IRC logs for #openttd on OFTC at 2021-01-18
            
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00:16:28 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8585: Fix: [Actions] Give Universal Mac packages the "universal" suffix https://git.io/JtILX
00:16:54 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8583: Feature: Add ARM64 build for Windows https://git.io/JtItq
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00:45:58 <DorpsGek> [OpenTTD/team] Wuzzy2 opened issue #128: [de_DE] Translator access request https://git.io/JtImv
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03:18:27 <DorpsGek> [OpenTTD/team] RobertNP opened issue #129: [ro_RO] Translator access request https://git.io/JtInb
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03:32:38 <DorpsGek> [OpenTTD/nml] Gadg8eer opened issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
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04:40:25 <DorpsGek> [OpenTTD/nml] Gadg8eer closed issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
04:40:28 <DorpsGek> [OpenTTD/nml] Gadg8eer reopened issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
04:40:51 <DorpsGek> [OpenTTD/nml] Gadg8eer commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
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08:10:42 <DorpsGek> [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP
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08:24:23 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8037: Crash when Reloading AI in single player https://git.io/Jv1m2
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08:26:13 <DorpsGek> [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP
08:57:44 <DorpsGek> [OpenTTD/OpenTTD] orudge merged pull request #8585: Fix: [Actions] Give Universal Mac packages the "universal" suffix https://git.io/JtkHO
08:58:03 <DorpsGek> [OpenTTD/OpenTTD] orudge merged pull request #8583: Feature: Add ARM64 build for Windows https://git.io/JtkVj
09:03:58 <DorpsGek> [OpenTTD/website] orudge opened pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtIKx
09:07:20 <DorpsGek> [OpenTTD/team] LordAro commented on issue #128: [de_DE] Translator access request https://git.io/JtImv
09:10:27 <DorpsGek> [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:10:49 <LordAro> i'm not going to approve #127
09:11:23 <DorpsGek> [OpenTTD/team] LordAro commented on issue #126: [pt_PT] Translator access request https://git.io/JtTQf
09:11:28 <DorpsGek> [OpenTTD/team] LordAro commented on issue #129: [ro_RO] Translator access request https://git.io/JtInb
09:12:28 <DorpsGek> [OpenTTD/website] LordAro approved pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtI68
09:12:31 <DorpsGek> [OpenTTD/website] LordAro approved pull request #184: Fix: Autodetect macOS correctly https://git.io/JtI64
09:17:32 <DorpsGek> [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:17:40 <DorpsGek> [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:17:43 <DorpsGek> [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:18:29 <DorpsGek> [OpenTTD/website] orudge merged pull request #184: Fix: Autodetect macOS correctly https://git.io/JtkHv
09:18:37 <DorpsGek> [OpenTTD/website] orudge merged pull request #185: Fix: Add description for ARM64 .pdb https://git.io/JtIKx
09:18:39 <TrueBrain> Why not LordAro?
09:18:59 <LordAro> because they clearly haven't got a clue what's going on
09:19:05 <TrueBrain> Seems he either doesn't understand English or is in a real rush.. what could possibly go wrong?!
09:19:21 <LordAro> and the repos on their account don't fill me with confidence either
09:19:30 <DorpsGek> [OpenTTD/team] Leven-mok closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:19:33 <DorpsGek> [OpenTTD/team] Leven-mok reopened issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:19:42 <DorpsGek> [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:19:50 <DorpsGek> [OpenTTD/team] Leven-mok commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:19:52 <TrueBrain> So deny and block user? :)
09:19:57 <DorpsGek> [OpenTTD/team] LordAro commented on issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:20:00 <DorpsGek> [OpenTTD/team] LordAro closed issue #127: [zh_TW] Translator access request https://git.io/JtkRP
09:20:06 <LordAro> oops, wrong button
09:20:37 <TrueBrain> Hahaha, you can't read either :D :D :D
09:20:49 <TrueBrain> <3
09:21:03 <LordAro> normally when i close issues, i actually close it :p
09:21:39 <TrueBrain> It only prevents a message from DorpsGek; it doesn't really matter honestly :)
09:22:08 <LordAro> mm :)
09:22:27 <LordAro> feature request: some label determining whether an application was approved or not
09:22:46 <LordAro> (bonus: actually followed through and accepted invitation)
09:22:46 <TrueBrain> Make one :)
09:22:55 <TrueBrain> Labels are cheap
09:23:18 <TrueBrain> And denies are rare
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09:29:47 <DorpsGek> [OpenTTD/team] LordAro opened issue #130: Apply labels to issue after approving/denying request https://git.io/JtIiL
09:31:06 <DorpsGek> [OpenTTD/team] TrueBrain commented on issue #130: Apply labels to access request after approving/denying request https://git.io/JtIiL
09:31:59 <TrueBrain> automation is not always the answer :P
09:48:57 <LordAro> :p
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11:50:59 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8037: Crash when Reloading AI in single player https://git.io/Jv1m2
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12:27:49 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtUMd
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13:16:39 <Samu> it finally complained about the missing file
13:16:43 <Samu> https://pastebin.com/raw/0EYXDJF9
13:17:46 <Samu> why didn't it complain yesterday
13:24:30 <Samu> how do I solve this?
