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00:00:27 <Wormnest> Samu: I hardly ever play or check my AI´s in anything but the default climate. It´s still on the todo list to handle other climates more intelligently. 00:25:57 *** Wormnest has quit IRC 01:23:27 *** Corns has joined #openttd 01:24:47 <Corns> V453000, "rail planner" isn't copyrighted in any way is it? Im making a rail planner tool in openttd https://gfycat.com/zealoussentimentalcollardlizard 01:25:29 <Corns> I'm wondering if I'm required to give it a different name for any reason 01:44:36 *** Corns343434 has joined #openttd 01:51:37 *** Corns has quit IRC 01:54:34 *** Corns343434 has quit IRC 01:57:31 <Eddi|zuHause> ... names are never copyrighted 02:12:01 <Samu> that is cheating 02:12:10 <Samu> shouldn't be allowed 02:15:32 *** Samu has quit IRC 02:54:51 *** Flygon has joined #openttd 03:10:28 *** glx has quit IRC 04:00:59 <cHawk> Names can be trademarked though 04:10:26 *** Supercheese has quit IRC 04:10:47 *** Supercheese has joined #openttd 05:57:45 <peter1138> Any views on #7446? 06:06:40 *** Supercheese has quit IRC 06:20:26 *** andythenorth has joined #openttd 06:22:33 *** nielsm has joined #openttd 06:22:49 <andythenorth> o/ 06:26:10 *** Progman has joined #openttd 06:27:50 <andythenorth> what goes on with trees eh? 06:28:48 <andythenorth> I've got a an arctic map which started with almost total tree coverage 06:29:06 <andythenorth> and after 50 years nearly all trees are gone 06:32:35 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/oldloader_sl.cpp#L1280 this comment does not match the values used - https://github.com/OpenTTD/OpenTTD/blob/master/src/rail_type.h#L29-L41 06:34:24 <LordAro> and it is loading TTO save, which didn't have electric or maglev, right? 06:36:04 * LordAro wonders when someone last loaded a TTO save 06:48:46 * andythenorth considers a tech tree https://i.pinimg.com/originals/bf/4d/d7/bf4dd7de54b71d3610a2333c49b70e45.jpg 06:48:50 <andythenorth> either in my own newgrf docs 06:48:55 <andythenorth> or how about....in the game? o_O 06:51:18 <nielsm> well, let's try loading a TTO save then! 06:51:42 <nielsm> https://0x0.st/zqDP.png :( 06:51:55 <LordAro> F 06:58:12 *** Wolf01 has joined #openttd 06:58:43 <andythenorth> hmm, I have the tech tree in python 06:58:55 <andythenorth> can I be arsed to figure out how to graphviz it? 06:59:05 <Wolf01> o/ 06:59:43 <andythenorth> yo 07:32:26 <Wolf01> What are you planning to rekt next? 07:32:42 <andythenorth> rekking Hog 07:33:33 <Wolf01> https://www.eurobricks.com/forum/index.php?/forums/topic/115259-doublenook-moc/ <- I want to rekt this 07:33:45 <Wolf01> I should have at least half of the parts :P 07:36:41 <andythenorth> o_O 07:37:16 <andythenorth> so do roads have speed limits? 07:37:32 <Wolf01> "suggested speed" 07:47:14 <andythenorth> oof my multi-type vehicles have stopped working 07:48:57 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_station.h#L86-L88 this seems like a bug 07:49:15 * LordAro reduces by one 08:00:32 <Wolf01> You should check where it's used if it's a max length or count 08:01:48 <LordAro> used as "one past the maximum" 08:01:50 <andythenorth> so how do I use a hidden roadtype for vehicles to drive on multiple other types? 08:02:12 <andythenorth> it worked a couple of days ago, and now it's broken 08:05:26 * andythenorth will wait for peter 08:19:27 *** gelignite has joined #openttd 08:38:15 <andythenorth> @seen pikka 08:38:15 <andythenorth> @seen dorpsgek 08:38:15 <andythenorth> lame 08:38:15 <DorpsGek> andythenorth: pikka was last seen in #openttd 1 week, 3 days, 21 hours, 15 minutes, and 50 seconds ago: <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :) 08:38:16 <DorpsGek> andythenorth: I have not seen dorpsgek. 08:38:38 <V453000> andythenorth: I'm tweaking NUTS numbers :D fucking up my project andy-style 08:38:45 <andythenorth> yes 08:38:46 <andythenorth> do 08:38:52 <V453000> thanks, needed support 08:38:59 <V453000> everything shall be your fault ultimately 08:39:03 <andythenorth> nuts_final_final.grf 08:39:08 <V453000> :D yeah no 08:39:17 <V453000> I don't do the mistake of calling anything final 08:40:29 * andythenorth rekking Hogs 08:45:38 <Artea> good morning 08:47:29 <Artea> andy 08:47:36 <Artea> found out a new tv series for you 08:47:44 <Artea> Power 08:47:55 <Artea> in Odissea channel 08:48:48 <Artea> is all about Trains :) 08:59:42 *** arikover has joined #openttd 09:12:43 *** ZirconiumX has joined #openttd 09:21:53 *** arikover has quit IRC 09:30:34 <Wolf01> Ok, it seem I need to put in another 100€ of parts to finish that lego puzzle :( 09:44:02 * andythenorth assumes peter1138 is on a bike 09:58:51 <V453000> I should do that sometimes too 10:04:13 * andythenorth rekks Hogs 10:06:36 <andythenorth> meh gonna end up with one transport type too many :D 10:07:34 <V453000> I think I'll add MORE text to the purchase menu infos 10:07:46 <peter1138> Morning 10:08:02 <peter1138> I was on a bike, yes. 10:09:54 <andythenorth> I might put in 20 miles in the hot tub 10:10:26 <peter1138> Only 12.6 mph average today. 10:11:53 <LordAro> peter1138: recovering from yesterday? :p 10:12:50 <peter1138> LordAro, no, mountain biking. 10:12:57 <peter1138> https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/oldloader_sl.cpp#L1280 10:13:03 <peter1138> ^ Regarding that line, it's fine. 10:13:38 <peter1138> It is actually not necessary. 10:13:59 <peter1138> src/saveload/afterload.cpp:1310 will forced it to the engine type's railtype anyway. 