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#openttd IRC Logs for 2021-01-18

---Logopened 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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---Logclosed Tue Jan 19 00:00:01 2021