IRC logs for #openttd on OFTC at 2019-04-11
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00:54:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj
00:57:40 <Samu> what about NULL? is it gone?
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00:58:31 <peter1138> NULL still works but don't use it.
00:59:29 <peter1138> I believe it's still there for 3rdparty code.
01:01:43 <peter1138> I guess table/settings.h.preamble was missed
01:01:50 <peter1138> But yes, LZMA is 3rd party.
01:02:26 <peter1138> Hmm, well, do we even include lzma? no.
01:03:42 <Samu> finding NULL in entire solution
01:03:50 <peter1138> It's in the settings files still.
01:05:47 <milek7> various arrays in saveload code were column aligned with spaces, now they aren't ;P
01:06:18 <peter1138> That was mostly broken when I did the SLV_ stuff.
01:10:25 <Samu> company_settings.ini too
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01:13:12 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame. https://git.io/fjtsp
01:13:31 <peter1138> Oh, you weren't excluding anything like CONDNULL or STR_NULL? :p
01:22:29 <Samu> what's the advantage of nullptr? better performance?
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01:45:12 <Samu> so it's just to avoid errors
01:58:58 <drac_boy> anyway I'm off for tonight so have fun with pointers samu :)
02:04:59 <Samu> ugh, the reload ai feature is bugged t.t
02:06:10 <Samu> nice that nullptr forced me to test
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02:17:26 <Samu> the company is still alive
02:17:46 <Samu> network delays the command
02:18:38 <Samu> the previous command that was told to bankrupt the company has yet to be executed
02:21:41 <Samu> at least it's what I think
02:22:24 <Samu> yep, this is still in the same tick
02:22:41 <Samu> the bankrupt command is still in the queue
02:39:35 <Samu> i edited the comment to indicate this
02:41:23 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
02:56:55 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1
03:00:28 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server. https://git.io/fh9jW
03:04:00 <Samu> editing on github website broke it
03:06:45 <rubenwardy> you shouldn't edit on the github website, that's not how you git :P
03:08:23 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server. https://git.io/fh9jW
03:14:19 <Samu> visual studio decided to hang in the middle of a rebase.. great!
03:21:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7104: Fix #5405: Aircraft could route to depots outside their range https://git.io/fhKsL
03:29:46 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile https://git.io/fhrqY
03:39:07 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile https://git.io/fhrqY
03:52:03 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
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08:35:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7493: Fix: Creating a cargo subsidy with a town as source was not considering min population. https://git.io/fjquC
08:35:48 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7493: Fix: Creating a cargo subsidy with a town as source was not considering min population. https://git.io/fjqeT
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08:44:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7498: Change: Consider any cargo with passenger town effect for passenger-type subsidies. https://git.io/fjquE
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09:20:32 <peter1138> You should have a C/C++ dev env on your main machine :p
09:20:39 <peter1138> VS is easy to install these days ;)
09:21:39 <Xaroth> I'll just grab a vps and install it there
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10:10:20 <peter1138> Xaroth, or provide me with everything to test it myself.
10:10:32 <peter1138> Your instructions assume I have any idea how to access the API :p
10:15:22 <Xaroth> git clone https://github.com/Xaroth/libottdadmin2.git ; cd libottdadmin2 ; git checkout rework-wip ; python3 examples/syncio_custom_client.py --host <ip> --password <admin_password> . It then starts chugging out log messages on the packets it receives. then reproduce in the client. But I have a save ready, so I'll just have my vps compile and loa
10:15:22 <Xaroth> d that, should not take me long.
10:27:30 <Xaroth> everything's compiled, running some tests
10:35:56 <Xaroth> DEBUG:__main__.Client:Packet received: ServerCompanyUpdate(company_id=1, name='Chedston Transport', manager='P. Bloggs', colour=8, passworded=False, bankruptcy_counter=1, shareholders=[255, 255, 255, 255])
10:36:19 <Xaroth> will wait until the company gets removed.
