Log for #openttd on 2nd November 2019:
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00:31:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7813: export map into picture
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00:58:17  <nnyby> is there a setting to prevent the finances window from popping up every year?
00:58:31  <glx> yes
01:00:12  <glx>
01:00:46  <glx> usually when something is annoying there's a setting :)
01:17:43  <_dp_> if only :p
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03:43:11  <DorpsGek_III> [OpenTTD/OpenTTD] telk5093 commented on issue #7813: export map into picture
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04:58:10  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #7791: GS method to control engine availability for a specific company
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06:14:31  <DorpsGek_III> [OpenTTD/OpenTTD] telk5093 opened pull request #7817: Feature: minimap command
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08:46:41  <andythenorth> more bridges then?
08:46:56  <andythenorth> we only have 13 x 4?
08:53:50  * andythenorth was reading suggestions forum :P
08:53:52  <andythenorth> oops
08:57:22  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain opened pull request #11: Various updates to GitHub Actions
08:57:30  <TrueBrain> bad andythenorth, bad bad bad andythenorth :P
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09:12:57  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #11: Various updates to GitHub Actions
09:14:21  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #11: Various updates to GitHub Actions
09:16:15  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #10: Scheduled monthly dependency update for November
09:20:13  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #10: Scheduled monthly dependency update for November
09:23:24  <andythenorth> did anyone rewrite the README recently? o_O
09:23:28  <andythenorth> I remember it was wanted
09:39:01  <LordAro> andythenorth: i don't recall
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09:44:33  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7791: GS method to control engine availability for a specific company
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09:56:20  <andythenorth> 50 PRs eh :)
09:56:21  <andythenorth>
09:56:24  <andythenorth> 1.11.0?
09:56:24  <andythenorth> :P
10:04:00  <Eddi|zuHause> technically we can go to 1.15 without any trouble, then it'll conflict with newgrf version reporting
10:41:31  <_dp_> just do 2.0 already :p
10:42:22  <michi_cc> OpenTTD X
10:42:51  <LordAro> 2.0 is where we just make JGRPP the mainline version ~ andythenorth, probably
10:43:25  <andythenorth> probably
10:45:19  <andythenorth> what shall we do today?
10:45:31  <andythenorth> all my newgrfs are....stopped :P
10:45:53  <andythenorth> and I have run out of YT videos to watch
10:46:09  <LordAro> tanks
10:46:28  <andythenorth> got some kind of virus, tanks is lolz
10:46:36  <andythenorth> my eyes aren't working right
10:46:51  <LordAro> maybe you should go lie down then :p
10:46:56  * LordAro isn't feeling great today either
10:47:25  <andythenorth> I had a 2 hour unwanted nap in the office yesterday
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11:00:51  <andythenorth> quak
11:00:57  <frosch123> moo
11:16:29  <andythenorth> this has had no progress since July
11:16:41  <andythenorth> but it extends towards something we do want afaik
11:17:17  <andythenorth> failing automated checks :P
11:20:02  <LordAro> andythenorth: nothing we can do about it while it's a draft PR
11:20:12  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7664: Extended heightmap support
11:21:14  <andythenorth> Eddi|zuHause: am I the blocker on this, or is it design choices?
11:21:17  <andythenorth> nice number btw :P
11:21:59  <Eddi|zuHause> andy: it both lacks some momentum and outside input
11:23:11  <andythenorth> Eddi|zuHause: if you simply need working test cases in grf, I could extend the examples in nml (in a branch)
11:23:38  <andythenorth> it's not trivial work, but it would be the most beneficial way to provide test vehicles in grf
11:23:53  <Eddi|zuHause> andythenorth: mostly it needs someone answering the questions in the last post
11:24:08  <Eddi|zuHause> andythenorth: a good test case would be a bonus
11:24:10  <andythenorth> LordAro: this looks like you approved it, but not merged?  Michi had a comment but GH says outdated:
11:24:30  <andythenorth> frosch123: any opinions? :)
11:25:48  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7104: Fix #5405: Aircraft could route to depots outside their range
11:26:06  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7104: Fix #5405: Aircraft could route to depots outside their range
11:26:14  <LordAro> andythenorth: ta
11:26:31  * andythenorth bit worried about samu, but eh
11:26:37  <LordAro> @seen samu
11:26:38  <DorpsGek> LordAro: samu was last seen in #openttd 2 weeks, 5 days, 14 hours, 40 minutes, and 51 seconds ago: <Samu> it's just too much work
11:26:39  <andythenorth> sounds like a rough life, and now he's absent
11:26:44  <LordAro> mm
11:27:03  <andythenorth> anyway
11:27:08  <andythenorth> we should help Eddi|zuHause finish the town grid
11:27:16  <andythenorth> I can't wait the standard 7 years for an eddi patch :P
11:27:28  <andythenorth> it's so much improved
11:27:39  <andythenorth>
11:28:06  <Eddi|zuHause> 2 main things need improvement there: 1) the settings need some explanation, and b) the gui in scenario editor needs reworking
11:28:52  * andythenorth compiles it
11:31:13  <andythenorth> also approved but not merged
11:32:02  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7812: Fix changelog generation script
11:32:30  <andythenorth> Eddi|zuHause: so are the parallel road settings orthogonal to town grid setting?
