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Log for #openttd on 20th January 2021:
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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
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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
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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
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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
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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
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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
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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"
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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
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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"
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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
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13:23:55  <Samu> c->months_of_bankruptcy can go over 10
13:24:02  <Samu> interesting
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13:45:49  <Samu> c->months_of_bankruptcy can overflow
13:46:06  <Samu> 255 + 1 = 0
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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
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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
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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
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15:11:30  <Samu> it could be solved in different ways
15:12:17  <Samu> could let it max out at 255
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16:39:45  <orudge> TrueBrain: Steam application submitted and fee paid
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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
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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
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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
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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)
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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
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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
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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
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23:06:03  <supermop_Home> or like embroidered bomber jackets
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