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Log for #openttd on 19th May 2020:
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00:00:28  <Eddi|zuHause> (the slope shape is not stored, but recalculated from the 4 adjacent vertices)
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00:08:58  <neofutur> hi all, I m trying to download content and it comes empty
00:09:20  <neofutur> ipv6 is probably nt working with my ISP and it seems the server is not listening on ipv4
00:09:49  <neofutur> debug says : dbg: [net] [tcp] could not connect IPv6 socket: Connection timed out
00:09:52  <neofutur> twice
00:10:17  <neofutur> and then after a long time :  dbg: [net] [tcp] connected to 3.125.40.34:3978 (IPv4)
00:10:25  <neofutur> but still the content list is empty
00:10:44  <neofutur> i m on ubuntu, and it seems all ports are opened
00:10:50  <Eddi|zuHause> that means your PC is trying to connect via IPv6 and failing. you can tell your OS to not try IPv6 at all
00:11:12  <neofutur> iptables -L says ACCEPT everywhere
00:11:52  <neofutur> just me ? por the content server could have a problem ?
00:12:28  <neofutur> theres no "ipv4 only" option in openttd ?
00:12:49  <neofutur> but anyway, even after I get  dbg: [net] [tcp] connected to 3.125.40.34:3978 (IPv4)
00:12:58  <neofutur> the content list stays completely empty
00:13:46  <neofutur> also if I try  wget 3.125.40.34:3978
00:14:08  <neofutur> wget says : HTTP request sent, awaiting response...
00:14:13  <neofutur> and then nothing else
00:14:41  <Eddi|zuHause> well, i get a completely normally filled list
00:14:49  <neofutur> Connecting to 3.125.40.34:3978... connected.
00:14:59  <neofutur> but then receiving nothing, not even with wget
00:15:22  <Eddi|zuHause> there is somewhere a setting to use the internal protocol or http for content server, but that might be the actual download only, not filling the list
00:22:48  <neofutur> no_http_content_downloads = false
00:22:51  <neofutur> that one ?
00:29:02  <neofutur> well, same problem anway if i set it to true
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00:30:17  <Eddi|zuHause> like i said, try disabling ipv6 in your OS
00:30:20  <neofutur> could I download those files from somewhere else and install manually in /usr/games/openttd ?
00:30:59  <neofutur> ipv6 is just the first part of the problem, I get to ipv4 after some time .
00:31:01  <neofutur> dbg: [net] [tcp] could not connect IPv6 socket: Connection timed out
00:31:02  <neofutur> dbg: [net] [tcp] connected to 18.194.240.221:3978 (IPv4)
00:31:23  <neofutur> but even when connected by ipv4 the list stays empty
00:31:28  <Eddi|zuHause> yes, you can download them from the website.
00:31:41  <Eddi|zuHause> but you should never install anything manually in /usr
00:31:57  <Eddi|zuHause> you can in /usr/local or something, but a better idea would be in ~/.openttd
00:32:10  <neofutur> ehich website ? 3.125.40.34:3978 ?
00:32:30  <Eddi|zuHause> no, the website from the topic
00:32:53  <neofutur> *.openttd.org ???
00:33:39  <neofutur> http://content.openttd.org/ never loads in the browser
00:35:00  <Eddi|zuHause> aye, it doesn't here, either
00:36:47  <Eddi|zuHause> try https://bananas.openttd.org/
00:37:41  <neofutur> there are 9 big errors in the DNS for openttd.org
00:37:58  <neofutur> check https://www.zonemaster.net/domain_check
00:38:05  <neofutur> putting openttd.org in the field
00:38:22  <neofutur> thats probabl why content.openttd.org have problems
00:38:40  <Eddi|zuHause> well, nobody here right now that could fix any of that
00:39:37  <Eddi|zuHause> ping TrueBrain about the connection errors
00:39:57  <neofutur> ok
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00:41:18  <neofutur> TrueBrain: PMing you, i m pretty sure there are dns probles with  Connecting to [content.openttd.org]:3978
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00:52:51  <glx> I get the list without issue, and I have ipv6
00:54:45  <glx> downloading works too
00:57:34  <neofutur> check the openttd dns errors on https://www.zonemaster.net/domain_check
00:57:43  <neofutur> 9 huge delegation errors . . .
00:58:03  <neofutur> from here : ping content.openttd.org gives :
00:58:18  <neofutur> 17 packets transmitted, 0 received, 100% packet loss, time 16360ms
01:15:31  <neofutur> at first i just wanted an ai script, since the ubuntu package comes with none
01:15:58  <neofutur> so I found https://www.tt-forums.net/viewtopic.php?f=65&t=83000&start=20
01:16:10  <neofutur> where should I put the tar file to get an AI script ?
01:16:49  <glx> in ai folder
01:17:03  <Eddi|zuHause> ~/.openttd/ai
01:17:40  <Eddi|zuHause> (or a number of other places, check the readme)
01:18:14  <glx> anyway I think it's normal to not get wget reply from content.openttd.org, it's a custom protocol
01:19:49  <neofutur> dbg: [misc] [squirrel] Failed to compile 'smalltownai-8/info.nut'
01:20:09  <neofutur> should I do something else than just tar xvf the file ?
01:21:18  <Eddi|zuHause> you don't need to unpack the tar, but the AI might miss some libraries
01:22:05  <neofutur> Your script made an error: the index doesn't exist
01:22:14  <neofutur> ok i wont unpack
01:22:15  <Eddi|zuHause> openttd can read tar files (just not tar.xz or tar.gz)
01:23:53  <Eddi|zuHause> ... but at the same time, it doesn't have to be in a tar either, a regular directory will do as well
01:23:55  <neofutur> well same error
01:24:14  <Eddi|zuHause> like i said, you're probably missing some libraries
01:24:17  <neofutur> why does the ubuntu package come with no AI included ?
01:24:23  <Eddi|zuHause> those are a pain to set up with no content manager
01:25:53  <Eddi|zuHause> the AIs are not done by the core openttd developers, and there's no review process to get them included, so can only be shipped via the content download, not via the game packages
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01:26:56  <neofutur> starnge i remember having ais when i was playing openttd 10 years ago
01:27:21  <glx> that was before the scripting
01:27:27  <Eddi|zuHause> yes. those were the old AI from the 90s, it was completely ripped out for something that's actually from this century
01:28:13  <neofutur> well at least i could play :)
01:30:41  <neofutur> well i ll stop trying for now. lets hope someone can fix the DNS errors so i could use the content download
01:32:15  <Eddi|zuHause> ... only time will tell :)
01:33:14  <glx> you're the first one to have this issue
01:39:29  <neofutur> but there are huge dns errors anyway
01:39:59  <neofutur> and perhaps i m the first one to try to play this from peru with this ISP
01:40:56  <neofutur> traceroute  content.openttd.org
01:41:07  <neofutur> is also awful from here
01:43:10  <neofutur> also i can reach the list of online servers, but not the content list . . .
