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#openttd IRC Logs for 2017-11-18

---Logopened Sat Nov 18 00:00:28 2017
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03:17<andythenorth>Road Hog is a song in original game music
03:17<andythenorth>did not know that
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03:33<@Alberth>o/
03:34<Eddi|zuHause>i only remember "an alien ate my railway"
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05:01<alluke>western metro opened finally after over year of delay
05:01<alluke>could go drink beer there and test drive it
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10:00<Samu>i'm failing to construct a widget
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10:03<@Alberth>and it's so simple :(
10:05<Samu>https://imgur.com/2K9tav9
10:05<Samu>good vs bad
10:05<Samu>i want that black hole to be filled with grey
10:08<Samu>this->GetWidget<NWidgetStacked>(WID_RV_AIRCRAFT_ONLY)->SetDisplayedPlane(this->match_aircraft_type ? 0 : SZSP_HORIZONTAL);
10:08<Samu>is it SZDP_HORIZONTAL or VERTICAL?
10:08<Samu>SZSP
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10:10<Samu>bah, vertical looks worse
10:10<Samu>so, it must be somehwere else, halp
10:12<@Alberth>just make a widget, don't mess with widget sizes
10:13<@Alberth>^ which is just 1-2 lines in the window widget tree
10:14<@Alberth>widget stacks are making changing window layout, way more advanced than you need, probably
10:14<@Alberth>*are for
10:15<Samu>there's already one specifically for trains
10:16<Samu>and other for the other vehicles
10:16<Samu>do you mean i need to make one specifically for aircraft?
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10:17<Samu>that's too much copy paste
10:17<Samu>that was the way I had before, i was trying to simplify it
10:18<Samu>static WindowDesc _replace_rail_vehicle_desc( WDP_AUTO, "replace_vehicle_train", 500, 140, WC_REPLACE_VEHICLE, WC_NONE, WDF_CONSTRUCTION, _nested_replace_rail_vehicle_widgets, lengthof(_nested_replace_rail_vehicle_widgets) );
10:18<Samu>static WindowDesc _replace_vehicle_desc( WDP_AUTO, "replace_vehicle", 456, 118, WC_REPLACE_VEHICLE, WC_NONE, WDF_CONSTRUCTION, _nested_replace_vehicle_widgets, lengthof(_nested_replace_vehicle_widgets) );
10:19<Samu>was trying to reuse replace_vehicle
10:25<@Alberth>ok
10:26<@Alberth>then you must either use a stack widget, or initialize widgets to 0 size that you don't want to see, while creating the tree
10:28<@Alberth>where stack widget is for dynamically changing the window
10:29<@Alberth>although it's the most complicated form, there are much simpler forms if the sizes don't change after construction
10:41<Eddi|zuHause>alluke: only one year delay? in what utopian world do you live?
10:46<Samu>NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_RV_MATCH_AIRCRAFT_TYPE), SetDataTip(STR_REPLACE_MATCH_AIRCRAFT_TYPE, STR_REPLACE_MATCH_AIRCRAFT_TYPE_HELP),
10:48<Samu>NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_RV_MATCH_AIRCRAFT_TYPE), SetDataTip(STR_REPLACE_MATCH_AIRCRAFT_TYPE, STR_REPLACE_MATCH_AIRCRAFT_TYPE_HELP), SetResize(1, 0), SetFill(1, 1),
10:49<Samu>gonna try again
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10:52<Samu>meanwhile, this was my copy/paste method
10:52<Samu>https://paste.openttdcoop.org/puhsjpjyc
10:56<Samu>do AIs have access to this stuff too?
10:56<Samu>they can change my settings this way?
10:56<Samu>lel
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11:00<Samu>do AIs have their own 'openttd.cfg' file for gui stuff? or ?
11:04<Samu>i need to understand what happens when an AI 'clicks' 'Match aircraft type' button, are they gonna change my openttd.cfg file, or do they have their own virtual openttd.cfg file?