10:39:18 <Xaroth> DEBUG:__main__.Client:Packet received: ServerCompanyUpdate(company_id=1, name='Chedston Transport', manager='P. Bloggs', colour=8, passworded=False, bankruptcy_counter=2, shareholders=[255, 255, 255, 255])
10:52:08 <DorpsGek_II> [OpenTTD/OpenTTD] Xaroth commented on pull request #7492: Fix #7491: Send company update admin message when bankruptcy counter changes. https://git.io/fjqgP
10:52:27 <Xaroth> Test results recorded, peter1138. lgtm.
11:03:29 <peter1138> It's right that there's no update, correct?
11:03:35 <peter1138> As the company is... gone.
11:05:21 <Xaroth> there's no update needed
11:05:33 <Xaroth> There's no 'change' in the bankrupcy counter, the company just expires
11:05:41 <Xaroth> so it would not make sense to send an update, to then remove the company
11:08:50 <Xaroth> One could argue about the Economy update, but with it being sent just prior to removal means you have information on how the company performed on the moment of removal
11:30:13 <peter1138> I guess Economy is periodic rather than every time it changes, otherwise you'd be spammed.
11:30:26 <peter1138> So that makes sense to be sent just before going tits up.
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11:39:31 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7497: Feature: Selective demolition tool. https://git.io/fjq2B
11:39:59 <peter1138> Started that review a while ago but had a meeting in between.
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12:26:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLmR
12:27:47 <peter1138> m3henry, is there any way to make use of NULLs in the main codebase throw a warning/error?
12:28:01 <peter1138> m3henry, rebasing is getting awkward :-)
12:28:27 <m3henry> Define NULL in stdafx.h to something that doesn't compile?
12:29:09 <peter1138> I mean... shouldn't it be in the repo then?
12:31:10 <m3henry> Well there's one legitimate usage in src/video/win***.cpp
12:31:24 <m3henry> because Microsoft hurr :,v
12:31:31 <peter1138> nullptr doesn't work there?
12:31:54 <peter1138> There's still NULLs within the cocoa driver too.
12:32:03 <m3henry> Yeah, hIMC is a void*, but nullptr is rejected by msvc
12:32:03 <peter1138> And the settings stuff.
12:32:46 <m3henry> 3rd party fils were untouched
12:33:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjIo3
12:33:16 <peter1138> Yes. cocoa driver and settings is not 3rdparty though.
12:33:58 <DorpsGek_II> [OpenTTD/OpenTTD] pirogronian commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqa2
12:34:19 <m3henry> hmm, I did sed -e 's/\bNULL\b/nullptr/g', that should have got everything
12:36:50 <peter1138> Did too much got a couple of STR_nullptr :)
12:38:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqar
12:45:21 <DorpsGek_II> [OpenTTD/OpenTTD] pirogronian commented on issue #7247: With lots of vehicles, PerformanceAccumulator has a large performance impact itself https://git.io/fjqay
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13:13:01 <LordAro> perhaps the performance stuff should be stubbed out for release builds
13:14:06 <milek7> i think performance of it is independent of current_clocksource
13:14:17 <milek7> clock_gettime should use vDSO to read time
13:17:08 <milek7> using ottd_rdtsc if available could be faster
13:17:40 <andythenorth> Pikka bob I liked Pineapple trains :P
13:17:57 <andythenorth> I never used them because $reasons, but I looked at the blog post pictures a fair bit
13:18:01 <andythenorth> directly inspired Horse
13:18:01 <Pikka> pineapple trains is silly
13:18:12 <Pikka> seperate sprites for every CC, I mean what?
13:18:13 <andythenorth> everything is silly
13:18:44 <peter1138> 2100 is not really a lot :/
13:19:11 <peter1138> milek7, rdtsc doesn't measure real time though.
13:20:14 <Eddi|zuHause> <Pikka> seperate sprites for every CC, I mean what? <- must be a real idiot who had that idea...
13:20:35 <peter1138> It'll break my more-cc patch
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13:20:40 <peter1138> And my RGB-CC patch.
13:20:51 <peter1138> I think rgb-cc wins over more-cc, mind you.
