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#openttd IRC Logs for 2019-04-30

---Logopened Tue Apr 30 00:00:19 2019
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02:48*andythenorth pixels
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03:12<@peter1138>Such many.
03:12<@peter1138>Hmm, probably ought to head to work.
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03:26<andythenorth>at least 9000 pixels
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04:01<@peter1138>He's back.
04:01<@peter1138>I'm back.
04:01<@peter1138>We're ALL back.
04:05<V453000>well fuck
04:05<V453000>I found a pretty great pixel art tool for ipad
04:13<andythenorth>got the pencil?
04:15<@LordAro>so it has come to this
04:15<@peter1138>To what?
04:22*peter1138 plays with Typora.
04:25<@LordAro>peter1138: to this.
05:19<V453000>andythenorth: yes ... though I must admit I did push pixels with my filthy fingers in the morning
05:21*andythenorth obsessing about trains
05:21<V453000>I should play IH
05:21<andythenorth>it's rubbish
05:21<andythenorth>nah actually it's the vehicle set I'm most proud of
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05:24<andythenorth>so how to use vehicle variants...just liveries? Or other visual changes?
05:24<andythenorth>or same appearance, different stats?
05:24<andythenorth>peter1138 ^ such and very :P
05:45<Eddi|zuHause>different stats probably will always cause issues with autoreplace
05:46<V453000>andythenorth: regarding all the different wagons?
05:47<V453000>I'd certainly love some randomness in visuals, but simplicity to use (for example 1 wagon for each cargo, randomize graphics for it)
05:51<Eddi|zuHause>V453000: randomized look works already, but sometimes gets annoying when you want a certain uniform look.
05:52<V453000>well there is random and random :)
05:52<V453000>crazy different and coherent
05:53<Eddi|zuHause>the proposed "variants" would allow for a gui element in the purchase menu to select which look you want (and also other things, like different number of articulated parts)
06:03<Eddi|zuHause>particularly, they should avoid the need to abuse refit subtypes for this kind of vehicle variation
06:08<@peter1138>andythenorth, I really can't be arsed to work on anything new while I have so much other stuff on.
06:08<@peter1138>andythenorth, I did start it, I have a local branch, etc, etc...
06:30<@peter1138>Hmm. I killed it.
06:55<Artea>Cyberdemon ?
07:58<andythenorth>peter1138: start moar stuff! But no, I understand :)
07:58*andythenorth should finish _something_
07:59<@peter1138>Well, I merged a load last night.
08:02<andythenorth>I just keep starting more new stuff :P
08:02<andythenorth>up to a point, it's totally valid
08:02<andythenorth>until it becomes a plague :P
08:03<@peter1138>Maybe I should merge NRT while nobody is looking.
08:03<andythenorth>tree, falls, forest
08:05<andythenorth>anyway, doing an extra type of box car
08:05<andythenorth>just to get grey doors + roof
08:05<andythenorth>sounds like variants to me :P
08:05<andythenorth>simple answer: do something else for now :P
08:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
08:13<andythenorth>send him a gif
08:14<DorpsGek_II>[OpenTTD/OpenTTD] kiwitreekor opened pull request #7552: Fix: Crash on waypoint selection window
08:14<@peter1138>Yay, another bug :/
08:14<@peter1138>It's almost like I didn't test it :(
08:15<@peter1138>Oh but it's a PR. Nice.
08:15<@peter1138>type_traits, ooh.
08:20<DorpsGek_II>[OpenTTD/OpenTTD] kiwitreekor updated pull request #7552: Fix: Crash on waypoint selection window
08:26<@LordAro>not the usual way we've gone about it...
08:28<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7552: Fix: Crash on waypoint selection window
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08:54<DorpsGek_II>[OpenTTD/OpenTTD] kiwitreekor updated pull request #7552: Fix: Crash on waypoint selection window
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08:57<DorpsGek_II>[OpenTTD/OpenTTD] kiwitreekor commented on pull request #7552: Fix: Crash on waypoint selection window
09:01<@LordAro>peter1138: no more type_traits!
09:16<andythenorth>SYL is a bit of a twat
09:18*andythenorth onwards
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09:32<spnda>Uhm I'm trying to do some stuff with nml, but I can't get the program to find my ply module. I just did 'pip3 install ply', or are there other steps required?
09:34<andythenorth>that should be enough for ply
09:35<andythenorth>all other things being equal :P
09:35<spnda>I even did a manual installation and I still just get this: No module named 'ply'
09:36<Samu>Round 13 begins
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09:43<andythenorth>spnda it will be solvable, but right now I can't dig into python packaing problems :P
09:43<andythenorth>packaging *
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09:49<andythenorth>too many intermodal ideas
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10:17<spnda>oh now suddenly PIL is not found... what is this
10:18<@Alberth>wrong python version?
