IRC logs for #openttd on OFTC at 2019-05-01
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07:55:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7554: Fix #7553: validate the number of allocated strings https://git.io/fjZZ0
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08:13:23 <peter1138> andythenorth, ooh you do 2x and 4x pixels screenshots now... Can you do 1x as well? :p
08:17:00 <andythenorth> well it's a screenshot of 2x zoom :P
08:17:03 <andythenorth> I could reduce it :P
08:30:35 <peter1138> Hmm, trams with 0 hp. That seems wrong :/
08:30:49 <andythenorth> might be unexpected
08:41:59 <andythenorth> when do I stop adding wagons :P
08:42:21 <Eddi|zuHause> when you're dead?
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08:59:24 <andythenorth> intermodal next :P
08:59:28 <andythenorth> such madness to do
09:00:30 <peter1138> Hmm, wonder why these trams are 0 hp.
09:01:13 <andythenorth> definitely you, not the grf?
09:01:33 <peter1138> I don't know. I don't know what set it is either, as I have... a few... loaded.
09:01:43 <peter1138> It has a flag next to it.
09:02:37 <peter1138> Well, I better go. TTYL.
09:11:20 <Eddi|zuHause> isn't there a newgrf debug window which can tell which grf it is from?
09:11:47 <Eddi|zuHause> the game certainly has that info
09:19:36 <andythenorth> intermodal wagons, classic case for sprite layers?
09:20:25 <Eddi|zuHause> or trucks on wagons?
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10:27:58 <Wolf01> I like short weeks, but with short weeks come also short weekends
10:29:31 <andythenorth> but TBH, trucks are just containers with wheels :P
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11:34:25 * peter1138 having a Genesis binge.
11:34:33 <peter1138> Just need belugas here.
11:34:35 <DorpsGek> peter1138: belugas was last seen in #openttd 2 years, 4 weeks, 2 days, 13 hours, 16 minutes, and 3 seconds ago: <Belugas> yeah, a birthday :) a good friend of mine!
11:35:15 <peter1138> Can't believe it was 10+ years ago that we were making music.
11:35:24 <peter1138> And I never got better :(
11:40:50 <Flygon> It's never too late to improve.
11:41:12 <V453000> so when are we improving OpenGFX Flygon ? :)
11:41:13 <Flygon> I'm a bit of a Mega Drive nut, myself. >_>
11:41:46 <peter1138> We basically did online jamming with a few bars delay for synchronisation... worked out nicely sometimes :p
11:41:50 <Flygon> V453000: When we port OpenTTD to the 32x, and use that ultra awesome whacky amazing 16-bit colour 320x200 mode. :B
11:42:07 <peter1138> But that software is dead, Belugas isn't around, and... meh. Time.
11:42:25 <Flygon> Was a bit afraid of asking if they died.
11:42:34 * Flygon has been observing the channel from a distance
11:42:34 <peter1138> The software. Not Belugas ;-)
11:43:03 <peter1138> I have him on Facebook, he's fine.
11:43:22 <peter1138> Actually the only other OpenTTD dev I have any contact without outside here. Hmm.
11:44:10 <LordAro> peter1138: strava counts too, right? :p
11:44:39 <peter1138> Not so good for communication though :-)
11:44:46 <LordAro> though i can't compete with the "old school" bit
11:45:40 <LordAro> the "core" that's been around since mid 00s
11:53:29 <DorpsGek> peter1138: rubidium was last seen in #openttd 39 weeks, 4 days, 0 hours, 49 minutes, and 44 seconds ago: <Rubidium> peter1138: but then the 4-5 day shipping holds, right? Friday, Saturday, Sunday and finally arriving on Monday; I count 4 days of shipping ;)
11:53:57 <peter1138> Did the move to github upset him or something?
11:55:10 <Flygon> Shit, have I been inactive that long?
11:55:22 <Flygon> It feels like I saw rubidium chatting here yesterday.
11:56:03 <peter1138> Well anyway, the old core is thinning a bit :/
11:56:11 <peter1138> Fresh blood is good though, right?
