IRC logs for #openttd on OFTC at 2021-01-20
            
00:04:29 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8595: Intrusive buoys https://git.io/Jtqtl
00:12:40 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on issue #8595: Intrusive buoys https://git.io/Jtqtl
00:21:03 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8595: Intrusive buoys https://git.io/Jtqtl
00:35:38 <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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00:57:52 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #8596: Limited and not very useful ability to change the font in the game options window https://git.io/JtqO9
01:00:10 <LordAro> i think they've found the "new issue" button
01:00:45 <dwfreed> lol
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01:04:59 <glx> someone pointed the link
01:07:49 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
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06:02:24 <DorpsGek> [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
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07:31:08 <TrueBrain> Too bad he didn't read and there are completely unrelated things in there, lol .... "while here, change this completely unrelated thing too!" .. so not useful ..
07:38:39 <andythenorth> yo
07:42:08 <andythenorth> hmm
07:42:25 <andythenorth> remove ships, problem solved
07:42:27 <andythenorth> also
07:42:33 <andythenorth> remove NRT, another problem solved
08:32:57 <_dp_> his settings window is even more of a mess than it already is
08:33:01 <_dp_> and looks quite ugly too
08:33:55 <_dp_> with a bit of moving settings around type select can be added as a root category and category select removed completely
08:34:01 <_dp_> all that's left will be a filter string
08:36:02 <andythenorth> I kind of ignore most of the UI suggestions
08:41:44 <_dp_> there is a limit of what can be done with 1995 ui as a base
08:41:55 <_dp_> arbitrary changing stuff is only gonna make it worse
08:45:46 <_dp_> btw, imo the most needed ui improvement is adding more zoom levels to minimap
08:45:50 <_dp_> it's nearly unusable on 4k
08:46:09 <andythenorth> I use bigger eyes
08:46:14 * andythenorth telling lies
09:28:36 <DorpsGek> [OpenTTD/nml] FLHerne commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
09:29:05 <_dp_> haha, even LugnutsK got bamboozled by industry density setting :p https://youtu.be/7f5NZUtf-7c?t=5443
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09:31:24 <Eddi|zuHause> _dp_: i think that is missing some context
09:31:56 <_dp_> he was trying to stop industries from spawning
09:32:02 <_dp_> just look at all the signs xD
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09:35:53 <Eddi|zuHause> well. i guess that's just another case of a mixture of "too many settings", "too few settings" and "unclear settings"
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09:44:25 <Eddi|zuHause> in this case, he seems to be confused by the category of "world generation settings", because why would that have an ongoing effect after world generation
09:53:50 <Timberwolf> I can't remember which author said (I paraphrase): "most people think ideas are the problem, and it is a tremendous help to authors to send them your ideas to help out. The truth is the opposite. I have more ideas than I could ever hope to write in a single lifetime. The difficult part is the writing of 100,000 words to make those ideas become a fully realised novel."
09:57:05 <_dp_> well, good ideas can be very helpful, it's just that most of the suggestions aren't that good
09:58:44 <LordAro> i do wonder whether hiding buoy names unless hovering over them might not be a bad idea
09:59:55 <Timberwolf> I am inherently against hiding buoy names as someone who spends a great deal of time in multiplayer games coming up with ridiculous "buoy"/"boy" based puns for naming every single last one I create.
10:00:37 <LordAro> :D
10:00:57 <LordAro> tbf, buoys are generally not required now that pathfinder caching is a thing
10:01:13 <_dp_> alternatively ships can just require less buoys :p
10:02:10 <_dp_> LordAro, is that something new? because in 1.10.3 they very much do require
10:04:21 <LordAro> i think they were added in 1.10.x
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10:21:00 <Samu> hi
10:21:54 <Timberwolf> As a long-time player I do sometimes get thrown by things like this, the first game I saw someone build more than about 20 ships I was staring at it going, "have you no idea how much CPU time that's going to use... oh... apparently not very much, these days"
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11:22:24 <Samu> wow
11:22:30 <Samu> stopai doesn't let me stop ai
11:23:57 <Samu> now I understand what glx told
11:54:17 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
12:04:14 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtmUJ
12:27:48 <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
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13:23:55 <Samu> c->months_of_bankruptcy can go over 10
13:24:02 <Samu> interesting
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13:45:49 <Samu> c->months_of_bankruptcy can overflow
13:46:06 <Samu> 255 + 1 = 0
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14:19:05 <Samu> is this magic gonna work? c->months_of_bankruptcy = Clamp(++c->months_of_bankruptcy, 0, 10);
14:26:14 <LordAro> nope
14:29:07 <Samu> it works, but there's the admin port thing doing something special with CeilDiv
14:34:14 <Samu> if (c->months_of_bankruptcy < 10) c->months_of_bankruptcy++;
14:34:19 <Samu> this is a better magic
14:34:34 <LordAro> well, it'll work but it might not be doing quite what you expect
14:40:15 <Samu> i think Clamp would be better in the case of savegames using values already above 10
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14:45:15 <Samu> this won't happen in a network, so it's safe to cap it at 10
14:45:36 <Samu> months_of_bankruptcy over 10 happens when I am in the AI company
14:46:11 <Samu> actually no
14:46:48 <Samu> when i am this: if (!_networking && _local_company == c->index) {
14:48:29 <Samu> maybe a c->months_of_bankruptcy--; inside that is better
14:52:32 <glx> that's because company with human player never bankrupts
14:52:44 <glx> you are not supposed to be in the AI company
14:52:59 <Samu> doesn't need to be an AI company
14:53:22 <Samu> a single player game with a single human company in the negative
14:53:35 <glx> yes can't bankrupt
14:53:55 <Samu> but the months_of_bankruptcy keep increasing and overflow when it reaches 255
14:54:44 <Samu> bug is that it would display newspapers about the company
14:54:52 <Samu> after 255++ months
14:56:12 <Samu> after 260 in this case
14:56:46 <Samu> well i'm submiting a PR
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15:08:00 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #8597: Fix: Prevent showing company is in trouble again after about 260 months due to overflow https://git.io/JtmCh
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15:11:30 <Samu> it could be solved in different ways
15:12:17 <Samu> could let it max out at 255
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16:39:45 <orudge> TrueBrain: Steam application submitted and fee paid
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17:05:23 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
17:07:57 <FLHerne> glx: "I could try to implement splitting" <- surely there must already be splitting, with only 255 names per ActionF?