11:33:53  <Eddi|zuHause> andythenorth: one sets the shape, the other sets the size
11:34:06  <andythenorth> in SE I can't get a 3x3 town at all
11:34:12  <andythenorth> "Can't found town here"
11:34:21  <Eddi|zuHause> yeah, the buttons don't work
11:34:22  <andythenorth> tried various (but not all) combinations of grid setting
11:34:35  <andythenorth> Original, better, and 2x2 seem to work
11:34:53  <Eddi|zuHause> the buttons don't do what their label says anymore
11:35:23  <andythenorth> ok
11:35:23  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7745: Feature: setting for more flexible town spacing
11:35:41  <andythenorth> unrelated, I can largest distance < smallest distance
11:35:47  <andythenorth> set *
11:36:25  <andythenorth> is that correct?
11:36:46  <Eddi|zuHause> there should be a guard for that, probably
11:37:16  <andythenorth> it's an interesting minor UI challenge :)
11:37:21  <andythenorth> connecting 2 controls :P
11:37:46  <andythenorth> so in SE, should the road spacing be present on the 'Town generation' window?
11:38:24  <Eddi|zuHause> yes
11:41:54  <andythenorth> is max spacing of 6 an arbitrary choice, or due to some other constraint?
11:41:57  * andythenorth is trying with 10 :P
11:46:08  <Eddi|zuHause> limits are completely arbitrary
11:46:34  <Eddi|zuHause> however, with natural roads, you should go a bit lower, with grids you can go a bit higher
11:46:42  <andythenorth> get some very interesting towns with 10, and grids
11:47:00  <andythenorth> the natural ones tend to linear above 6, which is also interesting
11:47:05  <Eddi|zuHause> natural with 5 or 6 would be close to grid with 10
11:47:22  <andythenorth> yes
11:47:25  <andythenorth> testing agrees
11:48:11  <Eddi|zuHause> and grid with 1 probably is very awkward
11:48:51  * andythenorth tries max 12 with grids
11:49:49  <Eddi|zuHause> anyway, the rapid spread of the two sequences with higher numbers makes it a bit tricky when using random networks
11:49:51  <andythenorth> above 6 the grid towns do look odd, because the centre is high-rise, then green space
11:50:07  <andythenorth> but the space it provides for building transport infrastructure is of benefit
11:50:16  <andythenorth> if only we had roadtypes :P
11:50:31  <andythenorth> we could do a large aerterial grid
11:50:34  <andythenorth> and a small local grid
11:50:50  <Eddi|zuHause> yeah, but that involves some complete rework
11:50:55  <andythenorth> we could apply different rules to deleting the local roads
11:51:20  <andythenorth> yes it would be a rework, and the approach in your PR is already high yield
11:51:23  <andythenorth> rework is not needed
11:52:15  <andythenorth> hmm high grid numbers produce some accidental swastiks
11:52:54  <LordAro> haha
11:53:56  <andythenorth> well it's fine, it's just a hindu symbol
11:54:01  <andythenorth> but reddit will make something of it :P
11:54:57  <andythenorth> the Migrations GS does an interesting thing, it builds roads from towns to nearby industries
11:55:23  <andythenorth> which somewhat blocks them for train routes, but gives a somewhat natural appearance to the town
11:55:37  <andythenorth> it's on bananas if anyone wants to try it :P
11:57:46  <Eddi|zuHause> andythenorth: there's no way we can include code to prevent that shape...