01:44:06  <glx> not similar
01:44:12  <glx> content is on aws
01:45:02  <neofutur> possibly the fact that content.openttd.org is a CNAME to content.aws.openttd.org doesnt help ?
01:46:25  <glx> it's just a shortcut
01:46:40  <neofutur> https://mxtoolbox.com/problem/dns/dns-local-parent-mismatch?page=prob_dns&action=dns:openttd.org&showlogin=1&hidepitch=0&hidetoc=1
01:46:49  <neofutur> this is the exact dns poroblem i can find
01:47:01  <neofutur> from https://mxtoolbox.com/SuperTool.aspx?action=dns%3aopenttd.org&run=toolpage
01:54:14  <Eddi|zuHause> so... i actually managed to "clean up" this messy table that oberhümer left me, and got it through the generate step. with only 1117 warnings
01:54:31  <Eddi|zuHause> that's just over 1 warning per vehicle :p
01:55:27  <glx> I guess you are using your ISP's dns
01:56:11  <neofutur> yup
01:56:23  <glx> maybe you could try with google dns
01:57:53  <neofutur> i ll try with 8.8.8.8
02:07:21  <neofutur> same problem
02:08:01  <glx> so maybe your ISP does weird things
02:08:06  <neofutur> sure he does
02:08:20  <neofutur> but everything works here, including games
02:08:35  <neofutur> for months . . .only openttd have this problem
02:09:00  <glx> I guess it doesn't understand openttd content protocol and blocks it
02:09:23  <neofutur> could be
02:12:27  <neofutur> ( but I would fix the dns before saying that :p )
02:17:24  <Speeder__> why OpenTTD heightmap converter uses luminosity formula instead of just straight using the RGB values as literal?
02:17:48  <Speeder__> many heightmap generators just assume you are not interested in luminosity or appearance and is just storing raw data...
02:23:50  <neofutur> could soeone recoend a default AI script I couls install without the content manager ?
02:24:35  <neofutur> the gae is real boring without an AI ;(
02:26:17  <Speeder__> neofutur, why without the content manager?
02:26:59  <neofutur> not working, possibly dns problem or isp blocking
02:27:45  <neofutur> and if I had a feature request for openttd it would be to come with at least one default working ai script as It did 10 years ago )
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02:45:33  <Speeder__> can I somehow see the void tiles?
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03:30:26  <Eddi|zuHause> "WARNING: 1 shift/reduce conflict" i don't think i have the right mindset to try to debug that right now
03:31:31  <FLHerne> Eddi|zuHause: I tried, it doesn't seem obvious
03:34:26  <Eddi|zuHause> well, they usually involve rewriting the grammar a bit
03:35:10  <Eddi|zuHause> and i'm sleep deprived, having a mild fever, and my corona test hasn't come back for 2 days now
03:35:24  <Eddi|zuHause> (it's really unlikely to be corona anyway)
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04:51:16  <FLHerne> Ok, so I wrote an nml lexer in C using re2c
04:52:33  <FLHerne> It seems a lot faster, if I can get the Python integration to work sanely...
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06:28:06  <LordAro> FLHerne: re2c? as in regex?
06:28:08  <LordAro> ew
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06:59:36  <DorpsGek_III> [OpenTTD/OpenTTD] Ufiby opened issue #8161: Problem OpenTTD https://git.io/JfuKt
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07:01:05  <LordAro> tbf, section 1.4 doesn't exist anymore
07:07:09  <Flygon> Today's mistake was taking a 262k by 131k screenshot in OpenTTD.
07:11:37  <Guest25538> Documentation is super
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07:11:54  <andythenorth> Goes out of date :)
07:16:16  <Flygon> Good news, screenshot saved.
07:16:19  <Flygon> Bad news, it's 1.2GB.
07:16:32  <Flygon> Which is utterly killing Windows 10's thumb generator.
07:17:25  <TrueBrain> so I read a lot of red text that DNS is broken, yet I see the DNS resolves fine
07:17:27  <TrueBrain> this will be interesting
07:18:55  <TrueBrain> yeah, so that was high-horse blablabla
07:25:16  <TrueBrain> in general, it is safe to say if someone says: DNS is broken, here is the IP of the DNS, that DNS is not to blame :)
07:28:38  <TrueBrain> Eddi|zuHause / glx: just for your information, content.openttd.org indeed doesn't serve http :) (but you figured that out :P)
07:29:14  <TrueBrain> everything is healthy, no errors reported .. so my best bet would be something between the application and the AWS POP is blocking 3978 :)
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07:53:46  <LordAro> also, OTTD 10 years ago didn't come with an AI
07:53:48  <LordAro> :p
07:53:54  <LordAro> 13 years ago, maybe
08:02:05  <LordAro> TrueBrain: that said, https://www.zonemaster.net/result/334b5cba9afae67c does report some sort of errors. not sure if they're actually meaningful or not though
08:02:13  <LordAro> seems to be complaining about the nameservers, rather than the domain itself
08:02:18  <TrueBrain> indeed
08:02:22  <TrueBrain> you can safely ignore that
08:02:52  <TrueBrain> strictly seen they are correct, but it is only very strictly seen .. more towards the pedantic :)
08:02:59  <TrueBrain> it is not hindering anyone from any resolving
08:03:01  <LordAro> aye
08:03:07  <TrueBrain> (which was apparent, by the fact IPs followed :D)
08:08:34  <TrueBrain> 1 person has uploaded nearly every day something new to BaNaNaS :)
08:08:50  <TrueBrain> these things are now more visible to me, which I like :)
08:10:01  <orudge> [00:01:28] <FLHerne> orudge: Can you make it run on MacOS 7? :D <-- I did try that in the very, very early days of OpenTTD, when it was simple C. I didn't get very far, classic MacOS was a horrible environment to develop for (IMHO). It'd be impossible now of course!
08:13:18  <TrueBrain> https://trello.com/b/6j90aRB1/openttd <- updated trello; we are pretty far with the board, which makes me happy :)
08:15:51  <LordAro> :)
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09:58:46  <Samu> hi
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10:32:42  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8162: Converting town-owned road returns ambiguous/unhelpful error message https://git.io/Jfu9j
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11:09:06  <DorpsGek_III> [OpenTTD/OpenTTD] auge8472 commented on issue #8162: Converting town-owned road returns ambiguous/unhelpful error message https://git.io/Jfu9j
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12:03:56  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8161: Problem OpenTTD https://git.io/JfuKt
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12:21:01  <Samu> hi
12:43:24  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8161: Problem OpenTTD https://git.io/JfuKt
13:05:52  <FLHerne> LordAro: Almost all lexers are based on regexes in one form or another, including the current one?
