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#openttd IRC Logs for 2019-04-02

---Logopened Tue Apr 02 00:00:38 2019
00:06<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjILs
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02:40<@peter1138>Morning
02:43<@LordAro>and so it is
02:47<andythenorth>yes
02:51<@peter1138>Hmm, I've got a bug where all road bits are removed but the road is still a road tile :p
02:52<@peter1138>I've got up to 32 road types o_O
02:52<@peter1138>63 max, oh no!
02:52<@peter1138>Hmm, with road sub types, we had 63 road and 63 tram types.
02:52<@peter1138>Now it's just 63 road or tram types.
02:53<@peter1138>I wonder if that's a problem? :p
02:53<@LordAro>i don't think so :p
02:53<@LordAro>there are 63 railtypes, right?
02:53<@LordAro>consistency is nice
02:53<@peter1138>Yes
02:53<@peter1138>Well, 64.
02:54<@peter1138>Roads need to store INVALID_ROADTYPE in the map. I could fix that, maybe.
02:56<@peter1138>So we didn't backport #7449 cos, er, it wasn't marked :/
02:56<@peter1138>So 1.9.0 has a nice bug :(
02:56<@LordAro>damn
03:06<andythenorth>peter1138: Nobody Needs More Than 63 Road Types ®
03:09<@peter1138>Well.
03:09<@peter1138>I've 'halved' the amount.
03:10<andythenorth>for shame
03:10*andythenorth reading the many nice comments about 1.9.0 release
03:10<andythenorth>there are as many as 0
03:10<@peter1138>:L-)
03:11<@peter1138>-L
03:11<andythenorth>:L
03:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjIqu
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03:42<andythenorth>hmm
03:42<andythenorth>bigger Steel Mill needed
03:43<andythenorth>3x5 is a bit small
03:43<andythenorth>but will it blend?
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03:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7456: Fix #7440: Remove town sign when deleting town, not add it once more https://git.io/fjkpn
03:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7440: Crash when trying to delete town in scenario editor https://git.io/fjTxv
03:56<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7447: Text for some railway station NewGRFs is missing/invisible https://git.io/fjImJ
03:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjImU
04:01<@planetmaker>moin
04:03<@peter1138>fdffssdfsdfwerwersdfsdfwerasdsdf
04:03<@peter1138>OOh
04:04<@planetmaker>yes :P
04:04<@planetmaker>err-not-a-number :P
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04:16<V453000>00h
04:23<andythenorth>V453000 now we have more cargos
04:23<andythenorth>you should do small and large Yetis
04:23<andythenorth>different production rates for each
04:30<V453000>more cargo limit? :D how much? :D
04:31<andythenorth>64 total
04:31<andythenorth>16 in, 16 out
04:31<andythenorth>madness follows
04:32<V453000>16 in 16 out as a single industry?
04:33<@planetmaker>yep :)
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04:34<V453000>that's some significant madness
04:34<V453000>I can't imagine what it would be good for right now, but eh, freedom :)
04:35<andythenorth>yeti fashion shop
04:38<V453000>:d
04:38<V453000>I'm daunted as fuck by the though of touching anything in YETI so ... :D
04:38<V453000>I'm pretty sure the train set I wanted to make is not feasible/possible though
04:39<@planetmaker>I totally love the yeti signals :)
04:39<V453000>well that's BRIX :)
04:39<@planetmaker>oh :P
04:39<@planetmaker>they look like yetis :)
04:39<V453000>but yeah if anything I should probably extend that eventually
04:39<@planetmaker>you totally should
04:42<V453000>train depots and train stations sound like a lot of reward for relatively little work ... compared to for example trains which I did start, but the amount of work on those is insane - and generally I don't see them :D
04:43<@planetmaker>additionally: trains are the pet of virtually 70% of the grf people... easier to get good ones
04:43<@planetmaker>and 70% is definitely a lower estimate :P
04:43<V453000>well not for BRIX style 32bpp but yeah
04:44<@planetmaker>agreed. Still :)
04:44<@planetmaker>there's a new czech set in 32bpp. It's also quite good
04:44<V453000>I know I helped them start with coding and stuff, a lot of their source is probably a copy of BRIX :)
04:44<@planetmaker>haha, ok :)
04:45<V453000>they do ok things, but it's realism which hate
04:45<@planetmaker>yeah
04:45<andythenorth>REALISM IS BEST
04:45<V453000>their philosophy is to turn OpenTTD into a modern 3D game basically
04:45<@planetmaker>reality is best when viewed offline ;)
04:45<V453000>haha
04:46<andythenorth>eh, this is getting close to the level of 'wtf?' I wanted https://dev.openttdcoop.org/attachments/download/9359/steeltown_v4_again_again.png
04:47<V453000>nice
04:47<andythenorth>I am mostly designing it to make the chart look good :P
04:48<andythenorth>irony: linux renders the chart differently, much lolz
04:48<@planetmaker>he
04:49<@planetmaker>it's missing a legend :)
04:49<@planetmaker>green = primary, red = secondary?
