IRC logs for #openttd on OFTC at 2022-06-09
            
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01:56:50 <wallabra> I wanna do highway interchanges!...
01:57:34 <wallabra> I think I'll have to resort to SimCity 4 with Network Addons Mod for the time being, to quench that profound and utter desire, fundamentally msaculine in its nature.
01:59:34 <wallabra> Mmm, unexpected termination of services.exe. This wine ages like milk!
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06:02:41 <dwfreed> wallabra: Cities: Skylines
06:02:50 <wallabra> too heavy
06:03:34 <dwfreed> You can totally sandbox some highways
06:20:25 <wallabra> lol, image generation AI, ignored 90% of my prompt https://i.imgur.com/BA4eSTl.png
06:20:40 <wallabra> it definitely nailed the openttd vibe
06:28:04 <wallabra> this is the link https://huggingface.co/spaces/dalle-mini/dalle-mini
06:28:11 <wallabra> also if it says "too much traffic" just keep trying, it'll get through soon enough
06:28:15 <wallabra> then it takes like 2 mins to do your thing
06:30:33 <wallabra> what the shit, real life outdoors with extra lava! https://i.imgur.com/GPWEkAe.jpg
06:54:01 <jpw> that is very cool
06:54:49 <jpw> for a start, it actually works
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07:43:39 <peter1138> Is there an RTX Quake yet?
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08:46:45 <FLHerne> wallabra: tbf, I have trouble interpreting the rest of your prompt as anything meaningful :p
08:46:55 <FLHerne> and yes, it's amazing it works at all
08:47:23 <wallabra> FLHerne, yeah, but to be fair, you're not an AI! AIs are much more imaginative than us!... :P
08:47:54 <wallabra> I joke, but it's always interesting to see how they deal with such absurdist, quasi-Monty-Pythonic aberrations of text.
08:48:18 <wallabra> peter1138, Quake 2 yes, not Q1
08:48:30 <wallabra> which is a pity because obviously Q1 had a lot more atmosphere and was, imho, a much better fit for such adaptation.
09:16:14 <Samu> with AIs runnning https://i.imgur.com/zdkXCS2.png
09:17:57 <Samu> i need to investigate why mine doesn't do any cache clears not requiring pathfinding
09:18:08 <Samu> too good to be true
09:19:57 <Samu> guess i need AIs that do remove roads
09:20:05 <Samu> those are quite a few
09:20:22 <Samu> or maybe only dictatorai
09:20:32 <Samu> the only one that removes roads
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09:38:51 <Samu> aha! got one!
09:39:57 <Samu> https://i.imgur.com/UAL6h0t.png
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09:42:03 <Samu> glx22 fix is interesting, it does seem to keep synchronized with master
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09:43:16 <Samu> at least by looking at the profit graph with 14 dictator ais
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10:14:06 <Samu> this fix is probably why mine doesn't sync the same as master and 9917, https://github.com/OpenTTD/OpenTTD/pull/9915/commits/5c5fadd935b6d16c1e6f1620b7bc7f6d02483e47
10:14:13 <Samu> let me test without that fix
10:20:54 <Samu> nop, that wasn't it
10:25:19 <Samu> there's more to it than it looks
10:28:10 <peter1138> wallabra, yeah Q2 is disappointing though.
10:29:05 <peter1138> wallabra, there's also an RT Doom, but it's also a bit disappointing - overblown colours etc.
10:29:57 <peter1138> Okay, do I buy all the equipment to replace my gear cables or just pay someone else to do it... Hmm.
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10:33:13 <peter1138> Whoever came up with interal cable routing on bikes was like https://www.youtube.com/watch?v=ZgKvVoL5Ffg
10:46:25 <LordAro> lol
10:46:33 <LordAro> i go for the latter option
11:12:40 <peter1138> Might try Halfords. The nearest local bike shop are worse...
11:31:07 <LordAro> botocore is noisy
11:31:13 <LordAro> peter1138: :/
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13:20:27 <Samu> im doing boring stuff... https://i.imgur.com/1yFwTUi.png
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13:34:50 <andythenorth> did we ban cb 36 changing vehicle length in stations?
