IRC logs for #openttd on OFTC at 2019-02-04
            
00:00:38 <andythenorth> :x
00:01:55 <peter1138> I don't know what this data is though.
00:03:15 <Eddi|zuHause> i'm not sure why, but i have DBSetXL with 3 different MD5 and i don't know which one is the original one or what i could possibly have changed
00:04:58 <Samu> that is for game scripts like busybee
00:05:08 <Samu> nocargoal
00:05:29 <peter1138> CargoMonitorID?
00:05:44 <Samu> yes, if I'm not mistaken
00:05:53 <peter1138> So I'm doing a savegame bump for data that nobody really uses? :p
00:06:23 <Samu> it's to keep track of cargo a company has transported to some town or industry, isn't it?
00:06:34 <peter1138> I really don't know what it's for.
00:06:57 <peter1138> If it's GS related no wonder.
00:08:38 <Samu> try busybee
00:08:59 <Samu> let me see where that CargoMonitorID is at
00:09:30 <Samu> yes, it is
00:09:39 <Samu> BusyBee uses that
00:09:44 <Samu> confirmed
00:10:43 <Samu> i even reported a bug
00:10:47 <Samu> let me find
00:10:52 <peter1138> Oh really.
00:11:43 <Samu> https://github.com/OpenTTD/OpenTTD/issues/6633
00:12:03 <peter1138> Erm.
00:12:10 <peter1138> That predates 64 cargo types, so no.
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00:13:04 <Samu> well if you updated to 64 cargo types now, cargomonitor also needs updating
00:13:09 <Samu> what was it before?
00:13:17 <peter1138> 32.
00:13:31 <Samu> rip cargomonitor
00:13:35 <peter1138> Not really.
00:13:46 <Samu> not sure how many types it can handle
00:13:55 <peter1138> Obviously nobody's been using it because this is the first report of this crash.
00:13:58 <peter1138> It can handle 32.
00:14:15 <peter1138> There's no silent working fortunately, as there's an assert.
00:14:31 <peter1138> I'd say nobody uses this feature then, but nightlies are pretty new.
00:14:54 <Samu> busybee is used a lot on st2 servers
00:15:19 <peter1138> Yeah, but they won't be using nightlies with 64 cargo types!
00:16:00 <peter1138> That's what I meant by my comment, can't really judge the lack of reports.
00:16:35 <peter1138> So anyway, I have a fix, but I need to replicate the crash :/
00:16:45 <andythenorth> samu likes testing :)
00:17:05 <peter1138> andythenorth, can i get a firs with > cargos?
00:17:25 * andythenorth looking
00:17:32 <andythenorth> we need fricking reference.grf
00:17:41 <peter1138> We have one, called FIRS.
00:17:46 <peter1138> It's too hard to actually play ;)
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00:17:57 <andythenorth> it's also triangular dependency :P
00:18:07 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7174: Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch. https://git.io/fhS1m
00:18:37 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6802#issuecomment-399734518
00:18:41 <andythenorth> peter1138: ^
00:18:46 <andythenorth> it's a bit broken mind
00:19:17 <andythenorth> I can't make a proper 64 cargo FIRS until nml is done :P
00:20:44 <peter1138> So... does it work?
00:20:54 <peter1138> It's just 16-in-out missing, right?
00:21:10 <andythenorth> think so yes
00:21:23 <Eddi|zuHause> peter1138: it's andy, it's fractally broken anyway :p
00:21:36 <andythenorth> Eddi|zuHause make a reference.grf :P
00:21:50 <andythenorth> we lack test cases
00:22:14 <andythenorth> so we end up relying on patched community grfs
00:22:17 <peter1138> Hmm, doesn't even appear in my NewGRF list...
00:22:54 <Eddi|zuHause> peter1138: there's a setting to hide duplicate/older versions of the same grfid
00:23:34 <peter1138> Thanks.
00:26:44 <peter1138> Well, failing to crash master :/
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00:31:59 <andythenorth> :x
00:37:24 <peter1138> 14 years, not crashing. Hmm.
00:37:30 <peter1138> Maybe I need his NewGRF.
00:39:00 <andythenorth> I need my bed :|
00:39:01 <andythenorth> oops
00:39:05 <andythenorth> nearly Monday
00:39:28 <Samu> time for me to delete branches
00:39:30 <andythenorth> also I haven't pulled upstream for like...a day
00:39:36 <andythenorth> and there are so many changes
00:39:37 <Samu> those that became part of the game
00:39:46 <peter1138> Yay, it crashed.
00:39:56 <peter1138> Message: Assertion failed at line 63 of /home/petern/Projects/OpenTTD/src/cargomonitor.h: ctype < (1 << CCB_CARGO_TYPE_LENGTH)
00:40:00 <peter1138> That's the one.
00:46:01 <Samu> 5 branches deleted
00:46:38 <Samu> down to 27 :|
00:46:47 <Samu> because... you close everything
00:46:51 <Samu> that's why I have so many
00:48:31 <LordAro> 27 is a huge nuber
00:48:34 <LordAro> number
00:48:40 <LordAro> don't fret too much
00:48:54 <LordAro> or at all, really
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00:51:36 <Eddi|zuHause> "Ihr Branch ist 33 Commits hinter 'origin/master', und kann vorgespult werden."
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00:52:09 <Samu> https://imgur.com/poY7M9w
00:53:54 <LordAro> also, "5 branches deleted" "down to 27" and "you close everything" really don't match at all
00:54:19 <LordAro> some things aren't appropriate for OTTD
00:54:27 <LordAro> there have been many, many rejected patches
00:54:37 <LordAro> you are not special in that regard
00:55:54 <Eddi|zuHause> did i get no mails today or is my mail program broken?
00:56:53 <Eddi|zuHause> i think it was broken
00:56:57 <peter1138> Hmm, should I shrink the 8 bits for Company down to 4?
00:57:18 <Eddi|zuHause> now i got 13 mails, 12 from openttd github
00:58:27 <Eddi|zuHause> you need 5 bits if you also include town/none owner
00:58:32 <peter1138> It stores c->index, so cannot ever be greater than MAX_COMPANIES
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00:58:53 <LordAro> peter1138: any particular reason?
