Log for #openttd on 18th July 2019:
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06:34:33  <andythenorth> switch on line 114 is failing to detect VEHI cargo
06:34:42  <andythenorth> seems to find FMSP and ENSP fine
06:35:05  <andythenorth> VEHI is in the cargo table, and defined in the savegame
06:35:49  * andythenorth quite confused
06:43:04  * andythenorth wonders if cargo_type clamps to first n cargos in CTT?
06:44:28  <andythenorth>     'cargo_type_in_veh'                : {'var': 0x47, 'start':  0, 'size':  8},
06:44:56  <andythenorth> should be fine
06:49:16  <Eddi|zuHause> you're probably using it wrong
06:49:49  <andythenorth> yes
06:50:00  <andythenorth> unfortunately, I can't find the wrong
06:50:36  <andythenorth> it will be obvious after it's found :P
06:50:49  <Eddi|zuHause> that's how these things usually work :p
06:52:10  <andythenorth> L115 and L116 appear to be working, L117 doesn't
06:55:14  <andythenorth> if I add other arbitrary cargos, they work
06:57:38  <Eddi|zuHause> then you're probably using the wrong cargo
06:57:44  <andythenorth> I wondered
06:58:28  <andythenorth> cargo has cargo_label='VEHI'
07:01:33  <andythenorth> last byte of vehicle var 0x47 is 17, which corresponds to VEHI position in CTT
07:02:26  * andythenorth guesses what it could be
07:02:35  <andythenorth> yup
07:02:40  <andythenorth> CTT has VEHI twice
07:03:26  <andythenorth> thanks :)
07:04:59  <Eddi|zuHause> it should maybe complain about that?
07:05:45  <andythenorth> nml maybe should
07:05:52  <andythenorth> I'm going to at least write a guard locally
07:07:36  <DorpsGek_II> [OpenTTD/nml] andythenorth opened issue #40: No guard against multiple CTT entries for same cargo
07:17:48  <Eddi|zuHause> andythenorth: can you try ?
07:18:19  <andythenorth> sure :)  It will be a few minutes :)
07:25:44  <DorpsGek_II> [OpenTTD/nml] Eddi-z opened pull request #41: Fix #40: issue a warning on duplicate CTT entries
07:26:08  <Eddi|zuHause> not sure if "fix" is the right word
07:34:33  <Eddi|zuHause> also, maybe it makes sense to keep the first value?
07:36:15  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7657: Fix: Narrowing cast in one storybook command
07:37:07  <DorpsGek_II> [OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
07:42:14  <DorpsGek_II> [OpenTTD/nml] Eddi-z updated pull request #41: Fix #40: issue a warning on duplicate CTT entries
07:42:33  <Eddi|zuHause> andythenorth: with the new change, your old code should work correctly
07:43:16  <DorpsGek_II> [OpenTTD/nml] Eddi-z commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
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07:46:03  <Eddi|zuHause> andythenorth: saw the new change?
07:46:26  <Eddi|zuHause> andythenorth: your old code should now work correctly
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07:55:59  <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 opened pull request #7658: Add: 'getsysdate' console command
08:06:09  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7658: Add: 'getsysdate' console command
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08:16:36  <andythenorth> Eddi|zuHause: makes sense to do that
08:16:48  <andythenorth> does it need testing?  Looks like it will just work
08:17:00  <Eddi|zuHause> andythenorth: would be nice to have confirmation
08:17:17  <Eddi|zuHause> both that it does what it says, and that it didn't break anything (obvious)
08:21:10  <DorpsGek_II> [OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
08:22:20  <peter1138> andythenorth, yes, I have a branch for newgrf-defined docks.
08:22:29  <peter1138> andythenorth, it is incomplete.
08:23:34  <peter1138>
08:32:06  <reldred> that is dope
08:32:44  <Eddi|zuHause> andythenorth: now we only need to find someone who can merge it :)
08:33:42  <Eddi|zuHause> peter1138: does that need some indication which tiles can be used for docking, and which ones are just decoration?