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13:37:41 <Samu> do I simply remove "genland.h" from D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\table\CMakeLists.txt
13:37:55 <Samu> there are many CMakeLists.txt's
13:38:09 <glx> there's one per directory
13:38:30 <DorpsGek> [OpenTTD/nml] FLHerne commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
13:39:06 <glx> and yes if you delete a file and it's listed in the CMakeLists.txt of the directory you need to remove it from the list
13:40:19 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/table/CMakeLists.txt#L63
13:40:22 <Samu> deleted
13:40:47 <Samu> what's intriguing me is that it didn't error yesterday
13:40:53 <Samu> only today
13:41:40 <glx> it's strange, cmake should have seen the deletion when you recompiled
13:42:03 <glx> unless you deleted after compilation
13:44:13 <Samu> i'm not sure which order I did things
13:44:35 <Samu> visual studio sometimes misbehaves, doesn't detect some changes i made outside visual studio
14:18:52 <Samu> DistanceSquare generated -> https://i.imgur.com/QLDyQlu.png vs genland.h generated -> https://i.imgur.com/5GJjKlm.png
14:28:31 <Samu> I wonder, wasn't that data from genland.h reverse engineered from assembly
14:28:38 <Samu> from the original game?
14:29:10 <Samu> someone talked about 0 and -1 conversion in assembly being off
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14:39:55 <Samu> frosch
14:40:57 <Samu> @seen frosch
14:40:57 <DorpsGek> Samu: I have not seen frosch.
14:46:47 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl
14:54:28 <Samu> I need frosch
14:54:38 <Samu> does he remember this? https://github.com/OpenTTD/OpenTTD/commit/4846c7ed6b6f024ff31c826c5ede3fbea25ef5cb#diff-026507209c0ed34a0280e17ecb3fce7dd4d8a67a0b9e486d9dbcc6051708b398
14:58:48 <Samu> he fixed the oilrig layout from this https://i.imgur.com/BGkHbx0.png to this https://i.imgur.com/5Lp3uFV.png
14:59:23 <Samu> I wonder if the data in genland.h suffers from the same bug
15:00:01 <glx> maybe
15:00:08 <Samu> does it look broken? https://i.imgur.com/5GJjKlm.png
15:00:51 <glx> yup upper half is off by one it seems
15:00:59 <glx> like it was for oilrig
15:01:34 <Samu> interesting
15:06:54 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIj9
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15:09:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIjd
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15:29:58 <Samu> tada!! https://i.imgur.com/mbwh256.png
15:32:31 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLv0
15:32:49 <glx> looks better Samu :)
15:33:35 <Samu> ok let me make a PR, just not sure how to describe the problem
15:34:01 <glx> pictures will help, but won't be enough ;)
15:58:16 <Samu> i just dont know what to say in the PR
16:07:52 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP
16:07:57 <Samu> too many pics perhaps
16:08:40 <LordAro> images could be cropped perhaps
16:08:43 <LordAro> but seems fine
16:13:51 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUt
16:14:56 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl
16:17:26 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLUE
16:17:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUz
16:19:56 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtLUV
16:21:21 <TrueBrain> glx: are you sure?
16:21:37 <glx> I tried
16:21:49 <TrueBrain> Either way, it became a hypothetical, so it doesn't matter really :)
16:22:02 <TrueBrain> So a wise man lied to me, sounds badddd
16:23:52 <glx> https://github.com/OpenTTD/OpenTTD/blob/a2bd0a14e1033d9bd1e29416c8c68f96c73d179e/src/command.cpp#L592-L595 <-- it needs a default error message for the command to show the specific one
16:24:09 <Samu> hmm LordAro that would make me change a lot of offsets
16:24:46 <glx> can't you just move the modified offset to a better place ?
