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Log for #openttd on 26th April 2019:
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06:51:20  <peter1138> hi
06:52:59  <LordAro> peter1138: would be interested in your thoughts on 6605
06:53:13  <LordAro> also moin
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06:57:34  <peter1138>  [11] bin/openttd(_Z15MakeDefaultNameI5DepotEvPT_+0x35) [0x55d5ff80f175]
06:57:39  <peter1138> That old chestnut.
06:59:14  <peter1138> Depot->town is invalid.
06:59:32  <V453000> nutnut
07:04:11  <LordAro> peter1138: thst summarises alberth's investigation 4 months ago, but i'm getting a segfault for some reason
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07:20:37  <peter1138> If it was a really old savegame without newgrf information saved in it then it would use your newgame newgrf settings and maybe trigger that, but...
07:20:51  <peter1138> Conversion from OTTD savegame without gamelog: version 21, 0
07:20:53  <peter1138> Yeah, could be.
07:32:49  <V453000> hm, so can I articulate a train with the same train 4 times, and then change length of each of the units by a callback? I tried position_in_vehid_chain and position_in_consist but the switches seem to always return 1.... what would I be doing wrong? https://paste.openttdcoop.org/phfwzu8ui
07:33:51  <V453000> I guess I'll just add a new item which has the different length if I can't, but just wondering if I could do it in a cleaner way here.
07:37:55  <LordAro> peter1138: ah, interesting
07:38:07  <LordAro> probably shouldn't do that :p
07:58:25  <Eddi|zuHause> today is one of those days where i should be doing 10 things, and get none of them done...
08:00:55  <Eddi|zuHause> V453000: i think there is also position in articulated chain
08:05:43  <V453000> ooh
08:12:08  <V453000> hmm same result, all units 1/8 https://paste.openttdcoop.org/p7qa9zafi
08:12:25  <V453000> I tried to add "return" to all the places
08:16:54  <peter1138> Is that how NML does callbacks?
08:16:58  <V453000> somehow it doesn't even get to the switch, even if I put 0: return 8; to the switch, all parts are still 1 unit long
08:17:09  <V453000> generally I guess it is
08:17:26  <peter1138> Looks like it hides the CB selection from you.
08:17:30  <V453000> the other things work, just the length not
08:19:28  <peter1138> why do you set speed/power/weight etc in the callback section when they are static?
08:24:34  <V453000> I don't exactly remember but
08:24:51  <V453000> I generally do use switches for those very often
08:25:23  <V453000> based on leading engine, track type, ...
08:25:41  <V453000> position in consist too :)
08:25:56  <V453000> why here, I don't know
08:26:26  <V453000> is that harmful in any way?
08:26:41  <peter1138> If they vary, it's fine.
08:27:01  <peter1138> Well, every callback will reduce performance a tiny immeasurable bit.
08:28:11  <V453000> right
08:28:43  <V453000> I do wonder what the reason could have been
08:28:55  <V453000> maybe just for code consistency that I always define it there, not sure
08:28:58  <peter1138> A static property is "use this value", a callback is somewhat more involved. They are however only called at certain points, but also every time graphics are evaluated behind the scenes the varaction2 chain is testing "is this a callback"
08:29:22  <peter1138> I'd leave them there but comment them out if they're static.
08:29:28  <peter1138> Also you have different values.
08:29:43  <peter1138> speed: 100 vs speed: 110 km/h
08:29:56  <V453000> this code is 7 years old from a time when I had zero idea :) I could try to do a cleanup at some point but I have like 240 items
08:30:03  <peter1138> weight: 80 vs weight: 150 ton
08:30:09  <V453000> yeah, I only maintain the callback values
08:30:24  <V453000> the ones in the property often a copypaste or outdated
08:31:25  <peter1138> Well that's bad practice :p
08:32:16  <V453000> I have no justification, yes it is :D
08:32:17  <peter1138> I wonder if NML does/could detect a static CB result and optimise it out? Probably a bit beyond it currently :-)
08:32:33  <V453000> I just always cared more if it works right, not how the code looks
08:32:48  <V453000> that'd be cute :D
08:33:07  <Eddi|zuHause> <peter1138> A static property is "use this value", a callback is somewhat more involved. They are however only called at certain points, but also every time graphics are evaluated behind the scenes the varaction2 chain is testing "is this a callback" <-- i don't think there is any GRF where it doesn't do that...
08:33:16  <peter1138> If you saw the varaction 2 (compile to NOF? :D) you'd see what I mean.
08:33:30  <peter1138> Eddi|zuHause, well if it doesn't use callbacks...
08:34:09  <Eddi|zuHause> i haven't seen anyone use no callbacks at all
08:34:49  <peter1138> I imagine a lot of DBSetXL vehicles don't use callbacks. Some do, of course.
08:35:06  <peter1138> Unless he actually updated it :p
08:35:31  <Eddi|zuHause> dbset is full of refit callbacks, capacity callbacks and stuff
08:35:38  <V453000> anyway, any ideas about the length callback please?
08:36:31  <peter1138> length: return switch_railstrong3_length;
08:36:36  <peter1138> is that return meant to be there?
08:36:42  <peter1138> It's not that for the line above.
08:36:47  <peter1138> s/that/there/
08:36:55  <Eddi|zuHause> that return seems wrong
08:37:01  <peter1138> Is return correct at all?
08:37:05  <peter1138> 0: return 1;
08:37:15  <peter1138> or should it be 0: 1
08:37:18  <Eddi|zuHause> return is a valid reserved word
08:37:19  <peter1138> ;
08:37:49  <peter1138> Eddi|zuHause, I mean in the context of cb results.
08:37:53  <peter1138> Switch blocks, etc.
