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#openttd IRC Logs for 2019-06-29

---Logopened Sat Jun 29 00:00:45 2019
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02:23<reldred>Hmm, this action2 chain wasn't too bad to write in the end
02:23<reldred>a lot easier when it's not 4am and you're sober
02:35<LordAro>reldred: weird that
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03:27<reldred>LordAro: to be fair it took being drunk at 4am to come up with the logic for the action2 chain, but yes, it took being sober to actually implement it...
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03:56<andythenorth>isn't it though
04:14<reldred>time to learn git
04:15<nielsm>or "git gud" as it's called ;)
04:15<reldred>well my makefiles are working a lot better now
04:15<reldred>nested includes working nicely
04:16<reldred>so I only have to write action2 chains once >:D
04:16<andythenorth>winner winner
04:16<reldred>a lot less errors from nforenum when I process
04:40<reldred>well, the garbage is up on intertubes
04:58<peter1138>My Windows tablet just updated.
04:59<peter1138>Welcome to the April 2018 update
04:59<peter1138>Oh dear.
04:59<reldred>May 2019 made my surface go feel a bit snappier
04:59<reldred>might just be the drugs though
04:59<peter1138>It is downloading cumulative updates for version 1803, so it is actually on the April 2018 update!
05:00<peter1138>This is an HP 7 tablet, kinda small and chunky. And slow.
05:01<peter1138>I can't remember if it started life with Windows 7 or 8.
05:05<reldred>I like the surface go
05:05<reldred>good little slab
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05:23<reldred>sigh, now the fun part of testing
05:23<reldred>sitting and watching a town on fast forward for a few decades
05:23<reldred>Wolf01: aloha
05:30<+michi_cc>peter1138: Any opinions on PRs #7627 and #7628?
05:30<reldred>Is there any limits on how many newobjects can be spawned onto a map? I'm wondering if I should start doing silly things with them next
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05:50<reldred>Sigh damnit I've got an edge case that's causing one of my buildings to sit and just animate through its construction stages -_-
05:56<andythenorth>North American Buildings!
05:57<andythenorth>michi_cc: any opinions on PR :)
05:58<+michi_cc>Haven't really looked at the code, but I like the idea.
05:59<andythenorth>reldred: I should start American Iron Horse no?
05:59<reldred>oooh neat
06:00<andythenorth>so many other projects :P
06:00<reldred>that's oooh neat to both american iron horse and multi tile docks btw
06:00<reldred>arguably leaning more in favor of the choo choo trains :P
06:01<reldred>an updated polished up version of NARS would be nice
06:02<andythenorth>give me a couple of years :P
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08:39<peter1138>Is it lunch time yet?
08:39<reldred>it's always lunch time somewhere
08:39<reldred>not here though
08:39<andythenorth>probably lunch time
08:39<andythenorth>I have coffee with sugar in
08:39<andythenorth>can that be mistaken for lunch?
08:40<peter1138>Why would you ruin coffee with sugar?
08:40<andythenorth>normally I wouldn't
08:40<andythenorth>but I was hungry
08:40<andythenorth>is it too sunny to merge some PRs?
08:42<reldred>the stars are not in alignment. you can't see them yet but give it some time.
08:43<reldred>ahhh I think I fixed my disco flicker building
09:00*andythenorth naming ships
09:13<reldred>ahah, so action2s for houses support multiple sprites per tile since like forever
09:13*reldred smacks forehead
09:14<andythenorth>yes :)
09:14<reldred>yeah, trying to figure out how better to handle the Chicago School varients of which there are far too many
09:14<reldred>problem is I received them in already assembled form
09:15<reldred>but I want more variety and to mix and match the larger CS buildings with smaller buildings
09:15<reldred>maybe even get one of the tall deco buildings in there for the available combinations.
09:24<andythenorth>photoshop time?
09:24<reldred>Pretty much
09:24<andythenorth>peter1138: have you fixed my Horse sprite offsets yet? o_O
09:31<reldred>damnit so I'd still have to assemble all of the combinations and make a seperate extended action 2 for them and then randomly choose between those?
09:32<reldred>here I was hoping I could point the building sprite number at a random action2
09:32<reldred>but no it points at the action1
09:42<reldred>could I just make a varact2 that has two valid matche? or would that break the universe?
09:42<reldred>or would only the first match get used?
09:42<andythenorth>I haven't done houses
09:43<andythenorth>is it action 3 -> action 2 -> action 1?
09:43<andythenorth>random varact 2?
09:43<andythenorth>should work
09:43<reldred>that's the point though, I want to layer two buildings on one tile but have each building be determined randomly
09:44<andythenorth>so there might be 4 combinations>?
