IRC logs for #openttd on OFTC at 2021-09-18
            
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06:26:07 <DorpsGek> [OpenTTD/nml] sevenfm commented on issue #209: Cargo callback "profit" probably broken https://git.io/JODbP
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07:48:49 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9524: Fix #9521: Don't load at just removed docks that were part of a multi-dock station https://git.io/JzLtc
08:02:34 <TrueBrain> https://github.com/OpenTTD/OpenTTD/pull/9410 <- rambling of a madman :P "A day in the life of Samu" should the title be :)
08:02:49 <TrueBrain> very hard to decypher what he tried to fix there
08:08:00 <andythenorth> yo
08:08:35 <LordAro> "trying to overbuild one of the lock ends has strange/inconsistent error messages"
08:08:38 <LordAro> i think.
08:10:36 <TrueBrain> My motivation for doing this: I first tried this, then I tried that, and finally this is the result
08:10:42 <TrueBrain> dunno, something is wrong there :D
08:10:57 <TrueBrain> LordAro: it fixes many more weird stuff surrounding building of canals, funny enough
08:11:26 <LordAro> yes, anything past the first paragraph is the 'description'
08:11:33 <LordAro> by accident
08:12:13 <TrueBrain> when you try to build a canal on a waterdepot, it tells you: there is already a canal
08:12:15 <TrueBrain> which is a lie
08:14:37 <TrueBrain> okay .. so we have these two commits:
08:14:37 <TrueBrain> https://github.com/OpenTTD/OpenTTD/commit/0e250f2bdfc8eb7f435f59398766f7774e31610c
08:14:40 <TrueBrain> https://github.com/OpenTTD/OpenTTD/commit/00530f4ccfd6c076b9ca0d4996ce4a185b5a0311
08:15:16 <TrueBrain> one adds "removing the sea" as cost for canals, the other completely removes any cost for water-based clearing :P
08:16:15 <TrueBrain> I think 2 developers had another opinion about the cost for building canals
08:16:33 <TrueBrain> I am honestly surprised why it is even allowed to build a canal on the sea
08:16:41 <TrueBrain> that makes very little sense, in a real world context
08:16:59 <LordAro> it's good for making completely flat coastlines
08:17:02 <LordAro> (that don't flood)
08:17:19 <LordAro> does the first commit predate rivers?
08:17:26 <TrueBrain> no clue
08:18:16 <TrueBrain> Riviers were added in 11926
08:18:26 <TrueBrain> so the commits postdate it by a long shot
08:18:49 <TrueBrain> 5 years before those commits rivers were added :)
08:19:05 <LordAro> really? i'm sure i remember them being added
08:20:18 <TrueBrain> https://github.com/OpenTTD/OpenTTD/commit/4a2f7db99b6e110c7ecca26003f8f09b052b3167
08:20:26 <TrueBrain> no sure why you are making me your slave :P
08:20:49 <TrueBrain> lazy developers :P :P
08:20:51 <TrueBrain> <3
08:21:03 <LordAro> oh, i didn't know they were a thing before they got added to mapgen
08:21:38 <LordAro> even so, before they were regularly in the maps, things (like costs for stuff) could easily be often overlooked
08:22:08 <TrueBrain> the first commit explicitly adds the cost of removing the sea
08:22:12 <TrueBrain> which makes me wonder why :P
08:22:22 <TrueBrain> a lot of code added to make that happen, complexity-wise
08:23:58 <andythenorth> oh noes!
08:26:14 <TrueBrain> I also didn't know canals were in OpenTTD since for-ever :P
08:29:03 <andythenorth> also canals on sea are MVP
08:29:10 <andythenorth> that's how all the best MP games end
08:31:09 <TrueBrain> and I love that CmdBuildCanal can also build rivers and sea
08:31:14 <TrueBrain> not confusing, not at all
08:32:19 <TrueBrain> so I can get the error "Canal already build" while creating sea :D
08:33:19 <LordAro> i sense a classic "TB fixes 10yrs of technical debt" PR coming soon
08:33:30 <TrueBrain> Samu's PR is mostly correct
08:33:33 <TrueBrain> most likely by accident
08:33:42 <TrueBrain> the only thing I currently wonder about ..
08:33:45 <TrueBrain> if you place river over river in SE
08:33:48 <TrueBrain> you dont get an error
08:33:51 <TrueBrain> as .. it is not that useful to error about
08:33:58 <TrueBrain> so should building sea over sea give an error?
