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Log for #openttd on 3rd August 2019:
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05:34:21  <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 updated pull request #7658: Add: 'getsysdate' console command https://git.io/fj1oP
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05:55:32  <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 commented on pull request #7658: Add: 'getsysdate' console command https://git.io/fj9Nh
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06:14:26  <Beerbelott> Through the content manager, I just downloaded AIAI which has SuperLib v39 as a dependency. No upgrade available.
06:14:26  <Beerbelott> If I come back to the content downloader, it says it has upgrades for me. If I select them all, it selects *all* remaining versions of SuperLib (6, 13, 27, 36, 38, 40).
06:15:15  <Beerbelott> I would understand SuperLib 40 to be an upgrade (although since packages specify specific dependencies, might not they be incompatible with another, newer, version?)
06:15:31  <Beerbelott> But I don't get why *all* of them are selected + their own dependencies
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07:06:36  <LordAro> Beerbelott: that does sound a bit odd
07:07:10  <Beerbelott> I have reproduced the problem by stripping all content in my content_downloaded/ai folder
07:07:20  <Beerbelott> (and its subdir library)
07:07:46  <Beerbelott> Could you try to do the same, download AIAI again then come back and check for upgrades?
07:11:16  <LordAro> i can confirm
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07:12:48  <Beerbelott> Shall I fill an issue up?
07:13:07  <LordAro> sure
07:15:23  <Beerbelott> I am unsure of the expected behaviour, though. Since AIAI required SuperLib v39 and no other package required v40, should v40 be offered as an upgrade or not?
07:17:10  <LordAro> good point
07:17:27  <LordAro> maybe it's getting confused and just selecting all versions when it can't find a specific version
07:17:40  <LordAro> i'm not convinced "download all versions" should be the behaviour though
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07:18:52  <Beerbelott> Yeah that part of the mechanism goes haywire
07:19:41  <Beerbelott> But still, having a specific dependency on v39 (as specified in the AI configuration, and correctly detected on initial download), since *nothing* depends on v40, I guess it should not be loaded
07:19:51  <Beerbelott> AS I guess AIAI won't ever load v40 anyway
07:19:57  <Beerbelott> hence downloading it will be useless
07:20:17  <Beerbelott> ... unless Squirrel interprets versions as ">="?
07:22:12  <LordAro> it won't be squirrel, it'll be OTTD
07:22:17  <LordAro> but yeah, maybe
07:23:24  <Beerbelott> https://wiki.openttd.org/AI:Library states "The version check is very important. If you expect version 1, but on  some users computer the library is in version 2, your AI will refuse to  load."
07:23:30  <Beerbelott> Hence it seems version comparison is strict
07:23:44  <LordAro> trusting the wiki is brave :p
07:24:01  <Beerbelott> hehe well that's all I could find...
07:24:18  <Beerbelott> I'm rather new at either scripting, AI, Squirrel language and all that
07:24:29  <Beerbelott> No even started and I hit a bug. *sighs* ;)
07:30:50  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe opened issue #7679: Content downloader brings unrequired "upgrades" up https://git.io/fj9xU
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07:43:40  <andythenorth> moin
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07:49:17  <LordAro> Beerbelott: new users are the best at finding bugs
07:49:27  <LordAro> because they have a tendency to do things no one's thought of before :p
08:03:41  <andythenorth> James103 is the best at finding bugs :P
08:25:56  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7679: Content downloader brings unrequired "upgrades" up https://git.io/fj9xr
08:29:31  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7666: Add: [Win32] Select MIDI device by port name https://git.io/fj9xo
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08:57:41  <Samu> milek7: tested some stuff yet for me?
09:04:00  <Samu> could someone / milek7 test #7661 in multiplayer? I have no means to test it here
09:05:12  <Samu> test whether the interactive random range is multiplayer syncable, it happens when checking the delay for when the next AI starts
09:05:24  <Samu> requires start date not being 0
09:05:56  <Samu> in other words, check whether all AIs start simultaneously
09:06:09  <Samu> when start delay is not
09:06:10  <Samu> 0
09:08:38  <Samu> this is the questionable issue https://github.com/OpenTTD/OpenTTD/pull/7661/files#diff-49067317702b87dfb7eb548654b76f8aR317
09:09:18  <Samu> jesus fucking christ, i really need my system...
