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#openttd IRC Logs for 2019-03-25

---Logopened Mon Mar 25 00:00:27 2019
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01:24<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7410: Signs made by AIs do not show up at the creation time
01:58<Pikka>dontcha love how it's AITile.GetClosestTown but AIStation.GetNearestTown? ;)
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02:15<Eddi|zuHause>that's what happens when you don't have a vision
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02:37<nielsm>and for stations, is it perhaps actually the associated town?
02:39<nielsm>yep, for stations it's actually the associated town, regardless of its actual distance to the station
02:42<nielsm>so if you have town founding in game allowed (or use a GS which does that) you can get funny situations like
02:43<nielsm>every station tile is within town B's radius, but the station is still associated with town A, despite having never moved or been walked
02:43<nielsm>anyway, bye, work time
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03:17<@peter1138>Oh, town founding, heh.
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03:37<@peter1138>Yes, hi.
03:47<andythenorth>I pulled my finger out
03:47<andythenorth>16-cargo FIRS is halfway working
03:48<andythenorth>removed some legacy crap along the way
03:48<andythenorth>FIRS spiders
03:49<andythenorth>something something industry closure improvements though
03:49<andythenorth>dunno what yet
03:53<andythenorth>FIRS "don't close" code is broken by 16-cargo change
03:54<andythenorth>so I have opportunity to see how default closure behaviour works :P
03:55<andythenorth>it's nice that a new industry replaces a closed one
03:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders
04:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders
04:06<andythenorth>oh FFS
04:06<andythenorth>moving primary production entirely to prod. cb
04:06<andythenorth>is broken at game start
04:06<andythenorth>there's always something eh?
04:14<andythenorth>if using default production, at game start openttd simulates a month's production
04:14<andythenorth>so industry directory etc is pre-populated
04:14<andythenorth>if using prod. cb, first month, all industries are 0
04:15<andythenorth>so player doesn't know which primaries are high production
04:17<andythenorth>after 1 month of game play, issue disappears
04:20<@peter1138>Does it not simulate for a month?
04:22<andythenorth>not according to the results
04:22<andythenorth>can prod. cb even simulate a month?
04:23<andythenorth>could it access non-existent vars at that point?
04:25<@peter1138>CB don't need to simulate a month.
04:25<@peter1138>Well, report an issue, I guess, otherwise it will be forgotten.
05:02<@LordAro>andythenorth: if you're lucky it might even get fixed for 1.9 :p
05:12<andythenorth>is 1.9 the new 1.10?
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06:16<@peter1138>Welcome back.
06:17<andythenorth>it was emotional
06:26<@peter1138>Converting my .odt files to .fodt for version control purposes. I can't help thinking that .md would be better for something that is "mostly" text, but it's the "mostly" that breaks that :/
06:27<andythenorth>.html :P
06:30<planetmaker>hm.. fodt... Interesting
06:31<planetmaker>I didn't know it existed.
06:31*planetmaker explores
06:34<dwfreed>peter1138: what is not pure text about your documents?
06:35<dwfreed>also, have you met our Lord and Savior, reStructured Text?
06:35<dwfreed>It has well-defined semantics, unlike markdown
06:36<dwfreed>(Markdown actually left a lot of things unspecified; most people are actually used to GitHub-Flavored Markdown, which attempted to resolve most of those)
06:39<dwfreed>a great example of Markdown's poorly defined semantics is that there's no way to escape a formatting character defined in the original specification
06:55<@peter1138>dwfreed, well, some tables, some formatting, maybe images.
06:57<andythenorth>related: is there any particular reason nml docs have to be expressed as tables?
06:57<andythenorth>there are other ways to do it...
07:02<@peter1138>I'd say, feel free to change it, it's a wiki.
07:03<andythenorth>I am planning it not being in the wiki, possibly :P
07:03<andythenorth>I wanted opinions on format
07:05<DorpsGek_II>[OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
07:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders
07:08<@peter1138>How do we promote shared-orders to be feature-first?
07:09<@peter1138>Line Simutrans "lines" feature, I think.
07:09<@peter1138>Effectively "Define your route, then add vehicles to it" style.
07:31<@peter1138>And is there a patchset for it already? :p
07:48<andythenorth>oof :P
07:53<@peter1138>Maybe it's in JGR?
07:53<@peter1138>Maybe it's a bad idea?
07:54<@peter1138>Because that's easy to use.
08:02<andythenorth>is it? o_O
08:03<andythenorth>I have totally learnt to use shared orders, so the routes thing adds nothing for me :D
08:03<andythenorth>routes doesn't solve setting rules for consists
08:03<andythenorth>and doesn't solve that cdist is weird
08:03<andythenorth>unless it does solve cdist is weird?
08:03<@peter1138>It solves shared-orders being a fairly hidden feature.
08:04<andythenorth>they are yes
08:04<@peter1138>I would give you things like route profitability or other stats without having to add explicit groups.
08:05<andythenorth>would we be prepared to lose existing shared orders behaviour?
08:05<andythenorth>or do we have to layer everything on top of everything?
08:06<@peter1138>it would be the same thing, just presented differently.
08:06*andythenorth wonders about using groups
08:06<andythenorth>'all vehicles in this group shared same order y | n'
08:06<andythenorth>options on groups
08:06<andythenorth>dunno if that helps
08:09<@peter1138>Up to 256 NewGRFs in multiplayer (added in v0.25.0)
08:09<andythenorth>goes throw out
08:09<@peter1138>DISTURBS ME
08:14<andythenorth>disturbs me greatly:
08:14<andythenorth>railtypes very confuse me
08:15<andythenorth>I thought the point was that all the control was with the railtype?
08:20<andythenorth>lunch time peter1138
08:22<@peter1138>I wonder what "VOLO" is?
