  <Samu> maybe it could be repurposed
17:18:04  <Samu> (but it's buggy - should fix)
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17:21:15  <m3henry> Perhaps this would clear my suggestion up:
17:24:04  <Samu> 67 * 50 ? or 67 * 100
17:24:52  <Samu> confused still
17:25:08  * drac_boy can't make much sense so might just sit out of this :-s
17:25:51  <Samu> oh, michi_cc requested changes
17:30:05  <_dp_> there are at least two useful cargo distribution strategies: 1) share somehow 2) exclusive to whoever came first
17:30:19  <_dp_> and they need to be configurable at least for each industry type
17:30:26  <_dp_> or better for each industry individually
17:30:46  <m3henry> Sounds overly complex
17:31:30  <m3henry> Industry type would be as far as I'd go
17:31:57  <m3henry> but I do agree that configurable sharing strategies would be a good idea
17:32:35  <_dp_> well, yeah, industry type would be enough to implement current rules
17:33:05  <_dp_> it's just a bit more flexible with individual industries, may allow some interesting new mechanics
17:34:13  <m3henry> Perhaps cargo delivered TO the industry could be used for secondary industries
17:35:19  <_dp_> m3henry, you mean use that for some rating calculation?
17:35:45  <nielsm> well what ottd actually needs is continuous flow transport!
17:35:50  * drac_boy still doesn't exactly like the firs/ecs related "problem" of two different secondary industries sitting right next to each others :)
17:35:54  <nielsm> pipes, power lines, conveyor belts
17:35:59  <m3henry> Either for the rating calculation, or for afterwards, not sure
17:36:43  <Samu> trying to understand michi_cc complaint
17:37:17  <_dp_> there is also possible third strategy to make industries work separately for every company like in sp game
17:37:45  <_dp_> it's kinda the same as second one though gameplay-wise
17:39:39  <_dp_> nielsm, truck carousel is basically continuous flow :p
17:41:46  <_dp_> btw, sharing cargo by company first is definitely something that needs to be done
17:42:11  <_dp_> so smth like m3henry's suggestion can even be implemented without an option imo
17:42:42  <_dp_> will only screw up self-competing stations anyway
17:44:02  <m3henry> woo
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17:45:17  <drac_boy_> hmm weird server .. oh well
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17:45:34  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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17:47:16  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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17:49:22  <Samu> st->town->received[cs->town_effect].new_act += num_pieces - accepted_ind;
17:49:30  <Samu> is this what you want michi_cc?
17:51:49  <peter1138> Hi.
17:51:59  *** drac_boy_ is now known as drac_boy
17:55:42  <Samu> maybe it's a math problem
17:56:10  <Samu> if 3 out of 5 are accepted at the industry
17:56:19  <Samu> always accepted is false
17:56:43  <Samu> then, cargomonitor sends 3 cargo
17:56:58  <Samu> and then 5-3 = 2
17:57:04  <Samu> sends 2 cargo
17:57:08  <Samu> again
17:58:08  <Samu> maybe it should be accepted_total - accepted_ind
17:58:39  <Samu> 3-3 = 0
18:02:01  <Samu> help me think, what should be the intended behaviour?
18:02:07  <peter1138> Hmm, weird, I have fonts being ignored...
18:02:29  <Samu> 5-3 = 2 or 3-3 = 0?
18:02:37  <drac_boy> samu maybe its just one of these 1+1=3 thing? I could be wrong tho :)
18:02:48  <Samu> it's about cargo monitor
18:02:54  <Samu>
18:03:00  <Samu> the last comment by michi_cc
18:03:21  <Samu> num_pieces - accepted_ind or accepted_total - accepted_ind?
18:04:28  <Samu> gonna change to accepted_total, seems to be better correct
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18:08:02  <Wolf01> o/
18:08:29  <drac_boy> hi wolf?
18:10:15  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened issue #7255: Crashlog truncated with many news messages
18:10:53  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
18:11:31  <peter1138> It never created a crashlog for me, it just hung.
