IRC logs for #openttd on OFTC at 2024-06-01
            
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00:53:43 <reldred> disgusting
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04:39:36 <alfagamma7> Nice one
04:41:23 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/3827229c7434427e282688021591265f212720fe
04:41:24 <DorpsGek> - Update: Translations from eints (by translators)
05:10:36 <andythenorth> hmm
05:10:39 <andythenorth> looked again
05:10:45 <andythenorth> but GS tends to "long"
05:10:52 <andythenorth> - have to handle saveload explicitly
05:11:54 <andythenorth> - can't store any classes in savegame, so either write serialise/deserialise methods for every class, or use a root table to simulate the class. As a Squirrel class is just a table anyway, it's easier to do the latter
05:12:41 <andythenorth> - can't use Squirrel random in GS for good reasons, have to use the provided GSBase methods for random
05:13:13 <andythenorth> - have to log a lot, to get any ability to understand what's going on
05:14:49 <andythenorth> - there's no default repr of any tables or arrays or objects when logging, they have to be explicitly given a tostring method, or write your own repr function, both of these can fail if the issue is that the data or structure of the object is incorrect
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05:59:47 <merni> Delete GS?
05:59:56 <merni> Everything in GRF only
06:56:55 <peter1138> Do it.
06:57:03 <peter1138> You removed NPF already 😉
07:19:22 <truebrain> I see Marvin entered the chat again (HHGTTG reference)
07:25:19 <andythenorth> merni: replace it with XML
07:30:08 <andythenorth> "it's a great time to be a copyright lawyer" -> I asked GPT to simulate Marvin https://gist.githubusercontent.com/andythenorth/71ab8f6b668f09ab412dd4ed74661cb2/raw/9a1ce00f4f583222ccee837714e0def9e8d26112/gistfile1.txt
07:42:10 <andythenorth> maybe they've licensed the character 😛
08:28:34 <peter1138> 30 files changed, 643 insertions(+), 359 deletions(-)
08:28:38 <peter1138> Well, this is somewhat bigger :S
08:31:06 <peter1138> There seems to be quite a lot of duplication in how the text layouters work.
08:51:24 <peter1138> I think once upon a time we used FreeType on Windows and Mac OS instead of the native font handling.
08:52:17 <peter1138> I guess the benefit of that is being able to use the native layouters instead ICU/Harfbuzz.
08:52:27 <peter1138> But it sure adds a lot of cruft.
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08:54:11 <peter1138> Oh.
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09:22:41 <pickpacket> what's "unofficial-breakpad" and where do I find it?
09:24:44 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1246393991776178207/image.png?ex=665c3a5c&is=665ae8dc&hm=101bd2bb342898cd560acb007cd1d3f6a70effeb76aa8a37fdd7e05b18258936&
09:24:44 <peter1138> Failed attempt to prevent resizing 😮
09:26:34 <pickpacket> hehe
09:28:55 <pickpacket> for real, though. "unofficial-breakpad" isn't mentioned in the compile instructions but cmake complains that it's highly encouraged not to compile without it. And I can't find it in the debian repos
09:29:13 <peter1138> You can completely ignore it.
09:29:29 <pickpacket> oh! It is actually mentioned
09:29:40 <pickpacket> thanks
09:29:50 <LordAro> breakpad is mentioned
09:29:54 <LordAro> though not in any detail
09:30:00 <LordAro> and yeah, "encouraged" is misleading
09:30:26 <pickpacket> it does say that it's for crash dumps. That tells me it doesn't matter to me :D
09:31:05 <pickpacket> I'm compiling while watching Master Hellish's charity livestream :)
09:32:25 <peter1138> Okay, implementing resize freezing is probably more hassle than its worth 😦
09:46:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12740: Change: [NewGRF] Treat house max year 0xFFFF as MAX_YEAR. https://github.com/OpenTTD/OpenTTD/pull/12740
09:54:27 <peter1138> It's nothing like the "encouraged" for liblzma and zlib. Without those the game is quite nerfed.