08:22<@peter1138>VOLO and VOLE.
08:22<@peter1138>Sounds like he has made a new label and then expects you to support it directly?
08:23<andythenorth>I have nothing :|
08:24<@peter1138>Do we have compatible label mapping?
08:25<@peter1138>I don't mean that.
08:25<@peter1138>I mean more like 1D?
08:25<@peter1138>Yeah, 1D?
08:25<@peter1138>Maybe he just needs to add a 1D entry for the label your set uses?
08:26<andythenorth>if all vehicle sets need updated per railtype set
08:26<andythenorth>something is wrong
08:26*andythenorth thinks that's not the way it works
08:26<@peter1138>What railtype labels does iron horse use?
08:27*andythenorth looks
08:29<@peter1138>Nice. That looks magic.
08:30<@peter1138>Hmm, I guess it's not directly an alternative.
08:30<@peter1138>I dunno. What would I know?
08:30<andythenorth>I don't know either
08:30<andythenorth>I just paste whatever I get given
08:30<@peter1138>What have we done.
08:31<@peter1138>Just a monstrous spec.
08:31<andythenorth>lack of vision?
08:31<@peter1138>No vision.
08:31<@peter1138>ini files
08:31<andythenorth>I am going to move my actual railtypes into Horse
08:31<andythenorth>and hope no-one ever adds railtype grfs
08:31<andythenorth>'probably fine'
08:34<planetmaker>hm, why?
08:34<planetmaker>People use different track sets all the time
08:34<planetmaker>I'd be sad
08:35<planetmaker>not like it offers you any advantage when you merge it
08:36<andythenorth>no more missing Metro
08:36<andythenorth>no more missing NG
08:37<planetmaker>run a check and inform the player
08:37<andythenorth>it's bizarre to make a vehicle set, and then have 25% of the vehicles missing
08:37<andythenorth>it's just really odd design
08:37<planetmaker>set a dependency on bananas
08:37<planetmaker>and set compatibility to RAIL and ELRL
08:37<andythenorth>nah it's just broken
08:37<andythenorth>I know the argument, I've had it like 5 times :)
08:37<andythenorth>everyone says I'm wrong, I don't care
08:37<@peter1138>andythenorth, you're wrong.
08:37<@peter1138>And I designed it.
08:37<@peter1138>So thanks.
08:38<andythenorth>I mean the vehicle set design is odd
08:38<andythenorth>why ship a set that is balanced IFF the appropriate railtypes are available?
08:38<andythenorth>and otherwise odd and crippled
08:38<planetmaker>stop caring too closely which track a vehicle *has* to run on. It's realism gone haywire
08:39<andythenorth>there aren't any arguments that are going to persuade me :)
08:39<@peter1138>Inform the player and/or set up fallback compatibility
08:39<andythenorth>I'm bored of having to remember to add Termite
08:39<andythenorth>it's inconvenient
08:40<planetmaker>totally not. It's MUCH more inconvenient to be force-fed rails I wouldn't want
08:40<@peter1138>Rail type sets are supposed to be separate from vehicle sets.
08:40<andythenorth>I don't use any rail type sets
08:40<andythenorth>if that limits the audience for Iron Horse, I don't really care
08:40<planetmaker>yet you add one to your vehicles? Doesn't that strike you as odd?
08:40<andythenorth>oof, I don't use any rail type sets except Termite
08:41<@peter1138>"you don't use any rail type sets" and yet you say 25% of the set is missing if you don't use a rail type set. What?
08:41<planetmaker>yeah... just add fallbacks for ng rails to existing labels. All set. No harm anywhere
08:41<@peter1138>And you posted a snipped that uses narrow gauge and metro.
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08:42<@peter1138>So you designed it for rail type sets, but you don't use rail type sets? o_O
08:42<planetmaker>he only uses his own @ peter1138
08:43<planetmaker>and is bothered that he has to remember to add it to the newgrf list... -.-
08:43<@peter1138>But "using your own" IS using a railtype set?
08:44<@peter1138>Anyway, salad time.
08:44<planetmaker>"there we have the salad"
08:44<@peter1138>More green ;)
08:44<@peter1138>Scott Walker died so 6 Music are playing him all the time.
08:45<andythenorth>so why don't we split cargo grfs from industry grfs?
08:45<andythenorth>what if I want different cargos?
08:46<@peter1138>Well you CAN>
08:46<@peter1138>And also, you don't tend to run multiple different economies.
08:46<@peter1138>Multiple industry sets and multiple cargo sets. They should work, though.
08:46<@peter1138>But lots of people run multiple vehicle sets (you have to!) and multiple rail type sets.
08:46<planetmaker>actually... ecs *does* that. you can choose different vectors. which are essentially parallel economies
08:47<planetmaker>opengfx+industries does that to some degree, too. you can choose different paths for some cargoes, essentially choosing between climates
08:48<planetmaker>yep... multiple rail and vehicle sets are common. And for more than one game style also desirable
08:48<planetmaker>I would really love if everyone spammed the rail table :|
08:57<@peter1138>andythenorth, did you report the industry issue?
08:57<andythenorth>nah not yet
08:57<andythenorth>I will
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09:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth opened issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start
09:39*andythenorth attaching screenshots and grf
09:43<andythenorth>peter1138: ^ does that issue make sense
09:44<andythenorth>"yeah don't do that" is not going to break my heart, but we seem to be in a mood for fixing things
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09:52<@peter1138>Ok so it doesn't call the production callbacks on creation, only uses the static values.
09:56<@LordAro>one line fix? :p
09:56<@peter1138>Not quite but maybe not far off.
