IRC logs for #openttd on OFTC at 2021-07-14
            
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05:35:04 <TrueBrain> "I wish you best because you are good and free dogs that can be modified in one application"
05:35:09 <TrueBrain> some emails we get are just plain weird :P
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06:26:49 <Rubidium> sounds like some online automatic translator service
06:32:35 <TrueBrain> most likely; they also attached the same story in their native language
06:32:37 <Rubidium> could be someone praising you for the good open source program (only doesn't explain dogs, but alas 99 was also translated as coconut for JP -> EN)
06:33:04 <TrueBrain> but I just loved this snippet
06:33:11 <TrueBrain> free dogs just cracked me up :)
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07:49:21 <andythenorth> yo
07:52:38 <LordAro> morning
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08:24:01 <peter1138> Okay, I gave up and did haproxy -> apache -> tomcat, with https between haproxy and apache.
08:24:47 <peter1138> As the apache config is different for http/https and X-Forwarded-Proto wouldn't work.
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08:25:27 <peter1138> And there's a load of RewriteCond rules which I couldn't see how to convert to haproxy acl :/
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08:37:31 <SpComb> what part of X-Forwarded-Proto didn't work?
08:39:31 <SpComb> Apache wants you to configure `ServerName https://...` if you're behind an SSL-terminating reverse-proxy - but that's just hardcoded in the config
09:21:52 <peter1138> I'd have to rewrite the configuration to replace the vhosts on port 443, but I need it to still work direct for now, so...
09:22:30 <Timberwolf> Our dogs were free.
09:22:35 <Timberwolf> You get what you pay for.
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10:29:31 <reldred> Personally a really big fan of haproxy
10:41:56 <peter1138> I managed to rewrite the awkward bit so it's now haproxy -> apache for static content and haproxy -> tomcat for this nasty app.
10:51:41 <TrueBrain> not even Java -> Python to replace tomcat? Tssk :P
10:55:05 <peter1138> This is an Oracle Application Express backend. It's... horrible, but not something I can just replace with Python.
10:55:16 <TrueBrain> :(
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11:04:22 <Eddi|zuHause> you had me convinced at "Oracle"...
11:05:49 <Samu> incomplete type is not allowed my ass
11:06:03 <TrueBrain> sorry, I am not really interested in your ass :(
11:06:32 <Samu> visual studio is spewing non-sense errors
11:07:34 <Samu> seems like a cache issue, and i dont know how to clear it
11:10:02 <Samu> Severity Code Description Project File Line Suppression State
11:10:02 <Samu> Error (inactive) E3365 incomplete class type "ClientSettings" is not allowed openttd.exe - x64-Release D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\window.cpp 810
11:10:20 <Samu> didn't even touch that
11:10:36 <LordAro> i would imaging cleaning the build should help
11:11:29 <Samu> Severity Code Description Project File Line Suppression State
11:11:29 <Samu> Warning VCTP001 Symbols in the region from line 98, column 1 to line 148, column 2 could not be parsed openttd.exe D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\script\script_scanner.cpp 98
11:11:44 <Samu> ok, gonna try
11:15:34 <Samu> didnt work
11:17:10 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9441: Add: inform clients what game-script a server is running https://git.io/JCzsr
11:17:13 <DorpsGek> [OpenTTD/py-protocol] TrueBrain opened pull request #9: Add: support NetworkGameInfo version 5 for Game Coordinator https://git.io/JCzsK
11:18:03 <Samu> i deleted the .suo file
11:18:18 <Samu> let's see now
11:18:59 <Samu> nop, didn't solve
11:20:06 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #9441: Add: inform clients what game-script a server is running https://git.io/JCznH
11:21:21 <Samu> incomplete class type
11:21:25 <Samu> i'm deleting this branch
11:23:38 <Samu> omg it's also showing on master
11:26:15 <Samu> i broke visual studio somehow
11:26:22 <Samu> don't know what to do
11:27:28 <DorpsGek> [OpenTTD/py-protocol] TrueBrain updated pull request #9: Add: support NetworkGameInfo version 5 https://git.io/JCzsK
11:28:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9441: Add: inform clients what game-script a server is running https://git.io/JCzsr
11:31:46 <Samu> nop, the intellisense is pointing non-errors
11:31:49 <Samu> can't fix this
11:31:52 <DorpsGek> [OpenTTD/py-protocol] TrueBrain merged pull request #9: Add: support NetworkGameInfo version 5 https://git.io/JCzsK
11:31:53 <Samu> i dont know what to do