16:25:01 <TrueBrain> glx: our DoCommand structure never stops to amaze me :p
16:29:03 <Samu> gonna try my best
16:30:10 <LordAro> Samu: i'm asking you to explain why, there may be a perfectly valid reason why not
16:31:01 <Samu> I was being kind of lazy, just moved some tiles from the back and put them in the front, but this doesn't make it ordered as it should
16:31:50 <Samu> now i'm looking at the order, and from what I see, lots of tile offsets gonna be adjusted
16:31:53 <glx> yeah being lazy is not a valide reason ;)
16:32:15 <Samu> instead of 6 changes, it's about 100~
16:32:24 <glx> in the diff ?
16:32:25 <glx> weird
16:32:39 <Samu> brb, 15 min
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16:42:05 <_dp_> Samu, you can just move lines
16:43:24 <_dp_> also sequential access can be a bit faster so it's not just cosmetic
16:43:48 <glx> ordering in the file doesn't seem consistent
16:45:21 <glx> 120 first lines in the array seem to have an order, then all other lines look randomly placed
16:47:49 <glx> and it's not better in build_industry.h, sometimes it's ordered by x then y, sometimes by x then y, and often it changes in the middle
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16:52:19 <_dp_> yeah, also whole CreateDesertOrRainForest looks quite ineffecient for what it does
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17:19:07 <Samu> im working on it, already know how to do it
17:20:02 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened issue #8589: Vehicle::motion_counter is not stored in the savegame https://git.io/JtLLw
17:25:44 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP
17:25:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP
17:27:28 <Samu> it's not negative 'y', it's negative 'x', my bad
17:28:11 <Samu> actually, the explanation sucks
17:28:25 <Samu> needs a better commit name
17:29:02 <Samu> y is off by 1 when x coordinate is negative
17:32:21 <frosch123> meh, some guy wants to migrate bananas stuff. but they actually have no link to the forum
17:34:47 <frosch123> and they use gtranslator to post on forums, so I guess asking back for another form of confirmation won't work
17:34:56 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8588: Fix: Desert/rainforest data is off by 1 for negative 'y' values https://git.io/JtLJP
17:35:13 <frosch123> i guess i just assume that a 2 year old forum account that matches the ottd account is valid :)
17:35:27 <Samu> of, it's frosch!
17:35:35 <Samu> you did the oilrig layout fix
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17:39:08 <Samu> 68 changes, i expected 100
17:39:10 <Samu> not bad
17:43:41 <Samu> i didn't edit 68, that diff that the website generates confuses some of the changes
17:46:08 <Samu> oh, it's 68 indeed
17:46:35 <Samu> that diff counts correctly, but displays the differences in a confusing way
17:51:49 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8588: Fix: Desert/rainforest data coordinate 'y' is off by 1 when their 'x' coordinate is negative https://git.io/JtLqE
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17:57:01 <TrueBrain> frosch123: what is the worst that can happen :D
17:58:00 <frosch123> someone could upload a version with all pixels garbled
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18:06:57 <TrueBrain> how will we survive
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18:16:59 <andythenorth> FML :P
18:18:05 <frosch123> andythenorth: if you garble all your pixels, you no longer need liveries
18:18:34 <andythenorth> hmm
18:19:02 <andythenorth> I had an idea for 65k spritelayers
18:19:08 <andythenorth> or maybe 4096
18:19:10 <andythenorth> would be enough
18:19:13 <andythenorth> 1 pixel per layer
18:19:47 <andythenorth> then just randomise all the layers
18:20:00 <andythenorth> ENotEnoughRandomBits
18:20:16 <frosch123> how abou resolving vehicle sprites via http calls to your server?
18:20:26 <frosch123> newgrf-as-a-service
18:20:36 <TrueBrain> hand drawn live while you play!
18:22:01 <andythenorth> hmm, how about a vehicle-UI->discord bridge?
18:22:11 <andythenorth> so you type what you want, and then discord bot sends back the sprites?
