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00:40:21 *** Wormnest has joined #openttd 00:45:58 *** WormnestAndroid has quit IRC 00:49:08 *** WormnestAndroid has joined #openttd 01:54:14 *** Tirili has quit IRC 01:58:48 *** Gustavo6046 has quit IRC 02:07:07 *** Gustavo6046 has joined #openttd 02:20:22 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 opened issue #9537: No coal https://git.io/JuJkm 02:29:44 *** D-HUND has joined #openttd 02:33:06 *** debdog has quit IRC 02:52:50 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9537: No coal https://git.io/JuJkm 03:00:59 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9537: No coal https://git.io/JuJkm 03:01:53 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9537: No coal https://git.io/JuJkm 03:11:54 *** glx has quit IRC 03:33:44 *** Flygon has joined #openttd 03:34:04 *** _aD has quit IRC 03:36:35 *** Gustavo6046 has quit IRC 03:38:49 *** Gustavo6046 has joined #openttd 03:43:11 *** Gustavo6046 has quit IRC 03:52:05 *** Gustavo6046 has joined #openttd 05:49:37 *** Gustavo6046 has quit IRC 05:59:31 *** Gustavo6046 has joined #openttd 07:23:14 *** andythenorth has joined #openttd 07:23:27 <andythenorth> yo 07:25:21 *** jottyfan has joined #openttd 07:44:42 *** jottyfan has joined #openttd 07:45:10 *** jottyfan has quit IRC 07:52:16 <LordAro> yo 08:00:28 *** nielsm has joined #openttd 08:03:31 *** andythenorth_ has joined #openttd 08:03:53 *** Progman has joined #openttd 08:09:35 *** andythenorth has quit IRC 08:32:26 *** gelignite has joined #openttd 08:41:02 *** sla_ro|master has joined #openttd 08:41:38 *** sla_ro|master has quit IRC 08:43:28 *** WormnestAndroid has quit IRC 08:43:41 *** WormnestAndroid has joined #openttd 08:58:35 *** Wolf01 has joined #openttd 09:09:20 <andythenorth_> OMFG 09:13:16 *** sla_ro|master has joined #openttd 09:15:52 <Wolf01> <andythenorth_> OMFG <- yeah, that's the reaction of most of the people when they see me 09:16:26 <andythenorth_> :P 09:16:33 * andythenorth_ was reading old GitHub 09:17:03 <Xaroth> I was about to ask if you ran into a mirror, but Wolf01's response works better. 09:30:51 <andythenorth_> uuf where TF does ogfx get constants from 09:31:00 <andythenorth_> ogfx is a PITA to do any nice work on 09:31:09 <andythenorth_> but I'm not going to refactor it so eh 09:31:51 <andythenorth_> it uses a constant OTTD_GUI which is not frigging defined anywhere 09:31:55 * andythenorth_ hates magic 09:32:19 <andythenorth_> is this some nml crap? 09:32:35 <andythenorth_> ok nml constant 09:33:47 <andythenorth_> ok figured that out 09:36:34 <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #69: Add: #68 network gui icons https://git.io/JuUK0 09:37:14 <andythenorth_> do I want to know why we have animated pixel warnings in opengfx again? 09:37:20 <andythenorth_> I thought I fixed them all? 09:39:02 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #9486: OpenGFX update required before full 12.0 release - "Base graphics set missing 5 tiles" https://git.io/J0Jno 09:41:40 <Rubidium> to animate the water and level crossings? 09:51:33 <andythenorth_> nah it's high score stuff 09:52:07 * andythenorth_ looks in commits 09:52:43 <LordAro> is that the "winner" highscore screen that no one ever sees? 09:53:13 <andythenorth_> ./sprites/logos/logos-0031-tycoon-of-century.pnml 09:53:17 <andythenorth_> sprites/png/gui/highscore.png 09:53:27 <andythenorth_> iirc there's an openttd commit for it 09:53:33 <LordAro> istr leaving it because it required significant changes 09:53:43 <LordAro> and no one ever sees it anyway 09:54:11 <andythenorth_> it's probably the red 09:55:56 * andythenorth_ fixes it 09:56:02 <andythenorth_> we can't have errors like that in the compile 09:57:44 <Rubidium> maybe someone with gh workflow fu can add a check on the build so it "fails" on PRs, so no new ones would be added 09:57:53 * Eddi|zuHause imagines "fixing" the error can be trivially done by making the sprite blank" :p 09:58:21 <andythenorth_> it could 09:58:27 <andythenorth_> but then ... ? 