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#openttd IRC Logs for 2019-02-20

---Logopened Wed Feb 20 00:00:11 2019
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00:40<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType
00:45<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
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02:21<andythenorth>@seen pikka
02:21<@DorpsGek>andythenorth: pikka was last seen in #openttd 2 days, 12 hours, 26 minutes, and 58 seconds ago: <Pikka> I guess I got over the idea :P
02:29<andythenorth>I have questions :P
02:30<@peter1138>Oh no.
02:30<@peter1138>nrt working?
02:33<andythenorth>seems to be
02:33<andythenorth>I just tried Eddi|zuHause's river patch though
02:33<andythenorth>game dies on map gen, no meaningful error
02:34<andythenorth>how do I increase output level?
02:34<andythenorth>"/bin/sh: line 1: 61123 Illegal instruction: 4 ./openttd"
02:34<andythenorth>is all I get
02:34<@peter1138>Oh wow.
02:34<andythenorth>no crash log is written
02:36<andythenorth>oops that's not a shell :P
02:43<andythenorth>I bisected, failure introduced here
02:44<andythenorth>looks harmless :o
02:53<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7213: Feature: BFS-based river generator
03:00<LordAro>illegal instruction is usually some sort of stack corruption
03:01<LordAro>valgrind will probably find something
03:01<andythenorth>out of my depth :P
03:01<LordAro>but you're right, i don't think it's that commit
03:02<LordAro>install valgrind, run valgrind ./bin/openttd, post output :p
03:13<andythenorth>I think valgrind is broken on macos
03:14<andythenorth>maybe I should valgrind valgrind :P
03:19<andythenorth>I feel there's an xkcd for this :P
03:19<LordAro>i have successfully gdb gdb before now
04:18<Eddi|zuHause>that commit "looks" harmless, but it makes the priority queue priorities non-zero more times
04:18<Eddi|zuHause>so if i made mistakes with the priority queue, then they might show more often
04:19<Eddi|zuHause>andythenorth: could uncomment the //DEBUG lines, and show me a log of that?
04:30<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
04:30<Eddi|zuHause>andythenorth: try now with "-d misc=9"
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05:01<Eddi|zuHause>valgrind certainly goes crazy on my priority queue
05:02<Eddi|zuHause>==29258== More than 10000000 total errors detected. I'm not reporting any more.
05:02<Eddi|zuHause>==29258== Final error counts will be inaccurate. Go fix your program!
05:05<@peter1138> :)
05:06<Eddi|zuHause>there's also one in libSDL, i'm ignoring that
05:07<@peter1138>Yes, that's known.
05:08<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
05:08<Eddi|zuHause>should be better now
05:10<@peter1138>Can I suggest using our codestyle?
05:10<Eddi|zuHause>yes, any particular bit?
05:10<@peter1138>Spaces between operators.
05:10<@peter1138>if (mode==1) count+=5+(Random()&0xF);
05:10<@peter1138>if (mode == 1) count += 5 + (Random() & 0xF);
05:10<Eddi|zuHause>i'm indeed sloppy with that
05:10<@peter1138>That's why I mentioned it, yes.
05:11<@peter1138>Also, uint &count, not uint& count./
05:11<@peter1138>Yeah, and ' *' not '* '
05:12<Eddi|zuHause>i might have picked some of those up from example codes
05:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
05:13<@peter1138>Not from our code.
05:13<@peter1138>We had that argument long ago with Tron.
05:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
05:15<Eddi|zuHause>yes, i remember the argument, i just can never remember the outcome :p
05:16<@peter1138>I'm sure there's plenty of existing code in that file to follow if you are in doubt.
05:24<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
05:24<andythenorth>still crashing :)
05:24<andythenorth>I'll have to run the debug stuff later
05:25*andythenorth must now cycle to work :P
05:25<@peter1138>Yay cycling
05:27<Eddi|zuHause>i think i covered both your points
05:29<Eddi|zuHause>peter1138: unfortunately, there's no examples of using STL types with custom data types in that file :p
05:29<@peter1138>Plenty elsewhere? :)
05:30<@peter1138>non-rect catchment doesn't use STL anymore :/
05:30<@peter1138>I feel that's a bit backwards, but performance.
05:30<@peter1138>I could perhaps use std::vector instead of SmallVector.
05:30<@peter1138>Or I could let m3henry sort that one out later ;)
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06:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
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06:06<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
06:13<Eddi|zuHause>i'm now unsure if that applies to water border instead of freeform border maps...
06:13<Eddi|zuHause>does std::vector do bounds checking?
06:16<Eddi|zuHause>valgrind doesn't complain with water borders either
06:21<LordAro>Eddi|zuHause: .at() does, [] does not
06:26<Eddi|zuHause>i think i played with it too much, and it turned into DFS again :/
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06:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
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06:44<@peter1138>git show efaeb275f
06:44<@peter1138>Always good for a laugh.
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07:01<Eddi|zuHause>gah... TF crashes on loading the game that worked yesterday :/
07:04<Eddi|zuHause>terminate called after throwing an instance of 'std::system_error'
07:04<Eddi|zuHause> what(): Resource temporarily unavailable
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07:26<@peter1138>Hmm, I need that nearest-town voronoi patch...
07:26<@peter1138>Just for visualization :p
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08:04<Eddi|zuHause>huh? "no new process can be started, the system might have reached the maximum number of processes for a user"?!?
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08:31<andythenorth>when I have a PR fetched, can I update it from remote
08:32<andythenorth>currently I'm doing branch -D and fetching again
08:34<andythenorth>Eddi|zuHause: still crashing hard /bin/sh: line 1: 99496 Illegal instruction: 4 ./openttd
08:34<andythenorth>FWIW :)
08:34<Eddi|zuHause>andythenorth: what's wrong with pull?
08:35<andythenorth>let's find out
08:35<Eddi|zuHause>andythenorth: can you make a log with -d misc=9?
08:35<andythenorth>yeah git branch --set-upstream-to=upstream/pull/7213 7213 isn't valid
08:35<andythenorth>can't pull with no remote :)
08:36<@peter1138>git pr 7213
08:36<Eddi|zuHause>git pull remote branch
08:37<andythenorth>what's the branch name for a PR?
08:38<andythenorth>also how much log output do you want?
08:38<andythenorth>most of it is just newgrf scanning :P
08:38<Eddi|zuHause>andythenorth: how up to date are you?
08:39<andythenorth>current head
08:39<Eddi|zuHause>i'm interested in the lines that look like "dbg: [misc] Tile: 896573 (573, 875); Height: 0; Size: 324"
08:39<Eddi|zuHause>if it doesn't even get to those...
08:40<Eddi|zuHause>then you need to do a debug build and make a backtrace
08:40<andythenorth>after starting map gen, the only 2 relevant lines are
08:40<andythenorth>then it crashes
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08:42<Eddi|zuHause>yeah, it probably crashes in the initialization phase
08:42<andythenorth>so...debug build
08:43<andythenorth>is this going to be some stupid clang problem? :P
08:43<Eddi|zuHause>either an STL bug, or me misabusing STL features which just happen to work
08:44*andythenorth wonders what the CI is doing
08:44*andythenorth thinks what the CI isn't doing is starting a game :P
08:44<Eddi|zuHause>add a regression test for running new game creation code?
08:45<Eddi|zuHause>i have no clue how to add a regression test
08:47<andythenorth>well this isn't critical :P
08:47<andythenorth>it's just not possible to give river feedback right now :)
08:47<@peter1138>Add asserts.