10:14:11 <LordAro> peter1138: is it the comment that is wrong then? because 0 & 1 definitely refer to rail & elec 10:15:33 <peter1138> They don't really. 10:15:45 <LordAro> well the type certainly thinks they do 10:15:49 <peter1138> That's why it's 0 & 1, not RAILTYPE_RAIL, etc. 10:16:04 <peter1138> Remember saveload conversion has to use values as they were at the time. 10:16:37 <andythenorth> so how I do use hidden types to do cross compatibility? 10:16:50 <peter1138> If it was RAILTYPE_RAIL and RAILTYPE_MONO, then later conversion would then convert that MONO to MAGLEV. 10:16:52 <LordAro> peter1138: i see, then it goes through afterload.cpp and fixes all the values up? 10:17:05 <peter1138> (Except it won't, because we just force the engine railtype) 10:17:05 <peter1138> Yeah 10:22:13 <peter1138> Oh no, Maxi Muscle millionaires shortbread bars are... somewhat nice. 10:24:03 <andythenorth> carolies 10:24:10 <peter1138> About 200. 10:24:20 * andythenorth has no idea about carolies 10:24:24 <andythenorth> is that a lot? 10:24:36 <peter1138> Not massively. 10:24:42 <peter1138> About 10% RDA 10:25:28 <andythenorth> so I have HAUL and ROAD types 10:25:33 <andythenorth> and I want a truck that can run on both 10:25:46 <andythenorth> so I defined CAKE, made it hidden, and set compatibility to ROAD and HAUL 10:25:51 <andythenorth> then set the truck to CAKE 10:26:03 <andythenorth> it worked on Friday, it doesn't today :P 10:26:13 <andythenorth> am I Doing It Wrong? 10:26:53 <peter1138> What happens? 10:27:17 <andythenorth> vehicles don't show at all in any depots 10:27:17 <andythenorth> I am trying a few things, it's usually my fault 10:27:53 <andythenorth> I think I've found the cause 10:27:55 <peter1138> Possibly you got compatibility the wrong way around. 10:28:15 <peter1138> Possibly there's a design flaw 10:28:17 <peter1138> Who knows 10:28:35 <andythenorth> nope 10:28:35 <andythenorth> had a game without FIRS 10:28:48 <andythenorth> no cargos for this truck in base industries 10:28:50 <andythenorth> so hidden 10:28:56 <peter1138> Oh. 10:29:21 <andythenorth> usually it's my fault 10:30:24 <peter1138> nielsm, heh, that station coverage patch, yeah, it completely ignore catchment_tiles and does its own thing based on the original algorithms... 10:32:58 <peter1138> But as it is, seems nobody is interested enough in it. 10:33:05 <peter1138> I know andythenorth tested it. 10:33:42 * Artea needs a disaster report 10:33:43 <andythenorth> I did 10:33:51 <andythenorth> you referring to the other one in the forums? 10:34:03 <peter1138> "that" yes. 10:34:10 <andythenorth> yeah I tested yours 10:34:25 <andythenorth> are we merging NRT today? 10:35:11 <peter1138> Depends if I fix it. 10:35:43 * peter1138 rebases 7446 10:35:55 <peter1138> (Also replaced auto with const Station *, cos old-style) 10:36:17 <V453000> is it possible to somehow combine strings from other strings in NML? 10:36:20 <peter1138> Oh, this bar is BBE Apr19. Better eat all of them. 10:36:22 <V453000> I could process it in python but just asking 10:37:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj 10:37:47 <peter1138> ^ There, just needs reviewing ;) 10:38:18 <andythenorth> ha ha 10:38:27 <andythenorth> I got caught out by the stupid ffwd hotkey again 10:38:35 <andythenorth> I am running a debug build, so it's shift not tab 10:38:40 <andythenorth> I'm sure that makes total sense 10:38:46 <andythenorth> I was about to report that FFWD is broken 10:40:32 <andythenorth> or blame Apple 10:41:04 <peter1138> :) 10:41:22 <andythenorth> what's the plural of 'feldbahn' then? 10:41:27 <andythenorth> and what's a feldbahn train called? 10:41:33 <andythenorth> a 'feldbahn' ? 10:41:52 <peter1138> V453000, probably not literal string combining. OpenTTD has string codes to include things but I'm not sure where that can be used. 10:42:22 <peter1138> But... I know hardly anything about nml. 10:42:26 <peter1138> Last commit I did broke it :p 10:43:10 <andythenorth> how do I turn off the damn debug in ./configure? :P 10:43:21 <peter1138> Run it *without* --enable-debug 10:43:42 <andythenorth> thanks 10:43:52 <andythenorth> to be fair, the --help would have told me that if I'd looked 10:46:01 <peter1138> http://fuzzle.org/~petern/ottd/padding1.png 10:46:06 <peter1138> Well... 10:46:32 <andythenorth> doubling up the chrome? 10:46:48 <peter1138> Looks a bit ridiculous at 4x :p 10:47:13 <andythenorth> I got used to the minimal chrome at 2x :D 10:47:34 <peter1138> I think the thin lines are okay, but the padding itself looks wrong. 10:48:33 <peter1138> On the other hand, this patch shows where quite a lot of places use the wrong values, or just use numbers instead of the padding enum. 10:48:36 <V453000> peter1138: thanks, I thought so just wasn't entirely sure ... I'll just need to write lng files in python next time :D 10:49:03 <peter1138> Yeah you can pre-process your lng files I guess. 10:49:26 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fj3OI 10:52:17 <Artea> Googleweed ftw 10:52:35 <peter1138> Who what? 10:52:52 <Artea> name of silly town 10:53:10 <peter1138> Nice. 10:53:21 <peter1138> My enchantment table fell apart :-( 10:53:26 <peter1138> Well, actually the book fell off. 10:53:35 <Artea> :( 10:53:42 <nielsm> you practice witchcraft? 