09:58:39 <andythenorth_> someone will complain? 09:59:00 <Eddi|zuHause> will they really? 09:59:26 * Eddi|zuHause feels like we switched roles for a moment 10:00:20 <Eddi|zuHause> anyway, isn't there a "replace the palette index" way to fix the sprite, that involves like 10 clicks or less in a properly set up environment? 10:02:59 <andythenorth_> I did it your way 10:03:03 <andythenorth_> commit incoming 10:04:54 <andythenorth_> is this definitely unused? 10:04:57 <andythenorth_> https://github.com/OpenTTD/OpenTTD/issues/7702 refers to it 10:08:56 <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is … https://git.io/JuUD4 10:10:50 <LordAro> it's not unused 10:11:16 <LordAro> it just requires getting to the end year with a score of at least 950(?) 10:13:23 <andythenorth_> easy no? 10:13:42 <andythenorth_> ok so I need to fix the pixels 10:14:10 <DorpsGek> [OpenTTD/OpenGFX] andythenorth closed pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is … https://git.io/JuUD4 10:14:28 <DorpsGek> [OpenTTD/OpenGFX] andythenorth commented on pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is … https://git.io/JuUyo 10:23:20 <andythenorth_> this is deeply tedious 10:29:20 * andythenorth_ finds 'replace colour' tool 10:31:57 <andythenorth_> nope that breaks the palette 10:32:12 <Eddi|zuHause> the way i imagine could work would be: you have 2 palettes, a full one, and one without animated colours, you switch the image to the reduced one, replacing any colour with the nearest match, then replace the palette back before saving 10:32:22 <andythenorth_> yeah 10:32:27 <andythenorth_> I would have to write a tool for that 10:32:38 <andythenorth_> oh lol opengfx uses the windows palette 10:32:39 <andythenorth_> super 10:32:48 <Eddi|zuHause> why? 10:33:23 <andythenorth_> why does it do it? 10:33:25 <andythenorth_> I have NFI 10:33:34 <andythenorth_> probably some OpenTTD reason 10:33:47 <Eddi|zuHause> openttd wouldn't care. 10:34:55 <Eddi|zuHause> i mean, you could convert it all to dos palette while at it 10:35:22 <Eddi|zuHause> might annoy a person that has an opengfx fork somewhere 10:35:49 <andythenorth_> yeah this doesn't work 10:36:01 <andythenorth_> photoshop 'replace colour' breaks the palette in ways I can't be bothered to work 10:36:03 <andythenorth_> work out * 10:36:57 <andythenorth_> even when I explicitly replace it 10:37:00 <andythenorth_> wtf? 10:37:06 <Eddi|zuHause> there's two other tools you could check out, GIMP or imagemagick 10:37:21 <andythenorth_> I could just write python to do this in PIL 10:37:30 <andythenorth_> trying to avoid writing code :P 10:38:02 <Eddi|zuHause> possibly you could also add a palette conversion to grfcodec and/or nmlc :) 10:38:27 <Rubidium> might nmlc not already do that under the hood? 10:40:00 <Rubidium> as OpenGFX advertises itself as using the DOS palette 10:40:11 <Rubidium> (in the .obg) 10:41:29 *** gelignite has quit IRC 10:49:19 <andythenorth_> it doesn't really matter to me which one is used 10:49:30 <andythenorth_> but my photoshop is set up to use the DOS one :P 10:49:34 <andythenorth_> so this messes with me 10:52:03 <andythenorth_> hmm replace colour doesn't 10:52:05 <andythenorth_> that's lolz 11:16:55 <Eddi|zuHause> there need to be two separate tools, one that edits the colour associated with the palette index, and one that switches the palette index for a different one. you need the latter 11:25:43 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #9538: Fix #9535: Maintain a reverse dependency map of network content https://git.io/JuUAE 11:34:57 <andythenorth_> maybe this windows palette I'm using is junk 11:35:22 <andythenorth_> yeah fuck this 11:37:48 <FLHerne> Is Photoshop the right tool for sprites? It has all these features but few of them seem relevant 11:38:00 <FLHerne> (genuine question, you're the one who draws thousands of them) 11:38:21 <andythenorth_> it's potato / potato 11:38:47 <andythenorth_> the problem here is people making shit graphics in the first place 11:38:54 <andythenorth_> I wish they'd not 11:39:39 <andythenorth_> and now I've fucked up my photoshop swatches 11:39:48 <andythenorth_> trying to use the stupid windows palette 11:49:28 <andythenorth_> oh 11:49:47 <andythenorth_> in indexed colour mode, possibly photoshop replaces the index in the palette, not the colour value of the pixels 11:49:52 * andythenorth_ postulating 11:50:10 <Eddi|zuHause> that's what i said, right? 11:58:10 <andythenorth_> yeah it does that 11:58:15 <andythenorth_> it's different in rgb mode 11:59:46 <andythenorth_> yeah just 2 pixels left now 11:59:58 <andythenorth_> I did a palette index shuffle 12:02:22 <andythenorth_> got em :D 12:03:10 <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #71: Fix: remove animated pixels from highscore.png https://git.io/JuTvy 12:04:53 <andythenorth_> bizarrely satisfying 12:08:20 *** Samu has joined #openttd 12:11:23 <LordAro> :) 12:11:31 <andythenorth_> can haz approve? 12:11:45 <TrueBrain> sorry, your subscription for approvals have expired 12:13:13 <andythenorth_> is there a quota? 12:14:39 <TrueBrain> no, just a monthly payment 12:17:28 <Xaroth> Don't forget you want the "Quick Approval" DLC as well. 12:17:36 <Xaroth> in addition to the overall "Approval" subscription 12:18:01 <Xaroth> there's also an optional "No complaining" DLC/ 12:18:03 <andythenorth_> can I buy support for a fork? 12:18:21 <Xaroth> Fork support requires a separate subscription. 12:18:30 <TrueBrain> Platinum package, you want to be fancy don't you? 12:18:58 <Xaroth> Also note that the packages that support forks are on a per-CPU basis 12:19:10 <Xaroth> so you want to double check what kind of system you're running on. 12:22:21 <andythenorth_> ok, lunch time 12:22:29 * andythenorth_ considers an OpenTTD fork again 12:22:32 <andythenorth_> for grf reasons 12:33:15 *** sla_ro|master has quit IRC 12:42:25 <Eddi|zuHause> Xaroth: i hope you're counting each core separately 12:42:50 * andythenorth_ -> solitaire 12:44:46 <Eddi|zuHause> imagine a cloud virtualisation layer whose only purpose is to hide the number of physical cores, just to circumvent such a licensing clause 12:56:27 <Xaroth> Or a hypervisor which licenses are based on the amount of CPU cores you have. 12:56:28 <Xaroth> wait. 12:57:02 *** tokai|noir has joined #openttd 12:57:02 *** ChanServ sets mode: +v tokai|noir 13:03:51 *** tokai has quit IRC 13:09:37 *** Progman has quit IRC 13:10:09 <nielsm> okay looking at the multiple views title game now 13:10:32 <nielsm> (nobody reminded me!) 13:22:22 <nielsm> okay so two issues: the signs are visible (need to be hidden), and for panning motions the logo scrolls out of screen 13:22:42 *** glx has joined #openttd 13:22:42 *** ChanServ sets mode: +v glx 13:32:56 <LordAro> wait, the logo is rendered at a particular map location? 