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00:00:31 <Samu> the tile iterator is iterating over the other side of the map 00:01:07 <Samu> tile 959 is the void tile on the bottom left 00:01:15 <Samu> tile 960 is the void tile on the top right 00:04:22 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7428: Fix #7165: SmallMap::Erase(key) does not work correctly https://git.io/fjTIb 00:04:31 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7428: Fix #7165: SmallMap::Erase(key) does not work correctly https://git.io/fjTUY 00:06:19 <michi_cc> LordAro: Thanks. 00:06:45 <Samu> HERE'S the problem https://imgur.com/qpnuX5o 00:06:57 <Samu> tile 958 is out there at the bottom left side of the screen 00:07:21 <Samu> the airport we're trying to build is intercontinental 00:08:05 <Samu> FOR_ALL_TOWNS method says the closest town is Nahill 00:08:21 <Samu> Kdtree method says the closest town is Little Drentfield 00:08:26 <Samu> and they're both wrong 00:08:51 <Samu> at naked eye, I can clearly see it's Brinnington 00:09:01 <glx> fix it then :) 00:09:07 <Samu> yeah... it's the iterator 00:09:18 <Samu> it's passing invalid tiles as valid :( 00:11:56 <_dp_> Samu, Little Drenfield and Brinnington are about the same distance 00:12:18 <_dp_> Samu, naked eye doesn't work well with manhattan distances on isometric projection :p 00:12:57 <Samu> it's close to the bare land at the right side 00:13:10 <Samu> the rigth most bareland, the y width of intercontinental 00:14:33 <peter1138> It's AirportTileTableIterator in this instance, right? 00:15:15 <Samu> tile 960 is being passed as valid, and that already a tile on the top right side 00:15:57 <Samu> not sure, how do I check that? 00:16:21 <peter1138> By following the code :p 00:16:30 <peter1138> It's an unplaced airport, so yes. 00:16:58 <_dp_> ah, it's airport iterator missing boundary check 00:17:11 <_dp_> was wondering how did you manage to get FOR_ALL wrong xD 00:17:39 <glx> missing MP_VOID checks somewhere probably 00:18:19 <peter1138> I'm thinking it probably shouldn't need to bounds check. 00:18:36 <peter1138> At least, not within the iterator itself. 00:18:42 <peter1138> Should be before it. 00:19:01 <peter1138> It makes no sense to iterate for something that is not possible to build. 00:19:06 <Samu> i was so focused on two towns, i missed the 3rd town, which was right in front of my eyes... 00:19:22 <_dp_> peter1138, idk, I see none 00:19:31 <peter1138> ? 00:19:50 <peter1138> See none what? 00:20:03 <glx> I think there's a check on click, when you actually try to build 00:20:14 <Samu> AIs can check there 00:20:19 <Samu> that's how I found this 00:20:40 <peter1138> Yeah, src/scrfipt/api/script_airport.cpp 00:20:48 <_dp_> peter1138, no checks 00:20:56 <Samu> AIAirport.GetNearestTown(958, AIAirport.AT_INTERCON); 00:21:04 <peter1138> Yeah, but no checks where? 00:21:42 <_dp_> good question :) 00:21:53 <glx> I guess the AI should first check if it can build an airport before checking for the nearest town 00:22:01 <peter1138> Well, I mean, where were you looking for checks? 00:24:43 <_dp_> peter1138, in GetNearestTown 00:25:05 <_dp_> techically yes, can probably be solved if checked if can build first 00:25:21 <_dp_> still not good that you can make gs do some nonsense 00:26:18 <glx> indeed before trying to get the town the script function should probably check for valid airport location 00:26:39 *** Flygon has joined #openttd 00:27:27 <_dp_> is there a way to check tho? 00:27:32 <Samu> this function is already heavy, you're gonna make it heavier? 00:27:32 <peter1138> Yes? 00:27:43 <_dp_> except trying to build one and getting an error 00:28:05 <peter1138> Samu, doing it before any loop means it will be a very lightweight function. 00:28:29 <glx> airport size is maybe accessible (not checked), if it is the check is easy 00:28:33 <Samu> just at the borders 00:28:38 <stormcone> maybe build rail station also needs some checks, there were a report in JGR's patch pack about AI that were trying to build a station outside of the map 00:28:44 <Samu> but when the map is big... 00:29:26 <peter1138> Samu, what's better, slightly more checks (which are not going to slow anything down) or pointlessly doing lots of checks which are wrong? 00:29:27 *** tokai has joined #openttd 00:29:27 *** ChanServ sets mode: +v tokai 00:29:45 <Samu> more checks 00:30:28 <glx> yeah if invalid location return NULL is better than returning wrong town after heavy calculation 00:30:51 *** Supercheese has quit IRC 00:30:51 <peter1138> So, I'm working on it :-) 00:30:55 <Samu> returning NULL can be bad 00:31:09 <Samu> nullptr stuff happening 00:31:22 <glx> well you can return an error too 00:31:33 <glx> AIs know errors :) 00:31:59 <glx> just another precondition 00:32:12 <Samu> I was thinking more like... return the actual town 00:32:28 <Samu> return Brinnington 00:32:31 <peter1138> You are thinking wrong. 00:32:39 <Samu> :( 00:32:41 <glx> you can't search for the town if the airport can't exist 00:32:42 <peter1138> The airport is not buildable there. It should fail. 00:33:12 <Samu> but what about non ai functions 00:33:23 <glx> GUI prevent it 00:33:45 <glx> when you try to place an airport you don't wrap around the map 00:33:50 <glx> IIRC 00:34:46 <Samu> I suspect that's going to kill many AIs, probably mine too :| 00:34:57 <Samu> oh well 00:35:08 <peter1138> No it won't 00:35:13 <peter1138> Your AI can't build a town there. 00:35:15 <peter1138> Er.r.. 00:35:20 <peter1138> Can't build an airport there. 00:35:45 <glx> so getting the town was a useless call anyway 00:35:55 <glx> in this case 00:36:21 *** tokai|noir has quit IRC 00:36:21 <_dp_> aren't preconditions part of api? I mean needing compat code 00:36:34 <glx> no 00:36:46 <glx> compat code is only for argument change IIRC 00:37:02 <glx> well signature change 00:37:18 <glx> they prevent "compile" failure 00:37:57 <_dp_> glx, ah, so if shit breaks runtime it's ok? 00:38:59 <glx> I think it won't break anything, in this case an AI is looking for a town and probably tries to build an airport there depending on the result 00:39:16 <glx> but building will fail anyway 00:40:22 <glx> so I guess returning TOWN_INVALID and an error is correct 00:40:32 <glx> should not break the AI 00:40:56 <_dp_> you're assuming some stuff about AI here, I'm talking compatibility in general 00:41:01 <_dp_> but whatever, not like I care 00:41:44 <_dp_> just curious for the next time I break something in gs xD 00:41:46 <glx> AI "compilation" is done at runtime 00:42:55 <glx> failing at precondition should not kill the script 00:43:09 <glx> it's not fatal :) 00:46:43 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 00:50:53 *** stormcone has quit IRC 00:59:32 <Samu> https://paste.openttdcoop.org/pumazxsaf 00:59:45 <Samu> no more asserts, but then again... no more towns 01:00:09 <peter1138> Wrong place 01:00:44 <Samu> wrong place why? 01:01:32 <Samu> ah, the table it's retrieveing is [0] 01:01:41 <Samu> which airport is 0? 01:01:43 <peter1138> Because you are already testing at that point. 01:01:51 <peter1138> It's airport table layout 0. 01:01:59 <peter1138> For non-NewGRF airports, that's the only one. 01:02:24 <Samu> intercontinental layout is 0? 01:02:27 <Samu> i doubt it 01:02:48 <peter1138> Each airport has its own layouts. 01:02:50 <peter1138> o_O 01:03:04 <glx> and some can have more layouts 01:04:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7429: Codechange: Check airport table would fit within map bounds before iterating tiles. https://git.io/fjTtQ 01:04:21 <peter1138> Maybe that 01:05:02 <peter1138> Okay, that hot chocolate tasted weird. I suspect the milk was off :/ 01:05:31 <Samu> that's a lot of code, eww 01:05:38 <Samu> but ok, will test it 01:05:45 <peter1138> It's mostly comments. 01:05:50 <peter1138> But it's also at the right place. 01:07:34 <Samu> airports can rotate? 01:07:39 <Samu> :( 01:08:02 <glx> with newgrf yes 01:08:03 <Samu> ah ya, i remember, there's some newgrf that could rotate 01:08:59 <glx> but AI don't care, they use only the first layout 01:09:23 <Samu> :o 01:10:03 <glx> there's already enough complexity for AIs with newgrf vehicles 01:10:06 <peter1138> Yup. I still test for rotation, in case the first layout is rotated. 01:10:22 <peter1138> Unlikely but you never know. 01:10:36 <glx> yeah don't trust newgrf authors 01:10:46 <glx> we saw that recently ;) 01:11:18 <Samu> oh it's not in master yet t.t 01:11:49 <glx> we never push in master without PR 01:12:44 <Samu> i mean 7429, i was doing git fetch rebase stuff, and it wasn't in 01:13:25 <glx> but you can get the PR locally to test it 01:13:56 <peter1138> I'm fairly sure you were testing PRs earlier :p 01:14:14 <Samu> yes, but i can't mix them :( 01:14:19 <glx> you can 01:14:20 <Samu> they're not mine 01:14:30 <glx> checkout master 01:14:35 <glx> branch test 01:14:44 <glx> merge any PR in test 01:15:22 <Samu> can't make branch on repository that isn't mine 01:15:31 <glx> why would you ? 01:15:40 <Samu> because PR isn't mine 01:15:54 <glx> you can get master PR as branch in your local clone 01:16:27 <peter1138> Now I wonder *how* Samu was testing PRs earlier.. 01:16:48 <Samu> i downloaded repository 01:16:52 <peter1138> o_O 01:17:08 <Samu> navigated to your branch, build 01:17:44 <peter1138> I guess that's a fairly brute-force way of doing it. 01:19:14 <peter1138> "git fetch upstream refs/pull/7429/head:7429" creates a local branch of the PR. 01:19:17 *** tycoondemon has quit IRC 01:20:00 <Samu> https://imgur.com/GOqp9VU 01:20:55 <peter1138> You and your horrible GUIs 01:23:42 <glx> Samu: "git config --global --edit" then paste https://paste.openttdcoop.org/pfy8hd19r in the config file, save and close 01:23:55 <glx> will add 3 useful commands to git 01:25:02 <glx> rb to rebase with master, pr to get a PR, pr-clean to remove all retrieved PRs 01:29:05 <glx> some stuff is not easily doable in GUI 01:29:10 <Samu> i prefer to do rebase with visual studio, the diff tool is greater than that of git CLI crap 01:29:46 <glx> "git mergetool" opens winmerge for me 01:29:50 <glx> works well 01:30:10 <glx> 3-way merge 01:30:30 <Samu> my config has some entries already :( 01:30:42 <glx> in alias section ? 01:31:03 <glx> my paste is not a replacement, it's an addition 01:31:08 <Samu> https://paste.openttdcoop.org/pexnsnx62 01:32:06 <glx> hehe you can already do "git mergetool" from CLI to fix the merge in VS ;) 01:32:36 <glx> you can paste at the end of the config file 01:32:40 <glx> no issues 01:34:44 <glx> oh and you should remove the paste, there's your email in it 01:38:13 <Samu> pr to get a pr? 01:38:29 <Samu> how do I use? 01:38:32 <glx> git pr 7429 01:38:47 <Samu> oh, interesting, just that? 01:38:49 <glx> it will create a pr/7429 branch and checkout 01:38:52 <glx> yes 01:39:08 <Samu> i must be on my repository, right? 01:39:14 <glx> yes 01:39:38 <Samu> in master or anywhere else? 01:39:50 <glx> I usually do it in master 01:40:19 <Samu> let's test 01:41:23 <Samu> cool stuff 01:41:45 <Samu> building 01:41:59 <glx> once you get all pr you want via CLI you can do the rest via VS 01:42:18 <glx> create a test branch and merge pr branches into it 01:42:30 *** Thedarkb-X40 has joined #openttd 01:55:19 <Samu> triple assert! 01:55:34 <Samu> assert(forall == kdtree && kdtree == kdtper); 01:55:51 <Samu> mixed with 7429, now testing 01:56:04 <glx> of course the result will differ ;) 01:56:18 <Samu> it's being called from the AI 01:59:12 <Samu> ugh, so slow 01:59:24 <Samu> on the 13th January, I'll be done 01:59:36 <Samu> 0.32 frames /s 01:59:54 <glx> still testing on giant map ? 