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#openttd IRC Logs for 2021-09-12

---Logopened Sun Sep 12 00:00:34 2021
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02:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9542: Fix #9241: Grove and forest tree brushes also create rainforests
02:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #9241: Some tree brushes do not mark tiles as a rainforest
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04:30<Heiki> “Don't have room for a physical model train set? Try virtual trains with OpenTTD.”
04:43<andythenorth>"Here are the mods I consider essential:"
04:43<andythenorth>oh dear
04:44<andythenorth>rest is nice :D
04:52<_dp_>ew, abase
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06:34<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain approved pull request #69: Add: #68 network gui icons
06:35<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain approved pull request #71: Fix: remove animated pixels from highscore.png
06:36<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain merged pull request #71: Fix: remove animated pixels from highscore.png
06:36<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain merged pull request #69: Add: #68 network gui icons
06:36<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain approved pull request #72: Add: [Actions] Make NML warnings more visible in pull requests
06:37<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain closed issue #68: New network gui icons needed
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07:27<Samu>fierce competition! Now that I needed to test my AI being first in company value, it's last! :p
07:27<Samu>wanted to test my new code
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08:08<@DorpsGek>[OpenTTD/OpenGFX] glx22 dismissed a review for pull request #72: Add: [Actions] Make NML warnings more visible in pull requests
08:08<@DorpsGek>[OpenTTD/OpenGFX] glx22 updated pull request #72: Add: [Actions] Make NML warnings more visible in pull requests
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08:09<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain approved pull request #72: Add: [Actions] Make NML warnings more visible in pull requests
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08:16<+glx>oh of course new warnings
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08:21<TrueBrain>NML not updated?
08:22<+glx>nml is updated but not released
08:22<LordAro>someone should do that
08:24<+glx>like 1 new commit since last release :)
08:24<TrueBrain>versions are cheap
08:26<+glx>I can easily release if changelog is optional
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08:32<LordAro>one line changelog is easy too :p
08:34<+glx>hmm gimp stuff seems broken in my wsl
08:36<+glx>probably explains why I don't get the same warnings as CI
09:02<+glx>ok it's a nice eol mismatch problem
09:03<+glx>checkout is crlf because on windows side, but I run make in wsl
09:05<+glx>temporarily fixed one xcf2png file and the png look better, but still have difference with the ones in the repo
09:34<@peter1138>LordAro, 50T or more?
09:35<LordAro>peter1138: i have no particular desire to go larger
09:35<LordAro>but i probably have more local 25%ers than you
09:35<@peter1138>I just know you go faster than me :p
09:36<@peter1138>I don't know of any 25%ers off hand.
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09:57<@peter1138>Steepest today was a mere 10%
10:09<Samu>I solved it! I coded my AI to always be first in company value, but only by the minimal difference possible. Now it works!
10:09<Samu>there's a pink line in company value graph, behind the red line
10:11<Samu>and the bug wasn't even in the company value library
10:11<Samu>but on my ai
10:13<Samu>it is massing statues at the moment, but even though it has the money to do so, it only builds statues if it remains ahead of WormAI in value
10:22<@DorpsGek>[OpenTTD/team] RIS2000 opened issue #251: [ru_RU] Translator access request
10:37<Samu>LordAro, wow I didn't know you had this here
10:37<Samu>can I submit bug fixes there?
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11:04<LordAro>Samu: i'm not sure i knew it was there either
11:04<LordAro>so no
11:05<+glx>usually openttdcoop repo are moved to github, then transferred to the owner (when he's aware and asks for it :) )
11:20<+glx>ok a "git reset --hard" from wsl magically fixed the eol
11:21<+glx>now the only diff in regenerated png is the addition of ICC chunk
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11:50<TrueBrain>~10-15% of connections are TURN for over a week now; that is not bad :) Happy with that number
11:50<TrueBrain>far less than I expected
11:55<TrueBrain>still lots of aborts .. which only happen when the same user connects to the server he is already connecting to
11:55<TrueBrain>bit odd .. but .. doesn't hurt, I guess
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12:31<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8980: Feature: Multiple rotating views on title screen
12:32<TrueBrain>I wonder if nielsm is willing to make a title competition post, to explain this and share the GS? :D
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12:39<@peter1138>Bah, didn't quite hit 40mph.
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12:56<TrueBrain>I would already be scared to do 40 km/h ...
