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#openttd IRC Logs for 2016-07-16

---Logopened Sat Jul 16 00:00:59 2016
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02:26<andythenorth>lo Alberth
02:26<@Alberth>moin andy
02:26<@Alberth>:o python 2.7.11 still not dead yet :)
02:27<@peter1138>Still 2.7.3 on my server.
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02:31<andythenorth>python 2.7 will live on for a long time
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02:31<andythenorth>unless there’s a 2.8
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02:32<@Alberth>It was planned to never happen afaik
02:33<andythenorth>“Python 2.7 will be the last 2.x release"
02:33<@Alberth>I am just amazed they still update the old version
02:34<andythenorth>major web frameworks depend on it
02:35<andythenorth>I have blue tarpaulins for ENSP / FMSP
02:35<andythenorth>I could split the colours
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02:37<@Alberth>lots of bugfixes apparently
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03:33<andythenorth>lo Wolf01
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03:37<Wolf01>blinking again
03:42<Wolf01>I must do some NotRailTypes today, or I'll pass the entire day on bed
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04:21<@Alberth>hi hi
04:21<@Alberth>on bed and coding is ok, in bed is another matter :)
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05:03<MonkeyDrone>say whaaaaat, military coup attempt in Turkey. damnnnn
05:04<Wolf01>I bet Erdogan now will fuck up things more than before
05:04<MonkeyDrone>wouldn't be surprised, Turkey is a disaster as it stands right now
05:05<Alkel_U3>It's ok, military coups are a tradition in Turkey.
05:05<Alkel_U3>But, yeah.
05:06<Wolf01>also democracy
05:09<MonkeyDrone>any of you guys have any idea how server-side scripting works? as in how i can setup an alias on a server that would be propagated to the user connecting?
05:09<Wolf01>no idea
05:10<MonkeyDrone>been bashing my head with this since yesterday, made a forum post but not even sure what category to put it in.
05:12<Wolf01> next step is to put 2 set of rails, then we'll call them trains?
05:14<@Alberth>road trains, eh? :D
05:15<Wolf01>btw, 2 crashes with trucks involved every day in the motorway here :(
05:18<Wolf01>the other 2-3 crashes are just distracted people bumping the one what precedes while watching the other crash
05:21<Alkel_U3>now how many extra crashes will Pokémon GO cause
05:22<Wolf01>I've seen a girl walking while watching the smartphone on a high traffic road 2 days ago... I suspect she was hunting...
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05:27<andythenorth>vehicles are 6px wide
05:27<andythenorth>so two different sprites are needed to make a crates cargo
05:31<@Alberth>silly pixels :(
05:31<andythenorth>silly iso grid :)
05:34<andythenorth>hmm, barrels same :o
05:38*andythenorth needs to steal NUTS cargos
05:38<andythenorth>but they’re not really the same style :P
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05:47<frosch123>@calc 3100/365
05:47<@DorpsGek>frosch123: 8.49315068493
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06:00<Wolf01>mmmh, too many magic numbers in the main toolbar container
06:01<andythenorth>Wolf01: thinking of splitting street / tram construction? o_O
06:02<Wolf01>with up to 15 subtypes is not possible to keep everything in one sublist
06:02<Wolf01>and I would like to re-start with symple patches now
06:02<andythenorth>you’ll need a tram sprite
06:02<Wolf01>I'll just put another rail sprite
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07:09<Wolf01>I think I understood how to fuck up the buttons arrangements
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07:47<Samu>something's wrong with road vehicles
07:48<Samu>ah, i see... crashed
07:49<Samu>dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S] dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
07:53<andythenorth>such FIRS bugs :P
07:55<Samu>darn, can't find which month it crashed exactly
07:59<Samu>oki, got it
07:59<Samu>NoNoCAB - v2, 1st Nov 1969 - last month alive
08:05<Wormnest>Samu can you see if Road Vehicle 2854 is still running
08:05<Samu>uhm, i closed the server, but i got saves up to 1983 when i noticed
08:07<Samu>2854 is a bus in 1983
08:07<Samu>it's stopped in depot, i guess due to old age, because it has a profit last year, 1982
08:07<Wormnest>I´ll look at your saves in a bit then
08:07<Wormnest>The 1969 should be a steel truck
08:21<Wormnest>Strange even in 1969 that´s a bus and your save is crashing nonocab more things to fix lol
08:40<Wormnest>crash is caused by a disappeared station at a factory strange
08:41<Samu>there's some vehicles with void orders and others with too few orders
08:43<Wormnest>The void order is for the disappeared station
08:43<Samu>removing stations is a bad idea then? :(
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08:44<Wormnest>It is as long as you haven´t first sold all vehicles
08:45<Wormnest>And too few orders is for a different connection seems you found more problems
08:47<Wormnest>But at Radham Heights is a station without vehicles Iḿ thinking certain stations are not correctly added to the connection
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08:59<Milek7>why companies number is limited 15?