11:56:50 <Flygon> I mean, I'm like, a decade newer than you, but I still feel old on the Internet. :V
11:57:47 <peter1138> Yeah, I'm 41 now. FML.
11:58:03 <peter1138> At least I'm fit now.
11:58:24 <Flygon> We shall forever remember the Squirrel that sang about Gonads.
11:59:19 <Flygon> I remember being a kid, seeing the Internet from '98ish to '03ish.
11:59:23 <Flygon> And it was just so, so full of...
11:59:40 <Flygon> Was shitposting even a phrase back in 2003?
12:00:11 <Flygon> And now modern internet posts are just on a whole nother level. I don't understand modern Internet.
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13:11:02 <peter1138> Urgh, elbow scab itching like crazy.
13:24:20 <michi_cc> Hmm, anybody wrote a May monthly dev post yet?
13:28:42 <peter1138> Doesn't look like it.
13:29:05 <peter1138> andythenorth, is it lunch?
13:29:44 <andythenorth> children of 1978 say yes
13:29:56 <andythenorth> and I thought I was the oldest :P
13:30:22 <andythenorth> rubidium just got work busy and bored, afaict
13:30:32 <andythenorth> I did dm him but no reply
13:30:37 <andythenorth> yexo is all about google now
13:30:59 <andythenorth> the others pre-date me :P
13:32:03 <peter1138> Not even any cheese or meat.
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13:32:44 * peter1138 isn't the oldest anyway.
13:34:11 <andythenorth> less meat anyway
13:37:43 <peter1138> Hmm, that was 65 carolies.
13:41:59 <andythenorth> mine was 416kcal
13:42:02 <andythenorth> what does that mean?
13:42:19 <peter1138> It means yours was a normal lunch.
13:42:26 <peter1138> I need to eat more.
13:42:43 <andythenorth> I am going to have toast and butter next
13:42:49 <andythenorth> V453000 not winning
13:45:15 <peter1138> I did have a chocolate croissant this morning, though.
13:46:36 <peter1138> So Belugas asked... how is the new 3D map array...
13:46:40 <peter1138> He's such a joker :p
13:48:33 <andythenorth> ask him to bring his lolz here
13:49:47 <peter1138> V453000, just not had it or are you cocaine fueled or something? :P
13:51:54 <andythenorth> depends what it's cut with
13:52:06 <andythenorth> if it's cut with sugar, then no, not 0 cal
13:52:31 <andythenorth> I am reading a Stephen Fry biography this week, he talks about it quite a lot
13:52:46 <peter1138> Want to get slim? Cocaine!
13:52:58 <peter1138> I prefer my method.
13:53:19 <andythenorth> so I was thinking about variations
13:53:30 <andythenorth> is it just a single property, that makes them group in the buy menu?
13:54:33 <peter1138> Something like that.
13:55:05 <peter1138> That's probably not flexible enough. Not enough vision.
13:56:25 <andythenorth> eddi already solved simultaneous introductions
13:56:55 <andythenorth> I need some kind of callback to query other members of the group?
13:57:05 <andythenorth> I need a var to find other group members in the consist?
13:57:22 <andythenorth> this is why specs are so awful :P
13:57:35 <peter1138> It's basically a way to have lots more engines without filling the engine list too badly.
13:57:52 <andythenorth> afaict. most of the work is UI faff
13:58:12 <peter1138> All of it is UI faff.
13:58:17 <andythenorth> I want to be able to buy the 'default' vehicle in the group without pissing around expanding the group
13:58:24 <andythenorth> and still be able to expand
13:58:46 <andythenorth> oh, there's always bollocks with sorting
13:59:01 <andythenorth> if you sort a list with expanded sub-groups, what's the sort order :P
13:59:03 <peter1138> Default could be last-built, or last-looked-at, or primary variant. But... who knows.
13:59:23 <andythenorth> also filtering by cargo, if some variants have a cargo and some don't :P
13:59:23 <peter1138> Same as sorting vehicle groups works.
13:59:27 <peter1138> They're still grouped.
13:59:58 <andythenorth> filtering is a pisser :)
14:00:27 <peter1138> Hmm, is it going to be warm?
