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#openttd IRC Logs for 2019-04-11

---Logopened Thu Apr 11 00:00:51 2019
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02:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg
02:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7493: Fix: Creating a cargo subsidy with a town as source was not considering min population. https://git.io/fjquC
02:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7493: Fix: Creating a cargo subsidy with a town as source was not considering min population. https://git.io/fjqeT
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02:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7498: Change: Consider any cargo with passenger town effect for passenger-type subsidies. https://git.io/fjquE
02:46<andythenorth>moin
02:47<andythenorth>very town
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03:19-!-ChanServ changed the topic of #openttd to: 1.9.1 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
03:19<@peter1138>o_O
03:19<Xaroth>Well then
03:20<@peter1138>You should have a C/C++ dev env on your main machine :p
03:20<@peter1138>VS is easy to install these days ;)
03:21<Xaroth>meh, effort
03:21<Xaroth>I'll just grab a vps and install it there
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04:10<@peter1138>Xaroth, or provide me with everything to test it myself.
04:10<@peter1138>Your instructions assume I have any idea how to access the API :p
04:15<Xaroth>git clone https://github.com/Xaroth/libottdadmin2.git ; cd libottdadmin2 ; git checkout rework-wip ; python3 examples/syncio_custom_client.py --host <ip> --password <admin_password> . It then starts chugging out log messages on the packets it receives. then reproduce in the client. But I have a save ready, so I'll just have my vps compile and loa
04:15<Xaroth>d that, should not take me long.
04:22<@peter1138>Ok
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04:27<Xaroth>everything's compiled, running some tests
04:27<Xaroth>will let you know
04:35<Xaroth>DEBUG:__main__.Client:Packet received: ServerCompanyUpdate(company_id=1, name='Chedston Transport', manager='P. Bloggs', colour=8, passworded=False, bankruptcy_counter=1, shareholders=[255, 255, 255, 255])
04:35<Xaroth>seems to work
04:36<Xaroth>will wait until the company gets removed.
04:39<Xaroth>DEBUG:__main__.Client:Packet received: ServerCompanyUpdate(company_id=1, name='Chedston Transport', manager='P. Bloggs', colour=8, passworded=False, bankruptcy_counter=2, shareholders=[255, 255, 255, 255])
04:39<Xaroth>so far so good
04:52<DorpsGek_II>[OpenTTD/OpenTTD] Xaroth commented on pull request #7492: Fix #7491: Send company update admin message when bankruptcy counter changes. https://git.io/fjqgP
04:52<Xaroth>Test results recorded, peter1138. lgtm.
05:03<@peter1138>It's right that there's no update, correct?
05:03<@peter1138>As the company is... gone.
05:03<@peter1138>Or should it?
05:05<Xaroth>correct
05:05<Xaroth>there's no update needed
05:05<Xaroth>There's no 'change' in the bankrupcy counter, the company just expires
05:05<Xaroth>so it would not make sense to send an update, to then remove the company
05:08<Xaroth>One could argue about the Economy update, but with it being sent just prior to removal means you have information on how the company performed on the moment of removal
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05:30<@peter1138>I guess Economy is periodic rather than every time it changes, otherwise you'd be spammed.
05:30<@peter1138>So that makes sense to be sent just before going tits up.
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05:37<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjq2l
05:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7497: Feature: Selective demolition tool. https://git.io/fjq2B
05:39<@peter1138>Started that review a while ago but had a meeting in between.
06:18<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fjqa3
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06:26<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLmR
06:27<@peter1138>m3henry, is there any way to make use of NULLs in the main codebase throw a warning/error?
06:28<@peter1138>m3henry, rebasing is getting awkward :-)
06:28<m3henry>Define NULL in stdafx.h to something that doesn't compile?
06:29<@peter1138>I mean... shouldn't it be in the repo then?
06:31<m3henry>Well there's one legitimate usage in src/video/win***.cpp
06:31<m3henry>because Microsoft hurr :,v
06:31<@peter1138>nullptr doesn't work there?
06:31<@peter1138>There's still NULLs within the cocoa driver too.
06:32<m3henry>Yeah, hIMC is a void*, but nullptr is rejected by msvc
06:32<@peter1138>And the settings stuff.
06:32<m3henry>3rd party fils were untouched
06:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjIo3
06:33<@peter1138>Yes. cocoa driver and settings is not 3rdparty though.
06:33<DorpsGek_II>[OpenTTD/OpenTTD] pirogronian commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqa2
06:34<m3henry>hmm, I did sed -e 's/\bNULL\b/nullptr/g', that should have got everything
06:36<@peter1138>I can fix it :)
06:36<@peter1138>Did too much got a couple of STR_nullptr :)
06:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqar
06:45<DorpsGek_II>[OpenTTD/OpenTTD] pirogronian commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqay
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07:13<@LordAro>perhaps the performance stuff should be stubbed out for release builds
07:14<milek7>i think performance of it is independent of current_clocksource
07:14<milek7>clock_gettime should use vDSO to read time
07:17<milek7>using ottd_rdtsc if available could be faster
07:17<andythenorth>Pikka bob I liked Pineapple trains :P
07:17<andythenorth>I never used them because $reasons, but I looked at the blog post pictures a fair bit
07:18<andythenorth>directly inspired Horse
07:18<Pikka>pineapple trains is silly
07:18<Pikka>seperate sprites for every CC, I mean what?