09:00<Eddi|zuHause>because this number is stored in every tile where you own anything, and tile space is very limited
09:00<Milek7>then make it is bigger?
09:01<Eddi|zuHause>well, we could make it bigger, but then you would have to give up the possibility of huge maps.
09:03<Eddi|zuHause>because if you make the tiles twice as big, you can only have half the number of tiles. logical?
09:03<Milek7>who says it cannot use more memory?
09:04<Eddi|zuHause>memory is not unlimited.
09:24<Samu>there are 255 companies i think
09:24<Samu>i don't remember the limitations though
09:25<Samu>0 to 14 are playable companies
09:25<Samu>then there's owner town, owner water, owner deity
09:26<Samu>there's spectator
09:26<Samu>there's a joining player stub thing
09:26<Samu>there's owner none
09:27<Samu>don't know what else there is
09:30<Samu>is it 5 bits to store a owner in a tile?
09:31<Samu>some tiles have 5 bits to store owner, some are 4 bits, sometimes they store more than 1 owner in a tile
09:32<Samu>2*2*2*2*2 = 32 companies
09:32<Samu>2*2*2*2 = 16 companies
09:33<Samu>0-14 + owner none = 16 companies
09:34<Samu>i guess that's the limitation
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09:58<frosch123>i recently bought super-glue, but couldn't find it after searching for three days
09:58<frosch123>knowing that i would probably find it, after i would buy a new one, i just gave up and bought a new one
09:58<frosch123>and just as i come home i find the old one :p
09:59<frosch123>f murphy
10:07<Eddi|zuHause>go back to the store and return the unused one :p
10:07<frosch123>i was alreeady annoyed that i searched so long for something costing 2.95
10:07<frosch123>i won't return it :p
10:08<Eddi|zuHause>it only costs you an hour of time and 5€ worth of fuel :p
10:08<andythenorth>barrels are right fuckers to draw :P
10:09<Eddi|zuHause>like that guy who sued over a 4€ error in his tax calculation, and then wanted back his 400€ travel expenses from the court
10:09<andythenorth>10th row (after the empty row) ^
10:09<Eddi|zuHause>he got back his 4€, but the 400€ and 100€ of court costs he has to pay now.
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10:18<V453000>andythenorth: biggur gapz or something
10:18<V453000>:) and yes barrels suck
10:18<Wolf01>ho! more sprites from andy to convert in voxels
10:22<Wolf01>mmmh, I really don't understand what subtle error I made with the toolbar
10:23<frosch123>what does it do?
10:23<Wolf01>crashes the game
10:23<frosch123>or not do?
10:23<Wolf01>at least before it was just clicking the wrong button
10:24<Wolf01>do all buttons really need to be present in the arrangement array?