10:54:24 <Artea> https://servers.openttd.org/en/server/127004 10:54:30 <Artea> still running :D 11:00:24 <Artea> I need a better GS :( 11:02:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj 11:02:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fj3OW 11:03:11 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fj3Ol 11:03:18 <peter1138> Such spam :D 11:03:51 <peter1138> nielsm, I practice assembling pre-cut cardboard Minecraft models, heh... 11:06:18 * andythenorth pisses around with feldbahn speeds and stuff 11:06:34 *** fanioz has joined #openttd 11:13:32 *** arikover has joined #openttd 11:16:07 <peter1138> Hmm, found an issue now :p 11:22:56 <Artea> it is a bug ? 11:23:04 <Artea> if is, kill him 11:23:17 <Artea> I mean, kill it 11:24:50 <Artea> ok, don't kill it... just don't feed after midnight 11:24:57 <peter1138> That's a Gremlin. 11:26:06 <Artea> :P 11:26:33 <Artea> Gremlinville 11:27:04 <Artea> finally 11:27:09 <Artea> 1B euros per year 11:27:18 <Artea> from aircrafts ;) 11:27:23 <Artea> after a few got crashed 11:33:39 <Artea> peter: it is possible to add crash (disaster) report ? 11:33:51 <peter1138> You get a news message. 11:34:18 <Artea> but that don't tell the path they were taking 11:34:32 <Artea> and long gone 11:34:45 <peter1138> Well that's your problem for now paying attention. 11:35:02 <Artea> it sux 11:35:10 <Artea> lost like 4 planes while sleeping 11:37:57 <andythenorth> so...daylength? 11:38:12 *** frosch123 has joined #openttd 11:49:24 <andythenorth> what interval should Feldbahn generations have? 11:50:13 <andythenorth> probably 30, like every other type I ask about :P 11:54:45 <andythenorth> very narrow progression though 11:54:50 <andythenorth> 25mph -> 45mph or so 12:00:44 <Artea> :( 12:00:54 <Artea> player joined but didn't done anything 12:01:00 <Artea> now is losing money 12:01:06 <Artea> already -15M 12:01:26 <peter1138> Sounds like how I play. 12:03:58 <Artea> I find hard to start now 12:04:07 <Artea> year 2370 12:04:17 <Artea> almost 300 years pass 12:06:23 *** arikover has quit IRC 12:15:41 <peter1138> Only 300? That was a late start then. 12:17:36 <Artea> 3 days on 12:18:15 <Artea> can't pinpoint the time I started 12:18:32 *** frosch123 is now known as frosch 12:18:36 *** frosch is now known as frosch_ 12:19:52 <andythenorth> quak also 12:21:08 <frosch_> ah, that's where my scrollevent went to 12:21:35 <frosch_> moi 12:22:53 <Wolf01> Quak 12:24:18 <Artea> Quake ? 12:24:20 <Artea> I miss playing it 12:25:02 <andythenorth> speed of Feldbahn in 1860, 20mph? 25mph? 12:25:13 <andythenorth> speed of Feldbahn in 2000, 40mph? 45mph? 50mph? 12:26:57 <peter1138> Does it exist in 2000? 12:29:14 <andythenorth> well 12:29:22 <andythenorth> probably 12:29:40 <andythenorth> but other types make more sense by then 12:29:48 <andythenorth> mining trucks and so on 12:31:02 <andythenorth> HEQS feldbhan starts at 15mph in 1870 and goes all the way up to 31mph by 1952 :P 12:33:13 *** glx has joined #openttd 12:33:13 *** ChanServ sets mode: +v glx 12:37:01 *** Progman has quit IRC 12:44:07 <nielsm> yeah feldbahn is pretty much obsolete by 1980 I think 12:44:31 <nielsm> trucks and conveyer belts do the same task better 12:51:06 <andythenorth> where do I put a grf so OpenTTD can find it/ 12:51:41 <andythenorth> usually I just use make install 12:51:51 <andythenorth> or DLC 12:51:56 <andythenorth> but I'm trying to give one of my kids a dev version of FIRS 12:52:02 <andythenorth> for OpenTTD 1.9.1 12:55:24 <LordAro> andythenorth: readme 4.2 :p 12:55:56 <LordAro> i think, or is that just openttd.cfg locations? 12:57:15 <andythenorth> dunno, it's now installing XCode to read the .md file 12:57:17 <andythenorth> stupid mac 12:59:28 <glx> blame the user, not the computer ;) 12:59:46 <peter1138> :D 12:59:51 <andythenorth> I'll blame Apple 13:00:10 <andythenorth> why the fuck does it want to download and install Apple's stupid heavyweight crap IDE 13:00:14 <andythenorth> just for a .md file 13:00:16 <andythenorth> this is clown shoes 13:00:58 <Artea> content_download ? 13:01:37 <glx> no content_download is for download feature 13:01:57 <glx> but there are folders near content_download for manual stuff 13:02:15 <andythenorth> I just tried moving the file and restarting OpenTTD 13:02:17 <andythenorth> over and over again 13:02:22 <andythenorth> until OpenTTD found it 13:02:40 <andythenorth> the detection of grfs on macOS filesystems is shit 13:02:56 <andythenorth> I regularly get broken savegame warnings due to missing grfs 13:03:03 <andythenorth> which disappear on reload 13:03:30 <andythenorth> is it lunch time yet? 13:03:40 <glx> not the only weird thing in macOS side of openttd 13:03:48 <peter1138> Some what. 13:04:17 * andythenorth explores the freezer 13:04:21 <andythenorth> I already had a sald 13:04:27 <glx> when removing QSortT() the worse part was macOS files 13:04:49 <glx> the video driver does everything differently than other video draivers 13:05:16 <andythenorth> hmm freezer scenario is shit 13:05:20 <andythenorth> and it's bank holiday 13:05:23 <andythenorth> starvation! 13:05:42 <peter1138> I ate loads :/ 13:06:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj 13:07:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fj33F 13:13:11 <andythenorth> should I? o_O https://www.youtube.com/watch?v=5VU_Lpch1Vk 13:33:07 <peter1138> Yes 13:40:41 *** Samu has joined #openttd 13:44:38 <Artea> f*** 13:44:52 <Artea> can't find the tv series I watched yesterday 13:45:02 <Artea> about trains 13:45:30 <Eddi|zuHause> and you want us to list all tv series about trains now? 13:45:31 <Samu> T-Series vs PewDiePie 13:45:59 <Artea> no 13:46:04 <Artea> its called Power 13:46:16 <Artea> hard to find with that name 13:47:24 <Samu> https://www.youtube.com/watch?v=UVxU2HzPGug 13:47:29 <Samu> heh, already dethroned 13:54:55 <Wolf01> <andythenorth> should I? o_O https://www.youtube.com/watch?v=5VU_Lpch1Vk <- definitely 14:00:15 <andythenorth> ok 14:27:53 <Samu> DumbAI vs RoadAI on Toyland... 