10:10:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
10:12:52 <peter1138> One less "I have a patch for that"...
10:18:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742
10:23:03 <sherlockholmes1904> _glx_: Vanilla industry, vehicle amount are little. And I want to ask will you add more vehicle and industries in vanilla game?
10:23:03 <sherlockholmes1904> P. S. Yes, i played with industry mods: XIS, FIRST and ECS
10:24:42 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
10:24:44 <andythenorth> sherlockholmes1904: no there will be no additions to the vanilla game
10:24:54 <sherlockholmes1904> May you plan to add new game mechanics?
10:25:03 <andythenorth> no there will be no new game mechanics in the vanilla game
10:25:40 <sherlockholmes1904> I see
10:26:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
10:26:15 <peter1138> Oopsie
10:27:14 <peter1138> Yeah, the point of NewGRFs (mods if you like) is they add things like vehicles and industries to the game.
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10:32:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12743: Codefix: Find GRF override entries properly. https://github.com/OpenTTD/OpenTTD/pull/12743
10:33:55 <DorpsGek> [OpenTTD/dibridge] karolherbst commented on issue #237: Feature request: direct messages https://github.com/OpenTTD/dibridge/issues/237
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10:59:35 <DorpsGek> [OpenTTD/OpenTTD] flowprint updated pull request #12683: Fix: Timetable precision https://github.com/OpenTTD/OpenTTD/pull/12683
11:08:14 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1246420036856578078/image.png?ex=665c529e&is=665b011e&hm=67574260e128747da663f10827a40dde77e306d7fdd3881c9ce108174dcac4e4&
11:08:14 <peter1138> Something went horribly wrong.
11:15:04 <reldred> oh dear
11:16:50 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741#pullrequestreview-2092083347
11:23:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
11:29:27 <andythenorth> peter1138: looks ideal TBH
11:29:35 <andythenorth> makes selecting a station tile much easier
11:45:18 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #12740: Change: [NewGRF] Treat house max year 0xFFFF as MAX_YEAR. https://github.com/OpenTTD/OpenTTD/pull/12740#pullrequestreview-2092087095
11:54:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12740: Change: [NewGRF] Treat house max year 0xFFFF as MAX_YEAR. https://github.com/OpenTTD/OpenTTD/pull/12740
11:58:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
11:58:09 <peter1138> All these calendar classes :p
12:14:36 <DorpsGek> [OpenTTD/OpenTTD] michalc started discussion #12744: How are older versions of AI Libraries downloaded from BaNaNaS? https://github.com/OpenTTD/OpenTTD/discussions/12744
13:01:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741#pullrequestreview-2092094128
13:07:03 <peter1138> Nothing says side-tracked like half a doxygen comment.
13:08:39 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742#pullrequestreview-2092106113
13:12:00 <DorpsGek> [OpenTTD/OpenTTD] michalc commented on discussion #12744: How are older versions of AI Libraries downloaded from BaNaNaS? https://github.com/OpenTTD/OpenTTD/discussions/12744
13:12:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742#pullrequestreview-2092111089
13:20:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742#pullrequestreview-2092112009
13:24:42 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742#pullrequestreview-2092112449
13:26:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742#pullrequestreview-2092112709
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14:16:04 <andythenorth> hmm
14:16:32 <andythenorth> my GS wants to assign different production chains to different 'manufacturers' (like a steel company, a chemicals company etc)
14:17:12 <andythenorth> the manufacturer has a location preference (a specific town or towns)
14:17:40 <andythenorth> not sure how to meet that constraint, as the industries are placed by OpenTTD before GS initialises
14:21:09 <andythenorth> [design question, not API question] 🙂
14:25:24 <andythenorth> I could assign the town based on where the main industries are for that chain
14:25:55 <andythenorth> but sometimes the industries are in the "wrong" places
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14:49:36 <alfagamma7> peter1138: Badger badger badger
14:50:09 <alfagamma7> andythenorth: The idea seems very unique
14:54:46 <andythenorth> ok, so the problem is easier if the grf does more to place industries in "not wrong" places
14:59:05 <andythenorth> do we think the grf could specify an arbitrary number of waves to try and locate industries?
