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00:00:51 *** gelignite has quit IRC 00:05:25 *** Wolf01 has quit IRC 00:29:57 *** WormnestAndroid has quit IRC 00:31:08 *** WormnestAndroid has joined #openttd 00:33:16 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7967: Fix #7966: SQInteger is 64-bit, print it as 64-bit https://git.io/Jv3gN 00:37:17 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on issue #7966: Error in script error message for type mismatch https://git.io/Jv3fc 01:16:01 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7966: Error in script error message for type mismatch https://git.io/Jv3fc 02:53:22 *** snail_UES_ has joined #openttd 03:00:50 *** glx has quit IRC 03:51:30 *** debdog has joined #openttd 03:54:52 *** D-HUND has quit IRC 04:25:18 *** Pikka has joined #openttd 04:29:40 *** supermop_work has quit IRC 04:29:47 *** supermop_work has joined #openttd 04:54:47 *** WormnestAndroid has quit IRC 04:55:31 *** WormnestAndroid has joined #openttd 04:55:41 *** Laedek_ has joined #openttd 05:03:03 *** Laedek has quit IRC 05:05:56 *** WormnestAndroid has quit IRC 05:06:09 *** WormnestAndroid has joined #openttd 05:12:03 *** Laedek has joined #openttd 05:16:16 *** dih has quit IRC 05:16:18 *** dihedral has joined #openttd 05:19:33 *** Laedek_ has quit IRC 06:58:30 *** tokai|noir has joined #openttd 06:58:31 *** ChanServ sets mode: +v tokai|noir 06:58:54 *** snail_UES_ has quit IRC 07:05:23 *** tokai has quit IRC 07:48:07 *** Extrems has quit IRC 07:48:31 *** Progman has joined #openttd 07:54:49 *** Extrems has joined #openttd 07:58:38 *** Wolf01 has joined #openttd 08:26:21 *** nielsm has joined #openttd 08:36:07 *** tokai has joined #openttd 08:36:07 *** ChanServ sets mode: +v tokai 08:39:54 *** gnu_jj has quit IRC 08:42:53 *** tokai|noir has quit IRC 08:52:53 *** gnu_jj has joined #openttd 08:55:36 *** sla_ro|master has joined #openttd 09:01:46 *** gnu_jj has quit IRC 09:03:21 *** Smedles has quit IRC 09:04:45 *** Smedles has joined #openttd 09:20:23 *** gnu_jj has joined #openttd 09:21:27 *** Smedles_ has joined #openttd 09:24:47 *** Smedles has quit IRC 09:38:11 *** andythenorth has joined #openttd 09:48:21 <andythenorth> yo 10:01:32 <Wolf01> o/ 10:13:59 <LordAro> /o 10:14:48 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7967: Fix #7966: SQInteger is 64-bit, print it as 64-bit https://git.io/Jv3Xt 10:14:55 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7967: Fix #7966: SQInteger is 64-bit, print it as 64-bit https://git.io/Jv3gN 10:14:57 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro closed issue #7966: Error in script error message for type mismatch https://git.io/Jv3fc 10:17:13 <Pikka> yoyo 10:48:32 *** Samu has joined #openttd 10:56:28 <andythenorth> lo bnob 10:59:43 <nielsm> so, how does it feel to have been brexited? 11:01:34 <andythenorth> I forgot 11:01:44 <andythenorth> there were no fireworks last night 11:01:56 <andythenorth> on the other hand...where I live had one of the highest remain votes so eh 11:02:24 <andythenorth> I think it's potato/potato 11:03:01 *** cHawk has joined #openttd 11:04:45 <andythenorth> shall I do Euro Horse next? 11:10:59 <LordAro> andythenorth: Iron Horse but blue with some yellow bits? 11:11:07 <andythenorth> and no UK trains at all 11:11:15 <andythenorth> also no Norwegian trains 11:13:13 <Pikka> what happened to Amerihorse? 