Log for #openttd on 4th April 2019:
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00:50:38  <Eddi|zuHause> i only show quits for people who have spoken in the last 24h
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00:57:09  <Samu> again, the elusive kdtree crash
00:57:36  <Samu>
00:57:53  <Samu> but of course, it had to crash on my test build :(
01:03:04  <Samu> what do I do now?
01:08:17  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7461: kdtree asserting when removing station
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01:29:29  <Samu> station index is 103
01:29:45  <Samu> how do I locate it on the map?
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01:30:30  <Samu> probably can't locate it, it was removed
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01:42:18  <Samu> 106034
01:47:39  <Samu> who's out there?
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02:58:34  <yellyFish> hello. does anyone know the code well enough to tell me why a newGRF would trigger this assert and make my game crash?
02:58:37  <yellyFish>
03:02:19  <yellyFish> also don't know how to find the newGRF responsible because it happened while playing multiplayer. not sure if i can reproduce the crash in single player
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03:37:31  <Eddi|zuHause> this string validation stuff might contain mistakes
03:37:41  <Eddi|zuHause> unexpected corner cases
03:38:06  <Eddi|zuHause> test your GRF with master, and make a report with the attached grf
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06:58:40  <andythenorth> moin
07:04:08  <Pikka> boing
07:09:19  <andythenorth> ooh pikka
07:09:37  <Pikka> si?
07:09:56  <andythenorth> Civil did a thing,%2025-09-1957.png
07:10:16  <andythenorth> then later the company closed
07:10:17  <andythenorth> :P
07:11:12  <andythenorth> generally it's pretty good, obvs
07:18:01  <Pikka> that's a fun thing :)
07:19:17  <Pikka> can I blame the generic rail pathfinder? ;)
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08:53:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular.
08:53:49  <peter1138> Pikka, if you use it... probably? :)
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10:14:33  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7439: Server reports CRR_AUTOCLEAN instead of CRR_MANUAL to admin port
10:22:40  <Pikka> I should probably revisit the passing place code anyway, though, maybe reduce the rollercoasters by allowing it to connect to the opposite side.
10:25:09  <Eddi|zuHause> try constructing a parallel track first, and only invoke the pathfinder if that fails?
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11:04:04  <Samu> hi
11:32:05  <Samu> TileLoop_Water is slow, how to improve its performance?
11:35:18  <Samu> if (!IsValidTile(dest)) continue; line 1161 of water_cmd.cpp
11:35:26  <Samu> this is what's slow
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11:42:23  <Xaroth> Isn't that a fast inline?
11:44:31  <Samu> testing on a 4096x4096 map siz
11:44:48  <Samu> tile loop is the slowest
11:44:53  <Samu> then it's fences
11:45:06  <Samu> farm tile fences
11:45:50  <Samu> i dont know if it's inline
11:47:47  <Samu> static inline bool IsValidTile(TileIndex tile)
11:47:51  <Samu> ok i guess it is
12:01:27  <Eddi|zuHause> ... i just noticed my "A" key is upside down
12:02:10  <Eddi|zuHause> (the colour is worn off, but in the right reflection you can see some residue)
12:02:39  <Samu> disable flooding
12:02:43  <Samu> or make flooding slow
12:02:46  <Samu> slower*
12:02:56  <Samu> is one of the ideas, i  dunno
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12:13:37  <andythenorth> Pikka bob.  Cryo tankers? o_O
12:13:53  <Pikka> but why?
12:14:55  <Samu> nevermind, it's not just IsValidTile
12:15:07  <Samu> IsValidTile was total
12:15:20  <Samu> it's also called from a lot of somewherees
12:16:50  <Samu> return (TileType)GB(_m[tile].type, 4, 4);
12:16:58  <Samu> this conversion is what's slowing down
12:17:03  <Samu> how to solve?
12:18:11  <andythenorth> Pikka: for the oxygen of course :)
12:18:32  <andythenorth> or just because I can :P
12:18:37  <Pikka> hmmm. in that case, of course!
12:19:02  <andythenorth> of course!
12:19:12  <andythenorth> they're just repaints of food tankers
12:19:19  <andythenorth> not sure what colour to paint them :P
12:21:56  <Xaroth> hm, poll/epoll obviously doesn't work on windows
12:22:05  <Pikka> paint them clear
12:27:41  <Samu> Pikka, your AI is building roads really bad
12:27:49  <Samu> compared to what it used to do
12:28:16  <Pikka> oh dear, what's it doing? I don't think I've changed much about the road building.
