IRC logs for #openttd on OFTC at 2019-05-23
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00:08:43 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7601: Fix #7600: Don't read uninitialised memory when parsing GS language files https://git.io/fj4xL
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00:40:30 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjBeO
00:50:05 <Eddi|zuHause> houses can "walk" a slight bit if a big house is replaced by a small house, but this looks a bit extreme
00:51:29 <Hazzard> That actually might be it
00:51:36 <Hazzard> I'm on stable 1.9.1 regardless
00:52:36 <Hazzard> hmm actually they are a bit far huh
00:54:01 <Hazzard> It also only happens in the negative x and negative y directions
00:56:30 <Eddi|zuHause> that supports the "walking" theory
00:57:02 <Eddi|zuHause> if a big house gets replaced by a small house, this will happen on the northern corner of the house
00:57:57 <Hazzard> Can it happen multiple times?
00:58:29 <Eddi|zuHause> i've never witnessed that much of it
00:59:07 <Eddi|zuHause> i guess your choice of house sets influences this
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01:00:38 <Hazzard> Grfs can change the plot sizes?
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05:46:49 <Eddi|zuHause> well, the possible sizes are fixed, but it can provide more larger houses and shorter lifetimes so the problem can become more apparent
07:13:36 <peter1138> A spec addition could probably quite easily add more sizes.
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07:38:44 <Corns[m]> Plot twist: turns out the dev of jokers patch pack has already implemented a "public roads" patch
07:39:12 <Corns[m]> During world gen it creates a road network between the towns, connecting the majority of them
07:40:14 <Corns[m]> On the other hand, i hear it uses a buttload of memory
07:40:50 <peter1138> Also the dev turned out to have a personality issue and disappeared for some reason.
07:54:35 <LordAro> quite a few broken save games
08:11:01 <Corns[m]> peter1138: :0 where does it say
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08:21:32 <Corns[m]> How their post is basically cleared out?
08:21:52 <peter1138> And some later ones were replaced with "Done here"
08:33:40 <andythenorth> the most mysterious rage quit
08:41:08 <andythenorth> we should teach the bot to answer
08:57:27 <Corns[m]> peter1138: I'd like to modify and then add Jokers public roads patch to the master branch
08:58:16 <Corns[m]> What are your thoughts on the patch?
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09:09:35 <Corns[m]> andythenorth: what do you mean
09:09:55 <andythenorth> there are AIs that build roads :)
09:10:13 <andythenorth> generally I think we favour using content over modifying the game
09:10:24 <Corns[m]> But i think its a nice feature that works alongside other gamescripts
09:10:24 <andythenorth> although that changes depending on who's active
09:10:46 <Corns[m]> +i guess it uses less cpu than the CityConnector ai?
09:13:58 <Corns[m]> andythenorth: okay what do you think about this patch idea
09:14:23 <andythenorth> it's moot what I think, I can't merge anything :)
09:14:38 <andythenorth> I prefer using the content APIs, and having a smaller core game codebase
09:16:21 <Corns[m]> I dont think this one can be implemented via newgrf
09:17:23 <andythenorth> I think that's in JGR
09:17:46 <Corns[m]> Polyline is in JGR, yeah
09:18:10 <Corns[m]> But this uses A* to pathfind between the start and goal
09:18:17 <andythenorth> I tried polyline, but I couldn't figure it out
09:18:52 <Corns[m]> Polyline makes it easier for building longer lengths of track imo
09:20:27 <Corns[m]> Im still working on this railplanner - i need to reduce its memory usage most importantly
09:24:38 <Corns[m]> I think it'll save a lot of tedium for mobile/console players
09:25:37 <Corns[m]> And reduce the amount of clicks/effort the player needs to build tracks
09:27:22 <andythenorth> railbuilding can be tedious
09:31:17 <Corns[m]> Yeah i play a lot in reddit S1
09:31:49 <Corns[m]> And spending 30 mins building a track from one side of the 1024x2048 map to the other was a big motivator in me developing this
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10:11:42 <peter1138> Sure but that is basically the game.
