--- | Log | opened Wed Jan 20 00:00:02 2021 |
01:02 | <@DorpsGek> | [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG |
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02:31 | <TrueBrain> | Too bad he didn't read and there are completely unrelated things in there, lol .... "while here, change this completely unrelated thing too!" .. so not useful .. |
02:38 | <andythenorth> | yo |
02:42 | <andythenorth> | hmm |
02:42 | <andythenorth> | remove ships, problem solved |
02:42 | <andythenorth> | also |
02:42 | <andythenorth> | remove NRT, another problem solved |
03:32 | <_dp_> | his settings window is even more of a mess than it already is |
03:33 | <_dp_> | and looks quite ugly too |
03:33 | <_dp_> | with a bit of moving settings around type select can be added as a root category and category select removed completely |
03:34 | <_dp_> | all that's left will be a filter string |
03:36 | <andythenorth> | I kind of ignore most of the UI suggestions |
03:41 | <_dp_> | there is a limit of what can be done with 1995 ui as a base |
03:41 | <_dp_> | arbitrary changing stuff is only gonna make it worse |
03:45 | <_dp_> | btw, imo the most needed ui improvement is adding more zoom levels to minimap |
03:45 | <_dp_> | it's nearly unusable on 4k |
03:46 | <andythenorth> | I use bigger eyes |
03:46 | * | andythenorth telling lies |
04:28 | <@DorpsGek> | [OpenTTD/nml] FLHerne commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs |
04:29 | <_dp_> | haha, even LugnutsK got bamboozled by industry density setting :p https://youtu.be/7f5NZUtf-7c?t=5443 |
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04:31 | <Eddi|zuHause> | _dp_: i think that is missing some context |
04:31 | <_dp_> | he was trying to stop industries from spawning |
04:32 | <_dp_> | just look at all the signs xD |
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04:35 | <Eddi|zuHause> | well. i guess that's just another case of a mixture of "too many settings", "too few settings" and "unclear settings" |
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04:44 | <Eddi|zuHause> | in this case, he seems to be confused by the category of "world generation settings", because why would that have an ongoing effect after world generation |
04:53 | <Timberwolf> | I can't remember which author said (I paraphrase): "most people think ideas are the problem, and it is a tremendous help to authors to send them your ideas to help out. The truth is the opposite. I have more ideas than I could ever hope to write in a single lifetime. The difficult part is the writing of 100,000 words to make those ideas become a fully realised novel." |
04:57 | <_dp_> | well, good ideas can be very helpful, it's just that most of the suggestions aren't that good |
04:58 | <LordAro> | i do wonder whether hiding buoy names unless hovering over them might not be a bad idea |
04:59 | <Timberwolf> | I am inherently against hiding buoy names as someone who spends a great deal of time in multiplayer games coming up with ridiculous "buoy"/"boy" based puns for naming every single last one I create. |
05:00 | <LordAro> | :D |
05:00 | <LordAro> | tbf, buoys are generally not required now that pathfinder caching is a thing |
05:01 | <_dp_> | alternatively ships can just require less buoys :p |
05:02 | <_dp_> | LordAro, is that something new? because in 1.10.3 they very much do require |
05:04 | <LordAro> | i think they were added in 1.10.x |
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05:21 | <Samu> | hi |
05:21 | <Timberwolf> | As a long-time player I do sometimes get thrown by things like this, the first game I saw someone build more than about 20 ships I was staring at it going, "have you no idea how much CPU time that's going to use... oh... apparently not very much, these days" |
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06:22 | <Samu> | wow |
06:22 | <Samu> | stopai doesn't let me stop ai |
06:23 | <Samu> | now I understand what glx told |
06:54 | <@DorpsGek> | [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs |
07:04 | <@DorpsGek> | [OpenTTD/nml] glx22 commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtmUJ |
07:27 | <@DorpsGek> | [OpenTTD/OpenTTD] auge8472 commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG |
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08:23 | <Samu> | c->months_of_bankruptcy can go over 10 |
08:24 | <Samu> | interesting |
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08:45 | <Samu> | c->months_of_bankruptcy can overflow |
08:46 | <Samu> | 255 + 1 = 0 |
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09:19 | <Samu> | is this magic gonna work? c->months_of_bankruptcy = Clamp(++c->months_of_bankruptcy, 0, 10); |
09:26 | <LordAro> | nope |
09:29 | <Samu> | it works, but there's the admin port thing doing something special with CeilDiv |
09:34 | <Samu> | if (c->months_of_bankruptcy < 10) c->months_of_bankruptcy++; |
09:34 | <Samu> | this is a better magic |
09:34 | <LordAro> | well, it'll work but it might not be doing quite what you expect |
09:40 | <Samu> | i think Clamp would be better in the case of savegames using values already above 10 |
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09:45 | <Samu> | this won't happen in a network, so it's safe to cap it at 10 |
09:45 | <Samu> | months_of_bankruptcy over 10 happens when I am in the AI company |
09:46 | <Samu> | actually no |
09:46 | <Samu> | when i am this: if (!_networking && _local_company == c->index) { |
09:48 | <Samu> | maybe a c->months_of_bankruptcy--; inside that is better |
09:52 | <+glx> | that's because company with human player never bankrupts |