12:29:02  <Samu> hmm, non-spaced adjacent roads, lots of it
12:29:38  <Samu> i guess it's re-evaluating roads that's causing it
12:29:44  <Samu> re-evaluating connections
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12:32:39  <Samu> will it be faster if I define values to enums?
12:33:07  <Samu> talking about TileType enum
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12:54:29  <Samu> guess not :/
12:54:51  <Samu> how big are enums?
12:55:06  <Samu> do they start at 0? are they uint? max value?
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13:01:50  <Xaroth> planetmaker: found a few issues, fixed those. Needs more thorough tests to be sure, but it's starting to look like it's working.
13:02:02  <Samu> breaking flood behaviour :)
13:02:31  <Samu> i'm making TileLoop_Water flood less often
13:02:38  <Samu> what will it break?
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13:09:04  <Samu> flooding less often, gained 2 ms average on a 4k map
13:09:10  <Samu> 18 ms to 16 ms
13:11:20  <planetmaker> :) sounds good, Xaroth. I cannot promise to test much before Easter... got a few deadlines and a business trip until then
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14:44:46  <peter1138> 13:16 < Samu> return (TileType)GB(_m[tile].type, 4, 4);
14:44:49  <peter1138> 13:16 < Samu> this conversion is what's slowing down
14:44:55  <peter1138> Oh, he left.
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15:47:14  <peter1138> Hi
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15:58:42  <peter1138> Hmm, when is the Industry destructor called?
15:59:43  <nielsm> no idea
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16:05:34  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7051: Feature: Moveable depots #6328
16:06:57  <peter1138> D'oh. I was running from the wrong directory :/
16:10:15  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading
16:10:17  <Eddi|zuHause> a classic
16:12:19  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7457: Update: documentation updates from 1.9 branch
16:13:33  <Eddi|zuHause> nielsm: go ahead on #7051
16:14:39  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7051: Feature: Moveable depots #6328
16:25:39  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
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16:30:20  <peter1138>         TileArea new_location(TileArea(start_tile, width, height));
16:30:28  <peter1138> Hmm. Interesting construct...
16:30:55  <glx> wow I switched to VS2019 and I get 6237 intellisense warnings
16:31:03  <peter1138> Woo!
16:31:16  <glx> mainly suggestions
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16:33:21  <Samu> hi
16:33:44  <Samu> openttd just had a weird crash, which causes windows to bsod
16:34:40  <Samu> the main viewport was a still image, when it was supposed to be active, it was a running game
16:35:59  <peter1138> 4294967220 13 15 -> 180 13 14
16:36:04  <Samu> I moved my mouse (physically) and a popup message about asserting somewhere at HasModalProgress shows up multiple times
16:36:16  <Samu> it flooded the screen with these popups
16:36:21  <Samu> until windows bsod's
16:36:35  <Samu> and restarts
16:37:55  <Samu> btw the more i moved the mouse, the more popups
16:38:02  <peter1138> That's nice.
16:38:05  <Samu> do you know what this could be?
16:38:12  <peter1138> Maybe your computer is broken.
16:38:23  <Samu> it was openttd related, i doubt it
16:38:50  <Samu> this is the 2nd time it happens, the first time it didn't reach the bsod point though
16:39:04  <glx> master or your branch ?
16:39:26  <Samu> my branch if I recall
16:39:43  <Samu> i had multiple open ttds running
16:39:57  <Samu> it was 90% sure on my branch
16:41:14  <DorpsGek_II> [OpenTTD/OpenTTD] ZJFishy opened issue #7466: New GRF Stations Not Showing Up
16:41:15  <peter1138> If your computer is BSODing, it's not caused by OpenTTD.
16:41:23  <Samu> let me find the log
16:41:32  <Samu> the bsod log
16:42:17  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7466: New GRF Stations Not Showing Up
16:44:19  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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16:47:38  <Samu> 17:26:54 windows power downs
16:49:09  <_dp_> hm, I think I figured out how to do tech ladder without any changes to openttd
16:49:16  <_dp_> well, with only patching server I mean
16:49:29  <andythenorth> o_O
16:49:43  <_dp_> but it can block purchases and there is show/hide thing for some gui already
16:49:59  <Samu> event viewer registered all the recovery stuff, but i can't find anything about what triggered it
16:50:50  <_dp_> so it can just hide vehicles that aren't available and if player enables them and tries to buy give him a popup with requirements
16:52:42  <glx> uninstalling VS2017 was way faster than uninstalling VS2015
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16:56:04  <peter1138> Samu, if your computer crashed, it is NOT OpenTTD's fault.