13:34:58 <andythenorth> I thought we did because desyncs or something
13:35:10 <andythenorth> or because it breaks PBS reservations, or causes train crashes or something
13:38:09 <LordAro> certainly seems undesirable
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13:55:01 <andythenorth> afaict grfs are doing it
13:59:12 <FLHerne> which grfs?
13:59:36 <FLHerne> I'm sure it did cause desyncs
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14:29:51 <andythenorth> JP Set seems to change vehicle lengths
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15:01:33 <Samu> hi glx, i figured counting calls could help find some irregular rises to pathfinder calls
15:03:14 <Samu> think i found some odd ones worth investigating
15:06:03 <Samu> what i'm saying is that, there might be some more cases of possible performance degradation that can't be measured due to not being perceptible
15:10:30 <Samu> there's some sporadic rise in years 1961-1963 in the middle bottom one here https://i.imgur.com/MTyVZxk.png
15:10:35 <Samu> then it goes off
15:10:38 <Samu> to normal
15:11:43 <glx> vehicle upgrade maybe
15:12:06 <glx> with many send to depot at the same time
15:14:11 <glx> 3 of your versions seems to affect companies
15:17:35 <Samu> 3 are still outputting the same play
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15:49:19 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9876: [Crash]: OpenTTD crashed on MacOS Monterey https://github.com/OpenTTD/OpenTTD/issues/9876
15:51:07 <Samu> Assertion failed at line 968 of D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\framerate_gui.cpp: newpoint.x <= lastpoint.x
15:51:16 <Samu> i hate it when im in the middle of something
15:51:19 <Samu> and this happens
15:52:57 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9876: [Crash]: OpenTTD crashed on MacOS Monterey https://github.com/OpenTTD/OpenTTD/issues/9876
15:53:18 <Samu> okay, the graph does point out to there being another performance hogger that eventually fixes itself, https://i.imgur.com/v04OD2C.png
15:53:34 <Samu> gonna try pintpoint to it
15:53:50 <Samu> but with the graph dude crashing me, i won't be able to save game
15:54:36 <peter1138> Do I go out on the bike or watch Ms Marvel?
15:54:55 <peter1138> I can't go with the group ride because the fast bike is the one that needs fixing...
15:55:03 <Samu> nevermind, emergency save will do :p
15:55:12 <LordAro> is your slow bike that slow?
15:55:48 <peter1138> Depends, I've managed one 20mph average ride on it, but normally 16-17.
15:56:08 <peter1138> Eh, 15-16.
15:57:03 <LordAro> sounds like excuses to me
15:57:27 <peter1138> Yup
15:58:43 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9919: [Bug]: Enterprises are closed without any warning https://github.com/OpenTTD/OpenTTD/issues/9919
16:00:54 <nielsm> Samu: when you get that assertion in the framerate graph window, has the game been frozen/hanging for a long time, or maybe been suspended in the debugger?
16:01:21 <Samu> i paused game, and immediately crashes
16:01:33 <nielsm> "paused" as clicking the in-game pause button?
16:01:36 <Samu> yes
16:01:48 <Samu> game was fast forwarding
16:01:57 <Samu> then i click pause and insta crash
16:04:20 <peter1138> [Not-a-bug]
16:10:23 <Samu> glx, vehicle is actually blocked, but not with a speed of 0 -> https://i.imgur.com/Qei88uu.png
16:11:06 <Samu> a video would be better
16:11:24 <Samu> it displays a speed of 33 km/h, but it's actually stopped
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16:28:29 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #9914: [Bug]: Blocked vehicles constantly running pathfinder https://github.com/OpenTTD/OpenTTD/issues/9914
16:29:11 <Samu> posted savegame
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16:49:52 <glx> indeed this vehicle is in a pathfinding loop
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17:08:56 <glx> ok so #124 has speed but is not moving, #28 copies #124 speed, #22 copies #28 and enters in pf loop
17:13:34 <andythenorth> lol software, bugs, diagnosis https://github.com/OpenTTD/OpenTTD/issues/9876#issuecomment-1150325317
17:13:45 <andythenorth> needs a mind that can see round corners
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17:28:22 <glx> ok after being blocked for some time RoadVehFindCloseTo() returns nullptr even if there's a vehicle in front
17:51:12 <Samu> a few more years have passed, a sudden change in 9917 -> https://i.imgur.com/NJB172K.png, will investigate later
17:51:20 <Samu> dinner time now
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18:22:14 <peter1138> Well that didn't work out too well.