13:32:57 <LordAro> lol 13:33:12 <nielsm> yep it's just sprites placed on world coordinates 13:36:26 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JuTck 13:40:55 <glx> hmm so a nmlc problem matcher is needed 13:44:15 <nielsm> hmm... I'm thinking about ways for a user to get the vehicle ID for a vehicle they want to make a follow command for 13:44:48 <nielsm> would it be bad to make a console command that gives the mouse cursor a tool to select a vehicle and then prints some info on it to the console? 13:44:56 <glx> if a GS is used it can ask the user to click on a vehicle I think 13:45:16 <nielsm> that might work, but then a GS is loaded in what would become the title game 13:45:27 <nielsm> does it just ignore any GS in the title game? 13:45:38 <nielsm> or will something complain? 13:45:52 <glx> we talked about a special GS for intro makers I think 13:47:41 *** virtualrandomnumber has joined #openttd 13:48:23 *** virtualrandomnumber has quit IRC 13:57:38 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JOvM3 13:57:58 <nielsm> okay now I just need to figure out where the logo sprites are drawn 13:59:34 <nielsm> ah, here, main_gui.cpp:246 14:03:45 <nielsm> okay, no it's not drawn on the world coordinates 14:04:24 <nielsm> it's drawn on top as GUI elements, but that misbehaves when the viewport is constantly updating, the viewport drawing is simply not designed to have GUI drawn directly on top of it 14:09:30 <nielsm> will probably have to rejigger it to work more like the linkgraph overlay 14:12:12 *** WormnestAndroid has quit IRC 14:12:34 *** WormnestAndroid has joined #openttd 14:19:10 <glx> pff so much stuff to install in wsl to build opengfx 14:40:06 <andythenorth_> just nmlc no? 14:40:16 <andythenorth_> the other stuff is optional iirc 14:44:54 <glx> but I want to test everything :) 14:45:23 <glx> and of course findversion doesn't work very well (because it's a windows checkout I think) 14:45:47 <glx> I already had nmlc in wsl 14:46:15 <andythenorth_> IMHO the 'build from GIMP' route is over-engineering and brittle 14:46:21 <andythenorth_> if that's not a paradox :P 15:11:18 *** _aD has joined #openttd 15:12:43 <glx> nmlc warning: "sprites/extra/extra-openttd-gui.pnml", line 338: Exceeding the limit of 186 sprites for sprite replacement type 'OTTD_GUI', extra sprites may be ignored <-- in #69 logs, maybe action should use github version of nml 15:12:58 <andythenorth_> maybe 15:13:19 <andythenorth_> or pin a known good rev 15:13:34 *** jrmu has joined #openttd 15:27:16 *** Kitrana1 has quit IRC 15:29:11 <DorpsGek> [OpenTTD/OpenTTD] Berbe opened pull request #9539: Doc: Multiplayer https://git.io/JuTih 15:32:01 <DorpsGek> [OpenTTD/OpenTTD] Berbe updated pull request #9539: Doc: Multiplayer https://git.io/JuTih 15:36:29 *** andythenorth_ has quit IRC 15:37:02 *** andythenorth has joined #openttd 15:45:05 *** andythenorth has quit IRC 15:46:20 <nielsm> https://0x0.st/-wr9.jpg this is not quite right 15:55:50 <FLHerne> glx: "problem matcher" ? 15:56:14 <glx> parser for action output to create annotations 15:56:29 <glx> https://github.com/glx22/OpenGFX/pull/1/checks 15:56:37 *** jrmu has left #openttd 15:59:48 <glx> but for some weird reason I don't get the exact same warnings locally 16:04:46 <nielsm> okay this is kind of indicative of a problem: https://0x0.st/-wrl.mp4 16:05:53 <nielsm> and I'm not quite sure what the problem is 16:06:07 <nielsm> something with dirty rectangles? 