00:59:04 <LordAro> (to reduce it)
00:59:04 <peter1138> LordAro, because shrinking it from 8 to 7 seems a bit odd :p
00:59:12 <peter1138> LordAro, I need an extra bit for cargo!
00:59:15 <peter1138> 32 -> 64 "lol"
00:59:32 <LordAro> ah
00:59:40 <Samu> towns can't transport cargo
00:59:54 <Samu> i think 4 bits is enough
01:03:32 <andythenorth> yeah bed
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01:04:27 <Samu> looking at my cargomonitor fix
01:04:34 <Samu> it's a svn patch
01:04:37 <Samu> fails to patch :(
01:04:45 <Samu> failed hunk
01:04:47 <peter1138> patch -p0
01:04:54 <Samu> no, it's a conflict
01:05:01 <peter1138> Oh, well that's not a surprise.
01:05:17 <Samu> conflicts with something in industry
01:05:28 <Samu> gonna try resolve
01:09:49 <Samu> wow... DeliverGoodsToIndustry has gone through massive changes
01:10:56 <Samu> or maybe not, I'm blind
01:11:58 <Samu> ind->last_cargo_accepted_at[cargo_index] = _date; this line didn't exist at the time I made the patch, must check what it does
01:12:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
01:14:52 <Samu> https://github.com/OpenTTD/OpenTTD/blame/0749a291c4941511744e82a315ee34d96e053fb1/src/economy.cpp#L1065
01:14:58 <Samu> 6 months ago, heh
01:17:00 <peter1138> That's what I mean about a not very used feature :p
01:18:55 <Samu> Date last_cargo_accepted_at[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry
01:19:11 <Samu> okay, it's not related to cargo monitor
01:19:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7174: Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch. https://git.io/fhSP0
01:19:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7119: Ships turning around pixel alignment https://git.io/fh6oI
01:22:02 <nielsm> okay trying to add AI measurements to the framerate UI
01:22:12 <peter1138> Good luck :D
01:22:15 <Samu> cool
01:22:23 <Samu> I will appreciate
01:22:33 <Samu> if it's done per AI
01:22:39 <nielsm> it is
01:22:41 <Samu> wanna find out who's slowing down
01:22:45 <nielsm> (and also doing gamescript)
01:22:56 <Samu> :)
01:23:04 <Samu> much ty
01:24:28 <Samu> hmm tortoise svn has a different line ending than github desktop
01:24:31 <nielsm> https://0x0.st/zsBg.png
01:24:34 <nielsm> pretty big :P
01:24:59 <peter1138> Oof
01:25:03 <nielsm> I want to add the AI script name to each of them, and only include those that actually have active AI players on
01:25:18 <peter1138> Needs a scrollbar :p
01:26:38 <Samu> looking good
01:26:50 <peter1138> Are they not counted under gameloop?
01:27:04 <Samu> stategameloop
01:27:14 <peter1138> Cos I saw a very high gameloop but the ticks didn't add up
01:28:11 <nielsm> they do count under game loop yes
01:28:22 <peter1138> k
01:39:32 <Samu> Commit message, hmm okay
01:42:06 <Samu> Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
01:42:10 <Samu> good english?
01:44:25 <Samu> well, uh I'll post it
01:45:43 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhS1x
01:57:19 <nielsm> https://0x0.st/zsMs.jpg
02:01:12 <Samu> Save Game
02:01:19 <Samu> is that AI 1?
02:01:24 <nielsm> yes
02:04:12 <nielsm> uh how do I force recalculation of a window's size...
02:05:30 <Samu> i dont know
02:05:51 <Samu> I worked on ai gui and yet I don't know
02:06:02 <Samu> didn't need to touch window resizes..
02:07:41 <nielsm> maybe I should use the Matrix widget instead :s
02:10:28 <nielsm> ah, w->ReInit() does it
02:13:09 <glx> yes ReInit() is the right way
02:19:43 <Samu> tried to create a server game and it's hanging
02:20:22 <Samu> master
02:20:51 <Samu> gonna try again
02:21:53 <Samu> it hangs right after generating world, when starting a server
02:22:14 <Samu> gonna try release build
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02:25:55 <nielsm> hmm I'm getting hanging/infinite loop on "Allow multiple AIs to possibly start in the same tick"
02:26:13 <Samu> oh no :|
02:26:17 <Samu> rip
02:26:46 <Samu> because... ais dont start in that tick in multiplayer
02:26:58 <nielsm> this is not multi
02:27:10 <Samu> weird
02:28:19 <Samu> i dont have a problem in single player
02:28:25 <Samu> gonna try multi
02:28:50 <Samu> hands in multiplayer
02:28:56 <Samu> bah... rip my patch
02:29:04 <Samu> hangs*
02:29:10 <nielsm> ahh, hmm
02:29:34 <nielsm> maybe because I was holding shift (to ffwd) while it tried to send commands to start AI's?
02:29:46 <Samu> gonna investigate
02:29:50 <nielsm> and for some reason that was interpreted as "check costs only"
02:30:44 <nielsm> yep DoComandP sets estimate_only based on local shit key state
02:30:55 <nielsm> so it's probably not safe to use there
02:31:17 <nielsm> anyway, got names on: https://0x0.st/zsMb.png
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02:32:56 <Samu> https://github.com/OpenTTD/OpenTTD/commit/011257dc8804175dd7d1e839e97e796c0a88aee6#diff-a642ac2d124f2c9d89c466a024a6a47eR615
02:33:17 <Samu> this returns true, but queues the command on the server
02:33:41 <Samu> AI CheckStartNext can't be used in a loop then :(
02:33:49 <Samu> can't start them all in the same tick, rip
02:34:19 <nielsm> if you're holding the shift key while that DoCommandP is being called, it does nothing, except pop up an "Estimated cost: £0" box
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02:34:38 <Samu> let me make sure my claim is correct
02:34:41 <Samu> brb
02:38:31 <Samu> bah... confirmed NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
02:38:37 <Samu> command is queued
02:41:20 <Samu> gonna see 1 tick is enough
02:41:30 <Samu> at least they could start in 15 ticks
02:44:48 <Samu> 1 tick is sufficient
02:53:43 <Samu> ok, i'm making a pr about it
03:01:33 <nielsm> https://github.com/nielsmh/OpenTTD/tree/ai-framerate
03:01:48 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
03:02:18 <Samu> so now they start in 15 ticks
03:03:09 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
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03:15:46 <Samu> already testing it, really great!