11:14:12 <andythenorth> yes 11:14:25 <andythenorth> I want to do them all! 11:14:38 <andythenorth> and FIRS 4, and Unsinkable Sam, and Road Hog 2 11:14:42 <andythenorth> and fix the newgrf docs 11:14:54 * andythenorth oops, too much 11:15:54 <Pikka> it happens 11:16:11 <Pikka> I think I'm going to go back to rendering for av9 11:16:50 <Pikka> even with the av8 sprites as a guide, aircraft are just too complicated shapes to hand-draw all the directions for. Never mind tilted sprites for taildraggers or takeoffs 11:16:56 <andythenorth> yair 11:17:05 <andythenorth> Sam is stuck waiting for me to draw some hulls 11:17:13 <andythenorth> right pain in the arse 11:17:46 <andythenorth> NARS 9000 Horse, I never figured out the gameplay progression 11:17:57 <andythenorth> as US trains have got progressively slower since the 1930s 11:18:06 <andythenorth> which isn't what games do :P 11:20:34 <Pikka> take the inspiration from what fits the gameplay, then. that's why I left out the early pacifics from UKRS3 11:21:32 <Pikka> the way I've mapped out NARS 2001 is a progression of more powerful, but slow, freight locos from 1900 - conso, mikado, mallet or something else big 11:23:16 <Pikka> and fast-ish, but not too big passenger locos - American, Pacific, etc. Then it all gets replaced by much less powerful, but slightly faster freight diesels which get MU'ed, and 100mph passenger locos. I guess it would play similar to the UK set, although "powerful" is a lot *more* powerful for the US 11:24:02 <Pikka> and anything "realistic" that doesn't fit, like giant express steam locos or centennials etc gets ignored :P 11:28:53 <andythenorth> makes sense 11:29:12 <andythenorth> I am pretty determined to include some stupid things like the UP turbines 11:29:19 <andythenorth> which also only last 15 years :P 12:08:03 <peter1138> Hi 12:08:07 <peter1138> Sup? 12:12:00 <Pikka> Hallo 12:19:35 *** andythenorth has quit IRC 12:31:06 *** cHawk has quit IRC 12:35:52 *** andythenorth has joined #openttd 12:58:47 <DorpsGek_III_> [OpenTTD/OpenTTD] JGRennison commented on pull request #7962: Sprite sorter optimization https://git.io/Jv3y7 13:03:26 *** WormnestAndroid has quit IRC 13:03:40 *** WormnestAndroid has joined #openttd 13:07:06 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7962: Sprite sorter optimization https://git.io/Jv3S3 13:18:37 *** WormnestAndroid has quit IRC 13:18:55 *** WormnestAndroid has joined #openttd 13:19:04 *** Flygon has quit IRC 13:22:55 *** snail_UES_ has joined #openttd 13:27:43 *** glx has joined #openttd 13:27:43 *** ChanServ sets mode: +v glx 13:29:10 *** spnda has joined #openttd 14:17:04 *** frosch123 has joined #openttd 14:18:30 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Sprite sorter optimization https://git.io/Jv3HL 14:19:02 <DorpsGek_III_> [OpenTTD/OpenTTD] msikma commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 14:24:06 *** snail_UES_ has quit IRC 14:29:43 <DorpsGek_III_> [OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 14:34:13 <_dp_> meanwhile I'm deep into a wtf land with my sprite sorters as I've no longer have any idea why some optimizations work and some don't xD 14:34:26 <LordAro> yay! 14:35:07 <_dp_> on a positive side, they keep getting faster xD 14:36:10 <glx> it probably depends on the initial state 14:39:15 <_dp_> glx, initial state of what? 14:39:43 <glx> dunno, almost sorted or highly unsorted 14:39:46 <_dp_> it probably depends on some properties of input data that I don't quite understand 14:40:03 <_dp_> as they are already way beyond theoretical limits for worst case performance 14:41:00 <_dp_> it's almost sorted by definition, otherwise original sorter would never finish xD 14:41:27 <glx> maybe the sprite sizes too 14:41:46 *** cHawk has joined #openttd 14:42:06 <glx> if you