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#openttd IRC Logs for 2018-05-19

---Logopened Sat May 19 00:00:17 2018
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01:51<peter1138>hi
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02:24<andythenorth>is it though?
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03:08<@Alberth>o/
03:13<peter1138>its not
03:16<LordAro>tiz
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03:46<andythenorth>what we've got here is failure to communicate
03:51<peter1138>Communication breakdown
04:02<andythenorth>some men you just can't reach
04:02<andythenorth>I don't like it any more than you do
04:03<@Alberth>right, openttd dropping revision number breaks BB
04:06<andythenorth>oic :)
04:06<andythenorth>wonder if it breaks grfs too? o_O
04:07<@Alberth>I don't see how it won't break grfs that use anything "introduced in rXYZ"
04:08<andythenorth>maybe we need an adapter
04:08<andythenorth>to preserve old revs :P
04:09<andythenorth>or simply return that the github build is > any old rev number used in GS or newgrf
04:09<@Alberth>wouldn't just setting it to the latest rev work?
04:09<nielsm>rev of the move + 1
04:09<andythenorth>seems plausible
04:09<@Alberth>something like that
04:10<peter1138>BB?
04:10<@Alberth>busy bee game script
04:10<nielsm>or maybe even rev of the move + day difference of most recent git commit to day of the move
04:10<peter1138>rev of move + number of commits since :p
04:10<peter1138>(Wrong for branches but okay for master)
04:11<nielsm>but is that easy to calculate?
04:11<andythenorth>count hashes since hash xyz?
04:11<andythenorth>it's easy at compile time no?
04:11<nielsm>well it's (at least) linear time on the number of commits, I think?
04:11<andythenorth>it will be interestingly broken for forks / patchpacks :P
04:12<nielsm>(not well-versed in git data structures)
04:12<andythenorth>but that applies to the svn rev too
04:12<andythenorth>len git rev-list or something
04:12<@Alberth>if you want new features in-between releases, you do need some incremental number thing
04:14<andythenorth>well
04:14<andythenorth>we could strictly version the API instead
04:14<andythenorth>so check the API rev, not ottd rev
04:14<@Alberth>could work
04:14<andythenorth>kind of bureaucratic :P
04:14<andythenorth>needs manual intervention every time
04:15<nielsm>save game version already does
04:15<@Alberth>not unlike save game versions :p
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04:15<andythenorth>we could have a CI guard for that, but it would be complex
04:16<andythenorth>if there was a hash of the current API features, stored against a version
04:16<andythenorth>then CI could fail if hash changes without rev bumping
04:16<andythenorth>but TMWFTLB
04:16<@Alberth>you'd need a separate API description too then
04:17<nielsm>or otherwise change from version-checking going forward to use feature detection
04:18<andythenorth>have a test suite, and hash that :P
04:18<andythenorth>layers in layers in layers :P
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04:23<peter1138>Hmm, why is forbidding 90 deg turns for ships bad?
04:24<@Alberth>lots of narrow passages for ships
04:24<@Alberth>anything river or canal eg
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04:25<@Alberth>even 3 wide isn't enough if the ship is not at one of the sides
04:28<peter1138>Is there any case where forbidding 90 deg turns for ships is good?
04:30<@Alberth>it looks better, but that holds equally for trains, I guess
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04:30<@Alberth>hmm, 1.5 doc has more parameters for publishing news than my fallback
04:30<Wolf01>o/
04:30<@Alberth>o/
04:31<Eddi|zuHause><peter1138> rev of move + number of commits since :p <-- how would that work for people checking out stuff from before the move? or forking from there?
04:32<peter1138>Er, before the move they have the rev already.
04:32<peter1138>And forking from before the move... well that's stupid.
04:33<Eddi|zuHause>people do stuopid things all the time
04:33<peter1138>Anyway, if it's a fork, it's always gotta be maintained by them separately.
04:34<@Alberth>wouldn't it already break by checking out an old revision?
