Log for #openttd on 5th April 2019:
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00:11:44  <_dp_> wait, or does it get client id somehow... but not always... I'm totally confused
00:11:49  <_dp_> sleep time xD
00:15:52  <Samu> glx, can I link to your branch in this PR?
00:16:48  <Samu> bot marked it as stale, but it's not me who's working on it
00:18:45  <Samu> or perhaps you can reply on the PR, I dunno. It's just that I'm not doing anything, I was waiting on you
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00:33:36  <glx> I think it's still incomplete, seems I never store the latest command
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02:00:42  <Samu> got a crash log
02:00:52  <Samu> about the mass popup window
02:01:33  <Samu>
02:01:38  <Samu> what can you make of it?
02:02:54  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server.
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02:06:06  <Samu> is it true that 1.9.0 isn't built with asserts?
02:06:38  <Samu> that would mean I'd never experience these assert errors?
02:16:38  <Samu>
02:16:58  <Samu> this is the assert that I'm spammed about
02:17:18  <Samu> HandleMouseEvents()... intriguing
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03:00:54  <Samu> if what the log says it's true
03:01:11  <Samu> (local: 255) (current: 16)
03:01:37  <Samu> then the assert was at
03:01:39  <Samu> static inline bool IsLocalCompany()
03:01:39  <Samu> {
03:01:39  <Samu> 	return _local_company == _current_company;
03:05:15  <Samu> line 1367 in openttd.cpp Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
03:07:32  <Samu> kdtree crashed before the spam
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03:11:44  <Samu_> OnTick_Station calls StationHandleBigTick which is where the station is deleted which makes kdtree crash
03:12:24  <Samu_> and that is happening during current company being owner none
03:14:21  <Samu_> HandleMouseEvents is called from the video driver which is in a separate thread, isn't it?
03:15:09  <Samu_> which i could understand this better
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03:16:39  <Samu_> the popup spam was caused by the video driver thread when kdtree crashed at the station ... does anything I say make sense?
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05:43:46  <andythenorth> wat
05:44:08  <andythenorth> why do I get a merge commit on my fork of OpenTTD Website?
05:44:13  <andythenorth> literally I changed nothing
05:46:25  <andythenorth>
05:46:47  <andythenorth> now I have to remove the frigging merge commit somehow
05:50:06  <DorpsGek_II> [OpenTTD/website] andythenorth opened issue #75: Outdated link in
05:50:54  <DorpsGek_II> [OpenTTD/website] andythenorth commented on issue #75: Outdated link in
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05:54:58  <andythenorth> ha ha found it
05:57:06  <andythenorth> I tried to make GH Pages work on my fork a few weeks ago, which requires commits to master  :P
06:08:51  <DorpsGek_II> [OpenTTD/website] andythenorth opened pull request #76: Fix: 'development environments' link was broken #75
07:21:18  <Xaroth> andythenorth: you broke that one yourself!
07:21:19  <Xaroth> :p
07:21:42  <DorpsGek_II> [OpenTTD/website] Xaroth approved pull request #76: Fix: 'development environments' link was broken #75
07:21:48  <Xaroth> fwiw
07:21:58  <andythenorth> yup
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07:28:43  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #76: Fix: 'development environments' link was broken #75
07:28:57  <DorpsGek_II> [OpenTTD/website] LordAro closed issue #75: Outdated link in
07:28:58  <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #76: Fix: 'development environments' link was broken #75
07:32:15  <Samu> hi
07:45:18  <peter1138> hi
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08:04:22  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
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08:51:13  <peter1138> Do we pretend to be pixel-aware on OS X as well as Windows?
09:03:48  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships.
09:03:58  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships.
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09:19:33  <peter1138> Hi
09:20:20  <andythenorth> yo
09:28:39  <peter1138> Silly people on the forums.
09:28:55  <andythenorth> that's ok
09:29:00  <andythenorth> people gonna silly
09:29:15  <peter1138> Apparently the oil-rig industry/station option is pointless? :P
09:29:26  <andythenorth> no
09:29:32  <andythenorth> it's Yet Another Setting
09:29:38  <andythenorth> which bothers me, but it's not pointless
09:30:15  <peter1138> Should've defaulted it to the new behaviour.
09:31:07  <peter1138> Well, having it as not-optional would break old savegames apparently.
09:31:13  <peter1138> I suppose.
09:31:26  <peter1138> But then, so does the catchment area change.
09:32:10  <andythenorth> I don't understand the neutral stations thing, but someone added it, so it must have a reason
09:32:34  <andythenorth> I'm just happy we have contributors :P
09:32:42  <andythenorth> and a release that isn't just 'translations'
09:33:07  <peter1138> Building railway stations out to oil-rigs is ridiculous game play, thats the reason for it :p
09:34:29  <andythenorth> hmm devzone crashed again
09:35:32  <peter1138> "These changes/fixes can obviously be controversial, so please discuss and ask about them."
09:35:35  <peter1138> Well, I guess they are :p
09:35:37  <andythenorth> they are
09:35:54  <andythenorth> meanwhile
09:36:02  <andythenorth> NOTHING WRONG WITH THAT AT ALL
09:36:12  <peter1138> Haha
09:37:01  <andythenorth> so when we do Pipemania
09:37:09  <andythenorth> it will have to include industry station support
09:37:16  <andythenorth> that means Pipemania needs shared infra
09:37:21  <andythenorth> oof
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10:08:10  <Xaroth> have you considered making a proper hardmode grf, andythenorth?
10:08:25  <andythenorth> what does it do? o_O
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10:08:45  <pnda> First time using IRC on my phone. Better than I expected
10:08:54  <Xaroth> make it very difficult to not go bankrupt
10:09:43  <Xaroth> higher running costs, lower income, balance the different goods a bit
10:10:39  <Xaroth> vanilla ottd, takes 1 train between a coal mine and a power plant at some distance, to completely repay your debt in under 2 years
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10:10:57  <andythenorth> probably a GS thing :)
10:11:18  <Xaroth> I'd more say a combination of sorts
10:11:27  <Xaroth> things like running cost and income are grf defined, right? not gs-defined
10:11:44  <andythenorth> yeah, I'm just being a tool about GS :)
10:13:43  <_dp_> Xaroth, tight economies aren't very fun in openttd
10:13:53  <Xaroth> why not?
