IRC logs for #openttd on OFTC at 2019-03-25
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00:00:57 * andythenorth wondering about some kind of industry 'health' thing
00:01:11 <andythenorth> which would nerf/boost production under certain conditions
00:01:42 <andythenorth> FIRS has various cargo boosts
00:02:13 <andythenorth> this idea is more indirect stuff like 'worker shortage: grow nearby town'
00:02:31 <andythenorth> or 'power shortage: deliver coal to nearby power station'
00:02:57 <andythenorth> I can probably access town popn now
00:04:48 <andythenorth> 25% of industries would just be healthy
00:05:23 <andythenorth> then there would be 3 conditions which would each apply to ~25% of industries
00:05:49 <andythenorth> can I do that in current spec? maybe
00:06:04 <Eddi|zuHause> people are quick to blame things on RNGesus
00:06:46 <andythenorth> it's because of games like Blitz
00:06:50 <andythenorth> where RNG is horrible
00:07:21 <Eddi|zuHause> RNG is great, if you can control it. that's how casinos earn money
00:07:37 <andythenorth> most Blitz-style games are casinos :P
00:07:40 <andythenorth> why should an industry close?
00:08:00 <andythenorth> low transported cargo?
00:08:06 <andythenorth> low delivered cargo?
00:08:34 <Eddi|zuHause> the main problem with industry closure is player agency. the message comes out of the blue, and then there's nothing the player can do about it
00:08:44 <Eddi|zuHause> and that is not fixable by NewGRF
00:08:49 <andythenorth> they also come in waves after 5 years
00:09:00 <andythenorth> it's pretty hideous
00:09:21 <_dp_> hm, it's supposed to have 4.5% chance for 3-23% but for low production rates it's does much less coz it rounds down to an integer...
00:09:42 <Eddi|zuHause> it should be more like "industry X will close in 1 year, if service is not improved"
00:09:44 * andythenorth wonders if smooth economy loop visits industries too often
00:10:18 <andythenorth> Eddi|zuHause: that part is fixable by newgrf
00:10:18 <Eddi|zuHause> smooth economy should not change the loop
00:10:33 <andythenorth> I haven't read it
00:10:47 <andythenorth> I just know frosch hates it, and thinks it's broken
00:11:25 <andythenorth> anyway, we can mark up industry to close in 12 months
00:11:28 <andythenorth> and show a message
00:11:55 <andythenorth> but there's no way to show 'at risk' or something in industry list
00:12:08 <Eddi|zuHause> there's also ECS which puts ridiculously high ratings as requirements
00:12:15 <supermop_Home> andythenorth no small freight electrics in 90s?
00:12:22 <andythenorth> supermop_Home: shoeboxes
00:12:29 <andythenorth> small as you get
00:12:42 <supermop_Home> I want an electric little bear
00:12:48 <supermop_Home> not very british I guess
00:13:08 <supermop_Home> but my Martinique map quite hilly
00:13:14 <supermop_Home> need swiss horse
00:13:32 <andythenorth> you need swiss horse
00:13:39 <andythenorth> or just use the fast train
00:13:47 <andythenorth> cost is marginal
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00:14:22 <supermop_Home> early days so money tight
00:14:28 <andythenorth> hmm, 2.5x more expensive to buy
00:14:47 <supermop_Home> guess I shouldn't have wired up this little copper line
00:15:24 <supermop_Home> i am considering it
00:16:29 <supermop_Home> super shoebox is $30k and 1100 hp ish, Hercules is $12.5k and 1300 hp
00:16:48 <andythenorth> Eddi|zuHause: so what's a good reason to close industry? Station rating?
00:16:48 <andythenorth> Transported cargo?
00:16:48 <andythenorth> good old hercules
00:17:14 <Eddi|zuHause> it might be, but in the ECS implementation it's too strict
00:17:30 <Eddi|zuHause> give people options to make it less strict
00:18:15 <andythenorth> should there be a single closure mechanic?
00:18:41 <andythenorth> or does the idea of specific reason per industry instance work?
00:19:35 <Eddi|zuHause> there should probably be a distinction between primary and secondary
00:19:39 * andythenorth wary of complications
00:21:58 <andythenorth> that is something to consider in my sleep :P
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00:30:43 <Samu> I got conflicts to solve
00:30:51 <peter1138> I think everyone does.
00:34:33 <Samu> void SetStringParameters(int widget) const override
00:37:07 <peter1138> Red highlight is a docking tile.
00:37:26 <peter1138> On the other hand, I'm minded to not care.
00:40:44 <_dp_> ffs, that reddit post is 2 years old
00:40:59 <_dp_> why did andy even dig up that fossil :/
00:41:18 <_dp_> well, now I know much more about industry production than I'd probably even need xD
00:42:08 <_dp_> and, yeah, wiki is kinda wrong :p
00:43:00 <peter1138> But should I care about the docking tile at the top of the dock?
00:43:32 <_dp_> industry with 80 unit production only gets 8.5% avg change instead of 13 (3-23)
00:45:19 <Samu> aha, this one was added by me /* virtual */ void OnInvalidateData(int data = 0, bool gui_scope = true)
00:45:25 <_dp_> and after 20 years there is only about 67% chance that it will increase production
00:45:31 <Samu> now its void bla bla override
00:45:50 <_dp_> with average production change of +40% (including decreasing ones)
00:49:53 <Samu> oh, and the ifdef network stuff is also removed now
00:51:24 <peter1138> That's been removed for a while...
00:55:16 <Samu> only had to change one line
00:55:29 <Samu> the rest was auto-merged or whatever by visual studio
01:14:21 <utack> does anyone know a newgrf ressource with common civic buildings like police school firestation?
01:15:27 <_dp_> half-water tile is definitely a wrong place for dock
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01:16:58 <_dp_> what's it supposed to do if ships come from land part?
01:17:22 <peter1138> How would ships come from the land part? It's land.
