--- | Log | opened Mon Jan 18 00:00:59 2021 |
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03:10 | <@DorpsGek> | [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
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03:24 | <@DorpsGek> | [OpenTTD/OpenTTD] James103 commented on issue #8037: Crash when Reloading AI in single player https://git.io/Jv1m2 |
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03:26 | <@DorpsGek> | [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
03:57 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge merged pull request #8585: Fix: [Actions] Give Universal Mac packages the "universal" suffix https://git.io/JtkHO |
03:58 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge merged pull request #8583: Feature: Add ARM64 build for Windows https://git.io/JtkVj |
04:03 | <@DorpsGek> | [OpenTTD/website] orudge opened pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtIKx |
04:07 | <@DorpsGek> | [OpenTTD/team] LordAro commented on issue #128: [de_DE] Translator access request https://git.io/JtImv |
04:10 | <@DorpsGek> | [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:10 | <LordAro> | i'm not going to approve #127 |
04:11 | <@DorpsGek> | [OpenTTD/team] LordAro commented on issue #126: [pt_PT] Translator access request https://git.io/JtTQf |
04:11 | <@DorpsGek> | [OpenTTD/team] LordAro commented on issue #129: [ro_RO] Translator access request https://git.io/JtInb |
04:12 | <@DorpsGek> | [OpenTTD/website] LordAro approved pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtI68 |
04:12 | <@DorpsGek> | [OpenTTD/website] LordAro approved pull request #184: Fix: Autodetect macOS correctly https://git.io/JtI64 |
04:17 | <@DorpsGek> | [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:17 | <@DorpsGek> | [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:17 | <@DorpsGek> | [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:18 | <@DorpsGek> | [OpenTTD/website] orudge merged pull request #184: Fix: Autodetect macOS correctly https://git.io/JtkHv |
04:18 | <@DorpsGek> | [OpenTTD/website] orudge merged pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtIKx |
04:18 | <TrueBrain> | Why not LordAro? |
04:18 | <LordAro> | because they clearly haven't got a clue what's going on |
04:19 | <TrueBrain> | Seems he either doesn't understand English or is in a real rush.. what could possibly go wrong?! |
04:19 | <LordAro> | and the repos on their account don't fill me with confidence either |
04:19 | <@DorpsGek> | [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:19 | <@DorpsGek> | [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:19 | <@DorpsGek> | [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:19 | <@DorpsGek> | [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:19 | <TrueBrain> | So deny and block user? :) |
04:19 | <@DorpsGek> | [OpenTTD/team] LordAro commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:20 | <@DorpsGek> | [OpenTTD/team] LordAro closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP |
04:20 | <LordAro> | oops, wrong button |
04:20 | <TrueBrain> | Hahaha, you can't read either :D :D :D |
04:20 | <TrueBrain> | <3 |
04:21 | <LordAro> | normally when i close issues, i actually close it :p |
04:21 | <TrueBrain> | It only prevents a message from DorpsGek; it doesn't really matter honestly :) |
04:22 | <LordAro> | mm :) |
04:22 | <LordAro> | feature request: some label determining whether an application was approved or not |
04:22 | <LordAro> | (bonus: actually followed through and accepted invitation) |
04:22 | <TrueBrain> | Make one :) |
04:22 | <TrueBrain> | Labels are cheap |
04:23 | <TrueBrain> | And denies are rare |
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04:29 | <@DorpsGek> | [OpenTTD/team] LordAro opened issue #130: Apply labels to issue after approving/denying request https://git.io/JtIiL |
04:31 | <@DorpsGek> | [OpenTTD/team] TrueBrain commented on issue #130: Apply labels to access request after approving/denying request https://git.io/JtIiL |
04:31 | <TrueBrain> | automation is not always the answer :P |
04:48 | <LordAro> | :p |
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06:50 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on issue #8037: Crash when Reloading AI in single player https://git.io/Jv1m2 |
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07:27 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl updated pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtUMd |
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08:16 | <Samu> | it finally complained about the missing file |
08:16 | <Samu> | https://pastebin.com/raw/0EYXDJF9 |