04:49<andythenorth>the v3 Steeltown chart is not as nice http://bundles.openttdcoop.org/firs/releases/3.0.12/docs/html/economies.html#steeltown
04:49<andythenorth>yeah it could use a key I guess
04:49<andythenorth>not sure if that's easy to insert in graphviz
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04:52<@planetmaker>SO tells me to use sub-graphs :P </so kiddie>
04:55<V453000>I was talking to Borg yesterday, he did a weird X2025.grf not too long ago ... from the name and first look it seems to be just a monorail tweak, but actually it's mainly industry stuff ... First off, industries in a town area need powering by local power plant, and local banks somehow influence the cap of production as well, or something ... it's quite interesting
04:55<V453000>I guess it's basically a less wtf version of YETI
04:57<andythenorth>wonder how he does that
04:58<V453000>https://www.tt-forums.net/viewtopic.php?t=84735
04:58<V453000>I was surprised about that as well
05:01<andythenorth>maybe town storage
05:01<andythenorth>more newgrf town stuff pls
05:10<andythenorth>hmm
05:10<andythenorth>economy is Steeltown, but I've added a plastics plant
05:11<andythenorth>plastic isn't steel eh :P
05:11<@planetmaker>a glimpse into the future
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06:39<DorpsGek_II>[OpenTTD/nml] planetmaker opened pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjI3Y
06:47<_dp_>damn, my evil plan to promote citymania client on that performance issue failed :(
06:47<_dp_>ppl complain about macos version and I don't have any xD
06:54<DorpsGek_II>[OpenTTD/OpenTTD] eekee commented on issue #7447: Text for some railway station NewGRFs is missing/invisible https://git.io/fjI3E
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06:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7447: Text for some railway station NewGRFs is missing/invisible https://git.io/fjI3o
07:05<DorpsGek_II>[OpenTTD/OpenTTD] eekee commented on issue #7447: Text for some railway station NewGRFs is missing/invisible https://git.io/fjI3M
07:26<DorpsGek_II>[OpenTTD/nml] planetmaker opened pull request #27: Doc/Fix: Update the stated version requirements https://git.io/fjIsU
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07:37<@planetmaker>LordAro, did you remove the label 'backport_requested' from https://github.com/OpenTTD/OpenTTD/issues/7447 accidentially?
07:56<@LordAro>planetmaker: i removed it from the issue
07:56<@LordAro>the PR still has it
07:57<@planetmaker>ah, k
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08:07<Samu>hi
08:08<Samu>oh, my last PR failed?
08:08<@planetmaker>hi
08:12<Samu>oh, regression failed
08:17<Samu>hmm, it will always fail
08:21<Samu>it's dependant on cpu
08:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjIGm
08:23<Samu>yeah, I just noticed
08:23<Samu>peter1138,
08:35<@peter1138>Heh, timing.
08:35<@peter1138>Also, timing.
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09:09<Samu>it works surprisingly well
09:10<Samu>but has to be done in some other way
09:10<Samu>I wanted to do it based on per AI basis
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09:19<@LordAro>i don't like #7459 at all
09:19<@LordAro>opcode count was never supposed to be to help deal with AIs using all your CPU processing power, it was intended as a way to help regulate AI difficulty
09:20<@LordAro>i.e. the speed they can do things
09:20<@LordAro>i think it boils down to another "Samu runs AIs differently to everyone else" PR
09:21<Samu>:(
09:23<Samu>that's why I wanted to do it per AI :(
09:25<Samu>there's settings profile for AI difficulty
09:25<Samu>hmm
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09:36<@planetmaker>Samu, what problem does that feature solve?