03:27:06 <Samu> yay
03:27:29 <Samu> AroAI is in the red
03:28:13 <Samu> SimpleAI is the one who was creating huge stalls
03:28:18 <Samu> this is simply amazing!
03:28:27 <Samu> i can get right to the problem
03:28:31 <Samu> frame rate window, best window
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07:37:03 <andythenorth> moin
07:42:19 <peter1138> yes
07:46:05 <andythenorth> that happened
08:05:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't if shift is held, or in multiplayer. https://git.io/fhSyM
08:22:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSSt
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08:31:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSSY
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09:28:56 <LordAro> moin
09:45:20 <andythenorth> o/
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09:52:03 <planetmaker> moin
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10:15:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhS9H
10:22:23 <Pikka> boing
10:25:10 <planetmaker> bong
10:26:06 <LordAro> bng
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10:31:36 *** ChanServ sets mode: +o peter1138
10:31:46 <peter1138> Lar de dar.
10:32:20 <Eddi|zuHause> Lloret de mar?
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10:41:29 <peter1138> Well.
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11:28:08 <Pikka> well well well
11:28:45 <andythenorth> yes
11:28:47 <andythenorth> well cars
11:28:52 <andythenorth> I should draw them
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11:34:00 <nielsm> morning
11:38:13 <andythenorth> lo
11:56:05 <andythenorth> so built-in sprite overlays for night mode? o_O
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12:12:20 <peter1138> Built in recolouring?
12:12:42 <peter1138> When it night time? Daily? :P
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12:28:18 <andythenorth> daily :P
12:28:29 <andythenorth> except in arctic
12:28:37 <andythenorth> 6 months day, 6 months night in arctic
12:47:46 <nielsm> lol RailwAI https://0x0.st/zsQn.png
12:48:37 <planetmaker> :)
12:48:49 <planetmaker> Honestly, I might have built similarily.
12:48:58 <planetmaker> Not sure whether tunnel and bridge are different in price
12:49:20 <Eddi|zuHause> bridge has a speed limit, mostly, and blocks town growth more
12:49:59 <Eddi|zuHause> not sure why it made the bridge this long, though
12:57:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
12:58:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
12:58:59 <peter1138> I'm impressed it managed to build stuff like that.
12:59:22 <peter1138> I might download an old version just to giggle at the old cheaty AI.
13:03:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhS7h
13:40:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5V
13:42:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5w
14:09:03 <peter1138> Repaint cargo? :/
14:15:30 <andythenorth> maybe :P
14:15:59 <peter1138> No.
14:18:42 <peter1138> andythenorth, ^^ https://www.tt-forums.net/viewtopic.php?f=26&t=84793
14:19:03 <peter1138> "I've implemented it in seven liveries, created a custom repaint cargo, and implemented dynamic running costs."
14:19:07 <peter1138> That's going to be 'fun'
14:19:28 <andythenorth> people have to try things to learn :
14:19:29 <andythenorth> :)
14:19:46 <andythenorth> I considered dynamic Horse running costs this morning :)
14:19:47 <andythenorth> but no
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14:20:09 <andythenorth> custom repaint cargo :P
14:20:10 <andythenorth> oof
14:24:31 <andythenorth> vehicle groups much peter1138? o_O
14:25:07 <andythenorth> what did we call them? 'variants'?
14:29:35 <peter1138> Variants.
14:29:46 <peter1138> Although I'm not sure it'd work in this case.
14:29:58 <peter1138> I don't anticipate being able to refit between variants.
14:30:57 <peter1138> I wonder if custom fonts are ignored on OS X.
14:32:27 <Eddi|zuHause> what happened to "don't make regearing cargo, because it conflicts with industry sets"?
14:35:25 <peter1138> Maybe instead of making variants different engine IDs we could have a strongly defined list of... er... variants attached to a single vehicle.
14:36:29 <andythenorth> yeah
14:36:31 <peter1138> Instead of "if you refit to this and this subtype, do you get one of these" it'd be "choose from this list, and we set this property on the vehicle"
14:36:39 <andythenorth> I wondered about forcing that they're subtypes
14:36:44 <peter1138> You could use ctrl-click to change in the depot ;p
14:36:49 <andythenorth> I got lost in some whole thing about parents and pointers :P
14:37:03 <andythenorth> then I made horse instead
14:37:13 <andythenorth> ctrl-click :P
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14:37:29 <andythenorth> peter1138: just implement this UI https://dev.openttdcoop.org/attachments/download/9258/vehicle_options.png
14:37:38 <peter1138> Yeah no.
14:37:50 <andythenorth> because ctrl-click is too weird apparently :P
14:38:31 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhSd2
14:38:38 <Samu> hi~
14:39:38 <andythenorth> well
14:39:51 <andythenorth> setting costs takes fricking ages
14:39:57 <andythenorth> I've been doing this for weeks
14:40:41 <andythenorth> repo says I'm lying, it's 6 days :P
14:44:44 <Samu> i tested the shift key
14:44:51 <Samu> it's also a problem
14:45:13 <Samu> why would do command look whether shift key is pressed down?
14:45:21 <Samu> makes no sense
14:45:32 <Samu> it shouldn't care
14:48:53 <Samu> this would mean, in theory, that no AI company would ever be created if the shift key is pressed down the entire time
14:51:42 <Samu> that's something that's present even before the "start immediately" feature
14:51:46 <Samu> patch
14:51:54 <Samu> how to solve :(
14:52:20 <Eddi|zuHause> youtube is being stupid again... you click on one music video, and all it shows you for weeks is more music videos...