2 AIs that don't build anything 14:28:04 <Samu> one is bugged, the other crashes 14:28:16 <Samu> how to decide who wins? 14:29:26 <Artea> it's a tie 14:31:10 <Samu> round robin can accept ties, I suppose 14:31:45 *** Flygon has quit IRC 14:33:08 *** sla_ro|master has joined #openttd 14:54:45 <andythenorth> maybe there should be low and high speed HEQS :P 14:55:07 <V453000> just out of curiosity, does anybody know rough download counts for openttd, and copies sold for original TTD/TTO? 15:03:19 <Eddi|zuHause> we certainly know the download numbers for each openttd release, but i doubt there are accessible numbers about original TTD/TTO 15:03:59 <Eddi|zuHause> well, the download numbers from our server. there may be other sources 15:13:55 *** Wormnest has joined #openttd 15:14:32 <andythenorth> 220t, 50-60mph http://www.kresscarrier.com/CoalHaulers.html#.XL3aS5NKiAx 15:14:43 <andythenorth> up to 400t, 25-30mph http://www.kresscarrier.com/CarriersPallet.html 15:14:52 <andythenorth> 2 types of HEQS then? :P 15:28:56 <Artea> huhu 15:29:02 <Artea> 401 years has passed 15:46:01 <Samu> wow RoadAI built something! 15:46:10 <Samu> it wins vs a crash ai 16:04:26 *** fanioz has quit IRC 16:05:33 <Samu> gelignAIte wins! 16:06:58 <Samu> wormai has unexpected performance 16:07:03 <Samu> beats trAIns 16:07:52 <Wormnest> Samu: Unexpected in what way 16:08:26 <Samu> trAIns is usually strong 16:08:47 <Samu> wormai is sometimes too great, and some other times too bad 16:08:55 <Samu> it's not easy to predict 16:10:23 *** arikover has joined #openttd 16:10:26 <Samu> and it beat it on its own game 16:10:32 <Samu> with trains 16:10:37 <Samu> only 1 plane 16:12:36 <Samu> Wormnest, https://imgur.com/FamWvYL 16:24:36 <Wormnest> Early planes are not very profitable that´s probably why it chose to use mostly trains 16:29:23 *** Progman has joined #openttd 16:32:45 <frosch_> V453000: wiki says that rct1 was sold 4 million types from 1999 to 2002 16:32:57 <frosch_> rct1 was more successful than ttd 16:33:06 <frosch_> and the gaming market was growing 16:33:14 <frosch_> so, i would guess less than 2 million original ttd ales 16:33:48 <frosch_> most importantly rct1 was also successful in us, while ttd was mostly europe 16:35:25 <V453000> :) 16:35:32 <frosch_> V453000: basically, put these in relation: https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_(video_game)#Sales http://www.transporttycoon.com/anniversary (faq 21 and 22) 16:36:05 <frosch_> that "i cant remember the figures" is marketing speech ofc :p 16:41:16 <Samu> wtf, CivilAI and BorkAI perform better in easy preset 16:41:22 <Samu> oh well... 16:42:50 <andythenorth> does FIRS have sugarcane? 16:43:19 <andythenorth> apparently not 16:43:42 <frosch_> RSGR was deprecated in favour of SGBT and SGCN 16:47:32 <andythenorth> thanks 16:47:35 <andythenorth> valuable history :D 16:47:58 * andythenorth should add much more Feldbahn 16:52:10 <peter1138> Hi 16:52:17 <andythenorth> it's peter1138 erer 16:52:23 <peter1138> I just... had icecream on a waffle. 16:52:26 <peter1138> Super carolies 16:52:50 <andythenorth> bonus 16:52:50 <peter1138> And then I tried to race the oldest kid I was with but somehow fell over "lol" 16:53:32 <peter1138> So now I'm having a beer. 16:53:39 <peter1138> As the kids are on their way home. 16:53:59 <peter1138> Right is it merged yet? 17:03:54 <LordAro> peter1138: oh no 17:04:43 <andythenorth> merge all 17:04:57 <andythenorth> did I make Hog auto-generate all the sprites yet? 17:05:50 <peter1138> Did you? 17:07:29 <andythenorth> no 17:07:48 <andythenorth> think of the time saved though! 17:11:31 <peter1138> And to top if off, because I had waffle & icecream, no dinner for me. 17:13:03 <Eddi|zuHause> i had leftovers from yesterday... 17:14:09 <peter1138> No leftovers, I ate a whole massive steak :S 17:14:18 <peter1138> Ah well, at least I rode the bike today. 17:23:48 <andythenorth> I put in a bit of hot tub time 17:23:53 <Eddi|zuHause> <peter1138> And then I tried to race the oldest kid I was with but somehow fell over "lol" <-- there's a category of "young father injuries", where people engage in activities with kids and are not as resilient as them :p 17:23:54 <andythenorth> only 38 deg though 17:23:55 <andythenorth> https://blogs.webmd.com/webmd-doctors/20180330/is-a-hot-bath-really-as-good-as-exercise 17:24:06 <andythenorth> Eddi|zuHause: I have most of those injuries 17:29:42 <DorpsGek_II> [OpenTTD/website] auge8472 commented on pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules https://git.io/fj3ch 17:48:00 <LordAro> i guess i should probably look at some website stuff, in absense of TB 17:48:06 <LordAro> unless andy wants to :p 17:48:35 <LordAro> absence* 17:48:42 <andythenorth> I don't want to 17:50:50 <Samu> start_date is really bugged 17:51:06 <Samu> annoying, bugged, unpredictable 17:51:11 * peter1138 orders a new chain. 17:51:27 <Samu> so i setup 2 AIs with start date of 1 day 17:51:42 <Samu> all the other AI slots are left to their defaults, which is 720 days 17:51:55 <Samu> these 2 AIs start, but one bankrupts early 17:52:08 <Samu> guess why it doesn't start right away after bankrupt 17:53:49 <Samu> just merge it https://github.com/OpenTTD/OpenTTD/pull/7515 17:53:51 <Samu> :) 17:54:30 <Samu> solves the issue 17:55:06 <Samu> or maybe it doesn't, I dunno anymore 17:55:59 <Samu> nop, doesn't solve this one 18:07:49 <peter1138> Why should it start straight away? 18:07:56 <peter1138> The next start is 720 days later. 