07:18<andythenorth>everything is silly
07:18<@peter1138>2100 is not really a lot :/
07:19<@peter1138>milek7, rdtsc doesn't measure real time though.
07:20<Eddi|zuHause><Pikka> seperate sprites for every CC, I mean what? <- must be a real idiot who had that idea...
07:20<@peter1138>Yup./
07:20<Pikka>definitely
07:20<@peter1138>It'll break my more-cc patch
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07:20<@peter1138>And my RGB-CC patch.
07:20<@peter1138>I think rgb-cc wins over more-cc, mind you.
07:21<@peter1138>http://fuzzle.org/~petern/ottd/rgbcc1.png < it has rainbows, after all.
07:21<Pikka>will it break it? or will it just mean everyone gets the dark blue trains and they don't cc? :)
07:21<@peter1138>If the separate sprites also have CC masks, that'll work.
07:21<andythenorth>nyan
07:22<Pikka>if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
07:22<@peter1138>Quite.
07:23<andythenorth>when are we doing liveries?
07:23<andythenorth>Horse 2.0 is dangerously close to done, and liveries mean I could stop and rebuild it
07:23<@peter1138>Hmm, I should rebase RGB-CC.
07:23<@peter1138>And then...
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07:23<andythenorth>liveries!
07:23<@peter1138>Make the new blitters work with it.
07:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVX
07:25<@peter1138>andythenorth, so variants?
07:30<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVy
07:31<@peter1138>Not even passed CI ;)
07:31<@peter1138>So lunch time yes?
07:31<@LordAro>yup
07:31<andythenorth>so variants peter1138
07:31<andythenorth>I had a terrible idea which Eddi|zuHause will forbid :P
07:32<andythenorth>if the right bit was set, we could permit cycling the variants on existing vehicles in depot using ctrl-click :P
07:32<@peter1138>Not just Eddi|zuHause.
07:33<@peter1138>Anyway, I thought variants are more for same-engine-but-slightly-different-spec, rather than just a new paint job.
07:33<milek7>0.28x, without performanceaccumulator it increased to 0.30x
07:33<@peter1138>milek7, that's barely anything.
07:34<@peter1138>Is that with the savegame I linked in the issue?
07:34<milek7>yes
07:34<@peter1138>I had a 50% performance increase.
07:35<@peter1138>0.24x -> 0.36x
07:35<@peter1138>Hmm, still looks small there :-)
07:36<@peter1138>Anyway, there is a "fix" but it requires reordering vehicle ticks, and apparently is *slower* for some people :/
07:37<@peter1138>#7248
07:37<@peter1138>Did you test with that, or just removing the accumulator?
07:37<milek7>removing accumulator
07:42<milek7>oh
07:42<milek7>0.19x with that patch
07:45<@peter1138>So slower for you.
07:45<andythenorth>peter1138: yes, variants are for that
07:46<andythenorth>I am just being a dick because liveries keep coming up
07:46<andythenorth>they're in a recent 'we broke it' GH issue
07:46<@peter1138>They're fixed now :p
07:46<andythenorth>there's a RUKTS release, which is a nice set, but afaict just doesn't actually work, because livery subtypes
07:46<andythenorth>and apparently the massive (and nice graphics) foamer Czech set is all magic cargos for liveries
07:47<@peter1138>Yeah
07:47<andythenorth>it's pretty much understood that adding magic cargos for liveries is The Thing To Do
07:47<@peter1138>It seems that cargo types don't dynamically allocate IDs.
07:47<andythenorth>they don't
07:47<andythenorth>this causes some interesting effects
07:47<@peter1138>MISunderstood. Be careful what you write, because some people take it as gospel.
07:48<andythenorth>https://github.com/andythenorth/firs/blob/master/src/economies/steeltown.py
07:48<@peter1138>It was not really intended to mix & match cargo types.
07:48<@peter1138>ECS is special cause it's all one thing.
07:49<andythenorth>well we can sort out the livery shenanigan mess with variants
07:49<andythenorth>I have a whole other set of whining about towns and town cargos :P
07:49<andythenorth>that will keep
07:50<milek7>hm, clocksource could affect if vDSO is in use
07:50<@peter1138>Temporarily they can fix that GRF order shit by using an unused cargo ID.
07:50<milek7>and hyperv one like it doesn't https://github.com/torvalds/linux/blob/8c2ffd9174779014c3fe1f96d9dc3641d9175f00/arch/x86/hyperv/hv_init.c#L55
07:50<@peter1138>There's 64 of them, should be simple enough...
