IRC logs for #openttd on OFTC at 2021-10-19
            
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01:29:56 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9625: Fix #9624: compilation with RANDOM_DEBUG https://git.io/J6J0i
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05:16:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9625: Fix #9624: compilation with RANDOM_DEBUG https://git.io/J6LxE
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08:05:04 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #9625: Fix #9624: compilation with RANDOM_DEBUG https://git.io/J6J0i
08:05:07 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #9624: Debug: Game does not compile when RANDOM_DEBUG or ENABLE_NETWORK_SYNC_EVERY_FRAME are defined https://git.io/J6vJV
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10:34:01 <andythenorth> yo
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12:24:24 <peter1138> Is it?
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12:45:00 <andythenorth> late lunch though
12:45:02 <andythenorth> random food
13:19:24 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9609: [Bug]: Train fails to pick free path through the station, resulting in trains getting stuck https://git.io/Jo7cu
13:50:00 <peter1138> glx, solution: per-order pathfinder choice!
13:52:28 * LordAro twitches
13:52:38 <LordAro> is that a JGR feature?
13:52:43 <LordAro> :p
13:58:47 <glx> was hoping the mentionned double size interface crash in steam 12.0 release comment would help to reproduce #9622, but no luck
13:59:37 <LordAro> oh?
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14:07:43 <Wormnest> Jehan: with the test installer you linked earlier in the installer language selection ¨English¨ appears twice, the first one isn´t English (maybe Turkish?). Possibly a missing translation somewhere. I think I saw this issue before but forgot to report.
14:08:03 <glx> wrong chan again ?
14:08:12 * LordAro applies more coffee to Wormnest
14:09:08 <Wormnest> ugh, happens when looking at the log on my phone, openttd seems to always load last on the computer, thanks
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14:33:47 * andythenorth thinks peter1138 did it wrong: should be per-order signal choice
14:33:57 <andythenorth> signals dynamically adapt to next arriving train
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15:10:30 <peter1138> Nice
15:11:34 <LordAro> we can talk shit about TB now
15:12:09 <orudge> Dreadful disease
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16:32:06 <Timberwolf> Add yellow aspect to PBS, break all of the current theories about signalling.
16:36:38 <dP> screw realism, add purple :p
16:41:18 * andythenorth thinks this is a good idea
16:42:10 <andythenorth> hmm
16:42:11 <andythenorth> https://arstechnica.com/science/2021/10/seminal-michael-faraday-paper-image-digitally-stored-in-fluorescent-dyes/
16:42:13 <andythenorth> such nice colours
16:43:05 <andythenorth> signals in choice of colours
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17:16:47 <glx> if I understood how it works, I think https://github.com/OpenTTD/OpenTTD/compare/master...glx22:newgrf_save should prevent newgrf config from being added to emergency save if crash happen in intro
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17:22:08 <frosch123> looks good
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17:31:16 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9626: [Bug]: Some gamescripts appear to be broken after loading 1.11.2 saves https://git.io/J64wa
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17:42:21 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9627: Change: Don't store not to be activated newGRFs in savegames https://git.io/J64Hy
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17:52:00 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9626: [Bug]: Some gamescripts appear to be broken after loading 1.11.2 saves https://git.io/J64wa
17:57:44 <glx> the script crashed in master
17:58:59 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #9616: Feature: Railways can be created "through" bridges, tunnels, stations… https://git.io/JKo5u
18:00:58 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #9616: Feature: Railways can be created "through" bridges, tunnels, stations… https://git.io/JKo5u
18:31:56 <dP> ehm, I get there were some inconsistencies by why the solution was to remove error warning levels from the log entirely?