01:17:39 <_dp_> I mean that side, there can be water above it
01:17:44 <_dp_> or even another half-water
01:17:57 <peter1138> utack, TTRS has police stations, firestations and hospitals.
01:18:16 <utack> peter1138 sounds great. thank you
01:19:02 <peter1138> _dp_, not sure what you are even trying to say :)
01:19:04 <utack> is the source(code) for ttrs somewhere to find? i am totally new to this game
01:22:43 <peter1138> I don't think so, it's a pretty old NewGRF.
01:23:20 <_dp_> though it's already possible so doesn't rly matter
01:23:29 <peter1138> What's the problem with that?
01:23:43 <_dp_> peter1138, it looks reachable but ship is lost
01:24:37 <_dp_> may as well remove all restrictions on third tile
01:25:24 <peter1138> They will build properly unreachable docks if you do that.
01:25:44 <Samu> the half-tiles also break AIs
01:25:47 <_dp_> peter1138, well then, so is half-tile
01:25:57 <peter1138> Half-tile should be reachable.
01:26:25 <utack> peter1138 is there a savegame somewhere that can show all the cool ttrs buildings in action?
01:26:31 <peter1138> Well, it is reachable, if the ship can get around the other side :p
01:27:15 <Samu> some AIs will have to ensure the tiles around
01:27:22 <Samu> if the patch is approved
01:28:40 <peter1138> So you are saying it's not ready? :p
01:29:21 <peter1138> What does an AI need to do?
01:29:49 <Samu> currently, they thing by placing a dock they won't block passage
01:29:52 <_dp_> tho how on earth are ai's placing invalid docks? like are they just plop them randomly and hope they connect?
01:30:06 <_dp_> they should be checking path logically speaking
01:30:27 <Samu> with the patch, they may find a place to build a dock, but then it could block passage, and the code isn't prepared for that
01:31:15 <Samu> i think NoCAB or NoNoCAB
01:31:29 <_dp_> or is it because they are only checking path before dock is placed?
01:32:07 <Samu> they don't do proper checks
01:32:24 <Samu> and with this patch, the situation only gets worse for them
01:33:09 <_dp_> let's just remove them :p
01:34:10 <peter1138> I guess you could mitigate on build but at some point the terrain can be changed and then they'd be screwed.
01:34:30 <peter1138> utack, probably loads, or you can just add it and fire up a game.
01:36:18 <_dp_> ppl learn from ais and then join mp and build same garbage :p
01:36:37 <utack> oh yeah, that also works. cool
01:39:50 <Samu> AIAI focuses too much on airport construction when i start the game in 2000+
01:40:24 <Samu> it could be building trains, buses and trucks, and so far, not one, only airplanes
01:43:04 <Samu> hmm, it doesn't handle cargodist that well
01:43:33 <Samu> mass amounts of airplanes inside depots and others waiting for full load
01:43:46 <Samu> with 4000 passengers in the airport
01:44:17 <peter1138> Urgh, okay, tile behind the dock is not really a suitable location :p
01:57:37 <Samu> uh? it's not a download link it's an image
02:00:05 <Samu> The nightly database backup is currently running...
02:01:57 <peter1138> Is it using full-load orders?
02:03:27 <Samu> suddenly, the 5000 passengers now go via any station
02:03:33 <Samu> aircraft are now loading
02:03:59 <peter1138> I guess it just doesn't care about cargodist at all.
02:04:16 <peter1138> Do AIs have access to that information?
02:04:33 <Samu> there are functions about cargodist
02:05:07 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7088: Crash when viewing AI textfile and switching to Random AI https://git.io/fjJ5r
02:06:04 <Samu> stale[bot]?, I have that fixed on my AI GUI overhaul PR
02:06:42 <Samu> oh, it's an issue, not a PR
02:08:40 <Samu> alright, let me test it on the nightly
02:15:49 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7088: Crash when viewing AI textfile and switching to Random AI https://git.io/fjJ5S
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02:41:47 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fjJdl
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02:48:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fjJd2
02:50:06 <Samu> What do I have to do there?
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03:13:29 <SimYouLater> Hey, can anyone explain why the dual guage (standard-meter) track I borrowed from AuzTracks and the Tri-Guage (standard-meter-600mm) track I made using it's code are incompatible with the narrow guage trains from Iron Horse 2?
03:16:08 <SimYouLater> Apparently they aren't compatible with the 600mm Narrow Guage trains either...
03:19:36 <SimYouLater> Wait, I see. Put the tracks together wrong when testing 600mm with dual guage. Still can't get triguage to work.
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06:24:50 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7410: Signs made by AIs do not show up at the creation time https://git.io/fjJbn
06:58:53 <Pikka> dontcha love how it's AITile.GetClosestTown but AIStation.GetNearestTown? ;)
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07:15:15 <Eddi|zuHause> that's what happens when you don't have a vision
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07:37:57 <nielsm> and for stations, is it perhaps actually the associated town?
07:39:41 <nielsm> yep, for stations it's actually the associated town, regardless of its actual distance to the station
07:43:16 <nielsm> every station tile is within town B's radius, but the station is still associated with town A, despite having never moved or been walked
07:43:40 <nielsm> anyway, bye, work time
08:17:45 <peter1138> Oh, town founding, heh.
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08:47:28 <andythenorth> I pulled my finger out
08:47:40 <andythenorth> 16-cargo FIRS is halfway working
08:48:07 <andythenorth> removed some legacy crap along the way
08:49:39 <andythenorth> something something industry closure improvements though
08:53:49 <andythenorth> FIRS "don't close" code is broken by 16-cargo change
08:54:17 <andythenorth> so I have opportunity to see how default closure behaviour works :P
08:55:20 <andythenorth> it's nice that a new industry replaces a closed one
08:57:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjJNz
09:01:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjJNa
09:06:39 <andythenorth> moving primary production entirely to prod. cb
09:06:43 <andythenorth> is broken at game start
09:06:50 <andythenorth> there's always something eh?