13:21:27 <Pikka> will it break it? or will it just mean everyone gets the dark blue trains and they don't cc? :)
13:21:51 <peter1138> If the separate sprites also have CC masks, that'll work.
13:22:25 <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
13:23:01 <andythenorth> when are we doing liveries?
13:23:23 <andythenorth> Horse 2.0 is dangerously close to done, and liveries mean I could stop and rebuild it
13:23:25 <peter1138> Hmm, I should rebase RGB-CC.
13:23:35 <peter1138> Make the new blitters work with it.
13:25:19 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVX
13:25:43 <peter1138> andythenorth, so variants?
13:30:24 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVy
13:31:24 <peter1138> Not even passed CI ;)
13:31:47 <andythenorth> so variants peter1138
13:31:57 <andythenorth> I had a terrible idea which Eddi|zuHause will forbid :P
13:32:26 <andythenorth> if the right bit was set, we could permit cycling the variants on existing vehicles in depot using ctrl-click :P
13:32:44 <peter1138> Not just Eddi|zuHause.
13:33:27 <peter1138> Anyway, I thought variants are more for same-engine-but-slightly-different-spec, rather than just a new paint job.
13:33:39 <milek7> 0.28x, without performanceaccumulator it increased to 0.30x
13:33:49 <peter1138> milek7, that's barely anything.
13:34:32 <peter1138> Is that with the savegame I linked in the issue?
13:34:59 <peter1138> I had a 50% performance increase.
13:35:50 <peter1138> Hmm, still looks small there :-)
13:36:22 <peter1138> Anyway, there is a "fix" but it requires reordering vehicle ticks, and apparently is *slower* for some people :/
13:37:24 <peter1138> Did you test with that, or just removing the accumulator?
13:45:55 <andythenorth> peter1138: yes, variants are for that
13:46:04 <andythenorth> I am just being a dick because liveries keep coming up
13:46:15 <andythenorth> they're in a recent 'we broke it' GH issue
13:46:28 <peter1138> They're fixed now :p
13:46:35 <andythenorth> there's a RUKTS release, which is a nice set, but afaict just doesn't actually work, because livery subtypes
13:46:53 <andythenorth> and apparently the massive (and nice graphics) foamer Czech set is all magic cargos for liveries
13:47:17 <andythenorth> it's pretty much understood that adding magic cargos for liveries is The Thing To Do
13:47:18 <peter1138> It seems that cargo types don't dynamically allocate IDs.
13:47:41 <andythenorth> this causes some interesting effects
13:47:46 <peter1138> MISunderstood. Be careful what you write, because some people take it as gospel.
13:48:34 <peter1138> It was not really intended to mix & match cargo types.
13:48:41 <peter1138> ECS is special cause it's all one thing.
13:49:33 <andythenorth> well we can sort out the livery shenanigan mess with variants
13:49:47 <andythenorth> I have a whole other set of whining about towns and town cargos :P
13:50:05 <milek7> hm, clocksource could affect if vDSO is in use
13:50:22 <peter1138> Temporarily they can fix that GRF order shit by using an unused cargo ID.
13:50:35 <peter1138> There's 64 of them, should be simple enough...
13:50:38 <andythenorth> they could all use 64 :P
13:50:42 <andythenorth> I promise to not use it
13:51:07 <peter1138> I guess variants can be used for liveries.
13:51:11 <milek7> so this is likely cause of slowdown
13:51:19 <peter1138> Maybe some flag for costs?
13:51:59 <andythenorth> variants seem pretty straightforward to me
13:52:33 <andythenorth> just encapsulate vehicles in a group, decide which one is default, let author decide rest
13:52:41 <milek7> echo tsc | sudo tee /sys/devices/system/clocksource/clocksource0/current_clocksource
13:52:52 <peter1138> I know what my time source is.
13:53:16 <peter1138> I'm not concerned about my performance loss, but if regular users _without_ weird setups have performance issues, that needs to be looked into.
13:53:24 <peter1138> But it might not be the issue.
