IRC logs for #openttd on OFTC at 2019-03-22
            
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00:20:09 <frosch123> changing the default would break ottd compilation
00:20:32 <frosch123> last time obg generation did a plain md5sum
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00:45:27 <peter1138> Presets work, but there's no default :p
00:49:53 <peter1138> colour_presets = -1957633922,-1336168961,-1790426469,-1784986981,1451692562,0,0,2077322240,0,0,0,0,0,0,0,0
00:49:57 <peter1138> Hmm, exciting :p
00:50:10 <Eddi|zuHause> better in HEX?
00:50:33 <peter1138> That's just how the settings system exports uint32s.
00:50:51 <Eddi|zuHause> also, why are those 32bit numbers and not 24bit?
00:51:21 <Eddi|zuHause> @base 10 16 -1957633922
00:51:21 <DorpsGek> Eddi|zuHause: -74AF1F82
00:51:21 <peter1138> Because there's an 8 bit contrast component.
00:51:53 <Eddi|zuHause> that doesn't seem to know about 2-complement :p
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00:52:37 <Eddi|zuHause> peter1138: i'd say exporting uint as signed is a bug.
00:53:03 <LordAro> ^
00:53:04 <peter1138> Whatever, it's how the settings system works, not how the rgb company colours work.
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02:37:46 <Eddi|zuHause> ... i guess it just has never come up before
02:43:17 <Eddi|zuHause> "/* Forward declare these; can't do 'struct X' in functions as older GCCs barf on that */" <-- and then it uses "struct X" in function headers anyway?
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03:00:53 <Eddi|zuHause> "proc(ini, _settings, "patches", &_settings_newgame);" <-- that doesn't sound right
03:01:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7380: Feature: Multi-tile docks. https://git.io/fjv8j
03:03:15 <Eddi|zuHause> "/* XXX - wtf is this?? (group override?) */" <-- now we're getting in deep :p
03:05:37 <peter1138> :-)
03:07:22 <Eddi|zuHause> case SDT_INTLIST: <-- i think this is the place
03:08:54 <peter1138> Not really.
03:09:13 <Eddi|zuHause> "case SDT_NUMX:" has a call to "IsSignedVarMemType"
03:09:21 <Eddi|zuHause> SDT_INTLIST is missing that
03:09:56 <peter1138> MakeIntList
03:10:03 <peter1138> settings.cpp:277
03:10:57 <Eddi|zuHause> yes
03:11:18 <Eddi|zuHause> it's not checking for signedness at the seprintf line
03:11:38 <Eddi|zuHause> unconditionally using %d there
03:11:53 <peter1138> v is also an int.
03:11:54 <Eddi|zuHause> not %d/%u like with SDT_NUMX
03:12:12 <Eddi|zuHause> that doesn't matter
03:19:55 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
03:20:00 <Eddi|zuHause> i think that should work
03:30:24 <peter1138> Think?
03:30:34 <Eddi|zuHause> well, i have no test case :)
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03:40:36 <peter1138> colour_presets = 2337333374,2958798335,2504540827,2509980315,1451692562,707801136,3640411317,2077322240,3636918595,3640253251,3633053951,2885685385,0,0,0,0
03:40:45 <peter1138> I mean, it works, but it's not exactly... better? :pp
03:40:57 <Eddi|zuHause> well, but it's... correct
03:41:04 <peter1138> Also, loading doesn't working
03:41:21 <peter1138> Gets loaded as int.
03:41:25 <Eddi|zuHause> i was trying to decipher loading
03:42:00 <Eddi|zuHause> loading numbers has some special case for U32
03:42:12 <Eddi|zuHause> same kind of special case needed for list, i guess
03:42:17 <peter1138> if (sizeof(int) < sizeof(long)) v = ClampToI32(v);
03:42:24 <peter1138> Hm
03:44:33 <Eddi|zuHause> that function needs passing of the VarType
03:56:41 <Eddi|zuHause> so in StringToVal it parses stuff with strtoul
04:01:19 <Eddi|zuHause> i don't even see how that handles signed correctly, unless it's by accident
04:02:38 <Eddi|zuHause> also, that function seems to be locale-dependent?
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04:09:55 <Eddi|zuHause> do we want to use std::strtoull?
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04:11:45 <Eddi|zuHause> or we just scrap the Clamp and hope it'll be alright?
04:16:43 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
04:16:51 <Eddi|zuHause> i'm completely unsure about that...
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04:38:01 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
04:38:12 <Eddi|zuHause> now i'm getting completely crazy
04:40:58 <Eddi|zuHause> i think that one's incorrect
04:42:48 <Eddi|zuHause> also, it's missing a file
04:43:03 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
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05:30:14 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
05:34:37 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfjA
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08:08:06 <andythenorth> moin
08:15:36 <peter1138> Isn't it
08:24:46 * LordAro wonders when Eddi|zuHause sleeps
08:26:42 <Pikka> thursday
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09:25:32 <peter1138> Hm.
09:37:13 <planetmaker> moin
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11:18:37 <Pikka> boin
11:26:58 <andythenorth> pikka bob
11:27:06 <Pikka> oui
11:28:34 <andythenorth> such UKRS 99?
11:28:44 <andythenorth> or civil pax?
