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#openttd IRC Logs for 2018-03-21

---Logopened Wed Mar 21 00:00:55 2018
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08:37<dihedral>LANJesus, nice job!
08:38<dihedral>greetings ye all
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11:01-!-Alberth is "purple" on @#openttd
11:11<supermop_work>hi Alberth
11:12<supermop_work>another blizzard here today
11:12<supermop_work>on the 2nd day of spring
11:15<@Alberth>winter seems to have moved :p
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11:49<Sacro>Totally on topic
11:54<LordAro>doesn't seem exactly legal
11:55<__ln__>i was thinking about exactly the same thing. and wondering whether that is actually generated from the original midi files directly.
12:00<Eddi|zuHause>this must be a field day for global warming deniers
12:01<peter1138>As the last person on Earth without a Spotify account... I can only guess what it is.
12:01<Eddi|zuHause>peter1138: i guess i join that club
12:02<LordAro>peter1138: TTD soundtrack, essentially
12:05<Sacro>Hmm, sounds like it's straight from the MIDIs
12:05<Sacro>Given the audio lag at times on Fell Apart On Me
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12:16<nielsm>well just made a github fork of the "old" svn-tracking repos there for now, and pushed up my own music branch
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12:26<__ln__>well it's not impossible that this "knight by knight" has paid the copyright holders.... but....
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12:44<dihedral>this was based on the original midi file:
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14:00<nielsm>I'm running out of ideas for things to do with the music code
14:00<nielsm>any suggestions?
14:01<Wolf01>Make new music
14:03<nielsm>that would take a couple years of practice before bearing any fruit :)
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14:04<andythenorth>hi Wacko1976
14:04<andythenorth>hi Wolf01 :P
14:04<andythenorth>usually W gets me Wolf01 :P
14:04<andythenorth>so have you tried the NRT save?
14:04<LordAro>@seen Wacko1976
14:04<@DorpsGek>LordAro: I have not seen Wacko1976.
14:04<LordAro>you're probably good
14:04<ST2>he's shy ^^
14:05<andythenorth>I have been working, but NRT sounds completely fucked :P
14:05<Wolf01>Not yet
14:05<andythenorth>I haven't verified the report yet
14:05<Wolf01>TL;DR, what happened?
14:06<andythenorth>indeterminate behaviour
14:06<andythenorth>some grfs don't work
14:06<andythenorth>crashes on starting vehicles
14:06<LordAro>sounds like a bug
14:07<Wolf01>That could be sure
14:07<andythenorth>think I broke it
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14:07<Wolf01>Using roadsets with NRT wasn't tested at all
14:08<Wolf01>But roadsets with NRT are deprecated
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14:09<Wolf01>The problem might be: why standard vehicles can't go on other roadtypes? I tested that and standard vehicles can go everywhere but HAUL
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14:17<andythenorth>I should test :P
14:17<andythenorth>right now I have my head in newgrf + feeding kids though :P
14:17<Wolf01>Right now I don't have my head
14:18<andythenorth>where's samu? o_O
14:18<Wolf01>Don't call him
14:18<Wolf01>I'm just back from work, uploaded the last bunch of lego pictures and now I want to take a shower
14:20<Wolf01>Meh, missing 2 grfs, why aren't they on bananas yet?
14:24<Wolf01>Ok, I seem I can't find moprv61
14:25<Wolf01>Replace one I with it
14:26<Wolf01>Ok, the other trolleybi topic
14:28<Wolf01>Mmmh, the crash seem that one tile is not road, and a vehicle wants to enter it
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14:50<Eddi|zuHause>i've had such a crash ages ago with a tram trying to enter a tile that was not tram (long before NRT)
14:53<supermop_work>so not my fault?
14:55<Eddi|zuHause>well, i suppose that crash got fixed back then
14:55<Eddi|zuHause>but maybe it has similar causes
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15:04<Wolf01>One thing is strange: I don't have any road vehicle available, never
15:04<frosch123>any preference between titlegames of 1.1 and 1.3?
15:04<frosch123>or should we annoy peter and reuse 1.4 :p
15:06<Wolf01>supermop_work: I loaded only your 2 grfs, unspooled 21 and mop rv 61, no vehicles
15:06<Wolf01>Year is 1950
15:06<supermop_work>Wolf01: you have to enable them in parameters
15:07<Wolf01>Holy shit
15:07<supermop_work>frosch123: is there one with a tone of level crossings? or 1000 ships without bouys?
15:07<frosch123>1.4 is the one with continuous sound
15:08<frosch123>all others have moments of silence
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15:18<nielsm>why not make one that plays music via all the sounds
15:19<nielsm>has to be possible
15:19<frosch123>f already did that
15:23<supermop_work>what about bouy-less ships crossing level crossings
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15:34<@DorpsGek>Commit by frosch :: r27995 /branches/1.8 (bin/baseset/opntitle.dat src/misc_gui.cpp) (2018-03-21 20:34:17 +0100 )
15:34<@DorpsGek>[1.8] -Update: the intro game (Emperor Jake)
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15:39<@DorpsGek>Commit by frosch :: r27996 /branches/1.8 (7 files in 4 dirs) (2018-03-21 20:39:49 +0100 )
15:39<@DorpsGek>[1.8] -Update: Documentation
15:40<Wolf01>Mmmh I don't seem to be able to crash the game
15:41<@DorpsGek>Commit by frosch :: r27997 tags/1.8.0-RC1/ (2018-03-21 20:41:03 +0100 )
15:41<@DorpsGek>-Release: 1.8.0-RC1
15:41<Wolf01>Sure there is a strange problem in the save
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15:43<andythenorth>are we doing 1.10.x?
15:43<andythenorth>or 2.0.x?