10:24<Wolf01>because I left out the new ones to rearrange better the others
10:30<Wolf01>it throws an exception with "child_wid was 0xE"
10:30<Wolf01>when tries to scale the buttons
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10:40<@Alberth>maybe it uses the content to make scaling decisions
10:41<andythenorth>V453000: I don’t have enough pixels to make them look round :)
10:41<andythenorth>if i draw them bigger, they look stupid
10:53<Wolf01>ok, I think I found it
10:54<Wolf01>missed the toolbar normal widget definition
10:55<Wolf01>why is not used the ToolbarNormalWidgets enum instead of the magic numbers?
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11:00<V453000>yeah that's why one doesn't draw barrels :P
11:00<V453000>or just make them have various colours
11:00<Wolf01> meh... me right now
11:02<Wolf01>I think I'll get rid of the entire resizing and arrangements of the main toolbar
11:02<Wolf01>and make an hamburger menu instead
11:05<frosch123>check r25376
11:05<frosch123>that one added a toolbar button the last time
11:06<Wolf01>I got it, but now I've too many buttons, and the toolbar switching only support 2 levels
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11:09<Wolf01>the funny thing is that now it adds a spacer between the construction buttons
11:12<Samu>nonocab crashed again in one of the ship games
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11:19<Wormnest>What was the problem Samu
11:27<Milek7>these extra companies can only build roads
11:29<Yho>Hello, I'm trying to tinker with the openttd code again. Is "Unify the appearance and position of "goto location" buttons. " in the todo-list still needed/easy ?
11:30<frosch123>it is more a design issue than a coding issue :)
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11:31<frosch123>like, make a list of all windows which have "location" buttons, and a list of all windows which have none, but should have one
11:31<frosch123>then check whether and how it makes sense to unify them
11:31<Yho>Yes, I have seen the thread and it basically stopped at what to do with the room left after deleting to "go to" button.
11:31<frosch123>i gave up when comparing the vehicles gui with the other guis :p
11:32<Yho>There was a quite consistent list of affected windows, maybe there are some new but this work is mostly done
11:33<Samu>dbg: [script] [0] [E] ERROR: vehicleCapacity == 0 for vehicle Ship 2,189, cargo: GOOD dbg: [script] [0] [W] WARNING: Connection this belongs to: From: Denfingbridge Sawmill to Wranpool carrying: GOOD dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S] dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
11:33<Samu>similar problem
11:33<Milek7>what function makes buttons greyed out?
11:33<Samu>ship 2189 is a oil tanker
11:34<Wolf01>SetWidgetsDisabledState(condition, button, button,...)
11:34<frosch123>something "disable" something
11:35<Milek7>ok, thanks
11:38<Samu>so slow, trying to open a log file of 700 MB
11:41<Yho>I can't find where the widgets common to all windows are added (WWT_CLOSEBOX, WWT_CAPTION...). They are all mentioned in "window.cpp" but I can't find them in the initialization functions
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11:41<@Alberth>they are in the window definition data afaik
11:41<frosch123>Yho: the "common to all windows" is a lie :)
11:42<frosch123>"static const NWidgetPart _nested_vehicle_view_widgets[]" <- for example, that defines the vehicle gui
11:42<frosch123>it also contains the "common" buttons
11:43<frosch123>i think for every of the "common" buttons there is a window, which does not have it :)
11:43<Samu>NoNoCAB - v2, 1st Nov 1972 found last month alive, uploading to forum
11:44<Yho>I have not looked at all the different windows but don't they inherit the base Window struct with these common widgets ?
11:44<frosch123>window layout is not subject to object interitance
11:44<Wormnest>thanks I´ll have a look at it later tonight
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11:45<frosch123>Yho: just take a look at some specific window :)
11:48<Samu>let me check the other running nonocabs
11:49<Samu>im surprised notepad can open 1 GB txt files
11:49<Samu>notepad++ can't
11:50<Samu>nonocab trains is stuck, trying to sell a train but he's jammed
11:50<Samu>script is not crashed however, and it's still doing saves
11:50<Milek7>CompanyMask company_avail; ///< Bit for each company whether the engine is available for that company.