04:34<peter1138>Alberth, hmm, I guess it would be nice to some allow ships to turn around on the spot (rather than instant reversing)
04:34<@Alberth>the revision number isn't in the source itself
04:35<@Alberth>that sound like a good idea, peter1138
04:35<Eddi|zuHause>anyway, we really need some sort of finegrained counter, either automatic (commits? nightlies?) or manual (like savegame version)
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04:36<peter1138>Issue I see is that ships get to a dock, and pathfind continuing forwards, so they do a loop forwards instead of just turning around.
04:36<@Alberth>I wonder if BB doesn't claim incorrect compatibility in this case
04:36<Eddi|zuHause>Alberth: iirc, the revision number is in the commit message, and be build script checked that
04:37<@Alberth>yes, so git co <some-old.rev> ; ./configure ; make run fails, as the rev number is not in the source
04:37<@Alberth>or would it?
04:37<Wolf01>TL;DR what is the argument of the day?
04:37<@Alberth>73
04:37<Wolf01>42?
04:37<@Alberth>would be a bit too obvious, wouldn't it? :)
04:38<Wolf01>I could make a script to convert to ascii everything I write if you like it more ;)
04:38<peter1138>I wonder if going out on the bike will make me feel better
04:38<peter1138>(Got a cold coming on :()
04:39<Wolf01>A cup of tea and a ginger biscuit
04:39<andythenorth>peter1138: sometimes ships with 90º forbidden get stuck in a dead end river
04:40<andythenorth>they leave a dock the 'wrong' way, then pathfinder fails to find a route out of the dead end somehow
04:40<Wolf01>The real question is: why is the ship there?
04:40*andythenorth had the lergy Monday/Tuesday, fell asleep at work
04:40<@Alberth>aliens dropped the ship there
04:41*Wolf01 installs train mechanic simulator 2017
04:41<Eddi|zuHause>why did the ship cross the road?
04:41<peter1138>Bah, ICU crash :(
04:41<Wolf01>Strange
04:43<Wolf01>https://www.tt-forums.net/viewtopic.php?f=29&t=83268 andythenorth you needed something in canada?
04:43<andythenorth>not that :P
04:53<andythenorth>bbl
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04:59<Eddi|zuHause>something made me think of V there: https://www.youtube.com/watch?v=pUpKv3RGwRw
05:00<Wolf01>Ahaha
05:41<Wolf01>Yeah, I repaired a diesel engine rubber springs, it was really easy!
05:42<Wolf01>Now the brakes
05:42<Eddi|zuHause>how are springs made of rubber?
05:42<Wolf01>There are steel coil springs and rubber blocks on the suspension system
05:43<Wolf01>At least the game says that
05:43<Eddi|zuHause>i somehow just try to imagine a surgeon-simulator type game :ü
05:43<Eddi|zuHause>:p
05:43<Wolf01>Yeah, not so far
05:47<Wolf01>Mmmh, brakes cost too much, and broken parts sell for a really low price... I made enough money to complete the current order, but what for the next one?
05:48<Wolf01>Oh, going to scrap a locomotive
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06:12<@Alberth>Eddi: https://en.wikipedia.org/wiki/Operation_(game) probably more common known as Dr Bibber :p
06:16<Eddi|zuHause>Alberth: i know of that, but that's not really what i meant :)
06:17<@Alberth>:)
06:17<Eddi|zuHause>Alberth: surgeon simulator is one of those "fun" games where the controls are so ill-defined that you're bound to kill the person anyway
06:18<@Alberth>ugh :(
06:18<Eddi|zuHause>just go to youtube and pick a random video about it :p
06:19<Wolf01>I can't understand the signals in this game
06:19<Eddi|zuHause>that's common for signals :p
06:21<Eddi|zuHause>https://www.youtube.com/watch?v=MOwYjeefaWA
06:21<@Alberth>signals are a bad feature, we should remove them in the next version
06:22<Wolf01>Implicit PBS
06:24<Wolf01>Better, timetable properly the trains so they won't collite
06:24<Wolf01>*collide
06:24<Wolf01>Puzzle game
06:24<Eddi|zuHause>i think that game exists :p
06:24<Wolf01>Train conductor iirc
06:25<Eddi|zuHause>was thinking of train valley
06:25<Wolf01>Ok, the most boring part of this game are the screws
06:27<nielsm>A-train doesn't have signals, you have to timetable trains to not interfere
06:28<nielsm>(at least based on the one version I've played)
06:28<peter1138>Now that's an old series.