14:00:52 <peter1138> That's... not warm.
14:01:01 <peter1138> But also not too cold.
14:01:09 <peter1138> Shorts and long sleeves.
14:40:34 <V453000> how out of this world would be a request for any kind of control over industry dying through newgrf or settings or anything_
14:41:59 <_dp_> doesn't newgrf have it already?
14:42:02 <V453000> the general point is that YETI industries die really often - as all of them are secondaries, after 5 years the chances seem stupidly high
14:42:10 <andythenorth> V453000: this is why TB rage quit :(
14:42:12 <V453000> can I do anything about this?
14:42:19 <andythenorth> you can ban closure
14:42:37 <andythenorth> you can write your own probability code for closure
14:42:45 <andythenorth> you can't make it work well
14:42:55 <V453000> :d not sure what that means
14:43:14 <V453000> anyway, can I add a small trickle of production to an industry to make it work like a mine?
14:43:32 <V453000> ... mines have different rules than if unserviced for 5 years, chance to die, right?
14:44:37 <andythenorth> but you can add a trickle
14:45:25 <_dp_> V453000, I think it's determined by industry type, not whether it produces or not
14:45:46 <_dp_> yeah, indspec->life_type & INDUSTRYLIFE_PROCESSING
14:45:57 <V453000> life_type: IND_LIFE_TYPE_EXTRACTIVE;
14:46:43 <V453000> ahhh but extractive also gets prospecting and the other one funding at fund_new_industry 1
14:47:04 <V453000> well, would the trickle of production help?
14:47:48 <peter1138> Adding new flags is doable, but people tend to just complain that stuff isn't possible instead :p
14:47:50 <V453000> make YETI processing industries die significantly less
14:48:25 <peter1138> But not completely?
14:48:25 <V453000> I wonder if YETI extractive industries die a lot though
14:48:38 <V453000> well they should still die at some rate yeah
14:49:38 <_dp_> V453000, production callbacks should be able to do anything
14:49:56 <_dp_> as they bypass that life_type nonsense
14:50:10 <peter1138> It's not nonsense :/
14:50:55 <_dp_> peter1138, it wasn't a nonsense in 1995 :p
14:51:10 <V453000> but I am using production callbacks
14:52:14 <_dp_> peter1138, now it only makes sense for sp play with default industries and no goal
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14:55:04 <_dp_> V453000, I don't know nml enough to understand that :(
14:56:31 <V453000> _dp_: I don't know c++ wll enough to understand that :(
14:56:31 <andythenorth> this is like when people who do know a thing try to answer my questions when I don't know a thing :D
14:56:56 <andythenorth> V453000 TL;DR do you want some hax, or do you want to explore possibilties?
14:57:07 <andythenorth> hax = ban closure
14:57:17 <V453000> idk, anything hat works :D
14:57:22 <andythenorth> hax = change the rules for closure
14:57:38 <V453000> I guess banning closure isn't the end of the world if I limit 1 industry per town which I believe worker yards already do.
14:57:41 <andythenorth> explore possibilities = long discussion that ends in ragequits
14:57:45 <V453000> change rules for closure - how?
14:57:51 <_dp_> V453000, xD, well, basically callback should somehow return a value that determines what happens with industry
14:57:52 <andythenorth> let's do school :)
14:58:06 <andythenorth> V453000: you use monthly and random prod change cb yes | no?
14:58:56 <peter1138> So if you don't return 03, it will stay, right?