09:14:26 <andythenorth> if using default production, at game start openttd simulates a month's production
09:14:35 <andythenorth> so industry directory etc is pre-populated
09:14:48 <andythenorth> if using prod. cb, first month, all industries are 0
09:15:26 <andythenorth> so player doesn't know which primaries are high production
09:17:52 <andythenorth> after 1 month of game play, issue disappears
09:20:12 <peter1138> Does it not simulate for a month?
09:22:40 <andythenorth> not according to the results
09:22:58 <andythenorth> can prod. cb even simulate a month?
09:23:22 <andythenorth> could it access non-existent vars at that point?
09:25:29 <peter1138> CB don't need to simulate a month.
09:25:58 <peter1138> Well, report an issue, I guess, otherwise it will be forgotten.
10:02:36 <LordAro> andythenorth: if you're lucky it might even get fixed for 1.9 :p
10:12:52 <andythenorth> is 1.9 the new 1.10?
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11:17:37 <andythenorth> it was emotional
11:26:00 <peter1138> Converting my .odt files to .fodt for version control purposes. I can't help thinking that .md would be better for something that is "mostly" text, but it's the "mostly" that breaks that :/
11:30:27 <planetmaker> hm.. fodt... Interesting
11:31:19 <planetmaker> I didn't know it existed.
11:34:43 <dwfreed> peter1138: what is not pure text about your documents?
11:35:28 <dwfreed> also, have you met our Lord and Savior, reStructured Text?
11:35:57 <dwfreed> It has well-defined semantics, unlike markdown
11:36:42 <dwfreed> (Markdown actually left a lot of things unspecified; most people are actually used to GitHub-Flavored Markdown, which attempted to resolve most of those)
11:39:26 <dwfreed> a great example of Markdown's poorly defined semantics is that there's no way to escape a formatting character defined in the original specification
11:55:57 <peter1138> dwfreed, well, some tables, some formatting, maybe images.
11:57:21 <andythenorth> there are other ways to do it...
12:02:56 <peter1138> I'd say, feel free to change it, it's a wiki.
12:03:46 <andythenorth> I am planning it not being in the wiki, possibly :P
12:03:54 <andythenorth> I wanted opinions on format
12:05:52 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjJpA
12:07:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjJhe
12:08:56 <peter1138> How do we promote shared-orders to be feature-first?
12:09:08 <peter1138> Line Simutrans "lines" feature, I think.
12:09:24 <peter1138> Effectively "Define your route, then add vehicles to it" style.
12:31:42 <peter1138> And is there a patchset for it already? :p
12:53:23 <peter1138> Maybe it's a bad idea?
12:54:18 <peter1138> Because that's easy to use.
13:03:05 <andythenorth> I have totally learnt to use shared orders, so the routes thing adds nothing for me :D
13:03:28 <andythenorth> routes doesn't solve setting rules for consists
13:03:34 <andythenorth> and doesn't solve that cdist is weird
13:03:51 <andythenorth> unless it does solve cdist is weird?
13:03:59 <peter1138> It solves shared-orders being a fairly hidden feature.
13:04:52 <peter1138> I would give you things like route profitability or other stats without having to add explicit groups.
13:05:27 <andythenorth> would we be prepared to lose existing shared orders behaviour?
13:05:35 <andythenorth> or do we have to layer everything on top of everything?
13:06:07 <peter1138> it would be the same thing, just presented differently.
13:06:11 * andythenorth wonders about using groups
13:06:23 <andythenorth> 'all vehicles in this group shared same order y | n'
13:06:31 <andythenorth> options on groups
13:06:37 <andythenorth> dunno if that helps
13:09:05 <peter1138> Up to 256 NewGRFs in multiplayer (added in v0.25.0)
13:14:35 <andythenorth> railtypes very confuse me
13:15:32 <andythenorth> I thought the point was that all the control was with the railtype?
13:20:54 <andythenorth> lunch time peter1138
13:22:32 <peter1138> I wonder what "VOLO" is?
13:22:57 <peter1138> Sounds like he has made a new label and then expects you to support it directly?
13:23:06 <andythenorth> I have nothing :|
13:24:13 <peter1138> Do we have compatible label mapping?
13:25:20 <peter1138> I mean more like 1D?
13:25:52 <peter1138> Maybe he just needs to add a 1D entry for the label your set uses?
13:26:16 <andythenorth> if all vehicle sets need updated per railtype set
13:26:18 <andythenorth> something is wrong
13:26:25 * andythenorth thinks that's not the way it works
13:26:43 <peter1138> What railtype labels does iron horse use?
13:29:15 <peter1138> Nice. That looks magic.
13:30:17 <peter1138> Hmm, I guess it's not directly an alternative.
13:30:27 <peter1138> I dunno. What would I know?
13:30:35 <andythenorth> I don't know either
13:30:42 <andythenorth> I just paste whatever I get given
13:31:03 <peter1138> Just a monstrous spec.
13:31:26 <andythenorth> I am going to move my actual railtypes into Horse
13:31:34 <andythenorth> and hope no-one ever adds railtype grfs
13:34:26 <planetmaker> People use different track sets all the time
13:35:17 <planetmaker> not like it offers you any advantage when you merge it
13:36:15 <andythenorth> no more missing Metro
13:36:20 <andythenorth> no more missing NG
13:37:00 <planetmaker> run a check and inform the player
13:37:00 <andythenorth> it's bizarre to make a vehicle set, and then have 25% of the vehicles missing
13:37:09 <andythenorth> it's just really odd design
13:37:10 <planetmaker> set a dependency on bananas
13:37:23 <planetmaker> and set compatibility to RAIL and ELRL
13:37:30 <andythenorth> nah it's just broken
13:37:42 <andythenorth> I know the argument, I've had it like 5 times :)
13:37:50 <andythenorth> everyone says I'm wrong, I don't care
13:37:52 <peter1138> andythenorth, you're wrong.
13:38:18 <andythenorth> I mean the vehicle set design is odd
13:38:42 <andythenorth> why ship a set that is balanced IFF the appropriate railtypes are available?
