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00:33:45 *** kiwitree has quit IRC 01:21:46 *** Samu has quit IRC 01:25:20 *** Flygon has joined #openttd 01:37:52 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7339: Fix #7311: External configuration file does not change directories https://git.io/fjCWe 02:27:03 *** debdog has joined #openttd 02:30:23 *** D-HUND has quit IRC 02:55:09 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7577: Crash upon loading saved game from #5570 https://git.io/fjCWD 03:13:38 *** Flygon_ has joined #openttd 03:16:02 *** Flygon has quit IRC 03:22:03 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7578: Fix: ignore C++ standard library headers in depend https://git.io/fjClf 03:54:39 *** glx has quit IRC 04:33:06 *** tycoondemon has quit IRC 05:20:19 *** Supercheese has joined #openttd 05:44:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7579: Fix #7576: Crash when destroying rail/tram crossing. https://git.io/fjC8O 06:03:34 *** Leftie has quit IRC 06:10:16 <peter1138> Mmm, weetabix 06:16:23 *** Supercheese has quit IRC 06:16:44 *** Supercheese has joined #openttd 06:38:55 <Eddi|zuHause> hm, youtube decided to finally remove the unsubscribed videos from my feed... took only like 2 days to trickle down some databases? 06:55:09 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7578: Fix: ignore C++ standard library headers in depend https://git.io/fjC8x 06:55:49 *** Laedek has quit IRC 07:17:51 *** Laedek has joined #openttd 07:38:49 *** kiwitree has joined #openttd 07:52:15 *** andythenorth has joined #openttd 07:54:01 *** Supercheese has quit IRC 08:31:38 <andythenorth> yo 08:31:45 <andythenorth> when is lunch peter1138 ? 08:48:21 <Eddi|zuHause> two days ago? 08:52:58 <peter1138> Yes 09:19:36 <Eddi|zuHause> great visual studio... i have to replace a bunch of strings of the form "%QX1234.5" with "%Q*" and it won't let me use regex... 09:34:17 *** andythenorth has quit IRC 09:34:36 *** andythenorth has joined #openttd 09:54:28 <LordAro> Eddi|zuHause: this is where you exit VS and use a proper editor 11:02:02 *** alekseiytalanov has joined #openttd 11:02:57 *** alekseiytalanov has left #openttd 11:35:50 *** supermop_work has quit IRC 11:35:53 *** supermop_work has joined #openttd 11:48:44 *** kiwitree has quit IRC 12:14:17 *** Samu has joined #openttd 12:16:54 <Samu> h 12:22:10 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7578: Fix: ignore C++ standard library headers in depend https://git.io/fjClf 12:37:51 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7490: Add: Press ctrl to build diagonal rivers in scenario editor. https://git.io/fjCgR 12:40:45 *** supermop_work has quit IRC 12:41:25 *** kiwitree has joined #openttd 12:55:41 <DorpsGek_II> [OpenTTD/OpenTTD] btzy opened issue #7580: Feature Request: When loading a saved game, the file picker should remember the last used directory https://git.io/fjCgd 13:05:24 *** sla_ro|master has joined #openttd 13:13:16 *** nielsm has joined #openttd 13:28:32 <andythenorth> FIRS is broken 13:28:33 <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1221685#p1221685 13:28:57 <andythenorth> I forgot to add an emoji 13:29:02 <andythenorth> sounds like station ratings 13:53:49 <Artea> Date: 4262 13:54:00 <Artea> Years: 2278 13:54:04 <Artea> :D 14:16:32 <nielsm> ah, new posts in the macos slowness thread 14:16:45 <nielsm> conclusion is (still), it's not a cause we are measuring 14:17:18 <nielsm> this will probably need some TIC/TOC measurements all around the quartz driver 14:28:08 *** Wormnest has joined #openttd 14:37:55 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7006: Hardware mouse cursor https://git.io/fjCwM 14:54:11 *** Flygon_ has quit IRC 14:54:59 *** spnda has joined #openttd 14:57:31 *** kgz has joined #openttd 15:09:30 *** heffer has quit IRC 15:16:33 *** Progman has joined #openttd 15:18:44 *** kiwitree has quit IRC 15:19:30 *** heffer has joined #openttd 15:22:18 *** heffer has joined #openttd 15:25:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7573: Fix #7561: Remove assumption between power and cost https://git.io/fjCrd 15:39:17 *** glx has joined #openttd 15:39:17 *** ChanServ sets mode: +v glx 15:50:29 *** FoxsideMiners has joined #openttd 16:16:21 *** HerzogDeXtEr has joined #openttd 16:31:17 <andythenorth> well 16:54:09 *** Wormnest has quit IRC 16:55:02 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7577: Crash upon loading saved game from #5570 https://git.io/fjCK6 17:22:34 *** gelignite has joined #openttd 17:25:39 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly. https://git.io/fjC6Z 17:36:05 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly. https://git.io/fjC62 17:45:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly. https://git.io/fjC61 17:49:55 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly. https://git.io/fjC6Z 17:59:02 <V453000> I did some testing, and holy shit 17:59:24 <V453000> new nuts maglev, 