Log for #openttd on 19th February 2020:
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08:30:37  <andythenorth> yo
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10:27:02  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #6515: missing documentation for AIVehicle.BuildVehicle
10:27:02  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8002: Doc: [Script] Add a note about how wagon connectivity works for scripts
10:28:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8003: Fix #6399: Create parent directories if they don't already exist
10:28:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #6399: Fails to download online content when ~/.local/share does not exist
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12:24:56  <DorpsGek_III> [OpenTTD/OpenTTD] MnHebi opened issue #8011: Assertion failed on loading TTD Scenario
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12:37:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8011: Assertion failed on loading TTD Scenario
12:48:32  <DorpsGek_III> [OpenTTD/OpenTTD] MnHebi commented on issue #8011: Assertion failed on loading TTD Scenario
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13:02:31  <_dp_> LordAro, isn't that the same ::CompanyID issue we discussed yesterday?
13:19:31  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8011: Assertion failed on loading TTD Scenario
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13:43:53  <DorpsGek_III> [OpenTTD/OpenTTD] MnHebi commented on issue #8011: Assertion failed on loading TTD Scenario
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14:02:57  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8011: Assertion failed on loading TTD Scenario
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14:57:20  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8009: Change #8001: Don't add docking tile cost when ships are still too far from their destination
14:59:20  <Samu> done the same for NPF
15:01:20  <Samu> and handled the rare case where a ship depot index was the same as the dock when checking for a docking tile
15:01:48  <Samu> *for a dock tile of a docking tile
15:01:55  <Samu> confusing, yeah
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15:06:04  <Samu> there is a upstream/improve-buildveh-doc
15:06:13  <Samu> is that in error?
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15:48:49  <glx> I have a fix for #8011, but github is broken for now
15:50:01  <andythenorth> shameful github
15:50:17  <glx> I can't comment, nor open PRs
15:50:41  <glx> but it was fun to track #8011 cause
15:51:50  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8012: Fix #8011, f5381798: Dock tile in TTD savegame was only 2 bytes
15:54:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8012: Fix #8011, f5381798: Dock tile in TTD savegame was only 2 bytes
15:59:30  <LordAro> glx: nice find
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16:00:11  <glx> well it was reading station data outside station range
16:00:39  <Eddi|zuHause> when did that error slip in?
16:00:40  <glx> just needed to find the error in chunk
16:00:51  <glx> with multitile docks
16:00:54  <LordAro> we should be able to add a TTD save to #7895, i think? just not an official scenario
16:00:55  <glx> about a year ago
16:07:20  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan opened issue #8013: Multiplayer -- Missing Train Engines
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16:11:51  <glx> I'd say PEBCAK for #8013 :)
16:12:55  <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on issue #8013: Multiplayer -- Missing Train Engines
16:16:42  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan commented on issue #8013: Multiplayer -- Missing Train Engines
16:17:22  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8013: Multiplayer -- Missing Train Engines
16:17:52  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan commented on issue #8013: Multiplayer -- Missing Train Engines
16:18:53  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8013: Multiplayer -- Missing Train Engines
16:19:43  <FLHerne> The original TTD authors were very optimistic :D
16:19:47  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan commented on issue #8013: Multiplayer -- Missing Train Engines
16:20:05  <FLHerne> "by 2020 there'll be no more boring trains -- everyone will go by maglev!"
16:24:19  <andythenorth> lol game progression problems :)
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16:25:30  <Eddi|zuHause> FLHerne: the problem with that is: if everyone were going by maglev, maglev would be the "boring" trains
16:28:36  <glx> just started a 2020 game, I have dash, sh40, TIM, Asiastar, x2001, z1 and lev1
16:29:59  <andythenorth> the tech tree in original is 'interesting'
16:33:29  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan commented on issue #8013: Multiplayer -- Missing Train Engines
16:33:30  <DorpsGek_III> [OpenTTD/OpenTTD] MrTeacherMan closed issue #8013: Multiplayer -- Missing Train Engines
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16:45:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8012: Fix #8011, f5381798: Dock tile in TTD savegame was only 2 bytes
16:45:47  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #8011: Assertion failed on loading TTD Scenario
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17:50:45  <supermop_work_> yo
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18:21:45  <andythenorth> HELLO!
18:22:00  <Wolf01> ...hi
18:40:02  <Eddi|zuHause> i think the highway engineers were drunk
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18:52:24  <andythenorth> well
18:56:03  * andythenorth has been learning about electric vehicle conversions
18:58:08  <andythenorth> unless someone tells me I'm wrong within 15 mins
18:58:19  <andythenorth> I'm going to mark global prop 16 and 17 as done
18:58:20  <andythenorth>
19:00:22  <Eddi|zuHause> it's near impossible to sanely connect the CSUR roads to the default roads
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19:10:59  <Eddi|zuHause> like, there's a 2-lane and 3-lane one-way road that connects to the default roads, but there's no shifting piece that connects those roads to any other road
19:23:10  <supermop_work_> andythenorth: what do those do?
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19:25:54  <Samu> hi
19:27:38  <Wolf01> Eddi|zuHause, just use only CSUR roads :P
19:28:03  <Samu> is this branch a mistake?
19:28:11  <Eddi|zuHause> Wolf01: tricky in a city that already exists. also i haven't seen CSUR support for trams, and i like trams.
19:28:28  <andythenorth> supermop_work_: roadtypetable, tramtypetable
19:28:56  <Wolf01> I use mods only on new games
19:30:58  <Samu> question, shouldn't this break be a return?
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20:13:59  <Samu> this looks like some bad cleanup
20:14:14  <Eddi|zuHause> i don't like this thing at all...
