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#openttd IRC Logs for 2019-08-17

---Logopened Sat Aug 17 00:00:56 2019
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03:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
03:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7685: Codechange: math functions - use cpp-style casts
04:16<Samu>AdmiralAI does some really weird thing when loaded
04:17<Samu>it makes profits decline abruptly
04:17<Samu>to then come up stronger
04:17<Samu>it I didn't load a savegame, his profits wouldn't change
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04:18<Samu>whatever it does after loading seems to pay off, it should do it more regularly on normal play
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04:21<Samu> AdmiralAI is white
04:28<Samu>2051 is approaching
04:28<Samu>no clear winner
04:29<Samu>perhaps AIAI, but when i look at his log... many warnings about vehicles models not existing
04:30<Samu>AdmiralAI for finishing with the highest profit
04:31<Samu>but it bankrupted and only reached this position through several savegame loads
04:34<Samu>AroAI only accumulated wealth
04:34<Samu>all engines are old models past max age and bankrupt all the time
04:34<Samu>it also bankrupts many many times in the first years
04:35<Samu>ooops, engines don't bankrupt, they breakdown
04:35<Samu>that's what I meant
04:35<Samu>SynTrans crashes ever other load
04:36<Samu>most of that time it was accumulating money
04:37<Samu>convoy had the best early game
04:37<Samu>until the point vehicles got past max age
04:37<Samu>to the point of bankrupting :(
04:38<Samu>railwai was also a serious contender early game
04:39<Samu>but his routes are very short, and newer model replacements did make his profits unable to keep up with other AIs due to max number of road vehs
04:42<Samu>my AI had a decent start albeit a decaying one, until the faster models came available, where it finally impoved enough to reach first in profits for the last years
04:44<Samu>AIAI, on the other hand, had a troubled start, managed to survive and even reach first in profits for a decade, mid game
04:44<Samu>but the log shows some bugs, i see some old models breakdowning, failing to be replaced, I'm sure it could do better without these problems
04:48<Samu>actually AdmiralAI didn't finish first in profits, mine did :p 2051 just reached
04:48<Samu>so I win!
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05:31<DorpsGek_II>[OpenTTD/OpenTTD] j-pet opened pull request #7698: Codechange: Reduced indentation in SaveLoadWindow::OnClick
05:39<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7698: Codechange: Reduced indentation in SaveLoadWindow::OnClick
05:39<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7698: Codechange: Reduced indentation in SaveLoadWindow::OnClick
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05:48<DorpsGek_II>[OpenTTD/OpenTTD] j-pet opened pull request #7699: Fix: Possible double path separator in FiosMakeFilename
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06:34<Samu>How to make The Scorpions actually listenable
06:54<Wolf01>Maybe you meant "How to ruin the scorpions"
06:57<Samu>I didn't know at first it was a cover
06:58<Samu>i just liked it
07:00<Samu>it's Kristy Thirsk all over it
07:00<Samu>haunting voice
07:01<Samu>or Kristy, meh whatever
07:04<Samu>lol, even themselves typo
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09:03*andythenorth baffled by town cargos
09:03<andythenorth>not sure how to do the right thing
09:03<andythenorth>e.g. I want to split 'food' up to 'meat', 'flour', 'sugar' etc
09:04<andythenorth>but which ones grow town?
09:04<andythenorth>puzzle :)
09:05<Wolf01>Do it and merge them again to food with a new industry
09:06<andythenorth>ha ha
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09:16<Samu>andythenorth: can you check if NewGRFs have access to CmdTownCargoGoal
09:17<Samu>must check newgrf specs stuff
09:17<Samu>myself i suppose
09:25<frosch123>andythenorth: you can give multiple cargos the same town effect
09:25<frosch123>then towns grow even if they only have sugar
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09:29<Samu> this thing is missing cargo_goal[town_effect]
09:32<Samu>town_growth_multiplier alone is insufficient
09:32<andythenorth>frosch123: any idea what the town window will show in that case? o_O
09:32<andythenorth>in Tropic for example
09:32<Samu>it shows firstcargo found
09:32<Samu>const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
09:34<Samu>have first cargo be food with the effect
09:35<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
09:35<nielsm>spend a cargotype that will never be accepted or produced just to give a name to "food products"
09:35<nielsm>(if you can force it to be the first somehow)
09:35<frosch123>i think it only shows the first cargo
09:36<frosch123>but there is probably a TODO somewhere to show all
09:36<Samu>yes, but you can deliver the other cargoes that have the same effect
09:36<nielsm>nobody is challenging that
09:37<andythenorth>Samu: this is a known area of 'unfinished'
09:37<Samu>newgrfs need something like t->goal[te] equivalent
09:37*andythenorth has two choices at this point
09:38<andythenorth>I am designing a FIRS economy
09:38<andythenorth>either (a) I design around the constraints of town cargos
09:38<andythenorth>or (b) I design it known 'broken', then hope someone fixes it
09:38<andythenorth>both (a) and (b) have worked well in the past
09:39<andythenorth>TL;DR I would like more robust town growth influence for industry newgrfs
09:39<andythenorth>I know it can conflict with GS, this is a thing
09:41<Samu>there's no NewGRF category for towns?