10:13:59  <_dp_> Xaroth, it's ok while you're figuring strategy but once you done it's just boring
10:14:15  <Xaroth> that pretty much sums up most normal ottd games :P
10:14:18  <_dp_> Xaroth, you're just waiting for money not playing
10:14:35  <andythenorth> I accidentally made Iron Horse too expensive recently
10:14:38  <andythenorth> it was really boring
10:16:08  <_dp_> Xaroth, that's why I like proper goal games, you're building like crazy for a whole duration
10:16:15  <_dp_> Xaroth, and strategies are much more complex
10:16:29  <andythenorth> IMO, hard mode is this,%2027-10-1976.png
10:16:41  <andythenorth> and yeah I mostly also play GS goal games, like NCG or SV
10:16:49  <andythenorth> this is why I hate GS
10:17:03  <_dp_> andythenorth, we have very different definition of goal games but whatever xD
10:18:38  <_dp_> to me hard mode is this
10:18:49  <_dp_> I remember how much effort it took to get past 100k
10:18:59  <_dp_> several years
10:19:32  <andythenorth> I don't think it's that different to playing SV with stupid goals set :)
10:20:51  <_dp_> actually, this is a proper record
10:21:07  <_dp_> those ppl don't play anymore so citymania record is a bit low
10:21:59  <Xaroth> planetmaker: I'm breaking things to libottdadmin2, just fyi :P
10:22:17  <Xaroth> I'm making a 0.0.2 release which _should_ be py2/py3 compat
10:22:38  <Xaroth> but after that it'll be  heading straight to py3-only zones
10:25:50  <Xaroth> (plus, all packets will allow both encoding and decoding, so you could build your own proxy or whatever... if you really want to go nuts)
10:30:11  <planetmaker> hm :)
10:30:38  <Xaroth> py3 solves some stuff, and allows some stuff
10:30:41  <Xaroth> like.. proper enums
10:30:50  <Xaroth> which means less code that can break :P
10:30:53  <planetmaker> from Enum import enum :)
10:30:56  <Xaroth> mhm
10:31:00  <Xaroth> only the other way around :P
10:31:10  <planetmaker> he, ok :P
10:31:50  <Xaroth> but py2 support stops next year anyways :P
10:31:56  <Xaroth> so might as well start early with the deprecation of py2 :P
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10:52:42  <Xaroth> half-way through converting the classes, and the new code, that does both encoding and decoding of packets, is shorter than the old one, that only went one way.
10:52:45  <Xaroth> efficiency++
10:55:58  <planetmaker> yay :)
10:56:21  <planetmaker> when I started with python I never really bothered much with py2...
10:56:43  <planetmaker> not that the differences are significant... but why devote time to something with the label "deprecated" for years
11:01:40  <Xaroth> for years it was the version with the most documentation and best support of packages
11:01:45  <Xaroth> but over the past 5 years that did a full 180, luckily
11:01:49  <Xaroth> especially the last year or two
11:02:42  <Xaroth> big projects like Django going all in on python3 meant that a lot of library devs suddenly had to think hard about not supporting py3
11:02:53  <Xaroth> to which most just went along with the trend
11:07:49  * andythenorth just upgraded to python2.7
11:07:54  <andythenorth> from 2.4
11:08:06  <andythenorth> took a year
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11:13:05  <planetmaker> :-O
11:13:26  <planetmaker> Xaroth, yes, sure... but I only really started with python in the last 5 years
11:13:56  * Xaroth nods
11:13:59  <planetmaker> and try to convince my collegues to use it as well instead of the over-priced and feature-starved proprietary language they use :P
11:15:13  <planetmaker> at least when they have a choice... and to not buy-in students to programmes they'd have to use illegally anyway
11:16:47  <Xaroth> mhm
11:53:10  <Xaroth> I love it when I can offload my validation to standard libs :P
11:53:28  <planetmaker> :)
11:53:53  <planetmaker> isn't programming just the art to delegate or automate stuff so that one can extend the lazy time? :P
11:54:15  <Xaroth> UpdateType(0x50) >>> ValueError: 80 is not a valid UpdateType
11:54:31  <Xaroth> <3 IntEnum/IntFlag
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11:57:54  <Eddi|zuHause> <planetmaker> isn't programming just the art to delegate or automate stuff so that one can extend the lazy time? :P <-- yeah, but my last boss didn't understand that...
11:58:02  <snoppyberlin> jemand aus deutschland anwesend?
11:58:12  <Eddi|zuHause> no
11:58:29  <snoppyberlin> habe da ein kleines problem
11:59:09  <Eddi|zuHause> congrats, you managed to break 2 channel rules in 2 lines
11:59:41  <snoppyberlin> häh?
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12:00:55  <Eddi|zuHause> ... at least he stayed long enough to read the replies? :p
12:26:53  <planetmaker> that was... quick... no patience sadly
13:04:14  <peter1138> Hi
13:04:58  <Samu> hi
13:06:42  <Samu> "What harm could a train station near an oil rig possibly do?"
13:06:57  <Samu> hmm
13:07:04  <peter1138> I'm ignoring them now :-)
13:08:21  <Samu> I rather not answer
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13:11:56  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
13:12:02  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 closed issue #7439: Server reports CRR_AUTOCLEAN instead of CRR_MANUAL to admin port
13:13:22  <peter1138> I'd rather it was always the new way with no option :-)
13:13:28  <peter1138> But I guess that's too... conflicting?
13:14:09  <Samu> yesterday night I had a kdtree assert, followed by mass popup assert, this time a crash log was created
13:14:35  <Samu> did you see it?
13:15:42  <Samu> decided not to create a PR about it :(
13:15:54  <Samu> it wasn't master nor 1.9.0
13:15:59  <peter1138> Still.
13:17:35  <planetmaker> peter1138, the oil rig behaviour? Oh well...
13:17:58  <planetmaker> probably would be good
13:18:31  <peter1138> planetmaker, nah, it would 'break' existing games.
13:18:43  <peter1138> The new behaviour could easily be made default though.
13:18:48  <planetmaker> I wonder whether we can have like a quick switch between something like 'new defaults' and 'old defaults' where the latter is like as close as possible to ttd
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13:19:29  <planetmaker> dunno... does it affect newgrfs? It might
13:19:55  <peter1138> No.
13:20:20  <_dp_> peter1138, by that logic you should also make a switch for non-rect :p
13:20:23  <peter1138> But if you have a train station bumping up to an oilrig and expect it to collect oil, it won't with the new behaviour.
13:20:36  <peter1138> _dp_, I was going to originally but everyone said it's not needed.
13:22:10  <peter1138> What's easily abusable?
13:22:39  <peter1138> BTPro's 'fix' for it?
13:22:48  <_dp_> peter1138, well, imo there are plenty of settings that even more unnecessary...
13:23:09  <_dp_> peter1138, at least non-rect somewhat affects citymania unlike tons of other stuff :)
13:23:52  <_dp_> peter1138, new pactch, btpro's not a fix so it's up to a moderator anyway
13:24:04  <peter1138> Eh?
13:24:23  <peter1138> Sorry it's not clear what you are trying to say.
13:24:38  <_dp_> peter1138, yeah... where do I even start...
13:24:40  <planetmaker> indeed... if it was an argument for or against anything - I cannot tell
13:25:06  <peter1138> _dp_, are you talking about the new "neutral industry/station" change?
13:25:20  <_dp_> planetmaker, it's neither rly, just saying)
13:25:37  <planetmaker> but... what? :)
13:26:44  <_dp_> peter1138, in last 3 messages, yes
13:27:19  <_dp_> but basically the issue with oil rigs is that you can terra the heel out of ocean and transport oil with trains
13:27:38  <_dp_> which considering how dense oil rigs can be is a bit unbalanced in certain situations
13:28:30  <_dp_> with new option limiting it to ships now you can't do it directly but you can still do most with trains and setup short local transfers with ships
13:29:23  <peter1138> Okay, so you don't even know what the new option does.
13:29:48  <peter1138> The new option means you have to use the industry's built in station. You can use ships or helicopters.
13:30:18  <peter1138> It is not a hack that makes you use ships with oil rigs.
13:31:21  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7213: Feature: BFS-based river generator
13:32:25  <Samu> ppl discussing my idea, so cool!
