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#openttd IRC Logs for 2019-02-04

---Logopened Mon Feb 04 00:00:49 2019
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01:46<andythenorth>that happened
02:05<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't if shift is held, or in multiplayer.
02:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
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02:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window
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04:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
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04:31<@peter1138>Lar de dar.
04:32<Eddi|zuHause>Lloret de mar?
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05:28<Pikka>well well well
05:28<andythenorth>well cars
05:28<andythenorth>I should draw them
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05:56<andythenorth>so built-in sprite overlays for night mode? o_O
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06:12<@peter1138>Built in recolouring?
06:12<@peter1138>When it night time? Daily? :P
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06:28<andythenorth>daily :P
06:28<andythenorth>except in arctic
06:28<andythenorth>6 months day, 6 months night in arctic
06:47<nielsm>lol RailwAI
06:48<@planetmaker>Honestly, I might have built similarily.
06:48<@planetmaker>Not sure whether tunnel and bridge are different in price
06:49<Eddi|zuHause>bridge has a speed limit, mostly, and blocks town growth more
06:49<Eddi|zuHause>not sure why it made the bridge this long, though
06:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
06:58<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
06:59<@peter1138>I'm impressed it managed to build stuff like that.
06:59<@peter1138>I might download an old version just to giggle at the old cheaty AI.
07:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window
07:40<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram
07:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram
08:09<@peter1138>Repaint cargo? :/
08:15<andythenorth>maybe :P
08:18<@peter1138>andythenorth, ^^
08:19<@peter1138>"I've implemented it in seven liveries, created a custom repaint cargo, and implemented dynamic running costs."
08:19<@peter1138>That's going to be 'fun'
08:19<andythenorth>people have to try things to learn :
08:19<andythenorth>I considered dynamic Horse running costs this morning :)
08:19<andythenorth>but no
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08:20<andythenorth>custom repaint cargo :P
08:24<andythenorth>vehicle groups much peter1138? o_O
08:25<andythenorth>what did we call them? 'variants'?
08:29<@peter1138>Although I'm not sure it'd work in this case.
08:29<@peter1138>I don't anticipate being able to refit between variants.
08:30<@peter1138>I wonder if custom fonts are ignored on OS X.
08:32<Eddi|zuHause>what happened to "don't make regearing cargo, because it conflicts with industry sets"?
08:35<@peter1138>Maybe instead of making variants different engine IDs we could have a strongly defined list of... er... variants attached to a single vehicle.
08:36<@peter1138>Instead of "if you refit to this and this subtype, do you get one of these" it'd be "choose from this list, and we set this property on the vehicle"
08:36<andythenorth>I wondered about forcing that they're subtypes
08:36<@peter1138>You could use ctrl-click to change in the depot ;p
08:36<andythenorth>I got lost in some whole thing about parents and pointers :P
08:37<andythenorth>then I made horse instead
08:37<andythenorth>ctrl-click :P
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08:37<andythenorth>peter1138: just implement this UI
08:37<@peter1138>Yeah no.
08:37<andythenorth>because ctrl-click is too weird apparently :P
08:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
08:39<andythenorth>setting costs takes fricking ages
08:39<andythenorth>I've been doing this for weeks
08:40<andythenorth>repo says I'm lying, it's 6 days :P
08:44<Samu>i tested the shift key
08:44<Samu>it's also a problem
08:45<Samu>why would do command look whether shift key is pressed down?
08:45<Samu>makes no sense
08:45<Samu>it shouldn't care
08:48<Samu>this would mean, in theory, that no AI company would ever be created if the shift key is pressed down the entire time
08:51<Samu>that's something that's present even before the "start immediately" feature
08:51<Samu>how to solve :(
08:52<Eddi|zuHause>youtube is being stupid again... you click on one music video, and all it shows you for weeks is more music videos...
