Log for #openttd on 14th July 2021:
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05:35:04  <TrueBrain> "I wish you best because you are good and free dogs that can be modified in one application"
05:35:09  <TrueBrain> some emails we get are just plain weird :P
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06:26:49  <Rubidium> sounds like some online automatic translator service
06:32:35  <TrueBrain> most likely; they also attached the same story in their native language
06:32:37  <Rubidium> could be someone praising you for the good open source program (only doesn't explain dogs, but alas 99 was also translated as coconut for JP -> EN)
06:33:04  <TrueBrain> but I just loved this snippet
06:33:11  <TrueBrain> free dogs just cracked me up :)
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07:49:21  <andythenorth> yo
07:52:38  <LordAro> morning
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08:24:01  <peter1138> Okay, I gave up and did haproxy -> apache -> tomcat, with https between haproxy and apache.
08:24:47  <peter1138> As the apache config is different for http/https and X-Forwarded-Proto wouldn't work.
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08:25:27  <peter1138> And there's a load of RewriteCond rules which I couldn't see how to convert to haproxy acl :/
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08:37:31  <SpComb> what part of X-Forwarded-Proto didn't work?
08:39:31  <SpComb> Apache wants you to configure `ServerName https://...` if you're behind an SSL-terminating reverse-proxy - but that's just hardcoded in the config
09:21:52  <peter1138> I'd have to rewrite the configuration to replace the vhosts on port 443, but I need it to still work direct for now, so...
09:22:30  <Timberwolf> Our dogs were free.
09:22:35  <Timberwolf> You get what you pay for.
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10:29:31  <reldred> Personally a really big fan of haproxy
10:41:56  <peter1138> I managed to rewrite the awkward bit so it's now haproxy -> apache for static content and haproxy -> tomcat for this nasty app.
10:51:41  <TrueBrain> not even Java -> Python to replace tomcat? Tssk :P
10:55:06  <peter1138> This is an Oracle Application Express backend. It's... horrible, but not something I can just replace with Python.
10:55:16  <TrueBrain> :(
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11:04:22  <Eddi|zuHause> you had me convinced at "Oracle"...
11:05:49  <Samu> incomplete type is not allowed my ass
11:06:03  <TrueBrain> sorry, I am not really interested in your ass :(
11:06:32  <Samu> visual studio is spewing non-sense errors
11:07:34  <Samu> seems like a cache issue, and i dont know how to clear it
11:10:02  <Samu> Severity	Code	Description	Project	File	Line	Suppression State
11:10:03  <Samu> Error (inactive)	E3365	incomplete class type "ClientSettings" is not allowed	openttd.exe - x64-Release	D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\window.cpp	810
11:10:20  <Samu> didn't even touch that
11:10:36  <LordAro> i would imaging cleaning the build should help
11:11:29  <Samu> Severity	Code	Description	Project	File	Line	Suppression State
11:11:29  <Samu> Warning	VCTP001	Symbols in the region from line 98, column 1 to line 148, column 2 could not be parsed	openttd.exe	D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\script\script_scanner.cpp	98
11:11:44  <Samu> ok, gonna try
11:15:34  <Samu> didnt work
11:17:10  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9441: Add: inform clients what game-script a server is running
11:17:13  <DorpsGek> [OpenTTD/py-protocol] TrueBrain opened pull request #9: Add: support NetworkGameInfo version 5 for Game Coordinator
11:18:03  <Samu> i deleted the .suo file
11:18:18  <Samu> let's see now
11:18:59  <Samu> nop, didn't solve
11:20:06  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #9441: Add: inform clients what game-script a server is running
11:21:21  <Samu> incomplete class type
11:21:25  <Samu> i'm deleting this branch
11:23:39  <Samu> omg it's also showing on master
11:26:15  <Samu> i broke visual studio somehow
11:26:22  <Samu> don't know what to do
11:27:28  <DorpsGek> [OpenTTD/py-protocol] TrueBrain updated pull request #9: Add: support NetworkGameInfo version 5
11:28:46  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9441: Add: inform clients what game-script a server is running
11:31:46  <Samu> nop, the intellisense is pointing non-errors
11:31:50  <Samu> can't fix this
11:31:52  <DorpsGek> [OpenTTD/py-protocol] TrueBrain merged pull request #9: Add: support NetworkGameInfo version 5
11:31:53  <Samu> i dont know what to do
11:32:28  <LordAro> undo any changes you've made recently