01:59:59 <Samu> yes 02:00:14 <glx> you really should test on smaller maps 02:00:23 <Samu> ok 02:00:36 <glx> will be easier for you 02:00:55 <Samu> testing 64x64, then raising 02:01:14 <glx> only one town in 64x64 usually 02:01:23 <glx> it's very small 02:01:39 <glx> standard is 256x256 02:02:09 <Samu> currently at 512x512, it passed so far 02:03:31 <Samu> 1024x1024 is taking its time... 02:03:59 <Samu> pass! 02:04:32 <Samu> 2048x2048 now 02:06:24 <peter1138> What does "pass" mean? 02:06:34 <Samu> passed the assert 02:08:40 *** Samu_ has joined #openttd 02:11:53 *** Samu has quit IRC 02:16:05 <Samu_> passed 02:16:20 <Samu_> not sure I wanna test 4096x4096 02:16:26 <Samu_> took 10 minutes for this one 02:16:52 <Samu_> testing 02:17:37 *** Wormnest has quit IRC 02:17:58 <Samu_> expecting it to finish in 1 hour 02:19:35 <Samu_> if it passes, then https://github.com/OpenTTD/OpenTTD/pull/7424/files works! 02:29:30 <Samu_> I suppose my while tests aren't needed 02:29:49 <Samu_> you say the gui takes care of it previously 02:33:21 *** SimYouLater has joined #openttd 02:34:03 <SimYouLater> Can someone please explain to me what #ifdef and #endif mean? No, they aren't hashtags. 02:34:34 <Eddi|zuHause> they have conditions, and the code between them is ignored if that condition is false 02:34:52 <glx> and it's checked at compile time 02:35:17 <Eddi|zuHause> SimYouLater: see https://en.wikipedia.org/wiki/C_preprocessor 02:35:18 <SimYouLater> Why does pybuild.bat not recognize them? 02:35:39 <SimYouLater> Wait. 02:36:07 <SimYouLater> Are you telling me I need to use both C+ and Python to make Recycled Infrastructure Set? 02:36:33 <Eddi|zuHause> dunno what that pybuild is 02:37:26 <Eddi|zuHause> usually you would use cpp (or gcc -E) to combine the .pnml files into .nml 02:37:55 <SimYouLater> All I know is that Nutracks has the only GPL v2 narrow gauge, and it's code uses #ifdef and #endif. 02:38:26 <SimYouLater> I have a make.bat and a pybuild.bat, and I no longer remember exactly why but I know they're used to compile the code.. 02:38:38 <Eddi|zuHause> well, you can do all the condition checking manually 02:38:45 <SimYouLater> ^ should be one period, end of sentence. 02:38:47 <Eddi|zuHause> and remove the #ifdef appropriately 02:39:36 <SimYouLater> Except I am in over my head. I don't know where the conditions are located. 02:40:04 <SimYouLater> I do have the Nutracks source, so if you could point me in the right direction. 02:40:18 <Eddi|zuHause> i don't think i ever looked at the nutracks sources 02:40:41 <Eddi|zuHause> but lets start with the words following "#ifdef" 02:41:47 <Eddi|zuHause> (which is now your turn, to tell me) 02:49:50 *** psilynt has joined #openttd 02:50:51 <psilynt> Hello. I'm new. That topic is such bait. Is asking to ask to ask a question OK? 02:51:01 *** psilynt has quit IRC 02:51:20 <Eddi|zuHause> ... 02:51:33 *** psilynt has joined #openttd 03:02:14 <psilynt> I have two serious questions: 03:02:36 <psilynt> 1) What are some good settings for games with really long trains (20+ wagons) 03:02:51 <psilynt> 2) Is there some patch or config setting to allow smaller stations to load large trains faster? 03:03:42 <Eddi|zuHause> there is a patch which loads trains in a drive-through fashion. load all wagons that fit into the station, drive forward a bit, load more, etc. 03:05:24 <psilynt> name? 03:06:09 <Eddi|zuHause> don't know right now, but it is probably included in JGR patchpack 03:07:34 <psilynt> I use JGR but haven't found it 03:08:00 <Eddi|zuHause> "Freight train through load (added in v0.24.0) This is an alternative loading mode for freight trains for the case where the train is longer then the platform." 03:08:28 <Eddi|zuHause> it'll be in the order list, there is "stop at beginning/middle/end of platform" 03:08:43 <Eddi|zuHause> if you click on that, it will cycle through the options 03:10:20 <Eddi|zuHause> (i don't think i've ever read the first post of the JGR thread before) 03:13:27 <SimYouLater> Eddi: Sorry, got distracted. Here... 03:13:29 <SimYouLater> #ifdef INTROS introduces_railtype_list: [INTROS]; #endif #ifdef REQS requires_railtype_list: [REQS]; #endif 03:13:52 <SimYouLater> That's literally the whole thing, so hopefull it's easy to solve? 03:14:23 <Eddi|zuHause> yeah, "INTROS" and "REQS" will come from a table somewhere 03:15:03 <Eddi|zuHause> (and that section is probably included repeatedly, with different definitions for "INTROS" and "REQS" 03:15:05 <Eddi|zuHause> ) 03:15:49 <glx> probably a #define on top 03:16:04 <Eddi|zuHause> you will find multiple definitions of "#define INTROS" in some source files that include that file 03:16:35 <glx> or it's passed as -D flags in some makefile 03:16:59 <SimYouLater> Then maybe I can just edit it to have values that make sense? What does introduces_railtype_list do? 03:17:38 <glx> guess it's some intro date 03:17:54 <Eddi|zuHause> it's a list of additional railtypes that will be made available simultaneously 03:18:09 <Eddi|zuHause> (so you don't have to define vehicles for each one) 03:19:00 <glx> but as eddi said, check the files including this one 03:19:35 <glx> they should have #define INTROS ... #include "file" 03:20:09 <SimYouLater> I found it. tt-table-definitions.pnml contains the definitions, I think. 03:22:10 <glx> BTW I don't see why they do it like that ;) 03:22:56 <SimYouLater> ERROR: "src/graphics_NBAN_NBAE.pnml", line 92: Syntax error, unexpected token "RANDOM_LC_YEAR" 03:23:16 <SimYouLater> Because of... 03:23:18 <SimYouLater> RANDOM_LC_YEAR(lc_NBAN_closed_snow_switch,level_crossing_NBAN_closed_snow, level_crossing_NBAN_closed_snow_modern) RANDOM_LC_YEAR(lc_NBAN_open_snow_switch,level_crossing_NBAN_open_snow, level_crossing_NBAN_open_snow_modern) RANDOM_LC_YEAR(lc_NBAN_closed_switch,level_crossing_NBAN_closed, level_crossing_NBAN_closed_modern) RANDOM_LC_YEAR(lc_NBAN_open_switch,level_crossing_NBAN_open, level_crossing_NBAN_open_ 03:23:27 <glx> it's a macro 03:24:00 <glx> you want to find #define RANDOM_LC_YEAR 03:24:12 <SimYouLater> I know what a macro is, but not what it's doing in a pnml file. 03:24:25 <glx> it's for the preprocessor 03:24:30 <SimYouLater> Ah. 03:24:36 <glx> like #ifdef stuff 03:25:25 <glx> .pnml once preprocessed become .nml I think 03:25:40 <psilynt> OK, the load-through option works amazing. I didn't see that. Thanks. 03:26:44 <SimYouLater> +glx: Don't worry, I at least know what pnml files are for. 03:28:02 <SimYouLater> I can't seem to find the rest of the macro. How do I replace RANDOM_LC_YEAR with something I can work with? 03:30:46 *** Supercheese has joined #openttd 03:32:31 <SimYouLater> No one knows how to un-macro-ize RANDOM_LC_YEAR? 03:32:53 <SimYouLater> Should I provide the code? 03:33:12 <SimYouLater> Since you're probably trying to help me blind. 03:34:02 *** SimYouLater has quit IRC 03:34:23 *** SimYouLater has joined #openttd 03:34:34 <SimYouLater> Stupid internet cut out. 03:34:41 <SimYouLater> Did I miss anything? 03:35:25 <psilynt> no 03:40:45 <SimYouLater> ERROR: "src/graphics_NBAN_NBAE.pnml", line 15: Encountered unknown template identifier: tmpl_tunnel_tracks 03:41:15 <SimYouLater> Not sure where to look to give it what it's looking for 03:41:32 <Samu_> yes! it finished! 03:41:39 <SimYouLater> ? 03:41:42 *** Smedles has quit IRC 03:41:55 <SimYouLater> What is it, Samu? 03:42:29 <Samu_> took 1h14m to iterate every tile 03:42:34 <Samu_> 1h25m 03:42:53 <Samu_> passed! 03:42:54 <SimYouLater> Like, map size? 03:43:08 <SimYouLater> Or something else? 03:43:46 <Samu_> 4096x4096, 13k towns, getting closest town when placing intercontinental airport 03:44:12 <Samu_> no errors 03:44:23 <Samu_> https://github.com/OpenTTD/OpenTTD/pull/7429/files works! 03:44:36 <Samu_> now I'm off to bed, cyas 03:45:18 <Samu_> i meant to say 7424 + 7429 03:45:36 <Samu_> k now cyas 03:45:48 *** Samu_ has quit IRC 03:57:21 *** Compu has joined #openttd 03:59:14 *** debdog has joined #openttd 04:00:09 <SimYouLater> ERROR: "src/graphics_NBAN_NBAE.pnml", line 92: Unrecognized identifier 'lc_NBAN_closed_snow_switch' encountered 04:00:57 <SimYouLater> I can't remove the section... and I can't use it as-is. 04:01:15 <SimYouLater> RANDOM_LC_YEAR will have to wait, then. 04:01:52 *** SimYouLater has quit IRC 04:02:37 *** D-HUND has quit IRC 04:56:09 *** glx has quit IRC 05:18:10 *** Smedles has joined #openttd 06:19:18 *** Supercheese has quit IRC 06:19:20 *** Hobbyboy|BNC has joined #openttd 06:19:22 *** Hobbyboy has quit IRC 06:19:28 *** Hobbyboy|BNC is now known as Hobbyboy 06:19:39 *** Supercheese has joined #openttd 07:16:36 <peter1138> Hmm, crash on removing a station. 07:21:05 <peter1138> Bisect I guess :( 07:37:11 *** Supercheese has quit IRC 07:55:21 *** Laedek_ has joined #openttd 08:01:56 *** Laedek has quit IRC 08:37:37 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 08:38:28 *** HerzogDeXtEr has joined #openttd 08:39:44 *** HerzogDeXtEr has quit IRC 08:42:04 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 08:45:52 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 08:57:17 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 09:03:24 <peter1138> Caused by aa7ca7fe6 09:19:22 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjTcJ 09:27:25 *** psilynt_ has joined #openttd 09:34:13 *** psilynt has quit IRC 10:53:47 *** Gustavo6046 has quit IRC 10:54:11 *** Gustavo6046 has joined #openttd 11:30:42 *** andythenorth has joined #openttd 12:25:42 *** gareppa has joined #openttd 12:28:10 *** gareppa has quit IRC 13:40:18 <andythenorth> is cat? 13:41:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened issue #7430: Vehicle waiting at station affects cargo age rating even if it did not pick up cargo https://git.io/fjT4D 13:43:22 <peter1138> tac si? taxi? 13:43:39 <andythenorth> I love that issue 13:43:52 <andythenorth> some things in ottd are just a bit brainfuck eh :) 13:44:37 <peter1138> nielsmh asked them to report it. 13:44:47 <peter1138> But they didn't. They wanted to "understand" it. 13:46:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7430: Vehicle waiting at station affects cargo age rating even if it did not pick up cargo https://git.io/fjTBe 13:46:33 <peter1138> What's a piglet anyway? 13:51:51 <andythenorth> peter1138: https://www.transporttycoon.net/other2 13:52:15 <andythenorth> hmm wrong link 13:52:17 <peter1138> Ah the "legitimate" exploitation. 13:52:19 <andythenorth> piglet is an exploit 13:52:30 *** Romazoon has joined #openttd 13:52:47 <peter1138> Update rating on final delivery? o_O 13:53:34 <peter1138> Thing is, with the piglet, that's kinda how the rating works. 13:54:08 <andythenorth> [shrug] emoji 13:54:17 <andythenorth> station rating is never a thing I pay attention to 13:54:20 <peter1138> Me too. 13:55:26 <Romazoon> Hi, i see the "fake" piglet issue made it s way to bugtracker, is that really that important to fix ? i mean why can t we stick to don t use it if you don t want to use it ? 13:56:29 <Romazoon> vehicle with full load orders where always a way to boost ratings, won t it be affected by changing the way cargo pick up affects rating ? 13:57:14 *** supermop_work has joined #openttd 13:57:53 <_dp_> peter1138, you'll soon "fix" all the stuff on our "advanced tricks" page that way xD 13:58:42 *** supermop_work_ has joined #openttd 14:01:52 <Romazoon> also, just want to point out that, if a vehicle that don t has anything to load do not affect station rating i think it might cause some other issues like when cargodist is not in use ? an airport easily get higher ratings due to the max speed of the planes, but why should we penalise the rating of that station in the case only busses managed to pick up some passenger. The ratings are a way to get more cargoes but i find that t 14:04:59 <Romazoon> also a train stations with plenty of trains (deserving good ratings because maybe all those trains allow you to go many different place, i know the rating mecanism don t care of that but with plenty of train you insure an high frequency, now if there is very few cargo to pick up, you don t get any boost on ratings thanks to high frequency 14:05:16 *** supermop_work has quit IRC 14:05:29 <LordAro> sounds like something we should ask for feedback for in the monthly dev post! 14:12:36 <peter1138> Romazoon, I figured as much. 14:12:58 <peter1138> The "we don't want to report it because it might get fixed" attitude. 