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#openttd IRC Logs for 2019-07-18

---Logopened Thu Jul 18 00:00:13 2019
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02:34<andythenorth>switch on line 114 is failing to detect VEHI cargo
02:34<andythenorth>seems to find FMSP and ENSP fine
02:35<andythenorth>VEHI is in the cargo table, and defined in the savegame
02:35*andythenorth quite confused
02:43*andythenorth wonders if cargo_type clamps to first n cargos in CTT?
02:44<andythenorth> 'cargo_type_in_veh' : {'var': 0x47, 'start': 0, 'size': 8},
02:44<andythenorth>should be fine
02:49<Eddi|zuHause>you're probably using it wrong
02:50<andythenorth>unfortunately, I can't find the wrong
02:50<andythenorth>it will be obvious after it's found :P
02:50<Eddi|zuHause>that's how these things usually work :p
02:52<andythenorth>L115 and L116 appear to be working, L117 doesn't
02:55<andythenorth>if I add other arbitrary cargos, they work
02:57<Eddi|zuHause>then you're probably using the wrong cargo
02:57<andythenorth>I wondered
02:58<andythenorth>cargo has cargo_label='VEHI'
03:01<andythenorth>last byte of vehicle var 0x47 is 17, which corresponds to VEHI position in CTT
03:02*andythenorth guesses what it could be
03:02<andythenorth>CTT has VEHI twice
03:03<andythenorth>thanks :)
03:04<Eddi|zuHause>it should maybe complain about that?
03:05<andythenorth>nml maybe should
03:05<andythenorth>I'm going to at least write a guard locally
03:07<DorpsGek_II>[OpenTTD/nml] andythenorth opened issue #40: No guard against multiple CTT entries for same cargo
03:17<Eddi|zuHause>andythenorth: can you try ?
03:18<andythenorth>sure :) It will be a few minutes :)
03:25<DorpsGek_II>[OpenTTD/nml] Eddi-z opened pull request #41: Fix #40: issue a warning on duplicate CTT entries
03:26<Eddi|zuHause>not sure if "fix" is the right word
03:34<Eddi|zuHause>also, maybe it makes sense to keep the first value?
03:36<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7657: Fix: Narrowing cast in one storybook command
03:37<DorpsGek_II>[OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
03:42<DorpsGek_II>[OpenTTD/nml] Eddi-z updated pull request #41: Fix #40: issue a warning on duplicate CTT entries
03:42<Eddi|zuHause>andythenorth: with the new change, your old code should work correctly
03:43<DorpsGek_II>[OpenTTD/nml] Eddi-z commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
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03:46<Eddi|zuHause>andythenorth: saw the new change?
03:46<Eddi|zuHause>andythenorth: your old code should now work correctly
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03:55<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 opened pull request #7658: Add: 'getsysdate' console command
04:06<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7658: Add: 'getsysdate' console command
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04:16<andythenorth>Eddi|zuHause: makes sense to do that
04:16<andythenorth>does it need testing? Looks like it will just work
04:17<Eddi|zuHause>andythenorth: would be nice to have confirmation
04:17<Eddi|zuHause>both that it does what it says, and that it didn't break anything (obvious)
04:21<DorpsGek_II>[OpenTTD/nml] andythenorth commented on pull request #41: Fix #40: issue a warning on duplicate CTT entries
04:22<@peter1138>andythenorth, yes, I have a branch for newgrf-defined docks.
04:22<@peter1138>andythenorth, it is incomplete.
04:32<reldred>that is dope
04:32<Eddi|zuHause>andythenorth: now we only need to find someone who can merge it :)
04:33<Eddi|zuHause>peter1138: does that need some indication which tiles can be used for docking, and which ones are just decoration?
04:34<Eddi|zuHause>peter1138: that could also solve the "ships dock at the wrong end of the default dock if a river happens to run past" situation
04:34<@peter1138>It needs someone to finish it, basically.
04:34<@peter1138>I could try getting back into things again at some point.
04:35<@peter1138>Maybe taking my yoke & pedals away from the desk would help :p
04:35<@peter1138>And removing bikes.