18:23:11 <peter1138> That's 1978, not 9917.
18:30:41 <andythenorth> seems I made a bug https://www.tt-forums.net/viewtopic.php?p=1253670#p1253670
18:30:50 <andythenorth> this will be something silly :P
18:34:59 <peter1138> Feature.
18:38:58 <andythenorth> The best feature.
18:50:38 <LordAro> peter1138: :(
18:51:41 <LordAro> andythenorth: if the buy window has a link back to the depot, then it should definitely be able to know about the max speed
18:51:47 <LordAro> if not, then... no
18:52:21 <andythenorth> the problem is the 'available vehicles' window iirc
18:52:28 <andythenorth> there's no railtype in that context
18:52:37 <andythenorth> frosch probably knows the real reason though
18:54:17 <Rubidium> the 'available vehicles' window is generic; from the vehicle list you can get to that window, and the "main" vehicle list does not have a specific tile/depot/railtype associated with it. Just all vehicles of that type
18:55:41 <andythenorth> we _could_ put something into extra callback info var to handle that case
18:55:55 <andythenorth> or otherwise specify a fallback
18:57:10 <Samu> just noticed master play is now different than 9917, looking at profit graphs, there are small differences
18:58:37 <Samu> seems to have happened on oct-dec 1976 period
19:06:22 <peter1138> LordAro, didn't have to worry about speed, nobody else turned up.
19:07:24 <glx> so https://github.com/OpenTTD/OpenTTD/blob/master/src/roadveh_cmd.cpp#L676 is a problem for blocked vehicle detection
19:11:42 <Samu> current driver name is too large
19:12:14 <Samu> not sure if it's worth reporting https://i.imgur.com/c77IMts.png
19:12:45 <glx> it is important
19:15:13 <nielsm> if the windowing system layout code was better for "text that may break lines and shouldn't affect total width" it might look better
19:15:24 <nielsm> actually maybe I should see if it's possible to do in this case...
19:16:19 <nielsm> since there are plenty of other widgets in the window that ensure its width
19:41:43 <Samu> the issue happening in year 1976 is caused by a lot of vehicles in a long queue along a long road, similar as that in the crashed savegame i uploaded
19:41:58 <Samu> vehicles are blocked but not at 0 km/h
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19:43:31 <glx> yes because one of the blocked vehicle is blocked for so long that the detection fails
19:44:10 <glx> so its speed is not set to 0 and vehicles behind it are affected by that
19:45:10 <glx> vehicle #124 blocked_ctr is above 1480
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19:45:43 <glx> so it's blocked but doesn't see anything in front of it
19:46:45 <DorpsGek> [OpenTTD/OpenTTD] nielsmh opened pull request #9920: Fix #9918: Reset industy last production year on scenario start https://github.com/OpenTTD/OpenTTD/pull/9920
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19:54:17 <nielsm> never mind, I remember now what the issue with breaking text lines is, the window sizing calculation is single-pass, so the text area can't know how much width is minimum available from all the other controls, so it can't know how the width it has to line break at, so it can't determine its required height
19:54:44 <nielsm> it's still the issue of having to rework the window sizing algorithm to be two-pass
19:55:38 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #9920: Fix #9918: Reset industy last production year on scenario start https://github.com/OpenTTD/OpenTTD/pull/9920#pullrequestreview-1001905307
20:02:21 <Samu> i still can't figure out why it became out of sync with master, where exactly triggered this
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20:04:41 <Samu> not important but just curious
20:05:02 <Samu> mine also isn't synced with master
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20:10:00 <Samu> last update, gonna stop running the tests https://i.imgur.com/OJVWMLD.png
20:10:23 <Samu> bottom left is still synced with bottom right
20:10:37 <Samu> but none are synced with master any more
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20:12:28 <peter1138> Out of sync with master? Is that not expected if you invalidating caches?
