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#openttd IRC Logs for 2019-04-04

---Logopened Thu Apr 04 00:00:41 2019
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01:22-!-mode/#openttd [-b *!*@] by peter1138
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03:09<andythenorth>ooh pikka
03:09<andythenorth>Civil did a thing,%2025-09-1957.png
03:10<andythenorth>then later the company closed
03:11<andythenorth>generally it's pretty good, obvs
03:18<Pikka>that's a fun thing :)
03:19<Pikka>can I blame the generic rail pathfinder? ;)
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04:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular.
04:53<@peter1138>Pikka, if you use it... probably? :)
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06:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7439: Server reports CRR_AUTOCLEAN instead of CRR_MANUAL to admin port
06:22<Pikka>I should probably revisit the passing place code anyway, though, maybe reduce the rollercoasters by allowing it to connect to the opposite side.
06:25<Eddi|zuHause>try constructing a parallel track first, and only invoke the pathfinder if that fails?
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07:32<Samu>TileLoop_Water is slow, how to improve its performance?
07:35<Samu>if (!IsValidTile(dest)) continue; line 1161 of water_cmd.cpp
07:35<Samu>this is what's slow
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07:42<Xaroth>Isn't that a fast inline?
07:44<Samu>testing on a 4096x4096 map siz
07:44<Samu>tile loop is the slowest
07:44<Samu>then it's fences
07:45<Samu>farm tile fences
07:45<Samu>i dont know if it's inline
07:47<Samu>static inline bool IsValidTile(TileIndex tile)
07:47<Samu>ok i guess it is
08:01<Eddi|zuHause>... i just noticed my "A" key is upside down
08:02<Eddi|zuHause>(the colour is worn off, but in the right reflection you can see some residue)
08:02<Samu>disable flooding
08:02<Samu>or make flooding slow
08:02<Samu>is one of the ideas, i dunno
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08:13<andythenorth>Pikka bob. Cryo tankers? o_O
08:13<Pikka>but why?
08:14<Samu>nevermind, it's not just IsValidTile
08:15<Samu>IsValidTile was total
08:15<Samu>it's also called from a lot of somewherees
08:16<Samu>return (TileType)GB(_m[tile].type, 4, 4);
08:16<Samu>this conversion is what's slowing down
08:17<Samu>how to solve?
08:18<andythenorth>Pikka: for the oxygen of course :)
08:18<andythenorth>or just because I can :P
08:18<Pikka>hmmm. in that case, of course!
08:19<andythenorth>of course!
08:19<andythenorth>they're just repaints of food tankers
08:19<andythenorth>not sure what colour to paint them :P
08:21<Xaroth>hm, poll/epoll obviously doesn't work on windows
08:22<Pikka>paint them clear
08:27<Samu>Pikka, your AI is building roads really bad
08:27<Samu>compared to what it used to do
08:28<Pikka>oh dear, what's it doing? I don't think I've changed much about the road building.
08:29<Samu>hmm, non-spaced adjacent roads, lots of it
08:29<Samu>i guess it's re-evaluating roads that's causing it
08:29<Samu>re-evaluating connections
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08:32<Samu>will it be faster if I define values to enums?
08:33<Samu>talking about TileType enum
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08:54<Samu>guess not :/
08:54<Samu>how big are enums?
08:55<Samu>do they start at 0? are they uint? max value?
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09:01<Xaroth>planetmaker: found a few issues, fixed those. Needs more thorough tests to be sure, but it's starting to look like it's working.
09:02<Samu>breaking flood behaviour :)
09:02<Samu>i'm making TileLoop_Water flood less often
09:02<Samu>what will it break?
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09:09<Samu>flooding less often, gained 2 ms average on a 4k map
09:09<Samu>18 ms to 16 ms
09:11<@planetmaker>:) sounds good, Xaroth. I cannot promise to test much before Easter... got a few deadlines and a business trip until then
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10:44<@peter1138>13:16 < Samu> return (TileType)GB(_m[tile].type, 4, 4);
10:44<@peter1138>13:16 < Samu> this conversion is what's slowing down
10:44<@peter1138>Oh, he left.