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10:05<@peter1138>andythenorth, if only everyone could write proper detailed but concise bug reports ;)
10:07<andythenorth>I dislike it, it's like my day job :P
10:09<andythenorth>I learnt from this, via DaleStan
10:09<andythenorth>we use that at work still ^
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10:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
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12:16<Samu>dang, i miss insta-start ais already :(
12:25<@LordAro>peter1138: how dare you suggest an advanced feature require the console
12:26<_dp_>I recall there was something wrong with production for newly funded industries as well
12:34<@peter1138>Newly funded industries shouldn't have any.
12:35<Samu>lol, even auto-clean ruins my set up
12:35<@peter1138>auto-clean removing AIs?
12:35<Samu>no, i moved myself to spectator
12:36<Samu>auto-clean removes my company, but next ai takes that spot, and I had no config for it
12:36<Samu>had no "prepared" config
12:39<Eddi|zuHause>there definitely used to be an issue where ECS production was invalid for a month or so after game start
12:39<Samu>can't even configure it via gui, it's that first spot
12:40<@peter1138>Invalid, or zero?
12:40<Eddi|zuHause>like didn't show accepted/produced and stuff
12:40<Eddi|zuHause>when building a station
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12:41<@peter1138>Er, you mean the cargo acceptance *text* ?
12:41<Eddi|zuHause>like, stations don't accept anything right after game start.
12:42<@peter1138>That sounds unrelated and also unlikely.
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13:41<@peter1138>'Dredging Site' returned invalid cargo type in the production callback
13:50<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
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13:58<@peter1138>Now... (3%/378% transported)
13:59<@peter1138>Why would that happen...
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14:04<SimYouLater>Hi. I'm trying to make tri-gauge track for RIS, based on the dual-guage from 600mm. It's standard-meter-600mm track. In spite of looking at the 600mm dual gauge code thoroughly, I can't seem to get normal narrow guage locomotives to be compatible with tri-guage.
14:07<@peter1138>You need to modify the narrow gauge railtype to be compatible/powered by your tri-gauge track.
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14:10<andythenorth>what next?
14:10<@peter1138>Test #7412?
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14:17<@peter1138>andythenorth, nice test of the invalid callback result btw ;)
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14:17<SimYouLater>peter1138: Well, then I'm screwed because the French Narrow Gauge isn't GPL v2 and there are no other recent Narrow Gauge tracks.
14:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
14:19<SimYouLater>Does anyone know of any good Narrow Gauge tracks with a GPL v2 license?
14:21<@peter1138>Not sure how to express it in NML, but I think you should be able to modify the powered/compatible flags from your own NewGRF.
14:21<andythenorth>Termite tracks aren't narrow enough
14:21<andythenorth>and they look weird if they're narrower
14:21<andythenorth>so eh
14:22<SimYouLater>peter1138: Let me send you the code in a PM. Hold on...
14:22<@peter1138>No, don't PM me.
14:23<@peter1138>Check if the NG type if present, and if it is, also define the NG railtype in your NewGRF, set the compatible/powered properties.
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14:23<andythenorth>I dm-ed DaleStan some code once
14:23<andythenorth>I should find his reply
14:23<andythenorth>it's educational
14:24<SimYouLater>peter1138: Oh. Sorry, I only just saw this and already sent the PM.
14:25<SpComb>andythenorth: bite your head off?
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14:28<andythenorth>hmm can't find it
14:28<andythenorth>it started something like
14:29<andythenorth>"WHY THE FLYING FSCK did you think it was appropriate to DM me? That out of the way, I am posting this answer to YOUR PUBLIC THREAD [answer]".
14:29<andythenorth>classic of the genre
14:30<@LordAro>andythenorth: nice
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14:30<@planetmaker>a vehicle set can define the compatiblity of its own vehicles to whatever track types it wants. It needs no support from track sets
14:30<@planetmaker>^^ @ SimYouLater
14:30<@planetmaker>and... doesn't pikka have nice tracks, too?
14:31<@peter1138>planetmaker, it can, but it has to know about them.
14:31<@planetmaker>of course, you need to know the labels
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14:31<andythenorth>I think my posts poshere now fall into 2 categories, (1) reminiscing about things people said once, maybe 10 years ago (2) "I don't understand x in OpenTTD"
14:31<@planetmaker>but... a track set which doesn't announce the labels it offers, not even in readme? It's doing sth wrong
14:32<andythenorth>also the Eddi|zuHause now posts 'andythenorth is broken' instead of 'we need state machines'
14:32<andythenorth>the AI must have evolved :P
14:32<@peter1138>planetmaker, SimYouLater seems to be adding a new railtype to work with existing sets. I'm... not sure what the precedent is there.
14:32<andythenorth>we should make bots of each other, and apply a Turing test
14:33<@planetmaker>hm, so making a rail set for existing vehicles? That... proves more interesting possibly. If each vehicle set has different view on what it wants
14:33<@planetmaker>my bot will fail a turing test
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14:33<andythenorth>I don't understand railtypes
14:33<@planetmaker>ai like... :P
14:34<SimYouLater>Specifically, I want my tri gauge track to be compatible with French Narrow Guage by Snail.
14:34<@planetmaker>with its vehicles?
14:34<andythenorth>I'm not sure railtypes works like that?
14:34<SimYouLater>With all NG vehicles.
14:34<andythenorth>can you specify compatability with specific sets?
14:35<SimYouLater>Iron Horse 2 and French Narrow Guage. Also 600mm, but IIRC that's already working.
14:35<@planetmaker>you know what label snail uses? Have your tracks be compatible with it
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14:36<SimYouLater>I don't know what label snail uses. Also, just realised 600mm isn't working with it either.
14:36<@planetmaker> <-- they're in the specs, I think
14:36<@planetmaker>so... easy?
14:37<@planetmaker>[ ] checked the specs?
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14:39<@peter1138>planetmaker, compatibility works the other way, hence my suggestion earlier.