18:22:31 <Samu> glx, don't move that line to before the DC_EXEC https://github.com/OpenTTD/OpenTTD/pull/8587/files#diff-53305a8fc8880bbbfea433039871db3dd91f5ee9d97b582b15258f8d950b8938
18:22:39 <frosch123> last time i was on discord, somenoe had a screenshot-discord bridge
18:22:48 <Samu> if i remember correctly, it will mess up starting ais in a server
18:22:52 <Samu> in multiplayer
18:23:11 <Samu> have to dig in the details
18:23:15 <frosch123> posting screenshots of their game like others post cat pictures
18:23:27 <andythenorth> I think you missed the recent actual posting of cat pictures
18:23:36 <andythenorth> there is now a board for that
18:23:48 * andythenorth enjoyed that, always love a cat picture
18:23:58 <andythenorth> livery UI -> cat picture search
18:24:04 <andythenorth> or we could just do liveries where you click a button and get the livery
18:24:07 <frosch123> i prefer alf
18:24:42 <glx> Samu: it should not, and if the test is only in DC_EXEC part it fails because both returns are different
18:27:04 <Samu> it's due to the commands being put in a queue, the so called tick delay
18:27:47 <Samu> you bankrupt and then start immediately, the commands are queued before being executed
18:28:02 <LordAro> Samu: comments on PRs go in the PR
18:29:05 <Samu> so the bankrupt command didn't really execute yet
18:30:02 <Samu> and requesting a company to start in the same slot, will fail due to Company::IsValidID(company_id)
18:30:24 <andythenorth> glad I didn't abuse motion counter for vehicles
18:30:44 <andythenorth> I mean...I have considered it :P
18:35:34 <glx> Samu: ah yes indeed reload_ai doesn't reload in server
18:37:29 <glx> but in offline if the company couldn't be deleted then it will assert on creation
18:38:44 <glx> AI reloading is kind of a hack :)
18:41:25 <TrueBrain> was always meant as "debug"
18:41:31 <TrueBrain> not for the common people :)
18:42:06 <glx> yeah and command system doesn't really support command dependencies
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18:43:59 <glx> anyway with second commit in place it should be safe to put the start check back in DC_EXEC zone
18:44:25 <glx> I moved it because my tests on first commit only
18:44:49 <andythenorth> GS reloading or go home? :D
18:44:50 <andythenorth> oof
18:45:56 <TrueBrain> a company is closed and a new one is opened on AI reload
18:45:59 <TrueBrain> so GS reload is starting a new map
18:46:01 <TrueBrain> EASY
18:48:06 <andythenorth> I think just reloading the save does it
18:48:18 <andythenorth> but that might depend on how the GS handles newgame vs reload
18:48:28 <andythenorth> worked for my simple test GS :P
18:48:47 * andythenorth would worry about state though
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19:00:03 * Wolf01 and covid19 are now friends
19:00:27 <LordAro> !
19:00:47 <Wolf01> Shit happens
19:01:22 <andythenorth> le oof
19:02:02 <frosch123> do you plan to visit anti-vaccination protests?
19:02:09 <Wolf01> The best part is that we (at work) took a test on 12th, all negative, went to work th 13th and started to feel bad on the same evening
19:03:27 <andythenorth> are you repaired now?
19:03:29 <Wolf01> <frosch123> do you plan to visit anti-vaccination protests? <- I would like to do, but now they could arrest me
19:06:47 <Wolf01> I had a bad night today, but I feel better, I have again smell and taste, maybe not as normal but at least stuff doesn't taste like cardboard
19:08:08 <Wolf01> And I blamed the cold weather for the back pain and the dust I moved while tidying up my room for the running nose... instead, tadaaa
19:18:18 <andythenorth> sure I had covid 1 year ago, but eh
19:18:22 <andythenorth> no way to know
19:20:26 <Wolf01> I was pretty sure too, that's why I had a antibodies test in may, but it was negative, so...
19:31:48 <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLGj
19:42:33 <andythenorth> :)
19:53:57 <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLnu
19:56:17 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLn6
19:57:26 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLnX
19:58:45 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtLnS
20:00:49 <michi_cc> Regarding #8576: Should members of enum class still follow normal enum rules (all caps)?