11:04<LordAro>AIs can't change game settings
11:05<Samu>well, but the way I implemented this, might be doing that
11:05<LordAro>not sure about game scripts, but i'd imagine they're the same
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11:06<supermop>yo
11:06<Samu>IConsoleSetSetting("gui.autoreplace_match_aircraft_type", !_settings_client.gui.autoreplace_match_aircraft_type);
11:06<Samu>this thing is what happens when clicking match aircraft typoe
11:08<Samu>i didn't want to make this a company setting, i wanted each client to have their own preference
11:08<Samu>but i worry about ais
11:09<Samu>i dont want ais to change my preferences, wish i could test an ai
11:14<@Alberth>you changed checks in the replacement command ?
11:16<Samu>what ?
11:16<Samu>https://paste.openttdcoop.org/puhsjpjyc#line-42 at line 42
11:17<Samu>must be a DoCommand?
11:19<Samu>line 44 is checking directly from the _settings_client
11:19<Samu>to set the button state
11:22<Samu>line 31 as well
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11:23<andythenorth>o/
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11:24<@Alberth>if you changed a CoCommand, then the other clients must also know the setting, or they block the replace, and desync
11:24<@Alberth>o/ andy
11:24<@Alberth>*DoCommand
11:25<Samu>hmm autoreplace is a giant DoCommand
11:25<Samu>but the outcome is unchanged regardless of this setting
11:26<Samu>it's only acting as a filter for the list
11:27<Samu>if a client has match aircraft type disabled and the other does not, it won't matter in the deciding moment when the aircraft is being replaced
11:28<Samu>doesn't depend on it
11:29<Samu>i think i have a way to test this, brb
11:32<Samu>it's a setting of this kind: having a client with drag & drop toggled on and another having it toggled off
11:32<Samu>playing in the same company
11:37<@Alberth>I am surprised the replacement doesn't check for a compatible aircraft type when replacing
11:38<@Alberth>*replacement code
11:40<Samu>testing replacement
11:40<@Alberth>hmm, perhaps it makes sense, at an airport with both helicopters and aircraft
11:41<Samu>no desync so far, aircraft is being sent for replacement
11:41<Samu>will see if it desync, i got server and client playing in the same company, but with different match aircraft type
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11:42<@Alberth>sure, gui doesn't desync in itself, a command must do something different at different machines
11:42<@Alberth>but if you didn't change that code, it should not desync
11:43<@Alberth>if you did change that code, you should make sure your changes are computed in the same way at all machines
11:48<Samu>strange, aircraft isn't being replaced, what's happening :(
11:50<Samu>oh, i see why
11:51<Samu>trying to replace passenger with mail, that doesn't work
11:51<Samu>better test without av8
11:56<Samu>network game synchronization failed
11:57<Samu>interesting, it desyncs
11:58<Samu>i knew this was too good to be true
12:00<Samu>really have to learn how to generate lists
12:06<Samu>lines 11-16 are the cause of desync
12:06<Samu>i wanna learn how to generate lists
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12:10<Samu>my first desync :(
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12:23<Samu>maybe this ain't too hard, give me some time, i'm trying to generate a list in another manner
12:23<Samu>b back later
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12:36<Samu>done
12:36<Samu>yay
12:36<Samu>trying desync
12:36<Samu>brb
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12:45<Samu>no desync!
12:46<Samu>https://paste.openttdcoop.org/p9hlizjtm
12:47<Samu>now back to my other issue, about AIs being able to change my settings
12:49<Samu>Alberth: halp :o
12:49<Samu>AIs or GSs
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12:59<Samu> case WID_BRAS_PLATFORM_DRAG_N_DROP: { _settings_client.gui.station_dragdrop ^= true;
13:00<Samu>do AIs have access to this button at all?
13:01<Samu>what can AIs do afterall? :( i'm so depressed
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13:25<Samu>hmm instead of match aircraft type, i got an even better idea
13:26<Samu>list all, list heli, list small, list large, list matching aircraft type
13:45<@DorpsGek>Commit by translators :: r27931 trunk/src/lang/portuguese.txt (2017-11-18 19:45:38 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>portuguese: 7 changes by neuralshock
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14:12<Tillerbob>I have a really dumb question. I've been having issues with joining loading bays to oil wells and iron ore. I have put them all around and both types of bay. Any thoughts on what I'm doing wrong?