08:37:18 <dP> if you don't add sea clearing cost you can clear seas with canals for cheap
08:38:23 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JzLWR
08:38:56 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JzLWr
08:39:10 <TrueBrain> "if", suggesting that choice hasn't been made in 2013 already
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08:41:25 <TrueBrain> okay, that was an interesting rabbit hole
08:41:49 <TrueBrain> random changing things sometimes results in a working solution .. figuring out why it would be the right thing to do, that is where the hard work comes in :P
08:45:28 <dP> oh, yeah, that's actually kind of a bug in master, probably introduced by 00530f4ccfd6c076b9ca0d4996ce4a185b5a0311
08:45:43 <dP> in vanilla canal costs happen to even out with sea clearing
08:46:08 <dP> but with basecosts it can be exploited since it doesn't add sea clearing
08:47:06 <dP> so realism murdered gameplay :p
09:17:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/JG4mh
09:20:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9557: Fix: Prevent train reversing when wholly inside a train depot https://git.io/JzL20
09:21:02 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9557: Fix: Prevent train reversing when wholly inside a train depot https://git.io/JzL2g
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09:22:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9520: [Bug]: Wrong unreservation behaviour when reversing a train inside a depot when an incoming reservation exists https://git.io/JErKD
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09:26:33 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JzLah
09:38:57 <TrueBrain> meh @ 9105
09:39:00 <TrueBrain> adding the IP in the chat looks really weird
09:40:50 <TrueBrain> and I never really got an answer why that is useful
09:40:50 <TrueBrain> hmm
09:48:13 <dP> somewhat unrelated but I just though of something...
09:48:20 <dP> how do you ban player that connects via turn?
09:50:32 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9524: Fix #9521: Don't load at just removed docks that were part of a multi-dock station https://git.io/JEMNJ
09:51:30 <Samu> looks good
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10:07:04 <dP> oh, turn sends client ip to the server, cool
10:08:07 <nielsm> that requires you to trust the TURN server too though
10:08:39 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9558: Add: [Network] On join, log the ClientID + IP + Name clearly https://git.io/JzLMs
10:09:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9105: Improve server logs for administration https://git.io/JzLMV
10:09:59 <dP> nielsm, hm, yeah... can someone just make his own turn server to connect to servers?
10:10:04 <dP> that would just send random ip
10:10:44 <FLHerne> well, then you can IP-ban the turn server if you realise what's going on
10:11:22 <dP> but looks like you'll have to do that on system level, not in the game
10:12:32 <Samu> hmm TrueBrain, removing that if statement makes placing water on water have a cost
10:12:54 <TrueBrain> Samu: hmm .. how do you place water?
10:13:01 <nielsm> yeah if I could just set a TURN server up on my own network and "proxy" myself through 127.0.0.1 and tell them I have any other address and they trust it... kinda impossible to protect against other than banning the TURN server
10:13:19 <TrueBrain> (as far as I know, we only know rivers, canals or sea. Not "water", hence the question)
10:13:38 <Samu> i overbuild a canal on itself and it always taxes me £3750
10:13:58 <Samu> should be saying already built
10:14:34 <TrueBrain> okay, in that case I am wrong :D
10:14:46 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #9557: Fix: Prevent train reversing when wholly inside a train depot https://git.io/JzLDX
10:15:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JzLDA
10:15:47 <Samu> scenario editor is complicating things
10:15:59 <dP> lol, and fake turn can also imitate ips of other players if they're somehow known
10:16:04 <TrueBrain> owh, okay, I see, I missed that it also makes building skip if you are already owner of the tile
10:16:09 <TrueBrain> makes sense, I guess
10:16:28 <dP> what happens if it sends ip of the server I wonder xD
10:17:18 <dP> ok, nvm, server checks to not kick itself
10:17:52 <TrueBrain> nielsm: not sure what scenario you have in mind, but that also requires taking over the Game Coordinator :) As both the server and the client need to connect to the same TURN server ofc :)
10:20:08 <nielsm> good point
10:20:16 <TrueBrain> your scenario does work on the server-side
10:20:27 <TrueBrain> the server could proxy itself through its own TURN server, and fake the IP reported to him
10:20:35 <TrueBrain> but .. yeah .. if you shoot yourself in the foot .. it tends to hurt :P
10:21:02 <TrueBrain> there are easier MITM scenarios :D
10:23:42 <Samu> it will always say can't build canal if an error is to pop up
10:23:53 <Samu> even if i hold ctrl to place sea
10:24:13 <Samu> the command is being multi purposed
10:24:17 <TrueBrain> yeah ...