13:38:46 <andythenorth> and otherwise odd and crippled
13:38:47 <planetmaker> stop caring too closely which track a vehicle *has* to run on. It's realism gone haywire
13:39:35 <andythenorth> there aren't any arguments that are going to persuade me :)
13:39:43 <peter1138> Inform the player and/or set up fallback compatibility
13:39:45 <andythenorth> I'm bored of having to remember to add Termite
13:39:51 <andythenorth> it's inconvenient
13:40:06 <planetmaker> totally not. It's MUCH more inconvenient to be force-fed rails I wouldn't want
13:40:11 <peter1138> Rail type sets are supposed to be separate from vehicle sets.
13:40:23 <andythenorth> I don't use any rail type sets
13:40:37 <andythenorth> if that limits the audience for Iron Horse, I don't really care
13:40:40 <planetmaker> yet you add one to your vehicles? Doesn't that strike you as odd?
13:40:57 <andythenorth> oof, I don't use any rail type sets except Termite
13:41:15 <peter1138> "you don't use any rail type sets" and yet you say 25% of the set is missing if you don't use a rail type set. What?
13:41:46 <planetmaker> yeah... just add fallbacks for ng rails to existing labels. All set. No harm anywhere
13:41:50 <peter1138> And you posted a snipped that uses narrow gauge and metro.
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13:42:08 <peter1138> So you designed it for rail type sets, but you don't use rail type sets? o_O
13:42:26 <planetmaker> he only uses his own @ peter1138
13:43:00 <planetmaker> and is bothered that he has to remember to add it to the newgrf list... -.-
13:43:52 <peter1138> But "using your own" IS using a railtype set?
13:44:01 <peter1138> Anyway, salad time.
13:44:12 <planetmaker> "there we have the salad"
13:44:59 <peter1138> Scott Walker died so 6 Music are playing him all the time.
13:45:32 <andythenorth> so why don't we split cargo grfs from industry grfs?
13:45:39 <andythenorth> what if I want different cargos?
13:46:19 <peter1138> And also, you don't tend to run multiple different economies.
13:46:34 <peter1138> Multiple industry sets and multiple cargo sets. They should work, though.
13:46:49 <peter1138> But lots of people run multiple vehicle sets (you have to!) and multiple rail type sets.
13:46:58 <planetmaker> actually... ecs *does* that. you can choose different vectors. which are essentially parallel economies
13:47:27 <planetmaker> opengfx+industries does that to some degree, too. you can choose different paths for some cargoes, essentially choosing between climates
13:48:13 <planetmaker> yep... multiple rail and vehicle sets are common. And for more than one game style also desirable
13:48:47 <planetmaker> I would really love if everyone spammed the rail table :|
13:57:18 <peter1138> andythenorth, did you report the industry issue?
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14:39:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start https://git.io/fjUvn
14:39:38 * andythenorth attaching screenshots and grf
14:43:17 <andythenorth> peter1138: ^ does that issue make sense
14:44:42 <andythenorth> "yeah don't do that" is not going to break my heart, but we seem to be in a mood for fixing things
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14:52:31 <peter1138> Ok so it doesn't call the production callbacks on creation, only uses the static values.
14:53:12 <peter1138> industry_cmd.cpp:1755
14:56:32 <peter1138> Not quite but maybe not far off.
15:05:47 <peter1138> andythenorth, if only everyone could write proper detailed but concise bug reports ;)
15:07:56 <andythenorth> I dislike it, it's like my day job :P
15:09:09 <andythenorth> I learnt from this, via DaleStan
15:09:21 <andythenorth> we use that at work still ^
15:19:38 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fjUf4
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17:16:16 <Samu> dang, i miss insta-start ais already :(
17:25:49 <LordAro> peter1138: how dare you suggest an advanced feature require the console
17:26:09 <_dp_> I recall there was something wrong with production for newly funded industries as well
17:34:44 <peter1138> Newly funded industries shouldn't have any.
17:35:00 <Samu> lol, even auto-clean ruins my set up
17:35:45 <peter1138> auto-clean removing AIs?
17:35:57 <Samu> no, i moved myself to spectator
17:36:28 <Samu> auto-clean removes my company, but next ai takes that spot, and I had no config for it
17:36:57 <Samu> had no "prepared" config
17:39:25 <Eddi|zuHause> there definitely used to be an issue where ECS production was invalid for a month or so after game start
17:39:37 <Samu> can't even configure it via gui, it's that first spot
17:40:39 <Eddi|zuHause> like didn't show accepted/produced and stuff
17:40:48 <Eddi|zuHause> when building a station
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17:41:15 <peter1138> Er, you mean the cargo acceptance *text* ?
17:41:53 <Eddi|zuHause> like, stations don't accept anything right after game start.
17:42:53 <peter1138> That sounds unrelated and also unlikely.
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18:41:46 <peter1138> 'Dredging Site' returned invalid cargo type in the production callback
18:50:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUkX
18:58:57 <peter1138> Now... (3%/378% transported)
18:59:03 <peter1138> Why would that happen...
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19:04:41 <SimYouLater> Hi. I'm trying to make tri-gauge track for RIS, based on the dual-guage from 600mm. It's standard-meter-600mm track. In spite of looking at the 600mm dual gauge code thoroughly, I can't seem to get normal narrow guage locomotives to be compatible with tri-guage.
19:07:59 <peter1138> You need to modify the narrow gauge railtype to be compatible/powered by your tri-gauge track.
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19:17:02 <peter1138> andythenorth, nice test of the invalid callback result btw ;)
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19:17:28 <SimYouLater> peter1138: Well, then I'm screwed because the French Narrow Gauge isn't GPL v2 and there are no other recent Narrow Gauge tracks.
19:18:39 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUI0
19:19:58 <SimYouLater> Does anyone know of any good Narrow Gauge tracks with a GPL v2 license?
19:21:14 <peter1138> Not sure how to express it in NML, but I think you should be able to modify the powered/compatible flags from your own NewGRF.