08:52<andythenorth>youtube is stupid
08:52<andythenorth>fixed it :)
08:56<@peter1138>Samu, because shift is always "get cost of command"
08:56<@peter1138>Samu, it's a bug that it affects that location.
09:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
09:00<Samu>_shift_pressed = true
09:01<andythenorth>the purpose of building trains in the game is make shitloads of money, right?
09:01<andythenorth>no point trying to nerf them, to make it 'hard'
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09:02<nielsm>peter1138 yeah I like that fix better, more pinpoint and doesn't effectively revert the previous change
09:09<Samu>can _shift_pressed be turned false during the loop?
09:09<Samu>then turned back true after that?
09:09<nielsm>generally not
09:09<nielsm>it gets set by the video driver
09:09<nielsm>before the video driver calls the game loop
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09:25<Samu>gonna experiment
09:30<Samu>must detect estimate_only
09:31<Samu>estimate_only is false during the first loop, it's only true when looping on the 2nd time
09:31<Samu>what is happening
09:34<Samu> bool estimate_only = _shift_pressed && IsLocalCompany() && !_generating_world && !(cmd & CMD_NETWORK_COMMAND) && (cmd & CMD_ID_MASK) != CMD_PAUSE;
09:35<Samu>why estimate_only is false on the first loop
09:36<Samu>_shift_pressed is already true, but something else makes it false
09:36<Samu>makes estimate_only false
09:38<Samu>ah, IsLocalCompany() is false
09:38<Samu>_local_company is 0
09:39<Samu>_current_company is 16
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09:39<Samu>and on the 2nd loop
09:39<Samu>_local_company is 0
09:39<Samu>_current_company is 0
09:40<nielsm>what I did when triggering the bug was singleplayer, start the game with no AI players, set AI players to 2, set both to have 0 start delay, hold shift until 1st february passed, then the game froze in that loop
09:41<Samu>got stuck estimating the cost of starting an AI
09:42<Samu>gonna try something "different"
09:43<Samu>set _current_company to 16
09:43<Samu>while executing the loop
09:43<Samu>restore current company after the loop is executed
09:44<Samu>so that the command is executed as OWNER_NONE
09:45<Samu>instead of the company you're playing
09:49<Samu>identifier Backup is undefined :(
09:49<@peter1138>There's two bugs now.
09:49<Samu>oh? :(
09:50<@peter1138>One is that if you are pressing shift, AIs won't start. This was already there.
09:50<@peter1138>There is a new bug now though that if you are pressing, OR in multiplayer, the game will now hang.
09:50<@peter1138>The comment about "this works in multiplayer" is wrong :p
09:56<@peter1138>Samu, even if you worked around the shift bug, it still wouldn't work in multiplayer.
09:57<@peter1138>There is a quick fix for the shift bug: _shift_pressed = false.
09:57<Samu>damn, gist is so bad, why ppl use it
09:58<@peter1138>What is it bad at?
09:58<Samu> much better looking
09:58<@peter1138>No, that's nasty.
09:58<LordAro>i think that's you not understanding how markdown works
09:59<@peter1138>The diff also doesn't understand what the problem is :/
10:00<Samu>oh crap forgot to change cur_company to 16
10:00<@peter1138>It's easier and simpler just to pretend shift isn't pressed...
10:00<@peter1138>Still an ugly hack
10:01<@peter1138>Still won't work in MP
10:03<Samu>for multiplayer, I have to think
10:03<Samu>of something else
10:04<@peter1138>I can think of a way.
10:04<@peter1138>Count how many AIs are due to start, then then send a single command for all of them.
10:06<@peter1138>Then the command can internally start *up to* that amount.
10:13<@peter1138> < 90 degree turns, eh?
10:18<Samu>needs to know in advance which ai it can start next
10:18<Samu>the delay, i mean
10:19<Samu>something like that
10:20<@peter1138>Not quite "skip_some"
10:30<Eddi|zuHause>slooooow loading
10:31<Eddi|zuHause>plus, is that a "screenshot" made by photo?