18:08:36 * V453000 is going completely apeshit with nuts :D what was meant to be a small refactor might end up being a big rewrite 18:08:42 <peter1138> :D 18:13:30 <DorpsGek_II> [OpenTTD/OpenTTD] Roki100 opened issue #7535: Cant read error https://git.io/fj3CQ 18:14:12 <LordAro> well that's not the most useful bug report in the world 18:14:55 <nielsm> I think he added a screenshot 18:15:11 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7535: Cant read error https://git.io/fj3CQ 18:15:12 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7535: Cant read error https://git.io/fj3C7 18:15:50 <LordAro> ah, the ascii output! 18:16:08 <LordAro> i think sdl does it under certain circumstances as well 18:16:20 <LordAro> tell them to make their terminal bigger :p 18:17:03 <V453000> that image is cool as fuck 18:20:07 <Eddi|zuHause> text handling could be improved in ascii mode :p 18:23:05 <nielsm> also even if that was an actual bug, the first 18:23:19 <nielsm> the first suggestion would be try 1.9.1 instead 18:35:32 *** supermop_Home has quit IRC 18:56:42 <peter1138> Hmm. 19:01:29 <andythenorth> yes 19:05:24 <LordAro> definitely 19:06:14 <andythenorth> LordAro: I might just stay out of the website PRs 19:06:36 <LordAro> andythenorth: boring :p 19:06:37 <andythenorth> better that it were just done 19:06:55 <andythenorth> 14 differing opinions is one of the downsides of open source 19:08:37 <LordAro> andythenorth: i disagree 19:08:40 <LordAro> :p 19:12:37 *** supermop_work has quit IRC 19:24:01 *** andythenorth is now known as Guest807 19:24:04 *** andythenorth has joined #openttd 19:24:18 <peter1138> Yers 19:28:49 <peter1138> I'm lost in a world of ... 19:28:56 *** Guest807 has quit IRC 19:30:23 <andythenorth> graphics generation 19:30:28 * andythenorth is lost in that 19:35:06 <peter1138> Nice 19:38:03 <nielsm> procedurally generated vehicle sets 19:41:22 <LordAro> that'd be a fun thing 19:41:41 <LordAro> the trick would be not making it consistent for rotations 19:43:15 <nielsm> but really, something like in A-train where you only get the vehicles you R&D yourself 19:44:23 <nielsm> and/or balancing speed, power, cost, reliability (and maybe make reliability mean something other than "randomly stops dead") 19:44:41 *** Thedarkb-T60 has joined #openttd 19:44:49 <LordAro> i recall an improved breakdowns patch somewhere 19:50:12 <nielsm> https://www.tt-forums.net/viewtopic.php?f=33&t=82468&hilit=breakdown should maybe look into integrating this at least? 19:51:24 <nielsm> https://www.tt-forums.net/viewtopic.php?f=33&t=39518&hilit=breakdown improved breakdowns, it's over 10 years old 19:51:50 <andythenorth> so what's faster? 19:52:06 <andythenorth> repeatedly opening images from disk, or repeatedly memory copying them? 19:52:11 <LordAro> the ancient one is what i was remembering 19:52:20 <LordAro> probably won't work so well 19:54:03 <nielsm> andythenorth: likely not much difference assuming disk caching, but for compressed images that might actually be more significant decompressing it repeatedly 19:54:54 <andythenorth> memory is about 2s faster, 13s vs 15s 19:55:18 <andythenorth> single threaded 19:55:44 <andythenorth> it's a spurious benchmark, usually I run it with 16 worker threads, and it's about 3s in both cases 19:56:06 <andythenorth> I wondered if the 16 thread version would block on io, but my disk is insanely fast and the images are tiny 19:59:54 *** sla_ro|master has quit IRC 20:00:31 <peter1138> Hmm, am I imagining the depot train view having train length guide markers? 20:01:00 <nielsm> it has that since two years ago I think? 20:01:10 <peter1138> Why can't I see it? 20:01:49 <peter1138> Or... where should I see it? :s 20:02:58 <nielsm> https://0x0.st/zq7a.png 1.9.1 20:02:58 <andythenorth> they are just dotted verticals 20:03:16 <nielsm> can be rather faint 20:03:18 <andythenorth> one tip: don't look at them whilst horizontally scrolling in depot :P 20:03:51 <andythenorth> oh that's fixed 20:03:55 <andythenorth> when did that happen :P 20:04:12 <andythenorth> they used to not move with scroll :) 20:05:07 <peter1138> src/depot_gui.cpp:217 20:05:18 <peter1138> So... it seems to disable the lines in a case that I don't understand. 20:05:38 <peter1138> traininfo_vehicle_width was never meant to be per-GRF o_O 20:05:56 <andythenorth> o-O 20:08:58 <frosch_> you can only choose between two options :) 20:09:03 <frosch_> both are bad 20:09:26 <frosch_> either you draw 28px trains in a 32px grid, which results in large gaps 20:09:37 <frosch_> or you have 28px and 32px trains occupy different space in the depot 20:09:46 <frosch_> currently you have options 2 20:09:54 <peter1138> 2 is wrong. 20:10:10 <frosch_> i think 2 is better than 1 20:10:18 <peter1138> As it makes two trains of the same length appear to be different length. 20:10:35 <frosch_> yes, but each train looks correct on their own 20:11:26 <frosch_> anyway, easiest solution: don't use pikka grfs, don't use 28px vehicles 20:11:39 <V453000> REKT 20:11:42 <frosch_> 28px vehicles have all kind of problems with shortened vehicles and stuff 20:11:47 <LordAro> lol 20:12:03 <Eddi|zuHause> and neither 28 nor 32 is perspectively correct 20:12:26 <Eddi|zuHause> it should be closer to 24, i think 20:15:40 <peter1138> This is horrible. 20:15:53 <peter1138> As in... who came up with this idea? 20:15:58 <peter1138> 1.5 != 1.5 20:16:26 *** Thedarkb-T60 has quit IRC 20:16:26 <andythenorth> length is 'interesting' 20:16:47 <peter1138> Oh I see, it's frosch_'s thing. 