IRC logs for #openttd on OFTC at 2016-07-16
            
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00:03:36 <Wolf01> 'night
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00:03:42 <Elle> Sleep well!
00:04:02 <Elle> Darn
00:09:15 <Eddi|zuHause> that never works :p
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00:31:10 <Elle> I'm using Hexchat, how can I set it to mark me as Away/Idle when I've been AFK for a certain time? I think I found how to auto-un-away myself, but not how to Away
00:32:44 <Eddi|zuHause> i'm not using hexchat, so i can't help you with that
00:33:18 <Elle> What are you using? Might as well hear about an alternative (everyone else is still free to advise me, of course)
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00:34:21 <Eddi|zuHause> i'm using Konversation
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00:55:13 <Samu> I use https://www.tt-forums.net/chatroom.php
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07:52:49 <andythenorth> o/
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08:26:04 <andythenorth> lo Alberth
08:26:15 <Alberth> moin andy
08:26:57 <Alberth> :o python 2.7.11 still not dead yet :)
08:27:34 <peter1138> Still 2.7.3 on my server.
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08:31:49 <andythenorth> python 2.7 will live on for a long time
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08:31:54 <andythenorth> unless there’s a 2.8
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08:32:50 <Alberth> It was planned to never happen afaik
08:33:05 <andythenorth> “Python 2.7 will be the last 2.x release"
08:33:36 <Alberth> I am just amazed they still update the old version
08:34:17 <andythenorth> major web frameworks depend on it
08:35:52 <andythenorth> I have blue tarpaulins for ENSP / FMSP
08:35:58 <andythenorth> I could split the colours
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08:37:58 <Alberth> lots of bugfixes apparently https://hg.python.org/cpython/raw-file/53d30ab403f1/Misc/NEWS
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09:29:43 <Wolf01> o/
09:33:56 <andythenorth> lo Wolf01
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09:37:52 <Wolf01> blinking again
09:42:45 <Wolf01> I must do some NotRailTypes today, or I'll pass the entire day on bed
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10:21:05 <Alberth> hi hi
10:21:10 <Wolf01> o/
10:21:31 <Alberth> on bed and coding is ok, in bed is another matter :)
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10:46:43 <Wolf01> mornin'frogs
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10:56:48 <Alberth> hola
10:59:02 <frosch123> hoi
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11:03:35 <MonkeyDrone> say whaaaaat, military coup attempt in Turkey. damnnnn
11:04:20 <Wolf01> I bet Erdogan now will fuck up things more than before
11:04:59 <MonkeyDrone> wouldn't be surprised, Turkey is a disaster as it stands right now
11:05:41 <Alkel_U3> It's ok, military coups are a tradition in Turkey.
11:05:53 <Alkel_U3> But, yeah.
11:06:14 <Wolf01> also democracy
11:07:20 <MonkeyDrone> lol...
11:09:11 <MonkeyDrone> any of you guys have any idea how server-side scripting works? as in how i can setup an alias on a server that would be propagated to the user connecting?
11:09:27 <Wolf01> no idea
11:09:47 <MonkeyDrone> cheers
11:10:15 <MonkeyDrone> been bashing my head with this since yesterday, made a forum post but not even sure what category to put it in.
11:12:06 <Wolf01> http://9gag.com/gag/arNbY5y next step is to put 2 set of rails, then we'll call them trains?
11:14:06 <Alberth> road trains, eh? :D
11:15:47 <Wolf01> btw, 2 crashes with trucks involved every day in the motorway here :(
11:18:07 <Wolf01> the other 2-3 crashes are just distracted people bumping the one what precedes while watching the other crash
11:21:14 <Alkel_U3> now how many extra crashes will Pokémon GO cause
11:22:34 <Wolf01> I've seen a girl walking while watching the smartphone on a high traffic road 2 days ago... I suspect she was hunting...
