Log for #openttd on 25th March 2019:
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00:04:42  <Samu>
00:04:50  <Samu> this one is approved
00:04:57  <Samu> but nothing happens
00:04:59  <Samu> :(
00:14:20  <utack> does anyone know a newgrf ressource with common civic buildings like police school firestation?
00:15:27  <_dp_> half-water tile is definitely a wrong place for dock
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00:16:58  <_dp_> what's it supposed to do if ships come from land part?
00:17:21  <peter1138> How would ships come from the land part? It's land.
00:17:39  <_dp_> I mean that side, there can be water above it
00:17:44  <_dp_> or even another half-water
00:17:52  <Samu> it's lost
00:17:57  <peter1138> utack, TTRS has police stations, firestations and hospitals.
00:18:16  <utack> peter1138 sounds great. thank you
00:19:02  <peter1138> _dp_, not sure what you are even trying to say :)
00:19:04  <utack> is the source(code) for ttrs somewhere to find? i am totally new to this game
00:22:43  <peter1138> I don't think so, it's a pretty old NewGRF.
00:23:10  <_dp_> peter1138, this
00:23:20  <_dp_> though it's already possible so doesn't rly matter
00:23:29  <peter1138> What's the problem with that?
00:23:43  <_dp_> peter1138, it looks reachable but ship is lost
00:24:37  <_dp_> may as well remove all restrictions on third tile
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00:25:07  <peter1138> That breaks AIs.
00:25:24  <peter1138> They will build properly unreachable docks if you do that.
00:25:44  <Samu> the half-tiles also break AIs
00:25:47  <_dp_> peter1138, well then, so is half-tile
00:25:57  <peter1138> Half-tile should be reachable.
00:26:12  <peter1138> Hmm
00:26:25  <utack> peter1138 is there a savegame somewhere that can show all the cool ttrs buildings in action?
00:26:31  <peter1138> Well, it is reachable, if the ship can get around the other side :p
00:27:15  <Samu> some AIs will have to ensure the tiles around
00:27:22  <Samu> if the patch is approved
00:27:26  <Samu> well it is approved
00:27:35  <Samu> if it's master'ed
00:28:40  <peter1138> So you are saying it's not ready? :p
00:28:49  <Samu> it's ready
00:28:54  <Samu> some AIs are not
00:29:21  <peter1138> What does an AI need to do?
00:29:49  <Samu> currently, they thing by placing a dock they won't block passage
00:29:52  <_dp_> tho how on earth are ai's placing invalid docks? like are they just plop them randomly and hope they connect?
00:29:53  <Samu> think*
00:30:06  <_dp_> they should be checking path logically speaking
00:30:27  <Samu> with the patch, they may find a place to build a dock, but then it could block passage, and the code isn't prepared for that
00:30:35  <Samu> the AI code
00:31:15  <Samu> i think NoCAB or NoNoCAB
00:31:23  <Samu> or was it Otvi
00:31:29  <_dp_> or is it because they are only checking path before dock is placed?
00:32:08  <Samu> they don't do proper checks
00:32:24  <Samu> and with this patch, the situation only gets worse for them
00:33:04  <_dp_> stupid ai's
00:33:09  <_dp_> let's just remove them :p
00:34:10  <peter1138> I guess you could mitigate on build but at some point the terrain can be changed and then they'd be screwed.
00:34:30  <peter1138> utack, probably loads, or you can just add it and fire up a game.
00:36:18  <_dp_> ppl learn from ais and then join mp and build same garbage :p
00:36:37  <utack> oh yeah, that also works. cool
00:39:50  <Samu> AIAI focuses too much on airport construction when i start the game in 2000+
00:40:24  <Samu> it could be building trains, buses and trucks, and so far, not one, only airplanes
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00:43:04  <Samu> hmm, it doesn't handle cargodist that well
00:43:33  <Samu> mass amounts of airplanes inside depots and others waiting for full load
00:43:46  <Samu> with 4000 passengers in the airport
00:44:17  <peter1138> Urgh, okay, tile behind the dock is not really a suitable location :p
00:56:40  <peter1138> Oh
00:57:24  <Samu>
00:57:37  <Samu> uh? it's not a download link it's an image
01:00:05  <Samu> The nightly database backup is currently running...
01:00:06  <Samu> bah
01:00:15  <Samu> terrible timing
01:00:51  <peter1138> :-)
01:01:06  <Samu> this image is better
01:01:57  <peter1138> Is it using full-load orders?
01:02:44  <Samu> yes
01:03:27  <Samu> suddenly, the 5000 passengers now go via any station
01:03:33  <Samu> aircraft are now loading
01:03:59  <peter1138> I guess it just doesn't care about cargodist at all.
01:04:16  <peter1138> Do AIs have access to that information?
01:04:21  <Samu> yes
01:04:33  <Samu> there are functions about cargodist
01:05:07  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7088: Crash when viewing AI textfile and switching to Random AI
01:06:04  <Samu> stale[bot]?, I have that fixed on my AI GUI overhaul PR
01:06:42  <Samu> oh, it's an issue, not a PR
01:08:40  <Samu> alright, let me test it on the nightly
01:15:49  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7088: Crash when viewing AI textfile and switching to Random AI
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01:41:47  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation
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01:48:56  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation
01:50:06  <Samu> What do I have to do there?
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01:52:52  <Samu> variable name?
01:53:05  <Samu> I don't know what to do
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02:13:29  <SimYouLater> Hey, can anyone explain why the dual guage (standard-meter) track I borrowed from AuzTracks and the Tri-Guage (standard-meter-600mm) track I made using it's code are incompatible with the narrow guage trains from Iron Horse 2?
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02:16:08  <SimYouLater> Apparently they aren't compatible with the 600mm Narrow Guage trains either...
02:19:35  <SimYouLater> Wait, I see. Put the tracks together wrong when testing 600mm with dual guage. Still can't get triguage to work.
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02:51:54  <Hhshshsh> Hello
02:52:32  <Hhshshsh> Hello
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05:24:50  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7410: Signs made by AIs do not show up at the creation time
05:58:53  <Pikka> dontcha love how it's AITile.GetClosestTown but AIStation.GetNearestTown? ;)
06:03:30  <nielsm> heh
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06:15:15  <Eddi|zuHause> that's what happens when you don't have a vision
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06:37:57  <nielsm> and for stations, is it perhaps actually the associated town?
06:39:41  <nielsm> yep, for stations it's actually the associated town, regardless of its actual distance to the station
06:42:18  <nielsm> so if you have town founding in game allowed (or use a GS which does that) you can get funny situations like
06:43:16  <nielsm> every station tile is within town B's radius, but the station is still associated with town A, despite having never moved or been walked
06:43:40  <nielsm> anyway, bye, work time
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07:17:45  <peter1138> Oh, town founding, heh.
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07:37:17  <peter1138> Yes, hi.