04:35<@peter1138>Although apparently it's going to rain this weekend, so maybe.
04:36<@peter1138>It suffered the usual problem, somewhat your fault, of "but State Machien!111"
04:38<@peter1138>Maybe I should finish that too, along with Eddi|zuHause's patch for it.
04:39<Eddi|zuHause>state machines are always my fault, it seems
04:39<@peter1138>Did vehicle variants need a state machine? I can't remember...
04:44<reldred>CS layperson here; what's the aversion to state machines?
04:45<@peter1138>Designing them with desired features and flexibility, almost set in stone from the start, to be used via NewGRF byte-code.
04:45<@peter1138>Most of the time the feature requirements are "1) unicorns 2) is it merged yet?"
04:46<reldred>Yeah I guess you're trying to define a finite set of states and a finite set of inputs/putput?
04:47<Eddi|zuHause>3) ???
04:47<Eddi|zuHause>4) profit
04:49<Eddi|zuHause>reldred: the two problems are: A) deciding what features should be accessible, B) how to specify stuff in NFO but also keep the programmer safe, and C) how to handle deadlocks
04:49<reldred>it's like scoping projects with customers; list of deliverables: 1) shit we haven't paid for 2) delivered yesterday
04:50<reldred>Keep the programmer safe as in physically safe from harm from deranged NFO coders and users who all want competing things? :P
04:51<Eddi|zuHause>safe from mental breakdown
04:51<Eddi|zuHause>because it will be impossible to debug
04:51<reldred>So the problem not so much is with state machines themselves but more that you can only really build them once and knowing the end users are never satisfied with what they've got
04:51<reldred>yeah more states and more inputs means I guess an ever growing matrix of possible combinations.
04:52<reldred>and possible ways of offending the userbase for $REASONS
04:52<reldred>but the latter I suppose applies to everything I guess
04:54<Eddi|zuHause>reldred: say you're programming a bus station, with different parallel loading bays, you want a feature to load-balance the incoming busses across the bays
04:54<Eddi|zuHause>so you need a path reservation feature
04:55<Eddi|zuHause>and the ability to read which paths are reserved or occupied
04:55<Eddi|zuHause>and a feature to check whether the (articulated) bus is too long for the bay
04:55<Eddi|zuHause>and ...
04:56<reldred>Yeah righto. THat makes good sense actually because I'm looking at the turnstile state machine example on wikipedia
04:56<reldred>So yeah, suddenly it's starting to spiral out of control a bit
04:57<Eddi|zuHause>reldred: or you're programming a drawbridge over a canal. you suddenly need to specify separate paths for the rail across and the canal underneath, blocking one path or the other, and setting signal states, and stuff
04:59<Eddi|zuHause>and that's still just the A) part
04:59<Eddi|zuHause>and we're already hoplessly drowning in features
05:00<reldred>And I guess because OpenTTD is still very much adhering to the TTDPatch ideology of every feature being disableable to an extent. You've then got the interaction of logic between features that are also seperately enabled and disabled.
05:01<reldred>or more trying to compartmentalise it so it doesn't interact
05:06<andythenorth>peter1138: it's not like there's a deadline, do it when it's interesting :)
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05:18<reldred>ahhh, rainfall produces some really pretty maps
05:19<reldred>I need to sit down and try and get the diff to apply against jgr's patchpack
05:19<reldred>rainfall plus everest would make for some really nice maps.
05:23<Eddi|zuHause>whenever i mess with river generation, i come to this barrier that river tiles can't go on all slope tiles
05:24<reldred>the diagonals?
05:25<Eddi|zuHause>you have to work around them, or terraform them, but in either case, it messes with your algorithm
05:26<reldred>Rainfalls algorithm has its shortcomings, it seems to be croaking entirely on my heightmaps at 1024x2048, but it can stomach 512x1024
05:26<reldred>I get the feeling if I looked under the hood more it'd be very... expensive to run. Certainly blows out map generation times severely.
05:26<reldred>And doesn't take much to break it.
05:28<reldred>general question, but would openttd be able to stomach the concept of a backwards foundation? Instead of extending vertically up and draw foundations underneath to instead extend down and draw foundations against the tear created against the landscape?