13:07:31  * glx likes to fix EOL issues (not)
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13:15:07  <neofutur> 02:53 < LordAro> 13 years ago, maybe
13:15:26  <neofutur> probably yes, i m 47 and played ottd very long ago
13:15:46  <neofutur> 20:16 -NickServ(services@services.oftc.net)-     Time registered: Sun 25 Apr 2004 03:17:49 +0000 (16y 0m
13:15:49  <neofutur>           23d 21:58:34 ago)
13:16:00  <neofutur> lets just say "after 2004"
13:16:45  <neofutur> 03:02 < TrueBrain> you can safely ignore that
13:16:54  <neofutur> you can ignore warnings safely, not errors
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13:19:17  <neofutur> is "openttd -d net=10" the best debug i can get about this empty content list ?
13:25:20  <LordAro> "errors" as determined by some random website are not (necessarily) errors worth caring about
13:25:38  <LordAro> that's the most debug information you'll get out of openttd
13:25:48  <LordAro> there's other things you can do, like wireshark, if you really want to
13:27:07  <neofutur> so, no debug at all about the weird protocol the ISP is possibly blocking :(
13:27:31  <LordAro> it's only TCP
13:27:39  <LordAro> it's not *that* weird
13:27:54  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8163: Fix #8161, e31def197: Lang files may have LF EOL https://git.io/Jfujc
13:29:49  <neofutur> and concerning my other question , any basic AI i could install manually without using the content service ?
13:30:16  <glx> most AI use at least pathfinding library I think
13:30:55  <LordAro> Simple AI attempts to mimic the old TTD AI
13:31:00  <neofutur> could you link me to it ?
13:32:06  <neofutur> theres no download file on https://bananas.openttd.org/package/ai-library ?
13:32:16  <glx> https://www.tt-forums.net/viewtopic.php?f=65&t=44809
13:33:59  <glx> it depends on 2 pathfinder libraries
13:37:26  <LordAro> mm, i'm not sure if the pathfinder libraries are available anywhere
13:37:27  <neofutur> ok, Pathfinder.Rail 1 and Pathfinder.Road 4, trying that
13:37:27  <glx> haha SimpleAI 14 depends on Pathfinder.Rail 1 and Pathfinder.Road 4, Pathfinder.Rail 1 depends on Graph.Aystar 4, Pathfinder.Road 4 depends on Graph.Aystar 6, both Graph.Aystar depend on Queue.BinaryHeap 1
13:37:41  <glx> yeah libraries will be hard to find
13:38:13  <LordAro> and yes, the aystar weirdness has been a thing forever
13:38:23  <glx> I think I can make you a pack
13:38:43  <LordAro> the text on bananas does imply that you should be able to download things directly, but obviously you can't...
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13:47:47  <glx> neofutur: https://devs.openttd.org/~glx/SimpleAI-14.zip just extract in your AI dir
13:48:20  <glx> contains Simple AI and the dependancies
13:50:12  <neofutur> great ! thanks !
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14:05:27  <neofutur> 08:25 < LordAro> there's other things you can do, like wireshark, if you really want to
14:05:38  <neofutur> yeah thought of trying with nmap
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14:10:09  <glx> a vpn could be an option too
14:12:21  <neofutur> yup, could ty that
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14:21:41  <neofutur> glx: installed and working, thanks for the zip !
14:21:51  <supermop_Home> yo
14:41:34  <Speeder> there are any way to build diagonal river?
14:41:37  <Speeder> like diagonal ocean?
14:42:18  <LordAro> no
14:46:57  <Speeder> :(
14:46:59  <Speeder> why not?
14:47:28  <Speeder> I did some testing with the movement of the ships, and seemly they act as if diagonal rivers existed
14:47:58  <LordAro> because no one ever drew/implemented them
14:48:06  <Speeder> ie: on a river that is "ladder" shaped in the diagonal, the way you would generate a diagonal with a railway, ships move a s if they were on a railway, even shifting to the sides
14:48:13  <Speeder> hummm
14:48:20  <Speeder> I saw some diagonal canals on the forums
14:48:35  <Speeder> you mean noone finished a complete implementation for a patch?
14:48:48  <LordAro> i have no idea
14:48:51  <Speeder> https://www.tt-forums.net/download/file.php?id=210129
14:48:53  <LordAro> no one's ever submitted one
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14:50:20  <LordAro> a screenshot like that could easily have been modified
14:52:54  <Speeder> guy said he made the tiles and "code exists" I thought he had submitted it
14:52:56  <Speeder> seemly he didn't
14:53:00  <Speeder> and used only for himself :/
15:00:18  <TrueBrain> <neofutur> you can ignore warnings safely, not errors <- that is an opinion, not a fact. In this case, the errors are semi-bogus, and have no influence on you resolving any DNS. Which is clearly seen by the fact you resolved the DNS in every attempt fine. Is it completely correct? no. Does it hurt anyone? Also no. So let's not create a fire where there isn't any. Not helping anyone :)
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15:02:53  <andythenorth> shock news, DNS isn't perfect? :o
15:03:00  * andythenorth everyday, schoolday
15:14:42  <TrueBrain> would be a welcome change in news to be honest
15:14:45  <TrueBrain> all this covid here covid there
15:18:16  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo approved pull request #8163: Fix #8161, e31def197: Lang files may have LF EOL https://git.io/JfzTS
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15:29:45  <Eddi|zuHause> Speeder: you can (visually) achieve diagonal rivers/canals by providing the right sprites in a NewGRF (or baseset)
15:30:04  <Eddi|zuHause> so that screenshot is entirely plausible
15:30:21  <Eddi|zuHause> just don't try building a rail on the other halftile
15:30:22  <Speeder> the code already supports it?
15:30:44  <Eddi|zuHause> it's just a different shore sprite
15:30:46  <Speeder> at least on plains...
15:30:58  <Eddi|zuHause> covering more of the water area
15:30:58  <Speeder> because I don't think you can build rivers on half-tile slopes
15:31:08  <Eddi|zuHause> no
15:31:12  <Eddi|zuHause> just on flat land
15:31:20  <Speeder> I wanted diagonal rivers on half-tile slopes
15:31:40  <Eddi|zuHause> that doesn't work
15:32:35  <Eddi|zuHause> which is part of the reason why nobody ever did these graphics. because that would be an immediate followup demand, which wouldn't be as easy
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15:42:32  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8163: Fix #8161, e31def197: Lang files may have LF EOL https://git.io/Jfujc
15:42:33  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #8161: Problem OpenTTD https://git.io/JfuKt
15:43:54  <_dp_> yeah, it's one thing to throw some river sprites on green grass and another to make sure it actually works with other game elements including newgrfs
15:45:38  <_dp_> diagonal rails though never worked on same tile with anything but the rail of same type
15:45:56  <_dp_> well, and slopes ofc
15:51:11  <_dp_> btw, even diagonal riverbanks that are in the game have some issues that were never solved
15:56:17  <Eddi|zuHause> _dp_: well, we've had diagonal rails on ocean tiles for a while now
16:00:36  <_dp_> Eddi|zuHause, counts as slopes :p
16:02:48  <Eddi|zuHause> my screenshots switch from jagged foundations to diagonal foundations somewhere between oct 2007 and jan 2008
16:03:30  <_dp_> yeah, but you still can make full foundation on diagonal tile blocking ships
16:04:41  <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzLv
16:05:38  <glx> oh I like the idea
16:05:43  <Eddi|zuHause> yeah, but only one person in the world cares about those :)
16:05:59  <FLHerne> Speeder: "ships move a s if they were on a railway, even shifting to the sides"
16:06:42  <FLHerne> Thats because ships follow "tracks" that are exactly the same as the rail ones
16:07:08  <FLHerne> i.e. an empty water square is equivalent to a rail tile with every possible track section built
16:08:01  <Speeder> so only thing lacking to make diagonal water is the grpahics, and changing the code to allow water tiles on diagonal slopes?
