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Log for #openttd on 24th November 2018:
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00:00:52  <Wolf01> 'night
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08:02:03  <DorpsGek_II> [OpenTTD/OpenTTD] comicsads opened issue #6977: Minor spelling mistake in comment of code. https://git.io/fp0CA
08:16:29  <SpComb> >_<
08:17:00  <SpComb> github editor would work for fixing that
08:22:55  <DorpsGek_II> [OpenTTD/OpenTTD] SpComb commented on issue #6977: Minor spelling mistake in comment of code. https://git.io/fp0W3
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09:09:04  <Wolf01> Moin
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09:27:49  <andythenorth> o/
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09:51:02  <dwfreed> who runs http://irc.openttdcoop.org/ ?
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10:43:58  <LordAro> SpComb: not worrying about single character typos would also work
10:44:14  <LordAro> dwfreed: ^Spike^ or planetmaker, i think
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11:05:15  <SpComb> well, it's worth fixing if you run across it, and it /could/ lead to more future contributions if they're methodological enough to grep for similar typos
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11:18:17  <Wolf01> https://us2.factorio.com/assets/img/blog/fff-270-save-statistics.png like ours... "98% trees"
11:18:28  <andythenorth> oof
11:18:32  <andythenorth> we should so fix that
11:18:37  <andythenorth> procedural trees are fine
11:18:53  <andythenorth> 256 seeds
11:18:57  <andythenorth> it's enough
11:19:15  <andythenorth> 16 trees * 16 variants or something
11:19:32  <andythenorth> there are 12 trees in temperate
11:19:47  <Wolf01> I propose to save only player placed trees
11:20:09  <Wolf01> All the other are random, maybe just save the number on a given tile
11:20:11  <andythenorth> how many bits are currrently used for trees?
11:20:37  * andythenorth had better understand problem before inventing nonsense solutions :P
11:22:42  <Wolf01> 6 + 8 for the type
11:22:52  <Wolf01> If I read it right
11:24:04  <andythenorth> there's a whole class?
11:24:05  <andythenorth> wow
11:24:15  <Wolf01> Mmmh, maybe 12 more
11:24:40  <Wolf01> The count, growth stage counter
11:24:42  <andythenorth> landscape grid shows a lot
11:24:55  <andythenorth> but I don't know if that's just trees, or inherited other bits
11:25:35  <andythenorth> I count 20 in m2, m3, m5
11:25:57  <andythenorth> so my proposal for 256 states would need a byte, not saving much?
11:26:35  <Wolf01> The super useful tree owner 4 bits
11:26:56  <Wolf01> (that's tile wise luckily)
11:27:03  <andythenorth> is that tile owner?
11:27:24  <Wolf01> Landscape docs say it's almost always owner 10
11:27:26  <andythenorth> and m2 is also ground?
11:27:30  <Wolf01> Yes
11:27:34  <andythenorth> so where is all this space being used?
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11:27:46  <Wolf01> Counter, stage, type
11:28:33  <andythenorth> hmm
11:28:44  <andythenorth> for deterministic trees, I don't see how to save much space there
11:28:52  <andythenorth> I don't care about deterministic trees tbh
11:29:27  <Wolf01> Neither do I, only if placed by hand, but even there you must have a lot of luck and they change over time anyway... so newobjects are the answer
11:29:51  <andythenorth> wonder why all the trees are gone in my current game
11:30:10  <Wolf01> Ctrl+x?
11:30:16  <andythenorth> nope
11:30:19  <andythenorth> I just planted some to check
11:30:29  <Wolf01> Pollution
11:30:32  <andythenorth> wondering if I have that broken forests patch applied
11:30:35  <Wolf01> Oh, not F :P
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11:31:33  <andythenorth> nope not F :P
11:32:13  <andythenorth> does savegame size matter?
11:32:31  <Wolf01> Also on the topic of loading, we have decided to drop support for loading maps from version 0.13 and 0.14 in the latest version, which mean when you get your hands on 0.17, you will only be able to migrate a save game from 0.15 or 0.16. However as it worked before, you can still download 0.16 to migrate from 0.13, then migrate from 0.16 to 0.17.
11:32:43  <Wolf01> <andythenorth> does savegame size matter? <- multiplayer
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11:59:18  * andythenorth plan for day
11:59:20  <andythenorth> fix build
11:59:25  <andythenorth> test mac ICU patch
11:59:29  <andythenorth> make Horses
11:59:30  <andythenorth> profit?