07:47:28  <andythenorth> I pulled my finger out
07:47:40  <andythenorth> 16-cargo FIRS is halfway working
07:47:52  <peter1138> Congrats.
07:48:07  <andythenorth> removed some legacy crap along the way
07:48:21  <andythenorth> FIRS spiders
07:49:39  <andythenorth> something something industry closure improvements though
07:49:42  <andythenorth> dunno what yet
07:53:49  <andythenorth> FIRS "don't close" code is broken by 16-cargo change
07:54:17  <andythenorth> so I have opportunity to see how default closure behaviour works :P
07:55:20  <andythenorth> it's nice that a new industry replaces a closed one
07:57:36  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders
08:01:58  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders
08:06:32  <andythenorth> oh FFS
08:06:39  <andythenorth> moving primary production entirely to prod. cb
08:06:43  <andythenorth> is broken at game start
08:06:50  <andythenorth> there's always something eh?
08:07:23  <andythenorth> :x
08:12:44  <peter1138> Hmm?
08:14:26  <andythenorth> if using default production, at game start openttd simulates a month's production
08:14:35  <andythenorth> so industry directory etc is pre-populated
08:14:48  <andythenorth> if using prod. cb, first month, all industries are 0
08:15:26  <andythenorth> so player doesn't know which primaries are high production
08:17:52  <andythenorth> after 1 month of game play, issue disappears
08:20:12  <peter1138> Does it not simulate for a month?
08:22:40  <andythenorth> not according to the results
08:22:58  <andythenorth> can prod. cb even simulate a month?
08:23:22  <andythenorth> could it access non-existent vars at that point?
08:25:28  <peter1138> CB don't need to simulate a month.
08:25:58  <peter1138> Well, report an issue, I guess, otherwise it will be forgotten.
08:26:13  <andythenorth> +1
09:02:36  <LordAro> andythenorth: if you're lucky it might even get fixed for 1.9 :p
09:12:26  <andythenorth> lolz
09:12:52  <andythenorth> is 1.9 the new 1.10?
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10:16:09  <peter1138> Welcome back.
10:17:37  <andythenorth> it was emotional
10:26:00  <peter1138> Converting my .odt files to .fodt for version control purposes. I can't help thinking that .md would be better for something that is "mostly" text, but it's the "mostly" that breaks that :/
10:27:19  <andythenorth> .html :P
10:30:27  <planetmaker> hm.. fodt... Interesting
10:31:19  <planetmaker> I didn't know it existed.
10:31:21  * planetmaker explores
10:34:43  <dwfreed> peter1138: what is not pure text about your documents?
10:35:28  <dwfreed> also, have you met our Lord and Savior, reStructured Text?
10:35:57  <dwfreed> It has well-defined semantics, unlike markdown
10:36:42  <dwfreed> (Markdown actually left a lot of things unspecified; most people are actually used to GitHub-Flavored Markdown, which attempted to resolve most of those)
10:39:26  <dwfreed> a great example of Markdown's poorly defined semantics is that there's no way to escape a formatting character defined in the original specification
10:55:57  <peter1138> dwfreed, well, some tables, some formatting, maybe images.
10:57:16  <andythenorth> related: is there any particular reason nml docs have to be expressed as tables?
10:57:21  <andythenorth> there are other ways to do it...
11:02:56  <peter1138> I'd say, feel free to change it, it's a wiki.
11:03:46  <andythenorth> I am planning it not being in the wiki, possibly :P
11:03:54  <andythenorth> I wanted opinions on format
11:05:52  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
11:07:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders
11:08:56  <peter1138> How do we promote shared-orders to be feature-first?
11:09:08  <peter1138> Line Simutrans "lines" feature, I think.
11:09:24  <peter1138> Effectively "Define your route, then add vehicles to it" style.
11:31:42  <peter1138> And is there a patchset for it already? :p
11:48:10  <andythenorth> oof :P
11:53:17  <peter1138> Maybe it's in JGR?
11:53:23  <peter1138> Maybe it's a bad idea?
11:54:14  <peter1138>
11:54:18  <peter1138> Because that's easy to use.
12:02:29  <andythenorth> oof
12:02:34  <andythenorth> is it? o_O
12:02:55  <peter1138> No.
12:03:05  <andythenorth> I have totally learnt to use shared orders, so the routes thing adds nothing for me :D
12:03:09  <andythenorth> YMMV
12:03:27  <andythenorth> routes doesn't solve setting rules for consists
12:03:34  <andythenorth> and doesn't solve that cdist is weird
12:03:51  <andythenorth> unless it does solve cdist is weird?
12:03:59  <peter1138> It solves shared-orders being a fairly hidden feature.
12:04:04  <andythenorth> they are yes
12:04:52  <peter1138> I would give you things like route profitability or other stats without having to add explicit groups.
12:05:27  <andythenorth> would we be prepared to lose existing shared orders behaviour?
12:05:35  <andythenorth> or do we have to layer everything on top of everything?
12:06:07  <peter1138> it would be the same thing, just presented differently.
12:06:11  * andythenorth wonders about using groups
12:06:23  <andythenorth> 'all vehicles in this group shared same order y | n'
12:06:31  <andythenorth> options on groups
12:06:37  <andythenorth> dunno if that helps
12:09:05  <peter1138> Up to 256 NewGRFs in multiplayer (added in v0.25.0)
12:09:05  <peter1138> Heh
12:09:46  <andythenorth> goes throw out
12:09:51  <peter1138> DISTURBS ME
12:14:26  <andythenorth> disturbs me greatly:
12:14:35  <andythenorth> railtypes very confuse me
12:15:32  <andythenorth> I thought the point was that all the control was with the railtype?
12:20:54  <andythenorth> lunch time peter1138
12:22:15  <peter1138> Erm
12:22:32  <peter1138> I wonder what "VOLO" is?
12:22:37  <peter1138> VOLO and VOLE.
12:22:57  <peter1138> Sounds like he has made a new label and then expects you to support it directly?
12:23:06  <andythenorth> I have nothing :|
12:24:13  <peter1138> Do we have compatible label mapping?
12:24:24  <andythenorth> probably
12:24:46  <andythenorth>
12:25:02  <peter1138> I don't mean that.
12:25:20  <peter1138> I mean more like 1D?
12:25:28  <peter1138> Yeah, 1D?
12:25:52  <peter1138> Maybe he just needs to add a 1D entry for the label your set uses?
12:26:16  <andythenorth> if all vehicle sets need updated per railtype set
12:26:18  <andythenorth> something is wrong
12:26:24  * andythenorth thinks that's not the way it works
12:26:43  <peter1138> What railtype labels does iron horse use?
12:27:24  * andythenorth looks
12:28:18  <andythenorth>
12:29:15  <peter1138> Nice. That looks magic.
12:30:17  <peter1138> Hmm, I guess it's not directly an alternative.
12:30:27  <peter1138> I dunno. What would I know?