16:08:35  <_dp_> it would be really nice to see some performance measurements for all that C++ upgrade stuff
16:12:12  <nielsm> uh btw while the 1.10.2 release PR is still open, we should really try to make a fix for that macos 10.12 crash
16:12:38  <FLHerne> Speeder: Something like this http://www.flherne.uk/files/ottd_canal_pf_1.png
16:12:56  <glx> nielsm: yeah, but it's hard to test for most of us
16:13:19  <nielsm> glx: we can at least make a guess and hope it works? :/
16:13:28  <glx> true
16:13:31  <neofutur> well i have a working AI, thanks glx . bye all
16:13:32  <nielsm> make the CI publish a build?
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16:14:33  <glx> nightlies exists for that
16:14:36  <Speeder> boats never crash into each other?
16:14:38  <TrueBrain> lol .. he left after being lovely sarcastic in private messages to me
16:14:50  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8135: Prepare for 1.10.2 release https://git.io/JfzLg
16:15:30  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzLo
16:15:32  <TrueBrain> pretty funny .. he claimed he has been running DNS for years, so he knows better. Guess he never really looked at the DNS configuration, and the errors returning by the tools. In Dutch we have this saying: "Beste stuurlui staan aan wal". Meh.
16:15:52  <TrueBrain> guess you cannot make everyone happy :)
16:16:08  <glx> the main issue is the ISP I think
16:16:20  <TrueBrain> his issue had NOTHING to do with DNS, that is for sure :)
16:16:26  <TrueBrain> (as from moment 1, his DNS resolved)
16:17:03  <FLHerne> Speeder: OpenGFX+ Landscape already uses diagonal-ish river graphics http://www.flherne.uk/files/ogfxplus_river.png
16:17:20  <TrueBrain> but as that goes .. he found an issue with DNS, so in his mind that was the root-cause .. sadly, it isn't ..
16:17:30  <TrueBrain> still not sure why he could make a connection, but not transmit data over it
16:17:35  <FLHerne> They're still logically full tiles
16:18:00  <FLHerne> Speeder: And no, boats go through each other
16:18:01  <TrueBrain> his ISP uses CgNAT, possibly that has something to do with it, but I cannot figure out what
16:18:06  <Speeder> nice :D
16:18:17  <Speeder> what is OPenGFX+ exactly?
16:18:19  <Speeder> there is a thread for it?
16:19:19  <Yexo> It's a bunch of NewGRFs that make slight improvements to the basegame without changing very much.
16:19:38  <FLHerne> Speeder: Collection of NewGRFs to do things in the general style of the base game, but taking advantage of new features
16:19:48  <nielsm> could we make ottd 1.11 use plain HTTP for all content listing and fetching? and maybe try to use a system HTTP library instead of the homegrown thing
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16:20:19  <Yexo> OpenGFX+ Landscape for example allows you to use a varying snowline. OpenGFX+ Industries has some tweaks to production (and more?) to industries, OpenGFX+ Airports gives you rotatable versions of the default airports
16:20:35  <TrueBrain> nielsm: pretty sure we accept PRs :D
16:20:55  <TrueBrain> back in the day there was no real HTTP library, but things have changed :)
16:21:03  <TrueBrain> ideal, support HTTPS too ;)
16:21:11  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfztU
16:21:31  <nielsm> I'd suggest using libcurl where it exists and maybe just winhttp on windows
16:21:42  <TrueBrain> nielsm: remember that if you go the HTTP way for listing, you also need to add JSON or YAML support or something like that, I am afraid
16:21:56  <nielsm> right...
16:22:02  <TrueBrain> so it is not a 10 minute task :)
16:22:05  <TrueBrain> but it would really help
16:22:22  <TrueBrain> and if we can make the master server HTTP too .. that would be even better :D
16:23:06  <TrueBrain> but remember, if you cannot connect to an IP, it is the DNS you should blame! (sorry, I had to let that sarcasm out .. he was not a friendly guy :D)
16:24:12  <TrueBrain> well, nielsm , if you like we can make a Rest API with CSV? :D
16:24:20  <TrueBrain> old-skool, but ...
16:25:56  <TrueBrain> and if you seriously want to pick this up, the API for BaNaNaS is fully documented on Swagger, and as far as I know supports all the usecases EXCEPT for fetching the download URL. That one is missing :)
16:26:08  <TrueBrain> (but should be added regardless)
16:26:40  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfztG
16:26:41  <glx> hmm getting the full list in one go would make the content GUI less irresponsive I guess
16:27:06  <TrueBrain> well, it is now done content-type per content-type. Pretty sure it would still lag as fuck :P
16:27:14  <TrueBrain> (it updates every entry, instead of "when done", it seems)
16:35:00  <michi_cc> glx: Something is broken with your utf-8 change in baseset translation commit. On my laptop, it isn't writing any description entries anymore.
16:35:26  <glx> current master ?
16:35:58  <michi_cc> Yeah.
16:36:06  <glx> because I just fixed an issue with langfiles EOL
16:37:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8135: Prepare for 1.10.2 release https://git.io/JfztK
16:39:07  <michi_cc> glx: Github/git was being weird right now. I fetched and it said all up-to-date, then I fetched again and suddenly I got your last commit.
16:39:18  <glx> ah
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16:44:34  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfztA
16:53:22  <DorpsGek_III> [OpenTTD/OpenTTD] michicc updated pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzLv
16:55:50  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/Jfzq2
17:05:12  <TrueBrain> frosch123: did you already pick up the tt-forums request from stefino_cz?
17:06:04  <frosch123> no, did that pm only go to you again?