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14:40<@peter1138>From reading the code, it looks like two NewGRFs can define the same label, and it will resolve to the same rail type.
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14:40<@planetmaker>alternative_railtype_list: [NGRL,... whatever you want to cover as label]
14:41<@planetmaker>for your own narrow gauge rails
14:41<@planetmaker>which likely is the property you mentioned
14:41<@peter1138>All confusing :)
14:41<@peter1138>I mentioned that one ealier.
14:41<@planetmaker>k :)
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14:41<@peter1138>Tea works better if you boil the water.
14:41<drac_boy>hi there
14:41<@planetmaker>confusiong: also
14:42<@planetmaker>tea works best with water. better with hot water. yes
14:42<drac_boy>just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc .. or rather something else that doesn't fit either?
14:42<@peter1138>andythenorth, so did it work? :p
14:42<@planetmaker>and we drink black tea... just because the green tea used to spoil during ship passage :P
14:43<andythenorth>peter1138: yes I commented on the PR
14:43<drac_boy>planetmaker there are some cold teas but otherwise yes earl, herb, etc usually are seeped hot
14:43<@peter1138>Ah, there's a comment :-)
14:43<andythenorth>drac_boy: let me know if you get an answer
14:43<andythenorth>send me a postcard :P
14:43<@planetmaker>^^ there's reason to call it for whatever you want to call it
14:44<@peter1138>andythenorth, okay, just petition someone to review it ;)
14:44<@peter1138>Or are you a reviewer? hehe
14:44<andythenorth>I can review it
14:44<andythenorth>but do we trust me?
14:44<andythenorth>'probably fine'
14:44<@peter1138>Probably not :)
14:44<drac_boy>planetmaker not really
14:45<@planetmaker>well, if you know the answer as to how it should be called... why ask? :)
14:45<andythenorth>peter1138: tests pass?
14:45<andythenorth>if the tests pass, and it's been tested by a human as solving the problem....commit
14:46<drac_boy>planetmaker which answer?
14:46<@planetmaker><drac_boy> just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc .. or rather something else that doesn't fit either?
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14:47<@peter1138>andythenorth, that's difficult if it's not approved.
14:47<SimYouLater>In spite of my efforts, I can't seem to get the railtypes to work.
14:48<SimYouLater>Can someone look at my code? The 600mm locos won't go on tri gauge track.
14:48<drac_boy>planetmaker and wheres the answer?
14:48<drac_boy>simyou is this the french grf or I'm confusing you with someone else?
14:48<@planetmaker>drac_boy, I just said that any answer has some valid reason. You refute that... so?
14:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
14:50<@peter1138>print si->name
14:50<@peter1138>$7 = 0x7bc82e0 "!q@<q'!}q!q$'|#1.2$!#DCTR$`\\"
14:50<@planetmaker>anyhow, I think calling newgrfs, ai etc dlc works. and they're mods at the same time.
14:51<@peter1138>Is that corruption or a weird AI communication thing?
14:51<@planetmaker>maybe not initialized?
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14:52<@planetmaker>hm... next weekend some pc assembly seems in order :)
14:52<SimYouLater>The tri gauge is supposed to be compatible with the French GRF, the Iron Horse 2 GRF and the 600mm GRF. It is currently not compatible with any.
14:53<@planetmaker>so did you post your code anywhere in a public question or do you expect private conversation, SimYouLater ?
14:53<SimYouLater>I'll post it publicly, just give me a bit.
14:54<nielsm>planetmaker, IMO the term "DLC" refers to first-party or second-party (i.e. made under contract) expansions only, while all content on bananas is really third-partyu
14:54<drac_boy>oh so you're someone sorry :)
14:54<drac_boy>nielsm ah ok so that rules out dlc .. thanks
14:55<drac_boy>simyou in that case which grf are you making again if you don't mind me asking?
14:55<@planetmaker>got a point there, nielsm
14:55<andythenorth>I wrote a website thing
14:55<andythenorth> "Extend the base game with downloadable content, including new vehicles, industries, stations, houses, AIs, heightmaps, scenarios, gamescripts and more"
14:55<andythenorth>but I refused to write DLC
14:55<andythenorth>DLC has a specific rep as $$$
14:55<andythenorth>DLC is the EA game I bought, where I paid full price
14:56<andythenorth>then I have to pay again for DLC to complete it
14:56<andythenorth>not add-ons or extensions, just to actually win it
14:56<@planetmaker>we also should add micro-transactions
14:56<andythenorth>the amount I spend on Blitz :(
14:56<@planetmaker>"place station despite angry town? Pay 1€ and you may"
14:56<nielsm>"to fight the final boss, insert 10p"
14:57<andythenorth>I spend horrible amounts on cartoon tanks
14:57<nielsm>bribe the town with real money? oh yes
14:57<nielsm>(still has a risk of discovery and all being lost)
14:57<@planetmaker>hm... never played those. But spent €€ on ... travian. What a nasty time killer
14:57<@planetmaker>haha, yes. Pays for our hosting then :)
14:58<@planetmaker>the CDN is quite expensive... more expensive than our server
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15:03<@planetmaker>why do you put such a strict condition on your railtype? Did you ever try w/o the if around it?
15:03<@planetmaker>and adding more labels to the alternative_railtype_label
15:03<@planetmaker>^^ SimYouLater
15:04<@planetmaker>you make your railtype only available when another is available... which is... strange
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15:05<SimYouLater>Oh. I reused GPL v2 code. I can remove that, if it's an issue.