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11:27:18 <andythenorth> bah
11:27:22 <andythenorth> vehicles are 6px wide
11:27:36 <andythenorth> so two different sprites are needed to make a crates cargo
11:31:04 <Alberth> silly pixels :(
11:31:18 <andythenorth> silly iso grid :)
11:34:45 <andythenorth> hmm, barrels same :o
11:34:48 <andythenorth> ha
11:38:02 * andythenorth needs to steal NUTS cargos
11:38:10 <andythenorth> but they’re not really the same style :P
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11:47:38 <frosch123> @calc 3100/365
11:47:38 <DorpsGek> frosch123: 8.49315068493
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12:00:09 <Wolf01> mmmh, too many magic numbers in the main toolbar container
12:01:10 <andythenorth> Wolf01: thinking of splitting street / tram construction? o_O
12:01:16 <Wolf01> yes
12:02:09 <Wolf01> with up to 15 subtypes is not possible to keep everything in one sublist
12:02:21 <Wolf01> and I would like to re-start with symple patches now
12:02:25 <Wolf01> *simple
12:02:32 <andythenorth> you’ll need a tram sprite
12:02:46 <Wolf01> I'll just put another rail sprite
12:02:51 <andythenorth> fair
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13:09:20 <Wolf01> I think I understood how to fuck up the buttons arrangements
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13:47:21 <Samu> http://i.imgur.com/kcy3J6e.png
13:47:55 <Samu> something's wrong with road vehicles
13:48:42 <Samu> ah, i see... crashed
13:49:23 <Samu> dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S] dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
13:53:22 <andythenorth> such FIRS bugs :P
13:55:23 <Samu> darn, can't find which month it crashed exactly
13:59:19 <Samu> oki, got it
13:59:32 <Samu> NoNoCAB - v2, 1st Nov 1969 - last month alive
14:02:08 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75030&p=1173197#p1173197
14:05:10 <Wormnest> Samu can you see if Road Vehicle 2854 is still running
14:05:48 <Samu> uhm, i closed the server, but i got saves up to 1983 when i noticed
14:07:14 <Samu> 2854 is a bus in 1983
14:07:42 <Samu> it's stopped in depot, i guess due to old age, because it has a profit last year, 1982
14:07:42 <Wormnest> I´ll look at your saves in a bit then
14:07:58 <Wormnest> The 1969 should be a steel truck
14:21:23 <Wormnest> Strange even in 1969 that´s a bus and your save is crashing nonocab more things to fix lol
14:24:06 <Samu> :o
14:40:26 <Wormnest> crash is caused by a disappeared station at a factory strange
14:41:18 <Samu> there's some vehicles with void orders and others with too few orders
14:41:27 <Samu> :|
14:43:05 <Wormnest> The void order is for the disappeared station
14:43:29 <Samu> removing stations is a bad idea then? :(
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14:44:42 <Wormnest> It is as long as you haven´t first sold all vehicles
14:45:38 <Wormnest> And too few orders is for a different connection seems you found more problems
14:47:49 <Wormnest> But at Radham Heights is a station without vehicles Iḿ thinking certain stations are not correctly added to the connection
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14:59:56 <Milek7> why companies number is limited 15?
15:00:28 <Eddi|zuHause> because this number is stored in every tile where you own anything, and tile space is very limited
15:00:53 <Milek7> then make it is bigger?
15:01:59 <Eddi|zuHause> well, we could make it bigger, but then you would have to give up the possibility of huge maps.
15:02:21 <Milek7> why?
15:03:02 <Eddi|zuHause> because if you make the tiles twice as big, you can only have half the number of tiles. logical?
15:03:28 <Milek7> no
15:03:35 <Milek7> who says it cannot use more memory?
15:04:13 <Eddi|zuHause> memory is not unlimited.
15:24:05 <Samu> there are 255 companies i think
15:24:57 <Samu> i don't remember the limitations though
15:25:34 <Samu> 0 to 14 are playable companies
15:25:52 <Samu> then there's owner town, owner water, owner deity
15:26:05 <Samu> there's spectator
15:26:34 <Samu> there's a joining player stub thing
15:26:46 <Samu> there's owner none
15:27:30 <Samu> don't know what else there is
15:30:08 <Samu> is it 5 bits to store a owner in a tile?