12:59<LordAro>40kph is excellent fun
13:00<TrueBrain>well, I guess most of that "scared" comes from that we don't use helmets here when sitting on a bike :P
13:01<LordAro>well yes
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13:01<LordAro>wouldn't recommend it without one
13:20<Timberwolf>I got to 40km/h on one of the Barclays (now Santander) bikes once, they have a concerningly long braking distance at that speed.
13:27<FLHerne>Those things weigh a ton
13:28<FLHerne>how do you get one that fast? Down a steep hill?
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13:36<morbidbird>i was considering adding some new events to the AI api, in particular a "tile changed" event. is that something that would be wanted? my only other contrib was fixing the Squirrel exception spam :P
13:37<morbidbird>afaik it doesn't exist right now
13:38<TrueBrain>That are a lot of events ;)
13:38<morbidbird>yes, it could just be a "tile changed in some way" = one event, or built/demolished
13:38<morbidbird>then it's up to the AI to check exactly what happened. i want it for preprocessed map data that i only want to recompute on changes :P
13:38<TrueBrain>Tiles change on average every 256 ticks I believe .. so that are a lot of events per tick ;)
13:39<morbidbird>would it be too slow?
13:39<TrueBrain>It is also not really practical
13:39<TrueBrain>Maybe something smarter works .. something that prefilters
13:40<morbidbird>like, subscribe only to X type of event for Y tiles?
13:40<TrueBrain>But just "tile changed" would drown your AI in events :)
13:40<nielsm>I tried making a demo of the feature, it's a pretty bad game tho
13:41<morbidbird>screen rotation is coming?
13:42<morbidbird>oh, rotation as in changing
13:42<nielsm>TB approved the PR a little over an hour ago
13:42<morbidbird>i thought changing camera ange
13:43<TrueBrain>nielsm: first transition is weird, but it does look awesome :D
13:43<nielsm>that's coming as soon as a full 3D version
13:45<nielsm>heh fun, if you make the audio track in your video upload to youtube longer than the video track, the video track freezeframes at the end
13:45<nielsm>the video is 3:52 but the audio is 4:02, so 10 seconds longer
13:46<@DorpsGek>[OpenTTD/OpenTTD] nielsmh merged pull request #8980: Feature: Multiple rotating views on title screen
13:49<_dp_>would be cool if there was a way to replay commands on title game as well
13:49<_dp_>though probably quite a pita to record and edit them
13:49<nielsm>you mean have the game build things?
13:49<nielsm>yeah that sounds like an extreme effort to go to
13:50<TrueBrain>Can't wait to see when people notice and what they say about it :D
13:50<TrueBrain>Such a nice gimmick
13:50<nielsm>...I just realized I recorded the video in 720p, so youtube destroys the quality of it
13:51<nielsm>I'll redo it
13:51<TrueBrain>Are we going to make a title game ourselves, or make it a competition?
13:51<morbidbird>TrueBrain, what about giving a list of changed tiles every X ticks
13:51<nielsm>are there any major new gameplay features that should be shown off?
13:51<morbidbird>to reduce the amount of events
13:52<TrueBrain>Depends on what you want to do with the event, I guess
13:52<TrueBrain>nielsm: not really, I think
13:52<nielsm>otherwise make a competition but urge people to just pick their already built up (vanilla) game and put camera views on it
13:52<TrueBrain>Would you mind writing the forum post for it?
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13:53<TrueBrain>Guess releasing the first is not going to happen anyway, so they have some time ;p
13:55<TrueBrain>Also means I need to make my mp4 recording to record more than 30 seconds
14:03<nielsm>proper quality version:
14:12<nielsm>do you want me to straight up post the title screen competition? I can write the post, but I'd rather not run the vote counting etc.
14:13<TrueBrain>If you can post the idea, info etc, I will see if I can get someone else to do the rest :)
14:13<TrueBrain>Owh, it is only the 12th .. guess a release the 1st is possible.. hmm
14:14<TrueBrain>nielsm: or if you like, you can put it in a gist, so whoever runs the competition can use that info :)
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14:21<nielsm>submission deadline... saturday 25th?
14:21<nielsm>that would be cutting it very close for voting tho
14:21<nielsm>the 1.11 contest gave more than a month for submissions
14:22<nielsm>and two weeks for voting
14:23<TrueBrain>We can postpone the release another month, but .. it keeps adding up :D
14:23<TrueBrain>Week for voting is plenty, but I agree that 2 weeks for submissions is short
14:26<TrueBrain>Guess 4th of October is a fun release date, fits the 1st of April style :D
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14:29<nielsm>did the feature get into today's nightly build, or will it first be in monday's?