05:29<Eddi|zuHause>reldred: you could also compare with
05:29<reldred>I think for rivers for instance it wouldn't make sense to draw foundation under it
05:30<Eddi|zuHause>reldred: you could go that one step further and allow arbitrary height cliffs. main problem with that is lack of map rotation to see behind mountains
05:31<reldred>Yeah, I remember those sort of convos. At least with only one step of height difference there is still the ability to partially see the obscured tile with transparency options.
05:31<reldred>Perhaps a transparency option to hide the landscape tiles themselves?
05:32<@peter1138>reldred, rainfall looked quite nice. If you make the diff apply against master instead, then merging it with JGR becomes JGR's problem ;)
05:32<Eddi|zuHause>reldred: one idea was "slicing" the terrain at some heightlevel
05:32<reldred>Eddi|zuHause: I've seen other vidya games do exactly that
05:32<reldred>Can't remember exact examples though
05:33<reldred>peter1138: that's what I did, but I stuffed something up when I tried to apply it myself.
05:33<Eddi|zuHause>reldred: that's mostly an UI problem, no big technical hurdles
05:34<reldred>do I need to post a bounty? "GiveReldredRealCliffs"
05:34<@peter1138>Well, the main thing is to understand it all, fix most of the issues, and get it merged to master.
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05:34<reldred>peter1138: Yeah, most of it seems to be pulled into its own files and then referred back from its hooks into the UI, worldgen, etc.
05:34<reldred>But it's all way way way over my head.
05:35<@peter1138>Best way to learn... dive in ;)
05:35<reldred>Hah, well my gentle poking and prodding of stevef2 finally got it compiling in VS2019 so I'm happy for the moment ;)
05:38<reldred>Eddi|zuHause: just had a gander through the comments on that one, also as an fyi the guy who picked up rainfall after ic111 does have his branch up on github.
05:39<reldred>Eddi|zuHause: most of the points you raised about yours failing (local terforming to fix dead ends, etc.) are part of rainfall but I also feel like that's where it starts to then get really computationally expensive. it has a whole bunch of steps to widen rivers, fix deadends, prevent uphill flow, find a good destination for the flow, etc.
05:40<reldred>mind you the heightmaps I keep feeding it are cruel and unusual.
05:41<Eddi|zuHause>reldred: i've never actually looked at the rainfall patch, but i imagine the worst case for that is a completely flat area
05:42<reldred>It doesn't do too badly depending on the users settings. Lowlands can sometimes look a bit like the Mississippi but tbh I kinda enjoy sadistic maps so I'm okay with that.
05:43<andythenorth>breadth first anyone? o_O
05:44<Eddi|zuHause>breathe first
05:48<Eddi|zuHause>guys, civ4 turns out to be not fun when 4 people gang up on you, and you're 2 tech levels behind
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05:50<@peter1138>Is it lunch time yet?
05:50<andythenorth>I am hoping so
05:51<andythenorth>ask the bot
05:51<nakki>i grabbed lunch over an hour ago
05:51<andythenorth>DorpsGek: is it lunch yet?
05:51<andythenorth>no answer, now we're screwed
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05:56<reldred>you would leave a decision as important as lunch up to a cold uncaring machine? :O
05:56<andythenorth>I substituted elevenses
06:01<Artea>anyone there knows a MMORPG called MU Online ?
06:07*andythenorth Horse obessions
06:21<reldred>They're good horses
06:24<reldred>Roight, home time.
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07:57<andythenorth>articulated vehicle carrying wagons?
07:57<andythenorth>somehow articulated wagons never work
07:57<andythenorth>oh it's because they can't be flipped :P
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09:32<andythenorth>ha ha
09:32<andythenorth>iz problem
09:33<andythenorth>I thought I could use Road Hog trucks as loads for Horse vehicles wagons
09:33<andythenorth>but they're drawn to same height as trains :P
09:33<andythenorth>so they are way too high
09:33<andythenorth>such lolz
09:34<Samu>I need a GetNextStoppingAirport
09:35<Samu>should I create it?
09:35<Eddi|zuHause>means you must completely redraw the set? :p
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09:58<@peter1138>Samu, is that something aircraft specific or something missing from orders?