18:15:47  *** andythenorth has joined #openttd
18:16:27  <Wolf01> So, I need to adapt to the file explorer in dark mode, when I fired it up I was like O_O "what is this.. oh"
18:16:55  *** gelignite has joined #openttd
18:17:07  <peter1138> heh
18:17:20  <nnyby> midnight commander mode? lol
18:18:02  <drac_boy> :->
18:18:04  <Wolf01> But I downloaded the windows 3.x one, which works and it has been updated for all the new features
18:18:08  <andythenorth> we put dark mode in OpenTTD? o_O
18:18:24  <andythenorth> I run my mac in some kind of half-assed dark mode
18:18:36  <drac_boy> andy technically you kinda could .. there was a night.grf several years ago
18:19:04  <nnyby> oh yea... there's ottd night mode in some newgrf's right? i wanna try that. That'd be funny.. and probably annoying, if the world's brightness fluxuated every day. lol
18:19:28  <drac_boy> I'm talking about a single grf
18:19:33  <drac_boy> dunno about in-game features :)
18:20:52  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7126: custom font settings in openttd.cfg seem to be ignored
18:21:18  <Wolf01> So, regarding that idea to bring back Bjarni, we could train GPT-2 if they would like to open every bit of code
18:22:04  <peter1138> nnyby, there's a "nightgfx" baseset.
18:22:15  <andythenorth> well
18:22:21  <nnyby> yeah, that's what i was thinking of
18:22:21  <andythenorth> if we had some spare palette colours
18:22:27  <Wolf01> I read the articles written by the AI and it's impressive, only some inconsistencies
18:22:29  <andythenorth> windows and lights could be drawn in magic colours
18:22:39  <andythenorth> and then they could be recoloured by the game
18:22:51  <andythenorth> this would incidentally stop people drawing trains without the correct purple windows
18:23:22  <andythenorth> we would need quite a lot of palette range though
18:23:27  <andythenorth> we want some windows on, some off
18:23:36  <andythenorth> peter1138: ^ :P
18:23:52  <andythenorth> are palettes fixed size? o_O
18:24:08  <drac_boy> have fun..I need to go :-s
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18:24:20  <peter1138> Palettes are 256 colours.
18:25:27  <andythenorth> funny how 8 bit works :P
18:25:50  <andythenorth> having an extra overlay layer for night mode is lame :P
18:26:12  <andythenorth> so we need a range for 3rd company colour
18:26:16  <andythenorth> and a range for lit windows
18:26:21  <andythenorth> and a range for unlit windows
18:26:30  <andythenorth> and a range for vehicle / town / industry lights
18:26:47  <andythenorth> shall we switch to 24 bit? :P
18:27:26  <Wolf01> @seen __ln__
18:27:26  <DorpsGek> Wolf01: __ln__ was last seen in #openttd 32 weeks, 2 days, 22 hours, 22 minutes, and 26 seconds ago: <__ln__> TrueBrain: also, how hard can it be to figure out my comment COULD be related to a repo that was mentioned on the previous line?
18:27:30  <Wolf01> mmmh
18:28:02  * Wolf01 wonders where's he/she/it
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18:29:04  * andythenorth wonders if paletted 32 bit is a thing
18:30:00  <andythenorth> "NOTE: most of the formats will also support a color table with fewer colors than the maximum that a given bit depth can offer."
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18:32:35  <andythenorth> meh png indexed colour is 8 bit
18:32:47  <andythenorth> tiff does 16 bit, but it sounds horrible
18:34:47  * andythenorth wonders how layered pngs worked
18:34:59  <andythenorth> seems like it was a specific adobe hack/png extension
18:36:33  <andythenorth> hmm 'normal' windows could just be drawn in the normal window range
18:36:46  <andythenorth> so only one range is needed for window overlays
18:37:01  * nielsm temporarily makes RecomputeIndustriesNear do nothing
18:37:18  <andythenorth> industries and houses don't use 2CC afaict?
18:37:51  <andythenorth> in night mode, would *all* the windows on a plane/train/boat/RV be lit?