11:29:35 <Pikka> one of those
11:29:42 <Pikka> or something else
11:29:47 <andythenorth> I should FIRS
11:29:54 <andythenorth> not now though
11:30:53 <Pikka> yes
11:30:57 <Pikka> later
12:18:47 <DorpsGek_II> [OpenTTD/website] planetmaker updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy
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12:32:17 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy
12:32:41 <Eddi|zuHause> (sorry for sniping like this)
12:34:34 <planetmaker> I actually disagree that baseset and tools should be under NewGRF. I made the choice deliberately
12:34:49 <planetmaker> should we start an edit-war?
12:34:57 <Eddi|zuHause> yes. definitely
12:34:57 <peter1138> OpenGFX isn't a NewGRF.
12:35:18 <planetmaker> with tools it can be argued that most (all?) are newgrf-related
12:35:20 <peter1138> Is OpenGFX built with nml?
12:35:22 <Eddi|zuHause> anyway. i was advised to start each sentence on a new line, so diffs would be easier to read
12:35:24 <planetmaker> but basesets are different
12:35:27 <andythenorth> baseset is baseset
12:35:31 <planetmaker> yes, OpenGFX is written in NML
12:35:36 <andythenorth> it's an essential dependency
12:35:52 <andythenorth> it's incidental that it's implemented as newgrf
12:36:19 <planetmaker> it's a collection of grf and NewGRF.
12:36:23 <Eddi|zuHause> planetmaker: ok, but then scrap the "NewGRF" entry, and call "Tools" "NewGRF Tools"?
12:36:27 <andythenorth> the newgrf header should contain: spec + toolchain entries
12:36:40 <planetmaker> there's catcodec which is a sound tool
12:36:41 <andythenorth> ultimately, it's just a blog post
12:36:53 <andythenorth> so ultimately it's blah blah and classic bikeshedding rabbit hole
12:36:56 <Eddi|zuHause> planetmaker: now you're splitting hairs
12:37:24 <planetmaker> nml is a tool for basesets and newgrfs. nforenum, grfcodec as well. and musa a tool for all kind of content
12:37:34 <andythenorth> if I wrote the post, I'd put 'Content APIs' and dump everything under that, which would confuse everyone
12:37:38 <andythenorth> but I would be correct
12:37:45 <planetmaker> Eddi|zuHause, not quite. But this distinction drove my choice for separate topic
12:37:55 <planetmaker> hehe
12:38:34 <Eddi|zuHause> planetmaker: then it's "## mod support" and "### GRF Tools"
12:38:48 <andythenorth> everything about no coherent vision, GS vs NewGRF etc is because of historical evolution of content APIs
12:38:51 <Eddi|zuHause> (wording needs more work)
12:38:56 <planetmaker> or just one heading: NewGRFs, baseset & Tools
12:39:26 <andythenorth> my rationale is that basesets are content
12:39:29 <andythenorth> not content APIs
12:39:34 <andythenorth> so split them
12:39:40 <andythenorth> but eh, peak bikeshedding achieved
12:39:53 <planetmaker> yellow with violet dots please
12:39:57 <andythenorth> introduce joke: "how many people does it take to write a dev blog post"
12:40:06 <andythenorth> dunno what the punchline is
12:40:17 <andythenorth> probably "we don't know, it's not finished yet"
12:40:48 <Eddi|zuHause> planetmaker: imho, the structure with both things being subgroups of one category is better. just need to find a correct name for the category
12:42:13 <planetmaker> I can well imagine to see a GS and AI section appearing some time as well
12:42:41 <planetmaker> or scripts
12:43:43 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy
12:44:46 <DorpsGek_II> [OpenTTD/website] Eddi-z commented on pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fjJT1
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12:55:41 <DorpsGek_II> [OpenTTD/website] planetmaker commented on pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fjJT9
13:01:28 <andythenorth> content API
13:06:27 <Eddi|zuHause> planetmaker: imho discussing whether to call it the "NewGRF" section is on a similar level as convincing people to not say "Holland" or "America"
13:11:58 <Eddi|zuHause> planetmaker: i mean, we could call it the Bananas section, but people would confuse that with the hosting service
13:13:26 <andythenorth> "Content APIs"
13:13:27 <andythenorth> :P
13:13:41 <andythenorth> mostly because our own thinking is distorted by historical facts
13:14:09 <Eddi|zuHause> yo, check your privilege?
13:14:45 <andythenorth> is that a missed reference? :P
13:15:05 <Eddi|zuHause> probably
13:15:35 <andythenorth> I did actually check my privilege once
13:15:45 <andythenorth> I am ahead, but not the most ahead
13:16:01 <Eddi|zuHause> there's always someone further ahead
13:21:21 <andythenorth> someone must be the most ahead
13:21:30 <andythenorth> probably Berlusconi?
13:21:39 <Eddi|zuHause> no, because it's non-transitive
13:22:18 <Eddi|zuHause> it's like nobody is ever at the top of the food chain
13:22:28 <Eddi|zuHause> because it's not a chain
13:22:34 <Eddi|zuHause> that's a simplification
13:24:14 <planetmaker> I would never have called a script "NewGRF". And just because some or many people use words incorrectly, it doesn't mean we have to use bad wording, too
13:26:11 <LordAro> "mods"
13:26:20 <planetmaker> I'd have no problem with using that term
13:26:33 <planetmaker> Mods & Tools
13:29:03 <Eddi|zuHause> yes, i already suggested going in that direction.
