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#openttd IRC Logs for 2021-01-20

---Logopened 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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---Logclosed Thu Jan 21 00:00:04 2021