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#openttd IRC Logs for 2016-04-11

---Logopened Mon Apr 11 00:00:23 2016
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04:32<Wolf01>o/
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05:48<Samu>hi
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06:08<Samu>moving configuration slots up or down is now bugged, have to deal with this :(
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06:39<Samu>my coding is becoming chaotic
06:39<Samu>i'm gonna need help soon
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08:21<Samu>I need help now! https://paste.openttdcoop.org/pi7dgzowb
08:21<Samu>this is the checks that I have to deal with
08:21<Samu>to make sure slots can move up and down
08:22<Samu>what could you suggest me to make this a bit simpler in code?
08:26<Samu>in essence, only orange and red slots can move
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08:38<Wolf01>you could use flags instead of variables, declare an enum and then use if (GB(SLOT_EDITABLE, flags)) or "flags, SLOT_EDITABLE" (I don't remember it now) or even IF (flags & (SLOT_EDITABLE | SLOT_VALID_AI))
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08:44<supermop>good morning
08:45<Wolf01>o/
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08:53<Samu>oh i see, i'm not familiar with the enum
08:53<Samu>must check it out
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09:05<Wolf01>V453000, I started to find behemoth spitters, what's next, shai-hulud?
09:12<Samu>made some bools: https://paste.openttdcoop.org/pwldz1rs3
09:12<Samu>but i guess i got to do what you told me
09:13<Samu>oops, the last bool is wrong, brb
09:14<Samu>https://paste.openttdcoop.org/pqfngbwiy
09:14<Samu>fixed
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09:28<Samu>final code, from line 1 to 10: https://paste.openttdcoop.org/pmsvkvyjl
09:28<Samu>i suppose this will work
09:28<Samu>i only need the cases which are unmovable
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09:33<Gooch>Wassup
09:33<Gooch>I've got a problem I can't get my head around
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09:37<Wolf01>¯\o_o/¯
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09:48<Samu>YAY IT WORKS!!!
09:49<Samu>:)
09:49<Samu>just tested
09:54<Samu>ok, i got a new question
09:55<Samu>when an AI dies, the config window doesn't reflect what just happened, which is turning the green into red
09:55<Samu>the variables aren't current
09:56<Samu>how can i have it aware of that?
09:57<Samu>it only reflects what happened if i interact with the window
09:57<Samu>select another slot, or scroll up or down
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10:21<@Alberth>moin
10:25<supermop_>hi
10:26<Samu>i need help alb
10:26<Samu>Alberth:
10:27<Samu>first, I detected a bug in the original code
10:27<Samu>second, that bug is very similar to the issue I am having now with my code
10:28<Samu>let me start with the first point
10:28<@Alberth>that looks like a good idea :)
10:29<Samu>reproducing it is quite difficult, give me some time to get to it, testing brb
10:32<Samu>ok, this is for open ttd 1.6.0: configure an AI in the slot right after the human player, in main menu, configure it with some delay, i'd say 30 days is enough if you're fast at doing the next steps
10:33<Samu>start a single player game
10:33<Samu>open the AI / game script window
10:33<Samu>select the ai that you configured, which has not started yet, then click configure
10:33<Samu>now wait for it to start
10:34<Samu>when it starts, the bug is here: the reset button on the script parameters window
10:34<Samu>it should have turned to disabled
10:35<@Alberth>sounds like unwanted behavior indeed
10:37<Samu>how do I fix this? if I know how to fix this bug, I can likely solve the issue I am having with my code as well, it's very similar
10:37<@planetmaker>o/
10:37<@Alberth>\o
10:37<@Alberth>if you press the button the AI does get changed?
10:38<Samu>nop, as far as I could see, it doesn't reset to defaults
10:38<Samu>it's just clicks and nothing changes
10:38<@Alberth>ok, so it's purely a visual problem
10:39<@Alberth>in that case, the underlying AI code must detect it cannot do reset, and ignore your click
10:39<Wolf01>MakeWindowDirty() or something like that?
10:39<@Alberth>that condition must be lifted to the Ai window
10:40<@Alberth>InvalidateData I would hope
10:40<@Alberth>but good point Wolf01
10:40<@Alberth>if you close and open the window again, is the button still enabled>
10:40<@Alberth>?
10:40<Samu>no, it's disabled
10:40<Wolf01>maybe a combination of dirty and invalidate data
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10:41<Samu>you may only open that window again through the AI Debug window
10:42<@Alberth>AI debug is not for normal game play, so that window can do anything it wants
10:42<@Alberth>so you cannot open the configure window with a running AI normally?