14:59:06 <peter1138> Doesn't sound very complex to me :p
14:59:27 <andythenorth> banning closure = solved problem
14:59:32 <_dp_> peter1138, not quite, it still can decrease to closure and failed callback is also a thing
15:00:22 <V453000> it does random_prod_change: return CB_RESULT_IND_PROD_NO_CHANGE;
15:00:40 <andythenorth> that just keeps it fixed
15:00:41 <peter1138> Production never changes is somewhat boring :)
15:00:53 <andythenorth> depends if secondary or primary
15:01:05 <andythenorth> this is secondary V453000
15:01:05 <V453000> well the production changes based on the cargo delivered inputs peter1138
15:01:17 <glx> tried to requeue failed PR, seems to work today
15:01:17 <V453000> everything in YETI is secondary as it processes something
15:01:22 <andythenorth> ok so paste monthly_prod_change_switch
15:01:45 <peter1138> glx, that's good :-)
15:02:19 <V453000> Sylf has been doing something with it already apparently
15:02:34 <andythenorth> storing against a counter
15:02:43 <andythenorth> but there's no random
15:02:50 <andythenorth> so it will still do a wave of closures
15:02:59 <andythenorth> that code is like FIRS
15:03:13 <andythenorth> wtf is in extra_callback_info2 in this context
15:03:26 <peter1138> Ok, so when you said that happens in FIRS, I thought you meant it was some limitation in OpenTTD. Not that you just haven't coded it :p
15:03:43 <V453000> well this is exactly what happens when I try to maintain code I didn't write and never understood :D
15:03:56 <andythenorth> oh extra_callback_info2 is random bits in monthly cb
15:04:51 <andythenorth> peter1138: closure control is completely solved :)
15:05:12 <andythenorth> the boring bit is there's no way to control it, other than random
15:05:20 <V453000> so I guess I Just need to play with the values here
15:05:20 <peter1138> Should I go 2160p or 1440p?
15:05:26 <andythenorth> and then it falls into the "you must use GS" hole
15:05:28 <peter1138> andythenorth, you have persistent data, no?
15:05:38 <glx> both build succeeded, that's better
15:05:52 <andythenorth> peter1138: not on the map
15:05:56 <andythenorth> just per industry and town
15:06:08 <andythenorth> maybe I was just doing random wrong last time though
15:06:17 <peter1138> Why would you need persistent data on the map? Industry closure is obviously a per-industry thing...
15:06:30 <peter1138> (Rather than per-tile)
15:06:33 <andythenorth> the problem is that they all close at the same time
15:06:35 <andythenorth> frosch said it was unsolvable and I was wasting my time
15:06:43 <andythenorth> but maybe I just had poor implementation
15:06:47 <peter1138> They all close at the same time if you tell it to.
15:07:02 <andythenorth> how would you tell it not to? o_O
15:07:04 <andythenorth> other than random
15:07:12 * andythenorth has some ideas, but wants more
15:07:35 <peter1138> Hmm, I guess you are talking about unserviced industries only?
15:07:43 <V453000> this defines the 0.5 percent chance, right_ extra? callback_info2 % 200
15:07:55 <frosch123> i think people want industry opening/closure not scale by map size
15:07:57 <V453000> so if I raise the 200 the chance will be less
15:07:59 <peter1138> A serviced industry will have more useful history you can persist.
15:08:14 <glx> ok I have warnings to fix :)
15:08:16 <andythenorth> frosch123: why was this unsolvable before? :D
15:08:25 <peter1138> Would a simple "how many other industries have closed this month?" varaction help?
15:08:32 <andythenorth> but can't I just give a random seed to each industry
15:08:41 <peter1138> (Or other industries of this type, or other industries servicing this cargo type, etc)
15:08:50 <frosch123> andythenorth: you try to solve the wrong problem, the statement "they all close at the same time" is a false observation
15:08:55 <andythenorth> peter1138 yes that would be super useful for more control
15:09:26 <andythenorth> frosch123: agreed, the problem I see is that we expect random in games to not be random
15:09:30 <peter1138> Does an industry have a way to get distance of nearest station (or player-object?)
15:09:40 <andythenorth> so if three coal mines all close at once, it looks broken
15:10:07 <peter1138> Can GS close industries?
15:10:20 <andythenorth> I can do a tile walk reading what's on the tiles
15:10:27 <andythenorth> to find a station
15:10:38 <peter1138> andythenorth, tile walk in varaction? Not fun.
15:10:39 <Eddi|zuHause> well, i'm sure they can bulldoze them :p
15:11:40 <peter1138> Yeah that doesn't get you much.
