IRC logs for #openttd on OFTC at 2020-04-05
            
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00:25:59 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/Jvbb7
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00:29:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8059: Escape button should open a game menu https://git.io/JvboC
00:29:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8059: Escape button should open a game menu https://git.io/JvboC
00:46:05 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvbNl
00:56:53 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvbNy
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01:07:28 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8050: Scoring year is -1 when loading old savegame https://git.io/Jv7Ei
01:07:53 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8049: Suggestion: Allow Game Scripts to set company loan beyond max loan and independent of cash on hand https://git.io/Jv7Jj
01:09:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8050: Scoring year is -1 when loading old savegame https://git.io/Jv7Ei
01:31:30 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/Jvbxv
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09:38:45 <andythenorth> yo
09:56:07 <nielsm> hullo
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10:57:12 <andythenorth> rotterdxm https://dev.openttdcoop.org/attachments/download/9636/rotterdam_1.png :)
11:00:11 <SpComb> do crane tracks have corners like that
11:00:37 <andythenorth> dunno, looks nice though
11:31:17 <rotterdxm> andythenorth, hell yeah
11:31:32 <rotterdxm> i thought they made sense with these cranes
11:34:20 <rotterdxm> but rounder corners can be done too
11:36:13 <andythenorth> need more harbour stuff :)
11:36:15 <andythenorth> dunno what :)
11:36:33 <andythenorth> the ubiquitous FIRS/CHIPS crawler crane?
11:38:43 <rotterdxm> yes, in the works
11:39:02 <rotterdxm> and the one with the digger claw on it too
11:40:41 <rotterdxm> basically harbor and farms were last on my list for the set. going for some moored ships, maybe some water placeable dock tiles with misc. objects on them
11:41:24 <rotterdxm> what´s also planned is more HEQS/Road Hog vehicles on decorative tiles
11:41:49 <rotterdxm> because i´m seeing a lack of those industrial scenes to bring it to life
11:41:58 <rotterdxm> and it would be nice to tie it all together
11:42:33 <rotterdxm> been making some edits of those
11:42:58 <rotterdxm> and then transitional tiles for FIRS/CHIPS to NRT roads
11:43:52 <andythenorth> :)
11:44:08 <andythenorth> can objects have custom foundations?
11:47:16 <rotterdxm> not sure. what do you have in mind?
11:47:32 <rotterdxm> i know stations can
11:59:53 <andythenorth> the default baseset foundations could be replaced at ports
12:00:01 <andythenorth> with the FIRS dock pilings sprites
12:05:29 <andythenorth> hmm cdist needs a link breaker
12:05:36 <andythenorth> manual intervention
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12:08:45 <andythenorth> jgr has modified loading orders, 'load by cargo
12:09:00 <andythenorth> I wonder how that interacts with 'refit any available'
12:09:05 <rotterdxm> andythenorth, that is a great idea. perhaps it could be done with a switch to detect water tile presence. but I have not worked with slopes before at all.
12:10:16 <andythenorth> the code is probably similar to FIRS port code
12:11:35 <andythenorth> hmm
12:12:01 <andythenorth> 'refit any available' does not respect 'load by cargo'
12:12:13 <andythenorth> so vehicle just refits to a banned cargo, because cdist sees a link
12:14:52 <rotterdxm> ah so you´re overlaying the jetties onto the tile
12:15:40 <rotterdxm> i think that might work for objects
12:16:04 <rotterdxm> hoo boy this will be a lot of work if it turns out to be effective
12:20:26 <andythenorth> :)
12:20:31 <andythenorth> this is how it starts :P
12:21:10 <andythenorth> then you end up with 173k lines of FIRS code :P
12:21:27 <rotterdxm> i think i´m up to 70k for both projects combined by now
12:21:34 <rotterdxm> and that´s just NML
12:21:40 <rotterdxm> yours gets preprocessed
12:21:42 <rotterdxm> o_O
12:21:54 <andythenorth> writing it by hand, life is too short
12:22:12 <rotterdxm> hahaha true
12:22:34 <rotterdxm> i do make heavy use of find/replace but otherwise i am an utter code peasant atm
12:24:01 <rotterdxm> well, i can read your python code
12:24:50 <rotterdxm> it helps that i know what the output is supposed to look like
12:26:46 <rotterdxm> i feel intimidated by how there´s a million ways to do things.
12:27:05 <rotterdxm> once you get into that actual programming language aspect of it
12:27:40 <rotterdxm> i mean i probably will do it anyway, even just coding NML has done wonders for me when it comes to focus and structure
12:29:04 <andythenorth> it's probably worth templating objects
12:29:18 <andythenorth> the nml for them is probably near-identical for most of them
12:30:03 <andythenorth> I wrote a primer for python templating https://www.tt-forums.net/viewtopic.php?t=58390
12:30:10 <andythenorth> was that really 8 years ago? FML
12:30:39 <rotterdxm> depends, if i were to work backwards i would have problems since i use objects from different spritesheets together in one slot´s views/variants.
12:30:40 <andythenorth> it's not how I do it, but how I do it is a bit odd
12:30:49 <rotterdxm> what´s your twist on it?
12:31:19 <andythenorth> I mean the guide I wrote is a generic guide :)
12:31:34 <Wolf01> https://9gag.com/gag/ap5OmRM ha! OTTD lego trains, or lego OTTD trains?