10:19<andythenorth>wrong python, wrong virtualenv, wrong path ?
10:19<@Alberth>o/ andy
10:19<andythenorth>this stuff is why I have virtualenvs
10:20<@Alberth>I only have 1 serious Python :)
10:22<spnda>Python 3.7.3 32-Bit
10:22*andythenorth biab
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10:23<spnda>Oh hey 3.7-32 works fine now huh but I can't use it normally whyyyy
10:27<@Alberth>what is normally?
10:27<@Alberth>in particular which version?
10:30<Samu>check this out
10:31<@Alberth>onedrive? no thank you
10:31<Samu>it's a excel document
10:31<@Alberth>runs 25 ziliion scripts
10:32<Samu>about the tournament, the first 12 rounds
10:32<spnda>Alberth, it's currently defaulting to Python 2.7.6, which I never installed myself.
10:32<@Alberth>system python probably
10:33<@Alberth>so type "python3" instead :)
10:33<spnda>tried that already
10:33<spnda>'python3' is not recognized as an internal or external command,
10:33<@Alberth>rename the executable?
10:34<@Alberth>or is it not on the path?
10:34<spnda>I renamed the exe, that works. thanks
10:34<@Alberth>not entirely to the BDFL guidelines, but it works :)
10:35<@Alberth>alternative is to find out what uses python2, and ditch that :p
10:35<@Alberth>it's almost dead anyway :p
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11:01<Samu>WormAI vs NoNoCAB
11:01<Samu>if you win, you also lose
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11:40<Samu>WormAI lost
11:41<Samu>really bad
11:55<Samu>RoadRunner is a mean competitor
11:56<Samu>it strangles your road connections with mass vehicles, massive jams
11:56<Samu>its not even good for himself
11:58<Samu>Terron vs RoadRunner is really interesting
11:58<Samu>they're nearly tied
11:58<Samu>the whole time
12:00<Samu>67% for both
12:00<Samu>this will be real close
12:03<Samu>RoadRunner is pulling ahead, Terron is wasting money on dumb stuff
12:04<Samu>ah, right, Terron is that AI that sells vehicles when they're 2 years old or so, no wonder
12:04<Samu>total waste of money
12:08<Samu>RoadRunner wins
12:08<Samu>Terron bad use of money
12:08<Samu>RoadRunner isn't nice either, likes to jam
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12:39*peter1138 does important things like playing Brutal Doom. Still.
12:41*andythenorth does work
12:41<andythenorth>and dras habfiss vans
12:41<andythenorth>draws *
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12:49<andythenorth>maybe haps
12:49<Samu>shipai crashed with cpu valuator
12:50<@peter1138>Local comedy festival... the Tringe...
12:50<Samu>i thought it was fixed
12:50<@peter1138>Looks good, nice acts. Brett Domino, etc...
12:50<@peter1138>Clive Anderson..
12:50<Samu>the author said it in the topic
12:50<@peter1138>£150 for a ticket.
12:50<@peter1138>Yeah, no.
12:51<@peter1138>That's a "see everything" pass, mind you, but that only works if you can go there all the time. (It's spread over a couple of weeks)
12:52<andythenorth>I would like, e.g. to do these with CC doors and with silver doors
12:53<andythenorth>I can do it on flip, but I am using that to swap 1CC and 2DD :P
12:53<andythenorth>2CC *
12:53<@peter1138>Cargo subtypes!
12:54<andythenorth>pls tell me moar
12:54<andythenorth>send me the codez
13:02<DorpsGek_II>[OpenTTD/OpenTTD] ldpl opened issue #7553: Game crashes if gamescript has more than 2048 strings
13:05*_dp_ was hunting that damn crash for ages
13:07<@peter1138>Thanks for a nice test case.
13:07<andythenorth>openttd pegs the WindowServer process on macOS, even if paused and/or minimised :)
13:07<andythenorth>that's even before I try it on 10.14 :P
13:07<@peter1138>What's a WindowServer process?
13:07<andythenorth>approximately, draws the screen
13:07<andythenorth>and more
13:09<andythenorth>I killed OpenTTD and it drops from 65% of CPU to 16%
13:09<andythenorth>it's not uncommon, running YT videos or lots of browser tabs also pegs it
13:10<_dp_>yw, now need figure out why the fuck do I have 2048 strings xD
13:11<@peter1138>It's crashing at TAB_SIZE (2048) but TAB_SIZE_GAMESCRIPT is TAB_SIZE * 32. Hmm.
13:11<_dp_>peter1138, GameStrings::Compile allocates only 1 tab
13:13<@peter1138>I don't really understand what all these structures are for any more.