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11:58<@peter1138>Hmm, when is the Industry destructor called?
11:59<nielsm>no idea
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12:05<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7051: Feature: Moveable depots #6328
12:06<@peter1138>D'oh. I was running from the wrong directory :/
12:10<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading
12:10<Eddi|zuHause>a classic
12:12<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7457: Update: documentation updates from 1.9 branch
12:13<Eddi|zuHause>nielsm: go ahead on #7051
12:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7051: Feature: Moveable depots #6328
12:25<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
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12:30<@peter1138> TileArea new_location(TileArea(start_tile, width, height));
12:30<@peter1138>Hmm. Interesting construct...
12:30<+glx>wow I switched to VS2019 and I get 6237 intellisense warnings
12:31<+glx>mainly suggestions
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12:33<Samu>openttd just had a weird crash, which causes windows to bsod
12:34<Samu>the main viewport was a still image, when it was supposed to be active, it was a running game
12:35<@peter1138>4294967220 13 15 -> 180 13 14
12:36<Samu>I moved my mouse (physically) and a popup message about asserting somewhere at HasModalProgress shows up multiple times
12:36<Samu>it flooded the screen with these popups
12:36<Samu>until windows bsod's
12:36<Samu>and restarts
12:37<Samu>btw the more i moved the mouse, the more popups
12:38<@peter1138>That's nice.
12:38<Samu>do you know what this could be?
12:38<@peter1138>Maybe your computer is broken.
12:38<Samu>it was openttd related, i doubt it
12:38<Samu>this is the 2nd time it happens, the first time it didn't reach the bsod point though
12:39<+glx>master or your branch ?
12:39<Samu>my branch if I recall
12:39<Samu>i had multiple open ttds running
12:39<Samu>it was 90% sure on my branch
12:41<DorpsGek_II>[OpenTTD/OpenTTD] ZJFishy opened issue #7466: New GRF Stations Not Showing Up
12:41<@peter1138>If your computer is BSODing, it's not caused by OpenTTD.
12:41<Samu>let me find the log
12:41<Samu>the bsod log
12:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7466: New GRF Stations Not Showing Up
12:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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12:47<Samu>17:26:54 windows power downs
12:49<_dp_>hm, I think I figured out how to do tech ladder without any changes to openttd
12:49<_dp_>well, with only patching server I mean
12:49<_dp_>but it can block purchases and there is show/hide thing for some gui already
12:49<Samu>event viewer registered all the recovery stuff, but i can't find anything about what triggered it
12:50<_dp_>so it can just hide vehicles that aren't available and if player enables them and tries to buy give him a popup with requirements
12:52<+glx>uninstalling VS2017 was way faster than uninstalling VS2015
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12:56<@peter1138>Samu, if your computer crashed, it is NOT OpenTTD's fault.
12:56<Samu>I explained what happened
12:56<+glx>could be a RAM issue
12:57<@peter1138>And ignored that if your computer crashed, it's not OpenTTD.
12:57<Samu>multiple popups caused by opettd asserting at HasModalProgress
12:57<Samu>it only shut down because it popup'ed too much
12:57<@peter1138>No it didn't.
12:57<@peter1138>As glx says, you probably have hardware issues.
12:58<TrueBrain>an application crashing your machine ... malware would have a field day :D
12:58<+glx>because asserts are not recursive
12:58<Samu>i hope it happens again, this time I will print screen
12:58<TrueBrain>you can make money with it!
12:58<pnda>Is it just me, or does the Simulation Rate rise constantly?
12:59<pnda>Mine is now starting to hit 600frames/s
12:59<+glx>with or without fast forward ?