09:36<Samu>stutter
09:37<Samu>not completely, though
09:38<Samu>AIs that would be really intensive would suspend earlier
09:38<Samu>AIs that are lighter would suspend later
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09:53<Samu>uhm, how do I avoid this kind of repetition https://paste.openttdcoop.org/porntptfs
09:53<V453000>porntptfs
09:53*V453000 will see himself out
09:57<andythenorth>thx bai
09:57<andythenorth>V453000: can you make an MP3 of you saying porntptfs
09:57<andythenorth>viral gold
09:57<andythenorth>YT channel
09:57<andythenorth>ad $$$
09:58<V453000>:d
09:58<V453000>how about no
09:58<andythenorth>Samu: 7459, you get to learn about flapping, feedback loops, and runaway conditions :P
09:59<andythenorth>when your measurement changes what you're measuring, that's a hard problem in control loops
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10:29<andythenorth>hmm
10:29<andythenorth>I need a commodity export cargo :P
10:29<andythenorth>for game balance
10:29<andythenorth>also 'look at the time'
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10:39<@planetmaker>should be colonial goods :P
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10:56<Samu>pointer to incomplete class type is not allowed
10:56<Samu>!Company::Get(this->elem - PFE_AI0)->ai_instance->IsDead()
10:56<Samu>does not like me doing this
10:57<nielsm>means exactly what it says
10:57<nielsm>one of the class types you're dereferencing a pointer to is not completely declared
10:59<Samu>class AIInstance *ai_instance;
11:01<nielsm>that may be an incomplete type yes
11:01<nielsm>if there isn't a complete declaration of class AIInstance somewhere else in the compilation unit
11:02<Samu>ah, got it
11:02<Samu>#include "ai_instance.hpp"
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11:18<nielsm>okay time to downgrade to vs 2019 community
11:18<nielsm>(on release channel instead of preview channel, where only enterprise was available, which then becomes unlicensed after the general release)
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11:49<Samu>@calc 33.33 / 14
11:49<@DorpsGek>Samu: 2.38071428571
11:50<Samu>that's such a small number
11:51<@peter1138>Don't forget to let the game do its own thing as well.
11:53<Samu>https://imgur.com/a/9tPAOIc
11:55<Samu>debug build the measurements are always on the low side
11:57<Samu>i need to test this on a release build
11:57<Samu>:(
11:57<Samu>but then I can't access these numbers
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12:01<andythenorth>I need a cargo
12:01<andythenorth>suggest one
12:02<Samu>museum relics
12:09<nielsm>canned fruit
12:12<Samu>who's math expert
12:12<Samu>https://paste.openttdcoop.org/pgvyt0l3p
12:13<Eddi|zuHause>storks bringing babies
12:13<Samu>lines 14 and 16 may need adjustings
12:18<Samu>hmm
12:20<DorpsGek_II>[OpenTTD/OpenTTD] EgyLynx commented on issue #7430: Vehicle waiting at station affects cargo age rating even if it did not pick up cargo https://git.io/fjI8k
12:23<Samu>it works, perhaps a bit too well
12:24<Samu>i was hoping the total average was more time in the 30s
12:24<Samu>it's in the low 10ms
12:25<Samu>makes me think I an subtracting too much opcodes
12:25<Samu>at line 14
12:25<andythenorth>gypsum?
12:26<Samu>then there's those suddem hiccups
12:26<Samu>which may also ruin the averages
12:26<Samu>and another big chunk of opcodes may be subtracted again :(
12:29<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #6603: Insert XDG_DATA_DIRS into data loading path https://git.io/fjI8G
12:31<DorpsGek_II>[OpenTTD/OpenTTD] EgyLynx commented on issue #7438: Music sets (including DOS music) broken after trying other music sets https://git.io/fjI8c
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12:47<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7438: Music sets (including DOS music) broken after trying other music sets https://git.io/fjI8D
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12:52<nielsm>wow it's suddenly geting noisy here... https://0x0.st/zP3o.png
12:52*andythenorth assumed that would be pictures of birds
12:53<nielsm>heh
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13:04<Wolf01>o/
13:05<@LordAro>nielsm: think you can disable bounds.4 :)
13:06<nielsm>I can't figure out where to disable those guidelines warnings...
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13:14<frosch123>planetmaker: i reverted you spec change. towns do not have a feature number
13:16<DorpsGek_II>[OpenTTD/nml] frosch123 commented on pull request #26: Fix: Allow access to towns (feature 0x12) as parent object https://git.io/fjI4G
13:17<andythenorth>Wolf01: it's not an April fools :( https://education.lego.com/en-us/products/lego-education-spike-prime-set/45678?gclid=EAIaIQobChMI-82Rm-yx4QIVDrazCh0UmQ10EAAYASAAEgKwAvD_BwE&ef_id=EAIaIQobChMI-82Rm-yx4QIVDrazCh0UmQ10EAAYASAAEgKwAvD_BwE:G:s&s_kwcid=AL!790!3!341433731933!b!!g!!%2Blego%20%2Bspike
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13:25*andythenorth has ideas about newgrf towns :P
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13:33<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjILs
13:41<Samu>segmentation fault?