16:56:29  <Samu> I explained what happened
16:56:55  <glx> could be a RAM issue
16:57:00  <peter1138> And ignored that if your computer crashed, it's not OpenTTD.
16:57:03  <Samu> multiple popups caused by opettd asserting at HasModalProgress
16:57:21  <Samu> it only shut down because it popup'ed too much
16:57:36  <peter1138> No it didn't.
16:57:48  <Samu> :/
16:57:51  <peter1138> As glx says, you probably have hardware issues.
16:58:22  <TrueBrain> an application crashing your machine ... malware would have a field day :D
16:58:23  <glx> because asserts are not recursive
16:58:24  <Samu> i hope it happens again, this time I will print screen
16:58:32  <TrueBrain> you can make money with it!
16:58:57  <pnda> Is it just me, or does the Simulation Rate rise constantly?
16:59:18  <pnda> Mine is now starting to hit 600frames/s
16:59:34  <glx> with or without fast forward ?
16:59:42  <pnda> with
16:59:43  <TrueBrain> can you reach infinite? :)
16:59:46  <V453000> not sure if the concrete base of the depot is a glorious idea, the lamps will probably go as well
16:59:53  <Samu> the crash was without fast forward
17:00:28  <pnda> V543000 I like the lamps, I don't see why you would need to remove them
17:00:37  <TrueBrain> pnda: removing trees speeds up simulation
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17:00:58  <glx> disabling palette animation too
17:01:03  <Wolf01> o/
17:01:31  <andythenorth> V453000: -1 to lamps and base :)
17:01:37  <andythenorth> 'delete moar'
17:01:42  <andythenorth> then add moar
17:01:46  <andythenorth> then delete it
17:02:11  <pnda> Removing trees put me to 670frames/s. I am now trying to hit highest possible.... (Also this is a 2048x map, which probably doesn't help)
17:02:24  <TrueBrain> 64x64!!!!
17:02:28  <TrueBrain> speeeeeeeeedddd
17:02:42  <TrueBrain> go for an eight that fell over
17:02:49  <Samu> why no one believes me :(
17:03:05  <TrueBrain> because it is not true
17:03:11  <pnda> those 1100frames/s feel nice
17:03:28  <pnda> With 7 AIs
17:03:34  <TrueBrain> because A and B happened, doesn't mean B is a result of A
17:03:37  <glx> we believe your computer crashed, but not the supposed reason
17:03:54  <glx> BSOD is usually an hardware issue
17:04:09  <glx> especially in modern windows
17:04:10  <andythenorth> maybe he's tickling a bit of bad memory :P
17:04:16  <andythenorth> my mac crashed today
17:04:21  <andythenorth> probably OpenTTD's fault?
17:04:26  <TrueBrain> or a cosmic ray hit!
17:04:35  <TrueBrain> yes, you we do believe andy
17:04:44  <andythenorth> actually the crash is probably Chrome's fault
17:04:48  <andythenorth> legitimately
17:05:02  <glx> eaten too much memory ;)
17:05:11  <TrueBrain> today I sneezed .. that crashed your machine
17:05:16  <milek7> what is default sav compression? zlib?
17:05:18  <TrueBrain> still sorry about that
17:05:20  <andythenorth> oh so it was you
17:05:31  <glx> probably lzma milek7
17:05:43  <Wolf01> My computer crashed many times while playing astroneer, the reason was the UPS which did a battery test
17:05:59  <TrueBrain> lol
17:06:26  <TrueBrain> mine crashed because the PSU could not handle the load .. also evil
17:06:30  <Samu> okay, A happened
17:06:40  <pnda> Now that's a nice simulation speed
17:06:59  <Samu> main viewport was a still image when it was supposed to be actively refreshing
17:07:32  <Samu> I had frame rate graphs open, goal open, and nothing was being refreshed
17:07:34  <Wolf01> I thought the same about mine "maybe astroneer requires too much power for the video card"
17:07:51  <nielsm> Samu before theorycrafting any more, go look in windows' system log and find the events corresponding to the BSOD
17:07:57  <Samu> then I move the mouse, and those popups show up massively
17:07:58  <nielsm> then search for the causes of that type of error
17:08:13  <Samu> only when i was moving, theywould popup
17:08:13  <V453000> probably a good approach andythenorth
17:08:18  <Samu> ok then
17:08:20  <glx> as said assert popup are triggered only once
17:08:29  <V453000> kind of thought the base would integrate it nicely with stations
17:09:03  <Samu> maybe it was bad thread management in openttd?
