IRC logs for #openttd on OFTC at 2019-04-04
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00:29:30 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server. https://git.io/fjIbm
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02:50:38 <Eddi|zuHause> i only show quits for people who have spoken in the last 24h
02:51:39 <Eddi|zuHause> unfortunately that doesn't cover rejoins
02:57:09 <Samu> again, the elusive kdtree crash
02:57:52 <Samu> but of course, it had to crash on my test build :(
03:29:45 <Samu> how do I locate it on the map?
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03:30:30 <Samu> probably can't locate it, it was removed
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04:58:34 <yellyFish> hello. does anyone know the code well enough to tell me why a newGRF would trigger this assert and make my game crash?
05:02:19 <yellyFish> also don't know how to find the newGRF responsible because it happened while playing multiplayer. not sure if i can reproduce the crash in single player
05:37:31 <Eddi|zuHause> this string validation stuff might contain mistakes
05:37:41 <Eddi|zuHause> unexpected corner cases
05:38:06 <Eddi|zuHause> test your GRF with master, and make a report with the attached grf
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09:10:16 <andythenorth> then later the company closed
09:11:12 <andythenorth> generally it's pretty good, obvs
09:19:17 <Pikka> can I blame the generic rail pathfinder? ;)
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10:53:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjLvS
10:53:49 <peter1138> Pikka, if you use it... probably? :)
12:14:33 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7439: Server reports CRR_AUTOCLEAN instead of CRR_MANUAL to admin port https://git.io/fjLf9
12:22:40 <Pikka> I should probably revisit the passing place code anyway, though, maybe reduce the rollercoasters by allowing it to connect to the opposite side.
12:25:09 <Eddi|zuHause> try constructing a parallel track first, and only invoke the pathfinder if that fails?
13:32:05 <Samu> TileLoop_Water is slow, how to improve its performance?
13:35:18 <Samu> if (!IsValidTile(dest)) continue; line 1161 of water_cmd.cpp
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13:42:23 <Xaroth> Isn't that a fast inline?
13:44:31 <Samu> testing on a 4096x4096 map siz
13:44:48 <Samu> tile loop is the slowest
13:45:50 <Samu> i dont know if it's inline
13:47:47 <Samu> static inline bool IsValidTile(TileIndex tile)
14:01:27 <Eddi|zuHause> ... i just noticed my "A" key is upside down
14:02:10 <Eddi|zuHause> (the colour is worn off, but in the right reflection you can see some residue)
14:02:56 <Samu> is one of the ideas, i dunno
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14:13:36 <andythenorth> Pikka bob. Cryo tankers? o_O
14:14:55 <Samu> nevermind, it's not just IsValidTile
14:15:20 <Samu> it's also called from a lot of somewherees
14:16:50 <Samu> return (TileType)GB(_m[tile].type, 4, 4);
14:16:58 <Samu> this conversion is what's slowing down
14:18:11 <andythenorth> Pikka: for the oxygen of course :)
14:18:32 <andythenorth> or just because I can :P
14:18:37 <Pikka> hmmm. in that case, of course!
14:19:19 <andythenorth> not sure what colour to paint them :P
14:21:56 <Xaroth> hm, poll/epoll obviously doesn't work on windows
14:27:41 <Samu> Pikka, your AI is building roads really bad
14:27:49 <Samu> compared to what it used to do
14:28:16 <Pikka> oh dear, what's it doing? I don't think I've changed much about the road building.
14:29:02 <Samu> hmm, non-spaced adjacent roads, lots of it
14:29:38 <Samu> i guess it's re-evaluating roads that's causing it
14:29:44 <Samu> re-evaluating connections
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14:32:39 <Samu> will it be faster if I define values to enums?
14:33:07 <Samu> talking about TileType enum
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14:55:06 <Samu> do they start at 0? are they uint? max value?
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15:01:50 <Xaroth> planetmaker: found a few issues, fixed those. Needs more thorough tests to be sure, but it's starting to look like it's working.
15:02:02 <Samu> breaking flood behaviour :)
15:02:31 <Samu> i'm making TileLoop_Water flood less often
15:09:04 <Samu> flooding less often, gained 2 ms average on a 4k map
15:11:20 <planetmaker> :) sounds good, Xaroth. I cannot promise to test much before Easter... got a few deadlines and a business trip until then
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16:44:46 <peter1138> 13:16 < Samu> return (TileType)GB(_m[tile].type, 4, 4);
16:44:49 <peter1138> 13:16 < Samu> this conversion is what's slowing down
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17:58:42 <peter1138> Hmm, when is the Industry destructor called?