15:31:57 <Samu> some tiles have 5 bits to store owner, some are 4 bits, sometimes they store more than 1 owner in a tile
15:32:32 <Samu> 2*2*2*2*2 = 32 companies
15:32:41 <Samu> 2*2*2*2 = 16 companies
15:33:51 <Samu> 0-14 + owner none = 16 companies
15:34:03 <Samu> i guess that's the limitation
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15:57:19 <frosch123> meh...
15:58:08 <frosch123> i recently bought super-glue, but couldn't find it after searching for three days
15:58:39 <frosch123> knowing that i would probably find it, after i would buy a new one, i just gave up and bought a new one
15:58:50 <frosch123> and just as i come home i find the old one :p
15:59:05 <frosch123> f murphy
16:04:56 <andythenorth> err
16:07:11 <Eddi|zuHause> go back to the store and return the unused one :p
16:07:38 <frosch123> i was alreeady annoyed that i searched so long for something costing 2.95
16:07:46 <frosch123> i won't return it :p
16:08:05 <Eddi|zuHause> it only costs you an hour of time and 5€ worth of fuel :p
16:08:06 <andythenorth> barrels are right fuckers to draw :P
16:09:10 <Eddi|zuHause> like that guy who sued over a 4€ error in his tax calculation, and then wanted back his 400€ travel expenses from the court
16:09:21 <andythenorth> http://dev.openttdcoop.org/attachments/download/7912/towerhouse_0.png
16:09:30 <andythenorth> 10th row (after the empty row) ^
16:09:34 <andythenorth> ‘barrels’
16:09:52 <Eddi|zuHause> he got back his 4€, but the 400€ and 100€ of court costs he has to pay now.
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16:12:16 <Alberth> o/
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16:16:34 <frosch123> hoi
16:18:39 <V453000> andythenorth: biggur gapz or something
16:18:40 <Wolf01> o/
16:18:44 <V453000> :) and yes barrels suck
16:18:52 <Wolf01> ho! more sprites from andy to convert in voxels
16:22:39 <Wolf01> mmmh, I really don't understand what subtle error I made with the toolbar
16:23:30 <frosch123> what does it do?
16:23:36 <Wolf01> crashes the game
16:23:37 <frosch123> or not do?
16:23:51 <Wolf01> at least before it was just clicking the wrong button
16:24:19 <Wolf01> do all buttons really need to be present in the arrangement array?
16:24:36 <Wolf01> because I left out the new ones to rearrange better the others
16:30:12 <Wolf01> it throws an exception with "child_wid was 0xE"
16:30:38 <Wolf01> when tries to scale the buttons
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16:40:49 <Alberth> maybe it uses the content to make scaling decisions
16:41:01 <andythenorth> V453000: I don’t have enough pixels to make them look round :)
16:41:08 <andythenorth> if i draw them bigger, they look stupid
16:53:38 <Wolf01> ok, I think I found it
16:54:04 <Wolf01> missed the toolbar normal widget definition
16:55:23 <Wolf01> why is not used the ToolbarNormalWidgets enum instead of the magic numbers?
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17:00:00 <V453000> yeah that's why one doesn't draw barrels :P
17:00:05 <V453000> or just make them have various colours
17:00:49 <Wolf01> http://imgur.com/gallery/t0XHtgJ meh... me right now
17:02:14 <Wolf01> I think I'll get rid of the entire resizing and arrangements of the main toolbar
17:02:30 <Wolf01> and make an hamburger menu instead
17:05:31 <frosch123> check r25376
17:05:38 <frosch123> that one added a toolbar button the last time
17:06:46 <Wolf01> I got it, but now I've too many buttons, and the toolbar switching only support 2 levels
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17:09:52 <Wolf01> the funny thing is that now it adds a spacer between the construction buttons
17:12:02 <Samu> nonocab crashed again in one of the ship games
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17:19:11 <Wormnest> What was the problem Samu
17:20:53 <Milek7> http://i.imgur.com/zLLnvCn.png
17:27:50 <Milek7> ouch
17:27:57 <Milek7> these extra companies can only build roads
17:29:49 <Yho> Hello, I'm trying to tinker with the openttd code again. Is "Unify the appearance and position of "goto location" buttons. " in the todo-list still needed/easy ?