08:48<Eddi|zuHause>andythenorth: really, i can't do anything before you post a backtrace
08:49<andythenorth>ok let's try that tonight
08:49<Eddi|zuHause>andythenorth: i think this is more critical than you think it is :p
08:49<andythenorth>is enabling a debug build just a flag?
08:49*andythenorth reads readme
08:49<Eddi|zuHause>./configure --enable-debug=3 or so
08:50<Eddi|zuHause>and then make run-gdb
08:51<andythenorth>wish I had more cores :P
08:51<Eddi|zuHause>compiling a debug build should be faster :p
08:51<@peter1138>make -j cores*2
08:51<@peter1138>Just pretend
08:52*andythenorth installing gdb
08:52<@peter1138>cgdb is nice.
08:53<andythenorth>looks like gdb doesn't work on macos :P
08:53<Eddi|zuHause>then find a different debugger :)
08:53<@peter1138>Well, the crash should be more informative with a debug build, anyway.
08:54<Eddi|zuHause>there apparently is an LLDB
08:54<andythenorth>seems to be lldb
08:54<@peter1138>Hmm, never tried that.
08:54<@peter1138>116MB o_O
08:55<andythenorth>pure guessing here, probably did it wrong
08:55<andythenorth>I never did learn to debug
08:55<andythenorth>not flash, nor python, nor js :P
08:55<andythenorth>I just use prints
08:56<@peter1138>It didn't crash there, did it?
08:56<@peter1138>Oh, EXC_BAD_ACCESS. Hmm.
08:56<@peter1138>Well, bt.
08:57<@peter1138>"backtrace" as we call it.
08:57<Eddi|zuHause>yeah "bt"
08:57<Eddi|zuHause>and then maybe one or more "up" and "l"
08:57<andythenorth>any way to dump to a file?
08:57<andythenorth>or I have to copy from shell?
08:57<@peter1138>It's just text, so copy it.
08:57<Eddi|zuHause>it's interactive, hard to do a file
09:01<andythenorth>lldb is still open if you need more / different
09:01<Eddi|zuHause>base 10 16 4392
09:01<Eddi|zuHause>@base 10 16 4392
09:01<@DorpsGek>Eddi|zuHause: 1128
09:01<Eddi|zuHause>that doesn't look close to the edge, at least
09:02<@peter1138>lldb seems a bit shit.
09:02<Eddi|zuHause>most likely it died to recursion depth?
09:02<andythenorth>I can install other debuggers
09:03<Eddi|zuHause>nothing to do with the debugger
09:03<@peter1138>Eh, I was just saying :D
09:04<Eddi|zuHause>andythenorth: try a map setting with less water? :p
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09:06<Eddi|zuHause>i could try rewriting the flood fill also with a queue/iterative approach
09:06<Eddi|zuHause>but i don't think there's anything wrong with the code
09:06<andythenorth>Eddi|zuHause: so 128x128 map, 1% water, no crash
09:06<Eddi|zuHause>andythenorth: it might be running into some stack size limit
09:07<andythenorth>do you want me to try other map sizes to tickle it?
09:07<Eddi|zuHause>nah, i think i have enough info
09:07<andythenorth>river curve sprites are really awful
09:08<andythenorth>I tried to fix that once, then I rage quit ottd for a bit :P
09:08<Eddi|zuHause>i use MB's river graphics
09:11<@peter1138>Did we want half-tile rivers?
09:12<@peter1138>Or corner-slope rivers?
09:15<Eddi|zuHause>so, here i need "high" water and 130736 deep recursion to hit a crash
09:16<Eddi|zuHause>dunno why andy's system is so strict that it crashes with 4000 deep recursion
09:21<andythenorth>I will draw arbitrary slope sprites :P
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09:25<@peter1138>Maybe you want a non-recursive flood fill?
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09:34<Eddi|zuHause>yes, working on that
09:34<supermop_work>bad feature emus should switch sprites to the single cab
09:35<Eddi|zuHause>iterative version having trouble not being an endless loop :p
09:35<andythenorth>supermop_work: there are limits :P
09:35<andythenorth>also it's a 4TC
09:35<andythenorth>only powered
09:35<andythenorth>so it's a 4REP
09:36<supermop_work>i used a kelpie not a shoebox tho
09:41<andythenorth>I could just add unpowered trailer cars
09:41<andythenorth>but seems really niche
09:41<andythenorth>also DVTs :P
09:41<andythenorth>I think I move on soon to other grfs though, Horse is enough
09:43<Eddi|zuHause>i think i found the problem
09:45<Eddi|zuHause>hm, so it's not an endless loop anymore, but i might have messed up the semantics
09:52<Eddi|zuHause>oh... passed by value, not by reference...
09:53<Eddi|zuHause>i think it now works as before :p
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09:55<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
09:55<Eddi|zuHause>andythenorth: try again?
09:57<andythenorth>Eddi|zuHause: no longer crashing
09:58<supermop_work>Pony Houses?
09:58<andythenorth>Pony FIRS
09:59<Eddi|zuHause>i think my attempts at prioritizing larger basinds mess with the BFS-y-ness of the queue
09:59<andythenorth>it has made some pretty epic systems
10:00<andythenorth>it's interesting when it makes a huge system, that passes near coast multiple times :)
10:00<Eddi|zuHause>it has a few weird cases
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10:01<andythenorth>that ends up in sea 16 tiles further NW
10:01<andythenorth>in fact 64 tiles further NW
10:01<Eddi|zuHause>is that a disconnected lake?
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10:04<andythenorth>no, ends in sea
10:04<andythenorth>I like the island that system made
10:04<andythenorth>top left
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10:04<andythenorth>oh it's not in the screenshot
10:05<Eddi|zuHause>i mean the section of coast it runs past, is that a separate lake from the one it actually flows into?
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10:05<andythenorth>yes that sea / lake is non-contiguous with the one that the river empties into
10:06<Eddi|zuHause>yeah, that's the "prefer larger basin" at work
10:06<Eddi|zuHause>basically, each basin gets an exclusive zone of sqrt(area) of land inwards, and any tile in any exclusive zone can only run into the largest one
10:07<Eddi|zuHause>which means smaller lakes get this weird "it runs around it" case
10:09<andythenorth>yeah that makes sense
10:09<andythenorth>looks weird but eh :)
10:10<Eddi|zuHause>it might need some tweaking to not run quite so close to the shore
10:10<andythenorth>there's a term for that
10:10*andythenorth tries to remember it
10:11<andythenorth>when one needs to push a path away from a point or points
10:11<Eddi|zuHause>i could try log() instead of sqrt() for the priorities
10:12<Eddi|zuHause>and special-case the tiny/zero-sized basins
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10:18<@peter1138>14:52 < Eddi|zuHause> oh... passed by value, not by reference...
10:18<@peter1138>Yeah that might affect recursion...
10:19<Eddi|zuHause>peter1138: it was happily inserting into the queue, but a copy of the queue, not the original one :p
10:20<@peter1138>The dangers of references.
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10:48<Samu>you are missing the height of the lock itself for the lower part
10:48<Samu>if (IsLock(tile) && GetLockPart(tile) == LOCK_PART_LOWER && GetTileMaxZ(tile) + 1 > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
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10:50<Samu>how do I suggest code?