12:59<TrueBrain>can you reach infinite? :)
12:59<V453000>not sure if the concrete base of the depot is a glorious idea, the lamps will probably go as well
12:59<Samu>the crash was without fast forward
13:00<pnda>V543000 I like the lamps, I don't see why you would need to remove them
13:00<TrueBrain>pnda: removing trees speeds up simulation
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13:00<+glx>disabling palette animation too
13:01<andythenorth>V453000: -1 to lamps and base :)
13:01<andythenorth>'delete moar'
13:01<andythenorth>then add moar
13:01<andythenorth>then delete it
13:02<pnda>Removing trees put me to 670frames/s. I am now trying to hit highest possible.... (Also this is a 2048x map, which probably doesn't help)
13:02<TrueBrain>go for an eight that fell over
13:02<Samu>why no one believes me :(
13:03<TrueBrain>because it is not true
13:03<pnda>those 1100frames/s feel nice
13:03<pnda>With 7 AIs
13:03<TrueBrain>because A and B happened, doesn't mean B is a result of A
13:03<+glx>we believe your computer crashed, but not the supposed reason
13:03<+glx>BSOD is usually an hardware issue
13:04<+glx>especially in modern windows
13:04<andythenorth>maybe he's tickling a bit of bad memory :P
13:04<andythenorth>my mac crashed today
13:04<andythenorth>probably OpenTTD's fault?
13:04<TrueBrain>or a cosmic ray hit!
13:04<TrueBrain>yes, you we do believe andy
13:04<andythenorth>actually the crash is probably Chrome's fault
13:05<+glx>eaten too much memory ;)
13:05<TrueBrain>today I sneezed .. that crashed your machine
13:05<milek7>what is default sav compression? zlib?
13:05<TrueBrain>still sorry about that
13:05<andythenorth>oh so it was you
13:05<+glx>probably lzma milek7
13:05<Wolf01>My computer crashed many times while playing astroneer, the reason was the UPS which did a battery test
13:06<TrueBrain>mine crashed because the PSU could not handle the load .. also evil
13:06<Samu>okay, A happened
13:06<pnda>Now that's a nice simulation speed
13:06<Samu>main viewport was a still image when it was supposed to be actively refreshing
13:07<Samu>I had frame rate graphs open, goal open, and nothing was being refreshed
13:07<Wolf01>I thought the same about mine "maybe astroneer requires too much power for the video card"
13:07<nielsm>Samu before theorycrafting any more, go look in windows' system log and find the events corresponding to the BSOD
13:07<Samu>then I move the mouse, and those popups show up massively
13:07<nielsm>then search for the causes of that type of error
13:08<Samu>only when i was moving, theywould popup
13:08<V453000>probably a good approach andythenorth
13:08<Samu>ok then
13:08<+glx>as said assert popup are triggered only once
13:08<V453000>kind of thought the base would integrate it nicely with stations
13:09<Samu>maybe it was bad thread management in openttd?
13:09<TrueBrain>dense or deaf .. which are you? :)
13:09<Samu>I am neither, it's just that you don't believe me
13:10<Samu>next time it happens I'll be sure to hit print screen
13:10<TrueBrain>dense it is
13:10<nielsm>have you looked at the windows event log?
13:10<nielsm>the windows event log will tell you the actual error code
13:10<andythenorth>realism gone mad here V453000
13:10<nielsm>and possibly point to a driver involved
13:11<V453000>not necessarliy realism just more relation between the train buildings :)
13:11<+glx>I think userland software can't trigger BSOD in recent windows
13:11<pnda>I've hit a constant framerate of 9999frames/s. Is that infinite TrueBrain?