13:13<@peter1138>Pretty sure they're mostly relics from long-gone C days.
13:14<_dp_>well, I've no idea either
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13:17<@peter1138>Changing that to 32 makes it not crash, but I don't know if that's the same as working.
13:18<@peter1138>And of course, if you go to 65536 strings...
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13:27<@LordAro>should be a range check, regardless
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13:33<@peter1138>It is.
13:34<Wolf01>Friday, finally :P
13:44<@peter1138>Yes, again.
13:48<DorpsGek_II>[OpenTTD/OpenTTD] stormcone commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
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13:48<+glx>ok let's try #7553
13:52<@peter1138>Already looking, but okay :p
13:52<+glx>2 looks can't be bad
13:53<+glx>it must be something weird because part of the code is used in strgen without issue :)
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14:33<@peter1138> glx, just a simple bounds check, to be honest.
14:51<Wolf01>Why is it so cold? There were 25°C, now there is SNOW
14:54<@Alberth>because there is snow?
14:54<Wolf01>There is snow because it's cold
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14:57<V453000>lol wot
14:58<@peter1138>What is snow?
14:58<@peter1138>Yes, he's a fairly decent journalist.
15:01<+glx>hmm static const uint TAB_SIZE_GAMESCRIPT = TAB_SIZE * 32; but StringData data(1);
15:03<+glx>indeed there are many missing checks, but we could reserve more than 2048 strings
15:04<+glx>theorically openttd assumes gamescripts can have 65536 strings, but gamescript has only 2048
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15:16<DorpsGek_II>[OpenTTD/OpenTTD] Gymnasiast commented on pull request #7544: Fix #7481: Don't modify oil rig stations during removal
15:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7552: Fix: Crash on waypoint selection window
15:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7552: Fix: Crash on waypoint selection window
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15:46<+glx>this should be enough to not crash
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15:49<V453000>yayyyyy 78k lines of code :D clearly getting more efficient!
15:49<V453000>not. ._.
16:09<Eddi|zuHause>depending how you count, CETS is 2k lines or 100k lines
16:10<Eddi|zuHause>> wc -l cets.nfo
16:10<Eddi|zuHause>332787 cets.nfo
16:11<V453000>wtf my vehidle shows 168 capacity in the purchase menu, but the purchase_cargo_capacity is 108
16:11<V453000>how :d
16:12<Eddi|zuHause>also, there's some *2 factors in certain situations
16:12<V453000>well it is dual headed
16:12<V453000>but still, 108 does not multiply into 168
16:12<V453000>OH I REMEMBER
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16:13<V453000>it adds with the cargo_capacity from properties :D
16:13<Eddi|zuHause>purchase capacity for the first part, regular capacity for the second?
16:14<Eddi|zuHause>that sounds like some kind of bug
16:14<Eddi|zuHause>could warrant a ticket with a test case
16:16<V453000>I guess that could be what is happening yes
16:20<V453000>purchase_cargo_capacity: 108-60;
16:20<Eddi|zuHause>that's not really helping :p
16:21<V453000>yeah I'll investigate later and make an eventual bug report
16:24<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7554: Fix #7553: validate the number of allocated strings
16:26<@peter1138>When you spend time diagnosing why a savegame is corrupted...
16:26<@peter1138>When you realised it's because it was made in a different branch and so doesn't get converted.
16:29<andythenorth>V453000: 78k barely trying
16:30<andythenorth>all written by hand though?
16:30<V453000>most of it yes
16:30<andythenorth>ok respect for that
16:31<andythenorth>Horse is 136k lines
16:31<andythenorth>but mostly whitespace :P
16:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
16:32<V453000>yay my soul is free for a short time again :D new nuts iz done
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16:35<Wolf01>I still read "merged" as "updated"
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16:40<+glx>oh nice CI is broken
16:53<spnda>to andy and v453000, my biggest GRF is only 2655 lines long and I thought that was fairly long...
17:00<andythenorth>I'm cheating
17:00<andythenorth>generated code
17:01<V453000>hm :)
17:01<V453000>anyway, good night :)
17:01<V453000>lets see how much people h8
17:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
17:03<Samu>eitch eight
17:04<+glx>and CI failure started with nightly
17:16*andythenorth looks
17:18*andythenorth not finding much useful
17:18<andythenorth>mac jobs dead
17:19<+glx>yeah I noticed that :)
17:19<+glx>probably an issue on azure side
17:19<andythenorth>no logs
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17:31<apple_lover_12345>hello! does anyone know if there are any newGRFs that pertain to giving vehicles orders?
17:32<@peter1138>That doesn't sound like the job of a NewGRF.
17:33<+glx>maybe gamescript
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---Logclosed Wed May 01 00:00:20 2019