12:31:53 <andythenorth> hmm, so you're using different spritesheet sources
12:31:55 <Wolf01> 96/8
12:32:07 <andythenorth> Wolf01 that's lolz
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12:33:46 <rotterdxm> well, I am now. it´s been a process of constant expansion and modification and shuffling stuff around
12:34:24 <rotterdxm> it´s been incidental, mostly
12:34:42 <rotterdxm> but enough to require extensive rewrites
12:34:57 <rotterdxm> mostly X/Y positioning and blue box resizing
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12:42:26 <rotterdxm> andythenorth, https://cdn.discordapp.com/attachments/337701432230805505/695769187821420604/unknown.png
12:42:31 <rotterdxm> don´t know if you saw it
12:42:37 <andythenorth> wow
12:42:42 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened issue #8060: OpenTTD 1.10 breaks compatibility of Admin port https://git.io/JvNOu
12:42:44 <andythenorth> plaza
12:42:54 <andythenorth> nice
12:43:04 <rotterdxm> this is sort of where the mediterranean stuff is at
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12:43:14 <rotterdxm> when we combine the assets
12:43:52 <rotterdxm> with some more of your vehicles
12:43:58 <andythenorth> what climate suits it best? Temperate or Tropic?
12:44:13 <rotterdxm> i saw it used with temperate by alexthedacian
12:44:19 <rotterdxm> and that looked good to me
12:44:24 <rotterdxm> but it should also work with tropical
12:45:22 <rotterdxm> I plan to add a small update to uRaTT with some more cobblestone roadtypes and gentler curves
12:46:05 <rotterdxm> basically at least a sprite replacement for the road corners
12:46:45 <andythenorth> mixed climate would be nice :P
12:46:48 <andythenorth> biomes
12:47:18 <andythenorth> eh, too much work :)
12:47:19 <rotterdxm> you mean in openTTD generally?
12:47:21 <andythenorth> yes
12:47:30 <andythenorth> too many new tiles needed
12:48:53 <rotterdxm> it is possible to modify the town buildings used on a per-climate basis, right?
12:49:10 <rotterdxm> i mean at least it would be easy enough to add tropical vs coniferous/olive trees
12:50:09 <rotterdxm> as different versions dependent on climate
12:51:00 <andythenorth> should be possible yes
12:51:06 <rotterdxm> (to mediterranean building set, to disambiguate)
12:51:10 <andythenorth> FIRS swaps trees per climate
12:52:08 <rotterdxm> btw is it intentional that the temperate basic economy doesn´t have farm fields in FIRS 3?
12:52:17 <rotterdxm> i only noticed after someone pointed it out to me
12:53:55 <andythenorth> oh :o
12:54:02 <andythenorth> its because they're dairy farms, oof :)
12:55:17 <rotterdxm> been working on a slightly less worn version of the cobblestone groundtiles
12:55:18 <rotterdxm> https://imgur.com/cG5i5AU
12:55:26 <rotterdxm> because it would get visually pretty busy
12:55:36 <andythenorth> dairy farm now plants fields :)
12:55:37 <rotterdxm> the left tile is ´blank´ for use with buildings
12:55:44 <rotterdxm> yeeeeesh awesome
12:55:51 <andythenorth> yeah the cobbles are a bit noisy
12:55:57 <rotterdxm> the middle and top tiles are reduced noise
12:56:02 <rotterdxm> the bottom one is the regular one
12:56:42 <rotterdxm> i want to make them tile a bit better at the edges still, but otherwise it looks OK to me
12:59:20 <andythenorth> nice
13:00:10 <rotterdxm> btw arctic basic also does not have farm fields, not sure if intentional on that one (co-ops not that big i think?)
13:00:20 <rotterdxm> nice fix already! alex will be very happy
13:00:43 <rotterdxm> it´s his screenshots of farm fields w/ NRT country roads that got me to use JGR and uRatt
13:02:18 <rotterdxm> so if i were to upgrade to FIRS 4, i would have to compile it myself, right?
13:08:07 <peter1138> https://www.bbc.co.uk/news/uk-52172035
13:08:11 <peter1138> Good job guys...
13:08:37 <rotterdxm> happened here too
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13:08:43 <rotterdxm> everyone going to the beach and nature parks
13:09:18 <peter1138> I just mowed the lawn.
13:09:35 <peter1138> The rest of the morning, I went out on a lovely flight from the local airfield to Heathrow.
13:10:04 <peter1138> Red marks all over my face when I took off the VR headset though!
13:11:13 <rotterdxm> hah nice one
13:20:31 <NGC3982> is there a config parameter to never let industries close?
13:21:22 <nielsm> no, but there are newgrfs that make industries not close
13:24:46 <NGC3982> allright, thanks
13:25:04 <NGC3982> i have this memory of something like industries_never_close but that might be fantasy then.
13:26:50 <andythenorth> yup no fields in Arctic Basic, it's just reindeer herding
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13:37:56 <andythenorth> peter1138 newgrf docks then? o_O
13:38:04 <andythenorth> rotterdxm is making all the sprites
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13:42:59 <rotterdxm> hehe
13:43:06 <rotterdxm> i feel like i´ve been volunteered
13:49:23 <planetmaker> :) sometimes one has to bring a sacrifice. So why not bring the person next door? ;)
13:56:36 <rotterdxm> i am absolutely in favor of a dock system that´s somewhat like train stations O:)
13:58:49 <rotterdxm> with multiple possible sprites :O
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14:15:45 <TrueBrain> its a frosch123 ! :D
14:16:08 <TrueBrain> I implemented Authentication in the API frosch123 .. mostly just did what you did for eints :P Please take a look if this is usable
14:16:17 <TrueBrain> main difference is that I uses a bearer token instead of a cookie :)
14:17:33 <frosch123> nice :)
14:17:53 <TrueBrain> it supports multiple authentication methods, so we can implement an OpenTTD one if we like
14:18:12 <TrueBrain> one possibly odd thing is that the GitHub callback is done to the API directly, and not via the frontend
14:18:29 <TrueBrain> but it returns a Redirect to a predefined URL, so that should be fine :)
14:18:51 <TrueBrain> well, predefined .. the one defined when you start the login :P
14:19:44 <frosch123> ah, you made it that way around. i thought the frontend would pass the auth code to the backend
14:20:03 <TrueBrain> turns out GitHub really wants a callback URL preconfigured
14:20:08 <TrueBrain> so I couldn't see a decent way to do that
14:20:19 <frosch123> yes, i would have entered the frontend url :p
14:20:27 <TrueBrain> that means we can only have 1, and only 1 :)
14:20:37 <TrueBrain> that was my internal debate, at leat :)
14:20:41 <TrueBrain> s/leat/least/
14:21:10 <frosch123> what is the url for the api? api.bananas.openttd.org or something?
