IRC logs for #openttd on OFTC at 2018-02-02
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13:34:51 <Samu> my computer is not stable again :(
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15:43:10 <Samu> new AI for experimenting with
15:47:28 <Samu> why did you call it Bananas?
15:47:45 <ST2> Base graphics/sound And Newgrfs And Noais And Scenarios
15:49:04 <Samu> I would call it Downloadable Online Content
15:49:34 <Samu> Bananas sounds offensive
15:49:58 <Samu> like youre calling ppls work of gay, sucking or well... you know
15:50:04 <ST2> the most used unit for scale xD
15:51:35 <__ln__> Samu: are you offended by the fruit also?
15:53:30 <ST2> connotation is: here is a bunch of downloadable stuff, banana for scale!
15:53:46 <ST2> simple and not offensive :P
15:54:18 <Eddi|zuHause> banana is a symbol for unity...
15:55:02 <Eddi|zuHause> it symbolizes the most influential historical moment in my lifetime (so far)
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16:08:02 <supermop_work> Samu: what's wrong with grfs being gay?
16:08:51 <Samu> oh newgrfs are lame indeed
16:08:58 <supermop_work> could swear I've seen straight people eat bananas as well, at least once...
16:10:02 <supermop_work> what does being unable to walk have to do with being gay?
16:10:19 <Samu> I try to avoid setting up my servers or AI testings with NewGRFs
16:49:19 <DorpsGek> Samu: Error: invalid syntax (<string>, line 1)
16:49:40 <DorpsGek> Samu: Error: unexpected EOF while parsing (<string>, line 1)
16:53:34 <Samu> I wonder if ppl really play the game before coming up with that kind of suggestions
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17:08:49 <LordAro> Samu: closedwontfix :)
17:15:59 <Alberth> nah, suggestion: buy 100 computers, buy 100 screens, run openttd at all systems, enjoy!
17:21:57 <Samu> well, my system can handle 8 instances of 4096x4096, too bad openttd is single-threaded
17:23:39 <Samu> if i start an ai on each server, though, things will slow down over time
17:24:31 <Samu> combined with the act of monthly autosaves... yeah, not that pretty
17:25:16 <Samu> and yet, 5000 road vehicles on such a map makes the map look 2% full, it's too huge
17:26:35 <Alberth> yes, I get lost on anything larger than around 1024x1024
17:27:31 <Alberth> I don't get why people want so much useless open space
17:39:39 <Samu> I wanted to try 15 AIs with 5000 trains, road vehicles, aircraft and ships, see how much of a performance impact it would have, but it's just an impossible task
17:46:14 <Samu> The program '[9124] openttd.exe' has exited with code 3 (0x3).
17:46:45 <Samu> sometimes when i exit openttd, i get a weird crash
17:48:19 <Samu> I was browsing my scenarios
17:50:15 <Samu> _VALIDATE_CLEAR_OSSERR_RETURN((fh >= 0 && (unsigned)fh < (unsigned)_nhandle), EBADF, -1);
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17:51:59 <Samu> oh, this close.cpp is a microsoft file :(
17:52:21 <Samu> // Defines _close(), which closes a file.
17:52:59 <Samu> does it mean openttd forgot to close a file on exit? what is the crash supposed to mean?
17:53:04 <LordAro> Samu: go further up the backtrace
17:53:55 <Samu> ok, will have to make it trigger again. it doesn't always do this, only from time to time
17:56:29 <Samu> --------------------------- Microsoft Visual C++ Runtime Library --------------------------- Debug Assertion Failed! Program: D:\OpenTTD\trunk\projects\..\objs\x64\Debug\openttd.exe File: minkernel\crts\ucrt\src\appcrt\lowio\close.cpp Line: 49 Expression: (_osfile(fh) & FOPEN) For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press Retry to debug the application) ----------------
17:57:13 <LordAro> i don't think pasting all of that was strictly necessary
17:57:21 <LordAro> but see if you can find out what fh is
17:58:29 <Samu> _VALIDATE_CLEAR_OSSERR_RETURN((_osfile(fh) & FOPEN), EBADF, -1);
18:05:09 <Samu> fh is _fileno(stream.public_stream())
18:05:49 <Samu> bla bla then if (_close(_fileno(stream.public_stream())) < 0)
18:08:43 <Samu> --------------------------- Microsoft Visual Studio Express 2015 for Windows Desktop --------------------------- A definition for the symbol '_osfile' could not be located. --------------------------- OK ---------------------------
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18:20:39 <Samu> the debug console was printing something about newgrf files indeed
18:21:33 <Samu> dbg: [grf] NewGRF 4A53D0D1 (luukland_trainset-2013.06.25\lltrainset.grf) not found; checksum 480BF18EBD4EAE266523ADE5A40D09B6 dbg: [misc] String too long for destination buffer
18:22:57 <Samu> so LordAro any ideas what's the cause?