12:30:35  <andythenorth> I don't know either
12:30:42  <andythenorth> I just paste whatever I get given
12:30:54  <peter1138> What have we done.
12:31:03  <peter1138> Just a monstrous spec.
12:31:05  <andythenorth> lack of vision?
12:31:06  <peter1138> No vision.
12:31:09  <peter1138> ini files
12:31:26  <andythenorth> I am going to move my actual railtypes into Horse
12:31:34  <andythenorth> and hope no-one ever adds railtype grfs
12:31:45  <andythenorth> 'probably fine'
12:34:10  <planetmaker> hm, why?
12:34:26  <planetmaker> People use different track sets all the time
12:34:35  <planetmaker> I'd be sad
12:35:17  <planetmaker> not like it offers you any advantage when you merge it
12:36:15  <andythenorth> no more missing Metro
12:36:20  <andythenorth> no more missing NG
12:36:50  <planetmaker> so?
12:37:00  <planetmaker> run a check and inform the player
12:37:00  <andythenorth> it's bizarre to make a vehicle set, and then have 25% of the vehicles missing
12:37:09  <andythenorth> it's just really odd design
12:37:10  <planetmaker> set a dependency on bananas
12:37:23  <planetmaker> and set compatibility to RAIL and ELRL
12:37:30  <andythenorth> nah it's just broken
12:37:39  <planetmaker> nah
12:37:42  <andythenorth> I know the argument, I've had it like 5 times :)
12:37:50  <andythenorth> everyone says I'm wrong, I don't care
12:37:52  <peter1138> andythenorth, you're wrong.
12:37:56  <peter1138> And I designed it.
12:37:58  <peter1138> So thanks.
12:38:18  <andythenorth> I mean the vehicle set design is odd
12:38:42  <andythenorth> why ship a set that is balanced IFF the appropriate railtypes are available?
12:38:46  <andythenorth> and otherwise odd and crippled
12:38:47  <planetmaker> stop caring too closely which track a vehicle *has* to run on. It's realism gone haywire
12:39:35  <andythenorth> there aren't any arguments that are going to persuade me :)
12:39:43  <peter1138> Inform the player and/or set up fallback compatibility
12:39:45  <andythenorth> I'm bored of having to remember to add Termite
12:39:51  <andythenorth> it's inconvenient
12:40:06  <planetmaker> totally not. It's MUCH more inconvenient to be force-fed rails I wouldn't want
12:40:10  <peter1138> Rail type sets are supposed to be separate from vehicle sets.
12:40:16  <peter1138> ^^
12:40:23  <andythenorth> I don't use any rail type sets
12:40:37  <andythenorth> if that limits the audience for Iron Horse, I don't really care
12:40:40  <planetmaker> yet you add one to your vehicles? Doesn't that strike you as odd?
12:40:57  <andythenorth> oof, I don't use any rail type sets except Termite
12:41:15  <peter1138> "you don't use any rail type sets" and yet you say 25% of the set is missing if you don't use a rail type set. What?
12:41:46  <planetmaker> yeah... just add fallbacks for ng rails to existing labels. All set. No harm anywhere
12:41:50  <peter1138> And you posted a snipped that uses narrow gauge and metro.
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12:42:07  <peter1138> So you designed it for rail type sets, but you don't use rail type sets? o_O
12:42:26  <planetmaker> he only uses his own @ peter1138
12:43:00  <planetmaker> and is bothered that he has to remember to add it to the newgrf list... -.-
12:43:38  <peter1138> o_O
12:43:52  <peter1138> But "using your own" IS using a railtype set?
12:44:01  <peter1138> Anyway, salad time.
12:44:12  <planetmaker> "there we have the salad"
12:44:23  <peter1138> More green ;)
12:44:53  <planetmaker>
12:44:59  <peter1138> Scott Walker died so 6 Music are playing him all the time.
12:45:32  <andythenorth> so why don't we split cargo grfs from industry grfs?
12:45:39  <andythenorth> what if I want different cargos?
12:46:09  <peter1138> Well you CAN>
12:46:19  <peter1138> And also, you don't tend to run multiple different economies.
12:46:34  <peter1138> Multiple industry sets and multiple cargo sets. They should work, though.
12:46:49  <peter1138> But lots of people run multiple vehicle sets (you have to!) and multiple rail type sets.
12:46:58  <planetmaker> actually... ecs *does* that. you can choose different vectors. which are essentially parallel economies
12:47:27  <planetmaker> opengfx+industries does that to some degree, too. you can choose different paths for some cargoes, essentially choosing between climates
12:48:13  <planetmaker> yep... multiple rail and vehicle sets are common. And for more than one game style also desirable
12:48:47  <planetmaker> I would really love if everyone spammed the rail table :|
12:57:18  <peter1138> andythenorth, did you report the industry issue?
12:57:38  <andythenorth> nah not yet
12:57:40  <andythenorth> I will
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13:39:18  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start
13:39:38  * andythenorth attaching screenshots and grf
13:40:41  <Pikka> o/
13:42:13  <peter1138> PIKKACHU
13:43:06  <andythenorth> bob
13:43:17  <andythenorth> peter1138: ^ does that issue make sense
13:43:19  <andythenorth> ?
13:44:42  <andythenorth> "yeah don't do that" is not going to break my heart, but we seem to be in a mood for fixing things
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13:52:31  <peter1138> Ok so it doesn't call the production callbacks on creation, only uses the static values.
13:52:42  <andythenorth> yup
13:53:12  <peter1138> industry_cmd.cpp:1755
13:56:09  <LordAro> one line fix? :p
13:56:32  <peter1138> Not quite but maybe not far off.
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14:05:47  <peter1138> andythenorth, if only everyone could write proper detailed but concise bug reports ;)
14:07:56  <andythenorth> I dislike it, it's like my day job :P
14:09:09  <andythenorth> I learnt from this, via DaleStan
14:09:10  <andythenorth>
14:09:21  <andythenorth> we use that at work still ^
14:09:26  <peter1138> Heh
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14:19:38  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
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15:24:48  <Samu> hi
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16:16:16  <Samu> dang, i miss insta-start ais already :(
16:24:26  <peter1138> start_ai
16:25:49  <LordAro> peter1138: how dare you suggest an advanced feature require the console
16:26:09  <_dp_> I recall there was something wrong with production for newly funded industries as well
16:34:44  <peter1138> Newly funded industries shouldn't have any.
16:35:00  <Samu> lol, even auto-clean ruins my set up
16:35:45  <peter1138> auto-clean removing AIs?
16:35:57  <Samu> no, i moved myself to spectator
16:36:28  <Samu> auto-clean removes my company, but next ai takes that spot, and I had no config for it
16:36:44  <peter1138> Nice.
16:36:57  <Samu> had no "prepared" config
16:38:53  <peter1138> k
16:39:25  <Eddi|zuHause> there definitely used to be an issue where ECS production was invalid for a month or so after game start
16:39:37  <Samu> can't even configure it via gui, it's that first spot
16:40:18  <peter1138> Invalid, or zero?
