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#openttd IRC Logs for 2019-10-09

---Logopened Wed Oct 09 00:00:49 2019
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01:03<DorpsGek_III>[OpenTTD/OpenTTD] AlanChatham commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth
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02:45<DorpsGek_III>[OpenTTD/OpenTTD] lediur commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution
03:06<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution
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03:22<andythenorth>ouch, JGR thread is now getting all the stuff that would go in problems forum
03:25<andythenorth>we need more patchpacks :)
03:25<andythenorth>distribute the load :)
03:25<andythenorth>it's very raining here
03:25<andythenorth>and school run is not optional :|
03:25*andythenorth must outside
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03:36<DorpsGek_III>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7759: Codechange: Use std::vector for industry tile layouts
03:40<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries
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04:17<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts
04:18<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts
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04:30<DorpsGek_III>[OpenTTD/OpenTTD] lediur commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution
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05:54<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
05:56<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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06:19<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution
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06:23<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries
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07:19<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
07:34<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth
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09:56<supermop_work>hi andy
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10:21<andythenorth>supermop_work: is it cat?
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10:34<DorpsGek_III>[OpenTTD/OpenTTD] sdcloudt commented on issue #6399: Fails to download online content when ~/.local/share does not exist
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11:40<Eddi|zuHause>andythenorth: you made me...
11:40<Eddi|zuHause>(not sure if it's working)
11:41<+glx>seems to
11:42<Eddi|zuHause>well, the game hasn't quite started yet
11:42<Eddi|zuHause>so might be horrible quality
11:42<+glx>it's loading yes
11:42<+glx>and 646p
11:43<Eddi|zuHause>yes, that's what OBS suggested
11:43<+glx>but text is clear
11:43<Eddi|zuHause>not sure if that's due to bandwidth or cpu limits
11:43<nielsm>a loading screen!
11:46<Eddi|zuHause>you hear music?
11:47<+glx>it's low
11:47<nielsm>I mostly hear rustling microphone noises
11:47<+glx>and keyboard noise :)
11:47<Eddi|zuHause>it's all wrong :/
11:52<Eddi|zuHause>pulseaudio lets me switch around everything, except this game :/
11:55<+glx>no sound at all now btw
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11:55<Eddi|zuHause>i'm aware :)
11:58<Eddi|zuHause>i might have to restart the game, i dunno why this doesn't work
11:59<+glx>maybe OBS, it does weird things sometimes
11:59<Eddi|zuHause>it's not OBS, it's PulseAudio
12:00<nielsm>only bulletproof way of getting the audio you want recorded is routing it out of the computer and back in, in my experience :s
12:01<+glx>it works
12:01<+glx>it's gone
12:03<+glx>music \o/
12:04<Eddi|zuHause>now i don't hear it :/
12:06<+glx>and back to the loading screen :)
12:06<Eddi|zuHause>well, gotta start somewhen :p
12:07<+glx>I can hear you
12:07<+glx>but no music
12:08<Eddi|zuHause>music doesn't loop in the loading screen
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12:18<Eddi|zuHause>i think pulseaudio just crashed :/
12:27<Eddi|zuHause>why is nothing ever easy?
12:30<TrueBrain>Because you need the frustration :p
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12:37<+glx> <-- was easy :)
12:38<+glx>still needs bundling and publishing
12:39<Eddi|zuHause>i found a thing, but it probably needs restarting
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12:39<+glx>for some reason (probably safety), it does nothing in
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12:41<+glx> <-- should be a safety thing
12:45<Eddi|zuHause>it should work now?
12:46<+glx>hmm loadning screen and music
12:46<+glx>voice too
12:47<Eddi|zuHause>not sure if i'm talking much
12:47<+glx>keyboard sound is back :)
12:48<Eddi|zuHause>i have no way to change the sensitivity on this thing, i think
12:48<andythenorth>game isn't started yet?
12:48<+glx>it's the 3rd restart
12:48<Eddi|zuHause>takes a while...
12:48<andythenorth>I get a splash screen and keyboard noise
12:48<+glx>and each start is very long
12:48<andythenorth>where's the cat?
12:48<Eddi|zuHause>outside, i hope
12:49<Eddi|zuHause>i closed the door to my room
12:49<andythenorth>other people's computers are so weird
12:50<andythenorth>if I twitch streamed, it would be lolz
12:50<andythenorth>4 out of 5 clicks are on the wrong thing
12:50<andythenorth>and I make a typo in nearly every word
12:50<Eddi|zuHause>that sounds right :)
12:54<andythenorth>ooh music
12:55<+glx>so many FPS :)
12:57<+glx>train is moving too fast :)
13:02<firewire1394>what is love?
13:04<andythenorth>baby don't hurt me
13:04<+glx>buses with trailers ?