14:16:41 *** supermop_work has joined #openttd 14:16:45 <andythenorth> is that a recognised pattern? :P 14:16:50 <andythenorth> does it have a name? 14:16:52 <peter1138> Apparently :p 14:19:04 *** Samu has joined #openttd 14:19:08 <Samu> hi 14:19:09 <peter1138> And no, "don't use the cheat if you don't want to cheat" isn't really acceptable. 14:19:16 <peter1138> Not in multiplayer. 14:19:28 <peter1138> s/cheat/exploit/ 14:19:32 <peter1138> Hi Samu. 14:19:42 <peter1138> I still don't know what you were testing last night. 14:21:10 <Samu> comparing FOR_ALL_TOWNS vs Kdtree vs Kdtree (only perimeter) 14:21:28 <peter1138> Ahh 14:21:29 <Samu> asserting the results 14:21:48 <peter1138> Ok, I somehow had it in my head that one of my PRs was being tested as well, hence the confusion :-) 14:22:01 <Samu> it was 14:22:04 <peter1138> Oh. 14:22:11 <peter1138> With my map bounds check? 14:22:14 <Samu> 7429 14:22:15 <Samu> yes 14:22:32 <peter1138> If you do that, then you don't need the 2 loops at the beginning searching for valid tiles 14:22:37 <peter1138> (Those loops are wrong anyway) 14:22:47 <Samu> the while loops? 14:22:49 <Samu> ok removing 14:22:50 <peter1138> Yes 14:23:18 <peter1138> with 7429 the bounds have been checked already 14:24:00 <peter1138> You could add an assert but you'd also have to take account of rotation as well. 14:24:02 *** supermop_work_ has quit IRC 14:24:02 *** Wormnest has joined #openttd 14:24:59 <peter1138> I still wonder if just checking the corners would be even simpler. 14:25:21 <peter1138> The distance would be ever so slightly off in the case of a missing corner tile, but otherwise hardly any difference. 14:25:38 <Samu> i could try that 14:25:58 <peter1138> Maybe there will be some weird layout in the future where that doesn't work, but in that case just checking perimeter would likely fail. 14:26:11 <peter1138> And then again nobody even knows about newgrf airports :) 14:27:03 <Eddi|zuHause> drawing general conclusions from yourself again? :p 14:27:40 <Eddi|zuHause> so... i had an external HDD... but it isn't in the place where i remember last putting it... 14:30:15 *** supermop_work_ has joined #openttd 14:30:21 <andythenorth> it will be where you look last 14:30:31 <andythenorth> so just stop looking and you'll find it, right? 14:30:36 <andythenorth> language is weird :P 14:32:02 <Eddi|zuHause> i tried that. isn't working. 14:32:03 <Romazoon> Peter, i kinda agree in multiplayer it s not so great, it gives work to server admin to make sure people don t use it. But it s already the case with station spread abuse. 14:33:27 <Samu> question: is if (Town::GetNumItems() == 0) test needed? 14:33:47 <peter1138> Romazoon, station spread has a game setting to reduce it. 14:33:55 <peter1138> Romazoon, two settings, actually. 14:33:59 <Eddi|zuHause> ok, i found it... it was near where i was expecting it to be, just slid between other things 14:34:09 <Romazoon> and like Mczapkie pointed, there is a simple way around that setting 14:34:51 <Romazoon> spread the station while they are attached, then remove the tiles in between the main station tile and the spread abuse tile 14:34:58 <peter1138> Samu, I think it could be an assert(). 14:35:06 <Samu> ok 14:35:25 <peter1138> Hmm, hang on 14:35:44 <Samu> assert(Town::GetNumItems() != 0); 14:36:03 <Samu> > 0 14:36:45 <peter1138> Yes, an assert. 14:36:46 *** supermop_work has quit IRC 14:37:06 <peter1138> The existing code will return NULL if there's no towns, but the calling code does not check for a NULL return, so will crash anyway. 14:37:56 <peter1138> (they all dereference it ) 14:38:34 <peter1138> Romazoon, yes of course. But "Because there are multiple ways to exploit things, we should leave any exploits in" does not hold with me. 14:40:38 *** nielsm has joined #openttd 14:40:44 <Romazoon> Peter, i agree on that. I just don t want that ottd developers loose time fixing a behavior that is in my opinion totally acceptable. If yu had played on Mczapkie servers you would know that he is looking to make the game "very very hard...and development of companies extremely slow". i think that s the only thing that changing that behavior will achieve. is it worth developers time ? i don t think so (imho) 14:41:34 <Romazoon> rating are quite smart if you ask me : as i pointed on the tt forum, if a station get too much cargo waiting because of the 'fake' piglet, rating will go down. 14:41:49 <Eddi|zuHause> i don't think you should worry about developer time 14:41:55 <Romazoon> piglet cost money : i see that as an investment to upgrade a station 14:41:57 <_dp_> peter1138, thing is, it would've been nice if it was fixed before it became mainstream :p 14:42:10 <_dp_> peter1138, like 5-10 years ago when it was likely first reported :p 14:42:30 <Eddi|zuHause> more like 15 :p 14:42:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7424: Add: Kdtree for AirportGetNearestTown https://git.io/fjU1d 14:42:52 <_dp_> peter1138, though whatever you do with loading is probably gonna be ok imo 14:42:56 <peter1138> _dp_, yeah but nobody reported it! 14:43:06 <peter1138> Or it was buried, maybe. 14:43:07 <Romazoon> Eddi, developpers time is not mine, and it s seems to be a limited ressource, sorry to care about that ;) 14:43:19 <Samu> about the rotation thing... 14:43:30 <Samu> i dunno how to fix that 14:44:48 <Romazoon> for me that rating problem is not a problem. but i m all open to others opinion, after all i d be totally ok with the way to go via a 'setting' to turn on or off that behavior 14:45:20 <peter1138> Samu, i don't know if it needs fixing. 14:45:26 <Samu> now gonna test corners 14:45:29 <Eddi|zuHause> my favourite approach so far was a setting in FIRS: "make rating 100% always" 14:45:41 <peter1138> :) 14:46:18 <peter1138> Romazoon, "i don't mind that rating is broken" is not really valid. 14:46:31 <Romazoon> eddi, i like it too ! especially for the oil platform with neutral station....now it s barely possible to get high ratings (unless you terraform and use some maglev station next to oil platform) 14:46:43 <Romazoon> it s even a serious problem for ECS 14:46:46 <peter1138> Samu, it'll be wrong for airports with missing corners, I think. 14:47:00 <Eddi|zuHause> Romazoon: we "fixed" the maglev station thing, as far as i followed :p 14:47:02 *** Flygon has quit IRC 14:47:22 <Samu> there are airports with missing corners already? :( 14:47:28 <peter1138> And also for a very large airport, possible wrong for towns half-way down a side. 14:47:31 <peter1138> Yes. 14:47:36 <Romazoon> rating are not broken ! if a station have plenty of vehicles stopping by it, it should get higher ratings, it doesn t matter if there is somthing to load or not 14:47:41 <Samu> no way 14:47:46 <Samu> omg 14:48:04 <Eddi|zuHause> we didn't say "broken", we said "exploit"... 14:48:11 <peter1138> I said broken, sorry. 14:48:15 <Samu> newgrf airports? or vanilla? 14:48:22 <peter1138> Vanilla. 14:48:24 <Eddi|zuHause> ok, maybe i was too quick on that :p 14:48:27 <Samu> :( 14:48:35 <peter1138> Anyway station rating and station cargo rating are two different things. 14:49:05 <peter1138> Samu, tell me about it. I'm still mad that we ever added the extra layouts rather than deferring to newgrf. 14:49:18 <Romazoon> eddi, i mean to get high level of production with ECS i think it s needed to reach 80% of station ratings (or 80% of the oil taken from oil platform), what else than a maglev oil train can reach that rating ? 14:49:29 <_dp_> Romazoon, and who's changing that? 14:49:33 <Eddi|zuHause> Romazoon: there's two ways to "fix" an exploit: a) "nerf" it, meaning you can't do it anymore, or b) making it "official" and redundant 14:49:48 <_dp_> as I understand issue is with vehicles that can't load anything still bumping rating 14:49:57 <peter1138> ^^ 14:50:16 <Romazoon> dp : the future behavior apparently want to make station rating no going up if a vehicle arrives and find nothing to load 14:50:59 <Eddi|zuHause> Romazoon: but how is that a problem? an industry will frequently produce something, that can be loaded 14:51:23 <Romazoon> so in a small town, if i set plenty of trains only the one actually picking up something will up the ratings, maybe it will be the slowest train and so rating boost will be low 14:51:33 <_dp_> Eddi|zuHause, that actually could've been a problem. e.g. with seasonal industries like fruit plantations 14:51:48 <Samu> if ((TileX(cur_tile) == it_x || TileX(cur_tile) == max_it_x) && (TileY(cur_tile) == it_y || TileY(cur_tile) == max_it_y)) { 14:51:55 <Samu> i hope these are the corners 14:51:56 <peter1138> Romazoon, nope. I was only considering touching the time_since_pickup variable. 14:52:04 <peter1138> Not the vehicle speed/age/whatever stuff. 14:52:14 <Eddi|zuHause> so maybe: station rating lowers, when cargo is moved to station, but nothing there to pick it up? 14:52:25 <supermop_work_> rating my linkgraph would be cool 14:52:38 <supermop_work_> as would town growth by link graph 14:52:43 <supermop_work_> *by 14:52:52 <Eddi|zuHause> no cargo at station means no rating change 14:52:53 <supermop_work_> does that already exist? 14:53:01 <Eddi|zuHause> (up or down) 14:53:01 <peter1138> This is just about vehicles sitting on a station and waiting and waiting and waiting and not loading because they're full, but not leaving because they are told not to leave yet. 14:53:17 <supermop_work_> eg can get to 20 towns from here = good rating 14:53:25 <peter1138> supermop_work_, Oh, I was looking for a "rate my linkgraph" website :p 14:53:48 <peter1138> NewStationCargoRating! 14:53:52 <supermop_work_> takes 10 intermediate stops to get to a nearby big destination = less good 14:53:57 <peter1138> I've not done that for a long time. 14:54:00 <_dp_> peter1138, another option is when already full vehicle arrives at the station 14:54:20 <peter1138> In the bug report I list a couple of options. 14:54:23 <Romazoon> peter, ok for no change on th vehicle speed/age/whatever, i m less worrying already 14:54:41 <andythenorth> ahem 14:54:43 <peter1138> Like only reseting it once per vehicle. 14:54:46 <andythenorth> newgrf station rating? o_O 14:54:48 <andythenorth> srsly 14:54:54 <peter1138> andythenorth, no, not NewGRF. 14:55:02 <peter1138> Although is that a thing? Probably is it. 14:55:06 <andythenorth> yes it's a thing 14:55:07 <peter1138> ... it is 14:55:08 <andythenorth> it works 14:55:09 <peter1138> Hah 14:55:14 <andythenorth> content-ish station ratings 14:55:18 <andythenorth> make everything content 14:55:27 <andythenorth> and make the non-content vanilla defaults Not Shit ® 14:55:29 <_dp_> peter1138, no, not once, you need to constantly update it if there is no cargo on station 14:55:32 <supermop_work_> i tried a (Polish?) GS once that tried to make growth dependent on passenger connections 14:55:40 <Eddi|zuHause> iirc the industry newgrf can change ratings, but not the station newgrf 14:55:48 <Romazoon> once per vehicle sound a good way to no t break the 'seasonal industries'...when player don t use full load 14:55:57 <andythenorth> Eddi|zuHause: let me introduce you to a new concept 14:56:00 <andythenorth> mixed grfs :P 14:56:04 <peter1138> _dp_, so that rating goes up, otherwise it never will, right? 