06:30<nielsm>http://0x0.st/GDU.mp4
06:30<nielsm>thing I set up last year
06:32<Eddi|zuHause>they're all driving on the wrong side
06:33<nielsm>it's japan, left is right
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06:40<peter1138>Sir frosch123
06:40<frosch123>moi
06:43<Wolf01>Quak
06:43<frosch123>peter1138: roadstops have two bits which can be either axis or diagdir
06:43<Wolf01>Ow... I can't keep scrapped parts to repair them for later :(
06:45<peter1138>frosch123, yes, but that depends on what the station graphics value is.
06:46<peter1138>I will probably go with 0-3 = diagdirection, 4 = axis_x, 5 = axis_y
06:47<peter1138>If I bother doing anything :)
06:49<frosch123>that sounds equivalent to bit 2 deciding between axis and diagdir
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07:06<Wolf01>Driving around the map looks like driving a model train where the coupling is attached to the truck, but I don't really bother, I'm used to the sudden 45 degree turns of OTTD :P
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07:09<peter1138>frosch123, pretty much, yes.
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07:20<Wolf01>Chance to repair 100% => repair failed
07:20<Wolf01>WTF?
07:22<Wolf01>I can't purchase a new part, I was expected to repair it...
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07:37<peter1138>Nice.
07:37<Wolf01>I could purchase it... loosing the bonus
07:37<Wolf01>*losing
07:43<Wolf01>"there's a problem on the exhaust system, go out and find the engine"... the engine was laying on the side
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08:13<Wolf01>Awww damaged truck frame...
08:14<andythenorth>peter1138: you on a bike then? o_O
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08:27<peter1138>Not at the moment.
08:28<peter1138>Thinking about it. Got a cold coming on so might go for something gentle.
08:28*peter1138 hmms at #6689.
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08:29<peter1138>So it improves hash collisions, but otherwise no performance improvement.
08:32<LordAro>can't hurt
08:32<peter1138>I did wonder if there's something in std:: to use instead.
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08:34*andythenorth is in chesham, weather is tops
08:35<andythenorth>near some kind of Chiltern cycleway
08:35<Eddi|zuHause>you mean like a standard set of hash functions?
08:36<Eddi|zuHause>there's occasionally a tradeoff between the number of collision, and the complexity of calculating the hash
08:38<peter1138>Arr, Chesham is not far from me.
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08:53<peter1138>if ((2 * Thash_bits) < 32) hash ^= hash >> (min(2 * Thash_bits, 31));
08:53<peter1138>So...
08:53<peter1138>Given that 2 * Thash_bits is < 32
08:53<peter1138>I don't see the point of the min()
08:53<peter1138>Never mind the redundant brackets.
08:55<peter1138>hash ^= hash >> 24;
08:55<peter1138>hash ^= hash >> 12;
08:55<peter1138>Is what boils down to.
08:55<peter1138>hash -= hash >> 17;
08:55<peter1138>hash -= hash >> 5;
08:55<peter1138>Is the replacement.
08:58<Eddi|zuHause>i can't see a huge performance impact of ^ vs -
08:59<peter1138>Yeah, it looks worse currently use to the if and min conditionals.
08:59<peter1138>But Thash_bits is compile-time constant so they should be optimized out.
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09:11<_dp_>performance comes from hash function quality, not ^ vs -
09:12<_dp_>haven't checked if it's actually better but overall description sounds pretty reasonable
09:13<_dp_>if hash function collides on straight lines it's not a good function
09:16<peter1138>I think the issue here is that the system using the hash is vastly more costly than the hashtable and so its quality doesn't matter. But it's nice to make it better quality.