08:38:04  <Eddi|zuHause> i don't know if it's necessary, but it might be needed to avoid confusion
08:38:47  <V453000> I had it out and it didn't seem to work either but I'll remove it :)
08:39:51  <Eddi|zuHause> peter1138: my switches seem to all have return in those places
08:40:20  <V453000> I vaguely remember there's been a NML version which made the returns not required
08:40:24  <V453000> at some point
08:40:27  <peter1138> Ok. I did not know as it wasn't there for the other lines.
08:40:49  <Eddi|zuHause> but the "return <switch name>" thing is very likely wrong
08:41:00  <V453000> for example there       speed: return 100 + (100 * count_veh_id(150) / ((num_vehs_in_consist-2) /2) ); it is, but I guess that is not a switch but just a function
08:41:53  <Eddi|zuHause> V453000: nml will create a switch out of that formula
08:41:58  <V453000> oh :)
08:42:57  <V453000> ooh something just changed
08:42:58  <peter1138> LordAro, of course, the issue you get with NewGRFs loaded is probably also valid :-)
08:44:39  <V453000> 8 2 2 2 1 gave me train length 0.7 in the depot
08:44:49  <V453000> I'd expect like 0.9 but eh :D
08:45:24  <Eddi|zuHause> V453000: your articulation callback seems odd
08:45:38  <V453000> why?
08:45:53  <V453000> I use this one all over the place :d
08:46:04  <V453000> oh it shoulnd't be all 1
08:46:06  <V453000> FUCK
08:46:06  <Eddi|zuHause> you have 4 times the same line
08:46:07  <V453000> sorry
08:46:11  <V453000> I'm retard
08:46:12  <V453000> again
08:46:27  <V453000> yeah that will be it
08:47:19  <V453000> yeah
08:47:20  <V453000> seems to work
08:47:31  <V453000> thank you very much, I didn't imagine I could be that stupid
08:47:58  <LordAro> peter1138: doesn't affect the title game, at least, or is that too early for it to matter?
08:48:20  <peter1138> LordAro, depends on what vehicles are used.
08:48:22  <Eddi|zuHause> LordAro: title game never has newgrfs
08:48:42  <peter1138> Eddi|zuHause, it does if you load it as a regular game, and have newgame-newgrfs set up.
08:49:04  <peter1138> Well, the one-true-titlegame, anyway :-)
08:49:12  <peter1138> Obviously the newer ones are fake anyway.
08:49:24  <Eddi|zuHause> nobody needs thise
08:49:27  <Eddi|zuHause> those
08:49:39  <peter1138> Quite.
08:49:43  <LordAro> not sure what it should do instead though, for older games that didn't have grf information
08:49:53  <peter1138> That's not the bug.
08:50:18  <peter1138> The bug is calling delete v during load updates group statistics before the group stuff is all set up.
08:50:33  <Eddi|zuHause> LordAro: there is no correct way to handle old savegames without newgrf information.
08:50:50  <peter1138> Eddi|zuHause, there is incorrect, and less incorrect.
08:51:02  <peter1138> Eddi|zuHause, not-crashing is definitely less incorrect.
08:51:05  <LordAro> makes sense
08:51:19  <Eddi|zuHause> that would be helpful, indeed :p
08:51:33  <LordAro> peter1138: would forcing the group statistics to be loaded before deleting vehciles be the correct solution?
08:52:25  <LordAro> or does it need a more general "change the order things are loaded" ?
08:53:10  <Eddi|zuHause> without any context, i'd attempt "modify deleting vehicles so it can work without messing with groups"
09:05:59  <V453000> hmmm somehow I expected the offsets to be relative to the center of the bounding box not a corner :D so of course the same sprite on 8/8 and 2/8 aren't in the same spot even if the centers of the bounding boxes are the same
09:06:15  <V453000> guess I'll just define the sprites again with different template :)
09:07:52  <peter1138> Yeah it's somewhat messy
09:07:59  <V453000> in fact that's the only method how I show them now so that's fine, no duplicates at least
09:08:04  <V453000> meh, easy enough to change
09:08:28  <peter1138> That's what led to all the reversing short wagons issues :p
09:08:40  <V453000> reversing short wagons issues?
09:08:49  <peter1138> Offsets being weird and wonky.
09:08:57  <V453000> well that I know :P
09:09:09  <V453000> just wonder which issues do you mean
09:09:15  <V453000> but yeah well, :)
09:09:23  <peter1138> And then you get stuff like zBase where the offsets are all wrong anyway, and they're just standard length vehicles o_O
09:09:34  <peter1138> s/reversing/flipping/
09:09:40  <Eddi|zuHause> V453000: there's a feature that you can ctrl+click a (non-articulated) vehicle in the depot and it switches directions
09:09:42  <V453000> hm
09:09:46  <V453000> ah yes
09:10:03  <Eddi|zuHause> V453000: that is broken, if you naively do it with shortened vehicles
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09:10:20  <V453000> ooh
09:10:21  <V453000> (:
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09:10:52  <V453000> I remember when it was moved to a flipping flag :P lost my shit
09:10:57  <Eddi|zuHause> V453000: that's why it's now disabled for shortened vehicles, unless the newgrf explicitly sets a flag that it handles the situation
09:11:01  <peter1138> And V453000's last two screenshots in https://www.tt-forums.net/viewtopic.php?p=1221014#p1221014 are a perfect example of why bothering to do anything with 28px long is just a bad idea.
09:11:35  <V453000> I don't understand what the 28px long thing is for
09:11:46  <peter1138> V453000, original vehicles. TTD original is 28px.
09:12:04  <V453000> ah right
09:12:05  <peter1138> And, indeed, DBSetXL is mostly 28px
09:12:20  <peter1138> I'd just make the depot always be 32px myself.