14:56:24 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Custom_station_rating_calculation_.28145.29 14:56:34 <_dp_> peter1138, yeah, would be a pity to loose acceptance while train is waiting for cargo ;) 14:56:40 <supermop_work_> andythenorth: i do feel that stations that are major nodes, even if few people ever board or alight there should get good ratings 14:56:45 <peter1138> _dp_, at least, that is what i gathered about the original bugfix. 14:56:49 <andythenorth> make a newgrf for that supermop_work_ 14:57:06 <andythenorth> I mean., obviously everything is broken with cdist 14:57:06 <supermop_work_> though if every train that pulls in is already full then yes, i get why it should have a bad rating 14:57:09 <andythenorth> but that's because cdist is broken 14:57:16 <Eddi|zuHause> nothing good ever came out of a sentence starting with "To understand how to use it, you must first understand" 14:57:18 <andythenorth> I love cdist, but it is broken 14:57:31 <supermop_work_> i won't ever play without it 14:58:25 <Romazoon> i also can t play without CD (for passengers and mail), but i just never use it for freight (too broken) 14:58:26 <_dp_> also it's always possible to build station and send trains before building an industry 14:58:29 <Eddi|zuHause> supermop_work_: the problem with "you must deliver X destinations for good ratings" was industry newgrfs that have overly strict reactions to low ratings (ECS) 14:59:00 <Eddi|zuHause> also, finding out the number of valid destinations is nontrivial 14:59:38 <andythenorth> is cdist broken for freight? :P 14:59:55 <FLHerne> Mostly it works fairly well 14:59:55 * andythenorth just uses a distorted play style to account for it 15:00:04 <Samu> just tested the corners 15:00:07 <Samu> it asserted 15:00:07 *** Wormnest has quit IRC 15:00:10 <Samu> RIP corners 15:00:11 <andythenorth> - never more then 2 destinations from one pickup station 15:00:19 <FLHerne> It's broken for supplies, because it doesn't understand the industries' demand levels 15:00:22 <andythenorth> - always set 'do not load' orders at destination 15:00:33 <_dp_> Eddi|zuHause, it's also goal-related. e.g. it makes no sense to require x destinations in cb where everything goes to one city 15:01:03 *** Wormnest has joined #openttd 15:01:03 <FLHerne> andythenorth: Where's the fun in that? :P 15:01:12 <Eddi|zuHause> _dp_: well, that could be tuned 15:01:50 <_dp_> Eddi|zuHause, also easily exploitable with multiple stations per destination xD 15:01:56 <FLHerne> Overcomplicated systems based on autorefit between several cargoes in both directions are !FUN! 15:02:09 <andythenorth> autorefit doesn't really work 15:02:09 <Eddi|zuHause> andythenorth: freight cdist is not broken, but the global "distance bias" is interfering, because for freight you want it low, but for passengers high 15:02:31 <andythenorth> the inability to serve a 3rd destination from a station is pretty broken 15:02:38 <Eddi|zuHause> autorefit works, but you need to jump-start it 15:02:44 <andythenorth> yes 15:02:50 <FLHerne> Actually, my current game isn't too absurd 15:03:02 <Romazoon> so the simple solution would beto make vehicles that are already full or just became full to have no effect on the last cargo picked rating 15:03:04 <Eddi|zuHause> generally, starting new lines can be a bit tricky with cdist 15:03:09 <andythenorth> yes 15:03:18 <FLHerne> I've got a few lines where sand/stone/coal all share the same trains for a leg 15:03:21 <andythenorth> it's inevitable, with the current approach 15:03:31 <andythenorth> not sure how it could be fixed 15:03:37 <nielsm> the big issue with cdist is that it does not model demand 15:03:42 <Eddi|zuHause> Romazoon: that doesn't cover the variant involving cdist, where the vehicle never loads anything because it doesn't serve a link 15:03:45 <nielsm> but invents demand based on supply 15:03:52 <andythenorth> nielsm: that's not an issue, that's by design :) 15:04:07 <FLHerne> And one where trains drop about half their wood to a sawmill, then pick up the corresponding timber, then drop the other wood at a paper mill and the timber at a yard 15:04:10 <supermop_work_> Romazoon: i actually don't mind cdist with firs 15:04:25 <supermop_work_> it's never really bothered me that much 15:04:31 <andythenorth> the big misnomer about cdist is that it provides destinations for cargos 15:04:35 <Romazoon> Eddi, but why that would be an exploit, people doing that (me) are paying for the running cost of said vehicle 15:04:41 <andythenorth> clue is in the name though, it's not destinations 15:04:44 <FLHerne> One tiny shuttle between docks and an industrial plant that carries pretty much everything in both directions 15:05:14 <Eddi|zuHause> Romazoon: because those running costs are negligible 15:05:44 <FLHerne> Oh, and lots of trains that carry fruit/goods/whatever in one direction and supplies in the other 15:05:49 <Eddi|zuHause> (and nobody cares about the company rating for minimum vehicle profit) 15:06:14 <Romazoon> eddi, true, cargodist broke that company rating XD 15:06:31 <Eddi|zuHause> Romazoon: no, that was "broken" long before... 15:06:50 <Romazoon> you are right, transfert were already a thing before 15:06:52 <supermop_work_> for what it's worth, when i go to a subway station and have to wait for 2 trains to go by in rush hour because they are full 15:07:04 <supermop_work_> i have a bad rating of that station in my mind 15:07:16 <Romazoon> i agree on that supermop 15:07:27 <supermop_work_> and i may next time chose a different station where i am more likely able to board 15:08:00 <supermop_work_> similarly, on the lexington avenue line (most crowded line here), in the evening rush hour 15:08:02 <Eddi|zuHause> Romazoon: it's also "broken" without transfers. like almost never you can have road vehicles meeting that barrier, whereas trains is trivial. and ships taking more than a year for a roundtrip 15:08:57 <supermop_work_> downtown local trains often skip 28th, 23rd, and astor place stations, because they are too full and dont wan't to mess up the tight headway 15:09:05 <Romazoon> i see my 'fake piglet' as machinery that equip the station. And so i find that it make sense to boost rating in those case. I mean a company would probably prefer a station that has a forklift to load it s train than a station that let the company to deal with the laoding of freight (i mention forklift cause that often what i use) 15:09:35 <supermop_work_> so if you are waiting at 28th street, you are pissed (bad rating). and might walk instead to 33rd(better rating) 15:11:01 <supermop_work_> Eddi|zuHause: in the past i have occasionally had a lonely overland truck duplicate a train or ship route just to keep a link active 15:11:54 *** Alberth has joined #openttd 15:11:54 *** ChanServ sets mode: +o Alberth 15:12:00 <Alberth> o/ 15:12:06 <supermop_work_> yo Alberth 15:12:25 <peter1138> Samu, yeah I figured it would not give the same results. 15:12:49 <peter1138> Just perimeter will work mostly unless it's a strange layout which probably doesn't exist (yet) 15:13:03 <Romazoon> Eddi, ok so minimum profit per vehicle is broken, is it on the bug list ? or is there any plan to fix that ? (an personally i never had that problem, back in the days of TTD i was taking that as a challenge and would modify my bus route if it would not achieve the profit to get max company rating 15:13:07 <peter1138> Samu, on the other hand, maybe it's not wrong, just different? ;) 15:13:35 <peter1138> Romazoon, the bug list is searchable. 15:14:04 <Eddi|zuHause> Romazoon: back in my TT days, i didn't even know how that rating was calculated. the detailed rating window did not exist 15:14:16 <Romazoon> now, i just don t care of company rating alltogether, i grew up and play for having nice and working large network 15:14:41 <peter1138> nielsm, yeah... i think simutrans did it differently. 15:15:07 <peter1138> nielsm, industries had explicit destinations already, regardless of routes. 15:15:10 <Romazoon> back in the TTD days i guess i played long enough to figure it out somehow 15:15:18 <peter1138> nielsm, so if you just randomly hooked things up you'd not get anywhere. 15:15:37 <peter1138> But that is the difference between cargo*dest* and cargo*dist* 15:16:39 <Romazoon> YACD was very interesting for OTTD, it just could not cope with a map like Cindini. 15:17:09 <Eddi|zuHause> YACD was a performance bottleneck waiting to happen 15:17:18 <Romazoon> and cargodist while it has default, once you have a huge network, it kinda do exactly what YACD was doing 15:17:34 <Romazoon> except for freight 15:17:42 <peter1138> Eddi|zuHause, yeah but *my* computer got faster since then ;) 15:17:53 <peter1138> Should I have a chocolate bar or a kiwifruit? 15:18:01 <Eddi|zuHause> peter1138: now try YACD on a 4096^2 map :p 15:18:15 <Romazoon> i vote kiwifruit 15:18:20 <peter1138> I don't know where to find YACD these days :( 15:18:34 <peter1138> Romazoon, probaby sensible, the chocolate will still be there tomorrow... 15:18:39 <peter1138> And the cake... 15:19:09 <peter1138> My snack draw is terrible. The only thing that saves it is that all that stuff is still in it, rather than having been eaten. 15:19:10 <Romazoon> :) 15:20:13 <Eddi|zuHause> i still have a yacd checkout 15:20:48 <peter1138> https://imgur.com/MqjQ4Cl < oh wow, Oct 2014. I've still have that save, been play testing with it... 15:21:07 <peter1138> I probably don't have that scaler patch any more. 15:21:17 <Eddi|zuHause> "fatal: unable to access 'http://www.icosahedron.de/openttd/git/yacd.git/': The requested URL returned error: 403" 15:21:22 <peter1138> It's certainly an... interesting effect. 15:22:00 <Eddi|zuHause> it reminds me of the days of MiniIN with the double zoom filters 15:24:17 <peter1138> Chocolate coated kiwifruit? 15:26:03 <andythenorth> YACD was so good 15:26:08 <andythenorth> really fricking awesome 15:26:23 <andythenorth> I didn't have the 'it eats CPU' problem 15:26:34 <andythenorth> probably because I don't play idiot-sized maps 15:26:51 <andythenorth> why is openttd distorted by demands from people who have no taste? :( 15:27:00 <andythenorth> it stops us making it nice 15:27:09 <andythenorth> peter1138: drawer not draw :P 15:28:14 <peter1138> Heh 15:28:37 <peter1138> Yes, I... lazied it. 15:29:11 <Romazoon> i m an idiot with no taste. Yet i m having lot of fun playing ottd, thank you :P 15:30:28 <peter1138> andythenorth, okay, how do we bring back YACD, bearing in mind that CargoDist exists. 15:30:46 <peter1138> I was told it was possible to build it on top of cargodist, at the time. 15:30:49 <peter1138> But nobody did :/ 15:31:00 <Romazoon> and to be honest, i only play idiot sized map on multiplayer, so when there is enough idiots to play with me xD 15:31:45 <andythenorth> peter1138: NFI, fork it, remove cdist? 15:31:52 <andythenorth> fragment the community? 15:31:56 <peter1138> :/ 15:32:12 <andythenorth> to be completely fair to fonso, I don't hate cdist, it's really added something to the game 15:32:16 <andythenorth> it's just not YACD 15:32:22 <andythenorth> and YACD wasn't viable at the time 15:32:23 <andythenorth> so eh 15:32:50 <peter1138> yet simutrans has it ;) 15:33:00 <Romazoon> we should have cardodist for passenger and mail (because once you have a big network it kinda work the same as YACD), and YACD for freight/indutries 15:33:00 <peter1138> Maybe it just needed k-d trees. 15:33:08 <andythenorth> k-d trees for all 15:33:18 <andythenorth> michi_cc would know more what the problem was 15:33:33 <andythenorth> iirc, it was because packets are tracked individually, not statistically, but I might be wrong 15:34:16 <Eddi|zuHause> we need to rewrite the game loop so things like vehicles and cargopackets can be concurrent 15:34:38 <peter1138> They are intertwined... 15:34:47 <Eddi|zuHause> yeah, we need to cut those 15:35:29 <Eddi|zuHause> vehicles must be able to move independently from each other 15:35:34 <peter1138> Hahaha 15:35:45 <Eddi|zuHause> it works in the real world :p 15:35:59 <peter1138> A thread for each vehicle :D 15:36:15 <andythenorth> can we offload it to cloud lambdas? 