17:09:41  <TrueBrain> dense or deaf .. which are you? :)
17:09:55  <Samu> I am neither, it's just that you don't believe me
17:10:05  <Samu> next time it happens I'll be sure to hit print screen
17:10:16  <TrueBrain> *facepalm*
17:10:19  <TrueBrain> dense it is
17:10:19  <nielsm> have you looked at the windows event log?
17:10:31  <nielsm> the windows event log will tell you the actual error code
17:10:36  <andythenorth> realism gone mad here V453000
17:10:39  <nielsm> and possibly point to a driver involved
17:11:07  <V453000> not necessarliy realism just more relation between the train buildings :)
17:11:19  <glx> I think userland software can't trigger BSOD in recent windows
17:11:41  <pnda> I've hit a constant framerate of 9999frames/s. Is that infinite TrueBrain?
17:11:44  <TrueBrain> would give you a nice bounty :)
17:11:55  <TrueBrain> pnda: allllmmmooossssttttt
17:12:02  <andythenorth> V453000: no I mean in Horse :D
17:12:09  <V453000> oh.
17:12:09  <pnda> well it's the absolut maximum it seems... Can't go higher than that
17:12:16  <TrueBrain> boooeere
17:12:20  <TrueBrain> I blame nielsm
17:12:28  <andythenorth> doing cryo tankers
17:12:45  <V453000> looks like a white tanker to me. :)
17:12:50  <TrueBrain> Samu: realise that with you saying we don't believe you, you are not believing us. so .. yeah .. there is that
17:14:02  <Samu> the system was restarted without being shut down correctly
17:14:26  <Samu> origin Kernel-Power
17:14:47  <glx> the crash was before the restart
17:15:34  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
17:15:35  <nielsm> unfortunately I can't tell you what it looks like in the event log because I haven't had a BSOD in months
17:17:59  <Samu> event ID 41 :(
17:21:17  <Samu> bug check code 0x7F
17:22:30  <nielsm>
17:22:53  <nielsm> then you figure out the trap number (it's also in the event) and get a possible cause
17:23:03  <Samu> yes, I remember MODE TRAP being written somewhere
17:23:11  <glx> Bug check 0x7F typically occurs after you install a faulty or mismatched hardware (especially memory) or if installed hardware fails.
17:23:58  <Samu> i dont install stuff for months
17:24:24  <glx> RAM can start to fail without warning, same for other devices
17:24:42  <Samu> parameter 1 0x8
17:25:23  <Samu> parameter 2 0xfffff8009fe6de70
17:25:36  <glx> double fault, that's caused by kernel stack overflow, or hardware problem
17:26:20  <glx> I'd run a memtest
17:26:32  <TrueBrain> you keep saying that, but I still think it was OpenTTD
17:26:46  <glx> bad TrueBrain ;)
17:26:58  <TrueBrain> :D
17:29:09  <Samu> how or where do I run this !thread command?
17:29:14  <glx> doing memtest for all memory module with only one memory module installed each time is the way to go
17:30:47  <glx> you don't want to do kernel debugging :)
17:31:22  <milek7> blame cosmic ray
17:32:35  <TrueBrain> one crash is no crash
17:33:14  <TrueBrain> my colleagues always hate my stance to that .. if something happened once, it didn't happen in my book. come  back if it happens again :p
17:34:17  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
17:34:28  <LordAro> TrueBrain: preferably after you've come up with a short list of steps to reproduce it
17:34:41  <TrueBrain> hellyeah
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17:35:36  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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17:38:42  <milek7> TrueBrain:
17:40:36  <TrueBrain> sweet!!
17:41:00  <Wolf01> Samu, btw you are reporting system crashes and instability in general for months, maybe years, you have a faulty hardware or broken system
17:41:18  <milek7> and use this branch:
17:41:26  <Samu> oh well :(
17:41:55  <TrueBrain> what License will it have? also GPL?
17:42:34  <milek7> that dockerfile? whatever
17:43:23  <TrueBrain> Guess that means we should upstream this stuff :D
17:44:13  <TrueBrain> after that consider stuff like cloudsaves, networking, ... :p
17:44:34  <TrueBrain> in general, I should do the math on cloudsaves again
17:44:42  <milek7> math?
17:44:53  <TrueBrain> what it would cost
17:45:14  <milek7> i guess not much, storage is cheap
17:45:23  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7330: Feature: Add autosave and sendmap save formats
17:45:30  <TrueBrain> 2 cent per GB
17:45:50  <Samu> I didn't have a crash since last time I upgraded my PSU :(
17:45:58  <Samu> back in december
17:46:11  <Samu> I'm sad if they're coming again
17:46:22  <milek7> backblaze is cheapest at 0.005
17:46:23  <TrueBrain> so possibly we can pilot cloud storage or something
17:47:03  <andythenorth> how do I stop a town hating me?
