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#openttd IRC Logs for 2019-08-14

---Logopened Wed Aug 14 00:00:52 2019
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01:51<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7694: Too much news spam on small economy changes
01:56<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth
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02:51<DorpsGek_II>[OpenTTD/OpenTTD] auge8472 commented on issue #7693: Some nonsensical news texts when industry production changes
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03:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7694: Too much news spam on small economy changes
03:05<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7695: Loading savegame from a mulitplayer game might assing you to the wrong company
03:05<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7695: Loading savegame from a mulitplayer game might assing you to the wrong company
03:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7693: Some nonsensical news texts when industry production changes
03:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7693: Some nonsensical news texts when industry production changes
03:48<DorpsGek_II>[OpenTTD/OpenTTD] fsimonis commented on pull request #7270: Introduce CMake (and removing all other project-related code)
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04:04<Samu> hah
04:05<Samu>my start_spectator patch would start players as spectators in single player, they would get the chance to join 1 of the HU companies
04:05<Samu>as non-cheating
04:06<Samu>btw, "mulit player"
04:06<Samu>oh, i see :p
04:08<Samu>i should say that in singular
04:08<Samu>my start_spectator patch would start the player as spectator in single player, he/she would get the chance to join 1 of the HU companies
04:11<peter1139>You didn't need to repeat that.
04:20<Samu>what is HTTP ERROR 500
04:20<Samu>can't view 13th august chat log
04:21<LordAro>Samu: it's an error
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04:37<Samu>who can fix it?
04:42<Samu>rip my picture links :(
04:48<Samu>convoy now leads
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04:49<Samu>new bus models became available too
04:49<Samu>my AI will certainly improve from now on
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05:08<LordAro>Samu: if i tell you, you'll whinge at them forever, so i'm not telling you
05:08<LordAro>this is why you use a proper client that can keep its own logs
05:18<Samu>the matrix stuff?
05:20<LordAro>just not webclient
05:21<LordAro>but the matrix stuff is also an option, if you want "persistence" (i.e. logs even when you're not connected)
05:22<Samu>hmm hexchat, i dont think i can install it here
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05:45<Samu>convoy reached 500 rvs, maxed out
05:56<DorpsGek_II>[OpenTTD/OpenTTD] gbomfim opened pull request #7696: Diagonal tunnels and bridges.
05:57*LordAro raises eyebrow
05:59<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7696: Diagonal tunnels and bridges.
05:59<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7696: Diagonal tunnels and bridges.
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06:13*andythenorth ponders
06:13<andythenorth>FIRS currently clusters some industries of the same type
06:13<andythenorth>and in a few rare cases, clusters industries of different types that need to co-locate
06:13*andythenorth wonders about forcing entire chains to different parts of the map
06:14<andythenorth>e.g. farms in the north, mines in the south
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06:26<DorpsGek_II>[OpenTTD/OpenTTD] gbomfim commented on pull request #7696: Diagonal tunnels and bridges.
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06:33<Samu>I'm getting triggered
06:33<Samu>makes me wanna say mean things, must control myself
06:37<Samu>convoy is now devaluating
06:37<Samu>vehicles past max age, no renewing happens
06:42<Samu>my profits have risen to 2nd best, after a long time in 3rd place
06:43<Samu>but there's AIAI also rising, right behind me
06:44<Samu>if things keep running like this I will reach 1st place again, let's see...
06:47<Samu>woah convoy profits are skyfalling
06:57<Samu>eh, convoy profits stabilized, but that was quite the fall, still enough to remain in 1st place
06:57<Samu>i'm down to 3rd place again, railwAI remains 2nd, AIAI 4th
06:57<Samu>so everthing back to "normal"
06:59<Samu>lunch time, bbl
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07:54<Samu>wow, convoy fell down to 4th place, the others got a +1
08:01<Samu>yeah, im first again, after 27 years
08:06<Samu>AIAI is coming in strong too
08:06<Samu>i guess my first place will be short lived
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08:15<Samu>AIAI reached 1st in profits
08:15<Samu>got to say his pressure was higher than mine
08:15<Samu>he was 4th almost the entire time
08:17<Samu>technically, he's doing more profits with less vehicles than me, so he's doing better management
08:17<Samu>i guess it's deserved
08:18<Samu>very dead heat fight for 1st place between 3 companies
08:18<Samu>railwai, aiai, ludiai afterfix
09:09<Samu>convoy bankrupted
09:09<Samu>with a company value of £1.4M
09:09<Samu>just because it doesn't replace old vehicles :o
09:38<Samu> 2nd place the whole time. 1st place short lived as i predicted
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09:42<Samu>oh, i took 1st place in company value in that screenshot
09:42<Samu>profits are still 2nd place :(
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09:56<peter1139>andythenorth, have you eaten yet?
09:59<Samu>peter1139: fix the road vehicle cache
10:00<peter1139>no u
10:00<Samu>but it is assigned to you
10:00<peter1139>So what? I'm not working on it.