14:21:18 <TrueBrain> I think so
14:21:32 <TrueBrain> and users won't really see it, as it redirects you away when you land there
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14:28:40 <peter1138> andythenorth, too busy eating salad
14:29:02 <TrueBrain> peter1138: what do you play as VR for flightsim?
14:29:28 <peter1138> X-Plane 11
14:29:40 <TrueBrain> any good?
14:29:56 <peter1138> I like it. Performance isn't brilliant.
14:30:22 <TrueBrain> I wonder if MS FlightSim 2020 will have VR mode
14:30:28 <peter1138> Hopefully.
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14:50:04 <TrueBrain> https://gist.github.com/TrueBrain/79ef28365d0be9e20edfcb6ba5668c48 .. I might have overdone the configuration part
14:53:30 <DorpsGek_III> [OpenTTD/content-server] TrueBrain updated pull request #1: Add: first version of the content_server rewritten in Python https://git.io/Jvi4P
14:53:56 <andythenorth> oof it was lunchtime
14:54:01 <andythenorth> mistakes were made :P
14:55:06 <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api https://git.io/Jvi4X
14:55:13 <TrueBrain> poor children
14:55:15 <TrueBrain> all hungry
14:59:48 <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api https://git.io/Jvi4X
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15:09:13 <glx> frosch123: about #8060, it has been noticed here 2 days ago https://webster.openttdcoop.org/?channel=openttd&date=1585958400#1585962033
15:10:43 <frosch123> yes, that's where i got my info from :p
15:10:51 <glx> ha
15:11:01 <frosch123> well, and from reddit
15:11:22 <glx> but I agree, the value should move to the end
15:15:08 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port https://git.io/JvNOu
15:20:15 <TrueBrain> so 1.10.1 today?
15:22:05 <glx> would be nice to include #8058 in 1.10.1 too, but it's not ready
15:25:18 <Artea> hello
15:25:53 <Artea> just to say than I'm compiling OTTD 1.10.0 in CentOS 7 GCC 9.3.0 (somehow)
15:26:08 <glx> should compile fine
15:26:45 <Artea> yes
15:27:18 <Samu> I'm doing speed tests, binary heap vs fibonacci heap
15:27:38 <TrueBrain> glx: honestly, 8058 is a niche issue
15:27:50 <TrueBrain> how many people will be affected by that?
15:27:54 <TrueBrain> like 0.00001% of the userbase? :D
15:28:13 <TrueBrain> sure, it should be fixed. But it doesn't really have to be fixed soon, does it? :)
15:28:25 <TrueBrain> (or am I misreading the issue at hand)
15:28:30 <glx> indeed it's very rare, and only the server can crash clients :)
15:31:29 <andythenorth> hmm
15:31:40 * andythenorth uses groundhog day mode
15:32:15 <Artea> install: cannot change permissions of ‘///usr/local/share/pixmaps’: No such file or directory
15:32:48 <glx> do you really need to install ?
15:33:34 <Artea> oh
15:33:39 <Artea> still in bundle
15:34:02 <Artea> Im kinda clueless
15:34:09 <Artea> not many info about certain stuff
15:34:12 <glx> usually you can run it from bin
15:34:20 <glx> without installing
15:34:32 <Artea> yeah, I used to make that way
15:34:43 <Artea> but seems I have blank about that
15:35:16 <Artea> I feel like Im doing this for first time, but done many already (previous version)
15:35:30 <Artea> I dont wanna have to restore VPS ;)
15:35:38 <Artea> but all seems ok for now
15:35:47 <Artea> soon new update ?
15:36:41 <glx> probably, but as always no ETA :)
15:36:54 <Artea> btw
15:37:04 <Artea> intro sound sounds kinda slow
15:37:27 <Artea> not sure if is my fault
15:37:32 <Artea> need to check game...
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15:43:03 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility. https://git.io/JvNnZ
15:45:00 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port https://git.io/JvNOu
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15:50:49 <DorpsGek_III> [OpenTTD/OpenTTD] duckfullstop commented on issue #8060: OpenTTD 1.10 breaks compatibility of Admin port https://git.io/JvNOu
15:51:40 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility. https://git.io/JvNna
15:52:48 <TrueBrain> frosch123: can I just reuse DorpsGek to commit to BaNaNaS, or should that be a different bot, in your opinion?
15:53:24 <Samu> the ultimate speed test! binary heap vs fibonacci heap on a 4096+4096 manhattan distance route
15:53:46 <frosch123> the critical part of dorpsgek is committing to ottd without pr
15:53:54 <Samu> I notice fibonacci eats more ram
15:54:07 <Samu> and more cpu
15:54:13 <frosch123> how do people commit or bananas? i guess also only via pr, so dorpsgek is again special
15:54:14 <TrueBrain> yeah, it needs to commit to BaNaNaS without PR too, so it follows the same logic
15:54:18 <Samu> but will it finish first?