13:30:15 <Eddi|zuHause> however, we should come up with a generic-enough term to put it into the template for every future blog post
13:30:32 <planetmaker> are basesets mods? :P
13:30:40 <Eddi|zuHause> yes.
13:30:59 <planetmaker> they are rather the baseline...
13:31:03 <planetmaker> hence the name
13:31:07 <Eddi|zuHause> they're still mods
13:31:23 <planetmaker> no, they don't modify anything
13:31:29 <Eddi|zuHause> yes, they do
13:31:36 <Eddi|zuHause> you can modify them
13:31:41 <planetmaker> you mean they make an uncomplete game complete?
13:31:52 <peter1138> They don't... modify the gameplay though.
13:32:02 <peter1138> "Just" graphics.
13:32:04 <Eddi|zuHause> no, they modify how the game looks
13:32:08 <Eddi|zuHause> that is still modify
13:32:21 <planetmaker> without baseset the game is not a game. Just broken code
13:32:26 <peter1138> Should I enter the Euromillions before I'm not allowed to? :p
13:32:33 <Eddi|zuHause> yes, but there are multiple basesets
13:32:54 <planetmaker> so?
13:33:02 <peter1138> Mostly... not very pretty.
13:33:04 <andythenorth> eh ok, so I was drafting new website words this week
13:33:33 <andythenorth> "mods" "add-ons" "packs" "content" "dlc" "customisations" ??
13:33:43 <peter1138> Funny how you give tools to make it super gorgeous, and they come up with... aBase
13:33:53 <planetmaker> graphics, sounds, scripts & tools
13:34:11 <Eddi|zuHause> planetmaker: doesn't sound very generic
13:34:14 <andythenorth> most games have mods or packs or DLC
13:34:17 <peter1138> Still waiting for pikkabase
13:34:21 <andythenorth> 'most' => the ones I see my kids playing :P
13:34:30 <andythenorth> not scientific most
13:34:50 <peter1138> But I guess that was the one that was the attempted kickstarter.
13:34:52 <andythenorth> mods tend to change behaviour
13:34:59 <andythenorth> packs tend to be graphics skins etc
13:35:06 <andythenorth> DLC tends to be ££$$€€
13:35:13 <andythenorth> but there are no fixed rules
13:35:15 <peter1138> So basesets are packs, and NewGRFs are mods.
13:35:27 <andythenorth> ["fuck knows" emoji]
13:35:40 <andythenorth> my draft website title for all this crap is "Extend"
13:35:53 <planetmaker> Eddi|zuHause, anything missing in the list of "graphics, sounds, scripts & tools"?
13:35:59 <planetmaker> that it is not generic enough?
13:36:10 <peter1138> Extensions implies stuff that would need source code changes.
13:36:12 <Eddi|zuHause> planetmaker: the problem is that it's a list.
13:36:28 <andythenorth> I wrote "Extend the base game with downloadable content, including new vehicles, industries, stations, houses, AIs, heightmaps, scenarios, gamescripts and more"
13:36:30 <planetmaker> it's not a problem if it's comprehensive
13:36:31 <andythenorth> it's horrible
13:36:35 <andythenorth> but it's all horrible anyway
13:36:44 <Eddi|zuHause> planetmaker: it should be more concise
13:36:51 * andythenorth is solving a different related problem, if that's not obvious
13:36:57 <Eddi|zuHause> planetmaker: for a generic section headline
13:37:00 <andythenorth> the website is getting an update :P
13:37:21 <planetmaker> it's quite concise. Much more concise and descriptive than "NewGRFs" or "Mods"
13:37:32 <Eddi|zuHause> i disagree.
13:37:57 <andythenorth> for the core game, I wrote ""Addictive retro gaming. Free to play always. Highly-rated open source game. Single player. Online multiplayer. Sandbox or competitive."
13:38:25 <andythenorth> for Develop I wrote "Contribute to OpenTTD. Join us on irc and GitHub. Ideal for experienced who want a hobby project, and for students in computer science and similar studies who want to improve skills on a successful real-world project"
13:38:40 <andythenorth> meh
13:38:45 <peter1138> FOR EXPERIENCED
13:38:51 <planetmaker> hm
13:39:06 <andythenorth> PROGRAMMERS
13:39:09 <andythenorth> no
13:39:10 <planetmaker> I'd not exclude people who just want to fix their personal scratch :)
13:39:15 <andythenorth> EXPERIENCED PETER'S
13:39:19 <andythenorth> that's what I meant
13:39:28 <andythenorth> maybe without '
13:39:45 <Pikka> maybe
13:39:57 <Eddi|zuHause> andythenorth: that's not words i would put on a website
13:40:34 <andythenorth> Eddi|zuHause: it's a free opportunity for you to do better :)
13:40:42 <Eddi|zuHause> andythenorth: you're projecting too much of your own mindset onto the random reader of the website
13:41:10 <andythenorth> yes, I am a human writing words
13:41:30 <andythenorth> and acceleration in Earth's gravitational field is about 9.8m/s
13:41:36 <andythenorth> some things are just what they are
13:41:41 <andythenorth> propose better? :P
13:41:49 <Eddi|zuHause> andythenorth: for some unforseen reason it's much easier to find someone else's words bad than to come up with better words yourself
13:41:54 <andythenorth> isn't it :P
13:43:27 <andythenorth> just write the most lolz thing
13:45:00 <planetmaker> Contribute to OpenTTD. The project is run by volunteers from all kind of backgrounds. Join us on irc and Github and have a look how you can contribute
13:45:19 <planetmaker> and a link to updated wiki page(s)?