09:12:32  <peter1138> But apparently people complain when the spacing is too wide.
09:12:37  <peter1138> Especially for default vehicles.
09:12:47  <V453000> yeah, well :D
09:12:50  <V453000> not sure
09:12:53  <V453000> seeing the trains intact is nice
09:13:01  <peter1138> I wonder if we should be doing it on 28*4, i.e. subpixels.
09:13:07  <V453000> back soon :)
09:13:15  <peter1138> Then at least the situation with vehicle 1 & 3 in that picture might be resolved.
09:13:54  <peter1138> Rounding errors add up :/
09:14:06  <peter1138> Could use floats :p
09:15:05  <Eddi|zuHause> ... or we could scrap 32px and enforce proper rotational dimensions
09:15:13  <peter1138> Good lucky.
09:15:22  <Eddi|zuHause> which would be more like 24px
09:15:26  <peter1138> I'm aware 32px is wrong :-)
09:15:52  <Eddi|zuHause> and probably invalidate all existing newgrfs, savegames, and everything :p
09:16:11  <peter1138> There was talk of fixing it a while ago when Pikka did the rendered 4x sprites correctly.
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09:20:25  <Wolf01> o/
09:21:39  <Wolf01> https://www.youtube.com/watch?v=7lVAFcDX4eM shit
09:22:00  <Wolf01> F is not a game, is a computer
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09:22:07  <Wolf01> o/
09:22:13  <andythenorth> o/
09:23:36  <peter1138> It is.
09:24:55  <Wolf01> Ahahah, my friend got evacuated from the hotel because a fire alarm early this morning
09:27:44  <planetmaker> sounds like the thing you definitely want to experience when in a hotel :P
09:32:36  <Artea> year 2780
09:32:37  <Artea> :D
09:32:44  <Artea> good morning
09:35:13  <Wolf01> Like when we destroyed the pier when in cruise ship, 14 hours delay to patch the ship and 1 place not visited
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09:55:06  <V453000> fuck I realized that in order to do the articulation hack I'd have to duplicate the definition for all 1st gen rail wagons :D
09:55:34  <V453000> I'll see how awful it looks if I put the locomotive on the second 4/8
09:55:44  <V453000> some of these early steamers look to be there anyway
09:56:09  <peter1138> The default short engine does that, iirc.
09:57:52  <peter1138> The lovely MJS 250.
09:58:00  <V453000> oh that
09:58:03  <V453000> interesting :)
09:58:15  <V453000> never knew
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10:21:37  <andythenorth> I need to repro the MJS 250
10:22:09  <andythenorth> it looks like a pickup truck though :P
10:25:03  <Artea> yeahhhhhhh
10:25:14  <Artea> 800 years
10:27:11  <andythenorth> I did kinda draw the MJS250
10:27:18  <andythenorth> but I can't show anyone because I broke Jenkins
10:27:18  <Artea> :)
10:27:27  <Artea> :(
10:29:22  <Artea> I going need learn how to add NewGRF into running dedicated server
10:29:36  <Artea> with content command
10:32:46  <peter1138> You can't add it to a running game.
10:33:45  <Artea> so how I add to cfg ?
10:33:51  <Artea> :(
10:35:40  <planetmaker> you need to edit the cfg and then start a new game from it
10:36:05  <planetmaker> however make sure that the cfg is not overwritten on terminating OpenTTD - thus better use a cfg with a non-default name and ask openttd to load from that upon startup
10:36:20  <planetmaker> ./openttd -c mycfg.ini
10:36:43  <Artea> hi pm :D
10:37:03  <Artea> my server is now on VPS
10:37:30  <Artea> already set a dedicated.cfg
10:38:02  <Artea> just don't know how to setup them
10:38:17  <Artea> already figure out how to download content via cmd
10:42:32  <peter1138> Doesn't matter what the config name is, if you edit it while OpenTTD is running, and then exit OpenTTD, it will overwrite it.
10:43:21  <peter1138> Anyway, perhaps the easiest way to set up NewGRFs is to do it with a scenario on a desktop PC, and then upload that to the server.
10:44:34  <Artea> was what I done
10:44:45  <Artea> to add OpenGFX+
10:46:23  <V453000> yeah what's what we do, make a savegame/scenario with NewGRFs, upload to server, load
10:46:54  <V453000> I wonder if the server can load the game with older versions of newgrfs from bananas and obtain them automatically though
10:47:10  <Artea> well
10:47:14  <V453000> you need to have them downloaded first, but i don't know if you can download the non-latest that way
10:47:20  <Artea> you can update NewGRF with content cmd
10:47:35  <V453000> yes, to get latest versions
10:47:44  <V453000> a sidetrack, sorry  :)
10:50:33  <planetmaker> peter1138, will it overwrite the cfg it loaded from or openttd.cfg?
10:50:52  <Artea> there is a savecfg
10:51:01  <planetmaker> anyway, I agree, the easiest way to setup a server with a good map & newgrf: transfer a savegame to load
10:51:40  <Artea> :)
10:51:40  <planetmaker> @V453000, you can download newgrfs from banananas via rcon... but it's not exactly an excellent user experience
10:52:14  <planetmaker> you can only download the 'latest' iirc, though
10:52:22  <planetmaker> not sure
10:53:44  <Artea> is hard to download via cmd
10:54:15  <Artea> its a big list
10:54:21  <peter1138> planetmaker, the running config, obviously.
10:54:57  <peter1138> planetmaker, I was clarify your point, not disagreeing ;)
10:58:52  <Artea> downloaded OpenGFX+ Tree from content cmd
11:00:57  <Artea> it sux
11:01:01  <Artea> have to add manually
11:02:31  <Artea> grrrrr
11:02:42  <Artea> There were 193 failed login attempts since the last successful login.