19:21:15 <andythenorth> Termite tracks aren't narrow enough
19:21:29 <andythenorth> and they look weird if they're narrower
19:22:16 <SimYouLater> peter1138: Let me send you the code in a PM. Hold on...
19:23:09 <peter1138> Check if the NG type if present, and if it is, also define the NG railtype in your NewGRF, set the compatible/powered properties.
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19:23:52 <andythenorth> I dm-ed DaleStan some code once
19:23:55 <andythenorth> I should find his reply
19:23:57 <andythenorth> it's educational
19:24:32 <SimYouLater> peter1138: Oh. Sorry, I only just saw this and already sent the PM.
19:25:00 <SpComb> andythenorth: bite your head off?
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19:28:54 <andythenorth> hmm can't find it
19:28:58 <andythenorth> it started something like
19:29:45 <andythenorth> "WHY THE FLYING FSCK did you think it was appropriate to DM me? That out of the way, I am posting this answer to YOUR PUBLIC THREAD [answer]".
19:29:57 <andythenorth> classic of the genre
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19:30:30 <planetmaker> a vehicle set can define the compatiblity of its own vehicles to whatever track types it wants. It needs no support from track sets
19:30:53 <planetmaker> and... doesn't pikka have nice tracks, too?
19:31:05 <peter1138> planetmaker, it can, but it has to know about them.
19:31:15 <planetmaker> of course, you need to know the labels
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19:31:33 <andythenorth> I think my posts poshere now fall into 2 categories, (1) reminiscing about things people said once, maybe 10 years ago (2) "I don't understand x in OpenTTD"
19:31:34 <planetmaker> but... a track set which doesn't announce the labels it offers, not even in readme? It's doing sth wrong
19:32:06 <andythenorth> also the Eddi|zuHause now posts 'andythenorth is broken' instead of 'we need state machines'
19:32:10 <andythenorth> the AI must have evolved :P
19:32:23 <peter1138> planetmaker, SimYouLater seems to be adding a new railtype to work with existing sets. I'm... not sure what the precedent is there.
19:32:43 <andythenorth> we should make bots of each other, and apply a Turing test
19:33:13 <planetmaker> hm, so making a rail set for existing vehicles? That... proves more interesting possibly. If each vehicle set has different view on what it wants
19:33:23 <planetmaker> my bot will fail a turing test
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19:33:31 <andythenorth> I don't understand railtypes
19:34:06 <SimYouLater> Specifically, I want my tri gauge track to be compatible with French Narrow Guage by Snail.
19:34:17 <planetmaker> with its vehicles?
19:34:20 <andythenorth> I'm not sure railtypes works like that?
19:34:27 <SimYouLater> With all NG vehicles.
19:34:53 <andythenorth> can you specify compatability with specific sets?
19:35:26 <SimYouLater> Iron Horse 2 and French Narrow Guage. Also 600mm, but IIRC that's already working.
19:35:33 <planetmaker> you know what label snail uses? Have your tracks be compatible with it
19:36:31 <SimYouLater> I don't know what label snail uses. Also, just realised 600mm isn't working with it either.
19:37:24 <planetmaker> [ ] checked the specs?
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19:39:33 <peter1138> planetmaker, compatibility works the other way, hence my suggestion earlier.
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19:40:21 <peter1138> From reading the code, it looks like two NewGRFs can define the same label, and it will resolve to the same rail type.
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19:40:57 <planetmaker> alternative_railtype_list: [NGRL,... whatever you want to cover as label]
19:41:06 <planetmaker> for your own narrow gauge rails
19:41:31 <planetmaker> which likely is the property you mentioned
19:41:43 <peter1138> I mentioned that one ealier.
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19:41:54 <peter1138> Tea works better if you boil the water.
19:42:08 <planetmaker> tea works best with water. better with hot water. yes
19:42:46 <drac_boy> just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc .. or rather something else that doesn't fit either?
19:42:52 <peter1138> andythenorth, so did it work? :p
19:42:53 <planetmaker> and we drink black tea... just because the green tea used to spoil during ship passage :P
19:43:01 <andythenorth> peter1138: yes I commented on the PR
19:43:10 <drac_boy> planetmaker there are some cold teas but otherwise yes earl, herb, etc usually are seeped hot
19:43:11 <peter1138> Ah, there's a comment :-)
19:43:31 <andythenorth> drac_boy: let me know if you get an answer
19:43:37 <andythenorth> send me a postcard :P
19:43:46 <planetmaker> ^^ there's reason to call it for whatever you want to call it
19:44:21 <peter1138> andythenorth, okay, just petition someone to review it ;)
19:44:34 <peter1138> Or are you a reviewer? hehe
19:44:44 <andythenorth> but do we trust me?
19:45:00 <drac_boy> planetmaker not really
19:45:25 <planetmaker> well, if you know the answer as to how it should be called... why ask? :)
19:45:39 <andythenorth> peter1138: tests pass?
19:45:57 <andythenorth> if the tests pass, and it's been tested by a human as solving the problem....commit
19:46:07 <drac_boy> planetmaker which answer?
19:46:28 <planetmaker> <drac_boy> just wondering about an interesting question shared with someone else - would you call this game a modded game or rather a game with dlc .. or rather something else that doesn't fit either?
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19:47:08 <peter1138> andythenorth, that's difficult if it's not approved.
19:47:33 <SimYouLater> In spite of my efforts, I can't seem to get the railtypes to work.
19:48:00 <SimYouLater> Can someone look at my code? The 600mm locos won't go on tri gauge track.
19:48:30 <drac_boy> planetmaker and wheres the answer?
19:48:46 <drac_boy> simyou is this the french grf or I'm confusing you with someone else?
19:48:52 <planetmaker> drac_boy, I just said that any answer has some valid reason. You refute that... so?
19:49:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUIb
19:50:49 <peter1138> $7 = 0x7bc82e0 "!q@<q'!}q!q$'|#1.2$!#DCTR$`\\"
19:50:59 <planetmaker> anyhow, I think calling newgrfs, ai etc dlc works. and they're mods at the same time.