09:44<reldred>from what I can see though even though I can declare two action1's on an action2 that still means I have to create an action2 for each possible combinations
09:44<reldred>Oh we're talking already 8*16 combinations already in the current setup
09:44<andythenorth>I would expect so
09:45<reldred>with the 8 being 8 seperate action0 buildings.
09:45<andythenorth>combinatorial sprites means combinatorial action 2s iirc
09:45<andythenorth>just automate it all :P
09:45<reldred>oh I'm nowhere near that smart :P
09:47<andythenorth>neither am I :P
09:47<andythenorth>but I automate all the newgrf stuff
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09:54<reldred>yeap just confirmed if you have multiple matches in a varact2 it uses the first match
09:54<reldred>bugger I was hoping I could be a smartarse with that
10:08<snail_UES_>can depots be coded so that they’re covered with snow when needed? like stations?
10:09<reldred>Don't think so
10:10*andythenorth checks GH issues
10:10<andythenorth>snail_UES_: ^
10:22<snail_UES_>andythenorth: from MB’s screenshot, I understand it’s possible?
10:25<snail_UES_>but the issue was closed? so the terrain will always be snowless...?
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11:12<andythenorth>looks that way
12:02*andythenorth FIRS
12:02<andythenorth>snail_UES_: done any French wagons yet? o_O
12:03<snail_UES_>andythenorth: the narrow gauge set has been complete for a while now :)
12:03<andythenorth>I mean SG :)
12:03<snail_UES_>hahaha, don’t hold your breath
12:04<snail_UES_>I had started the SG set a few months ago, but then I got the idea of diversifying the NG depots a bit :p
12:04<andythenorth>there's always a distraction :P
12:04*andythenorth has too many
12:04<snail_UES_>and in any case I’ll do the SG steamers first
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12:15*andythenorth wonders if we could have a cargo payment multiplier for vehicles
12:15<andythenorth>premium transport
12:40<snail_UES_>andythenorth: a vehicle set can do something similar using cargo aging
12:41<andythenorth>similar yes
12:41<snail_UES_>although the cargo aging function works like a hyperbula… it’s not very effective
12:41<andythenorth>it only works as a nerf
12:41<andythenorth>nerf / malus
12:41<andythenorth>no option for bonus
12:45<andythenorth>if there was a bonus option would you use it?
12:45<andythenorth>e.g. 1st class pax etc
12:46<snail_UES_>I would. It would be nice to have special refitting options to lower cargo amount, but multiply the revenue by X
12:46<snail_UES_>right now I do this with cargo aging but it has a limited in-game effect
12:46<andythenorth>transport company should be able to set freight rate :P
12:47<snail_UES_>yep, and this would have an effect on the quantity of cargo available at their stations
12:47<snail_UES_>if you set an astronomical rate, no one shows up at your stations, and so forth
13:11<andythenorth>maybe we should patch for it :P
13:14<Eddi|zuHause><andythenorth> transport company should be able to set freight rate :P <-- if you also come up with a balancing mechanism?
13:15<andythenorth>my intent is per vehicle type
13:15<andythenorth>not per station or per map
13:15<Eddi|zuHause>i would probably have it per route
13:16<Eddi|zuHause>but you compete with some imaginary hidden company that just sets a price depending on some pathfinder penalty
13:17<andythenorth>Railroad Tycoon 3 had 'invisible movers'
13:17<andythenorth>as a hidden competitor
13:17<Eddi|zuHause>so you can charge higher prices if the hidden company has to cross water or mountains
13:18<Eddi|zuHause>and hidden company reduces prices over time, simulating private motorization
13:18<andythenorth>yes, that's precisely how RT3 did it
13:18<andythenorth>except that rivers and coasts dumped the price
13:18<andythenorth>due to easy water transport
13:18<andythenorth>the implementation was really good
13:18<Eddi|zuHause>effect of rivers could stay constant or drop over time
13:19<andythenorth>I talked to the main dev for RT3 though, and he said it was probably too complex and he slightly regretted it
13:19<Eddi|zuHause>it would also be different if you go along or across the river
13:19<andythenorth>patch? :)
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13:26<snail_UES_>hidden movers were there since RT1 :)
13:27<snail_UES_>neglected cargo would slowly disappear if left at stations
13:27<snail_UES_>station improvements (livestock pens, cold storage…) could reduce this
13:28<snail_UES_>but it wasn’t as sophisticated as to take into account geographical features
13:29<Eddi|zuHause>andythenorth: the real question is, how do you introduce a balanced feature into a game that is so blatantly unbalanced?
13:29<andythenorth>probably can't :)
13:30<Eddi|zuHause>could make a blog post about it :p
13:30<Eddi|zuHause>did we have a june blog post?
13:36<andythenorth>let's do one now
13:36<andythenorth>only the 29th
13:36<LordAro>almost as if maybe a july post might be more appropriate :p
13:36<LordAro>assuming we actually have anything to talk about
13:37<andythenorth> ?