17:47:37  <TrueBrain> given our donations are high enough, we can offer it free
17:47:48  <TrueBrain> might be a nice project
17:48:45  <TrueBrain> but okay .. first I have to finish CMake :)
17:50:03  <andythenorth> I broke this GS :(
17:50:07  <milek7> is there easy way to stop build after settings_gen?
17:50:07  <andythenorth> the cargos don't exist
17:50:12  <andythenorth> because newgrf
17:50:43  <TrueBrain> only build settingsgen?
17:51:09  <milek7> and languages
17:51:24  <milek7> currently emscripten build needs first host build to create these
17:51:28  * andythenorth looks up how town ratings work
17:53:52  <pnda> As I am currently just making a md5 readme for OpenGFX, in line 66 of the original readme, what is {{FILENAME}} supposed to be?
17:56:47  <TrueBrain> milek7: make language , I believe
17:57:01  <TrueBrain> make <tab><tab>
17:58:08  <Eddi|zuHause> ok, i still have no clue how to play CKII
17:59:06  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
17:59:23  <Eddi|zuHause> pnda: these things are typically replaced by some make incantation
18:01:07  <milek7> make lang
18:01:53  <milek7> but that doesn't solve settings_gen
18:03:20  <TrueBrain> make settingsgen lang
18:03:24  <TrueBrain> :)
18:03:39  <TrueBrain> or use crosscompiling
18:04:10  <TrueBrain> in configure there is host and build
18:04:33  <TrueBrain> you can set one of the two to your local .. I just always forget which
18:05:04  <TrueBrain> ./configure --build=x86_64-linux-gnu
18:05:08  <TrueBrain> it something
18:05:50  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
18:06:32  <milek7> it doesn't play well with emconfigure :/
18:07:33  <TrueBrain> BUILDCC also exists
18:07:43  <TrueBrain> and BUILDCXX
18:07:54  <nielsm> no youtube I still do not want to see videos of people, illegally and with huge risk to personal well-being, riding on the cars of freight trains
18:08:39  <TrueBrain> :o
18:10:30  * andythenorth is a bad person
18:10:35  <andythenorth> I do watch hobo videos
18:16:21  <pnda> How can I merge my fork with OpenTTD/OpenGFX?
18:16:56  *** Gumle2 has joined #openttd
18:17:20  <pnda> Actually found out myself
18:17:27  <milek7> now it tries to configure using libraries from host
18:17:37  <milek7> maybe on cmake it will be easier
18:18:52  <pnda> Port readme.ptxt to If anyone wants to merge
18:21:24  <TrueBrain> milek7: possibly you have to use HOSTCC .. I always confuse those
18:21:32  <TrueBrain> and yeah, CMake cleans this uo
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18:34:31  <V453000> I have to say that 1.9.0 startup screen is quite nice
18:35:10  <peter1138> Which one won?
18:36:25  <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen opened issue #7468: Interface Size: "Double size" is smaller than 1.8.0
18:36:27  <V453000> the one that's there :D idk
18:37:34  <LordAro> peter1138: JGR, iirc
18:38:53  <pnda> Do you guys know what would be nice? Have 3 winners, and the title screens just be random between the 3 of the winners. Could be cool for the 2.0.0 Update next year (Or 1.10.0, however it'll be called)
18:39:04  <frosch123> the second best option won, the best one came in 5th
18:39:08  <V453000> nice enough for a filthy patcher :P
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18:39:36  <pnda> Is anyone actually maintaining the OpenGFX repo?
18:39:51  <LordAro> pnda: i recall an extremely ancient patch that moved the camera around the map of a title game
18:39:56  <LordAro> pnda: yes
18:40:05  <pnda> ok
18:40:25  <pnda> Also that moving camera patch sounds quite nice. But I'd rather have random title screens.
18:40:45  <nielsm> that could be interesting, place a bunch of magic signs on the title game that mark points of interest
18:40:51  <frosch123> i think there was also a titlegame rotation patch
18:40:56  <LordAro> nielsm: that was how it worked
18:41:18  <pnda> Or a titlegame which was fully run by an AI hmmmmm
18:41:22  <nielsm> A, B, C1 C2 C3
18:41:34  <nielsm> centers at A, centers at B, centers at C1 and pans across C2 and C3
18:49:30  <Wolf01> Is NRT in trunk yet?