13:06<+glx>oh there's even semi with bus trailer
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13:07<Eddi|zuHause>that's all workshop objects
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13:10<+glx>oups signaling issue
13:11<Wolf01>Btw, double fairlie or bunker? Can't decide
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13:14<+glx>oh it's getting worse
13:16<nielsm>I should try building with clang-cl on windows, actually
13:17<nielsm>if it works it might be a not-insignificant speed increase on windows
13:22<nielsm>....but not yet, the installer wants to reboot
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13:35<Samu>openttd 1.9.3 crashed
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13:37<FLHerne>psychoholicx: Ack
13:40<DorpsGek_III>[OpenTTD/OpenTTD] SamuXarick opened issue #7766: 1.9.3 Crash report
13:41<nielsm>crash report?
13:41<Samu>i dont know what happened
13:41<Samu>it crashed
13:41<nielsm>but was there a crash report?
13:41<+glx>where is it ?
13:41<Samu>snap, didnt upload, sorry
13:42<psychoholicx>I'm brand new, what's the irc server that shows ingame as well?
13:42<Samu>uploaded now
13:42<+glx>depends on game server psychoholicx
13:43<nielsm>oh hm, did we have the pdb files for the release builds?
13:44<+glx>yes they are hidden
13:45<+glx>I failed the copy/paste
13:46<nielsm>ah well, reboot so I can run VS again
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13:48<LordAro>glx: why were they hidden?
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13:49<+glx>dunno, but they are not listed on the download page
13:51<+glx>starting VS
13:51<nielsm>access violation
13:51<nielsm>is the error type
13:51<+glx>I knew that from the crash.log :)
13:52<nielsm>now downloading a bazillion symbols from microsoft
13:52<nielsm>because windows update has updated windows
13:53<+glx>same here
13:53<+glx>hmm and another VS update is available
13:54<+glx>I though I was already using 16.3.3
13:55<+glx>hmm no I upgraded to 16.3.2 4 days ago
13:55<nielsm>is the line
13:56<+glx>I see nothing wrong in this line
13:57<+glx>but it's dinner time
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14:02<LordAro>if GetByTile is returning null...
14:02<LordAro>or if it's not an airport?
14:02<nielsm>it was verified the tile is a station tile
14:02<nielsm>so Station::GetByTile should not return null
14:03<nielsm>but it does deref a null ptr
14:03<nielsm>rcx == 0
14:04<nielsm>so it executed the xor ecx,ecx instruction on the line before
14:04<nielsm>which corresponds to Station::GetIfValid(index) where Station::IsValidID(index) returns false
14:05<nielsm>then GetIfValid returns NULL
14:05<nielsm>so we somehow have a station tile that does not have a valid index?
14:06<nielsm>origin_tile == 39971
14:06<nielsm>it looks like we should look at the save file
14:06<nielsm>but yeah that code could be rewritten safer
14:07<nielsm>(and possibly faster)
14:07<nielsm>Station * origin_station = ::Station::GetByTile(origin_tile); if (origin_station != nullptr) origin_tile = origin_st->airport.tile;
14:08<LordAro>how old is the save?
14:09<andythenorth>mmm dinner
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14:09<nielsm>it's a 1.9.3 game, never been version upgraded
14:09<nielsm>two newgrfs, FIRS and ECS/FIRS vehicle set
14:10<nielsm>time to make a 1.9.3 debug build...
14:17<nielsm>that tile is a buoy
14:18<nielsm>and buoys are station tiles but they are waypoints not stations
14:19<nielsm>which is how it can be a station tile but not a station
14:20<nielsm>of course the AI is weird in trying to query the distance for an aircraft from a buoy to somewhere
14:20<nielsm>but it still should not crash
14:25<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on issue #7766: 1.9.3 Crash report
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14:37<Samu>do you know which AI was asking that?
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14:41<Samu>i suspect NoNoCAB or RailwAI
14:41<Samu>oh wait, not railwai
14:42<Samu>doesn't use air
14:42<Samu>maybe snake ai
14:44<Wormnest>As far as I remember NoNoCAB isn´t using buoys for determining air transport distances, sounds strange
14:44<Samu>blue is NoNoCAB
14:45<Samu>it's the only ai using those buoys
14:49<Samu>nielsm: can you check which AI caused the crash?
14:49<Samu>I suspect NoNoCAB
14:50<+glx>very hard to find the AI in the dmp data
14:50<+glx>almost impossible
14:50<Samu>check which company
14:50<+glx>most infos are not available
14:51<+glx>we don't take ram snapshot on the crash (we could but the dmp would be huge)
14:52<Samu>do you have the dest_tile?