11:02:51  <Artea> seems bots found out my login :(
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11:10:08  <V453000> yeah that's what I wondered pm, if I could download the older versions ... sometimes I did get load errors due to non-latest versions just because that grf hasn't been on the server before
11:10:22  <V453000> (before the latest one has been added to bananas)
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11:52:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjsMH
11:54:29  <peter1138> LordAro, I'm being picky now, but I think ZOOM_LVL_BASE is fine to be a ZoomLevel, just not ZOOM_LVL_SHIFT. If that's possible :/
11:59:35  <nielsm> lots of things are put in enum that should be plain const
11:59:42  <nielsm> because of C heritage?
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12:02:21  <LordAro> peter1138: ;-;
12:02:49  <peter1138> nielsm, well...
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12:03:05  <peter1138> LordAro, maybe? I dunno.
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12:03:34  <peter1138> maybe it should be static const ZoomLevel ZOOM_LVL_BASE = ...
12:03:35  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjsDk
12:03:42  <peter1138> Is that even possible? :p
12:03:46  <LordAro> i read something the other day about how gcc was deciding to optimise out some enum value checks because it couldn't possibly be a member of the enum
12:04:03  <LordAro> it was a gcc bug report, but...
12:04:11  <peter1138> Hmm
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12:10:49  <peter1138> https://youtu.be/Osfq2ukBH1I
12:13:42  <Artea> https://www.youtube.com/watch?v=ktarSlT_lkw
12:14:34  <peter1138> Cowboy bebop eh?
12:17:13  <Artea> need watch that again
12:17:27  <Artea> has been so long I dont even remember the Anime
12:21:02  <Artea> jasus
12:21:24  <Artea> this town have a good suburbs
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13:59:44  * peter1138 downloads the route plan for tomorrow... assuming it's not pissing down :/
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14:17:22  <peter1138> Looks like there's nothing else to watch at the cinema for a while :p
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14:35:02  <andythenorth> 75mph wind tomorrow?
14:35:04  <andythenorth> allegedly
14:35:28  <peter1138> I... doubt that?
14:35:58  <peter1138> Hmm, 33 mph gusts. Maybe.
14:36:14  <peter1138> Maybe I should go swimming...
14:36:26  <andythenorth> hmm
14:36:31  <andythenorth> maybe I should go hot tubbing
14:36:42  <andythenorth> it's big enough that my kids can swim endlessly around it in a circle :P
14:36:45  <peter1138> Maybe I should sit on my PC all day and... contemplate NRT.
14:37:31  <andythenorth> it's done
14:37:38  <peter1138> True.
14:37:43  <andythenorth> winner!
14:37:57  <peter1138> I should resquash the last bits and then we can sit on it for another year.
14:40:15  <peter1138> Maybe I should unsquash it all.
14:40:17  <andythenorth> strictly you can approve the PR :P
14:40:21  <andythenorth> because I opened it
14:40:23  <peter1138> Strictly, yes.
14:40:25  <andythenorth> much lol
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14:52:39  <peter1138> Is it necessary/useful for AIs to know if a road type is road or tram?
14:52:55  <peter1138> I wonder if compatibility is enough.
14:53:27  <peter1138> Hmm, building tram track is different though.
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15:18:51  <Corns> trams can't overtake so that may be important
15:21:54  <Corns> peter1138 as far as i know, companies can share roads by default but not tram tracks
15:24:06  <andythenorth> tram track can't have dead ends in the same way
15:24:11  <andythenorth> it will just be broken
15:24:16  <andythenorth> @seen pikka
15:24:16  <DorpsGek> andythenorth: pikka was last seen in #openttd 2 weeks, 1 day, 4 hours, 1 minute, and 51 seconds ago: <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
15:24:39  <andythenorth> if pikka teaches his AI to build tram tracks, then we can add support :P
15:24:50  <andythenorth> samu has an AI? o_O
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15:46:30  <andythenorth> oops https://www.bbc.co.uk/news/uk-wales-48062141
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16:22:52  <Samu> hi
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16:31:28  <Samu> I'm bored so I'm listening to bjork https://www.youtube.com/watch?v=Al1iDGEQLJM
16:32:08  <Artea> Samu
16:32:15  <Artea> if you are bored, come to my server :P
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16:32:43  <Samu> i can't, im running an ai tournament :( haven't stopped yet
16:32:56  <Artea> still going ? nice
16:33:53  <Samu> will take a month
16:34:01  <Samu> roundrobin 48 ais
16:34:37  <Samu> currently on round 9 / 47
16:35:31  <Artea> my server is little over 825 years
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16:38:07  <peter1138> Yay, come home and start eating straight away. </fatty>
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16:38:42  <Artea> did u burp yet ?
16:38:56  <peter1138> I... no.
16:39:12  <peter1138> I ate a biscuit and a bit of chocolate.
16:39:25  <Artea> awww
16:39:31  <peter1138> Hmm, maybe I should make RoadTypeList and TramTypeList for AIs
16:39:43  <peter1138> Currently there is only RoadTypeList which lists both.
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16:40:41  <peter1138> Ah, I should do it like VehicleList stuff.
16:41:01  <Artea> :)
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16:41:18  <peter1138> Hmm, not quite, that's a lot of different list types. Hmm.
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16:52:31  <andythenorth> is it cat?
16:53:15  <V453000> no
17:00:19  <peter1138> Oh god. UPlay :/
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17:07:31  * Artea on TTD OST - Stoke It
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17:10:23  <peter1138> Tunnels/bridges as stations, what?