13:11<TrueBrain>would give you a nice bounty :)
13:11<TrueBrain>pnda: allllmmmooossssttttt
13:12<andythenorth>V453000: no I mean in Horse :D
13:12<pnda>well it's the absolut maximum it seems... Can't go higher than that
13:12<TrueBrain>I blame nielsm
13:12<andythenorth>doing cryo tankers
13:12<V453000>looks like a white tanker to me. :)
13:12<TrueBrain>Samu: realise that with you saying we don't believe you, you are not believing us. so .. yeah .. there is that
13:14<Samu>the system was restarted without being shut down correctly
13:14<Samu>origin Kernel-Power
13:14<+glx>the crash was before the restart
13:15<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
13:15<nielsm>unfortunately I can't tell you what it looks like in the event log because I haven't had a BSOD in months
13:17<Samu>event ID 41 :(
13:21<Samu>bug check code 0x7F
13:22<nielsm>then you figure out the trap number (it's also in the event) and get a possible cause
13:23<Samu>yes, I remember MODE TRAP being written somewhere
13:23<+glx>Bug check 0x7F typically occurs after you install a faulty or mismatched hardware (especially memory) or if installed hardware fails.
13:23<Samu>i dont install stuff for months
13:24<+glx>RAM can start to fail without warning, same for other devices
13:24<Samu>parameter 1 0x8
13:25<Samu>parameter 2 0xfffff8009fe6de70
13:25<+glx>double fault, that's caused by kernel stack overflow, or hardware problem
13:26<+glx>I'd run a memtest
13:26<TrueBrain>you keep saying that, but I still think it was OpenTTD
13:26<+glx>bad TrueBrain ;)
13:29<Samu>how or where do I run this !thread command?
13:29<+glx>doing memtest for all memory module with only one memory module installed each time is the way to go
13:30<+glx>you don't want to do kernel debugging :)
13:31<milek7>blame cosmic ray
13:32<TrueBrain>one crash is no crash
13:33<TrueBrain>my colleagues always hate my stance to that .. if something happened once, it didn't happen in my book. come back if it happens again :p
13:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
13:34<@LordAro>TrueBrain: preferably after you've come up with a short list of steps to reproduce it
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13:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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13:41<Wolf01>Samu, btw you are reporting system crashes and instability in general for months, maybe years, you have a faulty hardware or broken system
13:41<milek7>and use this branch:
13:41<Samu>oh well :(
13:41<TrueBrain>what License will it have? also GPL?
13:42<milek7>that dockerfile? whatever
13:43<TrueBrain>Guess that means we should upstream this stuff :D
13:44<TrueBrain>after that consider stuff like cloudsaves, networking, ... :p
13:44<TrueBrain>in general, I should do the math on cloudsaves again
13:44<TrueBrain>what it would cost
13:45<milek7>i guess not much, storage is cheap
13:45<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7330: Feature: Add autosave and sendmap save formats
13:45<TrueBrain>2 cent per GB
13:45<Samu>I didn't have a crash since last time I upgraded my PSU :(
13:45<Samu>back in december
13:46<Samu>I'm sad if they're coming again
13:46<milek7>backblaze is cheapest at 0.005
13:46<TrueBrain>so possibly we can pilot cloud storage or something
13:47<andythenorth>how do I stop a town hating me?
13:47<TrueBrain>given our donations are high enough, we can offer it free
13:47<TrueBrain>might be a nice project
13:48<TrueBrain>but okay .. first I have to finish CMake :)
13:50<andythenorth>I broke this GS :(
13:50<milek7>is there easy way to stop build after settings_gen?
13:50<andythenorth>the cargos don't exist
13:50<andythenorth>because newgrf
13:50<TrueBrain>only build settingsgen?
13:51<milek7>and languages
13:51<milek7>currently emscripten build needs first host build to create these
13:51*andythenorth looks up how town ratings work
13:53<pnda>As I am currently just making a md5 readme for OpenGFX, in line 66 of the original readme, what is {{FILENAME}} supposed to be?