17:29:58 <Yho> http://wiki.openttd.org/Todo_list
17:30:41 <frosch123> it is more a design issue than a coding issue :)
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17:31:16 <frosch123> like, make a list of all windows which have "location" buttons, and a list of all windows which have none, but should have one
17:31:30 <frosch123> then check whether and how it makes sense to unify them
17:31:40 <Yho> Yes, I have seen the thread and it basically stopped at what to do with the room left after deleting to "go to" button.
17:31:47 <frosch123> i gave up when comparing the vehicles gui with the other guis :p
17:32:14 <Yho> There was a quite consistent list of affected windows, maybe there are some new but this work is mostly done
17:33:02 <Samu> dbg: [script] [0] [E] ERROR: vehicleCapacity == 0 for vehicle Ship 2,189, cargo: GOOD dbg: [script] [0] [W] WARNING: Connection this belongs to: From: Denfingbridge Sawmill to Wranpool carrying: GOOD dbg: [script] [0] [S] Your script made an error: assertion failed dbg: [script] [0] [S] dbg: [script] [0] [S] *FUNCTION [Start()] nonocab-2\main.nut line [281]
17:33:08 <Samu> similar problem
17:33:33 <Milek7> what function makes buttons greyed out?
17:33:54 <Samu> ship 2189 is a oil tanker
17:34:35 <Wolf01> SetWidgetsDisabledState(condition, button, button,...)
17:34:38 <frosch123> something "disable" something
17:35:29 <Milek7> ok, thanks
17:38:05 <Samu> so slow, trying to open a log file of 700 MB
17:38:12 <Milek7> less
17:41:08 <Yho> I can't find where the widgets common to all windows are added (WWT_CLOSEBOX, WWT_CAPTION...). They are all mentioned in "window.cpp" but I can't find them in the initialization functions
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17:41:58 <Alberth> they are in the window definition data afaik
17:41:59 <frosch123> Yho: the "common to all windows" is a lie :)
17:42:33 <frosch123> "static const NWidgetPart _nested_vehicle_view_widgets[]" <- for example, that defines the vehicle gui
17:42:48 <frosch123> it also contains the "common" buttons
17:43:05 <frosch123> i think for every of the "common" buttons there is a window, which does not have it :)
17:43:09 <Samu> NoNoCAB - v2, 1st Nov 1972 found last month alive, uploading to forum
17:44:29 <Yho> I have not looked at all the different windows but don't they inherit the base Window struct with these common widgets ?
17:44:54 <frosch123> window layout is not subject to object interitance
17:44:55 <Wormnest> thanks I´ll have a look at it later tonight
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17:45:43 <frosch123> Yho: just take a look at some specific window :)
17:47:14 <Samu> https://www.tt-forums.net/viewtopic.php?f=65&t=75030&p=1173208#p1173208
17:48:36 <Samu> let me check the other running nonocabs
17:49:28 <Samu> im surprised notepad can open 1 GB txt files
17:49:41 <Samu> notepad++ can't
17:50:37 <Samu> nonocab trains is stuck, trying to sell a train but he's jammed
17:50:54 <Samu> script is not crashed however, and it's still doing saves
17:50:59 <Milek7> CompanyMask company_avail; ///< Bit for each company whether the engine is available for that company.
17:51:01 <Milek7> what?
17:51:05 <Milek7> is it even used?
17:52:02 <Samu> nonocab NPF ships is also stuck, trying to send a ship to a depot, npf screwed, i reported this the other day
17:52:40 <Samu> nonocab Original ships is running fine, no issues
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17:56:04 <Samu> nonocab original ships with 3000 ships is beating nocab npf ships with 5000
17:56:09 <Samu> really nice improvement
17:56:32 <Samu> £216M > £85M
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17:59:35 <Eddi|zuHause> yes, when one company got the preview, only one of the bits is set
17:59:50 <Eddi|zuHause> after the preview ends, all bits are set
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18:00:11 <Eddi|zuHause> and when the engine retires, all bits are cleared again, i think.