15:12:27 <peter1138> Keeping some stats like industries closed this month, last month (or maybe quarters?) could help you spread out the closures
15:12:38 <andythenorth> peter1138: yes, that would be my preference
15:12:50 <_dp_> GS can't close industries, it only can demolish them if magic bulldozer is active
15:12:52 <frosch123> andythenorth: gs can create and close industries
15:13:05 <peter1138> Having a stat for how far away a player is building could mean you leave an industry open for longer if it's within reach...
15:13:12 <andythenorth> I did wonder about giving industry arbitrary per-newgrf storage
15:13:19 <frosch123> _dp_: i think they can demolish them without magic bulldozer
15:13:25 <peter1138> industry has per-industry storage, though, right?
15:13:41 <andythenorth> I did try counting the numbers of a type on the map
15:13:43 <peter1138> Per-newgrf storage might be nice.
15:13:48 <frosch123> andythenorth: i wonder, should this problem be solved in newgrf?
15:13:51 <andythenorth> but they're not closed until the next month
15:14:04 <frosch123> to me it sounds more like ottd should scale the random changes differently
15:14:20 <peter1138> So no custom production callback at all?
15:14:22 <andythenorth> frosch123: I am +/-0 to it, but it's not solved currently in GS, which is where the discussion usually goes to die :)
15:14:24 <frosch123> or freeze industries far from player activity
15:15:01 <frosch123> peter1138: we also have per-town storage, but i think only one newgrf used it
15:15:19 <peter1138> Per-town sounds fun for... interactions :-)
15:15:30 <frosch123> it's per-town&per-newgrf
15:15:42 <_dp_> frosch123, no, neither CMD_CLEAR_AREA nor CMD_LANDSCAPE_CLEAR have CMD_DEITY flag
15:15:42 <peter1138> Ah so they can't conflict, or even "communicate"
15:15:45 <frosch123> no grm needed if you assumed that :)
15:15:55 <frosch123> peter1138: they can read others data by grfid
15:16:08 <peter1138> So possible but also safe by defasult.
15:16:32 <peter1138> But I guess you can only access the parent town for an industry, not an arbitrary town. Or maybe not even that for industries.
15:16:48 <peter1138> Arbitrary town == use town 0 for communication, heh.,
15:17:38 <peter1138> Hmm, per-newgrf persistent storage, with direct access permitted by GS.
15:17:44 <glx> nice if I fix the warnings as suggested in CI log, mingw complains
15:17:50 <frosch123> town storage was meant for electricity/supplies-like mechanics
15:17:53 <peter1138> Obviously the GS and NewGRF have to be coordinated.
15:18:06 <peter1138> But that lets a GS control NewGRF-specific things.
15:18:22 <peter1138> (Or vice-versa, even)
15:18:43 <peter1138> Maybe not enough vision here ;)
15:20:13 <_dp_> peter1138, except for one little detail, it needs newgrf :p
15:20:42 <peter1138> You need NewGRFs if you want NewGRFs to communicate stuff.
15:21:58 <peter1138> If there's no way for a GS to close an industry "normally" then that's a separate thing that can be added.
15:22:50 <_dp_> peter1138, well, communication is ok but I don't want to end with a situation where I have to write newgrf just to do something from GS
15:23:20 <peter1138> I'm sure. But the context here was NewGRFs abilities.
15:23:48 <_dp_> peter1138, also adding a way for GS to stop industry from closing would be much more useful ;)
15:23:57 <_dp_> peter1138, as well as stop production changes
15:24:01 <peter1138> More useful for a GS.
15:24:12 <peter1138> But it's possible to do that.
15:24:43 <peter1138> I mean, if you are an author of a GS, and you think some features should be implemented, then you can either implement them and file a PR, or make suggestions.
15:24:54 <peter1138> It's not like the API is set in stone, never to be altered.
15:25:31 <peter1138> It seems more common just to say ... well it doesn't do it, so it's all useless.
15:26:03 <_dp_> peter1138, well, last time I checked it wasn't possible coz newgrfs
15:26:23 <peter1138> That sounds unlikely.
15:26:58 <peter1138> And you just stated you wanted to do it without NewGRFs anyway, so that's a bullshit argument.