13:48:01 <Eddi|zuHause> is that an oxymoron? :p
13:48:52 <planetmaker> well. we can play catch-22. Or start somewhere
13:49:29 <peter1138> Is it lunch time yet?
13:49:32 <peter1138> Oh!
13:49:33 <andythenorth> peter1138: late
13:49:40 <andythenorth> I already had crumpets
13:49:45 <andythenorth> and something I've forgotten
13:49:47 <planetmaker> same procedure as *every* time: it's tea time :P
13:49:49 <peter1138> I've got a... er... salad :p
13:49:51 <andythenorth> now it's mac and cheese
13:49:53 <andythenorth> then salad
13:50:03 <planetmaker> mac...book? :P
13:50:10 <andythenorth> oof
13:50:13 <andythenorth> nope
13:50:27 <planetmaker> crunchy when served with a crust of cheese
13:50:59 <andythenorth> "Contribute to OpenTTD. Find us on irc, github, and by the bikesheds"
13:53:27 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy
13:53:34 <planetmaker> bring extra paint and blueprints
13:53:56 <andythenorth> "Contribute: nitpicking brings the quality"
13:54:12 <andythenorth> "Contribute: github and much lolz"
13:56:47 <peter1138> https://i.imgur.com/P8W4MBK.jpg :p
13:57:02 <Eddi|zuHause> bäh, greeen...
14:00:26 <planetmaker> rucola... not my preferred choice. But looks good :)
14:02:01 <Eddi|zuHause> ... "wer hat's erfunden?" :p
14:07:32 <andythenorth> peter1138: such jealous
14:07:40 <andythenorth> we should start some kind of social network
14:07:44 <andythenorth> for lunch photos
14:07:45 <andythenorth> maybe cats
14:07:55 <Pikka> any time is tiffin time, planetmaker
14:07:57 <planetmaker> yummi cats. Fried with calamari
14:09:44 <LordAro> Eddi|zuHause: i like it
14:10:49 <Eddi|zuHause> LordAro: i hope you don't mean the green :p
14:14:56 <peter1138> What's wrong with green?
14:21:08 <Eddi|zuHause> it's... green?
14:23:17 <Eddi|zuHause> green is the colour of poison. everyone knows that
14:25:33 <peter1138> It's the colour of low-effort healthy food.
14:26:09 <peter1138> andythenorth, about that... https://www.instagram.com/thepetererer/ ;(
14:26:25 <peter1138> Ooh that reminds me, I have haddock tonight again :D
14:27:14 <andythenorth> square plates: big game
14:27:30 <andythenorth> Eddi|zuHause: most of us overcome our fear of green by the age of about 15
14:27:43 <andythenorth> my kids thoroughly distrust it, they are younger
14:27:57 <Eddi|zuHause> andythenorth: too many traumatic experiences in that time
14:28:01 <andythenorth> I didn't trust green until I was about 32
14:29:01 <peter1138> So what veg do you eat if you shun green?
14:29:25 <peter1138> Bratwursts and frikadellen don't count as veg.
14:30:25 <peter1138> Oh that frivilous thing passed 3 million.
14:32:24 <andythenorth> carrots
14:32:29 <andythenorth> sweetcorn
14:34:21 <peter1138> I rounded it off with a piece of simnel cake... more than doubled the carolies I bet.
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14:38:44 <planetmaker> bratwurst and frikallen are secondary vegies
14:39:10 <planetmaker> vegitarians eat my food's food :P
14:44:28 <LordAro> Eddi|zuHause: your blog post update :)
14:44:36 <Eddi|zuHause> :)
14:45:12 <Eddi|zuHause> LordAro: i've had that thought for like 2 months now
14:56:46 <peter1138> Hmm
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15:26:05 <peter1138> Hi
15:27:02 <nielsm> lo
15:27:14 <peter1138> Are you aware of k-d tree crashes?
15:28:19 <nielsm> yes... I ought to look at some code some time soon
15:28:42 <nielsm> been burying myself in Satisfactory for the past several days
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16:11:19 <Samu> hi
16:11:48 <DorpsGek_II> [OpenTTD/website] glx22 commented on pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fjJt9
16:21:43 <Samu> hi
16:50:54 <Pikka> hihi
16:51:17 <Samu> hey pikka, i'd like your ai to be able to build more than 500 rvs
16:51:48 <Pikka> is that the current maximum?
16:51:53 * Pikka checks
16:51:57 <Samu> i think so
16:53:12 <Pikka> huh
16:53:23 <Pikka> well if you change the max_value in the info.nut, that should probably do it
16:54:01 <Samu> oh me?