16:40:39  <Eddi|zuHause> like didn't show accepted/produced and stuff
16:40:48  <Eddi|zuHause> when building a station
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16:41:15  <peter1138> Er, you mean the cargo acceptance *text* ?
16:41:53  <Eddi|zuHause> like, stations don't accept anything right after game start.
16:42:53  <peter1138> That sounds unrelated and also unlikely.
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17:38:43  <Alberth> o/
17:41:26  <peter1138> Hmm
17:41:46  <peter1138> 'Dredging Site' returned invalid cargo type in the production callback
17:50:40  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
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17:58:00  <Wolf01> o/
17:58:57  <peter1138> Now... (3%/378% transported)
17:59:03  <peter1138> Why would that happen...
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18:04:41  <SimYouLater> Hi. I'm trying to make tri-gauge track for RIS, based on the dual-guage from 600mm. It's standard-meter-600mm track. In spite of looking at the 600mm dual gauge code thoroughly, I can't seem to get normal narrow guage locomotives to be compatible with tri-guage.
18:07:59  <peter1138> You need to modify the narrow gauge railtype to be compatible/powered by your tri-gauge track.
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18:10:04  <andythenorth> yo
18:10:13  <andythenorth> what next?
18:10:35  <peter1138> Test #7412?
18:11:22  <andythenorth> ooh
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18:17:02  <peter1138> andythenorth, nice test of the invalid callback result btw ;)
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18:17:28  <SimYouLater> peter1138: Well, then I'm screwed because the French Narrow Gauge isn't GPL v2 and there are no other recent Narrow Gauge tracks.
18:18:38  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
18:19:58  <SimYouLater> Does anyone know of any good Narrow Gauge tracks with a GPL v2 license?
18:20:55  <andythenorth> no
18:21:14  <peter1138> Not sure how to express it in NML, but I think you should be able to modify the powered/compatible flags from your own NewGRF.
18:21:15  <andythenorth> Termite tracks aren't narrow enough
18:21:29  <andythenorth> and they look weird if they're narrower
18:21:33  <andythenorth> so eh
18:22:16  <SimYouLater> peter1138: Let me send you the code in a PM. Hold on...
18:22:23  <peter1138> No, don't PM me.
18:23:09  <peter1138> Check if the NG type if present, and if it is, also define the NG railtype in your NewGRF, set the compatible/powered properties.
18:23:21  *** supermop_work__ has quit IRC
18:23:52  <andythenorth> I dm-ed DaleStan some code once
18:23:55  <andythenorth> I should find his reply
18:23:57  <andythenorth> it's educational
18:24:32  <SimYouLater> peter1138: Oh. Sorry, I only just saw this and already sent the PM.
18:25:00  <SpComb> andythenorth: bite your head off?
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18:28:54  <andythenorth> hmm can't find it
18:28:58  <andythenorth> it started something like
18:29:45  <andythenorth> "WHY THE FLYING FSCK did you think it was appropriate to DM me?  That out of the way, I am posting this answer to YOUR PUBLIC THREAD [answer]".
18:29:56  <andythenorth> classic of the genre
18:30:22  <LordAro> andythenorth: nice
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18:30:30  <planetmaker> a vehicle set can define the compatiblity of its own vehicles to whatever track types it wants. It needs no support from track sets
18:30:43  <planetmaker> ^^ @ SimYouLater
18:30:53  <planetmaker> and... doesn't pikka have nice tracks, too?
18:31:05  <peter1138> planetmaker, it can, but it has to know about them.
18:31:15  <planetmaker> of course, you need to know the labels
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18:31:33  <andythenorth> I think my posts poshere now fall into 2 categories, (1) reminiscing about things people said once, maybe 10 years ago (2) "I don't understand x in OpenTTD"
18:31:34  <planetmaker> but... a track set which doesn't announce the labels it offers, not even in readme? It's doing sth wrong
18:32:06  <andythenorth> also the Eddi|zuHause now posts 'andythenorth is broken' instead of 'we need state machines'
18:32:10  <andythenorth> the AI must have evolved :P
18:32:23  <peter1138> planetmaker, SimYouLater seems to be adding a new railtype to work with existing sets. I'm... not sure what the precedent is there.
18:32:43  <andythenorth> we should make bots of each other, and apply a Turing test
18:33:12  <planetmaker> hm, so making a rail set for existing vehicles? That... proves more interesting possibly. If each vehicle set has different view on what it wants
18:33:23  <planetmaker> my bot will fail a turing test
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18:33:31  <andythenorth> I don't understand railtypes
18:33:57  <planetmaker> ai like... :P
18:34:06  <SimYouLater> Specifically, I want my tri gauge track to be compatible with French Narrow Guage by Snail.
18:34:16  <planetmaker> with its vehicles?
18:34:20  <andythenorth> I'm not sure railtypes works like that?
18:34:27  <SimYouLater> With all NG vehicles.
18:34:53  <andythenorth> can you specify compatability with specific sets?
18:35:26  <SimYouLater> Iron Horse 2 and French Narrow Guage. Also 600mm, but IIRC that's already working.
18:35:33  <planetmaker> you know what label snail uses? Have your tracks be compatible with it
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18:36:31  <SimYouLater> I don't know what label snail uses. Also, just realised 600mm isn't working with it either.
18:36:37  <planetmaker> <-- they're in the specs, I think
18:36:39  <planetmaker> so... easy?
18:37:24  <planetmaker> [ ] checked the specs?
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18:39:33  <peter1138> planetmaker, compatibility works the other way, hence my suggestion earlier.
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18:40:21  <peter1138> From reading the code, it looks like two NewGRFs can define the same label, and it will resolve to the same rail type.
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18:40:57  <planetmaker> alternative_railtype_list: [NGRL,... whatever you want to cover as label]
18:41:06  <planetmaker> for your own narrow gauge rails
18:41:31  <planetmaker> which likely is the property you mentioned
18:41:33  <peter1138> All confusing :)
18:41:43  <peter1138> I mentioned that one ealier.
18:41:49  <planetmaker> k :)
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18:41:54  <peter1138> Tea works better if you boil the water.
18:41:55  <drac_boy> hi there
18:41:56  <planetmaker> confusiong: also
18:42:08  <planetmaker> tea works best with water. better with hot water. yes
18:42:46  <drac_boy> just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc ..  or rather something else that doesn't fit either?
