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#openttd IRC Logs for 2018-02-02

---Logopened Fri Feb 02 00:00:15 2018
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07:34<Samu>my computer is not stable again :(
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07:58<peter1138>AIs taking it over
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09:43<Samu>new AI for experimenting with
09:43<Samu>but it's not on banaas
09:47<Samu>why did you call it Bananas?
09:47<ST2>Base graphics/sound And Newgrfs And Noais And Scenarios
09:49<Samu>I would call it Downloadable Online Content
09:49<Samu>or Content Downloading
09:49<Samu>Online Content
09:49<Samu>Bananas sounds offensive
09:49<Samu>like youre calling ppls work of gay, sucking or well... you know
09:50<ST2>the most used unit for scale xD
09:51<__ln__>Samu: are you offended by the fruit also?
09:52<Samu>the connotation
09:53<ST2>connotation is: here is a bunch of downloadable stuff, banana for scale!
09:53<ST2>simple and not offensive :P
09:54<Eddi|zuHause>banana is a symbol for unity...
09:55<Eddi|zuHause>it symbolizes the most influential historical moment in my lifetime (so far)
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10:08<supermop_work>Samu: what's wrong with grfs being gay?
10:08<Samu>oh newgrfs are lame indeed
10:08<supermop_work>could swear I've seen straight people eat bananas as well, at least once...
10:10<supermop_work>what does being unable to walk have to do with being gay?
10:10<Samu>I try to avoid setting up my servers or AI testings with NewGRFs
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10:49<Samu> 20480x20480 map size?
10:49<Samu>@calc 20480x20480
10:49<@DorpsGek>Samu: Error: invalid syntax (<string>, line 1)
10:49<Samu>@calc 20480*20480
10:49<@DorpsGek>Samu: 419430400
10:49<Samu>@calc uint16
10:49<@DorpsGek>Samu: Error: unexpected EOF while parsing (<string>, line 1)
10:50<Samu>@calc 0xff
10:50<@DorpsGek>Samu: 255
10:50<Samu>@calc 0xfff
10:50<@DorpsGek>Samu: 4095
10:50<Samu>@calc 0xffff
10:50<@DorpsGek>Samu: 65535
10:50<Samu>@calc 0xfffff
10:50<@DorpsGek>Samu: 1048575
10:50<Samu>@calc 0xffffffff
10:50<@DorpsGek>Samu: 4294967295
10:53<Samu>I wonder if ppl really play the game before coming up with that kind of suggestions
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11:08<LordAro>Samu: closedwontfix :)
11:15<@Alberth>nah, suggestion: buy 100 computers, buy 100 screens, run openttd at all systems, enjoy!
11:21<Samu>well, my system can handle 8 instances of 4096x4096, too bad openttd is single-threaded
11:23<Samu>if i start an ai on each server, though, things will slow down over time
11:24<Samu>combined with the act of monthly autosaves... yeah, not that pretty
11:25<Samu>and yet, 5000 road vehicles on such a map makes the map look 2% full, it's too huge
11:26<@Alberth>yes, I get lost on anything larger than around 1024x1024
11:27<@Alberth>I don't get why people want so much useless open space
11:39<Samu>I wanted to try 15 AIs with 5000 trains, road vehicles, aircraft and ships, see how much of a performance impact it would have, but it's just an impossible task
11:46<Samu>The program '[9124] openttd.exe' has exited with code 3 (0x3).
11:46<Samu>sometimes when i exit openttd, i get a weird crash
11:46<Samu>fileio thing
11:46<Samu>what is that?
11:48<Samu>I was browsing my scenarios
11:50<Samu>_VALIDATE_CLEAR_OSSERR_RETURN((fh >= 0 && (unsigned)fh < (unsigned)_nhandle), EBADF, -1);
11:50<Samu>close.cpp line 48
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11:51<Samu>oh, this close.cpp is a microsoft file :(
11:52<Samu> // Defines _close(), which closes a file.
11:52<Samu>does it mean openttd forgot to close a file on exit? what is the crash supposed to mean?