10:31<@peter1138>Looks lik eit.
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10:56<Samu>trying the skip method
10:57<Samu>main problem is that return DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); seems to only return true in multiplayer, i wonder if it can actually return a false
11:07<Samu>skip method seems to work
11:07<Samu>at least for the server, unsure about when a client connected to the server
11:07<nielsm>yes.... that's the documented and intended behavior for DoCommandP in multiplayer
11:07<Samu>harder to test
11:08<nielsm>it's async/fire and forget
11:08<nielsm>you can't know if it has succeded until next frame
11:08<nielsm>and you can't block until then
11:12<@peter1138>That's why I said what I said above :p
11:12<@peter1138>Hmm, here's a thought...
11:12<@peter1138>Hmm, no.
11:13<@peter1138>This is in the main game loop
11:13<@peter1138>All clients run it.
11:13<@peter1138>In theory it shouldn't need to be a DoCommandP.
11:15<+glx>but only the server can start an AI
11:16<+glx>clients only "create" a company
11:16<+glx>when they get the server command to do it
11:17<@peter1138>But if the server knows...
11:17<+glx>and it's a DoCommandP because server has to send it
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11:24<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
11:26<+glx>anyway even if we can't start all AIs in the same tick but 1 per tick it's still almost immediate
11:27<nielsm>yeah that may as well be simultaneous
11:27<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
11:28<@peter1138>The other issue is a bit weird too.
11:28<@peter1138>Can't start an AI if shift is being pressed.
11:29<+glx>because commands check it
11:29<@peter1138>Yeah, I know why, but it's clearly unintentional here :)
11:29<+glx>I think the cost test is useless fot CMD_COMPANY_CTRL
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11:30<nielsm>yeah it reproduces for me: start new game with no AIs, go to AI settings and raise to two AIs, configure both AIs to have zero start delay, hold shift when the date turns from january to february
11:31<nielsm>and that occurs since holding shift is the way to ffwd in debug builds
11:32<nielsm>checking shift state in DoCommandP seems really wrong to me, on a theoretical level
11:32<nielsm>it should not include an UI concern like that
11:33<@peter1138>Normally DoCommandP is called from a UI context.
11:33<+glx>it's often called in menus
11:33<@peter1138>The server running DoCommandP is very rare.
11:33<+glx>or OnClick()
11:35<+glx>an enum for CMD_COMPANY_CTRL commands would be nice :)
11:35<+glx>I may take a look at that
11:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
11:40<Samu>check it out
11:42<@peter1138>That looks very misguided.
11:44<+glx>oh there is if (cmd_id == CMD_COMPANY_CTRL) { in DoCommandPInternal
11:44<+glx>maybe something to abuse
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11:48<+glx>hmm no happens after estimate_only check
11:48<DorpsGek_II>[OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
11:50<Samu>with this ship thing, i broke single player, I be
11:50<@peter1138>It's a terrible idea.
11:50<Samu>ok :)
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11:53<Samu>} while (AI::GetStartNextTime(_networking ? ++skip : 0) == 0);
11:54<@peter1138>I think for a quick fix my gist is probably the right way?
11:57<Samu>making a quick fixes to this skip to work in single player
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11:58<Samu>but well
11:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
11:58<Samu>starting in 15 ticks isn't not that bad, it's just not instant
12:00<Samu>I don't know, it should behave similar in both game modes
12:01<Samu>either instant to all, or 15 ticks to all, imo
12:02<+glx>maybe we can do something about estimate_only calculation
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12:05<Samu>that is handled by backup now
12:05<Samu>executes command as OWNER_NONE
12:05<Samu>estimate_only is false
12:05<Samu>no more shift problems
12:05<@peter1138>Switching to OWNER_NONE is horrible, BUT
12:06<@peter1138>From a networking point of view, you can only execute a command as the company you are.
12:07<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
12:08<+glx>better add an exception like for (cmd & CMD_ID_MASK) != CMD_PAUSE;
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12:20<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
12:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
12:23<@peter1138>Now, there is another question.