08:34:17  <Eddi|zuHause> peter1138: that could also solve the "ships dock at the wrong end of the default dock if a river happens to run past" situation
08:34:49  <peter1138> It needs someone to finish it, basically.
08:34:59  <peter1138> I could try getting back into things again at some point.
08:35:14  <peter1138> Maybe taking my yoke & pedals away from the desk would help :p
08:35:34  <peter1138> And removing bikes.
08:35:45  <peter1138> Although apparently it's going to rain this weekend, so maybe.
08:36:23  <peter1138> It suffered the usual problem, somewhat your fault, of "but State Machien!111"
08:38:31  <peter1138>
08:38:41  <peter1138> Maybe I should finish that too, along with Eddi|zuHause's patch for it.
08:39:22  <Eddi|zuHause> state machines are always my fault, it seems
08:39:33  <peter1138> :D
08:39:54  <peter1138> Did vehicle variants need a state machine? I can't remember...
08:44:24  <reldred> CS layperson here; what's the aversion to state machines?
08:45:13  <peter1138> Designing them with desired features and flexibility, almost set in stone from the start, to be used via NewGRF byte-code.
08:45:26  <reldred> ahh
08:45:50  <peter1138> Most of the time the feature requirements are "1) unicorns 2) is it merged yet?"
08:46:01  <reldred> Yeah I guess you're trying to define a finite set of states and a finite set of inputs/putput?
08:46:04  <reldred> hah
08:47:16  <Eddi|zuHause> 3) ???
08:47:19  <Eddi|zuHause> 4) profit
08:49:20  <Eddi|zuHause> reldred: the two problems are: A) deciding what features should be accessible, B) how to specify stuff in NFO but also keep the programmer safe, and C) how to handle deadlocks
08:49:38  <reldred> it's like scoping projects with customers; list of deliverables: 1) shit we haven't paid for 2) delivered yesterday
08:50:24  <reldred> Keep the programmer safe as in physically safe from harm from deranged NFO coders and users who all want competing things? :P
08:51:12  <Eddi|zuHause> safe from mental breakdown
08:51:30  <Eddi|zuHause> because it will be impossible to debug
08:51:30  <reldred> So the problem not so much is with state machines themselves but more that you can only really build them once and knowing the end users are never satisfied with what they've got
08:51:59  <reldred> yeah more states and more inputs means I guess an ever growing matrix of possible combinations.
08:52:26  <reldred> and possible ways of offending the userbase for $REASONS
08:52:54  <reldred> but the latter I suppose applies to everything I guess
08:54:37  <Eddi|zuHause> reldred: say you're programming a bus station, with different parallel loading bays, you want a feature to load-balance the incoming busses across the bays
08:54:48  <Eddi|zuHause> so you need a path reservation feature
08:55:06  <Eddi|zuHause> and the ability to read which paths are reserved or occupied
08:55:31  <Eddi|zuHause> and a feature to check whether the (articulated) bus is too long for the bay
08:55:42  <Eddi|zuHause> and ...
08:56:20  <reldred> Yeah righto. THat makes good sense actually because I'm looking at the turnstile state machine example on wikipedia
08:56:38  <reldred> So yeah, suddenly it's starting to spiral out of control a bit
08:57:53  <Eddi|zuHause> reldred: or you're programming a drawbridge over a canal. you suddenly need to specify separate paths for the rail across and the canal underneath, blocking one path or the other, and setting signal states, and stuff
08:59:06  <Eddi|zuHause> and that's still just the A) part
08:59:25  <Eddi|zuHause> and we're already hoplessly drowning in features
09:00:35  <reldred> And I guess because OpenTTD is still very much adhering to the TTDPatch ideology of every feature being disableable to an extent. You've then got the interaction of logic between features that are also seperately enabled and disabled.