07:50<andythenorth>they could all use 64 :P
07:50<milek7>https://blog.packagecloud.io/eng/2017/03/08/system-calls-are-much-slower-on-ec2/
07:50<andythenorth>I promise to not use it
07:51<@peter1138>I guess variants can be used for liveries.
07:51<milek7>so this is likely cause of slowdown
07:51<@peter1138>Maybe some flag for costs?
07:51<@peter1138>I dunno
07:52<andythenorth>variants seem pretty straightforward to me
07:52<andythenorth>just encapsulate vehicles in a group, decide which one is default, let author decide rest
07:52<milek7>you could check with
07:52<milek7>echo tsc | sudo tee /sys/devices/system/clocksource/clocksource0/current_clocksource
07:52<@peter1138>I know what my time source is.
07:53<@peter1138>I'm not concerned about my performance loss, but if regular users _without_ weird setups have performance issues, that needs to be looked into.
07:53<@peter1138>But it might not be the issue.
07:53<@peter1138>Peparamis are tiny these days :/
07:54<Eddi|zuHause> <peter1138> Temporarily they can fix that GRF order shit by using an unused cargo ID <-- GRM for cargos?
07:54<andythenorth>ouch
07:54<@peter1138>Does it exist?
07:54<@peter1138>Probably does.
07:54<Eddi|zuHause>i once understood how GRM worked
07:54<Eddi|zuHause>that was over 5 years ago
07:54<@peter1138>Nobody ever did that.
07:57<@peter1138>I know how it works, it's just not very nice :-)
07:57<@peter1138>But changing cargo types to be dynamic would probably break everything.
07:58<Eddi|zuHause>it's just another translation layer?
07:58<milek7>i meant to try forcing clocksource to tsc and test with that
07:59<@peter1138>Eddi|zuHause, but if it changes the behaviour of allocation to something unexpected...
07:59<@peter1138>milek7, well I can't right now :p
07:59<Eddi|zuHause>"echo tsc | sudo tee" <-- what's that weird construct for? wouldn't "sudo echo" suffice?
07:59<@peter1138>Eddi|zuHause, no
07:59<milek7>it would run echo as root as pipe would be still as user
07:59<Eddi|zuHause>that's why i do these things in a root shel... :/
08:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7491: Bankrupcy counter update does not trigger company update admin message https://git.io/fjt1T
08:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7492: Fix #7491: Send company update admin message when bankruptcy counter changes. https://git.io/fjtD6
08:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVX
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08:10<Artea>hello
08:10<Artea>I have an issue
08:11<Artea>Im using Dedicated Server and changed the engine_renew and seems still not working
08:12<Artea>using OTTD 1.9.1
08:12<@peter1138>Where did you change it?
08:13<Artea>in dedicated server
08:13<@peter1138>engine_renew is an odd one. It's actually per-company, so you don't change it on the server.
08:14<@peter1138>You can change the setting from a regular client connected as a company.
08:14<@peter1138>This is a UX fail :-)
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08:16<Artea>so is bugged when activated in dedicated server ?
08:16<@peter1138>It's not bugged, it's NOT a global setting.
08:16<Artea>hmmm
08:17<Artea>so how can I fix it ? shutdown the server and start again ?
08:17<@peter1138>No.
08:17<Eddi|zuHause>every player must set it for themselves
08:17<@peter1138>Change the setting from the company you with to enable autorenew for.
08:17<@peter1138>Yeah
08:18<Artea>its set on client ingame
08:18<Artea>but still notifications about old vehicles
08:18<Artea>I dont understand what Im doing wrong
08:21<@peter1138>Got enough money?
08:21<@peter1138>And are they able to reach depots?
08:22<Artea>yes, tons of money and its delivering the cargo
08:22<Artea>yes
08:22<Artea>everything seems ok
08:23<@peter1138>Is the engine still available to purchase?
08:24<Artea>yes
08:24<@peter1138>Ok, then I don't know. Maybe you have a savegame or something :p
08:24<Artea>is running from dedicated server
08:25<@peter1138>And?
08:25<Artea>nevermind, forgot the client
08:25<Artea>but can u join try to join ?
08:25<@peter1138>What version is it?
08:25<Artea>1.9.1
08:25<@peter1138>Well, actually, I can't now.
08:27<Artea>ok
08:27<Artea>Thanks anyway
08:43<Artea>notice now
08:43<Artea>than when we do auto-replacement
08:43<Artea>nevermind
08:46<milek7> Message: Assertion failed at line 213 of /root/OpenTTD/src/core/kdtree.hpp: next != INVALID_NODE
08:46<milek7>this is already known?
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08:48<@LordAro>yeah
08:48<@LordAro>#7481
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09:35<Samu>hi
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09:49<@peter1138>Hello.
10:01<@LordAro>is it?
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10:06<@peter1138>IS IT?
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10:06<@peter1138>IS IT!?