10:51<andythenorth>PR comments of course ;)
10:51<@peter1138>The height of the lower part?
10:52<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7200: Change: Allow locks under bridges
10:53<@peter1138>If you want to care about the height of bridges...
10:53<@peter1138>Then there's a shed load of stuff that needs to change.
10:54<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7200: Change: Allow locks under bridges
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10:55<Samu>i'm terrible with the github site
10:56<Samu>it came out really bad
10:58<@peter1138>A more pressing issue is the sprite sorting problem.
10:59<nielsm> <-- unless someone can explain how the save became corrupted, is it really worth trying to fix a "corrupt savegame causes crashes" issue?
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10:59<nielsm>well I suppose maybe if you treat it as a potential security issue
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10:59<Samu>.patch file type isn't supported?
10:59<Samu>what the heck
10:59<Samu>why's the site so horrible
10:59<nielsm>(it'd be bad if you could join a multiplayer server and the server owner got arbitrary code execution on your machine)
11:00<@peter1138>nielsm, quite.
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11:00<@peter1138>I can't remember what was invalid about them, though.
11:01<nielsm>but that specific issue is an assertion failure which should not be exploitable
11:02<@peter1138>How much is Europe laughing at us now?
11:03<@peter1138>Hmm, it's crashing during loading the game, so maybe we can turn that assert into an exception.
11:03<@peter1138>Hmm, no asserts in release builds.
11:04<Samu>I meant this, peter1138
11:04<Samu>can't upload patch file types
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11:05<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7254: Codechange: introduce a few unit tests
11:05<@peter1138>nielsm, hmm, yes, I'm getting a different error to what my comment was about :P
11:05<@peter1138>We can fix this.
11:09<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
11:09<@peter1138>I imagine it's a bit whackamole though.
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11:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7253: Fix #7189: Fluidsynth volume gain too high
11:15<nielsm> <-- 1.9 or not? :)
11:17<@peter1138>We still need the right algorithm.
11:26<_dp_>if that makes into master without an option that would be a disaster for citymania
11:26<_dp_>coz it completely breaks all classic citybuilder modes
11:27<_dp_>including iconic 3h one that's been around for like 10 years starting with luuklan
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11:28<_dp_>though with a new trend for changes without options I'm afraid it will still happen sooner or later :(
11:28<nielsm>I'm advocating for keeping it an option
11:29<nielsm>exactly because of it breaking economy in existing games
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11:29<nielsm>and it'd be easy to change the default in citymania
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11:29<nielsm>or even use the option to introduce further new generation algorihms
11:29<@peter1138>Apparently we have too many options.
11:30<@peter1138>Non-rect station catchment could be one.
11:30<@peter1138>But I'm told it shouldn't be :-)
11:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation
11:31<@peter1138>Hmm, it's a one-liner, I think.
11:31<_dp_>nielsm, there is no changing pax generation for existing modes. You basically need to balance it anew and that's a very time-consuming
11:32<_dp_>non-rect at least doesn't break that much
11:32<@peter1138>It might.
11:32<_dp_>and there is setting for fixed 4-tile catchment
11:32<@peter1138>It's still non-rect.
11:32<@peter1138>Just using 4-tile instead of variable.
11:33<_dp_>well, personally I'm totally fine with having settings for everything :)
11:33*peter1138 tests the one-liner.
11:33<_dp_>that's how it worked for openttd all this time anyway
11:33<@peter1138>It's a bit silly, as it still calculates catchment :p
11:34<@peter1138>Yeah. It'll work though.
11:34<_dp_>peter1138, well, 4-tile thing is to offset rail stations not extending bus stations coverage with non-rect
11:34<Samu>more settings, less newgrfs
11:34<@peter1138>That's just nasty.
11:35<_dp_>yeah, but that's how it was played for many years
11:35<nielsm>could also add the town cargo gen patch to 1.9.0 but with the default remaining the old algorithm, ask players to try out the new, and adjust based on it, then change the default for the next version
11:37<_dp_>speaking of nasty, how about bulding 3-tile channel and a dock to get 5-tile coverage?)
11:37<Samu>do you want me to do a game setting for this?
11:38<nielsm>yes that absolutely requires a setting
11:38<nielsm>also since it changes the rules for players competing for industries
11:39<Samu>nobody really looked at the station portion
11:39<Samu>is it fine?
11:40<_dp_>oh, there is even a patch for 2-station cargo now
11:41<@peter1138>Oof, memset st->catchment_tiles 0xff
11:41<@peter1138>^ old style catchment :p
11:41<_dp_>sadly just spreading cargo across all stations won't cover all of mp issues with cargo distribution
11:42<nielsm>distributing cargo to many stations requires a lot of care to make it feel "fair"
11:43<nielsm>just look at all the algorithms that exist for assigning seats in a parliament based on votes in an election
11:43<_dp_>nielsm, well it's still better to have limit of 2 stations as that can be easily abused
11:44<_dp_>nielsm, but yeah, pretty much any decent mp server has some kind of cargo comptition rules, it would be nice to have them as part of game mechanics
11:45<@peter1138>I really hate the "nobody is allowed to compete with cargo output" rule bullshit :/
11:45<_dp_>mostly it comes to forbidding self-comptition and "stealing" secondary cargo
11:46<Samu>i hate it too, but it's understandable
11:46<nielsm>I do remember breaking someone's network by placing two small stations near a factory and pumping ratings on those, so the player using the factory didn't get any cargo, and eventually had all tracks blocked by trains waiting for cargo and none could deliver inputs
11:46<nielsm>and his entire network backed up as a result
11:46<_dp_>peter1138, without it competitive games turn into a complete mess
11:47<_dp_>when everyone starts attacking whover is in the lead
11:48<@peter1138>Maybe industries should consider how long a company has been providing good service.
11:49<_dp_>and, yeah, plenty of statino griefing even on non-competitive servers
11:49<Samu>hmm transformed cargo
11:49<nielsm>that's an idea, station rating based on years of service as well
11:50<@peter1138>nielsm, but maybe that's a newgrf thing too ;)
11:50<Samu>track the company that delivered it
11:50<Samu>what you deliver, is what you can transport
11:51<Samu>nielsm also had an idea about exclusive transport rights
11:53<Samu>so industries can stockpile cargo, right?
11:53<nielsm>well it could also be that exclusive transport rights should only apply to stations within town limits!
11:53<Samu>but they dont know who transported the cargo they stockpile?
11:53<nielsm>that's something entirely different :)
11:54<nielsm>the other thing was exclusive rights vs neutral stations, really neutral stations should not allow companies outside an exclusivity agreement to pick up or unload cargo at them, maybe
11:55<nielsm>unless you argue it's a privately owned station by the industry and the town authority has no legal control of it
11:56<Samu>needs to investigate if cargo has owners
11:56<m3henry>Surely cargo should be distributed by company first, then by individual sttion rating second
11:58<@peter1138>So that if you provide a better service, it doesn't matter?
11:59<Samu>well, according to how the game is currently played in multiplayer, it doesn't matter
11:59<m3henry>The amount that each company receives is proportional to their average ratings of the stations servicing the industry
12:00<m3henry>So if I have two stations servicing an industry, one with 50% and the other with 100%, my average rating for that industry is 75%
12:00<m3henry>And suppose another player has one station with 75%, we would get the same amount of cargo each
12:00<nielsm>hmm, about exclusivity, how does it actually work in this situation?