13:33:24  <_dp_> peter1138, no, I noticed that much, but you can still avoid most of the trouble dealing with ships
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13:33:57  <_dp_> peter1138, well, I guess would multiple docks per station to work really well...
13:33:57  <planetmaker> _dp_, how so? You mean by building a train station nearby and using ships only as feeder?
13:34:07  <_dp_> planetmaker, yes
13:34:07  <planetmaker> that's as much hassle as building a station on land, I think
13:34:19  <planetmaker> as ship setup is identical. And as is train setup
13:34:24  <Samu> at least you have to use ships
13:34:28  <planetmaker> and you save the cost of terraforming
13:34:47  <_dp_> planetmaker, not quite, it's more work, sure, but not as much, something in between
13:35:02  <_dp_> planetmaker, setting up feeders is very fast with right hotkeys
13:36:20  <_dp_> planetmaker, and with ships going considerable distance you need a right amount of them and proper orders
13:36:32  <_dp_> planetmaker, on short distances it's just pick whaever and transfer
13:37:34  <_dp_> planetmaker, and without grfs terra costs next to nothing
13:38:00  <planetmaker> ships hardly need pro"proper" orders. At least when you have YAPF path finder. And unless you really have very weired water shape
13:38:02  <peter1138> You'll need orders.
13:38:15  <peter1138> But yes, okay, you can use feeders if you really wanted.
13:38:59  <Samu> forbid terraforming
13:39:09  <Samu> limit number of terraform actions to 0
13:40:27  <Samu> if ppl really want to exploit stuff like that, it's good to have options to prevent t
13:40:28  <Samu> it
13:40:39  <peter1138> Deep oceans pls.
13:40:56  <peter1138> There's already patches for it, and we have enough height levels these days.
13:42:11  <_dp_> yeah, at this point it's probably more about aesthetics than cheating
13:42:22  <_dp_> train stations it the middle of an ocean are just ugly :p
13:42:27  <peter1138> Heck yes.
13:46:13  <andythenorth> Pipes!
13:46:21  <andythenorth> also...deep oceans you say? o_O
13:46:24  <planetmaker> _dp_, making terraforming prohibitively expensive is easy (newgrf). As is rate-limiting the amount of terraforming (Without any change of OpenTTD)
13:46:24  <andythenorth> do you have a newsletter?
13:46:28  <andythenorth> I could subscribe
13:46:47  <peter1138> andythenorth, find the existing patch, PR it.
13:47:06  <Samu> Kdtree, why don't you crash in master or in 1.9.0? why why!! why do this to me?
13:47:53  <andythenorth> can we revisit ships that sink?
13:48:56  <planetmaker> woo... like planes that crash
13:49:11  <planetmaker> well... maybe not *exactly* like that :P
13:49:50  <andythenorth> pool of debris
13:50:14  <andythenorth> hmm
13:50:17  <andythenorth> frozen seas
13:50:27  <planetmaker> "lost some cargo during a storm"
13:50:34  <andythenorth> dangerous zones, with rocks and whirlpools
13:50:36  <planetmaker> would be interesting for PAX ships :P
13:50:44  <andythenorth> which can be mitigated by building a lighthouse or lightship
13:51:08  <planetmaker> within N tiles distance from that
13:51:08  <andythenorth> deep water that requires appropriate ships, and isn't bridgable
13:51:08  <Heiki> piles of sunken ships turning into land
13:51:51  <planetmaker> making "water level" a variable identical to "snow line". It could vary with season :P
13:52:02  <planetmaker> but would allow toplogy under water
13:52:24  <planetmaker> so bridges could be build in water with a maximum depth of 1 or so
13:52:49  <planetmaker> but tidal water would be interesting :)
13:53:52  <Heiki> and flooding rivers when the snow melts
13:53:55  <planetmaker> would also allow for fun scenarios like "noah's train arc" or "fight and flee the climate change"
13:54:44  <peter1138> planetmaker, global warming.
13:55:12  <peter1138> every 100 years it rises 1 level :p
13:55:16  <planetmaker> sea will rise faster when you use the cheap coal and diesel engines. But will rise slower when you use the electrical ones. But only when you use / supply / build nuclear or solar power plants and not the coal ones"
13:55:28  <planetmaker> peter1138, exactly that's what I had in mind with my latter scenario
13:56:33  <andythenorth> there was a Railroad Tycoon 2 scripted scenario where the Mediterranean had been drained
13:56:37  <andythenorth> and then it flooded
13:56:49  <peter1138> GameScript did you sayd? :p
13:56:51  <peter1138> -d
13:57:44  <planetmaker> well... yes...
14:01:10  <Xaroth> That sounds entertaining
14:02:52  <planetmaker> such scenario could then declare a winner when the last tile is flooded for instance
14:03:08  <andythenorth> MP lolz
14:03:17  <andythenorth> there would be a race to claim high ground
14:03:43  <peter1138> Less profit up there.
14:03:51  <planetmaker> ^^
14:04:04  <planetmaker> snow line could rise simultaneously
14:04:10  <andythenorth> so all companies start at same time, winner is one with most lifetime revenue when last level floods?
14:04:21  <planetmaker> which might have an influence on which industries could be placed
14:04:23  <andythenorth> "Rising Tide, Lifts All Boats"
14:04:28  <planetmaker> andythenorth, yes
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14:04:44  <andythenorth> well we needed a reason to make a GS :P
14:05:12  <peter1138> Yeah, I guess the act of making sea rise would could be difficult to implement :p
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14:05:42  <peter1138> Let's drop everything and do it now :D
14:05:50  <andythenorth> that's what I would do
14:05:57  <peter1138> I should fix-up my no-subtypes NRT...
14:06:01  <andythenorth> NewRisingTide
14:06:02  <peter1138> I don't know if it's better.
14:06:06  <planetmaker> you think so? We have 256 height levels. Waterlevel is always 0. We could "simply" make a water level variable
14:06:08  <andythenorth> NRT = sea levels
14:06:15  <peter1138> It's certainly cleaner without all the RoadTypeIdentifiers.
14:06:19  <planetmaker> the interesting part is for how to define tiles under water
14:06:36  <planetmaker> but... could be stored identical to above water. But allow nothing but clear tiles
14:06:40  <planetmaker> and draw like flat water
14:06:55  <peter1138> That's solved, there's patches for it already.
14:07:06  <peter1138> Might need a bit of rebasing though :)
14:07:20  <planetmaker> what is solved? nrt or sea levels?
14:07:29  <peter1138> sea levels.
14:07:40  <peter1138> NRT is smashed to pieces.
14:07:52  <peter1138> I got pissed off with subtypes.
14:08:04  <peter1138> Inconsistent comments and code.
14:08:19  <peter1138> subtypes refering to roadtypes, roadtypes refering to roadsubtypes...
14:08:49  <peter1138> And with 63 types instead of 15, it's somewhat less necessary to split up the definitions.
14:11:09  <andythenorth> NowRektTrains
14:11:19  <peter1138> It's actually good
14:11:20  <peter1138> It works.
14:11:22  <andythenorth> NotRotatedTiles
14:11:28  <peter1138> Just the commit history makes no sense now.
14:11:33  <andythenorth> squash it all
14:11:40  <andythenorth> the split was always weird
14:11:47  <peter1138> However, without subroadtypes, I might actually be able to do the splitting it up thing that was not possible before.
