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#openttd IRC Logs for 2016-06-26

---Logopened Sun Jun 26 00:00:29 2016
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03:32<andythenorth>o/
03:34<skrzyp>are 'articulated buses' ( like this: http://2.static.s-trojmiasto.pl/zdj/c/9/19/620x0/192027-Autobusami-marki-Mercedes-pojedziemy-na-wiosne-przyszlego-roku-Kilka-miesiecy.jpg ) supported in OpenTTD?
03:36<Alkel_U3>they are
03:36<sim-al2>Yes, they are some in eGRVTS 2.0
03:36<sim-al2>And a number of other sets
03:39<@Alberth>moin
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04:28<Wolf01>o/
04:29<andythenorth>hi Wolf01
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04:52<@Alberth>o/
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04:57<Wolf01>wtf is wrong with wordpress?
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04:57<Wolf01>oh my, bad question... is wordpress
04:59<@Alberth>:)
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05:03<Wolf01>meh, double hype... sister's boyfriend and factorio
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05:46<Wolf01>lol... magically in the middle of the code "order_by" (idiot theme key) changes to "orderby" (wordpress correct key)
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05:57<Wolf01>look, a frog!
06:00<@Alberth>quak
06:01<frosch123>hoi
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06:02<Wolf01>https://www.carbonblack.com/2016/06/24/finding-atm-skimmer-pays-paranoid/
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06:05<andythenorth>this is just too good https://www.facebook.com/Oliver.Healey.English.Democrats/posts/1741575492720794
06:07<Wolf01>TL;DR?
06:09<andythenorth>petition for 2nd referendum has 3m votes from angy ’remain’ people
06:09<andythenorth>petition was set up by ‘leave’ supporter in case they didn’t get result they wanted
06:10<Wolf01>lol
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06:22<frosch123>Wolf01: i am not sure what the lady thought when the guy said he wants to reverse engineer the scam module
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06:43<Eddi|zuHause>frosch123: if someone was rambling incoherent sentences like that, i'd think he was crazy
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06:49<Samu>hi
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07:01<_johannes>Hello, I just compiled OpenTTD with -std=c++11 flag, but I got many errors... Has someone a patch for them already?
07:02<frosch123>i assumed they were all fixed in 1.6
07:02<frosch123>but maybe only the error, not the warning
07:03<frosch123>though warning can also be quite compiler specific
07:03<_johannes>ah, then it's time for a rebase :)
07:05<frosch123>well, when i say 1.6 i mean last november or so
07:09<_johannes>hmm a rebase can not harm anyway, can it?
07:09<_johannes>maybe I have luck and someone else fixed it recently
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07:25<_johannes>I have merge conflicts in the vsproj files, IIRC I can regenerate them, and then commit the results?
07:25<frosch123>yes, there is a script for that
07:25<frosch123>it's called something like *generate*
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07:50<Samu>3 more years and YAPF Dictactor AI ships reach 2051 :O
07:51<Samu>NoCAB, with 5000 ships, reach a profit of 8,573K a quarter
07:51<Samu>that's more than Road Vehicles
07:54<Samu>interesting that the most profitable ship is Valuables, not Oil
08:00<czaks>hi, openttd is being crashy for me recently and i suppose it may be related to gcc6
08:01<czaks>with an upgrade to 1.6.1-RC1 i happened to get assertion:
08:01<czaks>Error: Assertion failed at line 886 of /home/chax/rpmbuild/BUILD/openttd-1.6.1-RC1/src/saveload/saveload.cpp: _sl.last_array_index <= _sl.array_index
08:01<czaks>i think it's triggered by autosave
08:02<Eddi|zuHause>czaks: environment? steps to reproduce?
08:03<czaks>Eddi|zuHause: fedora 24 amd64, run the game, play for a moment, it crashes
08:05<frosch123>do you have a backtrace?
08:05<frosch123>can you paste it to paste.openttdcoop.org?
08:06<czaks>yes, but despite having a debuginfo package it isn't usable
08:06<czaks>i'm still trying to figure that out
08:06<frosch123>you need to compile openttd with debug, i.e. ./configure --enable-debug
08:06<Eddi|zuHause>czaks: did you try with the generic binary, or a self-compiled one?
08:06<frosch123>if you think it is compiler related you can also try with disabling optimisations, using ./configure --enable-debug=3
08:06<czaks>Eddi|zuHause: i rebuilt a fedora rpm
08:12<czaks>ok, i'm trying to reproduce the bug with --enable-debug=3
08:23<andythenorth>so is $roadtypes done yet?
08:23*andythenorth is working on trams
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08:38<czaks>ok, according to my tests, if i just run ./configure, it works, it's something with a fedora rpm script
08:38<frosch123>do they apply any patches?