18:03:16 <Milek7> ouch
18:03:18 <Milek7> stupid
18:03:34 <Eddi|zuHause> why?
18:04:04 <Milek7> afaik only one company can have preview, so why not store only company id? (and 0 for no companies and eg COMPANY_INVALID for all companies)
18:05:14 <Samu> company 0 is company #1
18:05:22 <Eddi|zuHause> because an additional NO_COMPANY and ALL_COMPANIES enum value is even worse?
18:06:21 <Alberth> Milek7: what if the first company turns the offer down? Where do you store it does not want it, so you don't ask it again?
18:07:08 <Milek7> ouch
18:07:18 <Milek7> in vector
18:07:27 <Alberth> ie a bitset?
18:07:37 <Alberth> as in, an integer with bits? :)
18:07:43 <Milek7> no, list of company ids
18:07:58 <Eddi|zuHause> because that is more efficient or what?
18:08:33 <Milek7> no
18:08:41 <Milek7> i don't like bitmasks :D
18:08:50 <Eddi|zuHause> i think you're trying to optimize a thing that doesn't need optimizing
18:09:12 <Milek7> no, no optimizing
18:09:20 <Milek7> but playing with more than 15 companies
18:09:30 <frosch123> Eddi|zuHause: he is extending something that does not need extending :p
18:09:41 <Eddi|zuHause> Milek7: you can just make a bitmask bigger...
18:09:46 <Eddi|zuHause> 32, 64, whatever...
18:09:56 <frosch123> Eddi|zuHause: std::bitmask :p
18:10:18 <Eddi|zuHause> frosch123: i have no idea about all these fancy new stuffs :p
18:11:10 <frosch123> what was that point in time called, when something is more than half as old as the thing it replaced?
18:11:42 <frosch123> like cvs being 1990, svn being 2000, git/hg being 2005
18:11:42 <Eddi|zuHause> neither have i any idea what you mean nor any idea what the word could be...
18:12:03 <frosch123> that word appeared a few times on xkcd
18:12:18 <Yho> (Isn't it called std::bitset ? I just spent 5 minutes searching it, not bitmask found)
18:12:38 <frosch123> Yho: possible :)
18:12:43 <frosch123> i think i only used it once
18:12:47 <frosch123> i think even in ottd
18:12:56 <Eddi|zuHause> you mean like "wanna feel old? movie <X> came out closer to your date of birth than to today"
18:13:28 <frosch123> yeah, except i don't care about movies
18:13:44 <frosch123> my favorite movies are older than me :p
18:14:02 <Eddi|zuHause> you're now out of school for longer time than you were in school :p
18:14:23 <frosch123> i am not that old
18:14:54 <Eddi|zuHause> you probably were in school for 13 years, instead of 12 like normal people :p
18:15:30 <frosch123> well, i added university :)
18:15:54 <Eddi|zuHause> well, i've been in university for friggin forever, so that's gonna take a while :p
18:16:16 <frosch123> so, you have been longer in university than in school? :)
18:16:24 <Eddi|zuHause> i think so
18:16:33 <Eddi|zuHause> not sure
18:16:40 <Eddi|zuHause> too lazy to do the math
18:16:41 <frosch123> did you party your silver immatriculation?
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18:19:05 <Eddi|zuHause> so, this random piece of paper i grabbed said i was in the 25ths semester
18:19:50 <frosch123> so you barely missed silver?
18:20:06 <Eddi|zuHause> so it's half a year more than school, anyway
18:35:48 <Yho> So I now understand how widgets are added to the different windows. But considering there is something like 3 type of windows, isn't that an example of code duplication that could be avoided ? There could be 3 base window types with 3 base layouts and then each window would only add widget to this layout.
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18:43:07 <andythenorth> what goes in these silly barrels then?
18:45:10 <Eddi|zuHause> beer.
18:45:15 <Eddi|zuHause> oil.
18:45:21 <Eddi|zuHause> don't confuse the two
18:45:28 <Eddi|zuHause> especially if you're swedish.