14:52:36 <andythenorth> youtube is stupid
14:52:38 <andythenorth> fixed it :)
14:56:24 <peter1138> Samu, because shift is always "get cost of command"
14:56:34 <peter1138> Samu, it's a bug that it affects that location.
15:00:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSdb
15:00:37 <Samu> _shift_pressed = true
15:00:40 <Samu> pff
15:01:00 <andythenorth> the purpose of building trains in the game is make shitloads of money, right?
15:01:08 <andythenorth> no point trying to nerf them, to make it 'hard'
15:01:12 <andythenorth> ?
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15:02:50 <nielsm> peter1138 yeah I like that fix better, more pinpoint and doesn't effectively revert the previous change
15:09:06 <Samu> can _shift_pressed be turned false during the loop?
15:09:17 <Samu> then turned back true after that?
15:09:36 <nielsm> generally not
15:09:44 <nielsm> it gets set by the video driver
15:09:49 <nielsm> before the video driver calls the game loop
15:10:01 <Samu> hmm
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15:25:55 <Samu> gonna experiment
15:30:36 <Samu> must detect estimate_only
15:31:00 <Samu> estimate_only is false during the first loop, it's only true when looping on the 2nd time
15:31:08 <Samu> what is happening
15:31:32 <andythenorth> oof
15:34:54 <Samu> bool estimate_only = _shift_pressed && IsLocalCompany() && !_generating_world && !(cmd & CMD_NETWORK_COMMAND) && (cmd & CMD_ID_MASK) != CMD_PAUSE;
15:35:54 <Samu> why estimate_only is false on the first loop
15:36:27 <Samu> _shift_pressed is already true, but something else makes it false
15:36:41 <Samu> makes estimate_only false
15:38:13 <Samu> ah, IsLocalCompany() is false
15:38:56 <Samu> _local_company is 0
15:39:01 <Samu> _current_company is 16
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15:39:33 <Samu> and on the 2nd loop
15:39:38 <Samu> _local_company is 0
15:39:43 <Samu> _current_company is 0
15:40:52 <nielsm> what I did when triggering the bug was singleplayer, start the game with no AI players, set AI players to 2, set both to have 0 start delay, hold shift until 1st february passed, then the game froze in that loop
15:41:25 <Samu> got stuck estimating the cost of starting an AI
15:42:37 <Samu> gonna try something "different"
15:43:06 <Samu> set _current_company to 16
15:43:18 <Samu> while executing the loop
15:43:33 <Samu> restore current company after the loop is executed
15:44:55 <Samu> so that the command is executed as OWNER_NONE
15:45:06 <Samu> instead of the company you're playing
15:49:29 <Samu> identifier Backup is undefined :(
15:49:45 <peter1138> There's two bugs now.
15:49:54 <Samu> oh? :(
15:50:09 <peter1138> One is that if you are pressing shift, AIs won't start. This was already there.
15:50:29 <peter1138> There is a new bug now though that if you are pressing, OR in multiplayer, the game will now hang.
15:50:45 <peter1138> The comment about "this works in multiplayer" is wrong :p
15:56:58 <peter1138> Samu, even if you worked around the shift bug, it still wouldn't work in multiplayer.
15:57:18 <peter1138> There is a quick fix for the shift bug: _shift_pressed = false.
15:57:25 <peter1138> s/fix/hack/
15:57:54 <Samu> damn, gist is so bad, why ppl use it
15:58:07 <peter1138> What is it bad at?
15:58:08 <Samu> https://gist.github.com/PeterN/65b472e6ecbda7cd0b1e9576362f4c5b#gistcomment-2827984
15:58:10 <Samu> rofl
15:58:35 <Samu> https://paste.openttdcoop.org/pzbubvo7n much better looking
15:58:37 <peter1138> No, that's nasty.
15:58:52 <LordAro> i think that's you not understanding how markdown works
15:59:07 <peter1138> The diff also doesn't understand what the problem is :/
16:00:24 <Samu> oh crap forgot to change cur_company to 16
16:00:51 <peter1138> It's easier and simpler just to pretend shift isn't pressed...
16:00:57 <peter1138> Still an ugly hack
16:01:10 <peter1138> Still won't work in MP
16:03:41 <Samu> for multiplayer, I have to think
16:03:49 <Samu> of something else
16:04:04 <peter1138> I can think of a way.
16:04:53 <peter1138> Count how many AIs are due to start, then then send a single command for all of them.
16:06:11 <peter1138> Then the command can internally start *up to* that amount.
16:13:46 <peter1138> https://i.redd.it/cz5k79hpiie21.jpg < 90 degree turns, eh?
16:18:18 <Samu> needs to know in advance which ai it can start next
16:18:24 <Samu> the delay, i mean
16:19:03 <Samu> AI::GetStartNextTime(skip_some)
16:19:07 <Samu> something like that
16:20:51 <peter1138> Not quite "skip_some"
16:30:14 <Eddi|zuHause> slooooow loading
16:31:03 <Eddi|zuHause> plus, is that a "screenshot" made by photo?
16:31:16 <peter1138> Looks lik eit.
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16:56:30 <Samu> trying the skip method
16:57:48 <Samu> main problem is that return DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); seems to only return true in multiplayer, i wonder if it can actually return a false
17:07:22 <Samu> skip method seems to work
17:07:43 <Samu> at least for the server, unsure about when a client connected to the server
17:07:51 <nielsm> yes.... that's the documented and intended behavior for DoCommandP in multiplayer
17:07:59 <Samu> harder to test
17:08:03 <nielsm> it's async/fire and forget
17:08:15 <nielsm> you can't know if it has succeded until next frame
17:08:22 <nielsm> and you can't block until then
17:12:17 <peter1138> That's why I said what I said above :p
17:12:40 <peter1138> Hmm, here's a thought...
17:12:47 <peter1138> Hmm, no.
17:13:10 <peter1138> This is in the main game loop
17:13:13 <peter1138> All clients run it.