10:06<Samu>oh more conflicts :(
10:06<@peter1138>Wut no
10:06<@planetmaker>it is :P
10:10<nielsm>any opinions on 4 vs 5 lines? -- https://user-images.githubusercontent.com/1062071/55901554-d57ffe00-5bc9-11e9-9cf1-00dfa21a61e1.png vs https://user-images.githubusercontent.com/1062071/54077397-d9adb880-42b7-11e9-8606-d5a391d84bbf.png
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10:11<DorpsGek_II>[OpenTTD/website] auge8472 opened pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqK7
10:12<DorpsGek_II>[OpenTTD/website] auge8472 commented on issue #77: Download links in header too long https://git.io/fjqKb
10:14<DorpsGek_II>[OpenTTD/website] LordAro commented on pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqKN
10:15<@LordAro>nielsm: is "as many can fit" not an option?
10:15<nielsm>?
10:16<@LordAro>i.e. fit as many as it can on a line
10:16<@LordAro>NBSP could make that work
10:16<nielsm>not really no, since the window sizes based on the width of the longest line
10:16<@LordAro>but the window is resizable?
10:16<Samu>what is efficiency? hard to tell by just reading it
10:17<nielsm>only for trains, and that just changes how many cars are shown in the lower part
10:17<@LordAro>oh right
10:17<DorpsGek_II>[OpenTTD/website] auge8472 commented on pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjq6f
10:17<nielsm>or well, it does also size for other vehicles but the additional space is useless
10:17<Samu>is it usage %?
10:17<Samu>like usage %?
10:17<nielsm>I guess I'll keep it on one line for now
10:18<@LordAro>nielsm: in which case, 5 certainly looks less cramped
10:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
10:19<nielsm>Samu: delivered cargo*distance over capacity*distance
10:19<nielsm>read the description in https://github.com/OpenTTD/OpenTTD/pull/7353
10:20<nielsm>the trick is that distance in numerator and distance in denominator are different distances, the delivered distance is manhattan distance from pickup to dropoff, while capcity distance is actual path traveled distance
10:22<Samu>is it checked every tile
10:22<Samu>interesting
10:22<Samu>need to check how you did that
10:22<nielsm>yes it counts up as long as the vehicle is moving, or sitting idle
10:23<@planetmaker>nielsm, 5 lines looks slightly better to me
10:23<nielsm>ok I'll keep 5 lines then
10:23<nielsm>it just looks strange since it's been 4 lines since always :)
10:23<Artea>I use 3 lines in station
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10:25<nielsm>._. editing english.txt
10:25<Artea>3 tiles, I mean
10:26<Samu>i had a patch counting travelling tiles
10:27<Samu>for aircraft, which got rejected
10:27<Samu>Travel(x, y) i see
10:29<nielsm>then what about the vehicle lists... https://0x0.st/zZFU.png
10:29<nielsm>single line or make them all taller? or somehow dynamic?
10:29<nielsm>(yes you can sort by efficiency)
10:29<Samu>https://user-images.githubusercontent.com/43006711/53689655-57bb0e00-3d52-11e9-96d3-4a2db738d7d4.png
10:32<@peter1138>nielsm, more importantly, group efficiency? :)
10:32<Samu>it would start counting since takeoff
10:32<Samu>would reset every landing
10:33<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fjq6u
10:34<Samu>255/256 will never round up
10:34<Samu>100% not possible?
10:35<Samu>nvm
10:36<nielsm>added a todo list to the PR
10:38<@peter1138>That's a useful feature.
10:39<DorpsGek_II>[OpenTTD/website] auge8472 updated pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqK7
10:44<@LordAro>Samu: integer division always truncates (or, rounds down)
10:47<Artea>is Goal awards going be an internal feature ?
10:50<Samu>nop
10:51<Samu>it's a game script i think
10:53<Artea>yes
10:53<Artea>Bee Rewards
10:53<Artea>just wanna know if is going be OTTD internal feature
10:54<nielsm>it's not
10:54<Artea>it sux
10:54<Artea>because cannot use 2 game scripts at same time
10:55<@peter1138>Well, you can combine them...
10:56<Samu>that requires coding skills
10:58<@peter1138>That does, yes.
11:00<Artea>I have editing skills
11:00<Artea>but afraid to broke the game
11:00<Artea>for now I will stick with Bee Rewards
11:00<Artea>next startup of dedicated server will test the CashDrainGS
11:00<@planetmaker>you cannot break the game in principle when just editing a game script. Yet a particular savegame... yes. So do some testing on an uninteresting before you use it
11:01<Artea>yes, I have to check the game scripts
11:07<milek7>swapped R and B? https://i.imgur.com/KCtyGKe.png
11:07<Samu>I'm listening to pseudo-björk https://youtu.be/CiNsgYatuco
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11:11<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fjqi2
11:24<@peter1138>milek7, beautiful.
11:24<@peter1138>Samu, just listen to Björk.