11:53<LordAro>Samu: go further up the backtrace
11:53<Samu>ok, will have to make it trigger again. it doesn't always do this, only from time to time
11:56<Samu>--------------------------- Microsoft Visual C++ Runtime Library --------------------------- Debug Assertion Failed! Program: D:\OpenTTD\trunk\projects\..\objs\x64\Debug\openttd.exe File: minkernel\crts\ucrt\src\appcrt\lowio\close.cpp Line: 49 Expression: (_osfile(fh) & FOPEN) For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) ----------------
11:57<LordAro>i don't think pasting all of that was strictly necessary
11:57<LordAro>but see if you can find out what fh is
11:58<Samu>_VALIDATE_CLEAR_OSSERR_RETURN((_osfile(fh) & FOPEN), EBADF, -1);
11:58<Samu>line 49
11:58<Samu>fh is 11
11:59<Samu>FOPEN is 1
11:59<Samu>_osfile(fh), I dunno
12:05<Samu>fh is _fileno(stream.public_stream())
12:05<Samu>if (stream.is_in_use())
12:05<Samu>bla bla then if (_close(_fileno(stream.public_stream())) < 0)
12:08<Samu>--------------------------- Microsoft Visual Studio Express 2015 for Windows Desktop --------------------------- A definition for the symbol '_osfile' could not be located. --------------------------- OK ---------------------------
12:08<Samu>i dunno what _osfile is
12:11<Samu>#define EBADF 9
12:12<Samu>this is a error_no
12:12<Samu>error code
12:12<Samu>error code 9
12:15<Samu>nearly similar error
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12:20<Samu>the debug console was printing something about newgrf files indeed
12:21<Samu>dbg: [grf] NewGRF 4A53D0D1 (luukland_trainset-2013.06.25\lltrainset.grf) not found; checksum 480BF18EBD4EAE266523ADE5A40D09B6 dbg: [misc] String too long for destination buffer
12:22<Samu>so LordAro any ideas what's the cause?
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12:23<LordAro>not a clue
12:26<Samu>i keep searching, but honestly, i dunno what i'm looking at
12:28<Samu>socket.error: [Errno 9] Bad file descriptor
12:33<Samu>this sounds like something for glx
12:33<Samu>glx is offline :(
12:35<Samu>EBADF Bad file number 9
12:44<Samu>peter1138: I made a patch what u think of it?
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12:44<peter1138>It's great
12:44<peter1138>Should I look at it?
12:51<Samu>hmm the guy thinks I have any control of what's gonna be fixed :(
12:52<__ln__>does bananas predate bjarni's absence?
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12:57<Samu>glx, hi
12:58<Samu>can you read chat log, plz about an error when exiting openttd
12:58<Samu>since u're the windows guy
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13:10<__ln__>@seen Bjarni
13:10<@DorpsGek>__ln__: Bjarni was last seen in #openttd 6 years, 17 weeks, 1 day, 17 hours, 51 minutes, and 16 seconds ago: <Bjarni> heh
13:10<+glx>Samu: you need to go up in the trace until it's in openttd source
13:10<Samu>ok, let me try crash this again
13:11<__ln__>ok, bananas does predate Bjarni's disappearance by several years. so conclusion:
13:11<__ln__>Samu: bananas cannot be gay, bjarni would have noticed
13:11<+glx>and "dbg: [misc] String too long for destination buffer" seems scary somehow :)
13:12<+glx>I'd vote for some memory overwrite somewhere
13:12<Wolf01>Poor Bjarni
13:13<+glx>btw if your trunk is not clean I can't do anything
13:16<Samu>trunk is not clean, gonna revert right now
13:16<Eddi|zuHause>glx: it would be scarier if it wasn't caught by that debug line (and presumably a protection against buffer overflows at that point)
13:18<Samu>i think i found a way to crash it
13:18<Samu>let me retry
13:20<Samu>1. point to a savegame file with a missing newgrf
13:20<Samu>2. download missing content
13:20<Samu>3. exit openttd, crash
13:21<Samu>i have to delete the newgrf from the system to reproduce, doesn't seem to happen once it's downloaded
13:21<Samu>string too long for destination buffer happens when i click Download missing content
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13:22<frosch123>it's usually the git/hg hash in some version string that only excepts a svn revision
13:23<Samu>tested with a missing Luukland_Trainset-2013.06.25.tar
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13:25<Samu>i mean "Find missing content online", my bad
13:29<Samu>in the call stack, i can't locate anything about openttd code
13:30<Samu> ntdll.dll!RtlUserThreadStart() Unknown
13:30<Samu>is the oldest
13:30<Samu>in the stack
13:37<Wolf01>Meh, half steam library to update
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13:47<Samu>glx: the string is 0x0000025a60a2e560 "luukland_trainset-2013.06.25\\lltrainset.grf"
13:47<Samu>is it too long?