10:22:51 <Corns[m]> Depends what you get out of the game :)
11:24:20 <planetmaker> Long ago I would have argued against it. But actually I meanwhile like the idea of this polyline rail builder
11:25:17 <planetmaker> I think it solves a problem for a number of people - and doesn't really hurt anyone
11:25:27 <planetmaker> after all, you're not forced to use it
11:25:47 <planetmaker> and a manual route would still be better - but take longer to build
11:32:17 <Artea> I gave up going everyday make more aircrafts
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12:29:47 <peter1138> planetmaker, from what I saw the game stalls while planning a route, so it needs work :p
12:32:18 <Eddi|zuHause> i'm sure the patch is "well tested"
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13:02:23 <planetmaker> I'm just talking about the feature, not the actual implementation ;)
13:12:23 <Corns[m]> peter1138: game doesnt stall while planning, ive implemented it so it does a fixed number of loops before relegating control back to the rest of the game loop
13:13:09 <Corns[m]> But yeah its memory usage is bonkers at the moment (up to 2gb for 1024x2048 corner to corner)
13:13:50 <Corns[m]> It needs work - i do plan to add features to account for corner size, inclines and maybe even bridges/tunnels
13:15:28 <Corns[m]> Ive been reading a bunch of path search algorithms written by this one professor - although ive yet to implement them/see how they compare in performance with regards to time and memory
13:18:18 <Corns[m]> peter1138: the A* algorithm has to make a new struct for each possible track placement on each tile of land
13:19:32 <Corns[m]> So something like 64 bytes per node, 12 directions per tile and then some number of tiles per search
13:20:30 <Corns[m]> The "freeze" you see at the end of the gif, just as the entire track is built, actually comes from freeing/ deleting all the data structures that were in use :^)
13:21:20 <Corns[m]> So i guess that deletion process could be split up into multiple ticks so it doesn't cause noticeable lag
13:40:08 <peter1138> Hmm, is it lunch time?
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15:28:41 <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened issue #7603: Town::cargo_accepted, Town::cargo_produced saveload and consistency issues https://git.io/fjB3A
15:38:03 *** ChanServ sets mode: +v tokai
15:50:39 <peter1138> Might do a cycle tonight.
16:02:29 <andythenorth> I might do some Azure pipelines
16:02:35 <andythenorth> kinda need a friend :P
16:27:26 <Eddi|zuHause> not sure how you'd get a friend via azure pipelines... but it's not like i'm an expert :p
16:27:56 <andythenorth> it's probably just a thing on the Azure plugin store
16:27:59 <andythenorth> 'install friend'
16:28:23 <Eddi|zuHause> a few years ago that would have been a python joke
16:29:41 <planetmaker> that sounds... spooky
16:50:37 <Eddi|zuHause> i think there was another one of those buried in some larger xkcd, but i can't find it
17:49:38 <FLHerne> Alt-text too in that one
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20:38:15 <andythenorth> so I need to teach Azure pipelines about git revs / tags
20:38:22 <andythenorth> probably OpenTTD did that already?
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21:20:53 <glx> you just need some files in your repo I think
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21:48:14 <andythenorth> what does it do? o_O
21:48:53 <andythenorth> oh I installed it already ok
21:50:48 <andythenorth> chicken and rice
21:50:54 <andythenorth> not photo-worthy though
21:52:19 <peter1138> salmon and stirfry veg (my usual mix)
21:54:06 <andythenorth> yeah, I have it building for a while now
21:54:38 <andythenorth> but I need to prep the artifacts for distribution
21:55:29 <andythenorth> maybe I can just the existing make target for bundling
21:56:00 <andythenorth> the goal is to push it Amazon S3
21:56:30 <glx> you can check openttd yml
21:59:40 <andythenorth> ok the magic is all in the templates
22:12:44 <glx> hmm could add a link to the readme
22:13:00 <andythenorth> I can delete pages
22:13:41 <nielsm> the pages for visual C++ 2012, 2008/2010, and 2005 are no longer valid
22:13:45 <Eddi|zuHause> nielsm: that last sentence could go in some notification box, wikipedia style?