15:43<nielsm>always a good question :D
15:44<nielsm>comparing current version to 1.0 you could perhaps argue it should be called 4.x instead
15:44<frosch123>name it by the main feature, the year :p
15:45<nielsm>yeah ubuntu naming, 2018.3
15:45<nielsm>Rotting Roundhouse
15:45<Wolf01>supermop_work: 1.A.ii.3
15:46<nielsm>Clanking Consolidation
15:48*andythenorth reads changelog
15:50<Wolf01>supermop_work: which trolleybus is dualpowered?
15:51<andythenorth>acs121 really irks me
15:51<andythenorth>this is helping not at all
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16:04<Wolf01>Mmmmh, trams work correctly with non-electric shortcut, road vehicles don't
16:04<supermop_work>Wolf01: there are a few with dual mode in name, available from about 1990
16:05<Wolf01>Ok, that was because they didn't have enough orders
16:05<Wolf01>Adding another order fixed the weird behaviour
16:05<supermop_work>andythenorth: mich auch
16:06<Wolf01>I still can't get it to crash
16:06<supermop_work>Wolf01: ive never been able to reproduce any of the NRT crashes
16:07<Wolf01>Disabling the assert makes the game playable without any other problem
16:07<Wolf01>Dunno how it was triggered
16:08<Wolf01>All the route is stone paved with wires, the only vehicle is a bufo trolley bus
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16:09<Wolf01>Saved the game after some play, let's see if it asserts again
16:10<Wolf01>No, it works fine
16:10<Wolf01>Ok, got another assert
16:12<Wolf01>Oh... it might be the town growth
16:13<supermop_work>never had an issue with town growth
16:13<Wolf01>Found it
16:13<supermop_work>frosch123: wheres the 1.8 changelog?
16:13<Wolf01>Pathfinding problems when it reaches a road crossing
16:14<Wolf01>If you ignore (safely) the assert you can see where it triggers
16:14<Wolf01>But I don't know why it tries to go where there isn't road
16:15<Wolf01>Also it only trigger after visiting a certain stop, and continues to trigger at every crossing until the next stop
16:20<supermop_work>is there a way to reproduce?
16:20<supermop_work>ive never seen this happen
16:20<Wolf01>The savegame makes it reproducible, I can't seem to be able to reproduce it on other games
16:23<Wolf01>Ok, NPF is borked
16:24<Wolf01>YAPF doesn't have problems
16:24<Wolf01>As soon as I change to NPF it crashes
16:27<Wolf01>The problem seem to be the A* of NPF which is trying to follow the wrong way for the roadtype
16:27<andythenorth>oh we both posted :)
16:27<andythenorth>is NPF simply not roadtype aware?
16:28<andythenorth>or is it partially aware, and then broken :P
16:28<Wolf01>It's well aware, but broken
16:28<Wolf01>It is trying to get the subtype from a non-road tile
16:28<supermop_work>so no nrt in 1.8 afterall huh
16:28<Wolf01>Next year
16:29<Wolf01>With backjack and hookers
16:29<ST2>** with benders voice**
16:29<andythenorth>I am in no rush :P
16:29<andythenorth>it would be nice if it's done, but I don't have a releasable NRT grf right now :P
16:30<Wolf01>BTW, playing a short game I was already pissed off to not have "disable town growth" on highways
16:30<supermop_work>:( now i have to work on RVs for a whole more year
16:30<Wolf01>Hey town, don't mess with my highway
16:31<supermop_work>Wolf01: newest version of spool has no growth on highway
16:31<supermop_work>but i might have not released it yet
16:31<Wolf01>The problem is that towns are still able to make junctions
16:32<andythenorth>we could ban that?
16:32<Wolf01>Mmmh "can't be built on slopes" flag
16:32<andythenorth>road has owner?
16:32<andythenorth>town is not owner?
16:32<Wolf01>I placed the highway, so I was the owner
16:33<andythenorth>no junctions for towns if the flag is set
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16:33<Wolf01>The problem of ownership check is that it isn't reliable, as you can place highways on editor and the check will fail
16:34<Wolf01>Also bankruptcy
16:34<Wolf01>*samu mode on* who is the NPF expert?
16:39<andythenorth>can't we just remove NPF?
16:39<supermop_work>Wolf01: just remove npf
16:40<andythenorth>Feature: removed NPF
16:40<supermop_work>or make it the same as yapf but keep the name
16:40<Wolf01>I fixed it
16:40<Wolf01>Added "IsNormalRoadTile(dst_tile)"
16:41<Wolf01>Dunno if could have problems with other tiles
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16:42<Wolf01>But it doesn't seem to
16:42<Wolf01>Ship it?
16:42<Wolf01>We could revert it if shows up other problems
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16:46<andythenorth>ship it
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17:01<ST2>well, lets see if some bug pops up ^^
17:01<ST2>started fine so, good job guys :)
17:01<ST2>thatnk you :)
17:03<andythenorth>poor grf choice :)
17:03<andythenorth>Squid :P
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17:04<ST2>to test xD
17:05<frosch123>anyone wrote an haiku?
17:05<ST2>but people enjoyed it on 1.7.2 - lets put them now on RC1 bug hunt ^^
17:07<andythenorth>I should put Sam alpha on Bananas eh
17:09<ST2>usable in 1990 (game year)?
17:10<andythenorth>there's no bananas release yet
17:19<ST2>I always love to put YETI on newgrf list; people react as "wow, 200MB+... game is huge" :)
17:19<ST2>bet V is doing the happy dance ;)
17:21<Wolf01>andythenorth: should we ask to test NPF?
17:23<Wolf01>Ok, posted
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---Logclosed Thu Mar 22 00:00:57 2018