13:53:55 <peter1138> Peparamis are tiny these days :/
13:54:25 <Eddi|zuHause> <peter1138> Temporarily they can fix that GRF order shit by using an unused cargo ID <-- GRM for cargos?
13:54:51 <Eddi|zuHause> i once understood how GRM worked
13:54:58 <Eddi|zuHause> that was over 5 years ago
13:54:59 <peter1138> Nobody ever did that.
13:57:04 <peter1138> I know how it works, it's just not very nice :-)
13:57:21 <peter1138> But changing cargo types to be dynamic would probably break everything.
13:58:27 <Eddi|zuHause> it's just another translation layer?
13:58:28 <milek7> i meant to try forcing clocksource to tsc and test with that
13:59:01 <peter1138> Eddi|zuHause, but if it changes the behaviour of allocation to something unexpected...
13:59:08 <peter1138> milek7, well I can't right now :p
13:59:17 <Eddi|zuHause> "echo tsc | sudo tee" <-- what's that weird construct for? wouldn't "sudo echo" suffice?
13:59:32 <milek7> it would run echo as root as pipe would be still as user
13:59:57 <Eddi|zuHause> that's why i do these things in a root shel... :/
14:00:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7491: Bankrupcy counter update does not trigger company update admin message https://git.io/fjt1T
14:00:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7492: Fix #7491: Send company update admin message when bankruptcy counter changes. https://git.io/fjtD6
14:00:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7499: Codechange: NULL -> nullptr in settings files. https://git.io/fjqVX
14:11:50 <Artea> Im using Dedicated Server and changed the engine_renew and seems still not working
14:12:43 <peter1138> Where did you change it?
14:13:53 <peter1138> engine_renew is an odd one. It's actually per-company, so you don't change it on the server.
14:14:11 <peter1138> You can change the setting from a regular client connected as a company.
14:14:29 <peter1138> This is a UX fail :-)
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14:16:07 <Artea> so is bugged when activated in dedicated server ?
14:16:38 <peter1138> It's not bugged, it's NOT a global setting.
14:17:04 <Artea> so how can I fix it ? shutdown the server and start again ?
14:17:20 <Eddi|zuHause> every player must set it for themselves
14:17:24 <peter1138> Change the setting from the company you with to enable autorenew for.
14:18:04 <Artea> its set on client ingame
14:18:30 <Artea> but still notifications about old vehicles
14:18:40 <Artea> I dont understand what Im doing wrong
14:21:23 <peter1138> And are they able to reach depots?
14:22:43 <Artea> yes, tons of money and its delivering the cargo
14:23:46 <peter1138> Is the engine still available to purchase?
14:24:34 <peter1138> Ok, then I don't know. Maybe you have a savegame or something :p
14:24:54 <Artea> is running from dedicated server
14:25:20 <Artea> nevermind, forgot the client
14:25:26 <Artea> but can u join try to join ?
14:25:31 <peter1138> What version is it?
14:25:58 <peter1138> Well, actually, I can't now.
14:43:30 <Artea> than when we do auto-replacement
14:46:43 <milek7> Message: Assertion failed at line 213 of /root/OpenTTD/src/core/kdtree.hpp: next != INVALID_NODE
14:46:57 <milek7> this is already known?
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16:11:15 <DorpsGek_II> [OpenTTD/website] auge8472 opened pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqK7
16:14:32 <DorpsGek_II> [OpenTTD/website] LordAro commented on pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqKN
16:15:39 <LordAro> nielsm: is "as many can fit" not an option?
16:16:02 <LordAro> i.e. fit as many as it can on a line
16:16:12 <LordAro> NBSP could make that work
16:16:26 <nielsm> not really no, since the window sizes based on the width of the longest line
16:16:53 <LordAro> but the window is resizable?