15:54:22 <TrueBrain> so I will reuse it :)
15:54:25 <frosch123> yep
15:54:28 <TrueBrain> cheers
15:56:52 <TrueBrain> and we use SSH for that on eints .. I wonder if I can do the same .. hmm .. setting files on ECS on AWS is a bit annoying ..
15:59:56 <Samu> the real distance is 4071+4071 = 8142
16:02:46 <Samu> https://i.imgur.com/ZSH8A7l.png
16:12:28 <TrueBrain> LordAro: just (another) friendly reminder, given the access you have: please please consider enabling 2FA on GitHub. Takes you 10 minutes to setup, and improves the security of your account drasticly.
16:22:22 <andythenorth> 4444 horse commits
16:22:24 <andythenorth> satisfying
16:24:10 <TrueBrain> lol
16:28:47 <TrueBrain> https://github.com/TrueBrain/BaNaNaS-test
16:28:51 <TrueBrain> comments on commit-style etc? :D
16:28:54 <TrueBrain> frosch123? :D
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16:37:12 <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api https://git.io/Jvi4X
16:39:00 <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api https://git.io/Jvi4X
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17:19:17 <frosch123> TrueBrain: i hate lowercase after colon (just to comment something)
17:19:44 <frosch123> except on irc :p
17:21:01 <frosch123> do your tests include modifications by two users within the commit period?
17:23:56 <TrueBrain> Ironically, I is always with an uppercase :p
17:25:40 <Samu> it's still pathfinding, this is slow :(
17:26:30 <TrueBrain> http://www.sussex.ac.uk/informatics/punctuation/colonandsemi/colon
17:26:30 <peter1138> Now do it on a Z80 or 6502.
17:26:40 <TrueBrain> Seems you prefer American style frosch123
17:27:22 <TrueBrain> So sorry, lowercase it is :)
17:38:48 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvbcB
17:41:51 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvNWi
17:50:05 <Samu> wow, a crash
17:50:09 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvNWx
17:50:11 <Samu> that was unexpected
17:54:32 <LordAro> TrueBrain: 2FA now set up
17:54:59 <LordAro> i have to have it for work now, so that made things easier :p
17:55:15 <glx> hehe
17:55:29 <Samu> either fibonacci or binary crashed openttd
17:55:52 <Samu> no crash log generated :(
17:56:06 <glx> too much memory used by AI ?
17:56:16 <Samu> nop
17:56:30 <Samu> i noticed something strange though
17:56:40 <Samu> fibonacci memory usage started to decrease
17:57:09 <Samu> how do i get the openttd.pdb files thingy?
17:57:32 <Samu> for 1.10
17:57:47 <glx> downloaded 1.10 or built by yourself ?
17:58:18 <Samu> downloaded
17:58:58 <glx> on download page, developer files
17:59:38 <glx> you extract it where openttd.exe is, and rename the extracted file to openttd.pdb
18:00:31 <frosch123> TrueBrain: glx: LordAro: my finger slipped, and i made LordAro owner
18:00:39 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone dismissed a review for pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvNWx
18:00:39 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvbcB
18:01:18 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvNl8
18:01:44 <Samu> ah rats, have to redo
18:01:48 <Samu> hope it crashes
18:02:46 <frosch123> he, 8058 is only removing code :p
18:03:12 <glx> yeah it's the simpler fix after reading how this stuff works
18:03:16 <Samu> pathfinding again
18:03:24 <Samu> will have to wait about 1 hour to get it to crash
18:03:44 <glx> basically widgets wer disabled only for editor, and editor doesn't have them
18:04:18 <glx> of course it was different before NRT
18:09:16 <LordAro> 1.10.1 today with #8058 & #8061 seems reasonable
18:11:15 <TrueBrain> Tnx LordAro ; long overdue, but honestly happy you enabled it :)
18:11:49 <TrueBrain> frosch123 : what is a good author name for these commits in BaNaNaS?
18:12:03 <glx> banana master ?
18:13:54 <debdog> banana joe
18:14:08 <TrueBrain> Ape :D
18:14:24 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvNlD
18:15:28 <frosch123> "musa" was already quite complicated
18:15:57 <frosch123> but "joe" is not too bad
18:16:59 <frosch123> "librarian" would also work, for pratchett fans
18:18:07 <TrueBrain> I like Librarian
18:19:18 <frosch123> go for it :)
18:20:05 <debdog> fyi: https://en.wikipedia.org/wiki/Banana_Joe_(film)
18:20:29 <frosch123> we are not that young :)
18:23:48 <debdog> hehe, sorry
18:24:52 <frosch123> though that movie is exactly my age
18:31:42 <FLHerne> You could call it eric
18:32:39 <debdog> because he sailed the seas in a banan shaped boat?
18:32:46 <FLHerne> No, https://en.wikipedia.org/wiki/Bananaman
18:33:13 <TrueBrain> If we go that route, it should be called Minion
18:33:18 <TrueBrain> Banana?
18:33:41 <frosch123> librarian fits well for something that manages a banana catalog
18:34:09 <FLHerne> Eric Wimp is, for some reason, a banana-powered superhero
18:34:14 <FLHerne> But yes, that might be better
18:34:36 <FLHerne> Discworld is a far greater work of literature :P
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18:55:01 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened issue #8062: Overlapping text in vehicle group window https://git.io/JvN4O
19:08:17 <LordAro> glx: what were you planning to rewrite the commit message of #8058 to?