20:16:52 <peter1138> Well, it's bad. Sorry. :p 20:17:01 <andythenorth> don't rage quit frosch_ ! pls :D 20:17:24 <peter1138> Meh, no. He did the vertical lines. But only if all NewGRFs match. Which is... hardly ever. 20:17:37 <frosch_> back in 2012 the goal was: don't make grfs break other grfs 20:17:49 <frosch_> so everything that had global effect was turned into grf-local effect 20:17:55 <frosch_> as said, you have 2 options 20:17:56 <peter1138> I don't think "a little extra space" is "broken" 20:17:57 <frosch_> both are bad 20:18:05 <frosch_> back then we had bug reports about issue 1 20:18:09 <peter1138> I think "1.5" != "1.5" IS definitely broken. 20:18:34 <frosch_> it's the same with the y offset 20:18:47 <frosch_> either grf people complain that their vehicles are not aligned as they are 20:18:54 <frosch_> or different vehicles are aligned differently 20:19:00 <frosch_> but you have that anyway 20:19:08 <peter1138> Not really, unless you start stacking vehicles vertically... 20:19:13 <frosch_> vehicle aligment is arbitrary 20:19:29 <peter1138> (I don't have a patch for that) 20:19:43 *** Thedarkb-T60 has joined #openttd 20:19:59 <frosch_> anyway, it's fine as long as you don't mix grfs 20:20:07 <frosch_> that's actually true for both options :p 20:21:57 <peter1138> So in this old game I have ukrs2 and ukrs2 addons. 20:22:39 <peter1138> One of them doesn't set the flag because it's an addon... and requires the first NewGRF. 20:23:27 <frosch_> oh, i was wrong, it's like that since 2010, not 2012 20:23:28 <peter1138> What happens when you mix 28 and 32 in the same row? 20:23:34 <frosch_> so more than half the age of ottd :p 20:23:56 <frosch_> peter1138: every vehicle uses it's own length 20:24:02 <frosch_> so every wagon has the correct spacing 20:24:08 <frosch_> as intended when drawing 20:24:17 <andythenorth> grf v99 20:24:20 <andythenorth> break old things 20:25:44 <frosch_> andythenorth: tb suggested to transpile a new language into grf. but you can also do the reverse:: transpile grf into something new 20:26:02 <frosch_> but well, any language will not solve the 28px/32px issue :p 20:26:18 <andythenorth> nope 20:26:22 <andythenorth> well 20:26:32 <andythenorth> transpile 8/8 to 7/8 :P 20:26:38 <andythenorth> shorter lengths wont' work 20:26:53 <andythenorth> they're all probably wrong offsets anyway :D 20:26:54 <frosch_> well, when you get 8k displays, maybe you can stretch the 28px sprites to 32px, and people won't notice 20:26:56 <nielsm> yeah rework the entire modding system in something different from grf + squirrel, and reimplement newgrf in the new system? 20:27:03 <nielsm> that's a multi year project for sure 20:27:05 <LordAro> if (width == 7/8) exit("bad pikka, stop it") 20:27:21 <andythenorth> the TB plan was a new source input format, compiling to existing formats 20:27:29 <andythenorth> but then TB had a sad 20:27:37 <frosch_> nielsm: that's not even the point :p the point is that the format does not affect the fundamentally broken mechanics in ottd 20:27:37 <LordAro> :( 20:27:53 <nielsm> frosch_, of course 20:27:53 <frosch_> nielsm: even factorio people did not manage to fix their isometric scale 20:28:09 <frosch_> and now work around their perspective issue in increasingly insane ways 20:28:15 <andythenorth> on the scale of things that bother me 20:28:16 <V453000> yay new nuts :) 20:28:23 <andythenorth> the isometric scale doesn't even register 20:28:23 <peter1138> 0.8.1 or 0.9.0? 20:28:31 <nielsm> peanuts? walnuts? 20:29:01 <nielsm> or the kind you use with machine screws? 20:29:23 <peter1138> Hmm. 20:29:33 <V453000> 0.8.1 20:29:53 <V453000> I do the retarded numbering where it's decimal versions ... 0.8.1 is 81th version 20:29:53 <peter1138> Ok, I was wrong, UKRS2 and UKRS2+ addons both set 32. 20:30:02 <frosch_> what version number will be the 1000th release? 20:30:15 <V453000> I'm hopefully dead by then frosch_ 20:30:38 <peter1138> HEQS apparently has a rail vehicle in it. 20:30:44 <peter1138> 1 single vehicle, that I never used. 20:30:51 <peter1138> HEQS doesn't set 32. 20:30:58 <frosch_> V453000: sure, but that will be your task in hell 20:31:02 <andythenorth> HEQS is DEAD 20:31:09 <andythenorth> I should rename it :P 20:31:13 <peter1138> This is an old game, HEQS was definitely alive. 20:31:15 <andythenorth> HEQS is now a label in Hog 20:31:28 <andythenorth> V453000: I've named a roadtype LOLZ 20:31:33 <andythenorth> I might do CATZ 20:31:38 <andythenorth> and NYAN 20:31:38 <V453000> ._. 20:31:54 <peter1138> Making same tile-length be different is so weird and wrong. I don't understand why it was even considered :? 20:31:57 <peter1138> :/ 20:32:07 <andythenorth> unconsider it? :) 20:32:18 <frosch_> because people complained that their vehicles looked wrong in depot and vehicle details 20:32:57 <frosch_> simple rule: one grf should not break another grf 20:34:37 <V453000> gnight :) 20:38:23 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii opened issue #7536: [FreeBSD] Syntax error: "(" unexpected https://git.io/fj38X 20:39:55 <peter1138> So that sounds like some script to run the game. I don't think that's us. 20:41:07 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7536: [FreeBSD] Syntax error: "(" unexpected https://git.io/fj389 20:41:24 <frosch_> https://svnweb.freebsd.org/ports/head/games/openttd/?pathrev=498368 <- can't find it 20:41:58 <frosch_> they include a save-passwords patch :p 20:42:16 <nielsm> https://svnweb.freebsd.org/ports/head/games/openttd/files/openttd.in?revision=340872&view=markup&pathrev=498368 20:42:56 <peter1138> svn... oh dear. 20:43:33 <frosch_> it's not cvs like openbsd 20:44:49 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii opened issue #7537: [FreeBSD] Bugs while compiling OpenTTD 1.9.1 https://git.io/fj38A 20:45:58 <Eddi|zuHause> wtf is that? 20:46:07 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7537: [FreeBSD] Bugs while compiling OpenTTD 1.9.1 https://git.io/fj38h 20:46:13 <frosch_> some macro conflict with the system headers probably 20:47:03 <nielsm> could we instead patch squirrel to not have a macro named "type"? 