18:42:52  <peter1138> andythenorth, so did it work? :p
18:42:53  <planetmaker> and we drink black tea... just because the green tea used to spoil during ship passage :P
18:43:01  <andythenorth> peter1138: yes I commented on the PR
18:43:10  <drac_boy> planetmaker there are some cold teas but otherwise yes earl, herb, etc usually are seeped hot
18:43:11  <peter1138> Ah, there's a comment :-)
18:43:31  <andythenorth> drac_boy: let me know if you get an answer
18:43:37  <andythenorth> send me a postcard :P
18:43:46  <planetmaker> ^^ there's reason to call it for whatever you want to call it
18:44:21  <peter1138> andythenorth, okay, just petition someone to review it ;)
18:44:34  <peter1138> Or are you a reviewer? hehe
18:44:41  <andythenorth> I can review it
18:44:44  <andythenorth> but do we trust me?
18:44:50  <andythenorth> 'probably fine'
18:44:55  <peter1138> Probably not :)
18:44:59  <drac_boy> planetmaker not really
18:45:25  <planetmaker> well, if you know the answer as to how it should be called... why ask? :)
18:45:39  <andythenorth> peter1138: tests pass?
18:45:57  <andythenorth> if the tests pass, and it's been tested by a human as solving the problem....commit
18:46:07  <drac_boy> planetmaker which answer?
18:46:28  <planetmaker> <drac_boy> just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc ..  or rather something else that doesn't fit either?
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18:47:08  <peter1138> andythenorth, that's difficult if it's not approved.
18:47:33  <SimYouLater> In spite of my efforts, I can't seem to get the railtypes to work.
18:48:00  <SimYouLater> Can someone look at my code? The 600mm locos won't go on tri gauge track.
18:48:30  <drac_boy> planetmaker and wheres the answer?
18:48:46  <drac_boy> simyou is this the french grf or I'm confusing you with someone else?
18:48:52  <planetmaker> drac_boy, I just said that any answer has some valid reason. You refute that... so?
18:49:45  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
18:50:48  <peter1138> print si->name
18:50:49  <peter1138>  = 0x7bc82e0 "!q@<q'!}q!q$'|#1.2$!#DCTR$`\"
18:50:59  <planetmaker> anyhow, I think calling newgrfs, ai etc dlc works. and they're mods at the same time.
18:51:02  <peter1138> Is that corruption or a weird AI communication thing?
18:51:22  <planetmaker> maybe not initialized?
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18:52:18  <planetmaker> hm... next weekend some pc assembly seems in order :)
18:52:20  <SimYouLater> The tri gauge is supposed to be compatible with the French GRF, the Iron Horse 2 GRF and the 600mm GRF. It is currently not compatible with any.
18:53:18  <planetmaker> so did you post your code anywhere in a public question or do you expect private conversation, SimYouLater ?
18:53:34  <SimYouLater> I'll post it publicly, just give me a bit.
18:54:24  <nielsm> planetmaker, IMO the term "DLC" refers to first-party or second-party (i.e. made under contract) expansions only, while all content on bananas is really third-partyu
18:54:25  <drac_boy> oh so you're someone sorry :)
18:54:45  <drac_boy> nielsm ah ok so that rules out dlc .. thanks
18:55:15  <drac_boy> simyou in that case which grf are you making again if you don't mind me asking?
18:55:16  <planetmaker> got a point there, nielsm
18:55:20  <andythenorth> I wrote a website thing
18:55:21  <andythenorth> 		"Extend the base game with downloadable content, including new vehicles, industries, stations, houses, AIs, heightmaps, scenarios, gamescripts and more"
18:55:30  <andythenorth> but I refused to write DLC
18:55:38  <andythenorth> DLC has a specific rep as $$$
18:55:40  <planetmaker> :)
18:55:54  <andythenorth> DLC is the EA game I bought, where I paid full price
18:56:03  <andythenorth> then I have to pay again for DLC to complete it
18:56:17  <andythenorth> not add-ons or extensions, just to actually win it
18:56:30  <SimYouLater>
18:56:39  <planetmaker> we also should add micro-transactions
18:56:51  <andythenorth> the amount I spend on Blitz :(
18:56:54  <planetmaker> "place station despite angry town? Pay 1€ and you may"
18:56:57  <nielsm> "to fight the final boss, insert 10p"
18:57:06  <andythenorth> I spend horrible amounts on cartoon tanks
18:57:24  <nielsm> bribe the town with real money? oh yes
18:57:40  <nielsm> (still has a risk of discovery and all being lost)
18:57:40  <planetmaker> hm... never played those. But spent €€ on ...  travian. What a nasty time killer
18:57:53  <planetmaker> haha, yes. Pays for our hosting then :)
18:58:06  <planetmaker> the CDN is quite expensive... more expensive than our server
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19:03:21  <planetmaker> why do you put such a strict condition on your railtype? Did you ever try w/o the if around it?
19:03:37  <planetmaker> and adding more labels to the alternative_railtype_label
19:03:52  <planetmaker> ^^ SimYouLater
19:04:27  <planetmaker> you make your railtype only available when another is available... which is... strange
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19:05:31  <SimYouLater> Oh. I reused GPL v2 code. I can remove that, if it's an issue.
19:06:12  <planetmaker> well. try with something simple. Make your railtype just appear, no matter what
19:06:21  <planetmaker> then make it more complicated
19:06:26  <planetmaker> but only then :)
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19:06:57  <drac_boy> planetmaker yeah I can't see why someone would ever do that .. if I was making narrow gauge I would had simply labelled it openly as NAAN or nAAN and leave it at that :) (of course change the fourth letter if you wanted any sort of electrical power source :P )
19:08:51  <peter1138> nielsm, as far as I can make out, when a sign is created, its width is never set (until the text is changed)
19:09:38  <peter1138> I added si->UpdateVirtCoord() at signs_cmd.cpp:61 and it fixes the game crashing for me.
19:09:46  <SimYouLater> Let's see if I've got this right, just in case...
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19:10:08  <SimYouLater> Compatible = Physical, Powered = Electrical, Alternative = ?
19:10:31  *** supermop_work has quit IRC
19:11:28  <andythenorth> looks like pixels
19:11:33  <planetmaker> compatible = other rails where a vehicle which is built for your railtype can drive on - but has no traction
19:11:40  <planetmaker> powered = compatible + has power
19:11:55  <andythenorth> hmm
19:11:58  <planetmaker> alternative: other labels your railtype goes by, if they are not defined by other newgrfs
19:13:17  <planetmaker> so for your railtype having MYNG. and having alternative NGGG. Then consider a vehicle set which wants its vehicles run on NGGG. NGGG is not available, thus they run on MYNG
19:13:22  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:13:50  <drac_boy> anyway I don't see much in RIS myself but to our own opinions tho .. and either way I need to go for a bit work
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19:15:23  <andythenorth> oops nielsm caught me out :P
19:15:35  <andythenorth> correctly
19:16:04  <peter1138> Hmm!
19:16:23  <peter1138> So if you set the default production properties, they always affect the cargo output too?
19:16:59  <nielsm> yep
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19:17:26  <andythenorth> I should have known that, old FIRS did it
19:17:36  <andythenorth> this is why I don't approve things :P
19:17:45  <peter1138> Wow, that would make the callback hard to control.