19:51:02 <peter1138> Is that corruption or a weird AI communication thing?
19:51:22 <planetmaker> maybe not initialized?
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19:52:18 <planetmaker> hm... next weekend some pc assembly seems in order :)
19:52:20 <SimYouLater> The tri gauge is supposed to be compatible with the French GRF, the Iron Horse 2 GRF and the 600mm GRF. It is currently not compatible with any.
19:53:18 <planetmaker> so did you post your code anywhere in a public question or do you expect private conversation, SimYouLater ?
19:53:34 <SimYouLater> I'll post it publicly, just give me a bit.
19:54:24 <nielsm> planetmaker, IMO the term "DLC" refers to first-party or second-party (i.e. made under contract) expansions only, while all content on bananas is really third-partyu
19:54:25 <drac_boy> oh so you're someone else..hm sorry :)
19:54:45 <drac_boy> nielsm ah ok so that rules out dlc .. thanks
19:55:15 <drac_boy> simyou in that case which grf are you making again if you don't mind me asking?
19:55:17 <planetmaker> got a point there, nielsm
19:55:20 <andythenorth> I wrote a website thing
19:55:21 <andythenorth> "Extend the base game with downloadable content, including new vehicles, industries, stations, houses, AIs, heightmaps, scenarios, gamescripts and more"
19:55:30 <andythenorth> but I refused to write DLC
19:55:38 <andythenorth> DLC has a specific rep as $$$
19:55:54 <andythenorth> DLC is the EA game I bought, where I paid full price
19:56:03 <andythenorth> then I have to pay again for DLC to complete it
19:56:17 <andythenorth> not add-ons or extensions, just to actually win it
19:56:39 <planetmaker> we also should add micro-transactions
19:56:51 <andythenorth> the amount I spend on Blitz :(
19:56:54 <planetmaker> "place station despite angry town? Pay 1€ and you may"
19:56:57 <nielsm> "to fight the final boss, insert 10p"
19:57:06 <andythenorth> I spend horrible amounts on cartoon tanks
19:57:25 <nielsm> bribe the town with real money? oh yes
19:57:40 <nielsm> (still has a risk of discovery and all being lost)
19:57:40 <planetmaker> hm... never played those. But spent €€ on ... travian. What a nasty time killer
19:57:53 <planetmaker> haha, yes. Pays for our hosting then :)
19:58:06 <planetmaker> the CDN is quite expensive... more expensive than our server
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20:03:21 <planetmaker> why do you put such a strict condition on your railtype? Did you ever try w/o the if around it?
20:03:37 <planetmaker> and adding more labels to the alternative_railtype_label
20:04:27 <planetmaker> you make your railtype only available when another is available... which is... strange
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20:05:31 <SimYouLater> Oh. I reused GPL v2 code. I can remove that, if it's an issue.
20:06:13 <planetmaker> well. try with something simple. Make your railtype just appear, no matter what
20:06:21 <planetmaker> then make it more complicated
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20:06:57 <drac_boy> planetmaker yeah I can't see why someone would ever do that .. if I was making narrow gauge I would had simply labelled it openly as NAAN or nAAN and leave it at that :) (of course change the fourth letter if you wanted any sort of electrical power source :P )
20:08:51 <peter1138> nielsm, as far as I can make out, when a sign is created, its width is never set (until the text is changed)
20:09:38 <peter1138> I added si->UpdateVirtCoord() at signs_cmd.cpp:61 and it fixes the game crashing for me.
20:09:46 <SimYouLater> Let's see if I've got this right, just in case...
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20:10:08 <SimYouLater> Compatible = Physical, Powered = Electrical, Alternative = ?
20:11:33 <planetmaker> compatible = other rails where a vehicle which is built for your railtype can drive on - but has no traction
20:11:40 <planetmaker> powered = compatible + has power
20:11:58 <planetmaker> alternative: other labels your railtype goes by, if they are not defined by other newgrfs
20:13:17 <planetmaker> so for your railtype having MYNG. and having alternative NGGG. Then consider a vehicle set which wants its vehicles run on NGGG. NGGG is not available, thus they run on MYNG
20:13:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUL3
20:13:50 <drac_boy> anyway I don't see much in RIS myself but to our own opinions tho .. and either way I need to go for a bit work
20:15:23 <andythenorth> oops nielsm caught me out :P
20:16:23 <peter1138> So if you set the default production properties, they always affect the cargo output too?
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20:17:26 <andythenorth> I should have known that, old FIRS did it
20:17:36 <andythenorth> this is why I don't approve things :P
20:17:45 <peter1138> Wow, that would make the callback hard to control.
20:18:08 * andythenorth could say much about that
20:19:09 <peter1138> andythenorth, now, why do I see "3%/112% transported" ?
20:19:57 <andythenorth> where what now? :)
20:20:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUkX
20:20:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUIb
20:20:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjULz
20:21:02 <peter1138> Maybe I should have some dinner.
20:21:11 <peter1138> Dunno what to have.
20:21:14 <andythenorth> long time since lunch
20:21:15 <peter1138> Maybe I'll have another salad.
20:21:26 <andythenorth> and I found 3 chicken nuggets in the bottom of the freezer
20:21:27 <peter1138> I have frozen bread rolls.
20:21:34 <andythenorth> it's not a quality dinner day
20:21:43 <peter1138> I have chicken tikka bites which are effectively the same.
20:21:43 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjULg
20:21:50 <peter1138> I have tons of veg though, so that's good.