08:17 | <Samu> | why didn't it complain yesterday |
08:24 | <Samu> | how do I solve this? |
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08:37 | <Samu> | do I simply remove "genland.h" from D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\table\CMakeLists.txt |
08:37 | <Samu> | there are many CMakeLists.txt's |
08:38 | <+glx> | there's one per directory |
08:38 | <@DorpsGek> | [OpenTTD/nml] FLHerne commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs |
08:39 | <+glx> | and yes if you delete a file and it's listed in the CMakeLists.txt of the directory you need to remove it from the list |
08:40 | <Samu> | https://github.com/OpenTTD/OpenTTD/blob/master/src/table/CMakeLists.txt#L63 |
08:40 | <Samu> | deleted |
08:40 | <Samu> | what's intriguing me is that it didn't error yesterday |
08:40 | <Samu> | only today |
08:41 | <+glx> | it's strange, cmake should have seen the deletion when you recompiled |
08:42 | <+glx> | unless you deleted after compilation |
08:44 | <Samu> | i'm not sure which order I did things |
08:44 | <Samu> | visual studio sometimes misbehaves, doesn't detect some changes i made outside visual studio |
09:18 | <Samu> | DistanceSquare generated -> https://i.imgur.com/QLDyQlu.png vs genland.h generated -> https://i.imgur.com/5GJjKlm.png |
09:28 | <Samu> | I wonder, wasn't that data from genland.h reverse engineered from assembly |
09:28 | <Samu> | from the original game? |
09:29 | <Samu> | someone talked about 0 and -1 conversion in assembly being off |
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09:39 | <Samu> | frosch |
09:40 | <Samu> | @seen frosch |
09:40 | <@DorpsGek> | Samu: I have not seen frosch. |
09:46 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 opened pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl |
09:54 | <Samu> | I need frosch |
09:54 | <Samu> | does he remember this? https://github.com/OpenTTD/OpenTTD/commit/4846c7ed6b6f024ff31c826c5ede3fbea25ef5cb#diff-026507209c0ed34a0280e17ecb3fce7dd4d8a67a0b9e486d9dbcc6051708b398 |
09:58 | <Samu> | he fixed the oilrig layout from this https://i.imgur.com/BGkHbx0.png to this https://i.imgur.com/5Lp3uFV.png |
09:59 | <Samu> | I wonder if the data in genland.h suffers from the same bug |
10:00 | <+glx> | maybe |
10:00 | <Samu> | does it look broken? https://i.imgur.com/5GJjKlm.png |
10:00 | <+glx> | yup upper half is off by one it seems |
10:00 | <+glx> | like it was for oilrig |
10:01 | <Samu> | interesting |
10:06 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIj9 |
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10:09 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIjd |
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10:29 | <Samu> | tada!! https://i.imgur.com/mbwh256.png |
10:32 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLv0 |
10:32 | <+glx> | looks better Samu :) |
10:33 | <Samu> | ok let me make a PR, just not sure how to describe the problem |
10:34 | <+glx> | pictures will help, but won't be enough ;) |
10:58 | <Samu> | i just dont know what to say in the PR |
11:07 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick opened pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP |
11:07 | <Samu> | too many pics perhaps |
11:08 | <LordAro> | images could be cropped perhaps |
11:08 | <LordAro> | but seems fine |
11:13 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUt |
11:14 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl |
11:17 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLUE |
11:17 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUz |
11:19 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUV |
11:21 | <TrueBrain> | glx: are you sure? |
11:21 | <+glx> | I tried |
11:21 | <TrueBrain> | Either way, it became a hypothetical, so it doesn't matter really :) |
11:22 | <TrueBrain> | So a wise man lied to me, sounds badddd |
11:23 | <+glx> | https://github.com/OpenTTD/OpenTTD/blob/a2bd0a14e1033d9bd1e29416c8c68f96c73d179e/src/command.cpp#L592-L595 <-- it needs a default error message for the command to show the specific one |
11:24 | <Samu> | hmm LordAro that would make me change a lot of offsets |
11:24 | <+glx> | can't you just move the modified offset to a better place ? |
11:25 | <TrueBrain> | glx: our DoCommand structure never stops to amaze me :p |
11:29 | <Samu> | gonna try my best |
11:30 | <LordAro> | Samu: i'm asking you to explain why, there may be a perfectly valid reason why not |
11:31 | <Samu> | I was being kind of lazy, just moved some tiles from the back and put them in the front, but this doesn't make it ordered as it should |
11:31 | <Samu> | now i'm looking at the order, and from what I see, lots of tile offsets gonna be adjusted |
