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00:11:57 *** HerzogDeXtEr has quit IRC 00:12:31 *** Supercheese has quit IRC 00:18:43 *** chomwitt has quit IRC 00:34:50 *** erratic has quit IRC 00:39:04 *** Wormnest has quit IRC 00:59:04 *** Wormnest has joined #openttd 01:35:06 *** Flygon has joined #openttd 02:12:01 *** Samu has quit IRC 02:41:12 *** Wormnest has quit IRC 02:59:05 *** glx has quit IRC 04:36:40 *** tycoondemon has quit IRC 04:44:16 *** tokai|noir has joined #openttd 04:44:16 *** ChanServ sets mode: +v tokai|noir 04:51:14 *** tokai has quit IRC 05:14:59 *** sla_ro|master has joined #openttd 06:27:28 *** nielsm has joined #openttd 06:51:20 <peter1138> hi 06:52:59 <LordAro> peter1138: would be interested in your thoughts on 6605 06:53:13 <LordAro> also moin 06:55:51 *** Gumle2 has joined #openttd 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 07:19:31 *** chomwitt has joined #openttd 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 09:10:16 *** chomwitt has quit IRC 09:10:20 <V453000> ooh 09:10:21 <V453000> (: 09:10:26 *** gelignite has joined #openttd 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. 09:19:46 *** Wolf01 has joined #openttd 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 09:22:03 *** andythenorth has joined #openttd 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 09:53:10 *** Thedarkb-T60 has quit IRC 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 10:00:47 *** Thedarkb-T60 has joined #openttd 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 :( 11:05:08 *** Thedarkb-T60 has quit IRC 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) 11:27:26 *** Thedarkb-T60 has joined #openttd 11:39:16 *** supermop_work_ has joined #openttd 11:43:02 *** tycoondemon has joined #openttd 11:46:29 *** supermop_work has quit IRC 11:49:10 *** tycoondemon has quit IRC 11:49:31 *** supermop_work has joined #openttd 11:50:00 *** supermop_work_ has quit IRC 11:50:48 *** supermop_work has joined #openttd 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? 12:01:27 *** gelignite has quit IRC 12:02:05 *** AKTheKnight has quit IRC 12:02:20 *** ToBeFree has quit IRC 12:02:21 <LordAro> peter1138: ;-; 12:02:49 <peter1138> nielsm, well... 12:02:55 *** AKTheKnight has joined #openttd 12:03:05 <peter1138> LordAro, maybe? I dunno. 12:03:14 *** ToBeFree has joined #openttd 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 12:09:46 *** Thedarkb-T60 has quit IRC 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 12:22:22 *** tycoondemon has joined #openttd 12:51:23 *** Thedarkb-T60 has joined #openttd 13:09:15 *** sla_ro|master has quit IRC 13:59:44 * peter1138 downloads the route plan for tomorrow... assuming it's not pissing down :/ 14:04:13 *** gelignite has joined #openttd 14:13:16 *** Gumle2 has joined #openttd 14:17:22 <peter1138> Looks like there's nothing else to watch at the cinema for a while :p 14:23:23 *** Wormnest has joined #openttd 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 14:51:02 *** Corns has joined #openttd 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. 14:54:28 *** Samu has joined #openttd 15:04:36 *** sla_ro|master has joined #openttd 15:09:58 *** Progman has joined #openttd 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 15:29:56 *** Gumle2 has quit IRC 15:39:13 *** erratic has joined #openttd 15:43:04 *** Flygon has quit IRC 15:46:30 <andythenorth> oops https://www.bbc.co.uk/news/uk-wales-48062141 15:56:59 *** HerzogDeXtEr has joined #openttd 15:58:33 *** Gumle2 has joined #openttd 15:58:38 *** Gumle2 has quit IRC 16:22:52 <Samu> hi 16:27:20 *** Corns has quit IRC 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 16:32:21 *** gelignite has quit IRC 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 16:37:38 *** Gumle2 has joined #openttd 16:38:07 <peter1138> Yay, come home and start eating straight away. </fatty> 16:38:41 *** daspork_ has joined #openttd 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. 16:39:51 *** APTX has joined #openttd 16:40:41 <peter1138> Ah, I should do it like VehicleList stuff. 16:41:01 <Artea> :) 16:41:03 *** APTX_ has quit IRC 16:41:04 *** daspork has quit IRC 16:41:18 <peter1138> Hmm, not quite, that's a lot of different list types. Hmm. 16:49:21 *** erratic has quit IRC 16:52:31 <andythenorth> is it cat? 16:53:15 <V453000> no 17:00:19 <peter1138> Oh god. UPlay :/ 17:02:18 *** Gustavo6046 has quit IRC 17:07:31 * Artea on TTD OST - Stoke It 17:08:00 *** Gustavo6046 has joined #openttd 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 17:12:28 *** andythenorth has quit IRC 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 17:25:35 *** supermop_work_ has joined #openttd 17:26:19 *** supermop_work_ has joined #openttd 17:26:42 *** supermop_work has quit IRC 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 17:55:16 *** andythenorth has joined #openttd 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 18:10:11 *** Gumle2 has quit IRC 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. 18:36:54 *** gelignite has joined #openttd 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 18:47:51 *** Thedarkb-T60 has quit IRC 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 19:04:02 *** glx has joined #openttd 19:04:02 *** ChanServ sets mode: +v glx 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 19:11:47 *** Wormnest has quit IRC 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 ? 19:30:38 *** Wormnest has joined #openttd 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 19:58:02 *** HerzogDeXtEr has quit IRC 20:00:25 *** Wormnest has quit IRC 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) 20:22:30 *** gelignite has quit IRC 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 20:56:56 *** Zuu has joined #openttd 20:57:10 *** nielsm has quit IRC 21:08:10 *** Wormnest has quit IRC 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 21:20:02 *** Wormnest has joined #openttd 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 21:48:37 *** andythenorth has quit IRC 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 22:12:09 *** Wormnest has quit IRC 22:12:19 *** Wolf01 has quit IRC 22:21:57 *** frosch123 has quit IRC 22:24:32 *** Wormnest has joined #openttd 22:29:33 *** Progman has quit IRC 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 22:46:58 *** Maarten has quit IRC 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 22:53:38 *** sla_ro|master has quit IRC 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 23:12:57 *** Zuu has quit IRC 23:16:40 *** Wormnest has quit IRC 23:28:55 *** Wormnest has joined #openttd 23:56:53 <Eddi|zuHause> Heiki: that would require some multicore-ness of the algorithm 23:59:49 *** Supercheese has joined #openttd