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20:06:33 <frosch123> would clang-format handle them differently? i don't it does. and i like dreaming of having clang-format some day :p
20:06:43 <frosch123> *think
20:06:59 <LordAro> michi_cc: hmm
20:07:07 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtJdI
20:07:28 <LordAro> obviously it doesn't need the prefix, but yeah, should probably still be all caps
20:09:06 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLcZ
20:09:58 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8573: Add tile parameter for GSCompany.ChangeBankBalance to show text effect if needed https://git.io/JtLcW
20:11:43 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #8591: Fix #8589, 653e7fa548: Motion counter is NewGRF-visible but not saved, leading to desyncs. https://git.io/JtLnu
20:11:46 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #8589: Vehicle::motion_counter is not stored in the savegame https://git.io/JtLLw
20:14:23 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLc6
20:15:31 <LordAro> mm, that's a good counter argument
20:17:08 <TrueBrain> BUT I LIKE IT WHEN MY CODE SHOUTS AT ME FROM TIME TO TIME :(
20:17:18 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8576: Feature: Allow GameScripts to add additional text to Industry view window https://git.io/JtLcQ
20:18:07 <_dp_> also they're always used together with enum name and it's quite a dissonance if they have different styles
20:21:26 <Samu> There's 3 ways to generate desert/rainforest now! https://i.imgur.com/v0iikLd.png
20:22:14 <Samu> the off by one at top right
20:22:22 <Samu> the fixed off by 1 at top left
20:22:40 <Samu> the SquaredDistance method at bottom left
20:23:00 <Samu> which one is prettier?
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20:49:21 <glx> hmm in its current form (in master), CCA_NEW_AI param validation could just be an assert, because if the command returns CMD_ERROR it will trigger the sany check assert anyway
20:49:49 <glx> *sanity
21:04:18 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl
21:05:28 <_dp_> rainforest is quite weird, apparently it doesn't generate on NW side of lakes https://i.imgur.com/2mzlrP8.png
21:08:21 <glx> hmm something seems wrong in my change
21:08:27 <FLHerne> frosch123: In principle, your proposed change breaks backward-compatibility, if some existing grf relies on the water-industry cap?
21:08:41 <FLHerne> But there's probably no such industry :p
21:10:50 <frosch123> every bug fix breaks compatibility
21:11:53 <frosch123> eddi is likely still waiting for dbset fixing the power of the ice trains
21:12:38 <michi_cc> Except of course if you're SimCity and get a special bug-compatible mode for Windows 95 :D
21:13:17 <Eddi|zuHause> well, we added such compatibility mode when we untangled multiple vehicle grfs modifying the same vehicles
21:13:25 <frosch123> i only played dos-simcities
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21:14:43 <Eddi|zuHause> we added a thing where newgrfs can decide "i'm an override grf", and added 3 special cases for existing grfs to fill that in
21:16:45 <FLHerne> frosch123: Well, the reason it's a flag at all is for compatibility?
21:17:11 <FLHerne> Otherwise you might as well just hardcode it for original oil-rigs only
21:17:14 <Samu> I think assert(!Company::IsValidID(company_id)); is sufficient
21:17:24 <FLHerne> And be even less confusing
21:17:34 <orudge> TrueBrain: do we need to do something to make the staging website live?
21:17:41 <orudge> (tag it?)
21:18:30 <frosch123> FLHerne: yes, but there are plenty of industry grfs that just want the original industries, e.g. manual industries
21:18:50 <Samu> let me test
21:19:16 <glx> Samu: it's broken ;) regression test asserted
21:19:42 <Samu> oh, because it's not networking
21:20:01 <glx> yes my assertion is wrong
21:20:22 <frosch123> FLHerne: so i stick with the intention. smooth economy does not care about oil rigs, it just does not want industries to produce 2040 passengers/month
21:20:39 <frosch123> it just was implemented in a weird way
21:22:00 <LordAro> orudge: yes
21:25:24 <andythenorth> just break the older grfs :P
21:25:35 <andythenorth> content is fungible
21:25:58 <andythenorth> it's like really old servers, turn it off and see who complains :P
21:26:20 <frosch123> andythenorth: people do not complain
21:26:40 <andythenorth> generally?