12:24<@peter1138>Something about, as its in the gameloop, would all clients be trying to do a DoCommandP...
12:26<+glx>why would they ?
12:29<Samu>i'm getting an assert on the client
12:30<Samu>how to debug clients?
12:30<+glx>start client in visual studio
12:30<Samu>it was requested on client side to do AI::Save
12:30<Samu>but there is no ai instance, asserted
12:31<Samu>rip instant AIs
12:31<+glx>client should not save AI data
12:31<Samu>--------------------------- Error! --------------------------- Assertion failed at line 281 of d:\openttd\openttd github\openttd\src\ai\ai_core.cpp: c != NULL && c->ai_instance != NULL --------------------------- OK ---------------------------
12:31<+glx>it can't
12:31<@peter1138>As long as it has no AI config at all, then yeah.
12:32<@peter1138>In that case it is an "implicit" check as there's nothing in that flow that says "if networking && !network server"
12:32<Samu>ok running 2 visual studios, :p
12:33<+glx>visual studio doesn't like 2 instance of the same solution
12:33<Samu>it will have to
12:36<+glx>peter1138: probably no need to protect _networking access with #ifdef
12:36<@peter1138>Oh right. Got used to it :/
12:37<Samu>waiting for february, to see what happens
12:37<+glx>I think ENABLE_NETWORK is only needed for network specific functions
12:37<@peter1138>#define _networking 0
12:38<@peter1138>I wonder
12:38<@peter1138>Line 601 is guarded too, already. Hence why I got confused I guess.
12:38<Samu> weird stuff
12:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
12:40<Samu>AIs are clients?
12:41<@peter1138>That would be neat though. Have a client that is actually an AI.
12:41<+glx>line 601 is guarded because is empty without ENABLE_NETWORK
12:41<@peter1138>You'd get multi-core support, but you'd have to run multiple game instances...
12:42<Samu>why am I not getting a crash now?
12:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
12:45<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window
12:49<Samu>it can't be done
12:49<Samu>or I can't do it
12:49<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
12:49<Samu>trying to start 1 per tick again
12:50<@peter1138>You can do 1 per tick easily: don't loop.
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12:51<@peter1138>SimpleAI does a lot of stuff on loading that big savegame.
12:54<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
12:56<Samu>15 ticks :(
12:56<Samu>better than 74 ticks
12:56<@peter1138>Still bet... yeah.
12:57<Samu>@calc 74 * 15 - 1 * 15
12:57<@DorpsGek>Samu: 1095
12:57<nielsm>15 ticks is a fifth of a day, practically nothing
12:57<Samu>what about single player
12:57<Samu>instant or 15 ticks?
12:58<Samu>i'd like instant, but then... it won't do the same as in multiplayer, hmm :(
12:58<@peter1138>With my patch it's instant.
12:59<Samu>it's your call, I guess
12:59<Samu>makes single player special
13:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
13:01<+glx>Extract<> was a good suggestion, but too heavy for this
13:01<@peter1138>Samu, you don't need any of that skip bollocks to make it do 1 company per tick.
13:01<+glx>the switch already handles all the checks
13:01<@peter1138>Samu, you just remove the loop.
13:03<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
13:03<Samu>no loop
13:03<+glx>without the loop it will start 1 company each tick anyway :)
13:04<Samu>there seems to be some weirdiness in multiplayer trying to sync the number of companies anyway
13:04<Samu>when a client joins in the middle of a company start
13:05<Samu>and if that client also starts a company... hmm chaos
13:05<+glx>should not
13:05<+glx>commands are queued
13:07<Samu>if you think it's ok to have companies start instantly in single player, then go for it
13:07<Samu>disregard my PR
13:07<Samu>if you think it's better to have single player and multiplayer behave the same, then use my PR
13:07<Samu>which starts 1 per tick
13:07<Samu>as for the shift command, i think you're already handling that separately
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13:08<@peter1138>#opcodes before scripts are suspended: 250,000
13:08<@peter1138>Holy shit Samu, no wonder this savegame is slow.