don't have a big sprite hidding many others it's probably the worse case 14:43:27 <_dp_> sprites are all relatively small in openttd 14:44:09 <_dp_> it's some really weird properties. for example if I take sorter in that PR and use x+y as order instead of x+y+z it becomes twice as fast xD 14:45:02 <_dp_> and z is rarely above 100, how on earth does that even matter % 15:23:07 <DorpsGek_III_> [OpenTTD/OpenTTD] JGRennison commented on pull request #7962: Sprite sorter optimization https://git.io/Jv3Qz 15:30:27 <nielsm> andythenorth: do you remember if we tried reverting this commit for the performance badness issue? https://github.com/OpenTTD/OpenTTD/commit/ae748166d06e756a0a6abab582dc341494a9b2da#diff-37672240b7f7983580b5248f37af02b5 15:31:01 <andythenorth> I don't recall :) 15:31:12 <andythenorth> I don't really trust my local tests tbh 15:31:23 <nielsm> you are reproducing something 15:31:27 <andythenorth> the performance self-built is so much worse than the official binary 15:31:38 <andythenorth> and there seems to be no way to address that 15:31:59 <nielsm> it's still not so bad that you should be getting 17 fps 15:32:22 <nielsm> if the framerate window says the total game loop time is below 20 ms then you should be running at a constant 33.3 fps 15:32:23 *** sla_ro|master has quit IRC 15:33:16 <nielsm> and if the framerate is significantly worse than that, but the game loop time is not in the red then that in itself is the bug 15:34:01 <nielsm> you have that thing where if you show the vehicles list the framerate drops massively, right? 15:34:23 <andythenorth> yes 15:34:25 <nielsm> have you tested whether making the game even more complex causes the framerate to drop even more? 15:34:27 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 15:34:37 <nielsm> e.g. taking the game loop time from 5 ms to 20 ms 15:34:42 <andythenorth> maybe there's a save we could use as a baseline? 15:34:52 <nielsm> what's your cpu? 15:35:33 *** snail_UES_ has joined #openttd 15:35:34 <glx> #7904 may be the cause for windows with lists 15:36:31 <nielsm> that's likely one bad thing yes 15:36:36 <andythenorth> CPU is https://browser.geekbench.com/v5/cpu/search?q=i7-8569U 15:37:21 <andythenorth> I am curious why the binaries built on the CF are so much faster 15:37:49 <nielsm> okay that's probably about the same speed as mine, i5-4460 3.2 ghz (mine is 4th gen, yours is 8th gen) 15:38:40 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Sprite sorter optimization https://git.io/Jv3Qx 15:40:50 <andythenorth> hmm software update BIAB 15:43:17 <nielsm> ProZoneGame 21 runs just on the edge of 33 fps for me, that might be a good test? 15:43:35 <andythenorth> got a link? o_O 15:43:54 <nielsm> maybe it's also worth trying to load a game in dedicated server mode, so you can measure without graphics 15:44:05 <nielsm> and see if the graphics driver used makes a difference 15:44:16 <frosch123> you can also just pause the game 15:44:35 <frosch123> i used some coop game and compared paused vs unpaused 15:44:41 <nielsm> https://wiki.openttdcoop.org/ProZone:Archive_-_Games_21_-_30 15:44:59 <nielsm> frosch123 nah the issue is also with simulation speed affecting things in weird ways 15:45:25 <nielsm> it seems when the game loop time crosses some threshold, the total framerate drops much more than it should given just the game loop time 15:46:17 <glx> well if gameloop takes too much it triggers hundred ticks more often I think 15:46:25 <glx> increasing the slowdowns 15:46:44 <nielsm> it's not on that level 15:46:54 <andythenorth> BIAB 15:46:58 *** andythenorth has quit IRC 15:47:21 <nielsm> we're talking game loop + graphics painting going from 2 ms to 5 ms causing the framerate to drop from 34 to 17 15:47:43 <nielsm> 17 should only be happening if the game loop time + drawing time was around 60 ms 15:48:35 <glx> oh like if it a little above 30ms it's like 60ms ? 