12:01<nielsm>if red buys exclusive rights in Penfingway-on-sea, can the gold train station get and deliver passengers?
12:01<m3henry>Just one of my stations would receive 1/3 of my goods, and the other would receive 2/3
12:01<nielsm>maybe assuming the bus station was not near any houses either
12:01<Samu>that's kinda cheating by station spreatind
12:01<Samu>can't remember the details of exclusive
12:01<Samu>if it's a radius
12:02<Samu>or if it's by st->town
12:02<m3henry>Does that seem reasonable?
12:03<Samu>imo, no
12:03<Samu>station spreading is usually a rule
12:03<Samu>servers forbid players doing it
12:04<Samu>(but it should really be the game that should prevent it from happening)
12:07<nielsm>apropos station spread, entering the realm of bad ideas:
12:10<Samu>uint16 incoming_cargo_waiting[INDUSTRY_NUM_INPUTS]; ///< incoming cargo waiting to be processed
12:10<Samu>i was thinking if there's a way to put COMPANY_ID somewhere there
12:10<Samu>incoming_cargo_waiting[INDUSTRY_NUM_INPUTS][COMPANY_ID]; ///< incoming cargo waiting to be processed
12:11<nielsm>hmm nah, than rather introduce a company rating per industry similar to how companies have a rating in a town
12:12<Samu>delivery rate?
12:13<nielsm>making regular deliveries, as well as having good station rating for cargoes produced by the industry, would increase it
12:14<nielsm>but it might be better to make that a newgrf thing
12:15<Samu>company 1 delivers 100 oil, company 2 delivers 50 oil
12:15<Samu>66/33% rate
12:15<Samu>for goods
12:17<Samu>cargo monitor already exists
12:17<Samu>maybe it could be repurposed
12:18<Samu>(but it's buggy - should fix)
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12:21<m3henry>Perhaps this would clear my suggestion up:
12:24<Samu>67 * 50 ? or 67 * 100
12:24<Samu>confused still
12:25*drac_boy can't make much sense so might just sit out of this :-s
12:25<Samu>oh, michi_cc requested changes
12:30<_dp_>there are at least two useful cargo distribution strategies: 1) share somehow 2) exclusive to whoever came first
12:30<_dp_>and they need to be configurable at least for each industry type
12:30<_dp_>or better for each industry individually
12:30<m3henry>Sounds overly complex
12:31<m3henry>Industry type would be as far as I'd go
12:31<m3henry>but I do agree that configurable sharing strategies would be a good idea
12:32<_dp_>well, yeah, industry type would be enough to implement current rules
12:33<_dp_>it's just a bit more flexible with individual industries, may allow some interesting new mechanics
12:34<m3henry>Perhaps cargo delivered TO the industry could be used for secondary industries
12:35<_dp_>m3henry, you mean use that for some rating calculation?
12:35<nielsm>well what ottd actually needs is continuous flow transport!
12:35*drac_boy still doesn't exactly like the firs/ecs related "problem" of two different secondary industries sitting right next to each others :)
12:35<nielsm>pipes, power lines, conveyor belts
12:35<m3henry>Either for the rating calculation, or for afterwards, not sure
12:36<Samu>trying to understand michi_cc complaint
12:37<_dp_>there is also possible third strategy to make industries work separately for every company like in sp game
12:37<_dp_>it's kinda the same as second one though gameplay-wise
12:39<_dp_>nielsm, truck carousel is basically continuous flow :p
12:41<_dp_>btw, sharing cargo by company first is definitely something that needs to be done
12:42<_dp_>so smth like m3henry's suggestion can even be implemented without an option imo
12:42<_dp_>will only screw up self-competing stations anyway
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12:45<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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12:47<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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12:49<Samu>st->town->received[cs->town_effect].new_act += num_pieces - accepted_ind;
12:49<Samu>is this what you want michi_cc?
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12:55<Samu>maybe it's a math problem
12:56<Samu>if 3 out of 5 are accepted at the industry
12:56<Samu>always accepted is false
12:56<Samu>then, cargomonitor sends 3 cargo
12:56<Samu>and then 5-3 = 2
12:57<Samu>sends 2 cargo
12:58<Samu>maybe it should be accepted_total - accepted_ind
12:58<Samu>3-3 = 0
13:02<Samu>help me think, what should be the intended behaviour?
13:02<@peter1138>Hmm, weird, I have fonts being ignored...
13:02<Samu>5-3 = 2 or 3-3 = 0?
13:02<drac_boy>samu maybe its just one of these 1+1=3 thing? I could be wrong tho :)
13:02<Samu>it's about cargo monitor
13:03<Samu>the last comment by michi_cc
13:03<Samu>num_pieces - accepted_ind or accepted_total - accepted_ind?
13:04<Samu>gonna change to accepted_total, seems to be better correct
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13:08<drac_boy>hi wolf?
13:10<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened issue #7255: Crashlog truncated with many news messages
13:10<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
13:11<@peter1138>It never created a crashlog for me, it just hung.
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13:16<Wolf01>So, I need to adapt to the file explorer in dark mode, when I fired it up I was like O_O "what is this.. oh"
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13:17<nnyby>midnight commander mode? lol
13:18<Wolf01>But I downloaded the windows 3.x one, which works and it has been updated for all the new features
13:18<andythenorth>we put dark mode in OpenTTD? o_O
13:18<andythenorth>I run my mac in some kind of half-assed dark mode
13:18<drac_boy>andy technically you kinda could .. there was a night.grf several years ago
13:19<nnyby>oh yea... there's ottd night mode in some newgrf's right? i wanna try that. That'd be funny.. and probably annoying, if the world's brightness fluxuated every day. lol
13:19<drac_boy>I'm talking about a single grf
13:19<drac_boy>dunno about in-game features :)
13:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7126: custom font settings in openttd.cfg seem to be ignored
13:21<Wolf01>So, regarding that idea to bring back Bjarni, we could train GPT-2 if they would like to open every bit of code
13:22<@peter1138>nnyby, there's a "nightgfx" baseset.
13:22<nnyby>yeah, that's what i was thinking of
13:22<andythenorth>if we had some spare palette colours
13:22<Wolf01>I read the articles written by the AI and it's impressive, only some inconsistencies
13:22<andythenorth>windows and lights could be drawn in magic colours
13:22<andythenorth>and then they could be recoloured by the game
13:22<andythenorth>this would incidentally stop people drawing trains without the correct purple windows
13:23<andythenorth>we would need quite a lot of palette range though
13:23<andythenorth>we want some windows on, some off
13:23<andythenorth>peter1138: ^ :P
13:23<andythenorth>are palettes fixed size? o_O
13:24<drac_boy>have fun..I need to go :-s
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13:24<@peter1138>Palettes are 256 colours.
13:25<andythenorth>funny how 8 bit works :P
13:25<andythenorth>having an extra overlay layer for night mode is lame :P
13:26<andythenorth>so we need a range for 3rd company colour
13:26<andythenorth>and a range for lit windows
13:26<andythenorth>and a range for unlit windows
13:26<andythenorth>and a range for vehicle / town / industry lights
13:26<andythenorth>shall we switch to 24 bit? :P
13:27<Wolf01>@seen __ln__
13:27<@DorpsGek>Wolf01: __ln__ was last seen in #openttd 32 weeks, 2 days, 22 hours, 22 minutes, and 26 seconds ago: <__ln__> TrueBrain: also, how hard can it be to figure out my comment COULD be related to a repo that was mentioned on the previous line?
