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#openttd IRC Logs for 2019-08-03

---Logopened Sat Aug 03 00:00:36 2019
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01:34<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 updated pull request #7658: Add: 'getsysdate' console command
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01:55<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 commented on pull request #7658: Add: 'getsysdate' console command
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02:14<Beerbelott>Through the content manager, I just downloaded AIAI which has SuperLib v39 as a dependency. No upgrade available.
02:14<Beerbelott>If I come back to the content downloader, it says it has upgrades for me. If I select them all, it selects *all* remaining versions of SuperLib (6, 13, 27, 36, 38, 40).
02:15<Beerbelott>I would understand SuperLib 40 to be an upgrade (although since packages specify specific dependencies, might not they be incompatible with another, newer, version?)
02:15<Beerbelott>But I don't get why *all* of them are selected + their own dependencies
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03:06<LordAro>Beerbelott: that does sound a bit odd
03:07<Beerbelott>I have reproduced the problem by stripping all content in my content_downloaded/ai folder
03:07<Beerbelott>(and its subdir library)
03:07<Beerbelott>Could you try to do the same, download AIAI again then come back and check for upgrades?
03:11<LordAro>i can confirm
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03:12<Beerbelott>Shall I fill an issue up?
03:15<Beerbelott>I am unsure of the expected behaviour, though. Since AIAI required SuperLib v39 and no other package required v40, should v40 be offered as an upgrade or not?
03:17<LordAro>good point
03:17<LordAro>maybe it's getting confused and just selecting all versions when it can't find a specific version
03:17<LordAro>i'm not convinced "download all versions" should be the behaviour though
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03:18<Beerbelott>Yeah that part of the mechanism goes haywire
03:19<Beerbelott>But still, having a specific dependency on v39 (as specified in the AI configuration, and correctly detected on initial download), since *nothing* depends on v40, I guess it should not be loaded
03:19<Beerbelott>AS I guess AIAI won't ever load v40 anyway
03:19<Beerbelott>hence downloading it will be useless
03:20<Beerbelott>... unless Squirrel interprets versions as ">="?
03:22<LordAro>it won't be squirrel, it'll be OTTD
03:22<LordAro>but yeah, maybe
03:23<Beerbelott> states "The version check is very important. If you expect version 1, but on some users computer the library is in version 2, your AI will refuse to load."
03:23<Beerbelott>Hence it seems version comparison is strict
03:23<LordAro>trusting the wiki is brave :p
03:24<Beerbelott>hehe well that's all I could find...
03:24<Beerbelott>I'm rather new at either scripting, AI, Squirrel language and all that
03:24<Beerbelott>No even started and I hit a bug. *sighs* ;)
03:30<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened issue #7679: Content downloader brings unrequired "upgrades" up
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03:49<LordAro>Beerbelott: new users are the best at finding bugs
03:49<LordAro>because they have a tendency to do things no one's thought of before :p
04:03<andythenorth>James103 is the best at finding bugs :P
04:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7679: Content downloader brings unrequired "upgrades" up
04:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7666: Add: [Win32] Select MIDI device by port name
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04:57<Samu>milek7: tested some stuff yet for me?
05:04<Samu>could someone / milek7 test #7661 in multiplayer? I have no means to test it here
05:05<Samu>test whether the interactive random range is multiplayer syncable, it happens when checking the delay for when the next AI starts
05:05<Samu>requires start date not being 0
05:05<Samu>in other words, check whether all AIs start simultaneously
05:06<Samu>when start delay is not
05:08<Samu>this is the questionable issue
05:09<Samu>jesus fucking christ, i really need my system...
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05:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
05:28<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7612: Feature: Allow showing Newspaper and Ticker messages in parallel
05:36<andythenorth>how do I stuff the text stack correctly in NML? :(
05:36<andythenorth>I have two values for power I want to display in buy menu extra text
05:36<andythenorth>looks like they both have to be in register 0x100
05:36<andythenorth>they're in the 100-9999 range
05:38<andythenorth>did Eddi|zuHause fix his computer and come back yet? :)
05:39<Eddi|zuHause>i have a textstack example somewhere
05:39<andythenorth>looks like it has some built in NML magic to read specific bytes
05:41<Eddi|zuHause>you put the values in registers 0x100, 0x101, 0x102 etc, shifted by 16 bit each
05:41<Eddi|zuHause>so one in 0x100 (lower word), one in 0x100 (higher word), one in 0x101 (lower word), one in 0x101 (higher word), etc.