13:09<@peter1138>And... I can't change it in game :(
13:09<+glx>AIs eating CPU
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13:10<Samu>i want them to be the smartest they can
13:10<@peter1138>Yeah, but you'll have to deal with it being slow as shit.
13:11<@peter1138>Why is that not changeable in game, anyway?
13:11<Samu>no idea
13:11<Samu>maybe multiplayer sync issues?
13:11<@peter1138>I just removed that flag, changed it.
13:12<@peter1138>Well, something still causes a pause. Evaluator stuff?
13:12<Samu>evaluators are usually heavy
13:12<@peter1138>I guess they are not opcode limited? :/
13:13<Samu>they're iterating lists
13:13<Samu>so, it's normal they're heavy
13:14<Samu>but... hmm
13:15<Samu>they're not opcode limited, but they are timed
13:15<Samu>i think
13:15<Samu>if they take too long, the ai is killed
13:15<Samu>that's the impression I get, not really sure
13:16<+glx>iterators are internal openttd functions, can't be opcode limited
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13:23<+glx> if (ScriptController::GetOpsTillSuspend() < -1000000) { <-- valuate errors when it takes very long time
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13:25<Samu>nielsm: wouldn't it be better to range from 1-15 rather than 0-14?
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13:31<Wolf01> new rail set for andythenorth: firerail for arctic climate
13:32<andythenorth>railtype var
13:34<Samu> 0-14
13:36<+glx>paxlink seems to do heavy stuff
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14:16<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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14:21<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
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14:33<andythenorth>quick hide :P
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14:42<@peter1138>le dragon horse boy
14:43<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
14:47<drac_boy>hm I kinda like that .. makes sense people would have high resolution graphic without the teeny texts that follows it
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14:56<andythenorth>I spent 6 days setting Horse costs
14:56<andythenorth>I _think_ it worked :P
14:56<drac_boy>lot of trials and gametests right andy? :)
14:56<andythenorth>not sure how to explain the cargo_age_period malus though
14:57<andythenorth>bonus is much easier to explain :p
14:57<drac_boy>ah yeah..I wouldn't know how to describe charts either :P
14:59<drac_boy>btw am I thinking that 'horse' as in 'iron horse' right? just want be sure I wasn't thinking of the wrong trainset
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15:01<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #7133: Graphics glitch with tunnels
15:01<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #7136: Sprite sorting issue with FIRS
15:05<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
15:05<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
15:06<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
15:08<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions
15:10<drac_boy>a few people seem to be busy today :)
15:11<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
15:11<LordAro>it's much more obvious nowadays :)
15:12<LordAro>hmm, >40 open PRs again
15:12<drac_boy>mm funny timing for me to recheck on irc then I guess :)
15:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7170: Update: Changelog
15:14<LordAro>someone should review that one
15:16<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector
15:18<drac_boy>I don't think I'm much help anyhow sorry :)
15:20<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
15:20<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
15:21<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
15:22<@peter1138>LordAro, careful
15:22<@peter1138>that should conflcit
15:22<LordAro>see the text :)
15:22<@peter1138>Still has a green tick in the PR list.
15:23<LordAro>silly github
15:23<LordAro>is #7118 still wip?
15:23<drac_boy>don't you more specifically mean "silly github-ms" :)
15:23<LordAro>not really, no
15:25<@peter1138>That is somewhat easier to resolve.
15:25<LordAro>wonder why that is ^^
15:28<@peter1138>Well... :)
15:28<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
15:28<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
15:28<@peter1138>As if we should keep the number in it :p
15:29<@peter1138>Is #7080 better?
15:29<@peter1138>It's certainly a lot more code.