09:58<Samu>airport specific
09:58<Samu>because airports are also hangars
10:00<Samu>I'm trying to determine next_dest that is within aircraft maxrange
10:00<Samu>GetNextStoppingStation ignores depots/hangars
10:01<Samu>if the next order is go to hangar, it won't consider it
10:01<Samu>thus it can screw with the max range of the aircraft
10:02<Samu> something that I can use on this line
10:06<Samu>order 4: Go to the nearest hangar, this order triggers GetNextStoppingStation line I linked
10:06<Samu>next stopping station is A
10:07<Samu>but the order I have below is going to C hangar, it's skipping that
10:23<Eddi|zuHause>"update scheduled: tomorrow 3:56AM"
10:23<Eddi|zuHause>i "love" steam
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10:26<andythenorth>Eddi|zuHause: which set? Horse or Hog? Or both?
10:26<Eddi|zuHause>andythenorth: yes
10:26<Eddi|zuHause>andythenorth: although, i meant hog in that case. also, i was being ironic
10:26<andythenorth>thought so
10:27<andythenorth>I think it's plausible that I could draw trucks that are less tall, as load sprites :P
10:27<andythenorth>I used the Hog sprites as waiting cargo in CHIPS platforms though :D
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10:41<Eddi|zuHause>you could just fudge a pixel here or there?
10:44<andythenorth>just cut the cabs down
10:52<andythenorth>should vehicle wagons be sloped? :P
10:55<andythenorth>or flat, like
11:08<andythenorth>'work needed'
11:11<Eddi|zuHause>andythenorth: slopes probably look weird at this scale
11:14<@peter1138>Why not draw 1x scale ;)
11:14<@peter1138>This old 4x zoom-out stuff... I dunno...
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11:24<reldred>stupid putty
11:25<reldred>they do look good though andythenorth, looks a little weird at that scale but that's just ttd I suppose
11:26<reldred>alas, bed awaits me
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11:41<nielsm>huh, wikipedia and other wikimedia stuff down?
11:46<@peter1138>Not for me.
11:47<nielsm>back up now it seems
11:47<Eddi|zuHause>a glitch in the matrix?
11:48<@peter1138>The Matrix is showing at my cinema tonight.
11:48<@peter1138>I can't be arsed to go though.
11:48<Eddi|zuHause>it's probably still a nice movie
11:48<Eddi|zuHause>haven't watched it in like a decade
11:49<@peter1138>Probably but I have an SSD to fit.
11:49<Eddi|zuHause>i wanted to screw open my dead SSD, but it has "special" 5-point star screws
11:50<LordAro>Eddi|zuHause: that's because you're not supposed to open it :p
11:50<Eddi|zuHause>i managed to get two of them off, but the third one won't budge
11:50<Eddi|zuHause>LordAro: why should that stop me? :p
11:51<Eddi|zuHause>also, i can never find the exact screwdriver i'm looking for
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12:06<andythenorth>Eddi|zuHause: you don't have a pentalobe screwdriver set? :o
12:07<Eddi|zuHause>i don't have... anything...
12:07<Eddi|zuHause>and even if i did, i wouldn't find it in a situation where i needed it
12:08<andythenorth>I have something like
12:08<andythenorth>only cheaper
12:09<andythenorth>anyway, those trucks are too tall, they hit the electric wires
12:18<Samu>should I work on a GetNextStoppingAirport at all?
12:19<Samu>or there's another way to solve the problem?
12:20<Samu>or am I using the wrong function
12:29<andythenorth>bit meh, but eh
12:41<nielsm>_dp_: any thougts about the above?
12:45*andythenorth needs to draw better trucks cargo
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12:56<andythenorth>or should it be cars?
12:56<andythenorth>hmm the industries and stations show trucks :P
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13:01<andythenorth>this type of wagon instead? o_O
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13:13<Samu>GetNextStoppingStation doesn't do what I think it does grr...
13:15<Samu>it's smart, but not smart enough for what I think it could do
13:16<andythenorth>probably better
13:16<andythenorth>more random colours needed?