10:24:21 <TrueBrain> one bug at the time, I would say
10:25:56 <Samu> placing river is different, apparently, need to find out why
10:30:54 <TrueBrain> Just funny how DC_FORCE_CLEAR_TILE grown to be to only do anything useful (for building canals) when there is an MP_OBJECT on the tile
10:30:58 <TrueBrain> for all other cases it doesn't do anything
10:31:28 <TrueBrain> well, no, more specific: for MP_OBJECTs that are on water
10:31:42 <TrueBrain> in that case you magically also pay for removing the sea
10:34:28 <TrueBrain> Fix: reduce cost of building canals over objects on the sea\n\nIt is not like we will drain the sea first, to put water back in it after.
10:34:40 <TrueBrain> Samu: something like that I suggest for the commit that removes DC_FORCE_CLEAR_TILE
10:36:56 <TrueBrain> your other commit becomes a bit easier after that. Something like: Fix: wrong error message was given when building canals over ship depots\n\nIsTileType check also considers ship depots and locks water. IsWaterTile checks for this
10:36:58 <TrueBrain> or something like that
10:37:04 <TrueBrain> makes it a bit more clear in the git history what was going on
10:38:00 <TrueBrain> IRC is not the place for this, oops
10:38:13 <dP> If you think realism canals in openttd assume low depth so building them does require draining most of the sea
10:38:52 <dP> because you can drain canals easily
10:40:30 <TrueBrain> Samu: updated my comment with suggestions. And I would not include any other fix in this PR, as it kinda already addresses two different problems ;) Any other fix can go in a new PR :)
10:44:00 <TrueBrain> these functions always remind me most of OpenTTD is code stacked on code stacked on code, where "it worked for the tested usecases" :P
10:44:18 <TrueBrain> too bad creating a regression-set for this is really difficult :(
10:47:37 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JcgTi
10:47:59 <Samu> think i did it, im too slow editing commits in between
10:48:45 <dP> hm, actually, if you think realism building canals on sea makes no sense at all :p
10:49:05 <dP> there should just be some other way of making level 0 ground that abusing canals
10:49:18 <dP> *than
10:50:39 <dP> and stop other players from blocking ship routes
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10:54:52 <Samu> if i make it just if (water && !IsTileOwner(current_tile, OWNER_WATER)) continue;
10:55:03 <Samu> things get a little better in scenario editor
10:55:11 <FLHerne> dP: I think of building canals on sea as being like this https://www.google.co.uk/maps/place/Felixstowe/@51.9553117,1.2956606,4605m/data=!3m1!1e3!4m5!3m4!1s0x47d97635581d89a3:0x821bdd4b6b3e6df0!8m2!3d51.961726!4d1.351255?hl=en
10:55:20 <Samu> can overbuild sea on sea without an error
10:55:39 <FLHerne> The water was there already, but you're dredging and building straight concrete walls
10:55:57 <Samu> but if it is a canal... it's still erroring
10:56:34 <FLHerne> I'm sure the Dutch people have a better example
10:57:55 <Samu> "can't build a canal here, already built", but im holding Ctrl, to place a sea, it's the wrong message
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11:00:37 <Samu> ok i see
11:00:45 <Samu> canal owner is OWNER_NONE
11:00:51 <Samu> sea owner is OWNER_WATER
11:01:36 <Samu> I think it's possible to make it overbuild a sea on a canal, let me think
11:05:13 <dP> FLHerne, so, basically, using canals as embankments?
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11:06:44 <TrueBrain> Samu: maybe the check should just be: if "wc" is canal, check there is no canal. If "wc" is sea, check there is no sea. And for river. Or something.