13:28*Wolf01 wonders where's he/she/it
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13:29*andythenorth wonders if paletted 32 bit is a thing
13:30<andythenorth>"NOTE: most of the formats will also support a color table with fewer colors than the maximum that a given bit depth can offer."
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13:32<andythenorth>meh png indexed colour is 8 bit
13:32<andythenorth>tiff does 16 bit, but it sounds horrible
13:34*andythenorth wonders how layered pngs worked
13:34<andythenorth>seems like it was a specific adobe hack/png extension
13:36<andythenorth>hmm 'normal' windows could just be drawn in the normal window range
13:36<andythenorth>so only one range is needed for window overlays
13:37*nielsm temporarily makes RecomputeIndustriesNear do nothing
13:37<andythenorth>industries and houses don't use 2CC afaict?
13:37<andythenorth>in night mode, would *all* the windows on a plane/train/boat/RV be lit?
13:40<nielsm>at least always the same ones
13:40<andythenorth>so if we had different transforms for different sprites, I think we can do it
13:40<andythenorth>dunno how objects or stations would be handled
13:41<andythenorth>vehicles just repaint all the purple windows to yellow
13:41<andythenorth>buildings gain a range for 'lit window', which is repainted purple or yellow
13:44*andythenorth biab
13:44*andythenorth awaits a PR for night mode, now I've done the spec :P
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13:45<nielsm>visual studio pls
13:46<nnyby>ideally the window lights would turn on and off independently of each other as people stop reading and go to bed. Also, in the 2000s on there would be slightly less lights (or just a fainy blue glow) because everyone's on their laptops :P
13:46<+glx>nielsm: hehe
13:46<Wolf01>nielsm: it's like when you turn the monitor to make the pc "see" the printer
13:46<+glx>and intellisense failing on all FOR_ALL_XXX loops
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13:48<+glx>I even tried the suggestion visual studio gave, but it still not work
13:49<nielsm>glx what do you mean this is not a top level symbol that should be indexed??
13:50<+glx>you see the little light proposing to create a hint file ?
13:50<+glx>that doesn't seem to work
13:52<+glx>and of course it still doesn't understand doxygen
13:52<nielsm>anyway, the problem I'm having seems to be that my Remove function does not work correctly
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13:58<@peter1138>So basically I can't use any fonts that don't support \u0142
13:58<@peter1138>Polish Zloty
13:59<@peter1138>Also if character 160 is missing, which is a space character. Hmm.
13:59<nielsm>poland demands to not be forgotten
14:00<@peter1138>The font fallback system means that any font that doesn't support everything in the select language is just unusable
14:00<@peter1138>You don't get notification of that, it just uses a different font instead.
14:00<@peter1138>Now, I think detection is broken.
14:01<@peter1138>Hmm, no wait, my hack is off, trying again :D
14:01<milek7>uh.. złoty have special symbol? it's just PLN or zł
14:01<@peter1138>Many fonts don't have ł
14:01<@peter1138>I'd rather see "Polish Z?oty (PLN)" than not be able to use a shed load of fonts.
14:03<@peter1138>Maybe there needs to be some kind of threshold?
14:04<supermop_work>the inability to use Rail Alphabet or Transport has always frustrated me
14:05<Eddi|zuHause>don't fonts have the ability to use fallback fonts just for the missing characters?
14:05<@peter1138>Not in our code, it's all or nothing.
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14:31<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
14:38<nielsm>THIS IS MAGIC
14:38<nielsm>the "step backward" feature is really working
14:38<nielsm>I'm traveling back in time!
14:38<nielsm>yeah that's a thing in visual studio 2019
14:38<nnyby>hahah sweet! i know a few people who could use that
14:40<nielsm>step over the function I suspect will produce an incorrect result, step into the assert I suspect would trigger, confirm the assert will produce false, step backwards out of it and then step into the function that did wrong to figure out what's going on
14:40<nielsm>oh... I can't actually resume debugging from that state, it seems
14:41<nielsm>just inspect old stack and registers, pretty much
14:41<nielsm>it's not a complete memory image rewind
14:42<Wolf01>It's almost like when you move the cursor manually
14:43<milek7>there is that mozilla rr stuff
14:43<milek7>but it requires recent intel cpu
14:43<LordAro>gdb can *sort of* do rewind stuff
14:43<LordAro>there's also undodb, which i use at work, that can do it very well (also uses the snapshot method)
14:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector
14:45<milek7>undodb doesn't even have pricing on their website, which probably means 'too expensive'
14:45<LordAro>i have no doubt
14:45<LordAro>but i don't have to worry about such things :p
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14:49<TrueBrain>lucky you :P
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15:00<nielsm>ow this is _really_ bad? it seems a node removal has no effect, because while the node exists in the tree it is not found during the descent down to find it for removal
15:00<nielsm>one particular node removal has no effect, that is
15:01<LordAro>sounds like unit tests are wanted :p
15:02<frosch123>can they use cmake?
15:03<nielsm>problem is so far I have only been able to reproduce it with this save with 50000 stations in it
15:03<LordAro>no reason why not
15:03<nielsm>and it takes rather long to load and the tree is difficult to get a good overview of :)
15:04<nielsm>tree is 16 levels deep
15:04<nielsm>or more
15:07<nielsm>I should maybe write a function to check the tree invariant as well, and assert that after every insert and removal
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15:13<Samu>im trying to implement exclusive transport rights the way nielsm suggested, but I'm having some trouble about reserved cargo
15:13<Samu>a ship tries to full load passengers
15:13<Samu>another ship also wants to full load passengers
15:14<Samu>they're from 2 different companies
15:14<Samu>the first ship that started loading, gets a few cargo in, like 19 passengers
15:14<Samu>the 2nd ship, then buys exclusive transport rights
15:14<Samu>ship 1 stops loading cargo, however
15:15<Samu>the next 81 passengers that head to the neutral station are reserved to ship 1
15:15<Samu>they don't go to ship 2
15:15<+glx>missing invalidation on exclusive status change
15:15<Samu>only when this reserved amount is reached, the 2nd ship starts getting cargo moving into it
15:16<Samu>so, when the station has more than 81 waiting
15:17<Samu>the cargo is being reserved for ship 1, but will have to wait 1 year before the exclusivity ends
15:18<Samu>well, it kinda "works", just not the way I was hoping for
15:19<nielsm>nice, thanks compiler :3 "recursive on all control paths" was actually a warning
15:19<Samu>edited line 1754 of economy.cpp
15:19<Samu>if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner)) {
15:20<Samu>must find a way to not reserve cargo for the first ship
15:20<nielsm>cargo already reserved for loading should allow to finish loading imo
15:21<nielsm>just don't reserve any more while exclusivity is in effect
15:21<Samu>first ship was there first, ther may be some synchronization problem
15:22<Samu>handling ticks
15:22<Samu>or so
15:24<nielsm>ahh, I found my bug
15:25<nielsm>when I split the array of elements to insert in BuildSubtree, I take the middle element of the array and place everything left of it in the left subtreee, and everything right of it in the right subtree
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15:26<nielsm>but it should actually search backwards from the middle element to make sure there aren't any more elements before it with the same coordinate value
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15:26<LordAro>nielsm: sounds like something for std::partition?
15:27<nielsm>that's an algorithm?