09:52 | <+glx> | you are not supposed to be in the AI company |
09:52 | <Samu> | doesn't need to be an AI company |
09:53 | <Samu> | a single player game with a single human company in the negative |
09:53 | <+glx> | yes can't bankrupt |
09:53 | <Samu> | but the months_of_bankruptcy keep increasing and overflow when it reaches 255 |
09:54 | <Samu> | bug is that it would display newspapers about the company |
09:54 | <Samu> | after 255++ months |
09:56 | <Samu> | after 260 in this case |
09:56 | <Samu> | well i'm submiting a PR |
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10:08 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick opened pull request #8597: Fix: Prevent showing company is in trouble again after about 260 months due to overflow https://git.io/JtmCh |
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10:11 | <Samu> | it could be solved in different ways |
10:12 | <Samu> | could let it max out at 255 |
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11:39 | <@orudge> | TrueBrain: Steam application submitted and fee paid |
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12:05 | <@DorpsGek> | [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs |
12:07 | <FLHerne> | glx: "I could try to implement splitting" <- surely there must already be splitting, with only 255 names per ActionF? |
12:08 | <FLHerne> | Or am I misreading the spec? |
12:08 | <FLHerne> | (or we have different ideas on what 'splitting' should mean) |
12:08 | <+glx> | yes I think there is, didn't check the code on that part |
12:08 | <+glx> | but I think wasting bits is an issue |
12:09 | <+glx> | to confirm I would need his nml |
12:10 | <FLHerne> | glx: It's here https://drive.google.com/drive/folders/1BqmuPdhPWt1ESVpdmSi0xDf50JQ923ep |
12:10 | <FLHerne> | glx: It's very simple -- literally one block with 1650 single-part names |
12:11 | <FLHerne> | If max-parts was even two bytes, we could just have one actionF and it would need 11 bits |
12:11 | <Eddi|zuHause> | i could imagine it's splitting off in 255 sections, each using 8 bit, which will fail if it's more than 4 parts |
12:11 | <FLHerne> | (maybe more if you want truly even distribution) |
12:12 | <FLHerne> | Yeah |
12:12 | <FLHerne> | Which is wrong, because each of the parts should be able to use the same 8 bits |
12:13 | <FLHerne> | (plus a few more for choosing a part) |
12:13 | <Eddi|zuHause> | yeah, you need 2 tiers of bits |
12:13 | <Eddi|zuHause> | but the lower bits could be shared |
12:14 | <+glx> | error message clearly shows that yes, require 40, only 32 available |
12:14 | <@DorpsGek> | [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG |
12:21 | <+glx> | indeed nfo generated with 0.5.0 shows proper split |
12:23 | <TrueBrain> | orudge: w00p! :D |
12:23 | <Eddi|zuHause> | glx: so is it now trying to use too many bits, or is it just counting wrong? |
12:24 | <+glx> | it tries to use too many, because it doesn't know some can be shared |
12:24 | <+glx> | before #117 bits were always shared, even when it should not |
12:24 | <+glx> | now they are never shared |
12:24 | <+glx> | which is still wrong |
12:25 | <+glx> | but less wrong |
12:25 | <Eddi|zuHause> | ah, so it overshot :p |
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12:53 | <Samu> | the bug where you can be in an AI company in a network game, is not gonna be easy to solve |
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12:54 | <Samu> | there's client id of the server that gets initialized way before any company is loaded/started |
12:54 | <Samu> | this client will be playing as "insert company" |
12:55 | <Samu> | it always assuming it starts as COMPANY_FIRST |
12:56 | <Samu> | and the rest of the code makes an effort to put the server in the first company |
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13:19 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on issue #8595: Intrusive buoys https://git.io/Jtqtl |
13:19 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 closed issue #8595: Intrusive buoys https://git.io/Jtqtl |
13:44 | <@DorpsGek> | [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtmre |
13:44 | <@DorpsGek> | - Update: Translations from eints (by translators) |
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15:45 | <Samu> | Is it possible to move the call to NetworkInitGameInfo() to after the map is generated/loaded? |
15:46 | <Samu> | nah |
15:46 | <Samu> | needs refactoring or something |
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16:36 | <Samu> | got some code ready https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:start/load-network-games-as-spectator |
16:36 | <Samu> | fixes https://github.com/OpenTTD/OpenTTD/issues/6544 |
16:36 | <Samu> | (I think) |
16:37 | <Samu> | i am unsure about NetworkInitGameInfo |
16:37 | <Samu> | i made part of it happen after the game is created/loaded |
16:38 | <Samu> | otherwise, I couldn't use GetFirstHumanCompany() |
16:38 | <Samu> | for the server client |
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17:57 | <supermop_Home> | yo andythenorth |
17:58 | <supermop_Home> | there needs to be more railfreight sector mech / streetwear drop |
18:01 | <andythenorth> | yo |
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18:06 | <supermop_Home> | or like embroidered bomber jackets |
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20:28 | <@DorpsGek> | [OpenTTD/nml] glx22 opened pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD |
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--- | Log | closed Thu Jan 21 00:00:04 2021 |