IRC logs for #openttd on OFTC at 2017-03-07
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00:01:17 <supermop_> and then 50 parameters to select subtle different depot styles
00:05:29 <planetmaker> 51 parameters: the 51st selects random from the other 50 styles :P
00:06:52 <supermop_> i wonder which of the ISR sheds/warehouses people expect a depot to look like
00:07:41 <supermop_> if only i knew someone who drew a ton of depot variations 7 years ago....
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11:39:08 <crem> What is the value of your busy-ness on a scale from 0 to 10?
11:41:30 <Samu> ST2: i like your level crossing patch
11:42:05 <Samu> forbiding level crossings on your servers, how did u manage to make it compatible with 1.6.1
11:42:23 <ST2> Samu: it was only to protect people against griefers
11:42:31 <ST2> kinda radical, but works xD
11:43:05 <ST2> but if you go to the CB servers, it allows crossings inside claimed town area
11:45:14 <Samu> i managed to crash 1.6.1
11:45:26 <Samu> fast forward, then disable full animation
11:46:20 <Samu> visual studio wants to debug it, it's asking me for openttd.pdb
11:46:49 <Samu> how to debug this, but of course, i forgot
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11:56:27 <drac_boy> hope someone perhaps found my unusual train yesterday interesting
12:17:24 <Samu> C:\bamboo-agent-home\xml-data\build-dir\OTTD-RLS-W64BIT\objs\x64\Release\openttd.pdb
12:17:30 <Samu> where do I get a copy of this thing?
12:40:44 <planetmaker> samu: you need the pdb file for the EXACT version you compiled. an arbitrary one from another compile won't cut it at all
12:41:21 <planetmaker> I never compile on windoze, but iirc: run a debug build and it will be generated
12:42:24 <Samu> not those generated by me, but the one that generated openttd 1.6.1
12:44:04 <crem> Samu: Why cannot you build it yourself and reproduce the bug on your binary?
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13:07:02 <Samu> bah, i can't do it now...
13:23:11 <Wolf01> Mmmh, is onedrive offline?
13:23:29 <Samu> The thread tried to read from or write to a virual address for which it does not have the appropriate access.
13:24:15 <Samu> something about missing source code
13:27:50 <Wolf01> Samu, do you have any problem accessing onedrive?
13:29:11 <Wolf01> Mmmmh, it says my account does not exist
13:29:52 <Samu> when the source is not available, how do i make it available? grrr i suck at visual studio
13:36:41 <Wolf01> What did you do to trigger this error?
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13:50:51 <Samu> it happens very often when debugging with visual studio, but this was the first time it happened with 1.6.1, the real one
13:51:10 <Samu> fast forward, then disable full animation - crashed
13:52:46 <Wolf01> So you are attaching the debugger to the executable?
13:53:14 <Samu> i think the bug is about video driver palete stuff
13:58:56 <Samu> > openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489 C++
14:02:17 <Samu> attach debugger to executable? how i do that
14:13:25 <Samu> symbols don't match, i don't know thow to do this
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15:29:04 <supermop__> hmm the white open sided isr shed might work as a depot
15:29:12 <supermop__> little small though
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16:59:09 <Samu> managed to open the minidump of 1.6.1 on visual studio
16:59:39 <Samu> > openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489 C++
17:00:45 <Samu> Unhandled exception at 0x00007FF7B579158A in openttd.exe: 0xC0000005: Access violation reading location 0x00000000036F0000.
17:02:27 <Samu> uint colour = GB(*anim, 0, 8);
17:02:51 <Samu> anim_buf <Unable to read memory>
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17:10:02 <Alberth> why would it read memory then?