15:27<nielsm>sounds interesting :)
15:27<LordAro>there are many algorithms, i'd highly recommend reading through them all
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15:55<DorpsGek_II>[OpenTTD/OpenTTD] michicc dismissed a review for pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
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16:22<Eddi|zuHause>continue using the tractor or put a seat on a medium rover?
16:25<nielsm>okay, now I managed to build the tree of 50k stations without breaking the invariant
16:25<nielsm>at least
16:36<nielsm>and simulated past jan 25th where it crashed before, too
16:36<nielsm>that one was more useful than std::partition
16:37<nielsm>actually, I'm using both ;)
16:37<nielsm>but a partial sort finding the median is indeed useful
16:42<nielsm>it's a sick save
16:42<+glx>one station per tile ?
16:43<nielsm>every four tiles
16:45<m3henry>And so the home straight is nearly i nsight
16:45<m3henry>just have begin/end to do
16:47<+glx>you need to fix the error spotted by LordAro
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16:47<LordAro>and also the compile :p
16:48<+glx>wow even clang failed
16:48<+glx>usually only platform specific files are forgotten
16:48<m3henry>Itcompiles on my end
16:48<m3henry>I'll look in a minute
16:49<LordAro>missing a library dependency, perhaps?
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16:53<m3henry>Error C2397: conversion from 'VehicleType' to 'storage_type' requires a narrowing conversion
16:53<m3henry>Okay, but which argument is that?
16:54<andythenorth>so how do I get this nml 16-cargos support finished then?
16:54<andythenorth>I can check out peter1138's branch
16:54<andythenorth>and try developing 16-cargo FIRS with it
16:54-!-sla_ro|master [] has quit []
16:54<andythenorth>then someone has to decide about the commits :P
16:55<+glx>m3henry: clang error seems more explicit
16:55<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
16:56<+glx>VehicleType to VehicleTypeByte
16:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7229: Fix #7226: Partial revert of 7d06fec799 for ship pathfinding.
16:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed pull request #7229: Fix #7226: Partial revert of 7d06fec799 for ship pathfinding.
16:59<m3henry>Hmm, can't static cast it to that
17:00<+glx>it's a effectively a byte I think
17:01<+glx>typedef SimpleTinyEnumT<VehicleType, byte> VehicleTypeByte;
17:01<+michi_cc>Anybody caring about PR#6980 or should I just let it die by stalebot?
17:02<m3henry>I'm going to look that up and see what it does
17:02<LordAro>michi_cc: it'd be nice, but equally it introduces another conditional compile code path
17:04<m3henry>Oh I see
17:04<+glx>it's mainly a "hack" for saveload ;)
17:05<m3henry>Well that can be replaced with enum <name> : <base-specifier>
17:05<m3henry>Introduced in C++11
17:05<m3henry>Even better
17:06<m3henry>You can use enum class to prevent casting
17:06<@peter1138>Didn't enum xxx : yyy work already?
17:06<m3henry>may have been a gcc extension?
17:06<@peter1138>PR#6980 is the gdi font stuff, right?
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17:08<m3henry>I'll add it to the "future PR list"
17:09<@peter1138>michi_cc, it feels like there should be a better interface (in our code) for it, rather than #fidefs depending on code path.
17:10<+glx>like driver's pools ?
17:10<+glx>well factory
17:13<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
17:13<@peter1138>That sort of thing, yes.
17:13<@peter1138>Maybe not quite to that extent.
17:14<@peter1138>Btw, same with the fontdetection.cpp code.
17:14<@peter1138>There's basically 3 different pieces in there depending on OS.
17:16<+glx>ParagraphLayouter may benefit from a similar work
17:18<LordAro>i expect so
17:19<LordAro>m3henry: removing TinyEnumT can come later :p
17:19<m3henry>Yeah, I thought I said that?
17:20<LordAro>so you did
17:20<LordAro>carry on
17:20<@peter1138>Hmm, tempted to squash non-rect catchment down.
17:25<Samu>what the hell is a linkgraph?
17:26<+glx>a graph on links
17:26<Samu>seems to involve cargo, stations, refits
17:26<nielsm>it's what makes cargodist work
17:27<nielsm>the link graph describes what stations can have their cargo transported to other stations, and approximately the capacity of the connections
17:27<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
17:27<nielsm>and cargodist uses that to decide which destinations to pick for cargo packets
17:28<nielsm>first stop on the computer science theory behind it:
17:29<Samu>doesnt seem to be what I was looking for
17:30<Eddi|zuHause>i don't think that commit message is according to the requirements :p
17:30<+glx>indeed :)
17:31<m3henry>It'll get auto-squashed
17:31<m3henry>No nned to care
17:31<LordAro>the PR isn't getting merged until the CI is happy :p
17:31<Eddi|zuHause>you can't merge with broken commit style
17:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
17:32<m3henry>It will be auto-squashed next time I force push
17:32<m3henry>It will be as if it never existed
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17:32<m3henry>I don't get to choose what the commit message it
17:33<+glx>Eddi|zuHause: not true, the admins can :)
17:33<@peter1138>What is doing autosquashing for you?
17:33<m3henry>is*, git always gives it a commit message starting with fixup!
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17:34<m3henry>in .gitconfig [rebase] autosquash = true
17:34<m3henry>Should be default IMO
17:34<@peter1138>Sounds dangerous to me, to be honest.
17:34<LordAro>interesting, not used that for rebasing
17:35<m3henry>I want to amend the commit, might was well do it when its ref is changing anyway
17:37<Samu>i think this is where I need to edit
17:38<Samu>ReserveConsist must not be called
17:38<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
17:38<Samu>under exclusive transport rights
17:39<Samu>but I'm not sure
17:41<+glx>missing Codechange: ;)
17:45<Samu>ReserveConsist works for both load and unload, right?
17:45<Samu>this only matters for loading
17:45<Samu>how to leave unload untouched?
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17:52<Samu>ah no
17:52<Samu>this is only for load
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17:58<Samu>how does autorefit works for consists? i'm too new for tihs
17:59<Samu>it's autorefiting on full load?
18:01<+glx>it refits before loading I think
18:01<@peter1138>I've never used it.
18:02<Samu>this is where I'm trying to check for exclusive transport rights too
18:03<Samu>but it can involve autorefitting in the process
18:03<@peter1138>Hmm, I'm not sure exclusive transport rights as anything to do with autorefit.
18:03<Samu>it's ReserveConsist what I'm editing
18:04<+glx>yes you don't care about refitting
18:05<Samu>but cargo can't be reserved either
18:05<Samu>for the ship that doesn't have excusivity
18:05<+glx> Reserves cargo if the full load order and improved_load is set or if theme.apply current order allows autorefit.
18:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
18:06<Samu>well, it must be somewhere around here, around cargo reservation
18:07<@peter1138>LordAro, so as nielsm suggests?
18:07<@peter1138>mouse_capture_widget or something?
18:07<Samu>I don't care about autorefitting, but it's autorefitting that's in the way
18:07<LordAro>yeah, i think mouse_capture_widget
18:08<Eddi|zuHause>i'm not amoused
18:08<+glx>I think you just need to edit ReserveCargoAction
18:08<nielsm>mouse capturing network packets
18:08<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
18:09<LordAro>nielsm: i do like that picture
18:09<Eddi|zuHause>nielsm: my gunea pigs used to chew on cables all the time
18:09<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7252: Fix #7159, e934f09: Waiting time at red one-way signals was too short.
18:11<nielsm>ugh, past midnight...