15:36:15 <Eddi|zuHause> i don't think that is feasible :p 15:36:29 <Eddi|zuHause> microthreads! 15:36:37 <peter1138> Okay so you need to break out cargo loading from the vehicle loops. 15:36:50 *** Gumle2 has joined #openttd 15:36:51 <Eddi|zuHause> just because you design it to be concurrent doesn't mean it must run in parallel 15:36:51 <andythenorth> now it gets interesting 15:36:56 *** Gumle2 has quit IRC 15:37:08 <peter1138> And cargo unloading, I guess. 15:37:22 <peter1138> But once you do that, what's left of the vehicle loops? Just a bit of movement really. 15:37:41 <peter1138> Oh yeah, pathfinding :) 15:42:56 <Samu> there's still something I wanna test 15:43:05 <Samu> different airport types! 15:43:13 <Samu> I only tested intercontinental 15:49:05 <peter1138> I suppose you could run vehicle types separately, except for level crossings. 15:49:18 <peter1138> But probably most games only have tons of trains and not much else :p 15:49:34 <peter1138> Split per company? :p 15:53:30 <_dp_> ha, looks like I'm not the only one with too many idle cores :p 15:53:38 <Eddi|zuHause> split per company doesn't make a lot of sense, you still have interdependencies, especially RV, and you just kill infra sharing for no benefit 15:54:00 <Samu> https://paste.openttdcoop.org/pzgax6cjj 15:54:17 <Samu> if I waited 1h25m yesterday, how much am i gonna wait now? 15:55:41 <peter1138> Do it on a small map. 16:04:00 *** synchris has joined #openttd 16:05:30 *** Progman has joined #openttd 16:08:07 *** sla_ro|master has joined #openttd 16:20:43 <Samu> I added some % so that I dont get bored quickly 16:20:45 <Samu> https://imgur.com/xjEEuB8 16:21:08 <Samu> 1024x1024 and below have passed the test 16:21:18 <Samu> waiting for these two, 2048x2048 16:33:02 *** Pikka has joined #openttd 16:41:58 <Samu> while this is running, im gonna play patch of exile 16:45:10 <peter1138> Samu, oh, I was wrong, none of the default airports have missing tiles. 16:45:43 <peter1138> I thought the intercontinental did, but it's just a bare airport tile visible as grass. 16:47:06 <peter1138> It is a missing tile in the OpenGFX+ airports version of it, though. 16:47:43 <Samu> oh, hi 16:47:52 <Samu> ah 16:48:02 <Samu> im not testing opengfx :( 16:48:18 <Samu> patch of exile is patching... typical 16:48:22 <Samu> so im back 16:49:06 <Samu> should I test opengfx+? 16:51:18 <peter1138> Hah 16:51:20 <peter1138> No? 16:51:25 <peter1138> I dunno, maybe. 16:51:34 <Samu> ok 16:51:56 <peter1138> Test the opengfx+ intercontinental :) 16:52:01 <peter1138> It has one corner missing. 16:52:13 <Samu> im gonna assume intercontinental is still 7 16:52:31 <Samu> enum type thing 16:53:48 <peter1138> I would not assume. 16:54:02 <peter1138> They may be APIs to query but I dunno 16:54:04 <peter1138> *there 16:54:39 <Samu> I dont think there is 16:54:52 <Samu> there's AIAirport.INTER_CON things 16:55:05 *** Pikka has quit IRC 16:55:19 <Samu> AIAirport.AT_INTERCON 16:57:00 <peter1138> NewGRFs can add more airports, so... 16:57:35 *** andythenorth has quit IRC 16:57:46 <Samu> testing 16:59:31 <Samu> for this test I know I'm gonna have to wait 1h25m or less if it asserts 16:59:49 <Samu> cpu usage 51%, I can still play poe 17:02:39 <Samu> it's funny 17:03:00 <Samu> if i were on the i5-2500, this would mean 100% cpu usage, could no longer play poe 17:03:08 <Samu> AMD wins 17:08:13 <Eddi|zuHause> so my yacd checkout, how would i move that over to the new git? 17:08:41 <nielsm> with a lot of effort 17:09:28 <Eddi|zuHause> apparently i also have a daylength patch applied on top of it :) 17:10:05 <Eddi|zuHause> can i export stuff as like a patch queue? 17:10:42 <Eddi|zuHause> so i export all stuff from the last common trunk revision, check out that revision in the new git, and reapply it? 17:10:43 <nielsm> if the old code is also in git, I guess you'd add the new repos as a remote to the old, rebase the patch onto the matching base revision from the new repos, and then carefully bring the code up to present HEAD 17:10:47 <nielsm> maybe in small steps 17:11:04 <Eddi|zuHause> let's ignore the rebase to head for now 17:11:04 <Samu> 2048x2048 test finished 17:11:16 <Samu> that test was testing all vanilla airports on all tiles 17:11:30 <Eddi|zuHause> there's a problem that the old git mirror and the new git have unrelated revisions that are essentially the same 17:11:31 <Samu> about 3k towns 17:11:35 <Samu> no errors 17:11:54 <Eddi|zuHause> the old code is in a git repo 17:12:02 <Eddi|zuHause> but one based on the old mirror 17:12:38 <nielsm> yeah 17:12:50 <Eddi|zuHause> i would need to teach it that those are the same 17:12:51 <nielsm> you want to use "git rebase --onto" 17:13:14 <Eddi|zuHause> so, in the old repo, i fetch from the new git? 17:13:39 <nielsm> which likely requires three revision hashes, starting point of old branch, end point of series you want to move, and destination revision 17:13:54 <Samu> https://servers.openttd.org/en/server/114360 server name doesn't fit? 17:13:55 <nielsm> yeah add the new repo as a new remote to the old 17:14:22 <nielsm> or do it the other way around 17:14:30 <nielsm> add the old repo as a remote in the new 17:14:48 <nielsm> the important part is getting both histories available in a single repo 17:16:17 *** supermop_work_ has quit IRC 17:18:28 <Samu> speaking of names that don't fit... https://imgur.com/0NpVFKw 17:18:32 <Eddi|zuHause> so, last common revision is r22439 17:18:47 <Samu> server address doesn't fit 17:19:06 <Samu> server name on the right in orange, doesn't fit 17:19:26 *** Gumle2 has joined #openttd 17:21:05 <Eddi|zuHause> which in our current timeline is b7c6424104e6261599a00f81e7e2aa1754454a18 17:21:14 <Eddi|zuHause> so i now git rebase --onto b7c6424104e6261599a00f81e7e2aa1754454a18? 17:21:25 <nielsm> yeah 17:21:33 <nielsm> and you need one or two revision names more 17:21:38 <nielsm> from the old branch 17:21:53 <Eddi|zuHause> ? 17:22:03 <nielsm> start and end revision you want to rebase from 17:22:08 <Eddi|zuHause> ?? 17:22:34 <Eddi|zuHause> i have no clue what you're saying 17:22:53 <nielsm> I barely remember this either 17:23:00 <nielsm> did it twice or so last year 17:23:41 <nielsm> but rebase --onto with just the destination revision is going to do the wrong thing 17:27:45 <nielsm> https://0x0.st/zKnj.png 17:28:15 <nielsm> you want to name three revisions on the rebase --onto commandline 17:28:18 <Eddi|zuHause> but where would i put those things into a command line? 17:28:25 <nielsm> read the docs? 17:28:32 <Eddi|zuHause> i'm trying 17:28:41 <Eddi|zuHause> not finding the right info 17:29:16 <Eddi|zuHause> "git help rebase" seems to suggest just "rebase" should do it 17:29:37 <Eddi|zuHause> but it gives only a simple example there 17:30:50 <nielsm> revised: https://0x0.st/zKn2.png 17:33:28 <Samu> lines! 17:33:41 <Samu> that's how my brain interprets that 17:34:25 <Eddi|zuHause> ok, i think just plain rebase worked 17:36:18 <Eddi|zuHause> hm, git has somewhere stored wrong login/password pair 17:36:26 <Eddi|zuHause> and i don't know where that is stored to delete it 17:37:14 *** HerzogDeXtEr has joined #openttd 17:39:08 <nielsm> https://git-scm.com/book/en/v2/Git-Tools-Credential-Storage 17:39:28 <nielsm> actually that looks like the wrong thing 17:39:45 *** andythenorth has joined #openttd 17:39:47 <nielsm> how you configure a system to manage credentials 17:40:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7431: Fix aa7ca7fe6: Linkgraph node index order must be maintained due to other references. https://git.io/fjTgY 17:42:46 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7431: Fix aa7ca7fe6: Linkgraph node index order must be maintained due to other references. https://git.io/fjTgn 17:44:37 <Eddi|zuHause> bah... i can't find it 17:46:16 <peter1138> Hmm, I guess it's not impossible that ca2f33c6d needs more eyes. 17:49:37 *** Gumle2 has quit IRC 17:50:37 <Eddi|zuHause> what's ca2f33c6d? 17:51:58 *** Gumle2 has joined #openttd 17:52:43 <Eddi|zuHause> hm, it might be broken 17:53:55 <peter1138> old erase did a swap & pop from the end 17:54:08 <peter1138> std::vector erase shifts all the elements down 17:54:30 <peter1138> so #7431 fixes one occurrence that definitely mattered. 17:54:54 <peter1138> I think this other commit is okay. 17:55:33 <peter1138> Although I haven't looked at the SmallMap callers. 17:56:13 <peter1138> All checks passed, woo :D 17:58:52 <Eddi|zuHause> "This branch is 66 commits ahead, 5899 commits behind OpenTTD:master. " 17:59:11 <peter1138> heh 17:59:32 <Eddi|zuHause> where can i view history on github? 17:59:39 <peter1138> "commits" 17:59:51 <peter1138> It's pretty shit. 17:59:57 *** supermop_work has joined #openttd 18:00:35 <Eddi|zuHause> it seems to look right 18:00:54 <peter1138> I'm getting used to 'tig' but gitg is okay. 18:02:07 <peter1138> Oh, does NML need to be updated for those new variables? 18:02:31 <Eddi|zuHause> probably 18:02:38 <peter1138> Hmm, and I guess newgrf-specs wiki 18:03:28 <Eddi|zuHause> https://github.com/Eddi-z/OpenTTD/tree/yacd now, should we try rebasing? :p 18:03:29 *** supermop_work_ has joined #openttd 18:03:51 <Eddi|zuHause> this is based on yacd 2.2, dunno if there was a newer version 18:05:48 <peter1138> Well it's going to go horribly wrong at cargodist, certainly. 18:06:18 <peter1138> 2.3 was released. 18:06:35 <Eddi|zuHause> then i don't have that 18:08:37 <Eddi|zuHause> can you "bisect" a rebase? like "try rebasing over X revisions, if no errors, continue"? 18:08:58 <nielsm> I don't think there's anything built in to do that 18:09:58 *** supermop_work has quit IRC 18:18:13 * peter1138 fiddles 18:18:48 <andythenorth> hmm FIRS 18:19:30 <andythenorth> time for the test game 18:19:43 <andythenorth> which inevitably ends after 7 years when I discover some horrible FIRS bug :P 18:19:55 <andythenorth> if only there was a way to short cut that part :P 18:20:08 <peter1138> AIs + fast-forward. 18:20:15 <andythenorth> 15 AIs or 16? o_O 18:20:23 <peter1138> Well now! 18:20:47 *** supermop_work__ has joined #openttd 18:21:11 <andythenorth> pikka hasn't done much industry stuff in Civil AI yet 18:21:23 *** Wolf01 has joined #openttd 18:21:45 *** glx has joined #openttd 18:21:45 *** ChanServ sets mode: +v glx 18:21:55 <Wolf01> o/ 18:22:36 *** supermop_work___ has joined #openttd 18:24:20 <andythenorth> lo Wolf01 18:24:53 <andythenorth> anyone played Villages is Villages? 18:25:20 <andythenorth> https://github.com/mattkimber/openttd_villages_is_villages 18:25:38 *** supermop_work____ has joined #openttd 18:26:07 *** supermop_work_ has quit IRC 18:28:11 *** supermop_work_ has joined #openttd 18:28:51 *** supermop_work__ has quit IRC 18:31:42 *** supermop_work___ has quit IRC 18:32:40 <Wolf01> fillLeft("supermop_work", "_", random()) fix your connection :P 18:34:27 <Eddi|zuHause> andythenorth: you mean, you want to just have the horrible bugs, and not play a game? 18:35:13 *** supermop_work____ has quit IRC 18:35:14 *** andythenorth is now known as Guest4443 18:35:15 *** andythenorth has joined #openttd 18:35:33 *** Supercheese has joined #openttd 18:37:01 <supermop_work_> andythenorth: ive played a lot of viv 18:37:09 <andythenorth> is it good? 18:37:19 <supermop_work_> yeah 18:37:27 <supermop_work_> if that's waht you want 18:37:37 <supermop_work_> if certainly does what it says on the tin 18:37:44 <andythenorth> I want GS with some kind of narrative 18:38:06 <peter1138> I've loaded it, but wasn't sure what I was meant to do 18:38:26 <andythenorth> I need to try more GS 18:38:27 <supermop_work_> it is still limited by the map generator in the sense that if you want big city surrounded by smaller towns that stay small you get that 18:38:31 <andythenorth> instead of just declaring GS broken 18:38:39 <peter1138> What I want to do is play a multiplayer game with NRT 18:38:41 <peter1138> But 18:38:43 <andythenorth> you do? 18:38:45 <andythenorth> o_O 18:38:45 <peter1138> It's not been merged yet. 18:38:48 <andythenorth> oof 18:38:51 <andythenorth> well merge it 18:38:54 *** Guest4443 has quit IRC 18:39:03 <andythenorth> I need to test unreleased FIRS :P 18:39:05 <supermop_work_> even if a small town is the most natural center of your network, and the only big city is on top of some remote mountain in the corner of the map 18:39:09 <andythenorth> but we have no way to do that 18:39:26 <andythenorth> how will Villages* interact with pikka's TAI? 18:39:31 <andythenorth> both try to control towns 18:39:33 <peter1138> "At least 1 approving review is required by reviewers with write access." 