14:11:51  <andythenorth> 'but the map is not extensible' they said
14:11:53  <andythenorth> etc
14:11:54  <peter1138> roadsubtypes, I mean.
14:12:13  <peter1138> Some twat just went ahead and smashed that up too.
14:18:56  <andythenorth> just rek stuff
14:19:02  <andythenorth> I've broken *all* my newgrfs
14:19:05  <andythenorth> everything is awful
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14:55:52  <Xaroth> hmmmmm test cases
14:56:09  <Xaroth> planetmaker: WIP is already at 88% test code coverage.
14:57:42  <Samu> onstalling visual studio community 2019, let's see...
14:58:17  <Samu> i really need a SSD
14:58:24  <Samu> downloading was faster than installing
14:59:08  *** Flygon has quit IRC
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15:09:25  <Samu> welcome to visual studio live share
15:09:30  <Samu> aka code for me
15:09:37  <Samu> amirite
15:11:20  <peter1138> Shall I bicycle tonight?
15:11:31  <peter1138> Or... shall I work on NRTv2?
15:13:43  <Samu> where is microsoft edge? it disappeared from the task bar...
15:13:53  <peter1138> Nobody uses it anyway.
15:14:12  <Samu> I use
15:14:51  *** synchris has joined #openttd
15:15:05  <peter1138> It's only use is to download Firefox.
15:15:06  <Samu> i must have removed it by mistake, or some strange things happened
15:15:07  <peter1138> Its.
15:15:22  <Samu> anyway, added it back
15:20:41  <andythenorth> peter1138 laptop handlebar rack
15:20:44  <andythenorth> do both
15:26:16  <peter1138> Oh no.
15:36:58  <peter1138> Hm, maybe I should flatten this NRTv2 into one patch, and then resplit it.
15:38:23  <planetmaker> Samu, edge became officially a wrapper for chrome... so...
15:40:03  <Samu> bah ais can now pick colors, so annoying
15:40:46  <Samu> wasnt there an option somewhere to display only 1 color per company?
15:41:55  <andythenorth> peter1138: flatten it, then merge it?
15:41:58  <andythenorth> Feature: NRT
15:45:58  <peter1138> Hmm, 11k lines.
15:46:10  <peter1138> Samu, yes there is.
15:46:29  <peter1138> andythenorth, it's flattened, I want to ... see how to tidy it up now :)
15:47:33  <Samu> found it
15:47:50  <Samu> takes time to refresh
15:48:21  <Samu> repaint
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15:55:43  <_dp_> played a game in 1.9 and holy shit stuff's broken :(
15:55:55  <_dp_> order hotkeys don't work, cloning hotkeys don't work
15:56:01  <_dp_> but that's patched stuff so ok
15:56:10  <V453000> OMG THIS IS AWESOME
15:56:15  <_dp_> but whose bright idea was to forbid road stations on one-way road? :(
15:56:38  <V453000> kind of does the same thing as NUTS does but damn that's great
15:57:12  <andythenorth> V453000: liveries
15:57:15  <andythenorth> best feature ever
15:57:32  <_dp_> it's total bs, as now you can't build it with one-way but if you remove it you can't build either coz damn vehicles are all over the place :(
15:57:53  <_dp_> I like how my and V's messages mix xD
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15:59:07  <V453000> yeah cloning hotkeys are wtf
16:00:45  <V453000> hm the liveries can't do mixed trains :)
16:05:10  <Eddi|zuHause> _dp_: solution would be customizable road stations :)
16:05:31  <_dp_> Eddi|zuHause, custo-what?
16:05:39  <_dp_> Eddi|zuHause, it was perfectly fine in 1.8
16:05:51  <Eddi|zuHause> _dp_: like, NewGRFs providing custom layout?
16:06:13  <andythenorth> V453000 such awesome
16:06:36  <V453000> OH
16:06:41  <V453000> it's per train group?
16:07:00  <V453000> I thought it auto-detects the cargoes :D as my group naming is exactly the same including capitalization like cargo names :D
16:07:00  <V453000> :D
16:07:10  <V453000> well that's even better :)
16:07:14  <V453000> makes sense
16:07:16  <_dp_> Eddi|zuHause, why would I want newgrfs? I just want to place regular drive through station
16:07:21  <V453000> I vaguely remember talking about it here some time ago
16:07:33  <Eddi|zuHause> _dp_: are you sure that behaviour changed since 1.8?
16:07:57  <V453000> awesome
16:08:31  <_dp_> Eddi|zuHause, 100%, someone just added extra check
16:08:42  * _dp_ using git blame way too often lately
16:09:41  <Eddi|zuHause> _dp_: i'm pretty sure that stations never could have been one-way, so the check is probably only to remind people
16:10:16  <pnda> Something still missing in the game: stations that multiple trains can enter at once on one track.
16:10:32  <_dp_> Eddi|zuHause, yeah, and I don't need one way station, replacing one-way road with two-way station was totally fine
16:11:12  <Eddi|zuHause> _dp_: i don't really understand your problem...
16:11:53  <_dp_> Eddi|zuHause, I want to extent a busy station, previously I could block road and build a station over it
16:12:08  <_dp_> Eddi|zuHause, now I have to destroy road completely and that has it's own issues
16:12:17  <_dp_> Eddi|zuHause, like totally not an option in cb
16:12:20  <Eddi|zuHause> can't you just stop a vehicle?
16:12:55  <_dp_> Eddi|zuHause, yeah, but that's super annoying
16:13:18  <_dp_> Eddi|zuHause, also it may not be a single vehicle as they start overtaking
16:13:41  <Eddi|zuHause> does ctrl+click on a vehicle still work?
16:14:00  <_dp_> Eddi|zuHause, it does
16:14:38  <_dp_> Eddi|zuHause, but still instead of just building station now need to hunt down vehicles
16:15:42  <_dp_> Eddi|zuHause, allowing to build station over vehicles would be somewhat a solution
16:15:50  <_dp_> Eddi|zuHause, but still extra actions
16:16:17  <Eddi|zuHause> i don't think reverting that check is a sensible solution
16:16:53  <_dp_> Eddi|zuHause, well, I'd like an option at least in that case
16:17:14  <Eddi|zuHause> yeah, but we got too many of those...
16:17:17  <_dp_> Eddi|zuHause, it's so annoying that I'm thinking of adding patch that chains one-way removal with station building just for 1.9
16:17:31  <Eddi|zuHause> and i think you're having a very niche problem there
16:18:24  <Eddi|zuHause> _dp_: no, a better approach would be allowing one-way status on more things (like stations, level crossings, curves, etc.)
16:18:37  <Eddi|zuHause> _dp_: then you could allow building station and keeping the status
16:18:49  <Eddi|zuHause> _dp_: and remove the status afterwards
16:19:06  <_dp_> Eddi|zuHause, well, as I said I don't need one-way station
16:19:07  <Eddi|zuHause> _dp_: that would help way more playstyles than just yours
16:19:20  <Eddi|zuHause> _dp_: and would be properly consistent
16:19:22  <_dp_> Eddi|zuHause, I only use one-way roads to restrict vehicles, not make them go one way
16:19:36  <Eddi|zuHause> yeah, but the game is not just about how YOU play it
16:20:05  <_dp_> I know
16:20:32  <_dp_> still annoying when something I use gets removed ;)
16:21:03  <Eddi|zuHause> _dp_: that's why i said, i see it as more of a clarification than a removal
16:21:21  <_dp_> also it's quite likely more players won'be happy either, it's not like I'm the only one with that playstyle :p
16:21:37  <Eddi|zuHause> "don't silently remove one-way status when building a road station"
16:22:36  <Eddi|zuHause> that can be achived in two ways, like it is now, forbidding the station, or by allowing one-way status on stations
16:23:54  <_dp_> Eddi|zuHause, well, I'm ok with one-way stations, at least that can be chained just fine
16:24:11  <_dp_> Eddi|zuHause, though now that I think of it there is a similar thing
16:24:47  <_dp_> I always wanted rail building tool to remove signals
16:25:04  <Eddi|zuHause> ?