14:53<+glx> dest_tile 67247 unsigned int
14:53<+glx> origin_tile 39971 unsigned int
14:53<nielsm>company 6
14:53<nielsm>so 7th company
14:54<Samu>that's CluelessPlus
14:54<andythenorth>impressive AI knowledge
14:55<Samu>dest_tile is a water tile, next to a fishing harbour
14:55<+glx>oh but it's already fixed in master
14:56<nielsm>huh funky
14:56<+glx>now I remember it
14:56<nielsm>though I wonder why it's still querying for IsStationTile at all
14:57<+glx>to prevent GetByTile assert
14:57<+glx>yes there's an assert in GetByTile() IIRC
14:58<nielsm>so duplicate of #7593
14:58<nielsm>except the fix was never backported for some reason
14:58<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on issue #7766: 1.9.3 Crash report
14:58<DorpsGek_III>[OpenTTD/OpenTTD] glx22 closed issue #7766: 1.9.3 Crash report
14:59<LordAro>ah well
15:00<LordAro>i thought that bit of code felt familiar too
15:00<+glx>I just added the label
15:02<LordAro>i'm pretty sure we're not going to have a 1.9.4
15:02<+glx>just in case :)
15:02<+glx>so it's not forgotten again
15:02<LordAro>anyone want to merge the 1.10.0-beta1 PR? :p
15:02<andythenorth>this is a beta right?
15:03<andythenorth>so how wrong can things go?
15:03<Eddi|zuHause>someone needs to merge #7000
15:03<LordAro>after poking me sufficiently to update the dates
15:03<LordAro>Eddi|zuHause: is it Done?
15:03<Eddi|zuHause>... or answer my questions there
15:03<andythenorth>don't I have to make test cases or something?
15:04<andythenorth>sort of assuming no one else will :P
15:12<LordAro>Eddi|zuHause: the issue is finding someone qualified to answer your questions
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15:25<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries
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15:34<Eddi|zuHause>ok, these FPS are getting silly :p
15:39<firewire1394>hi Eddi|zuHause
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15:51<nielsm>alright, trying that clang-cl build via vs2019
15:52<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
15:52<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
15:53<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7752: Prevent sounds being produced by inactive industries
15:54<nielsm>hm clang-cl dislikes the SSE usage since the compile target is not sse4.1
15:55<nielsm>so have to build without WITH_SSE for now
15:55<nielsm>there's a ton of warnings, but that was the only error
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16:00<nielsm>hm, it fails linking lzma, lzo, png, zlib
16:01<+glx>they're built with cl, not clang-cl
16:04<nielsm>========== Build: 3 succeeded, 0 failed, 4 up-to-date, 0 skipped ==========
16:05<nielsm>well, it can run and play music
16:05<nielsm>tho not load the title game
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16:08<+glx>I think you can add your own triplet for vcpkg using another toolchain
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16:28<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
16:33<+glx>hmm this vcpkg PR looks very complex
16:38<+glx>bottom of should probably be enough
16:39<+glx>well overlay triplets section
16:40<nielsm>nope no success with that either
16:40<nielsm>tried the PR and it fails because it wants a toolset named "llvm", which is the 3rdparty one for vs2017
16:40<nielsm>the one MS ships with vs2019 is called ClangCL
16:40<nielsm>I tried modifying it to use that toolset name instead but it fails build with an error about cmake being unable to find a C compiler
16:41<nielsm>I then tried taking the x64-windows-static.cmake and just adding the ClangCL toolset setting, it fails the same way
16:42<nielsm>then I tried without that PR and using that same custom x64-windows-static with ClangCL toolset and it fails with error about ClangCL toolset not existing
16:43<+glx>the doc says something about VCPKG_VISUAL_STUDIO_PATH and VCPKG_PLATFORM_TOOLSET but only valid toolsets are v140, v141 and v142
16:43<+glx>which defeats the use of custom toolsets
16:44<+glx>a custom toolset should be able to define any compiler/linker but it's not the case
16:46<+glx>hmm VCPKG_CHAINLOAD_TOOLCHAIN_FILE could work
16:46<nielsm>oh well can't work more on this tonight
16:46<+glx>"This (if set) will override all other compiler detection logic. By default, a toolchain file is selected from scripts/toolchains/ appropriate to the platform."
16:50<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries
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16:56<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
17:01<DorpsGek_III>[OpenTTD/OpenTTD] Milek7 updated pull request #7510: Emscripten support
17:03<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7573: Fix #7561: Remove assumption between power and cost
17:08<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7497: Feature: Selective demolition tool.
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17:16<Eddi|zuHause>ok, i think i take a break now...
17:20<andythenorth>I want my bed :P
17:21<andythenorth>eh I have been dying on Blitz livestreams
17:21<andythenorth>so you could watch how badly I play tanks sometime :P
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17:49<DorpsGek_III>[OpenTTD/OpenTTD] stormcone updated pull request #7497: Feature: Selective demolition tool.
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17:55<DorpsGek_III>[OpenTTD/OpenTTD] stormcone commented on pull request #7497: Feature: Selective demolition tool.
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18:18-!-nielsm is "Niels Martin Hansen" on #openttd
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19:21-!-Thedarkb-X40 is "realname" on #openttd #/r/openttd #oolite
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21:05-!-Flygon is "Flygon" on #openttd
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22:29-!-debdog is "Wowbagger" on #bitlbee #openttd
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22:53-!-berndj-blackout is "Bernd Jendrissek" on #oftc
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23:19-!-Laedek is "Laedek" on #openttd
---Logclosed Thu Oct 10 00:00:50 2019