11:57:53  <andythenorth> nope
12:06:02  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7745: Feature: setting for more flexible town spacing
12:09:02  <andythenorth> ^ attached some pictures :)
12:12:32  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing
12:13:43  <andythenorth> hmm, for grids, the optimum is either small or large
12:13:55  <andythenorth> 4-8 doesn't give room to build infra in the gaps
12:14:00  <andythenorth> interesting
12:14:31  <Eddi|zuHause> that probably is highly specific to your play style
12:14:46  <andythenorth> agreed
12:15:13  <andythenorth> how small is the smallest airport :P
12:15:49  <Eddi|zuHause> 3x4 i think
12:16:03  <Eddi|zuHause> the next larger 4x5
12:16:31  <andythenorth> yes 3x4
12:16:44  <andythenorth> every grid block gets an airport :)
12:18:24  * andythenorth tries MAX_TOWN_SPACING 16
12:18:39  <andythenorth> we need a GS that plants parks in the gaps :P
12:18:50  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #7000: Some NewGRF variables concerning railtypes
12:21:59  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #7000: Some NewGRF variables concerning railtypes
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12:37:11  <LordAro> ah crap, the samu PR added a compile warning
12:38:18  <LordAro> not an invalid one either
12:41:42  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7818: Fix ccb4c37: Use of possibly unitialised pointer
12:53:47  <DorpsGek_III> [OpenTTD/OpenTTD] mpavlase commented on issue #7813: export map into picture
12:55:57  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #7818: Fix ccb4c37: Use of possibly unitialised pointer
12:56:51  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7819: Fix #7606: Game crash when trying to clean up a crashed script
12:58:19  <frosch123> are we already in unique_ptr land?
13:02:31  <LordAro> yes
13:09:32  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7653: Add: BuildVehicleSmartGUI
13:10:27  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7628: Fix #7625: Road infrastructure cost is correctly updated when upgrading your own roads.
13:11:25  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window
13:12:17  <LordAro> i'm pretty sure #7628 can be trivially fixed (i spoke to the guy, he said he didn't care enough to do anything with the PR)
13:13:23  <andythenorth> I am not finding many that can be obviously closed
13:13:52  <andythenorth> I worry a bit when I see potential new contributors asking for reviews and getting crickets :)
13:14:04  <andythenorth> I guess we don't get more competent reviewers without more contributors
13:16:23  <andythenorth>
13:16:43  <andythenorth> I need a filter that is "not core developer" :P
13:16:47  <andythenorth> dunno if GH has that
13:17:18  <LordAro> not afaik
13:17:45  <andythenorth> 'new contrub' label :P
13:17:58  <andythenorth> but it might set up wrong expectation :)
13:18:04  <andythenorth>
13:18:11  <andythenorth>
13:18:30  <andythenorth>
13:18:47  <andythenorth>
13:19:01  <andythenorth>
13:19:15  <andythenorth>
13:19:27  <andythenorth>
13:19:28  <LordAro> we get your point :p
13:19:34  <andythenorth> I'm just finding them
13:19:49  <andythenorth> there's probably a couple of others
13:19:58  <andythenorth> my method is not foolproof :P
13:21:01  <LordAro> i tried a search thing
13:21:01  <andythenorth> new devs have to be nurtured a bit....I reference :D
13:21:05  <LordAro> got a 500 error
13:21:06  <andythenorth> oops wrong paste
13:21:39  <andythenorth> oh your forum sig quote is interesting LordAro
13:21:41  <andythenorth> "It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra"
13:21:48  <andythenorth> I stand by that
13:21:56  <LordAro> :)
13:22:00  <LordAro> Dijkstra had a few like that
13:22:08  <andythenorth> I started with BASIC when I was about 5, and I never did become a programmer
13:22:30  <LordAro>
13:22:41  <andythenorth> oh he's Dutch I see
13:22:50  <andythenorth> racial stereotype continues :P
13:23:00  <Eddi|zuHause> the spelling of the name kinda gives that away, i thought?
13:23:33  <andythenorth> never considered it :)
13:23:41  <Eddi|zuHause> not many languages have this "ij" think going on
13:24:25  <Eddi|zuHause> somehow my typing is confusing g/k and d/t a lot lately
13:24:41  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7818: Fix ccb4c37: Use of possibly unitialised pointer
13:31:05  <andythenorth> hmm there might be a couple of other new contribs, but I think my list above is not bad
13:33:45  <andythenorth> I tested this, it's a solid improvement
13:33:48  <andythenorth> not sure about code
13:33:58  * _dp_ started with basic as well...