11:32:28 <LordAro> undo any changes you've made recently
11:32:34 <LordAro> turn it off and on again
11:32:52 <DorpsGek> [OpenTTD/py-protocol] TrueBrain created new tag: 0.3.2 https://git.io/JCzax
11:33:33 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #17: Update: bump openttd-protocols to support gamescript version/name https://git.io/JCzVo
11:34:45 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #17: Update: bump openttd-protocols to support gamescript version/name https://git.io/JCzVo
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12:10:45 <Samu> time for drastic measures
12:10:54 <Samu> delete entire folder
12:11:00 <Samu> redownlaod
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12:13:38 <glx> usually a full rebuild is enough
12:14:17 <Samu> i deleted the .vs folder
12:14:24 <Samu> seems to have solved the problem
12:21:38 <Samu> and the error is back
12:21:45 <Samu> looks like i can't use cherry pick
12:23:07 <glx> if it's a compile error .vs is not related
12:24:14 <Samu> incomplete class type client_settings is not allowed
12:24:22 <Samu> _settings_client *
12:24:45 <Samu> no, ClientSettings _settings_client
12:24:53 <LordAro> that stuff got changed recently
12:25:02 <LordAro> sounds like whatever you're cherry-picking is out of date/broken
12:26:16 <Samu> -x64-Debug (Default)
12:27:32 <Samu> cherry pick adds one setting
12:27:49 <Samu> i think it's up to date with the recent changes
12:27:54 <glx> but setting stuff changed reccently
12:28:04 <glx> lot of moved declarations
12:28:07 <Samu> let me revert it
12:28:20 <LordAro> blaming tools before your own code changes
12:28:28 <LordAro> classic
12:29:31 <Samu> doesn't work, still says the same
12:30:09 <glx> master builds fine here, have you tried full clean and rebuild ?
12:30:39 <LordAro> perhaps cmake needs rerunning?
12:30:40 <Samu> it also builds fine here, it's just the intellisense pointing that
12:30:45 <glx> sometimes clearing cmake cache can help too
12:30:46 <LordAro> however you do that in VS
12:31:02 <glx> ah ignore intellisense then
12:31:11 <glx> sometimes it picks stuff wrong
12:32:16 <glx> I have many "missing definition" for intellisense, while the functions are properly defined
12:32:39 <Samu> window.cpp, intellisense errors throught all the file
12:32:56 <glx> and it was worse before FOR_ALL macros removal
12:33:29 <Samu> all errors on _settings_game
12:36:01 <glx> the solution for really broken intellisense is to close VS, and delete intellisense db (.vs\OpenTTD\v16\Browse.VC.db)
12:37:17 <glx> I sometimes need to do it
12:37:48 <NGC3982> i read: "windows CCCP, italian sense errors"
12:38:16 <Samu> let me delete
12:40:44 <Samu> nop
12:40:54 <Samu> didn't work
12:41:19 <Samu> now it's in purple instead of red
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12:44:38 <Samu> well, it builds, so i guess i can ignore it
12:44:57 <glx> you can always ignore intellisense
12:46:17 <Samu> funny, i clicked "Go to Definition", ended up in extern ClientSettings _settings_client;
12:46:22 <Samu> now the errors are gone
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14:16:34 <Samu> hmm, found some more issues other than lock and ship depot, related to #9410
14:16:39 <Samu> docks
14:16:42 <Samu> buoys
14:17:29 <Samu> nevermind, im stupid
14:17:46 <Samu> im not testing with 9410 applied
14:17:49 <Samu> false alarm
14:21:34 <Samu> errors are consistent for docks and buoys too
14:21:55 <Samu> with 9410 applied
14:22:50 <Samu> can you merge #9410? :) would help AI in construction of canals
14:22:57 <Samu> *cough*
14:23:38 <Samu> arbitrary errors aren't that helpful
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14:28:11 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JCayZ
14:50:43 <Samu> hmm
14:53:34 <Samu> multiple AIs overbuilding the same thing is tedious to manage
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16:18:49 <Samu> overbuilding a lock on top of another lock doesn't come with already built :(
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18:31:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9441: Add: inform clients what game-script a server is running https://git.io/JCDs5
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18:53:09 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JCymP
18:53:10 <DorpsGek> - Update: Translations from eints (by translators)
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18:58:59 * andythenorth designing over-complicated industry production mechanics
18:59:12 <andythenorth> I have played way too much tanks
18:59:40 <andythenorth> so FIRS is gaining lots of marginal dice roll improvements
18:59:54 <andythenorth> the tank game has loads of things like
19:00:11 <andythenorth> '3% increase to chance of damaging an enemy module if previous 3 shots all hit'