20:14:16  <Samu> I need a 2nd opinion
20:20:38  <Samu> I don't know if i name this commit Fix or Cleanup
20:30:46  <glx> [19:58:20] <andythenorth> I'm going to mark global prop 16 and 17 as done <-- quick check in nml source shows it's done
20:31:04  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #8014: Fix f5381798: Docking station tile area was being misused
20:40:00  <andythenorth> thx glx
20:41:16  <glx> roadveh prop 1C bit 0 seems unchanged
20:41:48  <glx> it's still tram or not
20:41:51  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8014: Fix f5381798: Docking station tile area was being misused
20:46:22  <andythenorth> did you check all of openttd, in case of magic?
20:46:29  <andythenorth> :P
20:46:30  <glx> yes
20:46:37  <glx> it's a flag
20:47:04  <andythenorth> frosch123 did you find a new meaning for prop 1C bit 0? o_O
20:48:06  <glx> it's still EF_ROAD_TRAM with the same usage as before
20:48:16  <glx> if set it's a tram
20:54:12  <frosch123> it does not need nml work
20:54:19  <frosch123> but it needs a big note in the docs
20:55:20  <frosch123> <- see there plus following 10 lines
20:56:09  <frosch123> maybe you find a way that nml can set it automatically if you put a tramtype label into property 5
20:56:16  <frosch123> but that's probably hard
20:57:37  <glx> in roadveh doc no changes needed, but probably in tramtype
20:58:18  <glx> anyway prop 05 is not documented yet :)
21:01:01  <andythenorth> ok so one way to explain it: prop 1c flag 0 determines whether we're using roadtype or tramtype table
21:01:21  <andythenorth> I didn't document prop 05 yet because it bothers me
21:02:33  <glx> I think the current doc for 1c/0 is ok
21:02:48  <Eddi|zuHause> [18.02.20 23:21] <frosch123> probably, iirc it was eddi's idea to add variables which noone needs <-- i have no recollection of this, but reading the log on var 9C i probably stumbled upon it while reading through some code
21:03:38  <glx> the important note should be in prop 5 doc
21:03:38  <andythenorth> glx: mark it up in wiki?
21:04:19  <glx> current doc says "ROADVEH_FLAG_TRAM   The vehicle requires tram tracks to run on"
21:04:25  <glx> that's valid
21:04:32  <andythenorth> tbh, in Road Hog code, I'll almost certainly write an assert for 1c bit 0 being set if tramtype isn't, or roadtype is
21:04:42  <andythenorth> we _could_ write a guard in nml
21:04:43  <andythenorth> not sure
21:05:19  <glx> it's hard to check I think, as prop 5 can be set before prop 1c, and the other way around
21:05:41  <Samu> LordAro: before docking tiles, there was only 1 tile, and the area had to be set manually to 1 width, 1 height
21:05:59  <andythenorth> is there a step where the tree is already built, but before writing out the result?
21:06:04  * andythenorth is hazy on nml internals
21:06:12  <andythenorth> anyway I can just write a guard in python for me
21:06:14  <andythenorth> lucky me :)
21:06:39  <Samu> the way it works now it puts in an rectangle area the possible locations of docking tiles
21:07:06  <Samu> with the break there, it would then redefine the area back to 1 width, 1 height, that seemed wrong to me
21:07:06  <glx> would be easier if 1C was constructed by nml instead of being a bitmask written by author
21:07:32  <Samu> with the return instead of break, it made the ta->w = 1;
21:07:32  <Samu> 	ta->h = 1; obsolete
21:07:38  <andythenorth> there is precedent with nml writing the callback flags as needed
21:07:47  <andythenorth> I dunno, I think authors can survive this?
21:08:43  <glx> for me it would be natural to use is_tram; has_2cc; ...
21:08:53  <glx> and let nml populate the flags
21:09:25  <Eddi|zuHause> you can name individual bits for properties, right? it's done for variables
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21:13:19  <Samu> ta->w = 1; ta->h = 1; was only used for docks because of the "break", all other types have a return
21:15:25  <Samu> I don't know whether I should call it Fix or Cleanup... in any case, the area wasn't being used the right way
21:15:35  <Samu> so I went with Fix in commit name
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21:26:54  <andythenorth> glx: are you planning an nml PR, or shall I just update the current docs and spec table? :)
21:27:26  <glx> I guess it should be possible for nml to use a special handling for flags, instead of directly definining an action0property it could do intermediate update to the value then generate the action0property at the end of property block parsing
21:30:16  <andythenorth> I think that would make a nicer tool
21:30:25  <andythenorth> not sure it's necessary to get grfs made :)
21:31:01  <glx> it would just be an improvement, allowing to auto add flags
21:33:45  <glx> and split flags into separate properties like has_2cc, of course setting the old property using bitmask will be still possible for compatibility
21:38:02  <glx> I'll probably try to do something in this direction, but no hurry, current stuff is usable
21:38:30  <andythenorth> I'll update docs
21:47:56  <andythenorth>
21:47:57  <andythenorth> ??
21:49:20  <glx> seems correct to me
21:49:31  <andythenorth> thx
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21:52:30  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8014: Fix f5381798: Docking station tile area was being misused
21:52:43  <andythenorth> I'll do the nml docs tomorrow :)
21:52:46  <andythenorth> this is coming on ok
21:53:00  <andythenorth> funny, had zero headspace for this until I'd done a Horse release
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22:56:43  <DorpsGek_III> [OpenTTD/OpenTTD] PeterN commented on pull request #8014: Fix f5381798: Docking station tile area was being misused
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23:46:17  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8010: Fix #7998: Crash when scripts tried to access companies with invalid IDs.

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