09:01:29  <reldred> or more trying to compartmentalise it so it doesn't interact
09:06:02  <andythenorth> peter1138: it's not like there's a deadline, do it when it's interesting :)
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09:18:56  <reldred> ahhh, rainfall produces some really pretty maps
09:19:23  <reldred> I need to sit down and try and get the diff to apply against jgr's patchpack
09:19:44  <reldred> rainfall plus everest would make for some really nice maps.
09:23:12  <Eddi|zuHause> whenever i mess with river generation, i come to this barrier that river tiles can't go on all slope tiles
09:24:41  <reldred> the diagonals?
09:25:00  <Eddi|zuHause> yes
09:25:32  <Eddi|zuHause> you have to work around them, or terraform them, but in either case, it messes with your algorithm
09:25:38  <reldred> Yeah
09:26:14  <reldred> Rainfalls algorithm has its shortcomings, it seems to be croaking entirely on my heightmaps at 1024x2048, but it can stomach 512x1024
09:26:49  <reldred> I get the feeling if I looked under the hood more it'd be very... expensive to run. Certainly blows out map generation times severely.
09:26:54  <reldred> And doesn't take much to break it.
09:28:43  <reldred> general question, but would openttd be able to stomach the concept of a backwards foundation? Instead of extending vertically up and draw foundations underneath to instead extend down and draw foundations against the tear created against the landscape?
09:29:05  <Eddi|zuHause> reldred: you could also compare with
09:29:29  <reldred> I think for rivers for instance it wouldn't make sense to draw foundation under it
09:30:48  <Eddi|zuHause> reldred: you could go that one step further and allow arbitrary height cliffs. main problem with that is lack of map rotation to see behind mountains
09:31:36  <reldred> Yeah, I remember those sort of convos. At least with only one step of height difference there is still the ability to partially see the obscured tile with transparency options.
09:31:50  <reldred> Perhaps a transparency option to hide the landscape tiles themselves?
09:32:21  <peter1138> reldred, rainfall looked quite nice. If you make the diff apply against master instead, then merging it with JGR becomes JGR's problem ;)
09:32:31  <Eddi|zuHause> reldred: one idea was "slicing" the terrain at some heightlevel
09:32:50  <reldred> Eddi|zuHause: I've seen other vidya games do exactly that
09:32:59  <reldred> Can't remember exact examples though
09:33:23  <reldred> peter1138: that's what I did, but I stuffed something up when I tried to apply it myself.
09:33:26  <Eddi|zuHause> reldred: that's mostly an UI problem, no big technical hurdles
09:33:35  <reldred> Hmm
09:34:09  <reldred> do I need to post a bounty? "GiveReldredRealCliffs"
09:34:10  <peter1138> Well, the main thing is to understand it all, fix most of the issues, and get it merged to master.
09:34:13  <reldred> :P
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09:34:39  <reldred> peter1138: Yeah, most of it seems to be pulled into its own files and then referred back from its hooks into the UI, worldgen, etc.
09:34:53  <reldred> But it's all way way way over my head.
09:35:03  <peter1138> Best way to learn... dive in ;)
09:35:41  <reldred> Hah, well my gentle poking and prodding of stevef2 finally got it compiling in VS2019 so I'm happy for the moment ;)
09:38:34  <reldred> Eddi|zuHause: just had a gander through the comments on that one, also as an fyi the guy who picked up rainfall after ic111 does have his branch up on github.
09:39:44  <reldred> Eddi|zuHause: most of the points you raised about yours failing (local terforming to fix dead ends, etc.) are part of rainfall but I also feel like that's where it starts to then get really computationally expensive. it has a whole bunch of steps to widen rivers, fix deadends, prevent uphill flow, find a good destination for the flow, etc.
09:40:42  <reldred> mind you the heightmaps I keep feeding it are cruel and unusual.
09:41:19  <peter1138> :)
09:41:34  <Eddi|zuHause> reldred: i've never actually looked at the rainfall patch, but i imagine the worst case for that is a completely flat area
09:42:29  <reldred> It doesn't do too badly depending on the users settings. Lowlands can sometimes look a bit like the Mississippi but tbh I kinda enjoy sadistic maps so I'm okay with that.