14:15<@Alberth>euhm, what do you want to transport?
14:15<@Alberth>with what type of vehicles?
14:15<@Alberth>laoding bays -> trucks?
14:15<Tillerbob>I go with the oil wells. I have the oil trucks. The loading bays just say Accepts: Nothing
14:16<Tillerbob>Same with the ore mine. I put the bay next to it and it says Accepts: Nothing
14:16<@Alberth>yes, you get oil, you don't bring it
14:16<Tillerbob><--- Dumbass
14:16<@Alberth>:)
14:16<Tillerbob>It's been a long day already. Thanks...
14:16<@Alberth>enjoy the game
14:16<Tillerbob>I've been fighting the most obvious thing ever. Appreciate the helpt
14:17<@Alberth>this is oneof those problems that just must have a stupid answer
14:17<@Alberth>and you're just blind
14:17<@Alberth>happens to all of us :)
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14:43<Samu>subsidies for cargo dist topic is hot
14:44<Samu>i'd also like an option to completely disable subsidies
15:05<@Alberth>just ignore them
15:05<@Alberth>maybe you can disable the news items
15:06<@Alberth>additional income is non-relevant anyway
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15:27<PressureLine>wjee
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15:39<PressureLine>i think my project for the day should be "all default industries on one map!"
15:42<@Alberth>64x64 map :)
15:42<PressureLine>tempting
15:43<@Alberth>oh, it's fun for a few times
15:43<PressureLine>but. I prefer larger maps, so when im making a grf for me, I don't really care about 64^2 maps
15:43<@Alberth>no room for large stations
15:44<@Alberth>you can always do 128x1024 or so
15:45<@Alberth>bit insanely long :)
15:46<PressureLine>https://i.imgur.com/yPDDrMn.png
15:48<PressureLine>eventual goal in that game is to be running 10TL mainline trains
15:49<PressureLine>64x4096
15:49*PressureLine nods sagely
16:02<@Alberth>ieks
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16:08<PressureLine>maybe i'll have a play around with OpenGFX+ Industries
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16:29<Samu>well, in competitive servers, it matters
16:30<Samu>about subsidies
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16:33<Samu>SQGSWindow.DefSQConst(engine, ScriptWindow::WID_RV_MATCH_AIRCRAFT_TYPE, "WID_RV_MATCH_AIRCRAFT_TYPE");
16:33<Samu>what is this SQGSWindow stuff supposed to do?
16:34<Samu>src/script/api/game/game_window.hpp.sq
16:35<Samu>seems like a whole different coding style, these .sq files
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16:43<mczapkie>Hello
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16:53<mczapkie>I can change allow_subsidy option to enumerate (off, manual, all)
16:53<andythenorth>lo mczapkie
16:54<mczapkie>Hello Andy
16:57<mczapkie>I was answering to @Samu
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17:11<Samu>hi mczapkie plz do
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17:27<mczapkie>Samu, good idea, hovewer I'm not sure if this patch would be implemented in trunk
17:41<Samu>:)
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18:51<supermop>hi mczapkie, interesting post about subsidies
18:51<andythenorth>bed
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19:15<Samu>i'm a terrible coder
19:15<Samu>for (StringID str = STR_REPLACE_ALL_AIRCRAFT_TYPES; str != STR_REPLACE_ALL_AIRCRAFT_TYPES + GAT_END; str++) {
19:15<Samu>this looks so wrong
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19:26<Speedy>suo
19:26<B_>Hello. I am wondering what's wrong w/ the 'The server you joined last time:' feature
19:27<B_>In-game, it is shown as 'SERVER OFFLINE' but, monitoring network traffic, I can see the server by queried and replaying w/ its information
19:27<B_>replying*
19:27<B_>Client-side update/cache problem?
19:32<Eddi|zuHause>does the normal server list work?