11:06:48 <TrueBrain> it seems that is now the intended functionality
11:07:21 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JzLAx
11:07:45 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9524: Fix #9521: Don't load at just removed docks that were part of a multi-dock station https://git.io/JzLxL
11:08:01 <TrueBrain> but, not something for this PR :) One bug at the time :P
11:08:11 <dP> FLHerne, problem with sea canals in openttd is that they're the same as land ones so they imply having the same "depth"
11:08:17 <FLHerne> dP: I suppose so
11:09:00 <FLHerne> dP: I think they're still 'canal' to grf though
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11:09:12 <FLHerne> so ships can be forced to go more slowly or whatever
11:09:19 <TrueBrain> right, that leaves a few reviews of a few PRs of mine, and a review of a PR of andythenorth , and one bug .. closing in on 12.0 :)
11:09:26 <dP> FLHerne, yeah, that too
11:09:53 <FLHerne> Anyway, the normal place to build canals on sea is along the shore, and that should be pretty shallow already
11:09:58 <andythenorth> it's unclear if my PR is finished
11:10:12 <FLHerne> random canal tiles in the middle of the ocean would be hard to explain in real-life terms
11:10:17 <FLHerne> but no-one actually builds those
11:11:06 <dP> FLHerne, openttd doesn't have the proper concept of "depth". there is river/canal "depth" and there is "sea" "depth"
11:11:22 <FLHerne> I know that
11:11:32 <FLHerne> but I don't really see the problem
11:11:44 <FLHerne> in my mind, sea near the shore is shallow because that's how seas are
11:11:54 <FLHerne> so building canals there seems perfectly reasonable
11:12:48 <dP> problem is that building canals avoids the cost of clearing the sea
11:13:00 <FLHerne> TrueBrain: There's the newgrf bridges PR https://github.com/OpenTTD/OpenTTD/pull/9161TrueBrain:
11:13:15 <FLHerne> but that probably needs too much review to make 12.0
11:13:28 <dP> you don't pay for clearing sea when you build canal because "it's already water" and then you don't pay when you clear canal because it's suposed to be shallow
11:13:32 <TrueBrain> no clue; I don't do NewGRF reviews :P
11:13:50 <dP> and the end result is that it's impossible to raise the cost of clearing sea even with newgrf
11:13:56 <FLHerne> hm
11:14:33 <dP> so everyone just builds land-bridges :p
11:14:56 <andythenorth> we do need to train some victims for newgrf reviews though :P
11:15:06 * andythenorth trying to figure it if this is done or not https://github.com/OpenTTD/OpenTTD/pull/9093
11:16:01 * andythenorth sitting outside in unseasonable bright sun
11:16:10 <andythenorth> can't see laptop screen so well
11:16:19 <Samu> I think I did it, wow, what an overcomplicated check
11:16:30 <Samu> if (water && (wc == WATER_CLASS_CANAL && !IsTileOwner(current_tile, OWNER_WATER) || wc == WATER_CLASS_SEA && IsCanal(current_tile) && !IsTileOwner(current_tile, OWNER_NONE))) continue;
11:18:07 <Samu> i can overbuild sea on sea, sea on canal
11:18:39 <Samu> can overbuild canal on sea
11:18:45 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9559: Fix #9484: update locale currencies settings mapping https://git.io/JzLhV
11:18:56 <TrueBrain> LordAro: specially for you ^^
11:19:17 <Samu> can't overbuild canal on canal, oh well... at least the error message makes sense now
11:19:27 <TrueBrain> Samu: make it into more than one if statement ;)
11:20:31 <TrueBrain> and why no river check?
11:20:49 <Samu> let me test
11:21:17 <TrueBrain> and you are missing some (), and the || will act weird here :P
11:21:21 <TrueBrain> it might not be doing what you think it does :)
11:22:09 <Samu> can build river on canal and on sea
11:22:12 <Samu> with no error
11:22:38 <TrueBrain> yeah, this if-statement does the reverse :)
11:22:46 <TrueBrain> it is trying to prevent building river on river
11:22:48 <TrueBrain> sea on sea
11:22:50 <TrueBrain> canal on canal
11:22:53 <Samu> but i may need a canal of some owner other than none
11:22:59 <TrueBrain> but the first 2 give the wrong error, and can only be done in SE, so .. who cares really
11:23:27 <TrueBrain> so one can argue, that it should only check for canal on canal, of which the owner is not from SE :)
11:24:19 <andythenorth> ok so my PR needs to reset the new var 4E if a train consist is rearranged
11:24:27 <andythenorth> can't find a method for that yet
11:24:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9410: Fix: Inconsistent error message when overbuilding canal on a lock/ship depot tile https://git.io/JcgTi
11:25:11 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #9521: [Bug]: on a multidock station, if i remove one of the docks while there's a ship loading/unloading, it still continues to load/unload https://git.io/JE6tY
11:25:14 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9524: Fix #9521: Don't load at just removed docks that were part of a multi-dock station https://git.io/JEMNJ
11:25:24 <andythenorth> maybe CmdMoveRailVehicle ?
11:26:19 <andythenorth> hmm this PR is not ready :P
11:26:30 * andythenorth wandered out of depth
11:26:45 <andythenorth> lifeguard?