09:43:24  <andythenorth> breadth first anyone? o_O
09:44:54  <Eddi|zuHause> breathe first
09:48:17  <Eddi|zuHause> guys, civ4 turns out to be not fun when 4 people gang up on you, and you're 2 tech levels behind
09:48:56  <nakki> lol
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09:50:39  <peter1138> Heh
09:50:51  <peter1138> Is it lunch time yet?
09:50:57  <Eddi|zuHause> no
09:50:57  <andythenorth> I am hoping so
09:50:58  <nakki> definitely
09:51:04  <andythenorth> ask the bot
09:51:07  <nakki> i grabbed lunch over an hour ago
09:51:11  <andythenorth> DorpsGek: is it lunch yet?
09:51:29  <andythenorth> no answer, now we're screwed
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09:56:20  <reldred> you would leave a decision as important as lunch up to a cold uncaring machine? :O
09:56:59  <andythenorth> I substituted elevenses
09:57:02  <andythenorth> coffee
10:01:06  <Artea> anyone there knows a MMORPG called MU Online ?
10:07:38  * andythenorth Horse obessions
10:21:32  <reldred> They're good horses
10:24:19  <reldred> Roight, home time.
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11:57:28  <andythenorth> articulated vehicle carrying wagons?
11:57:38  <andythenorth> somehow articulated wagons never work
11:57:47  <andythenorth> oh it's because they can't be flipped :P
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13:29:21  <Samu> hi
13:32:49  <andythenorth> ha ha
13:32:52  <andythenorth> iz problem
13:33:08  <andythenorth> I thought I could use Road Hog trucks as loads for Horse vehicles wagons
13:33:17  <andythenorth> but they're drawn to same height as trains :P
13:33:24  <andythenorth> so they are way too high
13:33:31  <andythenorth> such lolz
13:34:51  <Samu> I need a GetNextStoppingAirport
13:35:11  <Samu> should I create it?
13:35:20  <Eddi|zuHause> means you must completely redraw the set? :p
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13:58:15  <peter1138> Samu, is that something aircraft specific or something missing from orders?
13:58:36  <Samu> airport specific
13:58:43  <Samu> because airports are also hangars
13:58:48  <Samu> depots*
14:00:20  <Samu> I'm trying to determine next_dest that is within aircraft maxrange
14:00:45  <Samu> GetNextStoppingStation ignores depots/hangars
14:01:06  <Samu> if the next order is go to hangar, it won't consider it
14:01:31  <Samu> thus it can screw with the max range of the aircraft
14:02:51  <Samu> something that I can use on this line
14:06:08  <Samu>
14:06:40  <Samu> order 4: Go to the nearest hangar, this order triggers GetNextStoppingStation line I linked
14:06:51  <Samu> next stopping station is A
14:07:17  <Samu> but the order I have below is going to C hangar, it's skipping that
14:23:34  <Eddi|zuHause> "update scheduled: tomorrow 3:56AM"
14:23:42  <Eddi|zuHause> i "love" steam
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14:26:15  <andythenorth> Eddi|zuHause: which set? Horse or Hog?  Or both?
14:26:22  <Eddi|zuHause> andythenorth: yes
14:26:47  <Eddi|zuHause> andythenorth: although, i meant hog in that case. also, i was being ironic
14:26:48  <andythenorth> thought so
14:27:21  <andythenorth> I think it's plausible that I could draw trucks that are less tall, as load sprites :P
14:27:45  <andythenorth> I used the Hog sprites as waiting cargo in CHIPS platforms though :D
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14:41:53  <Eddi|zuHause> you could just fudge a pixel here or there?
14:44:33  <andythenorth> just cut the cabs down
14:52:26  <andythenorth> should vehicle wagons be sloped? :P
14:52:40  <andythenorth>
14:55:15  <andythenorth> or flat, like
15:08:57  <andythenorth> 'work needed'
15:11:59  <Eddi|zuHause> andythenorth: slopes probably look weird at this scale
15:14:10  <peter1138> Why not draw 1x scale ;)
15:14:26  <peter1138> This old 4x zoom-out stuff... I dunno...