17:13:48 <peter1138> In theory it shouldn't need to be a DoCommandP.
17:15:43 <glx> but only the server can start an AI
17:16:06 <glx> clients only "create" a company
17:16:47 <glx> when they get the server command to do it
17:16:53 <peter1138> Sure.
17:17:43 <peter1138> But if the server knows...
17:17:45 <glx> and it's a DoCommandP because server has to send it
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17:24:13 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNY
17:26:30 <glx> anyway even if we can't start all AIs in the same tick but 1 per tick it's still almost immediate
17:27:03 <nielsm> yeah that may as well be simultaneous
17:27:32 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNZ
17:28:26 <peter1138> The other issue is a bit weird too.
17:28:37 <peter1138> Can't start an AI if shift is being pressed.
17:29:01 <glx> because commands check it
17:29:34 <peter1138> Yeah, I know why, but it's clearly unintentional here :)
17:29:41 <glx> I think the cost test is useless fot CMD_COMPANY_CTRL
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17:30:46 <nielsm> yeah it reproduces for me: start new game with no AIs, go to AI settings and raise to two AIs, configure both AIs to have zero start delay, hold shift when the date turns from january to february
17:31:02 <nielsm> and that occurs since holding shift is the way to ffwd in debug builds
17:31:09 <peter1138> *nod*
17:32:38 <nielsm> checking shift state in DoCommandP seems really wrong to me, on a theoretical level
17:32:52 <nielsm> it should not include an UI concern like that
17:33:07 <peter1138> Normally DoCommandP is called from a UI context.
17:33:21 <glx> it's often called in menus
17:33:33 <peter1138> The server running DoCommandP is very rare.
17:33:35 <glx> or OnClick()
17:35:14 <glx> an enum for CMD_COMPANY_CTRL commands would be nice :)
17:35:39 <glx> I may take a look at that
17:40:34 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
17:40:37 <Samu> check it out
17:42:38 <peter1138> That looks very misguided.
17:44:29 <glx> oh there is if (cmd_id == CMD_COMPANY_CTRL) { in DoCommandPInternal
17:44:43 <glx> maybe something to abuse
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17:48:00 <glx> hmm no happens after estimate_only check
17:48:49 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNa
17:50:08 <Samu> with this ship thing, i broke single player, I be
17:50:09 <Samu> t
17:50:12 <Samu> skip
17:50:20 <peter1138> It's a terrible idea.
17:50:25 <Samu> ok :)
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17:53:37 <Samu> } while (AI::GetStartNextTime(_networking ? ++skip : 0) == 0);
17:53:40 <Samu> kek
17:54:11 <peter1138> I think for a quick fix my gist is probably the right way?
17:57:50 <Samu> making a quick fixes to this skip to work in single player
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17:58:32 <Samu> but well
17:58:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
17:58:53 <Samu> starting in 15 ticks isn't not that bad, it's just not instant
18:00:43 <Samu> I don't know, it should behave similar in both game modes
18:01:19 <Samu> either instant to all, or 15 ticks to all, imo
18:02:11 <glx> maybe we can do something about estimate_only calculation
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18:05:01 <Samu> that is handled by backup now
18:05:11 <Samu> executes command as OWNER_NONE
18:05:24 <Samu> estimate_only is false
18:05:38 <Samu> no more shift problems
18:05:57 <peter1138> Switching to OWNER_NONE is horrible, BUT
18:06:26 <peter1138> From a networking point of view, you can only execute a command as the company you are.
18:07:09 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF
18:08:02 <glx> better add an exception like for (cmd & CMD_ID_MASK) != CMD_PAUSE;
18:08:10 <peter1138> Yeah
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18:20:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSAm
18:20:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY
18:23:12 <peter1138> Now, there is another question.
18:23:39 <peter1138> Hmm
18:24:17 <peter1138> Something about, as its in the gameloop, would all clients be trying to do a DoCommandP...
18:26:37 <glx> why would they ?
18:29:58 <Samu> i'm getting an assert on the client
18:30:03 <Samu> how to debug clients?
18:30:29 <glx> start client in visual studio
18:30:51 <Samu> it was requested on client side to do AI::Save
18:30:57 <Samu> but there is no ai instance, asserted
18:31:10 <Samu> rip instant AIs
18:31:30 <glx> client should not save AI data
18:31:31 <Samu> --------------------------- Error! --------------------------- Assertion failed at line 281 of d:\openttd\openttd github\openttd\src\ai\ai_core.cpp: c != NULL && c->ai_instance != NULL --------------------------- OK ---------------------------
18:31:33 <glx> it can't
18:31:43 <peter1138> As long as it has no AI config at all, then yeah.
18:32:20 <peter1138> In that case it is an "implicit" check as there's nothing in that flow that says "if networking && !network server"
18:32:44 <Samu> ok running 2 visual studios, :p
18:33:30 <glx> visual studio doesn't like 2 instance of the same solution
18:33:47 <Samu> it will have to
18:36:24 <glx> peter1138: probably no need to protect _networking access with #ifdef
18:36:59 <peter1138> Oh right. Got used to it :/
18:37:22 <Samu> waiting for february, to see what happens
18:37:31 <glx> I think ENABLE_NETWORK is only needed for network specific functions
18:37:49 <peter1138> #define _networking 0
18:38:10 <peter1138> I wonder
18:38:31 <peter1138> Line 601 is guarded too, already. Hence why I got confused I guess.
18:38:34 <Samu> https://imgur.com/a/ihtBasP weird stuff
18:39:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY
18:39:54 <peter1138> ^^
18:40:22 <Samu> AIs are clients?
18:40:53 <peter1138> No.
18:41:22 <peter1138> That would be neat though. Have a client that is actually an AI.
18:41:44 <peter1138> You'd get multi-core support, but you'd have to run multiple game instances...
18:41:44 <glx> line 601 is guarded because settings.network is empty without ENABLE_NETWORK
18:41:50 <peter1138> Ahhh
18:42:27 <Samu> why am I not getting a crash now?