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09:23<virtualrandomnumber>I think I found a bug in OpenTTD 1.8.0: https://i.imgur.com/2Q6gRFb.png
09:26<virtualrandomnumber>if there's a conditional order jump and you type in the value "306", it is displayed as "307" after clicking OK
09:26<nielsm>without knowing anything about how it actually works, my guess is that it can be a side effect of how speed values are stored and handled internally
09:32<peter1138>Probably.
09:33<_dp_>yeah, something gets lost when doing ConvertDisplaySpeedToSpeed and back with ConvertSpeedToDisplaySpeed
09:34<Eddi|zuHause>it's basically a rounding error
09:41<peter1138>There'll also be no vehicle with a max-speed of 306 km/h for the same reason, I guess.
09:41<_dp_>301->302, 303->304, 306-307, 308->309, 311->312, yeah, looks like rounding error
09:42<_dp_>2->3 lol
09:50<andythenorth>oops
09:50<andythenorth>Hog is broken
09:52<andythenorth>who makes this stuff anyway?
09:54<peter1138>Well...
09:55<peter1138>Oh... villager is opening a door it can't reach. Nice.
10:05<_dp_>ehm... why do condition orders work in mph instead of game internal units?
10:06<Wolf01>I thought mph were the internal units
10:06<Eddi|zuHause>internal units are weird
10:06<_dp_>internal is kmh-ish/h
10:07<_dp_>which is mph * 10 / 16 iirc
10:08<_dp_>other way around, * 16 / 10
10:08<Eddi|zuHause>some people were feeling 1mph=1.6km/h is not accurate enough
10:09<_dp_>so it's about equal kmh but rounds well with mph %)
10:09<Eddi|zuHause>... i think catering for that made everything worse
10:10<_dp_>well, whatever, speed orders are screwed because they store in mph
10:10<_dp_>so it's actually a domain error
10:11<_dp_>mph can't store half of kmh values even though game itself can
10:12<_dp_>OrderConditionCompare(occ, v->GetDisplayMaxSpeed() * 10 / 16, value)
10:12<_dp_>that's order condition very logic, like wtf xD
10:13<Eddi|zuHause>how does that not desync when people play with different units?
10:13<andythenorth>conditional orders are a bag of spanners
10:13<_dp_>display there is not display speed)
10:14<_dp_>don't ask me why GetDisplayMaxSpeed returns speed in game units xD
10:15<_dp_>* Returns max speed of the engine for display purposes
10:15<_dp_> * @return max speed in km-ish/h
10:15<_dp_>rofl
10:16<Eddi|zuHause>for what other purposes are the other speed functions?
10:16<_dp_>Eddi|zuHause, by the looks of it there are no other functions
10:17<Eddi|zuHause>_dp_: i think you're treading down a wtf-fractal there
10:19<andythenorth>hmm
10:19<andythenorth>there is too much sun on my screen to fix Hog
10:19<andythenorth>I can read irc because it's high contrast :P
10:19<nielsm>make a high contrast graphics set
10:19<nielsm>oh wait is that toyland?
10:19<_dp_>well, I guess logic was that {VELOCITY} accepts kmh-ish/h values, so returning them counts as "display purposes"
10:20<_dp_>and other stuff just piled on top of existing functions
10:21<_dp_>and nobody noticed that it basically does ConvertKmhishSpeedToDisplaySpeed(v->GetDisplayMaxSpeed()) ...
10:30<_dp_>I bet there is even some max speed value that doesn't work with "equals" condition even if you can put it there
10:30<_dp_>because of different rounding for displaying max speed for vehicle and max speed in condition
10:30<Eddi|zuHause>_dp_: shows how "well tested" this feature is
10:36<andythenorth>and nobody understands conditional orders
10:37*andythenorth *is* irrationally biased against conditional orders, sorry :)
10:37<andythenorth>is there a guide somewhere about what they're for?
10:37<_dp_>Eddi|zuHause, It kind of looks like it was specifically designed to avoid that so I may be wrong
10:37*andythenorth found wiki page
10:38<andythenorth>https://wiki.openttd.org/Conditional_Orders
10:38<andythenorth>doesn't explain why they're useful though
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10:38<andythenorth>the example is stupid
10:38<andythenorth>why piss around making conditional orders for old vehicles?