17:11:18 <Alberth> ie I would expect it tries to read this->anim_buf
17:11:32 <Alberth> where 'this' is probably nullptr
17:12:02 <Samu> doesn't say NULL, it says <Unable to read memory>
17:12:38 <Alberth> 'this' and this->animbuf is not the same thing
17:16:37 <Samu> well, this is the bug i also get while debugging
17:17:10 <Samu> i can get it to crash with r27770 too
17:17:31 <Samu> wondering what this->animbuf is
17:20:50 <Samu> to reproduce the bug, start single player game, fast forward, then disable/enable/disable/enable/etc... animation until it crashes
17:24:04 <Samu> - anim 0x000001f52415e000 {???} const unsigned short *
17:24:11 <Samu> <Unable to read memory> const unsigned short
17:26:34 <Samu> oh Alberth, about yesterday, i've got the display aircraft done
17:26:50 <Alberth> I saw, it looks ok at first sight
17:27:02 <Alberth> I need to make some time to get a closer look
17:29:33 <Samu> what is the blitter openttd uses by default?
17:29:51 <Alberth> the one in your config file
17:30:09 <Alberth> if you don't have a config file, it makes one with 32bpp blitter
17:30:29 <Alberth> it also switches to 32bpp if you use anything with 32 bit colour
17:31:44 <Alberth> ok, so it picks 32bpp blitter, I think
17:32:05 <Alberth> there are a few, not sure which one is picked
17:32:45 <Samu> how do i find out which blitter it is currently using?
17:33:12 <Samu> seems to be the optimized version, not entirely sure
17:35:25 <Samu> there's a ton of blitters
17:36:18 <Alberth> really we don't need the list
17:36:32 <Samu> there's also 8bpp ... right
17:36:40 <Alberth> or at most at a single line
17:37:15 <Samu> trying to figure which blitter it crashes with
17:40:46 <Alberth> perhaps if you add debugging output, it gives you the selected blitter
17:41:58 <Alberth> andy is likely a bit longer here :)
17:48:28 <Samu> strange, none of them is crashing
17:48:30 <supermop__> i am higher on that than i would have expected
17:51:47 <Samu> let me not specify any blitter in the config, see if it crashes again
17:52:59 <Samu> only crashes if i don't specify it in the config
17:55:10 <Samu> which of debugging facilities is it?
17:56:05 <Alberth> openttd -d but it has a number of categories, see openttd -h
17:59:19 <Samu> dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
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17:59:51 <Samu> this is weird, the 32bpp-anim that it autoselects does crash, but if i specify it in config file, it does not crash
18:00:53 <Alberth> likely just bad/good luck
18:01:31 <Samu> nop, it get black painted sprites
18:02:02 <Alberth> ok, so find the cause
18:02:18 <Alberth> then you know if not specifying the blitter causes it
18:02:53 <Samu> i'm not sure how to figure a way
18:05:24 <Samu> dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
18:05:33 <Samu> says the exact same thing if i specify it
18:05:52 <Samu> the difference is that when specified, it doesn't crash
18:14:58 <Samu> ah i see there's a difference
18:15:28 <Samu> without specifing the blitter, alternating full animation also alternates blitter
18:15:53 <Samu> '32bpp-anim' to '32bpp-optimized'
18:16:45 <Samu> when going from '32bpp-optimized' to '32bpp-anim' I get black painted sprites
18:17:10 <Samu> if the game is running in fast forward
18:17:31 <Samu> not all the time, but most of the time
18:18:44 <Samu> if i specify a blitter in the config, alternating full animation doesn't alternate the blitter
18:18:59 <Samu> it uses the same one all time
18:19:23 <Samu> getting closer to the problem :)
18:27:50 <LordAro> don't you already know where the problem is?
18:28:03 <LordAro> would be more productive to work out why the anim pointer is null
18:28:25 <LordAro> which, on a brief inspection, the only place this->anim_buf gets set is in Blitter_32bppAnim::PostResize
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18:38:45 <LordAro> Samu: so the issue looks like that somehow PaletteAnimate is getting called before PostResize
18:39:22 <LordAro> you're going to have to follow the trace of these function calls to see if you can find out where
18:39:31 <LordAro> looks like somewhere in win32_v.cpp
18:39:55 <LordAro> if you're lucky, you might be able to get a static analyser on it, but i can't because i'm not on a win32 machine
18:42:30 <Samu> looks like some synchronization issue?