18:11<LordAro>michi_cc: it's almost a "Change" at this point
18:11<@peter1138>The old behaviour which depended on vehicle speed/acceleration is obviously... wrong.
18:12<@peter1138>But I suspect it is based on TTD-original code.
18:12<@peter1138>Not sure though.
18:13<LordAro>someone find ludde's cvs repo
18:13<@peter1138>I usually have the option to autoreverse turned off :-)
18:13<+glx>reverse at end of line for me IIRC
18:13<+glx>and maybe stations
18:14<LordAro> ah yes, here it is
18:17<@peter1138>Okay so it's not original.
18:17<@peter1138>It's been moved.
18:18<LordAro>i don't understand cvs enough to read the repo
18:18<@peter1138>I'm just looking at 0.1
18:19-!-nielsm [] has quit [Ping timeout: 480 seconds]
18:19<Eddi|zuHause>oh, the old commit visualisation
18:19<@peter1138>Funny how some of the comments are exactly the same.
18:20<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:20<@peter1138>uint o_tile -> TileIndex o_tile.
18:20<@peter1138>But it's still o_tile :-)
18:24<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
18:27<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings
18:27<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
18:28<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:29<@peter1138>Might just post that one to the forum?
18:29<@peter1138>I was kinda suggesting that the proposer should find out, but I guess that was too subtle :p
18:31<+glx>I think when #7092 or #7093 will be merged, the other will conflict
18:33<@peter1138>perl -pi -e 's/active_widget/mouse_capture_widget/g' *
18:33<@peter1138>^ so...
18:33<Eddi|zuHause>peter1138: asking me to go out and talk to people is a sure way to never get anything done
18:34<Samu>if (v->cargo_cap > v->cargo.RemainingCount() && (st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner)) {
18:34<Samu>line 1530
18:34<Samu>this should do
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18:35<@peter1138>Eddi|zuHause, as it is it's a like a spec-change without any supporting documentation. And I guess it changes how existing sets behave, for better or worse.
18:35<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings
18:36<DorpsGek_II>[OpenTTD/OpenTTD] michicc closed issue #7091: Dropdown menu can set value to a parameter of a different AI
18:36<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:37<Samu>oh, my stuff is getting approved
18:37<DorpsGek_II>[OpenTTD/OpenTTD] michicc dismissed a review for pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
18:37<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
18:38<@peter1138>Hmm, mouse_capture.. what about people using trackpads? :p
18:39<+michi_cc>Hmm, I don't really think I want a merge commit by GitHub there.
18:39<+michi_cc>Samu: Can you rebase #7093 and force push?
18:40<Samu>but first let me finish this exclusivity thing
18:40<+glx>michi_cc: it's still possible to squash
18:41<+glx>it was only one commit anyway
18:41<+michi_cc>glx: The CI rebase conflicts and aborts.
18:45<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7178: Add AI and GS to framerate window
18:46<@peter1138>Hmm, yeah
18:46<@peter1138>I prefer thing like fixes to be squashed before hand.
18:46<@peter1138>But doesn't matter too much I guess.
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18:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
18:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7227: Replace Window::scrolling_scrollbar with Window::active_widget
18:47<+michi_cc>The combined change diff looks reasonable, so not too bad.
18:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
18:49<Samu>that was rushed a bit, now let me do that rebase
18:49<@peter1138> src/lang/dutch.txt | 688 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++------------------------------------------------------------------------------------
18:50<@peter1138>A living language :D
18:50<@peter1138>LordAro, I can't rename the branch though :D
18:52<@peter1138>Just noticed the date on 45ce517105... Dec 2012.
18:52<+glx>hmm someone in github staff broke a the notification css
18:52<nnyby>hehe i noticed that too
18:53<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:53<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
18:53<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:53<+glx>it's annoying
18:59<drac_boy>sorry to ask as its been quite a long time but .. can articulated buses be passed or do they still have that old no-passing 'bug'?
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19:03<Eddi|zuHause>nobody changed that
19:04<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7257: Codechange: Remove never-used StationIDList.
19:05<drac_boy>eddi so I'm gussing latter then?
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19:12<Samu>what to do to passengers waiting at a station when another company buys exclusive transport rights?
19:13<Samu>allow them to go into buses?
19:13<@peter1138>src/economy.cpp:typedef SmallVector<Industry *, 16> SmallIndustryList;
19:13<@peter1138>src/station_base.h:typedef SmallVector<Industry *, 2> IndustryVector;
19:13<Samu>leave them at the station, unable to go into buses?
19:14<drac_boy>samu technically the existing waiting passenger would still board from the 'a station' but no new passengers would be processed at all
19:14<drac_boy>same thing with a station that already has coal on it but the coal mine itself disappeared "yesterday" technically
19:14<Samu>I see
19:14<Samu>if they were already waiting before exclusivity, they're still loaded
19:15<Samu>only the new passengers won't show up there during exclusivity
19:15<Samu>so my code is not working properly, must fix
19:15<+glx>peter1138: unused stuff ?
19:15<@peter1138>glx, used, but very similar duplicates.
19:17<+glx>ah yes only different step
19:20<@peter1138>Meh, I'll ignore that for now as it's conflict central:p
19:21<+glx>and someone is already replacing with direct vector<> access :)
19:22<Samu>(st->town->exclusive_counter == 0 || (st->town->exclusivity == v->owner && (st->owner == st->town->exclusivity || st->owner == OWNER_NONE)))
19:22<Samu>something like this, I think
19:23<Samu>hmm noo
19:25<+glx>where ? in ReserveCargoAction ?
19:25<Samu>(st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner || st->owner == OWNER_NONE)
19:26<Samu>hmm bah, i'm doing this wrong
19:26<Samu>maybe st->owner != OWNER_NONE?
19:27<+glx>what do you wan't to do ? just block if OWNER_NONE if not having right ?
19:28<Samu>I'm not sure yet, gonna test
19:28<Samu>i want vehicles to load
19:28<Samu>except when the station is neutral
19:28<+glx>st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner
19:29<+glx>order matters for || :)
19:29<+glx>anyway in any order that's what you want I think
19:30<+glx>load if player owned
19:30<+glx>or check exclusivity for neutral stations
19:31<+glx>and testing OWNER_NONE first will skip other tests if it's a player owned station
19:33<Samu>yep, that was it!
19:34<+glx>it's easier if you write what you want then convert into code
19:35<+glx>instead trying to guess while modifying code
19:36<+glx>ah the css has been fixed, they were fast :)
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19:39<drac_boy>hi again french NG snail ;)
19:40<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
19:40<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
19:40<DorpsGek_II>[OpenTTD/OpenTTD] glx22 closed issue #7090: Query box sets value to hidden parameters
19:41<Samu>#1940, #2141 #3283 are all against
19:42<drac_boy>snail or do you prefer something non-french tonight?
19:43<Samu>#5102, #5178, #6657
19:43<Samu>should I mention all these issues?
19:44<Samu>they're quite many
19:44<@peter1138>Against what?