11:51<Milek7>is it even used?
11:52<Samu>nonocab NPF ships is also stuck, trying to send a ship to a depot, npf screwed, i reported this the other day
11:52<Samu>nonocab Original ships is running fine, no issues
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11:56<Samu>nonocab original ships with 3000 ships is beating nocab npf ships with 5000
11:56<Samu>really nice improvement
11:56<Samu>£216M > £85M
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11:59<Eddi|zuHause>yes, when one company got the preview, only one of the bits is set
11:59<Eddi|zuHause>after the preview ends, all bits are set
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12:00<Eddi|zuHause>and when the engine retires, all bits are cleared again, i think.
12:04<Milek7>afaik only one company can have preview, so why not store only company id? (and 0 for no companies and eg COMPANY_INVALID for all companies)
12:05<Samu>company 0 is company #1
12:05<Eddi|zuHause>because an additional NO_COMPANY and ALL_COMPANIES enum value is even worse?
12:06<@Alberth>Milek7: what if the first company turns the offer down? Where do you store it does not want it, so you don't ask it again?
12:07<Milek7>in vector
12:07<@Alberth>ie a bitset?
12:07<@Alberth>as in, an integer with bits? :)
12:07<Milek7>no, list of company ids
12:07<Eddi|zuHause>because that is more efficient or what?
12:08<Milek7>i don't like bitmasks :D
12:08<Eddi|zuHause>i think you're trying to optimize a thing that doesn't need optimizing
12:09<Milek7>no, no optimizing
12:09<Milek7>but playing with more than 15 companies
12:09<frosch123>Eddi|zuHause: he is extending something that does not need extending :p
12:09<Eddi|zuHause>Milek7: you can just make a bitmask bigger...
12:09<Eddi|zuHause>32, 64, whatever...
12:09<frosch123>Eddi|zuHause: std::bitmask :p
12:10<Eddi|zuHause>frosch123: i have no idea about all these fancy new stuffs :p
12:11<frosch123>what was that point in time called, when something is more than half as old as the thing it replaced?
12:11<frosch123>like cvs being 1990, svn being 2000, git/hg being 2005
12:11<Eddi|zuHause>neither have i any idea what you mean nor any idea what the word could be...
12:12<frosch123>that word appeared a few times on xkcd
12:12<Yho>(Isn't it called std::bitset ? I just spent 5 minutes searching it, not bitmask found)
12:12<frosch123>Yho: possible :)
12:12<frosch123>i think i only used it once
12:12<frosch123>i think even in ottd
12:12<Eddi|zuHause>you mean like "wanna feel old? movie <X> came out closer to your date of birth than to today"
12:13<frosch123>yeah, except i don't care about movies
12:13<frosch123>my favorite movies are older than me :p
12:14<Eddi|zuHause>you're now out of school for longer time than you were in school :p
12:14<frosch123>i am not that old
12:14<Eddi|zuHause>you probably were in school for 13 years, instead of 12 like normal people :p
12:15<frosch123>well, i added university :)
12:15<Eddi|zuHause>well, i've been in university for friggin forever, so that's gonna take a while :p
12:16<frosch123>so, you have been longer in university than in school? :)
12:16<Eddi|zuHause>i think so
12:16<Eddi|zuHause>not sure
12:16<Eddi|zuHause>too lazy to do the math
12:16<frosch123>did you party your silver immatriculation?
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12:19<Eddi|zuHause>so, this random piece of paper i grabbed said i was in the 25ths semester
12:19<frosch123>so you barely missed silver?
12:20<Eddi|zuHause>so it's half a year more than school, anyway
12:35<Yho>So I now understand how widgets are added to the different windows. But considering there is something like 3 type of windows, isn't that an example of code duplication that could be avoided ? There could be 3 base window types with 3 base layouts and then each window would only add widget to this layout.