11:27:11 <TrueBrain> meh; would have been nice if it could be included in 12.0
11:27:20 <TrueBrain> but .. yeah .. I wouldn't even know where to start to help out :)
11:29:33 <andythenorth> it just needs to update the var in 2 places
11:29:58 <andythenorth> maybe 1 place only
11:30:11 <andythenorth> and I don't know what the constant INVALID_DATE resolves to
11:30:25 <Samu> okay, with a canal owned by a company, when I overbuild a sea on the canal, that 'if check' will trigger "continue"
11:30:33 <andythenorth> does it resolve to -1 and get yielded to newgrf
11:30:41 <Samu> but will still error out with already built
11:30:57 <Samu> so a sea isn't placed anyway which is what worried me
11:31:10 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9024: Change: switch game playing in the menu based on selected landscape https://git.io/Jztvm
11:31:13 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9024: Change: switch game playing in the menu based on selected landscape https://git.io/JOI9I
11:34:47 <TrueBrain> I think if my PRs are reviewed, I fixed all the 12.0 milestone thingies .. but hard to tell in the GitHub interface :(
11:34:53 <TrueBrain> I want GitHub Issues!!
11:40:25 * andythenorth has issues
11:53:19 <TrueBrain> I just don't like that these things run in private betas :P I understand it .. I just don't like it :D
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12:19:48 * andythenorth doesn't like hard to diagnose bugs that only show up about 30% of the time the compile runs :(
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12:20:06 <andythenorth> and only in a multiprocessing pool :P
12:20:43 <andythenorth> I've bisected to I think reliable failing commit
12:20:46 <andythenorth> but it's a big commit :P
12:20:47 <andythenorth> https://github.com/andythenorth/iron-horse/commit/7c12699b6796bbad92dcac6454b65f2a774e6c98
12:21:18 <andythenorth> this code is endless abstracted sets and lists to configure a sprite drawing pipeline :D
12:21:30 * andythenorth had better have lunch eh
12:31:15 <DorpsGek> [OpenTTD/nml] 2TallTyler opened issue #238: NMLC error from Produce block incorrectly refers to switch-block https://git.io/Jzt3q
12:37:37 <andythenorth> bingo
12:37:50 * andythenorth had inspiration while cooking pasta sauce
12:38:05 <andythenorth> some files are being written twice, in separate threads
12:38:22 <andythenorth> these are temp files which get deleted after a file_cmp
12:38:38 <andythenorth> but the file_cmp fails the second time because the file is missing due to the other thread removing it
12:48:39 <andythenorth> multiprocessing: now you have n problems
12:52:49 <Samu> weird, openttd 12.0-beta2 doesn't run, only shows me a black window
12:53:14 <Samu> all of a sudden
12:54:26 <Samu> i closed debug mode in visual studio and now it runs, that's really strange, why would that matter?
12:54:36 <Samu> it's a standalone copy
13:02:36 <DorpsGek> [OpenTTD/OpenTTD] RailwAI commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
13:17:23 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JztRS
13:27:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain reopened issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
13:28:42 <TrueBrain> Samu: if you would read the motivation of #9560, would you understand what your PR is fixing?
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13:29:04 <TrueBrain> please remember we don't have mind-read devices ;)
13:29:48 * andythenorth has pinned down a list full of duplicates
13:29:51 <andythenorth> but not....why :P
13:30:08 <andythenorth> I could just call set() on it, but I don't like that sort of hammer
13:30:18 <TrueBrain> Samu: you don't write what you expect, why you think it is wrong, what you think is right .. you just list a bunch of lines, without any context. Please don't do this to us :(
13:30:20 <andythenorth> why not find what the root cause is and fix that?
13:30:25 <andythenorth> hmm
13:30:43 <Samu> give me a min, I'm still thinking
13:31:16 <TrueBrain> do that kind of thinking before opening the PR :P
13:31:33 <Samu> i think line 486 is unreachable
13:31:35 <TrueBrain> before you hit that "Create Pullrequest" button, take a step back and wonder: if someone had no knowledge of what I just did .. what does he need to know to understand it?