19:44<+glx>2141 seems unrelated
19:45<+glx>and I think you don't need to link closed bug
19:45<@peter1138>lol 1940 is mine
19:46<+glx>5102 is an incomplete report
19:46<@peter1138>"In my opinion it works exactly as advertised." thanks rubi :p
19:47<Samu>oh, i meant 2191
19:47<Samu>not 2141
19:47<+glx>5178 is work as intended, not related to neutral
19:48<@peter1138>Despite what Rubi kept saying, I think it makes sense that a neutral station should still work (for only the rights holder)
19:48<+glx>2191 is duplicate fo 1940 :)
19:48<+glx>(people should learn to search before opening)
19:50<+glx>6657 is also a duplicate but you added a patch in it
19:51<Samu>that patch is makes the station not part of exclusive
19:51<Samu>keep it free for all
19:51<+glx>it was incomplete, your new version seems better
19:51<Samu>ehm, no, it was complete, but contested
19:52<+glx>well I think you implemented what was suggested there in your new version
19:54<+glx>so maybe you can link to 6657 in 7256 comments, but no need to put it in the commit message
19:56<Samu>#1940, #2191, #3283, #6657
19:56<Samu>i may be missing some others..
19:57<+glx>no need to list all
19:57<+glx>only those with useful comments
19:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7256: Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
19:58<+glx>oh link to 7234 too
19:59<+glx>because your change may be important if 7234 is merged
19:59<Samu>peter1138 took command of that now
20:00<@peter1138>I'm going to tidy it up.
20:00<@peter1138>Maybe something a bit more descriptive? :D
20:00<+glx>please Samu use words :)
20:01<@peter1138>Yeah, words.
20:01<+glx>comments are supposed to be readable
20:02<@peter1138>Maybe too long.
20:02<+glx>because right now we know why the references are there, but tomorrow we probably forget
20:03<Samu>what to say
20:04<+glx>something like "followup of this issue", "will prevent no cargo in neutral station if this PR is merged"
20:05<+glx>you know words :)
20:06<Samu>like that?
20:06<+glx>better than nothing ;)
20:08<Samu>sorry about that, it's just that I get stuck
20:08<Samu>sometimes I don't know what to say
20:13<drac_boy>night anyhow snail
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20:17<Samu>my ai gs stuff is probably conflicting now
20:17<Samu>must retest
20:17<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
20:18<Samu>wow, no conflicts? how come
20:21<@peter1138>Why would it conflict?
20:22<Samu>because it should
20:23<Samu>master now matches exactly as I had in the PR, is that why it doesn't conflict?
20:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
20:33<@peter1138>Might load some old savegames.
20:34<@peter1138>Found some from 2014.
20:37<@peter1138>Oh wow, I found the sprite scalers patch.
20:38<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7254: Codechange: introduce a few unit tests
20:40<@peter1138>Hmm, a patch that adds the ability to set a sprite recolour on widgets with images.
20:40<@peter1138>But no patch that uses it.
20:50<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on pull request #6965: Add: Option for population-linear town cargo generation
20:52<supermop_Home_>what would you even use it for
20:54<@peter1138>Hmm, I have a savegame here with "andythen0rth Transport"
20:56<@peter1138>Ok, this is UKRS2. I miss the running sounds!
20:58<supermop_Home_>anyone here have one of the 4 1.9.0 b3 servers?
20:58<supermop_Home_>and if so can I get the pw to join?
20:58<@peter1138>There's a b3?
20:59<@peter1138>I have one. But it's not passworded.
20:59<supermop_Home_>but yeah if you're running a b3 server I guess let me know too
20:59<@peter1138>Oh, maybe it's not b2.
20:59<@peter1138>Might be NRT.
20:59<supermop_Home_>im down with that
20:59<@peter1138>Hmm, no, it's b2.
20:59<supermop_Home_>the non pw b2 server is all full up
20:59<@peter1138>That's mine, yes.
21:00<@peter1138>Just been left a couple of weeks :p
21:00<@peter1138>I was playing but then went bankrupt while I was away.
21:01<supermop_Home_>hmm maybe I need to figure out how to fwd ports on my weird fios router
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21:04<@peter1138>I might reset it
21:05<@peter1138>There we go.
21:05<@peter1138>It's pretty basic, though.
21:06<supermop_Home_>ooh armoured boxcar
21:06<supermop_Home_>the only available train
21:07<@peter1138>Have you got everything filtered?
21:07<@peter1138>Hmm, I think this has cargodist, infrastructure, breakdowns, disasters... on...
21:08<@peter1138>Oh well, I like a challenge.
21:08<supermop_Home_>I had it filtered
21:09<supermop_Home_>my mps regal empire is good enough for me
21:10<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
21:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
21:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
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21:20<@peter1138>force push but I didn't actually change it. Oops.
21:21<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
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21:39<Samu>i still have my ai bugged grrr
21:39<Samu>i dont understand groups
21:39<@peter1138>What about them?
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21:41<Samu>im getting 280 something aircraft in the same group
21:41<Samu>they have different orders
21:41<Samu>but they're in the wrong group
21:41<@peter1138>They're in the group you put them in.
21:41<Samu>they should be on their own group
21:41<Samu>one group per route
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21:42<Samu>i get multiple routes on the same group for reasons i dont know
21:42<Samu>not only that
21:42<@peter1138>By putting the vehicles in the wrong group?
21:42<Samu>the vehicles don't even get replaced when old
21:43<@peter1138>autorenew not enabled? not enough cash?
21:43<Samu>no, the ai is rich
21:43<Samu>autorenew is disabled
21:43<Samu>i do manual replaces, but the groups are being incorrectly used, so ... no replaces are happening
21:43<@peter1138>That's not surprising then.
21:43<@peter1138> Manual replaces... o_O
21:44<Samu>road vehicle groups on the other hand, appear to do fine
21:44<@peter1138>So what's the issue?
21:44<Samu>can't spot any problem
21:44<@peter1138>Build vehicle, move it to group.
21:45<@peter1138>Hav eyou got a repo with your AI in it?
21:45<Samu>yes, i think it still exists
21:48<Samu>they handle groups one way or another
21:50<Samu>vehicles aren't being renewed when old indicates that the group they're in, are one of vehicle_to_depot
21:50<Samu>but they're not actually heading to hangar
21:50<@peter1138>What was wrong with autorenew?
21:50<Samu>they're only in this group when I send an order to go to hangar
21:51<Samu>why aren't they heading to hangar :/
21:52<Samu>autorenew modifies vehicle_ids, it's unpredictable, can make vehicle list iteration fail
21:52<Samu>that's why I dont use it
21:52<@peter1138>I see
21:52<@peter1138>And you're having more luck this other way, I see.
21:52<Samu>for road vehicles, it works, apparently
21:53<Samu>air vehicles are handled differently
21:53<@peter1138>Okay but I'm looking at this code
21:53<Samu>and i must have failed yet
21:53<@peter1138>And other than I've never really seen squirrel before, it's looks a horrible mess.
22:03<Samu>line 555 perhaps
22:05<Samu>AIVehicle.GetGroupID(v) != route_group
22:07<Samu>I don't know, really, I'm lost
22:07<Samu>something is wrong, and I have no idea what
22:09<Samu>time for v9
22:09<Samu>must identify the problem
22:10<Samu>everything that uses MoveVehicle
22:10<Samu>will be rechecked
22:12<Samu>oh snap
22:12<Samu>AIGroup.MoveVehicle(new_vehicle, AIGroup.GROUP_DEFAULT);
22:12<Samu>this is reversed
22:12<Samu>AIGroup.MoveVehicle(AIGroup.GROUP_DEFAULT, new_vehicle);
22:12<Samu>group comes first, vehicle comes second
22:12<Samu>dumb me
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22:17<Samu>I wonder if this was the only cause
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