18:50:34  <peter1138> Re #7468, I think that's due to Windows doing UI scaling as well, with 1.8.0?
18:50:48  <peter1138> Wolf01, no.
18:51:11  <peter1138> Wolf01, also I need to fix up my no-sub-types branch, and then we need an indicative vote to see what's better.
18:51:21  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
18:56:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
19:01:38  <peter1138> _dp_, sadface
19:03:31  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
19:08:54  <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
19:10:43  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading
19:12:52  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
19:14:00  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
19:15:24  <nielsm> that spam becomes even more confusing when everyone's user name has the same character length
19:17:36  <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
19:20:55  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
19:20:57  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7468: Interface Size: "Double size" is smaller than 1.8.0
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19:28:15  <andythenorth> so Steeltown
19:28:43  <pnda> I rewrote the credits section. please check if I missed anyone ^^
19:28:54  <andythenorth>,%2016-03-1973.png
19:29:08  <andythenorth> ^ just another 12 or so stations needed in that bit of the map
19:29:17  <andythenorth> Pipemania!
19:29:36  <peter1138> How's your station catchment
19:29:47  <andythenorth> sometimes it's one tile too small :(
19:29:50  <andythenorth> honestly
19:30:00  <andythenorth> I could make all industries one tile larger :P
19:30:28  * andythenorth wants overhead cableway for coal -> coke oven
19:30:47  <andythenorth>
19:31:03  <andythenorth> like in Get Carter
19:31:12  *** pnda has quit IRC
19:31:40  <andythenorth> the book of Get Carter is actually set in Scunthorpe not Co. Durham
19:31:57  <andythenorth> and one of the killings is done by rolling someone down the molten slag bank
19:33:03  <V453000> nice andythenorth :D
19:34:54  *** crem has quit IRC
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19:35:43  *** bootmii has left #openttd
19:37:46  <andythenorth> so how will Pipemania work then?
19:37:56  <andythenorth> V453000 how do all the belts work in F? o_O
19:38:02  <andythenorth> what limitations make them fun?
19:38:51  <V453000> belts? Eh, they don't really have many limitations, kind of the opposite :D especially when I compare underground belts to tunnels in openttd, underground belts are insane
19:39:27  <V453000> I think just seeing shit being moved is just fun by itself
19:40:04  <andythenorth> ropeways!
19:40:16  <V453000> apart from that, being easy to place is probably quite important
19:40:42  <V453000> wtf :)
19:42:17  <frosch123> andythenorth: the special thing about pipes is that they have two lanes
19:42:32  <andythenorth> bidirectional?
19:42:39  <frosch123> and depending on the layout you take stuff on one side, or on the other
19:43:02  <frosch123> nah, more like ships with two cargo compartments
19:43:14  <frosch123> you can either refit them to the same, or to different things
19:43:28  <andythenorth> ropeway 'wagons'!
19:43:31  <V453000> them belts
19:43:31  <frosch123> and some docks load/unload one or the other
19:43:32  <andythenorth>
19:43:34  <V453000> hi f123000 :)
19:43:40  <frosch123> moo
19:43:48  <V453000> how are you ?
19:43:55  <frosch123> meh
19:44:00  <V453000> :d
19:44:39  <frosch123> too much work, too much meh work
19:44:46  <andythenorth> oof
19:44:53  * andythenorth needs engineers, always :P
19:45:05  <andythenorth> less meh
19:45:06  <andythenorth> might be a brexit issue looming though
19:45:27  <frosch123> you said you only hired native english who get your irony
19:45:35  <andythenorth> oh yes
19:45:36  <andythenorth> that
19:45:36  <frosch123> or something
19:45:36  <andythenorth> so what's the most stupid thing we could do with Pipemania?
19:45:45  <peter1138> Leave.
19:47:20  <planetmaker> yo :)
19:47:43  <planetmaker> hello even
19:48:36  <V453000> XD
19:48:57  <andythenorth> Fig. 17 Banana Carrier
19:49:03  * andythenorth needs Bananas in FIRS
19:49:19  <andythenorth>
19:49:30  <andythenorth>
19:49:48  <andythenorth> that music
19:49:58  <peter1138> Running 14 CivilAIs together, they often try to build the same routes, so end up blocking each other :D
19:50:46  <peter1138> Classic.
19:52:00  <andythenorth> you should run 16 :)
19:52:40  <peter1138> Hmm, lot sof broken roads
19:58:24  <andythenorth> eh RopeCon
19:58:37  <andythenorth> conveyor system, suspended on ropes
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20:24:59  <planetmaker> <-- well... rather the trains :P
20:25:35  <Xaroth> somebody's been having too much fun with Factorio :P
20:28:41  <planetmaker> well...