17:10:40  <Eddi|zuHause> i've thought about that concept in the past
17:10:43  * peter1138 on Can - Spoon
17:11:17  * Eddi|zuHause on must go outside - but doesn't want to
17:11:42  <Artea> hell
17:11:55  <Artea> why isn't Theme Hospital OST in OTTD :(
17:12:10  <Artea> * there isn't a
17:12:12  <nielsm> because we don't have an XMI loader
17:12:22  <andythenorth> boom boom, cycling time
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17:12:54  <nielsm> but if you can find your own software to convert the XMI files to standard MID files it's not hard to write a baseset file to get it in
17:13:32  <nielsm> also the TH music isn't available under a free license (as far as I know) so it can't be made available as a download anyway
17:16:36  <Artea> https://github.com/EQEmu/Server/wiki/XMI-to-MIDI-Converter
17:17:33  <peter1138> TURTLES HAVE SHORT LEGS
17:17:47  <peter1138> Gotta Krautrock.
17:17:51  <peter1138> ...
17:17:53  <peter1138> Gotta love Krautrock.
17:19:11  <Eddi|zuHause> we could implement a loader, and then offer a .obm file that only works if you have that game installed
17:21:10  <Artea> bah
17:21:18  <Artea> I have all xmi of TH
17:21:23  <Artea> missing one
17:21:25  <Artea> Atlantis
17:21:27  <Artea> :(
17:22:13  <Artea> ok
17:22:15  <Artea> found it
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17:28:02  <Artea> ok
17:28:07  <Artea> nielsm: have the midis
17:30:19  <peter1138> Now make an obm :-)
17:30:34  <nielsm> make a copy of openttd/baseset/orig_win.obm and name it something appropriate
17:30:38  <nielsm> and edit it
17:30:38  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)  https://git.io/vhlfg
17:30:48  <nielsm> the most annoying part is filling in the MD5 sums
17:31:08  <Eddi|zuHause> that's just one command, and pasting the results?
17:31:21  <nielsm> depends on your OS and text editor :P
17:31:23  <peter1138> md5sum *
17:31:45  <Eddi|zuHause> of course, there's always ways to make it needlessly complicated :p
17:32:00  <nielsm> I didn't say it was hard just annoying
17:33:49  <Artea> I don't know how to do it
17:34:08  <nielsm> "it"?
17:34:18  <nielsm> you don't know how to copy a file?
17:34:25  <nielsm> don't know how to open a file with a text editor?
17:34:29  <nielsm> don't know how to use a text editor?
17:34:37  <nielsm> don't know how to make md5 sums of files?
17:34:42  <Artea> what to do
17:35:14  <nielsm> have you tried?
17:35:28  <Artea> wait
17:35:45  <Artea> I'm making the copy of orig_win.obm
17:38:12  <Artea> hmmm
17:41:03  <Artea> I going edit doom one
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18:04:07  <Artea> ok
18:04:10  <Artea> I think I made it
18:04:18  <Artea> now need to test
18:09:38  *** frosch123 has joined #openttd
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18:12:51  <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast commented on issue #7530: Crash in kdtree.hpp when removing track in development version https://git.io/fjs7C
18:13:52  <Artea> grrr
18:13:59  <Artea> don't know what I'm doing wrong now
18:24:55  <Artea> YES
18:24:58  <Artea> it's working :D
18:33:15  <Artea> so funny
18:33:25  <Artea> looking at OTTD with Theme Hospital OST
18:35:55  <LordAro> peter1138: wrt #6605, apparently tile 37809 is actually a house, that the game also thinks is a depot
18:36:23  <V453000> I'm going crazy over this, this must be some stupid mistake but for the love of god I can't see it https://paste.openttdcoop.org/p9rr5y8tx could someone have a look please? https://dev.openttdcoop.org/attachments/download/9424/both-end-trains.png
18:36:48  <V453000> it counts the number vehicles in the consist and draws them in an alternating way. For some reason the rear ones just won't draw.
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18:37:04  <V453000> I'm using the same idea elsewhere also with articulated vehicles so that can't make the difference
18:37:21  <V453000> the counting works, it's visible that with 3 units I start getting 2 at the front
18:38:04  <V453000> but the switches with position_in_consist_from_end just don't work (yet they do draw the wagons) and I don't see why
18:39:17  <V453000> everything in the screenshot is the same engine item, no real wagons
18:42:48  <frosch123> mixing position_in_consist and count_veh_id is weird
18:43:12  <peter1138> LordAro, yeah, the savegame is corrupt somewhere, but we don't know why :(
18:43:15  <frosch123> one counts all vehicles, the other only vehicles of one id
18:43:47  <LordAro> https://i.imgur.com/tpYc36v.png that tile
18:43:51  <peter1138> LordAro, might be fixable by looping depots and checking their xy is a valid depot tile.
18:44:05  <V453000> frosch123: but it worked when I only used it from the front :d
18:44:08  <peter1138> LordAro, I wonder if there's some depot tile on the map without a depot, heh.
18:44:25  <V453000> the count_veh_id is just deciding which switch to pick, and it succeeds there
18:44:31  <LordAro> peter1138: how would i know if it's a valid depot tile? isn't that done by looking up m2?
18:44:48  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7530: Crash in kdtree.hpp when removing track in development version https://git.io/fjs71
18:44:49  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7530: Crash in kdtree.hpp when removing track in development version https://git.io/fjO1b
18:45:02  <peter1138> Er, check if it's a depot tile instead of, say... a house? :P
18:45:32  <LordAro> what tile type should depots be?
18:45:38  <LordAro> station?
18:45:45  <frosch123> there is IsDeoptTile or something
18:45:52  <andythenorth> should I try and explain? https://www.tt-forums.net/viewtopic.php?f=32&t=85229
18:46:00  <frosch123> they are diferent tiles for each transporttype
18:46:16  <frosch123> LordAro: anyway, can it be caused by moveable depots?