16:25:20  <Eddi|zuHause> that sounds horrible
16:25:33  <_dp_> Eddi|zuHause, yeah, it's a bit dangerous but I'm ok with it
16:25:52  <_dp_> Eddi|zuHause, could check for train reservation just in case
16:25:56  <Eddi|zuHause> don't ever implement that
16:26:12  <_dp_> well I'm not saying in should be default...
16:26:32  <Eddi|zuHause> "i know it's dangerous but it works for me" is a sentence nobody should ever say, ever.
16:26:33  <_dp_> but I waste a lot of time on removing those signals
16:27:04  <_dp_> Eddi|zuHause, removing signals is as dangerous so what, forbid that?
16:27:48  <_dp_> Eddi|zuHause, you just have to keep in mind that building can also remove signals, totally ok in my book
16:27:59  <_dp_> that's what I want after all
16:28:16  <Eddi|zuHause> _dp_: what might help you would be an area-drag remove signal tool
16:28:31  <_dp_> Eddi|zuHause, no, that's useless
16:28:44  <_dp_> Eddi|zuHause, there is already drag-removal and it's enough
16:29:04  <Eddi|zuHause> but drag remove is only along one line
16:29:08  <_dp_> Eddi|zuHause, i just want it to remove a signals where new rail goes
16:29:09  <Eddi|zuHause> not across different ones?
16:29:34  <_dp_> Eddi|zuHause, you rarely need to remove a lot of signals
16:29:58  <_dp_> Eddi|zuHause, only case I can think of is when you placed them in wrong direction but then line-remove reverts it perfectly
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16:31:00  <andythenorth> one way tracks!
16:31:04  <andythenorth> without signals!
16:31:07  <andythenorth> one way stations
16:31:14  <andythenorth> one way locks!
16:31:22  <andythenorth> back to work andythenorth
16:31:24  <_dp_> andythenorth, yeah, one-way tracks would be nice
16:31:33  <andythenorth> one way pipes!
16:32:01  <_dp_> andythenorth, that escalated quickly xD
16:32:10  <andythenorth> Pipemania
16:32:17  <andythenorth> OpenTTD 2021
16:32:44  <Eddi|zuHause> is that like Kanye 2020?
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16:33:56  <andythenorth> even better
16:34:07  <_dp_> btw, that can actually be one setting to allow overbuilding signals and one-way roads
16:34:12  <_dp_> would also help for road junctions
16:35:44  <_dp_> also, I'm pretty sure I've seen suggestions about signals before so I'm not the only one here :p
16:36:08  <andythenorth> you are the only one here
16:36:13  <andythenorth> everyone else is a bot
16:36:24  <_dp_> o_O
16:37:58  <peter1138> hi
16:40:10  <_dp_> oh, btw, adding that option only as a parameter to GS would also work
16:40:17  <_dp_> can always call it from patched client
16:41:03  <peter1138> Overbuilding signals is a bad idea.
16:41:30  <peter1138> I guess Eddi|zuHause already covered that :p
16:42:11  <Eddi|zuHause> peter1138: yeah, but i think i wasn't very convincing :p
16:42:18  <andythenorth> all the signals will get flooded anyway
16:42:19  <_dp_> peter1138, well, all I do is remove signal, build rail, remove signal build rail
16:42:24  <andythenorth> by NowRisingTide
16:42:40  <_dp_> peter1138, there is never a situation where I see there is signal and decide to not build rail there :p
16:43:26  <Eddi|zuHause> _dp_: i have a very opposite opinion about that
16:43:50  <_dp_> Eddi|zuHause, well, sure, but that's what settings are for ;)
16:44:17  <Eddi|zuHause> _dp_: have i mentioned yet that we have too many settings?
16:44:32  <_dp_> Eddi|zuHause, too late to fix that :p
16:45:05  <_dp_> Eddi|zuHause, imo there are plenty less important settings that can be removed if you're worrying so much about it
16:45:37  <peter1138> Yeah, but "remove signal" is the act that needs to be explicit.
16:45:39  <_dp_> also, as I said, just adding it to API is also an ok option
16:46:09  <peter1138> Not really.
16:46:16  <_dp_> peter1138, I'm ok with it being explicit by default
16:46:24  <peter1138> The API is meant to match what players can do.
16:46:50  <_dp_> peter1138, that again...
16:47:17  <_dp_> peter1138, players can't 1324234234*324234234 in a fraction of second, match that :p
16:47:24  <peter1138> At least in regards to AI rather than GS.
16:48:03  <_dp_> peter1138, oh, I'm ok with it being GS-only
16:48:31  <_dp_> peter1138, honestly, I'm fine as long as network command allows it ;)
16:49:06  <peter1138> Mental note, don't bother adding a little salt & pepper to unsalted nuts... it doesn't stick.
16:49:21  <_dp_> well, I guess I can actually do it even without network command, removing signal can be chained safely
16:50:04  <_dp_> but probably not the case with road station :(
16:50:32  <pnda> I love it when nvidia drivers crash
16:52:52  <_dp_> oh, and I just remembered, I also miss overbuilding truck station with bus station and vice versa
16:54:31  <_dp_> not to mention autorotation that cmclient already has, that stuff is pretty dope too
16:54:43  <andythenorth> I miss overbuilding truck with bus station too
16:54:47  <andythenorth> file a PR!
17:02:13  * peter1138 unfixes things
17:07:33  *** Gumle2 has joined #openttd
17:08:11  <DorpsGek_II> [OpenTTD/OpenTTD] eekee opened issue #7473: Request to make new game settings those of the last loaded game
17:12:36  <peter1138> Well. (Gameplay) settings presets is probably not a horrible idea.
17:12:40  <Samu> save settings on exit
17:12:52  <Samu> i dont know if I like
17:12:54  <Samu> kek
17:13:16  <Samu> sometimes I want to go back to my settings i had before
17:14:00  <Samu> not sometimes, more like, almost always
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17:16:20  <Samu> is kdtree in 1.9.0? I wonder if I'm wasting time to reproduce a bug that can't happen
17:16:27  <peter1138> No.
17:16:33  <Samu> omg!
17:16:45  <Samu> 3 days trying to make it happen... for nothing!
17:16:54  <Samu> lol
17:17:10  <Samu> no wai... omgg?!
17:17:15  <Samu> stupid me
17:18:02  <LordAro> oh dear.
17:20:01  <peter1138> "make sure that we do not replace a tram with a normal reoad vehicle"
17:20:03  <peter1138> and then
17:20:10  <peter1138> "make sure the roadtypes are compatible"
17:20:19  <peter1138> I suspect the latter is a sufficient check now...
17:20:38  <peter1138> road and tram will types be incompatible.