16:54:58 <Pikka> well I can increase it for you in the next version, but in the meantime... :)
16:55:18 <Samu> 5000 for all vehicle types
16:55:57 <Pikka> that's a lot of buses
16:56:30 <Samu> i rarely see it building ships, maybe i'm trying too distant routes
16:57:16 <Pikka> it does rarely build ships... the next version will have reworked vehicle logic which may make it build more
16:58:01 <Pikka> but in any case the routefinding between docks is very simple, so it's unlikely to build routes that aren't straight across a lake or straight along an edge of the map :)
17:02:29 <Samu> min town population of 500
17:03:04 <Pikka> that's already the minimum value, isn't it?
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17:03:22 <Samu> yes, but I'm looking at it
17:03:33 <Samu> can you come into this game?
17:03:44 <Samu> https://servers.openttd.org/en/server/114360
17:04:20 <Samu> he builds bus stops in 2 towns, but doesn't build the buses ?
17:04:51 <Pikka> are you the server? can you see the debug log?
17:04:59 <Samu> yes I can
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17:05:06 <Pikka> civi's is reasonably human-readable :)
17:05:32 <Pikka> but I can see from what it's done that it hasn't found space to build 3 stops, which is the minimum it needs to build a bus route
17:05:42 <Pikka> next cycle round it will remove the stops
17:05:51 <Samu> ah, 3
17:06:02 <Samu> yeah, those little details
17:07:26 <Samu> it keeps connecting towns by roads, but without any source of income, it's not that efficient, is it?
17:07:37 <Samu> I was expecting buses by now
17:09:02 <Pikka> well, that's partly because you've set the minimum town size below the default. The towns it's started in are too small to place enough bus stops.
17:09:35 <Samu> oh, I see, so that's how it works, it needs to really place all 3 stops
17:10:05 <Pikka> ideally it places 5, but 3 is the minimum it wants
17:10:50 <Pikka> I expect he will build a train soon though, once he gets to a town with a suitable industry
17:12:17 <Samu> well, it still has 412k money to burn
17:13:44 <Samu> connecting mendhead, heh, my ai is also there pathfinding
17:14:10 <Samu> my ai pathfinds too slow, 3 years per route
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17:18:08 <Pikka> okay, so, without being able to see the log, I predict the next thing he's going to do is connect charfingbourne, then try and build a railway to the gold mine at tronfingfield, which will probably fail because it's too wiggly around the water. Unless your ai connects mendhead to its network, in which case all the connected towns will be added to civi's network too and it might try to build somewhere else :)
17:19:10 <Pikka> it picked a really bad place to start, tiny towns, no food processing...
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17:32:17 <Pikka> or it could just keep retrying building bus stops in those towns :)
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17:37:31 <Alberth> o
17:37:35 <Alberth> +/
17:42:23 <Samu> says it's connecting narfingford, where is it
17:43:02 <Samu> oh i see it, that's a bit far
17:47:23 <Pikka> I guess it wants the power station
17:48:08 <Samu> my ai will probably fail pathfinding
17:48:14 <Samu> the station is on a island
17:48:49 <Samu> wants to connect gundwood to mendhead
17:51:03 <Samu> it has ~4 more months to try
17:51:09 <Samu> it is likely to fail
17:51:30 <Pikka> I should think so, from that island
17:53:33 <Samu> Last loop took 359 days
17:53:58 <Samu> updating list of connected towns
17:54:12 <Samu> a big list of towns is connected.
17:54:21 <Samu> not big, just 10 or so
17:55:20 <Samu> planting trees around dindingworth
17:55:31 <Samu> can't afford to build a railway :o
17:55:53 <Samu> was trying a coal transport by rail, but gave up
17:56:25 <Samu> says it couldn't find a suitable locomotive :o
17:56:41 <Samu> maybe it's true, let me check
17:56:55 <Samu> yep, i forgot about it
17:57:02 <Samu> no trains
17:57:08 <Samu> maybe in 1944 ?
17:58:05 <Samu> what's the release date of wills-2-8-0 ?
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17:58:39 <Samu> ewww 1945 according to wiki
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18:00:36 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7200: Change: Allow locks under bridges https://git.io/fjJYU
18:01:27 <peter1138> :-)
18:01:32 <Samu> @calc 1352 / 365
18:01:32 <DorpsGek> Samu: 3.70410958904
18:01:39 <Samu> nearly 4 years
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18:07:46 <peter1138> Ok I need to go and get dog food.
18:07:58 <peter1138> But should I cycle or drive?
18:08:19 <peter1138> 17:08... gonna be busy
18:08:55 <Samu> depends on weathe
18:08:56 <Samu> r
18:10:53 <Eddi|zuHause> if you're in any vincinity to a city at this time of day, cycling will pretty much always be faster :p
18:11:45 *** Gumle2 has quit IRC
18:12:15 <peter1138> Nah, I live in a town.
18:12:32 <peter1138> Hmm, I should check if Aldi have any interesting offers :p
18:13:38 <peter1138> Cast iron tagine? Do I need one?
18:14:24 <peter1138> "Online exclusive" well then...
18:16:04 <Samu> CivilAI has £233k to burn, less than half
18:16:08 <Samu> hmm
18:16:59 <Samu> LuDiAI AfterFix finally made the 2nd route
18:17:48 <Samu> finally a bus!