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12:56:49  <Eddi|zuHause2> <andythenorth> does savegame size matter? <-- mostly for multiplayer join time
13:32:43  <andythenorth> savegames are about 200KB
13:32:46  <andythenorth> where's the problem?
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13:59:37  <peter1138> andythenorth, I know right. Apparently some fools think 4096x4096 is a reasonable map size...
14:04:59  <Wolf01> I would like to play a 8192*8192 MMO map :P
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14:19:13  <LordAro> Wolf01: don't you dare even suggest it :p
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14:31:17  <Wolf01> :D
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16:34:12  <bmbbsr> Hi i am in Germany Q is there a setting on autorenew the trains im investing so many tiome to renew them
16:34:51  <bmbbsr> 1.8.0 rc1
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16:42:02  <Arveen> yes
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16:58:34  <snail_UES_> do you guys need it’s important to display the engine type (steam, electric, diesel…) in the engine name?
16:59:10  <snail_UES_> in other words, do you feel the need for a string like “ ‘XYZ’ (Steam)” as an engine name in the purchase list, instead of just “ ‘XYZ’ “?
17:02:11  <andythenorth> I do it because original TTD does it
17:02:15  <andythenorth> it's probably not important
17:03:22  <snail_UES_> yeah because then, one should also separate catenary vs 3rd rail vs other ways of electrification
17:03:46  <snail_UES_> and there are bimodal engines (diesel and electric)...
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17:13:28  <andythenorth> I use 'electro-diesel' for bi-mode
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17:36:32  <andythenorth> I have lost my newgrf mojo :(
17:42:53  <Wolf01> Mmmh
17:43:32  <Wolf01> https://i.ytimg.com/vi/WqD72U-lxgc/hqdefault.jpg try this
17:49:43  <andythenorth> not working
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18:04:50  <snail_UES_> but electro-diesel might also mean a diesel engine with electric transmission...
18:04:59  <snail_UES_> i.e. as opposed to hydraulic or mechanical
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18:20:38  <andythenorth> not in UK english
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18:30:55  <andythenorth> so
18:31:01  <andythenorth> I was going to colour scheme Horse
18:31:09  <andythenorth> all freight engines black, all fast engines 2CC
18:31:14  <andythenorth> but I dunno
18:31:55  <andythenorth> I didn't colour code the diesel and electric engines
18:33:07  <andythenorth> maybe I just 2CC them all
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18:55:19  <andythenorth> luxtram: still want game loop explained? o_O
18:57:55  <nielsm> 11:29:51  <andythenorth> wonder why all the trees are gone in my current game   <-- I think the main reason trees disappear are farm fields (removed when an unserviced farm shuts down)
19:00:43  <nielsm> 18:04:50  <snail_UES_> but electro-diesel might also mean a diesel engine with electric transmission...  <-- diesel-electric = diesel generator powering electric traction engines, electro-diesel = can also run off electrified track
19:02:08  <nielsm> 18:31:09  <andythenorth> all freight engines black, all fast engines 2CC   <-- how about fast/passenger primary color is first CC, slow/freight primary color is second CC
19:04:14  <andythenorth> yes that's an option
19:04:20  <andythenorth> Road Hog does that somewhat
19:04:36  <andythenorth> the farm fields thing isn't relevant in my game, FIRS doesn't close farms
19:04:42  <andythenorth> there's some kind of tree bug
19:04:56  <andythenorth> I might have that forest patch applied, which is broken
19:06:56  <snail_UES_> I think generic train sets should always be 2cc.. that was the original TTD’s spirit
19:07:17  <nielsm> I've heard rumors before about maps deforesting just after running for a long time, but don't think I've observed it myself
19:07:23  <snail_UES_> everything in company colors
19:08:06  <nielsm> should make a debug logging of trees planted/removed each tick and graph it
19:10:25  <andythenorth> shall we just reimplement trees? :P
19:15:09  <planetmaker> o/
19:16:10  <Xaroth> peter1138 4k x 4k is actually rather small tbh.
19:16:20  <peter1138> See what I mean?
19:16:55  <nielsm> btw when will my bunch of bugfix PR's get reviewed? :3
19:17:03  <peter1138> Unless you're openttdcoop, how many times does 4kx4k come close to even 5% full...
