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#openttd IRC Logs for 2018-03-30

---Logopened Fri Mar 30 00:00:08 2018
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03:09<andythenorth>moin
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10:00<supermop_work_>yo
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13:06<Wolf01>o/
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13:22<V453000>yo
13:31<V453000>https://www.factorio.com/blog/post/fff-236
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13:46<Wolf01>o/
13:46<Wolf01>Nice thing V
13:47<andythenorth>o/
13:49<TrueBrain>nice V453000 :D
13:50<TrueBrain>and yippie, I have GitHub connected to AWS .. now to figure out how to make it call Bamboo again :)
13:50<Wolf01>So, chich credit card did you steal? :D
13:50<Wolf01>*wich
13:52<TrueBrain>the one that is linked to donations :) Now lets try to never get it charged with anything :)
13:52<TrueBrain>they still didnt reply on my request for sponsoring :)
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14:04<andythenorth>but is cat?
14:05<TrueBrain>Duration: 0.9ms; Billed: 100ms
14:06<TrueBrain>PFFT :P
14:08<andythenorth>are we buying AWS?
14:08<TrueBrain>not as far as I am aware
14:09<TrueBrain>I am however looking into what they can offer us
14:09<TrueBrain>but a lot of things are totally free
14:09<andythenorth>we use AWS for Jenkins, via some spot pricing thing
14:09<andythenorth>which is sometimes free for n nodes I think
14:09<TrueBrain>currently I want to hook GitHub to our Bamboo
14:10<TrueBrain>2 choices: either start your own HTTPd, add something to handle the API call, etc
14:10<TrueBrain>or use AWS :P
14:10<andythenorth>AWS :P
14:10<TrueBrain>in the current setup, it can handle 100k commits per month for free :D
14:10<TrueBrain>but AWS is a bit .. difficult to learn .. lot of ambigious sentences etc
14:10<andythenorth>hmm we use this https://aws.amazon.com/blogs/compute/new-amazon-ec2-spot-pricing/
14:11<andythenorth>we have 20 or so nodes on it for Jenkins
14:12<andythenorth>AWS is confusing as all hell though
14:12<andythenorth>AFAICT, Rackspace have pretty much shifted their entire business model to 'helping you buy AWS'
14:13<TrueBrain>took a bit of time to understand where stuff ends up etc :D
14:13<TrueBrain>what is annoying, that you have to save your Lambda function before you can test it, so it seems
14:18<TrueBrain>weird .. the SNS on GitHub doesn't work .. thatis .. Test works .. but ... nothing else :(
14:20<TrueBrain>ugh, by default it only does push .. stupid ... but in the UI no way to change ..
14:21<TrueBrain>that is just plain stupid
14:33<Eddi|zuHause>now where do we get 100k commits from the next month?
14:36<TrueBrain>good luck with that :)
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14:39<Wolf01>Merge NRT, maybe you have more than 100 commits
14:40<andythenorth>does it have a bug or not? :P
14:40<andythenorth>I don't understand the forum thread comments :P
14:42<Wolf01>Neither do I
14:42<andythenorth>what is this stuff about other road sets
14:42<Wolf01>One crashes everytime, the other never had a crash since we fixed the latest bug
14:42<andythenorth>I don't understand how that relates
14:42<andythenorth>also I don't understand how plane newgrfs etc are relevant
14:42<andythenorth>I would discount reports from those who don't seem to have a clue
14:43<supermop_work_>indeed
14:43<Wolf01>Standard road vehicles should be able to use all the ROAD compatible roads
14:43<supermop_work_>maybe its old road grfs that are the issue
14:43<supermop_work_>like na roads or whatever
14:44<Wolf01>Maybe, but why use those? Make a NRT grf with those inside
14:44<Wolf01>NRT makes all old roadsetd deprecated
14:45<supermop_work_>are those what are causing the crash? i cant understand anything from the forum post
14:45<Wolf01>Dunno, I didn't try them
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14:59<Wolf01>Lol, loaded ARRS and it put asphalt curbs on dirt roads
15:00<supermop_work_>yass
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15:03<Eddi|zuHause>while NRT kinda makes the old road sets redundant, there's no reason why they shouldn't work anymore
15:04<Wolf01>But they work, they are just ugly combined
15:05<Eddi|zuHause>the user should have all the liberty to make ugly combinations
15:06<Wolf01>So far no crashes, saved and reloaded the game
15:06<Wolf01>But I found a bug
15:07<Wolf01>RVs on stations have speed 0 after loading the game
15:08<Wolf01>Or better, RVs stopped have speed 0 after loading, even if they were queued
15:09<Wolf01>Stopping and starting them seem to fix the problem, so it might be something related to the cache
15:10<andythenorth>I am not convinced that my cache invalidation 'fixes' were correct
15:10<Wolf01>Maybe they are needed on saveload too
15:10<Eddi|zuHause>so you don't properly rebuild the cache upon loading?