16:07:44 <nielsm> turns out, adding a single SetDirty() call might have fixed it 16:08:03 <nielsm> let me try a release build to check performance 16:11:58 *** Kitrana has joined #openttd 16:15:28 *** WormnestAndroid has quit IRC 16:16:03 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JOvM3 16:18:14 *** Kitrana1 has joined #openttd 16:18:24 *** WormnestAndroid has joined #openttd 16:21:30 *** Kitrana has quit IRC 16:31:24 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JOvM3 16:38:05 *** Smedles has joined #openttd 16:40:50 <DorpsGek> [OpenTTD/OpenGFX] glx22 opened pull request #72: Add: [Actions] Make NML warnings more visible in pull requests https://git.io/JuTN5 16:42:58 *** WormnestAndroid has quit IRC 16:43:15 *** WormnestAndroid has joined #openttd 16:48:07 <nielsm> I really really want to move the main menu away from the center of the screen 16:48:15 *** Compu has joined #openttd 16:48:21 <FLHerne> Why? 16:48:27 <FLHerne> It's the important bit 16:48:33 <glx> window is movable 16:48:38 *** Compu has quit IRC 16:48:38 <nielsm> because it's hard to center the title screen on something interesting and let the player see it 16:48:51 <glx> it just opens in center but can be moved with mouse 16:49:09 <Samu> stupid stalls 16:49:15 <nielsm> look at how RCT does it, a bunch of buttons at the bottom 16:49:20 <Samu> make it impossible to get 5000 vehicles 16:50:49 <Samu> stalls last like 2 minutes each 16:50:57 <Samu> impossible to test this 16:53:42 <_dp_> nielsm, title screen exists for the main menu, not musing upon the title game :p 16:54:17 <Samu> I gave up 16:55:23 *** WormnestAndroid has quit IRC 16:56:55 <Samu> this is the maximum i could get before getting ridiculously long stalls https://i.imgur.com/ksDOFsj.png 16:58:02 *** WormnestAndroid has joined #openttd 16:58:13 <nielsm> https://0x0.st/-wsV.mp4 (warning: big file) 16:58:21 <Samu> 2364 ms over 3 ticks out of an average of 512 measurements 16:58:26 <nielsm> (I should have made the window smaller before recording) 16:59:57 <nielsm> hmm... I suppose you could even do funny things like have it follow a vehicle driving entirely in a tunnel system to pan around in more interesting ways 16:59:57 <TrueBrain> nielsm: I few months ago I tried exactly that :P (moving the menu to the side). Something like this I came up with: https://user-images.githubusercontent.com/1663690/109415102-02547e80-79b7-11eb-8f2c-3a3a324d07a6.png 16:59:58 <TrueBrain> sadly, little time to implement it 17:01:32 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JOvM3 17:04:09 <nielsm> it'll need a bit of commit janitoring I think, moving the two codechanges relating to moving the logo drawing code (or maybe just scrapping that part entirely again) 17:06:37 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JuTjg 17:13:04 *** sla_ro|master has joined #openttd 17:34:28 *** andythenorth has joined #openttd 17:57:48 *** frosch123 has joined #openttd 18:05:54 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen https://git.io/JOvM3 18:08:20 *** Flygon has quit IRC 18:53:46 *** gelignite has joined #openttd 19:03:33 *** tokai has joined #openttd 19:03:33 *** ChanServ sets mode: +v tokai 19:08:57 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #9540: [Bug]: AI/GS settings with the flag SCRIPTCONFIG_RANDOM are re-randomized after loading from a savegame https://git.io/JukCd 19:10:20 *** tokai|noir has quit IRC 19:12:56 <Samu> that bug always annoying me 19:13:10 <Samu> I had a fix but it was rejected, can I post it again? 