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12:43<andythenorth>what goes in these silly barrels then?
12:45<Eddi|zuHause>don't confuse the two
12:45<Eddi|zuHause>especially if you're swedish.
12:46<Eddi|zuHause>(or norwegian, or danish)
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12:48<Eddi|zuHause>just anything that is liquid, really
12:49<andythenorth>I might add that code to find class of unknown cargos
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12:52<frosch123>basically all clean bulk
12:53<Eddi|zuHause>i don't think there's a cargo class for that :p
12:53<frosch123>there is covered/sheltered or something
12:53<Eddi|zuHause>did we add the "pourable" class?
12:57<andythenorth>orange juice
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13:04<Milek7>there is good reason for the 15 companies limit?
13:04<Milek7>hacked some lines and it seems that more companies work
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13:07<Eddi|zuHause>until you find that company 17 builds a road which is owned by company 2 afterwards
13:09<Eddi|zuHause>(and that's only if you're lucky. if you're unlucky it changes a load more things)
13:09<andythenorth>what, bytes overflow? :o
13:09*andythenorth is shocked
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13:13<andythenorth>a vehicle will accept station refit orders for cargos it can’t refit to
13:14<Eddi|zuHause>can't fix that.
13:14<Yho>I have compiled a modified openttd for the first time. And it works !
13:15<Milek7>Eddi|zuHause: can't reproduce
13:15<Eddi|zuHause>andythenorth: make it so it throws an error if the vehicle arrives at a station with an invalid refit order, if "check timetables" is enabled
13:15<Milek7>i built rail with companies 1-15 and 20-30
13:15<Milek7>and it seems to show owner correctly
13:16<Eddi|zuHause>Milek7: an road? and tram? and bus station?
13:16<andythenorth>vehicle should not accept orders it can’t fulfill
13:16<andythenorth>basic flawed design
13:16<Eddi|zuHause>andythenorth: it's not flawed. it might even be desired...
13:17<andythenorth>what is the upside?
13:17<andythenorth>"I see no method here”
13:17<Eddi|zuHause>andythenorth: still it's unfixable because you cannot check which cargo it could refit to
13:18<Eddi|zuHause>because that can change untill it arrives
13:18<andythenorth>it’s only unfixable within current spec
13:18<andythenorth>spec is broken
13:18<Eddi|zuHause>andythenorth: you might want only half the vehicles be refittable at all
13:18<Eddi|zuHause>like 1/3 vehicles fixed for ore, 1/3 for coal, and 1/3 flexible
13:19<andythenorth>I don’t understand :)
13:19<Eddi|zuHause>so only the 1/3 is used for load balancing, and the other two 1/3 are for guaranteed transport
13:19<andythenorth>I can’t see past the broken orders tbh
13:19<Eddi|zuHause>you should have no business with orders.
13:19<Eddi|zuHause>i command you to ignore orders.
13:20<Eddi|zuHause>these are not the orders that you seek.
13:20<Alkel_U3>Even the first order?
13:20<andythenorth>I can’t understand why we allow newgrf to break gameplay so trivially
13:21<andythenorth>obv. there are other ways, like setting power to 0, but that requires newgrf author to be a malactor
13:22<Eddi|zuHause>i still can't see how any gameplay is "broken"...
13:22<Eddi|zuHause>people "break" their games with wrong use of signals way quicker
13:24<andythenorth>vehicle sits in station, trying to refit to a cargo it can’t refit to?
13:24<andythenorth>seems broken to me :|
13:24<andythenorth>just because there are other cases doesn’t make this one right
13:25<Eddi|zuHause>still nothing "broken"...
13:26<Eddi|zuHause>industry closes, vehicle waits for cargo that is never produced... same thing.
13:26<andythenorth>so why don’t we remove the guard on routing articulated RVs to drive in stops?
13:26<andythenorth>why don’t we remove the guard on routing trams to RV stops?