14:59:26 <andythenorth> currently there's a single pass that I believe runs through industry IDs sequentially, lowest first
15:10:30 <andythenorth> I could have the GS delete most of the industries on the map, then place them eh
15:10:39 <andythenorth> but it seems daft 🙂
15:11:14 <andythenorth> grf can almost pretty much place things
15:27:02 <talltyler> I don't quite get what you're asking for. Why not let the GRF place industries properly, and then the GS just reads that?
15:28:42 <andythenorth> grf struggles with location constraints based on distance to other industries
15:28:59 <andythenorth> due to the current placement algorithm
15:29:48 <talltyler> Does it?
15:29:58 <andythenorth> it's industry-id sensitive, and when industry chains have multi-level dependency, it's a bit of a fool's errand trying to organise the IDs to be in the right order
15:30:09 <andythenorth> and it's quite limiting to break savegames constantly by changing IDs
15:30:43 <talltyler> Hmm
15:31:09 <talltyler> I have very robust location checks in my industry GRFs, but of course my industry IDs do not change
15:31:10 <andythenorth> specifying multiple rounds of placement would eliminate that issue
15:31:28 <talltyler> Would it not be easier to stop changing industry IDs?
15:31:44 <andythenorth> confused 🙂
15:31:54 <andythenorth> the only way to control location is to change the IDs
15:33:18 <talltyler> We are talking about the ID of the industry spec, right? Not the ID of the industry placed in the world?
15:33:59 <andythenorth> in the industry spec yes
15:35:44 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L2461
15:36:00 <andythenorth> trying to figure out if I've understood that
15:38:16 <talltyler> I'm still confused by what you're looking for
15:38:26 <andythenorth> force_at_least_one one is sequential, the rest are random?
15:39:00 <andythenorth> TL;DR there's no reliable way to co-locate industry chains in grf
15:39:09 <andythenorth> or force them to be co-distant
15:39:35 <andythenorth> there is a way that more or less works quite often, which FIRS uses
15:40:02 <talltyler> Oh, interesting
15:40:32 <_glx_> well just implement a function call into GS at the right point
15:40:41 <talltyler> Looks like you could reliably co-locate if you checked for their required partner in the correct order
15:40:47 <andythenorth> I am trying to avoid doing it in GS 😛
15:40:51 <andythenorth> GS is cheating
15:40:59 <talltyler> So A can spawn anywhere, B must be near A, C must be near B
15:41:08 <andythenorth> yes, which means organising spec IDs
15:41:13 <andythenorth> in sequential order
15:41:18 <andythenorth> across multiple economies
15:41:23 <talltyler> Co-distant is much easier, the order doesn't matter
15:41:31 <_glx_> so GS could handle map generation, then town placement, then industry placement, ...
15:41:35 <talltyler> I see the problem now 🙂
15:41:50 <andythenorth> _glx_: yes, but I'm concerned about deadlocking and performance, GS is slow
15:42:22 <andythenorth> but I have seriously considered clearing the map of industries at GS init, then placing them all via GS
15:42:51 <_glx_> we have ways to detect locked script
15:42:57 <andythenorth> also I think GRF can already do most of what I want
15:43:02 <andythenorth> it's just unreliable currently
15:43:16 <talltyler> Okay, could your industry definitions be a template that gets instantiated into a set of industries for each economy? I.e. industry definitions are a class and an economy is a list of objects?