19:17:57  <andythenorth> well
19:18:08  * andythenorth could say much about that
19:19:09  <peter1138> andythenorth, now, why do I see "3%/112% transported" ?
19:19:57  <andythenorth> where what now? :)
19:20:04  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:20:05  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:20:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:21:02  <peter1138> Maybe I should have some dinner.
19:21:06  * andythenorth should
19:21:11  <peter1138> Dunno what to have.
19:21:14  <andythenorth> long time since lunch
19:21:15  <peter1138> Maybe I'll have another salad.
19:21:18  <andythenorth> I have chips
19:21:21  <peter1138> I don't.
19:21:26  <andythenorth> and I found 3 chicken nuggets in the bottom of the freezer
19:21:27  <peter1138> I have frozen bread rolls.
19:21:31  <peter1138> Heh
19:21:34  <andythenorth> it's not a quality dinner day
19:21:43  <peter1138> I have chicken tikka bites which are effectively the same.
19:21:43  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:21:50  <peter1138> I have tons of veg though, so that's good.
19:21:50  <planetmaker> SimYouLater, this is how I handle compatibility:
19:21:57  <planetmaker> (scroll to the very bottom)
19:22:15  <nielsm> pizza from the freezer for me
19:22:26  <planetmaker> the whole if (param...) stuff only decides about what label I choose (user can set that via param)
19:22:36  <peter1138> I need to get rid of all the sweets I bought. Sugar is addictive :/
19:22:44  <peter1138> I had it under control last year :p
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19:22:56  <planetmaker> yay, the first nml newgrf quoted :P
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19:24:48  <andythenorth> sugar is addictive
19:25:05  <planetmaker> very much so :|
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19:27:24  <SimYouLater> Okay, this is weird. I've edited the compatible railtypes to be identical to the dual gauage included with 600mm. They should function identically to the dual guage in terms of compatibility and have a vehicle list composed of 600mm and standard gauge rolling stock. Instead, no vehicles are available in the tri guage depot.
19:27:59  <planetmaker> is the other railtype defined?
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19:28:40  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7413: Fix #7410: Sign position/width not set on initial creation.
19:29:00  <andythenorth> ouch
19:29:09  <andythenorth> only 2 chicken nuggets, but they're goujobs
19:29:12  <andythenorth> goujons *
19:29:16  <peter1138> Bigger than a nugget then.
19:29:29  <andythenorth> probably fine then
19:29:42  <peter1138> I need to get through my freezer but I keep buying food :/
19:29:47  <peter1138> It needs a defrost.
19:29:53  <peter1138> And I need to bin some ancient food.
19:30:14  <peter1138> Like that food from 6 years ago that I, er, 'binned' (I ate it, I survived...)
19:30:18  <SimYouLater> planetmaker: Which other railtype?
19:30:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start
19:30:26  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
19:31:26  <planetmaker> the one the vehicles originally want to drive on
19:32:00  <SimYouLater> That would be NG6R. What do you mean by "defined"?
19:32:13  <planetmaker> by another newgrf
19:32:27  <SimYouLater> Yes, I have 600mm NG GRF loaded.
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19:33:44  <planetmaker> well, then... if the railtype is defined by another newgrf, yours won't provide it
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19:34:36  <SimYouLater> Won't provide the vehicles? Or won't provide the railtype?
19:35:12  <planetmaker> vehicles don't provide a railtype... they can request one
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19:36:30  <peter1138> You can add to the railtype's compatbile/powered list, if you are brave. I don't know if it's intentional.
19:37:07  <peter1138> 18:23 <@peter1138> Check if the NG type if present, and if it is, also define the NG
19:37:10  <peter1138>                    railtype in your NewGRF, set the compatible/powered properties.
19:37:57  <peter1138> I'm not really sure if it's a good idea or not :p
19:38:35  <planetmaker> yes define it. and set it to powered. and to alternative
19:38:46  <SimYouLater> Hmm... The "normal" narrow guage from the french set isn't showing. The high speed and electrified show up, but not the normal.
19:39:00  <planetmaker> but if you define it... then... you won't become active yourself, I guess.
19:39:07  <planetmaker> if the original is present
19:39:19  <peter1138> planetmaker, why?
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19:40:26  <planetmaker> defining the same label twice?
19:40:28  <peter1138> Yes
19:40:33  <planetmaker> dunno what happens then
19:40:43  <peter1138> It will reuse the existing railtype
19:40:46  <planetmaker> probably just overwrite
19:40:56  <peter1138> Nope, you get the actual same rail type.
19:41:07  <peter1138> That is how railtypes can modify the default railtypes.
19:41:15  <peter1138> Same works for additional railtypes.
19:41:30  <peter1138> src/newgrf.cpp:4312
19:41:41  <planetmaker> yes, so overwrite / amend
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19:42:21  <peter1138> "Overwrite" would imply it will completely replace. It will amend.
19:42:51  <peter1138> But you'd need to check that the railtype already exists, otherwise you'll end up with a blank undefined railtype :-)
19:42:58  <SimYouLater> That's weird. The French Narrow Guage tracks only come in two types... "high speed" and "electrified". Where's the normal kind I saw before?
19:43:10  <planetmaker> well, you can supply graphics. Thus I mean "overwrite".
19:43:14  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7413: Fix #7410: Sign position/width not set on initial creation.
19:43:25  <planetmaker> just the property defined later will overwrite the value defined earlier
19:43:54  <SimYouLater> I can't do graphics easily. I need GPL v2 narrow guage or to load a track from someone else's NewGRF.
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19:46:22  <nielsm> I'm never going to improve on the labyrinth of belts and machines
19:46:35  <andythenorth> ouch
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19:47:00  <planetmaker> not my cake
19:47:33  <andythenorth> reminds me of my old job
19:47:40  <andythenorth> that's not me in the photo :P
19:47:50  <planetmaker> :D
19:48:18  <andythenorth> my job was stacking the palettes
19:48:23  <andythenorth> or palets
19:48:28  <andythenorth> never know how that's spelt
19:49:06  <LordAro> palettes
19:49:41  <andythenorth>
19:50:17  <andythenorth> anyway it was a fun job, bad pay
19:50:59  <LordAro> oh, i've gotten confused with the arty version
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19:53:07  <andythenorth> bottle lines and belts everywhere, like nielsm showed :P
19:55:19  <planetmaker> :D factorio red science centre :P
19:56:18  <Wolf01> :D
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20:01:16  <peter1138> planetmaker, the compatible/powered stuff adds, rather than replaces.
20:01:58  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7413: Fix #7410: Sign position/width not set on initial creation.
20:02:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7410: Signs made by AIs do not show up at the creation time
20:02:17  *** sla_ro|master has quit IRC
20:02:52  <peter1138> Oh
20:03:03  <peter1138> That should fix #7403 as well.
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20:03:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7403: Game crashes
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20:14:28  <andythenorth> eh what?