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15:23:59  <reldred>
15:24:02  <reldred> woops
15:24:05  <reldred> stupid putty
15:25:45  <reldred> they do look good though andythenorth, looks a little weird at that scale but that's just ttd I suppose
15:26:19  <reldred> alas, bed awaits me
15:26:23  <reldred> ciao
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15:41:10  <nielsm> huh, wikipedia and other wikimedia stuff down?
15:46:44  <peter1138> Not for me.
15:47:03  <nielsm> back up now it seems
15:47:45  <Eddi|zuHause> a glitch in the matrix?
15:48:14  <peter1138> The Matrix is showing at my cinema tonight.
15:48:25  <peter1138> I can't be arsed to go though.
15:48:50  <Eddi|zuHause> it's probably still a nice movie
15:48:57  <Eddi|zuHause> haven't watched it in like a decade
15:49:08  <peter1138> Probably but I have an SSD to fit.
15:49:43  <Eddi|zuHause> i wanted to screw open my dead SSD, but it has "special" 5-point star screws
15:50:00  <LordAro> Eddi|zuHause: that's because you're not supposed to open it :p
15:50:03  <Eddi|zuHause> i managed to get two of them off, but the third one won't budge
15:50:16  <Eddi|zuHause> LordAro: why should that stop me? :p
15:51:31  <Eddi|zuHause> also, i can never find the exact screwdriver i'm looking for
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16:06:43  <andythenorth> Eddi|zuHause: you don't have a pentalobe screwdriver set? :o
16:07:00  <Eddi|zuHause> i don't have... anything...
16:07:14  <Eddi|zuHause> and even if i did, i wouldn't find it in a situation where i needed it
16:08:13  <andythenorth> :P
16:08:17  <andythenorth> I have something like
16:08:22  <andythenorth> only cheaper
16:09:18  <andythenorth> anyway, those trucks are too tall, they hit the electric wires
16:18:29  <Samu> should I work on a GetNextStoppingAirport at all?
16:19:36  <Samu> or there's another way to solve the problem?
16:20:48  <Samu> or am I using the wrong function
16:29:21  <andythenorth>
16:29:24  <andythenorth> bit meh, but eh
16:40:07  <nielsm>
16:41:11  <nielsm> _dp_: any thougts about the above?
16:45:26  * andythenorth needs to draw better trucks cargo 
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16:56:07  <andythenorth> or should it be cars?
16:56:20  <andythenorth> hmm the industries and stations show trucks :P
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17:01:16  <andythenorth> this type of wagon instead? o_O
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17:13:27  <Samu> GetNextStoppingStation doesn't do what I think it does grr...
17:15:30  <Samu> it's smart, but not smart enough for what I think it could do
17:15:34  <Samu> :|
17:16:31  <andythenorth> probably better
17:16:56  <andythenorth> more random colours needed?
17:17:34  <Wolf01> More random shapes needed
17:19:41  <nielsm> some vans and dump trucks would be a better mix
17:20:04  <nielsm> maybe try the trucks on a car facing each other instead of both in same direction
17:20:09  <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #6193: RCON cd allows full browsing
17:20:30  <andythenorth> I'll try a few things
17:20:32  <andythenorth> thanks
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17:24:02  <Wolf01> Black vans
17:24:05  <andythenorth> BIAB
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18:19:58  <Samu> linkgraph doesn't seem to include service at nearest depots
18:20:07  <Samu> or am i seeing things wrong
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18:34:20  <DorpsGek_II> [OpenTTD/OpenTTD] Shindurion opened issue #7659: Railway construction menu disappears
18:34:54  <nielsm> depots are not stations you can pick up or deliver cargo at
18:35:01  <nielsm> hence they don't participate in the link graph
18:40:07  <nielsm> the link graph is about where cargo can get from and to, no where vehicles stop
18:41:06  <Samu> it considers refits
18:42:23  <nielsm> the link graph is about where cargo can get from and to, no where vehicles stop
18:44:59  <Samu> are you sure? it will stop at refit orders
18:45:41  <nielsm> the link graph is about where cargo can get from and to, not where vehicles stop or how they have the capacity
18:45:54  <nielsm> the link graph REPRESENTS the possible cargo flow
18:46:18  <nielsm> as links between stations the cargo can move directly between
18:46:44  <Samu> *LinkRefresher::PredictNextOrder - if the order is a refit at a depot, it is handling it
18:46:54  <nielsm> I never said it does not consider refits
18:47:09  <nielsm> I said the link graph is not about vehicle order lists
18:47:20  <nielsm> the link graph does not represent vehicle orders
18:47:24  <nielsm> it represents where cargo can move
18:47:54  <nielsm> the mechanism for generating the link graph involves analysing vehicle orders
18:49:06  <Eddi|zuHause> you sound like you're having fun...