11:31 | <+glx> | yeah being lazy is not a valide reason ;) |
11:32 | <Samu> | instead of 6 changes, it's about 100~ |
11:32 | <+glx> | in the diff ? |
11:32 | <+glx> | weird |
11:32 | <Samu> | brb, 15 min |
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11:42 | <_dp_> | Samu, you can just move lines |
11:43 | <_dp_> | also sequential access can be a bit faster so it's not just cosmetic |
11:43 | <+glx> | ordering in the file doesn't seem consistent |
11:45 | <+glx> | 120 first lines in the array seem to have an order, then all other lines look randomly placed |
11:47 | <+glx> | and it's not better in build_industry.h, sometimes it's ordered by x then y, sometimes by x then y, and often it changes in the middle |
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11:52 | <_dp_> | yeah, also whole CreateDesertOrRainForest looks quite ineffecient for what it does |
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12:19 | <Samu> | im working on it, already know how to do it |
12:20 | <@DorpsGek> | [OpenTTD/OpenTTD] JGRennison opened issue #8589: Vehicle::motion_counter is not stored in the savegame https://git.io/JtLLw |
12:25 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP |
12:25 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP |
12:27 | <Samu> | it's not negative 'y', it's negative 'x', my bad |
12:28 | <Samu> | actually, the explanation sucks |
12:28 | <Samu> | needs a better commit name |
12:29 | <Samu> | y is off by 1 when x coordinate is negative |
12:32 | <frosch123> | meh, some guy wants to migrate bananas stuff. but they actually have no link to the forum |
12:34 | <frosch123> | and they use gtranslator to post on forums, so I guess asking back for another form of confirmation won't work |
12:34 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP |
12:35 | <frosch123> | i guess i just assume that a 2 year old forum account that matches the ottd account is valid :) |
12:35 | <Samu> | of, it's frosch! |
12:35 | <Samu> | you did the oilrig layout fix |
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12:39 | <Samu> | 68 changes, i expected 100 |
12:39 | <Samu> | not bad |
12:43 | <Samu> | i didn't edit 68, that diff that the website generates confuses some of the changes |
12:46 | <Samu> | oh, it's 68 indeed |
12:46 | <Samu> | that diff counts correctly, but displays the differences in a confusing way |
12:51 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick commented on pull request #8588: Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' coordinate is negative https://git.io/JtLqE |
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12:57 | <TrueBrain> | frosch123: what is the worst that can happen :D |
12:58 | <frosch123> | someone could upload a version with all pixels garbled |
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13:06 | <TrueBrain> | how will we survive |
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13:16 | <andythenorth> | FML :P |
13:18 | <frosch123> | andythenorth: if you garble all your pixels, you no longer need liveries |
13:18 | <andythenorth> | hmm |
13:19 | <andythenorth> | I had an idea for 65k spritelayers |
13:19 | <andythenorth> | or maybe 4096 |
13:19 | <andythenorth> | would be enough |
13:19 | <andythenorth> | 1 pixel per layer |
13:19 | <andythenorth> | then just randomise all the layers |
13:20 | <andythenorth> | ENotEnoughRandomBits |
13:20 | <frosch123> | how abou resolving vehicle sprites via http calls to your server? |
13:20 | <frosch123> | newgrf-as-a-service |
13:20 | <TrueBrain> | hand drawn live while you play! |
13:22 | <andythenorth> | hmm, how about a vehicle-UI->discord bridge? |
13:22 | <andythenorth> | so you type what you want, and then discord bot sends back the sprites? |
13:22 | <Samu> | glx, don't move that line to before the DC_EXEC https://github.com/OpenTTD/OpenTTD/pull/8587/files#diff-53305a8fc8880bbbfea433039871db3dd91f5ee9d97b582b15258f8d950b8938 |
13:22 | <frosch123> | last time i was on discord, somenoe had a screenshot-discord bridge |
13:22 | <Samu> | if i remember correctly, it will mess up starting ais in a server |
13:22 | <Samu> | in multiplayer |
13:23 | <Samu> | have to dig in the details |
13:23 | <frosch123> | posting screenshots of their game like others post cat pictures |
13:23 | <andythenorth> | I think you missed the recent actual posting of cat pictures |
13:23 | <andythenorth> | there is now a board for that |
13:23 | * | andythenorth enjoyed that, always love a cat picture |
13:23 | <andythenorth> | livery UI -> cat picture search |
13:24 | <andythenorth> | or we could just do liveries where you click a button and get the livery |