13:41<andythenorth>frosch123: have you got a git checkout of FIRS? o_O
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13:44<Samu>oh :/(
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13:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7438: Music sets (including DOS music) broken after trying other music sets https://git.io/fjI47
13:47<Samu>oh, it's a || that should be a &&
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13:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjILs
13:52<frosch123>andythenorth: i did not delete it after push
13:52<frosch123>i did not pull either though
13:52<frosch123>so it's in the hg->git transition state
13:52<andythenorth>I wondered if cargoflow graphs could be improved for supplies
13:52<frosch123>weren't they basically excludud :p
13:53<andythenorth>input is excluded
13:53<andythenorth>output they all go to one node
13:53<frosch123>ah, that end
13:53<andythenorth>I am curious if they didn't converge on one node, if the graph would be cleaner
13:53<andythenorth>most cargoflow goes left -> right
13:54<andythenorth>and producing supplies at both ends makes the graph horrible
13:54<andythenorth>this might be fine though
13:54<andythenorth>I think inserting fake cargos would do the truck, like FMSP_1, FMSP_2 etc
13:55<andythenorth>trick *
13:55<andythenorth>but it might be TMWFTLB
13:55<frosch123>we can not join them and give every supply producer their own output node
13:55<nielsm>something like what you see for ground in electronics diagrams? gound connections just point to a symbol instead of all joining
13:56<andythenorth>yes something like that
13:56<andythenorth>frosch123: there's a v4-development-track branch
13:57<andythenorth>I did try it myself first, but I miss some part of understanding graphviz :P
14:00<Samu>for some reason regression test passed
14:00<Samu>that wasn't expected to happen
14:02<Samu>why did it pass?
14:02<Samu>something's fishy...
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14:10<Samu>hmm GameScripts are Company 0, that's wrong
14:11<Samu>should be 18
14:11<nielsm>wow, Modern Motion sounds absolutely terrible on this Korg synth
14:13<Samu>i see
14:13<Samu>GetRootCompany
14:13<Samu>this is what i should be using
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14:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjILs
14:18<Wolf01><andythenorth> Wolf01: it's not an April fools :( <- I know, I already put 100 of them on the basket
14:18<Wolf01>That's the KEY piece
14:18<andythenorth>oof
14:20<Wolf01>Mmmh, "new" android tablet, 300MB of free memory to install apps, google shit just updated... I can't install apps
14:28<Samu>how to "deprecate" a game setting?
14:29<Samu>like, when loading old savegames, how to ignore it
14:29<Samu>and when saving how to not save it
14:29<Samu>and make it unavailable in the openttd.cfg
14:30<Samu>stop its existance
14:32<frosch123>oh, i need a new nml
14:34<V453000>I'm on 1.8.0, is there any relation between goods pickup station's station rating, and goods being dropped(transferred) but not being re-transfered further?
14:34<V453000>there isn't right?
14:36<Eddi|zuHause>i'm never sure which version of that ended up in trunk, but cargodist experimented with a few methods to drop rating at the source station for cargo that is piling up on intermediate stations
14:37<V453000>even if distribution is set to manual?
14:37<Eddi|zuHause>dunno
14:37<Eddi|zuHause>manual doesn't disable all the linkgraph stuff
14:39<V453000>hm then that's it
14:39<V453000>wow I didn't know about that at all :D
14:40<V453000>town stopped accepting goods and the factory went into shambles :
14:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjIBb
14:41<frosch123>andythenorth: is there something like "else" in the templates?
14:41<frosch123>or rather "else if"
14:41<andythenorth>there's switch case
14:41<andythenorth>or there's condition
14:42<andythenorth>switch is in here https://chameleon.readthedocs.io/en/latest/reference.html?highlight=switch
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14:47<Samu>what can I do about regression?
14:48<Samu>avoid false positives
14:48<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjIRJ
14:48<frosch123>andythenorth: http://devs.openttd.org/~frosch/firs/html20190402_1/economies.html <- is that better?
14:49<DorpsGek_II>[OpenTTD/OpenTTD] kiwitreekor opened pull request #7460: Fix #6222: Advanced sprite layout sometimes showed incorrect railtype… https://git.io/fjIRU
14:49<frosch123>also, what's wrong with scrap yard and cryo plant
14:50<andythenorth>i broke them :)
14:50<andythenorth>the svg isn't loading for me
14:50*andythenorth looking why
14:50<frosch123>bad mime-type?
14:50<andythenorth>returns 200
14:50<andythenorth>oh x-frame options are deny
14:51<andythenorth>https://devs.openttd.org/~frosch/firs/html20190402_1/steeltown.dot.svg
14:51<andythenorth>works
14:52<andythenorth>frosch123: I think it's better :)
14:52<andythenorth>if an economy has a lot of ENSP / FMSP sources, like extreme, it's quite silly
14:52<andythenorth>but that's because the economy is silly
14:54<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjIRG
14:56<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjIRW
14:58<frosch123>andythenorth: https://github.com/andythenorth/firs/pull/2
14:58<andythenorth>thanks :)
14:58<frosch123>copy&paste :)
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15:02<Samu>glx, hi
15:02<Samu>question: how do i debug regression? follow it in visual studio
15:02<Samu>it doesn't hit the breakpoints :(
15:02<+glx>it's an AI
15:02<+glx>like any other
15:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7438: Music sets (including DOS music) broken after trying other music sets https://git.io/fjIRy
15:04<Samu>hmm, maybe a better question: how to exactly reproduce regression as its tested in the azure?