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18:06:57 <peter1138> D'oh. I was running from the wrong directory :/
18:10:15 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjLqg
18:12:19 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7457: Update: documentation updates from 1.9 branch https://git.io/fjLqw
18:13:33 <Eddi|zuHause> nielsm: go ahead on #7051
18:25:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID https://git.io/fjLqj
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18:30:20 <peter1138> TileArea new_location(TileArea(start_tile, width, height));
18:30:28 <peter1138> Hmm. Interesting construct...
18:30:55 <glx> wow I switched to VS2019 and I get 6237 intellisense warnings
18:33:44 <Samu> openttd just had a weird crash, which causes windows to bsod
18:34:40 <Samu> the main viewport was a still image, when it was supposed to be active, it was a running game
18:35:59 <peter1138> 4294967220 13 15 -> 180 13 14
18:36:05 <Samu> I moved my mouse (physically) and a popup message about asserting somewhere at HasModalProgress shows up multiple times
18:36:16 <Samu> it flooded the screen with these popups
18:37:55 <Samu> btw the more i moved the mouse, the more popups
18:38:05 <Samu> do you know what this could be?
18:38:12 <peter1138> Maybe your computer is broken.
18:38:23 <Samu> it was openttd related, i doubt it
18:38:50 <Samu> this is the 2nd time it happens, the first time it didn't reach the bsod point though
18:39:43 <Samu> i had multiple open ttds running
18:39:57 <Samu> it was 90% sure on my branch
18:41:15 <peter1138> If your computer is BSODing, it's not caused by OpenTTD.
18:44:19 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLmR
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18:47:38 <Samu> 17:26:54 windows power downs
18:49:09 <_dp_> hm, I think I figured out how to do tech ladder without any changes to openttd
18:49:16 <_dp_> well, with only patching server I mean
18:49:43 <_dp_> but it can block purchases and there is show/hide thing for some gui already
18:49:59 <Samu> event viewer registered all the recovery stuff, but i can't find anything about what triggered it
18:50:50 <_dp_> so it can just hide vehicles that aren't available and if player enables them and tries to buy give him a popup with requirements
18:52:42 <glx> uninstalling VS2017 was way faster than uninstalling VS2015
18:56:04 <peter1138> Samu, if your computer crashed, it is NOT OpenTTD's fault.
18:56:29 <Samu> I explained what happened
18:57:00 <peter1138> And ignored that if your computer crashed, it's not OpenTTD.
18:57:03 <Samu> multiple popups caused by opettd asserting at HasModalProgress
18:57:21 <Samu> it only shut down because it popup'ed too much
18:57:51 <peter1138> As glx says, you probably have hardware issues.
18:58:21 <TrueBrain> an application crashing your machine ... malware would have a field day :D
18:58:23 <glx> because asserts are not recursive
18:58:24 <Samu> i hope it happens again, this time I will print screen
18:58:32 <TrueBrain> you can make money with it!
18:58:57 <pnda> Is it just me, or does the Simulation Rate rise constantly?
18:59:18 <pnda> Mine is now starting to hit 600frames/s
18:59:34 <glx> with or without fast forward ?
18:59:43 <TrueBrain> can you reach infinite? :)
18:59:53 <Samu> the crash was without fast forward
19:00:28 <pnda> V543000 I like the lamps, I don't see why you would need to remove them
19:00:37 <TrueBrain> pnda: removing trees speeds up simulation
19:00:58 <glx> disabling palette animation too
19:01:31 <andythenorth> V453000: -1 to lamps and base :)
19:02:11 <pnda> Removing trees put me to 670frames/s. I am now trying to hit highest possible.... (Also this is a 2048x map, which probably doesn't help)
19:02:42 <TrueBrain> go for an eight that fell over
19:02:49 <Samu> why no one believes me :(
19:03:05 <TrueBrain> because it is not true
19:03:11 <pnda> those 1100frames/s feel nice
19:03:34 <TrueBrain> because A and B happened, doesn't mean B is a result of A
19:03:37 <glx> we believe your computer crashed, but not the supposed reason
19:03:54 <glx> BSOD is usually an hardware issue
19:04:09 <glx> especially in modern windows
19:04:10 <andythenorth> maybe he's tickling a bit of bad memory :P
19:04:16 <andythenorth> my mac crashed today
19:04:21 <andythenorth> probably OpenTTD's fault?
19:04:26 <TrueBrain> or a cosmic ray hit!
19:04:35 <TrueBrain> yes, you we do believe andy
19:04:44 <andythenorth> actually the crash is probably Chrome's fault
19:05:11 <TrueBrain> today I sneezed .. that crashed your machine
19:05:16 <milek7> what is default sav compression? zlib?