09:41<Samu>only houses?
09:41<andythenorth>there's a residual element of newgrf spec for towns
09:42<andythenorth>there are some registers
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09:51<Samu> investigating
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09:55<Samu>it can only register acceptance of 2 town effects
09:55<Samu>FOOD, WATR
09:57<Samu>let me test something with a GameScript, brb
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11:57<Samu>I did it!
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11:58<Samu>andythenorth wants something like this
11:59<Samu>i had to make a GS
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12:35<Samu>hmm GS's can't control this in real time
12:35<Samu>but it's something!
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12:43<Samu>where do I find stuff that varies snow line height?
12:48<Samu>found it
13:07<Samu> firs + snowline
13:07<Samu>+ gs
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13:33<Samu>snow grows in august? that's weird
13:40<Samu>and recedes in february
13:41<Samu>it's 1 month off
13:41<Samu>january should be february, july should be august
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13:42<Samu>january perhaps should be march
13:48<andythenorth>one day I figure out town cargos :P
13:48<andythenorth>give them some purpose :P
13:49<andythenorth>currently they're a bit half-assed
14:18<Eddi|zuHause><andythenorth> but which ones grow town? <-- why, you can have all of them count as TE_FOOD?
14:18<andythenorth>how does player know? :)
14:19<Eddi|zuHause>by reading the readme? ... BFFFFHAHAHA!!!
14:20<Eddi|zuHause>andythenorth: the lack of correct display shouldn't be a reason to stop this feature. (not saying it would be a good feature, either way)
14:22<andythenorth>see point (b) far above
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15:07<Samu>am I seeing this right? if there's only 1 station being served in the town, it grows slower than if there were 0?
15:19<LordAro>Samu: *maybe*
15:23<LordAro> is where it was added
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15:59<Samu>I dont get town growth
16:00<Samu>for the most part it's displaying town is not growing
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16:12<Samu>if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
16:12<Samu>okay, i understand now
16:12<Samu>that chance16 is ruining the growing/not growing
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16:42<LordAro>hmm, #7700
16:42<LordAro>seems pretty useless, but couldn't hurt, i guess
16:45*LordAro pokes DorpsGek_II
16:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7104: Fix #5405: Aircraft could route to depots outside their range
17:00*LordAro am become andy, destroyer of PRs
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17:02<frosch123>andy -> stalebot -> aroai
17:02<LordAro>frosch123: feel free to review things yourself :p
17:03<frosch123>i just got a mail from you
17:03<frosch123>if i don't participate, i don't get mails :)
17:03<frosch123>but i get them if you dig up old things :p
17:04<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7522: Add soundfont path for Flatpak
17:05<LordAro>think GH webhooks are being bad tonight
17:09<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7608: Codechange: Performance improvement in k-d tree FindNearest()
17:09<LordAro>nielsm: ^ review pls
17:12<nielsm>not right now though :)
17:14<LordAro>it's only small!
17:22<Samu>@calc 320*12
17:22<@DorpsGek>Samu: 3840
17:23<Samu>wish i had visual studio here
17:25<Samu>somebody experiment this
17:26<Samu>change 320 to 3840 here
17:26<LordAro>that's a big difference
17:26<Samu>and then, remove something somewhere ...
17:27<Samu> disable this line
17:27<Samu>see what happens to towns
17:31<Samu>probably not gonna work the way I think :(
17:33<+glx>wow indeed communication between GH and DorpsGek_II doesn't work as it used to do
17:35<LordAro>githubstatus naturally reports everything as fine
17:35<+glx>maybe it's just DorpsGek_II as it didn't report the comment in #7608 in .notice
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17:36<+glx>but it did in this chan
17:36<LordAro>hmm, weird
17:37<LordAro>would need a TB to look at the bot logs
17:37<LordAro>highlight him in the morning :p
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18:18<Samu>I found a bug in my AI that, for some reason, went unnoticed for several versions already
18:19<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7701: Fix #7188: check the validity of command callback for scripts
18:22<Samu>it was about checking the distance between my station and a competitor's station
18:22<Samu>it should be twice the station coverage
18:22<Samu>the bug was only using once the station coverage
18:24<Samu>this is a big change, for the matter of fact
18:25<Samu>wondering how this gonna pan out
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19:49<Miko0000>umm It's version 1.9.2 x64 but i can't do the installation setup, when i asked to enter the (gfx) file location and i typed the location in the input box and press next,but it is still asking me for the file location, can anyone help me?
19:57<Miko0000>and it is windows 10
19:59<+glx>windows or DOS TTD files ?
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20:03<+glx>you can just tell the installer to download opengfx
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20:15<Miko0000>Oh okay thanks
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20:17<+glx>if you go on the download way check the sound and music lines too
20:17<+glx>and uncheck TTD CD
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---Logclosed Sun Aug 18 00:00:58 2019