19:17:20  <Xaroth> it's not about how much is used
19:17:22  <peter1138> nielsm, when someone(tm) reviews them.
19:17:25  <Xaroth> it's about how much is available.
19:24:59  <andythenorth> meh
19:25:00  <andythenorth> :)
19:25:05  <andythenorth> 256x256 is lots
19:25:52  <planetmaker> peter1138, coop never does maps larger than 1k x 1k... too quickly too sluggish otherwise for no real benefit.
19:27:50  <peter1138> Right, but if anyone could fill it, they could :D
19:28:35  <andythenorth> 1024^2 ftw
19:28:52  <andythenorth> oof, we need to do nml 16 cargo industry thing
19:29:00  <andythenorth> I am bored of drawing trains
19:38:00  <planetmaker> hm, right :)
19:39:36  <nielsm> andythenorth: you can test out some PR patches instead then :]
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19:41:44  <andythenorth> my build is sketchy
19:42:01  <andythenorth> hmm
19:42:32  <andythenorth> NotRoadTypes PR now fails the 3-months-and-dead rule
19:42:35  <andythenorth> v
19:42:35  <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6811
19:42:47  <andythenorth> means it should be closed
19:43:27  <andythenorth> Wolf01: ^ shall we close it?
19:43:33  <andythenorth> it's got a conflict I can't resolve
19:43:37  <andythenorth> I think it's dead tbh
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19:45:31  <andythenorth> hmm can't find the PRs for samu :P
19:45:36  <andythenorth> too much samu
19:46:39  <andythenorth> this is better https://github.com/OpenTTD/OpenTTD/pulls?utf8=%E2%9C%93&q=is%3Apr+is%3Aopen+-label%3A%22waiting-on-author%22+-author%3ASamuXarick+
19:48:00  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6973: Add: Unique ID to savegames to prevent accidental overwriting https://git.io/fp0PQ
19:48:43  <nielsm> this one doesn't require any compilation to review :) https://github.com/OpenTTD/OpenTTD/pull/6963
19:51:26  <LordAro> andythenorth: could close/merge his PRs :p
19:51:45  <andythenorth> I am going to close NRT
19:52:09  <LordAro> :<
19:52:17  <nielsm> and many/all of Samu's PR's are imo in a "is this even something that needs to change at all?" state, i.e. should be reviewed on the concept and not the code itself
19:52:36  <andythenorth> when frosch reviewed some, they just weren't useful
19:52:44  <andythenorth> I think they're boil-the-ocean programming
19:52:48  <andythenorth> but samu does learn
20:00:46  <andythenorth> I make some food, then look at some PRs
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20:00:59  <andythenorth> I won't close NRT without Wolf01 agreeing
20:01:11  <andythenorth> but I want it off my plate :P
20:01:22  <peter1138> Is it merged yet?
20:01:33  <peter1138> Wasn't it close?
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20:10:07  <andythenorth> it's got merge conflicts
20:10:12  <andythenorth> I can't fix them, Wolf hasn't
20:10:34  <andythenorth> that isn't supposed to sound accusatory :P
20:10:38  <andythenorth> it's just facts
20:32:55  <peter1138> Learn how to?
20:57:06  <Eddi|zuHause> that sounds like "i want to drive home, but there's this tiny bump in the road"
20:57:55  <Wolf01> <andythenorth> I won't close NRT without Wolf01 agreeing <- close it, I don't have time, willpower, knowledge
20:59:04  <Eddi|zuHause> https://www.youtube.com/watch?v=ALtGqSdt-4w
20:59:06  <Wolf01> I tried to fix them, but my working copy can't load grfs successfully
20:59:09  <andythenorth> I'll look at the merge conflict first
20:59:18  <Wolf01> So I can't test it
20:59:39  <andythenorth> 2 of them are just html conflicts
20:59:47  <andythenorth> one is lang
21:00:04  <andythenorth> https://farm.openttd.org/jenkins/blue/organizations/jenkins/OpenTTD%2FOpenTTD/detail/PR-6811/6/pipeline
21:00:29  <Wolf01> They aren't so difficult to fix
21:00:34  <andythenorth> there are about 6 that look less trivial
21:00:44  <andythenorth> the chances of me merging something I don't undersand
21:00:51  <andythenorth> into something I don't understand
21:00:52  <Eddi|zuHause> that page doesn't load?