18:46:52  <andythenorth> hmm
18:46:54  <LordAro> frosch123: moveable depots? i don't follow
18:47:07  <andythenorth> World of Tanks Blitz, or Hog feldbahn?
18:47:10  <frosch123> V453000: your vehicles are articulated
18:47:25  <frosch123> the position counts articulated vehicles
18:47:33  <frosch123> so only the last articulated part is at the end
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18:48:11  <V453000> yes, and that part still has the same drawing and uses the same item
18:48:23  <V453000> I use this in chameleons already, just without the count_veh_id
18:48:25  <frosch123> LordAro: isn't there a recent feature to delete a depot and rebuild it
18:48:31  <frosch123> like was only possible with stations before
18:48:40  <LordAro> i don't think that got merged
18:48:45  <LordAro> this issue is much older than that, anyway
18:50:24  <LordAro> nielsm: finally a nice reproducible save for the kdtree issue :)
18:51:01  <andythenorth> is there anything I can do to help fix coop jenkins?
18:51:27  <frosch123> V453000: well, maybe check with the newgrf inspect tool
18:51:31  <andythenorth> currently I can only build on Azure
18:51:36  <andythenorth> and I can only publish on coop
18:51:38  <frosch123> position_in_consist/from_end is var 40
18:51:41  <andythenorth> and the two don't talk
18:51:58  <V453000> newgrf inspect tool? :D
18:52:48  <LordAro> ok, that's a bit more interesting - printing out "depots" which aren't valid depot tiles results in 5 tiles
18:53:05  <frosch123> V453000: https://wiki.openttd.org/NewGRF_Debugging#Variable_.2F_Property_inspection_tool
18:53:10  <V453000> anyway, I tried to make the item read switch_railmedium_9_graphics_both_draw4 directly and I'm getting what I expect
18:53:21  <V453000> so indeed the counting is breaking it somehow
18:53:38  <frosch123> ah, i see it
18:53:49  <frosch123> count_veh_id only counts vehicles starting from the current one
18:53:57  <frosch123> you need to use PARENT instead of SELF to count from front
18:54:28  <nielsm> LordAro yeah, and yes it is as JGR said, the cause is the DeleteOilRig function removing the dock tile and airport facilities from the station so it becomes empty, but the viewport coordinate of the station changes when it has an oil rig type airport, so the viewport coordinate of the station changes without the kdtree being updated
18:54:45  <V453000> oh
18:54:46  <V453000> interesting
18:54:57  <LordAro> nielsm: :)
18:56:17  <nielsm> the alternate solution to caching the actual sign coordinate would be to just assume that the oil rig station is never shared with anything else
18:56:38  <nielsm> station_cmd.cpp:3969 is: if (!st->InUser()) delete st;
18:56:57  <nielsm> but that may as well be: assert(!st->InUse()); delete st;
18:57:12  <V453000> frosch123: works, thank you so much :)
18:57:27  <LordAro> #6605: all the invalid depot tiles are next to rail lines in positions which could've contained depots at some point in the past
18:58:43  <V453000> frosch123: can I have question number 2 please? I need to make a switch which decides between two drawing modes based on whether the last vehicle in the consist is this specific engine. Can I do that somehow?
18:59:37  <frosch123> yes, with magic
18:59:38  <V453000> if position_in_consist_from_end == vehicle_id: both_end_drawing_switch, else other_drawing_switch
18:59:59  <V453000> is that the dreadful store_temp thing that I never managed to understand? :D
19:00:10  <frosch123> exactly
19:00:24  <LordAro> (deleting the depots while loading apparently isn't enough, still crashes)
19:00:26  <V453000> would you be so kind and write this one switch for me please?
19:00:44  <V453000> I'm staring at the rainbow slugs and what you did there with the store temp and I don't understand
19:00:51  * andythenorth wonders about showing V453000 Horse nml :P
19:01:03  <andythenorth> maybe too scary at this time of night
19:01:27  <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjs77
19:02:04  <V453000> andythenorth: show
19:02:09  <V453000> please :)
19:02:23  <frosch123> V453000: STORE_TEMP(position_in_consist_from_end, 0x10F), var[0x61, 0, 0xFFFF, 0xC6]
19:03:22  <frosch123> that gives you the vehicle id
19:03:44  <frosch123> so you can then put the 47 into the switch
19:03:44  <andythenorth> switchtastic https://paste.openttdcoop.org/p9dnkcojz#line-170
19:03:49  <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast commented on issue #7543: suddenly it crashes without any reason https://git.io/fjs7d
19:03:53  <V453000> nice
19:03:54  <V453000> lets try
19:03:58  <andythenorth> V453000: ^ Horse doesn't do what you're looking for afaict
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19:04:30  <andythenorth> is it any surprise Horse compiles so frigging slow :D
19:04:38  <andythenorth> 1024 lines for just 1 vehicle
19:05:00  <frosch123> nml2 :)
19:05:16  <andythenorth> the dangers of generated code are that is very low cost to make a lot
19:05:19  <V453000> I have about a quarter lines per vehicle :D
19:05:26  <andythenorth> until complexity cost kicks in :P
19:06:06  <glx> maybe the compiler is not optimised
19:06:07  <andythenorth> also it is absolutely *vital* that pantographs go down if the rail is not electrified :P
19:06:28  <V453000> oh my god frosch123 it works, first try, I can't express how thankful I am :) again, and again.