18:53:42 <Samu> _draw_mutex->BeginCritical(true);
18:55:51 <LordAro> simply, they lock access to something to only that thread
18:56:05 <LordAro> i'm not sure the mutexes are relevant here though
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19:12:15 <Samu> complicated for me, seems like there's 2 threads conflicting with some of the variables
19:14:41 <LordAro> Alberth: want a patch that fixes some warnings with clang3.9? :)
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19:22:04 <Samu> i dunno what to do, i could try something, turn fast forward off for a brief moment while full animation is working with blitters or something, unsure
19:22:21 <Samu> once it's done, turn fast forward on again
19:22:33 <Samu> seems to only crash during fast forward
19:23:00 <Alberth> not really, LordAro :p
19:23:12 <Alberth> not even sure openttd supports that compiler
19:23:29 <LordAro> plenty of clang specific stuff in config.lib
19:25:03 <Alberth> some devs like to play with bleeding edge compilers :)
19:25:16 <Alberth> apple does clang too, iirc
19:25:24 <LordAro> i'd hardly describe clang as bleeding edge these days :p
19:25:54 <Alberth> depends on what version you use :p
19:27:16 <Alberth> so much declaration in your patch
19:27:38 <LordAro> but it does make the warning go away
19:27:49 <LordAro> and i do believe the warning is "valid"
19:28:07 <LordAro> for proper declaration style, if nothing else
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19:30:22 <LordAro> /home/lordaro/dev/openttd/src/core/smallstack_type.hpp:221:27: warning: instantiation of
19:30:25 <LordAro> variable 'SmallStack<unsigned short, unsigned short, 65535, 8, 65533>::_pool' required
19:30:28 <LordAro> here, but no definition is available [-Wundefined-var-template]
19:34:24 <Alberth> compiler do get better at giving warnings :)
19:45:46 <DorpsGek> Commit by translators :: r27771 trunk/src/lang/malay.txt (2017-03-07 19:45:38 +0100 )
19:45:48 <DorpsGek> malay: 27 changes by stress_043
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20:09:38 <Samu> the blitter changes in the middle of a draw
20:10:35 <Samu> the new blitter it is chaning to doesn't have palette animation
20:11:09 <Samu> so... hmm i dunno how mutexes or begincritical works....
20:11:32 <Samu> the old blitter, with palette animation didn't finish the work
20:12:28 <Samu> the new blitter changes stuff in the middle of that work, which i think it's queued into a thread
20:12:56 <Samu> bah, thread synchronization issue, i dunno what to do, but seems to be the problem
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20:21:54 <Samu> the guy that reported it posted a screenshot and I can see the game was also infast forward mode
20:23:07 <Samu> he comments the bug doesn't happen anymore when he specified a blitter, exactly the same here.
20:24:28 <Samu> he used ubuntu, im on windows 10, seems like the bug isn't OS specific, but in OpenTTD code itself
20:34:53 <frosch123> can i safely remove code from 2011, if i do not know what it is supposed to do?
20:41:45 <andythenorth> do we have tests? o_O
20:48:32 <frosch123> let's try compiling r22810, the revision before
20:48:55 <frosch123> maybe it was a fix for something that was fixed differently later
20:49:11 <frosch123> lots of warnings :)
20:54:01 <frosch123> yep, in 22810 it has a purpose
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21:09:26 <Alberth> I'd add an empty line before line 14, as I don't like these sequences of /* comment */ ; code ; but it's not wrong
21:09:49 <Alberth> was pretty old bug, wasn't it?