15:29<LordAro>i wondered that immediately after i pressed the button
15:30<LordAro>feel free to reopen
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15:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
15:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
15:31<@peter1138>Gonna run out of savegame versions ;)
15:33<frosch123>more likely than running out of git hashes
15:35<andythenorth>so how to explain cargo aging malus in buy menu?
15:35<andythenorth>"This coach will not pay well on long routes" ??
15:35<LordAro>frosch123: care to look over #7000 ?
15:35<andythenorth>what is 'long' route? :P
15:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro reopened pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
15:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
15:36<@peter1138>Oh wow, git blame isn't even useful for finding savegame revision order.
15:36<frosch123>LordAro: it's on the list
15:36<frosch123>not sure whether before or after eints-not-committing-invalid strings
15:37<LordAro>ooh, probably after
15:37<LordAro>if there's an actual ordering to these things :p
15:37<@peter1138>last year we've done 10 savegame bumps
15:37<frosch123>also newgrf specs
15:37<drac_boy>have fun with git pulls.. going atm
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15:37<@peter1138>before that, 10 savegame bumps takes you back to 2013...
15:37<frosch123>was more added? or just house acceptence?
15:37<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
15:39<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on issue #5006: Railtypes: 'hide railtype' flag
15:39<LordAro>frosch123: #7000 isn't about house acceptance at all ?
15:39<LordAro>railtype stuff
15:40<@peter1138>LordAro, i feel like 7005 should be handled by an InvalidateData() call somehow
15:40<frosch123>LordAro: #6872
15:40<LordAro>"The currently selected base graphics set is missing 4 sprites" ogfx needs an update :o
15:41<@planetmaker>hm, what is missing?
15:41<LordAro>livery stuff, i think?
15:41<andythenorth>oof, horse has got too realistic :(
15:41<+glx>livery group yes
15:41<@peter1138>Some icons.
15:41<@peter1138>andythenorth, rollback the R.
15:41<@planetmaker>don't you say :P
15:41<LordAro>frosch123: that got merged 2 weeks ago :>
15:41<frosch123>LordAro: yes, but noone bothered updating the specs
15:41<andythenorth>I am testing all this cost crap
15:42<LordAro>oh, right
15:42<LordAro>ooh, i see
15:42<frosch123>but, ok, i add "more gui sprites" to the updates :p
15:42<LordAro>i missed your "also newgrf specs"
15:42<andythenorth>and it shows that for freight like coal, there's no need for the 'big' shiny freight engine
15:42<andythenorth>just run the medium engine, let it go slower, doesn't matter, payment curve is flat :)
15:42<@peter1138>LordAro, 7175 no conflicty now
15:42<@peter1138>I don't notice missing sprites cos I use the best set ;)
15:42<andythenorth>there are others? :o
15:43<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
15:43<frosch123>LordAro: does the fallback to openttd.grf sprites still work?
15:43<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types.
15:43<LordAro>frosch123: it does
15:43<LordAro>peter1138: i would if i were on linux, but i'm on windows, and i don't do development on windows :p
15:44<LordAro>(except when i do development on windows)
15:44<@peter1138>LordAro, I'm on Windows... and I'm using a Linux VM to do development, because, well, Windows... :/
15:44<@peter1138>Hmm, NightGFX, eh
15:45<@peter1138>Oh gods, zBase/aBase ...
15:45<@peter1138>Toolbar icons are still too big.
15:46<@peter1138>Tile edge glitching...
15:46<@peter1138>And non-animated water
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15:46<@planetmaker>yes :(
15:47<@peter1138>Hmm, with my RGB remaps patch (RGB CC) it's also possible to do RGB remaps of other stuff.
15:47<@planetmaker>I'm really sad that 32bpp sprites in a good way are STILL not a thing. Years after they became possible
15:47<@peter1138>Means instead of picking ttd colours, you get... any colour.
15:47<@planetmaker>you mean night GFX? :D
15:48<andythenorth>I wondered if we could do night by remapping windows
15:48<@peter1138>Dynamic remaps are in it as well, so yeah.
