IRC logs for #openttd on OFTC at 2019-10-09
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00:01:50 *** Eddi|zuHause has joined #openttd
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00:41:17 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeW0T
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07:03:15 <DorpsGek_III> [OpenTTD/OpenTTD] AlanChatham commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth https://git.io/fj5zX
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08:45:40 <DorpsGek_III> [OpenTTD/OpenTTD] lediur commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
09:06:58 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
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09:22:01 <andythenorth> ouch, JGR thread is now getting all the stuff that would go in problems forum
09:25:11 <andythenorth> we need more patchpacks :)
09:25:16 <andythenorth> distribute the load :)
09:25:46 <andythenorth> it's very raining here
09:25:55 <andythenorth> and school run is not optional :|
09:36:33 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/JeWV3
09:40:16 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWVl
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10:17:54 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/JeWwc
10:18:41 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7759: Codechange: Use std::vector for industry tile layouts https://git.io/JeWwC
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10:30:26 <DorpsGek_III> [OpenTTD/OpenTTD] lediur commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
11:54:50 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWoG
11:56:47 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWoZ
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12:19:13 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
12:23:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWoi
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13:19:12 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWKn
13:34:21 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on issue #7691: Infinite money exploit in multiplayer using shares and sending money back and forth https://git.io/fj5zX
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16:21:12 <andythenorth> supermop_work: is it cat?
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16:34:16 <DorpsGek_III> [OpenTTD/OpenTTD] sdcloudt commented on issue #6399: Fails to download online content when ~/.local/share does not exist https://git.io/JeWXB
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17:40:21 <Eddi|zuHause> (not sure if it's working)
17:42:21 <Eddi|zuHause> well, the game hasn't quite started yet
17:42:28 <Eddi|zuHause> so might be horrible quality
17:43:09 <Eddi|zuHause> yes, that's what OBS suggested
17:43:28 <Eddi|zuHause> not sure if that's due to bandwidth or cpu limits
17:47:35 <nielsm> I mostly hear rustling microphone noises
17:47:51 <Eddi|zuHause> it's all wrong :/
17:52:37 <Eddi|zuHause> pulseaudio lets me switch around everything, except this game :/
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17:58:06 <Eddi|zuHause> i might have to restart the game, i dunno why this doesn't work
17:59:41 <glx> maybe OBS, it does weird things sometimes
17:59:56 <Eddi|zuHause> it's not OBS, it's PulseAudio
18:00:52 <nielsm> only bulletproof way of getting the audio you want recorded is routing it out of the computer and back in, in my experience :s
18:04:41 <Eddi|zuHause> now i don't hear it :/
18:06:41 <glx> and back to the loading screen :)
18:06:54 <Eddi|zuHause> well, gotta start somewhen :p
18:08:10 <Eddi|zuHause> music doesn't loop in the loading screen
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18:18:06 <Eddi|zuHause> i think pulseaudio just crashed :/
18:27:53 <Eddi|zuHause> why is nothing ever easy?
18:30:34 <TrueBrain> Because you need the frustration :p
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18:38:08 <glx> still needs bundling and publishing
18:39:22 <Eddi|zuHause> i found a thing, but it probably needs restarting
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18:45:40 <Eddi|zuHause> it should work now?
18:46:08 <glx> hmm loadning screen and music
18:47:27 <Eddi|zuHause> not sure if i'm talking much
18:47:41 <glx> keyboard sound is back :)
18:48:07 <Eddi|zuHause> i have no way to change the sensitivity on this thing, i think
18:48:16 <andythenorth> game isn't started yet?
18:48:42 <Eddi|zuHause> takes a while...
18:48:44 <andythenorth> I get a splash screen and keyboard noise
18:48:45 <glx> and each start is very long
18:48:46 <andythenorth> where's the cat?