19:05:18 <TrueBrain> still sorry about that
19:05:20 <andythenorth> oh so it was you
19:05:43 <Wolf01> My computer crashed many times while playing astroneer, the reason was the UPS which did a battery test
19:06:26 <TrueBrain> mine crashed because the PSU could not handle the load .. also evil
19:06:59 <Samu> main viewport was a still image when it was supposed to be actively refreshing
19:07:32 <Samu> I had frame rate graphs open, goal open, and nothing was being refreshed
19:07:34 <Wolf01> I thought the same about mine "maybe astroneer requires too much power for the video card"
19:07:51 <nielsm> Samu before theorycrafting any more, go look in windows' system log and find the events corresponding to the BSOD
19:07:57 <Samu> then I move the mouse, and those popups show up massively
19:07:58 <nielsm> then search for the causes of that type of error
19:08:13 <Samu> only when i was moving, theywould popup
19:08:13 <V453000> probably a good approach andythenorth
19:08:20 <glx> as said assert popup are triggered only once
19:08:29 <V453000> kind of thought the base would integrate it nicely with stations
19:09:03 <Samu> maybe it was bad thread management in openttd?
19:09:41 <TrueBrain> dense or deaf .. which are you? :)
19:09:55 <Samu> I am neither, it's just that you don't believe me
19:10:05 <Samu> next time it happens I'll be sure to hit print screen
19:10:19 <nielsm> have you looked at the windows event log?
19:10:31 <nielsm> the windows event log will tell you the actual error code
19:10:36 <andythenorth> realism gone mad here V453000
19:10:39 <nielsm> and possibly point to a driver involved
19:11:08 <V453000> not necessarliy realism just more relation between the train buildings :)
19:11:19 <glx> I think userland software can't trigger BSOD in recent windows
19:11:41 <pnda> I've hit a constant framerate of 9999frames/s. Is that infinite TrueBrain?
19:11:44 <TrueBrain> would give you a nice bounty :)
19:11:55 <TrueBrain> pnda: allllmmmooossssttttt
19:12:02 <andythenorth> V453000: no I mean in Horse :D
19:12:09 <pnda> well it's the absolut maximum it seems... Can't go higher than that
19:12:45 <V453000> looks like a white tanker to me. :)
19:12:50 <TrueBrain> Samu: realise that with you saying we don't believe you, you are not believing us. so .. yeah .. there is that
19:14:02 <Samu> the system was restarted without being shut down correctly
19:14:47 <glx> the crash was before the restart
19:15:34 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLYm
19:15:35 <nielsm> unfortunately I can't tell you what it looks like in the event log because I haven't had a BSOD in months
19:22:53 <nielsm> then you figure out the trap number (it's also in the event) and get a possible cause
19:23:03 <Samu> yes, I remember MODE TRAP being written somewhere
19:23:11 <glx> Bug check 0x7F typically occurs after you install a faulty or mismatched hardware (especially memory) or if installed hardware fails.
19:23:58 <Samu> i dont install stuff for months
19:24:24 <glx> RAM can start to fail without warning, same for other devices
19:25:23 <Samu> parameter 2 0xfffff8009fe6de70
19:25:36 <glx> double fault, that's caused by kernel stack overflow, or hardware problem
19:26:32 <TrueBrain> you keep saying that, but I still think it was OpenTTD
19:29:09 <Samu> how or where do I run this !thread command?
19:29:14 <glx> doing memtest for all memory module with only one memory module installed each time is the way to go
19:30:47 <glx> you don't want to do kernel debugging :)
19:32:35 <TrueBrain> one crash is no crash
19:33:14 <TrueBrain> my colleagues always hate my stance to that .. if something happened once, it didn't happen in my book. come back if it happens again :p
19:34:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLYr
19:34:28 <LordAro> TrueBrain: preferably after you've come up with a short list of steps to reproduce it
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19:35:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLYK
19:41:00 <Wolf01> Samu, btw you are reporting system crashes and instability in general for months, maybe years, you have a faulty hardware or broken system
19:41:55 <TrueBrain> what License will it have? also GPL?
19:42:34 <milek7> that dockerfile? whatever
19:43:23 <TrueBrain> Guess that means we should upstream this stuff :D
19:44:13 <TrueBrain> after that consider stuff like cloudsaves, networking, ... :p
19:44:34 <TrueBrain> in general, I should do the math on cloudsaves again
19:45:14 <milek7> i guess not much, storage is cheap
19:45:23 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fjLYp
19:45:50 <Samu> I didn't have a crash since last time I upgraded my PSU :(
19:46:11 <Samu> I'm sad if they're coming again
19:46:22 <milek7> backblaze is cheapest at 0.005
19:46:23 <TrueBrain> so possibly we can pilot cloud storage or something
19:47:03 <andythenorth> how do I stop a town hating me?