16:16:57 <Samu> what is efficiency? hard to tell by just reading it
16:17:12 <nielsm> only for trains, and that just changes how many cars are shown in the lower part
16:17:30 <DorpsGek_II> [OpenTTD/website] auge8472 commented on pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjq6f
16:17:43 <nielsm> or well, it does also size for other vehicles but the additional space is useless
16:18:00 <nielsm> I guess I'll keep it on one line for now
16:18:14 <LordAro> nielsm: in which case, 5 certainly looks less cramped
16:18:53 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
16:19:01 <nielsm> Samu: delivered cargo*distance over capacity*distance
16:20:43 <nielsm> the trick is that distance in numerator and distance in denominator are different distances, the delivered distance is manhattan distance from pickup to dropoff, while capcity distance is actual path traveled distance
16:22:02 <Samu> is it checked every tile
16:22:22 <Samu> need to check how you did that
16:22:32 <nielsm> yes it counts up as long as the vehicle is moving, or sitting idle
16:23:10 <planetmaker> nielsm, 5 lines looks slightly better to me
16:23:28 <nielsm> ok I'll keep 5 lines then
16:23:43 <nielsm> it just looks strange since it's been 4 lines since always :)
16:23:57 <Artea> I use 3 lines in station
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16:25:44 <nielsm> ._. editing english.txt
16:26:55 <Samu> i had a patch counting travelling tiles
16:27:04 <Samu> for aircraft, which got rejected
16:29:27 <nielsm> single line or make them all taller? or somehow dynamic?
16:29:32 <nielsm> (yes you can sort by efficiency)
16:32:22 <peter1138> nielsm, more importantly, group efficiency? :)
16:32:29 <Samu> it would start counting since takeoff
16:32:36 <Samu> would reset every landing
16:33:27 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fjq6u
16:34:41 <Samu> 255/256 will never round up
16:36:05 <nielsm> added a todo list to the PR
16:38:00 <peter1138> That's a useful feature.
16:39:31 <DorpsGek_II> [OpenTTD/website] auge8472 updated pull request #79: Fix: make the size of the fast-download-header content aware https://git.io/fjqK7
16:44:39 <LordAro> Samu: integer division always truncates (or, rounds down)
16:47:29 <Artea> is Goal awards going be an internal feature ?
16:51:19 <Samu> it's a game script i think
16:53:58 <Artea> just wanna know if is going be OTTD internal feature
16:54:36 <Artea> because cannot use 2 game scripts at same time
16:55:10 <peter1138> Well, you can combine them...
16:56:43 <Samu> that requires coding skills
17:00:08 <Artea> but afraid to broke the game
17:00:25 <Artea> for now I will stick with Bee Rewards
17:00:42 <Artea> next startup of dedicated server will test the CashDrainGS
17:00:57 <planetmaker> you cannot break the game in principle when just editing a game script. Yet a particular savegame... yes. So do some testing on an uninteresting before you use it
17:01:43 <Artea> yes, I have to check the game scripts
17:11:21 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fjqi2
17:24:45 <peter1138> Samu, just listen to Björk.
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17:42:29 <Artea> Samu: start a company :P
17:42:56 <Artea> dont know how to send money from company to another ? :S
17:45:20 <Artea> testing inflation in long gameplay
17:59:05 <nielsm> oh hey my new 4k display arrived, time to install it
18:02:13 <Samu> start a 4k map, fully zoom out, full screen
18:02:26 <Samu> if you get more than 1 fps, you'rel ucky
18:08:05 <Samu> peter1138, Kerli - Love is Dead vs Björk - All is Full of Love
18:19:36 <Samu> yeah i still prefer björk anyway
18:21:30 <Samu> so they both promote their own origins
18:24:58 <Samu> (safe for work, probably)
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18:45:39 <Samu> I'm too distractful today, I see
18:46:12 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4
18:57:13 <Samu> bee rewards don't account for inflation
18:57:24 <Samu> those rewards are too tiny
18:58:43 <Artea> only works in first 10 years
18:59:04 <Artea> I mean, first decades of the game
18:59:23 <Artea> that's why I asked if would be a feature
19:00:01 <Artea> the local and global goals
19:00:12 <Artea> that is something new to me
19:00:41 <Artea> didnt played OTTD for 2 years and some and was an older version because I was using Win2000 at the time
19:02:31 <planetmaker> it probably was designed to be played in games w/o inflation
19:02:44 <planetmaker> you can turn off inflation
19:03:30 <Artea> I'm using dedicated server
19:03:41 <Artea> to check stuff in long gameplay
19:03:47 <Eddi|zuHause> yes, you can turn off inflation, but it won't undo the inflation that already happened
19:04:32 <Artea> is awkward inflation in my game now
19:05:00 <Artea> had to send a mail to owner of ai
19:10:40 <planetmaker> use of the forums thread usually is better
19:11:06 <Artea> I dont remember my login
19:11:25 <Artea> can u check the my server, planetmaker ?