13:26<Eddi|zuHause>because we tried that and it lead to loads of support requests
13:27<andythenorth>this is a support request :P
13:27<andythenorth>I could file it 10 times with a sock puppet? o_O
13:27<Eddi|zuHause>no, it's you overthinking something
13:28<andythenorth>I don’t think it’s any different to articulated RVs
13:30<andythenorth>I’m still confused
13:30<andythenorth>why is it required that a vehicle can be assigned invalid orders?
13:31<Eddi|zuHause>it's not. but you can't know whether an order is invalid
13:32<andythenorth>only because of silly newgrf cb
13:32<andythenorth>which shouldn’t exist
13:44<andythenorth>Polar Bear for a ship set?
13:44<andythenorth>probably makes no sense :P
13:53<@Alberth>only for polar ships :)
13:53<@Alberth>ice breakers and stuff :)
13:54<@Alberth>unfortunately, no ice in OpenTTD :p
13:55<Eddi|zuHause>it could be the HEQS of ships... :p
13:55<Eddi|zuHause>things that nobody should need
13:55<Eddi|zuHause>but would spice it up a little
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14:26<Alkel_U3>Sea Horse? As a counterpart to Iron Horse? :-)
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14:52<Milek7>how to compile with debugging symbols?
14:53<Eddi|zuHause>./configure --enable-debug or something like that
14:53<+glx>platform ?
14:54<Sylf>./configure --help | grep debug
14:54<Eddi|zuHause>the problem i always had with this is that debug mode changes other thing (like shift/tab)
14:54<Eddi|zuHause>there should just be a no stripping mode
14:54<Eddi|zuHause>that otherwise behaves the same as release
14:55<+glx>debug mode enables cheat shortucts too :)
14:55<Eddi|zuHause>yeah, alt+0 :p
14:55<Eddi|zuHause>(i don't think i ever used that)
14:58<Wormnest>Can a vehicle group ID be negative?
14:59<Eddi|zuHause>where does that matter?
14:59<Eddi|zuHause>do you make operations on it?
15:02<Wormnest>Well the code initializes it to -1 and I seem to be getting vehicles in the wrong group in rare occasions
15:03<Wormnest>I´m guessing noCAB assumed -1 is invalid
15:03<Eddi|zuHause>-1 should be invalid
15:03<Eddi|zuHause>that's how it works in most other places
15:04<+glx>-1 is easier to write than many F ;)
15:04<Eddi|zuHause>still you shouldn't really perform any operations other than "are these two equal?" on an ID
15:04<Wormnest>That´s what I thought I guess I need to look further for the place of the error then
15:05<+glx>but a group ID is generally unsigned
15:05<Wormnest>Well it checks if it is a valid group id and if not valid creates a new group id
15:06<Milek7>where Company::Get is defined?
15:06<Wormnest>I´ll change initialization to AIGroup.GROUP_INVALID just to be sure
15:07<Milek7>i should use some editor with "Go to declaration" function
15:07<Eddi|zuHause>that helps.
15:07<Eddi|zuHause>or learn some grep magic
15:08<Eddi|zuHause>anyway, "declaration" and "definition" are two different things
15:08<+glx>hmm I think Company::Get is not defined in Company but in the parent
15:08<+glx>something related to pools
15:09<@Alberth>iirc conversion of integer to the object
15:21<Samu>nonocab reached 5000 ships at last
15:21<Samu>there's some ships with no orders
15:21<Samu>maybe oil rigs closed, they're around oil rigs
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15:30*andythenorth had better fix trams next :P
15:37<Milek7>btw. anybody have ipv6? :>
15:38<Wormnest>I´ve made some fixes to ship order handling but no orders shouldnt happen
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16:11<Milek7>terrain generator have hardcoded 0x10 as OWNER_NONE?