18:17:55 <Samu> CivilAI did it
18:19:20 <Samu> also placed a dock
18:19:29 <Samu> but no ship
18:22:15 <Pikka> hooray
18:22:43 <Pikka> yes, it's not going to build a ship to any of those docks... :)
18:22:59 <Pikka> but they're nice decoration :P next version it's limited to 2 docks per town btw
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18:32:31 <Pikka> hmm, maybe I should set the minimum town size to 1000, it wastes a lot of time trying to build in those too-small towns ;)
18:32:40 * Pikka gnight
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18:38:14 <Eddi|zuHause> ... in what world does aldi ever have interesting offers?
18:55:43 <Alberth> in the world of aldi marketing?
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19:41:11 <Wolf01> o/
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19:53:05 <Alberth> o/
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20:13:46 <peter1138> Yeah yeah
20:15:29 <peter1138> What do I want to do?
20:25:36 <andythenorth> rewrite nml?
20:25:41 <andythenorth> 3CC?
20:25:42 <peter1138> No thanks.
20:25:45 <andythenorth> vehicle variants?
20:25:45 <peter1138> No thanks.
20:25:50 <peter1138> Hmm, maybe.
20:26:45 <peter1138> merge nrt?
20:29:43 <andythenorth> you didn't already? :o
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20:38:51 <LordAro> andythenorth: no, 5CC
20:44:11 <frosch123> @calc 0x100000
20:44:11 <DorpsGek> frosch123: 1048576
20:44:21 <frosch123> ttdp did not have enough sprites for that
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20:47:28 <peter1138> I have a patch for 32 company colours.
20:47:39 <peter1138> Dynamic generation is quite simple.
20:50:32 *** HerzogDeXtEr has quit IRC
20:54:01 <peter1138> But probably RGB colours is more interesting ;)
20:55:13 <frosch123> http://devs.openttd.org/~frosch/diffs/vehstack/vehstack_screenshot.png <- possibly 8 bpp sprites could use separate CC layers with alpha as well
20:55:53 <frosch123> andy can also do 5cc via layers
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21:09:29 <andythenorth> IT IS NOT THE SAME
21:09:52 <andythenorth> peter1138 hasn't made a livery-per-layer chooser yet
21:09:53 *** debdog has joined #openttd
21:09:56 <andythenorth> he should
21:10:02 <peter1138> Wut
21:11:07 <andythenorth> best feature ever
21:14:13 <peter1138> Hmm
21:15:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJsx
21:15:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJsp
21:16:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJsh
21:17:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJGv
21:19:49 <peter1138> Little Brudingstone (City)
21:19:52 <peter1138> Uh huh
21:21:10 <peter1138> Hmm. Loading indicators... are they handled by k-d tree?
21:21:46 <peter1138> Oh wait, I'm in the vector PR.
21:24:34 <peter1138> Yeah.
21:25:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJGt
21:25:55 <peter1138> Crap, that beer ran out :-(
21:26:03 <peter1138> I bet LordAro's gone off to the pub.
21:27:26 <LordAro> peter1138: correct, actuallly
21:27:41 <LordAro> but for cycle planning purposes!
21:28:19 <peter1138> Good plan.
21:28:30 <peter1138> I could check what the plan is tomorrow.
21:29:00 <peter1138> Oh, some event that needs a ticket that I don't have.
21:29:03 <frosch123> do you have beer tanker trailers for your bike?
21:29:34 <peter1138> Ah, it's a Rapha ride. Bloody expensive, them Rapha peeps.
21:30:07 <peter1138> Hmm, 7.30. Do I want to leave at 7.30 again?
21:30:12 <LordAro> peter1138: anything exciting? i'm probably going out tomorrow to test my saddlebag
21:30:15 <LordAro> peter1138: oof
21:30:21 <LordAro> frosch123: sounds heavy
21:30:38 <peter1138> "Along with exploring our local countryside, each ride will provide the chance to explore local bakeries and cafés as we (one by one) sample the delights on offer."
21:30:46 <peter1138> Well, I mean, cafes are pretty exciting.
21:30:49 <frosch123> andythenorth: i guess the new xkcd was inspired by https://dev.openttdcoop.org/attachments/download/9203/Sarfingfield%20Transport,%204th%20Mar%202183.png
21:30:56 <peter1138> But I tend to not bother on the fast rides.
21:30:59 <LordAro> that does sound good
21:32:04 <peter1138> I could just sign up and then not bother. Need to register but it's free.
21:37:34 <peter1138> Normal ride is at 9am anyway
21:37:40 <peter1138> No stops.
21:44:05 <andythenorth> lolz panama canal
21:51:10 <peter1138> I ate a cookie as well :/
21:57:26 <andythenorth> ouch
21:57:34 <andythenorth> those 16 cargo nml docs
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21:59:37 <peter1138> What's a doc?
22:01:11 <DrSegfault> I have some stations which are shorter, and in rare cases long trains stop there (due to some redirections/bypasses), causing very long traffic jams. Is there a way to let trains not stop at stations where they do not fit in?
22:01:15 <DrSegfault> Maybe an option?
22:01:40 <peter1138> Yeah, use non-stop orders.
22:02:09 <peter1138> Assuming it's an implicit orders
22:02:11 <peter1138> -s
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22:02:55 <DrSegfault> peter1138: I could, but I have ~500 trains which don't use non-stop orders... :p
22:03:06 <DrSegfault> So much work to change them all
22:03:09 <peter1138> And... you didn't use shared orders?