18:40:18  <nielsm> at least always the same ones
18:40:50  <andythenorth> so if we had different transforms for different sprites, I think we can do it
18:40:55  <andythenorth> dunno how objects or stations would be handled
18:41:13  <andythenorth> vehicles just repaint all the purple windows to yellow
18:41:33  <andythenorth> buildings gain a range for 'lit window', which is repainted purple or yellow
18:44:21  * andythenorth biab
18:44:34  * andythenorth awaits a PR for night mode, now I've done the spec :P
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18:45:02  <nielsm> visual studio pls
18:46:04  <nnyby> ideally the window lights would turn on and off independently of each other as people stop reading and go to bed. Also, in the 2000s on there would be slightly less lights (or just a fainy blue glow) because everyone's on their laptops :P
18:46:19  <glx> nielsm: hehe
18:46:40  <Wolf01> nielsm: it's like when you turn the monitor to make the pc "see" the printer
18:46:56  <glx> and intellisense failing on all FOR_ALL_XXX loops
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18:48:12  <glx> I even tried the suggestion visual studio gave, but it still not work
18:49:45  <nielsm> glx what do you mean this is not a top level symbol that should be indexed??
18:50:24  <glx> you see the little light proposing to create a hint file ?
18:50:39  <glx> that doesn't seem to work
18:52:03  <glx> and of course it still doesn't understand doxygen
18:52:16  <nielsm> anyway, the problem I'm having seems to be that my Remove function does not work correctly
18:52:17  <nielsm> :(
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18:58:06  <peter1138> So basically I can't use any fonts that don't support \u0142
18:58:42  <peter1138> Polish Zloty
18:59:17  <peter1138> Also if character 160 is missing, which is a space character. Hmm.
18:59:35  <nielsm> poland demands to not be forgotten
19:00:03  <peter1138> The font fallback system means that any font that doesn't support everything in the select language is just unusable
19:00:06  <peter1138> BUT
19:00:16  <peter1138> You don't get notification of that, it just uses a different font instead.
19:00:47  <peter1138> Now, I think detection is broken.
19:01:01  <peter1138> Hmm, no wait, my hack is off, trying again :D
19:01:19  <milek7> uh.. złoty have special symbol? it's just PLN or zł
19:01:36  <peter1138> Many fonts don't have ł
19:01:59  <peter1138> I'd rather see "Polish Z?oty (PLN)" than not be able to use a shed load of fonts.
19:03:43  <peter1138> Maybe there needs to be some kind of threshold?
19:04:38  <supermop_work> the inability to use Rail Alphabet or Transport has always frustrated me
19:05:18  <Eddi|zuHause> don't fonts have the ability to use fallback fonts just for the missing characters?
19:05:31  <peter1138> Not in our code, it's all or nothing.
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19:31:11  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
19:38:00  <nielsm> THIS IS MAGIC
19:38:09  <nielsm> the "step backward" feature is really working
19:38:14  <nielsm> I'm traveling back in time!
19:38:33  <Wolf01> W...what?
19:38:45  <nielsm> yeah that's a thing in visual studio 2019
19:38:45  <nnyby> hahah sweet! i know a few people who could use that
19:40:00  <nielsm> step over the function I suspect will produce an incorrect result, step into the assert I suspect would trigger, confirm the assert will produce false, step backwards out of it and then step into the function that did wrong to figure out what's going on
19:40:33  <Wolf01> Wonderful
19:40:55  <nielsm> oh... I can't actually resume debugging from that state, it seems
19:41:08  <nielsm> just inspect old stack and registers, pretty much
19:41:21  <nielsm> it's not a complete memory image rewind
19:41:25  <Wolf01> :(
19:42:22  <Wolf01> It's almost like when you move the cursor manually
19:43:09  <milek7> there is that mozilla rr stuff
19:43:17  <milek7> but it requires recent intel cpu
19:43:30  <LordAro> gdb can *sort of* do rewind stuff
19:43:44  <LordAro> there's also undodb, which i use at work, that can do it very well (also uses the snapshot method)
19:44:01  <milek7>
19:44:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector
19:45:15  <milek7> undodb doesn't even have pricing on their website, which probably means 'too expensive'
19:45:25  <LordAro> i have no doubt
19:45:33  <LordAro> but i don't have to worry about such things :p
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19:49:34  <TrueBrain> lucky you :P
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20:00:04  <nielsm> ow this is _really_ bad? it seems a node removal has no effect, because while the node exists in the tree it is not found during the descent down to find it for removal
20:00:20  <nielsm> one particular node removal has no effect, that is
20:01:09  <LordAro> sounds like unit tests are wanted :p
20:02:59  <frosch123> can they use cmake?