21:01:26  <andythenorth> Wolf01: I'll leave it open, and if it's not fixed by 2019 I'll close the PR
21:01:30  <Eddi|zuHause> oh, just takes forever
21:01:32  <andythenorth> the problem is that it's bitrotting
21:01:35  <andythenorth> and NRT is big
21:01:38  <andythenorth> so everything breaks
21:02:02  <Eddi|zuHause> go back to a state that worked, and try again?
21:05:23  <Eddi|zuHause> by "try again" i mean in smaller steps that don't conflict
21:06:57  <andythenorth> presumably rebase on specific hashes would do that?
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21:07:05  <andythenorth> we know the diffs where the breaks happen
21:07:16  <andythenorth> I'm not worried about how to bisect and pick through it
21:07:26  <andythenorth> but whether I take left or right is just a dice roll to me
21:07:37  <Wolf01> Meh, starts to disconnect again after 1.5 days of working flawlessly
21:08:26  <Eddi|zuHause> anyone know what a "throng" is? never heard that word before
21:09:21  <Wolf01> Seem to be a synonym for crowd
21:09:46  <LordAro> "a throng of people" is more or less "a large group of people"
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22:47:47  <DrSegfault> Hi, can anyone please help with https://imgur.com/a/5gkcJy4 ? The right train is entering while the train at the station is still there, and it's crashing.
22:48:40  <DrSegfault> Is this a bad signal constellation; can I fix it somehow?
22:49:02  <DrSegfault> If anyone wants to see the crash live: https://www.file-upload.net/download-13403023/autosave14.sav.html
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22:49:10  <LordAro> wouldn't expect that to cause a crash unless you'd told one of the trains the ignore a signal
22:51:05  <DrSegfault> I did somewhere in the past, but even when waiting a few trains to pass, trains crash again
22:51:42  <nielsm> what version of ottd? are you playing a patchpatch?
22:52:01  <nielsm> (e.g. something with "signals in tunnels")
22:52:43  <DrSegfault> nielsm: It's the official 1.8.0, no patches
22:55:22  <nielsm> hmm, try replacing those path signals with simple block signals
22:55:39  <nielsm> since there isn't really anything gained from them being path signals anyway
22:56:25  <DrSegfault> with block signals it works
22:57:06  <DrSegfault> they should be path signals, because while trains exit to the right track, trains from the top right track can already enter
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23:00:29  <nielsm> add a path signal (not one-way) to the northwest exit of the station, and also change the signal on the other end of the platform to a path signal
23:00:43  <nielsm> maybe
23:00:58  <nielsm> also try enabling the setting to show path reservations
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23:04:31  <DrSegfault> the northwest signal won't help
23:04:39  <DrSegfault> where do I turn on the paths again?
23:04:52  <nielsm> somewhere in settings, use the search function
23:06:43  <DrSegfault> Oh, they don't crash if I take an older savegame... somehow, the train I let pass in the past caused the whole station to be confused
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23:09:24  <nielsm> so removing all the signals and placing them back, maybe also removing the track, could repair it
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23:14:26  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #6961: Fix: Changing music set did not save new setting https://git.io/fp0Sy
23:16:02  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #6957: Fix #6498: Use int64 for all company rating calculations https://git.io/fp0SQ
23:17:07  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #6946: Doc: More notes for developers adding new PerformanceElements https://git.io/fp0S7
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23:17:56  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #6962: Fix #6676: Prevent helicopters from stopping in midair during landing https://git.io/fp0Sd
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23:28:25  <DorpsGek_II> [OpenTTD/OpenTTD] michicc requested changes for pull request #6963: Several improvements in known-bugs file https://git.io/fp09T
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23:47:37  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6962: Fix #6676: Prevent helicopters from stopping in midair during landing https://git.io/fxhTo
23:47:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #6676: Helicopters can be stopped while descending https://git.io/fp09r
23:47:59  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6961: Fix: Changing music set did not save new setting https://git.io/fxpI6
23:48:36  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6957: Fix #6498: Use int64 for all company rating calculations https://git.io/fxAuK
23:48:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #6498: Money bug in Detailed performance rating window https://git.io/fp09K
23:49:36  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6946: Doc: More notes for developers adding new PerformanceElements https://git.io/fxHY1
23:49:42  <LordAro> :)
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