22:03:54 <DrSegfault> Well, I did. But even then, some trains have like 100 stations, and their timetable looks clearer if you don't specify every single one of them
22:04:43 <peter1138> hmm
22:04:57 <peter1138> you'd need to put in an order before and after the offending station
22:05:05 <peter1138> have you considered just extending them? :p
22:06:06 <DrSegfault> I don't want to turn some rural 3-stations into 7-stations, that would look weird
22:06:07 <m3henry> Lordaro: size() == 0 was something I was hoping to do in another PR
22:07:27 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJG5
22:10:39 *** Alberth has left #openttd
22:13:13 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJGh
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22:41:14 <TrueBrain> https://www.openttd.org/downloads/opengfx-releases/latest.html <- now publishes 0.5.5, and NSIS uses that too now
22:43:56 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy
22:44:50 <TrueBrain> michi_cc: https://github.com/OpenTTD/OpenTTD/pull/7379 <- why did you request my review? I know nothing about C++11 :D
22:46:07 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjJZM
22:46:25 <TrueBrain> I am sure LordAro was about to approve it :P
22:46:30 <LordAro> :<
22:46:41 <TrueBrain> you weren't? :D
22:47:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjJZH
22:47:39 <LordAro> i've not looked at it in any great detail yet
22:49:43 <TrueBrain> I am afraid you are one of the few knowledgeable enough to say anything useful about it :)
22:49:50 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJZQ
22:50:05 <TrueBrain> 11 backport-requested PRs .. guess I can do that tomorrow
22:50:09 <TrueBrain> I understood you wanted a RC2?
22:50:26 <LordAro> given it's a week until 04/01, seems desirable
22:50:38 <LordAro> but i fear i know very little about std::thread other than "if it works, it works"
22:50:52 <michi_cc> I'd think with 11 (or more backports) a RC is prudent.
22:51:11 <TrueBrain> so approve it and go go go? :D
22:51:15 <LordAro> things could be backported without making an RC, of course ;)
22:52:03 <TrueBrain> I am fine with an RC
22:52:07 <TrueBrain> I was just double checking
22:52:15 <LordAro> :)
22:52:23 <TrueBrain> nielsm: in general I am not a fan of backporting 'add' PRs: https://github.com/OpenTTD/OpenTTD/pull/7366 . Do we really want to backport this?
22:52:52 <LordAro> TrueBrain: given it *could* be helpful with debugging...
22:53:01 <LordAro> emphasis on the *could*
22:53:02 <TrueBrain> yes; many features could be useful :)
22:53:05 <TrueBrain> but we have to be careful :D
22:53:06 <michi_cc> Well, anything that is not merged in master should not be backported :)
22:53:13 <TrueBrain> that for sure ;)
22:53:32 <TrueBrain> but I like the preselection ofc :)
22:53:33 <peter1138> Yeah I don't think that is a backport candidate.
22:53:52 <LordAro> mm
22:53:55 * LordAro unlabels
22:54:21 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJZb
22:54:34 <peter1138> #7365 doesn't fix anything so no point in backporting it.
22:54:36 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7366: Add: List recently executed commands in crashlog output. https://git.io/fjJZN
22:55:15 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJZx
22:55:31 <TrueBrain> any chance https://github.com/OpenTTD/OpenTTD/pull/7376 or any version of it lands before tomorrow?
22:56:06 <LordAro> peter1138: ^ ?
22:56:53 <TrueBrain> I don't understand the PR .. why is a client adding AIs?
22:56:55 <TrueBrain> feels weird
22:57:56 <TrueBrain> smells like another bug, where this is fixing the sympthons
22:58:34 <peter1138> I believe the server runs the AI but the client needs to know about the new company slot? Not sure.
22:58:46 <peter1138> Might well be the wrong way about it.
22:59:02 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJne
22:59:03 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnv
22:59:10 <TrueBrain> how I read it, the server creates an AI, and when the command is executed, it revalidates again if it really should, or something
22:59:40 <TrueBrain> for this, it broadcasts to all the clients the max ai setting every time ..
23:00:54 <TrueBrain> so all clients + server can receive a command they all dismiss
23:01:01 <TrueBrain> this feels wrong
23:01:33 <TrueBrain> "ah, the server told us to do something, but given what I know now, I am going to completely ignore him"
23:01:36 <TrueBrain> slippery slope :D
23:02:01 <glx> yeah server should just discard before sending it to clients
23:02:33 <glx> well validate :)
23:02:50 <peter1138> I think it's because test can succeed even on the server due to the command being queued anyway.
23:03:13 <peter1138> So I guess it's wrong if test succeeded and exec fails.
23:03:40 <glx> of course test and exec should have the same result
23:04:17 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies tests before creating an AI company in multiplayer. https://git.io/fjJnm
23:04:48 <TrueBrain> the more I look at it, the more I am sure this is one huge hack
23:04:57 <TrueBrain> "it does the job" kind of solution
23:05:26 <peter1138> Maybe does.
23:05:41 <glx> BTW it seems original code is wrong too, there a check returning error after the early non exec return
23:05:57 <peter1138> Better solution: send the number of AIs you want to start in one command.