11:32:34  <LordAro> turn it off and on again
11:32:53  <DorpsGek> [OpenTTD/py-protocol] TrueBrain created new tag: 0.3.2
11:33:33  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #17: Update: bump openttd-protocols to support gamescript version/name
11:34:45  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #17: Update: bump openttd-protocols to support gamescript version/name
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12:10:45  <Samu> time for drastic measures
12:10:54  <Samu> delete entire folder
12:11:00  <Samu> redownlaod
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12:13:38  <glx> usually a full rebuild is enough
12:14:17  <Samu> i deleted the .vs folder
12:14:24  <Samu> seems to have solved the problem
12:21:38  <Samu> and the error is back
12:21:45  <Samu> looks like i can't use cherry pick
12:23:07  <glx> if it's a compile error .vs is not related
12:24:14  <Samu> incomplete class type client_settings is not allowed
12:24:22  <Samu> _settings_client *
12:24:45  <Samu> no, ClientSettings _settings_client
12:24:53  <LordAro> that stuff got changed recently
12:25:02  <LordAro> sounds like whatever you're cherry-picking is out of date/broken
12:26:14  <Samu> -x64-Debug (Default)
12:27:32  <Samu> cherry pick adds one setting
12:27:49  <Samu> i think it's up to date with the recent changes
12:27:54  <glx> but setting stuff changed reccently
12:28:04  <glx> lot of moved declarations
12:28:07  <Samu> let me revert it
12:28:20  <LordAro> blaming tools before your own code changes
12:28:28  <LordAro> classic
12:29:31  <Samu> doesn't work, still says the same
12:30:09  <glx> master builds fine here, have you tried full clean and rebuild ?
12:30:39  <LordAro> perhaps cmake needs rerunning?
12:30:40  <Samu> it also builds fine here, it's just the intellisense pointing that
12:30:45  <glx> sometimes clearing cmake cache can help too
12:30:46  <LordAro> however you do that in VS
12:31:02  <glx> ah ignore intellisense then
12:31:11  <glx> sometimes it picks stuff wrong
12:32:16  <glx> I have many "missing definition" for intellisense, while the functions are properly defined
12:32:39  <Samu> window.cpp, intellisense errors throught all the file
12:32:56  <glx> and it was worse before FOR_ALL macros removal
12:33:29  <Samu> all errors on _settings_game
12:36:01  <glx> the solution for really broken intellisense is to close VS, and delete intellisense db (.vs\OpenTTD\v16\Browse.VC.db)
12:37:17  <glx> I sometimes need to do it
12:37:48  <NGC3982> i read: "windows CCCP, italian sense errors"
12:38:16  <Samu> let me delete
12:40:44  <Samu> nop
12:40:55  <Samu> didn't work
12:41:19  <Samu> now it's in purple instead of red
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12:44:38  <Samu> well, it builds, so i guess i can ignore it
12:44:57  <glx> you can always ignore intellisense
12:46:17  <Samu> funny, i clicked "Go to Definition", ended up in extern ClientSettings _settings_client;
12:46:22  <Samu> now the errors are gone
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14:16:34  <Samu> hmm, found some more issues other than lock and ship depot, related to #9410
14:16:39  <Samu> docks
14:16:42  <Samu> buoys
14:17:29  <Samu> nevermind, im stupid
14:17:46  <Samu> im not testing with 9410 applied
14:17:49  <Samu> false alarm
14:21:34  <Samu> errors are consistent for docks and buoys too
14:21:55  <Samu> with 9410 applied
14:22:50  <Samu> can you merge #9410? :) would help AI in construction of canals
14:22:57  <Samu> *cough*
14:23:38  <Samu> arbitrary errors aren't that helpful
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14:28:11  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile
14:50:43  <Samu> hmm
14:53:34  <Samu> multiple AIs overbuilding the same thing is tedious to manage
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16:18:49  <Samu> overbuilding a lock on top of another lock doesn't come with already built :(
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18:31:03  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9441: Add: inform clients what game-script a server is running
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18:53:09  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:53:10  <DorpsGek>   - Update: Translations from eints (by translators)
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18:58:59  * andythenorth designing over-complicated industry production mechanics
18:59:12  <andythenorth> I have played way too much tanks
18:59:40  <andythenorth> so FIRS is gaining lots of marginal dice roll improvements
18:59:54  <andythenorth> the tank game has loads of things like
19:00:11  <andythenorth> '3% increase to chance of damaging an enemy module if previous 3 shots all hit'
