IRC logs for #openttd on OFTC at 2018-02-16
            
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13:44:34 <Wolf01> Moin
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14:20:09 <Andy1314> Guys, I've got an scenario that I'm in 2162 but all the industries have disappeared...Is there a console command that will start spawning new ones?
14:20:34 <Andy1314> *all the industries not including the ones I already have transport links for
14:20:55 <Wolf01> Fund new ones
14:22:30 <Andy1314> hmm, its a map of the UK and a bit of Europe but I'm staying in Scotland (lol) so prospecting just leads to industries that are on the other side of the map
14:25:40 <Andy1314> It's a rather large map so even prospecting a 100 farms ... actually that might work but not very elegant
14:25:59 <Andy1314> no console commands to spawn new industries?
14:27:04 <Wolf01> I've never heard of some which might work as you want, maybe there's one which allows to prospect
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14:45:32 <Samu> dodododo
15:01:11 <Flygon> <Andy1314> Guys, I've got an scenario that I'm in 2162 but all the industries have disappeared...Is there a console command that will start spawning new ones?
15:01:16 <Flygon> Oh man I read that as 2612
15:01:24 <Flygon> and then i was thinking "wait YM2612"?
15:01:36 <Flygon> Then I checked the channel name then read the year correctly. :V
15:03:41 <peter1138> Synthhead
15:03:49 <peter1138> (Sorry, I had to look it up)
15:06:30 <Flygon> peter1138: THXhead :3
15:07:00 <peter1138> ;)
15:07:30 <peter1138> I've never watched it, of course.
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15:10:58 <supermop_work> YO
15:13:17 <Samu> hi
15:20:04 <Samu> what do you think of a vehicle disaster of the kind "explode of old age"?
15:20:57 <Wolf01> No
15:21:02 <Samu> ok :(
15:21:51 <supermop_work> why would it explode?
15:22:20 <Samu> because it's past it's max age
15:23:18 <Wolf01> If you make vehicles just stop and rust down in the middle of the road, blocking all the vehicles behind it, I might give a vote, but exploding doesn't make sense at all
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15:25:00 <Samu> uhm, no deal then
15:25:42 <Samu> i really want the vehicles to "disappear", could be an explosion or something else
15:27:18 <Samu> want to clean up servers that use breakdowns
15:28:09 <Samu> unmaintained companies would have these old age vehicles removed "accidentaly"
15:30:08 <Samu> because a server with no breakdowns is no fun
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15:30:31 <Samu> but also no fun to watch vehicles breaking down all the time
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15:34:44 <Wolf01> So you want to punish people which use breakdowns because you just don't like it?
15:35:06 <Samu> i want to clean up unmaintained companies
15:35:38 <__ln__> Wolf01: i don't think you can use 'which' with 'people'.
15:35:41 <Samu> but yes, that's the point
15:36:19 <Wolf01> __ln__: Aren't people a thing? :P:P:P
15:37:54 <Samu> i don't like the autoclean approach
15:38:00 <Samu> it's all or nothing approach :(
15:39:37 <Wolf01> So better make vehicles disappear randomly and just wait for the company to declare bankrupt even if the old vehicles were still profitable?
15:40:13 <Samu> yes, the excuse would be that the vehicles are past max age
15:43:17 <Samu> perhaps this could be another autoclean option, and not a disaster
15:44:10 <Samu> well, it was just an idea
15:44:31 <Samu> it fits the disaster criteria better though
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16:28:30 <Samu> Wolf01: since you're the road expert, https://imgur.com/8A9TiLA
16:28:42 <Samu> there's something strange with that road piece
16:28:51 <Samu> this is on 1.7.2, not ratt
16:29:51 <Wolf01> Not a road expert
16:30:29 <Samu> it has sidewalk
16:30:32 <Samu> the others don't
16:31:08 <Samu> with the exception of that one which is a station
16:31:37 <Wolf01> Might be a weird case of townzone ring, if you rebuild it what happens?
