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00:04:29 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8595: Intrusive buoys https://git.io/Jtqtl 00:12:41 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on issue #8595: Intrusive buoys https://git.io/Jtqtl 00:21:03 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8595: Intrusive buoys https://git.io/Jtqtl 00:35:38 <DorpsGek> [OpenTTD/nml] Gadg8eer commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 00:54:29 *** Alkel__U3 has quit IRC 00:57:52 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #8596: Limited and not very useful ability to change the font in the game options window https://git.io/JtqO9 01:00:11 <LordAro> i think they've found the "new issue" button 01:00:45 <dwfreed> lol 01:00:57 *** Alkel_U3 has joined #openttd 01:04:59 <glx> someone pointed the link 01:07:49 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 02:26:17 *** Flygon has joined #openttd 03:14:19 *** WormnestAndroid has quit IRC 03:15:26 *** WormnestAndroid has joined #openttd 03:49:47 *** tokai|noir has joined #openttd 03:49:47 *** ChanServ sets mode: +v tokai|noir 03:56:32 *** tokai has quit IRC 04:00:31 *** D-HUND has joined #openttd 04:03:58 *** debdog has quit IRC 04:34:18 *** glx has quit IRC 06:02:24 <DorpsGek> [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG 06:04:50 *** snail_UES_ has quit IRC 06:31:40 *** HerzogDeXtEr has joined #openttd 07:09:39 *** DasPoseidon has joined #openttd 07:13:45 *** andythenorth has joined #openttd 07:28:51 *** sla_ro|master has joined #openttd 07:31:08 <TrueBrain> Too bad he didn't read and there are completely unrelated things in there, lol .... "while here, change this completely unrelated thing too!" .. so not useful .. 07:38:39 <andythenorth> yo 07:42:08 <andythenorth> hmm 07:42:26 <andythenorth> remove ships, problem solved 07:42:27 <andythenorth> also 07:42:33 <andythenorth> remove NRT, another problem solved 08:32:57 <_dp_> his settings window is even more of a mess than it already is 08:33:01 <_dp_> and looks quite ugly too 08:33:55 <_dp_> with a bit of moving settings around type select can be added as a root category and category select removed completely 08:34:01 <_dp_> all that's left will be a filter string 08:36:02 <andythenorth> I kind of ignore most of the UI suggestions 08:41:44 <_dp_> there is a limit of what can be done with 1995 ui as a base 08:41:55 <_dp_> arbitrary changing stuff is only gonna make it worse 08:45:46 <_dp_> btw, imo the most needed ui improvement is adding more zoom levels to minimap 08:45:51 <_dp_> it's nearly unusable on 4k 08:46:09 <andythenorth> I use bigger eyes 08:46:14 * andythenorth telling lies 09:28:36 <DorpsGek> [OpenTTD/nml] FLHerne commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 09:29:05 <_dp_> haha, even LugnutsK got bamboozled by industry density setting :p https://youtu.be/7f5NZUtf-7c?t=5443 09:29:42 *** Wolf01 has joined #openttd 09:31:24 <Eddi|zuHause> _dp_: i think that is missing some context 09:31:56 <_dp_> he was trying to stop industries from spawning 09:32:02 <_dp_> just look at all the signs xD 09:35:49 *** supermop_Home has quit IRC 09:35:53 <Eddi|zuHause> well. i guess that's just another case of a mixture of "too many settings", "too few settings" and "unclear settings" 09:40:43 *** andythenorth has left #openttd 09:44:25 <Eddi|zuHause> in this case, he seems to be confused by the category of "world generation settings", because why would that have an ongoing effect after world generation 09:53:50 <Timberwolf> I can't remember which author said (I paraphrase): "most people think ideas are the problem, and it is a tremendous help to authors to send them your ideas to help out. The truth is the opposite. I have more ideas than I could ever hope to write in a single lifetime. The difficult part is the writing of 100,000 words to make those ideas become a fully realised novel." 09:57:05 <_dp_> well, good ideas can be very helpful, it's just that most of the suggestions aren't that good 09:58:44 <LordAro> i do wonder whether hiding buoy names unless hovering over them might not be a bad idea 09:59:55 <Timberwolf> I am inherently against hiding buoy names as someone who spends a great deal of time in multiplayer games coming up with ridiculous "buoy"/"boy" based puns for naming every single last one I create. 