08:38<czaks>possibly --enable-lto
08:39<czaks>frosch123: one, just a #include for gcc6 compat
08:39<czaks>but it isn't needed anymore
08:39<czaks>i tested with that patch and without it
08:44<czaks>with --enable-debug and without --enable-lto it doesn't crash, i'm trying with --enable-debug and --enable-lto
08:45<_johannes>I have finished "railnet" (a railway network PDF exporter) now for a first testing round... I'd like to do a testing announcement in the forum. Should I append it as a post to https://www.tt-forums.net/viewtopic.php?f=32&t=72741 or make a new thread? I doubt many people will read it if I append it to the old thread...
08:47<frosch123>why?
08:48<_johannes>because the last time I asked two questions there no one answered
08:49<czaks>ok, it's exactly --enable-lto that causes the crash
08:49<czaks>i still have no usable backtrace though
08:51<frosch123>_johannes: how is that different from other forum topics?
08:51<frosch123>the forum is not for tech-savy people
08:51<frosch123>czaks: you can try running it in valgrind, but i fear to you have to fall back to printf debugging then
08:52<frosch123>in any case, it will be hard to discover what breaks with --enable-lto
08:53<czaks>frosch123: i will try to isolate that bug from fedora packaging
08:53<czaks>then try master
08:53<_johannes>frosch123: if I reply to the same topic, people may think "that has not been interesting for me earlier, I won't read it"
08:59<@Alberth>change the topic
09:05<czaks>ok, it's fixed in master
09:05<frosch123>"master" of gcc?
09:05<czaks>frosch123: master of openttd
09:05<czaks>as in, trunk
09:06<frosch123>i don't think there have been any changes :)
09:07<frosch123>rather sounds like there is something non-deterministic in the compilation
09:08<Wolf01>meh... it's difficult to play with lego :(
09:10<czaks>frosch123: https://git.openttd.org/?p=trunk.git;a=blobdiff;f=config.lib;h=021f95cb210a73655e4500d8baf58f002e10d9f1;hp=0259739eb47c48084f5110c8fa166d0e7e1ad6f6;hb=5ac736ec00c770b37948ef581a66c571802b3ee7;hpb=842aaf7cdd9cba079ccff28aa1cf70da28c0042e
09:11<frosch123>ah, that was the sudden smatz commit :)
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09:41<andythenorth>Wolf01: just swoosh it, no?
09:41<Wolf01>I don't know how could you swoosh a technic mess of pistons and beams
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09:46<Wolf01>http://www.vice.com/en_uk/read/oh-my-god-grandma-what-the-fuck XD
09:46<andythenorth>wasn’t just grandma
09:46<andythenorth>everyone over 45
09:46<andythenorth>‘everyone’, more like > 50%
09:46<andythenorth>funny article, bit harsh
09:55<frosch123>let me guess, you are you 45? :p
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09:55<frosch123>i always think that most age comparisons are made relative to oneself :)
10:19<andythenorth>ha
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12:20<andythenorth>hmm
12:21<andythenorth>scrap ottd time progression
12:21<andythenorth>have no year or date
12:21<andythenorth>just have tech levels
12:21<Hiddenfunstuff>you're thinking of factorio
12:21<andythenorth>better sandbox
12:21<andythenorth>I didn’t get past level 3 or so in Factorio demo
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12:21<andythenorth>biters turned up, I got bored
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13:25<Eddi|zuHause>is there no "peaceful" mode for factorio?
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13:27<frosch123>there are two levels of peaceful
13:28<frosch123>1st stage: no initiative attacks
13:28<frosch123>2nd stage: no enemies at all
13:29<frosch123>i am currently playing the 2nd type, but it kind of sucks that you do not have access to personal roboports without alien tech
13:29<frosch123>maybe i should cheat that one
13:38<Eddi|zuHause>so 1st stage is they roam around, but ignore me?
13:42<frosch123>it's like the guy in level 8 of the original prince of persia
13:43<frosch123>or is it level 7?
13:44<Alkel_U3>Unless you attack the biters they let you go as close as you wand without being hostile. There was even a bug that running them over with vehicles didn't count as hostile action :-)
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13:53<Eddi|zuHause>i'm not sure i ever reached the higher levels in prince of persia (1)
13:54<Eddi|zuHause>and my copy of that game got lost before i got into retro gaming moods
13:54<Eddi|zuHause>or maybe i never had a copy and only played it on other people's computer
13:55<Eddi|zuHause>i remember there was a level where you start by falling down, and you have to grab something
13:56<Eddi|zuHause>but i mostly played prince of persia 2
13:57<Eddi|zuHause>but i don't think i ever got past the skeleton on the bridge as a kid
14:32<@peter1138>yeah, twas hard
14:34<frosch123>it was not that hard, if you knew what to do
14:35<frosch123>i.e. that you had to drive it over a "cliff" instead of "killing" it
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15:11<Eddi|zuHause>yeah, but it involved careful timing and stuff
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16:30<Samu>gah, there was an accident, i got to repeat 5 instances again... I'm not being lucky lately
16:33<Samu>got to repeat NoCAB trains, omggg...
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16:45<Wolf01>time to play factorio with mods for the last time
16:48<Wormnest>lucky you lol
16:48<Wormnest>You should really try my fixed version although I still have some pending changes :p
16:51<V453000>haha Wolf01
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16:52<Wolf01>it's a "haha it won't come out tomorrow"? :D
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16:55<V453000>nah
16:55<V453000>I don't have any such info. All looks like it will.
