IRC logs for #openttd on OFTC at 2019-02-04
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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
00:05:44 <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.
00:08:59 <Samu> let me see where that CargoMonitorID is at
00:12:10 <peter1138> That predates 64 cargo types, so no.
00:13:04 <Samu> well if you updated to 64 cargo types now, cargomonitor also needs updating
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.
00:14:15 <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?
00:17:32 <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 ;)
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
00:18:46 <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?
00:21:23 <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
00:26:44 <peter1138> Well, failing to crash master :/
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 :|
00:39:28 <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
00:39:56 <peter1138> Message: Assertion failed at line 63 of /home/petern/Projects/OpenTTD/src/cargomonitor.h: ctype < (1 << CCB_CARGO_TYPE_LENGTH)
00:46:47 <Samu> because... you close everything
00:46:51 <Samu> that's why I have so many
00:51:36 <Eddi|zuHause> "Ihr Branch ist 33 Commits hinter 'origin/master', und kann vorgespult werden."
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 <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!
00:59:40 <Samu> towns can't transport cargo
00:59:54 <Samu> i think 4 bits is enough
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01:04:27 <Samu> looking at my cargomonitor fix
01:05:01 <peter1138> Oh, well that's not a surprise.
01:05:17 <Samu> conflicts with something in industry
01:09:49 <Samu> wow... DeliverGoodsToIndustry has gone through massive changes
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
01:17:00 <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
01:22:02 <nielsm> okay trying to add AI measurements to the framerate UI
01:22:41 <Samu> wanna find out who's slowing down
01:22:45 <nielsm> (and also doing gamescript)
01:24:28 <Samu> hmm tortoise svn has a different line ending than github desktop
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
01:26:50 <peter1138> Are they not counted under gameloop?
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
01:39:32 <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
01:45:43 <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
02:04:12 <nielsm> uh how do I force recalculation of a window's size...
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
02:21:53 <Samu> it hangs right after generating world, when starting a server
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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"
02:26:46 <Samu> because... ais dont start in that tick in multiplayer
02:28:19 <Samu> i dont have a problem in single player
02:29:34 <nielsm> maybe because I was holding shift (to ffwd) while it tried to send commands to start AI's?
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
02:33:17 <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
02:38:31 <Samu> bah... confirmed NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
02:41:20 <Samu> gonna see 1 tick is enough
02:41:30 <Samu> at least they could start in 15 ticks
02:53:43 <Samu> ok, i'm making a pr about it
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
03:15:46 <Samu> already testing it, really great!
03:28:13 <Samu> SimpleAI is the one who was creating huge stalls
03:28:27 <Samu> i can get right to the problem
03:28:31 <Samu> frame rate window, best window
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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
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
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11:28:52 <andythenorth> I should draw them
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
12:28:29 <andythenorth> except in arctic
12:28:37 <andythenorth> 6 months day, 6 months night in arctic
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
12:58:59 <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.
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 :
14:19:46 <andythenorth> I considered dynamic Horse running costs this morning :)
14:20:09 <andythenorth> custom repaint cargo :P
14:24:31 <andythenorth> vehicle groups much peter1138? o_O
14:25:07 <andythenorth> what did we call them? '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.
14:36:31 <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
14:37:50 <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
14:39:51 <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
14:45:13 <Samu> why would do command look whether shift key is pressed down?
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
14:52:20 <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
14:56:24 <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
15:01:00 <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'
15:02:50 <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?
15:09:44 <nielsm> it gets set by the video driver
15:09:49 <nielsm> before the video driver calls the game loop
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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
15:34:54 <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
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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.
15:50:09 <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.
15:57:54 <Samu> damn, gist is so bad, why ppl use it
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...
16:01:10 <peter1138> Still won't work in MP
16:03:41 <Samu> for multiplayer, I have to think
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.
16:18:18 <Samu> needs to know in advance which ai it can start next
16:19:03 <Samu> AI::GetStartNextTime(skip_some)
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?
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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
17:08:03 <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...
17:13:10 <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
17:17:43 <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
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
17:32:38 <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.
17:35:14 <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
17:42:38 <peter1138> That looks very misguided.