21:26:46 <andythenorth> :P
21:28:05 <frosch123> people are discussing on the forums for 6 months, why noone updates the ais to work with nrt
21:28:19 <Samu> you may stumble upon the other bug glx, it was a long PR that ultimately got closed, let me find it
21:28:24 <frosch123> yet, there is apparently no ai author who complained that there is no api to even do that
21:28:37 <andythenorth> I have an automatic guilt-induced inability to see anything to do with NRT :P
21:28:52 <Samu> about more than max_no_competitors starting in multiplayer
21:28:58 <Samu> more than requestest
21:29:01 <Samu> requested*
21:29:15 <glx> unrelated to my PR ;)
21:29:31 <Samu> well, you're making it related now
21:29:46 <glx> I'm fixing a crash
21:30:07 <frosch123> andythenorth: https://i2.kym-cdn.com/entries/icons/facebook/000/018/012/Screen_Shot_2015-05-12_at_3.31.31_PM.png
21:30:19 <andythenorth> yes
21:30:55 <andythenorth> gif of the decade
21:31:19 <supermop_Home> i think that gunshow comic was before 2010
21:31:35 <frosch123> i don't even know where it's from :p
21:31:55 <Samu> i suspect the assert will be triggering for the other bug if it's assert(!Company::IsValidID(company_id))
21:32:06 <supermop_Home> KC green's Gunshow webcomic
21:32:53 <andythenorth> I often see it used with this one https://i.gifer.com/1okJ.gif
21:32:59 <Samu> unless company_id is INVALID_COMPANY
21:33:12 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8587: Fix #8037: assertion failed when reloading AI for last existing company in offline mode https://git.io/JtIhl
21:34:29 <glx> now I think it should be as before for network games, and better for offline
21:35:39 <Samu> here's the other bug, https://github.com/OpenTTD/OpenTTD/pull/7376
21:35:57 <Samu> unsure if you're fixing it, or breaking it even more
21:36:02 <Samu> have to test
21:37:50 <glx> the issue should still exist, because server doesn't do any checks before creating a new AI
21:38:31 <glx> at least now it will check the id validity (skipping the non existance of company)
21:38:44 <glx> before exec
21:39:44 <andythenorth> I should make an NRT grf :P
21:39:58 <Samu> just a quick test, you broke it a bit more, i set a max competitor to 1, then pressed reload ai, a 2nd AI started and the first is restarted, now we have 2 AI's
21:40:09 <Samu> should be 1
21:40:16 <Samu> it's complicated to fix this
21:41:36 <glx> how is it possible ? there should be only one CC_AI_NEW command
21:42:13 <glx> well CCA_NEW_AI and CCA_DELETE before it
21:42:14 <Samu> the 2 AIs were configured with a start delay of 0
21:42:15 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #8590: Fix recent NewGRF spec addition to make it less surprising/arbitrary https://git.io/JtLGj
21:42:56 <glx> that's a different issue
21:43:08 <Samu> let me test without your fix
21:43:37 <glx> basically second AI started because there were no longer running AI for a short time
21:44:24 <Samu> but now it isn't returning a CMD_ERROR in EXEC_MODE
21:44:33 <Samu> and the check is skipped
21:44:46 <Samu> so it allows a 2nd company to get through the tests
21:45:13 <glx> returning CMD_ERROR in DC_EXEC would trigger sanity assert anyway
21:45:40 <glx> assert(res.GetCost() == res2.GetCost() && res.Failed() == res2.Failed()); // sanity check <-- this one
21:46:00 <glx> ah no
21:46:09 <Samu> if (!_networking && Company::IsValidID(company_id)) return CMD_ERROR; this check is skipped
21:46:14 <glx> for network it's skipped
21:46:16 <Samu> 2nd company slips through
21:47:03 <Samu> company_id is INVALID in this situation, doesn't fail in the assert, and is created
21:53:10 <glx> but with the original check INVALID was allowed too
21:53:46 <TrueBrain> orudge: to extend on LordAro's very short answer (:p): via GitHub releases create a new release with the next patch number
21:53:57 <glx> if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR; <-- doesn't return error for INVALID
21:54:01 <TrueBrain> That will take the current staging to production
21:54:46 <TrueBrain> Don't make prerelease or push a tag to GitHub, both do somewhat work but is not really an ideal workflow ;)
21:56:13 <TrueBrain> Version is totally arbitrair btw, but bumping the patch by one is the most common :)
21:56:43 <Samu> gonna test
21:57:05 <Samu> maybe i missed something
21:57:40 <_dp_> Samu, I couldn't resist to make a 4th way for you xD https://pastebin.com/WxQHgmCK
21:57:47 <Samu> looks like you're right
21:57:59 <Samu> it also happens in master, i want 1 company, and 2 are created
21:58:20 <Samu> with the reload
21:58:59 <glx> yes because reload is delete then create new
21:59:49 <glx> and there's a short frame between both commands
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22:15:37 <Samu> gotta go sleep, will take a look at it tomorrow _dp_ , glx
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22:38:52 <DorpsGek> [OpenTTD/website] orudge created new tag: 1.4.11 https://git.io/JtL09
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23:47:39 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8578: Fix: Stopped ships shouldn't block depots https://git.io/JtUbR
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