18:49:08 <Eddi|zuHause> i closed the door to my room
18:49:53 <andythenorth> other people's computers are so weird
18:50:05 <andythenorth> if I twitch streamed, it would be lolz
18:50:13 <andythenorth> 4 out of 5 clicks are on the wrong thing
18:50:22 <andythenorth> and I make a typo in nearly every word
18:50:46 <Eddi|zuHause> that sounds right :)
18:57:41 <glx> train is moving too fast :)
19:04:40 <andythenorth> baby don't hurt me
19:06:08 <glx> oh there's even semi with bus trailer
19:07:38 <Eddi|zuHause> that's all workshop objects
19:11:39 <Wolf01> Btw, double fairlie or bunker? Can't decide
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19:16:25 <nielsm> I should try building with clang-cl on windows, actually
19:17:37 <nielsm> if it works it might be a not-insignificant speed increase on windows
19:22:49 <nielsm> ....but not yet, the installer wants to reboot
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19:41:22 <Samu> i dont know what happened
19:41:33 <nielsm> but was there a crash report?
19:41:59 <Samu> snap, didnt upload, sorry
19:42:18 <psychoholicx> I'm brand new, what's the irc server that shows ingame as well?
19:42:59 <glx> depends on game server psychoholicx
19:43:56 <nielsm> oh hm, did we have the pdb files for the release builds?
19:46:18 <nielsm> ah well, reboot so I can run VS again
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19:48:40 <LordAro> glx: why were they hidden?
19:49:23 <glx> dunno, but they are not listed on the download page
19:51:44 <glx> I knew that from the crash.log :)
19:52:02 <nielsm> now downloading a bazillion symbols from microsoft
19:52:08 <nielsm> because windows update has updated windows
19:53:58 <glx> hmm and another VS update is available
19:54:17 <glx> I though I was already using 16.3.3
19:55:40 <glx> hmm no I upgraded to 16.3.2 4 days ago
19:56:59 <glx> I see nothing wrong in this line
20:02:06 <LordAro> if GetByTile is returning null...
20:02:36 <LordAro> or if it's not an airport?
20:02:50 <nielsm> it was verified the tile is a station tile
20:02:59 <nielsm> so Station::GetByTile should not return null
20:03:15 <nielsm> but it does deref a null ptr
20:04:07 <nielsm> so it executed the xor ecx,ecx instruction on the line before
20:04:55 <nielsm> which corresponds to Station::GetIfValid(index) where Station::IsValidID(index) returns false
20:05:01 <nielsm> then GetIfValid returns NULL
20:05:38 <nielsm> so we somehow have a station tile that does not have a valid index?
20:06:07 <nielsm> it looks like we should look at the save file
20:06:55 <nielsm> but yeah that code could be rewritten safer
20:07:51 <nielsm> Station * origin_station = ::Station::GetByTile(origin_tile); if (origin_station != nullptr) origin_tile = origin_st->airport.tile;
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20:09:28 <nielsm> it's a 1.9.3 game, never been version upgraded
20:09:49 <nielsm> two newgrfs, FIRS and ECS/FIRS vehicle set
20:10:55 <nielsm> time to make a 1.9.3 debug build...
20:18:48 <nielsm> and buoys are station tiles but they are waypoints not stations
20:19:25 <nielsm> which is how it can be a station tile but not a station
20:20:05 <nielsm> of course the AI is weird in trying to query the distance for an aircraft from a buoy to somewhere
20:20:16 <nielsm> but it still should not crash
20:37:28 <Samu> do you know which AI was asking that?
20:41:50 <Samu> i suspect NoNoCAB or RailwAI
20:44:33 <Wormnest> As far as I remember NoNoCAB isn´t using buoys for determining air transport distances, sounds strange
20:45:15 <Samu> it's the only ai using those buoys
20:49:33 <Samu> nielsm: can you check which AI caused the crash?
20:50:04 <glx> very hard to find the AI in the dmp data
20:50:44 <glx> most infos are not available
20:51:22 <glx> we don't take ram snapshot on the crash (we could but the dmp would be huge)
20:52:10 <Samu> do you have the dest_tile?