20:21:57 <planetmaker> (scroll to the very bottom)
20:22:15 <nielsm> pizza from the freezer for me
20:22:26 <planetmaker> the whole if (param...) stuff only decides about what label I choose (user can set that via param)
20:22:36 <peter1138> I need to get rid of all the sweets I bought. Sugar is addictive :/
20:22:44 <peter1138> I had it under control last year :p
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20:22:56 <planetmaker> yay, the first nml newgrf quoted :P
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20:24:48 <andythenorth> sugar is addictive
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20:27:24 <SimYouLater> Okay, this is weird. I've edited the compatible railtypes to be identical to the dual gauage included with 600mm. They should function identically to the dual guage in terms of compatibility and have a vehicle list composed of 600mm and standard gauge rolling stock. Instead, no vehicles are available in the tri guage depot.
20:27:59 <planetmaker> is the other railtype defined?
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20:28:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7413: Fix #7410: Sign position/width not set on initial creation. https://git.io/fjULP
20:29:09 <andythenorth> only 2 chicken nuggets, but they're goujobs
20:29:16 <peter1138> Bigger than a nugget then.
20:29:29 <andythenorth> probably fine then
20:29:43 <peter1138> I need to get through my freezer but I keep buying food :/
20:29:47 <peter1138> It needs a defrost.
20:29:53 <peter1138> And I need to bin some ancient food.
20:30:14 <peter1138> Like that food from 6 years ago that I, er, 'binned' (I ate it, I survived...)
20:30:18 <SimYouLater> planetmaker: Which other railtype?
20:30:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7411: Newgrf: using production CB for primary production cause industries to show 'Production last month: 0' at game start https://git.io/fjUvn
20:30:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7412: Fix #7411: Use industry production callback (if used) on initial industry cargo generation. https://git.io/fjUkX
20:31:26 <planetmaker> the one the vehicles originally want to drive on
20:32:00 <SimYouLater> That would be NG6R. What do you mean by "defined"?
20:32:13 <planetmaker> by another newgrf
20:32:27 <SimYouLater> Yes, I have 600mm NG GRF loaded.
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20:33:44 <planetmaker> well, then... if the railtype is defined by another newgrf, yours won't provide it
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20:34:37 <SimYouLater> Won't provide the vehicles? Or won't provide the railtype?
20:35:12 <planetmaker> vehicles don't provide a railtype... they can request one
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20:36:30 <peter1138> You can add to the railtype's compatbile/powered list, if you are brave. I don't know if it's intentional.
20:37:07 <peter1138> 18:23 <@peter1138> Check if the NG type if present, and if it is, also define the NG
20:37:10 <peter1138> railtype in your NewGRF, set the compatible/powered properties.
20:37:57 <peter1138> I'm not really sure if it's a good idea or not :p
20:38:35 <planetmaker> yes define it. and set it to powered. and to alternative
20:38:46 <SimYouLater> Hmm... The "normal" narrow guage from the french set isn't showing. The high speed and electrified show up, but not the normal.
20:39:00 <planetmaker> but if you define it... then... you won't become active yourself, I guess.
20:39:07 <planetmaker> if the original is present
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20:40:26 <planetmaker> defining the same label twice?
20:40:33 <planetmaker> dunno what happens then
20:40:43 <peter1138> It will reuse the existing railtype
20:40:46 <planetmaker> probably just overwrite
20:40:57 <peter1138> Nope, you get the actual same rail type.
20:41:07 <peter1138> That is how railtypes can modify the default railtypes.
20:41:15 <peter1138> Same works for additional railtypes.
20:41:30 <peter1138> src/newgrf.cpp:4312
20:41:41 <planetmaker> yes, so overwrite / amend
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20:42:21 <peter1138> "Overwrite" would imply it will completely replace. It will amend.
20:42:51 <peter1138> But you'd need to check that the railtype already exists, otherwise you'll end up with a blank undefined railtype :-)
20:42:58 <SimYouLater> That's weird. The French Narrow Guage tracks only come in two types... "high speed" and "electrified". Where's the normal kind I saw before?
20:43:10 <planetmaker> well, you can supply graphics. Thus I mean "overwrite".
20:43:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7413: Fix #7410: Sign position/width not set on initial creation. https://git.io/fjULx
20:43:25 <planetmaker> just the property defined later will overwrite the value defined earlier
20:43:54 <SimYouLater> I can't do graphics easily. I need GPL v2 narrow guage or to load a track from someone else's NewGRF.
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20:47:40 <andythenorth> that's not me in the photo :P
20:48:28 <andythenorth> never know how that's spelt
20:50:17 <andythenorth> anyway it was a fun job, bad pay
20:50:59 <LordAro> oh, i've gotten confused with the arty version
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20:55:19 <planetmaker> :D factorio red science centre :P
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21:01:16 <peter1138> planetmaker, the compatible/powered stuff adds, rather than replaces.
21:01:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7413: Fix #7410: Sign position/width not set on initial creation. https://git.io/fjULP
21:02:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7410: Signs made by AIs do not show up at the creation time https://git.io/fjJQr
21:03:03 <peter1138> That should fix #7403 as well.
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21:19:04 <peter1138> I'm aware nobody needs to know what food I ate, but tough ;)
21:19:38 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed. https://git.io/fjUtP
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21:47:14 <peter1138> Hmm, so...8ef0cbbdf5bf72d2901d8afb898aee5e8d601d01
21:47:31 <peter1138> Seems to be the cause of an exploit.
21:48:28 <LordAro> peter1138: that's quite an old one
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21:50:09 <peter1138> Basically time_since_pickup is reset to 0, even if nothing is actually picked up.
21:51:13 <peter1138> And I also think the other vars should be moved.
21:51:31 <peter1138> But that commit seems to suggest some other issue (maybe irrelevant now?) was fixed.
21:51:59 <LordAro> #1139 or #1143, probably :p
21:52:23 <LordAro> "Station bug" and "Unrealistic station rating"
21:52:59 <DoppelD27> Good Evening, today i wanted to start understanding how the programming of openttd works. how are you going to test the code? is there the only way to install openttd via the makefile?
21:53:56 <LordAro> DoppelD27: there are visual studio projects as well
21:54:26 <planetmaker> test... our CF does automatic build tests for all pull requests
21:55:25 <planetmaker> unit tests... is something we don't exactly do. It's hard to implement for our codebase
21:57:49 <peter1138> LordAro, well, both those issues suggest that my "quick obvious fix" would probably not work well :/
21:58:16 <peter1138> LordAro, seems like a chicken & egg situation.