10:42<Samu>yes, that's how it works in 1.6.0
10:43<Samu>once it starts, you can't select that slot
10:44<@Alberth>ok, then on starting the AI, the configure window of the AI should be closed, imho
10:45<Wolf01>maybe with an alert popup which tells you the AI started
10:45<@Alberth>tricky
10:46<@Alberth>underlying command structure doesn't really do gui, due to MP
10:46<@Alberth>if you want a popup, invalidate the window, which then opens an alert
10:47<@Alberth>and closes itself :)
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10:50<Samu>uhm.. that was the kind of fix I wasn't looking for :8
10:51<@Alberth>alert is nice, but not required, imho
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10:52<Samu>if the fix it to close the window, then I'd like some help for my own code
10:53<Samu>for my code case, the issue is similar, but the window that is to be refreshed is the AI config window itself
10:54<@Alberth>InvalidateData is available to give a signal to an open window, which arrives in that window as OnInvalidate, or so.
10:55<@Alberth>you can give it a number to let it know what signal you give
10:55<supermop_>https://upload.wikimedia.org/wikipedia/commons/9/94/TamaToshiMonorail6061.jpg
10:55<supermop_>the "skirt" part of that, below the passenger floor, is almost as tall as the part above
11:00<Samu>hmm, let me think. InvalidateData should be somewhere in ai_core.cpp
11:01<Samu>i want to send a signal when an AI dies.
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11:01<supermop_>but a train nearly twice as tall as normal seems like it would mess up templates
11:01<Samu>AI dies -> send signal to turn slot red if the window is open - something like this in english
11:01<supermop_>how do AIs die?
11:02<Samu>the script crashes
11:02<Samu>dies unexpectedly, like that
11:03<@peter1138>fix the AI to not die :p
11:03<Wolf01>:)
11:06<supermop_>sooo, out of the box, a new install of openttd has music and sounds on by default
11:07<supermop_>sort of awkward at work
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11:17<Samu>OnPaint?
11:17<@Alberth>OnPaint draws the window
11:17<@Alberth>OnInvalidate iirc
11:30<Samu>hmm, how do I actually send the signal? what is the window named
11:30<Samu>it's a nestedwindow thing
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11:33<Samu>struct AIConfigWindow : public Window {
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11:35<@Alberth>InvalidateDat
11:35<@Alberth>InvalidateData() does that
11:35<@Alberth>it takes the type and unique number of the window you want to send the signal to
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11:37<@Alberth>InvalidateWindowData to be precise
11:37<@Alberth>InvalidateWindowData(WC_MAIN_TOOLBAR, 0); this kind of calls
11:38<@Alberth>except you need a different window class than WC_MAIN_TOOLBAR, and probably a different number than 0
11:38<@Alberth>I would expect that each AI has its own unique window number, this is given to the window when it is created
11:39<@Alberth>WindowClass window_class; <-- that gets the window class
11:40<@Alberth>WindowNumber window_number; <-- that gets the window numbers
11:40<@Alberth>these are set during creation of the window
11:41<@Alberth>you need to use the same values in the InvalidateWindowData call
11:45<supermop_>is TE not shown for all trains?
11:45<supermop_>i assumed it was something the game calculated
11:46<supermop_>oh have to turn on realistic accel.
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11:51<Samu>WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI
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11:55<@Alberth>the former looks like the general game options window, isn't it?
11:58<Samu>it's not AISettingsWindow, it's not AIListWindow
11:59<Samu>it's the AIConfigWindow
12:00<Samu>WC_GAME_OPTIONS, WN_NONE ?
12:00<Samu>oops nop
12:00<Samu>AIConfigWindow() : Window(&_ai_config_desc)
12:01<Samu>this->InitNested(WN_GAME_OPTIONS_AI); // Initializes 'this->line_height' as a side effect.
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12:06<Samu>window class is WC_GAME_OPTIONS, then the number is... :( no idea
12:08<Samu>window number is WN_GAME_OPTIONS_AI
12:09<Samu>this that it? InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI);
12:11<@Alberth>looks like that is correct
12:11<Samu>invalidatewindowdata needs a 3rd parameter, i tihnk
12:13<Samu>ok, let's see what the hell happens
12:15<supermop_>I feel like even with busy bee, i keep connecting other things
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12:16<supermop_>because if i run a line past a town, i feel the need to build a passenger station there
12:16<Samu>waiting for rocketAI to die
12:17<Samu>bah i failed
12:18<Samu>window didn't turn rocketAI from green to red :8
12:19<Samu>nor did it update the move up/down button
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12:23<Samu>it's strange that it works when a company starts, but not when a company dies
12:23<Samu>or maybe only part of it works
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12:27<Samu>nop, it's just when a company dies that doesn't work
12:27<Samu>it works when a company starts
12:28<Samu>so, who emits the signal?
12:28<Samu>where is it emited from?