18:42:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAX
18:45:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSA9
18:49:07 <Samu> it can't be done
18:49:12 <Samu> or I can't do it
18:49:37 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAF
18:49:39 <Samu> trying to start 1 per tick again
18:49:42 <Samu> brb
18:50:12 <peter1138> You can do 1 per tick easily: don't loop.
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18:51:14 <peter1138> SimpleAI does a lot of stuff on loading that big savegame.
18:54:22 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
18:56:30 <Samu> 15 ticks :(
18:56:40 <Samu> better than 74 ticks
18:56:51 <peter1138> Still bet... yeah.
18:57:08 <Samu> @calc 74 * 15 - 1 * 15
18:57:08 <DorpsGek> Samu: 1095
18:57:08 <nielsm> 15 ticks is a fifth of a day, practically nothing
18:57:46 <Samu> what about single player
18:57:52 <Samu> instant or 15 ticks?
18:58:28 <Samu> i'd like instant, but then... it won't do the same as in multiplayer, hmm :(
18:58:34 <peter1138> With my patch it's instant.
18:59:29 <Samu> it's your call, I guess
18:59:59 <Samu> makes single player special
19:00:02 <Samu> hehe
19:00:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSxv
19:01:21 <glx> Extract<> was a good suggestion, but too heavy for this
19:01:31 <peter1138> Samu, you don't need any of that skip bollocks to make it do 1 company per tick.
19:01:45 <glx> the switch already handles all the checks
19:01:46 <peter1138> Samu, you just remove the loop.
19:03:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
19:03:25 <Samu> no loop
19:03:28 <glx> without the loop it will start 1 company each tick anyway :)
19:04:04 <Samu> there seems to be some weirdiness in multiplayer trying to sync the number of companies anyway
19:04:16 <Samu> when a client joins in the middle of a company start
19:05:08 <Samu> and if that client also starts a company... hmm chaos
19:05:15 <glx> should not
19:05:25 <glx> commands are queued
19:07:04 <Samu> if you think it's ok to have companies start instantly in single player, then go for it
19:07:18 <Samu> disregard my PR
19:07:37 <Samu> if you think it's better to have single player and multiplayer behave the same, then use my PR
19:07:43 <Samu> which starts 1 per tick
19:07:57 <Samu> as for the shift command, i think you're already handling that separately
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19:08:36 <peter1138> #opcodes before scripts are suspended: 250,000
19:08:45 <peter1138> Holy shit Samu, no wonder this savegame is slow.
19:09:21 <peter1138> And... I can't change it in game :(
19:09:24 <glx> AIs eating CPU
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19:10:00 <Samu> i want them to be the smartest they can
19:10:16 <peter1138> Yeah, but you'll have to deal with it being slow as shit.
19:10:34 <Wolf01> o/
19:11:15 <peter1138> Why is that not changeable in game, anyway?
19:11:26 <Samu> no idea
19:11:41 <Samu> maybe multiplayer sync issues?
19:11:45 <peter1138> I just removed that flag, changed it.
19:12:17 <peter1138> Well, something still causes a pause. Evaluator stuff?
19:12:38 <Samu> evaluators are usually heavy
19:12:55 <peter1138> I guess they are not opcode limited? :/
19:13:39 <Samu> they're iterating lists
19:13:48 <Samu> so, it's normal they're heavy
19:14:27 <Samu> but... hmm
19:15:05 <Samu> they're not opcode limited, but they are timed
19:15:08 <Samu> i think
19:15:33 <Samu> if they take too long, the ai is killed
19:15:50 <Samu> that's the impression I get, not really sure
19:16:30 <glx> iterators are internal openttd functions, can't be opcode limited
19:16:41 <glx> IIRC
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19:23:29 <glx> if (ScriptController::GetOpsTillSuspend() < -1000000) { <-- valuate errors when it takes very long time
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19:25:54 <Samu> nielsm: wouldn't it be better to range from 1-15 rather than 0-14?
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19:31:49 <Wolf01> https://www.youtube.com/watch?v=0HHqZMHRJQ8 new rail set for andythenorth: firerail for arctic climate
19:32:12 <andythenorth> railtype var
19:34:48 <Samu> https://imgur.com/FXI2IrR 0-14
19:36:33 <glx> paxlink seems to do heavy stuff
19:55:07 <andythenorth> yo
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20:16:31 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShI
20:18:12 *** octernion has joined #openttd
20:21:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhShm
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20:33:29 <andythenorth> quick hide :P
20:33:46 <Pikka> very
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20:42:24 <peter1138> le dragon horse boy
20:43:22 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShB
20:47:17 <drac_boy> hm I kinda like that .. makes sense people would have high resolution graphic without the teeny texts that follows it
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20:56:20 <andythenorth> well
20:56:26 <andythenorth> I spent 6 days setting Horse costs
20:56:32 <andythenorth> I _think_ it worked :P
20:56:45 <drac_boy> lot of trials and gametests right andy? :)
20:56:54 <andythenorth> not sure how to explain the cargo_age_period malus though
20:57:00 <andythenorth> bonus is much easier to explain :p
20:57:49 <drac_boy> ah yeah..I wouldn't know how to describe charts either :P
20:59:42 <drac_boy> btw am I thinking that 'horse' as in 'iron horse' right? just want be sure I wasn't thinking of the wrong trainset
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21:01:38 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7133: Graphics glitch with tunnels https://git.io/fhShM
21:01:42 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7136: Sprite sorting issue with FIRS https://git.io/fhShD
21:05:09 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX
21:05:58 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX
21:06:45 <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhSh7
21:08:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF
21:10:24 <drac_boy> a few people seem to be busy today :)
21:11:07 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhShN
21:11:53 <LordAro> it's much more obvious nowadays :)
21:12:35 <LordAro> hmm, >40 open PRs again
21:12:54 <drac_boy> mm funny timing for me to recheck on irc then I guess :)
21:14:37 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7170: Update: Changelog https://git.io/fhSVe
21:14:42 <LordAro> someone should review that one
21:16:57 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSjv
21:18:49 <drac_boy> I don't think I'm much help anyhow sorry :)
21:20:41 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhSjf
21:20:52 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhDyC
21:21:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ
21:22:07 <peter1138> LordAro, careful
21:22:21 <peter1138> that should conflcit
21:22:28 <LordAro> see the text :)
21:22:48 <peter1138> Phew.,
21:22:56 <peter1138> Still has a green tick in the PR list.