19:33<B_>Yes
19:33<B_>And after joining the server, exiting the game and starting it again, the cache is now working
19:33<Eddi|zuHause>strange
19:34<Eddi|zuHause>no idea how that works, though
19:34<B_>Indeed... I tried to use ProcessMOnitor to check what files/registry entries might be used, did not spot anything interesting
19:34<B_>Yupo, that'd require some knoledge
19:34<B_>If there is any expert around here :)
19:34<B_>I'll dig into source code....
19:35<ST2>B_: happened with any specific server, or it's global?
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19:36<B_>Well... I tend to always join the same :\
19:37<B_>I had an intuition: might that be related to IPv6 or not? I join my usual server on IPv6
19:38<ST2>was preciselly to ask that ^^
19:38<B_>openttd source
19:38<B_>sry
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19:40<ST2>is the server being announced via IPv4 or IPv6? static or ddns?
19:41<B_>Both
19:41<ST2>had ypu tried to report that on tje servers page?
19:41<B_>static
19:41<B_>It's the 1st time I ask around, mb is it sth already known?
19:42<ST2>my last question?!
19:43<ST2>note: at phone now ^^
19:45<B_>What do you mean by 'report that on the servers page'?
19:45<B_>https://www.openttd.org/en/servers ?
19:46<ST2>Because can be a servers announcement fau�t, and if isnt, they can say if any error semt back
19:47<B_>No both servers (IPv4 a IPv6) appear correctly in the advertized game list
19:47<ST2>the openttd server you're joining, have a website? to contact the admins
19:48<B_>It's just that when I join it, afterwards, sometimes, when I enter the multiplayer lobby the cached entry for the last joined server show it as offline, even though query (and response) to the IP address is being sent/received by the game
19:48<Samu>https://imgur.com/ksPiWzZ - this is getting interesting
19:48<B_>I tried to simply exit the game and launch it again but that time the cache was working properly showing the server online
19:49<ST2>B_: that wasn't my questipn
19:49<B_>If I get the advertized server list again, I'll find the server there, both IPv4 & IPv6
19:49<B_>but the cached entry will continue showing it 'offline'
19:50<B_>it's definitely not a pb server-side IMHO
19:50<B_>THen I did not get it sry :D
19:50<B_>Meantime, it seems I am narrowing that down in the source code: this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
19:51<B_>let's dig further..
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20:13<B_>If I set the parameters '-d net=4' in command-line on Windows, where are the debug messages being logged?
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20:19<+glx>on stdout or stderr
20:20<+glx>if you want to redirect them in a file you need to convert the exe first
20:21<+glx>https://devs.openttd.org/~glx/convert.zip
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20:30<B_>glx: Oh yeah right, but openttd was starting its own console, closed on exit
20:30<B_>I was redirecting I/O in the initial call to openttd
20:30<+glx>yes that's why you need to convert it :)
20:30<B_>Gotcha :)
20:31<+glx>just put convert.exe next to openttd.exe and run it without args
20:32<+glx>it will toggle a flag in openttd.exe
20:36<B_>OK thx
20:36<B_>I managed to do it w/ the standard console and some copy/pasting
20:37<B_>I'll keep your binaryn might come in handy
20:37<B_>brb, testing
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20:45<B_>Well...
20:45<B_>I can't seem to be able to reproduce the pb atm
20:45<B_>At least now I know how to get some debug info. Next time I hear from that bug, I'll come back ;)
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21:13<Samu>english help requested
21:13<Samu>STR_REPLACE_HELP_AIRCRAFT_TYPE_DROPDOWN :{BLACK}Choose which type you want the left selected aircraft to be replaced with
21:13<Samu>good english?
21:14<Samu>bad english
21:15<Samu>"List the type of aircraft you want the left selected aircraft to be replaced with"
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21:15<Samu>i'm repeating the word aircraft, halp me
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21:18<Samu>is for this tooltip https://imgur.com/ksPiWzZ
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21:58<PressureLine>why not use the same english as the train/RV window
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---Logclosed Sun Nov 19 00:00:29 2017