17:06:13  <TrueBrain> ah, seemly
17:06:14  <TrueBrain> lol
17:06:16  <TrueBrain> that is silly
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17:08:17  <frosch123> some other dude resent their pm
17:08:23  <frosch123> so, no idea how many people only sent to you
17:08:42  <frosch123> maybe your name was first in the anouncment, and they read "or"
17:08:45  <TrueBrain> well, I made a PR :P
17:10:01  *** luaduck has joined #openttd
17:11:14  <TrueBrain> I have 2 more people who only send me one
17:11:24  <TrueBrain> agentw4b and ufiby
17:11:46  <TrueBrain> you already picked up the first
17:11:48  <TrueBrain> let me check the latter
17:12:17  <frosch123> i have a branch user_ufiby89
17:12:22  <TrueBrain> rgr
17:12:34  <frosch123> Tue Apr 28 19:44:37 2020 +0200
17:12:41  <frosch123> does that match the pm?
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17:14:02  <TrueBrain> give or take, yes
17:14:19  <TrueBrain> cool, checked all the others, they all have a reply from you
17:14:24  <TrueBrain> so we should be up-to-date :)
17:14:44  <frosch123> 22% packages, 9.5% authors
17:15:37  <frosch123> when does the australian guy release the next thing?
17:16:17  <andythenorth> Garry?
17:16:22  <frosch123> yes
17:16:24  <andythenorth> 'soon' usually
17:16:34  <andythenorth> Garry is my favourite contributor
17:16:51  <andythenorth> even though he has a brain injury he cranks out nice looking content
17:17:04  <andythenorth> with more humour and less fuss than many other people :)
17:17:06  <frosch123> possibly related :)
17:17:54  <frosch123> pikka is only 6th on the list of non-gh authors
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17:21:21  <planetmaker> so... GH account is not a requirement for bananas? What is the advantage of it then? :)
17:21:33  <planetmaker> sorry, if the question is stupid :)
17:21:52  <frosch123> it is
17:22:40  <Eddi|zuHause> i guess most of the authors who would be against github wouldn't have been on bananas in the first place
17:22:54  <frosch123> (1) no ottd account and email/password issues (2) rename stuff (3) upload big packages (4) hopefully extensible
17:23:21  <planetmaker> ok, so it's a convenience thing. That's good
17:23:42  <glx> and many already have a GH account for something else
17:24:01  <Yexo> <frosch123> it is <- planetmaker: it actually is required
17:24:05  <frosch123> planetmaker: hmm, the "it is" was refering to "gh is required", not "question is stupid" :)
17:24:24  <TrueBrain> frosch123: tnx for that correction :P I was wondering when you became Dutch :D
17:24:59  <planetmaker> :D ok... that ... gives the answer a different spin :)
17:25:43  <planetmaker> thanks
17:25:44  <TrueBrain> what frosch123  was referring to with non-gh, was that we migrated the usernames to BaNaNaS v1.5, so we can migrate them easier to GitHub accounts :) Also allows us to count who migrated and who didn't :)
17:26:09  <planetmaker> I think frosch migrated mine some time ago, if I understood that right, yes?
17:26:19  <frosch123> and make spreadsheets and statistics, my favorite useless hobby, second to talking to eddi
17:26:22  <TrueBrain> he has been rather proactive, yes :)
17:26:41  <frosch123> planetmaker: yes, i resolved the groups accounts
17:26:53  <frosch123> and those i knew
17:27:22  <glx> oh another advantage of the github move: multiowners
17:27:24  <frosch123> though i can make the statistics nicer by force migrating zuu :p
17:27:40  <planetmaker> ah, nice :)
17:27:44  <frosch123> glx: haha, no. that was better before
17:27:59  <frosch123> old bananas could set multiple users via musa, while new one can only via PR
17:28:08  <glx> but they were sharing accounts usually
17:28:23  <TrueBrain> security-wise, it improved, yes :D
17:28:48  <planetmaker> yes, the openttdcoop account existed for that very reason... before musa was around and one could add further users
17:28:53  <TrueBrain> but someone should implement author-editing, yes :) (looks around .. yells: NOT IT ... runs away)
17:29:18  <Wolf01> So I need to migrate my account too
17:31:08  <frosch123> two scenarios, i see
17:31:20  <TrueBrain> you cannot update them anyway :P
17:31:40  <planetmaker> ah, nice. I see how that works... That's awesome :)
17:31:44  <Wolf01> No need to update them, maybe upload new ones
17:31:49  <planetmaker> The adding authors via PR
17:33:43  <frosch123> Wolf01: https://github.com/OpenTTD/BaNaNaS/pull/47
17:34:12  <Wolf01> +1
17:34:14  <TrueBrain> do I trust that GitHub ID .. hmmmmm
17:34:40  <frosch123> TrueBrain: it's so weird who gave me access to their personal repos
17:34:48  <TrueBrain> lol
17:34:54  <frosch123> *someone
17:37:45  <Wolf01> Yeah, my awesome content!
17:38:22  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYT
17:38:32  <TrueBrain> "NOTE: This is an extension that only works for Chrome browsers. You will need to click to install the plug-in to opt out of tracking." <- why does that sound ... wrong?
17:39:52  <Wolf01> Very wrong
17:41:30  <planetmaker> lol. Yes. Very wrong
17:41:51  <glx> definitely not GDPR compliant
17:43:56  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYO
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17:47:02  <TrueBrain> it made me giggle .. you can opt-out by first doing an opt-in .. good thinking :D
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17:47:45  <frosch123> TrueBrain: well, you have to remember when someone made a GDPR request :)
17:48:16  <TrueBrain> :D
17:48:25  <frosch123> so the answer to "do you store any data about me" is never "no", at best it is "yes, now"
17:48:52  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzY4
17:49:00  <TrueBrain> it is also the reason the request is: give me all the data you know about me up till now :D
17:50:23  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYR
17:52:20  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYg
17:53:52  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYV
17:54:21  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYw
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17:59:27  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYP
18:00:41  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8156: Fix #8155: Roadtype speed limit in toolbar dropdown in scenario editor was doubled. https://git.io/JfzY1
18:01:12  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo merged pull request #8156: Fix #8155: Roadtype speed limit in toolbar dropdown in scenario editor was doubled. https://git.io/JfEty
18:01:13  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo closed issue #8155: Roadtype speed limit values are doubled in scenario editor drop-down menu https://git.io/JfELR
18:02:30  <michi_cc> Yexo: I had the Ini stuff not using std::optional at first (not C++11 etc.), because I also thought that NULL and empty are interchangeable everywhere.
18:02:51  <michi_cc> Then I accidentally discovered the custom numeric formatting settings I've never seen before :p
18:03:15  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8156: Fix #8155: Roadtype speed limit in toolbar dropdown in scenario editor was doubled. https://git.io/JfzYy
18:03:26  <Yexo> I got as much from your response. Bit of a shame, but maybe we can work around that later
18:04:48  <michi_cc> Or just move to C++17 already :)
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18:06:08  <Yexo> frosch123: So https://newgrf-specs.tt-wiki.net/wiki/Action0/Roadtypes#Speed_limit_.2814.29 is wrong?