21:23:13 <LordAro> silly github
21:23:21 <LordAro> is #7118 still wip?
21:23:28 <drac_boy> don't you more specifically mean "silly github-ms" :)
21:23:36 <LordAro> not really, no
21:25:23 <peter1138> That is somewhat easier to resolve.
21:25:33 <LordAro> wonder why that is ^^
21:28:48 <peter1138> Well... :)
21:28:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO
21:28:54 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjO
21:28:58 <peter1138> As if we should keep the number in it :p
21:29:15 <peter1138> Is #7080 better?
21:29:26 <peter1138> It's certainly a lot more code.
21:29:28 <LordAro> i wondered that immediately after i pressed the button
21:30:02 <LordAro> feel free to reopen
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21:31:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ
21:31:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
21:31:32 <peter1138> Gonna run out of savegame versions ;)
21:33:00 <frosch123> more likely than running out of git hashes
21:35:14 <andythenorth> so how to explain cargo aging malus in buy menu?
21:35:21 <andythenorth> "This coach will not pay well on long routes" ??
21:35:30 <LordAro> frosch123: care to look over #7000 ?
21:35:30 <andythenorth> what is 'long' route? :P
21:35:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro reopened pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO
21:35:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjW
21:36:26 <peter1138> Oh wow, git blame isn't even useful for finding savegame revision order.
21:36:30 <frosch123> LordAro: it's on the list
21:36:46 <LordAro> :)
21:36:46 <frosch123> not sure whether before or after eints-not-committing-invalid strings
21:37:01 <LordAro> ooh, probably after
21:37:09 <LordAro> if there's an actual ordering to these things :p
21:37:11 <peter1138> last year we've done 10 savegame bumps
21:37:13 <frosch123> also newgrf specs
21:37:13 <drac_boy> have fun with git pulls.. going atm
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21:37:22 <peter1138> before that, 10 savegame bumps takes you back to 2013...
21:37:25 <frosch123> was more added? or just house acceptence?
21:37:32 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSj4
21:39:34 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhSj0
21:39:40 <LordAro> frosch123: #7000 isn't about house acceptance at all ?
21:39:47 <LordAro> railtype stuff
21:40:32 <peter1138> LordAro, i feel like 7005 should be handled by an InvalidateData() call somehow
21:40:52 <frosch123> LordAro: #6872
21:40:57 <LordAro> "The currently selected base graphics set is missing 4 sprites" ogfx needs an update :o
21:41:07 <planetmaker> hm, what is missing?
21:41:15 <LordAro> livery stuff, i think?
21:41:23 <andythenorth> oof, horse has got too realistic :(
21:41:24 <glx> livery group yes
21:41:26 <peter1138> Some icons.
21:41:33 <peter1138> andythenorth, rollback the R.
21:41:36 <planetmaker> don't you say :P
21:41:40 <LordAro> frosch123: that got merged 2 weeks ago :>
21:41:55 <frosch123> LordAro: yes, but noone bothered updating the specs
21:41:57 <andythenorth> I am testing all this cost crap
21:42:00 <LordAro> oh, right
21:42:07 <LordAro> ooh, i see
21:42:16 <frosch123> but, ok, i add "more gui sprites" to the updates :p
21:42:17 <LordAro> i missed your "also newgrf specs"
21:42:17 <andythenorth> and it shows that for freight like coal, there's no need for the 'big' shiny freight engine
21:42:27 <peter1138> :/
21:42:32 <andythenorth> just run the medium engine, let it go slower, doesn't matter, payment curve is flat :)
21:42:34 <peter1138> LordAro, 7175 no conflicty now
21:42:45 <peter1138> I don't notice missing sprites cos I use the best set ;)
21:42:52 <andythenorth> there are others? :o
21:43:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjg
21:43:14 <frosch123> LordAro: does the fallback to openttd.grf sprites still work?
21:43:16 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
21:43:36 <LordAro> frosch123: it does
21:43:55 <LordAro> peter1138: i would if i were on linux, but i'm on windows, and i don't do development on windows :p
21:44:02 <LordAro> (except when i do development on windows)
21:44:21 <peter1138> LordAro, I'm on Windows... and I'm using a Linux VM to do development, because, well, Windows... :/
21:44:44 <peter1138> Hmm, NightGFX, eh
21:45:10 <peter1138> Oh gods, zBase/aBase ...
21:45:12 <peter1138> sadface
21:45:53 <peter1138> Toolbar icons are still too big.
21:46:27 <Pikka> yar
21:46:29 <peter1138> Tile edge glitching...
21:46:40 <peter1138> And non-animated water
21:46:46 <Pikka> :D
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21:46:54 <planetmaker> yes :(
21:47:23 <peter1138> Hmm, with my RGB remaps patch (RGB CC) it's also possible to do RGB remaps of other stuff.
21:47:24 <planetmaker> I'm really sad that 32bpp sprites in a good way are STILL not a thing. Years after they became possible
21:47:37 <peter1138> Means instead of picking ttd colours, you get... any colour.
21:47:47 <planetmaker> you mean night GFX? :D
21:48:05 <peter1138> Heh
21:48:13 <andythenorth> I wondered if we could do night by remapping windows
21:48:16 <peter1138> Dynamic remaps are in it as well, so yeah.