19:06:47  <V453000> oh that kind of switches andythenorth :P
19:06:49  <V453000> that's cool
19:07:04  <andythenorth> two liveries, controlled on depot flip
19:07:05  * LordAro wonders what happened to DorpsGek_II 
19:07:17  <andythenorth> specific details depending on consist position
19:07:22  <andythenorth> and pantograph layer
19:07:26  <andythenorth> and rear lights layer
19:07:30  <andythenorth> and opening doors in stations
19:07:33  <andythenorth> oof
19:07:45  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjs7A
19:07:51  <V453000> ooh you use layers
19:07:51  <V453000> nice
19:07:55  <andythenorth> yup
19:07:59  <andythenorth> they are really helpful
19:08:04  <LordAro> oh ok, it just doesn't work for me
19:08:04  <glx> LordAro: it's there it seems
19:08:05  <LordAro> lol.
19:08:06  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6605: Crash: loading savegame https://git.io/fjs7x
19:08:13  <V453000> I didn't get to do that yet and I have planned to for SO LONG
19:08:13  <LordAro> here it comes
19:08:22  <LordAro> just being a bit slow
19:08:23  <V453000> might do so tomorrow :) for info overlays in depot
19:08:24  <Artea> Theme Hospital OST for OTTD https://drive.google.com/open?id=1oUpC1nxlRgmrh1wMQBI7KyQVqiH7LA7E
19:08:39  <andythenorth> o_O
19:08:43  <andythenorth> screenshots if you do v
19:09:04  <V453000> won't be much fancy, a background and an icon on top
19:09:17  <LordAro> Artea: distributing copyrighted music is usually frowned upon
19:09:18  <V453000> will show :)
19:10:01  <Artea> hence I didn't put in forum
19:10:16  <LordAro> peter1138: think that #6507 & #6605 are duplicates?
19:10:16  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7543: suddenly it crashes without any reason https://git.io/fjsV0
19:10:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7543: suddenly it crashes without any reason https://git.io/fjs7p
19:10:27  <LordAro> Artea: what makes you think we're more accepting of it?
19:10:47  <Artea> not thinking that
19:11:07  <Artea> just advertise in case anyone wanna try
19:11:12  <peter1138> LordAro, likely. Unknown cause :(
19:11:13  <Artea> which I doubt
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19:11:57  <glx> the date in the screenshot being 2043, it may be an oilrig closing
19:14:43  <LordAro> peter1138: maybe i should try recreate it with something prior to SLV_128
19:16:01  <V453000> thanks again frosch123, this lets me work on this more tomorrow :) good night people
19:18:57  <Artea> good night V453000
19:20:58  * LordAro notices there's a function at the bottom of saveload.cpp that's been commented out since 2005
19:23:55  <andythenorth> IT MIGHT BE IMPORTANT!
19:24:07  <LordAro> i suspect not
19:24:44  <peter1138> static void FixDepots()
19:25:19  <peter1138> https://www.openttd.org/downloads/openttd-pullrequests/pr6811/latest.html
19:25:22  <peter1138> ^ NRT build
19:26:40  <peter1138> So that's chocolate brownie with custard for dessert. Gone.
19:26:56  * LordAro attempts to compile r17490
19:28:05  <LordAro> there are a lot of warnings
19:28:09  <LordAro> and almost as many errors
19:28:28  <peter1138> :-)
19:28:28  <nielsm> get a contemporary linux distro installed in a VM and compile via that?
19:28:31  <LordAro> error: ‘getcwd’ was not declared in this scope
19:28:35  <LordAro> i mean...
19:28:48  <LordAro> i've already added -fpermissive to cflags
19:29:05  <glx> strict ansi ?
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19:32:53  <frosch123> hmm, according to todays fff, maybe ottd mods should be made in f
19:33:29  <andythenorth> o_O ?
19:33:41  <frosch123> https://www.youtube.com/watch?time_continue=1&v=7lVAFcDX4eM
19:36:13  <nielsm> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:fix-7481  "works for me", but DeleteOilRig() is also used in afterload to fix a situation where sometimes old saved would have phantom oil rig stations without oil rig
19:36:19  <nielsm> and I'm not sure if my fix is safe for those
19:40:38  <LordAro> ./configure CFLAGS="-fpermissive -Wno-error=narrowing" --without-icu --without-png
19:40:42  <LordAro> compiled!
19:40:53  <LordAro> with only one minor modification to fileio.cpp
19:41:13  <LordAro> apparently the standard library stopped #including unistd.h in gcc4.7
19:41:16  <frosch123> adding a "(char*)" cast?
19:41:48  <peter1138> LordAro, submit a PR? ;)
19:42:28  <LordAro> frosch123: ha, there are many of those
19:42:35  <LordAro> there are 3689 lines of output
19:42:51  <LordAro> so with about 4 lines per warning...
19:42:55  <frosch123> i have old checkouts of 0.6, 0.7, ... etc
19:43:04  <frosch123> they have some modifies which made them compile at some point
19:43:17  <frosch123> but they also break again later :)
19:44:04  <LordAro> Error: Failed to find a sounds set. Please acquire a sounds set for OpenTTD.
19:44:06  <LordAro> damn.
19:44:15  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7544: Fix #7481: Don't modify oil rig stations during removal https://git.io/fjs5R
19:44:22  <frosch123> haha
19:44:42  <glx> path changed since 17490 ;)
19:44:44  <LordAro>   original_windows: Original Transport Tycoon Deluxe Windows edition sounds (unuseable: 1 missing file)
19:44:58  <glx> I think
19:45:22  <frosch123> it's 17490 before support for more basesets?
19:45:26  <frosch123> so it only accepts original
19:45:33  * peter1138 listens to Clannad... very very 80s.