21:10:06 <frosch123> yes, but it was not relevant for 1.6 :)
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21:19:00 <DorpsGek> Commit by frosch :: r27772 trunk/src/saveload/newgrf_sl.cpp (2017-03-07 21:18:54 +0100 )
21:19:01 <DorpsGek> -Fix [FS#5819]: If the intro game had a savegame version which contains a NewGRF configuration, then townname NewGRFs would not be activated in the game options.
21:30:59 <Eddi|zuHause> will there ever be a 1.7?
21:31:26 <Eddi|zuHause> and did we actually run a savegame competition or just talk about that we should run one?
21:31:56 <andythenorth> just skip to 2.0 :P
21:34:53 <frosch123> we could switch to dates
21:35:51 <frosch123> openttd 1396, if we want to go middle east
21:36:59 <frosch123> any other weird calendars?
21:38:04 <frosch123> no idea how old he is
21:41:44 <frosch123> instead of start of spring minus 2 months and shifted by several days
21:42:29 <frosch123> gregorian calendar is like openttd savegame conversion :)
21:53:53 <__ln__> how about a futuristic name: openttd 2000
22:00:56 <Eddi|zuHause> frosch123: the original roman year was from march to december, with the rest of the days unallocated extra
22:01:49 <Eddi|zuHause> months went from new moon to new moon
22:02:03 <frosch123> Eddi|zuHause: romans had march-february first, then shifted it by 2 months for political reasons
22:02:57 <Eddi|zuHause> the months january and february did not exist (or had no name) and they randomly added an extra month to re-align the start of spring
22:03:52 <Eddi|zuHause> because the moon-cycle doesn't line up with the sun-cycle
22:04:34 <Eddi|zuHause> and at some point they were fed up with that system, and wanted a sun-based calendar like the egyptians they conquered
22:05:12 <Eddi|zuHause> so they put the new year on the first new moon after the winter solstice
22:05:39 <Eddi|zuHause> which is how january 1st as the new year came to be
22:06:40 <Eddi|zuHause> as some random new moon in a random year 40something BCE
22:17:27 <Eddi|zuHause> "Some suggest that," doesn't sound very convincing
22:17:53 <frosch123> it doesn't get any better at that time :)
22:18:04 <frosch123> the sources for 10 vs 12 months are as fishy
22:18:59 <frosch123> you can find the year 153 also in the other pages about roman calendars
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22:19:56 <frosch123> the romans themself were unsure whether they had 10 or 12 months before
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22:50:09 <Samu> typedef uint TransparencyOptionBits; ///< transparency option bits
22:50:34 <Samu> _transparency_lock is 273, what is ~273
22:59:02 <Samu> im trying to work on a smart transparency setting
22:59:43 <Samu> when building something, automatically toggle transparency
22:59:50 <Samu> when finishing building something, toggle it back
23:00:38 <Samu> however, everything might be already in transparent mode, and i don't want it to toggle back to non-transparent mode
23:06:01 <Wolf01> If you want smart transparency, make transparent only things around the cursor
23:11:00 <Samu> i think i may need a "lock, but not lock" mode transparency
23:12:15 <Wolf01> Maybe if something is locked it must stay in that state
23:12:49 <Samu> i need a neither locked, or unlocked, or maybe i'm confusing myself
23:14:26 <Samu> suppose i have locked industry transparency and it's on, and a unlocked houses and still on
23:14:39 <Samu> both are transparent, but one is locked, the other isn't
23:15:16 <Samu> if i want this smart transparency to work, first, toggle everything transparent
23:15:28 <Samu> except those with the lock
23:15:52 <Samu> those without the lock, however, have to restore to what they were after I finish building
23:16:19 <Wolf01> Save the value before the building?
23:16:25 <Samu> yes, i think that's what i need
23:17:29 <Samu> was wondering if i could do it without saving the value anywhere
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23:33:13 <Samu> a _transparency_smart_lock perhaps
23:33:55 <Samu> treats everything as locked, even if they're not, just so it can be restored
23:34:19 <Samu> or not everything, just those that are already transparent, but not locked
23:34:37 <Samu> have to think this through
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