15:06<@planetmaker>well. try with something simple. Make your railtype just appear, no matter what
15:06<@planetmaker>then make it more complicated
15:06<@planetmaker>but only then :)
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15:06<drac_boy>planetmaker yeah I can't see why someone would ever do that .. if I was making narrow gauge I would had simply labelled it openly as NAAN or nAAN and leave it at that :) (of course change the fourth letter if you wanted any sort of electrical power source :P )
15:08<@peter1138>nielsm, as far as I can make out, when a sign is created, its width is never set (until the text is changed)
15:09<@peter1138>I added si->UpdateVirtCoord() at signs_cmd.cpp:61 and it fixes the game crashing for me.
15:09<SimYouLater>Let's see if I've got this right, just in case...
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15:10<SimYouLater>Compatible = Physical, Powered = Electrical, Alternative = ?
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15:11<andythenorth>looks like pixels
15:11<@planetmaker>compatible = other rails where a vehicle which is built for your railtype can drive on - but has no traction
15:11<@planetmaker>powered = compatible + has power
15:11<@planetmaker>alternative: other labels your railtype goes by, if they are not defined by other newgrfs
15:13<@planetmaker>so for your railtype having MYNG. and having alternative NGGG. Then consider a vehicle set which wants its vehicles run on NGGG. NGGG is not available, thus they run on MYNG
15:13<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh requested changes for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:13<drac_boy>anyway I don't see much in RIS myself but to our own opinions tho .. and either way I need to go for a bit work
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15:15<andythenorth>oops nielsm caught me out :P
15:16<@peter1138>So if you set the default production properties, they always affect the cargo output too?
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15:17<andythenorth>I should have known that, old FIRS did it
15:17<andythenorth>this is why I don't approve things :P
15:17<@peter1138>Wow, that would make the callback hard to control.
15:18*andythenorth could say much about that
15:19<@peter1138>andythenorth, now, why do I see "3%/112% transported" ?
15:19<andythenorth>where what now? :)
15:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:21<@peter1138>Maybe I should have some dinner.
15:21*andythenorth should
15:21<@peter1138>Dunno what to have.
15:21<andythenorth>long time since lunch
15:21<@peter1138>Maybe I'll have another salad.
15:21<andythenorth>I have chips
15:21<@peter1138>I don't.
15:21<andythenorth>and I found 3 chicken nuggets in the bottom of the freezer
15:21<@peter1138>I have frozen bread rolls.
15:21<andythenorth>it's not a quality dinner day
15:21<@peter1138>I have chicken tikka bites which are effectively the same.
15:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:21<@peter1138>I have tons of veg though, so that's good.
15:21<@planetmaker>SimYouLater, this is how I handle compatibility:
15:21<@planetmaker>(scroll to the very bottom)
15:22<nielsm>pizza from the freezer for me
15:22<@planetmaker>the whole if (param...) stuff only decides about what label I choose (user can set that via param)
15:22<@peter1138>I need to get rid of all the sweets I bought. Sugar is addictive :/
15:22<@peter1138>I had it under control last year :p
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15:22<@planetmaker>yay, the first nml newgrf quoted :P
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15:24<andythenorth>sugar is addictive
15:25<@planetmaker>very much so :|
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15:27<SimYouLater>Okay, this is weird. I've edited the compatible railtypes to be identical to the dual gauage included with 600mm. They should function identically to the dual guage in terms of compatibility and have a vehicle list composed of 600mm and standard gauge rolling stock. Instead, no vehicles are available in the tri guage depot.
15:27<@planetmaker>is the other railtype defined?
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15:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7413: Fix #7410: Sign position/width not set on initial creation.
15:29<andythenorth>only 2 chicken nuggets, but they're goujobs
15:29<andythenorth>goujons *
15:29<@peter1138>Bigger than a nugget then.
15:29<andythenorth>probably fine then
15:29<@peter1138>I need to get through my freezer but I keep buying food :/
15:29<@peter1138>It needs a defrost.
15:29<@peter1138>And I need to bin some ancient food.
15:30<@peter1138>Like that food from 6 years ago that I, er, 'binned' (I ate it, I survived...)
15:30<SimYouLater>planetmaker: Which other railtype?
15:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start
15:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation.
15:31<@planetmaker>the one the vehicles originally want to drive on
15:32<SimYouLater>That would be NG6R. What do you mean by "defined"?
15:32<@planetmaker>by another newgrf
15:32<SimYouLater>Yes, I have 600mm NG GRF loaded.
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15:33<@planetmaker>well, then... if the railtype is defined by another newgrf, yours won't provide it
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15:34<SimYouLater>Won't provide the vehicles? Or won't provide the railtype?
15:35<@planetmaker>vehicles don't provide a railtype... they can request one
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15:36<@peter1138>You can add to the railtype's compatbile/powered list, if you are brave. I don't know if it's intentional.
15:37<@peter1138>18:23 <@peter1138> Check if the NG type if present, and if it is, also define the NG
15:37<@peter1138> railtype in your NewGRF, set the compatible/powered properties.
15:37<@peter1138>I'm not really sure if it's a good idea or not :p
15:38<@planetmaker>yes define it. and set it to powered. and to alternative
15:38<SimYouLater>Hmm... The "normal" narrow guage from the french set isn't showing. The high speed and electrified show up, but not the normal.
15:39<@planetmaker>but if you define it... then... you won't become active yourself, I guess.
15:39<@planetmaker>if the original is present
15:39<@peter1138>planetmaker, why?
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15:40<@planetmaker>defining the same label twice?
15:40<@planetmaker>dunno what happens then
15:40<@peter1138>It will reuse the existing railtype
15:40<@planetmaker>probably just overwrite
15:40<@peter1138>Nope, you get the actual same rail type.
15:41<@peter1138>That is how railtypes can modify the default railtypes.
15:41<@peter1138>Same works for additional railtypes.
15:41<@planetmaker>yes, so overwrite / amend
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15:42<@peter1138>"Overwrite" would imply it will completely replace. It will amend.