11:26<@peter1138>Samu, https://www.youtube.com/watch?v=KhzgNnTt59Y
11:36<Samu>ah
11:36<Samu>before bjork was bjork?
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11:42<Artea>Samu: start a company :P
11:42<Artea>dont know how to send money from company to another ? :S
11:43<Samu>k
11:44<Samu>oh, inflation is on
11:45<Artea>yeah
11:45<Artea>testing inflation in long gameplay
11:48<Samu>wow it's been 8 years already... https://www.youtube.com/watch?v=KIiY-bYomoI
11:48<Samu>omg time flies
11:59<nielsm>oh hey my new 4k display arrived, time to install it
12:00<Artea>OTTD in 4k ? :o
12:01<Artea>would be nice :)
12:01<Samu>enjoy the lag
12:02<Samu>start a 4k map, fully zoom out, full screen
12:02<Samu>if you get more than 1 fps, you'rel ucky
12:02<Artea>:(
12:03<Samu>I meant nielsm
12:08<Samu>peter1138, Kerli - Love is Dead vs Björk - All is Full of Love
12:08<Samu>discuss :o
12:19<Samu>yeah i still prefer björk anyway
12:21<Samu>https://www.youtube.com/watch?v=Fhu2G-207Ko heh
12:21<Samu>Estonia vs Iceland
12:21<Samu>so they both promote their own origins
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12:24<Samu>(safe for work, probably)
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12:45<Samu>incoming björk moment in 10 seconds https://youtu.be/wXMeZwO2qZ0?t=147
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12:45<Samu>I'm too distractful today, I see
12:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4
12:57<Samu>bee rewards don't account for inflation
12:57<Samu>those rewards are too tiny
12:58<Artea>yeah
12:58<Artea>only works in first 10 years
12:59<Artea>I mean, first decades of the game
12:59<Artea>that's why I asked if would be a feature
13:00<Artea>the local and global goals
13:00<Artea>that is something new to me
13:00<Artea>didnt played OTTD for 2 years and some and was an older version because I was using Win2000 at the time
13:02<@planetmaker>it probably was designed to be played in games w/o inflation
13:02<@planetmaker>you can turn off inflation
13:03<Artea>in middle of game ?
13:03<Artea>I'm using dedicated server
13:03<Artea>to check stuff in long gameplay
13:03<Eddi|zuHause>yes, you can turn off inflation, but it won't undo the inflation that already happened
13:04<Artea>yeah
13:04<Artea>is awkward inflation in my game now
13:04<Artea>even I broke the AIAI
13:05<Artea>had to send a mail to owner of ai
13:10<@planetmaker>use of the forums thread usually is better
13:11<Artea>I dont remember my login
13:11<Artea>had to try that first
13:11<Artea>can u check the my server, planetmaker ?
13:11<Artea>I really need an opinion of how the game is going
13:12<Artea>feels awkward to me, hardcore to someone to join now
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13:12<@peter1138>nielsm, 4K? Now I'm jelly :(
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13:14<Wolf01>o/
13:16<nielsm>peter1138: please stay solid, can't have you wobble too much
13:20<Artea>hmmm
13:20<Artea>replace dont allow same vehicles
13:20<@peter1138>Nope, that's what... autorenew... is for ;)
13:21<@peter1138>Oh yes, I'm home now.
13:21<Artea>it sux
13:21<Artea>because most of vehicles is from ais
13:21<@peter1138>Hmm?
13:21<Artea>I bought at least 2 AIs companies
13:21<Artea>Im getting spammed alot about old and very old vehicles
13:22<@peter1138>Go on then, tell me what server you're on.
13:22<Artea>mine
13:22<@peter1138>Jeez
13:22<Artea>let me get u the address
13:22<@peter1138>Just need the name :p
13:22<Artea>84.91.140.29:13979
13:22<@peter1138>"portugal artea" i guess
13:22<Artea>yes
13:24<@peter1138>Connection lost.
13:25<Artea>Client #62 is dropped because it took longer than 2500 ticks to join
13:25<Artea>:(
13:25<Artea>I dont know the right numbers for ticks neither
13:26<Artea>Thanks for trying
13:27<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
13:31<Artea>peter1138: can u try again ? I changed the settings of ticks
13:31<@peter1138>The upstream bandwidth is pretty low, heh.
13:31<Artea>a little
13:33<@peter1138>Pause on join would probably help
13:36<Artea>that would take too long ingame
13:36<@peter1138>Swings and roundabouts
13:40<@planetmaker>Artea, pause-on-join... is especially good for servers (or clients) with low bandwidth. What do you need checking with?
13:41<@planetmaker>(and what version?)
13:42<Artea>Thanks
13:42<Artea>1.9.1
13:42<Artea>testing long gameplay
13:43<@planetmaker>in what way testing it?
13:43<Artea>and how inflation works on 1 century
13:43<Artea>or 2
13:43<@planetmaker>you want me to play a century long?