13:37<andythenorth>recent commits are all translations
13:38<andythenorth>couple of minor bug fixes
13:38<LordAro>that's the one
13:38<LordAro>file still needs renaming
13:38<andythenorth>it's summer, commits drop off
13:38<andythenorth>also TB rage quit
13:38<andythenorth>and NRT was a big thing that is done
13:39<andythenorth>there are some pretty solid PRs waiting for review / approval
13:40<LordAro>i think i'll boot into linux
13:40<LordAro>so i can actually test some of these things
13:41<andythenorth>this is one
13:41<snail_UES_>andythenorth: if there’s time to work on projects, I’d suggesr 6407 :p
13:41<andythenorth>this is another
13:41<andythenorth>49 PRs queued up :)
13:42<LordAro>many of those are waiting-on-author though
13:42<andythenorth>7441 and 7380 look good to go to me
13:43<andythenorth>7248 has performance implications that I can't comment on
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13:43<andythenorth>has stalebot died?
13:43<andythenorth>this should have been closed by it
13:45<LordAro>oh no
13:45<LordAro>he's found out
13:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #7073: Feature: Generate lock ready rivers upon world generation
13:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7073: Feature: Generate lock ready rivers upon world generation
13:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
13:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
13:58<LordAro>oh no
13:58<andythenorth>just a couple
13:58<andythenorth>keeps my eye in
13:58<andythenorth>they won't be missed
13:59<LordAro>probably not those, no
13:59<LordAro>is 7088 still open?
14:00<Eddi|zuHause>hm... the steam wishlist is annoying... it doesn't remember me setting it to compact mode
14:01<LordAro>ooh, lots of new warnings when compiling with gcc9
14:05<andythenorth>this was unexpected
14:05<LordAro>stop breaking the game!
14:05<Eddi|zuHause>backtrace or it didn't happen
14:06<andythenorth>that's reproducible it seems
14:06<Eddi|zuHause>probably a missing or surplus parameter
14:07<andythenorth>I suspect FIRS
14:07<Eddi|zuHause>don't suspect things
14:08<andythenorth>I guess I need the debugger?
14:08<andythenorth>it's reproducible
14:09<Eddi|zuHause>that's not really helping
14:09<Eddi|zuHause>yes, debugger would work
14:09<Eddi|zuHause>question here is, which string triggers this
14:11<Eddi|zuHause>did you compile without debug again
14:12<andythenorth>yes, I turned debug off, it appears to dump performance :P
14:12<andythenorth>2 mins
14:12<Eddi|zuHause>there's different debug levels, each one disabling more and more optimizations
14:12<Eddi|zuHause>1,2 and 3
14:13<Eddi|zuHause>with less optimizations it's slower, but you can better follow the original code
14:14*andythenorth wonders why debug_level isn't documented as a configure option anywhere online
14:14<andythenorth>--help will do
14:15<andythenorth>--help has it
14:15<andythenorth>all is well
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14:20<Eddi|zuHause> <-- i can't make sense of this switch, is that leftover from not-16-in-out?
14:20<andythenorth>where does it originate?
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14:21<Eddi|zuHause>the GetIndustryString function in src/industry_gui.cpp
14:23<Eddi|zuHause>also, how do i get rid of a commit i actually commited to master instead of a branch?
14:25<andythenorth>probably interactive rebase
14:26<Eddi|zuHause>also, anyone review before it gets stalebotted?
14:26<LordAro>Eddi|zuHause: reset --soft HEAD~1, probably
14:29<Eddi|zuHause>something like that seemed to work
14:32<Eddi|zuHause>andythenorth: i'm fairly sure this is a missed sideeffect from 16-in-out
14:33<andythenorth>should I inspect any frames?
14:34<LordAro>backtrace is probably enough
14:35<Eddi|zuHause>andythenorth: it's trying to push 20 things to the text stack, which seems to blow it up
14:35<andythenorth>that's interesting
14:36<Eddi|zuHause>StringParameters _global_string_params(_global_string_params_data, 20, _global_string_params_type); <-- 20 is the hardcoded limit
14:36<andythenorth>wonder what I've done in FIRS
14:36<andythenorth>and why it didn't trigger until now
14:38<Eddi|zuHause>probably you added enough input/output things to trigger this
14:38<andythenorth>possible I didn't try to use the industry directory previously
14:39<Eddi|zuHause>that's of course also possible
14:40<Eddi|zuHause>andythenorth: as a workaround you can increase that number in the strings.cpp line i quoted, but there should probably be a proper fix
14:41<Eddi|zuHause>there's some more 20s that probably need to change
14:53<LordAro>good ol magic numbers
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15:06<andythenorth>probably needs an issue opened?