13:17<Wolf01>More random shapes needed
13:19<nielsm>some vans and dump trucks would be a better mix
13:20<nielsm>maybe try the trucks on a car facing each other instead of both in same direction
13:20<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #6193: RCON cd allows full browsing
13:20<andythenorth>I'll try a few things
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13:24<Wolf01>Black vans
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14:19<Samu>linkgraph doesn't seem to include service at nearest depots
14:20<Samu>or am i seeing things wrong
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14:34<DorpsGek_II>[OpenTTD/OpenTTD] Shindurion opened issue #7659: Railway construction menu disappears
14:34<nielsm>depots are not stations you can pick up or deliver cargo at
14:35<nielsm>hence they don't participate in the link graph
14:40<nielsm>the link graph is about where cargo can get from and to, no where vehicles stop
14:41<Samu>it considers refits
14:42<nielsm>the link graph is about where cargo can get from and to, no where vehicles stop
14:44<Samu>are you sure? it will stop at refit orders
14:45<nielsm>the link graph is about where cargo can get from and to, not where vehicles stop or how they have the capacity
14:45<nielsm>the link graph REPRESENTS the possible cargo flow
14:46<nielsm>as links between stations the cargo can move directly between
14:46<Samu>*LinkRefresher::PredictNextOrder - if the order is a refit at a depot, it is handling it
14:46<nielsm>I never said it does not consider refits
14:47<nielsm>I said the link graph is not about vehicle order lists
14:47<nielsm>the link graph does not represent vehicle orders
14:47<nielsm>it represents where cargo can move
14:47<nielsm>the mechanism for generating the link graph involves analysing vehicle orders
14:49<Eddi|zuHause>you sound like you're having fun...
14:49<Samu>Ah, ok, I get it
14:52<Samu>conditional orders with service at nearest hangar doesn't work too well with GetNextStoppingAirport
14:53<nielsm>conditional orders break everything
14:53<nielsm>you may as well give up as soon as an orders list has conditionals in it
14:54<Samu>if load percentage is equal to 0, for instance, it considers 2 airports
14:54<Samu>but doesn't even evaluate the load percentage :(
14:57<nielsm>you're probably way overthinking this
14:57<Samu>order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0
14:58<nielsm>compare distance to previous and current destination, go to the closer of the two that exists, if closest is out of range break down and go the closest airport regardless of orders list
14:58<Samu>nearest hangar order makes the conditional order not work
14:59<Samu>it kinda does that already
15:00<Samu>current destination is... not perfect
15:00<nielsm>also remember: garbage in garbage out
15:01<nielsm>if the player does something stupid like destroy and airport the aircraft was heading for, just do whatever is easiest for you
15:01<nielsm>don't try to fix the player's mistakes for them
15:01<Samu>if it's a place where it can load/unload ,it is considered
15:01<Samu>if it's a hangar, then... well... it doesn't consider
15:02<Samu>so I'm trying a GetNextStoppingAirport which also considers go to hangar orders as stopping places
15:04<Samu>the stupid thing is 2 orders that are like this: order 1:) go to nearest hangar, then order 2) go to hangar named A, then order 3) go load cargo at B
15:04<nielsm><Samu> order 3: go to nearest hangar, order 4: jump to order 2 if load % = 0 <-- but where was the aircraft positioned when it reached order 3, it wasn't in mid-air because that's not possible (unless the player presses skip order)
15:04<Samu>GetNextStoppingStation doesn't detect A, only B
15:06<nielsm>you should go read up on what "undefined behaviour" is in the context of C and C++ programming
15:06<nielsm>then consider how it can relate to this kind of problem you're looking at
15:07<nielsm>hint: it has to do with deciding that certain cases are not worth trying to handle or there is no good way to handle them, so you can just do whatever is easiest
15:07<nielsm>player tries to do something dumb => player receives dumb or undesirable behaviour in return
15:08<Samu>in that case GetNextStoppingStation is sufficient
15:10<+glx>never try to fix player mistakes, just make sure player mistakes don't cause asserts :)
15:10<+glx>or crashes or ... :)
15:10<nielsm>like, if the player tries to destroy their last airport while they have planes in the air
15:10<nielsm>really dumb