15:28:03 <_dp_> peter1138, well, if that's the policy now I'll think of some pr xD
15:30:16 <_dp_> for a long time industries were newgrf turf where no gs was allowed :p
15:39:55 <michi_cc> One thing I dislike about (default) industry closure is that there is no influence for the player (they only ever announce "imminent closure" and not "pending closure unless you do something").
15:40:16 <peter1138> Maybe you're confusing "this is how it currently is" with policy.
15:40:19 <michi_cc> And yes, NewGRF can emulate that with proper coding, NewGRF extra text and stuff.
15:41:36 <_dp_> peter1138, well, whatever, as long as it's ok
15:42:09 <peter1138> It's always okay to make changes. Whether they get accepted or not is another matter.
15:42:21 <peter1138> But hey, we accepted stuff from Samu so it can't be that hard.
15:44:27 <_dp_> peter1138, I just don't want to waste time on something that's never going to be accepted as a concept
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16:01:10 <andythenorth> _dp_: industries weren't newgrf turf where no GS was allowed
16:01:22 <andythenorth> just nobody wanted to enter that tarpit
16:02:35 <andythenorth> frosch123: I backed off from town stuff, I had the false impression it was deprecated :P
16:02:59 <andythenorth> if it's not, I might try some hax for fun
16:04:44 <_dp_> was wondering why it happens on cm servers xD
16:05:10 <peter1138> That would be town-gen, not map-gen.
16:05:47 <_dp_> peter1138, has nothing to do with towngen
16:06:25 <peter1138> Well, if you disallow multiple industries of the same type per town...
16:06:32 <_dp_> peter1138, yeah, low amount of towns doesn't go well with industry placing algo
16:08:02 <peter1138> As water towers can only be in towns (like banks), this is kinda inevitable.
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16:15:46 <peter1138> I wonder if the placement rules should be... improved.
16:16:08 <peter1138> IIRC, at least with banks, they have to be placed over existing buildings.
16:16:23 <peter1138> Whereas just next to or nearby one would be sufficient.
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16:22:23 <Artea> seems I screw another town
16:25:19 <_dp_> I though of switching to toml for config on citymania just to be able to express all the stuff I want from industry placement xD
16:25:27 <_dp_> ini just don't cut it %)
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16:34:25 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7554: Fix #7553: validate the number of allocated strings https://git.io/fjZt8
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17:02:06 <Samu> sending his ppl to their deaths, he's no better than Nicolás Maduro
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17:28:46 <peter1138> glx, so this strgen thing... what's the hashing for?
17:30:04 <glx> but I don't know where it's best to put the check
17:30:47 <peter1138> Based on the string name?
17:31:47 <peter1138> I'm wondering if there's some STL stuff we could use for this instead of large arrays of pointers.
17:32:13 <glx> based on string name it seems yes
17:32:14 <_dp_> peter1138, yeah, like std::map
17:33:41 <_dp_> or probably hash map, whatever is it called in stl
17:34:33 <glx> and hash is used to retrieve the index
17:34:37 <LordAro> peter1138: do i want to go flat and steady, or faster and (slightly) hilly this evening?
17:34:46 <_dp_> LordAro, std::map is rb-tree iirc
17:42:56 <peter1138> LordAro, is it windy?
17:43:30 <peter1138> As in, blowy, not twisty-turny.
17:43:42 <LordAro> peter1138: not especially
17:44:27 <peter1138> I'd be tempted to go faster, cos pushing is good.
17:44:44 <LordAro> mm, i think it's a slightly more interesting route as well
17:44:53 <peter1138> Leisurely mountain-bike riding for me tonight.
17:45:02 <LordAro> it's a case of whether i turn left or right out of my house :p
17:45:13 <peter1138> Hmm, actually it might be a bit tougher as the slower guy isn't out.
17:45:37 <peter1138> (He missed last week two, so he's gonna be even slower when he does get back :/)
17:50:26 <peter1138> Do you get time to eat before you go out?
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18:18:15 <LordAro> peter1138: nothing significant
18:37:23 <peter1138> My ride starts at 7.15pm so I get a chance for a normal meal first.