19:00:36 <andythenorth> or "reduces aim time by 0.2s when moving about 35km/h"
19:01:14 <andythenorth> so
19:01:57 <Eddi|zuHause> forum spam detection seems to have broken
19:02:09 <andythenorth> "Industry has 2% higher chance of increasing production if average of 85% of scrap metal is transported from town in any 3 month period"
19:02:33 <andythenorth> or "7% chance of production increase if town has 200t of bricks delivered and population is more than 300"
19:03:28 <andythenorth> there will be adventures in dependent and independent probability, and the result in small series vs. large series
19:04:05 <andythenorth> there will also be adventures in 'what random is' vs. 'what game players think random is'
19:04:26 <andythenorth> I'm going to need a bigger -boat- industry window
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19:23:33 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain created new tag: 0.2.1 https://git.io/JCSn1
19:23:48 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9441: Add: inform clients what game-script a server is running https://git.io/JCzsr
19:23:51 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9234: UDP query of game script https://git.io/J3hW0
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19:49:45 <FLHerne> andythenorth: And lots of users will obsess about micro-optimising these stats despite the fact that they're a meaningless rounding error :D
19:49:52 <FLHerne> (including me)
19:50:06 <FLHerne> Sounds fun
19:52:33 <andythenorth> I think it will actually come down to 'supply town industries with food, goods, etc'
19:52:46 <andythenorth> happy towns = more primary production
19:53:18 <andythenorth> but I am considering 'Eager' and 'Sluggish' industries that are more or less prone to changes
19:53:29 <andythenorth> mostly to see if I can use Sluggish to do closures also
20:05:43 <andythenorth> how many levels of town happiness?
20:05:50 <andythenorth> 3? normal, happy, very happy?
20:06:02 <andythenorth> is it good if towns hate you and industries drop production or close?
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20:16:51 <FLHerne> No
20:17:05 <FLHerne> It might be if towns hated you for reasons that made sense
20:17:50 <FLHerne> but they hate you almost solely for demolishing trees, which is usually because you were building a line to serve their townspeople and industries
20:18:44 <FLHerne> Building a line to serve an industry and having it drop production or close as a consequence would be really annoying
20:19:15 <FLHerne> Oh, orthogonal happiness?
20:19:29 <FLHerne> grfs can't change town rating can they?
20:19:51 <andythenorth> no
20:20:08 <andythenorth> but industries can communicate with each other via the town
20:20:36 <andythenorth> so a shop could get really demanding about alcohol deliveries
20:20:41 <andythenorth> and cause the coal mine to close
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20:36:32 <andythenorth> hmm
20:36:49 <andythenorth> I could use procedures to handle all the permanent storage registers like vars
20:36:52 <andythenorth> TMWFTLB?
20:37:03 <andythenorth> LOAD_PERM(${industry.perm_storage.permanent_prod_change_cycle_counter})
20:37:22 <andythenorth> could just be permanent_prod_change_cycle_counter()
20:37:31 <andythenorth> or get_permanent_prod_change_cycle_counter()
20:40:11 <andythenorth> we could even have an nml construct for it :P
20:59:58 <FLHerne> I thought NML already had a way to name constants
21:00:18 <FLHerne> I was going to add it and then I found it existed but you weren't using it or something
21:00:25 <FLHerne> maybe my memory is lying
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21:02:35 <andythenorth> it does have some table of constants
21:02:53 <andythenorth> oh is that what the weird extra strings thing was?
21:02:59 <andythenorth> parsetab or something
21:03:00 * andythenorth looks
21:03:43 <andythenorth> custom_tags.txt ?
21:07:01 <FLHerne> I don't know anything about that
21:07:54 <FLHerne> I don't think what I was thinking of is helpful here
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21:33:43 <andythenorth> I am just going to try my own thing :)
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21:33:52 <andythenorth> get_ permanent_prod_change_cycle_counter() and set_ permanent_prod_change_cycle_counter()
21:33:53 <andythenorth> etc
21:38:32 <glx> <FLHerne> I thought NML already had a way to name constants <-- I don't think there's something like that, only variables (via action D)
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21:46:05 * andythenorth wonders if nfo has equivalent of Raise()
21:46:17 <andythenorth> unlikely :)
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