18:06:38  <frosch123> Yexo: yes, copy&paste from railtypes :)
18:07:00  <frosch123> though i would check whether someone added a magic conversion in ottd
18:07:07  <Yexo> No magic conversion
18:07:11  <frosch123> but otherwise i would say: same speed units for all road stuff
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18:07:41  <frosch123> Yexo: ofc, next question is then, what is implemented in nml :p
18:07:50  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzYb
18:08:46  <frosch123> nml does the same as ottd
18:08:54  <Yexo> exactly
18:09:05  <Yexo> So it's only the nfo spec that is wrong
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18:11:43  <Yexo> Also: the OpenTTD code lacks any docs about this at least when searching for "max_speed". I'll add some
18:12:54  <frosch123> Yexo: note that aircraft are special. ottd changed the internal speed units for them, so the conversion is in the newgrf loading code. trains/rv/ships still use original TTD units
18:13:44  <Yexo> For now I'm specifically looking at railtypes/roadtypes, and there doesn't seem to be any shared code for them
18:14:19  <frosch123> ground_vehicle.cpp shares stuff between rv/trains
18:14:28  <frosch123> but we have no ground_tracktype.cpp :p
18:14:33  <Yexo> exactly
18:15:00  <Yexo> Just adding a GetDisplayMaxSpeed to RoadTypeInfo/RailTypeInfo would've helped me
18:16:35  <DorpsGek_III> [OpenTTD/nml] FLHerne opened pull request #148: Version changes. https://git.io/JfzOm
18:18:27  <FLHerne> frosch123: I've added a bunch of _tracktype code to nml trying to un-copy-paste the NRT stuff, perhaps OTTD needs the same
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19:23:29  <Eddi|zuHause> https://pastebin.com/Fkn5ByGR <-- err, what?
19:23:57  <glx> nice I wanted to check if today's nightly was now correct, but macos build somehow didn't start, and nothing is on the cdn, luckily the bundles are available on azure
19:24:33  <nielsm> the CI is not terribly reliable it seems
19:24:52  <glx> github had issues today too it seems
19:24:57  <nielsm> it really needs some deadlock detection
19:25:51  <glx> let's try the "rerun failed job" button
19:26:34  <supermop_Home> andythenorth: https://imgur.com/a/yUzdPhH
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19:33:50  <glx> oups rerun was not a good idea
19:35:19  <TrueBrain> Port it to Github Actions :D
19:36:17  <glx> I cancelled it, it was in infinite loop because manifest.yaml was already bundled when macos failed
19:37:51  <FLHerne> Eddi|zuHause: That means it's run out of actionD variables, I think
19:38:02  <FLHerne> and/or varaction2 ones?
19:38:19  <Eddi|zuHause> FLHerne: yeah, but i can't find an option to say where in the code that happens
19:38:44  <frosch123> yes, it only print maximum location when it succeeds
19:38:46  <Eddi|zuHause> also... i think the weird parsing failures i got earlier were from some caching problems
19:38:52  <glx> actionD as it says parameters
19:39:15  <Eddi|zuHause> as soon as i tried with -D it regenerate those, and it disappeared
19:39:23  <frosch123> Eddi|zuHause: you can comment parts of your code. when it compiles once, it tells you were it needed many parameters
19:40:21  <glx> but unless the code is really complicated it should reuse parameters and have enough
19:40:34  <Eddi|zuHause> this is the header. it's essentially one big switch referencing everything that should be globally static in the rest of the GRF
19:40:37  <FLHerne> glx: I assume this is CETS, it's really complicated :p
19:41:27  <Eddi|zuHause> it has 252 entries, split about halfway between strings and action2
19:44:42  <Eddi|zuHause> https://pastebin.com/YwYuG24C <-- this is the file
19:45:04  <Eddi|zuHause> remove the 3 lines starting with "comment" to compile with stock nml
19:46:04  <Eddi|zuHause> if it's actionD that it's running out, the problem is probably lines 407 and following
19:46:18  <Eddi|zuHause> but it doesn't look like too many
19:49:07  <Eddi|zuHause> if i comment them out, it goes through, but it still uses 39 of 64 registers
19:49:27  <Eddi|zuHause> dunno what for
19:50:22  <Eddi|zuHause> seems like the RTT also uses up registers
19:50:34  <Eddi|zuHause> that might become a problem...
19:51:13  <Eddi|zuHause> can i tell nml to shift the split for the registers? e.g. to 32/96 instead of 64/64?
19:54:39  <FLHerne> I don't think so, but the same idea occurred to me a while ago
19:54:51  <glx> nml/actions/action6.py:19
19:56:12  <glx> I think you can change the range
19:56:49  <Eddi|zuHause> i need 4 for some random stuff, 35 for the RTT, and 42 for the availability checks
19:57:24  <FLHerne> I feel like there's a lot of room to optimize this stuff
19:57:51  <Eddi|zuHause> i can save the availabilty checks by replacing them with preprocessor stuff
19:57:53  <FLHerne> e.g. every named parameter uses an actionD parameter for the entire grf
19:58:12  <glx> yeah the lower value of the range should depend on the real grf parameters
19:58:51  <Eddi|zuHause> nmlc doesn't have the concept of compile time constants
19:58:59  <FLHerne> Even if their live ranges don't overlap, or they could be folded to a constant
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19:59:30  <Eddi|zuHause> ... which probably would help the RTT as well
19:59:40  <FLHerne> glx: I think that might be hard?
20:00:01  <glx> dunno
20:00:15  <Eddi|zuHause> FLHerne: it shouldn't be that hard, you'd just count up from both ends and fail when the counters collide
20:00:33  <Eddi|zuHause> same as now, except without the fixed division
20:01:07  <FLHerne> Eddi|zuHause: But the user code can access parameters based on a variable index, can't it?
20:01:30  <Eddi|zuHause> ?
20:01:31  <FLHerne> I guess it's easy to rule that out if they don't
20:01:56  <glx> user can only touch declared parameters (ie param blocks)
20:02:12  <glx> all other should be free to use internally
20:03:52  <frosch123> https://newgrf-specs.tt-wiki.net/wiki/NML:Parameter_assignment <- it also has indirect addressing
20:04:12  <FLHerne> Yes, that
20:04:51  <FLHerne> I think named parameters are in the nml-internal range, even?