10:38<Eddi|zuHause>i always felt like it doesn't cover the most obviously useful cases anayway
10:38<_dp_>I know conditional orders can be exploited for some SRNW
10:38<andythenorth>old vehicles are auto-renewed, it's solving a non-issue
10:39<_dp_>no idea what else xD
10:39<andythenorth>conditional orders only seem to serve the purpose of giving weird people a topic for forum posts
10:39<andythenorth>and bug reports about 'it doesn't work'
10:39<andythenorth>the only case I ever wanted them for, they can't do
10:39<andythenorth>which is partial loading
10:39<andythenorth>'leave when load is 70%'
10:40<andythenorth>so that a train can collect from multiple places
10:40<andythenorth>but that actually useful case isn't possible
10:41<nielsm>does anyone have a suggestion what to do different here, if anything? https://github.com/OpenTTD/OpenTTD/pull/6775#discussion-diff-187805077R988
10:41<nielsm>(also ping LordAro)
10:41<_dp_>I'd probably use "renew vehicle if it's older than 3 year" but doesn't seem like they can do it either Xd
10:41<andythenorth>they are as far as I can tell, nonsense
10:42<Eddi|zuHause>andythenorth: i think partial loading is something that must be separate from conditional orders
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10:42<Eddi|zuHause>andythenorth: conditional orders can only ever be evaluated when loading has already finished
10:42<andythenorth>yes
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10:42<andythenorth>seems like we shoudl delete them
10:43<Eddi|zuHause>andythenorth: they still should be able to do the opposite: "wait until at least 70% full"
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10:43<Eddi|zuHause>[but continue to load to 100% if available]
10:45<andythenorth>the examples I've seen turn off 'full load' and loop the train around constantly
10:45<andythenorth>which seems stupid
10:45<andythenorth>totally logical, but stupid
10:46<Eddi|zuHause>yes, it misses an improvement whereby a "gp tp <same station>" order is checked before leaving the station, and no movement takes place, just goes back to loading state
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10:49<_dp_>Seems like current orders can be used for "if train is full jump to unload station"
10:49<_dp_>somewhat reasonable for collecting cargo from a several stations
10:49<andythenorth>somewhat
10:50<Eddi|zuHause>_dp_: yes, but you can only collect from several places if each of them doesn't fill the whole train. you have no way of restricting the load below what's already waiting
10:51<_dp_>Eddi|zuHause, I see no reason for collecting from several when one can fill the train
10:51<Eddi|zuHause>there's also no "try to fully load, but wait at most X days" order
10:52<_dp_>problem with collecting from several is that last station is much less likely to have anything collected from it
10:52<Eddi|zuHause>_dp_: well, the equivilent problem exists for unloading
10:52<_dp_>so don't see how that can be useful in an actual game
10:53<_dp_>Eddi|zuHause, yeah, but unloading can't be done with conditional orders. And I tried to think of some use for them)
10:54<_dp_>Eddi|zuHause, unloading is actualy much more useful with stuff like firs
10:54<Eddi|zuHause>_dp_: well, conditional orderns with unloading works for things like PBI, where the industry stops accepting
10:54<_dp_>Eddi|zuHause, can't you make train wait X days with timetables?
10:55<Eddi|zuHause>_dp_: as in "if load > 0% after unloadingstation, go to overflowstation"
10:55<Eddi|zuHause>_dp_: yes, but you cannot say which one takes precedence, the timetable or the full load order
10:56<_dp_>Eddi|zuHause, don't make it full load?
10:56<Eddi|zuHause>_dp_: you can say "full load or wait for X days", but it fills util full, and THEN waits another few days, if the time has not pased
10:56<Eddi|zuHause>_dp_: you cannot cancel full load if the time is exceeded
10:57<Eddi|zuHause>_dp_: and you can also not make it leave before the time exceeded, if the full load is reached
10:57<_dp_>Eddi|zuHause, I mean just make it load if available and wait X days
10:57<andythenorth>conditional unloading would also be useful
10:57<_dp_>Eddi|zuHause, or does it not load then even if cargo comes?