15:04<Samu>i need to be able to follow breakpoints
15:04<Samu>brb
15:04<+glx>just run the regression project
15:04<Samu>yes gonna look for it
15:06<frosch123>andythenorth: how did you make a merge-commit for a fast-forward merge?
15:06<frosch123>my mind is twisted
15:06<andythenorth>I clicked 'merge' in GH pull request
15:06<frosch123>gh is bonkers then :p
15:06<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7457: -Update: documentation updates from 1.9 branch https://git.io/fjkjD
15:07<+glx>rebase or squash ;)
15:07<+glx>avoid merge when possible
15:07<frosch123>glx: gh made a merge of HEAD and ^HEAD
15:07<rubenwardy>congrats on 1.9.0
15:08<frosch123>it merged a branch of 1 commit with a branch of 0 commits
15:08<+glx>because "merge" was selected
15:08<andythenorth>I tried a rebase this week at work
15:09<andythenorth>the result was 3 commits :P
15:09<andythenorth>and then a merge commit because upstream had 'changed'
15:09<andythenorth>we don't have git set up for rebase :P
15:09<+glx>everybody working in main branch ?
15:09<TrueBrain>or you are not capable of dealing with it :P
15:09<TrueBrain><3 andythenorth :)
15:10<frosch123>i think my boss-boss also said once, that he is annoyed about always having to disable the push-hooks when he wants to push something
15:10<+michi_cc>Hmm, do we need a 1.9.1 miles? (To track e.g. #7449)
15:10<+michi_cc>s/miles/milestone/ of course :)
15:11<TrueBrain>michi_cc: mark it as backport requested, I say
15:11<andythenorth>we just don't care about history, so it's merge all the way
15:11<+michi_cc>It already is.
15:11<TrueBrain>if that bulks up enough, we can create a 1.9.1 :)
15:12<TrueBrain>adding a milestone with closed PRs is confusing ;)
15:14<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjI0O
15:20<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjI0Z
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15:27<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
15:28<TrueBrain>right, OSX bundling was next
15:28<TrueBrain>no clue :(
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15:33<DiscordIRC>/join #openttd
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15:33<DiscordIRC>It was my fault, you don't need to be sorry.
15:33<DiscordIRC><@91800247117844480> Try again now
15:33<DiscordIRC>It works now
15:34<DiscordIRC>Also, they are probably going to be pissed off at my bot for just going in and out all the time
15:34<@DorpsGek>yep
15:34<+glx>random chat too
15:34<DiscordIRC>I want to apologize for getting so upset the other day. It was unfair of me to take out my anger at Pikkabird on all of you.
15:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjI0V
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15:36<TrueBrain>well, that is just a weird conversation
15:36<Samu>2007-03-18 regression build date?
15:36<Samu>shouldn't that be updated :p
15:37<Samu>version 1
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15:37<+glx>why ?
15:37<+glx>it works
15:37<TrueBrain>think about the children!
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15:38<Eddi|zuHause>did we ever have a not-weird conversation in here?
15:38<V453000>:d
15:38<+glx>yeah but people were actually in the chat
15:38<+glx>not on the other side of a bot
15:38<Eddi|zuHause>:p
15:39<Samu>I think regression tests on Azure were "lucky"
15:39<Eddi|zuHause>this discord split is going to become a problem at some point
15:40<+glx>Samu: regression works locally too
15:40<@LordAro>Eddi|zuHause: is it?
15:40<Samu>lucky that the opcodes weren't adjusted so much that could cause differences
15:40<Eddi|zuHause>not yet
15:40<+glx>there is sometimes difference when we had stuff to regression
15:41<Samu>i mean regression testing with my new PR
15:41<+glx>but we check and adapt result.txt in this case
15:41<Samu>cpu load dictates the end result with it
15:42<V453000>is there supposed to be some link between discord and IRC?
15:42<andythenorth>if there is a regular bridge to here from random discord channels, I want op
15:42<andythenorth>there will be kicks
15:42<+glx>someone tried
15:42<andythenorth>it was SYL
15:42<V453000>what could possible go wrong :>
15:42<andythenorth>or someone sock puppeting SYL
15:43<Eddi|zuHause>we discussed a discord bridge at least 3 times recently
15:43<+glx>yeah I recognised SYL
15:43<Samu>first time I uploaded the PR, the regression tests weren't so lucky
15:43<+glx>won't unban
15:43<TrueBrain>does this mean he bypassed a ban? :P
15:43<@LordAro>Samu: the issue is that you've introduced some nondeterministic behaviour
15:43<@LordAro>which is very very bad
15:44<+glx>everything must be deterministic in openttd
15:45-!-synchris [~synchris@139.138.202.72] has quit [Quit: yeeha!]