13:34:12  <andythenorth> the inital screenshot on 7800 is misleading ^^ it's a group window improvement
13:34:12  <_dp_> though I did figure it's garbage by the time I was 12
13:34:43  <andythenorth> if someone had taught me bytecode at the age of 10 I might have got somewhere
13:35:12  <andythenorth> but it was a weird time, where programming was taught, but using BASIC and LOGO
13:35:27  <andythenorth> and any further debate was via a computer magazine
13:35:45  <andythenorth> and revolved around basic vs. pascal vs. cobol
13:36:03  * andythenorth worries about all the kids being taught sketch now
13:36:25  <Eddi|zuHause> i dabbled in basic a bit, but wasn't the first language, and i moved on to pascal quickly
13:36:51  <Eddi|zuHause> the problem dijkstra had with basic was not the language itself, but the culture around it
13:37:07  <Eddi|zuHause> particularly the programming styles it encouraged
13:38:29  <Eddi|zuHause> so what that quote means is: "once someone has learned the wrong technique, it's nearly impossible to get it out again"
13:40:32  <_dp_> btw, I don't think TheDude counts as a new contrib :p
13:43:32  <Eddi|zuHause> btw, this problem of learning stuff the wrong way is occuring today a lot in the way children are taught writing. in the past decades some teaching methods leaned towards "let them just figure out stuff by themselves, and don't force the kids into anything", which leads to horrible results by the time it actually matters whether they can spell, and then it's too late to correct
13:58:02  <andythenorth> my kids are just taught how to spell
13:58:10  <andythenorth> seems to mostly work :P
13:58:30  <andythenorth> is it nap time?
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14:52:42  <supermop_Home_> yo
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16:12:32  <andythenorth> so
16:12:39  <andythenorth> I moved all my newgrfs to github :)
16:12:53  <andythenorth> and now they're unreleasable, as they depend on hg for version numbers
16:12:59  <andythenorth> until I update this
16:13:20  <andythenorth> but I am not a good enough programmer to update that ^
16:13:25  <andythenorth> alberth wrote it for me :)
16:17:58  <Eddi|zuHause> haven't we discussed that before?
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16:18:36  <andythenorth> yes, you solved the count of revs
16:18:49  <andythenorth> my concern is that if I just hack at hg-info
16:18:59  <andythenorth> I don't really understand it :P
16:19:16  <andythenorth> and if I start from scratch, there's a lot of thinking by alberth thrown away
16:19:35  <Eddi|zuHause> you probably don't need all that complexity in that script
16:19:51  <andythenorth> I could likely do most of it from git describe
16:20:13  <Eddi|zuHause> there's some sanity checks buried in there
16:26:06  <LordAro> 10:03:59 < Eddi|zuHause> technically we can go to 1.15 without any trouble, then it'll conflict with newgrf version reporting
16:26:18  <LordAro> looks like there wouldn't actually be any problem with 1.16 in this regard
16:26:29  <LordAro> it would just happen to be the same as 2.0 :)
16:26:38  <Eddi|zuHause> well, maybe :)
16:26:52  <LordAro> or, hmm
16:26:58  <LordAro> maybe it would be the same as 1.0
16:27:00  <Eddi|zuHause> but it might cut off some bits
16:27:11  <Eddi|zuHause> instead of overlaying them
16:27:26  <LordAro> maybe you'd need to bump it by another power of 2
16:27:57  <LordAro> 3 whole bits for the major version does seem a bit wasteful :p
16:29:30  <Eddi|zuHause> LordAro: just do a java and drop the first number :p
16:30:50  <Eddi|zuHause> if we don't have the courage to bump to 2.0, we might as well just shuffle the bits around, as long as the whole thing is monotonous
16:31:43  <frosch123> that's reasonable either way. if there is a 2.0, it won't be followed by another 1.x
16:32:24  <frosch123> btw. is there a reason noone made a 1.9.4 for the order bug? or just that noone did it?
16:32:48  <Eddi|zuHause> probably just inertia
16:33:39  <LordAro> frosch123: we wanted to push for 1.10 instead
16:33:48  <LordAro> ¯\_(ツ)_/¯
16:34:18  <frosch123> i was just worried about pm answering those emails of people who cannot read forums or gh
16:36:33  * andythenorth likes smaller releases :P
16:36:44  <andythenorth> that may not be relevant here
16:37:10  <frosch123> that only works if you also like breaking changes
16:39:12  <frosch123> that's also the hot topic in c++ currently :)
16:39:48  <DorpsGek_III> [OpenTTD/OpenTTD] BlackPlague666 commented on issue #7767: Large numbers of trains and signals cause low FPS
16:56:16  <andythenorth> hmm
16:56:35  <andythenorth> for joker trains (snowplough etc) is there any point in parameter to enable/disable?
16:56:41  <andythenorth> there is always 'hide'?