13:56<TrueBrain>milek7: make language , I believe
13:57<TrueBrain>make <tab><tab>
13:58<Eddi|zuHause>ok, i still have no clue how to play CKII
13:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
13:59<Eddi|zuHause>pnda: these things are typically replaced by some make incantation
14:01<milek7>make lang
14:01<milek7>but that doesn't solve settings_gen
14:03<TrueBrain>make settingsgen lang
14:03<TrueBrain>or use crosscompiling
14:04<TrueBrain>in configure there is host and build
14:04<TrueBrain>you can set one of the two to your local .. I just always forget which
14:05<TrueBrain>./configure --build=x86_64-linux-gnu
14:05<TrueBrain>it something
14:05<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
14:06<milek7>it doesn't play well with emconfigure :/
14:07<TrueBrain>BUILDCC also exists
14:07<TrueBrain>and BUILDCXX
14:07<nielsm>no youtube I still do not want to see videos of people, illegally and with huge risk to personal well-being, riding on the cars of freight trains
14:10*andythenorth is a bad person
14:10<andythenorth>I do watch hobo videos
14:16<pnda>How can I merge my fork with OpenTTD/OpenGFX?
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14:17<pnda>Actually found out myself
14:17<milek7>now it tries to configure using libraries from host
14:17<milek7>maybe on cmake it will be easier
14:18<pnda>Port readme.ptxt to If anyone wants to merge
14:21<TrueBrain>milek7: possibly you have to use HOSTCC .. I always confuse those
14:21<TrueBrain>and yeah, CMake cleans this uo
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14:34<V453000>I have to say that 1.9.0 startup screen is quite nice
14:35<@peter1138>Which one won?
14:36<DorpsGek_II>[OpenTTD/OpenTTD] fmaclen opened issue #7468: Interface Size: "Double size" is smaller than 1.8.0
14:36<V453000>the one that's there :D idk
14:37<@LordAro>peter1138: JGR, iirc
14:38<pnda>Do you guys know what would be nice? Have 3 winners, and the title screens just be random between the 3 of the winners. Could be cool for the 2.0.0 Update next year (Or 1.10.0, however it'll be called)
14:39<frosch123>the second best option won, the best one came in 5th
14:39<V453000>nice enough for a filthy patcher :P
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14:39<pnda>Is anyone actually maintaining the OpenGFX repo?
14:39<@LordAro>pnda: i recall an extremely ancient patch that moved the camera around the map of a title game
14:39<@LordAro>pnda: yes
14:40<pnda>Also that moving camera patch sounds quite nice. But I'd rather have random title screens.
14:40<nielsm>that could be interesting, place a bunch of magic signs on the title game that mark points of interest
14:40<frosch123>i think there was also a titlegame rotation patch
14:40<@LordAro>nielsm: that was how it worked
14:41<pnda>Or a titlegame which was fully run by an AI hmmmmm
14:41<nielsm>A, B, C1 C2 C3
14:41<nielsm>centers at A, centers at B, centers at C1 and pans across C2 and C3
14:49<Wolf01>Is NRT in trunk yet?
14:50<@peter1138>Re #7468, I think that's due to Windows doing UI scaling as well, with 1.8.0?
14:50<@peter1138>Wolf01, no.
14:51<@peter1138>Wolf01, also I need to fix up my no-sub-types branch, and then we need an indicative vote to see what's better.
14:51<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
14:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
15:01<@peter1138>_dp_, sadface
15:03<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
15:08<DorpsGek_II>[OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
15:10<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading
15:12<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
15:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
15:15<nielsm>that spam becomes even more confusing when everyone's user name has the same character length
15:17<DorpsGek_II>[OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
15:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0
15:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7468: Interface Size: "Double size" is smaller than 1.8.0
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15:28<andythenorth>so Steeltown
15:28<pnda>I rewrote the credits section. please check if I missed anyone ^^
15:29<andythenorth>^ just another 12 or so stations needed in that bit of the map
15:29<@peter1138>How's your station catchment
15:29<andythenorth>sometimes it's one tile too small :(
15:30<andythenorth>I could make all industries one tile larger :P
15:30*andythenorth wants overhead cableway for coal -> coke oven
15:31<andythenorth>like in Get Carter
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15:31<andythenorth>the book of Get Carter is actually set in Scunthorpe not Co. Durham
15:31<andythenorth>and one of the killings is done by rolling someone down the molten slag bank
15:33<V453000>nice andythenorth :D
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15:37<andythenorth>so how will Pipemania work then?