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12:30<@Alberth>supermop_: BB has no problems with that
12:34<Samu>I think the signal must be emited from here: /* static */ void AI::Stop(CompanyID company)
12:34<Samu>but i tried that, and it didn't work
12:34<Samu>in ai_core.cpp file
12:36<Samu>maybe ai_instance.cpp? im confused now
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12:37<Samu>void AIInstance::Died()
12:37<@Alberth>I never looked at AI handling code closely, I wouldn't know either
12:39<Samu>:o
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12:51<Samu>it works!
12:51<Samu>it was on ai_instance.cpp
12:51<Samu>apparently it works, let me see about the rest
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12:53<Wolf01>quak
12:57<frosch123>hoi
12:57<Samu>do u guys know of a GS script that crashes early, but not immediately? I must do the same code for GS script
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12:57<Samu>something like rocketAI in terms of longevity
12:59<frosch123>write your own :)
12:59<Samu>bah :(
13:02<Samu>it would be so handy now
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13:08<@Alberth>hola
13:16<Samu>where do i usually put these lines: #include "../window_func.h"
13:17<Samu>at the start of the files i see many #include
13:17<Samu>i never asked before, i'm wondering
13:19<Samu>ai_instance.cpp needs this #include "../window_func.h" because it complains that InvalidateWindowData is not defined
13:22<Samu> * Note: this line is a marker in squirrel_export.sh. Do not change! */
13:22<Samu>what am i supposed to do?
13:24<Samu>https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_instance.cpp;h=c03e74599230c79ee47a32f0e6daadb66766e461;hb=6ed602fab23e19e0e23762e25727741e80d53876
13:24<Samu>line 30
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13:24<Samu>I have to place the #include "../window_func.h" somewhere, - but that warning is scaring me
13:24<Samu>i may be breaking something without knowing
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13:27<frosch123>put it next to company_func.h
13:27<frosch123>don't toucht the "/api/" lines
13:27<Samu>oki, thx
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13:35<Samu>uh frosch, sorry for bothering u again
13:35<Samu>https://git.openttd.org/?p=trunk.git;a=blob;f=src/game/game_instance.cpp;h=c5e5c7f05a2be739ed6ff92bc4bbf327d1c8b706;hb=6ed602fab23e19e0e23762e25727741e80d53876
13:35<Samu>for this one, where do i put it?
13:36<Samu>frosch123:
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13:50<frosch123>just don't touch the "/api/" lines :)
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14:12<Samu>ok, thx
14:14<Samu>i guess i'm finished for today, gonna create patch and upload
14:29<Wolf01>uhm, nice, I know I'm not able to work with async functions, but moving the initialisation of a variable some lines below does weird things
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14:42<Samu>topic updaded, new version 7 uploaded keks http://www.tt-forums.net/viewtopic.php?f=33&t=74694
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15:00<andythenorth>o/
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15:00<@Alberth>hihi
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15:17<supermop_>yo
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15:50<andythenorth>Monday cat
15:50<Wolf01>shhh you'll scare him
15:56*andythenorth should fix FIRS and play a game
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16:20<supermop_>im playing in a hot country in an office
16:25<andythenorth>I can’t play it
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16:26<andythenorth>until I’ve replaced the manganese mine :P
16:26<andythenorth>maybe I should play it anyway
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16:33<andythenorth>“It's Log, Log, it's big, it's heavy, it's wood.”
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16:38*andythenorth tries Villages is Villages GS
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16:38<andythenorth>supermop_: which landscape are you using?
16:39<supermop_>arctic
16:39<supermop_>should rename to "boreal" or generc northern
16:39<andythenorth>interesting combination of eonomy and landscape
16:39<andythenorth>cassava in the snow?
16:40<supermop_>snow line too high for this map so never see it
16:40<supermop_>is quite hilly though
16:40<supermop_>lots of little pony NG tank engines chasing busy bee goals
16:41<andythenorth>ViV GS does not have goals :(
16:41*andythenorth is now lost
16:41<andythenorth>dunno what to do without goals
16:42<supermop_>try to make the villages cities in spite of the script
16:42<andythenorth>fair point
16:42<supermop_>i have a arctic basic JR set with ViV going at home
16:43<supermop_>starting in 1970
16:43<Alkel_U3>Hm, didn't there use to be an option to set amount of water with the original generator? It's grayed out when I switch from TerraGenesis now.
16:45<Alkel_U3>coincidentaly, can somene recommend a good more-heightlevel-ready heihtmap, best suitable for tropical?
16:45<andythenorth>apparently goal orientation is bad :P
16:46*andythenorth wonders
16:47<@Alberth>original generator has no water level setting afaik
16:49<supermop_>andythenorth: what became of your improved tropic?