20:13:09 <Samu> yes
20:13:29 <Samu> but glx was trying to keep it synced
20:13:41 <Samu> I wasn't :p
20:14:06 <glx> I was just trying to prevent useless pf runs
20:14:27 <glx> but the blocage detection is broken
20:14:49 <peter1138> Have you fallen down a rabbit hole?
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20:15:20 <glx> yeah, https://github.com/OpenTTD/OpenTTD/blob/master/src/roadveh_cmd.cpp#L676 hits very hard
20:16:09 <glx> all blocage tests rely on the result of this function, and at some point it stops returning a vehicle
20:19:40 <glx> mainly https://github.com/OpenTTD/OpenTTD/pull/9917/files#diff-c7b20601878b09b3bc5dd2b78cd8620999aa7e969c1468011b4d1f2fcc4f04afR1286 fails because speed is not 0
20:21:18 <glx> hmm maybe I should just remove the speed check
21:02:03 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9917: Fix #9914, 86818e5: prevent more useless pathfinder run for blocked vehicles https://github.com/OpenTTD/OpenTTD/pull/9917
21:02:42 <glx> crash save is still laggy, but it's not because useless pathfinding
21:03:28 <DorpsGek> [OpenTTD/OpenTTD] nielsmh closed issue #9918: Industries built in scenario editor can have incorrect closure-risk https://github.com/OpenTTD/OpenTTD/issues/9918
21:03:32 <DorpsGek> [OpenTTD/OpenTTD] nielsmh merged pull request #9920: Fix #9918: Reset industy last production year on scenario start https://github.com/OpenTTD/OpenTTD/pull/9920
21:04:54 <Samu> found a "not-really-a-bug" in yapf_road https://github.com/OpenTTD/OpenTTD/blob/master/src/pathfinder/yapf/yapf_road.cpp#L158
21:05:14 <Samu> trackdir in that line should be new_td
21:05:48 <Samu> it's not really a bug because SlopeCost doesn't make use of trackdir
21:06:21 <Samu> but should one day use it, then yes, it's using the wrong one
21:07:38 <glx> trackdir is new_td in next iteration
21:07:49 <glx> it's for loop
21:09:42 <Samu> ah yes, further down below
21:09:50 <glx> new_td is for next tile not current tile
21:11:52 <andythenorth> does nmlc need to check palette of source images when output is nfo?
21:12:20 <Samu> well, doesn't use it anyway https://github.com/OpenTTD/OpenTTD/blob/470c902bdc799cb2e13d4151213f67b7908df99b/src/pathfinder/yapf/yapf_road.cpp#L38-L55
21:14:17 <Samu> so that means i have my code wrong
21:15:12 <Samu> because I use it
21:15:30 <andythenorth> seems I could have about 1.5s saving by not checking image palette
21:15:46 <Samu> my SlopeCost is... "different"
21:15:48 <andythenorth> that's about 10% in the case I'm looking at
21:19:25 <Samu> https://github.com/SamuXarick/OpenTTD/blob/f29818148bcd63c27fcecf13abe96267dc74bd5d/src/pathfinder/yapf/yapf_road.cpp#L38-L72
21:21:27 <Samu> there are situations where tile is the same as tile_next, even in that loop
21:25:28 <andythenorth> hmmm
21:26:50 <Samu> damn it, it doesn't get the height of bridges correctly?
21:30:07 <Samu> nvm, i better head to bed, no time to test this today
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21:34:04 <Samu> why is it getting the slope pixel z of water tile, when it's actually a tunnelbridge tile? ...
21:39:15 <Samu> okay, this is putting me on a water tile, must investigate tomorrow how this function works TileVirtXY(x, y);
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22:06:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9917: Fix #9914, 86818e5: prevent more useless pathfinder run for blocked vehicles https://github.com/OpenTTD/OpenTTD/pull/9917
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23:43:55 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #9919: [Bug]: Enterprises are closed without any warning https://github.com/OpenTTD/OpenTTD/issues/9919