13:43<Artea>no
13:43<Artea>lol
13:43<Artea>but server will
13:43<@peter1138>realtime :D
13:43<@planetmaker>^^^ :D
13:43<Artea>Thanks peter1138
13:44<Artea>awkward command in console
13:45<@planetmaker>seeing the download speed or progress... I guess I'll be kicked before it's finished
13:45<Artea>nah
13:45<Artea>I changed the ticks
13:45<@peter1138>I do agree that that is a UX fail.
13:46<@peter1138>But if you'd done as I asked a few hours ago... ;)
13:46<@planetmaker>what?
13:46<Artea>engine_renew in console
13:47<Artea>I know, sorry peter
13:47<Artea>I barely go to settings
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14:02<@peter1138>`/win 36
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14:08<@planetmaker>hm, we have some funky cache problem: I joined a company and looked around. Got zillions of messages of old vehicles etc.
14:08<@planetmaker>I left the company and made a new one. And still get messages for vehicles of the old company
14:13<nielsm>and now time to tacke issues with UI scaling! https://0x0.st/zNrG.jpg
14:14<nielsm>like that newspaper being too narrow
14:14<nielsm>(it should be the width of the message portion of the status bar)
14:15<nielsm>query boxes also being hilariously narrow https://0x0.st/zNrD.png
14:15<@planetmaker>screen estate is precious! :P
14:16<@planetmaker>especially for modal dialogues
14:17<@planetmaker>and... we definitely should scale the "borrow 10k $(currency)" with inflation
14:17<@planetmaker>I should play more often on unusual settings :P
14:23<Artea>:D
14:23<Artea>I'm glad knowing my test server is helping in dev
14:26<Eddi|zuHause>planetmaker: i thought we already did that
14:27<Eddi|zuHause>or was that just the starting loan?
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14:27<@peter1138>nielsm, just do what andythenorth does and waste that HiDPI display by using pixel doubling...
14:27<Eddi|zuHause>i don't think i used that button without ctrl for a long time
14:28<Eddi|zuHause>we need a 1.5x UI scale, 2x is too much
14:32<nielsm>problem is you can't scale the icons by 1.5x
14:34<nielsm>also a funny effect with the dpi scaling manifest we're using: https://0x0.st/zNrh.png
14:34<nielsm>the window decorations are also unscaled
14:34<nielsm>(I'm running 150% scale atm)
14:46<@planetmaker>Eddi|zuHause, it doesn't seem so. I'm stuck with 20k here. Or ctrl+click = everything
14:46<@planetmaker>which is something one has to know :)
14:47<Eddi|zuHause>so the button should be changed to "x% of max loan"?
14:47<Eddi|zuHause>might get rounding issues
14:49<Eddi|zuHause>need to special case if you have less than x% loaned (because the step size increased since you took up the loan) or are less than x% away from max loan (because the max loan just increased)
14:50<nielsm>it should probably rather be every time inflation rate passes n*100 percent (or maybe 50 + n*100 percent) the loan increment changes by £10k
14:51<Eddi|zuHause>that's the same thing, as inflation and max loan are linear? (needs rounding, of course)
14:52<nielsm>yeah loan step follows inflation, but only in increments of £10k
14:53<nielsm>or maybe even some weird trickery with a 10k, 20k, 30k, 50k, 100k, 200k, 300k, 500k, ... series, somehow?
14:54<nielsm>(or to similar effect)
14:59<Eddi|zuHause>yeah, but still, you need to special case the last step of taking/repaying a loan, because it might not match a full step anymore
15:04<nielsm>loan_size = max(0, loan_size - repay_amount);
15:04<nielsm>loan_size = min(max_loan, loan_size + take_loan_amount);
15:08<Eddi|zuHause>i think you need to separate that for take and repay buttons
15:09<andythenorth>pixel quadrupling!
15:09*peter1138 attempts rebasing.
15:09<andythenorth>peter1138: I run my HDPI display at 4 pixels per pixel
15:09<@peter1138>Yes
15:09<andythenorth>and OpenTTD at 2x gui zoom
15:09<@peter1138>Because why have all those pixels.
15:09<andythenorth>because my eyes!
15:10<andythenorth>ha ha, I could switch it to 1680x1050 on a 13" screen
15:10<andythenorth>then increase the font size in the OS ;p
15:26<@peter1138>Hmm, should I make RGB colours use 7 bits instead of 8 bits?
15:26<nielsm>turns out tracking how long a train is waiting at a red signal is actually a really annoying problem
15:27<@peter1138>If I do that then I can pack both 8bpp colour and RGB into the same uint32.
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15:27<nielsm>in part because PBS and block signals are handled entirely different
15:28<nielsm>(when are block and "pre"signals going away?)
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15:33<@peter1138>Never :(
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15:39<nielsm>yeah this definitely seems to be counting at double speed when waiting at a block signal compared to a pbs signal
15:40<nielsm>there was a bugfix related to signal waiting times/reversing times recently wasn't there?