17:44:29 <glx> oh there is if (cmd_id == CMD_COMPANY_CTRL) { in DoCommandPInternal
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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
17:50:20 <peter1138> It's a terrible idea.
17:53:37 <Samu> } while (AI::GetStartNextTime(_networking ? ++skip : 0) == 0);
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
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
18:05:01 <Samu> that is handled by backup now
18:05:11 <Samu> executes command as OWNER_NONE
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;
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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.
18:24:17 <peter1138> Something about, as its in the gameloop, would all clients be trying to do a DoCommandP...
18:29:58 <Samu> i'm getting an assert on the client
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
18:31:30 <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 ---------------------------
18:31:43 <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
18:36:24 <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
18:38:31 <peter1138> Line 601 is guarded too, already. Hence why I got confused I guess.
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
18:41:22 <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
18:42:27 <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
18:49:37 <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
18:50:12 <peter1138> You can do 1 per tick easily: don't loop.
18:51:14 <peter1138> SimpleAI does a lot of stuff on loading that big savegame.
18:57:08 <nielsm> 15 ticks is a fifth of a day, practically nothing
18:57:46 <Samu> what about single player
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.
18:59:59 <Samu> makes single player special
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
19:03:28 <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
19:07:04 <Samu> if you think it's ok to have companies start instantly in single player, then go for it
19:07:37 <Samu> if you think it's better to have single player and multiplayer behave the same, then use my PR
19:07:57 <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 :(
19:10:00 <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.
19:11:15 <peter1138> Why is that not changeable in game, anyway?
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? :/
19:13:48 <Samu> so, it's normal they're heavy
19:15:05 <Samu> they're not opcode limited, but they are timed
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
19:23:29 <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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19:36:33 <glx> paxlink seems to do heavy stuff
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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
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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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20:42:24 <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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20:56:26 <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
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 :)
21:11:53 <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 :)
21:14:42 <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
21:22:21 <peter1138> that should conflcit
21:22:56 <peter1138> Still has a green tick in the PR list.
21:23:28 <drac_boy> don't you more specifically mean "silly github-ms" :)
21:25:23 <peter1138> That is somewhat easier to resolve.
21:25:33 <LordAro> wonder why that is ^^
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
21:29:26 <peter1138> It's certainly a lot more code.
21:29:28 <LordAro> i wondered that immediately after i pressed the button
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 <frosch123> not sure whether before or after eints-not-committing-invalid strings
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 <drac_boy> have fun with git pulls.. going atm
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
21:39:40 <LordAro> frosch123: #7000 isn't about house acceptance at all ?
21:40:32 <peter1138> LordAro, i feel like 7005 should be handled by an InvalidateData() call somehow
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 :(
21:41:33 <peter1138> andythenorth, rollback the R.
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
21:42:16 <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
21:42:32 <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
21:43:55 <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... :/
21:45:10 <peter1138> Oh gods, zBase/aBase ...
21:45:53 <peter1138> Toolbar icons are still too big.
21:46:29 <peter1138> Tile edge glitching...
21:46:40 <peter1138> And non-animated water
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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
21:48:13 <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
21:48:36 <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
21:49:06 <peter1138> planetmaker, Pikka means a baseset, I hope :)
21:49:07 <planetmaker> possibly with an extra map similar to animated water
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.
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.
22:08:26 <peter1138> git branch -D road-and-tram-types
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
22:35:53 <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
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23:04:29 <andythenorth> oof can't keep up with github now :)
23:11:09 <Samu> well, my stuff conflicts
23:11:17 <Samu> it's to be closed, I assume
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
23:14:02 <LordAro> difficult to merge a branch that doesn't exist
23:14:39 <frosch123> hmm, i expected gh to link that revision
23:17:47 <glx> it does in commits and comments
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 ?
23:19:15 <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
23:19:32 <frosch123> AirportTileAnimationTrigger vs AirportAnimationTrigger
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
23:21:20 <LordAro> and apparently it's already part of OGFXAirports?
23:21:22 <andythenorth> it was implemented in OGFX+ Airports
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?
23:23:34 <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
23:25:02 <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*
23:28:17 <peter1138> george is a genius.
23:30:00 <andythenorth> so should I malus normal wagons for cargos like food?
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
23:37:29 <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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