18:46:03 <Eddi|zuHause> (or norwegian, or danish)
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18:48:10 <andythenorth> milk
18:48:12 <andythenorth> chemicals
18:48:14 <andythenorth> blah
18:48:34 <Eddi|zuHause> just anything that is liquid, really
18:49:09 <andythenorth> I might add that code to find class of unknown cargos
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18:51:20 <frosch123> grain
18:51:33 <frosch123> cocoa
18:51:36 <frosch123> cassava
18:51:39 <frosch123> coffee
18:52:19 <frosch123> basically all clean bulk
18:52:59 <Eddi|zuHause> i don't think there's a cargo class for that :p
18:53:23 <frosch123> there is covered/sheltered or something
18:53:37 <Eddi|zuHause> did we add the "pourable" class?
18:53:52 <frosch123> likely
18:57:26 <andythenorth> orange juice
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19:04:06 <Milek7> there is good reason for the 15 companies limit?
19:04:25 <Milek7> hacked some lines and it seems that more companies work
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19:07:30 <Eddi|zuHause> until you find that company 17 builds a road which is owned by company 2 afterwards
19:09:15 <Eddi|zuHause> (and that's only if you're lucky. if you're unlucky it changes a load more things)
19:09:48 <andythenorth> what, bytes overflow? :o
19:09:50 * andythenorth is shocked
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19:13:22 <andythenorth> gah
19:13:42 <andythenorth> a vehicle will accept station refit orders for cargos it can’t refit to
19:14:16 <Eddi|zuHause> can't fix that.
19:14:19 <Yho> I have compiled a modified openttd for the first time. And it works !
19:15:14 <Milek7> Eddi|zuHause: can't reproduce
19:15:16 <Eddi|zuHause> andythenorth: make it so it throws an error if the vehicle arrives at a station with an invalid refit order, if "check timetables" is enabled
19:15:45 <Milek7> i built rail with companies 1-15 and 20-30
19:15:55 <Milek7> and it seems to show owner correctly
19:16:07 <Eddi|zuHause> Milek7: an road? and tram? and bus station?
19:16:11 <andythenorth> meh
19:16:17 <Milek7> railway
19:16:18 <andythenorth> vehicle should not accept orders it can’t fulfill
19:16:25 <andythenorth> basic flawed design
19:16:52 <Eddi|zuHause> andythenorth: it's not flawed. it might even be desired...
19:17:04 <andythenorth> what is the upside?
19:17:13 <andythenorth> "I see no method here”
19:17:49 <Eddi|zuHause> andythenorth: still it's unfixable because you cannot check which cargo it could refit to
19:18:01 <Eddi|zuHause> because that can change untill it arrives
19:18:17 <andythenorth> it’s only unfixable within current spec
19:18:19 <andythenorth> spec is broken
19:18:33 <Eddi|zuHause> andythenorth: you might want only half the vehicles be refittable at all
19:18:49 <andythenorth> why?
19:18:57 <Eddi|zuHause> like 1/3 vehicles fixed for ore, 1/3 for coal, and 1/3 flexible
19:19:08 <andythenorth> I don’t understand :)
19:19:19 <Eddi|zuHause> so only the 1/3 is used for load balancing, and the other two 1/3 are for guaranteed transport
19:19:25 <andythenorth> I can’t see past the broken orders tbh
19:19:29 <andythenorth> blinkered
19:19:42 <Eddi|zuHause> you should have no business with orders.
19:19:53 <Eddi|zuHause> i command you to ignore orders.
19:20:00 <Eddi|zuHause> these are not the orders that you seek.
19:20:18 <Alkel_U3> Even the first order?
19:20:59 <andythenorth> I can’t understand why we allow newgrf to break gameplay so trivially
19:21:20 <andythenorth> obv. there are other ways, like setting power to 0, but that requires newgrf author to be a malactor
19:22:24 <Eddi|zuHause> i still can't see how any gameplay is "broken"...
19:22:42 <Eddi|zuHause> people "break" their games with wrong use of signals way quicker
19:24:24 <andythenorth> vehicle sits in station, trying to refit to a cargo it can’t refit to?