15:43:49 <talltyler> Instead of having each industry definition appear in multiple economies
15:43:55 <talltyler> (I have not read any of your code)
15:43:56 <andythenorth> yes, cargos already do that
15:44:41 <talltyler> That would make it easier to define IDs, I think 🙂
15:45:11 <andythenorth> I suspect that one for loop around a large part of GenerateIndustries would provide placement passes 🙂
15:45:23 <andythenorth> and grf just defines which placement pass in an action 0
15:45:31 <andythenorth> (static prop)
15:46:00 <andythenorth> there might be some interesting 'effects' with probability though, which could be good...or bad
15:46:27 <andythenorth> imagine the case where we want a shop industry in most of the towns
15:46:52 <andythenorth> currently due to industry probability scaling, making them very high probability just reduces the count of other industry types
15:47:18 <andythenorth> possibly we could specify total number of industries to place in each pass, somehow
15:48:17 <peter1138> andythenorth: I think they're all sequential.
15:48:42 <peter1138> Ah, no.
15:49:24 <andythenorth> I can't tell what `it++` does here 🙂
15:50:05 <merni> more its!
15:50:06 <andythenorth> does it just look for the _next_ type that needs placing ?
15:50:14 <andythenorth> according to probability?
15:51:36 <peter1138> It switches industry type depending on the random value.
15:52:20 <andythenorth> ach, if an industry could appear in more than one wave, and if the wave number was a var in the callback, I could provide failsafes
15:52:27 <andythenorth> e.g. industry A shouldn't locate near industry B
15:52:52 <andythenorth> so in wave 1, be strict, in wave 2 be more relaxed IFF the industry target count isn't met
15:52:52 <peter1138> There is the forced placement where one industry of each type is made.
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15:52:59 <andythenorth> yup
15:53:05 <peter1138> Then after that it's random.
15:53:19 <peter1138> So no need for waves when it's random.
15:53:27 <andythenorth> well
15:53:37 <andythenorth> if industry C needs to locate near industry D
15:53:43 <andythenorth> and there are 3 of industry D on the map
15:53:53 <_glx_> random type, then random layout, try to place in random location, if it fails go back to random type
15:53:57 <_glx_> it's very basic
15:54:02 <andythenorth> it's quite common to get 3 of industry C around one instance of industry D
15:54:17 <andythenorth> because of forced first instance, then random
15:55:15 <peter1138> What does locating industries near each other achieve?
15:55:24 <andythenorth> roleplay
15:55:52 <_glx_> "new game" generator and roleplay don't work well usually
15:56:01 <_glx_> that's scenario editor task
15:56:09 <andythenorth> it's kind of fine
15:56:16 <andythenorth> once we learnt not to set the constraints too hard
15:56:16 <talltyler> You could have the initial wave of one each place anywhere, and then the random ones must co-locate. Not perfect but still provides mostly co-located industries.
15:56:34 <andythenorth> it mostly works already, this would just be more reliable
15:57:22 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12742: Codechange: Update each town label dimensions once during map gen. https://github.com/OpenTTD/OpenTTD/pull/12742
16:02:18 <andythenorth> hmm, now got more ideas of ways to do it in GS also
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16:02:22 <andythenorth> potato / potato
16:02:42 <merni> andy are you eventually going to make the whole game a GS
16:03:01 <andythenorth> one hopes not
16:03:23 <merni> openttd will just be a gs parser
16:03:28 <merni> make your own game
16:04:30 <andythenorth> Skill issue
16:04:47 <alfagamma7> Yet another Emacs then
16:04:59 <alfagamma7> Not an editor but just about everything
16:05:47 <DorpsGek> [OpenTTD/eints] Kukoluk commented on issue #190: Software on windows ? https://github.com/OpenTTD/eints/issues/190
16:42:17 <DorpsGek> [OpenTTD/eints] glx22 commented on issue #190: Software on windows ? https://github.com/OpenTTD/eints/issues/190
17:31:43 <andythenorth> hmm
17:33:13 <andythenorth> I don't think ChangeIndustryProduction is called after map gen?
17:33:21 <andythenorth> I assume it's not, and my reading of the code is that it isn't
17:33:47 <andythenorth> (usually it's the monthly production cb, I assume it first runs at end of month 1)
17:34:21 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L2811
17:34:25 <andriydohniak> How can I change openttd debug level?