15:37<andythenorth>V453000 how do all the belts work in F? o_O
15:38<andythenorth>what limitations make them fun?
15:38<V453000>belts? Eh, they don't really have many limitations, kind of the opposite :D especially when I compare underground belts to tunnels in openttd, underground belts are insane
15:39<V453000>I think just seeing shit being moved is just fun by itself
15:40<V453000>apart from that, being easy to place is probably quite important
15:40<V453000>wtf :)
15:42<frosch123>andythenorth: the special thing about pipes is that they have two lanes
15:42<frosch123>and depending on the layout you take stuff on one side, or on the other
15:43<frosch123>nah, more like ships with two cargo compartments
15:43<frosch123>you can either refit them to the same, or to different things
15:43<andythenorth>ropeway 'wagons'!
15:43<V453000>them belts
15:43<frosch123>and some docks load/unload one or the other
15:43<V453000>hi f123000 :)
15:43<V453000>how are you ?
15:44<frosch123>too much work, too much meh work
15:44*andythenorth needs engineers, always :P
15:45<andythenorth>less meh
15:45<andythenorth>might be a brexit issue looming though
15:45<frosch123>you said you only hired native english who get your irony
15:45<andythenorth>oh yes
15:45<frosch123>or something
15:45<andythenorth>so what's the most stupid thing we could do with Pipemania?
15:47<@planetmaker>yo :)
15:47<@planetmaker>hello even
15:48<andythenorth>Fig. 17 Banana Carrier
15:49*andythenorth needs Bananas in FIRS
15:49<andythenorth>that music
15:49<@peter1138>Running 14 CivilAIs together, they often try to build the same routes, so end up blocking each other :D
15:52<andythenorth>you should run 16 :)
15:52<@peter1138>Hmm, lot sof broken roads
15:58<andythenorth>eh RopeCon
15:58<andythenorth>conveyor system, suspended on ropes
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16:24<@planetmaker> <-- well... rather the trains :P
16:25<Xaroth>somebody's been having too much fun with Factorio :P
16:30<@LordAro>"too much"
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16:49<Pikka>much too much
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16:51<seb__>i need help
16:52<Samu>what kind of help
16:52<seb__>can you transport goods from docks to a train station
16:53<Eddi|zuHause>both must be the same station (shared station sign, use ctrl+click for building the second station to merge them)
16:53<Samu>or unload and leave empty
16:53<Eddi|zuHause>and then you must use "transfer" orders
16:54<seb__>thanks very much
16:54<Eddi|zuHause>or set cargo distribution mode to asymmetric
16:54<seb__>my dreams can come true now
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17:06<Samu>I assume that savegame didn't help
17:07<Samu>or nobody had time to check
17:07<@peter1138>I assume nobody bothered to look because you already gave evidence that your machine is broken.
17:08<@peter1138>And also if it's not in master, it didn't happen.
17:09<Xaroth>planetmaker: you seen Satisfactory?