13:49<Wolf01>V FFF?
13:50<Wolf01>supermop_work, did you manage to edit nml?
13:50<Wolf01>To add flags for NRT
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13:56<Samu>if (dst == last && *src != '\0')
13:56<Samu>dst = ""
13:56<Samu>last = ""
13:56<Samu>src = trainset.grf
13:56<Samu>DEBUG(misc, 0, "String too long for destination buffer");
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13:56<Samu>src = "trainset.grf" my bad
13:57<__ln__>errr... did anyone else look at available subtitles for Star Trek Discovery on netflix? :D :D
13:57<+glx>is there klingon ?
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13:57<__ln__>there is indeed.
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13:58<__ln__>also for the parts that are spoken in english :D
13:59<Samu>0x0000025a407d4f2c "luukland_trainset-2013.06.25\\ll"
13:59<Samu>it only copied up to this
13:59<Samu>the whoel string is 0x0000025a60a2e560 "luukland_trainset-2013.06.25\\lltrainset.grf"
14:01<supermop_work>Wolf01: i did not
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14:18<Eddi|zuHause>how is "V FFF?" a sentence? :p
14:18<andythenorth>makes sense to me
14:20<Eddi|zuHause>well, technically it is missing a verb
14:20<Wolf01>It's missing everything :P
14:23<andythenorth>lo Wolf01
14:23<frosch123>Eddi|zuHause: it a verb?
14:24<Eddi|zuHause>frosch123: that's an overstatement :p
14:24<Eddi|zuHause>or an understatement, rather
14:31<supermop_work>apparently neither PS nor ACAD licenses are valid on this machine
14:32<supermop_work>how much does an adobe or autodesk bounty run these days
14:39<supermop_work>autocad is a little more proactive in forcing itself to quit
14:43<andythenorth>so flags
14:46<Samu>crash also happens in 1.7.2, but silently
14:46<Samu>it's logged in the windows event log
14:47<Samu>but without any popup window about it, i had to go check for it
14:48<Samu>i forgot how to get the crash dumps from windows :(
14:51<Wolf01>andythenorth: no-houses is a good candidate for the next flag, if we can get to a common decision, even the no-junctions one is an interesting thing
14:51<Wolf01>+100% more griefing
14:55<Samu>what's a BEX64
15:01<Samu>buffer overflow exception?
15:01<Samu>glx, any ideas?
15:03<andythenorth>Wolf01: ok food, then maybe no-houses
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15:16<Samu>glx, it didn't crash with the official build 1.7.2 from
15:16<Samu>it does with my build of 1.7.2
15:17<Samu>it's a clean 1.7.2
15:17<Samu>without M
15:21<Samu>sorry, I can't manage to get a crash dump for you :/
15:30<supermop_work>Wolf01: i suppoert no-junctions now
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15:49<supermop_work>andythenorth: how much space for flags is there?
15:50<andythenorth>I'd have to apply brain
15:50<andythenorth>8 or 16 probably
15:51<andythenorth>that is too many
15:51<andythenorth>flags will have unwanted combinatorial effects
15:53<supermop_work>4-5 is probably fine
15:53<supermop_work>room for 8 would be good, leave the exotic flags to be exhausted next year
15:54<supermop_work>'can't build if company color is mauve'
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15:55<supermop_work>are flags all boolean?