17:08:06 <FLHerne> Or am I misreading the spec?
17:08:24 <FLHerne> (or we have different ideas on what 'splitting' should mean)
17:08:39 <glx> yes I think there is, didn't check the code on that part
17:08:56 <glx> but I think wasting bits is an issue
17:09:32 <glx> to confirm I would need his nml
17:10:25 <FLHerne> glx: It's here https://drive.google.com/drive/folders/1BqmuPdhPWt1ESVpdmSi0xDf50JQ923ep
17:10:44 <FLHerne> glx: It's very simple -- literally one block with 1650 single-part names
17:11:35 <FLHerne> If max-parts was even two bytes, we could just have one actionF and it would need 11 bits
17:11:44 <Eddi|zuHause> i could imagine it's splitting off in 255 sections, each using 8 bit, which will fail if it's more than 4 parts
17:11:52 <FLHerne> (maybe more if you want truly even distribution)
17:12:09 <FLHerne> Yeah
17:12:27 <FLHerne> Which is wrong, because each of the parts should be able to use the same 8 bits
17:13:09 <FLHerne> (plus a few more for choosing a part)
17:13:28 <Eddi|zuHause> yeah, you need 2 tiers of bits
17:13:45 <Eddi|zuHause> but the lower bits could be shared
17:14:04 <glx> error message clearly shows that yes, require 40, only 32 available
17:14:27 <DorpsGek> [OpenTTD/OpenTTD] MingweiSamuel commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
17:21:27 <glx> indeed nfo generated with 0.5.0 shows proper split
17:23:05 <TrueBrain> orudge: w00p! :D
17:23:30 <Eddi|zuHause> glx: so is it now trying to use too many bits, or is it just counting wrong?
17:24:00 <glx> it tries to use too many, because it doesn't know some can be shared
17:24:25 <glx> before #117 bits were always shared, even when it should not
17:24:33 <glx> now they are never shared
17:24:52 <glx> which is still wrong
17:25:00 <glx> but less wrong
17:25:04 <Eddi|zuHause> ah, so it overshot :p
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17:53:22 <Samu> the bug where you can be in an AI company in a network game, is not gonna be easy to solve
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17:54:16 <Samu> there's client id of the server that gets initialized way before any company is loaded/started
17:54:57 <Samu> this client will be playing as "insert company"
17:55:37 <Samu> it always assuming it starts as COMPANY_FIRST
17:56:05 <Samu> and the rest of the code makes an effort to put the server in the first company
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18:19:31 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on issue #8595: Intrusive buoys https://git.io/Jtqtl
18:19:34 <DorpsGek> [OpenTTD/OpenTTD] frosch123 closed issue #8595: Intrusive buoys https://git.io/Jtqtl
18:44:37 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtmre
18:44:38 <DorpsGek> - Update: Translations from eints (by translators)
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20:45:10 <Samu> Is it possible to move the call to NetworkInitGameInfo() to after the map is generated/loaded?
20:46:16 <Samu> nah
20:46:22 <Samu> needs refactoring or something
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21:36:14 <Samu> got some code ready https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:start/load-network-games-as-spectator
21:36:35 <Samu> fixes https://github.com/OpenTTD/OpenTTD/issues/6544
21:36:53 <Samu> (I think)
21:37:16 <Samu> i am unsure about NetworkInitGameInfo
21:37:35 <Samu> i made part of it happen after the game is created/loaded
21:38:04 <Samu> otherwise, I couldn't use GetFirstHumanCompany()
21:38:14 <Samu> for the server client
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22:57:29 <supermop_Home> yo andythenorth
22:58:36 <supermop_Home> there needs to be more railfreight sector mech / streetwear drop
23:01:30 <andythenorth> yo
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23:06:03 <supermop_Home> or like embroidered bomber jackets
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