18:39:34 <peter1138> So... 18:39:38 <peter1138> I dunno. 18:39:42 <supermop_work_> viv just limits growth 18:39:44 <peter1138> ARE PEOPLE EXPECTING ME TO REVIEW THIS? 18:39:51 <andythenorth> YOU ALREADY DID 18:39:55 <peter1138> When all the commits have my NAME on them. 18:40:03 <andythenorth> TB also reviewed it 18:40:05 <andythenorth> ages ago 18:40:18 <supermop_work_> i imagine it would work with tai, just dampen some of its effects in smaller towns 18:40:25 <andythenorth> if only it had already been available in a binary for like 2 years, peter1138 18:40:26 <andythenorth> imagine 18:40:35 <andythenorth> it might have had play testing and stuff 18:40:39 <andythenorth> even test grfsa 18:41:44 <peter1138> Not so much "test" 18:41:45 <Eddi|zuHause> "43c8cd1d5e7d0fa2b7e369eac0239a41ae6c0bb1 is the first bad commit" 18:42:00 <peter1138> bisecting? 18:42:10 <Eddi|zuHause> the rebase 18:42:27 <Eddi|zuHause> that's the first rev that causes a conflict 18:42:30 <peter1138> That's automatic -> implicit orders 18:43:02 <peter1138> Fairly invasive search & replace, tbh. 18:43:27 <Eddi|zuHause> but that shouldn't be a code problem, just a conflict resolving headache 18:44:41 <peter1138> Hm, maybe I should fake the commits to be from andythenorth, and then approve it myself, and then lol 18:44:53 <peter1138> 3rd Jun. 18:44:56 <peter1138> 2018 18:45:12 <peter1138> And we'd already had updates before it was PR'd. 18:46:38 *** supermop_work has joined #openttd 18:47:26 <andythenorth> peter1138: create a sock puppet account, gain our trust, then get approval rights, then commit it? 18:47:43 <peter1138> Maybe I already did! 18:48:30 <FLHerne> Eddi|zuHause: Wasn't there an attempt somewhere at implementing YACD by manipulating the cdist graph? 18:48:59 <Eddi|zuHause> "configure: error: gcc older than 3.3 can't compile OpenTTD because of its poor template support" well, that makes testing the changes difficult 18:49:14 <peter1138> FLHerne, that was the alleged way of doing it 18:49:49 <peter1138> FLHerne, not sure if anyone actually did it. 18:49:58 <glx> 3.3 is very old 18:50:18 <Eddi|zuHause> glx: it's misdetecting the version 18:50:23 <glx> ah 18:50:40 <FLHerne> Oh, it's branches yacdmess{1,2} in https://github.com/ulfhermann/openttd/tree/yacdmess2 18:50:52 <peter1138> "mess" 18:50:56 <peter1138> How reassuring. 18:51:27 <glx> at least it's explicit :) 18:52:02 <FLHerne> Oh, https://github.com/ulfhermann/openttd/commits/dest2 is more recent 18:52:09 <FLHerne> Forum post https://www.tt-forums.net/viewtopic.php?f=33&t=54253&sid=7a15355a0c1062a414213c840e2f480b&start=380#p1107053 18:54:04 <peter1138> Maybe we can merge it before nrt 18:54:13 *** supermop_work_ has quit IRC 18:55:07 <Eddi|zuHause> well, let's ignore that :) 18:59:18 *** supermop_work_ has joined #openttd 19:01:25 *** supermop_work__ has joined #openttd 19:03:12 <Eddi|zuHause> next one: "5bb79b1f46f2428f6416ad6d85b0e903ca9629b4 is the first bad commit" 19:03:18 <Eddi|zuHause> another rename commit 19:04:20 <Eddi|zuHause> hm... 19:04:31 <Eddi|zuHause> that conflict doesn't seem to have anything to do with that? 19:05:02 *** supermop_work___ has joined #openttd 19:05:43 *** andythenorth is now known as Guest4446 19:05:43 *** andythenorth has joined #openttd 19:06:01 <andythenorth> hmm 19:06:10 <andythenorth> some way to built train stations in cities :P 19:06:13 *** supermop_work has quit IRC 19:06:15 <andythenorth> built / build /s 19:06:54 *** supermop_work has joined #openttd 19:08:23 *** supermop_work_ has quit IRC 19:08:39 <Eddi|zuHause> ok, i think that was right... but i'm not sure 19:09:24 *** Guest4446 has quit IRC 19:12:23 *** supermop_work__ has quit IRC 19:13:06 *** supermop_work___ has quit IRC 19:16:42 <nielsm> have anyone tried to solve the problem of income distribution for transferred cargo by using a chain of only partially resolved cargo packets that builds up until the cargo reaches the final destination? 19:16:48 *** Wormnest has quit IRC 19:17:16 <nielsm> or other way of keeping track of every leg of the route travelled 19:19:35 *** supermop_work_ has joined #openttd 19:22:06 <andythenorth> diagonal canals? o_O 19:22:22 *** supermop_work__ has joined #openttd 19:22:30 <Eddi|zuHause> nielsm: problem will be that loading/unloading may split and join cargopackets 19:22:54 <andythenorth> ugly https://dev.openttdcoop.org/attachments/download/9346/ugly_canal.png 19:23:32 <Eddi|zuHause> (and memory consumption will be multiplied by average transfer chain length) 19:23:57 <Samu> i think the rail station is uglier 19:24:19 <Eddi|zuHause> andythenorth: not sure what your problem is 19:24:23 <andythenorth> ugly 19:24:32 <Eddi|zuHause> other than the raised landscape 19:24:38 <Eddi|zuHause> and the stub river 19:25:12 *** gareppa has joined #openttd 19:25:15 <andythenorth> ugly square canal 19:26:03 <peter1138> Gu for desert tonight 19:26:06 <andythenorth> nice 19:26:22 *** gareppa has quit IRC 19:27:21 *** supermop_work has quit IRC 19:27:48 <peter1138> Hmm, okay, why are trams available in the scenario editor? 19:29:38 *** supermop_work_ has quit IRC 19:30:50 <Samu> peter1138, 7424 + 7429, passed the assert, intercontinental opengfx+ newgrf 19:30:50 <Eddi|zuHause> the question should be: why not rails? 19:31:01 <Eddi|zuHause> and a company switch? 19:31:27 <Eddi|zuHause> similar to gamescripts, scenario editor user should be able to build as "world" or as "company <X>" 19:31:43 <LordAro> Eddi|zuHause: traditionally scenarios don't contain any companies 19:31:50 <peter1138> Yeah? Well, that isn't the task I am tackling. 19:31:56 <Samu> on a 4096x4096 map, about 12k towns 19:32:04 <LordAro> i imagine it could, but it's not exactly been designed with that in mind 19:32:06 <Eddi|zuHause> LordAro: the orginal featured scenarios with prebuilt infrastructure 19:32:21 <peter1138> Samu, try with low towns on a 4k map :-) 19:32:40 <Samu> low? ok 19:32:52 <peter1138> That Gu was very nice but pretty damn small for the amount of carolies 19:32:56 *** supermop_work_ has joined #openttd 19:33:10 <Samu> low or very low? 19:33:13 <Samu> which preset 19:33:38 *** JGR has joined #openttd 19:33:57 <Samu> low it is 19:34:52 <Samu> 2816 towns 19:36:09 <JGR> @nielsm, to answer your earlier question on income distribution, yes, I've implemented this 19:37:35 *** supermop_work___ has joined #openttd 19:38:41 *** supermop_work__ has quit IRC 19:38:58 <Samu> i wonder, how would an AI access those other airports 19:39:09 <Samu> time to run visual studio 19:45:12 *** supermop_work_ has quit IRC 19:45:28 *** JGR has quit IRC 19:45:43 <andythenorth> it was briefly JGR 19:47:15 *** supermop_work has joined #openttd 19:48:15 <peter1138> 'twas brillig 19:49:33 *** Gumle2 has quit IRC 19:50:00 *** supermop_work_ has joined #openttd 19:54:11 *** supermop_work__ has joined #openttd 19:54:19 *** Gumle2 has joined #openttd 19:54:47 *** supermop_work___ has quit IRC 19:56:53 *** Alberth has left #openttd 19:57:08 <Samu> weird stuff lol 19:57:17 *** supermop_work has quit IRC 19:57:32 <Samu> https://imgur.com/plMfVhs 19:57:40 <Samu> so this is how an AI sees the airports 19:57:50 <Samu> the opengfx+ airports thing 19:58:03 <Samu> goes up till 127 19:58:24 <peter1138> That's... 19:58:37 <peter1138> What list is that? 19:58:44 <peter1138> I mean, what's the API call? 19:59:15 <Samu> type 9 apparently isn't a valid airport type 19:59:29 <peter1138> Or are you blindly querying airport information? 19:59:43 <Samu> Im doing this: 19:59:54 <peter1138> IsAirportInformationAvailable? 19:59:55 <Samu> https://paste.openttdcoop.org/pqbylmyxq 19:59:59 <Samu> API is 1.4 20:00:12 <peter1138> We're on 1.9 now of course. 20:00:49 <Samu> I didn't run that one 20:01:02 *** supermop_work_ has quit IRC 20:01:07 <Samu> gonna add that to the list 20:02:10 *** supermop_work_ has joined #openttd 20:02:22 <TrueBrain> glx: that cmake commit, will you backport that to master? 20:02:36 <Samu> https://noai.openttd.org/api/trunk/classAIAirport.html from what that says... Is Valid Airport Type does check if it's available 20:02:47 <TrueBrain> glx: https://github.com/OpenTTD/OpenTTD/pull/7270/commits/b3bd9f57e4c9b3c0af09607464fd8c335c12b206 <- this one :D ("that" is a bit vague :P) 20:03:44 <glx> the warning happens only with cmake, because settingsgen is now 64bit for win64 20:04:02 <glx> so I guess it can wait 20:04:45 <Samu> gonna test without opengfx 20:05:00 <TrueBrain> glx: okay, let me rephrase: please backport this to master 20:05:01 <TrueBrain> :) 20:05:08 <glx> ah ok 20:05:19 <TrueBrain> the smaller the diff with the cmake branch, the better :) 20:05:35 <TrueBrain> having these random things in there only make the review more difficult :) 20:05:45 <TrueBrain> current code is wrong either way :P :D 20:05:50 <Samu> same thing 20:05:56 <Samu> but stops at 8 20:06:06 <peter1138> same thing? 20:06:11 <Samu> then from 10 to 127 it says it's available 20:06:15 <peter1138> You mean after 8 you get the same? 20:06:24 <peter1138> Yeah, I think that's a bug. 20:06:24 <Samu> let me paste 20:07:17 <Samu> https://imgur.com/a/yvAxXdR 20:07:22 *** supermop_work___ has joined #openttd 20:08:07 <Samu> I wonder what happens if I actually try to place airport type 127 lol 20:08:47 <peter1138> If it is actually allowed, that's another bug. 20:08:53 *** supermop_work__ has quit IRC 20:13:22 <peter1138> Watching trees grow and die in fast-forward is mesmerising. 20:13:35 <TrueBrain> make into a gif? :D 20:13:42 <Eddi|zuHause> if only tree growth had a vison... 20:13:50 <peter1138> Also: too many trees. 20:13:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7432: Fix: [Win64] settingsgen MSVC compile warnings https://git.io/fjTao 20:14:06 <TrueBrain> tnx glx :) 20:14:16 *** supermop_work_ has quit IRC 20:14:26 *** supermop_work has joined #openttd 20:15:01 *** andythenorth is now known as Guest4455 20:15:01 *** andythenorth has joined #openttd 20:15:07 <andythenorth> newgrf trees! 20:15:16 <TrueBrain> newgrf andy! 20:15:20 <TrueBrain> that would be awesome :D 20:16:00 <TrueBrain> means we can customize andythenorth with actions :D 20:16:10 <andythenorth> content > settings 20:16:25 *** HerzogDeXtEr has quit IRC 20:16:26 <andythenorth> TrueBrain: approve NRT pls, thx bai 20:16:38 <peter1138> andythenorth, nah, I found a bug :p 20:16:39 <TrueBrain> sure. You want more pink, or more purple? 20:16:50 <TrueBrain> owh, approve? I was reading improve 20:16:52 <TrueBrain> I am disapointed 20:17:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7432: Fix: [Win64] settingsgen MSVC compile warnings https://git.io/fjTa6 20:17:18 <glx> wow fast 20:18:17 <TrueBrain> without checking if the CI generates warnings :P He has faith in you :D 20:19:07 *** Guest4455 has quit IRC 20:20:27 *** supermop_work_ has joined #openttd 20:20:56 *** supermop_work___ has quit IRC 20:22:05 <peter1138> Worked for me. 20:25:24 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7432: Fix: [Win64] settingsgen MSVC compile warnings https://git.io/fjTao 20:26:32 *** supermop_work has quit IRC 20:26:46 <Samu> I have bad news 20:27:07 <Samu> https://imgur.com/HR5lm9L <-> AIAirport.BuildAirport(65, 127, AIStation.STATION_NEW); 20:27:34 <peter1138> Nice. 20:28:54 <glx> and what's the bad news ? 