15:42<@peter1138>But you'd need to check that the railtype already exists, otherwise you'll end up with a blank undefined railtype :-)
15:42<SimYouLater>That's weird. The French Narrow Guage tracks only come in two types... "high speed" and "electrified". Where's the normal kind I saw before?
15:43<@planetmaker>well, you can supply graphics. Thus I mean "overwrite".
15:43<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7413: Fix #7410: Sign position/width not set on initial creation.
15:43<@planetmaker>just the property defined later will overwrite the value defined earlier
15:43<SimYouLater>I can't do graphics easily. I need GPL v2 narrow guage or to load a track from someone else's NewGRF.
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15:46<nielsm>I'm never going to improve on the labyrinth of belts and machines
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15:47<@planetmaker>not my cake
15:47<andythenorth>reminds me of my old job
15:47<andythenorth>that's not me in the photo :P
15:48<andythenorth>my job was stacking the palettes
15:48<andythenorth>or palets
15:48<andythenorth>never know how that's spelt
15:50<andythenorth>anyway it was a fun job, bad pay
15:50<@LordAro>oh, i've gotten confused with the arty version
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15:53<andythenorth>bottle lines and belts everywhere, like nielsm showed :P
15:55<@planetmaker>:D factorio red science centre :P
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16:01<@peter1138>planetmaker, the compatible/powered stuff adds, rather than replaces.
16:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7413: Fix #7410: Sign position/width not set on initial creation.
16:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7410: Signs made by AIs do not show up at the creation time
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16:03<@peter1138>That should fix #7403 as well.
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16:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7403: Game crashes
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16:14<andythenorth>eh what?
16:14*andythenorth never mind
16:18<@peter1138>Not a salad!
16:19<@peter1138>I'm aware nobody needs to know what food I ate, but tough ;)
16:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed.
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16:47<@peter1138>Hmm, so...8ef0cbbdf5bf72d2901d8afb898aee5e8d601d01
16:47<@peter1138>Seems to be the cause of an exploit.
16:48<@LordAro>peter1138: that's quite an old one
16:48<@LordAro>how so?
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16:50<@peter1138>Basically time_since_pickup is reset to 0, even if nothing is actually picked up.
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16:51<@peter1138>And I also think the other vars should be moved.
16:51<@peter1138>But that commit seems to suggest some other issue (maybe irrelevant now?) was fixed.
16:51<@LordAro>#1139 or #1143, probably :p
16:52<@LordAro>"Station bug" and "Unrealistic station rating"
16:52<@LordAro>great issue titles
16:52<DorpsGek_II>[OpenTTD/nml] planetmaker commented on pull request #21: Eddi-nml branch for ActionC support
16:52<DoppelD27>Good Evening, today i wanted to start understanding how the programming of openttd works. how are you going to test the code? is there the only way to install openttd via the makefile?
16:53<@LordAro>DoppelD27: there are visual studio projects as well
16:54<@LordAro> & are good places to start
16:54<@planetmaker>test... our CF does automatic build tests for all pull requests
16:54-!-gelignite [] has quit [Quit: Good fight, good night!]
16:55<@planetmaker>unit tests... is something we don't exactly do. It's hard to implement for our codebase
16:57<@peter1138>LordAro, well, both those issues suggest that my "quick obvious fix" would probably not work well :/
16:58<@peter1138>LordAro, seems like a chicken & egg situation.
16:58<@peter1138>Rating sucks because nothing is loaded. Nothing is loading because rating sucks.
16:58<DoppelD27>@LordAro the maizure website is very nice. i think i have to read this first. thanks for your help :)
16:59<@LordAro>DoppelD27: (site not affiliated with any of the developers, i just found it one day)
16:59<@LordAro>but np :)
17:01<@LordAro>andythenorth: how did you find that?
17:01<andythenorth>have you heard of it ?
17:02<@planetmaker>is google something like bing, just in original?
17:03<andythenorth>the interface is pretty old though
17:03<@peter1138>It's like altavista
17:03<andythenorth>it needs 32bpp or it will never get a big audience
17:04<@planetmaker>oh, altavista... probably I qualify as 'old' when I recognize it and even remember using it
17:04<andythenorth>ask jeeves?
17:07<@peter1138>Back when it was, indeed.
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17:10<@planetmaker>also folks, don't forget to vote for titlegame(s) :)
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17:14<@LordAro>planetmaker: i like how the main window is highlighted in the screenshots :)
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17:15<@planetmaker>that's just like the 1st tick when starting OpenTTD :)
17:15<@LordAro>planetmaker: also... "CAMERA POSITION" sign visible in 06.sav ?
17:15<@planetmaker>yep :P
17:15<@planetmaker>I guess we could remove that, if it wins
17:16<@planetmaker>but would be fun to leave as well :)
17:16<@LordAro>i thought signs weren't shown in the title screen anyway?
17:16<@planetmaker>I didn't do anything to OpenTTD modifying that...