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18:26:51 <Samu> i keep searching, but honestly, i dunno what i'm looking at
18:28:14 <Samu> socket.error: [Errno 9] Bad file descriptor
18:33:48 <Samu> this sounds like something for glx
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18:44:24 <peter1138> Should I look at it?
18:51:56 <Samu> hmm the guy thinks I have any control of what's gonna be fixed :(
18:52:25 <__ln__> does bananas predate bjarni's absence?
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18:58:12 <Samu> can you read chat log, plz about an error when exiting openttd
18:58:19 <Samu> since u're the windows guy
19:10:22 <DorpsGek> __ln__: Bjarni was last seen in #openttd 6 years, 17 weeks, 1 day, 17 hours, 51 minutes, and 16 seconds ago: <Bjarni> heh
19:10:26 <glx> Samu: you need to go up in the trace until it's in openttd source
19:10:50 <Samu> ok, let me try crash this again
19:11:00 <__ln__> ok, bananas does predate Bjarni's disappearance by several years. so conclusion:
19:11:10 <__ln__> Samu: bananas cannot be gay, bjarni would have noticed
19:11:22 <glx> and "dbg: [misc] String too long for destination buffer" seems scary somehow :)
19:12:28 <glx> I'd vote for some memory overwrite somewhere
19:13:18 <glx> btw if your trunk is not clean I can't do anything
19:16:09 <Samu> trunk is not clean, gonna revert right now
19:16:16 <Eddi|zuHause> glx: it would be scarier if it wasn't caught by that debug line (and presumably a protection against buffer overflows at that point)
19:18:13 <Samu> i think i found a way to crash it
19:20:30 <Samu> 1. point to a savegame file with a missing newgrf
19:20:43 <Samu> 2. download missing content
19:21:29 <Samu> i have to delete the newgrf from the system to reproduce, doesn't seem to happen once it's downloaded
19:21:57 <Samu> string too long for destination buffer happens when i click Download missing content
19:22:09 <frosch123> it's usually the git/hg hash in some version string that only excepts a svn revision
19:23:46 <Samu> tested with a missing Luukland_Trainset-2013.06.25.tar
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19:25:58 <Samu> i mean "Find missing content online", my bad
19:29:48 <Samu> in the call stack, i can't locate anything about openttd code
19:30:06 <Samu> ntdll.dll!RtlUserThreadStart() Unknown
19:37:20 <Wolf01> Meh, half steam library to update
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19:47:43 <Samu> glx: the string is 0x0000025a60a2e560 "luukland_trainset-2013.06.25\\lltrainset.grf"
19:50:04 <Wolf01> supermop_work, did you manage to edit nml?
19:56:08 <Samu> if (dst == last && *src != '\0')
19:56:33 <Samu> DEBUG(misc, 0, "String too long for destination buffer");
19:56:55 <Samu> src = "trainset.grf" my bad
19:57:02 <__ln__> errr... did anyone else look at available subtitles for Star Trek Discovery on netflix? :D :D
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19:58:10 <__ln__> also for the parts that are spoken in english :D
19:59:13 <Samu> 0x0000025a407d4f2c "luukland_trainset-2013.06.25\\ll"
19:59:19 <Samu> it only copied up to this
19:59:45 <Samu> the whoel string is 0x0000025a60a2e560 "luukland_trainset-2013.06.25\\lltrainset.grf"
20:01:36 <supermop_work> Wolf01: i did not
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20:18:13 <Eddi|zuHause> how is "V FFF?" a sentence? :p
20:18:29 <andythenorth> makes sense to me
20:20:08 <Eddi|zuHause> well, technically it is missing a verb
20:20:43 <Wolf01> It's missing everything :P
20:23:33 <frosch123> Eddi|zuHause: it a verb?