23:06:07 <peter1138> Maybue
23:06:11 <peter1138> I dunno :p
23:06:34 <TrueBrain> I dunno either; I just know I don't like this solution at all :P
23:06:45 <peter1138> cmake fails with kdevelop, due to a bug in cmake/kdevelop
23:06:45 <glx> probably never triggered check but it feels wrong
23:07:07 <TrueBrain> he references a commit fix which does not exist; excellent
23:07:22 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470) https://git.io/fjJnZ
23:07:25 <LordAro> there was also something mentioned about how 5 AIs are started instead of 4 genereally, i think
23:07:28 <LordAro> i'm really not sure
23:07:53 <peter1138> Yeah, something about max number of queued commands?
23:08:06 <LordAro> (not just in multiplayer, i mean)
23:08:10 <peter1138> It's not really a huge issue.
23:08:11 <LordAro> Samu: care to elaborate?
23:08:17 <peter1138> Most people are not using AIs in multiplayer
23:08:25 <peter1138> So I think it's safe to ignore as a backport item
23:08:37 <TrueBrain> https://github.com/OpenTTD/OpenTTD/commit/011257dc8804175dd7d1e839e97e796c0a88aee6 <- caused by this
23:08:44 <TrueBrain> which indeed has a loop, which causes problems
23:09:06 <TrueBrain> easy solutions range from: only start AIs 1 per day
23:09:11 <TrueBrain> 1 per tick
23:10:28 <TrueBrain> backports with more than one commit are a bit annoying .. it is not easy to automate if that was rebased or squashed into master :P
23:11:02 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies tests before creating an AI company in multiplayer. https://git.io/fjJn8
23:11:03 <Samu> uh?
23:11:38 <LordAro> Samu: please precisely explain the issue that #7376 fixes
23:11:45 <LordAro> and whether it only affects multiplayer
23:11:54 <Samu> it only affects multiplayer
23:12:02 <peter1138> LordAro, "No description provided" ;)
23:12:05 <Samu> it is due to commands per frame setting
23:12:21 <Samu> it can delay execution of commands by another tick
23:13:09 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnB
23:14:28 <glx> TrueBrain: https://github.com/glx22/OpenTTD/commit/e8c5e4fbf5e6faa16358895d5a611446eff149a5 <-- better ?
23:14:55 <TrueBrain> glx: 1000% :)
23:14:56 <TrueBrain> nice
23:15:01 <TrueBrain> no clue if it is correct content-wise
23:15:04 <TrueBrain> but push it :D
23:15:05 <LordAro> Samu: thanks, can you put that in the PR description please?
23:15:54 <TrueBrain> glx: "calls add_custom_command(). Any add_custom_target()" :D
23:16:20 <TrueBrain> "by add_custom_command_timestamp(), then calls add_custom_target()." <- guess something went wrong with search/replace somewhere :P
23:16:22 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnR
23:16:32 <TrueBrain> glx: you keep mixing 'command' and 'target' in comments :D
23:17:00 <glx> no it's a warning to not forget to replace the add_custom_target call too
23:17:30 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnE
23:17:33 <TrueBrain> okay, that was not clear to me :)
23:18:25 <TrueBrain> I have no suggestions to fix :P
23:18:30 <TrueBrain> it is difficult ..
23:18:41 <TrueBrain> so yeah, go for it
23:18:46 <glx> and the other comment is just so only treated files are touched
23:19:04 <TrueBrain> I think itreally helps if you add \n\n before that sentence, now I come to think of it
23:19:11 <TrueBrain> and something like: "Note:" in front of it
23:19:16 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnu
23:19:22 <glx> because add_custom_target can have files not timestamped, like the copy command for some baseset files
23:19:46 <TrueBrain> but okay, these kind of "hacks" to fix shortcomings in CMake will always be difficult to read :)
23:20:04 <TrueBrain> so .. look at it, see if you can make it more uinderstandable for others .. and put it in the cmake branch :)
23:20:34 <TrueBrain> right, time to watch some telly
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23:23:53 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJna
23:29:34 <Samu> LordAro, it was there
23:29:40 <Samu> i copy pasted up
23:30:30 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
23:30:50 <Samu> let me look at the code
23:34:11 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnS
23:35:27 <Samu> line 983 network.cpp
23:35:42 <Samu> NetworkDistributeCommands();
23:35:47 <Samu> this is the dude
23:37:20 <Samu> DistributeQueue at network_command.cpp line 264
23:37:49 <Samu> this is the function that splits the queue into multiple "frames"
23:37:56 <Samu> aka delay one more tick
23:38:30 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJn5
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23:40:33 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnF
23:41:45 <Samu> line 996 NetworkExecuteLocalCommandQueue() comes after the DistributeQueue
23:42:03 <Samu> at network.cpp, this is when the AI companies are created
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23:42:21 <Samu> but only if it wasn't delayed
23:43:13 <Samu> line 999 starts another tick
23:43:23 <Samu> StateGameLoop()
23:43:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnb
23:44:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjJnN
23:48:59 <Samu> oh, the wrong reference, gonna fix it
23:51:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 011257d: Enforce the max_no_competitors and network.max_companies tests before creating an AI company in multiplayer. https://git.io/fjvY8
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23:57:02 <Samu> TrueBrain, how to solve :(
23:59:31 <Samu> problem is caused by Company::GetNumItems()