20:14:33  * andythenorth never mind
20:15:11  <peter1138> :)
20:18:34  <peter1138> Not a salad!
20:18:35  <peter1138> :p
20:19:04  <peter1138> I'm aware nobody needs to know what food I ate, but tough ;)
20:19:38  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed.
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20:47:14  <peter1138> Hmm, so...8ef0cbbdf5bf72d2901d8afb898aee5e8d601d01
20:47:31  <peter1138> Seems to be the cause of an exploit.
20:48:28  <LordAro> peter1138: that's quite an old one
20:48:30  <LordAro> how so?
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20:49:45  <peter1138>
20:50:09  <peter1138> Basically time_since_pickup is reset to 0, even if nothing is actually picked up.
20:50:29  <LordAro> oho
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20:51:13  <peter1138> And I also think the other vars should be moved.
20:51:31  <peter1138> But that commit seems to suggest some other issue (maybe irrelevant now?) was fixed.
20:51:59  <LordAro> #1139 or #1143, probably :p
20:52:23  <LordAro> "Station bug" and "Unrealistic station rating"
20:52:27  <LordAro> great issue titles
20:52:56  <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #21: Eddi-nml branch for ActionC support
20:52:59  <DoppelD27> Good Evening, today i wanted to start understanding how the programming of openttd works. how are you going to test the code? is there the only way to install openttd via the makefile?
20:53:56  <LordAro> DoppelD27: there are visual studio projects as well
20:54:23  <LordAro> & are good places to start
20:54:26  <planetmaker> test... our CF does automatic build tests for all pull requests
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20:55:25  <planetmaker> unit tests... is something we don't exactly do. It's hard to implement for our codebase
20:57:49  <peter1138> LordAro, well, both those issues suggest that my "quick obvious fix" would probably not work well :/
20:58:16  <peter1138> LordAro, seems like a chicken & egg situation.
20:58:34  <peter1138> Rating sucks because nothing is loaded. Nothing is loading because rating sucks.
20:58:54  <LordAro> mm
20:58:58  <DoppelD27> @LordAro the maizure website is very nice. i think i have to read this first. thanks for your help :)
20:59:20  <LordAro> DoppelD27: (site not affiliated with any of the developers, i just found it one day)
20:59:24  <LordAro> but np :)
20:59:53  <andythenorth> gravedug
21:01:09  <planetmaker> disturbing
21:01:17  <LordAro> andythenorth: how did you find that?
21:01:53  <andythenorth> 'google'
21:01:59  <andythenorth> have you heard of it ?
21:02:06  <andythenorth> :D
21:02:56  <planetmaker> is google something like bing, just in original?
21:03:11  <andythenorth> yeah
21:03:19  <andythenorth> the interface is pretty old though
21:03:24  <peter1138> It's like altavista
21:03:33  <andythenorth> it needs 32bpp or it will never get a big audience
21:04:01  <planetmaker> oh, altavista... probably I qualify as 'old' when I recognize it and even remember using it
21:04:19  <andythenorth> ask jeeves?
21:07:24  <peter1138> Back when it was, indeed.
21:07:44  *** DoppelD27 has quit IRC
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21:10:06  <planetmaker> also folks, don't forget to vote for titlegame(s) :)
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21:14:32  <LordAro> planetmaker: i like how the main window is highlighted in the screenshots :)
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21:15:27  <planetmaker> that's just like the 1st tick when starting OpenTTD :)
21:15:41  <LordAro> planetmaker: also... "CAMERA POSITION" sign visible in 06.sav ?
21:15:47  <planetmaker> yep :P
21:15:58  <planetmaker> I guess we could remove that, if it wins
21:16:05  <planetmaker> but would be fun to leave as well :)
21:16:17  <LordAro> i thought signs weren't shown in the title screen anyway?
21:16:44  <planetmaker> I didn't do anything to OpenTTD modifying that...
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21:17:20  <planetmaker> the screenshot is taken from the main loop which terminates after the 1st tick after taking the screenshot
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21:19:38  <planetmaker>
21:19:41  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6592: Missing symbols while linking with MinGW and LTO
21:19:42  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6865: Drawing vertical/horizontal lines of width>1 problem
21:19:43  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6857: Linux SDL video driver runs slightly too fast
21:19:46  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6842: Heap overflow leading to crash
21:19:48  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6637: 2way EOL inconsistency
21:19:52  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings
21:19:54  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles
21:19:58  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6567: No top panel in full screen 4k resolution
21:19:59  <LordAro> ono
21:20:00  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6667: Incorrect costs in bridge list after joining an AI company
21:20:04  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6564: Crash: loading save
21:20:06  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6423: re-cache vehicle properties in depot
21:20:10  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6407: railtype - depot - snow
21:20:12  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6189: Vehicle Groups: parent group should count total number of vehicles in subgroups
21:20:15  <andythenorth> busy busy
21:20:16  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6222: Stations: using property 1A sometimes shows incorrect railtype ground tile
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21:20:49  <LordAro> planetmaker: can i /query you, or do you want me to bother logging into the forum? :p
21:21:12  <planetmaker> you can query me
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21:27:47  <peter1138> Er, what happened there? :p
21:28:41  <peter1138> Oh, it's an email vote, not a forum vote? :p
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21:35:28  <planetmaker> it's whatever way you like
21:35:45  <planetmaker> as long as it reaches me... but I only promise to look through info@ and my forum account :P
21:39:16  <frosch123> i wonder how many people read the fine-print about getting banned when not voting for toyland
21:39:52  <planetmaker> :P
21:40:33  <milek7> ==> Pouring libpng-1.6.36.high_sierra.bottle.tar.gz
21:40:38  <nielsm> I didn't really test that toyland setup on anything other than 1024x768 :P
21:40:39  <milek7> -- Found PNG: /usr/local/lib/libpng.dylib (found version "1.4.12")
21:40:41  <milek7> ..why?
21:41:18  <planetmaker> well. you got it now with most basesets and resolutions :P
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21:44:40  <nielsm> i voted
21:47:43  <frosch123> do we have stickers or buttons "i voted"?
21:48:05  <planetmaker> :D we totally should!
21:54:23  <planetmaker> I think the quality of the submissions is actually quite good
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22:01:01  <michi_cc> LordAro: Do you dare to approve #7379?
22:04:48  <LordAro> oh yes, that one
22:04:50  <LordAro> :p
22:04:50  <peter1138> It touches a lot.
22:05:02  <LordAro> mm
22:05:41  <peter1138> I wonder if the old abstraction needs to go?
22:07:20  <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on issue #7403: Game crashes
22:07:45  <peter1138> Things like "_network_udp_mutex->BeginCritical()" -> "std::lock_guard<std::mutex> lock(_network_udp_mutex)"
22:07:53  <peter1138> Doesn't really look like an improvement to me.
22:08:25  <michi_cc> One thing doesn't leak mutexes, the other does.