20:03:14  <nielsm> problem is so far I have only been able to reproduce it with this save with 50000 stations in it
20:03:19  <LordAro> no reason why not
20:03:26  <nielsm> and it takes rather long to load and the tree is difficult to get a good overview of :)
20:04:29  <nielsm> tree is 16 levels deep
20:04:36  <nielsm> or more
20:06:14  <LordAro> heh
20:07:34  <nielsm> I should maybe write a function to check the tree invariant as well, and assert that after every insert and removal
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20:13:28  <Samu> im trying to implement exclusive transport rights the way nielsm suggested, but I'm having some trouble about reserved cargo
20:13:42  <Samu> a ship tries to full load passengers
20:13:56  <Samu> another ship also wants to full load passengers
20:14:03  <Samu> they're from 2 different companies
20:14:18  <Samu> the first ship that started loading, gets a few cargo in, like 19 passengers
20:14:37  <Samu> the 2nd ship, then buys exclusive transport rights
20:14:45  <Samu> ship 1 stops loading cargo, however
20:15:04  <Samu> the next 81 passengers that head to the neutral station are reserved to ship 1
20:15:11  <Samu> they don't go to ship 2
20:15:41  <glx> missing invalidation on exclusive status change
20:15:46  <Samu> only when this reserved amount is reached, the 2nd ship starts getting cargo moving into it
20:16:15  <Samu> so, when the station has more than 81 waiting
20:17:29  <Samu> the cargo is being reserved for ship 1, but will have to wait 1 year before the exclusivity ends
20:17:38  <Samu> weird
20:18:28  <Samu> well, it kinda "works", just not the way I was hoping for
20:19:40  <nielsm> nice, thanks compiler :3 "recursive on all control paths" was actually a warning
20:19:48  <Samu> edited line 1754 of economy.cpp
20:19:49  <Samu> if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner)) {
20:20:28  <Samu> must find a way to not reserve cargo for the first ship
20:20:51  <nielsm> cargo already reserved for loading should allow to finish loading imo
20:21:03  <nielsm> just don't reserve any more while exclusivity is in effect
20:21:45  <Samu> first ship was there first, ther may be some synchronization problem
20:22:00  <Samu> handling ticks
20:22:01  <Samu> or so
20:24:29  <nielsm> ahh, I found my bug
20:25:41  <nielsm> when I split the array of elements to insert in BuildSubtree, I take the middle element of the array and place everything left of it in the left subtreee, and everything right of it in the right subtree
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20:26:08  <nielsm> but it should actually search backwards from the middle element to make sure there aren't any more elements before it with the same coordinate value
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20:26:54  <LordAro> nielsm: sounds like something for std::partition?
20:27:08  <nielsm> that's an algorithm?
20:27:11  <nielsm> sounds interesting :)
20:27:32  <LordAro> there are many algorithms, i'd highly recommend reading through them all
20:27:46  <LordAro>
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20:55:49  <DorpsGek_II> [OpenTTD/OpenTTD] michicc dismissed a review for pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
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21:22:37  <Eddi|zuHause> continue using the tractor or put a seat on a medium rover?
21:25:31  <nielsm> okay, now I managed to build the tree of 50k stations without breaking the invariant
21:25:33  <nielsm> at least
21:34:43  <LordAro> grats
21:36:33  <nielsm> and simulated past jan 25th where it crashed before, too
21:36:46  <nielsm>
21:36:54  <nielsm> that one was more useful than std::partition
21:37:09  <nielsm> actually, I'm using both ;)
21:37:40  <nielsm> but a partial sort finding the median is indeed useful
21:39:34  <LordAro> :)
21:42:15  <nielsm> it's a sick save
21:42:47  <glx> one station per tile ?
21:43:04  <nielsm> every four tiles
21:45:26  <m3henry> And so the home straight is nearly i nsight
21:45:38  <m3henry> just have begin/end to do
21:47:21  <glx> you need to fix the error spotted by LordAro
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21:47:39  <LordAro> and also the compile :p
21:48:12  <glx> wow even clang failed
21:48:19  <m3henry> :v
21:48:30  <glx> usually only platform specific files are forgotten
21:48:40  <m3henry> Itcompiles on my end
21:48:50  <m3henry> I'll look in a minute
21:49:14  <LordAro> missing a library dependency, perhaps?