14:30<TrueBrain>The one that starts in 30 minutes
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14:38<nielsm> Submission deadline: Sunday, October 2, 2021, at 23:59:00 UTC.
14:38<nielsm> Voting opens Monday, October 3, 2021.
14:38<nielsm> Voting closes: Sunday, October 17, 2021, at 23:59:00 UTC.
14:38<nielsm>just pulling some dates out from the calendar at random, is that okay?
14:39<TrueBrain>not much we can do about that, so yeah, sounds fine
14:39<TrueBrain>well, maybe close it on Saturday; means we can release on Sunday?
14:40<Samu_>nielsm, have you tried following an aircraft? I think they use weird coordinates
14:40<TrueBrain>btw, Sunday cannot be the 2nd :P
14:40<TrueBrain>think that is a Saturday :)
14:40<nielsm>oops, fixed
14:40<nielsm>somehow offset the dates by one
14:41<TrueBrain>1.10 -> 1.11 in your post I think :)
14:42<nielsm>more fixed
14:42<TrueBrain>didn't you have a GS to assist?
14:43<nielsm>I should put that on bananas
14:43<TrueBrain>and mention that in the post, would be lovely :)
14:43<TrueBrain>currently I do not think people would understand how to make use of the camera control :)
14:43<nielsm>I plan on writing a second post in the topic explaining the commands and the GS
14:43<TrueBrain>that would be awesome
14:43<nielsm>and how to test things
14:43<TrueBrain>tnx nielsm :)
14:46<Samu_>LordAro, your AI on github seems to be of a newer version that that found on bananas
14:48<TrueBrain>orudge: did you find some time to test ? Would be nice to have that in 12.0, so there is a bit of time, but just a friendly reminder :)
14:48<LordAro>Samu_: possibly.
14:48<LordAro>it's been many years
14:48<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
14:48<@DorpsGek> - Update: Translations from eints (by translators)
14:51<TrueBrain>wasn't LordAro going to fix some of these 12.0 marked bugs last weekend? :D :P
15:08<Samu_>found a bug on your github version of the AI
15:10<TrueBrain>"This is an issue for dual-stack Docker containers, in which there is no default IPv6 resolver, when IPv6 traffic is preferred (attempted before) over IPv4, where it can be observed name resolution times out after a delay (5 seconds default on GNU/Linux)."
15:10<TrueBrain>okay, that sentence is really hard to read :P
15:10<TrueBrain>lets replace some comma's with some dots :)
15:10<TrueBrain>comma's -> commas
15:10<TrueBrain>no clue why I added a ' there :P
15:12<Samu_> - can't use !path
15:12<Samu_>if path is null, !path is the same as false in squirrel
15:12<Samu_>you need to use path == false
15:13<Samu_>ever if path is null
15:13<Samu_>if it is null, then path == false will be false
15:14<Samu_>looks like my explanation is confusing
15:15<Samu_>if it is null, !path will be true
15:17<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #9552: Doc: update multiplayer documentation with latest changes
15:18<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9552: Doc: update multiplayer documentation with latest changes
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15:23<+glx>Samu_: I think it's expected
15:24<nielsm>also posted my attempt at documentation in the thread now
15:24<FLHerne>Samu_: ...and why is that a problem?
15:25<+glx>using !path is exactly the same as using path==false
15:26<FLHerne>it keeps searching until FindPath returns a valid path, which is neither false nor null
15:26<TrueBrain>nielsm: " (As of writing this, that nightly build isn't made yet.)" <- it should be by now :)
15:27<TrueBrain>looks good :) Very curious if people can digest it :)
15:28<Samu_>because if path is null, you want to abort that for cycle
15:29<Samu_>or you get an error in the pathfinder about can't intitializing whatever
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15:31<morbidbird>on the bottom of this page it says Direction, Relative, Index
15:31<morbidbird>how do i get the index, given two tiles?