20:08:45  <Eddi|zuHause> frosch123: that might make it necessary to reserve a range for "free" use
20:09:23  <Eddi|zuHause> but, that applies even now, as there's no guarantee that any ranges are actually free
20:09:43  <Eddi|zuHause> so it would be fairly dangerous to just use them
20:11:28  <FLHerne> Eddi|zuHause: The current rule is that user code can use 0-127, and above that is nmlc's, AIUI
20:11:41  <Eddi|zuHause> no
20:12:20  <Eddi|zuHause> there are registers 0-127, nml splits those in the middle, and uses the lower half for Action14 parameters, and the upper half for assignments and other stuff
20:13:02  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8165: Fix e3511ec: [AzurePipeline] Don't loop infinitely on errors https://git.io/Jfznp
20:13:40  <Eddi|zuHause> there's no guaranteed-free user range
20:14:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8165: Fix e3511ec: [AzurePipeline] Don't loop infinitely on errors https://git.io/Jfznj
20:15:43  <frosch123> a14 registers are better assigned manually
20:16:05  <glx> 6 months to trigger a bug in a script used almost everyday
20:16:09  <glx> not bad
20:16:10  <frosch123> same compatibility issue as with item ids
20:16:48  <Eddi|zuHause> anyway, my problem is that the actionD section overflows, where the A14 section is basically empty
20:17:27  <frosch123> and how many actiond parameters would you expect?
20:17:57  <frosch123> increasing something by 50% does not solve deeper issues
20:18:24  <glx> in theory we could just reserve A14 registers, and consider other free to use
20:21:14  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8165: Fix e3511ec: [AzurePipeline] Don't loop infinitely on errors https://git.io/Jfznp
20:22:51  <Eddi|zuHause> frosch123: i made about 3 different suggestions. 1) make the split configurable, 2) make the split dynamic, 3) implement compile time constants to save registers
20:24:24  <Eddi|zuHause> actually 1) wasn't a suggestion, it was a question whether this is already possible
20:25:04  <frosch123> hmm, so you are not using cpp
20:25:13  <Eddi|zuHause> i am
20:25:37  <frosch123> doesn't cpp solve (3) ?
20:26:15  <Eddi|zuHause> it would, for constants of the form "a = blah", but not e.g. for the RTT stuff
20:27:20  <Eddi|zuHause> and the availability calculation is not technically a constant, so moving them to CPP would have to re-evaluate them multiple times
20:27:54  <frosch123> ah, so it's about compile time constants that are not known at compile time :p
20:28:15  <frosch123> sorry, i don't get it
20:28:37  <frosch123> i have no idea why a RTT would need parameters, when a CTT doesn't
20:29:25  <Eddi|zuHause> i don't know either. i just ran this compile with it commented out, and it used less registers
20:29:46  <Eddi|zuHause> RTT stuff is weird, because it uses action 6 internally
20:30:20  <Eddi|zuHause> nml could probably release those registers after the RTT is set up
20:30:27  <Eddi|zuHause> but doesn't
20:33:37  <FLHerne> Eddi|zuHause: Looking at the code it does, or is supposed to
20:34:15  <Eddi|zuHause> FLHerne: then i don't know what it uses those registers for
20:34:28  <FLHerne> Does it use them permanently?
20:34:46  <glx> only way is to check the NFO I guess
20:35:04  <FLHerne> If there aren't enough free to set up the table, it doesn't matter whether or not it releases them after
20:35:17  <FLHerne> It would fail when trying to acquire them
20:35:25  <glx> but maybe some temp registers are not released
20:35:38  <Eddi|zuHause> i haven't checked anything... i just ran the compile of that file with just the RTT commented out, just the availabilty assignments commented out, and both commented out
20:35:54  <Eddi|zuHause> and all 3 work
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20:36:08  <Eddi|zuHause> just with everything on it runs out of IDs
20:36:12  <glx> hmm try with -s to get the trace
20:36:20  <glx> and know what it was doing
20:37:29  <Eddi|zuHause> https://pastebin.com/DJaS9ak2
20:38:27  <glx> yeah clearly fails in the tracktypetable
20:38:48  <Eddi|zuHause> ... which is weird, because the table is before the assignments
20:42:37  <FLHerne> Possibly the assignments are handled in register_names, whereas the tracktypetable is only created in get_action_list
20:42:43  <FLHerne> Which is afterward
20:43:24  <FLHerne> `print_warning("Accessing parameters out of the range 0..63 is not supported and may lead to unexpected behaviour.", pos)` is what I was thinking of
20:44:12  <FLHerne> But yes, the auto-assigned action14 params do seem to fall in that range
20:44:16  <Eddi|zuHause> FLHerne: how does that help if the parameter equasion is not constant?
20:44:31  <Eddi|zuHause> *expression
20:44:49  <FLHerne> It doesn't, but at least it helps avoid users shooting their feet? :p
20:45:10  <Eddi|zuHause> FLHerne: i don't think anyone interested in not shooting their feet is even using that :p
20:45:10  <glx> hmm maybe some debug output in nml/free_number_list.py to track usage
20:45:22  <FLHerne> Anyone using variable parameter indices ought to know what they're trying to do anyway
20:45:30  <FLHerne> (and is probably mad)
20:46:56  <Eddi|zuHause> i think we're far beyond the point where asking whether somebody is mad is even relevant :p
20:55:46  <FLHerne> What's the actual use-case for indirect parameter access?
20:55:56  <FLHerne> Presumably someone wanted to do it, but I can't imagine why
20:56:45  <Eddi|zuHause> i have no clue
20:57:25  <glx> if you setup an array of values and select one depending on an A14 param
20:57:35  <Eddi|zuHause> i wouldn't even have thought to look up whether that exists in a language that doesn't have loops
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21:08:01  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzWO
21:15:53  <glx> can I get CETS source somewhere to do tests ?
21:16:13  <Eddi|zuHause> i can push what i got currently
21:17:41  <Eddi|zuHause> https://dev.openttdcoop.org/projects/cets/repository
21:18:03  <Eddi|zuHause> or directly check out http://hg.openttdcoop.org/cets
21:18:45  <glx> I'll add some debug stuff in nml to track parameters and try to see if there's an error somewhere
21:20:07  <Eddi|zuHause> you also need https://github.com/OpenTTD/nml/pull/21
21:21:01  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzWa
21:21:24  <DorpsGek_III> [OpenTTD/OpenTTD] michicc updated pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzLv
21:22:29  <DorpsGek_III> [OpenTTD/OpenTTD] orudge commented on issue #8066: 1.10.1 crashes on start in OS X 10.12.6 https://git.io/JvA3B
21:24:46  <glx> first I need to uninstall my old mercurial
21:25:32  <glx> then I'll use pip to get the recent one
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21:40:11  <DorpsGek_III> [OpenTTD/OpenTTD] michicc updated pull request #8164: Change a bunch of stuff to use std::string https://git.io/JfzLv
21:42:26  <frosch123> michi_cc: was the regression issue fixed? can i press approve?
21:43:18  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro left a comment on commit: Codechange: Store info about the dedicated server log file in globals with automatic destruction to simplify control flow in openttd_main. https://git.io/JfzWh
21:43:44  <michi_cc> Yes, I did push something. GH checks seem to agree with me :p
21:46:30  <DorpsGek_III> [OpenTTD/OpenTTD] michicc left a comment on commit: Codechange: Store info about the dedicated server log file in globals with automatic destruction to simplify control flow in openttd_main. https://git.io/Jfzle
21:46:36  <michi_cc> LordAro: C++14...