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21:53:23  <m3henry> Error C2397: conversion from 'VehicleType' to 'storage_type' requires a narrowing conversion
21:53:32  <m3henry> Okay, but which argument is that?
21:54:17  <andythenorth> so how do I get this nml 16-cargos support finished then?
21:54:31  <andythenorth> I can check out peter1138's branch
21:54:39  <andythenorth> and try developing 16-cargo FIRS with it
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21:54:56  <andythenorth> then someone has to decide about the commits :P
21:55:35  <glx> m3henry: clang error seems more explicit
21:55:57  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
21:56:39  <peter1138> evening
21:56:53  <glx> VehicleType to VehicleTypeByte
21:58:35  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7229: Fix #7226: Partial revert of 7d06fec799 for ship pathfinding.
21:58:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7229: Fix #7226: Partial revert of 7d06fec799 for ship pathfinding.
21:59:07  <m3henry> Hmm, can't static cast it to that
22:00:38  <glx> it's a effectively a byte I think
22:01:00  <glx> typedef SimpleTinyEnumT<VehicleType, byte> VehicleTypeByte;
22:01:32  <michi_cc> Anybody caring about PR#6980 or should I just let it die by stalebot?
22:02:26  <m3henry> I'm going to look that up and see what it does
22:02:52  <LordAro> michi_cc: it'd be nice, but equally it introduces another conditional compile code path
22:03:59  <m3henry> Oh I see
22:04:37  <glx> it's mainly a "hack" for saveload ;)
22:05:00  <m3henry> Well that can be replaced with enum <name> : <base-specifier>
22:05:14  <m3henry> Introduced in C++11
22:05:23  <glx> oh
22:05:34  <m3henry> ;)
22:05:52  <m3henry> Even better
22:06:05  <m3henry> You can use enum class to prevent casting
22:06:20  <peter1138> Hmm
22:06:39  <peter1138> Didn't enum xxx : yyy work already?
22:06:53  <m3henry> may have been a gcc extension?
22:06:57  <peter1138> PR#6980 is the gdi font stuff, right?
22:07:04  <Eddi|zuHause> yes
22:07:07  <peter1138> Hmm.
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22:08:11  <m3henry> I'll add it to the "future PR list"
22:09:30  <peter1138> michi_cc, it feels like there should be a better interface (in our code) for it, rather than #fidefs depending on code path.
22:10:28  <glx> like driver's pools ?
22:10:34  <glx> well factory
22:13:32  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
22:13:40  <peter1138> That sort of thing, yes.
22:13:49  <peter1138> Maybe not quite to that extent.
22:14:00  <peter1138> Btw, same with the fontdetection.cpp code.
22:14:16  <peter1138> There's basically 3 different pieces in there depending on OS.
22:16:11  <glx> ParagraphLayouter may benefit from a similar work
22:18:47  <LordAro> i expect so
22:19:08  <LordAro> m3henry: removing TinyEnumT can come later :p
22:19:57  <m3henry> Yeah, I thought I said that?
22:20:08  <LordAro> so you did
22:20:12  <LordAro> carry on
22:20:21  <m3henry> o/
22:20:48  <peter1138> Hmm, tempted to squash non-rect catchment down.
22:25:38  <Samu> what the hell is a linkgraph?
22:25:51  <Samu> erm
22:26:01  <glx> a graph on links
22:26:21  <Samu> seems to involve cargo, stations, refits
22:26:25  <nielsm> it's what makes cargodist work
22:26:33  <Samu> ah
22:27:23  <nielsm> the link graph describes what stations can have their cargo transported to other stations, and approximately the capacity of the connections
22:27:30  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
22:27:38  <nielsm> and cargodist uses that to decide which destinations to pick for cargo packets
22:28:45  <nielsm> first stop on the computer science theory behind it:
22:29:33  <Samu> doesnt seem to be what I was looking for
22:30:05  <Eddi|zuHause> i don't think that commit message is according to the requirements :p
22:30:40  <glx> indeed :)
22:31:04  <m3henry> It'll get auto-squashed
22:31:11  <m3henry> No nned to care
22:31:27  <LordAro> the PR isn't getting merged until the CI is happy :p
22:31:38  <Eddi|zuHause> you can't merge with broken commit style
22:31:53  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
22:32:16  <m3henry> It will be auto-squashed next time I force push
22:32:28  <m3henry> It will be as if it never existed
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22:32:37  <m3henry> I don't get to choose what the commit message it
22:32:53  <LordAro> :)
22:32:59  <glx> Eddi|zuHause: not true, the admins can :)
22:33:00  <peter1138> What is doing autosquashing for you?