17:10<Samu>my machine was broken
17:10<Samu>never had issues ever since i changed psu
17:11<@planetmaker>Xaroth, I did. On youtube. Yet I'm not convinced... for some strange reason
17:11<Samu>why would it be a ram issue? I don't buy that
17:12<Samu>i dont get any other programs making weird errors
17:13<Samu>besides, the problems I used to have with my previous PSU were never related to ram
17:13<Samu>it was the GPU power cable, bad contact stuff
17:14<Samu>the PSU actually exploded, bought a replacement and never had issues with my system since then
17:15<@LordAro>Samu: problems can develop over time
17:18<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison opened issue #7469: Build and refit feature is not MP-safe, causes immediate desyncs
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17:21<Samu>oh no, that was something I was planning on using
17:21<Samu>rip build and refit
17:21<@peter1138>Something I suspected but forgot to get around to testing :p
17:22<frosch123>autoreplace stores the random seed at some point, and resets caches at the end
17:23<@peter1138>Yeah, that's where I'm looking :-)
17:28<DorpsGek_II>[OpenTTD/OpenTTD] brunom opened issue #7470: Runs as windows admin from installer
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17:39<Samu>glx, I think you mean (CompanyRemoveReason)GB(p1, 25, 7);
17:39<Samu>you have GB(p1, 25, 8)
17:39<+glx>no 8 bits starting at 25
17:40<+glx>so 25-31
17:40<Samu>I count 7 :(
17:40<@peter1138>25 + 8 is 33
17:40<@peter1138>25-31 is indeed 7 bits.
17:42<Samu>anyway, company remove reason is only 2 bits, why count that much?
17:42<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7379: Codechange: Use C++11 functions for threading
17:43<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading
17:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7471: Fix #7469: Desync when using build and refit feature.
17:44<@LordAro>that was quick
17:48<+glx>ok the old comment was wrong, companyID is 16..23
17:50<Samu>company ctrl action is also 2 bits
17:50<Samu>is there a special reason why you get so many bits?
17:54<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID
18:00<@peter1138>CI fail again?
18:02<@LordAro> well that was easy
18:02<@LordAro>(largely a hack, but)
18:03<@peter1138>THIS ISASIGN
18:03<@peter1138>Yeah :)
18:04<+glx>I requeued
18:04<Xaroth>planetmaker: it's quite fun, actually.. but it lacks long-term danger that Factorio has.
18:09<Samu>but but... why 16 bits for company ctrl action or 8 bits for company remove reason, they're only 2 bits each
18:10<+glx>the space is not limited, it's easier to work with 8bit blocks
18:13<Samu>does that increase performance at all?
18:13<Samu>just wondering
18:14<@LordAro>Samu: stop trying to microoptimise
18:14<@LordAro>but, yes
18:14<@LordAro>computers are better at dealing with whole bytes (or usually, 4 bytes) than individual bits
18:15<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7471: Fix #7469: Desync when using build and refit feature.
18:15<+glx>and if some bits are needed later it will be possible to reshuffle p1 anyway
18:17<_dp_>glx, my idea of fix was to remove CMD_CLIENT_ID altogether
18:17<_dp_>glx coz why's it even there
18:19<_dp_>commands are supposed to send correct data already and even if they don't p2 == 0 is a very shitty way to check that
18:19<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7457: Update: documentation updates from 1.9 branch
18:20<+glx>single player vs multi player I think
18:20<Eddi|zuHause>don't ever trust data sent from the outside
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18:21<_dp_>Eddi|zuHause, we trust everything but 0s anyway here :p
18:21<Eddi|zuHause>i'm not sure that's a good argument for anything :p
18:22<@LordAro>master branch doesn't have the luxury of being a closed system :p
18:23<Samu> should I open a PR removing this line?
18:23<@LordAro>probably not, no
18:24<+glx> <-- the only time a value other than 0 is passed is from the server
18:24<@LordAro>why do you want to?
18:24<Samu>because 90 degrees was removed for ships recently, wasn't it?
18:24<+glx>it's a left over
18:25<@LordAro>ah, well in which case, yes
18:25<@LordAro>cleanup: foobar
18:25<Samu>NPF may depend on it, i forgot, need to dig
18:26<@LordAro>yes, removed in #7232
18:26<@LordAro>so i'd be surprised if NPF depended on it
18:27<Samu>or was it ship cache, i remember some assert was caused because there was no tracks available for NPF
18:27<Samu>and a ship is lost on the last tile when ship was reaching docks
18:27<Samu>which would go away
18:27<@LordAro>didn't that get fixed?