10:01<Samu>t.t, getting 300 ms average just for road vehicles :(
10:03<Samu>@calc 300/40
10:03<@DorpsGek>Samu: 7.5
10:03<Samu>about 7 road vehicles causing the whole slowdown
10:03<Samu>@calc 300/45
10:03<@DorpsGek>Samu: 6.66666666667
10:03<Samu>@calc 300/35
10:03<@DorpsGek>Samu: 8.57142857143
10:06<Samu>happens more often than I'd like, to be honest
10:06<Samu>at least with AI games
10:06<LordAro>Samu: maybe you should fix it then
10:07<Samu>i can't
10:08<andythenorth>peter1139: can't remember :P
10:08<Samu>RIP my fast forward games
10:11<andythenorth>FFWD is dead anyway
10:11<andythenorth>even without RVs
10:11*andythenorth sends flowers
10:12<andythenorth>also lunch
10:24<FLHerne>Can you send lunch to me too?
10:24<andythenorth>yes, by horse
10:24<andythenorth>send me a horse, and I'll attach lunch to it
10:24<andythenorth>homing horse
10:29<FLHerne>Well, I could just eat a horse right now
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10:45<peter1139>FFWD is dead again? Hmm.
10:45<peter1139>Shall I have a custard cream?
10:45<peter1139>Or save room for dinner in 3 hours?
10:51<peter1139>Thinking of it on those terms... I just ate one :p
11:02<LordAro>hmm, bit damp outside
11:02<LordAro>peter1139: should i go cycling this evening?
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11:53<peter1139>LordAro, if you have to ask...
11:53<peter1139>I'm not, MTB night has been changed due to the weather.
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11:54<LordAro>peter1139: that was the conclusion i came to, i should've left by now if i was going
11:54<LordAro>and it's just started raining again
11:55<peter1139>I even drove to work today.
11:55<LordAro>got a big day on sunday, i'll say i'm preparing myself for that :p
11:57<Wolf01>I have a strange feel like I want to eat some custard cream, but I think I'll go for a ginger ale and biscuits since I have nothing else
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12:21<DorpsGek_II>[OpenTTD/OpenTTD] DerDakon commented on pull request #7270: Introduce CMake (and removing all other project-related code)
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12:59<peter1139>Wolf01, er... what's a custard cream if not a biscuit?
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13:24<Samu>I suspect something about Check
13:25<Samu> RoadVehCheckOvertake
13:26<Samu>or in IndividualRoadVehicleController
13:29<Samu>meh, i can't help myself on this atm
13:33<Samu>what came first? roadvehicle cache or notroadtypes?
13:33<Samu>wondering if i can test this before notroadtypes were implemented
13:35<nielsm>I think NRT was merged first
13:36<nielsm>but I'm not sure how much they depend on each other, I think the caching might actually be mergable in 1.9 with only few conflicts
13:38<Samu>seems to happen during when the blocked-for-overtaking-vehicle is entering a new tile, so something about overtake control, but without visual studio here to see, it's just a blind shot
13:39<Samu>it also needs to coincide with the cache being empty, making it necessary to call the pathfinder
13:41<Samu>when the overtake control timeouts, the problem "disappears", the vehicle goes through the blocking vehicle, essentially enters the tile
13:41<Samu>no more pathfinder calls
13:45<Samu>or at least I suspect the cache is empty
13:48<Samu>what happens to the cache when the pathfinder finds no path, which is the case
13:50<Samu>maybe wrong wording: pathfinder iterates 10000 times without finding a path. Is any of this path still cached?
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13:55<nielsm>if the pf doesn't find a valid path to the destination then all of the attempted routes are equally worthless
13:55<nielsm>I'd assume
14:05<andythenorth>is cat though?
14:06<LordAro>nah, dog
14:11<frosch123>nielsm: i think some pf navigated to the tile nearest the destination
14:11<frosch123>that's useful if you rebuild some junction without stopping all the traffic
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14:16<andythenorth>I am not seeing the var for tile (x, y)
14:16*andythenorth clearly not looking correctly
14:26<Wolf01><peter1139> Wolf01, er... what's a custard cream if not a biscuit? <- but I don't have those, I have ones with chocolate :(
14:27<Wolf01>Also I need to find the perfect support to eat the pistachio cream I have
14:27<Wolf01>The biscuits I have are too much strong in taste and cover the pistachio
14:48<Samu>dark blue and red buses
14:48<Samu>blocking each other
14:48<Samu>rocketai and aroai
14:49<Samu>ok, it's rocketai that's at fault
14:49<Samu>buses want to head into a road depot, but the depot isn't connected to the road, so buses stay around
14:49<Samu>ending up blocking aroai buses in the process
14:50<Samu>pathfinder finds no path in this situation
14:50<Samu>for the rocketai buses
14:51<Samu>and these buses are indeed in a giant road network, on a map 1024x1024
14:52<Samu>just because depot exit isn't connected to the road right in front of it :p
14:55<Samu>it can't connect, now that I take a look at it
14:55<+glx>probably not connected because a bus was on the road when the depot was built
14:55<Samu>there's aroai drivethrough in front
14:56<+glx>I guess both AI decided to build something there, but aroai was faster
14:57<+glx>or the other AI just built without checking the connection
14:57*andythenorth reads about sad lego fans
14:57<andythenorth>sad lego fans are sad
14:59<andythenorth>Wolf01: Control+ good, bad, undecided?