22:33:13  <m3henry> is*, git always gives it a commit message starting with fixup!
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22:34:04  <m3henry> in .gitconfig    [rebase] autosquash = true
22:34:23  <m3henry> Should be default IMO
22:34:29  <peter1138> Sounds dangerous to me, to be honest.
22:34:34  <LordAro> interesting, not used that for rebasing
22:34:42  <Samu> ReserveConsist
22:35:08  <m3henry> I want to amend the commit, might was well do it when its ref is changing anyway
22:37:43  <Samu>
22:37:53  <Samu> i think this is where I need to edit
22:38:46  <Samu> ReserveConsist must not be called
22:38:47  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
22:38:56  <Samu> under exclusive transport rights
22:39:05  <Samu> but I'm not sure
22:41:45  <glx> missing Codechange: ;)
22:42:24  <m3henry> :VVVVV
22:45:03  <Samu> ReserveConsist works for both load and unload, right?
22:45:05  <Samu> hmm...
22:45:36  <Samu> this only matters for loading
22:45:43  <Samu> how to leave unload untouched?
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22:52:51  <Samu> ah no
22:52:56  <Samu> this is only for load
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22:58:57  <Samu> how does autorefit works for consists? i'm too new for tihs
22:59:06  <Samu> it's autorefiting on full load?
23:01:07  <glx> it refits before loading I think
23:01:35  <peter1138> I've never used it.
23:02:44  <Samu> this is where I'm trying to check for exclusive transport rights too
23:03:00  <Samu> but it can involve autorefitting in the process
23:03:23  <peter1138> Hmm, I'm not sure exclusive transport rights as anything to do with autorefit.
23:03:56  <Samu> it's ReserveConsist what I'm editing
23:04:43  <glx> yes you don't care about refitting
23:05:07  <Samu> but cargo can't be reserved either
23:05:31  <Samu> for the ship that doesn't have excusivity
23:05:35  <glx>  Reserves cargo if the full load order and improved_load is set or if theme.apply current order allows autorefit.
23:06:03  <glx> s/theme.apply//
23:06:19  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
23:06:59  <Samu> well, it must be somewhere around here, around cargo reservation
23:07:13  <peter1138> Hmm
23:07:21  <peter1138> LordAro, so as nielsm suggests?
23:07:31  <peter1138> mouse_capture_widget or something?
23:07:42  <LordAro> "moused_widget"
23:07:45  <LordAro> :p
23:07:47  <peter1138> moused?
23:07:48  <peter1138> Weird>
23:07:53  <Samu> I don't care about autorefitting, but it's autorefitting that's in the way
23:07:58  <LordAro> yeah, i think mouse_capture_widget
23:08:00  <peter1138> mouse_captured_widget.
23:08:05  <nielsm> moused?
23:08:07  <Eddi|zuHause> i'm not amoused
23:08:11  <glx> I think you just need to edit ReserveCargoAction
23:08:42  <nielsm> mouse capturing network packets
23:08:59  <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
23:09:04  <LordAro> nielsm: i do like that picture
23:09:35  <Eddi|zuHause> nielsm: my gunea pigs used to chew on cables all the time
23:09:54  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
23:11:09  <nielsm> ugh, past midnight...
23:11:10  <nielsm> gn
23:11:13  <LordAro> michi_cc: it's almost a "Change" at this point
23:11:54  <peter1138> The old behaviour which depended on vehicle speed/acceleration is obviously... wrong.
23:12:02  <LordAro> true
23:12:09  <peter1138> But I suspect it is based on TTD-original code.
23:12:19  <peter1138> Not sure though.
23:13:05  <LordAro> someone find ludde's cvs repo
23:13:05  <peter1138> I usually have the option to autoreverse turned off :-)
23:13:41  <glx> reverse at end of line for me IIRC
23:13:54  <glx> and maybe stations
23:14:42  <LordAro> ah yes, here it is
23:15:56  <peter1138> Yikes.