13:24 | <frosch123> | i prefer alf |
13:24 | <+glx> | Samu: it should not, and if the test is only in DC_EXEC part it fails because both returns are different |
13:27 | <Samu> | it's due to the commands being put in a queue, the so called tick delay |
13:27 | <Samu> | you bankrupt and then start immediately, the commands are queued before being executed |
13:28 | <LordAro> | Samu: comments on PRs go in the PR |
13:29 | <Samu> | so the bankrupt command didn't really execute yet |
13:30 | <Samu> | and requesting a company to start in the same slot, will fail due to Company::IsValidID(company_id) |
13:30 | <andythenorth> | glad I didn't abuse motion counter for vehicles |
13:30 | <andythenorth> | I mean...I have considered it :P |
13:35 | <+glx> | Samu: ah yes indeed reload_ai doesn't reload in server |
13:37 | <+glx> | but in offline if the company couldn't be deleted then it will assert on creation |
13:38 | <+glx> | AI reloading is kind of a hack :) |
13:41 | <TrueBrain> | was always meant as "debug" |
13:41 | <TrueBrain> | not for the common people :) |
13:42 | <+glx> | yeah and command system doesn't really support command dependencies |
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13:43 | <+glx> | anyway with second commit in place it should be safe to put the start check back in DC_EXEC zone |
13:44 | <+glx> | I moved it because my tests on first commit only |
13:44 | <andythenorth> | GS reloading or go home? :D |
13:44 | <andythenorth> | oof |
13:45 | <TrueBrain> | a company is closed and a new one is opened on AI reload |
13:45 | <TrueBrain> | so GS reload is starting a new map |
13:46 | <TrueBrain> | EASY |
13:48 | <andythenorth> | I think just reloading the save does it |
13:48 | <andythenorth> | but that might depend on how the GS handles newgame vs reload |
13:48 | <andythenorth> | worked for my simple test GS :P |
13:48 | * | andythenorth would worry about state though |
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14:00 | * | Wolf01 and covid19 are now friends |
14:00 | <LordAro> | ! |
14:00 | <Wolf01> | Shit happens |
14:01 | <andythenorth> | le oof |
14:02 | <frosch123> | do you plan to visit anti-vaccination protests? |
14:02 | <Wolf01> | The best part is that we (at work) took a test on 12th, all negative, went to work th 13th and started to feel bad on the same evening |
14:03 | <andythenorth> | are you repaired now? |
14:03 | <Wolf01> | <frosch123> do you plan to visit anti-vaccination protests? <- I would like to do, but now they could arrest me |
14:06 | <Wolf01> | I had a bad night today, but I feel better, I have again smell and taste, maybe not as normal but at least stuff doesn't taste like cardboard |
14:08 | <Wolf01> | And I blamed the cold weather for the back pain and the dust I moved while tidying up my room for the running nose... instead, tadaaa |
14:18 | <andythenorth> | sure I had covid 1 year ago, but eh |
14:18 | <andythenorth> | no way to know |
14:20 | <Wolf01> | I was pretty sure too, that's why I had a antibodies test in may, but it was negative, so... |
14:31 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 opened pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLGj |
14:42 | <andythenorth> | :) |
14:53 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc opened pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLnu |
14:56 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLn6 |
14:57 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLnX |
14:58 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtLnS |
15:00 | <+michi_cc> | Regarding #8576: Should members of enum class still follow normal enum rules (all caps)? |
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15:06 | <frosch123> | would clang-format handle them differently? i don't it does. and i like dreaming of having clang-format some day :p |
15:06 | <frosch123> | *think |
15:06 | <LordAro> | michi_cc: hmm |
15:07 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl updated pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtJdI |
15:07 | <LordAro> | obviously it doesn't need the prefix, but yeah, should probably still be all caps |
15:09 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLcZ |
15:09 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtLcW |
15:11 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc merged pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLnu |
15:11 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc closed issue #8589: Vehicle::motion_counter is not stored in the savegame https://git.io/JtLLw |
15:14 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLc6 |