05:42<Eddi|zuHause>that is, unless you want to display Weird Stuff (tm) which might consume one byte or one dword
05:43<andythenorth>POWER seems to consume two bytes
05:43<Eddi|zuHause>i'd much rather have a "real" stack, where every time you write to that magic register, it acts as calling SetDParam, so you just write to the same register again
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05:45<andythenorth>STORE_TEMP(${consist.power_by_railtype['RAIL']}, 0x100), STORE_TEMP(${consist.power_by_railtype['ELRL']} << 16, 0x100)
05:45<Eddi|zuHause>must be in the same STORE_TEMP
05:46<andythenorth>but how? :o
05:46<Eddi|zuHause>with |
05:46<Eddi|zuHause>STORE_TEMP(A | (B << 16))
05:46<andythenorth>makes sense
05:46<Eddi|zuHause>parentheses might be redundant
05:47<andythenorth>easier to read though :P
05:47<andythenorth>now displayed power values respect player setting
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06:18<andythenorth>Horse 99%
06:18<andythenorth>@calc 356 / 357
06:18<@DorpsGek>andythenorth: 0.997198879552
06:18<andythenorth>if I round that, it's 100% :P
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06:55<Eddi|zuHause>you can also round 95% to 100% :p
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06:56<Eddi|zuHause>you can round any value between 95% and 150% to 100% (which is a weirdly asymmetric interval)
06:58<+michi_cc>Eddi|zuHause: Why 149% but not 51%? If you treat it as 1.49, 0.51 rounds just as well.
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07:04<Eddi|zuHause>michi_cc: because you round to 1 significant figure, and 51 rounded to 1 figure is 50
07:21<andythenorth>1 angle left to draw :P
07:41<peter1139>But you can't round Minecraft.
07:43<andythenorth>Horse 100%
07:44*andythenorth 'finishing' things is not more rewarding than starting them
07:45<andythenorth>ok so it's time for a beta
07:45<andythenorth>does that reset the changelog?
07:46<andythenorth>recent changelog entries have all been for alpha releases
07:46<andythenorth>and detail changes against previous alpha
07:46<andythenorth>but 2.0.0 should detail all the changes since 1.9.0?
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08:16<Eddi|zuHause>yes, but you can leave out smaller changes that are "fix previous alpha"
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09:26<andythenorth>do I need to set visual effect (steam engine smoke) positions per angle?
09:27<andythenorth>seems that aligning for one angle makes them wrong for another
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09:46<Eddi|zuHause>that sounds odd
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10:30<andythenorth>I vaguely recall something frosch said about it
10:30<andythenorth>did we change the length of vehicles somewhere compared to original TTD?
10:46<peter1139>I don't know but I have a cold beer.
10:57<Eddi|zuHause>bah... everybody is sick all of a sudden...
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11:05<LordAro>peter1139: i merely have a beer
11:05<peter1139>This one is a lager so required chilling.
11:05<peter1139>Although it's a "craft" lager so not so bad.
11:06<peter1139>It's not really craft though, it's just marketting and pricing.
11:06<peter1139>It came from a supermarket, after all.
11:09<Arveen>open beer tycoon deluxe
11:21<peter1139>That doesn't make sense.
11:21<andythenorth>tycoon beer open delucxe
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12:04<Eddi|zuHause>peter1139: "craft" is "we have less than 500 employees"?
12:17<nnyby>hmmm, it seems like it should be possible to run a dedicated openttd server without a graphics set, right? i'm trying to run an openttd server on my new freedombox but i'm getting a "Failed to find graphics set" error.
12:18<peter1139>No, it's not possible.
12:18<nnyby>alright, i mean, it's not a big deal to just download OpenGFX for this. i was just surprised.
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12:32<LordAro>nnyby: there is a NoGFX lurking around somewhere, for this purpose
12:33<LordAro>i have to admit, i don't recall the reason why the baseset is necessary, something to do with the number of sprites?
12:36<Eddi|zuHause>iirc it's some sprites needed for default map generator
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12:36*andythenorth considers reading effect vehicle code
12:36<Eddi|zuHause>which are treated like a heightmap
12:36<peter1139>Collision detection was the original reason.
12:37<peter1139>That and the map generator sprites which barely anyone uses now.
12:37<LordAro>...collision detection?
12:37<andythenorth>snail_UES_: have you successfully positioned smoke on vehicles that aren't 8/8?
12:37<peter1139>Sprite sizes used to set up vehicle position hash, which was/is used by collision detection.
12:37<snail_UES_>I don’t have locomotives that long...
12:39<Eddi|zuHause>peter1139: that can't be right, as sprite sizes are not enforced between basesets, and would lead to desync?
12:39<peter1139>I did say "original" reason.
12:39<LordAro>which are the map generator sprites though?
12:39<snail_UES_>andythenorth: in my scale, 8/8 corresponds to vehicles ~17.5m long, and it’s very rare for European steamers to be longer than that
12:40<peter1139>They are the ones used by the map generator :p
12:40<snail_UES_>now, US steamers are a different cup of tea :) (big boy)
12:40*LordAro slaps peter1139 with a large trout
12:40<andythenorth>snail_UES_: I mean < 8/8
12:40<peter1139>Do you want me to actually look up the numbers?
12:40<peter1139>Cos I really don't think that's something I'm going to do.
12:40<LordAro>but it could be!
12:40<snail_UES_>oh, smaller than 8/8? sure, all my NG steamers are shorter than that
12:41<snail_UES_>I could even place steam when the engine is driving cab-forward
12:41<andythenorth>reliably, for all angles?