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15:15<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #7630: Fix warnings from GCC9
15:15<LordAro>i got distracted from reviewing PRs
15:18<DorpsGek_II>[OpenTTD/CompileFarm] LordAro commented on pull request #36: Fix: always upgrade vcpkg.exe
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15:37<DorpsGek_II>[OpenTTD/CompileFarm] glx22 commented on pull request #36: Fix: always upgrade vcpkg.exe
15:45<andythenorth>I'll file an issue for the text stack later :)
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15:57<DorpsGek_II>[OpenTTD/CompileFarm] LordAro opened pull request #37: Add: clang-3.9 Docker image
15:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
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16:57<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
16:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
17:00<andythenorth>this text stack issue occurs in a patched OpenTTD
17:00<andythenorth>do I need to repro it in master?
17:00<LordAro>ideally yes
17:00<LordAro>but probably not essential
17:00<Eddi|zuHause>depends on the nature of the patch, mostly
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17:02<+glx>LordAro: clang-3.9 image creation fails
17:04<LordAro>what did i do wrong? the package is definitely supposed to exist
17:04<+glx>I don't really understand the error
17:05<LordAro>oh, i see
17:05<LordAro>that error is not very helpful though
17:05<LordAro>clang's package is 1:3.8-36
17:05<LordAro>clang-3.9's package is 1:3.9.1-9
17:06<LordAro>gimme a sec, is an easy fix
17:06<Eddi|zuHause>just turn 3.9-* into 3.9*?
17:06<LordAro>more or less, yes
17:07<LordAro>not sure why it's listing a version like that anyway
17:07<+glx>it's 1:3.8.1-24
17:07<LordAro>that's the clang-3.8 package
17:07<LordAro>not the clang package :)
17:07<+glx>oh they do silly things
17:08<Eddi|zuHause>it'll now do weird things on 3.90 :)
17:09<DorpsGek_II>[OpenTTD/CompileFarm] LordAro updated pull request #37: Add: clang-3.9 Docker image
17:09<LordAro>only if they for some reason name the package clang-3.9 :p
17:09<LordAro>and if they somehow completely redid their version numbers
17:09<LordAro>clang 8.0 is latest
17:09<Eddi|zuHause>is there a reason we use the oldest possible one?
17:10<Eddi|zuHause>(probably libc?)
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17:10<LordAro>no, just what comes with debian stable
17:10<LordAro>so maximum number of people can compile
17:11<LordAro>if we wanted maximum compatibility at *runtime*, we'd need an older libc indeed
17:11<LordAro>(and would probably compile on centos5 or 6)
17:11<+glx>runtime is limited by icu too ;)
17:12<Eddi|zuHause>glx: that's probably better included as static link?
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17:13<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth opened issue #7631: Assert when opening industry directory
17:14<LordAro>it'd be linked statically as well
17:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7631: Assert when opening industry directory
17:14<+glx>anyway clang is used only for CI
17:14<LordAro>but you don't link libc statically ever
17:14<+glx>releases are built for ubuntu and debian only currently
17:15<+glx>and no static version
17:15<LordAro>there's an issue about it somewhere :p
17:15<andythenorth>can't paste an lldb stacktrace into github :(
17:17<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7631: Assert when opening industry directory
17:21<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
17:21<LordAro>andythenorth: ```\nfoobar\n``` for multiline codeblocks
17:22<LordAro>i've fixed it for you
17:23<andythenorth>much better thanks
17:29<LordAro>andythenorth: does firs have an industry that produces 5 (or more) cargoes?
17:29<LordAro>that will cause the 20 limit to be exceeded
17:29<andythenorth>there is a Bulk Terminal producing 5
17:30<LordAro>that'll be it then
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17:32<+glx>oh it's a nice class around global data
17:32<LordAro>that function's very weird anyway - it sets up all the parameters for 1 of 3 strings, but none of them have more than 7 parameters
17:33<LordAro>unless i'm misunderstanding how SetDParam works
17:33<LordAro>..which would make sense, given the previous maximum was 2 produced cargoes
17:34<LordAro>quick and dirty fix would be to replace 'lengthof(i->produced_cargo)' with '2' in the 2 for loops inside GetIndustryString
17:34<LordAro>i'll write this down
17:39<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7631: Assert when opening industry directory
17:44<+glx>other option is to increase array size
17:45<+glx>looks like only 3 lines need to be touched
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17:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7441: Feature: Per-group wagon removal flag
17:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7380: Feature: Multi-tile docks.
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18:07<andythenorth>bed :)
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18:22<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on issue #7631: Assert when opening industry directory
18:28<Eddi|zuHause>... probably needs to zoom out one more level to see how to refactor it
18:28<Eddi|zuHause>... "unrelated"... we could finally turn the text stack into an actual stack maybe? :p
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23:30<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #7631: Assert when opening industry directory
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---Logclosed Sun Jun 30 00:00:46 2019