16:56<Wolf01>btw, I'm enough busy looking at my sister's bf work... he's a comic designer and in 5 minutes *BAM* a wonderful drawing
16:58<V453000>kool
16:58<V453000>I tried prison architect today and got bored super quick :/
16:59<V453000>idk if it's the way how the game is silent, yet there is shitload of stuff it forces you to read
16:59<Wolf01>me too, I thought it was more like evil genius...
16:59<V453000>and the freeplay being complete unintuitive
16:59<V453000>soooo biter wrecking tomorrow
17:00<Wolf01>I would like to try the ion cannon before 0.13 :P
17:00<Wolf01>but I need hours of research
17:00<Wolf01>Or I could just place more labs
17:00<Wolf01>I run the entire game with 4 labs :P
17:02<V453000>XD
17:03<Wolf01>I'm trying to figure out factorio with cartoonish graphics, like carbot starcrafts
17:04<Wolf01>http://2.bp.blogspot.com/-_u9smPpWL2Q/VW5JSw02SDI/AAAAAAAAGBY/hWFNoM02PWY/s1600/Starcraft%2BMod%2B1.jpg :D
17:04<V453000>yeah I know that
17:04<V453000>the videos are awesome
17:08<Wolf01>oh, did you fix also the harvesting under trees?
17:09<Wolf01>I know the game isn't about saving trees, but it would be cool to not needing to harvest a tree to harvest what is covered by it
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17:11<V453000>lol
17:11<V453000>probably not
17:13<Wolf01>it's because the trees have a full selection rectangle instead of just the base like the big electric pole
17:14<V453000>I understand what you mean
17:14<Wolf01>which is totally nonsense because trees even span for up to 2 tiles above the selection rectangle, so why it's so big in first place?
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17:18<V453000>not a big problem though? :D
17:18<V453000>just place mining drills around if you really want XD
17:18<Wolf01>no, I can always cut the entire forest, so no trees problem
17:19<Wolf01>but I like some green around... at least while it stays green
17:20<Wolf01>maybe for the 1.0 version it would be cool to have different approaches to nature, like it does in anno 2070
17:20<Wolf01>maybe even for multiplayer
17:21<V453000>wat
17:23<Wolf01>I mean, one player can go green, low production, raise biters etc, another one could go full pollution, huge mines, another one can focus on weapons
17:23<V453000>I can't imagine how would that work
17:24<V453000>each player having their own factory?
17:24<V453000>also, you can go green :) it is just not a very fun way :P
17:24<Wolf01>each "path" should limit the access to technologies, if you want to go green, you won't have huge mines and advenced industries
17:24<Wolf01>but you can plant trees, raise biters/spitters and unleash them versus other polluting players
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17:25<Wolf01>in sandbox/freeplay you should have access to anything
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17:27<Wolf01>it's just another way to make the game more various, in the long period, maybe the next 4 years
17:27<V453000>you will probably always have options to everything
17:27<V453000>but never say never :)
17:28<Wolf01>there's enough time to think for the features of the "release"
17:28<Wolf01>everything could change, indeed :)
17:30<Wolf01>and one thing I noticed (again) now, a priority system for the logistic chests, when you set up some requester chests it would be really useful to tell which chests must be filled first
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17:44<V453000>well you can limit how much you need to be produced of what
17:45<V453000>requester chests linked to those assemblers can be turned off when there is enough of it
17:45<V453000>but honestly, I hate logistic bots
17:45<Wolf01>no, not that, I mean I have 2 chests which request iron plates from the station, in 2 different places
17:46<V453000>yeah sure, I understand
17:46<Wolf01>I want chest A to be filled before the B, because the B is the surplus it could go to a stockpile or to another outpost
17:47<V453000>I don't think bots should be able to be that smart
17:47<V453000>that's why you use belts and inserters
17:47<V453000>for absolute control
17:49<V453000>anyway, going to sleep
17:49<Wolf01>yeah, for example I redirect the excess of production to a stockpile when an inserter is not able to unload a chest to the belt (because it's full)
17:49<V453000>big day tomorrow :)
17:49<Wolf01>:)
17:49<V453000>well you can "not have excess production" by looping belts back
17:50<V453000>if assembler doesn't need it, it loops back
17:50<V453000>buuuut I believe in factorio it is always better to just have more furnaces instead :P
17:50<Wolf01>I usually build long straight lines :P
17:50<V453000>booring
17:51<V453000>nyway, gn
17:51<Wolf01>nn
17:51<V453000>shit to be automated tomorrow
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18:58<Wolf01>'night
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22:46<Eddi|zuHause>checking grfcodec... not found
22:46<Eddi|zuHause>checking nforenum... found
22:46<Eddi|zuHause>how does that happen?
22:47<Eddi|zuHause>(not looking for an answer, just reporting a curiosity)
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---Logclosed Mon Jun 27 00:00:31 2016