12:41<snail_UES_>yeah, the effect is pretty good IMO
12:41<snail_UES_>of course it took a long time to test it and place it correctly
12:42*peter1139 ponders tending to the slow-cooked pork ribs.
12:42<snail_UES_>andythenorth: m4nfo has a command like “effect(steam(4))” to do that
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12:42<andythenorth>must be vehicle offsets are wrong
12:42<andythenorth>I changed them all recently
12:42<snail_UES_>where “4” is the position of the steam puffs and it’s an integer between 1 and 16
12:43<snail_UES_>yep, steam position depends on the vehicle offsets
12:43<andythenorth>anyone know what I'm _supposed_ to align vehicles to,?
12:43<LordAro>the tracks
12:43<snail_UES_>I align them so that they’re centered in stations
12:43<andythenorth>I have reset offsets like 100 times
12:43<snail_UES_>so that they don’t fall off the tracks when they stop at the station edges
12:44<snail_UES_>also, they don’t “jump” when I reverse the direction of a stopped train
12:44<snail_UES_>the latter is very tricky and requires lots of tedious work
12:48<andythenorth>I have no idea why these offsets are so wrong
12:50<andythenorth>I 'fixed' them when you reported the last bug with them :P
12:50<andythenorth>I changed them to match original base set sprite positions
12:50<andythenorth>but now they're wrong again :x
12:51<andythenorth>unrelated snail_UES_ are you still using mac os?
12:55<andythenorth>self-compiled, or official build?
12:55<snail_UES_>but high sierra. I’m not upgrading because my drawing program (graphic converter) is still 32 bit :p
12:55<andythenorth>oh ok
12:55<snail_UES_>I’m now using 1.9.1, but I can compile with no issues
12:55<andythenorth>I was curious about performance on Mojave
12:55<andythenorth>but nvm
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12:58<snail_UES_>not upgrading any time soon...
12:58<snail_UES_>even because, every time I upgrade, programs such as MatLab stop working :P
12:58<snail_UES_>and I’d have to find and *ahem* download a new version all the time...
12:58<andythenorth>oic :P
13:10<Samu>@seen milek7
13:10<@DorpsGek>Samu: milek7 was last seen in #openttd 20 hours, 3 minutes, and 7 seconds ago: <milek7> i can test something on my ryzen later
13:22<andythenorth>sometimes I wonder if I make newgrfs on crack
13:22<andythenorth>this commit is literally lies
13:25<andythenorth>the previous values would be more correct w.r.t original trains, and would put smoke in the right place
13:34<andythenorth>maybe I should take crack before playing :P
13:34<andythenorth>then it will all be fine :D
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13:58<Samu>there is a "probably not a problem" with #7661 when loading old savegames
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14:00<Samu>_next_competitor_start is loaded from the old save, and no conversion occurs. Part of me thinks it doesn't have to be converted
14:02<Samu>it still does what it's supposed to do, but it was set in a different manner than what I have now.
14:02<Samu>i guess it doesn't need to change
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14:08<Samu>my other part says: just reset it to 0 on load and let the new behaviour kick in
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15:00<Beerbelott>LordAro: Saw your comment, and I happened to have noticed the exact same spot flagging packages for upgrade
15:01<Beerbelott>As I stated before, the docs clearly state that the import mechanism shall specify the exact library version required by a script
15:01<Beerbelott>Would it brake something if the version check was strict all of a sudden? How could it break stuff?
15:02<Beerbelott>I noticed the week "unique_id" check... which is based on the first 4 characters of the short name of a script
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15:15<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on issue #7679: Content downloader brings unrequired "upgrades" up
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16:26<Samu>milek7: are you alive?
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18:04<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened pull request #7680: Fix #7679: Check version when comparing scripts
18:04<Beerbelott>LordAro: :)
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20:08-!-Eddi|zuHause is "Johannes E. Krause" on #openttd
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20:26-!-Tirili is "realname" on #openttd
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20:53-!-Beerbelott1 [~Berbe@2a01:e0a:6:8070:2141:d1fd:fa74:b23a] has joined #openttd
20:53-!-Beerbelott1 is "purple" on #openttd
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20:53-!-Tirili is "realname" on #openttd
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20:55-!-Tirili is "realname" on #openttd
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20:58-!-Beerbelott1 [~Berbe@2a01:e0a:6:8070:2141:d1fd:fa74:b23a] has joined #openttd
20:58-!-Beerbelott1 is "purple" on #openttd
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20:59-!-Beerbelott [~Berbe@2a01:e0a:6:8070:2141:d1fd:fa74:b23a] has joined #openttd
20:59-!-Beerbelott is "purple" on #openttd
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21:57-!-Flygon is "Flygon" on #openttd
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22:48-!-D-HUND is "Wowbagger" on #bitlbee #openttd
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22:58-!-Tirili [~Tirili@2a02:8108:96c0:2a86:260:6eff:fe42:7728] has quit [Remote host closed the connection]
23:01-!-HerzogDeXtEr [] has quit [Read error: Connection reset by peer]
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---Logclosed Sun Aug 04 00:00:37 2019