16:49<supermop_>also i wish deserts and rainforests were decoupled
16:50<supermop_>most places i've been with rainforests do not have proximal deserts, and vis versa
16:50<andythenorth>supermop_: I reverted the patch locally
16:50<andythenorth>because I was working on NotRoadTypes
16:51<andythenorth>and it made a spurious diff :P
16:53<supermop_>i see
16:53<supermop_>but yeah, i generally find the tropic maps unsatisfactory, so i don't use them
16:54<supermop_>i played an old heart of darkness map on a tropic japan and china map once
16:54<supermop_>with like 30 height levels
16:55<supermop_>and most of the map rainforest
16:55<Alkel_U3>I had to check. There was a 'Quantity of lakes' setting since TT. http://i.imgur.com/EQCawbR.png Maybe it disappeared with the merger of difficuity settings into general settings?
16:55<andythenorth>tropic generator is more of a ‘not generator’
16:55<andythenorth>it should be binned and replaced
16:55<supermop_>(also i accidentally typed "heart of dankness" there...)
16:56<supermop_>idea for mexico/ northern California economy
16:56<andythenorth>there is nothing in current tropic generator that couldn’t be replicated by setting ‘flat’ :P
16:56<andythenorth>it’s crap
16:56<supermop_>the type of climate should be separated out from topography generator anyway
16:58<supermop_>next goal is to deliver clay to a cement plant on top of a mountain
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17:05*andythenorth bed :)
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17:29<Samu>noob question, how do i create openttd.exe as standalone? i don't want to have visual studio trailed to it
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17:33<Samu>Severity Code Description Project File Line Suppression State
17:34<Samu>uh, wait
17:34<Samu>Error C1001 An internal error has occurred in the compiler. openttd c:\program files (x86)\microsoft visual studio 14.0\vc\include\xtree 2061
17:36<Samu>i can only create a debug x64 build :(
17:36<Samu>can't create a release x64 build, it does that error
17:48<Wolf01>do x86 not x64
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18:13<+glx>you can run the build (debug or release) without MSVC
18:19<Samu>it's funny. it's something I never managed to do, create a standalone openttd.exe file
18:19<Samu>i've always had msvc trailing to test code changes
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18:23<Samu>wow it works
18:24<Samu>nobody told me I had to copy the built openttd.exe into an installed openttd
18:25<Samu>and overwrite the existant openttd.exe
18:27<Samu>release win32 works
18:28<Samu>why not the release x64?
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18:30<Samu>let me see which ones work, brb
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18:32<Samu>debug x64 works
18:33<Samu>debug win32 works
18:33<Samu>release win32 works
18:33<Samu>release x64 fails, it's the only one that fails
18:34<Samu>halp!
18:38<+glx>I can confirm the compiler error
18:38<+glx>it's not related to openttd
18:38<Wolf01>I can confirm it too, it's being ages I compile only on x86 because x64 never worked
18:39<Wolf01>(VS2010,12,13 and 15)
18:39<+glx>that's why I used sdk7.1 compiler ;)
18:41<+glx>oh and google gives a lot of resuts for "c1001 xtree"
18:42<+glx>https://connect.microsoft.com/VisualStudio/Feedback/Details/2113677
18:43<Wolf01>ha! found it too :D
18:44<Samu>glx, i added this thing in the configuration manager: http://i.imgur.com/0RJ8voQ.png
18:44<Samu>fixes dpi scaling stuff
18:44<Samu>at least for me
18:45<+glx>I can't test that
18:47<+glx>"The bug will be fixed in VS2015 Update 2 RTM" <-- it's not
18:47<+glx>oh I'm still on update 1
18:47<+glx>I though I installed an update 2
18:48<+glx>maybe it was 2012 update 5
18:49<Wolf01>I lost 2 days of work because of update 2
18:52<+glx>and I have 3 uninstallable product updates
18:55<+glx>wow now I can install them, it even says update 2
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19:09<Samu>i'm installing the update 2, too
19:09<Samu>let's see what happens
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19:37<Wolf01>'night
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19:48<Samu>mvse 2015 with the update 2:
19:48<Samu>debug win 32 works
19:48<Samu>release win 32 works
19:50<Samu>release x64 works
19:51<Samu>debug x64 works
19:51<Samu>:)
19:51<+glx>cool, still installing it
19:51<Samu>at least it builds, didn't actually ran it
19:52<Samu>i get some shift warnings in all of them, no idea what that means
19:52<Samu>i guess it's not important
19:52<Samu>7>..\src\3rdparty\squirrel\squirrel\sqdebug.cpp(118): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
19:53<Samu>7>..\src\genworld_gui.cpp(902): warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)
19:53<+glx>yes usual
19:53<+glx>not important
19:54<Samu>ok, then I'm off to bed, cyas good night
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---Logclosed Tue Apr 12 00:00:24 2016