19:08:43 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility. https://git.io/JvN4r
19:09:33 <glx> don't know exactly yet, but the current one is really too long for me
19:10:25 <LordAro> "Fix ...: Crash when roadtype availablity changed with the road toolbar open" ?
19:11:24 <glx> yeah something like that seems better
19:11:43 <LordAro> "As an administrator, you may still merge this pull request."
19:11:44 <LordAro> oho.
19:12:00 <glx> wasn't that disabled ?
19:12:06 <frosch123> not for main ottd
19:12:09 <glx> or maybe not for all repos
19:12:11 <frosch123> because of dorpsgek commits
19:12:15 <glx> ah yes
19:13:04 <TrueBrain> and LordAro now found out the benefits of having 2FA enabled :P
19:13:42 <frosch123> lots of red buttons to not press
19:13:51 <TrueBrain> yes ... very annoying to not press them :D
19:14:02 <glx> yeah red buttons everywhere in the config panel
19:17:34 <TrueBrain> so .. what is left ... S3 support .. hmm, yes
19:19:42 <frosch123> LordAro: right, please make sure that you configure your git client so you cannot push to openttd directly
19:19:48 <frosch123> there is nothing to block you now
19:20:05 <frosch123> i configured an invalid push url
19:20:22 <frosch123> pushurl = foobar
19:20:27 <LordAro> frosch123: i've done that a couple of times anyway :p
19:20:35 <LordAro> (to different branches)
19:20:54 <frosch123> yes, but now you could for protected branches
19:21:03 <LordAro> aye
19:25:22 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8053: Hotkey for Land Info in normal mode https://git.io/JvNBc
19:27:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8047: Add: Buttons to select script profile in the AI/GS configuration window https://git.io/JvNBW
19:30:29 <Samu> okay, the crash I got is
19:30:53 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8041: Feature: Ornament on borders of windows and dialogs https://git.io/JvNBz
19:30:53 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #8041: Feature: Ornament on borders of windows and dialogs https://git.io/JvMyk
19:30:54 <Samu> line 145 sqclass.h
19:31:35 <LordAro> almost certainly a memory related issue
19:31:35 <Samu> this->~SQInstance();
19:32:13 <glx> yeah it's in memory handling
19:32:59 <LordAro> that said, the only reason that particular line would cause a crash would be if "this" is null/undefined
19:33:06 <LordAro> which i wouldn't expet SQInstance to be...
19:33:34 <Samu> Unhandled exception at 0x00007FF6C5384238 in openttd.exe: 0xC0000005: Access violation writing location 0x0000006E2204FFD8.
19:33:34 <glx> the trace should show weird thngs
19:34:39 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8058: Fix #8055: Fix crash when the road toolbar is open, but the availabil… https://git.io/JvbcB
19:34:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8055: Road Construction UI unavailable, also potential OpenTTD crash https://git.io/Jvbvc
19:34:50 <glx> but it's a release build so debugger is less effective
19:35:20 <LordAro> true
19:35:49 <Samu> I can try with debug build, latest master version, but it's probably gonna take a long time
19:35:52 <LordAro> Samu: there's no particular reason why you wouldn't be able to reproduce the crash with your own debug build (of master)
19:36:15 <Samu> ok, then gonna try it
19:36:24 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8061: Fix #8060, 5880f14: Restore admin network API compatibility. https://git.io/JvNnZ
19:36:25 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8060: OpenTTD 1.10 breaks compatibility of Admin port https://git.io/JvNOu
19:36:49 <glx> at least it happened twice with the release build, so it should be reproducable in master debug
19:37:03 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #8055: Road Construction UI unavailable, also potential OpenTTD crash https://git.io/Jvbvc
19:37:03 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8055: Road Construction UI unavailable, also potential OpenTTD crash https://git.io/Jvbvc
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19:41:05 <Samu> by my calculations, i need 6 hours to get it to crash
19:41:13 <Samu> cus debug is slow
19:42:03 <Samu> and it started!
19:42:18 <Samu> will probably hibernate overnight
19:42:24 <Samu> and tomorrow i should get the crash
19:45:04 <andythenorth> station refit: 'refit to fixed cargo', could it take a list? So it behaves like 'refit any available', but only selecting from a specific set of cargos.
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19:52:19 <TrueBrain> okay .. OpenTTD-content-api now has S3 storage, and is only missing OpenTTD authentication
19:52:28 <TrueBrain> now .. lets fix OpenTTD content-server to work with S3 and GitHub :)
19:54:40 <frosch123> TrueBrain: current eints has openttd ldap queries
19:54:47 <frosch123> so, if you really want to add it, you can copy from there
19:54:58 <TrueBrain> not sure I want to add it :D
19:55:18 <TrueBrain> but the infra on AWS cannot reach the LDAP, so it needs a more complicated solution :(
19:55:26 <frosch123> yep, especially since it would raise follow up issues like merging accounts
19:56:43 <TrueBrain> for now, I am going to finish all the bits and pieces .. after that we can have a chat how we are going to link OpenTTD usernames to GitHub :D
19:57:00 <TrueBrain> as that sounds like something we need to think about .. and I am not in a thinking mood today :D
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20:07:55 <LordAro> TrueBrain: of course, setting up 2FA forces me to actually set up ssh keys for my msys git install
20:07:57 *** snail_UES_ has joined #openttd
20:08:07 <LordAro> can't login to github with username & password anymore :(
20:08:08 <TrueBrain> sounds like a good plan :D
20:08:12 *** Aileen[m] has joined #openttd
20:08:14 <TrueBrain> I cheated, and use a PAT for those things
20:08:23 <TrueBrain> (with limited scope)
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20:20:35 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvNRF
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20:23:55 <Eddi|zuHause> i'm trying this again, probably modded it to death https://www.twitch.tv/eddijk
20:24:22 <TrueBrain> not even a webcam?