13:32:45 <dP> #8048 is kind of a user error, even if game somehow fixed reservations after rail building it would basically remove crashes when using pbs
13:32:53 <dP> though I personally would prefer it that way
13:35:25 <dP> well, I guess there are two somewhat separate issues here, updating paths and reservations on network change and going past reserved track
13:38:01 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
13:42:50 <dP> would be nice to have as an option imo, would make changing busy networks more manageable
13:43:06 <dP> right now it's sometimes easier to just nuke it all and build anew
13:48:20 <Samu> wow, i think I did it! a much simpler fix, one does it all:
13:49:10 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JztRS
13:52:17 <Samu> "Can't build water of water" is a bit confusing
13:52:25 <Samu> doesn't seem to be it
13:52:58 <TrueBrain> also, first checking if the owner is one thing, next checking if the owner is not something else .. is a bit redundant
13:53:09 <TrueBrain> "Are you Samu? Are you not TrueBrain?"
13:53:14 <TrueBrain> I mean .. ;)
13:53:40 <Samu> are you the owner but not OWNER_NONE
13:54:03 <Samu> in editor you're owner_none
13:54:08 <TrueBrain> so check for that ;)
13:54:18 <Samu> that's what it is doing
13:54:27 <TrueBrain> no, you are checking if the TILE is owned by OWNER_NONE
13:55:06 <Samu> ... but... it works! :p
13:55:16 <TrueBrain> yeah .. which is a common theme with your PRs :)
13:55:30 <TrueBrain> but just because it works, doesn't mean anyone understand what it is doing ;)
13:55:56 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9557: Fix: Prevent train reversing when wholly inside a train depot https://git.io/Jztrh
13:56:27 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #9520: [Bug]: Wrong unreservation behaviour when reversing a train inside a depot when an incoming reservation exists https://git.io/JErKD
13:56:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9557: Fix: Prevent train reversing when wholly inside a train depot https://git.io/JzL20
13:57:29 <Samu> like this? if (water && IsCanal(current_tile) && IsTileOwner(current_tile, _current_company) && !Company::IsValidID(_current_company))
13:57:52 <Samu> nop, im confused now
13:58:14 <TrueBrain> at least the idea behind that line is an improvement; now to figure out how to do it right :D
13:58:22 <TrueBrain> but with a line like that, the intention becomes much more clear
13:58:26 <TrueBrain> more natural to read for others
13:59:22 <TrueBrain> either way, maybe circle back to what you are actually trying to fix. As I think you mostly confuse yourself with approaching this from the error messages
13:59:34 <TrueBrain> without that "if" statement, the only thing that "breaks" is that you can build a canal on your own canal
13:59:42 <TrueBrain> all other scenarios are as they should, right?
13:59:44 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on issue #8048: Path is not released, after it was reserved through another train causing a crash https://git.io/JvQtG
13:59:55 <TrueBrain> sea on sea, only a SE thingy, doesn't need an error
14:00:14 <Samu> i want to be able to overbuild a canal on a canal if i am in the scenario editor only, if i'm not, then i want the already built error to show up
14:00:36 <TrueBrain> what about a canal build in SE, can you build over that in-game?
14:01:14 <Samu> oh, good question, gotta test
14:01:22 <TrueBrain> no, what do you expect ;)
14:01:35 <TrueBrain> basically, the landscape clear function just below this if, captures most issues
14:01:42 <Samu> no idea, gonna test
14:02:00 <Samu> oh snap, it overbuilds
14:02:01 <TrueBrain> you cannot test what you expect :)
14:02:06 <TrueBrain> you can only test what you implemented :P
14:02:49 <TrueBrain> but again, take a step back, as you are really just changing random lines in the hope it works :) That is not a good approach to fix any bug
14:03:01 <TrueBrain> the landscape clear call, ensures that it is not a canal of another company, for example
14:03:06 <TrueBrain> it will simply refuse that
14:03:21 <TrueBrain> so what case is that "if" really trying to cover? and for what reason?
14:04:02 <TrueBrain> from what I understand, there really is only one case: if you try to build a canal over your own canal, it should refuse that. But the landscape clear will allow it, as .. yeah, feel free to destroy your own canal
14:04:15 <TrueBrain> so the only case we need to address, is when you try to build a canal over your own canal
14:13:13 <Samu> the canal is OWNER_NONE, I am a company, i can overbuild that canal and pay £3750 :(
14:13:27 <TrueBrain> sounds legit :)
14:13:47 <TrueBrain> do keep the perspective of: how often is this going to happen?