21:47:10  <frosch123> i thought we are on c++14 ?
21:47:50  <michi_cc> Makefile says -std=c++11
21:48:59  <glx> in cmake IIRC MSVC is c++14, other are c++11
21:52:36  <LordAro> michi_cc: really? i thought we fixed that
21:52:48  <LordAro> there's so few changes between c++11 & 14
21:53:02  <LordAro> make_unique is the only one that matters
21:53:23  <frosch123> i remember some discussion about c++14 and gnu++14, maybe stuff was postponed for cmake?
21:53:32  <glx> Eddi|zuHause: how do I get .nml files ?
21:53:51  <michi_cc> Which is exactly the problem, next major compiler step after 11 is 17. I don't think there's many systems where you can get 14 but not 17.
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22:12:25  <LordAro> michi_cc: i'd say it's more likely you'd find a system where you could get 14 but not 17
22:17:24  <michi_cc> LordAro: Make a PR, then I'll happily change it to make_unique :D
22:19:44  <LordAro> *merges 7270 out of spite*
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22:26:04  <Eddi|zuHause> glx: they're generated somewhere halfway through the make process
22:26:28  <glx> I'm fixing py files used by make process :)
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22:27:10  <Eddi|zuHause> what needs fixing?
22:27:23  <glx> I get syntax errors in many places
22:27:31  <Eddi|zuHause> they're python2 files
22:29:21  <glx> but my python is python3, for python2 I need to use python2
22:29:47  <glx> so I still need to fix something :)
22:30:09  <Eddi|zuHause> yeah, i'm not fond of porting to python3
22:33:43  <FLHerne> glx: cd scripts && sed -i 's/python/python2/' *.py
22:34:05  <FLHerne> (I had the same problem the other day)
22:34:14  <FLHerne> But fixing them would work too :p
22:34:39  <glx> your way seems easier
22:39:03  <Eddi|zuHause> the problem is that there's things that were removed in python3 that are not a simple conversion
22:39:12  <Eddi|zuHause> like function parameter unpacking
22:43:59  <glx> ok the easiest fix is to modify python calls in makefile.in
22:44:13  <glx> but now I need to install libs for python2
22:45:58  <Eddi|zuHause> i have no clue which libs you need
22:46:04  <glx> ply
22:46:13  <Eddi|zuHause> i used pixa for something, but i think that is optional
22:50:30  <glx> ah progress, I finally get a nml error
22:51:03  <glx> unexpected token comment, but I probably need to regenerate the caches
22:51:34  <Eddi|zuHause> yeah, you checked out the nml patch?
22:52:07  <glx> yes but need to compile a .nml with -R first
22:55:38  <glx> ok now I get the param error, finally :)
22:55:45  <glx> I can start to debug
22:56:22  <Eddi|zuHause> nmlc -c --nfo src/headers.nfo src/headers.nml <-- this is the line from the makefile that threw the error for me
22:56:54  <glx> yes that's what gives me the error too
23:03:30  <glx> ok before any temp allocations I can see 40 reservations
23:05:49  <glx> 38 being from availability.gnml
23:07:27  <Eddi|zuHause> so it makes the "blah = " allocations globally, before the lines occur
23:08:05  <glx> 1 in railtype_definitions and 1 in recolour_maps
23:08:44  <Eddi|zuHause> recolour_maps is probably GRM
23:08:57  <glx> yes reserve_sprite
23:09:03  <Eddi|zuHause> that will always need storing in a parameter
23:12:20  <glx> yeah it seems all variables are stored globally, even if they are used only once
23:13:49  <glx> ha no they are used more than once
23:14:06  <Eddi|zuHause> i'm mildly worried that changing that would destroy my build process :)
23:15:12  <glx> hmm availability globals could be replaced by procedures
23:15:19  <glx> I think
23:15:32  <Eddi|zuHause> yeah, those weren't available when i programmed this
23:15:42  <glx> they are now :)
23:16:15  <Eddi|zuHause> an even better candidate for procedures would be the capacity callbacks
23:16:52  <glx> to simplify switch chains ?
23:18:36  <Eddi|zuHause> i think most of them are duplicated for different numbers, which could be parameterized
23:19:12  <Eddi|zuHause> that, however, doesn't have anything to do with the actionD limit
23:19:49  <Eddi|zuHause> another thing that could be useful would be to try an attempt at sprite composition
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23:32:05  <Eddi|zuHause> "Substring "STR_NAME_ENG_ROLLWAGEN" does not exist" wtf does this guy think i know how to translate this stuff?!?
23:35:38  <Eddi|zuHause> hm... i'm missing a dependency on langfiles somewhere
23:35:49  <glx> replaced 13 availability globals with procedures and headers.nml compiles
23:35:58  <glx> nmlc info: Concurrent ActionD registers: 64/64 (None)
23:37:06  <Eddi|zuHause> have a patch? i could use an example
23:37:23  <glx> I juste modified .nml
23:37:45  <Eddi|zuHause> i'm more interested in the example than the patch :)
23:37:58  <glx> and I think I should check the nfo to be sure it does the right thing
23:38:33  <glx> switch(FEAT_TRAINS, SELF, avail_bav_1_core, (param_amount >= 1) && (param_epoch1 == 1 || param_epoch1 == 2 || param_epoch1 == 3)) { return; }
23:38:58  <glx> that's the first one, other are modified in a similar way
23:42:13  <Eddi|zuHause>  nmlc ERROR: "src/DB_AG/DB_AG.gnml", line 28162: Syntax error, unexpected token ";" <-- what? uhm...
23:43:44  <Eddi|zuHause> ok, that's an error in the tracking table
23:45:01  <Eddi|zuHause> i should probably do some error checking for that
23:45:18  <glx> yes the string() line is weird
23:46:42  <Eddi|zuHause> yeah, someone put a ; where a , should go
23:47:07  <Eddi|zuHause> easy to miss in a table with 1000 lines :p
23:47:42  <Eddi|zuHause> name:                           string(STR_NAME_ENG_DB_AG_Stw_D_160,string(STR_NAME_ENG_DVT),string(STR_NAME_ENG_DOUBLE_DECK),string(STR_NAME_ENG_FAST)); <-- looks better now :)
23:49:32  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #8156: Fix #8155: Roadtype speed limit in toolbar dropdown in scenario editor was doubled. https://git.io/Jfz4A
23:52:09  <glx> I'm trying to understand string() syntax, but I can't find it in the wiki
23:53:46  <Eddi|zuHause> it's not that complicated
23:54:07  <Eddi|zuHause> just string(<name>[,<param>]*)
23:55:50  <Eddi|zuHause> now... where did i put the cargo translation table? seems i'm missing something
23:56:58  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8049: Suggestion: Allow Game Scripts to set the max loan of a company. https://git.io/Jv7Jj

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