15:48:49 <nielsm> it's not above 30 15:48:51 <nielsm> not even above 10 16:03:56 <glx> OSX doesn't seem to use threaded drawing (but my search in the code may be failing :) ) 16:05:59 *** andythenorth has joined #openttd 16:07:22 <andythenorth> so how do I replicate a production build (instead of debug)? 16:07:33 <andythenorth> I tried "./configure --enable-debug=0 --disable-assert" 16:07:52 <glx> you can check how it's done in azure files 16:11:20 <andythenorth> hmm prozone game has unavailable grfs 16:12:07 <andythenorth> nielsm: we need an agreed method for reporting fps 16:12:13 <glx> andythenorth: in the logs for nightly I see "./configure PKG_CONFIG_PATH=/usr/local/lib/pkgconfig --enable-static" 16:12:51 <LordAro> only releases have asserts disables 16:13:57 <glx> and same line for stable 16:14:06 <LordAro> interesting 16:14:30 <nielsm> https://gist.github.com/nielsmh/b6bfdef726c0b88080d8924c05c3606a 16:14:40 <nielsm> there's a way to make things slow without needing specific saves 16:14:47 <nielsm> at least it works for me :) 16:15:07 <andythenorth> I'll try it shortly 16:15:20 <andythenorth> so much affects the reported fps 16:15:25 <andythenorth> including the fps window itself 16:15:31 <andythenorth> map location 16:15:34 <andythenorth> window size 16:15:39 <andythenorth> animation on/off 16:15:52 <andythenorth> news messages 16:16:19 <glx> I think tests should be done with animation off ;) 16:16:57 <nielsm> I'd say test with slowdown on a blank map in editor 16:17:20 <andythenorth> I'm only now reporting fps with the windoshade 16:17:27 <andythenorth> the drawing of text is so parasitic 16:17:32 <andythenorth> windowshade * 16:19:24 <andythenorth> I've turned all news messages off, they're a horrible performance suck afaict 16:19:27 <andythenorth> including the summaries 16:19:56 <nielsm> https://0x0.st/izqf.jpg 16:20:29 <nielsm> it should be possible to set slowdown such that the game loop time constantly skirts 30 ms, and still get 32-33 fps 16:22:07 <andythenorth> ok, with the configure command glx posted above, my self-built binary is now marginally faster at ffwd than official build 16:22:14 <andythenorth> helpful 16:23:07 <glx> hmm --enable-debug is always a debug build anyway 16:23:36 <glx> with more or less optimisations but still a debug build I think 16:26:13 <glx> ignore me I'm wrong ;) 16:29:47 <frosch123> LordAro: the "--disable-assert" was added for releases only by the old compile farm 16:30:00 <LordAro> i see 16:30:03 <frosch123> we added it in the 1.9 branch, but auto-detetion was postponed for cmake 16:32:13 <frosch123> actually... it wasn't the compile farm that added it, but it was a diff between svn-branch and svn-tag 16:32:18 <frosch123> weird svn :) 16:40:32 <andythenorth> oh hover rows in saveload :) 16:41:28 <andythenorth> nielsm: so your patch in the gist...I've applied it 16:41:59 <andythenorth> doesn't seem to reduce fps though :) 16:42:12 <nielsm> the slowdown command has no effect? 16:42:28 <nielsm> then it's probably clang being too smart about optimisation :D 16:42:49 <LordAro> assuming andythenorth has actually run the slowdown command... 16:43:09 <nielsm> well okay yes 16:47:10 <andythenorth> command is just 'slowdown'? 