22:11:29  <LordAro> certainly helps
22:11:32  <peter1138> I'm sure it *is* an improvemnt :)
22:11:37  <peter1138> It just doesn't *look* it.
22:12:11  <michi_cc> Modern C++ is big on RAII to avoid resource leaks.
22:13:26  <michi_cc> Modal progress doesn't really fit in, but that's because our locking there is quite convoluted. It might use several threads, but in the end almost nothing actually runs in parallel.
22:15:55  <peter1138> RAII?
22:16:15  <peter1138> Ah.
22:16:18  <peter1138> (I googled)
22:16:38  <LordAro> more or less, automatic construction and destruction
22:16:40  <peter1138> Yeah I wasn't querying that either.
22:17:37  <peter1138> Right, reading through the commits.
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22:19:40  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
22:20:58  <LordAro> ^ happy to let that one disappear
22:21:45  <peter1138> I think I tested it and could not reproduce.
22:21:57  <LordAro> as did i :)
22:22:14  <LordAro> #6865 seems unreproducible as well
22:24:41  <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened issue #7414: Deleted signs do not always disappear from the screen
22:30:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7403: Game crashes
22:36:20  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7401: Change: Do not display a newspaper about old vehicles for which repla…
22:41:09  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7401: Change: Do not display a newspaper about old vehicles for which repla…
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22:50:20  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro opened pull request #7415: Some warning fixes
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22:51:39  <planetmaker> gah... seems like time for bed when I read "warning some fixes..." ^^
22:51:50  <LordAro> :p
22:52:03  <peter1138> "stop mixing enum types" looks like "start mixing enum types"?
22:52:15  <peter1138> CF_NONE ... cargofilter_none
22:52:19  <peter1138> I guess
22:52:30  <peter1138> But it's hidden behind the scenes as CT_INVALID O_O
22:56:22  <LordAro> yeah, but the compiler stops complaining :>
23:01:46  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7414: Deleted signs do not always disappear from the screen
23:06:53  <LordAro> ...what is 2-way EOL?
23:07:07  <peter1138> something to do with signals
23:07:13  <planetmaker> LordAro, it's a 2-way signal which is red
23:07:30  <planetmaker> and when the appropriate setting is such that it counts as EOL for pathfinders
23:08:00  <LordAro> do you know which setting? i'm not seeing it
23:08:03  <planetmaker> such setup allows for certain PF magic with automatic networks
23:08:46  <planetmaker> yapf.rail_firstred_twoway_eol = false
23:09:01  <LordAro> cfg file only?
23:09:06  <planetmaker> sure
23:09:27  <planetmaker> pathfinder penalties are not exposed
23:09:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
23:09:38  <planetmaker> and should not :)
23:09:54  <planetmaker> github would over-title it with "here the danger zone begins" or similar :P
23:09:55  <peter1138> Erm...
23:09:57  <peter1138> Whoops.
23:10:18  <peter1138> Wasn't on master :p
23:11:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
23:14:45  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6637: 2way EOL inconsistency
23:15:33  <peter1138> lol
23:15:35  <peter1138> those screenshots
23:15:42  <peter1138> Kinda hard to see what's going on.
23:16:06  <LordAro> well at least it's not with NUTS/SLUG/whatever :p
23:16:16  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
23:17:06  <LordAro> peter1138: the sign stuff is 1.10 only, right?
23:17:10  <LordAro> because of kd-tree?
23:17:13  <peter1138> LordAro, you've recreated the scenario which he says works, but made it not work? :D
23:17:16  <peter1138> LordAro, yes.
23:17:31  <planetmaker> LordAro, you can only really test it when the trains have valid orders
23:17:38  <LordAro> planetmaker: bleh
23:17:41  <LordAro> well, idk
23:17:44  <planetmaker> without orders... trains do all kind of stupid stuff
23:18:48  <planetmaker> well, there's savegames in the first posting
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23:19:31  <planetmaker> right... 100MB download from bananas to open them :P
23:19:38  <LordAro> :p
23:19:51  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings
23:20:43  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles
23:20:59  <peter1138> LordAro, only flat if you have variety distribution on.
23:21:13  <LordAro> peter1138: "with default settings"
23:21:21  <peter1138> Is that a default? I dunno.
23:21:26  <LordAro> i did the same as andy - deleted openttd.cfg before testing
23:21:53  <LordAro> does anyone have a 4k monitor to test #6567 with? :>
23:22:14  <planetmaker> wow... brixx is really nice
23:22:39  <peter1138> Yeah but we lost V453000
23:22:40  <planetmaker> funky screw-nut trees
23:22:47  <planetmaker> yeah... :|
23:23:14  <planetmaker> got a job and two kids... eating all his time
23:23:33  <planetmaker> and very funky rail signals :)
23:24:37  <planetmaker> and extremely lovely bridges
23:24:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
23:24:48  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7414: Deleted signs do not always disappear from the screen
23:25:28  <peter1138> Review mutexes (mutices? :p) is hard.
23:26:43  <peter1138> *Reviewing
23:26:47  <peter1138> Typing is also hard.
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23:28:17  <LordAro> #6667 - looks only be a visual display issue when playing as an AI's company - the price charged is still the same. actual bug?
23:28:31  <planetmaker> <3
23:28:47  <LordAro> :D
23:31:32  <planetmaker> maybe I should continue...
23:31:58  <peter1138> Yes
23:32:58  <LordAro> that airport does not look good at that zoom level
23:35:37  <planetmaker> it's not made for it. It's 8bpp, 1x zoom sprites
23:35:56  <planetmaker> only groundtiles are new
23:36:00  <LordAro> peter1138: #6423 requires an update from you :>
23:38:32  <peter1138> "BAD FEATURE" basically :p
23:40:59  <LordAro> :p
23:41:39  <peter1138> We'd solve a lot of issues by just saving the cached variables.
23:42:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7415: Some warning fixes
23:43:39  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6564: Crash: loading save
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23:44:33  <peter1138> Bad string in NewGRF?
23:44:51  <LordAro> seems unlikely
23:47:13  <Samu> heh
23:47:25  <Samu> number 3 looks so empty
23:49:57  <LordAro> peter1138: grf file itself doesn't contain "Velas" anywhere
23:50:02  <peter1138> k
23:50:09  <LordAro> as best as i can tell
23:50:32  <peter1138> string stack contains a null
23:51:23  <peter1138> RAW_STRING
23:51:25  <peter1138> Hmm
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23:54:22  <peter1138> args->GetInt64(SCC_RAW_STRING_POINTER)
23:54:25  <peter1138> That seems wrong.
23:54:56  <peter1138> Oh, it's type, not an index. Hmm.
23:57:07  <LordAro> dangerous, at best
23:57:41  <peter1138> Nah, the issue is not enough parameters.
23:57:59  <peter1138> So it returns 0
23:58:13  <peter1138> Then that is converted to NULL
23:58:25  <LordAro> ah excellent

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