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17:17<@planetmaker>the screenshot is taken from the main loop which terminates after the 1st tick after taking the screenshot
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17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6592: Missing symbols while linking with MinGW and LTO
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6865: Drawing vertical/horizontal lines of width>1 problem
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6857: Linux SDL video driver runs slightly too fast
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6842: Heap overflow leading to crash
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6637: 2way EOL inconsistency
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles
17:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6567: No top panel in full screen 4k resolution
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6667: Incorrect costs in bridge list after joining an AI company
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6564: Crash: loading save
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6423: re-cache vehicle properties in depot
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6407: railtype - depot - snow
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6189: Vehicle Groups: parent group should count total number of vehicles in subgroups
17:20<andythenorth>busy busy
17:20<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6222: Stations: using property 1A sometimes shows incorrect railtype ground tile
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17:20<@LordAro>planetmaker: can i /query you, or do you want me to bother logging into the forum? :p
17:21<@planetmaker>you can query me
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17:27<@peter1138>Er, what happened there? :p
17:28<@peter1138>Oh, it's an email vote, not a forum vote? :p
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17:35<@planetmaker>it's whatever way you like
17:35<@planetmaker>as long as it reaches me... but I only promise to look through info@ and my forum account :P
17:39<frosch123>i wonder how many people read the fine-print about getting banned when not voting for toyland
17:40<milek7>==> Pouring libpng-1.6.36.high_sierra.bottle.tar.gz
17:40<nielsm>I didn't really test that toyland setup on anything other than 1024x768 :P
17:40<milek7>-- Found PNG: /usr/local/lib/libpng.dylib (found version "1.4.12")
17:41<@planetmaker>well. you got it now with most basesets and resolutions :P
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17:44<nielsm>i voted
17:47<frosch123>do we have stickers or buttons "i voted"?
17:48<@planetmaker>:D we totally should!
17:54<@planetmaker>I think the quality of the submissions is actually quite good
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18:01<+michi_cc>LordAro: Do you dare to approve #7379?
18:04<@LordAro>oh yes, that one
18:04<@peter1138>It touches a lot.
18:05<@peter1138>I wonder if the old abstraction needs to go?
18:07<DorpsGek_II>[OpenTTD/OpenTTD] stormcone commented on issue #7403: Game crashes
18:07<@peter1138>Things like "_network_udp_mutex->BeginCritical()" -> "std::lock_guard<std::mutex> lock(_network_udp_mutex)"
18:07<@peter1138>Doesn't really look like an improvement to me.
18:08<+michi_cc>One thing doesn't leak mutexes, the other does.
18:11<@LordAro>certainly helps
18:11<@peter1138>I'm sure it *is* an improvemnt :)
18:11<@peter1138>It just doesn't *look* it.
18:12<+michi_cc>Modern C++ is big on RAII to avoid resource leaks.
18:13<+michi_cc>Modal progress doesn't really fit in, but that's because our locking there is quite convoluted. It might use several threads, but in the end almost nothing actually runs in parallel.
18:16<@peter1138>(I googled)
18:16<@LordAro>more or less, automatic construction and destruction
18:16<@peter1138>Yeah I wasn't querying that either.
18:17<@peter1138>Right, reading through the commits.
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18:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
18:20<@LordAro>^ happy to let that one disappear
18:21<@peter1138>I think I tested it and could not reproduce.
18:21<@LordAro>as did i :)
18:22<@LordAro>#6865 seems unreproducible as well
18:24<DorpsGek_II>[OpenTTD/OpenTTD] stormcone opened issue #7414: Deleted signs do not always disappear from the screen
18:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7403: Game crashes
18:36<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7401: Change: Do not display a newspaper about old vehicles for which repla…
18:41<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7401: Change: Do not display a newspaper about old vehicles for which repla…
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18:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #7415: Some warning fixes
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18:51<@planetmaker>gah... seems like time for bed when I read "warning some fixes..." ^^
18:52<@peter1138>"stop mixing enum types" looks like "start mixing enum types"?
18:52<@peter1138>CF_NONE ... cargofilter_none
18:52<@peter1138>I guess
18:52<@peter1138>But it's hidden behind the scenes as CT_INVALID O_O
18:56<@LordAro>yeah, but the compiler stops complaining :>
19:01<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7414: Deleted signs do not always disappear from the screen
19:06<@LordAro>...what is 2-way EOL?
19:07<@peter1138>something to do with signals
19:07<@planetmaker>LordAro, it's a 2-way signal which is red
19:07<@planetmaker>and when the appropriate setting is such that it counts as EOL for pathfinders
19:08<@LordAro>do you know which setting? i'm not seeing it
19:08<@planetmaker>such setup allows for certain PF magic with automatic networks
19:08<@planetmaker>yapf.rail_firstred_twoway_eol = false
19:09<@LordAro>cfg file only?
19:09<@planetmaker>pathfinder penalties are not exposed
19:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
19:09<@planetmaker>and should not :)
19:09<@planetmaker>github would over-title it with "here the danger zone begins" or similar :P
19:10<@peter1138>Wasn't on master :p
19:11<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
19:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6637: 2way EOL inconsistency
19:15<@peter1138>those screenshots
19:15<@peter1138>Kinda hard to see what's going on.
19:16<@LordAro>well at least it's not with NUTS/SLUG/whatever :p
19:16<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
19:17<@LordAro>peter1138: the sign stuff is 1.10 only, right?
19:17<@LordAro>because of kd-tree?
19:17<@peter1138>LordAro, you've recreated the scenario which he says works, but made it not work? :D
19:17<@peter1138>LordAro, yes.
19:17<@planetmaker>LordAro, you can only really test it when the trains have valid orders
19:17<@LordAro>planetmaker: bleh
19:17<@LordAro>well, idk
19:17<@planetmaker>without orders... trains do all kind of stupid stuff
19:18<@planetmaker>well, there's savegames in the first posting
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19:19<@planetmaker>right... 100MB download from bananas to open them :P
19:19<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings
19:20<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles
19:21<@peter1138>LordAro, only flat if you have variety distribution on.
19:21<@LordAro>peter1138: "with default settings"
19:21<@peter1138>Is that a default? I dunno.
19:21<@LordAro>i did the same as andy - deleted openttd.cfg before testing
19:21<@LordAro>does anyone have a 4k monitor to test #6567 with? :>
19:22<@planetmaker>wow... brixx is really nice
19:22<@peter1138>Yeah but we lost V453000
19:22<@planetmaker>funky screw-nut trees
19:22<@planetmaker>yeah... :|
19:23<@planetmaker>got a job and two kids... eating all his time
19:23<@planetmaker>and very funky rail signals :)
19:24<@planetmaker>and extremely lovely bridges
19:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7416: Fix #7414: Reinstate marking sign dirty before removal.
19:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7414: Deleted signs do not always disappear from the screen
19:25<@peter1138>Review mutexes (mutices? :p) is hard.
19:26<@peter1138>Typing is also hard.
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19:28<@LordAro>#6667 - looks only be a visual display issue when playing as an AI's company - the price charged is still the same. actual bug?
19:28<@planetmaker> <3
19:31<@planetmaker>maybe I should continue...
19:32<@LordAro>that airport does not look good at that zoom level
19:35<@planetmaker>it's not made for it. It's 8bpp, 1x zoom sprites
19:35<@planetmaker>only groundtiles are new
19:36<@LordAro>peter1138: #6423 requires an update from you :>
19:38<@peter1138>"BAD FEATURE" basically :p
19:41<@peter1138>We'd solve a lot of issues by just saving the cached variables.
19:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7415: Some warning fixes
19:43<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6564: Crash: loading save
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19:44<@peter1138>Bad string in NewGRF?
19:44<@LordAro>seems unlikely
19:47<Samu> heh
19:47<Samu>number 3 looks so empty
19:49<@LordAro>peter1138: grf file itself doesn't contain "Velas" anywhere
19:50<@LordAro>as best as i can tell
19:50<@peter1138>string stack contains a null
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19:54<@peter1138>That seems wrong.
19:54<@peter1138>Oh, it's type, not an index. Hmm.
19:57<@LordAro>dangerous, at best
19:57<@peter1138>Nah, the issue is not enough parameters.
19:57<@peter1138>So it returns 0
19:58<@peter1138>Then that is converted to NULL
19:58<@LordAro>ah excellent
20:00<Samu>number 7 showcases big planes on small airports
20:01<@LordAro>Samu: nah, it showcases crashing aircraft ;)
20:01<Samu>or that
20:01<@peter1138>Standard title screen has crashing planes too.
20:01<@peter1138>(On a large airport, no less)
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20:13<DorpsGek_II>[OpenTTD/OpenTTD] rofl0r commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
20:15<@LordAro>oh lord, musl
20:16<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6222: Stations: using property 1A sometimes shows incorrect railtype ground tile
20:17<@peter1138>Yup, bad string.
20:17<@peter1138>I mean, that shouldn't crash, but still :p
20:18<Samu>okay, for me 5 is the best
20:19<Samu>if I were to vote, it would be 5
20:24<@LordAro>good news, you can vote!
20:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6667: Incorrect costs in bridge list after joining an AI company
20:30<Samu>who could help me here?
20:31<@LordAro>Samu: at the absolute minimum, you can add your descriptions of the variable names to the code somewhere
20:31<@LordAro>but that still wouldn't be a good solution
20:32<@LordAro>lock_middle, lock_upper, lock_lower would be a good start
20:37<Samu>they're not lock tiles, they're offsets :(
20:38<Samu>the lock was just for visualizing where the checks would be done in relation to a possible lock
20:38<Samu>but there is no lock
20:39<@LordAro>well, possible_lock_middle/lower/upper then
20:39<Samu>eww, you sure?
20:39<@LordAro>just anything other than 4 meaningless letters
20:40<@LordAro>tile_delta_mid_1_delta_side_1 would be awful, but still better than what you've got at the moment
20:41<@LordAro>code efficiency NEVER EVER means shortest code
20:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #7417: Group hierarchy improvements (by 3298)
20:50<Samu>visual studio 2019 launching in 7 days... hmm "k"
20:50<@peter1138>vim only takes a few milliseconds.
20:54<Samu>I really need a SSD :(
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20:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #6564: Crash: loading save
21:01<Eddi|zuHause>... but code golf?
21:02<Eddi|zuHause> <LordAro> code efficiency NEVER EVER means shortest code
21:05<Eddi|zuHause>there was this one time in school, when the teacher threw away his master solution for the test, and used my solution as the new base solution. because it was both clearer and shorter than his one
21:06<@LordAro>Eddi|zuHause: yeah sure, but Samu
21:06<Samu>my code is very efficient!
21:07<Samu>endsarcasm :Unknown command
21:10<Samu>just doing a rebase to make it up to date, no changes yet
21:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation
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21:16<Samu>gonna try... reusing the variable name, instead of having multiple variables
21:16<Samu>what do you think?
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21:33<Samu>1 variable, multiple definitions
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21:35<Samu>assert(IsPossibleLockLocationRecursively(end) == IsPossibleLockLocationRecursivelyOneVariable(end));
21:36<Samu>testing if i still get the same results
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22:22<DorpsGek_II>[OpenTTD/OpenTTD] bentley commented on issue #6842: Heap overflow leading to crash
22:24<Samu> /* Create additional river tiles around possible lock locations to connect them. */
22:24<Samu>give me a function name for this
22:34<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation
22:39<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation
22:43<Samu>bah, damn visual studio else if automation
22:44<+glx>that's configurable
22:45<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation
22:46<Samu>really? where do I change that?
22:47<Samu>int side_counts[] = { 0, 1, -1 }; is this with spaces or without spaces?
22:47<+glx>options, text editor
22:53<Samu>aha, place else on a new line, yeah disabling this
22:54<Samu>what's the correct style?
22:54<Samu>int side_counts[] = { 0, 1, -1 };
22:54<Samu>int side_counts[] = {0, 1, -1};
22:58<Samu>hmm searching the code sometimes I see with a space, sometimes without
22:59<Samu>no consensus
23:00<Samu>I'm going with "it doesn't matter"
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23:05<Samu>hah, this one is both styles
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---Logclosed Tue Mar 26 00:00:28 2019