17:20:40  <peter1138> ...
17:20:44  <peter1138> road and tram types will be incompatible.
17:21:07  <Eddi|zuHause> i'm sure someone will make a hybrid type :p
17:21:22  <peter1138> Eddi|zuHause, not possible while road and tram types are separate newgrf features.
17:21:40  <peter1138> Eddi|zuHause, but actually that is why I think it's good not to bother testing on the first condition
17:21:56  <peter1138> hybrid road/tram...
17:22:21  <peter1138> can you say guided buses?
17:22:36  <peter1138>
17:22:37  <peter1138> heh
17:22:49  <Eddi|zuHause>
17:23:09  <Eddi|zuHause> dangit, too slow :p
17:23:10  <peter1138> Innit
17:23:31  <peter1138> The pic on your link is better :D
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17:30:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular.
17:34:15  <Samu> time to make kdtree crash on master
17:34:43  <andythenorth> hmm
17:34:51  <andythenorth> production based on town popn.
17:34:58  <andythenorth> works really well, until it gets insane :P
17:35:10  <andythenorth> I can't clear 5k tonnes
17:35:11  <V453000> I see nothing wrong
17:35:18  <V453000> git gud :P
17:35:25  <V453000> biggur and moar tranez
17:35:43  <V453000> I will pretend I didn't see that 90deg turn
17:35:51  <andythenorth> wagon capacity: 500t
17:35:54  <andythenorth> job done
17:36:05  <andythenorth> engine 64k horsepower
17:36:13  <V453000> gg
17:42:17  <peter1138> But is that 64000 or 65535?
17:42:36  <Samu> what is this SDK 8.1 visual studio 2019 complains about
17:43:11  <glx> windows SDK
17:43:22  <glx> but why did you set it ?
17:43:31  <Samu> i open 142 files now, right?
17:43:39  <Samu> 141 was for 2017?
17:43:43  <glx> yes
17:43:52  <Samu> maybe that's it
17:44:07  <glx> but for me it default to 10 SDK
17:44:51  <glx> I switched to 2019 and no issues
17:46:14  <Samu> 1>C:\Program Files (x86)\Microsoft Visual Studio19\Community\MSBuild\Microsoft\VC\v160\Microsoft.Cpp.WindowsSDK.targets(46,5): error MSB8036: The Windows SDK version 8.1 was not found. Install the required version of Windows SDK or change the SDK version in the project property pages or by right-clicking the solution and selecting "Retarget solution".
17:46:14  <Samu> 1>Done building project "strgen_vs142.vcxproj" -- FAILED.
17:46:27  <Samu> settingsgen_vs142.vcxproj
17:46:30  <Samu> these 2 fail
17:47:45  <glx> hmm indeed they are set to 8.1
17:52:56  <andythenorth> so town-producer industries
17:52:57  <andythenorth>
17:53:16  <andythenorth> production is in L49 and L61
17:53:49  <andythenorth> multiplier is 32 for scrap yards
17:53:52  <glx> but it compiles fine for me
17:54:14  <andythenorth> Eddi|zuHause: ^^^ this results in insane production in large towns
17:54:33  <andythenorth> above about 10k, it gets quite unreasonable
17:54:58  <andythenorth> cap it?  reduce multiplier, but increase floor?
17:55:09  <andythenorth> increase proportionally less above a threshold?
17:55:20  <andythenorth> do it as log(something)?
17:56:01  *** Wolf01 has joined #openttd
17:57:53  <Wolf01> o/
17:58:01  <Eddi|zuHause> cap it, allow multiple industries?
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18:22:46  <andythenorth> seems reasonable
18:29:11  <andythenorth> town production at least gives a reason to grow a town
18:29:27  <andythenorth> next step would be newgrf control over town growth
18:31:18  <peter1138> Hi
18:35:36  <Eddi|zuHause> that's what town effect is for
18:37:03  <andythenorth> well not really eh?
18:37:12  <andythenorth> I mean I have to set it, or the game is broken
18:37:21  <andythenorth> but it's about as useful as an appendix
18:37:26  * andythenorth doesn't have an appendix
18:37:52  <andythenorth> also FIRS breaks towns if Goods isn't defined
18:38:08  <andythenorth> do I need to make a house set? :P
18:38:23  <Eddi|zuHause> i don't think that helps :p
18:38:42  <andythenorth> well I see no way to fix default houses when I break the cargos
18:38:49  <andythenorth> other than using the approved API
18:39:18  <andythenorth> anyway, much lolz, and BIAB
18:39:20  *** andythenorth has quit IRC
18:40:31  <Samu> what do I do? wait for a fix?
18:43:07  <Samu> do I install sdk 8.1 or wait for a fix?
18:51:19  *** Gumle2 has quit IRC
18:53:27  <Samu> get bored of waiting perhaps
18:53:52  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7474: Fix: [MSVC] don't force SDK version
18:54:04  <Samu> oh, cool
18:56:44  <nielsm> Samu if you can confirm it solves the issue I'll approve that pr
18:57:04  <Samu> ok let me test
18:57:25  <Samu> what was the command? git pr 7474 ?
18:57:30  <glx> yes
18:59:35  <Samu>
18:59:37  <Samu> it works!
19:00:45  <Samu> i can finally crash kdtree... :p
19:06:20  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7474: Fix: [MSVC] don't force SDK version
19:07:08  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7474: Fix: [MSVC] don't force SDK version
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19:14:35  <Samu> building master
19:15:26  <Samu> yep, master now builds too
19:30:19  <peter1138> Is this thing still on?
19:34:18  <Eddi|zuHause> no
19:44:22  <Xaroth> All I hear is static
19:44:43  <LordAro> hunter2
19:45:32  <Eddi|zuHause> there's like a high-pitched hum
19:46:05  <peter1138> So should I use chaining or not? :/
19:46:35  <Xaroth> chaining of what?
19:47:17  <peter1138> Oh, I have a kdtree crash :p
19:47:36  <peter1138> Xaroth, < method chaining.
19:51:59  <Xaroth> hm
19:52:09  <Xaroth> It _looks_ cleaner
19:52:13  <Xaroth> not 100% clear on what it does
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19:54:51  <andythenorth> not on for me
19:54:53  *** Gumle2 has quit IRC
19:55:00  <andythenorth> is it broken?
19:55:28  <peter1138> Yes, no.
19:55:46  <Eddi|zuHause> i always get annoyed when i can't chain function calls
19:56:17  <Eddi|zuHause> list.sort().filter().join()...
19:56:46  <Eddi|zuHause> no, can't do that because sort() doesn't have a return type
19:56:55  <andythenorth> I get annoyed when I can't nest list comprehensions :P
19:57:02  <andythenorth> mostly because that's totally unreadable
19:57:59  <peter1138> Eddi|zuHause, I'm just miffed that "TileArea ta(x, y, z).Expand();" doesn't work :(
19:58:18  <peter1138> "TileArea ta = TileArea(x, y, z).Expand(r);" would work.
20:00:18  <Eddi|zuHause> i don't know enough about C++ to judge whether you can make the first line work by some alternate construct
20:05:06  <peter1138>
20:05:37  <peter1138> (basically, no?)
20:06:12  <peter1138> Hmm, well, that's not quite the same.
