IRC logs for #openttd on OFTC at 2021-11-18
        
        
        
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00:14:27  <peter1138> Meh, developing for a 18 year old game... crazy foo'
 
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01:44:17  <FLHerne>  Signal:  Floating point exception: 8 (8)
 
01:44:31  <FLHerne> since when does OpenTTD do floating-point anything?
 
01:46:09  <glx> and the usual useless MacOS trace
 
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03:47:23  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9707: [Bug]: Sub-tropical landscape has incorrect shops and office buildings https://git.io/J1EUM
 
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13:17:14  <FLHerne> Before I go looking, does anyone know *why* 512 is the limit for industry tiles?
 
13:17:21  <FLHerne> It's not byte-aligned
 
13:21:31  <FLHerne> landscape.html says "AF - 1FF: NewGRF industries industry"
 
13:22:00  <FLHerne> which would be 512 if not for the AF part, so it's actually 336 or so?
 
13:24:30  <FLHerne> I suppose grfs can override the original tiles
 
13:25:11  <FLHerne> And yeah, it's 512 because it uses 9 bits of the maparray, m5 and one bit of m6
 
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18:47:21  <DorpsGek>   - Update: Translations from eints (by translators)
 
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21:56:02  <andythenorth> I think an interesting comparison is when I learnt to fire clients
 
21:56:17  <andythenorth> this is like 15 years ago, we were making bespoke web applications
 
21:56:28  <andythenorth> fixed fee, fixed features, fixed deadline etc
 
21:56:45  <andythenorth> we had a client who we couldn't afford to lose, but they kept changing the scope
 
21:56:50  <andythenorth> and insisting we had to accept
 
21:57:00  <LordAro> lots of grf changes in that savegame..
 
21:57:02  <andythenorth> and then they bullied my staff
 
21:57:13  <andythenorth> so I fired them, and figured out how to make payroll anyway
 
21:57:32  <andythenorth> but we don't need to make payroll from these small number of pissed off players
 
21:58:06  * andythenorth was reading reddit and a pointless GH discussion
 
22:00:24  <andythenorth> nothing to do with 9708 btw, just coincidental timing
 
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22:05:13  <LordAro> orudge: grfcrawler.tt-forums.net ssl cert has expired
 
22:05:32  <andythenorth> I do think Discussions are good for that stuff,  even if it's pointless
 
22:05:43  <andythenorth> not sure what it would look like to drive-by readers, but eh
 
22:07:50  <glx> LordAro: and WAS is on openttdcoop :)
 
22:08:08  <LordAro> haven't found newshipsw.grf though..
 
22:08:12  <glx> oh this part of coop works
 
22:08:32  <andythenorth> bundles seems to be serving
 
22:08:41  <glx> hmm newships may be on the forum
 
22:08:56  <LordAro> i found newships.grf, just nothe the w variant
 
22:11:31  <LordAro> hmm, WAS 0.1 is not the right version
 
22:13:42  <LordAro> and there is a version of WAS on bananas that does match...
 
22:13:51  <LordAro> why's the game not picking that up?
 
22:16:27  <glx> I have a newshipsw but way older
 
22:21:30  <glx> yes that's the one I have I think (same version at least)
 
22:21:44  <LordAro> OTTD matches that one for me at least
 
22:22:06  <glx> I miss only WAS in the list
 
22:22:30  <LordAro> don't really feel like going through every version...
 
22:25:59  <LordAro> whatever it is, it was added sometime between August 2020 & April 2021, assuming they updated promptly
 
22:29:50  <TrueBrain> Lol .. last time I looked into a savegame it took me forever to find the right WAS .. what is up with that :p
 
22:33:41  <glx> and all that without downloading any
 
22:33:58  <LordAro> look at the check.md5 file?
 
22:33:59  <glx> just using info shown in the window
 
22:34:30  <LordAro> oh, i had to download the file, very irritating
 
22:35:07  <LordAro> OTTD does not like this save... it is taking quite some time
 
22:39:32  <TrueBrain> Town grfs .. got to hate them
 
22:39:47  <TrueBrain> Last time I had to remove 2x2 buildings to fix a save :p
 
22:39:57  <LordAro> i still don't know why you did that :p
 
22:40:01  <LordAro> "sorry, you broke it"
 
22:40:08  <glx> so many grf changes in this save
 
22:40:26  <TrueBrain> Sometimes I feel like being nice :p
 
22:40:45  <glx> inspection tool says japanset3 buildings on the corrupted one
 
22:40:52  <LordAro> oh, i do actually get a SIGFPE on crash
 
22:41:03  <LordAro> which matches with the crash log
 
22:42:08  <LordAro> vehicle GetDisplayMaxSpeed is 0
 
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22:46:19  <TrueBrain> Didn't we recently change that display speed is 0 when vehicle is stopped?
 
22:46:32  <TrueBrain> Feels weird to use display function there ..
 
22:46:42  <TrueBrain> But function might be misnamed
 
22:47:00  <LordAro> is unitnumber the vehicle name, if not otherwise named?
 