15:40<nielsm>anyone care to explain why the block signal causes v->wait_counter to count double? :(
15:46<nielsm>the "mode" parameter to TrainLocoHandler is pretty poorly named
15:49<@peter1138>:-)
15:49<@peter1138>I was going to say, that's probably why it's doubled :)
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15:53<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4
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16:09<andythenorth>cargodist, what do I do wrong? :(
16:09<@peter1138>s/i/e/
16:09<andythenorth>that too
16:10<andythenorth>as first world problems go
16:10<andythenorth>it's really irritating that cdist can't serve two routes from one station
16:10<andythenorth>for the same cargo
16:10<andythenorth>without a latency of up to about 12 months
16:10<@peter1138>Should I rewrite #7464 to not depend on #7467?
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16:14<andythenorth>could we have a button on stations, 'force cdist to update'?
16:16<Samu>more conflicts t.t
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16:23<@planetmaker>what does the number in front of the (station) rating mean?
16:23<@planetmaker>rather cargo rating
16:23<@planetmaker>monthly supply... hm
16:24<@planetmaker>that changes a lot
16:29<andythenorth>it bounces around every few ticks
16:29<@planetmaker>hm, interesting how different it is for the stations
16:30<@planetmaker>and interesting how difficult it is to find a RV depot in a town...
16:30<andythenorth>I have never filed an issue for this cdist problem
16:30<andythenorth>I did test a bunch of patches from fonso for it
16:30<andythenorth>but inconclusive
16:30<Samu>wait 885 days
16:30<Samu>something resets or so
16:30<andythenorth>that sounds plausible
16:31<@planetmaker>but proper transparency settings help a lot
16:31<andythenorth>planetmaker: don't they :)
16:36<Artea>Samu
16:36<Artea>go waste some money :P
16:37<Samu>sec, i'm rebasing stuff
16:38<Samu>oh, new game?
16:40<Artea>nop
16:41<Samu>made 2 ships on the worst possible coal mine
16:41<Samu>:(
16:42<Artea>:/
16:43<@peter1138>Rebased, now to fix the NULLs :D
16:43<@peter1138>Oh, not many. Cool.
16:48<Samu>.obm files have NULLs too
16:49<Samu>obm obg obs
17:01<@peter1138>No they don't.
17:01<@peter1138>They're not soruce code.
17:02<@peter1138>Nor source.
17:05<@LordAro>there are some inside squirrel_export.{awk,vbs}
17:06<@peter1138>I've just done them :-)
17:07<@LordAro>:)
17:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSa
17:10<@LordAro>peter1138: wonder whether it'd be worth replacing res == nullptr with !res ?
17:11<@peter1138>It's always been our policy to not treat pointers as boolean.
17:11<@LordAro>very good
17:11<@planetmaker>hm... conditional order: last year earnings
17:12<@planetmaker>not an option currently
17:15<Artea>seems game need more ships
17:15<Artea>64 km/s is nothing :(
17:15<@peter1138>Ships Woo!
17:16<Artea>112 km/s
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17:16<@peter1138>I mean, for a ship, that's actually pretty damn fast.
17:17<Artea>at 300 km/s
17:17<@planetmaker>squid... or fish
17:17<@peter1138>I had a patch to allow them to go faster but... it was pointless :D
17:17<@planetmaker>for ships... that's insane fast
17:17<Artea>to stay at same level as aircraft and maglev trains
17:17<@planetmaker>nah...
17:18<Eddi|zuHause>ship speed factor similar to plane speed factor?
17:19<@planetmaker>I don't think it's needed... ships are also pretty brain dead. But much slower than planes
17:20<Artea>my Ferry made 2,7M last year
17:20<Artea>not much as the price it was
17:21<Artea>2 years to pay
17:21<@peter1138>So?
17:21<@peter1138>That's still a good return :)
17:21<Eddi|zuHause>"608 files changed, 9303 insertions(+), 9581 deletions(-)" <-- how can i make git hide the detailed report on pull?
17:22<@peter1138>Don't pull?
17:22<Eddi|zuHause>"src/widget_type.h | 4 +-" <-- i don't need to see that
17:22<Eddi|zuHause>and i don't need to see 600 lines of that
17:22<@peter1138>git checkout master && git fetch upstream && git reset --hard upstream/master
17:23<@peter1138>Or just ignore it. It's not like it matters.
17:23<Eddi|zuHause>surely there must be an option for that
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17:23<@peter1138>-q probably
17:23<@peter1138>or -n
17:23<@peter1138>I recommend looking at the help files.
17:23<@peter1138> Show a diffstat at the end of the merge. The diffstat is also controlled by the configuration option merge.stat.
17:24<@peter1138>Maybe? *shrug*
17:24<@LordAro>RTFM ;)
17:25<Artea>year 2100
17:25<Artea>:D
17:25<Eddi|zuHause>but that's in the "merge" section... this is a ff pull
17:25<Eddi|zuHause>how am i supposed to know whether that applies?