21:58:34 <peter1138> Rating sucks because nothing is loaded. Nothing is loading because rating sucks.
21:58:58 <DoppelD27> @LordAro the maizure website is very nice. i think i have to read this first. thanks for your help :)
21:59:20 <LordAro> DoppelD27: (site not affiliated with any of the developers, i just found it one day)
22:01:17 <LordAro> andythenorth: how did you find that?
22:01:59 <andythenorth> have you heard of it ?
22:02:56 <planetmaker> is google something like bing, just in original?
22:03:19 <andythenorth> the interface is pretty old though
22:03:24 <peter1138> It's like altavista
22:03:32 <andythenorth> it needs 32bpp or it will never get a big audience
22:04:01 <planetmaker> oh, altavista... probably I qualify as 'old' when I recognize it and even remember using it
22:07:24 <peter1138> Back when it was altavista.digital.com, indeed.
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22:10:06 <planetmaker> also folks, don't forget to vote for titlegame(s) :)
22:10:35 *** supermop_work_ has joined #openttd
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22:14:32 <LordAro> planetmaker: i like how the main window is highlighted in the screenshots :)
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22:15:27 <planetmaker> that's just like the 1st tick when starting OpenTTD :)
22:15:41 <LordAro> planetmaker: also... "CAMERA POSITION" sign visible in 06.sav ?
22:15:58 <planetmaker> I guess we could remove that, if it wins
22:16:05 <planetmaker> but would be fun to leave as well :)
22:16:17 <LordAro> i thought signs weren't shown in the title screen anyway?
22:16:44 <planetmaker> I didn't do anything to OpenTTD modifying that...
22:17:20 <planetmaker> the screenshot is taken from the main loop which terminates after the 1st tick after taking the screenshot
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22:19:41 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6592: Missing symbols while linking with MinGW and LTO https://git.io/fjUqr
22:19:42 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6865: Drawing vertical/horizontal lines of width>1 problem https://git.io/fjUqo
22:19:43 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6857: Linux SDL video driver runs slightly too fast https://git.io/fjUqK
22:19:52 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings https://git.io/fjUqP
22:19:54 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles https://git.io/fjUqX
22:19:58 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6567: No top panel in full screen 4k resolution https://git.io/fjUq1
22:20:00 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6667: Incorrect costs in bridge list after joining an AI company https://git.io/fjUqM
22:20:12 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6189: Vehicle Groups: parent group should count total number of vehicles in subgroups https://git.io/fjUq9
22:20:16 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6222: Stations: using property 1A sometimes shows incorrect railtype ground tile https://git.io/fjUqH
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22:20:49 <LordAro> planetmaker: can i /query you, or do you want me to bother logging into the forum? :p
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22:27:47 <peter1138> Er, what happened there? :p
22:28:41 <peter1138> Oh, it's an email vote, not a forum vote? :p
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22:35:28 <planetmaker> it's whatever way you like
22:35:45 <planetmaker> as long as it reaches me... but I only promise to look through info@ and my forum account :P
22:39:16 <frosch123> i wonder how many people read the fine-print about getting banned when not voting for toyland
22:40:33 <milek7> ==> Pouring libpng-1.6.36.high_sierra.bottle.tar.gz
22:40:38 <nielsm> I didn't really test that toyland setup on anything other than 1024x768 :P
22:40:39 <milek7> -- Found PNG: /usr/local/lib/libpng.dylib (found version "1.4.12")
22:41:18 <planetmaker> well. you got it now with most basesets and resolutions :P
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22:47:43 <frosch123> do we have stickers or buttons "i voted"?
22:48:05 <planetmaker> :D we totally should!
22:54:23 <planetmaker> I think the quality of the submissions is actually quite good
23:01:01 <michi_cc> LordAro: Do you dare to approve #7379?
23:05:41 <peter1138> I wonder if the old abstraction needs to go?
23:07:45 <peter1138> Things like "_network_udp_mutex->BeginCritical()" -> "std::lock_guard<std::mutex> lock(_network_udp_mutex)"
23:07:53 <peter1138> Doesn't really look like an improvement to me.
23:08:25 <michi_cc> One thing doesn't leak mutexes, the other does.
23:11:32 <peter1138> I'm sure it *is* an improvemnt :)
23:11:37 <peter1138> It just doesn't *look* it.
23:12:10 <michi_cc> Modern C++ is big on RAII to avoid resource leaks.
23:13:26 <michi_cc> Modal progress doesn't really fit in, but that's because our locking there is quite convoluted. It might use several threads, but in the end almost nothing actually runs in parallel.
23:16:38 <LordAro> more or less, automatic construction and destruction
23:16:40 <peter1138> Yeah I wasn't querying that either.
23:17:37 <peter1138> Right, reading through the commits.
23:19:40 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma https://git.io/fjUYv
23:20:58 <LordAro> ^ happy to let that one disappear
23:21:45 <peter1138> I think I tested it and could not reproduce.
23:22:14 <LordAro> #6865 seems unreproducible as well
23:24:41 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened issue #7414: Deleted signs do not always disappear from the screen https://git.io/fjUY3
23:36:20 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7401: Change: Do not display a newspaper about old vehicles for which repla… https://git.io/fjUYu
23:41:09 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7401: Change: Do not display a newspaper about old vehicles for which repla… https://git.io/fjJg0
23:51:39 <planetmaker> gah... seems like time for bed when I read "warning some fixes..." ^^
23:52:03 <peter1138> "stop mixing enum types" looks like "start mixing enum types"?
23:52:15 <peter1138> CF_NONE ... cargofilter_none
23:52:30 <peter1138> But it's hidden behind the scenes as CT_INVALID O_O
23:56:22 <LordAro> yeah, but the compiler stops complaining :>
continue to next day ⏵