18:31:57 <dP> https://github.com/OpenTTD/OpenTTD/pull/9359
18:32:43 <dP> well, I guess openttd has no log but, I mean, stdout/stderr/stdwhatever
18:38:06 <dP> now the only way to notice that server had some errors is to connect to the admin port
18:47:43 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J6Rsc
18:47:44 <DorpsGek> - Update: Translations from eints (by translators)
19:25:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #9628: Feature: Wide rivers https://git.io/J60J7
19:36:52 <peter1138> Wide rivers and deep water and ... yeah
19:39:02 <glx> oh nightly failed to build yesterday
19:39:59 <dP> update aquatic? xD
19:40:29 <peter1138> No because so many people couldn't pronounce aquatic correctly...
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19:49:33 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9626: [Bug]: Some gamescripts appear to be broken after loading 1.11.2 saves https://git.io/J64wa
19:50:53 <LordAro> dP: i don't think removing messages was the intent of that
19:54:39 <dP> it didn't remove messages but now they're indistinguishable from the rest
19:54:42 <nielsm> <dP> update aquatic? xD <-- opening the floodgates for new challenges
19:54:49 <dP> before I could grep them by "ERROR" or smth
19:58:13 <Rubidium> you could grep some of them, but by far not all of them
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20:00:20 <dP> more like I could grep all of them and then some junk
20:00:29 <dP> it's mostly network* stuff that needs levels
20:00:37 <dP> rest is just console command output
20:00:45 <glx> ok let's try local release build (I hate doing it because it's super slow to do)
20:03:16 <Rubidium> though interestingly the console command code usually added the ERROR manually for printf errors, whereas the network code usually did not... so practically the network code is the place where the ERROR was added least often for the CC_ERROR messages
20:04:03 <dP> errors, yes, but there are handful of WARNINGs
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20:31:51 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #9616: Feature: Railways can be created "through" bridges, tunnels, stations… https://git.io/JKo5u
20:32:57 <glx> #9626 is really weird, debug script window output is not the same depending on build type
20:46:49 <frosch123> scripts can use interactiverandom
20:47:08 <frosch123> so they are non-deterministic
20:47:25 <glx> yes but the output is a lot different
20:48:16 <glx> and script crashes in debug build
20:55:11 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #9616: Feature: Railways can be created "through" bridges, tunnels, stations… https://git.io/JKo5u
21:00:57 <dP> glx, can it be related to #9415 ?
21:05:16 <frosch123> oh yes, haha, there is a bug
21:06:37 <frosch123> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/script_instance.cpp#L568 <- the SLE_INT32 should be a SLE_FILE_I32 | SLE_VAR_I64
21:06:52 <frosch123> the upper 32bit are now uninitalised when loading old saves
21:07:30 <glx> oups
21:08:36 <frosch123> can you verify that? i am too lazy to replicate the test setup :)
21:09:13 <LordAro> oops
21:10:04 <glx> downloading nightlies from around that time
21:10:48 <frosch123> oh, i assumed you already had the setup with the test-savegame from #9626
21:11:04 <glx> I have the test savegame
21:11:40 <glx> but as I have different result with debug and release (and release is so slow to build) it's faster to download
21:14:06 <glx> 20210702 output is like 1.11.2, 20210709 output is the broken one
21:18:00 <glx> building a fixed release build
21:23:47 <glx> ok output is back to normal, let's check debug build which should no longer crash the script
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21:29:48 <glx> and debug build works fine too
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21:33:33 <Beer> Is there a known limit for server_name?
21:33:48 <glx> I think there is
21:34:03 <Beer> I got a server with 80 chars long server_name being displayed ")" in the public list. It was find in 1.11.2
21:34:04 <glx> probably not documented
21:34:04 <frosch123> all strings on the network have a maximum length
21:34:22 <Beer> https://servers.openttd.org/server/+WZHFZkG
21:34:34 <Beer> It was fine*
21:34:38 <glx> and ingame ?