20:47:49 <frosch_> we kind of have a custom sq fork already 20:51:23 <peter1138> I had to rename one macro parameter from `type` yesterday :p 20:52:44 <peter1138> Hmm, I wonder what the intention of ScriptStation::HasRoadType is. 20:53:15 <peter1138> Exact match, compatible match, or just "does it have road" / "does it have tram" ? 20:54:28 <glx> the enum says has seen a vehicle 20:54:56 <peter1138> Enum? 20:55:18 <glx> enum StationHadVehicleOfType in station_type.h 20:55:35 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii commented on issue #7536: [FreeBSD] Syntax error: "(" unexpected https://git.io/fj34t 20:55:36 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii closed issue #7536: [FreeBSD] Syntax error: "(" unexpected https://git.io/fj38X 20:55:39 *** colde has quit IRC 20:55:39 <glx> hmm wrong reading from me 20:55:42 <glx> forget it :) 20:55:46 <peter1138> Ah :-) 20:56:17 <peter1138> Hmm, is there a version of PuTTY that'll understand URLs? :S 20:57:04 <peter1138> Yes. It's separate. How stupid. 20:57:39 <Eddi|zuHause> ... maybe i shouldn't try to understand people today... 20:58:17 <peter1138> Hmm? 20:58:32 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii commented on issue #7537: [FreeBSD] Bugs while compiling OpenTTD 1.9.1 https://git.io/fj34m 20:58:33 <DorpsGek_II> [OpenTTD/OpenTTD] ChiiFii closed issue #7537: [FreeBSD] Bugs while compiling OpenTTD 1.9.1 https://git.io/fj38A 20:59:02 <peter1138> Good luck with that one. 20:59:48 <nielsm> should we maybe extract that "type" commit from the PR and apply to 1.9 branch as well? 21:13:32 *** colde has joined #openttd 21:14:38 <peter1138> Nice, simulated 3840x2160 on my VNC display :p 21:14:47 <peter1138> Somewhat slow. 21:15:20 <nielsm> I think we should maybe default zoom in the title game if resolution is greater than 1920x1080 21:15:25 *** Progman has quit IRC 21:16:10 <nielsm> or something slightly above that maybe 21:18:56 *** andythenorth has quit IRC 21:27:35 *** andythenorth has joined #openttd 21:28:57 *** gelignite has quit IRC 21:46:59 *** andythenorth has quit IRC 21:49:57 <LordAro> nielsm: curious that it's not been an issue before, i'm sure freebsd has had an OTTD port in the past 21:51:50 <nielsm> I think it's the change to C++11 21:52:01 <nielsm> that causes STL headers to do more/different things 21:53:31 <LordAro> ah yes, probably 21:59:58 * peter1138 finds yet more bugs. 22:00:38 <peter1138> How can I make implicit RoadType to bool conversion an error? o_O 22:00:57 <LordAro> explicit constructor? 22:01:07 <nielsm> it's an enum I think? 22:01:27 <nielsm> what if you make it an enum class? 22:01:34 *** Wolf01 has quit IRC 22:01:38 <peter1138> Then all sorts of things fail :-) 22:01:47 <LordAro> i imagine there's quite a lot of RoadType usage :p 22:05:41 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro opened pull request #7538: Remove TinyEnumT type https://git.io/fj3Bl 22:06:22 <peter1138> Nice. 22:06:39 <LordAro> wot i did with my holidays 22:06:55 <peter1138> : byte or : uint8, though? heh 22:06:56 <glx> lol I'm doing the same :) 22:07:52 <peter1138> Oddly enough we have "RoadTypeByte" but it's never saved or loaded. 22:07:57 <LordAro> peter1138: i just echoed what was already there, if you want to try a global s/byte/uint8/, be my guess 22:08:01 <glx> STAT_CLASS_MAX is used to declare an array 22:08:04 * peter1138 guesses... 22:08:11 <LordAro> guest* 22:08:33 <peter1138> LordAro, so this is related to your railtype question this morning :D 22:08:39 <LordAro> peter1138: it is :) 22:08:44 <LordAro> which i forgot to reunfix 22:08:56 <peter1138> Heh 22:09:07 <peter1138> I'm pretty sure line 1280 is not needed. 22:09:21 <peter1138> Needs an old save to test though :) 22:09:24 <LordAro> possibly, but i'd rather leave it alone :) 22:09:41 <peter1138> True. If you don't need to touch it for this change indeed. 22:09:41 <LordAro> and nielsm discovered that TTO saves are completely broken anyway 22:10:03 <LordAro> not sure about STAT_CLASS_MAX though 22:10:12 <LordAro> given it clearly can't fit in a byte 22:10:18 <nielsm> I didn't try loading a TTO save under the debugger 22:10:21 <peter1138> Well, only since std::vector I think. 22:10:26 <nielsm> so not sure exactly where it breaks 22:10:44 <peter1138> TTD scenarios load at least. 22:11:06 <nielsm> I also loaded a TTD save recently 22:11:17 <nielsm> (I think while working on town cargo gen) 22:11:40 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7538: Remove TinyEnumT type https://git.io/fj3Bl 22:12:57 <glx> ah found the array, it's in NewGRFClass 22:15:01 <LordAro> it annoys me that EnumPropsT is only used in one place (Extract), but that's used in lots of places 22:15:17 <LordAro> so can't get rid of it 22:15:46 <peter1138> Can EnumPropsT use std::underlying_type instead of the second parameter? 22:15:58 <LordAro> i expect so 22:16:12 <LordAro> but it'd be a minor change 22:16:19 <glx> LordAro: you requeue or I do ? 