14:14:06 <Samu> when a company bankrupts
14:14:57 <TrueBrain> and if you consider it worth-your-time to fix, consider if it is related to the issue you are already fixing
14:25:48 <DorpsGek> [OpenTTD/OpenTTD] randstring opened issue #9561: [Crash]: Game crashed on switching windows with Alt-Tab https://git.io/Jzt12
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14:45:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9559: Fix #9484: update locale currencies settings mapping https://git.io/JztS9
14:52:26 <Samu> damn it, i did it! yeah!!
14:52:34 <Samu> took me a while to figure out
14:58:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JztRS
14:59:34 <andythenorth> hmm I have 'fixed' my compile problem
14:59:41 <andythenorth> but the fix is not making any sense
14:59:51 <andythenorth> I've just inserted `break` to a loop :P
14:59:58 * andythenorth distrusts
15:00:32 <andythenorth> oh I see
15:00:36 <andythenorth> I've changed a reference
15:00:46 <andythenorth> so the loop referent object is changed
15:00:47 <andythenorth> lol
15:00:57 <andythenorth> the break stops the loop, so the problem is now masked
15:00:59 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #9551: Vehicle orders GUI: Learning from other games https://git.io/JuKCH
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15:04:19 <andythenorth> yeah fuck this conditional crap
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15:18:35 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JztAq
15:23:56 <Samu> still unsure what to make of this comment /* can't make water of water! */
15:24:28 <Samu> but whatever, code wise it now does what I want
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15:25:24 <Samu> I'm not good at describing things
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16:04:20 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #238: NMLC error from Produce block incorrectly refers to switch-block https://git.io/Jzt3q
16:08:50 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #9551: Vehicle orders GUI: Learning from other games https://git.io/JuKCH
16:51:46 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9556: Fix: add back 'Spectate' option to company toolbar menu https://git.io/JzqmA
16:52:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9558: Add: [Network] On join, log the ClientID + IP + Name clearly https://git.io/Jzqmj
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18:28:00 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9556: Fix: add back 'Spectate' option to company toolbar menu https://git.io/Ju5HF
18:28:03 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9532: Change: Return 'New company/Spectate' option to company toolbar menu https://git.io/JEpP6
18:28:19 <TrueBrain> < 60 open PRs :o
18:30:05 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9559: Fix #9484: update locale currencies settings mapping https://git.io/JzqRj
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18:33:32 <TrueBrain> lol, had to make it a constexpr, but static_assert works :D
18:37:10 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9559: Fix #9484: update locale currencies settings mapping https://git.io/JzLhV
18:38:29 <TrueBrain> Samu: "bad in explaining" is not an excuse to not even try ;)
18:38:33 <TrueBrain> in fact, this is pretty much worse
18:38:38 <TrueBrain> as now we are left to guess what you intended to do :)
18:39:18 <TrueBrain> IsTileOwner vs GetTileOwner without a clear reason why, for example
18:39:43 <TrueBrain> why do you now disallow building canals over canals created in SE .. no clue
18:39:46 <TrueBrain> it just .. is :P
18:40:14 <TrueBrain> so yeah, please don't make us to all the work you should be doing, just because "I'm not good at describing things"
18:40:18 <TrueBrain> to = do
18:40:51 <Samu> hi
18:42:05 <Samu> Company::IsValidID(_current_company) is only valid when in-game, not in the editor
18:43:17 <TrueBrain> I will leave my questions in the PR, as I have 7 :P
18:43:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JzqE9
18:44:08 <TrueBrain> this is where comments in code are for, to explain these complex and hard to decipher if-statements :)
18:46:05 <TrueBrain> also something to think about: why IsValidID, and not _game_mode != GM_EDITOR as a few lines above? I do not know the answers, I just have these questions :)
18:47:01 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jzqun
18:47:02 <DorpsGek> - Update: Translations from eints (by translators)
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18:48:23 <TrueBrain> okay, not being able to build over SE-created canals is just weird
18:48:25 <TrueBrain> as I can demolish it
18:48:27 <TrueBrain> and build it after
18:48:31 <TrueBrain> so that makes very little sense to me
18:50:21 <Samu> that is so to avoid paying the price
18:50:35 <TrueBrain> ?!
18:50:45 <Samu> it is already canal
18:51:19 <TrueBrain> you say words, but I cannot place it in context, sorry :(
18:51:34 <Samu> ok will try to answer the questions
18:51:39 <Samu> in a reply
18:51:52 <TrueBrain> most of these questions have to be answered in code ;)
18:52:18 <TrueBrain> but my problem with the PR, if I understand it correctly: Make scenario, place canals, save scenario, load scenario, build canal over existing canal: not allowed. Demolish canal and build, does work.