15:15 | <LordAro> | mm, that's a good counter argument |
15:17 | <TrueBrain> | BUT I LIKE IT WHEN MY CODE SHOUTS AT ME FROM TIME TO TIME :( |
15:17 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLcQ |
15:18 | <_dp_> | also they're always used together with enum name and it's quite a dissonance if they have different styles |
15:21 | <Samu> | There's 3 ways to generate desert/rainforest now! https://i.imgur.com/v0iikLd.png |
15:22 | <Samu> | the off by one at top right |
15:22 | <Samu> | the fixed off by 1 at top left |
15:22 | <Samu> | the SquaredDistance method at bottom left |
15:23 | <Samu> | which one is prettier? |
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15:49 | <+glx> | hmm in its current form (in master), CCA_NEW_AI param validation could just be an assert, because if the command returns CMD_ERROR it will trigger the sany check assert anyway |
15:49 | <+glx> | *sanity |
16:04 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl |
16:05 | <_dp_> | rainforest is quite weird, apparently it doesn't generate on NW side of lakes https://i.imgur.com/2mzlrP8.png |
16:08 | <+glx> | hmm something seems wrong in my change |
16:08 | <FLHerne> | frosch123: In principle, your proposed change breaks backward-compatibility, if some existing grf relies on the water-industry cap? |
16:08 | <FLHerne> | But there's probably no such industry :p |
16:10 | <frosch123> | every bug fix breaks compatibility |
16:11 | <frosch123> | eddi is likely still waiting for dbset fixing the power of the ice trains |
16:12 | <+michi_cc> | Except of course if you're SimCity and get a special bug-compatible mode for Windows 95 :D |
16:13 | <Eddi|zuHause> | well, we added such compatibility mode when we untangled multiple vehicle grfs modifying the same vehicles |
16:13 | <frosch123> | i only played dos-simcities |
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16:14 | <Eddi|zuHause> | we added a thing where newgrfs can decide "i'm an override grf", and added 3 special cases for existing grfs to fill that in |
16:16 | <FLHerne> | frosch123: Well, the reason it's a flag at all is for compatibility? |
16:17 | <FLHerne> | Otherwise you might as well just hardcode it for original oil-rigs only |
16:17 | <Samu> | I think assert(!Company::IsValidID(company_id)); is sufficient |
16:17 | <FLHerne> | And be even less confusing |
16:17 | <@orudge> | TrueBrain: do we need to do something to make the staging website live? |
16:17 | <@orudge> | (tag it?) |
16:18 | <frosch123> | FLHerne: yes, but there are plenty of industry grfs that just want the original industries, e.g. manual industries |
16:18 | <Samu> | let me test |
16:19 | <+glx> | Samu: it's broken ;) regression test asserted |
16:19 | <Samu> | oh, because it's not networking |
16:20 | <+glx> | yes my assertion is wrong |
16:20 | <frosch123> | FLHerne: so i stick with the intention. smooth economy does not care about oil rigs, it just does not want industries to produce 2040 passengers/month |
16:20 | <frosch123> | it just was implemented in a weird way |
16:22 | <LordAro> | orudge: yes |
16:25 | <andythenorth> | just break the older grfs :P |
16:25 | <andythenorth> | content is fungible |
16:25 | <andythenorth> | it's like really old servers, turn it off and see who complains :P |
16:26 | <frosch123> | andythenorth: people do not complain |
16:26 | <andythenorth> | generally? |
16:26 | <andythenorth> | :P |
16:28 | <frosch123> | people are discussing on the forums for 6 months, why noone updates the ais to work with nrt |
16:28 | <Samu> | you may stumble upon the other bug glx, it was a long PR that ultimately got closed, let me find it |
16:28 | <frosch123> | yet, there is apparently no ai author who complained that there is no api to even do that |
16:28 | <andythenorth> | I have an automatic guilt-induced inability to see anything to do with NRT :P |
16:28 | <Samu> | about more than max_no_competitors starting in multiplayer |
16:28 | <Samu> | more than requestest |
16:29 | <Samu> | requested* |
16:29 | <+glx> | unrelated to my PR ;) |
16:29 | <Samu> | well, you're making it related now |
16:29 | <+glx> | I'm fixing a crash |
16:30 | <frosch123> | andythenorth: https://i2.kym-cdn.com/entries/icons/facebook/000/018/012/Screen_Shot_2015-05-12_at_3.31.31_PM.png |
16:30 | <andythenorth> | yes |
16:30 | <andythenorth> | gif of the decade |
16:31 | <supermop_Home> | i think that gunshow comic was before 2010 |
16:31 | <frosch123> | i don't even know where it's from :p |
16:31 | <Samu> | i suspect the assert will be triggering for the other bug if it's assert(!Company::IsValidID(company_id)) |
16:32 | <supermop_Home> | KC green's Gunshow webcomic |