15:00<Samu>neither rocketai or aroai manage their buses
15:00<Samu>so, i have no enjoy 300 ms
15:03<Samu>road depot was there first
15:03<Samu>built in 1974
15:03<frosch123>is there a lego set featuring protesting peasant?
15:04<Samu>drivethrough in 1989
15:04<Samu>i wonder if it was aroai that caused this situation
15:04<Samu>removed a road bit to place its drivethrough
15:04<Samu>that was a road town
15:04<LordAro>pretty sure it doesn't remove road at all
15:05<Wolf01><andythenorth> Wolf01: Control+ good, bad, undecided? <- for me it's shit right now
15:05<Samu>not even bits? make a T into a -
15:05<Samu>for drivethrough?
15:05<LordAro>not that i recall
15:06<LordAro>removing bits is harder than removing the whole tile
15:09<Samu>it's an expaded drivethrough :o
15:15<Samu>last service of rocketai buses 1985
15:15<Samu>drivethrough 1989
15:15<Samu>i think aroai is the culprit
15:16<Samu>between 1974 to 1985 the buses serviced
15:16<Samu>if it's not aroai, somebody disconnected the road
15:18<Samu>road owner LuDiAI, the original
15:18<Samu>station owner, AroAI
15:18<Samu>ok, must check LuDiAI
15:19<Samu>i remember it doing some removals of stations
15:19<Samu>and with it, the roads too, it attempted to reconnect
15:20<Samu>but i'm sure it doesn't connect to road depots
15:20<Samu>so, now the blame falls on LuDiAI
15:20<Samu>its attempts to reconnect road towns is really... wtf
15:23<Samu>hmm it still doesn't make sense
15:24<Samu>if that road belongs to LuDiAI, it means it built a station there, it couldn't have been connected to the road depot
15:24<Samu>then removed the station+road and rebuilt the road
15:25<Samu>but if it managed to build a station there, the road was not T
15:25<Samu>it was -
15:26<Samu>i dont feel like digging the original LuDiAI code again
15:26<Samu>AroAI is safe from this
15:27<Samu>it's not his fault
15:34<Samu>my fixed version doesn't remove any road
15:34<Samu>i made sure of that
15:34<peter1139>That was a nice dinner.
15:35<Samu>maybe it does, but only if wasn't there in the first place
15:36<Samu>so, it's safe
15:37<Samu>like, when it places a drivethrough station on a location with 0 road
15:37<Samu>if there's only one exit, it removes the station + the road
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15:42<Eddi|zuHause>i should eat something, but with my totally screwed up daily cycle right now, i have no clue what to call it
15:43<Wolf01>Midnight luncher?
15:43<+glx>it's not midnight yet :)
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15:55<Samu> - the road depot is right behind town name
16:06<Eddi|zuHause>someone please remember 70 62 94 and 62 47 61 for me.
16:09<LordAro>F<^ </=
16:09<LordAro>presumably not ascii
16:09<Eddi|zuHause>no, i'm trying to get these screen colours to match
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16:13<Eddi|zuHause>but these basic sliders are probably not enough
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16:18<Eddi|zuHause>hm, 59 28 61
16:20<Eddi|zuHause>43 28 61
16:22<Eddi|zuHause>i don't think i can get any closer
16:30<frosch123>how do you measure that stuff?
16:30<frosch123>do you have some colored paper to match against?
16:31<Eddi|zuHause>i have blender open with a color scale that i put halfway between both monitors
16:31<frosch123>oh, so you match colors with some distance (2x screen border) between them
16:32<Eddi|zuHause>i shouldn't really trust my eyes with that, but a true colorimeter is probably unaffordable :p
16:33<frosch123>it's fine until someone else points out how off the adjustment is
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16:41<Eddi|zuHause>well, it's still really obviously off anyway...
16:41<Eddi|zuHause>probably tomorrow i tweak it again
16:41<Eddi|zuHause>the source material is really not great :)
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17:01<Samu>holy snap, peaking at 1100 ms
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19:00<DorpsGek_II>[OpenTTD/OpenTTD] Wuzzy2 commented on issue #7693: Some nonsensical news texts when industry production changes
19:06<DorpsGek_II>[OpenTTD/OpenTTD] Wuzzy2 commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth
19:09<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth
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19:58<DorpsGek_II>[OpenTTD/OpenTTD] Wuzzy2 commented on issue #7693: Some nonsensical news texts when industry production changes
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---Logclosed Thu Aug 15 00:00:54 2019