17:26<@LordAro>try it and see?
17:26<@LordAro>google also helps :p
17:27<Eddi|zuHause>also it doesn't say what settings i can put in merge.stat... on|off? true|false?
17:29<Eddi|zuHause>i also have no pull to test with
17:30<@peter1138>git reset --hard HEAD~5 && git pull ...
17:32<Eddi|zuHause>uhm... not doing that :p
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17:35<@LordAro>switch to master, then do it?
17:38<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSb
17:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSa
17:43<Samu>uh oh, more conflicts?
17:43<@peter1138>Unlikely.
17:44<Eddi|zuHause>now i have something to test :p
17:44<@peter1138>You should learn to git harder ;)
17:44<Samu>i have too many branches :(
17:44<Samu>need to delete some
17:45<@peter1138>If you say so.
17:45<DorpsGek_II>[OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool. https://git.io/fjq82
17:46<Samu>I don't know what to do about the rejected branches
17:46<Samu>they're pilling up
17:48<@LordAro>either delete them, or merge them into a "samu special stuff"
17:48<@LordAro>imo
17:49<@peter1138>SamuPatchPack?
17:49<Samu>aha
17:49<@peter1138>We could have Meaningful Vote 5: Samu-edition.
17:49<@peter1138>How many times will Samu submit the same PR...
17:52<Samu>https://github.com/SamuXarick/OpenTTD/branches/yours?page=1
17:52<Samu>3 pages of branches
17:54<Samu>opf is removed, so i'm gonna delete that
17:58<Samu>deleted 9 branches
17:58<Samu>cool
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17:59<DorpsGek_II>[OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool. https://git.io/fjq82
18:06<@planetmaker>I need diagonal stations :P
18:09<@peter1138>I had a patch for that ;)
18:09<Eddi|zuHause>i know a person who had a patch for that
18:09<Eddi|zuHause>dangit, too slow :p
18:11<DorpsGek_II>[OpenTTD/OpenTTD] stormcone commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjq9z
18:20<Samu>hmm, this could be reopen, now that there's a ship cache https://github.com/OpenTTD/OpenTTD/pull/6928
18:20<Samu>what do u think?
18:23<@LordAro>ship cache wouldn't affect that at all
18:23<@LordAro>given... it wouldn't be cached
18:24<Samu>oh, right
18:24<Samu>i nearly forgot
18:26<Samu>deleted a grand total of 10 branches
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18:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjqHc
18:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjqHC
18:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7497: Feature: Selective demolition tool. https://git.io/fjqHW
18:43<@peter1138>Hm, spam :p
18:47<@planetmaker>for the pax network I built sth like cargodist active would be better
18:53<DorpsGek_II>[OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool. https://git.io/fjq82
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19:18<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD https://git.io/fjqHy
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19:43<Samu>I didn't PR this, or did I? https://github.com/SamuXarick/OpenTTD/commit/6f2d85d5b8f2bc5935ce968d7f6f57228548da20
19:46<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7501: Use std::sort() when it's possible https://git.io/fjqQt
19:50<Samu>Can't remember why I didn't do a PR
19:50<Samu>it looks ready, it's collecting dust
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20:06<Samu>I'm gonna PR, and wait for the innevitable won't implement :(
20:07<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
20:07<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz
20:15<Samu>the invisible whitespaces :|
20:27<Samu>if (!(st->facilities & FACIL_AIRPORT) != 0) return false;
20:27<Samu>clang is complaining about this, why?
20:29<+glx>because you compare bool to 0
20:30<Samu>warning: logical not is only applied to the left hand side of this comparison [-Wlogical-not-parentheses]
20:30<+glx>yes
20:30<Samu>that's the intention
20:30<+glx>you are doing (!(xxx)) != 0
20:31<+glx>comparing true/false to 0
20:31<Samu>i want a false to be true so i can return false
20:31<Samu>what do i do then
20:31<+glx>(st->facilities & FACIL_AIRPORT) == 0
20:32<+glx>just invert the test
20:32<+glx>don't add a random !
20:36<Samu>clang is obnoxious
20:36<Samu>it is able to generate 3 warnings for 1 single thing
20:37<Samu>but ok, im fixing it
20:37<+glx>no it's right, your code was clearly wrong
20:37<Samu>it was working
20:37<+glx>doesn't mean the code was correct
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20:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7502: Feature: Allow or disallow large aeroplanes to land on airports with short runways https://git.io/fjqQu
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21:35<Samu>what's the point of Google Stadia
21:42<Supercheese>Google trying to control yet another market
21:42<Supercheese>they plan to monopolize everything eventually
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22:34<Flygon>Problem: Most people don't have good enough net connections to make Stadia useful. :D
22:34<Flygon>Never mind how sensitive to timing lag a lot of games are.
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---Logclosed Fri Apr 12 00:00:53 2019