19:47:37 <TrueBrain> given our donations are high enough, we can offer it free
19:47:48 <TrueBrain> might be a nice project
19:48:45 <TrueBrain> but okay .. first I have to finish CMake :)
19:50:07 <milek7> is there easy way to stop build after settings_gen?
19:50:07 <andythenorth> the cargos don't exist
19:50:43 <TrueBrain> only build settingsgen?
19:51:24 <milek7> currently emscripten build needs first host build to create these
19:51:28 * andythenorth looks up how town ratings work
19:53:53 <pnda> As I am currently just making a md5 readme for OpenGFX, in line 66 of the original readme, what is {{FILENAME}} supposed to be?
19:56:47 <TrueBrain> milek7: make language , I believe
19:58:08 <Eddi|zuHause> ok, i still have no clue how to play CKII
19:59:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLOO
19:59:23 <Eddi|zuHause> pnda: these things are typically replaced by some make incantation
20:01:53 <milek7> but that doesn't solve settings_gen
20:03:20 <TrueBrain> make settingsgen lang
20:03:38 <TrueBrain> or use crosscompiling
20:04:10 <TrueBrain> in configure there is host and build
20:04:33 <TrueBrain> you can set one of the two to your local .. I just always forget which
20:05:04 <TrueBrain> ./configure --build=x86_64-linux-gnu
20:05:50 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLOZ
20:06:32 <milek7> it doesn't play well with emconfigure :/
20:07:33 <TrueBrain> BUILDCC also exists
20:07:54 <nielsm> no youtube I still do not want to see videos of people, illegally and with huge risk to personal well-being, riding on the cars of freight trains
20:10:35 <andythenorth> I do watch hobo videos
20:16:21 <pnda> How can I merge my fork with OpenTTD/OpenGFX?
20:17:20 <pnda> Actually found out myself
20:17:27 <milek7> now it tries to configure using libraries from host
20:17:37 <milek7> maybe on cmake it will be easier
20:21:24 <TrueBrain> milek7: possibly you have to use HOSTCC .. I always confuse those
20:21:32 <TrueBrain> and yeah, CMake cleans this uo
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20:34:31 <V453000> I have to say that 1.9.0 startup screen is quite nice
20:36:26 <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen opened issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjLOS
20:36:27 <V453000> the one that's there :D idk
20:38:53 <pnda> Do you guys know what would be nice? Have 3 winners, and the title screens just be random between the 3 of the winners. Could be cool for the 2.0.0 Update next year (Or 1.10.0, however it'll be called)
20:39:04 <frosch123> the second best option won, the best one came in 5th
20:39:08 <V453000> nice enough for a filthy patcher :P
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20:39:36 <pnda> Is anyone actually maintaining the OpenGFX repo?
20:39:51 <LordAro> pnda: i recall an extremely ancient patch that moved the camera around the map of a title game
20:40:25 <pnda> Also that moving camera patch sounds quite nice. But I'd rather have random title screens.
20:40:45 <nielsm> that could be interesting, place a bunch of magic signs on the title game that mark points of interest
20:40:51 <frosch123> i think there was also a titlegame rotation patch
20:40:56 <LordAro> nielsm: that was how it worked
20:41:18 <pnda> Or a titlegame which was fully run by an AI hmmmmm
20:41:34 <nielsm> centers at A, centers at B, centers at C1 and pans across C2 and C3
20:50:34 <peter1138> Re #7468, I think that's due to Windows doing UI scaling as well, with 1.8.0?
20:51:11 <peter1138> Wolf01, also I need to fix up my no-sub-types branch, and then we need an indicative vote to see what's better.
20:51:21 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL3U
20:56:32 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL3q
21:03:31 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjL3G
21:08:54 <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL3B
21:10:43 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjL3R
21:12:52 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjL3z
21:14:00 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL32
21:15:24 <nielsm> that spam becomes even more confusing when everyone's user name has the same character length
21:17:36 <DorpsGek_II> [OpenTTD/OpenTTD] fmaclen commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL3r
21:20:55 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjL3K
21:20:57 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7468: Interface Size: "Double size" is smaller than 1.8.0 https://git.io/fjLOS
21:29:08 <andythenorth> ^ just another 12 or so stations needed in that bit of the map
21:29:36 <peter1138> How's your station catchment
21:29:47 <andythenorth> sometimes it's one tile too small :(
21:30:00 <andythenorth> I could make all industries one tile larger :P
21:30:28 * andythenorth wants overhead cableway for coal -> coke oven
21:31:40 <andythenorth> the book of Get Carter is actually set in Scunthorpe not Co. Durham
21:31:57 <andythenorth> and one of the killings is done by rolling someone down the molten slag bank
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21:37:46 <andythenorth> so how will Pipemania work then?