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17:37:15 <_glx_> `debug_level` in console, and there's also `-d` command line flag
17:38:03 <andriydohniak> _glx_: ty!
17:48:54 <andythenorth> had an idea to modify primary production (e.g. coal mine) if it's a long way from consumer (e.g. power station)
17:49:07 <andythenorth> can do it at the end of month 1, or in GS at game start
17:49:27 <andythenorth> or on the first 256 tick callback
17:49:50 <andythenorth> can't do it in the industry post-construction callback as map is probably incomplete for industries
17:51:59 <ahyangyi> How do you want to modify it?
17:52:10 <ahyangyi> More production or less production if it's far from consumer?
17:53:34 <andythenorth> more
17:57:34 <andythenorth> if the production callback ran after map gen completed, it seemed like a convenient hack 😛
17:58:11 <andythenorth> there's something that runs to populate production stats for the industry window?
18:28:49 <andriydohniak> Whan SlSomething is called, SLA_Load is from "savefile" to memory, right?
18:29:06 <andriydohniak> so to in memory repr
18:39:53 <jlx__> Hi. I have a problem with a savegame which does not load anymore. It uses the "generic european train set", and that seems to be unavailable. If I search the forums for the GES set, they say "---This set is deprecated. Please get the 2CC Trains In NML instead, it contains many vehicles from this set, but with better graphics. And freight wagons.---" . What is 2CC and NML?
18:48:41 <peter1138> It's just the name of the set, For some reason some people feel the need to put the tooling (NML) of feature (2-company-colours) used to make their set into the name of it.
18:51:32 <andythenorth> 2ccHorse
19:03:05 <jlx__> How can I now load the savegame? I tried to download that set, but how do I tell openTTD to now use the new set where it complains about the old one?
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19:04:28 <_glx_> if it used to load then you probably have the files somewhere
19:05:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
19:05:48 <peter1138> I have some old pre-NewGRF-config savegames, they're interesting to get going.
19:05:57 <peter1138> Trying to guess which NewGRFs I used at the time 😄
19:06:22 <_glx_> I have a fuzzle.org grf folder 🙂
19:06:38 <_glx_> in data
19:06:42 <peter1138> Heh
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19:07:33 <_glx_> and 3 different ottdc_xxx
19:07:56 <_glx_> (yes the scan takes some time)
19:08:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741
19:09:20 <jlx__> so remove the old set and create a symlink instead which links to the new set?
19:09:41 <peter1138> If you have the old set still then it should be able to load?
19:09:49 <peter1138> And no, symlinks won't do anything 🙂
19:11:42 <jlx__> it says "NewGRF: Missing Files". It seems gone from my folder, indeed :(
19:24:33 <_glx_> and you tried the file in https://www.tt-forums.net/viewtopic.php?f=67&t=47097 ?
19:25:34 <_glx_> even if it's deprecated there's a file attached to the post
19:30:29 <jlx__> I only have a content_download/newgrf folder, but it only contains tar files. If I put just the ges_pa2.1.grf there, nothing changes.
19:30:57 <jlx__> Putting a tar file there with just that grf as content does not change anything, either, but I may just need to use the correct name for the tar file?
19:31:31 <_glx_> then it's not this grf
19:31:50 <_glx_> the name doesn't matter for the savegame
19:33:18 <jlx__> Which one is needed? It just says "Missing Files", but not which ones...
19:33:46 <_glx_> there should be a button
19:36:43 <_glx_> "newgrf settings" button on bottom of the info panel should tell you which file is missing
19:37:34 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1246548216053497997/image.png?ex=665cc9fe&is=665b787e&hm=3140ac0a26efa8f59c9e896ee4308858621050b3be4fd18e55e000984ab0a651&
19:51:22 <jlx__> There it says this: https://imgur.com/a/rbVpHqA
19:52:51 <jlx__> oh maybe I need to put it into a subfolder...
19:56:08 <_glx_> you closed and restart openttd ?