20:30:49  <LordAro> "too much"
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20:49:18  <Pikka> much too much
20:49:22  *** Pikka has quit IRC
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20:51:47  <seb__> i need help
20:52:19  <Samu> what kind of help
20:52:47  <seb__> can you transport goods from docks to a train station
20:53:03  <Eddi|zuHause> yes
20:53:06  <seb__> how
20:53:18  <Samu> transfer
20:53:33  <Eddi|zuHause> both must be the same station (shared station sign, use ctrl+click for building the second station to merge them)
20:53:39  <Samu> or unload and leave empty
20:53:43  <Eddi|zuHause> and then you must use "transfer" orders
20:54:01  <seb__> thanks very much
20:54:05  <Eddi|zuHause> or set cargo distribution mode to asymmetric
20:54:07  <seb__> my dreams can come true now
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21:06:57  <Samu> I assume that savegame didn't help
21:07:20  <Samu> or nobody had time to check
21:07:33  <peter1138> I assume nobody bothered to look because you already gave evidence that your machine is broken.
21:08:03  <peter1138> And also if it's not in master, it didn't happen.
21:08:21  <Samu> :()
21:09:31  <Xaroth> planetmaker: you seen Satisfactory?
21:10:03  <Samu> my machine was broken
21:10:06  <Samu> fixed
21:10:20  <Samu> never had issues ever since i changed psu
21:11:11  <planetmaker> Xaroth, I did. On youtube. Yet I'm not convinced... for some strange reason
21:11:43  <Samu> why would it be a ram issue? I don't buy that
21:12:10  <Samu> i dont get any other programs making weird errors
21:13:13  <Samu> besides, the problems I used to have with my previous PSU were never related to ram
21:13:29  <Samu> it was the GPU power cable, bad contact stuff
21:14:27  <Samu> the PSU actually exploded, bought a replacement and never had issues with my system since then
21:15:08  <LordAro> Samu: problems can develop over time
21:18:27  <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened issue #7469: Build and refit feature is not MP-safe, causes immediate desyncs
21:20:40  *** Progman has quit IRC
21:21:22  <Samu> oh no, that was something I was planning on using
21:21:34  <Samu> rip build and refit
21:21:39  <peter1138> Something I suspected but forgot to get around to testing :p
21:22:58  <frosch123> autoreplace stores the random seed at some point, and resets caches at the end
21:23:48  <peter1138> Yeah, that's where I'm looking :-)
21:28:08  <DorpsGek_II> [OpenTTD/OpenTTD] brunom opened issue #7470: Runs as windows admin from installer
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21:39:21  <Samu> glx, I think you mean (CompanyRemoveReason)GB(p1, 25, 7);
21:39:38  <Samu> you have GB(p1, 25, 8)
21:39:54  <glx> no 8 bits starting at 25
21:40:01  <glx> so 25-31
21:40:21  <Samu> I count 7 :(
21:40:27  <peter1138> 25 + 8 is 33
21:40:52  <peter1138> 25-31 is indeed 7 bits.
21:42:10  <Samu> anyway, company remove reason is only 2 bits, why count that much?
21:42:50  <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7379: Codechange: Use C++11 functions for threading
21:43:19  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
21:44:17  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7471: Fix #7469: Desync when using build and refit feature.
21:44:28  <LordAro> that was quick
21:45:09  <peter1138> ¯\_(ツ)_/¯
21:48:13  <glx> ok the old comment was wrong, companyID is 16..23
21:50:22  <Samu> company ctrl action is also 2 bits
21:50:50  <Samu> is there a special reason why you get so many bits?
21:54:12  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
22:00:37  <peter1138> CI fail again?
22:02:29  <LordAro> well that was easy
22:02:45  <LordAro> (largely a hack, but)
22:03:43  <peter1138> THIS ISASIGN
22:03:44  <peter1138> Yeah :)
22:04:01  <glx> I requeued
22:04:04  <Xaroth> planetmaker: it's quite fun, actually.. but it lacks long-term danger that Factorio has.
22:09:04  <Samu> but but... why 16 bits for company ctrl action or 8 bits for company remove reason, they're only 2 bits each
22:10:06  <glx> the space is not limited, it's easier to work with 8bit blocks
22:13:28  <Samu> does that increase performance at all?