10:58<andythenorth>partial loading is about station rating
10:58<Eddi|zuHause>_dp_: it does load that. but again, it won't leave if it fills up more quickly
10:58<_dp_>Eddi|zuHause, ah, right
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11:00<Eddi|zuHause>_dp_: you can sort of do it with "if load is not 100%, go back to loading station" orders, but that will make the train needlessly move, because the "just stay at the platform" feature is not implemented
11:01<andythenorth>anything about conditional orders needs the 'that escalated quickly' gif :P
11:01<andythenorth>also timetables
11:01<Eddi|zuHause>it's a giant pile of incomplete features with a terribly undesigned UI glued on top
11:01<_dp_>add conditional orders to know bugs :p
11:02<_dp_>just like that: known bugs: 1) conditional orders xD
11:02<Eddi|zuHause>we should start a NoOrders branch?
11:05<_dp_>liberate trains! no one can order them! trains have feelings too!
11:07<nielsm>LordAro: I think my dos music PR should be good now :)
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11:33<andythenorth>trains go where the cargo is
11:33<andythenorth>no orders needed
11:34<andythenorth>calculate the graph
11:34<andythenorth>calculate the valid refits
11:34<andythenorth>calculate the cargo weighting
11:34<andythenorth>then dice roll for which station, with weighting towards those with more cargo
11:34<andythenorth>then dice roll for a valid destination
11:35<andythenorth>could just be a new conditional order 'any accepting station'
11:35<Eddi|zuHause>i would never want to play that game...
11:35<andythenorth>imagine the chaos
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12:08<_dp_>hm, that makes me worder, how does cargodist even work with conditional orders?
12:09<andythenorth>very badly
12:12<andythenorth>fonso had to do things like this 33034
12:12<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/5674
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13:12<peter1138>Hi
13:13<peter1138>andythenorth, "also addresses"?
13:13<peter1138>Although, point, having #6145 in the PR title doesn't link it.
13:19<andythenorth>-also
13:19<andythenorth>such wasted words
13:19<andythenorth>good job they're not in short supply
13:20<andythenorth>I could debug this nml template
13:20<andythenorth>but it's very sunny isn't it
13:20<Eddi|zuHause>"peak words"?
13:20<Eddi|zuHause>(as in "peak oil")
13:21<Eddi|zuHause>"from this point on, the rate of words produced by humanity will only drop"
13:24<andythenorth>that might be to the good
13:24<andythenorth>I'm not sure we're gaining much from everyone being able to spew words
13:29<peter1138>Did someone decide how to slice water into regions?
13:30<andythenorth>I think you did
13:30<andythenorth>I was trying to figure out a flood fill idea, to handle the irregular edges
13:31<Eddi|zuHause>make it able to slice in any generic way, then let it find out the best way?
13:33<Xaroth>Didn't you have a patch for that, peter1138?
13:33<peter1138>No
13:34<peter1138>We lost Wolf01 again.
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13:35<andythenorth>come back Wolf01
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13:44<Eddi|zuHause>why don't i have Zak McKracken in my ScummVM?
13:47*peter1138 ponders making his ship locks patch Yet Another Configuration Setting
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14:04<andythenorth>Do It
14:05<andythenorth>what does it do? o_O
14:05<Eddi|zuHause>but we can't ever add more settings!!
14:06<Eddi|zuHause>there are too many settings!!!
14:06<Eddi|zuHause>it's even more sacred than the map array!!!!
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14:07<andythenorth>there are too many settings
14:07<Eddi|zuHause>there are, but citing that as a reason to not add new ones is crazy
14:11<andythenorth>as long as there's a habit of removing dead settings, then adding new ones is to the good
14:11<andythenorth>it's only a problem if no-one is culling the useless ones
14:12<Eddi|zuHause>remove the 90° setting, make it always on for trains and always off for ships?
14:13<peter1138>Nah, there are people who play with it off.