20:29:07 <Samu> airport type 127 20:29:35 <peter1138> Undefined airports are... buildable. They fallback to the first type. 20:30:02 <peter1138> So the airport type restrictions are GUI-only at the moment, I guess. 20:30:28 <peter1138> Hmm, does it let you build that even if the small airport would otherwise be unavailable? 20:30:32 <peter1138> (By date) 20:31:11 <Samu> let me test in year 2000 20:31:45 <andythenorth> I need to make industries bigger 20:31:48 <andythenorth> just to fit stations around htem 20:33:07 <Samu> nop 20:33:12 <Samu> didn't build 20:33:24 <supermop_work_> andythenorth: i want newgrf trees 20:33:53 <supermop_work_> particularly i want a British Trees set 20:34:10 <supermop_work_> that will never be released despite generating 10 years of bad blood 20:34:32 <andythenorth> lolz 20:34:39 <andythenorth> or can I have stations with bigger catchment? 20:34:57 *** frosch123 has joined #openttd 20:35:47 <peter1138> For Tai(32)? 20:36:03 <peter1138> Everything spread out further... 20:36:35 <peter1138> Right, I'm guessing trams shouldn't be in the scenario editor, but roads are fair game. 20:38:13 *** supermop_work has joined #openttd 20:38:33 <andythenorth> agh fuck 20:38:46 <andythenorth> 5 years into game; all my industries start to close 20:39:00 <andythenorth> I should restore that feature in FIRS :( 20:40:27 *** supermop_work__ has joined #openttd 20:41:07 <supermop_work__> why is the office internet so bad this week 20:42:24 *** supermop_work___ has joined #openttd 20:42:28 <Eddi|zuHause> i thought that was office standard 20:43:45 <andythenorth> oof 20:43:50 <andythenorth> these closures :( 20:44:02 <andythenorth> with FIRS Steeltown, the industry chains are about 6 levels deep 20:44:11 <andythenorth> so I planned a network based on industry locations 20:44:16 <andythenorth> and now they're closing :( 20:44:33 <andythenorth> is this just how people normally play? :P 20:45:37 *** supermop_work_ has quit IRC 20:46:36 *** supermop_work_ has joined #openttd 20:48:01 *** supermop_work has quit IRC 20:48:04 <_dp_> andythenorth, so do you see now why I want no closing setting? :p 20:48:15 <andythenorth> newgrf 20:48:32 <andythenorth> GS! 20:48:37 <andythenorth> write a special GS 20:48:43 <andythenorth> to use with all the other special GS 20:48:46 <andythenorth> that nobody writes 20:49:10 <andythenorth> can GS make a call to an AWS lambda? o_O 20:49:11 *** supermop_work__ has quit IRC 20:49:20 <_dp_> andythenorth, GS can't quite help with closing :p 20:49:24 <_dp_> :( 20:49:26 <andythenorth> no shit :P 20:50:04 <andythenorth> oof I might have to fix this FIRS 20:50:41 <peter1138> Closing after how many years? 20:50:47 <andythenorth> 5 20:51:00 <andythenorth> it's behaving as expected 20:51:04 <peter1138> Should've hooked more up by then. 20:51:13 <peter1138> New New Road Vehicle. Hm. 20:51:18 <andythenorth> I solved this years ago in FIRS, but 16-cargos breaks it 20:51:25 <_dp_> btw, technically speaking newgrf can't modify default industries either 20:51:32 <peter1138> Why does it break it? 20:51:37 <_dp_> only define a new set that looks like default and works like default 20:51:55 <andythenorth> it made assumptions about 3 cargos 20:52:01 <andythenorth> needs adjusting for 16 20:52:06 <andythenorth> so I just commented it out 20:52:34 <andythenorth> I figured it would be interesting to play a test game with original closure behaviour also 20:52:45 <andythenorth> it's just annoying mostly :P 20:53:36 *** supermop_work___ has quit IRC 20:53:46 <peter1138> Hmm, AIAI places very odd road stops everywhere. 20:54:51 <andythenorth> 'too far from previous destination' 20:54:54 <andythenorth> lolz 20:54:54 <andythenorth> more bouys 20:55:19 *** supermop_work has joined #openttd 20:55:34 <peter1138> Ah, AIAI is abusing stationspread :p 20:56:43 <andythenorth> so am I 20:56:48 <andythenorth> have you nerfed it? o_O 20:57:09 <peter1138> No, it just explains the very odd road stop everywhere. 20:58:49 <Eddi|zuHause> but, did you break it with your new acceptance radius? 20:59:11 <peter1138> No, it'll still work. 20:59:55 <_dp_> will need much more spreading if station size is big enough 20:59:57 *** Gumle2 has quit IRC 21:00:18 <glx> just needs more road stops :) 21:00:44 *** nielsm has quit IRC 21:01:09 <peter1138> Yeah basically the "only place two opposite corners" trick no longer works 21:01:21 <peter1138> But you can still stuff a city with road stops to get full catchment 21:02:47 *** supermop_work_ has quit IRC 21:04:34 <Eddi|zuHause> yeah, my question was, does the existing implementation of AIAI use a "sparse" approach that breaks or a "stuffed" approach that is unaffected? 21:05:20 <glx> it probably already handle different catchment settings 21:05:50 <glx> and station spread 21:06:15 <Eddi|zuHause> yeah, but it won't know about this change 21:06:27 <Eddi|zuHause> (unless someone updated the code) 21:06:57 *** supermop_work_ has joined #openttd 21:11:51 *** supermop_work has quit IRC 21:14:53 <michi_cc> Eddi|zuHause: http://www.icosahedron.de/openttd/git/yacd.git should work again 21:16:11 <Eddi|zuHause> ok 21:18:47 <michi_cc> And for the record, the main problem of YACD is/was performance, especially generating cargo packets where source and destination have a station but no valid path between. 21:18:58 *** supermop_work has joined #openttd 21:20:41 <michi_cc> Caching might work, but negative caching is always tricky. 21:22:14 <peter1138> I imagine fitting it in around cargodist is going to be tricky as well 21:24:02 <peter1138> Just got the random hang on exit bug... 21:24:09 <peter1138> SDL_AudioQuit :/ 21:24:58 <LordAro> uhoh 21:26:16 *** supermop_work_ has quit IRC 21:27:02 <Samu> fix ai airports api 21:27:19 <glx> what's wrong ? 21:27:21 <peter1138> Samu, Are you? 21:27:21 *** supermop_work_ has joined #openttd 21:27:30 <Samu> no, I'm not doing anything atm 21:27:32 <peter1138> Samu, https://github.com/OpenTTD/OpenTTD/issues/new 21:28:24 <Samu> also, the documentation is kinda misleading :( 21:29:11 <LordAro> Samu: stop complaining and fix it, or at least document that it's an issue 21:29:15 <andythenorth> so does HEQS get merged to Road Hog, or what? :P 21:29:36 <Eddi|zuHause> andythenorth: i'd vote no 21:29:49 <Eddi|zuHause> keep them separate 21:30:19 <Eddi|zuHause> HEQS should be a set of special purpose vehicles that can be used with other vehicle sets 21:30:44 <Eddi|zuHause> no need to vendor-lock HEQS users 21:30:54 <Samu> I think Zuu talked to me once about api stuff code he was preparing for trunk, about these issues 21:31:06 <Samu> but trunk is over :( 21:31:18 <andythenorth> it's just a bit weird that HEQS can't be used with Road Hog 21:31:26 <andythenorth> well it can 21:31:28 <andythenorth> I just don't 21:31:40 <peter1138> trunk is now master. It's not over, it's better. 21:32:11 <glx> we can't break things without approval now :) 21:32:14 <Samu> he(she?) 21:32:17 <glx> big progress 21:33:47 <Samu> https://noai.openttd.org/api/trunk/classAIAirport.html is this ever going to be updated with 1.9? 21:34:01 <Samu> i really wanted a website to see the new functions all in one place 21:34:03 *** supermop_work has quit IRC 21:34:31 <andythenorth> why would it be updated for 1.9? 21:34:35 <andythenorth> 1.9 isn't released 21:34:36 <Samu> think this trunk, is still the old trunk 21:34:54 <Samu> it doesn't have the new functions 21:35:00 <LordAro> Samu: https://proxy.binaries.openttd.org/openttd-releases/1.9.0-RC2/openttd-1.9.0-RC2-docs-ai.tar.xz 21:35:04 <LordAro> go nuts. 21:35:17 <Samu> oh, cool, ty 21:35:21 <LordAro> (also available for nightlies) 21:35:55 <LordAro> but yes, someone (read: TB) should work out how to get the noai/nogs/docs sites updated 21:36:45 <peter1138> Poor TB, having stuff dumped on him. 21:36:51 <glx> not many functions are missing I think 21:36:59 *** synchris has quit IRC 21:37:01 <andythenorth> hmm nfo 21:37:09 <andythenorth> stations! 21:37:10 <glx> maybe company color ones 21:37:12 * andythenorth updates CHIPS 21:37:36 <glx> but we don't change API so often 21:38:26 <Samu> enum AIAirport::AirportType is described as: "The types of airports available in the game. " 21:38:34 <Samu> lists the 9 vanilla airports 21:38:48 <Samu> and nothing about possible newgrf airports :o 21:39:03 <glx> API can't know them 21:39:18 <Samu> it can :) 21:39:25 <glx> but you can still build newgrf airports 21:40:32 <Samu> opengfx+ airports as seen by the AI https://imgur.com/plMfVhs 21:40:32 <glx> I mean you can't put newgrfs airports in the enum as the index are not constant 21:41:19 <glx> and you can have at most 128 airport types 21:41:20 <Samu> from 10 to 23, I think 21:41:27 <Samu> are the newgrf airports 21:41:39 <glx> if you load more than one newgrf airport 21:41:54 <Samu> then from 24 to 127, are the buggy airports that shouldn't be listed 21:42:08 <glx> depending on the newgrf order index will change 21:42:29 <andythenorth> Gu! 21:43:25 <peter1138> glx, samu is crap at explaining anything 21:43:31 <glx> yup 21:43:33 <Samu> yes, I am :( 21:43:44 <peter1138> glx, basically, the "out of range" indexes are marked as available, and can even be built. 21:43:59 <andythenorth> hmm 21:44:01 <glx> that's what I understood 21:44:02 <peter1138> So if an AI wants to query airport types, it gets a list of 127 of them. 21:44:08 <peter1138> Instead of, say, 10. 21:44:24 <glx> I can look at that 21:44:29 <andythenorth> FIRS design is probably too much dictated by neato algorithm for graphviz :P 21:44:36 <peter1138> You could, but what it really needs is just an issue on github. 21:44:47 <peter1138> 21:27 <@peter1138> Samu, https://github.com/OpenTTD/OpenTTD/issues/new 21:45:01 <peter1138> Samu, thems the rules. 21:45:30 <peter1138> Samu, if you are not going to fix it yourself and make a PR (which is fine, you don't need to) then you really should file an issue instead. Don't just keep moaning about it on here. 21:46:00 <Samu> ok I will create an issue, I don't think i know how to fix this, it's newgrf stuff, which I rarely use/test 21:46:11 *** rocky11384497 has quit IRC 21:46:48 <glx> it's not newgrf stuff, it's how AirportSpec::Get(byte type) to always return a valid spec 21:48:51 <andythenorth> yair, FIRS definitely too much designed by 'what makes graphviz look less crap' 21:49:31 *** supermop_work has joined #openttd 21:49:57 *** supermop_work__ has joined #openttd 21:53:09 *** frosch123 has quit IRC 21:56:27 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7433: AI Airports: the "out of range" indexes are marked as available, and can even be built. https://git.io/fjTwi 21:56:52 *** supermop_work_ has quit IRC 21:57:32 *** supermop_work has quit IRC 21:57:48 <Samu> copy pasted the explanation 21:59:08 <peter1138> I have no idea how to "create an ai with this" :p 21:59:19 <peter1138> But thanks, that's good. 21:59:53 <glx> I'll check that, but not now :) 22:03:24 *** sla_ro|master has quit IRC 22:04:20 *** supermop_work has joined #openttd 22:06:43 *** supermop_work_ has joined #openttd 22:08:51 *** supermop_work___ has joined #openttd 22:10:56 *** supermop_work__ has quit IRC 22:11:30 *** supermop_work__ has joined #openttd 22:13:36 *** andythenorth has quit IRC 22:13:56 *** rocky11384497 has joined #openttd 22:13:59 <Samu> which type is helidepot 22:14:15 *** Progman has quit IRC 22:14:19 <glx> AT_HELIDEPOT 22:14:21 *** supermop_work has quit IRC 22:15:00 <Samu> 6 22:15:03 <glx> you can print the value, but it's 8 22:15:38 <Samu> 8? 