16:32:10 <Samu> got sidewalk again
16:33:19 <Eddi|zuHause> hm, i have a case of empty mouse battery
16:34:00 <Samu> let me reduce town size, destroying some houses
16:34:41 <Samu> oh, it disappeared
16:35:01 <Samu> false alarm then
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18:57:26 <Samu> i'm getting errors when trying to upload files here https://bugs.openttd.org/task/6675
18:58:02 <Samu> 413 Request Entity Too Large
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19:03:25 <__ln__> you may find this a bit more interesting: https://imgur.com/UjpwIRe
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19:14:02 <Samu> aha, managed to uplaod
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19:42:57 <andythenorth> o/
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19:43:40 <Samu> lala
19:44:03 <Samu> i'm bored, don't know what to do
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19:45:28 <andythenorth> test NRT fork some more
19:45:33 <andythenorth> see if you can break any more
19:45:36 <andythenorth> actually was helpful
19:45:44 <Samu> okok
19:45:59 <Samu> hmm where do i dl the latest version
19:47:39 <Samu> ah, is this still the latest one? https://www.openttd.org/en/download-ratt
19:48:03 <Wolf01> Yes
19:48:10 <Samu> http://fr.binaries.openttd.org/binaries/custom/ratt/g5159d2fb-road-and-tram-types/changelog.txt hmmm nice changelog
19:48:32 <Wolf01> No changes
20:03:26 <Samu> it still counts rail pieces as road pieces
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20:16:26 <Samu> some AIs still can't build stations
20:19:41 <Samu> can i download source or something like that? i wanna investigate why ais can't build
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20:22:15 <Samu> oh, i can, lol I'm stupid
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20:35:51 <andythenorth> lo frosch123
20:37:00 <frosch123> moi
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21:00:45 <supermop_work> heyyyy yoouuuu guyyys
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21:06:28 <Samu> Wolf01: i found something
21:06:46 <Samu> the ai is trying to build a bus drive through station
21:07:19 <Samu> it selected road, but then, when unpacking parameters, it gets tram station instead
21:07:27 <Samu> there are no trams
21:07:36 <Samu> and fails to build the bus station
21:08:05 <Samu> CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
21:08:19 <Samu> station_cmd.cpp line 1788
21:08:25 <Samu> of your source code
21:08:40 <Samu> not sure if the packing is done right, or the unpacking
21:08:51 <Samu> perhaps you could investigate?
21:10:03 <Samu> if (!ValParamRoadType(rtid)) return CMD_ERROR; this rtid stuff is tram at this point :(
21:35:12 <Samu> it's the packing done wrong
21:35:29 <Samu> line 506 script_road.cpp
21:35:47 <Samu> Wolf01:
21:37:39 <Samu> or andythenorth
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21:53:35 <andythenorth> Samu: maybe tomorrow :)
21:53:54 <andythenorth> if you have github account, you can raise an issue :) https://github.com/andythenorth/NotRoadTypes/issues
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22:27:41 <Samu> andythenorth: i don't have github
22:28:23 <Samu> change this line 524... uint p2 = station_id == ScriptStation::STATION_JOIN_ADJACENT ? 0 : 4;
22:28:42 <Samu> replace 32 with 4
22:29:31 <Samu> ais are now building stations
22:31:44 <Samu> convoy is still not building, hmm... there may be more stuff to fix:(
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22:32:54 <Samu> nevermind, he just built
22:33:00 <Samu> weee
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22:35:13 <Wolf01> Samu, yes, AIs and the functions used by AIs need to be fixed, we already told you, could you try to test the core functionality by hand to spot other problems instead of focusing on AIs?
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22:36:49 <Samu> uhm, im trying to test desyncs
22:37:06 <Wolf01> Then do it with 2 human companyes
22:37:10 <Wolf01> *nies
22:38:51 <Wolf01> Things to test are something like loading multiple NRT grfs such unspooled, roadhog, dockland (look in the newgrf forum) in different order and check if problems pop up
22:40:11 <Wolf01> Roadhog not the bananas version
22:40:53 <Samu> there's still the issue of rail tracks counting as road pieces
22:41:15 <Wolf01> I have some ideas about that one
22:42:01 <Wolf01> But I'll need to rethink some things
22:42:04 <Samu> hmm im not much of a newgrf
22:42:21 <Samu> user
22:42:34 <Wolf01> frosch123: what if I move INVALID_ROADTYPE from 255 to 0, and ROAD is 1?