18:49:41  <Samu> Ah, ok, I get it
18:52:56  <Samu> conditional orders with service at nearest hangar doesn't work too well with GetNextStoppingAirport
18:53:10  <nielsm> conditional orders break everything
18:53:30  <nielsm> you may as well give up as soon as an orders list has conditionals in it
18:54:00  <Samu> if load percentage is equal to 0, for instance, it considers 2 airports
18:54:14  <Samu> but doesn't even evaluate the load percentage :(
18:57:06  <nielsm> you're probably way overthinking this
18:57:46  <Samu> order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0
18:58:11  <nielsm> compare distance to previous and current destination, go to the closer of the two that exists, if closest is out of range break down and go the closest airport regardless of orders list
18:58:20  <Samu> nearest hangar order makes the conditional order not work
18:59:48  <Samu> it kinda does that already
19:00:11  <Samu> current destination is... not perfect
19:00:40  <nielsm> also remember: garbage in garbage out
19:01:05  <nielsm> if the player does something stupid like destroy and airport the aircraft was heading for, just do whatever is easiest for you
19:01:15  <nielsm> don't try to fix the player's mistakes for them
19:01:17  <Samu> if it's a place where it can load/unload ,it is considered
19:01:37  <Samu> if it's a hangar, then... well... it doesn't consider
19:01:48  <Samu> GetNextStoppingStation
19:02:11  <Samu> so I'm trying a GetNextStoppingAirport which also considers go to hangar orders as stopping places
19:04:23  <Samu> the stupid thing is 2 orders that are like this: order 1:) go to nearest hangar, then order 2) go to hangar named A, then order 3) go load cargo at B
19:04:38  <nielsm> <Samu> order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0  <-- but where was the aircraft positioned when it reached order 3, it wasn't in mid-air because that's not possible (unless the player presses skip order)
19:04:49  <Samu> GetNextStoppingStation doesn't detect A, only B
19:06:31  <nielsm> you should go read up on what "undefined behaviour" is in the context of C and C++ programming
19:06:50  <nielsm> then consider how it can relate to this kind of problem you're looking at
19:07:24  <nielsm> hint: it has to do with deciding that certain cases are not worth trying to handle or there is no good way to handle them, so you can just do whatever is easiest
19:07:53  <nielsm> player tries to do something dumb => player receives dumb or undesirable behaviour in return
19:08:07  <Samu> in that case GetNextStoppingStation is sufficient
19:10:14  <glx> never try to fix player mistakes, just make sure player mistakes don't cause asserts :)
19:10:29  <glx> or crashes or ... :)
19:10:54  <nielsm> like, if the player tries to destroy their last airport while they have planes in the air
19:10:58  <nielsm> really dumb
19:11:17  <nielsm> I don't even know what happens then
19:12:05  <glx> probably invalid orders and the plane goes in "infinite" loop
19:12:23  <glx> and good luck to click on the plane if it's a fast one ;)
19:13:00  <nielsm> just tried
19:13:08  <nielsm> it explodes in the air
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19:13:23  <glx> nice
19:13:35  <glx> it's handled properly I think :)
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19:13:52  <nielsm> and the broken hull is now hovering 50 meters in the air
19:14:10  <nielsm>
19:14:28  <Eddi|zuHause> i remember some screenshot ages ago where someone sent a bunch of helicopters circling, then destroyed the airport