20:09:26  *** Supercheese has joined #openttd
20:09:49  <peter1138> Ok, I'm going to assume this kdtree crash is nothing to do with NRT :)
20:14:04  <Samu> did u get a crash too?
20:14:14  <peter1138> Something about removing a station.
20:14:17  <Samu> was it a station
20:14:19  <Samu> yep exactly
20:14:35  <Samu> that's the crash i'm trying to reproduce for 3 days!
20:14:59  <Samu> it's official! It was not my system!
20:15:25  <peter1138> Well, this doesn't crash my computer.
20:15:47  <Samu> that one was about HandleMouseEvents
20:16:19  <Samu> happens after the kdtree crash
20:16:32  <glx> that's because main window hang Samu
20:16:51  <nielsm> one annoying thing about kdtree debugging is that you generally can't rely on savegames to reproduce bugs, you need to know a sequence of commands to trigger it
20:17:15  <nielsm> (unless the savegame conversion is the cause)
20:17:42  <nielsm> since the trees are rebuilt fresh on load, so right after loading the game they are definitely not inconsistent
20:18:29  <glx> command logging may help
20:18:46  <nielsm> yeah
20:21:05  <peter1138> JGR hasn't replied to my request on that PR.
20:24:02  <Samu>
20:24:47  <Samu> join the club :)
20:36:39  <peter1138> Hmm.
20:46:29  <LordAro> hmm?
20:50:13  <TrueBrain> hmmmmmmm
20:50:27  <Xaroth> hmmmmmmmmmmmmmmmm
20:52:11  <peter1138> Need to fix bridge over-building.
20:56:36  <LordAro> mmmmmmmmhhh
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20:57:24  <peter1138> Dat logic
20:59:14  *** nielsm has quit IRC
20:59:45  <peter1138> Well, I guess I won't be doing any testing with AIs tonight.
21:01:36  <Wolf01> I'm going to test netflix, and my ability to sleep after 3 minutes
21:02:13  <andythenorth> I need to make some super OP vehicles
21:02:20  <andythenorth> very high capacity
21:02:22  <andythenorth> trams?
21:02:34  <Wolf01> Nope
21:02:41  <Wolf01> Mammoeth trucks
21:05:18  <Samu> 65536
21:05:46  <andythenorth> how do I fix a town rating?
21:05:50  <andythenorth> other than bribes?
21:06:34  <Samu> about the station removal kdtree crash, I'm starting to think it's related to station resizing
21:06:54  <Samu> sign moves position or so
21:07:48  <milek7> plant trees
21:08:41  <Supercheese> No cheat to disable town-rating restriction stuff?
21:08:50  <Supercheese> Would be a great addition to the cheat menu
21:09:08  <Supercheese> "Local authority can go take a hike, I'mma do what I want"
21:09:12  <Samu> plant trees to appease local authority
21:09:30  <Supercheese> "I will demolish as many trees as I please and you can't stop me"
21:10:28  <Samu> you just gave me an idea
21:10:46  <Samu> local authority on rivers
21:10:56  <Samu> they should not like that either
21:11:00  <Samu> if u remove rivers
21:11:20  <Supercheese> Removing rivers in the first place is questionable
21:11:34  <Supercheese> you can't just demolish a river willy nilly
21:12:13  <Supercheese> especially given there's no nice way to restore them if you reconsider things
21:12:38  <andythenorth> this town has hated me for 30 years
21:12:48  <andythenorth> I've bribed it every time I need a station
21:13:42  <andythenorth> I have 5 pickup stations allegedly within the catchment, all high rated
21:13:56  * andythenorth wonders if it's broken
21:17:06  <_dp_> andythenorth, trees or magic bulldozer
21:17:18  <_dp_> andythenorth, cmclient also helps as it shows exact rating value ;)
21:18:42  <andythenorth> trees has failed consistently
21:18:54  <_dp_> andythenorth, well, you need to plant them right
21:19:08  <_dp_> andythenorth, it's 25 tiles manhattan and only planting on empty tile
21:19:39  <_dp_> andythenorth, if there is no empty tile you can bomb all trees dropping rating to -1000 cap and plant them again
21:20:10  <andythenorth> hmm
21:20:26  <_dp_> andythenorth, and ofc doesn't work with large towns as there is no space for trees
21:20:28  <andythenorth> can't bomb much, too many tracks
21:20:40  <_dp_> andythenorth, cmclien has treedozer ;)
21:20:46  <glx> yeah remove more trees, the rating can't go lower
21:20:48  <_dp_> bombs only trees
21:21:09  <glx> then plant squares of trees
21:21:13  <glx> many times
21:21:14  <peter1138> I guess treedozer is still that clunky client-side-only thing.
21:21:26  <_dp_> peter1138, ofc
21:21:41  <andythenorth> bribing worked
21:21:53  <glx> bribing can fail very hard :)
21:22:17  <peter1138> Ok, bridge overbuilding now works
21:26:45  <milek7> there should be 'lobby', more expensive but without random fail ;)
21:28:38  <_dp_> there should be just an option to disable that bs :p
21:29:32  <_dp_> it's even there already, just choice is only betweed bad and very bad
21:30:53  <peter1138> Yup, remove all game play. Just leave a sandbox. Much fun.
21:31:22  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7328: Improve restart
21:32:02  <_dp_> peter1138, not sure if you're serious or just trolling
21:32:11  <_dp_> peter1138, coz sounds like a great plan to me :p
21:34:49  <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened pull request #7475: Fix #6618: Viewport vehicle draw flickering
21:35:57  <_dp_> I have magic bulldozer running on server for years and nobody complained so far
21:36:11  <_dp_> and I'm very happy not having to tell every second noob to plant trees :p
21:40:56  <peter1138> Good for you.
21:45:09  <peter1138> Sarcasm isn't trolling, btw :p
21:45:28  <peter1138> + * @param tile the tile to convert
21:45:28  <peter1138> + * @param to_type the RoadTypeIdentifier to be converted
21:45:33  <peter1138> +static bool CanConvertRoadType(Owner owner, RoadType basetype)
21:45:42  <peter1138> Something tells me those parameters don't match...
21:47:53  <_dp_> that function def doesn't make sense tbh
21:48:26  <peter1138> No shit.
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22:06:05  <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
22:06:07  <_dp_> sublime is funny, first it annoys the hell of me with its undo bug and just as I'm done asks to buy license
22:06:13  <_dp_> sorry, not in a mood :/
22:06:51  <planetmaker> lol. Sounds like an aweful user experience
22:07:39  <Xaroth> planetmaker: I just had my first asyncio test succeed for my rewrite ... now just to build a completely new 'normal' client :P
22:07:47  <Xaroth> what kind of usecase do you have for it btw?
22:07:58  <Xaroth> so I can ensure that that remains functional
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22:09:48  <planetmaker> for asyncio?
22:10:33  <Xaroth> for the lib in general
22:10:34  <planetmaker> My current main use is logging the game which uses both input and output
22:11:25  <planetmaker> The other main use is to actually control the server, especially like loading new games or changing some settings
22:11:42  <Xaroth> so a rcon-ish tool?
22:11:47  <planetmaker> yep. rcon via irc
22:12:28  <planetmaker> and often it's also used to query some game info like date or playercount
22:13:21  <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
22:14:41  <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
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22:23:03  <_dp_> if (CountBits(p2) < 1 || CountBits(p2) > 3) return CMD_ERROR;
22:23:10  <_dp_> great check, much sense
22:23:17  <_dp_> in CmdGoalQuestion
22:23:44  <peter1138> CountBits(p2) < 1 ... p2 == 0
22:23:49  <peter1138> But hey.