15:55<supermop_work>i guess they would be
15:56<supermop_work>I still don't know if whether town can build should be by flag or something else
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16:06<Wolf01>I think it should be a flag
16:07<Wolf01>Do roads have an introduction date too or they are based on available vehicles only?
16:07<andythenorth>seems like a flag to me
16:07<Wolf01>Because an introduction date for roads could be useful to decide when they will be upgraded
16:10<supermop_work>Wolf01: unspooled defines dates for roads
16:10<supermop_work>dirt and ROAD from 0
16:10<supermop_work>gravel from 1800-ish, asphalt from 1890 is, hiway from 1950
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16:11<supermop_work>ROAD is 'better' than gravel though
16:12<supermop_work>road in unspooled is stone, standing for everything from roman roads to old cobblestone streets to fancy modern city center steets
16:12<supermop_work>but a different roster might change that
16:12<Wolf01>Seems good
16:13<supermop_work>the only issue with upgrade by date is that a town might 'upgrade' stone roads to gravel
16:13<supermop_work>but i could just set gravel to unbuildable by towns
16:14<supermop_work>what about dirt vs road, if both are from year 0
16:15<supermop_work>maybe town can choose based on cost?
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16:20<supermop_work>Wolf01: andythenorth: do you forsee a use case for roads buildable by town or SE, but not by player?
16:21<supermop_work>goat paths, pedestrian ways, etc
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16:22<supermop_work>a player in 1830 might reasonably expect to be able to build cobblestone
16:22<supermop_work>i wonder if that needs to be a flag, or not
16:22<Wolf01>In cities
16:23<Wolf01>You won't put cobblestone in the middle of nowhere
16:23<supermop_work>what about roads buildable by world generation but not by towns?
16:23<supermop_work>not sure what those would be
16:24<Wolf01>We could ask that guy for the patch which links towns with roads on generation
16:25<Wolf01>Usually since 1900 you get cobble in city and dirt outside
16:25<supermop_work>that could be function of town zone
16:26<supermop_work>that town (and world gen) prefers to build dirt in 0 and 1, and then cobble in 2-5
16:26<supermop_work>too exotic?
16:26<Wolf01>No, maybe too much R
16:27<supermop_work>dirt vs stone has gameplay use
16:27<supermop_work>vehicle speeds, and maybe house spawning
16:28<supermop_work>depending on how you define dirt
16:29<supermop_work>also makes early starts different from 20th century starts - starting with asphalt everywhere favors RVs, starting with mud everywhere maybe you build a tramway
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16:32<supermop_work>i bet we are putting off andythenorth
16:32<andythenorth>I am playing tanks :P
16:32<supermop_work>tanks need no roads
16:32<Wolf01>No road roadtype
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16:36<supermop_work>does a town zone 2+ roadtype make the tiles next to it town zone 2? or can it only be build in town zone 2?