16:47:21 <nielsm> slowdown <number> 16:47:30 <nielsm> try with 10, 15, 20 16:47:52 <nielsm> for me "slowdown 21" gives me a game loop time of 30 ms 16:49:02 <andythenorth> slowdown 21 is giving avg game loop time 50ms 16:49:11 <andythenorth> maybe 45 now 16:49:16 <nielsm> try smaller values until you hit about 30 ms 16:49:22 <nielsm> or just below 30 ms 16:49:33 <andythenorth> hmm the average declines 16:49:49 <andythenorth> ok I just leave it a minute or so to settle 16:50:19 *** milek7 has joined #openttd 16:50:20 <nielsm> the important part is, what overall fps do you get when the game loop time is just about 30 ms? 16:51:56 <andythenorth> most common value is around 19.6fps 16:52:10 <andythenorth> it's typically 19-20fps 16:53:20 <nielsm> try lowering the slowdown by 1 step at a time, and see if there's any points where the fps makes sudden jumps to a different range 16:53:25 <nielsm> or if the fps changes smoothly 16:57:05 <frosch123> http://devs.openttd.org/~frosch/slowdown_effect.png <- i don't get why i get these peaks 16:57:22 <nielsm> weird 16:58:20 <frosch123> i also don't get why the screenshot tool adds a border of transparency 16:59:10 <nielsm> I don't get any spiking with the slowdown 16:59:33 <nielsm> ♬ John Broomhall - Transport Tycoon Deluxe (MT-32) - Jammit (3:34 @ 240 kbps) ♬ 16:59:36 <nielsm> so funky~ 17:00:07 <frosch123> https://pastebin.com/0gyVbhQq <- also, this increases the usability of the plots by factor 100 17:04:03 <andythenorth> ok at slowdown 15, I initially get the spikes 17:04:13 <andythenorth> then the game runs at 22-23fps 17:04:41 <andythenorth> at slowdown 16, it's 19-20fps (this is the 30ms game loop) 17:04:56 <andythenorth> slowdown 15, the game loop is about 17ms 17:06:24 <andythenorth> oh wait 17:06:32 <andythenorth> yeah, ignore that 17:06:40 <andythenorth> I opened the game loop chart 17:06:45 <andythenorth> that completely changes performance 17:07:02 <andythenorth> oof this is confusing :) 17:07:22 <andythenorth> opening the game loop chart nearly halves game loop time 17:07:44 <nielsm> wow? 17:07:48 <nielsm> that is weird 17:08:09 <andythenorth> want a video? 17:08:13 <nielsm> something strange seems to be going on with windows that update on a timer then? 17:08:33 <andythenorth> much as the fps reporting is necessary and cool 17:08:50 <andythenorth> it's got a real measurement-changes-the-measurement problem 17:16:52 <andythenorth> https://dev.openttdcoop.org/attachments/download/9621/game_loop.m4v 17:17:02 <andythenorth> there's some weird non-deterministic choking in the middle of that video 17:17:05 <andythenorth> that doesn't usually happen 17:19:42 <nielsm> that's just spooky 17:20:22 <nielsm> btw I'd suggest testing with the scenario editor on an empty map 17:20:32 <andythenorth> spukhafte fernwirkung 17:20:36 <nielsm> (with no newgrf, ai, gs loaded) 17:43:12 <nielsm> ...so actually I do have a 2010 macbook pro around here but I have no idea if it works, at least I know the SSD is dead 17:43:34 <nielsm> but I wonder if it'd be possible to install current macos on it? 17:46:22 <frosch123> nielsm: when i replace the getstring loop with a usleep, i get no spikes 17:47:08 <nielsm> weird, also 17:47:27 <nielsm> but I wanted to avoid sleep since that calls into the os and typically deschedules the thread 17:47:47 <nielsm> and when part of my suspicion lies with sleep calls and/or the thread scheduler that's not something I want 17:48:45 <frosch123> i am not sure usleep is a call to the os 17:53:50 <nielsm> hm well, the charger works for this, getting the orange charging led 17:58:22 <andythenorth> if the SSD is dead, USB external? o_O 17:58:33 <andythenorth> ouch, probably just USB 1.1 or something :P 17:59:12 <nielsm> it's so old it uses 2.5" harddrives 17:59:20 <nielsm> and I have a spinny disk installed in it now 17:59:59 <nielsm> the built-in recovery thing does boot, but when I try to have it reinstall osx it fails during the "verifying elibility with apple" initial step 18:00:05 <nielsm> and it does have internet connection too 18:00:15 <nielsm> I guess apple doesn't serve 10.8 any longer 18:00:23 <andythenorth> oof 18:01:24 *** snail_UES_ has quit IRC 18:01:25 <andythenorth> might be outdated now https://apple.stackexchange.com/questions/254786/how-to-reinstall-os-x-on-a-wiped-macbook-pro-mid-2010 18:02:41 <andythenorth> allegedly "El Capitan or other installs will show corrupted if the time and date on the machine is after the 10 January 2016, just change it and it will install." 18:04:34 <DorpsGek_III_> [OpenTTD/DorpsGek] pyup-bot opened pull request #20: Scheduled monthly dependency update for February https://git.io/Jv3bw 18:11:32 <DorpsGek_III_> [OpenTTD/OpenTTD] JGRennison commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA 18:21:54 <DorpsGek_III_> [OpenTTD/OpenTTD] JGRennison opened pull request #7968: Fix #6566: Fix signed integer overflow in viewport draw area chunking https://git.io/Jv3Nt 18:38:04 *** Fahrradkette has joined #openttd 18:40:17 <Fahrradkette> greetings everybody. I encounter the 1.9.3 bug where one can't assign a station to a order when the sign of the station isn't above a tile belonging to the station. This happens when reshaping stations / spread station usage. In https://www.tt-forums.net/viewtopic.php?f=31&t=86566&sid=50d636a528d8433339593157874b8f0f user jfs mentions that one could move the sign of the station. How would I do that? 18:40:57 <andythenorth> it's faff 18:41:02 <Fahrradkette> faff? 18:41:21 <andythenorth> involves deleting and rebuilding the station until it's in the right place 18:41:35 <nielsm> sometimes you can remove a station part and add it back 18:41:38 <andythenorth> alternatively, isn't it fixed in 1.10 betas? 18:41:46 <nielsm> or add an extra station part and remove that again 18:41:55 <nielsm> yes it exists only in 1.9.3 and no other versions 18:42:16 <Fahrradkette> so it centers when expanding/shrinking the station? 18:42:21 <nielsm> the bug was introduced because I made a mistake when merging one patch into the 1.9 branch 18:42:47 <Fahrradkette> or could I bin-patch a savefile? 18:42:48 <nielsm> nah, it moves to the top corner if it ends up outside the station bounding rectangle 18:43:52 <Fahrradkette> wow, that worked, thanks nielsm :) 18:45:40 <Fahrradkette> btw, when will 1.10 be released? 18:46:33 <nielsm> uh, maybe the usual april 1st, not decided yet 18:46:45 <nielsm> we need to get around to make a release candidate soon 18:47:17 <Fahrradkette> good to hear, looking forward to it :) 18:48:02 <Fahrradkette> 1st of april is imho a good release date...if stuff breaks one can say "april's fool!" :P 18:53:00 <milek7> slowdown behaves rather weird 18:53:02 <milek7> https://i.imgur.com/qBvJdFF.png 19:02:07 *** Pikka has quit IRC 19:02:14 <frosch123> milek7: enable fast forward 19:03:12 <frosch123> then you can see more gameticks, so you get a better average 19:03:46 <milek7> but why these jumps? 