18:37:36 <peter1138> Although a somewhat light meal cos of sloshing about :p
18:53:48 <peter1138> Sockeye salmon tonight, I think.
19:01:31 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7555: Fix 2bb80d2: really increase the maximum number of GameScript texts to 64k https://git.io/fjZzN
19:02:36 <peter1138> Only a while back :-)
19:02:41 <glx> will still need the bound check
19:03:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7554: Fix #7553: validate the number of allocated strings https://git.io/fjZzx
19:06:41 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
19:07:24 <glx> showing strgen errors in script window seems impossible without using nasty hacks
19:10:27 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjZgJ
19:12:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7554: Fix #7553: validate the number of allocated strings https://git.io/fjZt8
19:12:48 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 closed issue #7553: Game crashes if gamescript has more than 2048 strings https://git.io/fjZkY
19:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7555: Fix 2bb80d2: really increase the maximum number of GameScript texts to 64k https://git.io/fjZgE
19:31:32 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7555: Fix 2bb80d2: really increase the maximum number of GameScript texts to 64k https://git.io/fjZzN
19:32:13 <glx> hop and label added to both
19:46:26 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot opened pull request #27: Scheduled monthly dependency update for May https://git.io/fjZ2L
19:46:28 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot commented on pull request #26: Scheduled monthly dependency update for April https://git.io/fjZ2t
19:46:29 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot closed pull request #26: Scheduled monthly dependency update for April https://git.io/fjkjG
19:47:25 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot opened pull request #21: Scheduled monthly dependency update for May https://git.io/fjZ2s
19:47:28 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot commented on pull request #20: Scheduled monthly dependency update for April https://git.io/fjZ2G
19:47:32 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot closed pull request #20: Scheduled monthly dependency update for April https://git.io/fjkjc
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19:58:42 * peter1138 pokes at DorpsGek_II
20:10:21 <Xaroth> it creates a new PR with package updates. If it has an old one still open, it adds a note to that old one and closes it.
20:53:09 <DorpsGek_II> [OpenTTD/nml] juzza1 opened pull request #34: fix ottd_display_speed to reflect changes done in OpenTTD https://git.io/fjZa5
20:54:02 <V453000> Hmm, what have I gotten myself into
20:54:06 <V453000> I'm trying to set up cygwin to build yeti
20:54:21 <V453000> and pip install pillow is telling me that it failed to build wheels
20:59:01 <V453000> andythenorth: do I remember correctly that you said you wrecked jenkins?
21:00:53 <_dp_> V453000, install python-dev package
21:01:41 <_dp_> V453000, though not sure how is it called in cygwin
21:01:56 <_dp_> V453000, but basically you need python headers
21:06:07 <V453000> did install python3-devel
21:07:29 <_dp_> V453000, yeah, that's probably the right one since you use python 3
21:07:48 <_dp_> and omg, 3.8 is already out %)
21:08:28 <V453000> it did offer 3.8 to me
21:09:02 <_dp_> V453000, hm, weird, I only see 3.7.3 on python.org
21:09:08 <_dp_> but whatever, as long as it works....
21:09:37 <V453000> well I guess it doesn't :D
21:09:51 <V453000> I tried the setup again but it seems broken even more
21:10:34 <V453000> ok it failed with the wheels again
21:10:47 <_dp_> 3.8.0 final: Monday, 2019-10-21
21:11:03 <_dp_> yeah, 3.8 is still alpha...
21:13:15 <_dp_> lol, you can assign in conditions in 3.8: while chunk := file.read(8192): ...