21:34:41 <Beer> Same
21:35:25 <frosch123> if the length is the issue, it would truncate after that length. this must be something else
21:35:39 <Beer> Mmmh
21:36:05 <Beer> Some other server I upgraded from 1.11.2 to 12.0 without touching their configuration file either and they register fine
21:36:13 <Beer> THere must be sth that eludes me
21:36:14 <dP> NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
21:36:26 <Beer> Was it there in 1.11.2?
21:36:42 <dP> it was
21:36:47 <glx> yes, nothing changed there
21:36:58 <Beer> Then it sth else, 'cause it was registering properly 1h ago
21:37:04 <Beer> (in 1.11.2)
21:37:27 <frosch123> the master server communication changed completely in 12.0
21:38:00 <frosch123> please open an issue and include the server_name setting from your config
21:39:18 <dP> btw, it seems gui only allow 32 chars for server name
21:39:55 <glx> there's length in chars vs length in bytes
21:40:06 <glx> because a char can take 4 bytes
21:40:14 <dP> though judging by the server list noone needs even half of that xD
21:40:16 <LordAro> certainly shouldn't be displayed as ")"
21:40:26 <Beer> I shortened the name by a few chars and it now displays properly in-game
21:40:33 <Beer> So that must be it
21:40:40 <dP> there is char length and there is using wrong constant for truncation :p
21:41:00 <Beer> Since that limit was there in 1.11.2, but this behaviour seems new in 12.0, shall it be called a regression?
21:42:04 <Beer> My name was *exactly* 80 chars long :D
21:42:11 <Beer> How fortunate I am...
21:42:48 <dP> actually, nvm, gui allows more
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21:43:34 <Beer> Somethign else that's intriguing: I haven't modified the configuration file of 3 servers... they still have the old server_advertise and not the new server_game_type directive... yet they are displayed in the server list. Have you done some backwards-compatible configuration loading?
21:45:11 <dP> Beer, yes: https://github.com/OpenTTD/OpenTTD/pull/9515
21:46:19 <Beer> Oh that's fantastic!
21:48:10 <dP> I'm actually surprised that was done as it's the only config setting that was ever converted afaict
21:49:21 <glx> because the new setting defaults to private
21:49:53 <dP> yeah, but config compatibility was never a thing
21:49:57 <Beer> Yup, I bumped into it testing beta2
21:50:06 <dP> you can get all kinds of broken config, but it will be public)))
21:51:08 <Beer> How unlucky is it to be just over the limit and trigger a ")" server name?
21:51:21 <Beer> Shall I go to the casino?
21:52:28 <dP> dunno about casino but you may want to make it even smaller
21:52:28 <Beer> btw, GJ on that 12.0 (o:
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21:52:49 <dP> as online players window in game will look ridiculously wide with such server name
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21:55:21 <dP> oh, nvm, it doesn't
21:55:43 <Beer> Well, thx for your help. Have a nice day/evening/night y'all!
21:55:57 <Beer> Hope you'll catch that bug
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21:59:27 <dP> oh, interesting, it truncates the server name but if you make window wider you can't narrow it anymore
21:59:53 <glx> surprising, a "bug" in GUI ;)
22:00:00 <dP> xD
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22:04:40 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9629: Fix #9626, ddafc0d: Incorrect loading of script saved data https://git.io/J6zET
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22:12:32 <LordAro> glx: i don't understand the sl code, how does or-ing those values together fix the issue?
22:16:25 <glx> broken version was equivalent to SLE_FILE_I32 | SLE_VAR_I32
22:16:32 <dP> that's just a way to describe that 32bit value in save is stored as 64bit one in memory
22:17:44 <glx> https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/saveload.cpp#L828-L842
22:18:01 <glx> that's where using SLE_VAR_I64 matters
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22:25:28 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #9609: [Bug]: Train fails to pick free path through the station, resulting in trains getting stuck https://git.io/Jo7cu
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23:56:08 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on issue #9609: [Bug]: Train fails to pick free path through the station, resulting in trains getting stuck https://git.io/Jo7cu