19:24:38 <andythenorth> seems broken to me :|
19:24:47 <andythenorth> just because there are other cases doesn’t make this one right
19:25:37 <Eddi|zuHause> still nothing "broken"...
19:25:55 <andythenorth> ok
19:26:06 <Eddi|zuHause> industry closes, vehicle waits for cargo that is never produced... same thing.
19:26:09 <andythenorth> so why don’t we remove the guard on routing articulated RVs to drive in stops?
19:26:21 <andythenorth> why don’t we remove the guard on routing trams to RV stops?
19:26:38 <Eddi|zuHause> because we tried that and it lead to loads of support requests
19:27:06 <andythenorth> this is a support request :P
19:27:15 <andythenorth> I could file it 10 times with a sock puppet? o_O
19:27:24 <Eddi|zuHause> no, it's you overthinking something
19:28:04 <andythenorth> I don’t think it’s any different to articulated RVs
19:30:19 <andythenorth> I’m still confused
19:30:35 <andythenorth> why is it required that a vehicle can be assigned invalid orders?
19:31:08 <Eddi|zuHause> it's not. but you can't know whether an order is invalid
19:32:07 <andythenorth> only because of silly newgrf cb
19:32:14 <andythenorth> which shouldn’t exist
19:44:37 <andythenorth> Polar Bear for a ship set?
19:44:46 <andythenorth> probably makes no sense :P
19:53:29 <Alberth> only for polar ships :)
19:53:51 <Alberth> ice breakers and stuff :)
19:54:09 <Alberth> unfortunately, no ice in OpenTTD :p
19:55:14 <Eddi|zuHause> it could be the HEQS of ships... :p
19:55:30 <Eddi|zuHause> things that nobody should need
19:55:40 <Eddi|zuHause> but would spice it up a little
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20:11:31 <andythenorth> Sealion?
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20:26:15 <Alkel_U3> Sea Horse? As a counterpart to Iron Horse? :-)
20:29:57 <andythenorth> fair
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20:52:08 <Milek7> how to compile with debugging symbols?
20:53:40 <Eddi|zuHause> ./configure --enable-debug or something like that
20:53:47 <glx> platform ?
20:54:14 <Sylf> ./configure --help | grep debug
20:54:31 <Eddi|zuHause> the problem i always had with this is that debug mode changes other thing (like shift/tab)
20:54:42 <Eddi|zuHause> there should just be a no stripping mode
20:54:52 <Eddi|zuHause> that otherwise behaves the same as release
20:55:07 <glx> debug mode enables cheat shortucts too :)
20:55:23 <Eddi|zuHause> yeah, alt+0 :p
20:55:52 <Eddi|zuHause> (i don't think i ever used that)
20:58:53 <Wormnest> Can a vehicle group ID be negative?
20:59:44 <Eddi|zuHause> where does that matter?
20:59:59 <Eddi|zuHause> do you make operations on it?
21:02:41 <Wormnest> Well the code initializes it to -1 and I seem to be getting vehicles in the wrong group in rare occasions
21:03:16 <Wormnest> I´m guessing noCAB assumed -1 is invalid
21:03:22 <Eddi|zuHause> -1 should be invalid
21:03:37 <Eddi|zuHause> that's how it works in most other places
21:04:29 <glx> -1 is easier to write than many F ;)
21:04:41 <Eddi|zuHause> still you shouldn't really perform any operations other than "are these two equal?" on an ID
21:04:42 <Wormnest> That´s what I thought I guess I need to look further for the place of the error then
21:05:26 <glx> but a group ID is generally unsigned
21:05:40 <Wormnest> Well it checks if it is a valid group id and if not valid creates a new group id
21:06:48 <Milek7> where Company::Get is defined?
21:06:49 <Wormnest> I´ll change initialization to AIGroup.GROUP_INVALID just to be sure
21:07:10 <Milek7> i should use some editor with "Go to declaration" function
21:07:18 <Eddi|zuHause> that helps.