19:13:23 <glx> the fix was overcomplex IIRC 19:14:30 <Samu> it was rather simple, actually, but the complexity was that you need to understand the whole workings of how scripts are run and set up 19:14:40 <Samu> that is hard to follow 19:16:40 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:also-anchor-SCRIPTCONFIG_RANDOM-as-unchangeable-settings?expand=1 19:17:05 <Samu> it's just the first commit! 19:17:27 <Samu> the other 2 are a different issue 19:17:44 <glx> yes overly complex, while it should be handled in loading code 19:18:15 <glx> ah no 19:18:25 <glx> sorry I was on the full diff 19:19:48 <Samu> the random deviation for start_date doesn't bother me much as I always set start-date to 0 19:20:01 <glx> but I think the solution should be in https://github.com/OpenTTD/OpenTTD/blob/9c74dc2468afbcbfb2acbee4ac6a56c7a8173529/src/saveload/ai_sl.cpp#L113-L120 area 19:20:03 <Samu> it's only for when it's not 0 19:20:42 <glx> settings are loaded, then AI is started (and settings can be re randomized) 19:21:36 *** Progman has joined #openttd 19:21:58 <Samu> there's line 85, where the problem arises 19:23:02 <Samu> line 113 then attempts to load the settings from the savegame, but only those anchored settings are present, the others, which are in-game, have already been randomized by line 85 19:23:44 <glx> yeah loading should apply what was written in the save 19:24:07 <glx> if it doesn't the bug is in loading, not somewhere else 19:24:26 <Samu> it doesn't save settings that are in their default state 19:25:18 <Samu> im a bit uncertain if it's line 85 or 90, :o 19:25:26 <Samu> but it's one of those 19:26:08 <glx> 90 initialise the IA (and randomise) 19:26:43 <Samu> it's 90, just checked too 19:27:18 <glx> but the main issue is the saved data I think 19:27:33 <glx> as the code really apply what is stored 19:30:02 <Samu> "cities_only=0,pick_mode=0,road_days_in_transit=64,scp_support=1,select_town_cargo=2,start_date=0" 19:30:22 <Samu> that's what saved 19:30:34 <nielsm> if only settings different from the default are stored, that means there's no way to distinguish between a setting that has a value because the player configured that value explicitly (or even that value was chosen by random), and a setting that has never been touched or consciously set 19:34:10 <Samu> it saves settings that are "anchored", such as cities_only, pick_mode and those that have been modified from their default, such as road_days_in_transit 19:34:58 <glx> there's no selection in save code 19:35:32 <glx> everything in this->settings is saved 19:36:31 <glx> https://github.com/OpenTTD/OpenTTD/blob/9c74dc2468afbcbfb2acbee4ac6a56c7a8173529/src/script/script_config.cpp#L208-L233 19:37:48 <Samu> it saves these 4: https://i.imgur.com/JdaOMwz.png 19:38:57 <Samu> water_days_in_transit, that's my current AI version, doesn't exist on the ludiai found on bananas yet 19:42:26 <glx> any setting where random is applied is in this->settings, use of ScriptConfig::SetSetting() forces that 19:43:37 *** jottyfan has joined #openttd 19:43:39 <glx> same in ScriptConfig::AddRandomDeviation() it uses ScriptConfig::SetSetting() which adds it to this->settings if it's not already in 19:44:11 *** jottyfan has quit IRC 19:45:24 <glx> so really any randomised setting is saved, and StringToSettings() then overwrites whatever is set on AI init 19:48:31 <Samu> i was looking at this bad, it saves 6 settings, not 4 19:51:24 <Samu> when starting a new game, only the random deviation is applied. Settings with CONFIG_RANDOM don't 19:52:53 <Samu> and I believe that's a feature, I read it from somewhere 19:57:34 *** andythenorth has quit IRC 19:58:21 <Samu> the only setting i changed from its default was start_date, I set it to 0 19:58:28 *** tokai has quit IRC 19:58:37 *** andythenorth has joined #openttd 20:08:08 *** sla_ro|master2 has joined #openttd 20:12:39 *** sla_ro|master has quit IRC 20:12:47 *** gelignite has quit IRC 20:12:56 *** tokai has joined #openttd 20:12:56 *** ChanServ sets mode: +v tokai 20:15:06 *** sla_ro|master2 has quit IRC 20:15:37 <andythenorth> hmm 20:15:42 <andythenorth> solitaire :( 20:17:10 <glx> Samu: only way I can see it happen is if editable settings are reset prior to saving 20:18:20 <glx> because on reset they are removed from this->settings, and then not saved 20:18:58 <glx> but on game start they should be randomised and saved 20:22:01 <Samu> i'm trying to find where I read something about SCRIPTCONFIG_RANDOM not doing randomization when on starting new game 20:25:30 <Samu> maybe it was in the wiki? 20:30:33 <glx> anyway the main issue seems to be settings are not fully saved, I think all current values (even the default one) should be stored to be sure they are the same on reload 20:33:25 <Samu> I can only find this. Seems the comment is not up to date https://github.com/OpenTTD/OpenTTD/blob/master/src/script/script_config.hpp#L23 20:33:51 <Samu> custom difficulty is no longer available 20:34:41 <Samu> then I find this explanation about settings: https://github.com/OpenTTD/OpenTTD/blob/master/src/script/script_config.hpp#L108-L116 20:34:46 <glx> randomisation happen when you select the script in AI gui I think 20:35:17 <glx> but also when the loading code selects an AI for a slot 20:37:28 <glx> yes settings not modifiable in a running game are forced in this->settings 20:40:33 <Samu> hmm, when selecting an AI while in a running game, it randomizes them, as you said 20:40:48 <Samu> but in main menu, randomization doesn't happen 20:41:33 <Samu> it's a good feature imo 20:41:44 <Samu> that it doesn't randomize via main menu 20:42:26 <Samu> maybe not as good during in-game, but still... acceptable behaviour 20:42:30 <glx> and if you save after changing the script in running game it should load properly 20:43:01 <glx> because randomised values are stored in this->settings 20:43:11 <Samu> yes, that I can see 20:43:39 <glx> so really the settings handling is just weird :) 20:46:06 <Samu> the easy way out: https://github.com/SamuXarick/OpenTTD/commit/d25063ace8b7bb39953f90851e3bc2e2764f6dfd 20:46:18 <Samu> it just works 20:46:35 <glx> yes but there are many other issues with settings 20:47:38 *** WormnestAndroid has quit IRC 20:48:54 <glx> like useless custom, easy, medium and hard values 20:50:41 <Samu> easy, medium and hard still exist 20:50:53 <glx> yes I see it now 20:53:40 *** nielsm has quit IRC 20:54:13 *** frosch123 has quit IRC 20:55:03 <andythenorth> ogfx is released? :) 21:02:55 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #9540: [Bug]: AI/GS settings with the flag SCRIPTCONFIG_RANDOM are re-randomized after loading from a savegame https://git.io/JukCd 21:08:26 *** Samu has quit IRC 21:11:26 <glx> https://github.com/OpenTTD/OpenTTD/commit/1bd286771592ac21575c840026b91f42003e0868 <-- doesn't seem to do what the commit message says 21:12:20 *** WormnestAndroid has joined #openttd 22:17:10 *** Wolf01 has quit IRC 22:40:33 *** Progman has quit IRC 22:42:06 *** andythenorth has quit IRC 22:49:09 *** tokai|noir has joined #openttd 22:49:10 *** ChanServ sets mode: +v tokai|noir 22:56:14 *** tokai has quit IRC 22:59:41 *** virtualrandomnumber has joined #openttd 23:00:15 *** virtualrandomnumber has quit IRC 23:00:46 *** virtualrandomnumber has joined #openttd 23:07:21 *** virtualrandomnumber has quit IRC 23:42:23 *** WormnestAndroid has quit IRC 23:43:05 *** WormnestAndroid has joined #openttd