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09:27:30  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9 https://git.io/fjo5z
09:28:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7612: Feature: Allow showing Newspaper and Ticker messages in parallel https://git.io/fj0BN
09:36:06  <andythenorth> ugh
09:36:14  <andythenorth> how do I stuff the text stack correctly in NML? :(
09:36:33  <andythenorth> I have two values for power I want to display in buy menu extra text
09:36:43  <andythenorth> looks like they both have to be in register 0x100
09:36:57  <andythenorth> they're in the 100-9999 range
09:38:01  <andythenorth> did Eddi|zuHause fix his computer and come back yet? :)
09:38:14  <Eddi|zuHause> no?
09:39:05  <Eddi|zuHause> i have a textstack example somewhere
09:39:44  <andythenorth> looks like it has some built in NML magic to read specific bytes
09:40:27  <Eddi|zuHause> https://dev.openttdcoop.org/projects/cets/repository/entry/scripts/write_engine.py#L194
09:41:09  <Eddi|zuHause> you put the values in registers 0x100, 0x101, 0x102 etc, shifted by 16 bit each
09:41:53  <Eddi|zuHause> so one in 0x100 (lower word), one in 0x100 (higher word), one in 0x101 (lower word), one in 0x101 (higher word), etc.
09:41:56  <andythenorth> thanks
09:42:41  <Eddi|zuHause> that is, unless you want to display Weird Stuff (tm) which might consume one byte or one dword
09:43:12  <andythenorth> POWER seems to consume two bytes
09:43:34  <Eddi|zuHause> i'd much rather have a "real" stack, where every time you write to that magic register, it acts as calling SetDParam, so you just write to the same register again
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09:45:32  <andythenorth> hmm
09:45:33  <andythenorth> STORE_TEMP(${consist.power_by_railtype['RAIL']}, 0x100), STORE_TEMP(${consist.power_by_railtype['ELRL']} << 16, 0x100)
09:45:45  <Eddi|zuHause> no
09:45:51  <Eddi|zuHause> must be in the same STORE_TEMP
09:45:57  <andythenorth> thanks
09:46:13  <andythenorth> but how? :o
09:46:20  <Eddi|zuHause> with |
09:46:23  <andythenorth> ok
09:46:41  <Eddi|zuHause> STORE_TEMP(A | (B << 16))
09:46:45  <andythenorth> makes sense
09:46:58  <Eddi|zuHause> parentheses might be redundant
09:47:08  <andythenorth> easier to read though :P
09:47:41  <andythenorth> done
09:47:50  <andythenorth> now displayed power values respect player setting
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10:18:01  <andythenorth> Horse 99%
10:18:09  <andythenorth> @calc 356 / 357
10:18:09  <DorpsGek> andythenorth: 0.997198879552
10:18:18  <andythenorth> if I round that, it's 100% :P
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10:55:14  <Eddi|zuHause> you can also round 95% to 100% :p
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10:56:08  <Eddi|zuHause> you can round any value between 95% and 150% to 100% (which is a weirdly asymmetric interval)
10:58:32  <michi_cc> Eddi|zuHause: Why 149% but not 51%? If you treat it as 1.49, 0.51 rounds just as well.
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11:04:08  <Eddi|zuHause> michi_cc: because you round to 1 significant figure, and 51 rounded to 1 figure is 50
11:21:15  <andythenorth> 1 angle left to draw :P
11:41:14  <peter1139> But you can't round Minecraft.
11:41:26  <andythenorth> voxels
11:43:31  <andythenorth> Horse 100%
11:44:00  * andythenorth 'finishing' things is not more rewarding than starting them
11:45:33  <andythenorth> ok so it's time for a beta
11:45:37  <andythenorth> does that reset the changelog?
11:46:09  <andythenorth> recent changelog entries have all been for alpha releases
11:46:19  <andythenorth> and detail changes against previous alpha
11:46:35  <andythenorth> but 2.0.0 should detail all the changes since 1.9.0?