20:24:29 <Eddi|zuHause> no
20:24:44 <Eddi|zuHause> i tried with microphone, but i can't really talk either :)
20:25:20 <TrueBrain> too bad :D
20:27:27 <frosch123> LordAro: did you consider just deleting "_settings_client.gui.disable_unsuitable_building", and always set it to false
20:27:52 <frosch123> that setting appeared ever more pointless to me over the years
20:28:01 <LordAro> you're probably right
20:33:09 <LordAro> frosch123: would you say it's still reasonable to backport the commit in that case, though?
20:33:26 <frosch123> no
20:33:46 <frosch123> maybe?
20:33:56 <frosch123> someone will cry anyway
20:34:03 <frosch123> probably sirkoz
20:34:08 <LordAro> https://xkcd.com/1172/
20:34:21 <frosch123> i know what that is without clicking :)
20:34:26 <LordAro> ;)
20:34:37 <Eddi|zuHause> spacebar overheating?
20:34:38 <frosch123> but you were still fast with linking
20:35:13 <LordAro> googling "xkcd workflow" only takes so long :p
20:37:09 <andythenorth> can we have a brief requiem for FIRS Extreme? https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/economies.html#steeltown
20:37:12 <andythenorth> it is gone
20:37:26 <andythenorth> that cargoflow chart though :)
20:38:07 <frosch123> didn't you delete it a month ago?
20:38:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvNRF
20:38:15 <LordAro> frosch123: ^ like that?
20:38:35 <rotterdxm> andythenorth, what´s happening to firs extreme?
20:38:39 <rotterdxm> RIP
20:38:54 <LordAro> wait, that won't even compile
20:39:05 <LordAro> silly LordAro
20:39:38 <andythenorth> Extreme is gone in v4 :)
20:39:56 <frosch123> github is still broken wrt sorting commits
20:40:17 <frosch123> anyway, if that setting is false, that "if" always triggers
20:40:21 <andythenorth> on the other hand, v4 Steeltown :P https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/economies.html#steeltown
20:40:22 <LordAro> frosch123: order looks correct to me
20:40:27 <frosch123> so you would remove everything after it, instead of the "if"
20:40:37 <andythenorth> I added a bunch of complexity to Steeltown this last week
20:40:52 <LordAro> frosch123: oh, lol
20:41:02 <LordAro> that's the complete opposite of what i just did :p
20:41:36 <andythenorth> frosch123 I need to teach graphviz to draw a box around the town industries :P like http://hawkdawg.com/img/rrt/rt3/Industry_Chart.jpg
20:41:46 <andythenorth> and place them on highest rank right hand side :P
20:42:29 <frosch123> LordAro: ah, you actually removed another function. i expected you to remove the function completelely, since it only checks for valid company, so i did not notice you removed another function as well :)
20:42:59 <LordAro> ah, yes :)
20:43:05 <LordAro> found it while searching for usages of the setting
20:43:16 <LordAro> a quick grep confirmed it was completely unused
20:44:56 <frosch123> so, do you actually still agree with me on removing the setting?
20:45:06 <frosch123> because i meant to remove all those "is vehicle limit == 0" checks
20:46:00 <frosch123> in ottd 0.3 that setting made sense. with canals it stopped making sense for ships, with railtypes it stopped making sense for trains, now it no longer makes sense for roadtypes
20:46:10 <frosch123> so only airports left, which is silly
20:46:55 <LordAro> mm
20:47:47 <frosch123> andythenorth: steeltown has more cargos, but only half the industries
20:48:30 <frosch123> actually, steeltown has a lot more cargos than industries :)
20:48:32 <Eddi|zuHause> frosch123: that sounds like the natural outcome of a "more cargos per industry" patch
20:49:12 <andythenorth> the flow is also much better
20:49:29 <andythenorth> it's quite careful about where the splits and divides are
20:49:49 <andythenorth> the graphviz view is surprisingly essential
20:50:08 <andythenorth> it's amusing that if the dot algorithm was slightly different, the economy design would change :P
20:50:26 <andythenorth> in fact I think the rendered graphviz result varies by platform :P
20:50:49 <frosch123> people who do not know you, would probably not believe that someone would design a industry grf depending on how the cargoflow looks graphically
20:51:22 <andythenorth> I think V did something the same, only with more rainbows
20:51:40 <frosch123> no, V made a completely symmetric economy
20:52:00 <frosch123> he drew the graph, then assigned industries/cargos that somewhat made sense
20:52:23 <andythenorth> ah
20:52:33 <frosch123> https://dev.openttdcoop.org/attachments/download/6663/YETIscheme08-05.png
20:52:40 <Eddi|zuHause> the difference is that V's approach is valid game design :)
20:52:48 <andythenorth> he did explain that I should have a schema and the schema would rule all
20:52:57 <frosch123> that's also why the industries in yeti are numbered
20:53:01 <TrueBrain> why .... do my meta-files list files as 1 byte more than they are on the S3 ... oh-oh ....
20:53:26 <TrueBrain> worse: S3 are 1 byte longer
20:53:27 <TrueBrain> lol
20:53:37 <andythenorth> oof Eddi|zuHause is zingy today :(
20:53:40 <frosch123> nul-terminator?