19:56:42 <jlx__> Yes, I did. I used the same name now, as in the image
19:57:06 <jlx__> md5sum also matches
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19:58:23 <_glx_> name doesn't matter, openttd just checks grfid and md5
20:01:14 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1246554172807970967/image.png?ex=665ccf8a&is=665b7e0a&hm=0b2eab519373562d91ae0e58e8824f32a1eafb36c950658d276c9cf690c968c6&
20:01:23 <_glx_> that might be the issue
20:03:42 <peter1138> Ah, the GRF is there, but it's disabled itself.
20:03:48 <jlx__> Good point. How can this be solved?
20:03:56 <_glx_> get the 2.2 version
20:04:31 <_glx_> should be available in "find missing content" I think
20:06:33 <_glx_> https://bananas.openttd.org/package/newgrf/444a0201
20:08:03 <jlx__> Downloaded it, but it did not help. Shall I fix the md5sum inside the savegame?
20:08:04 <_glx_> but you'll have to manually delete the old one, else openttd will always try it because md5
20:09:48 <_glx_> hmm I guess find missing content got the 2.1 too (as it's the version in the savegame)
20:11:23 <jlx__> Deleted it, but it did not help
20:15:38 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1246557793465663599/image.png?ex=665cd2e9&is=665b8169&hm=645185bfa2543246bc2a272c7f3aac99e6908107f816462f2bbfa389b1fd01c6&
20:15:38 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1246557793729777765/image.png?ex=665cd2e9&is=665b8169&hm=d63ed29353d958275ff27058d1cdc774ac9bd0de24d2b0abb174f17c1169befb&
20:15:38 <_glx_> I have this, 2.1 is the one I downloaded from the forum and it's partially available on bananas (via find missing content when loading a save), 2.2 is the current version from bananas
20:16:15 <_glx_> check you don't have any trace of 2.1 in newgrf settings
20:17:32 <_glx_> as 2.1 and 2.2 have the same grfid it should use 2.2 if it's present and 2.1 is not available at all
20:19:04 <_glx_> anyway I can understand why a grf requires a minimal version of openttd, but why would it disable on higher versions ???
20:21:18 <_glx_> could be an incorrect version detection implementation not supporting the 1.11 -> 12.0 move
20:22:38 <jlx__> _glx_: They have different GRF IDs, right? Only the first 4 digits are equal.
20:23:05 <_glx_> 444A0201 is the grfid, it's the same for both
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20:24:33 <jlx__> My 2.2 has 444A4330 . OK then my 2.2 is just messed up :)
20:24:47 <_glx_> that's the custom 2.2
20:26:31 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1246560532690112584/image.png?ex=665cd576&is=665b83f6&hm=33345ab7c6cae3d183fee70e8c7ff4ba5ddb4b93d1ac8450769be72cd3d8f1c1&
20:26:31 <_glx_> you want
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20:26:42 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12741: Add: Show house information in House Selection window. https://github.com/OpenTTD/OpenTTD/pull/12741#pullrequestreview-2092171024
20:27:59 <jlx__> wow, it works! Thanks.
20:28:33 <jlx__> A button which downloads the set with the same GRF ID might be a cool extension :D
20:29:11 <_glx_> well sometimes updating even with the same grfid is not compatible
20:29:37 <_glx_> that's why the download for missing content uses grfid and md5
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22:11:00 <DorpsGek> [OpenTTD/OpenTTD] dependabot[bot] opened pull request #12745: Upgrade: Bump Apple-Actions/import-codesign-certs from 2 to 3 in the actions group https://github.com/OpenTTD/OpenTTD/pull/12745
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22:18:25 <peter1138> node 20 eh
22:20:26 <truebrain> _glx_: seems they finally upgraded 😛
22:23:30 <_glx_> it's about time
22:25:32 <_glx_> hmm of course a PR build might not test the updated workflow
22:28:11 <_glx_> oh v3 was 3 weeks ago actually 🙂
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