19:11:58 <Artea> I really need an opinion of how the game is going
19:12:25 <Artea> feels awkward to me, hardcore to someone to join now
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19:12:49 <peter1138> nielsm, 4K? Now I'm jelly :(
19:16:16 <nielsm> peter1138: please stay solid, can't have you wobble too much
19:20:36 <Artea> replace dont allow same vehicles
19:20:52 <peter1138> Nope, that's what... autorenew... is for ;)
19:21:01 <peter1138> Oh yes, I'm home now.
19:21:20 <Artea> because most of vehicles is from ais
19:21:42 <Artea> I bought at least 2 AIs companies
19:21:57 <Artea> Im getting spammed alot about old and very old vehicles
19:22:13 <peter1138> Go on then, tell me what server you're on.
19:22:38 <Artea> let me get u the address
19:22:47 <peter1138> Just need the name :p
19:22:53 <peter1138> "portugal artea" i guess
19:25:11 <Artea> Client #62 is dropped because it took longer than 2500 ticks to join
19:25:39 <Artea> I dont know the right numbers for ticks neither
19:27:00 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
19:31:07 <Artea> peter1138: can u try again ? I changed the settings of ticks
19:31:37 <peter1138> The upstream bandwidth is pretty low, heh.
19:33:04 <peter1138> Pause on join would probably help
19:36:13 <Artea> that would take too long ingame
19:36:26 <peter1138> Swings and roundabouts
19:40:35 <planetmaker> Artea, pause-on-join... is especially good for servers (or clients) with low bandwidth. What do you need checking with?
19:41:27 <planetmaker> (and what version?)
19:43:05 <planetmaker> in what way testing it?
19:43:09 <Artea> and how inflation works on 1 century
19:43:22 <planetmaker> you want me to play a century long?
19:44:04 <Artea> awkward command in console
19:45:07 <planetmaker> seeing the download speed or progress... I guess I'll be kicked before it's finished
19:45:58 <peter1138> I do agree that that is a UX fail.
19:46:19 <peter1138> But if you'd done as I asked a few hours ago... ;)
19:46:50 <Artea> engine_renew in console
19:47:27 <Artea> I barely go to settings
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20:08:30 <planetmaker> hm, we have some funky cache problem: I joined a company and looked around. Got zillions of messages of old vehicles etc.
20:08:41 <planetmaker> I left the company and made a new one. And still get messages for vehicles of the old company
20:14:06 <nielsm> like that newspaper being too narrow
20:14:44 <nielsm> (it should be the width of the message portion of the status bar)
20:15:59 <planetmaker> screen estate is precious! :P
20:16:07 <planetmaker> especially for modal dialogues
20:17:17 <planetmaker> and... we definitely should scale the "borrow 10k $(currency)" with inflation
20:17:43 <planetmaker> I should play more often on unusual settings :P
20:23:17 <Artea> I'm glad knowing my test server is helping in dev
20:26:39 <Eddi|zuHause> planetmaker: i thought we already did that
20:27:03 <Eddi|zuHause> or was that just the starting loan?
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20:27:41 <peter1138> nielsm, just do what andythenorth does and waste that HiDPI display by using pixel doubling...