20:53:42 <LordAro> frosch123: i don't understand when the "We should be able to build infrastructure when we have the actual vehicle type" block would actually be relevant
20:53:51 <LordAro> something to do with buying companies, perhaps?
20:53:56 <frosch123> LordAro: if you change the settings in-game
20:54:41 <LordAro> ah right
20:54:48 <frosch123> maybe in the past it also took effect when all vehicles expired
20:54:54 <frosch123> and you still run dinosaurs
20:55:21 <Eddi|zuHause> LordAro: iirc it was mostly to prevent people building expensive airports when airplanes hadn't been invented yet
20:55:40 <Eddi|zuHause> or, monorails, or...
20:56:53 <LordAro> hmm
20:57:02 <LordAro> the more i think about it, the more i want to leave the existing function in place
20:57:15 <frosch123> i think it only works for airports
20:57:20 <LordAro> possibly invert the trains availability check
20:57:42 <LordAro> s/trains/railtype/
20:58:27 <frosch123> LordAro: inverting the check makes the rest of the function pointless
20:59:00 <TrueBrain> frosch123: ah, no, it is a bit worse ... filesize is of one run, files themself of another .. I expected, for some odd reason, that the files would be the same :D oopsssss
20:59:06 <frosch123> you have very likely always some railtype available, so the check for max-vehicles is pointless
20:59:33 <andythenorth> meh, I need one 'free' cargo to increase production at a port, food is already used at the other port
21:00:21 <frosch123> LordAro: so you can as well add a generic if (VEH_TRAIN || VEH_ROAD) return true
21:00:29 <frosch123> and only keep the rest for ships and airports
21:00:34 <frosch123> or possibly only for airprots
21:01:46 <frosch123> LordAro: also, if road/railtypes are not available, their entries are disabled in the dropdown. so i am pretty sure inverting the check is the same as replacing it with "true"
21:02:38 <andythenorth> hmm, could do logs, doesn't seem very steel-town ish
21:06:42 <TrueBrain> IT WORKS :D :D :D I can upload things on the API side, and I can download them ingame :D :D :D :D :D
21:11:55 <frosch123> that sounds illegal
21:13:29 <DorpsGek_III> [OpenTTD/content-server] TrueBrain updated pull request #1: Add: first version of the content_server rewritten in Python https://git.io/Jvi4P
21:13:33 <DorpsGek_III> [OpenTTD/content-api] TrueBrain updated pull request #3: Add: first version of content-api https://git.io/Jvi4X
21:13:55 <TrueBrain> so, the TODO list: figure out OpenTTD accounts, run this on AWS, poke frosch123 how the frontend is going :D
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21:16:32 <TrueBrain> AWS is for next weekend
21:16:37 <TrueBrain> OpenTTD accounts .. ugh ...
21:16:48 <TrueBrain> but yeah, this works :D GitHub, S3 ... it just works :D
21:16:50 <TrueBrain> w00p :)
21:16:59 <frosch123> next weekend is a long weekend
21:17:09 <TrueBrain> good point
21:17:14 <TrueBrain> would be a good moment to test-run this all
21:17:19 <TrueBrain> see if people can break it
21:17:49 <TrueBrain> that leaves a week for fixing stuff .. and a week going live before I have to shut down the old system :P
21:18:07 <TrueBrain> you think you can have a version that works by the end of next weekend frosch123 ? :D
21:19:31 <frosch123> when is that?
21:19:55 <frosch123> 4 days? 5 days? 8 days? 10 days?
21:20:05 <TrueBrain> how long are your weekends?!
21:20:22 <TrueBrain> I know corona is making days blur, but this is a bit much :P
21:20:51 <frosch123> i do not know what you mean with "next week"
21:20:57 <TrueBrain> "next weekend"
21:20:57 <frosch123> is that before easter or after easter?
21:21:14 <frosch123> anyway, i can probably get it done during easter
21:21:34 <TrueBrain> cool :)
21:21:42 <TrueBrain> guess you misread "week" over "weekend" there :P
21:22:18 <frosch123> oh, indeed, i skipped 3 letters
21:22:21 <TrueBrain> :D
21:23:01 <TrueBrain> okay .. so lets try to aim to have a first version running somewhere monday .. not this monday, but the one during easter :D
21:23:22 <TrueBrain> can't believe how much more complicated the API was ...
21:23:29 <TrueBrain> the content-server is small and doable
21:23:32 <TrueBrain> the content-api .. holy crap
21:24:02 <TrueBrain> 2800 lines of Python code
21:24:16 <TrueBrain> content-server is 1000 lines .. lol
21:24:55 <TrueBrain> LordAro: if you happen to have some time this week, I could use a "review" of those two PRs. I am not expecting a real review, but looking it over if you see odd things, that would be nice :D
21:25:41 <TrueBrain> I do have to cleanup the README and test the Dockerfiles; sets reminder
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21:30:57 <glx> LordAro: so with #8063 you allow the toolbar when the roadtype is available, but I think building station and depots should not be allowed (as it was before NRT merge)
21:31:39 <LordAro> mm
21:31:54 <glx> ie partial revert of #8058 is probably needed
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21:36:00 <glx> some kind of if (_game_mode != GM_NORMAL) return; if (!CanBuild...) { delete this; return;); then disable widgets if not allowed
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21:37:15 <glx> disabling only depending on max allowed and already existing vehicles
21:38:38 <glx> and of course depot/station build window should be closed if no longer allowed
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22:24:22 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvNz6
22:36:15 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvNzj
23:09:51 <Samu> got the crash already, a bit too early than expected, a different crash though
23:10:26 <Samu> > openttd.exe!SQInstance::Mark(SQCollectable * * chain) Line 549 C++
23:11:33 <Samu> Exception thrown at 0x00007FF7DFE6B52C in openttd.exe: 0xC0000005: Access violation writing location 0x0000000B8AA4FFF0.