19:14:34  <andythenorth> I like it
19:15:28  <glx> at least the game engine doesn't break, that's the more important thing
19:15:50  <Eddi|zuHause> i don't even know if that's an original feature
19:16:12  <andythenorth> oof these vehicle transporter wagons are just untidy
19:16:19  * andythenorth puzzled
19:16:24  <andythenorth> how to make better :P
19:16:33  <Eddi|zuHause> burn them with fire
19:20:16  <andythenorth> might work
19:24:06  <nielsm> original ttd behaviour is just to go to the top tile and circle
19:28:31  <andythenorth> the truck sprites are just bad :P
19:28:32  <andythenorth> oof
19:28:37  <andythenorth> and the wagon sprites are just bad
19:28:38  <andythenorth> fire
19:30:56  <andythenorth> here's the answer
19:33:28  <Eddi|zuHause> andythenorth: but that's higher zoomlevel
19:33:38  <andythenorth> quite pixelated
19:34:18  <Eddi|zuHause> yes, but still too many pixels
19:35:58  <Eddi|zuHause> i recently saw a video on how lego roads changed over time, because vehicles went from a width of 4 to 6
19:36:56  <glx> I think I only saw width of 4
19:37:23  <Eddi|zuHause> it was 4 in the 90s
19:37:48  <Eddi|zuHause> which is basically all the lego i got
19:38:18  <andythenorth> car wagons IRL are quite uninspiring eh
19:38:42  <glx> but my old 4.5 motor (usable with trains and wheels/caterpillar) had width of 6 with wheels
19:39:18  <glx> *4.5V
19:39:34  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server.
19:39:36  <glx> it's from the time trains were 4.5V or 12V
19:39:53  <andythenorth> I took that motor apart
19:39:59  <andythenorth> oops
19:40:04  <Eddi|zuHause> glx: i only got 9V monorail stuff
19:40:25  <Samu> i should actually let #7190 die
19:40:25  <glx> I added the 4.5V motor to the push/pull train :)
19:40:52  <Samu> i've only solved a conflict with this push
19:40:53  <Eddi|zuHause> an some lego technic stuff which is way bigger
19:41:20  <glx> some recent technic are huge
19:41:43  <glx>{%22iconly%22:0}
19:41:49  <Samu> can u put a stale in there again?
19:42:47  <Eddi|zuHause> andythenorth: the bilevel car wagons might be interesting, but that won't cover trucks/vans
19:45:05  <andythenorth> yes
19:45:43  <andythenorth> I guess I just need to do better drawing :P
19:49:59  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7659: Railway construction menu disappears
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20:45:53  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
20:46:59  <DorpsGek_II> [OpenTTD/nml] michicc merged pull request #41: Fix #40: issue a warning on duplicate CTT entries
20:47:01  <DorpsGek_II> [OpenTTD/nml] michicc closed issue #40: No guard against multiple CTT entries for same cargo
20:50:14  <andythenorth> thanks
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20:54:54  <Eddi|zuHause> i was thinking whether RTT need a similar treatment, but it's a bit complicated with all the fallback stuff
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21:22:11  <LordAro> michi_cc: glx: any chance of this being merged? :)
21:22:59  <michi_cc> LordAro: I can approve it, but I don't know if I have merge rights.
21:23:13  <LordAro> oh, it's glx with admin, isn't it?
21:23:16  <LordAro> i lose track
21:23:16  <glx> I think I'm the only one with merge rights
21:23:28  <glx> and TB of course
21:23:51  <LordAro> and frosch & pm, apparently
21:26:06  <michi_cc> Is there a point to run both 3.8 and 3.9 for the CI? It would increase running time.