20:24:07 <Eddi|zuHause> frosch123: that's an overstatement :p
20:24:27 <Eddi|zuHause> or an understatement, rather
20:31:49 <supermop_work> apparently neither PS nor ACAD licenses are valid on this machine
20:32:14 <supermop_work> how much does an adobe or autodesk bounty run these days
20:39:29 <supermop_work> autocad is a little more proactive in forcing itself to quit
20:46:29 <Samu> crash also happens in 1.7.2, but silently
20:46:43 <Samu> it's logged in the windows event log
20:47:27 <Samu> but without any popup window about it, i had to go check for it
20:48:43 <Samu> i forgot how to get the crash dumps from windows :(
20:51:38 <Wolf01> andythenorth: no-houses is a good candidate for the next flag, if we can get to a common decision, even the no-junctions one is an interesting thing
21:01:18 <Samu> buffer overflow exception?
21:03:18 <andythenorth> Wolf01: ok food, then maybe no-houses
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21:16:21 <Samu> glx, it didn't crash with the official build 1.7.2 from openttd.org
21:16:40 <Samu> it does with my build of 1.7.2
21:21:29 <Samu> sorry, I can't manage to get a crash dump for you :/
21:30:04 <supermop_work> Wolf01: i suppoert no-junctions now
21:49:59 <supermop_work> andythenorth: how much space for flags is there?
21:50:55 <andythenorth> I'd have to apply brain
21:50:59 <andythenorth> 8 or 16 probably
21:51:06 <andythenorth> that is too many
21:51:15 <andythenorth> flags will have unwanted combinatorial effects
21:53:27 <supermop_work> 4-5 is probably fine
21:53:59 <supermop_work> room for 8 would be good, leave the exotic flags to be exhausted next year
21:54:42 <supermop_work> 'can't build if company color is mauve'
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21:55:05 <supermop_work> are flags all boolean?
21:55:29 <supermop_work> i guess they would be
21:56:32 <supermop_work> I still don't know if whether town can build should be by flag or something else
22:06:44 <Wolf01> I think it should be a flag
22:07:20 <Wolf01> Do roads have an introduction date too or they are based on available vehicles only?
22:07:21 <andythenorth> seems like a flag to me
22:07:54 <Wolf01> Because an introduction date for roads could be useful to decide when they will be upgraded
22:10:10 <supermop_work> Wolf01: unspooled defines dates for roads
22:10:19 <supermop_work> dirt and ROAD from 0
22:10:49 <supermop_work> gravel from 1800-ish, asphalt from 1890 is, hiway from 1950
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22:11:13 <supermop_work> ROAD is 'better' than gravel though
22:12:30 <supermop_work> road in unspooled is stone, standing for everything from roman roads to old cobblestone streets to fancy modern city center steets
22:12:46 <supermop_work> but a different roster might change that
22:13:30 <supermop_work> the only issue with upgrade by date is that a town might 'upgrade' stone roads to gravel
22:13:51 <supermop_work> but i could just set gravel to unbuildable by towns
22:14:28 <supermop_work> what about dirt vs road, if both are from year 0
22:15:41 <supermop_work> maybe town can choose based on cost?
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22:20:56 <supermop_work> Wolf01: andythenorth: do you forsee a use case for roads buildable by town or SE, but not by player?
22:21:26 <supermop_work> goat paths, pedestrian ways, etc
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22:22:00 <supermop_work> a player in 1830 might reasonably expect to be able to build cobblestone
22:22:41 <supermop_work> i wonder if that needs to be a flag, or not
22:23:06 <Wolf01> You won't put cobblestone in the middle of nowhere
22:23:41 <supermop_work> what about roads buildable by world generation but not by towns?
22:23:58 <supermop_work> not sure what those would be
22:24:29 <Wolf01> We could ask that guy for the patch which links towns with roads on generation
22:25:09 <Wolf01> Usually since 1900 you get cobble in city and dirt outside
22:25:31 <supermop_work> that could be function of town zone
22:26:11 <supermop_work> that town (and world gen) prefers to build dirt in 0 and 1, and then cobble in 2-5
22:27:09 <supermop_work> dirt vs stone has gameplay use
22:27:42 <supermop_work> vehicle speeds, and maybe house spawning
22:28:02 <supermop_work> depending on how you define dirt
22:29:25 <supermop_work> also makes early starts different from 20th century starts - starting with asphalt everywhere favors RVs, starting with mud everywhere maybe you build a tramway
22:32:12 <supermop_work> i bet we are putting off andythenorth
22:32:17 <andythenorth> I am playing tanks :P
22:32:28 <supermop_work> tanks need no roads
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22:36:02 <supermop_work> does a town zone 2+ roadtype make the tiles next to it town zone 2? or can it only be build in town zone 2?