10:00:37 <LordAro> :D 10:00:57 <LordAro> tbf, buoys are generally not required now that pathfinder caching is a thing 10:01:13 <_dp_> alternatively ships can just require less buoys :p 10:02:10 <_dp_> LordAro, is that something new? because in 1.10.3 they very much do require 10:04:21 <LordAro> i think they were added in 1.10.x 10:15:12 *** Samu has joined #openttd 10:21:00 <Samu> hi 10:21:54 <Timberwolf> As a long-time player I do sometimes get thrown by things like this, the first game I saw someone build more than about 20 ships I was staring at it going, "have you no idea how much CPU time that's going to use... oh... apparently not very much, these days" 10:48:11 *** Gustavo6046_ has joined #openttd 10:52:54 *** Gustavo6046 has quit IRC 10:52:54 *** Gustavo6046_ is now known as Gustavo6046 11:22:24 <Samu> wow 11:22:30 <Samu> stopai doesn't let me stop ai 11:23:57 <Samu> now I understand what glx told 11:54:17 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 12:04:14 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtmUJ 12:27:48 <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG 13:12:31 *** Gustavo6046_ has joined #openttd 13:16:14 *** Gustavo6046 has quit IRC 13:16:14 *** Gustavo6046_ is now known as Gustavo6046 13:23:55 <Samu> c->months_of_bankruptcy can go over 10 13:24:02 <Samu> interesting 13:29:39 *** glx has joined #openttd 13:29:39 *** ChanServ sets mode: +v glx 13:45:49 <Samu> c->months_of_bankruptcy can overflow 13:46:06 <Samu> 255 + 1 = 0 14:10:49 *** supermop_Home has joined #openttd 14:15:18 *** snail_UES_ has joined #openttd 14:19:05 <Samu> is this magic gonna work? c->months_of_bankruptcy = Clamp(++c->months_of_bankruptcy, 0, 10); 14:26:14 <LordAro> nope 14:29:07 <Samu> it works, but there's the admin port thing doing something special with CeilDiv 14:34:14 <Samu> if (c->months_of_bankruptcy < 10) c->months_of_bankruptcy++; 14:34:19 <Samu> this is a better magic 14:34:34 <LordAro> well, it'll work but it might not be doing quite what you expect 14:40:15 <Samu> i think Clamp would be better in the case of savegames using values already above 10 14:43:56 *** nielsm has joined #openttd 14:45:15 <Samu> this won't happen in a network, so it's safe to cap it at 10 14:45:36 <Samu> months_of_bankruptcy over 10 happens when I am in the AI company 14:46:11 <Samu> actually no 14:46:48 <Samu> when i am this: if (!_networking && _local_company == c->index) { 14:48:29 <Samu> maybe a c->months_of_bankruptcy--; inside that is better 14:52:32 <glx> that's because company with human player never bankrupts 14:52:44 <glx> you are not supposed to be in the AI company 14:52:59 <Samu> doesn't need to be an AI company 14:53:22 <Samu> a single player game with a single human company in the negative 14:53:35 <glx> yes can't bankrupt 14:53:55 <Samu> but the months_of_bankruptcy keep increasing and overflow when it reaches 255 14:54:44 <Samu> bug is that it would display newspapers about the company 14:54:52 <Samu> after 255++ months 14:56:12 <Samu> after 260 in this case 14:56:46 <Samu> well i'm submiting a PR 14:58:12 *** roadt has joined #openttd 15:08:00 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #8597: Fix: Prevent showing company is in trouble again after about 260 months due to overflow https://git.io/JtmCh 15:08:42 *** Flygon has quit IRC 15:11:30 <Samu> it could be solved in different ways 15:12:17 <Samu> could let it max out at 255 15:44:43 *** roadt has quit IRC 15:44:58 *** roadt has joined #openttd 16:04:26 *** iSoSyS has joined #openttd 16:10:29 *** andythenorth has joined #openttd 16:16:58 *** iSoSyS has quit IRC 16:18:15 *** andythenorth has quit IRC 16:18:43 *** andythenorth has joined #openttd 16:39:45 <orudge> TrueBrain: Steam application submitted and fee paid 16:50:51 *** y2kboy23 has quit IRC 16:55:17 *** y2kboy23 has joined #openttd 17:00:04 *** Wormnest has joined #openttd 17:05:23 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 17:07:57 <FLHerne> glx: "I could try to implement splitting" <- surely there must already be splitting, with only 255 names per ActionF? 