22:15:45 <glx> ah no 6 22:15:47 *** supermop_work_ has quit IRC 22:15:58 <glx> they are not ordered by value 22:16:21 <Samu> the one before was commuter 22:16:37 <glx> but it's not really important to know the value as there's an enum 22:17:05 <Samu> dang, this 4096x4096 test still got 7 and 8 to go 22:17:36 <glx> 7 intercon, 8 helistation 22:17:54 <Samu> 4-5 hours to go 22:18:19 <Samu> maybe 4 22:18:21 <glx> but if something works on smaller maps it will usually work on huge ones 22:18:57 *** supermop_work___ has quit IRC 22:19:38 *** supermop_work has joined #openttd 22:20:20 <peter1138> Are you still testing the airportgetnearesttown function for giant maps for all airport types? 22:20:25 <Samu> yes 22:20:27 <peter1138> I mean... 22:20:28 <peter1138> WHy? 22:20:31 <peter1138> What's the point? 22:20:44 <Samu> because I'm making sure perimeter check is enough test 22:21:13 <Eddi|zuHause> are we talking about a function that gets called once on a user click? 22:21:36 <peter1138> Eddi|zuHause, a bit more when AIs test it. 22:21:56 <Samu> talking about 7424 + 7429 combined 22:22:17 <Samu> without 7429, 7424 fails 22:22:27 <Eddi|zuHause> if we're implementing an optimized-for-area kdtree lookup, then it shouldn't matter much whether we're checking the perimeter or the full area 22:23:33 *** supermop_work_ has joined #openttd 22:23:42 <peter1138> It's not, it still loops. 22:25:38 *** supermop_work__ has quit IRC 22:26:13 *** rocky11384497 has quit IRC 22:26:21 *** rocky11384497 has joined #openttd 22:26:44 *** Romazoon has quit IRC 22:27:42 *** supermop_work has quit IRC 22:32:38 <Samu> just started testing intercontinental... again :( 22:33:04 <Samu> if everything goes according to plan, in 3 hours I'm finished 22:33:54 <Samu> % indicators were a good addition, at least I'm not looking at a blank screen 22:39:43 *** supermop_work_ has quit IRC 22:44:01 *** rocky11384497 has quit IRC 22:44:10 *** rocky11384497 has joined #openttd 22:48:31 *** SimYouLater has joined #openttd 22:50:52 <SimYouLater> So, can someone help me figure out how to deal with "RANDOM_LC_YEAR" for the Recycled Infrastructure Set? 22:51:26 <SimYouLater> I can't delete it because it's needed for some of the code I took from Nutracks, but it spits up an error. 22:51:50 <SimYouLater> ERROR: "src/graphics_NBAN_NBAE.pnml", line 92: Syntax error, unexpected token "RANDOM_LC_YEAR" Included from: "ris.pnml", line 2 22:51:52 <Eddi|zuHause> have you tried compiling NuTracks the official way? 22:52:44 <SimYouLater> I just said I'm not trying to compile Nutracks. I'm trying to borrow it's code. RIS is basically "use this instead of 10 other NewGRFs". 22:52:57 <Eddi|zuHause> yes. but have you tried? 22:53:07 <SimYouLater> Fair enough. 22:53:11 <SimYouLater> Brb, then. 22:55:18 <SimYouLater> I have no idea how to complie Nutracks. It has a couple "Makefile" files, but nothing for compiling. Do I just do it with the command line, or what? 22:55:46 <LordAro> you might find something more interesting inside those files 22:55:47 <Eddi|zuHause> there is a command line tool called "make" 22:55:57 <Eddi|zuHause> that will process the "Makefile" files 22:57:12 <SimYouLater> There's a "make" tool in my RIS folder. How do I copy and use it for Nutracks? 22:58:25 <LordAro> that would be... unexpected 22:59:04 <LordAro> what's the current structure of your RIS folder? 22:59:40 <SimYouLater> Just tried to copy it over and edit with notepad. Even after adding the subfolder the pnmls are in, it won't compile. 23:00:21 <Eddi|zuHause> i don't think you're doing the right thing here 23:00:39 *** buttercup has joined #openttd 23:00:41 <SimYouLater> Alright. I'll let you explain. 23:01:18 <LordAro> it's difficult to say anything without knowing what your current setup is, and what on earth this "make" thing is that you've found 23:01:32 <SimYouLater> make.bat 23:01:50 <SimYouLater> gcc -C -E -nostdinc -x c-header -o src/nutracks.nml src/nutracks.pnml nmlc src/nutracks.nml PAUSE 23:02:12 <LordAro> right 23:02:16 <SimYouLater> If you need more, just tell me and I'll upload a zip of it for you. 23:02:21 <LordAro> that is, oddly, exactly what you want 23:02:26 <LordAro> though i imagine you're missing gcc 23:02:36 <LordAro> since i presume you're running nmlc via cmd? 23:03:27 <SimYouLater> Just found gcc. Sorry, I've been away from coding for a while. 23:04:32 * _dp_ hopes it's not gcc.bat 23:04:38 <LordAro> well gcc's been around since 1980, so... 23:04:52 <SimYouLater> Well. It's going to take 30 minutes to copy the gcc folder over to the Nutracks folder. 23:05:25 <LordAro> can i ask what you've found? 23:05:38 *** Wolf01 has quit IRC 23:05:41 <SimYouLater> gcc-8.2.0 23:05:52 <SimYouLater> That's what I found. Also in my RIS folder. 23:05:59 <peter1138> Yeah I don't think you want to be copying that over the Nutracks folder. 23:06:07 <SimYouLater> ...okay. 23:06:16 <LordAro> SimYouLater: look up MSYS2 23:06:22 <LordAro> it will make your life a lot easier 23:07:46 <SimYouLater> Oh. It's versioning software. I can't deal with that stuff. It's only easier if you are willing to spend hours setting up and learning how to use it. 23:08:15 <LordAro> well no 23:08:16 <peter1138> 1) it's not. 23:08:17 <LordAro> but also yes 23:08:28 <peter1138> 2) versioning is definitely worth it 23:09:00 <LordAro> peter1138: RISv2.final.final.zip not good enough for you? 23:09:06 <LordAro> honestly. 23:09:34 <SimYouLater> Not for me. I can't deal with versioning. Last time I tried to do it, I ended up uninstalling it and never looking back. 23:10:14 <LordAro> i think you will struggle in future without it 23:10:19 <SimYouLater> What does MSYS2 do? 23:10:22 <LordAro> there's a reason they exist 23:12:13 <LordAro> MSYS2 is, very simply, a development environment for Windows 23:12:29 <LordAro> contains things like make, gcc, python, whatever 23:13:02 <LordAro> all in a way that means that you don't have to think about installing things individually, nor copy everything into the same directory like a crazy person 23:14:30 <LordAro> hmm, that was a bit much, my apologies. but still, shunning a major development standard practice isn't going to work out well long term 23:14:39 <LordAro> we even taught Samu how to use version control 23:15:01 <SimYouLater> If I'm going to do this, I need to have voice chat to help me set it up. I'm assuming MSYS is a local thing I put on my computer, not cloud-based versioning. 23:16:34 <LordAro> you're unlikely to have much luck convincing anyone to do voice chat here. https://wiki.openttd.org/Compiling_on_Windows_using_MSYS2 might be a decent start. it's for compiling OTTD (obviously) rather than any grf stuff, but most of the basics are there 23:16:50 <LordAro> but yes, it is a local system thing 23:25:53 <SimYouLater> error: failed to commit transaction (unexpected error) Errors occurred, no packages were upgraded. 23:26:10 <SimYouLater> MSYS isn't working right, in spite of following instructions to the letter. 23:26:44 <Samu> I'm using version control? I probably am, I dunno 23:26:58 <Samu> I tend to do a lot of stuff that I don't know 23:27:22 <LordAro> Samu: git and svn are version control systems, yes 23:27:33 <LordAro> SimYouLater: that error seems incomplete 23:27:38 <Samu> ah, that's what you call version control 23:27:39 <LordAro> something above it, i think 23:27:42 <Samu> in that case, yes :p 23:28:40 <Samu> for me, they're patch switchers, sort of 23:28:48 <SimYouLater> It said something about taking longer than 10 seconds with too little incoming data. 23:28:57 <SimYouLater> For multiple packages. 23:29:15 <SimYouLater> Wait, I think it worked the second time. 23:29:22 <LordAro> SimYouLater: sounds like your internet connection might have some issues 23:29:31 <LordAro> especially if you're still doing that gcc download 23:29:48 <LordAro> Samu: even patches are sort of a version control system 23:29:51 <LordAro> just... less automated 23:30:50 <Samu> just finished playing tetris in path of exile 23:31:15 <Samu> if you know what I mean 23:39:29 <SimYouLater> Okay, I got everything installed. The next step is about compiling OpenTTD, so I assume I'm done. 23:41:07 <SimYouLater> Now what? 23:42:10 <LordAro> rerun that make.bat script from the msys terminal 23:42:23 <Eddi|zuHause> "Welcome to the April 2018 Update"... am i late to the party? 23:43:05 <LordAro> i'm not sure they've fully rolled out the October 2018 release yet 23:43:29 <SimYouLater> $ cd C:\TTDTools\GRFs\! Useful Sources !\nutracks-c56a33a23225 bash: !\nutracks: event not found 23:43:51 <LordAro> oho 23:44:07 <peter1138> Uh oh, strange characters in paths 23:44:08 <LordAro> '!' tend to interfere with pathnames 23:44:13 <LordAro> try quoting it 23:45:00 <SimYouLater> $ cd C:\TTDTools\GRFs\Useful Sources\nutracks-c56a33a23225 bash: cd: too many arguments 23:45:32 <LordAro> oh right, backslashes 23:46:01 <LordAro> MSYS uses a slightly different way of doing paths - use "/c/TTDTools/..." 23:46:17 <LordAro> i think quoting it would work as well 23:46:45 <SimYouLater> $ cd /c/TTDTools/GRFs/Useful Sources/nutracks-c56a33a23225 bash: cd: too many arguments 23:47:09 <peter1138> Still need to quote it. 23:47:17 <SimYouLater> Quoting worked, yeah. 23:47:19 <LordAro> the spaces 23:48:13 <SimYouLater> $ bash: run: command not found 23:48:25 <Eddi|zuHause> LordAro: is that the one that wiped your hard disk if you used custom paths? 23:48:36 <Samu> started helistation, airport type 8, the last one 23:48:53 <LordAro> Eddi|zuHause: hmm? 23:48:59 <LordAro> SimYouLater: what did you try to do? 23:49:03 <Eddi|zuHause> the October 2018 update 23:49:14 <LordAro> oh right, yes 23:49:20 <LordAro> something to do with onedrive, iirc 23:49:32 <SimYouLater> Tried to run the make.bat from msys terminal 23:49:57 <SimYouLater> Fortunately, my hard drive has not been wiped. 23:50:09 <LordAro> SimYouLater: and you typed "run" ? 23:50:22 <SimYouLater> Yes. run make.bat 23:50:40 <LordAro> well, "run" isn't a thing, in cmd or in msys 23:50:53 <SimYouLater> Oh. Not sure where I got that idea. 23:50:55 <LordAro> luckily, you should just be able to do "./make.bat" 23:51:10 <LordAro> until you immediately find that the file isn't executable, anyway 23:51:21 <SimYouLater> $ ./make.bat C:\TTDTools\GRFs\Useful Sources\nutracks-c56a33a23225>gcc -C -E -nostdinc -x c-header -o src/nutracks.nml src/nutracks.pnml src/nutracks.pnml:11:10: fatal error: src/compatibility.pnml: No such file or directory #include "src/compatibility.pnml" ^~~~~~~~~~~~~~~~~~~~~~~~ compilation terminated. C:\TTDTools\GRFs\Useful Sources\nutracks-c56a33a23225>nmlc src/nutracks.nml 'nmlc' is not recognized as an internal o 23:51:42 <LordAro> progress! 23:52:02 <LordAro> it's now trying to preprocess the pnml file into an nml file 23:52:09 <LordAro> only it's missing all the other files it includes 23:52:22 <LordAro> (and then it's also not picking up your nmlc install, but that's later) 23:53:09 <Eddi|zuHause> SimYouLater: if you want to paste multiple lines, you can use https://paste.openttdcoop.org 23:53:29 <SimYouLater> Thanks. 23:55:40 <SimYouLater> So what do I do to keep going? 23:56:19 <LordAro> find the files that are missing, probably 23:57:08 <glx> _STL_VERIFY(_Off == 0 || _Ptr, "cannot seek value-initialized vector iterator"); 23:57:14 <SimYouLater> The files aren't missing. compatibility.pnml is in the src folder. 23:57:27 <glx> this assert doesn't feel good 23:57:44 <glx> let's retry to trigger it 23:57:54 <Eddi|zuHause> SimYouLater: it's probably expecting to be run in a different folder? 23:58:13 <Eddi|zuHause> SimYouLater: try "-I." or something like that 23:58:25 <Eddi|zuHause> or "-I ."? 23:58:27 <Eddi|zuHause> dunno 23:59:49 <SimYouLater> https://paste.openttdcoop.org/p8eyuxrss