22:36:09 <andythenorth> for the record I think flags aren't essential right now
22:36:17 <andythenorth> I would like to see NRT in trunk for April if possible
22:36:22 <andythenorth> it can be added to later
22:36:57 <supermop_work> i think town can build and no_houses would make sense to ship in april if at all possible,
22:37:18 <supermop_work> i agree everything else is icing
22:37:50 <supermop_work> but even without no_houses, nrt feels shippable
22:38:28 <supermop_work> is CC on owner_none sorted? if not I'll remove CC from spool before april 1
22:39:15 <supermop_work> I'd like moprv, docklands, and unspooled to be updated and 1.0 ish to put on bananas as 'launch titles' for NRT
22:39:22 <Wolf01> What was the problema about CC owner none^
22:39:44 <supermop_work> it randomized every time sprite is drawn,
22:40:05 <supermop_work> which makes it flash random colors when RV moves through tile
22:40:32 <supermop_work> need to do something like set CC for NONE and TOWN to be grey
22:52:19 <Samu> you're in the middle of building something, suddenly, "ZZzzzz"
22:52:37 <andythenorth> CC on owner is not fixed
22:52:51 <andythenorth> I couldn't figure out how recolor the sprite
22:53:16 <Samu> umm what if I need the autosaves ? :(
22:53:27 <Wolf01> Check if owner_none, pass gray instead of CC
22:53:38 <andythenorth> yeah, I don't know how to pass gray
22:53:48 <andythenorth> I looked for places to cargo-cult from
22:53:52 <andythenorth> but found none :P
22:58:42 <Wolf01> pal = (owner == OWNER_NONE ? PAL_NONE : COMPANY_SPRITE_COLOUR(owner))
22:59:05 <Wolf01> Maybe even for owner_town
22:59:12 <andythenorth> looks about right
23:00:45 <Wolf01> Mmmh, I found a conversion compatibility bug in editor
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23:02:28 <Wolf01> It seem you can't upgrade roads to elrds, need to investigate... not now
23:02:39 <andythenorth> PAL_NONE draws the blue
23:02:41 <andythenorth> it needs a shift
23:03:05 <andythenorth> maybe the transform exists already, dunno
23:03:11 <andythenorth> Eddi|zuHause might know :P
23:04:02 <Wolf01> I changed L1441 to this
23:04:06 <Wolf01> Owner owner = GetRoadOwner(ti->tile, rtid.basetype);
23:04:06 <Wolf01> PaletteID pal = (owner == OWNER_NONE || owner == OWNER_TOWN ? PAL_NONE : COMPANY_SPRITE_COLOUR(owner));
23:04:37 <andythenorth> ternary with bool :)
23:04:40 <andythenorth> such programming
23:04:41 <Eddi|zuHause> replace PAL_NONE with COMPANY_SPRITE_COLOUR(CC_GREY) or something along those lines?
23:04:49 <andythenorth> that's what I hoped for
23:06:00 <andythenorth> might be an index into _company_colours
23:06:37 *** john-aj_ is now known as john-aj
23:12:30 <andythenorth> maybe GENERAL_SPRITE_COLOUR
23:13:42 <andythenorth> GENERAL_SPRITE_COLOUR(COLOUR_GREY) Wolf01
23:13:49 <andythenorth> instead of PAL_NONE
23:14:03 <andythenorth> I need to test the ternary
23:14:13 <andythenorth> eyes closing also, woke up at 4am
23:14:19 <Wolf01> I need to test the bed
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23:20:46 <Gwyd> So I've come here to see if anyone knows how to get stacked sprites working with NML
23:21:20 <Gwyd> I've tried, but I don't know what the wiki means when it says "set register 100"
23:29:14 <supermop_work> Gwyd: take mop rv code
23:29:32 <supermop_work> i never understood that stuff either, but i got it working somehow
23:33:36 <Gwyd> Thanks, I'll have a look
23:34:52 <supermop_work> i abuse it heavily, every vehicle uses it
23:35:17 <supermop_work> except a couple buses
23:37:36 <Gwyd> Is the source code anyway, or do I need to decompile?
23:42:40 <supermop_work> i thought it was in the thread
23:43:42 <supermop_work> no mop generic rvs but i never posted the source
23:43:49 <supermop_work> i'll try to post it tonight
23:44:04 <supermop_work> within a couple hours
23:44:36 <Gwyd> That'd be great. I'll have a look at it in the morning, so no hurry.
23:45:14 <supermop_work> that one is old but it should have the stacking working
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