18:52:20 <TrueBrain> that is just weird
18:52:46 <TrueBrain> I can place a canal over a river, over sea, but not over an SE-build canal? I have to demolish it first? And the error is "there is already a canal here"?
18:52:54 <TrueBrain> might be deliberate, but it feels weird ;)
18:53:39 <TrueBrain> (and if deliberate, the comment should match that, ofc :D)
19:00:51 <TrueBrain> on second thought, I guess that makes canals similar to roads .. meh, I can see why it would be like this. But yeah, document in a comment, and everything will be swell
19:01:05 <TrueBrain> makes me wonder why SE can build canals ..
19:01:21 <TrueBrain> shouldn't they only be able to build rivers? I dunno ..
19:04:37 <dP> why not?
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19:15:21 * andythenorth is confused
19:15:25 <andythenorth> what is all the price stuff?
19:23:45 <andythenorth> hmm
19:23:52 <andythenorth> back to fixing my own mistakes
19:24:24 <andythenorth> after not thinking about it for 2 hours, my brain just decided I only need to change about 4 lines of code
19:24:33 <andythenorth> I love it when that happens :P
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19:36:16 <ordenador_> Hi all, whats up? One question: where can i report a crahsing caused by one specific NewGRF? Its not about the NewGRF, since it works for versions previous to 12.0-beta2... I just tested the beta and this NewGRF causes crashing, so i get surprised
19:36:43 <nielsm> on github
19:37:02 <nielsm> a newgrf is not supposed to be able to crash the game, so it is a bug in the game
19:37:07 <TrueBrain> ordenador_: crashes, as in, game crashing etc, please report those here: https://github.com/OpenTTD/OpenTTD/issues/new/choose
19:37:15 <ordenador_> Ok thanks
19:37:55 <ordenador_> Sorry, my nick is Montana, i dont know why it switched to Ordenador. I will report it on github
19:38:06 <ordenador_> Thanks!
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19:47:08 <Samu> man, im so slow, i can't... explain things clearly
19:50:22 <TrueBrain> the only way to learn is by doing
19:50:32 <TrueBrain> when you stop doing, is the moment you give defeat
19:51:10 * andythenorth confirms
19:52:18 <peter1138> hi
19:52:41 <TrueBrain> hello !
19:53:07 <andythenorth> hello!
19:53:12 <andythenorth> did we have lunch?
19:53:30 <peter1138> hours ago, almost dinner time
19:55:59 * andythenorth eating dinner
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20:07:46 <andythenorth> rar
20:07:51 <andythenorth> fixed my compile bug
20:07:58 <andythenorth> and uncovered a different bug, and fixed that
20:19:04 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/Jzq1h
20:19:30 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9561: [Crash]: Game crashed on switching windows with Alt-Tab https://git.io/Jzt12
20:22:49 <Samu> what to write in the comment
20:23:26 <Samu> Allow overbuilding except in these cases
20:23:57 <Samu> not quite what it does
20:25:06 <Samu> it's some sort of error message redirector
20:27:25 <TrueBrain> In general, if you cannot explain something with a simple comment, it is an indication the code might be too complex / wrong
20:28:58 <Samu> doesn't feel wrong atm
20:29:12 <Samu> something about it is right
20:29:38 <TrueBrain> No doubt
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20:34:03 <Samu> /* Allow to make water of water, except in these specific situations.
20:34:03 <Samu> * The checks done via CMD_LANDSCAPE_CLEAR can provide better error messages if any. */
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20:57:36 <DorpsGek> [OpenTTD/OpenTTD] RIS2000 commented on issue #8498: Add some way to find and recover crashed vehicles https://git.io/JLbdS
20:59:31 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9560: Fix: Incorrect error messages on placing water on scenario editor https://git.io/JztRS
20:59:34 <andythenorth> oof
20:59:44 <andythenorth> 8498 makes me want to quit
20:59:47 <andythenorth> lol
20:59:50 <andythenorth> so irrational
21:03:53 <FLHerne> That seems extreme
21:04:39 <FLHerne> I don't understand why they want that, but what's offputting about it?
21:05:09 <FLHerne> It's just another weird feature request that fits one person's workflow
21:20:59 <Samu> gotta go sleep. Something tells me tomorrow my PR is probably rejected. :|
21:21:10 <Samu> cyas
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23:13:54 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #239: Fix: example_train grf triggering an error message in OpenTTD https://git.io/JzmU1
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