15:48<andythenorth>but I think it needs an overlay
15:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window
15:48<Pikka>planetmaker, working on it :P
15:48<andythenorth>I would probably do night FIRS :P
15:48<andythenorth>totally pointless
15:48<@planetmaker>Pikka, I meant as OpenTTD-side colour change ;)
15:48<LordAro>orct2 implemented night mode quite decently, i thought
15:49<@peter1138>planetmaker, Pikka means a baseset, I hope :)
15:49<@planetmaker>possibly with an extra map similar to animated water
15:49<@planetmaker>I hope :)
15:52<LordAro>wait, i think that's a super advanced experimental version - this is what i was originally thinking of
15:52<LordAro>which is indeed just changing the palette
15:52<@peter1138>Hmm, is there a git config to make commit amends show the current date?
15:53<@peter1138>I know supplying --author does it, but I don't remember that all the time.
15:53<LordAro>why do you want the current date?
15:54<@peter1138>Sometimes it's more useful.
15:54<@peter1138>Oh my, I need to rebase nrt again :)
15:57<@peter1138>Well, that was easy.
16:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
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16:04<@peter1138>git is awfully nice and puts the conflicting lines in the correct order, even.
16:07<@peter1138>Hmm, I could probably unmerge the old NRT now I've been using git a bit more now.
16:07<@peter1138>No :p
16:08<@peter1138>-Fix: Warnings.
16:08<@peter1138>NIce .
16:08<@peter1138>git branch -D road-and-tram-types
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16:17<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
16:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag
16:33<@peter1138>I wonder why he did that...
16:34*andythenorth sets freight weight multiplier to 6, big engine starts to win more :P
16:35<andythenorth>I may even have won this :P
16:36<andythenorth>I've kinda normalised costs vs. HP, so you can choose pretty much any train
16:36<andythenorth>but on short routes, small trains win more
16:36<andythenorth>and long routes, big trains win more
16:36<andythenorth>seems to work
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17:04<andythenorth>oof can't keep up with github now :)
17:05<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7178: Add AI and GS to framerate window
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17:11<Samu>well, my stuff conflicts
17:11<Samu>it's to be closed, I assume
17:11<Samu>deleting branch
17:13<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick closed pull request #7177: Fix: AI companies can't start in the same tick in multiplayer
17:13<Samu>oh, deleting automatically closes
17:14<LordAro>difficult to merge a branch that doesn't exist
17:14<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 opened issue #7181: 4e9e1157 is broken
17:14<frosch123>hmm, i expected gh to link that revision
17:14<LordAro>Not in titles
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17:17<+glx>it does in commits and comments
17:18<frosch123>i edited the text
17:18<@peter1138>It's pretty annoying yes.
17:18<LordAro>i imagine "all tiles" was intended?
17:18<+glx>what does the spec says ?
17:19<frosch123>noone wrote a spec
17:19<LordAro>though i don't see how it only applies to the north tile though? looks like it applies at the aircraft's current position
17:19<frosch123>AirportTileAnimationTrigger vs AirportAnimationTrigger
17:19<frosch123>oh, i misread that
17:20<frosch123>yeah, touchdown tile
17:20<@peter1138>That's... rather specific.
17:20<@peter1138>Did someone want to ... draw tyre smoke or something hideous?
17:20<LordAro>the point of it was the draw tyre marks, iirc
17:21<@peter1138>Oh. Oh dear.
17:21<LordAro> exactly what the issue says
17:21<LordAro>and apparently it's already part of OGFXAirports?
17:21<andythenorth>it was implemented in OGFX+ Airports
17:21<andythenorth>for some time
17:21<andythenorth>I was about to comment on ticket, but eh
17:22<+glx>"The trigger is fired for all tiles of the airport at the same time."
17:22<@peter1138>Which documentation in the source says it's for all tiles?
17:22<LordAro>peter1138: the enum
17:23<@peter1138>Ah. Copy & pasta?