20:27:45 <Eddi|zuHause> i don't think i used that button without ctrl for a long time
20:28:38 <Eddi|zuHause> we need a 1.5x UI scale, 2x is too much
20:32:50 <nielsm> problem is you can't scale the icons by 1.5x
20:34:33 <nielsm> the window decorations are also unscaled
20:34:48 <nielsm> (I'm running 150% scale atm)
20:46:25 <planetmaker> Eddi|zuHause, it doesn't seem so. I'm stuck with 20k here. Or ctrl+click = everything
20:46:31 <planetmaker> which is something one has to know :)
20:47:32 <Eddi|zuHause> so the button should be changed to "x% of max loan"?
20:47:39 <Eddi|zuHause> might get rounding issues
20:49:21 <Eddi|zuHause> need to special case if you have less than x% loaned (because the step size increased since you took up the loan) or are less than x% away from max loan (because the max loan just increased)
20:50:26 <nielsm> it should probably rather be every time inflation rate passes n*100 percent (or maybe 50 + n*100 percent) the loan increment changes by £10k
20:51:17 <Eddi|zuHause> that's the same thing, as inflation and max loan are linear? (needs rounding, of course)
20:52:41 <nielsm> yeah loan step follows inflation, but only in increments of £10k
20:53:47 <nielsm> or maybe even some weird trickery with a 10k, 20k, 30k, 50k, 100k, 200k, 300k, 500k, ... series, somehow?
20:54:03 <nielsm> (or to similar effect)
20:59:46 <Eddi|zuHause> yeah, but still, you need to special case the last step of taking/repaying a loan, because it might not match a full step anymore
21:04:01 <nielsm> loan_size = max(0, loan_size - repay_amount);
21:04:21 <nielsm> loan_size = min(max_loan, loan_size + take_loan_amount);
21:08:29 <Eddi|zuHause> i think you need to separate that for take and repay buttons
21:09:09 <andythenorth> pixel quadrupling!
21:09:22 <andythenorth> peter1138: I run my HDPI display at 4 pixels per pixel
21:09:31 <andythenorth> and OpenTTD at 2x gui zoom
21:09:33 <peter1138> Because why have all those pixels.
21:09:42 <andythenorth> because my eyes!
21:10:17 <andythenorth> ha ha, I could switch it to 1680x1050 on a 13" screen
21:10:23 <andythenorth> then increase the font size in the OS ;p
21:26:50 <peter1138> Hmm, should I make RGB colours use 7 bits instead of 8 bits?
21:26:56 <nielsm> turns out tracking how long a train is waiting at a red signal is actually a really annoying problem
21:27:26 <peter1138> If I do that then I can pack both 8bpp colour and RGB into the same uint32.
21:27:34 <nielsm> in part because PBS and block signals are handled entirely different
21:28:06 <nielsm> (when are block and "pre"signals going away?)
21:39:45 <nielsm> yeah this definitely seems to be counting at double speed when waiting at a block signal compared to a pbs signal
21:40:12 <nielsm> there was a bugfix related to signal waiting times/reversing times recently wasn't there?
21:40:34 <nielsm> anyone care to explain why the block signal causes v->wait_counter to count double? :(
21:46:26 <nielsm> the "mode" parameter to TrainLocoHandler is pretty poorly named
21:49:40 <peter1138> I was going to say, that's probably why it's doubled :)
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21:53:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4
22:09:08 <andythenorth> cargodist, what do I do wrong? :(
22:10:04 <andythenorth> as first world problems go
22:10:16 <andythenorth> it's really irritating that cdist can't serve two routes from one station
22:10:24 <andythenorth> for the same cargo
22:10:36 <andythenorth> without a latency of up to about 12 months
22:10:49 <peter1138> Should I rewrite #7464 to not depend on #7467?
22:14:18 <andythenorth> could we have a button on stations, 'force cdist to update'?
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22:23:21 <planetmaker> what does the number in front of the (station) rating mean?
22:23:35 <planetmaker> rather cargo rating
22:23:51 <planetmaker> monthly supply... hm
22:24:00 <planetmaker> that changes a lot
22:29:00 <andythenorth> it bounces around every few ticks
22:29:51 <planetmaker> hm, interesting how different it is for the stations
22:30:04 <planetmaker> and interesting how difficult it is to find a RV depot in a town...