21:37:56 <andythenorth> V453000 how do all the belts work in F? o_O
21:38:02 <andythenorth> what limitations make them fun?
21:38:51 <V453000> belts? Eh, they don't really have many limitations, kind of the opposite :D especially when I compare underground belts to tunnels in openttd, underground belts are insane
21:39:27 <V453000> I think just seeing shit being moved is just fun by itself
21:40:17 <V453000> apart from that, being easy to place is probably quite important
21:42:17 <frosch123> andythenorth: the special thing about pipes is that they have two lanes
21:42:39 <frosch123> and depending on the layout you take stuff on one side, or on the other
21:43:02 <frosch123> nah, more like ships with two cargo compartments
21:43:14 <frosch123> you can either refit them to the same, or to different things
21:43:31 <frosch123> and some docks load/unload one or the other
21:44:39 <frosch123> too much work, too much meh work
21:44:53 * andythenorth needs engineers, always :P
21:45:06 <andythenorth> might be a brexit issue looming though
21:45:27 <frosch123> you said you only hired native english who get your irony
21:45:36 <andythenorth> so what's the most stupid thing we could do with Pipemania?
21:48:57 <andythenorth> Fig. 17 Banana Carrier
21:49:03 * andythenorth needs Bananas in FIRS
21:49:58 <peter1138> Running 14 CivilAIs together, they often try to build the same routes, so end up blocking each other :D
21:52:00 <andythenorth> you should run 16 :)
21:52:40 <peter1138> Hmm, lot sof broken roads
21:58:37 <andythenorth> conveyor system, suspended on ropes
22:25:35 <Xaroth> somebody's been having too much fun with Factorio :P
22:52:47 <seb__> can you transport goods from docks to a train station
22:53:33 <Eddi|zuHause> both must be the same station (shared station sign, use ctrl+click for building the second station to merge them)
22:53:39 <Samu> or unload and leave empty
22:53:43 <Eddi|zuHause> and then you must use "transfer" orders
22:54:05 <Eddi|zuHause> or set cargo distribution mode to asymmetric
22:54:07 <seb__> my dreams can come true now
23:07:20 <Samu> or nobody had time to check
23:07:34 <peter1138> I assume nobody bothered to look because you already gave evidence that your machine is broken.
23:08:03 <peter1138> And also if it's not in master, it didn't happen.
23:09:31 <Xaroth> planetmaker: you seen Satisfactory?
23:10:20 <Samu> never had issues ever since i changed psu
23:11:11 <planetmaker> Xaroth, I did. On youtube. Yet I'm not convinced... for some strange reason
23:11:43 <Samu> why would it be a ram issue? I don't buy that
23:12:10 <Samu> i dont get any other programs making weird errors
23:13:13 <Samu> besides, the problems I used to have with my previous PSU were never related to ram
23:13:29 <Samu> it was the GPU power cable, bad contact stuff
23:14:27 <Samu> the PSU actually exploded, bought a replacement and never had issues with my system since then
23:15:08 <LordAro> Samu: problems can develop over time
23:18:27 <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened issue #7469: Build and refit feature is not MP-safe, causes immediate desyncs https://git.io/fjLGA
23:21:22 <Samu> oh no, that was something I was planning on using
23:21:39 <peter1138> Something I suspected but forgot to get around to testing :p
23:22:58 <frosch123> autoreplace stores the random seed at some point, and resets caches at the end
23:23:48 <peter1138> Yeah, that's where I'm looking :-)
23:39:21 <Samu> glx, I think you mean (CompanyRemoveReason)GB(p1, 25, 7);
23:40:52 <peter1138> 25-31 is indeed 7 bits.
23:42:10 <Samu> anyway, company remove reason is only 2 bits, why count that much?
23:42:50 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjvlz
23:43:19 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjLZY
23:44:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7471: Fix #7469: Desync when using build and refit feature. https://git.io/fjLZO
23:48:13 <glx> ok the old comment was wrong, companyID is 16..23
23:50:22 <Samu> company ctrl action is also 2 bits
23:50:50 <Samu> is there a special reason why you get so many bits?
23:54:12 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7465: Fix #7439: don't overwrite CompanyRemoveReason with ClientID https://git.io/fjLqj
continue to next day ⏵