23:17:17  <peter1138> Okay so it's not original.
23:17:32  <peter1138> Or...
23:17:36  <peter1138> Hmm
23:17:59  <peter1138> It's been moved.
23:18:07  <peter1138> red_light:
23:18:07  <LordAro> i don't understand cvs enough to read the repo
23:18:13  <peter1138> I'm just looking at 0.1
23:18:18  <LordAro> ah
23:18:32  <peter1138> train_cmd.c:1773
23:19:15  *** nielsm has quit IRC
23:19:15  <Eddi|zuHause> oh, the old commit visualisation
23:19:48  <peter1138> Funny how some of the comments are exactly the same.
23:20:35  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
23:20:45  <peter1138> uint o_tile -> TileIndex o_tile.
23:20:48  <peter1138> But it's still o_tile :-)
23:24:16  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
23:27:23  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings
23:27:28  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
23:28:31  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
23:29:26  <peter1138> Might just post that one to the forum?
23:29:46  <peter1138> I was kinda suggesting that the proposer should find out, but I guess that was too subtle :p
23:31:04  <glx> I think when #7092 or #7093 will be merged, the other will conflict
23:33:30  <peter1138> perl -pi -e 's/active_widget/mouse_capture_widget/g' *
23:33:36  <peter1138> ^ so...
23:33:37  <Eddi|zuHause> peter1138: asking me to go out and talk to people is a sure way to never get anything done
23:34:00  <Samu> if (v->cargo_cap > v->cargo.RemainingCount() && (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner)) {
23:34:03  <Samu> line 1530
23:34:09  <Samu> this should do
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23:35:12  <peter1138> Eddi|zuHause, as it is it's a like a spec-change without any supporting documentation. And I guess it changes how existing sets behave, for better or worse.
23:35:46  <peter1138> Anwyay
23:35:59  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings
23:36:06  <DorpsGek_II> [OpenTTD/OpenTTD] michicc closed issue #7091: Dropdown menu can set value to a parameter of a different AI
23:36:12  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
23:37:01  <Samu> oh, my stuff is getting approved
23:37:03  <Samu> cool
23:37:33  <DorpsGek_II> [OpenTTD/OpenTTD] michicc dismissed a review for pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
23:37:34  <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
23:38:27  <peter1138> Hmm, mouse_capture.. what about people using trackpads? :p
23:39:11  <michi_cc> Hmm, I don't really think I want a merge commit by GitHub there.
23:39:31  <michi_cc> Samu: Can you rebase #7093 and force push?
23:40:19  <Samu> ok
23:40:30  <Samu> but  first let me finish this exclusivity thing
23:40:56  <glx> michi_cc: it's still possible to squash
23:41:10  <glx> it was only one commit anyway
23:41:52  <michi_cc> glx: The CI rebase conflicts and aborts.
23:42:01  <glx> oh
23:45:41  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7178: Add AI and GS to framerate window
23:46:30  <peter1138> Hmm, yeah
23:46:52  <peter1138> I prefer thing like fixes to be squashed before hand.
23:46:58  <peter1138> But doesn't matter too much I guess.
23:47:05  *** drac_boy has joined #openttd
23:47:27  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
23:47:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
23:47:29  <michi_cc> The combined change diff looks reasonable, so not too bad.
23:48:46  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
23:49:06  <Samu> that was rushed a bit, now let me do that rebase
23:49:52  <peter1138>  src/lang/dutch.txt              | 688 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++------------------------------------------------------------------------------------
23:50:02  <peter1138> A living language :D
23:50:49  <peter1138> LordAro, I can't rename the branch though :D
23:51:11  <LordAro> lol
23:52:04  <peter1138> Just noticed the date on 45ce517105... Dec 2012.
23:52:08  <glx> hmm someone in github staff broke a the notification css
23:52:52  <nnyby> hehe i noticed that too
23:53:26  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
23:53:42  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
23:53:49  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
23:53:51  <glx> it's annoying
23:59:04  <drac_boy> sorry to ask as its been quite a long time but .. can articulated buses be passed or do they still have that old no-passing 'bug'?

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