22:30:10 <andythenorth> I have never filed an issue for this cdist problem
22:30:20 <andythenorth> I did test a bunch of patches from fonso for it
22:30:25 <andythenorth> but inconclusive
22:30:58 <andythenorth> that sounds plausible
22:31:01 <planetmaker> but proper transparency settings help a lot
22:31:37 <andythenorth> planetmaker: don't they :)
22:41:43 <Samu> made 2 ships on the worst possible coal mine
22:43:00 <peter1138> Rebased, now to fix the NULLs :D
22:43:15 <peter1138> Oh, not many. Cool.
22:48:48 <Samu> .obm files have NULLs too
23:01:13 <peter1138> They're not soruce code.
23:05:41 <LordAro> there are some inside squirrel_export.{awk,vbs}
23:06:54 <peter1138> I've just done them :-)
23:09:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSa
23:10:41 <LordAro> peter1138: wonder whether it'd be worth replacing res == nullptr with !res ?
23:11:05 <peter1138> It's always been our policy to not treat pointers as boolean.
23:11:58 <planetmaker> hm... conditional order: last year earnings
23:12:09 <planetmaker> not an option currently
23:15:35 <Artea> seems game need more ships
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23:16:31 <peter1138> I mean, for a ship, that's actually pretty damn fast.
23:17:24 <peter1138> I had a patch to allow them to go faster but... it was pointless :D
23:17:31 <planetmaker> for ships... that's insane fast
23:17:40 <Artea> to stay at same level as aircraft and maglev trains
23:18:41 <Eddi|zuHause> ship speed factor similar to plane speed factor?
23:19:48 <planetmaker> I don't think it's needed... ships are also pretty brain dead. But much slower than planes
23:20:39 <Artea> my Ferry made 2,7M last year
23:20:52 <Artea> not much as the price it was
23:21:24 <peter1138> That's still a good return :)
23:21:45 <Eddi|zuHause> "608 files changed, 9303 insertions(+), 9581 deletions(-)" <-- how can i make git hide the detailed report on pull?
23:22:06 <Eddi|zuHause> "src/widget_type.h | 4 +-" <-- i don't need to see that
23:22:21 <Eddi|zuHause> and i don't need to see 600 lines of that
23:22:46 <peter1138> git checkout master && git fetch upstream && git reset --hard upstream/master
23:23:01 <peter1138> Or just ignore it. It's not like it matters.
23:23:21 <Eddi|zuHause> surely there must be an option for that
23:23:45 <peter1138> I recommend looking at the help files.
23:23:56 <peter1138> Show a diffstat at the end of the merge. The diffstat is also controlled by the configuration option merge.stat.
23:25:49 <Eddi|zuHause> but that's in the "merge" section... this is a ff pull
23:25:58 <Eddi|zuHause> how am i supposed to know whether that applies?
23:27:25 <Eddi|zuHause> also it doesn't say what settings i can put in merge.stat... on|off? true|false?
23:29:59 <Eddi|zuHause> i also have no pull to test with
23:30:22 <peter1138> git reset --hard HEAD~5 && git pull ...
23:32:17 <Eddi|zuHause> uhm... not doing that :p
23:35:45 <LordAro> switch to master, then do it?
23:38:46 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSb
23:42:14 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7500: Codechange: Replace NULL with nullptr in squirrel interface. https://git.io/fjqSa
23:44:28 <Eddi|zuHause> now i have something to test :p
23:44:39 <peter1138> You should learn to git harder ;)
23:44:49 <Samu> i have too many branches :(
23:46:35 <Samu> I don't know what to do about the rejected branches
23:48:40 <LordAro> either delete them, or merge them into a "samu special stuff"
23:49:23 <peter1138> We could have Meaningful Vote 5: Samu-edition.
23:49:37 <peter1138> How many times will Samu submit the same PR...
23:54:06 <Samu> opf is removed, so i'm gonna delete that
continue to next day ⏵