21:26:42  <glx> 3.8 is the default on debian
21:28:19  <LordAro> i didn't want to remove 3.8 until i knew 3.9 was working :p
21:28:35  <LordAro> 3.8 is default, but 3.9 is easily available
21:28:41  <glx> true
21:29:05  <LordAro> also technically speaking, default clang on debian stable is now 7.0 :p
21:29:12  <LordAro> (given buster was released last week)
21:29:24  <glx> and by default we still rely on gcc anyway
21:29:43  <glx> 3.8 is just an extra CI check
21:29:51  <glx> well clang
21:30:11  <LordAro> yeah, and we're now in the situation of gcc9.2 warning about something that clang3.8 requires
21:30:15  <LordAro> 9.1*
21:30:47  <glx> I think adding an image is not really an issue anyway
21:30:58  <LordAro> just adding an image isn't, no
21:31:11  <LordAro> it requires the azure pipelines changing to actually pick it up regardless
21:31:23  <LordAro> (which i've done in #7630 already)
21:32:29  <glx> oh nightly failed to generate the docs image
21:33:05  <glx> error 503, will be ok tomorrow I guess
21:33:24  <LordAro> :<
21:33:37  <LordAro> could it be retriggered?
21:35:21  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games
21:35:47  <glx> not really important as the bundles were published anyway
21:36:00  <LordAro> oh, just the docs
21:36:06  <LordAro> yeah, not like they've changed :p
21:38:28  <glx> for now we build 19 images
21:39:06  <glx> most of them being bases for other images
21:40:06  <glx> and release images use gcc only
21:40:33  <glx> so yeah upgrading clang should not be an issue
21:41:12  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 approved pull request #37: Add: clang-3.9 Docker image
21:42:29  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 merged pull request #37: Add: clang-3.9 Docker image
21:42:40  <LordAro> :)
21:51:40  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7424: Add: Kdtree for AirportGetNearestTown
22:01:03  <glx> LordAro: you can rebase #7630
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22:24:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
22:27:14  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
22:29:05  <LordAro> glx: the 3 PRs on the dorpsgek repos look like they're fine to be merged, btw
22:29:51  <LordAro> also, yes, i was write about it not being able to find clang-3.9
22:29:57  <LordAro> ..right
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22:46:42  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro opened pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
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23:02:07  <glx> LordAro: how about the cmake PR with clang-3.9 ?
23:02:44  <LordAro> unknown
23:02:53  <LordAro> cmake might be clever enough to find it
23:04:07  <glx> hmm I could add a temporary commit in the cmake branch to check that
23:05:04  <LordAro> i'd still quite like to see cmake merged for 1.10
23:05:13  <LordAro> what needs doing to it?
23:05:59  <nnyby> LordAro: about the sdl2 problem.. you're on linux? i'm just curious
23:06:05  <LordAro> yeah
23:06:12  <glx> review mostly, and probably some stuff that can be done after the merge I think
23:06:27  <nnyby> what distro and kernel version?
23:07:00  <nnyby> i'll try some weird setups with this branch to try and find problems. ill try in a virtualbox or something.
23:07:09  <LordAro> nnyby: Arch, kernel 5.2. i'm pretty sure i'm not using nvidia proprietary drivers, just mesa
23:07:17  <nnyby> cool, thanks
23:09:28  <LordAro> hang on, no, i am using nvidia drivers
23:14:15  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:14:26  <glx> ok let's see how cmake handles 3.9 :)
23:15:53  <glx> hmm should probably rebase to fix conflicts too
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23:19:04  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:21:49  <glx> <-- ok tricks needed for cmake too I guess
23:23:53  <LordAro> yeah, same thing, it looks like
23:23:59  <LordAro> might as well just export the vars
23:24:29  <glx> it's the only compiler available on the image anyway
23:24:54  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
23:24:59  * LordAro bedtime
23:28:50  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 commented on pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
23:29:36  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
23:29:42  <LordAro> ...i forgot to add before committing
23:29:49  <glx> huhu
23:42:05  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
23:58:17  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.

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