21:07:24 <Eddi|zuHause> or learn some grep magic
21:07:31 <Eddi|zuHause> oldschool-way
21:08:00 <Eddi|zuHause> anyway, "declaration" and "definition" are two different things
21:08:02 <glx> hmm I think Company::Get is not defined in Company but in the parent
21:08:18 <glx> something related to pools
21:09:32 <Alberth> iirc conversion of integer to the object
21:21:09 <Samu> nonocab reached 5000 ships at last
21:21:23 <Samu> there's some ships with no orders
21:21:38 <Samu> maybe oil rigs closed, they're around oil rigs
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21:30:36 * andythenorth had better fix trams next :P
21:37:02 <Milek7> btw. anybody have ipv6? :>
21:38:00 <Wormnest> I´ve made some fixes to ship order handling but no orders shouldnt happen
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22:11:16 <Milek7> hmm
22:11:45 <Milek7> terrain generator have hardcoded 0x10 as OWNER_NONE?
22:15:56 <Eddi|zuHause> there's also an OWNER_TOWN
22:16:19 <Eddi|zuHause> and sometimes it's stuffed in a way where the ID of one is used instead of the other
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22:34:55 <Milek7> meh
22:34:58 <Milek7> no more than 27 companies
22:43:08 <Eddi|zuHause> what a strange number...
22:45:10 <Eddi|zuHause> honestly, if i'm sitting here having to explain to random people once a month why the companies are limited to <X> and not any other number, i'd much rather have it be 15 than 27
22:45:39 <Milek7> 32 - OWNER_TOWN - OWNER_NONE - OWNER_WATER - OWNER_DEITY - OWNER_END
22:45:54 <Milek7> maybe OWNER_END is not necessary
22:45:59 <Alberth> owner_end?
22:46:16 <Eddi|zuHause> OWNER_END is certainly not a valid owner
22:46:42 <ST2> when they got assassinated :P
22:46:58 <Alberth> :)
22:47:38 <Eddi|zuHause> ST2: it's usually used in for-loops. for (i=WHATEVER_BEGIN; i<WHATEVER_END; i++) {...}
22:48:14 <ST2> gotta love the "WHATEVER_END" xD
22:48:24 <ST2> anyway, was onlu lurking around ;)
22:48:28 <ST2> only*
22:48:58 <Eddi|zuHause> but still, that means that (usually) WHATEVER_END is one higher than the highest valid entry
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23:05:30 <Milek7> cp: Text file busy
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23:06:18 <Milek7> i always thought that on unix it is possible to replace running executable
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23:15:33 <Eddi|zuHause> sometimes
23:19:12 <Milek7> something sets company_avail to 0xFFFF
23:19:29 <Eddi|zuHause> that's "invalid"
23:19:35 <Milek7> no
23:19:41 <Milek7> it is bitmask field
23:19:53 <Milek7> but all code i can see sets it to -1
23:20:15 <Eddi|zuHause> -1 is 0xFF...F
23:20:28 <Eddi|zuHause> for whatever bitwidth your variable has
23:20:36 <Milek7> yes
23:20:50 <Milek7> but i changed company_avail size to uint32
23:21:01 <Milek7> and something still set it at 0xffff
23:21:29 <Eddi|zuHause> then it gets cropped by copying it into a smaller variable
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23:25:29 <Milek7> ok, it is set to 0xffff by afterload.cpp
23:25:55 <Milek7> there was only 8 companies before?
23:26:01 <Eddi|zuHause> yes
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23:40:37 <Milek7> hm
23:40:42 <Milek7> bit 7 in m1 is unused?
23:43:21 <glx> not for all tiles IIRC
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23:45:54 <Milek7> html table in docs says that it is used in industries
23:46:05 <Milek7> but there bit 4 is unused
23:46:08 <Milek7> why so strange?
23:46:30 <glx> it's used for stations too
23:47:52 <Milek7> so docs/landscape.html is outdated?
23:48:10 <glx> https://git.openttd.org/?p=trunk.git;a=blob_plain;f=docs/landscape_grid.html;hb=HEAD
23:49:50 <Milek7> rail station m1 bit 7 is marked as free
23:51:39 <glx> oh I was looking at m7 :)
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