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12:16:26  <Eddi|zuHause> yes, but you can leave out smaller changes that are "fix previous alpha"
12:19:46  <andythenorth> ok
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13:26:55  <andythenorth> do I need to set visual effect (steam engine smoke) positions per angle?
13:27:08  <andythenorth> seems that aligning for one angle makes them wrong for another
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13:46:35  <Eddi|zuHause> that sounds odd
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14:30:14  <andythenorth> I vaguely recall something frosch said about it
14:30:36  <andythenorth> did we change the length of vehicles somewhere compared to original TTD?
14:46:57  <peter1139> I don't know but I have a cold beer.
14:57:34  <Eddi|zuHause> bah... everybody is sick all of a sudden...
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15:05:22  <LordAro> peter1139: i merely have a beer
15:05:36  <peter1139> This one is a lager so required chilling.
15:05:53  <peter1139> Although it's a "craft" lager so not so bad.
15:06:01  <peter1139> It's not really craft though, it's just marketting and pricing.
15:06:10  <peter1139> It came from a supermarket, after all.
15:09:47  <Arveen> open beer tycoon deluxe
15:21:24  <peter1139> That doesn't make sense.
15:21:35  <peter1139> OpenBTD
15:21:40  <andythenorth> tycoon beer open delucxe
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16:04:01  <Eddi|zuHause> peter1139: "craft" is "we have less than 500 employees"?
16:07:51  <andythenorth> beercraft
16:17:36  <nnyby> hmmm, it seems like it should be possible to run a dedicated openttd server without a graphics set, right? i'm trying to run an openttd server on my new freedombox but i'm getting a "Failed to find graphics set" error.
16:18:01  <peter1139> No, it's not possible.
16:18:39  <nnyby> alright, i mean, it's not a big deal to just download OpenGFX for this. i was just surprised.
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16:32:53  <LordAro> nnyby: there is a NoGFX lurking around somewhere, for this purpose
16:33:18  <LordAro> i have to admit, i don't recall the reason why the baseset is necessary, something to do with the number of sprites?
16:36:23  <Eddi|zuHause> iirc it's some sprites needed for default map generator
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16:36:39  * andythenorth considers reading effect vehicle code
16:36:44  <Eddi|zuHause> which are treated like a heightmap
16:36:51  <peter1139> Collision detection was the original reason.
16:37:06  <peter1139> That and the map generator sprites which barely anyone uses now.
16:37:23  <LordAro> ...collision detection?
16:37:34  <andythenorth> snail_UES_: have you successfully positioned smoke on vehicles that aren't 8/8?
16:37:48  <peter1139> Sprite sizes used to set up vehicle position hash, which was/is used by collision detection.
16:37:55  <snail_UES_> I don’t have locomotives that long...
16:37:57  <LordAro> interesting
16:39:01  <Eddi|zuHause> peter1139: that can't be right, as sprite sizes are not enforced between basesets, and would lead to desync?
16:39:13  <peter1139> I did say "original" reason.
16:39:42  <LordAro> which are the map generator sprites though?
16:39:54  <snail_UES_> andythenorth: in my scale, 8/8 corresponds to vehicles ~17.5m long, and it’s very rare for European steamers to be longer than that
16:40:04  <peter1139> They are the ones used by the map generator :p
16:40:09  <snail_UES_> now, US steamers are a different cup of tea :) (big boy)
16:40:16  * LordAro slaps peter1139 with a large trout
16:40:20  <andythenorth> snail_UES_: I mean < 8/8
16:40:21  <peter1139> Do you want me to actually look up the numbers?
16:40:30  <peter1139> Cos I really don't think that's something I'm going to do.
16:40:38  <LordAro> but it could be!
16:40:42  <snail_UES_> oh, smaller than 8/8? sure, all my NG steamers are shorter than that
16:41:00  <snail_UES_> I could even place steam when the engine is driving cab-forward
16:41:09  <andythenorth> reliably, for all angles?
16:41:21  <snail_UES_> yeah, the effect is pretty good IMO
16:41:43  <snail_UES_> of course it took a long time to test it and place it correctly
16:42:18  * peter1139 ponders tending to the slow-cooked pork ribs.