15:46<+glx>anyway if AI sleeps regularly it should not have a huge impact on the game, even with big opcode limit
15:49<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjILs
15:49<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7459: Feature: Self-adjusting AI/GS max opcodes https://git.io/fjI05
15:50<TrueBrain>https://github.com/OpenTTD/OpenTTD/pull/7460/files <- lol ... how .... did we not know this sooner? :P
15:50<TrueBrain>I wish I had any clue how to validate that PR :D
15:50<@LordAro>needs a frosch123 review :p
15:51<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7460: Fix #6222: Advanced sprite layout sometimes showed incorrect railtype… https://git.io/fjI0F
15:52<TrueBrain>I assigned him to it now :P
15:52<TrueBrain>MWHAHAHA
15:52<frosch123>i can only say "why"
15:52<frosch123>that change makes no sense to me
15:54<TrueBrain>I see numbers and names .. I have no clue :P
15:56<frosch123>hmm, maybe when the railtype defines monorail and maglev as fallback station type
15:56<+glx>and I think one of the main issue is valuate with native closures, because 5 ops per item doesn't seem very high (I guess non native closures have real ops count + 5, not really checked)
15:57<TrueBrain>glx: que?
15:57<+glx>AI sometimes causing hangs
15:58<+glx>usually when many AIs running
15:58<TrueBrain>ah, you continued where you left off 10 minutes ago
15:58<TrueBrain>that was not confusing at all :P
15:58<+glx>hehe
15:58<+glx>was quickly checking while typing
15:59<TrueBrain>your quickly and mine have vastly different meanings :D But now I am just teasing you :P
16:00<frosch123>he, i commented on the original issue
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16:05<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7454: Restore libtimidity https://git.io/fjIEL
16:11<TrueBrain>LordAro: for next time, although I am 8 days late: feel free to remove stale label + add pinned label if you want to keep issues around
16:11<TrueBrain>otherwise you will be saying 'bump' every 2 months or so :D
16:11<TrueBrain>( https://github.com/OpenTTD/OpenTTD/issues/6222 in this case)
16:12<Samu>oh, ok
16:12<Samu>but how would I be testing the building services of azure?
16:12<Samu>TrueBrain,
16:14<Samu>i can't test clang or linux builds here :(
16:14<Samu>or mac
16:15<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp https://git.io/fjIEZ
16:15<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp https://git.io/fhpqq
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16:16<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7454: Restore libtimidity https://git.io/fjIEC
16:18<TrueBrain>if we all fail to see why, does this mean we can blame someone else? :D
16:23<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6884: Installer reports success even if not all files were copied https://git.io/fjIEE
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16:24<andythenorth>close everything
16:24<+glx>maybe detect_pkg_config doesn't set $with_libtimidity to 0 on failure, but that would also fail for other libs
16:25<milek7>ok, i broke it
16:27<milek7>eh
16:27<milek7>in configure it was originally `if ($0 == "LIBTIMIDITY" && "'$libtimidity'" == "" ) { next; }`
16:28<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6637: 2way EOL inconsistency https://git.io/fjIEr
16:28<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #6637: 2way EOL inconsistency https://git.io/fjIEo
16:28<milek7>but now it is reverse, it's not compiling it even when found
16:29<TrueBrain>haha, sorry, I assumed the 'revert' commit was a plain 'git revert'
16:29<TrueBrain>but you modified it :P
16:29<milek7>it conflicted because of changed surrounding lines
16:30<milek7>and i fiddled with it until it started to compile
16:30<milek7>but original version is still broken, just in other way ;p
16:30<TrueBrain>:D
16:31<Samu>ok
16:31<TrueBrain>I still cannot compile for Linux on the current code ... as I have a space in my folder :P
16:31<TrueBrain>we should finish CMake .. that solves so many issues
16:32<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7454: Restore libtimidity https://git.io/fjIE1
16:32<+glx>hmm detect_library does eval "with_$2=0" when not found, but detect_pkg_config does nothing like that
16:32<+glx>so I'd say there's an issue in config.lib ;)
16:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors https://git.io/fjIED
16:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors https://git.io/fjIEy
16:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6567: No top panel in full screen 4k resolution https://git.io/fjIES
16:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #6567: No top panel in full screen 4k resolution https://git.io/fjIE9
16:33<TrueBrain>right, enough cleaning up :)
16:33<TrueBrain>finding issues that says: this is fixed
16:33<TrueBrain>but not closed :P
16:33<TrueBrain>so silly :D
16:33<andythenorth>only 5 more to go
16:33<andythenorth>then PR > issues
16:33<TrueBrain>glx: one issue? :P
16:33<nielsm>gn
16:33<andythenorth>bye nielsm