19:00:36  <andythenorth> or "reduces aim time by 0.2s when moving about 35km/h"
19:01:14  <andythenorth> so
19:01:57  <Eddi|zuHause> forum spam detection seems to have broken
19:02:09  <andythenorth> "Industry has 2% higher chance of increasing production if average of 85% of scrap metal is transported from town in any 3 month period"
19:02:33  <andythenorth> or "7% chance of production increase if town has 200t of bricks delivered and population is more than 300"
19:03:28  <andythenorth> there will be adventures in dependent and independent probability, and the result in small series vs. large series
19:04:05  <andythenorth> there will also be adventures in 'what random is' vs. 'what game players think random is'
19:04:26  <andythenorth> I'm going to need a bigger -boat- industry window
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19:23:33  <DorpsGek> [OpenTTD/game-coordinator] TrueBrain created new tag: 0.2.1
19:23:48  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9441: Add: inform clients what game-script a server is running
19:23:51  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9234: UDP query of game script
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19:49:45  <FLHerne> andythenorth: And lots of users will obsess about micro-optimising these stats despite the fact that they're a meaningless rounding error :D
19:49:52  <FLHerne> (including me)
19:50:06  <FLHerne> Sounds fun
19:52:33  <andythenorth> I think it will actually come down to 'supply town industries with food, goods, etc'
19:52:46  <andythenorth> happy towns = more primary production
19:53:18  <andythenorth> but I am considering 'Eager' and 'Sluggish' industries that are more or less prone to changes
19:53:29  <andythenorth> mostly to see if I can use Sluggish to do closures also
20:05:43  <andythenorth> how many levels of town happiness?
20:05:50  <andythenorth> 3?  normal, happy, very happy?
20:06:02  <andythenorth> is it good if towns hate you and industries drop production or close?
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20:16:51  <FLHerne> No
20:17:05  <FLHerne> It might be if towns hated you for reasons that made sense
20:17:48  <FLHerne> but they hate you almost solely for demolishing trees, which is usually because you were building a line to serve their townspeople and industries
20:18:44  <FLHerne> Building a line to serve an industry and having it drop production or close as a consequence would be really annoying
20:19:15  <FLHerne> Oh, orthogonal happiness?
20:19:29  <FLHerne> grfs can't change town rating can they?
20:19:51  <andythenorth> no
20:20:08  <andythenorth> but industries can communicate with each other via the town
20:20:36  <andythenorth> so a shop could get really demanding about alcohol deliveries
20:20:41  <andythenorth> and cause the coal mine to close
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20:36:32  <andythenorth> hmm
20:36:49  <andythenorth> I could use procedures to handle all the permanent storage registers like vars
20:36:52  <andythenorth> TMWFTLB?
20:37:03  <andythenorth> LOAD_PERM(${industry.perm_storage.permanent_prod_change_cycle_counter})
20:37:22  <andythenorth> could just be permanent_prod_change_cycle_counter()
20:37:31  <andythenorth> or get_permanent_prod_change_cycle_counter()
20:40:11  <andythenorth> we could even have an nml construct for it :P
20:59:58  <FLHerne> I thought NML already had a way to name constants
21:00:18  <FLHerne> I was going to add it and then I found it existed but you weren't using it or something
21:00:25  <FLHerne> maybe my memory is lying
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21:02:35  <andythenorth> it does have some table of constants
21:02:53  <andythenorth> oh is that what the weird extra strings thing was?
21:02:59  <andythenorth> parsetab or something
21:03:00  * andythenorth looks
21:03:43  <andythenorth> custom_tags.txt ?
21:07:02  <FLHerne> I don't know anything about that
21:07:54  <FLHerne> I don't think what I was thinking of is helpful here
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21:33:43  <andythenorth> I am just going to try my own thing :)
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21:33:52  <andythenorth> get_ permanent_prod_change_cycle_counter() and set_ permanent_prod_change_cycle_counter()
21:33:53  <andythenorth> etc
21:38:32  <glx> <FLHerne> I thought NML already had a way to name constants <-- I don't think there's something like that, only variables (via action D)
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21:46:05  * andythenorth wonders if nfo has equivalent of Raise()
21:46:17  <andythenorth> unlikely :)
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