22:16:45 <LordAro> glx: hmm? 22:16:57 <glx> usual CI fail 22:17:03 <LordAro> oh, go ahead 22:17:04 <glx> the weird one 22:19:36 <glx> I think win32 and win64 will fail, but let's wait the CI 22:20:49 <frosch_> LordAro: doesn't c++20 add a "byte"? 22:20:56 <LordAro> frosch_: i believe it does 22:21:22 <LordAro> https://en.cppreference.com/w/cpp/types/byte nope, C++17 22:21:43 <Eddi|zuHause> <peter1138> Oddly enough we have "RoadTypeByte" but it's never saved or loaded. <-- probably someone just cargo culted it 22:21:49 <LordAro> that'll be a bit fun 22:22:32 <peter1138> Well. 22:23:15 <peter1138> railtype doesn't need to be saved either, but is. 22:23:41 <peter1138> It's not like we support changing NewGRFs :-) 22:24:02 <glx> ok other failed where I expected msvc to fail 22:24:27 <Eddi|zuHause> what i meant was: someone saw it was defined for railtypes, and just defined it for roadtypes as well, without knowing what it's for 22:25:30 <glx> I used type == 0x25 ? RAILTYPE_MONO : RAILTYPE_RAIL; locally to compile 22:26:00 <LordAro> glx: peter1138 explained earlier that that's not technically correct 22:26:06 <LordAro> but doesn't really matter 22:26:14 <LordAro> i'll wrap the whole thing in a static cast 22:30:28 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7538: Remove TinyEnumT type https://git.io/fj3Bl 22:30:38 <peter1138> Eddi|zuHause, I know what you meant :-) 22:32:52 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7538: Remove TinyEnumT type https://git.io/fj3Bl 22:35:12 *** Thedarkb1-T60 has joined #openttd 22:37:41 <peter1138> Oh god. Don't test disabling construction tools when the option is... not turned on o_O. 22:39:11 <LordAro> wait, what? 22:40:42 <peter1138> Settings -> Interface -> Construction -> Disable infrastructure building when no suitable vehicles are available: On 22:41:18 *** Thedarkb-T60 has quit IRC 22:41:19 <peter1138> So that setting being Off means... some buttons are still enabled... and no amount of code tweaking even should make them disabled. 22:41:38 <peter1138> Also leads to "this code was working earlier, why not now?" 22:42:22 <Samu> for Round 6, I was thinking of increasing difficulty 22:42:35 <Samu> higher costs 22:42:37 <Samu> and such 22:42:49 <Samu> but no inflation, i dont like inflation much 22:43:43 <Samu> maybe infrastructure maintenance costs to make all air ais insta lose 22:43:56 <frosch_> that setting should proably be deleted 22:44:14 <frosch_> it's pretty pointless for road and railtypes 22:44:14 <Samu> which one? inflation? 22:46:22 <LordAro> Samu: read further up 22:53:11 <peter1138> Perhaps, but... 22:54:40 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7538: Remove TinyEnumT type https://git.io/fj3RL 22:57:16 <glx> hmm but looking at the spec the change may be correct 22:58:46 *** arikover has quit IRC 23:02:28 *** tokai has quit IRC 23:03:10 *** tokai has joined #openttd 23:03:10 *** ChanServ sets mode: +v tokai 23:03:32 *** frosch_ has quit IRC 23:16:25 <peter1138> Hmm, AI built an airport, but thinks it failed, so stopped. 23:20:26 <peter1138> Hmm, how does AITestMode work? 23:20:59 <LordAro> very carefully 23:21:22 <peter1138> Seems it thinks it was testing but actually built. 23:21:29 <peter1138> Then it tries to build and that fails. 23:21:42 <glx> AITestMode is scope based 23:22:14 <peter1138> local test = AITestMode(); 23:22:42 <peter1138> mm 23:22:56 <peter1138> Maybe it's not that. 23:24:48 <glx> in test mode nothing is built for real, except maybe temporary vehicle 23:26:26 *** nielsm has quit IRC 23:27:11 <peter1138> Ok... so the airport that is built is actually some other AIs. 23:27:22 <glx> huhu 23:27:37 <glx> same script in different slot ? 23:32:21 <Wormnest> With the most recent nightly just downloaded and then downloading the save NoNoCAB 2024 on the load screen it shows indeed NoNoCAB as AI. 23:32:49 <Wormnest> However after loading it shows up as CivilAI. 23:33:07 <Wormnest> https://www.tt-forums.net/viewtopic.php?f=65&t=75030&start=20 23:33:28 <Samu> hm? 23:33:39 <Wormnest> Link to savegame. The 1975 save also shows wrong AI in game. 23:34:33 <Samu> let me check 23:35:30 <Samu> works for me, do you have the AI installed? 23:35:31 <Wormnest> When I try to reload AI I get 23:35:31 <Wormnest> Assertion failed at line 310 of d:\a\s\src\economy.cpp: old_owner != _local_company 23:36:13 <Wormnest> I do but I also have a newer development version around that takes precedence 23:36:39 <Samu> oh, that was weird 23:36:53 <Samu> changes to some other ai 23:37:23 <Wormnest> For some reason another ai gets loaded than what is in the save 23:38:08 <Samu> also loaded as civilai for me 23:38:11 <Samu> very strange 23:38:21 <Samu> the 1975 loads fine 23:38:26 <Samu> the 2024 doesnt 23:39:05 <Samu> oh wait, it loaded admiral, it took a while 23:40:06 <Samu> why the heck does that happen 23:40:14 <Wormnest> yeah Idk 23:40:46 <Samu> do you have 1.8 installed, gonna try loading there 23:42:00 <Wormnest> No I don´t have any recent version installed I always use a trunk version 23:42:13 <Samu> what the heck, it loaded clueless 23:42:15 <Samu> in 1.8 23:42:37 <glx> maybe the AI is not declared compatible 23:43:32 <Samu> i dont have 1.7.2 23:43:34 <Wormnest> The savegames lower on that page do load NoNoCab. Could it have been a bug in the save code in the version that you used. 23:43:36 <Samu> where can i download? 23:44:14 <Samu> savegame is made with 1.7.2 23:48:33 <Samu> maybe that version of NoNoCAB was modified? 23:48:53 <Samu> gonna see what visual studio says 23:52:10 <Samu> building 23:59:21 <Samu> weird, the savegame loaded it as if it was saved as a random ai