22:23:55  <_dp_> peter1138, second part isn't any better
22:24:05  <peter1138> Why?
22:24:12  <_dp_> peter1138, as there is if (p2 >= (1 << GOAL_QUESTION_BUTTON_COUNT)) return CMD_ERROR;
22:24:16  <_dp_> immediately after
22:24:33  <_dp_> oh, nvm, it's flags
22:28:42  <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
22:29:05  <glx> so 2 flags, with at least 1 set and only 1 allowed ?
22:31:12  <glx> oh without looking at the code it seems p2 contains clicked button
22:31:30  <glx> as a bitset
22:32:27  <planetmaker> @ peter1138
22:32:33  <_dp_> glx, not clicked, buttons to show, allows 1-3 buttons of any of 18 types
22:32:53  <glx> was close :)
22:33:08  <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
22:35:23  <DorpsGek_II> [OpenTTD/nml] PeterN commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object
22:36:15  <Samu> :(
22:42:20  <peter1138> What? Doesn't look hard to fix.
22:43:35  <Samu> so p2 is to become solely for ClientID
22:43:41  <Samu> and p1 is full
22:43:45  <peter1138> p1 isn't full.
22:43:46  <Samu> RIP my PR
22:44:06  <peter1138> p2 was always only for ClientID for this command.
22:44:11  <Samu> 0..15, 16..23, 24..31
22:44:34  <peter1138> I guess it works for you before your command will never come from the network.
22:44:43  <peter1138> s/before/because/g
22:45:13  <peter1138> 24..31 is only used for CCA_DELETE. It even says so.
22:45:20  <peter1138> So you can re-use 24..31 for CCA_NEW_AI
22:45:50  <peter1138> Or 24..27 if you so wish.
22:45:57  <Samu> interesting
22:46:38  <Samu> ok, gonna reuse 24-27 on p1 then
22:47:07  <Samu> or 24-31, because 8 bit is faster or whatever
22:52:26  <_dp_> that pr is such a mess...
22:53:20  <_dp_> why is it starting several ai's with same company id?
22:54:18  <_dp_> how's that ever gonna work
22:55:36  <_dp_> oh, it's never called with valid id, that's how...
22:55:49  <_dp_> shouldn't allow it then
22:56:38  <glx> IIRC only 1 is allowed if there's an id
22:56:51  <glx> at least I remember talking about that
22:57:37  <_dp_> glx, oh, yeah, right...
23:01:56  <_dp_> then it, technically, doesn't even need extra bits
23:02:18  <_dp_> juts one more CompanyCtrlAction and company id can be re-purposed
23:03:02  <_dp_> also 16 bits is way more than CompanyCtrlAction needs with its 3 values
23:03:59  <glx> yeah I used 8 bits for CompanyRemoveReason when 2 were enough ;)
23:04:51  <_dp_> glx, at least you can say it was for... reasons xD
23:04:52  <glx> but we are not short in bits for this command
23:05:28  <glx> so using more than needed is not really an issue
23:06:10  <pnda> How do I set up the include directories and required directories for OpenTTD in VS2017? I only found this:
23:06:29  <_dp_> glx, well, adding extra action would help readability a lot
23:06:53  <glx> pnda: no need to set them with vcpkg
23:09:26  <glx> pnda:
23:09:40  <pnda> thanks glx
23:11:34  <glx> oh and VS2019 is out now :)
23:11:49  <pnda> I know. Don't have that yet tho
23:12:03  <pnda> And I really just don't want to update everything
23:14:06  <pnda> And especially if I am just a beginner at C++, I should be fine with VS2017
23:16:55  <pnda> VS is complaining about "corecrt.h" not existing. i already hate it
23:17:32  <glx> hmm but that one should be in the SDK
23:18:21  <pnda> it SHOULD but seems to be not
23:18:37  <_dp_> hmm, that for(;;) is surprisingly hard to write in a good way
23:18:50  <_dp_> coz doing - on uints isn't a good idea either...
23:19:18  <glx> and stopping on <0 ?
23:19:30  <Samu> where? my code?
23:21:03  <pnda> Even manually adding corecrt.h into the VC++ Include Directories doesn't do anything.... Just realized I am building 32-Bit and set it for 64-Bit... nvm
23:21:05  <_dp_> glx, what? no, for(i=0; i<min(..,..); i++) if (...(i)) ais_to_start++;
23:22:18  <pnda> Cannot open include file: 'table/strings.h': No such file or directory
23:22:33  <peter1138> Well it won't exist if it can't run strgen.
23:22:36  <glx> this one is created by strgen
23:22:53  <pnda> so I imagine STR_NULL is also?
23:23:14  <glx> all strings are in this table
23:23:56  <pnda> corecrt.h still doesn't exist .....
23:25:10  <glx> something is wrong in your VS, because opening the sln and building the solution should just work
23:26:29  <glx> I switched from 2017 to 2019 2 days ago
23:26:57  <glx> and was on 2015 before 2017 without issues
23:27:02  <pnda> Seems it's because I am missing some old SDK
23:28:07  <glx> I don't think we include corecrt.h, it's included by some system includes
23:29:00  <pnda> Ah now the errors I already know like missing png.h, zlib.h, ft2build.h and izo1x.h....
23:29:09  <pnda> Where do I download those again?
23:29:32  <glx> you just follow the steps on
23:29:44  <peter1138> Oh bah. I want a function where its parameters are evaluated inside the function.
23:29:55  <peter1138> Like, lamba-style, but I'm too dumb right now ;p
23:30:28  <pnda> glx I did follow all those steps
23:30:58  <glx> including .\vcpkg integrate install ?
23:31:02  <pnda> yes
23:31:21  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7286: Add #2155: newheightmapgame command
23:31:26  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #7041: Cargo flow legend not fully redrawn when station sign is moved
23:31:28  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6562: Stations: extended byte for NewStation ID
23:32:03  <glx> VS was running at this time ?
23:32:19  <pnda> glx nvm. Just reran that command to make sure. Seems like I only downloaded them but didn't do that integrate install... thx
23:34:14  <Samu> bah, why don't I fixup everything first, so confusing to rebase individual commits
23:37:43  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games
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23:40:37  <Samu> 3241 warnings
23:40:59  <glx> intellisense warnings
23:41:57  <glx> it's over analysing the code
23:42:19  <peter1138> Do I need to use std::function? :/
23:45:42  <Samu> fake warnings then
23:46:08  <glx> no real, but harmless, and mostly suggestions
23:48:48  <glx>
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23:52:40  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games
23:52:56  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games
23:54:04  <Samu> i feel like that whole thing deserves fixup
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23:56:16  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games
23:57:13  <Samu> TrueBrain author disappeared :(
23:57:21  <Samu> is that bad?
23:57:39  <Samu> due to fixup
23:57:57  <glx> you merged all commits ?
23:58:17  <Samu> i did fixup
23:58:29  <peter1138> That's expected.
23:58:42  <peter1138> Hmm.
23:59:28  <glx> I guess it would have been stashed in the end, so
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23:59:48  <peter1138> Squashed.
23:59:55  <glx> ah yes

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