16:42:38  <snail_UES_> andythenorth: m4nfo has a command like “effect(steam(4))” to do that
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16:42:51  <andythenorth> must be vehicle offsets are wrong
16:42:56  <andythenorth> I changed them all recently
16:42:57  <snail_UES_> where “4” is the position of the steam puffs and it’s an integer between 1 and 16
16:43:10  <snail_UES_> yep, steam position depends on the vehicle offsets
16:43:16  <andythenorth> anyone know what I'm _supposed_ to align vehicles to,?
16:43:28  <LordAro> the tracks
16:43:30  <LordAro> obvs
16:43:37  <snail_UES_> I align them so that they’re centered in stations
16:43:39  <andythenorth> I have reset offsets like 100 times
16:43:50  <snail_UES_> so that they don’t fall off the tracks when they stop at the station edges
16:44:13  <snail_UES_> also, they don’t “jump” when I reverse the direction of a stopped train
16:44:22  <snail_UES_> the latter is very tricky and requires lots of tedious work
16:48:00  <andythenorth> I have no idea why these offsets are so wrong
16:49:19  <peter1139> Because
16:50:04  <andythenorth> I 'fixed' them when you reported the last bug with them :P
16:50:16  <andythenorth> I changed them to match original base set sprite positions
16:50:25  <andythenorth> but now they're wrong again :x
16:51:43  <andythenorth> unrelated snail_UES_ are you still using mac os?
16:54:48  <snail_UES_> yep
16:55:12  <andythenorth> self-compiled, or official build?
16:55:14  <snail_UES_> but high sierra. I’m not upgrading because my drawing program (graphic converter) is still 32 bit :p
16:55:21  <andythenorth> oh ok
16:55:27  <snail_UES_> I’m now using 1.9.1, but I can compile with no issues
16:55:44  <andythenorth> I was curious about performance on  Mojave
16:55:55  <andythenorth> but nvm
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16:58:10  <snail_UES_> not upgrading any time soon...
16:58:24  <snail_UES_> even because, every time I upgrade, programs such as MatLab stop working :P
16:58:37  <snail_UES_> and I’d have to find and *ahem* download a new version all the time...
16:58:49  <andythenorth> oic :P
17:10:42  <Samu> @seen milek7
17:10:42  <DorpsGek> Samu: milek7 was last seen in #openttd 20 hours, 3 minutes, and 7 seconds ago: <milek7> i can test something on my ryzen later
17:22:40  <andythenorth> sometimes I wonder if I make newgrfs on crack
17:22:56  <andythenorth> this commit is literally lies https://dev.openttdcoop.org/projects/iron-horse/repository/revisions/513a12b3dd8c
17:25:33  <andythenorth> the previous values would be more correct w.r.t original trains, and would put smoke in the right place
17:34:12  <andythenorth> maybe I should take crack before playing :P
17:34:18  <andythenorth> then it will all be fine :D
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17:58:26  <Samu> there is a "probably not a problem" with #7661 when loading old savegames
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18:00:47  <Samu> _next_competitor_start is loaded from the old save, and no conversion occurs. Part of me thinks it doesn't have to be converted
18:02:13  <Samu> it still does what it's supposed to do, but it was set in a different manner than what I have now.
18:02:50  <Samu> i guess it doesn't need to change
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18:08:43  <Samu> my other part says: just reset it to 0 on load and let the new behaviour kick in
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18:59:58  <Beerbelott> LordAro:
19:00:28  <Beerbelott> LordAro: Saw your comment, and I happened to have noticed the exact same spot flagging packages for upgrade
19:01:15  <Beerbelott> As I stated before, the docs clearly state that the import mechanism shall specify the exact library version required by a script
19:01:47  <Beerbelott> Would it brake something if the version check was strict all of a sudden? How could it break stuff?
19:02:26  <Beerbelott> I noticed the week "unique_id" check... which is based on the first 4 characters of the short name of a script
19:02:30  <Beerbelott> weak*
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19:15:08  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on issue #7679: Content downloader brings unrequired "upgrades" up https://git.io/fjHkf
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20:26:22  <Samu> milek7: are you alive?
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22:04:38  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe opened pull request #7680: Fix #7679: Check version when comparing scripts https://git.io/fjHIy
22:04:49  <Beerbelott> LordAro: :)
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