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22:43:22 <Wolf01> Then what do you want to test? The economy? NRT is ALL about newgrfs
22:44:07 <frosch123> Wolf01: that is not common in ottd
22:44:13 <frosch123> invalid stuff is usually FF
22:44:34 <Wolf01> I know, but it's also used to initialize stuff to 0, and it makes road everywhere
22:44:52 <Wolf01> I already fixed bridges and depots
22:45:52 <Wolf01> I don't know how a rail piece which don't share anything with road could be seen as road by the infrastructure count
22:46:58 <Wolf01> But bridges initialized all the bits to 0, even m4 which wasn't used by rail
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22:54:15 <Samu> where are those dock stuff
22:54:18 <Samu> unspooled
22:54:26 <Samu> can only find roadhog
22:54:29 <Wolf01> Dockland
22:54:43 <Wolf01> Do you even read?
22:55:14 <Samu> oh, newgrf forum
22:55:20 <Samu> i almost never go there
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23:12:48 <Wolf01> andythenorth: as well as fixing problems in the code related to AIs, we should also try to ask some support from AI developers, or various AIs won't be compatible if NRT will hit trunk
23:12:59 <andythenorth> hmm yes
23:14:04 <Wolf01> The problem might be to find the authors, some widely used AIs are there, not updated since ever
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23:21:26 <Samu> i'm a very good ai author, cough... lol
23:21:46 <Wolf01> Too bad you can't edit other's AIs
23:26:58 <Samu> woah,, too many road types and trams
23:27:11 <Samu> looking at these newgrfs and i'm getting a headache
23:27:39 <Wolf01> You never used NuTracks then
23:28:41 <Samu> got a question, do u have trucks that can run on trams and roads at the same time?
23:29:03 <Samu> i'm really unfamiliar with this all
23:29:21 <Samu> Rattlebrook Open Truck
23:29:31 <Wolf01> Finally you found what you really need to test
23:29:31 <Samu> can enter a tram station
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23:30:21 <Samu> sec, better with a screenshot, cus i really dunno what i'm looking at
23:30:50 <Wolf01> I'm giggling
23:31:03 <Samu> https://imgur.com/a/tNq84
23:31:06 <andythenorth> bye
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23:31:17 <Samu> that station
23:31:28 <Samu> is a tram station? or a truck station?
23:31:31 <Samu> or both?
23:31:36 <Samu> or what the heck?
23:31:44 <Wolf01> That is both
23:32:37 <Samu> AI's have a preference for white roads
23:32:42 <Samu> as u can see
23:33:50 <Samu> the rail fence is expanding towards the station
23:34:01 <Samu> shouldn't be, i think
23:35:39 <Wolf01> It works the same in trunk, no clue of why
23:38:40 <Samu> gonna load this in multiplayer
23:40:23 <Samu> am i supposed to expect desyncs? :o
23:40:35 <Wolf01> No
23:40:37 <Samu> gonna join at random itervals
23:43:38 <Samu> what's supposed to happen to roads on bankrupt?
23:43:53 <Wolf01> The same of trunk
23:43:55 <Samu> they stay? they poof? the newgrf defines?
23:44:06 <Samu> ok
23:44:21 <Wolf01> We added more roads, didn't change how they work... ok, some do
23:44:33 <Wolf01> But only particular features
23:44:56 <Wolf01> Like disallowing level crossings, building of houses around some roads etc
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23:46:23 <supermop_work> Samu: roads stay when builder goes bankrupt
23:46:42 <supermop_work> same as in vanilla
23:46:52 <supermop_work> they revert to owner_none
23:47:40 <supermop_work> later
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23:55:47 <Wolf01> I hope he downloaded the lates unspooled