18:27<Samu>thx to that line in code
18:28<@LordAro>either way, try it and see
18:28<Samu>brb, testing
18:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7471: Fix #7469: Desync when using build and refit feature.
18:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7469: Build and refit feature is not MP-safe, causes immediate desyncs
18:32<Samu>i know i had a savegame about it, searching through the pile
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18:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
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18:36<_dp_>how does anything but CLIENT_ID_SERVER get into p2?
18:37<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
18:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand()
18:45<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD
18:46<Samu>the ship cache, on the last tile, does some weird things
18:46<Samu>need to investigate
19:00<Samu>for yapf, it's fine, not perfect, but no lost ship popups as the last time I tried
19:01<Samu>it could do a 45 degree turn to reach the dock, but prefers to do a 90 degree
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19:06<Samu>ok, no asserts, the NPF crash was due to 90 degrees
19:07<Samu>it's no longer in NPF code, it can find a track
19:07<Samu>that means, line can be removed
19:07<Samu>line 512
19:08<Samu>yapf on dealing with destination_tile could be smarter though
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19:20<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7472: Cleanup 3f32711: Don't apply forbid 90 deg turn settings for ships.
19:20<Samu>first time using Cleanup if I'm not mistaken
19:21<Samu>waiting for (Linux commit-checker) approval :o
19:23<Samu>Linux commit-checker
19:26<Samu> Due by October 01, 2019 orly?
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19:49<_dp_>Apparently CMD_CLIENT_ID is never set to anything but server id
19:49<_dp_>surprisingly order backups that rely on it still work
19:49<_dp_>or at least I couldn't break them
19:50<_dp_>but that's mostly because their user check is redundant since if tile is the same it's gonna be same company anyway (removing depot resets backups)
19:51<_dp_>or, well, at least they aren't completely broken
19:51<_dp_>as I guess backups were supposed to be separate for each user but they're shared within company atm
19:56<_dp_>similarly OrderBackup::ResetUser doesn't rly do anything
19:58<_dp_>as I don't think it's possible to reset server user and he has all backups
20:11<_dp_>wait, or does it get client id somehow... but not always... I'm totally confused
20:11<_dp_>sleep time xD
20:15<Samu>glx, can I link to your branch in this PR?
20:16<Samu>bot marked it as stale, but it's not me who's working on it
20:18<Samu>or perhaps you can reply on the PR, I dunno. It's just that I'm not doing anything, I was waiting on you
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20:33<+glx>I think it's still incomplete, seems I never store the latest command
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22:00<Samu>got a crash log
22:00<Samu>about the mass popup window
22:01<Samu>what can you make of it?
22:02<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server.
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22:06<Samu>is it true that 1.9.0 isn't built with asserts?
22:06<Samu>that would mean I'd never experience these assert errors?
22:16<Samu>this is the assert that I'm spammed about
22:17<Samu>HandleMouseEvents()... intriguing
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23:00<Samu>if what the log says it's true
23:01<Samu>(local: 255) (current: 16)
23:01<Samu>then the assert was at
23:01<Samu>static inline bool IsLocalCompany()
23:01<Samu> return _local_company == _current_company;
23:05<Samu>line 1367 in openttd.cpp Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
23:07<Samu>kdtree crashed before the spam
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23:11<Samu_>OnTick_Station calls StationHandleBigTick which is where the station is deleted which makes kdtree crash
23:12<Samu_>and that is happening during current company being owner none
23:14<Samu_>HandleMouseEvents is called from the video driver which is in a separate thread, isn't it?
23:15<Samu_>which i could understand this better
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23:16<Samu_>the popup spam was caused by the video driver thread when kdtree crashed at the station ... does anything I say make sense?
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---Logclosed Fri Apr 05 00:00:43 2019