20:53:09 <glx> dest_tile 67247 unsigned int
20:53:09 <glx> origin_tile 39971 unsigned int
20:54:27 <andythenorth> impressive AI knowledge
20:55:20 <Samu> dest_tile is a water tile, next to a fishing harbour
20:55:58 <glx> oh but it's already fixed in master
20:56:47 <nielsm> though I wonder why it's still querying for IsStationTile at all
20:57:16 <glx> to prevent GetByTile assert
20:57:34 <glx> yes there's an assert in GetByTile() IIRC
20:58:16 <nielsm> except the fix was never backported for some reason
21:00:01 <LordAro> i thought that bit of code felt familiar too
21:02:08 <LordAro> i'm pretty sure we're not going to have a 1.9.4
21:02:29 <glx> so it's not forgotten again
21:02:38 <LordAro> anyone want to merge the 1.10.0-beta1 PR? :p
21:02:57 <andythenorth> this is a beta right?
21:03:01 <andythenorth> so how wrong can things go?
21:03:08 <Eddi|zuHause> someone needs to merge #7000
21:03:17 <LordAro> after poking me sufficiently to update the dates
21:03:21 <LordAro> Eddi|zuHause: is it Done?
21:03:26 <Eddi|zuHause> ... or answer my questions there
21:03:41 <andythenorth> don't I have to make test cases or something?
21:04:25 <andythenorth> sort of assuming no one else will :P
21:12:53 <LordAro> Eddi|zuHause: the issue is finding someone qualified to answer your questions
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21:25:42 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWSo
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21:34:37 <Eddi|zuHause> ok, these FPS are getting silly :p
21:51:47 <nielsm> alright, trying that clang-cl build via vs2019
21:52:20 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeZlF
21:52:46 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeW9f
21:53:29 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeW9U
21:54:51 <nielsm> hm clang-cl dislikes the SSE usage since the compile target is not sse4.1
21:55:00 <nielsm> so have to build without WITH_SSE for now
21:55:38 <nielsm> there's a ton of warnings, but that was the only error
22:00:49 <nielsm> hm, it fails linking lzma, lzo, png, zlib
22:01:20 <glx> they're built with cl, not clang-cl
22:04:20 <nielsm> ========== Build: 3 succeeded, 0 failed, 4 up-to-date, 0 skipped ==========
22:05:04 <nielsm> well, it can run and play music
22:05:08 <nielsm> tho not load the title game
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22:08:03 <glx> I think you can add your own triplet for vcpkg using another toolchain
22:28:08 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeW9y
22:33:09 <glx> hmm this vcpkg PR looks very complex
22:39:07 <glx> well overlay triplets section
22:40:09 <nielsm> nope no success with that either
22:40:29 <nielsm> tried the PR and it fails because it wants a toolset named "llvm", which is the 3rdparty one for vs2017
22:40:38 <nielsm> the one MS ships with vs2019 is called ClangCL
22:40:59 <nielsm> I tried modifying it to use that toolset name instead but it fails build with an error about cmake being unable to find a C compiler
22:41:52 <nielsm> I then tried taking the x64-windows-static.cmake and just adding the ClangCL toolset setting, it fails the same way
22:42:29 <nielsm> then I tried without that PR and using that same custom x64-windows-static with ClangCL toolset and it fails with error about ClangCL toolset not existing
22:43:05 <glx> the doc says something about VCPKG_VISUAL_STUDIO_PATH and VCPKG_PLATFORM_TOOLSET but only valid toolsets are v140, v141 and v142
22:43:35 <glx> which defeats the use of custom toolsets
22:44:55 <glx> a custom toolset should be able to define any compiler/linker but it's not the case
22:46:05 <glx> hmm VCPKG_CHAINLOAD_TOOLCHAIN_FILE could work
22:46:23 <nielsm> oh well can't work more on this tonight
22:46:31 <glx> "This (if set) will override all other compiler detection logic. By default, a toolchain file is selected from scripts/toolchains/ appropriate to the platform."
22:50:36 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWHW
22:56:40 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWHz
23:03:08 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7573: Fix #7561: Remove assumption between power and cost https://git.io/JeWH6
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23:16:06 <Eddi|zuHause> ok, i think i take a break now...
23:20:57 <andythenorth> I want my bed :P
23:21:11 <andythenorth> eh I have been dying on Blitz livestreams
23:21:20 <andythenorth> so you could watch how badly I play tanks sometime :P
23:55:30 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #7497: Feature: Selective demolition tool. https://git.io/JeW7n
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