21:15:29 <_dp_> good for list comprehentions though
21:18:17 <andythenorth> V453000: I wrecked jenkins :(
21:18:24 <andythenorth> I broke it for my newgrfs
21:19:29 <V453000> well it sez 20:56:06 nmlc ERROR: "src/production_callbacks.pnml", line 19: Syntax error, unexpected token "LOAD_TEMP"
21:19:42 <V453000> you see anything wrong? produce(produce_raw_industries_real_1, LOAD_TEMP(0x0A), LOAD_TEMP(0x0B), 0, LOAD_TEMP(0x0C), 0, 0);
21:19:53 <V453000> that's line 19 from production_callbacks.pnml
21:21:09 <frosch123> it's the 32 cargos vs 64 cargos thing
21:21:47 <frosch123> different nml versions expect different syntax
21:22:18 <V453000> so it's probably broken all over the place
21:22:33 <frosch123> no idea, i think it was not documented
21:23:24 <frosch123> maybe the new one is in some PR
21:34:22 <andythenorth> if it's undocumented for long enough I will fix it
21:34:32 <andythenorth> but I think I make a poor maintainer
21:34:40 <andythenorth> and I am a shithead at documentation
21:34:43 <frosch123> at least it's documented that it's not documented :)
21:35:05 <V453000> problem is I don't understand the original code properly either :D
21:36:46 <michi_cc> andythenorth: I hope you have some free time for the bug reports :)
21:36:56 <nielsm> everything is different now!
21:37:08 <michi_cc> After all, the PR has your name on it :p
21:39:36 <nielsm> how should the documentation for new nml produce statement be, keep the old around in some form or pretend reality has morphed entirely?
21:40:38 <frosch123> "nml <= 0.4" and "nml >= 0.5"
21:40:49 <frosch123> i think there is also a {{nml}} template for version icons
21:50:27 <V453000> I'll try to understand it tomorrow, I promis :D
21:56:17 <nielsm> does that look like a start?
21:57:00 <frosch123> version 0/1/2 probably is not understood by nml people
21:57:13 <frosch123> so just "nml 0.5" and "nml 0.4" as headline?
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22:00:54 <nielsm> what kind of example to use?
22:01:20 <nielsm> maybe something like 2 coal + 1 iron => 2 steel ?
22:02:39 <nielsm> or 3 coal + 2 iron => 2 steel sounds more sensible :P
22:03:36 <frosch123> there is a positive chance that future industry sets will copy&paste your input ratios
22:08:36 <nielsm> hm I'll copy my code with SWTR, TOYS and PAPR
22:10:49 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload https://git.io/fjZwo
22:27:46 <nielsm> ...maybe this is too long
22:28:58 <nielsm> well, saved the page now
22:55:50 <Samu> oh, AIAI just had its first loss!
23:04:37 <_dp_> humanity is in trouble xD
23:04:56 <peter1138> What's going on there?
23:05:30 <_dp_> peter1138, just zombie apocalypse :p
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23:09:32 <_dp_> I wasn't joking when I was thinking of doing tower defence in openttd :p
23:10:12 <_dp_> zobies go nuts, food heal houses, goods damage zombies
23:19:48 <andythenorth> this is the innovation we need :D
23:19:57 <andythenorth> can we do DF in OpenTTD? :P
23:20:14 <andythenorth> disclaimer: I have never played DF, got told it would eat my life
23:21:08 <peter1138> Should I have a hot cross bun?
23:22:39 <peter1138> Hmm, probably not at this time of night.
23:22:52 <andythenorth> bit late for carolies
23:23:04 <andythenorth> be like me, have a gaviscon and go to bed
23:23:20 <peter1138> + I already had some. "protein" milk drink thing.
23:23:59 <glx> pff translations were not easy
23:24:10 <peter1138> Probably a good idea else I'll still be hungry later and want more and more food.
23:26:06 <_dp_> zombies too op, need nerf
23:26:19 <LordAro> peter1138: good choice
23:26:22 <_dp_> but yeah, that's probably the first server I can call legitimately hard xD
23:26:38 <_dp_> even survival is not trivial
23:27:06 <_dp_> well, I guess there is no survival as zombies grow indefinitely...
23:27:43 <_dp_> was too lazy to program any win condition xD
23:27:52 <peter1138> This is where you want disasters "vehicles"
23:28:21 <_dp_> though signs work pretty well too
23:28:23 <peter1138> Make a GS spawn a zombie 'vehicle'
23:32:33 <andythenorth> disaster signs :P
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23:48:46 <michi_cc> Some more content would be appreciated ^^
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