19:03:47 <milek7> https://i.imgur.com/NqLBUZr.png 19:04:31 <frosch123> noone knows, i got a lot less jumps when replacing the loop with usleep 19:04:47 <frosch123> computers are complex machines, you never know which butterfly does what 19:04:50 <milek7> btw. graph is somewhat broken with high fps 19:04:52 <milek7> https://i.imgur.com/D1919c5.png 19:05:14 <frosch123> graph's autoscaling is bonkers 19:05:17 <frosch123> i disabled that 19:05:40 <frosch123> otherwise it just jumps around all the time 19:06:04 <milek7> uh, imgur lately started to compress images too much 19:06:11 <nielsm> okay maybe tls was breaking a bit here, the RTC had lost power and reset to dec 31st 2000 19:21:02 *** tokai|noir has joined #openttd 19:21:02 *** ChanServ sets mode: +v tokai|noir 19:27:58 *** tokai has quit IRC 19:40:26 *** snail_UES_ has joined #openttd 19:41:21 *** frosch123 has quit IRC 20:11:21 *** Fahrradkette has quit IRC 20:15:45 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 opened issue #7969: Console command "alias" can stack overflow and crash (bypassing crash handler) https://git.io/Jv3xF 20:15:59 <DorpsGek_III_> [OpenTTD/OpenTTD] Hezkore commented on issue #7889: [Request] Company rating via Server Admin Port https://git.io/JeAhZ 20:36:10 *** agentw4b has joined #openttd 20:42:27 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7969: Console command "alias" can stack overflow and crash (bypassing crash handler) https://git.io/Jv3xF 20:43:40 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on issue #7969: Console command "alias" can stack overflow and crash (bypassing crash handler) https://git.io/Jv3xF 20:44:17 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7969: Console command "alias" can stack overflow and crash (bypassing crash handler) https://git.io/Jv3xF 20:44:27 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7969: Console command "alias" can stack overflow and crash (bypassing crash handler) https://git.io/Jv3xF 20:56:09 *** Lejving has joined #openttd 20:59:57 *** agentw4b has quit IRC 21:09:36 <glx> I guess something like https://github.com/OpenTTD/OpenTTD/compare/master...glx22:fix_7969 should work 21:10:17 <LordAro> ugly 21:10:24 <LordAro> and wouldn't reset for successive alias calls 21:12:25 *** Laedek has quit IRC 21:12:38 *** Laedek has joined #openttd 21:39:14 *** Flygon has joined #openttd 21:45:34 <glx> updated with something cleaner I think 22:00:41 <nielsm> I'd change the error message to something slightly less computer sciency, "Too many alias expansions, aborting." maybe 22:01:14 <nielsm> or "Too many alias expansions, recursion limit reached. Aborting." 22:18:38 *** andythenorth is now known as Guest15134 22:18:46 *** andythenorth has joined #openttd 22:19:04 *** andythenorth has left #openttd 22:23:47 *** Guest15134 has quit IRC 22:24:12 *** gelignite has joined #openttd 22:26:11 *** snail_UES_ has quit IRC 22:27:14 *** Afdal has joined #openttd 22:37:11 *** supermop_Home has joined #openttd 22:49:22 <TrueBrain> "I tried to follow aliases for more than ten times. Aborting" or something. Naming the limit and avoiding 'recursion' would help for the average Joe I think 22:50:22 <TrueBrain> "Alias calling an alias calling more aliases .. and this for more than ten times. Aborting" 22:50:24 <TrueBrain> :D 22:58:07 <LordAro> it is a console command 22:58:13 <LordAro> doesn't need to be totally average Joe 22:59:19 <TrueBrain> Small effort, huge gain ;) 23:00:17 *** cHawk- has joined #openttd 23:02:15 *** cHawk_ has joined #openttd 23:06:21 *** cHawk has quit IRC 23:08:36 *** cHawk- has quit IRC 23:10:48 *** tokai has joined #openttd 23:10:48 *** ChanServ sets mode: +v tokai 23:16:51 *** cHawk_ has quit IRC 23:17:52 *** tokai|noir has quit IRC 23:19:01 *** Wolf01 has quit IRC 23:27:33 *** snail_UES_ has joined #openttd 23:32:31 *** gelignite has quit IRC 23:47:42 *** Samu has quit IRC