15:11<nielsm>I don't even know what happens then
15:12<+glx>probably invalid orders and the plane goes in "infinite" loop
15:12<+glx>and good luck to click on the plane if it's a fast one ;)
15:13<nielsm>just tried
15:13<nielsm>it explodes in the air
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15:13<+glx>it's handled properly I think :)
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15:13<nielsm>and the broken hull is now hovering 50 meters in the air
15:14<Eddi|zuHause>i remember some screenshot ages ago where someone sent a bunch of helicopters circling, then destroyed the airport
15:14<andythenorth>I like it
15:15<+glx>at least the game engine doesn't break, that's the more important thing
15:15<Eddi|zuHause>i don't even know if that's an original feature
15:16<andythenorth>oof these vehicle transporter wagons are just untidy
15:16*andythenorth puzzled
15:16<andythenorth>how to make better :P
15:16<Eddi|zuHause>burn them with fire
15:20<andythenorth>might work
15:24<nielsm>original ttd behaviour is just to go to the top tile and circle
15:28<andythenorth>the truck sprites are just bad :P
15:28<andythenorth>and the wagon sprites are just bad
15:30<andythenorth>here's the answer
15:33<Eddi|zuHause>andythenorth: but that's higher zoomlevel
15:33<andythenorth>quite pixelated
15:34<Eddi|zuHause>yes, but still too many pixels
15:35<Eddi|zuHause>i recently saw a video on how lego roads changed over time, because vehicles went from a width of 4 to 6
15:36<+glx>I think I only saw width of 4
15:37<Eddi|zuHause>it was 4 in the 90s
15:37<Eddi|zuHause>which is basically all the lego i got
15:38<andythenorth>car wagons IRL are quite uninspiring eh
15:38<+glx>but my old 4.5 motor (usable with trains and wheels/caterpillar) had width of 6 with wheels
15:39<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server.
15:39<+glx>it's from the time trains were 4.5V or 12V
15:39<andythenorth>I took that motor apart
15:40<Eddi|zuHause>glx: i only got 9V monorail stuff
15:40<Samu>i should actually let #7190 die
15:40<+glx>I added the 4.5V motor to the push/pull train :)
15:40<Samu>i've only solved a conflict with this push
15:40<Eddi|zuHause>an some lego technic stuff which is way bigger
15:41<+glx>some recent technic are huge
15:41<Samu>can u put a stale in there again?
15:42<Eddi|zuHause>andythenorth: the bilevel car wagons might be interesting, but that won't cover trucks/vans
15:45<andythenorth>I guess I just need to do better drawing :P
15:49<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7659: Railway construction menu disappears
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16:45<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
16:46<DorpsGek_II>[OpenTTD/nml] michicc merged pull request #41: Fix #40: issue a warning on duplicate CTT entries
16:47<DorpsGek_II>[OpenTTD/nml] michicc closed issue #40: No guard against multiple CTT entries for same cargo
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16:54<Eddi|zuHause>i was thinking whether RTT need a similar treatment, but it's a bit complicated with all the fallback stuff
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17:22<LordAro>michi_cc: glx: any chance of this being merged? :)
17:22<+michi_cc>LordAro: I can approve it, but I don't know if I have merge rights.
17:23<LordAro>oh, it's glx with admin, isn't it?
17:23<LordAro>i lose track
17:23<+glx>I think I'm the only one with merge rights
17:23<+glx>and TB of course
17:23<LordAro>and frosch & pm, apparently
17:26<+michi_cc>Is there a point to run both 3.8 and 3.9 for the CI? It would increase running time.
17:26<+glx>3.8 is the default on debian
17:28<LordAro>i didn't want to remove 3.8 until i knew 3.9 was working :p
17:28<LordAro>3.8 is default, but 3.9 is easily available
17:29<LordAro>also technically speaking, default clang on debian stable is now 7.0 :p
17:29<LordAro>(given buster was released last week)
17:29<+glx>and by default we still rely on gcc anyway
17:29<+glx>3.8 is just an extra CI check
17:29<+glx>well clang
17:30<LordAro>yeah, and we're now in the situation of gcc9.2 warning about something that clang3.8 requires
17:30<+glx>I think adding an image is not really an issue anyway
17:30<LordAro>just adding an image isn't, no
17:31<LordAro>it requires the azure pipelines changing to actually pick it up regardless
17:31<LordAro>(which i've done in #7630 already)
17:32<+glx>oh nightly failed to generate the docs image
17:33<+glx>error 503, will be ok tomorrow I guess
17:33<LordAro>could it be retriggered?