16:33<+glx>one more ;)
16:35<+glx>milek7: you just managed to use something we never did before
16:37<TrueBrain>ah, that makes sense glx
16:37<+glx>as other detect_pkg_config call are for "required" libs
16:37<TrueBrain>libtimidity was never really used anymore when the PSP port died
16:37<TrueBrain>so yeah ... :P
16:37<Samu>expermineting my stuff in a network game
16:38<TrueBrain>well, proof and point why I want libtimidity used in the CI :D
16:38<milek7>what about fluidsynth? it's too optional
16:39<TrueBrain>it uses detect_library
16:39<TrueBrain>which does set the with_ flag
16:40<TrueBrain>so your PR is more correct than the reverted version
16:40<TrueBrain>but .. the code was broken to start with :P
16:41<+glx>between line 2790 and 2791 you can add eval "$1=0"
16:41<+glx>and that should do it
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16:41<TrueBrain>https://gist.github.com/TrueBrain/a750653dd1a9448428b49ebf87fd07e9
16:42<TrueBrain>that most likely works
16:42<TrueBrain>glx: no, $1 is the resolved 'with' value
16:42<+glx>ah right
16:42<Samu>testing variable op_codes in a network, and there seems to be no sync issues
16:42<TrueBrain>milek7: I did not test it, but I believe in my patches :D
16:43<+glx>will not work correctly for liblzma ;)
16:43<+glx>silly liblzma
16:44<+glx>but it's not an issue because the -D flag is handled correctly
16:44<TrueBrain>we should finish CMake :)
16:44<+glx>and no lzma stuff is in source.list IIRC
16:44<TrueBrain>well, biggest thing left is OSX Bundles
16:45<TrueBrain>and validation of everything :D
16:45<+glx>I think some stuff is missing for windows installer, like registry key
16:45<TrueBrain>what registry key?
16:46<milek7>TrueBrain: thanks, it works
16:46<TrueBrain>milek7: w00p
16:47<+glx>InstallDirRegKey HKLM "SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\OpenTTD" "Install Folder"
16:47<+glx>this one
16:47<TrueBrain>check the path ..
16:47<TrueBrain>do we really need that to exist? :P
16:47<TrueBrain>please tell me OpenTTD doesn't use it :)
16:47<@LordAro>is it necessary for the uninstaller?
16:48<TrueBrain>uninstaller works
16:48<TrueBrain>no clue how it works, but it works
16:48<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 updated pull request #7454: Restore libtimidity https://git.io/fjk5H
16:48<TrueBrain>it is what I love about automation :D
16:49<TrueBrain>but I wonder why glx would expect that registry key to exist :)
16:50<+glx>I think NSIS used WriteRegDWORD HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\OpenTTD" "Version" ${INSTALLERVERSION} to detect installed version, but maybe cmake nsis does somethink like that too
16:50<TrueBrain>yeah, well, no, I deliberately did not port that part over
16:51<TrueBrain>it was kinda annoying me that NSIS refused to install if you had a newer version installed
16:51<TrueBrain>by what ever definition it consider it to be newer
16:51<TrueBrain>that is just ... bullcrap
16:51<TrueBrain>:P
16:51<TrueBrain>basically, I modified as little as possible to how CMake NSIS works .. more standard, more better :)
16:51<@LordAro>^
16:52<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7454: Restore libtimidity https://git.io/fjIuI
16:52<TrueBrain>I also installed a lot less files in the Start Menu
16:52<TrueBrain>silly amounts were added there :P
16:53<milek7>github display commit order is weird
16:54<@LordAro>it does get confused sometimes
16:54<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7454: Restore libtimidity https://git.io/fjIuq
16:54<TrueBrain>reloading often helps
16:55<TrueBrain>right; time to find a pillow to put my head on, close my eyes, and dream of an MMO version of OpenTTD played from the browser .......... *snorr*
16:55<TrueBrain>night all :)
16:56<Samu>windows 10 links to multiple readme.txt files
16:57<Samu>https://imgur.com/a/QQ8qcfB look at openttd start menu on the left
16:57<Samu>and they're .md files
16:57<Samu>can't open
16:57<+glx>any text editor can open .md
16:58<Samu>it tried to find a program that can open .md files on windows store
16:58<Samu>i decline
16:58<@LordAro>hmm, it's not very helpful to put them in the start menu though
16:58<+glx>just use notepad
16:58<Samu>so, they're not really readme.txt, i think they're readme.md
16:58<Samu>lol
16:58<@LordAro>also there's 2 of them
16:59<Samu>C:\Program Files\OpenTTD\README.md
17:00<Samu>C:\Program Files\OpenTTD\scripts\README.md
17:00<+glx>yes the main readme and the AI/GS readm
17:00<+glx>e
17:02<@LordAro>glx: seems like something to improve for the cmake installer, anyway :p
17:02<Samu>the scripts\README.md is actually blank
17:02<Samu>no text, 0 bytes
17:02<@LordAro>it'd be nice if it could set file association for .md files, if one isn't set already
17:02<Samu>i also notice there's a readme.txt just next to them
17:03<Samu>weird
17:03<+glx>readme.txt are from previous install I think
17:03<Samu>yes, says 1.8.0
17:04<+glx>because since the move to GH we converted txt to md
17:55<Samu>if i want to print a uint in the console, I use %d?