16:32 | <andythenorth> | I often see it used with this one https://i.gifer.com/1okJ.gif |
16:32 | <Samu> | unless company_id is INVALID_COMPANY |
16:33 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl |
16:34 | <+glx> | now I think it should be as before for network games, and better for offline |
16:35 | <Samu> | here's the other bug, https://github.com/OpenTTD/OpenTTD/pull/7376 |
16:35 | <Samu> | unsure if you're fixing it, or breaking it even more |
16:36 | <Samu> | have to test |
16:37 | <+glx> | the issue should still exist, because server doesn't do any checks before creating a new AI |
16:38 | <+glx> | at least now it will check the id validity (skipping the non existance of company) |
16:38 | <+glx> | before exec |
16:39 | <andythenorth> | I should make an NRT grf :P |
16:39 | <Samu> | just a quick test, you broke it a bit more, i set a max competitor to 1, then pressed reload ai, a 2nd AI started and the first is restarted, now we have 2 AI's |
16:40 | <Samu> | should be 1 |
16:40 | <Samu> | it's complicated to fix this |
16:41 | <+glx> | how is it possible ? there should be only one CC_AI_NEW command |
16:42 | <+glx> | well CCA_NEW_AI and CCA_DELETE before it |
16:42 | <Samu> | the 2 AIs were configured with a start delay of 0 |
16:42 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 merged pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLGj |
16:42 | <+glx> | that's a different issue |
16:43 | <Samu> | let me test without your fix |
16:43 | <+glx> | basically second AI started because there were no longer running AI for a short time |
16:44 | <Samu> | but now it isn't returning a CMD_ERROR in EXEC_MODE |
16:44 | <Samu> | and the check is skipped |
16:44 | <Samu> | so it allows a 2nd company to get through the tests |
16:45 | <+glx> | returning CMD_ERROR in DC_EXEC would trigger sanity assert anyway |
16:45 | <+glx> | assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check <-- this one |
16:46 | <+glx> | ah no |
16:46 | <Samu> | if (!_networking && Company::IsValidID(company_id)) return CMD_ERROR; this check is skipped |
16:46 | <+glx> | for network it's skipped |
16:46 | <Samu> | 2nd company slips through |
16:47 | <Samu> | company_id is INVALID in this situation, doesn't fail in the assert, and is created |
16:53 | <+glx> | but with the original check INVALID was allowed too |
16:53 | <TrueBrain> | orudge: to extend on LordAro's very short answer (:p): via GitHub releases create a new release with the next patch number |
16:53 | <+glx> | if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR; <-- doesn't return error for INVALID |
16:54 | <TrueBrain> | That will take the current staging to production |
16:54 | <TrueBrain> | Don't make prerelease or push a tag to GitHub, both do somewhat work but is not really an ideal workflow ;) |
16:56 | <TrueBrain> | Version is totally arbitrair btw, but bumping the patch by one is the most common :) |
16:56 | <Samu> | gonna test |
16:57 | <Samu> | maybe i missed something |
16:57 | <_dp_> | Samu, I couldn't resist to make a 4th way for you xD https://pastebin.com/WxQHgmCK |
16:57 | <Samu> | looks like you're right |
16:57 | <Samu> | it also happens in master, i want 1 company, and 2 are created |
16:58 | <Samu> | with the reload |
16:58 | <+glx> | yes because reload is delete then create new |
16:59 | <+glx> | and there's a short frame between both commands |
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17:15 | <Samu> | gotta go sleep, will take a look at it tomorrow _dp_ , glx |
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17:38 | <@DorpsGek> | [OpenTTD/website] orudge created new tag: 1.4.11 https://git.io/JtL09 |
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18:47 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8578: Fix: Stopped ships shouldn't block depots https://git.io/JtUbR |
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19:41 | <@DorpsGek> | [OpenTTD/OpenTTD] WhitePassRanger opened issue #8592: Goods not able to split to multiple destinations from one station https://git.io/JtL2b |
19:43 | * | Eddi|zuHause bets money on a "load filling up at destination station" |
19:49 | <Eddi|zuHause> | hm, no, it's using cargodist, so it's not that |
19:54 | <@DorpsGek> | [OpenTTD/OpenTTD] Eddi-z commented on issue #8592: Goods not able to split to multiple destinations from one station https://git.io/JtL2b |
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21:24 | <@DorpsGek> | [OpenTTD/OpenTTD] AlexBassett opened issue #8593: Game does not launch on windows XP 32 bit https://git.io/JtLK0 |
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--- | Log | closed Tue Jan 19 00:00:01 2021 |