17:35<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games
17:35<+glx>not really important as the bundles were published anyway
17:36<LordAro>oh, just the docs
17:36<LordAro>yeah, not like they've changed :p
17:38<+glx>for now we build 19 images
17:39<+glx>most of them being bases for other images
17:40<+glx>and release images use gcc only
17:40<+glx>so yeah upgrading clang should not be an issue
17:41<DorpsGek_II>[OpenTTD/CompileFarm] glx22 approved pull request #37: Add: clang-3.9 Docker image
17:42<DorpsGek_II>[OpenTTD/CompileFarm] glx22 merged pull request #37: Add: clang-3.9 Docker image
17:51<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7424: Add: Kdtree for AirportGetNearestTown
18:01<+glx>LordAro: you can rebase #7630
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18:24<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
18:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
18:29<LordAro>glx: the 3 PRs on the dorpsgek repos look like they're fine to be merged, btw
18:29<LordAro>also, yes, i was write about it not being able to find clang-3.9
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18:46<DorpsGek_II>[OpenTTD/CompileFarm] LordAro opened pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
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19:02<+glx>LordAro: how about the cmake PR with clang-3.9 ?
19:02<LordAro>cmake might be clever enough to find it
19:04<+glx>hmm I could add a temporary commit in the cmake branch to check that
19:05<LordAro>i'd still quite like to see cmake merged for 1.10
19:05<LordAro>what needs doing to it?
19:05<nnyby>LordAro: about the sdl2 problem.. you're on linux? i'm just curious
19:06<+glx>review mostly, and probably some stuff that can be done after the merge I think
19:06<nnyby>what distro and kernel version?
19:07<nnyby>i'll try some weird setups with this branch to try and find problems. ill try in a virtualbox or something.
19:07<LordAro>nnyby: Arch, kernel 5.2. i'm pretty sure i'm not using nvidia proprietary drivers, just mesa
19:07<nnyby>cool, thanks
19:09<LordAro>hang on, no, i am using nvidia drivers
19:14<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:14<+glx>ok let's see how cmake handles 3.9 :)
19:15<+glx>hmm should probably rebase to fix conflicts too
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19:19<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:21<+glx> <-- ok tricks needed for cmake too I guess
19:23<LordAro>yeah, same thing, it looks like
19:23<LordAro>might as well just export the vars
19:24<+glx>it's the only compiler available on the image anyway
19:24<DorpsGek_II>[OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
19:24*LordAro bedtime
19:28<DorpsGek_II>[OpenTTD/CompileFarm] glx22 commented on pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
19:29<DorpsGek_II>[OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
19:29<LordAro>...i forgot to add before committing
19:42<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
19:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
20:00<Samu>fixed a NULL -> nullptr fix
20:00<Samu>by rebase -i
20:00<Samu>nothing really chaged
20:01<Samu>if all commits are applied
20:02<Samu>I had commit 3 fixing a NULL from commit 2, into nullptr
20:02<Samu>after the rebase, commit 2 now uses nullptr, no need for it to be fixed by commit 3
20:07<DorpsGek_II>[OpenTTD/CompileFarm] glx22 approved pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
20:08<DorpsGek_II>[OpenTTD/CompileFarm] glx22 merged pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image
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20:23<Samu>I'm not sure what to do about #7515
20:30<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
20:38<Samu>it's not stale, it's only not merged
20:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
21:43<Beerbelott>What would be your suggestion in order to import DNS query abilities into OpenTTD: Either an external DNS client library (ldns, although not cross-compatible as-is? Another one?) or hand-crafting a lil bit of code for the specific required queries?
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---Logclosed Fri Jul 19 00:00:14 2019