15:31<morbidbird>is there something in the api i mean
15:31<+glx>but path starts with false anyway
15:32<morbidbird>nvm found in superlib
15:34<+glx>so you want to check if line 134 initialised pathfinder properly, modifying the loop condition won't help for that
15:36<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 commented on pull request #9552: Doc: update multiplayer documentation with latest changes
15:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9105: Improve server logs for administration
15:36<+glx>oh I see, confusing explanation :)
15:37<+glx>FindPath returns null on error, so replacing !path with path == false means early break
15:38<+glx>then line 143 checks for !null basically
15:41<Samu_>I just found out that "Calculate Company Value of current quarter" is an expensive function
15:42<Samu_>it will be iterating all stations and all vehicles
15:42<Samu_>and iterating all vehicles is synonimous of stalls
15:43<Samu_>and im iterating all existing companies, now everything makes sense
15:43<Samu_>more companies, huge stalls
15:44<nielsm>help, I can't make myself quit the game after I started it to take a few screenshots of my GS and demo title game, I want to keep listening to the music
15:44<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9552: Doc: update multiplayer documentation with latest changes
15:44<TrueBrain>nielsm: it is fine :)
15:44<Samu_>I should stop running Company Value GS alongside my AI
15:45<TrueBrain>nielsm: I did realise that "following vehicle" is not that useful given there is a menu in the way :P
15:45<Samu_>semi-transparent menu
15:45<TrueBrain>to be fixed in 13.0 :)
15:46<TrueBrain>anyway, let me know if you uploaded the GS to BaNaNaS. I will post on Reddit / Discord about the competition
15:46<nielsm>and if you align it to one of the edges or corners then the vehicle will have a good chance of being outside the screen
15:47<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9552: Doc: update multiplayer documentation with latest changes
15:47<nielsm>which is why my best suggestion for following right now is to abuse it as an alternative to complex panning sequences
15:47<TrueBrain>makes sense :)
15:48<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9552: Doc: update multiplayer documentation with latest changes
15:48<TrueBrain>okay, I can spend hours on making this document "better".. I will leave it for now :P
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16:18<Samu_>it's time to retry the dream once more
16:18<Samu_>5000 road vehicles, 5000 aircraft, 5000 ships, 14 companies
16:19<Samu_>I do not expect major stalls anymore
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16:24<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 approved pull request #9552: Doc: update multiplayer documentation with latest changes
16:26<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9552: Doc: update multiplayer documentation with latest changes
16:26<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed pull request #9539: Doc: Multiplayer
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16:29<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on issue #9486: OpenGFX update required before full 12.0 release - "Base graphics set missing 5 tiles"
16:29<@DorpsGek>[OpenTTD/OpenTTD] glx22 closed issue #9486: OpenGFX update required before full 12.0 release - "Base graphics set missing 5 tiles"
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16:35<TrueBrain>Is it wise to close it already, given we didn't release it yet?
16:35<TrueBrain>At the chance of us otherwise forgetting about releasing it?
16:38<TrueBrain>(Or someone could release it today or so, but I wouldn't even know where to start :p)
16:39<andythenorth>don't we just tag and await magic?
16:39<andythenorth>oh look :)
16:39<TrueBrain>Go for it :p
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16:41<andythenorth>are we bumping opengfx to 7?
16:41<andythenorth>when will it ever be 1.0?
16:42<andythenorth>oh someone else thought same
16:50<@DorpsGek>[OpenTTD/OpenGFX] andythenorth opened pull request #73: Doc: Changelog for 7.0.0 release
16:51<TrueBrain>Either 7.0 or 0.7.0 :p
16:52<andythenorth>I'll amend
16:52<@DorpsGek>[OpenTTD/OpenGFX] andythenorth updated pull request #73: Doc: Changelog for 7.0.0 release
16:55<andythenorth>silly dorpsgek :)
16:55<andythenorth>I retitled it 7.0 :)
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17:11<@DorpsGek>[OpenTTD/OpenGFX] glx22 approved pull request #73: Doc: Changelog for 7.0 release
17:12<+glx>oups commit checker was not happy
17:13<@DorpsGek>[OpenTTD/OpenGFX] glx22 commented on pull request #73: Doc: Changelog for 7.0 release
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17:31<andythenorth>trailing space :o
17:32<@DorpsGek>[OpenTTD/OpenGFX] andythenorth dismissed a review for pull request #73: Doc: Changelog for 7.0 release
17:32<@DorpsGek>[OpenTTD/OpenGFX] andythenorth updated pull request #73: Doc: Changelog for 7.0 release
17:32<andythenorth>ha .txt opens in different editor
17:32<andythenorth>my usual editor strips spaces
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17:38<andythenorth>ok sleep :)
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---Logclosed Mon Sep 13 00:00:36 2021