16:15<Eddi|zuHause>there's also an OWNER_TOWN
16:16<Eddi|zuHause>and sometimes it's stuffed in a way where the ID of one is used instead of the other
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16:34<Milek7>no more than 27 companies
16:43<Eddi|zuHause>what a strange number...
16:45<Eddi|zuHause>honestly, if i'm sitting here having to explain to random people once a month why the companies are limited to <X> and not any other number, i'd much rather have it be 15 than 27
16:45<Milek7>maybe OWNER_END is not necessary
16:46<Eddi|zuHause>OWNER_END is certainly not a valid owner
16:46<ST2>when they got assassinated :P
16:47<Eddi|zuHause>ST2: it's usually used in for-loops. for (i=WHATEVER_BEGIN; i<WHATEVER_END; i++) {...}
16:48<ST2>gotta love the "WHATEVER_END" xD
16:48<ST2>anyway, was onlu lurking around ;)
16:48<Eddi|zuHause>but still, that means that (usually) WHATEVER_END is one higher than the highest valid entry
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17:05<Milek7>cp: Text file busy
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17:06<Milek7>i always thought that on unix it is possible to replace running executable
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17:19<Milek7>something sets company_avail to 0xFFFF
17:19<Eddi|zuHause>that's "invalid"
17:19<Milek7>it is bitmask field
17:19<Milek7>but all code i can see sets it to -1
17:20<Eddi|zuHause>-1 is 0xFF...F
17:20<Eddi|zuHause>for whatever bitwidth your variable has
17:20<Milek7>but i changed company_avail size to uint32
17:21<Milek7>and something still set it at 0xffff
17:21<Eddi|zuHause>then it gets cropped by copying it into a smaller variable
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17:25<Milek7>ok, it is set to 0xffff by afterload.cpp
17:25<Milek7>there was only 8 companies before?
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17:40<Milek7>bit 7 in m1 is unused?
17:43<+glx>not for all tiles IIRC
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17:45<Milek7>html table in docs says that it is used in industries
17:46<Milek7>but there bit 4 is unused
17:46<Milek7>why so strange?
17:46<+glx>it's used for stations too
17:47<Milek7>so docs/landscape.html is outdated?
17:49<Milek7>rail station m1 bit 7 is marked as free
17:51<+glx>oh I was looking at m7 :)
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18:01<Milek7>and there is free 0 and 1 bits in m6
18:01<Milek7>so much place for extra companies :D
18:11<Milek7>why there is Tile and ExtendedTile struct?
18:26<Eddi|zuHause>hysterical raisins
18:26<Eddi|zuHause>Tile was to be extended by 1 byte, but that would have meant poor alignment for 64bit machines
18:26<Eddi|zuHause>so the extra byte got its own array, so it could be packed better
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18:27<Eddi|zuHause>tile was 64 bits, so an extra byte would make that 72 bits, but alignment restrictions would have blown that up to 128 bits
18:27<Eddi|zuHause>most of which would have been unused
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18:34<Milek7>and with seperate structure it is packed diffirently?
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19:53<Samu>nonocab trains finished, updated topic
19:54<Samu>nonocab npf ships also finished
20:30<Eddi|zuHause>Milek7: yes, alignment for array members must be powers of two, so 1 byte, 2 bytes, 4 bytes, 8 bytes, 16 bytes...
20:31<Eddi|zuHause>so when you want to store 9 bytes, it's better to have one array with 8 byte members, and one with 1 byte members
20:31<Eddi|zuHause>otherwise the 9 bytes would be rounded up to 16 bytes
20:32<Eddi|zuHause>which is a giant amount of wasted space, if you have 4 million array members
20:34<Eddi|zuHause>it's easier on 32bit systems, because the doubling stops after you reach the bitwidth, so you can have 3 times 32bit, so 12 bytes
20:34<Eddi|zuHause>but it's still 3 bytes wasted for every 9 bytes stored
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---Logclosed Sun Jul 17 00:00:00 2016