15:11<andythenorth>frosch's proposal to unify the two caching functions might be worth considering
15:12<Wolf01>Ok, it crashed upon closing the game
15:13<andythenorth>:|
15:13<Wolf01>minkernel\crts\ucrt\src\appcrt\lowio\close.cpp ?
15:15<Eddi|zuHause>that doesn't sound like openttd code
15:19<Wolf01>Ok, cargochanged on afterload fixes the problem
15:22<Wolf01>I'll put it into InitializeWindowsAndCaches()
15:23<Wolf01>Seem to work fine
15:23<Wolf01>Maybe it slows down loading a game with 5000 RVs
15:23<Wolf01>But heh
15:28<andythenorth>I should unfuck Road Hog and test NRT :(
15:29<andythenorth>that means I have to actually learn hg properly
15:29<andythenorth>or learn how to set up a compile farm
15:29<Wolf01>Yes
15:29<andythenorth>or learn how to switch coop farm to git
15:30<andythenorth>https://en.wiktionary.org/wiki/yak_shaving
15:30<andythenorth>see also https://en.wiktionary.org/wiki/when_you%27re_up_to_your_neck_in_alligators,_it%27s_hard_to_remember_that_your_initial_objective_was_to_drain_the_swamp#English
15:31<Wolf01>Pushed a fuck... ehm a fix :P
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15:38<andythenorth>got it
15:39<andythenorth>need to merge ottd trunk in too
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15:43-!-Taede is "Taede Werkhoven" on #openttd #oftc @#Turbulent #supybot @#Soapy @#openttdcoop.stable @#openttdcoop.nightly #openttdcoop.devzone @#openttdcoop.dev @#openttdcoop #/r/openttd
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15:56<andythenorth>lo bobb
16:00<Pikka>oh hello
16:05<Wolf01>https://img-9gag-fun.9cache.com/photo/abMVqpX_460s.jpg ha!
16:09<andythenorth>that is so wrong :P
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16:13*andythenorth continues playing OpenTTD :P
16:14<Pikka>https://i.imgur.com/4DxkhYF.png d o u b l e s i z e :D
16:14<Wolf01>Niiiiice
16:15<Wolf01>It looks like a train now :PpPpPp
16:15<Pikka>thank goodness for that :P
16:15<andythenorth>wow
16:15<andythenorth>shame about the base set :)
16:16<andythenorth>but the train is great
16:18<Pikka>drawing UKRS at an even smaller scale than normal was a silly idea, why didn't anyone stop me?
16:28<andythenorth>you seemed to know what you were doing :P
16:29<andythenorth>for my UKRS 3, I am making your sprites bigger ;P
16:29<TrueBrain>hmmm .. now the question of the day ... how do you checkout a PR in GitHub ..
16:30<LordAro>pull/ID/head
16:32<TrueBrain>which annoyingly doesnt work during cloning ..
16:32<TrueBrain>which I dont understand :(
16:32<Pikka>hmmmmm
16:33<Pikka>what does ctrl-D do in openttd?
16:33<Pikka>apart from crash the game?
16:33<TrueBrain>in debug mode?
16:33<andythenorth>screenshot?
16:33<TrueBrain>didnt that do a null-pointer reference, so the game crashes?
16:33-!-keoz [~keikoz@2a01:e35:2fd5:51e0:d790:795d:2cc7:b53d] has quit [Ping timeout: 480 seconds]
16:34<TrueBrain>I wonder if Bamboo is the tool for this job .. hmm ...
16:34<TrueBrain>we want to be able to compile multiple forks (and their PR) as much as ours
16:34<TrueBrain>Bamboo configuration cannot be read from a git repo or something ..
16:35*andythenorth reads 'bamboo vs. jenkins'
16:36<andythenorth>well according to Atlassian, Bamboo is the weapon of choice
16:36<andythenorth>and super awesome
16:37<TrueBrain>haah
16:37-!-RafiX [~rafix@public-gprs353989.centertel.pl] has quit [Quit: Leaving]
16:38<LordAro>not the most unbiased person in the world
16:38<Pikka>ctrl-d appears to take a screenshot when at normal zoom, and crash otherwise. ctrl-s always successfully takes a screenshot.