22:47:07  <LordAro> if so, it's road vehicle 703
 
22:50:07  <LordAro> no, it's index, obviously
 
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22:53:57  <glx> maxspeed is not supposed to be 0 anyway ;)
 
22:54:17  <LordAro> yeah, i can't see a way of getting 0 max speed unless something is already corrupted
 
22:54:18  <glx> current speed can, but max speed should never
 
22:54:20  <LordAro> the display is separate
 
22:54:53  <glx> unless the vehicle is on incompatible road
 
22:55:21  <LordAro> and there are a load of roadtype things going on
 
22:55:39  <LordAro> does feel like linkgraph should be using GetCurrentMaxSpeed regardless
 
22:56:03  <glx> will dig in VS to find where to look
 
22:56:27  <glx> loading save may take time though :)
 
22:56:37  <glx> it was already slow in steam 12.1
 
23:01:41  <LordAro> i was right the first time, #703
 
23:02:10  <glx> still loading but my idead is to scroll to 14771300
 
23:02:19  <LordAro> that's exactly what i did :)
 
23:02:24  <TrueBrain> Invalid model .. never seen that before
 
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23:03:56  <TrueBrain> Still, game shouldn't crash on it :p
 
23:04:27  <glx> crash may happen when you change newgrf in running game
 
23:04:51  <glx> and many changes since the start of this game
 
23:04:54  <TrueBrain> For sure this is user error :)
 
23:06:07  <TrueBrain> Destroy the vehicle and send him the save :p
 
23:06:58  <glx> (especially with debug build)
 
23:07:47  <LordAro> oh hey, #9707 is legit
 
23:07:53  <LordAro> no grfs, i'm getting temperate buildings
 
23:08:36  <glx> who touched the tables last ?
 
23:08:39  <LordAro> unless those buildings are also allowed for tropic
 
23:08:55  <LordAro> could be ogfx error, of course...
 
23:18:52  <dP> does it look the same in original?
 
23:19:21  <LordAro> i don't have original on this os...
 
23:19:26  <LordAro> it was easier to download abase instead
 
23:20:22  <dP> in abase everything looks the same xD
 
23:20:48  <dP> at least I can confirm that buildings look temperate even in old saves, like over 5 y/o
 
23:21:06  <LordAro> mildly relatedly, would it be awful to make zbase "savegame-only" in bananas?
 
23:21:39  <LordAro> given abase and zbase are identical except for some minor toolbar icon changes
 
23:21:49  <LordAro> 273MB to discover this is a bit much...
 
23:22:21  <glx> but people will be lost if graphics don't match youtube videos
 
23:23:01  * glx is alreadu lost in the toolbar when using opengfx
 
23:23:23  <dP> glx, is that an argument for hiding a/zbase or showing it?
 
23:24:09  <LordAro> someone convince V to come back and make a full baseset
 
23:24:22  <dP> btw, what't more realistic is not to pick abase by default ;)
 
23:24:22  <LordAro> we've got lots of money lying around, right?
 
23:24:30  <glx> and it's worse when mixed with extra zoom and standard newgrf
 
23:24:40  <dP> right now it prefers abase over opengfx if it's unset in config
 
23:25:08  <LordAro> because "abase" < "opengfx" ?
 
23:25:29  <glx> but we provide only opengfx in steam bundle
 
23:25:58  <glx> so most of them decided to switch to abase/zbase
 
23:26:41  <dP> yeah, it a bit of a niche issue I guess
 
23:26:47  <LordAro> i'm not seeing anything obviously temperate looking with abase
 
23:26:51  <LordAro> but i don't know abase at all
 
23:27:15  <dP> but gets me everytime I do -c /tmp/ to test stuff :P
 
23:27:56  <LordAro> glx: "shops and offices" is the obvious one in the screenshot
 
23:30:09  <dP> though somewhat usefull for inspiration every time I shittalk it xD
 
23:30:14  <glx> and of course without -d land inspection is useless
 
23:31:42  <glx> oh funny, I reloaded the save created in 12.1 and buildings changed visually
 
23:31:56  <glx> well created in 12.1, reloaded in master
 
23:32:42  <glx> hmm may be my imagination though
 
23:34:27  <glx> oh of course different base grf
 
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23:36:13  <LordAro> i have reacquired original_windows
 
23:36:26  <glx> so on the screenshot we are talking about the "shops and offices" above the stadium ?
 
23:36:56  <glx> seems fine in orginal dos
 
23:38:03  <LordAro> arguably an issue with ogfx then?
 
23:38:33  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9707: [Bug]: Sub-tropical landscape has incorrect shops and office buildings https://git.io/J1EUM
 
23:40:36  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9707: [Bug]: Sub-tropical landscape has incorrect shops and office buildings https://git.io/J1EUM
 
23:40:49  <DorpsGek> [OpenTTD/OpenGFX] davewthompson opened issue #77: [Bug]: Sub-tropical landscape has incorrect shops and office buildings https://git.io/J1VG4
 
23:41:08  <dP> isn't original reusing buildigs as well?
 
23:41:29  <LordAro> i don't recall seeing those on temperate...
 
23:41:40  <dP> well I see them right now...
 
23:42:35  <LordAro> which ones are you looking at ?
 
23:42:52  <dP> yeah, was just about to say, we may be talking about different buildings xD
 
23:43:16  <glx> 46h     shops and offices     sub-arctic, subtropical <-- it's this one
 
23:43:58  <LordAro> dP: i updated my image
 
23:44:32  <dP> but some other buildings are reused
 
23:45:08  <glx> yes some buildings are available in all climates
 
23:46:11  <glx> like 1Eh (didn't try to find an image though)
 
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23:58:05  <dP> ah, nvm, they are arctic as well...
 
23:58:22  <dP> look kinda weird in arctic with original graphiccs
 
continue to next day ⏵