14:13<Eddi|zuHause>screw those :p
14:13<Eddi|zuHause>make them see the light! :p
14:13<Eddi|zuHause>my way is the only true way to play the game!! :p
14:14<andythenorth>remove it for ships
14:17<andythenorth>so who approves peter1138's PR pile? :P
14:21<Eddi|zuHause>typical steam: price: 10€, bundle with just that one thing in it: 9€
14:21<LordAro>andythenorth: peter1138 ?
14:22<andythenorth>peter1139 can probably review them
14:22<LordAro>or petern
14:22<andythenorth>fair
14:22<andythenorth>first rule of fight club
14:22<Eddi|zuHause>don't trust that guy
14:23<peter1138>Eh? No, you can't review your own PRs.
14:25<LordAro>could merge a few though
14:25<LordAro>oh wait, no
14:25<LordAro>all are review required
14:25<LordAro>oh dear
14:27<andythenorth>shall I review them? o_O
14:27<LordAro>could do!
14:27<LordAro>some of them have "reviews" from me, but i don't like to tick the approve button
14:27<andythenorth>I think TB would revoke my privileges :P
14:27<LordAro>i don't feel like i have that power
14:27<andythenorth>well there are only about 3 people who can
14:27<andythenorth>it's a bit...slow :P
14:28<LordAro>need to add more people
14:28<andythenorth>it's peter, frosch or TB
14:28<LordAro>michi_cc & glx too
14:28<andythenorth>probably RB too, if he has github login
14:28<andythenorth>and alberth same
14:30<Wolf01>Hmm?
14:37<LordAro>at the very least we could make more people reviewers
14:37<LordAro>like me & andy
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14:42<Wolf01>Uh nice, zellepins for TF
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14:58<andythenorth>making me a reviewer :o
14:58<andythenorth>I wouldn't recommend that :P
15:16<Wolf01>I might agree
15:20<peter1138>LordAro, oops?
15:21<LordAro>peter1138: admittedly i didn't even try compiling and just assumed it would work
15:22<LordAro>i'll try again
15:22<peter1138>Just {} isn't it?
15:22<peter1138>Or { } depending on how you feels.
15:22<peter1138>-s
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15:31<Wolf01>andythenorth: should I push the explained TODOs to your repo?
15:31<andythenorth>nah, that one's dead
15:31<andythenorth>peter1138: already made fixes
15:32<peter1138>I've got them somewhere.
15:32<andythenorth>either we fork peter's, or he applies them ;)
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15:33<LordAro>or he gives you commit permissions
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15:56<frosch123>LordAro: what is a runtime-length string?
15:59<frosch123>ah, only SLE_VAR_STRB used length
16:03<LordAro>frosch123: pointer rather than array
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16:12<frosch123>https://github.com/OpenTTD/OpenTTD/pull/6771/commits/d24269f0c6a62fc510b043943aff5cb3488914be#diff-b1530b23b24eb40dd2be64d0a9b21103R200 <- hmm
16:12<frosch123>last time i commented that the code changes behaviour
16:12<frosch123>now the commit is more complicated to read and still changes behavious
16:16<Wolf01>"Disagree here - the condition is unchanged, it's just moved to an early return style instead of a boolean, which ultimately reduces the length of the code." <- LordAro that seem something Samu would say :(
16:18<andythenorth>hmm
16:18<LordAro>really?
16:19<frosch123>why is that PR so broken?
16:19<frosch123>everytime i add a comment it hides it as outdated
16:47<peter1138>back
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17:05<peter1138>frosch123, dunno, doesn't do that for me.
17:06<frosch123>yeah, our OnTick stuff does not fit the usual threaded timers :p
17:07<peter1138>?
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17:07<Wolf01>'night
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17:56<peter1138>Huh
17:56<peter1138>Just had the game crash on startup with the ICU issue, like, half a dozen times in a row o_O
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18:03<_dp_>frosch123, you reviewed old version, that's probably why it's outdated
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18:13<_dp_>frosch123, and he seems to be right, it should work the same
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---Logclosed Sun May 20 00:00:19 2018