17:58-!-HerzogDeXtEr [~farci@ip923425f9.dynamic.kabel-deutschland.de] has quit [Read error: Connection reset by peer]
17:59<Samu>kdtree failing
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18:00<Samu> assert(next != INVALID_NODE); // node must exist somewhere and must be found before a leaf is reached
18:00<Samu>asserted
18:00<Samu>it was removing a sign from a station
18:01<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjk1R
18:01<Samu>_viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeStation(this->index));
18:02<Samu>Remove MakeStation sounds weird
18:10<Samu>how do I report this bug? it was when I was testing my stuff, not master, but it's caused by kdtree :( may not be able to reproduce it
18:16<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7461: kdtree asserting when removing station https://git.io/fjIzj
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18:53<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7462: Server exiting to main menu hangs client https://git.io/fjIgM
18:55<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7462: Server exiting to main menu hangs client https://git.io/fjIg9
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19:05<Samu>strange, i'm getting a really long hang again, or did it really hang?
19:16<Samu>https://imgur.com/a/qGhl6Sb
19:16<Samu>variable opcodes in multiplayer
19:30<Samu>"it works! everything works!"
19:36<@peter1138>Yeah, no, that's not what it's for ;?
19:36<@peter1138>:/
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19:53<Samu>testing syncability, seems good
19:53<Samu>AIs run on the server only
19:54<Samu>luckily
19:54<Samu>max_opcode only affects the AI instance :)
19:57<Samu>perhaps what's annoying me is that it's overperforming. It's below 10 ms, when I was aiming for it to be between 10-30 ms
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20:26<@peter1138>Why should one AI get more ticks than another AI? That's rather unfair.
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20:28<Samu>because it was slowing down the game :(
20:29<@peter1138>You setting an unreasonably high max opcodes is what slows down the game.
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20:32<Samu>i'm noticing the game script opcodes don't change
20:32<Samu>weird, must find out why
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20:36<Samu>nevermind, it is changing
20:38<Samu>very difficult to debug this in debug mode
20:38<Samu>times are always high
20:38<Samu>the adjustment is just brutal there :(
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20:46<@peter1138>Yes, well...
20:49<Samu>it's either 250000 or 500 in the next few seconds t.t
20:49<@peter1138>Hmm, I need to fix stuff for AIs :/
20:50<Samu>what's wrong?
20:50<@peter1138>production/acceptance checks use their own algorithms, ignoring the rest of the code.
20:50<@peter1138>It is done in reverse compared to how players place stations.
20:51<@peter1138>For players the code is "if I place this station here, what tiles will it cover"
20:51<Samu>oh :/
20:52<@peter1138>AIs need "what tiles will cover this industry"
20:52<Samu>never tried connecting industries with ai :(
20:53<Samu>i wouldn't know
20:53<@peter1138>Your AI must be pretty boring then.
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21:13<Samu>im still not satisfied. the subtractions are still too strong
21:16<@peter1138>Rate limit it
21:26<Samu>funny, when visual studio debug module is attached to openttd, even if it's release build, there's still some delays
21:26<Samu>GS was averaging 4,40 ms with it, 0,08 ms without
21:40<DorpsGek_II>[OpenTTD/OpenTTD] Beercules48 opened issue #7463: Inverted scrolling with ricght click no longer working in 1.9.0 https://git.io/fjIai
21:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7463: Inverted scrolling with right click no longer working in 1.9.0 https://git.io/fjIaS
21:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7463: Inverted scrolling with right click no longer working in 1.9.0 https://git.io/fjIai
22:01<Samu>about my hang topic, it can be closed
22:01<Samu>it was due to my savegame format
22:02<Samu>lzma:9 and map size being 4096x4096
22:03<Samu>it could display a Zzz cursor though
22:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjIab
22:20<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7462: Server exiting to main menu hangs client https://git.io/fjIax
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23:54<Samu>aha, peter1138 I discovered why the average was below 10 ms
23:55<Samu>I was miscalculating the addition of opcodes, turns out it was at times subtracting instead
---Logclosed Wed Apr 03 00:00:40 2019