17:23<@peter1138>I do think it's a bit silly but still.
17:23<andythenorth>did we update docs?
17:23<andythenorth>I don't like bureaucracy, but
17:24<andythenorth>we could use a template for newgrf stuff, with some tedious gates
17:24<@peter1138>Hmm, yeah, the original request says "fires for all tiles"
17:24<andythenorth>- spec; openttd implementation; nml implementation; reference grf, docs
17:24<LordAro>andythenorth: PR!
17:25<andythenorth>such bureaucracy :D
17:25<@peter1138>Ah, in the comments on FS it was changed to be only the landing tile.
17:26<@peter1138>So it was original for all tiles
17:26<@peter1138>Then changed, but the comment not updated.
17:26<LordAro>andythenorth: though it's unclear from the UI how this is displayed
17:26<LordAro>unclear how this is displayed in the UI*
17:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7181: 4e9e1157 is broken
17:28<@peter1138>george is a genius.
17:30<andythenorth>so should I malus normal wagons for cargos like food?
17:30<andythenorth>what if it's bags of crisps?
17:30<andythenorth>or canned beans?
17:32<Samu>cargomonitor delivering passengers to towns hmm
17:33<Samu>interesting dilema
17:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
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18:00<Samu>what happens when i got a station that accepts passengers but the houses that accept them are from 2 towns
18:00<Samu>and the total acceptance from each town doesn't equal 8
18:00<Samu>which towns gets the cargo
18:01<Samu>what is intended for cargomonitor to do in this situation?
18:01<Samu>total acceptance from the houses of each town
18:02<Samu>i also wonder how does cargodist influences cargomonitor
18:03<@peter1138>I imagine it doesn't.
18:04<Samu>cargo packets
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18:18<LordAro>interesting, so it seems there's a GH UI for selecting which issue template you want (you can have multiple), but no such UI for PR templates
18:31<Samu>move cargo to station, must read how it works
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18:45<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
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18:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
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19:07<Samu>how's cargo moved from house tile to station, and then from station to vehicle, what information is kept when moving it around to the final destination
19:07<@peter1138>Cargo doesn't exist at houses.
19:08<Samu>they produce
19:10<@peter1138>Yes but it firsts exists at the station.
19:14<Samu>ge.cargo.Append(new CargoPacket(st->index, st->xy, amount, source_type, source_id), next);
19:21<Samu>the source doesn't go down to the house that produced it
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19:21<Samu>only to the town the house belongs to
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19:26<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
19:27<Samu>what I need to know is... how's station acceptance calculated for houses, must find
19:28<Samu>to which town is then the cargo delivered to
19:47<Samu>each house can accept 16 different cargo types
19:47<Samu>why not 64?
19:47<Samu>still, 16 is already pretty insane
19:48<Pikka>you couldn't even have 64 cargos in a game until five minutes ago
19:48<Pikka>and is the town the cargo is delivered to not just the town the station belongs to?
19:49<Pikka>houses can check if a nearby station received a particular cargo recently... beyond that, I'm not sure cargo is meaningfully "delivered" to houses or towns at all
19:49<Samu>multiple houses accepting different types could also make up for a total of 64, isn't it?
19:50<Samu>or am i interpreting this wrong?
19:51<Samu>it's a HouseSpec
19:51<Samu>CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
20:00<@peter1138>It was originally 3.
20:11<Samu> this is a weird place for a house to generate at
20:12<Samu>not because it blocks passage, but because it's on the other side of the river
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20:33<Samu>the st->town dictates which town accepted the cargo
20:34<Samu>that's a bit unfair
20:34<Samu>it should distrtibute acceptance
20:35<Samu>if my station covers 2 towns, both towns should get their part
20:35<Samu>hmm, how to solve
20:39<Samu>i have an idea but i'm a bit sleepy atm, time to bed, cyas
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20:59<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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---Logclosed Tue Feb 05 00:00:51 2019