17:08:06 <FLHerne> Or am I misreading the spec? 17:08:24 <FLHerne> (or we have different ideas on what 'splitting' should mean) 17:08:39 <glx> yes I think there is, didn't check the code on that part 17:08:56 <glx> but I think wasting bits is an issue 17:09:32 <glx> to confirm I would need his nml 17:10:25 <FLHerne> glx: It's here https://drive.google.com/drive/folders/1BqmuPdhPWt1ESVpdmSi0xDf50JQ923ep 17:10:44 <FLHerne> glx: It's very simple -- literally one block with 1650 single-part names 17:11:35 <FLHerne> If max-parts was even two bytes, we could just have one actionF and it would need 11 bits 17:11:44 <Eddi|zuHause> i could imagine it's splitting off in 255 sections, each using 8 bit, which will fail if it's more than 4 parts 17:11:52 <FLHerne> (maybe more if you want truly even distribution) 17:12:09 <FLHerne> Yeah 17:12:27 <FLHerne> Which is wrong, because each of the parts should be able to use the same 8 bits 17:13:09 <FLHerne> (plus a few more for choosing a part) 17:13:28 <Eddi|zuHause> yeah, you need 2 tiers of bits 17:13:45 <Eddi|zuHause> but the lower bits could be shared 17:14:04 <glx> error message clearly shows that yes, require 40, only 32 available 17:14:27 <DorpsGek> [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG 17:21:27 <glx> indeed nfo generated with 0.5.0 shows proper split 17:23:05 <TrueBrain> orudge: w00p! :D 17:23:30 <Eddi|zuHause> glx: so is it now trying to use too many bits, or is it just counting wrong? 17:24:00 <glx> it tries to use too many, because it doesn't know some can be shared 17:24:25 <glx> before #117 bits were always shared, even when it should not 17:24:33 <glx> now they are never shared 17:24:52 <glx> which is still wrong 17:25:00 <glx> but less wrong 17:25:05 <Eddi|zuHause> ah, so it overshot :p 17:49:22 *** Progman has joined #openttd 17:53:22 <Samu> the bug where you can be in an AI company in a network game, is not gonna be easy to solve 17:53:49 *** frosch123 has joined #openttd 17:54:16 <Samu> there's client id of the server that gets initialized way before any company is loaded/started 17:54:57 <Samu> this client will be playing as "insert company" 17:55:37 <Samu> it always assuming it starts as COMPANY_FIRST 17:56:05 <Samu> and the rest of the code makes an effort to put the server in the first company 17:57:11 *** DasPoseidon has quit IRC 18:05:24 *** gelignite has joined #openttd 18:19:31 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on issue #8595: Intrusive buoys https://git.io/Jtqtl 18:19:34 <DorpsGek> [OpenTTD/OpenTTD] frosch123 closed issue #8595: Intrusive buoys https://git.io/Jtqtl 18:44:37 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtmre 18:44:38 <DorpsGek> - Update: Translations from eints (by translators) 20:27:24 *** Wormnest has quit IRC 20:33:30 *** DasPoseidon has joined #openttd 20:38:31 *** DasPoseidon has quit IRC 20:38:55 *** DasPoseidon has joined #openttd 20:39:24 *** WormnestAndroid has quit IRC 20:40:41 *** WormnestAndroid has joined #openttd 20:45:10 <Samu> Is it possible to move the call to NetworkInitGameInfo() to after the map is generated/loaded? 20:46:16 <Samu> nah 20:46:22 <Samu> needs refactoring or something 21:11:19 *** Wormnest has joined #openttd 21:26:35 *** frosch123 has quit IRC 21:36:14 <Samu> got some code ready https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:start/load-network-games-as-spectator 21:36:35 <Samu> fixes https://github.com/OpenTTD/OpenTTD/issues/6544 21:36:53 <Samu> (I think) 21:37:17 <Samu> i am unsure about NetworkInitGameInfo 21:37:35 <Samu> i made part of it happen after the game is created/loaded 21:38:04 <Samu> otherwise, I couldn't use GetFirstHumanCompany() 21:38:14 <Samu> for the server client 22:03:54 *** Wormnest has quit IRC 22:06:33 *** Samu has quit IRC 22:14:43 *** sla_ro|master has quit IRC 22:29:05 *** Progman has quit IRC 22:32:36 *** Wormnest has joined #openttd 22:57:29 <supermop_Home> yo andythenorth 22:58:36 <supermop_Home> there needs to be more railfreight sector mech / streetwear drop 23:01:30 <andythenorth> yo 23:04:16 *** Wolf01 has quit IRC 23:06:03 <supermop_Home> or like embroidered bomber jackets 23:11:31 *** nielsm has quit IRC 23:25:39 *** Wormnest has quit IRC 23:32:09 *** WormnestAndroid has quit IRC 23:32:23 *** WormnestAndroid has joined #openttd 23:32:33 *** DasPoseidon has quit IRC 23:37:55 *** iSoSyS has joined #openttd 23:37:59 *** andythenorth has quit IRC 23:40:40 *** iSoSyS has quit IRC 23:45:04 *** HerzogDeXtEr has quit IRC 23:58:49 *** WormnestAndroid has quit IRC