19:46:09  <frosch123> hmm, it's from 2009, so 0.7 stuff
19:46:19  <LordAro> yeah, pre 1.0
19:46:37  <glx> bin/data
19:46:47  <frosch123> 0.7 already has basesets
19:46:52  <nielsm> lol https://github.com/OpenTTD/OpenTTD/issues/721
19:46:59  * nielsm is looking through for old oil rig bugs
19:47:07  <LordAro> ah yes, it just doesn't pick up ~/.local/share
19:47:14  <glx> https://github.com/OpenTTD/OpenTTD/tree/48893c3a97f65f3f97754660d6fbb9cd38494fde/bin/data
19:47:59  <glx> data split happened later
19:48:13  <frosch123> oh, infamous xdg-basedir
19:48:56  <frosch123> rb had to fix some bugs in libxdg-basedir before it worked for ottd
19:49:13  <LordAro> https://i.imgur.com/WND1qni.png and it hard hangs
19:49:15  <LordAro> nice.
19:49:59  <peter1138> Uh oh, tiling wm spotted
19:50:34  <LordAro> :p
19:50:37  <LordAro> i3wmmasterrace
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20:13:46  <peter1138> Oh. My VNC isn't starting up properly :(
20:15:20  *** Wormnest has joined #openttd
20:15:22  <peter1138> And now it is. Odd.
20:21:10  <peter1138> Hmm.
20:21:16  <peter1138> "Script took too long in the Load function"
20:21:17  <peter1138> Well now.
20:21:31  <LordAro> 1b84d893e0c2acb34d880a4c1d68f9d2dc95af8e (svn r27573) is the earliest commit to compile with modern g++ with no other modifications
20:21:43  <LordAro> (with the exception of disabling icu)
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20:44:49  <LordAro> dammit
20:44:55  <LordAro> compiled and ran 0.7.5
20:45:05  <LordAro> immediately died when i pressed "generate"
20:53:13  <Samu> lordaro, plz update your ai, it lost a game due to crashing early
20:53:17  <Samu> update on bananas
20:55:07  * LordAro finds https://github.com/OpenTTD/OpenTTD/commit/06d7d63216d7e5e2265353c7b45dbf6d7bafa3a7
20:55:10  <LordAro> ew.
20:55:15  <LordAro> Samu: i could
20:55:30  <LordAro> it's an extremely trivial change though, you could fix it for the purpose of running your games
20:55:48  <Samu> that would be unfair
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21:11:50  <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjsda
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21:39:42  <LordAro> interestingly, 0.4.8 is easier to compile than 0.7.5
21:41:14  <LordAro> "Configure Patches" :D
21:41:30  <Zuu> Great to see in the commit log that the buy button now refits if you filtered by cargo type.
21:41:45  <LordAro> hey Zuu
21:41:48  <Zuu> And some other useful aditions and several fixes as well.
21:42:06  <Zuu> I saw you visited my linkedin page so I came here. :-p
21:42:14  <LordAro> :>
21:42:47  <LordAro> gotta be careful what you do on linkedin, they record everything :p
21:43:16  <Zuu> and try to make you pay to see more about your visitors.
21:43:39  <glx> and they send emails when you are not on linkedin
21:47:16  <andythenorth> email is the worst :P
21:47:20  <andythenorth> also bedtime
21:47:24  <peter1138> Nooo
21:47:31  <Zuu> Good night andythenorth
21:48:16  <LordAro> peter1138: nope, no idea what caused the corruption - 0.4.8 & 0.7.5 save games (with deleted depots) load fine
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21:48:44  <frosch123> if it is that old, maybe magic bulldozer?
21:49:17  <LordAro> hrm, could be actually
21:49:36  <LordAro> both the savegames are with other players (or, the original AI)
21:49:43  <frosch123> though that would still call the regular clear command
21:52:38  <LordAro> https://i.imgur.com/h0sOX6J.png i do miss the original AI sometimes
21:52:53  <peter1138> :D
21:53:19  <LordAro> https://i.imgur.com/e7UtzTN.png also this
21:53:30  <peter1138> Argh the terrain
21:55:06  <frosch123> earthquake
21:56:49  <peter1138> Why would tunnels/bridges as stations make sense? o_O
21:57:29  <frosch123> http://devs.openttd.org/~smatz/3d/tunnel.ogg
21:58:22  <peter1138> Well yes
21:58:31  <frosch123> r11060 :p
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22:45:42  <Eddi|zuHause> i vaguely remember someone did a patch so if you build a station piece before and after a bridge/tunnel, it would treat the whole tunnel as platform
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22:47:20  <peter1138> This suggestion is a weird idea :p
22:48:41  <FLHerne> peter1138: Stations on bridges/tunnels are obviously useful, particularly for metros
22:48:51  <peter1138> Sure.
22:48:57  <peter1138> But not this way.
22:49:12  <FLHerne> But putting anything on individual bridge tiles is (currently) impossible because they don't really exist
22:49:35  <FLHerne> Whereas treating the entire bridge as a station is probably relatively trivial to implement
22:50:17  <FLHerne> It's a short-termist hack, but I can see the appeal
22:51:01  <peter1138> Short-termist hacks lead to long-term maintenance nightmares.
22:51:05  <FLHerne> It's basically the same workaround as the "pretend every <n>th bridge/tunnel tile is a signal" patch
22:51:43  <FLHerne> Yes, so it's unsurprising that neither of them have ever been merged :P
22:52:44  <FLHerne> I still like cirdan's [IIRC?] idea of allocating off-map strips of maparray for bridges and tunnels
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22:53:45  <FLHerne> It would solve a lot of these silly problems, although I suppose cache locality would be hurt a bit
22:54:13  <FLHerne> ...or just make the map array twice as big per tile and have done with it?
22:55:28  <peter1138> Does not solve anything.
22:57:39  <Heiki> just make the map 3-dimensional, e.g. 4096×4096×256
23:00:36  <peter1138> Good for memory and performance I'm sure.
23:03:42  <Heiki> isn’t that what they build those supercomputers for?
23:05:15  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fjsNe
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23:56:53  <Eddi|zuHause> Heiki: that would require some multicore-ness of the algorithm
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