21:48:19 <andythenorth> but I think it needs an overlay
21:48:27 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSjo
21:48:36 <Pikka> planetmaker, working on it :P
21:48:38 <andythenorth> I would probably do night FIRS :P
21:48:50 <andythenorth> totally pointless
21:48:53 <planetmaker> Pikka, I meant as OpenTTD-side colour change ;)
21:48:59 <LordAro> orct2 implemented night mode quite decently, i thought
21:49:01 <Pikka> :D
21:49:06 <peter1138> planetmaker, Pikka means a baseset, I hope :)
21:49:07 <planetmaker> possibly with an extra map similar to animated water
21:49:34 <planetmaker> I hope :)
21:49:42 <LordAro> https://openrct2.org/forums/topic/956-light-sprites-during-night-timeraining/?tab=comments#comment-7182
21:50:10 <peter1138> :o
21:52:02 <LordAro> wait, i think that's a super advanced experimental version - this is what i was originally thinking of https://files.gitter.im/OpenRCT2/OpenRCT2/bBso/blob
21:52:16 <LordAro> which is indeed just changing the palette
21:52:18 <peter1138> Hmm, is there a git config to make commit amends show the current date?
21:53:27 <peter1138> I know supplying --author does it, but I don't remember that all the time.
21:53:58 <LordAro> why do you want the current date?
21:54:30 <peter1138> Sometimes it's more useful.
21:54:55 <peter1138> Oh my, I need to rebase nrt again :)
21:57:27 <peter1138> Well, that was easy.
21:58:02 <LordAro> ^^
22:02:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg
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22:04:55 <peter1138> git is awfully nice and puts the conflicting lines in the correct order, even.
22:07:44 <peter1138> Hmm, I could probably unmerge the old NRT now I've been using git a bit more now.
22:07:47 <peter1138> But...
22:07:47 <peter1138> No :p
22:08:01 <peter1138> -Fix: Warnings.
22:08:02 <peter1138> NIce .
22:08:26 <peter1138> git branch -D road-and-tram-types
22:08:28 <peter1138> Indeed.
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22:17:33 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eU
22:30:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eW
22:33:06 <peter1138> I wonder why he did that...
22:34:20 * andythenorth sets freight weight multiplier to 6, big engine starts to win more :P
22:34:32 <peter1138> :D
22:35:53 <andythenorth> I may even have won this :P
22:36:32 <andythenorth> I've kinda normalised costs vs. HP, so you can choose pretty much any train
22:36:38 <andythenorth> but on short routes, small trains win more
22:36:43 <andythenorth> and long routes, big trains win more
22:36:49 <andythenorth> seems to work
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23:04:29 <andythenorth> oof can't keep up with github now :)
23:05:06 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7178: Add AI and GS to framerate window https://git.io/fh9vU
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23:11:09 <Samu> well, my stuff conflicts
23:11:17 <Samu> it's to be closed, I assume
23:11:23 <Samu> deleting branch
23:13:18 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick closed pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
23:13:33 <Samu> oh, deleting automatically closes
23:13:37 <Samu> interesting
23:14:02 <LordAro> difficult to merge a branch that doesn't exist
23:14:21 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 opened issue #7181: 4e9e1157 is broken https://git.io/fh9vW
23:14:39 <frosch123> hmm, i expected gh to link that revision
23:14:50 <LordAro> Not in titles
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23:17:47 <glx> it does in commits and comments
23:18:01 <frosch123> i edited the text
23:18:04 <peter1138> It's pretty annoying yes.
23:18:17 <LordAro> i imagine "all tiles" was intended?
23:18:53 <glx> what does the spec says ?
23:19:02 <frosch123> noone wrote a spec
23:19:15 <LordAro> though i don't see how it only applies to the north tile though? looks like it applies at the aircraft's current position
23:19:25 <LordAro> -though
23:19:32 <frosch123> AirportTileAnimationTrigger vs AirportAnimationTrigger
23:19:58 <frosch123> oh, i misread that
23:20:04 <frosch123> yeah, touchdown tile
23:20:09 <peter1138> That's... rather specific.
23:20:33 <peter1138> Did someone want to ... draw tyre smoke or something hideous?
23:20:47 <LordAro> the point of it was the draw tyre marks, iirc
23:21:01 <peter1138> Oh. Oh dear.
23:21:10 <LordAro> https://github.com/OpenTTD/OpenTTD/issues/6334 exactly what the issue says
23:21:20 <LordAro> and apparently it's already part of OGFXAirports?
23:21:22 <andythenorth> it was implemented in OGFX+ Airports
23:21:24 <andythenorth> for some time
23:21:29 <andythenorth> I was about to comment on ticket, but eh
23:22:14 <glx> "The trigger is fired for all tiles of the airport at the same time."
23:22:50 <peter1138> Which documentation in the source says it's for all tiles?
23:22:59 <LordAro> peter1138: the enum
23:23:14 <peter1138> Ah. Copy & pasta?
23:23:34 <peter1138> I do think it's a bit silly but still.
23:23:37 <andythenorth> did we update docs?
23:23:56 <andythenorth> I don't like bureaucracy, but
23:24:09 <andythenorth> we could use a template for newgrf stuff, with some tedious gates
23:24:13 <peter1138> Hmm, yeah, the original request says "fires for all tiles"
23:24:37 <andythenorth> - spec; openttd implementation; nml implementation; reference grf, docs
23:24:48 <LordAro> andythenorth: PR!
23:25:02 <andythenorth> such bureaucracy :D
23:25:06 <peter1138> Ah, in the comments on FS it was changed to be only the landing tile.
23:26:07 <peter1138> So it was original for all tiles
23:26:14 <peter1138> Then changed, but the comment not updated.
23:26:35 <LordAro> andythenorth: though it's unclear from the UI how this is displayed
23:26:51 <LordAro> unclear how this is displayed in the UI*
23:26:57 <andythenorth> :)
23:27:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7181: 4e9e1157 is broken https://git.io/fh9vd
23:28:17 <peter1138> george is a genius.
23:30:00 <andythenorth> so should I malus normal wagons for cargos like food?
23:30:04 <andythenorth> o_O
23:30:10 <andythenorth> what if it's bags of crisps?
23:30:13 <andythenorth> or canned beans?
23:32:41 <Samu> cargomonitor delivering passengers to towns hmm
23:33:58 <Samu> interesting dilema
23:37:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fh9fe
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