23:12:22 <Samu> sqobject.cpp, line 549
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23:17:48 <glx> yes it's the garbage collector, because too much memory is used
23:18:38 <Samu> strange, the memory column says 419 MiB for AI 2 and 542 MiB for AI 3
23:18:48 <Samu> at the moment of the crash
23:19:24 <Samu> crashed earlier in debug mode
23:19:34 <Samu> it used to crash at 905 MiB
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23:22:09 <Samu> could it be about the number of open nodes?
23:22:48 <Samu> is there perhaps a limit that can't be reached
23:24:16 <glx> its #7513 again I think
23:27:09 <peter1138> Eddi|zuHause is streaming Cities: Skylines at about 2 fps...
23:27:12 <peter1138> Kinda painful ;(
23:27:16 <Eddi|zuHause> yeah
23:27:30 <Eddi|zuHause> it's kinda getting worse i think
23:27:45 <glx> was the same with transport fever
23:27:47 <planetmaker> does one still call that 'streaming'? Or is it rather 'drippling'?
23:28:10 <Eddi|zuHause> glx: yeah, but i got a new graphics card, which temporarily made it better
23:28:31 <Eddi|zuHause> glx: but C:S is more CPU limited if you're using mods
23:29:04 <glx> yeah last time I launched it it was unplayable for me
23:29:10 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvN23
23:29:11 <glx> while it was OK before
23:29:25 <Eddi|zuHause> glx: i tried vanilla a few days before, was actually fine
23:30:05 <Eddi|zuHause> well, relatively ok
23:30:10 <Eddi|zuHause> not as bad as this :p
23:30:24 <Eddi|zuHause> streaming also doesn't help
23:30:30 <glx> I think my main issue is the lack of ram
23:30:49 <Eddi|zuHause> yeah, RAM is pretty bad
23:30:53 <glx> only 8GB is not enough
23:31:06 <Eddi|zuHause> 3 of 12GB free, 0 of 16GB swap free
23:31:45 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvN2c
23:33:22 <Eddi|zuHause> i should have gone for a new PC a few months ago... kinda tricky right now
23:33:39 <planetmaker> Nah, online shopping still works
23:34:01 <Eddi|zuHause> but "everyone" gets PCs for their home-office now
23:34:14 <planetmaker> hm, you might have a point there, yes
23:34:23 <nielsm> yeah and they tend to be produced in places under various levels of lockdown
23:34:49 <Eddi|zuHause> probably worse for laptops
23:34:58 <planetmaker> it actually made me try to test how sending stuff via the "Packstation" works. Surprisingly well
23:35:27 <planetmaker> So also in the future less reason to go to a post office... bad for the work places there, though
23:37:06 <Eddi|zuHause> i'll stop now, try with a few less mods next time :)
23:38:09 <Samu> testing a single AI instance, the binary heap one
23:38:33 <Samu> if it doesn't crash at 905 MiB, then it was Fibonacci Heap that triggered the crash
23:39:04 <Samu> priority queue
23:39:16 <nielsm> it's probably nothing with the actual memory usage
23:39:22 <nielsm> if it crashes because of a stack overflow
23:39:38 <glx> I'm quite sure it's the stack overflow
23:39:45 <nielsm> and you could probably make it crash in the GC with a much simpler (smaller memory usage) script
23:40:18 <glx> really looks like #7513 to me
23:41:07 <Samu> it's roadpathfinding from the left corner of the map to the right corner of the map, a 4096x4096 map, it's probably opening too many nodes
23:41:36 <nielsm> I wonder how much work it'd be to rework the GC to not use call stack recursion
23:41:38 <Samu> i wish i could know the actual limit
23:41:40 <glx> I think you can remove "probably"
23:42:41 <LordAro> nielsm: does squirrel 3 still use call stack recursion? if not, could possibly steal from that
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23:42:57 <nielsm> no idea... I haven't looked at it
23:43:52 <nielsm> also the fact that it even uses recursion probably means it can't handle circular references and easily allows detached object graphs to leak
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23:49:28 <Samu> already over 905 MiB
23:49:32 <Samu> no crash so far
23:50:07 <glx> yes it's not really the memory, but the number of objects
23:50:30 <nielsm> the number of objects and how they are holding references to each other
23:50:33 <LordAro> glx: Samu never lets an explanation get in the way of more needless testing
23:50:46 <glx> I know :)
23:51:15 <Samu> I'm actually interested in whether it actually finishes pathfinding, or if it also crashes
23:51:53 <Samu> interesting again, it's starting to decrease memory usage now
23:52:20 <glx> memory deacrease because GC is running
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23:53:28 <Eddi|zuHause> i might have got encoding via GPU running now, maybe that helps? :)
23:54:28 <Samu> on the task manager, however, memory usage keeps going up
23:54:44 <Samu> there's a contradiction
23:55:23 <Eddi|zuHause> i'll do some testing of that, before i try streaming again :)
23:55:30 <nielsm> that's because the C runtime does not release memory back to the OS
23:55:33 <Eddi|zuHause> probably not tonight :)
23:55:47 <nielsm> at least not as fast as the program releases memory to the runtime memory manager
23:58:40 <Samu> crashed
23:58:52 <Samu> at 498 MiB
23:59:26 <Samu> this->~SQInstance(); again
23:59:27 <Eddi|zuHause> at least it feels less sluggish now, but i dunno if that is just due to restarting the game