16:36<andythenorth>for the record I think flags aren't essential right now
16:36<andythenorth>I would like to see NRT in trunk for April if possible
16:36<andythenorth>it can be added to later
16:36<supermop_work>i think town can build and no_houses would make sense to ship in april if at all possible,
16:37<supermop_work>i agree everything else is icing
16:37<supermop_work>but even without no_houses, nrt feels shippable
16:38<supermop_work>is CC on owner_none sorted? if not I'll remove CC from spool before april 1
16:39<supermop_work>I'd like moprv, docklands, and unspooled to be updated and 1.0 ish to put on bananas as 'launch titles' for NRT
16:39<Wolf01>What was the problema about CC owner none^
16:39<supermop_work>it randomized every time sprite is drawn,
16:40<supermop_work>which makes it flash random colors when RV moves through tile
16:40<supermop_work>need to do something like set CC for NONE and TOWN to be grey
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16:50<Samu>plz implement this feature
16:50<Samu>i have that ZZZZ
16:51<Wolf01>Not a valid reason
16:51<Samu>it's annoying
16:52<Samu>you're in the middle of building something, suddenly, "ZZzzzz"
16:52<Samu>very distractful
16:52<andythenorth>CC on owner is not fixed
16:52<andythenorth>for towns
16:52<Wolf01>Disable autosave
16:52<andythenorth>I couldn't figure out how recolor the sprite
16:53<Samu>umm what if I need the autosaves ? :(
16:53<Wolf01>Check if owner_none, pass gray instead of CC
16:53<andythenorth>yeah, I don't know how to pass gray
16:53<andythenorth>I looked for places to cargo-cult from
16:53<andythenorth>but found none :P
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16:57<andythenorth>I'll try
16:58<Wolf01>pal = (owner == OWNER_NONE ? PAL_NONE : COMPANY_SPRITE_COLOUR(owner))
16:59<Wolf01>Maybe even for owner_town
16:59<andythenorth>looks about right
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17:00<Wolf01>Mmmh, I found a conversion compatibility bug in editor
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17:02<Wolf01>It seem you can't upgrade roads to elrds, need to investigate... not now
17:02<andythenorth>PAL_NONE draws the blue
17:02<andythenorth>it needs a shift
17:03<andythenorth>maybe the transform exists already, dunno
17:03<andythenorth>Eddi|zuHause might know :P
17:04<Wolf01>I changed L1441 to this
17:04<Wolf01> Owner owner = GetRoadOwner(ti->tile, rtid.basetype);
17:04<Wolf01> PaletteID pal = (owner == OWNER_NONE || owner == OWNER_TOWN ? PAL_NONE : COMPANY_SPRITE_COLOUR(owner));
17:04<andythenorth>ternary with bool :)
17:04<andythenorth>such programming
17:04<Eddi|zuHause>replace PAL_NONE with COMPANY_SPRITE_COLOUR(CC_GREY) or something along those lines?
17:04<andythenorth>that's what I hoped for
17:06<andythenorth>might be an index into _company_colours
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17:07<andythenorth>COLOUR_GREY ?
17:12<andythenorth>maybe GENERAL_SPRITE_COLOUR
17:13<andythenorth>GENERAL_SPRITE_COLOUR(COLOUR_GREY) Wolf01
17:13<andythenorth>instead of PAL_NONE
17:13<Wolf01>Change it and push ;)
17:14<andythenorth>I need to test the ternary
17:14<andythenorth>eyes closing also, woke up at 4am
17:14<Wolf01>I need to test the bed
17:15*andythenorth also
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17:16<Samu>HTTP 500
17:16<Samu>can't open 2nd february
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17:20<Gwyd>So I've come here to see if anyone knows how to get stacked sprites working with NML
17:21<Gwyd>I've tried, but I don't know what the wiki means when it says "set register 100"
17:29<supermop_work>Gwyd: take mop rv code
17:29<supermop_work>i never understood that stuff either, but i got it working somehow
17:33<Gwyd>Thanks, I'll have a look
17:34<supermop_work>i abuse it heavily, every vehicle uses it
17:35<supermop_work>except a couple buses
17:37<Gwyd>Is the source code anyway, or do I need to decompile?
17:42<supermop_work>i thought it was in the thread
17:42<supermop_work>1 sec
17:43<Gwyd>Unspooled, yes?
17:43<supermop_work>no mop generic rvs but i never posted the source
17:43<supermop_work>i'll try to post it tonight
17:44<supermop_work>within a couple hours
17:44<Gwyd>That'd be great. I'll have a look at it in the morning, so no hurry.
17:45<supermop_work>that one is old but it should have the stacking working
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18:37<Samu> posted my own patch, screw the threaded part.
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18:53<Eddi|zuHause>how typical... i was trying to play deponia, and just before the (possibly?) end it seems to hang in an endless loop
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20:19<Eddi|zuHause>now... i missed quite a lot of achievements there
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---Logclosed Fri Feb 02 22:44:28 2018
---Logopened Fri Feb 02 23:12:55 2018
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---Logclosed Sat Feb 03 00:00:51 2018