22:13:35  <Samu> just wondering
22:14:34  <LordAro> Samu: stop trying to microoptimise
22:14:37  <LordAro> but, yes
22:14:57  <LordAro> computers are better at dealing with whole bytes (or usually, 4 bytes) than individual bits
22:15:01  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7471: Fix #7469: Desync when using build and refit feature.
22:15:41  <glx> and if some bits are needed later it will be possible to reshuffle p1 anyway
22:17:50  <_dp_> glx, my idea of fix was to remove CMD_CLIENT_ID altogether
22:17:57  <_dp_> glx coz why's it even there
22:19:20  <_dp_> commands are supposed to send correct data already and even if they don't p2 == 0 is a very shitty way to check that
22:19:45  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7457: Update: documentation updates from 1.9 branch
22:20:02  <glx> single player vs multi player I think
22:20:44  <Eddi|zuHause> don't ever trust data sent from the outside
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22:21:36  <_dp_> Eddi|zuHause, we trust everything but 0s anyway here :p
22:21:52  <Eddi|zuHause> i'm not sure that's a good argument for anything :p
22:22:28  <LordAro> master branch doesn't have the luxury of being a closed system :p
22:23:19  <Samu> should I open a PR removing this line?
22:23:59  <LordAro> probably not, no
22:24:01  <glx> <-- the only time a value other than 0 is passed is from the server
22:24:01  <LordAro> why do you want to?
22:24:24  <Samu> because 90 degrees was removed for ships recently, wasn't it?
22:24:50  <glx> it's a left over
22:25:01  <LordAro> ah, well in which case, yes
22:25:08  <LordAro> cleanup: foobar
22:25:55  <Samu> NPF may depend on it, i forgot, need to dig
22:26:18  <LordAro> yes, removed in #7232
22:26:28  <LordAro> so i'd be surprised if NPF depended on it
22:27:11  <Samu> or was it ship cache, i remember some assert was caused because there was no tracks available for NPF
22:27:36  <Samu> and a ship is lost on the last tile when ship was reaching docks
22:27:43  <Samu> which would go away
22:27:47  <LordAro> didn't that get fixed?
22:27:50  <Samu> thx to that line in code
22:28:00  <LordAro> either way, try it and see
22:28:00  <Samu> brb, testing
22:29:47  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7471: Fix #7469: Desync when using build and refit feature.
22:29:52  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7469: Build and refit feature is not MP-safe, causes immediate desyncs
22:32:31  <Samu> i know i had a savegame about it, searching through the pile
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22:35:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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22:36:57  <_dp_> how does anything but CLIENT_ID_SERVER get into p2?
22:37:08  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
22:38:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
22:39:02  <peter1138> Well
22:45:27  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD
22:46:27  <Samu> the ship cache, on the last tile, does some weird things
22:46:38  <Samu> need to investigate
23:00:39  <Samu> for yapf, it's fine, not perfect, but no lost ship popups as the last time I tried
23:01:01  <Samu> it could do a 45 degree turn to reach the dock, but prefers to do a 90 degree
23:01:06  <Samu> :(
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23:06:53  <Samu> ok, no asserts, the NPF crash was due to 90 degrees
23:07:15  <Samu> it's no longer in NPF code, it can find a track
23:07:29  <Samu> that means, line can be removed
23:07:33  <Samu> line 512
23:07:37  <Samu> ship_cmd.cpp
23:08:52  <Samu> yapf on dealing with destination_tile could be smarter though
23:11:22  *** psilynt_ has quit IRC
23:20:08  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships.
23:20:59  <Samu> first time using Cleanup if I'm not mistaken
23:21:42  <Samu> waiting for (Linux commit-checker) approval :o
23:23:12  <Samu> Linux commit-checker
23:23:12  <Samu> Succeeded
23:23:14  <Samu> cool
23:26:52  <Samu> 1.10.0
23:26:52  <Samu>  Due by October 01, 2019 orly?
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23:49:03  <_dp_> Apparently CMD_CLIENT_ID is never set to anything but server id
23:49:26  <_dp_> surprisingly order backups that rely on it still work
23:49:32  <_dp_> or at least I couldn't break them
23:50:37  <_dp_> but that's mostly because their user check is redundant since if tile is the same it's gonna be same company anyway (removing depot resets backups)
23:51:03  <_dp_> or, well, at least they aren't completely broken
23:51:43  <_dp_> as I guess backups were supposed to be separate for each user but they're shared within company atm
23:56:39  <_dp_> similarly OrderBackup::ResetUser doesn't rly do anything
23:58:07  <_dp_> as I don't think it's possible to reset server user and he has all backups

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