16:38<LordAro>i'd suggest that's unintentional
16:39<Pikka>r27994. Message: Assertion failed at line 356 of ..\src\blitter\32bpp_anim.cpp
16:39<TrueBrain>Pikka: I guess you will have to make a bug report :)
16:39<Pikka>damn
16:40<TrueBrain>problem with most of Atlassian products, their configuration is just annoying
16:42<TrueBrain>their idea of configuration-as-code, is a wrapper around the API
16:42<TrueBrain>what travis did, is much more sane/useful
16:45<Pikka>TrueBrain: can I make a bug report about account.openttd.org? :P
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16:50<TrueBrain>you can; but I doubt it will be processed :)
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17:02*andythenorth needs some names for trucks
17:06<TrueBrain>Bamboo doesn't even support API tokens :(
17:15<Pikka>what sort of trucks, andythenorth?
17:15<andythenorth>Fruit & Veg
17:15<andythenorth>the trams are called Applethwaite
17:15<andythenorth>and Plumley
17:16<Pikka>era?
17:16<andythenorth>1920 - 1990
17:17<andythenorth>I think they're named after RL quarries or woods
17:17<andythenorth>can't remember
17:17<andythenorth>http://www.oswestry-borderland-heritage.co.uk/?page=60
17:18<Pikka>hmmm :)
17:18<andythenorth>https://www.mindat.org/loc-222160.html
17:18<andythenorth>easy peasy
17:18<andythenorth>ha ha
17:18<andythenorth>peas
17:19*andythenorth looks for pea quarry
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17:29<andythenorth>also bed
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18:41<Wolf01>'night
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20:57<Eddi|zuHause> <Pikka> https://i.imgur.com/4DxkhYF.png d o u b l e s i z e :D <-- what happened to finescale?
20:57<Pikka>well
20:57<supermop>hhaha
20:57<supermop>cute scale
20:57<Pikka>the track is finescale I guess? :P
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20:59<supermop>if i have a random switch for color of the cars on the top of the car carrier, and one for the cars on the bottom, which to i reference in the random_trigger cb?
21:01<Eddi|zuHause>supermop: each random switch uses a part (one or more bits) of the available random varialble. in the random trigger callback you can specify which bits to change.
21:02<Eddi|zuHause>so if you want to rerandomize both switches, you need to combine the bit ranges
21:03<supermop>i dont see anything about that in the docs
21:04<Eddi|zuHause>maybe the NFO specs are better to understand the underlying concept?
21:05<supermop>maybe, gonna read a bit more
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21:17<supermop>i wish vehicles had random_colours property
21:17<supermop>instead of enumerating every recolor with a probabilty
21:18<supermop>although this way does let me make sure than pink cars are more rare than grey ones
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21:22<supermop>also: nml docs say to use "bitmask(TRIGGER_VEHICLE_UNLOAD_ALL, TRIGGER_VEHICLE_ANY_LOAD, TRIGGER_ALL_NEEDED"
21:23<supermop>but then what is the point of "TRIGGER_VEHICLE_NEW_LOAD "
21:23<supermop>"Vehicle gets new load of cargo (only after it was empty) "
21:23<supermop>that sounds like an equivalent eefect
21:24<Eddi|zuHause>dunno
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21:48<supermop>"Return the day of the year since January 1st. Both values must be compile-time constants. "
21:49<supermop>does that mean the day i compile the grf?
21:49<supermop>or day in game?
21:49<Eddi|zuHause>i think there's some essential context missing
21:50<supermop>"day_of_year(month, day) "
21:50<supermop>https://newgrf-specs.tt-wiki.net/wiki/NML:Builtin_functions
21:51<Eddi|zuHause>yes, that's a helper function to construct ingame-date compatible values
21:51<Eddi|zuHause>it will not return the ingame date
21:51<supermop>the bad feature i have in mind is car carrier carries race cars if loads on a certain day of the year
21:51<Eddi|zuHause>but you can create a value there that you can use to compare with an ingame date
21:52<Eddi|zuHause>so you could then go "current_date == date(some, day, you, choose)"
21:53<supermop>is current_date a thing?
21:53<Eddi|zuHause>i think some house GRF decorates plazas with christmas trees in december
21:53<Eddi|zuHause>i think it is
21:53<supermop>ok well nmlc will tell me if not
21:54<Eddi|zuHause>however, you cannot store the load date anywhere
21:55<Eddi|zuHause>i think comparing with current_date can be a desync hazard
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---Logclosed Sat Mar 31 00:00:09 2018