16:59:49  <andythenorth> enable by default, one paramter to mass-disable
16:59:50  <andythenorth> that works
17:00:17  <frosch123> i always disabled the weird rail vehicles in heqs :) but that was before hide-engine
17:05:33  <Eddi|zuHause> andythenorth: just a generic "disable eyecandy vehicles" parameter
17:06:22  <andythenorth> Eddi|zuHause: +1
17:06:40  <andythenorth> that's what I've implemented
17:07:17  <andythenorth> now I need to draw some more trains :P
17:10:55  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7809: Fix #7631: replace produced&transported with cargo sprites in industry directory
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18:45:50  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:50  <DorpsGek_III>   - Update: Translations from eints (by translators)
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19:01:07  <andythenorth_> was it lunch?
19:04:14  <frosch> 3 hours ago
19:04:24  <Markk> 8 hours ago.
19:05:02  <frosch> kaasspätzle
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19:15:31  <TrueBrain> 30 hours ago
19:15:37  <TrueBrain> (wait, is this a competition?)
19:15:48  <Markk> Depends on how you see it.
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19:18:51  <andythenorth_> i think i lost :|
19:19:05  <andythenorth_> what were the rules?
19:21:28  * andythenorth_ is hungry
19:22:03  <Markk> That the spaghetti monster gives one tree to a rich Irish man, when we offer one liter of salt water to each goat and Volvo truck that are located in the ISS. The rules are simple, only spoons made of uranium-235 are allowed to feeding the salt water to the goat and truck.
19:22:39  <andythenorth_> such game
19:23:17  <Markk> Yes.
19:24:03  <Markk> And I almost forgot, you are not allowed to use any space vehicles that launch from Kazakhstan or the USA.
19:27:21  <LordAro> Markk: i thought that was obvious
19:27:59  <Markk> LordAro: Good! Just wanted to make sure.
19:28:28  <DorpsGek_III> [OpenTTD/OpenTTD] Floedekage commented on issue #7814: More track for the same cost
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19:53:47  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7619: Game crash from out-of-bounds helicopter, infinite circling with superfast aircraft
19:53:52  <LordAro> big comment
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20:08:28  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on issue #7814: More track for the same cost
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20:45:03  <Samu> hello
20:45:36  <Samu> I have good news
20:46:16  <Samu> I got my pc again
20:48:22  <Samu> means I can work on my prs again, for the time being, hopefully things have stabilized in my life
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21:13:10  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened issue #7820: Heap use after free when oil rig is removed
21:14:54  <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened pull request #7821: Fix #7820: Heap use after free when removing oil rig
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21:44:39  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7821: Fix #7820: Heap use after free when removing oil rig
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22:01:43  <DorpsGek_III> [OpenTTD/OpenTTD] Floedekage commented on issue #7814: More track for the same cost
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22:49:09  <andythenorth> carry mail in snowploughs? o_O
22:49:15  <Samu> I'm investigating this, and I can provide an even better savegame, and only 2 vehicles
22:49:21  <andythenorth> hey Samu is back :)
22:49:29  <Samu> yes, I am, I am !
22:51:29  <Samu> the bug requires 2 vehicles: the blocking vehicle and the vehicle behind making a turn in the same tile after a reverse
22:51:38  <Samu> sec, i post savegame
22:52:41  <Samu> the topic title needs to change, it's not path cache related, it also happens in NPF which has no cache
23:00:11  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #7670: Road vehicle pathing cache does not always pick up changes in road network
23:01:43  <LordAro> Samu: are you sure about that? i didn't think the cache was pathfinding type specific
23:03:52  <Samu> the problem is the combination of line 1381 and 1398 in roadveh_cmd.cpp
23:04:20  <Samu> at 1381 it calls the pathfinder
23:04:46  <Samu> and at 1398 the vehicle finds itself blocked, so there's no update to the vehicle position on the current tick
23:04:51  <Samu> next tick it repeats again
23:05:31  <Samu> constantly doing this until control_block times out
23:06:09  <Samu> blocked_ctr
23:06:14  <Samu> not control_block
23:06:34  <LordAro> you haven't forgotten where you need to write this stuff, i presume? :)
23:06:47  <Samu> ok, i write there
23:06:54  <LordAro> :)
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23:13:14  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #7670: Road vehicle pathing cache does not always pick up changes in road network
23:21:35  <Samu> I don't see a good way out for this bug
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23:39:41  <DorpsGek_III> [OpenTTD/OpenTTD] michicc merged pull request #7821: Fix #7820: Heap use after free when removing oil rig
23:39:41  <DorpsGek_III> [OpenTTD/OpenTTD] michicc closed issue #7820: Heap use after free when oil rig is removed
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