22:13:46 <nielsm> none of those compilers are supported
22:14:09 <nielsm> Eddi|zuHause yeah, I didn't care for looking up what box templates exist on this wiki right now
22:15:51 <frosch123> nielsm: can you delete them now? maybe relogin?
22:19:56 <nielsm> frosch123, I think I'll add the {{Historic|explanation}} box to them instead maybe?
22:21:58 <andythenorth> so when's 1.10? :)
22:22:24 <frosch123> i think history content is more for gameplay features
22:22:34 <frosch123> stuff you can learn from, or use in some discussion
22:22:36 <Eddi|zuHause> $someone wanted to accelerate the release schedule
22:23:09 <Eddi|zuHause> we'll run into the next newgrf version trouble at 1.16
22:24:08 <Eddi|zuHause> or we pull a java and call the next version "10"
22:25:33 * peter1138 ponders some cheese.
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22:36:17 <Eddi|zuHause> can't imagine what you use that in
22:36:59 <peter1138> Definitely not coffee, no.
22:37:26 <frosch123> the nut-based stuff works in light coffees, like cappucino
22:37:33 <frosch123> it does not work in strong coffee
22:37:42 <frosch123> and non-nut-based stuff does not work either
22:38:02 <andythenorth> zlow Azure iz zlow
22:39:12 <andythenorth> hmm looks like NML failed
22:40:01 <glx> you know you can link to pipeline build :)
22:40:55 <andythenorth> dunno how to make the world-visible
22:41:02 <andythenorth> probably clicking a lot of scary buttons
22:41:40 <andythenorth> I'll try to make it unauthed
22:41:50 <andythenorth> Azure is very "and now you have 2 problems"
22:41:56 <frosch123> andythenorth: i think there is some PR to make nml work with newer pil
22:43:47 <andythenorth> currently I rely on getting nml via pip
22:43:57 <andythenorth> not sure how to teach it to install a dev build
22:44:35 <andythenorth> probably just clone the nml repo or something
22:45:04 <frosch123> what, pip? isn't that some 7 year old nml 0.2?
22:47:03 <Eddi|zuHause> > pip search nml
22:47:05 <Eddi|zuHause> nml (0.4.5) - A tool to compile nml files to grf or nfo files
22:47:32 <glx> it's the latest stable yes
22:48:05 <supermop_work> peter1138: did you have the cheese?
22:48:14 <peter1138> I am having it right now.
22:48:33 <Eddi|zuHause> i'm always mixing up supermop_work and Supercheese
22:48:42 <supermop_work> i do like cheese
22:49:06 <supermop_work> hmm tesco goats cheese huh
22:49:26 <supermop_work> i do like ash covered goats cheeses now and then
22:49:44 <Eddi|zuHause> i have no clue what you're talking about
22:50:04 <peter1138> This is pretty... matured, as I bought it reduced price a week or so ago :p
22:50:07 <peter1138> Eddi|zuHause, cheese.
22:50:19 <supermop_work> no goats cheese in germany, Eddi|zuHause ?
22:50:40 <Eddi|zuHause> supermop_work: i'm sure there is, but in my world, cheese plays no part
22:50:40 <frosch123> it's only imported from greece
22:50:57 <andythenorth> peter1138: I just threw some away
22:51:01 <glx> silly, france is closer :)
22:51:05 <andythenorth> there's ash, and then there's black mould :P
22:51:13 <andythenorth> it's important to know one from the other, I found
22:51:21 <peter1138> This is not mouldy.
22:51:29 <andythenorth> mine was only just gone
22:51:45 <peter1138> I did buy one a couple of months back and it did go mouldy, but it was orange/pink mould, so kinda obviouis.
22:52:23 <supermop_work> i have this huge bag of bresaola and prosciutto that i got as leftovers from a design party on tuesday
22:53:08 <supermop_work> like 1 kg of charcuterie. in a race against time to eat before its gets much more 'mature' in my fridge
22:53:52 * andythenorth celebrates 10s Horse compiles, again
22:54:01 <peter1138> Ripped everything out?
22:54:18 <supermop_work> its just the class 20 and one hopper now
22:57:58 <andythenorth> old is new again
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23:45:15 <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison opened pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjBBD
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