25fps, new nuts rail strong class 33fps, old nuts rail strong class 45fps 17:59:52 <V453000> that's 45fps -> 33fps probably mostly because of the shitload of graphics switches 17:59:57 <peter1138> Hmm 18:01:00 <V453000> I believed it would not be so bad tbh, the graphics master switches are big, but in this case they end with 4th entry at most, I guess they should not go through all the possible outcomes then? 18:02:11 <V453000> https://github.com/V453000/NUTS/blob/master/src-includes/rail_freight_graphics.nml switch_rail_freight_graphics_decider is in 18 freight engines and 2 generations of universal wagons 18:03:57 <V453000> there are two giant switches like switch_rail_freight_graphics_front , but vast majority of those outcomes are quite rare. most of the time it should just end up at something like 0..8 (that's 4 engines per train) ... in the save I have 4 units ... is my understanding correct that if a switch finds the correct value soon, it does not go through the rest? I remember frosch telling me something like that at some point 18:04:13 <Samu> it's official! Björk plays PoE https://www.youtube.com/watch?v=mYbZw04ba78 18:19:24 *** Wolf01 has joined #openttd 18:19:52 <Wolf01> o/ 18:27:06 <andythenorth> yo 18:29:55 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7582: Use shitf + click to show vehicles' group. https://git.io/fjCid 18:30:27 <andythenorth> oops typo :) 18:31:02 <peter1138> V453000, I have no idea what all those long lists of switches are meant to achieve, but I'm guessing it could probably be simplified. 18:49:53 *** Gumle2 has joined #openttd 18:55:25 *** frosch123 has joined #openttd 18:56:32 <V453000> peter1138: 1. check if the last unit in the train is an engine, 2. count how many engine veh_ids are in the train 3. draw that amount of engines at the front of the train, or if 1. was an engine, draw them from the front and end in alternating fashion 18:57:38 <V453000> plus if the engine draws as a wagon, it checks if the vehicle is stopped, depotted, and if it's not at the ends of the train, and if it is an engine_id on self, then it draws an overlay through layers 18:57:53 <andythenorth> pretty normal 18:58:04 <andythenorth> :D 18:58:04 <V453000> I don't know how to simplify it really and keep functionality 18:58:14 <peter1138> Why do you have engines drawing as wagons? 18:58:24 <V453000> the only idea I can think about is massive gutting, NUTS 2.0, simplify drawing to the maximum 18:58:31 <peter1138> I would have... an engine that has an engine sprite, and a wagon that has a wagon sprite. 18:58:46 <frosch123> V453000: do you really need count_veh_id(..) + ... + count_veh_id(..) ? 18:59:30 <V453000> because all engines are consistently purchased as 1-tile units - so 0.5 tile engines have 0.5 tile wagon ... so in order to get engines look like they are all in the front, it must draw them as wagons, or engines depending on situation :) 18:59:40 <V453000> frosch123: I guess not that part, was just code simplification 18:59:48 <V453000> I can have this giant switch for each vehicle separately 18:59:53 <peter1138> Why 1-tile? 19:00:10 <V453000> because that's the length of dual headed and some long articulated steamers 19:00:19 <andythenorth> so instant replace 19:00:20 <peter1138> Yeah but why? 19:00:23 <andythenorth> no length change on replace 19:00:27 <andythenorth> ?? 19:00:36 <V453000> because if any vehicles are shorter or longer, it means you can get lossy autoreplace and can't go back 19:00:38 <andythenorth> iz for coop games? 19:00:40 <peter1138> Seems odd to do all this stuff when the game already knows how to draw engines and wagons. 19:00:56 <andythenorth> it's a solution to lack of consist management 19:01:14 <peter1138> s/solution/bodge/ 19:01:21 <andythenorth> 'solution' 19:01:21 <andythenorth> FWIW there is 'template based train replacement' patch, but I didn't understand it 19:01:22 <V453000> one of the most interesting aspects of NUTS is that you get many different engine classes and you need to figure out which one to use - and the only real way to do that is to autoreplace and see how it performs 19:01:46 <V453000> which is why engines, and wagons need to always be purchased in consistent lengths 19:01:59 <V453000> 0.5 tiles for wagons is not a big deal, just means using doubled 4/8 wagons 19:02:30 <V453000> for engines I'd love to do 0.5, but I don't know how to solve it properly with some of the engines which have 16/8 graphics 19:02:48 <V453000> I guess they could just start drawing properly once you have a train longer than 0.5 19:03:45 <andythenorth> what's ultimate TL? 19:04:02 <V453000> also for example the ctrl+click for reversed vehicles is a really secret functionality, so dual heading is really, really nice to have 19:04:05 <V453000> andythenorth: none 19:04:11 <andythenorth> 5! 19:04:19 <andythenorth> so do all trains fixed consist TL5 19:04:23 <andythenorth> wagons included 19:04:25 <andythenorth> job done 19:04:27 <V453000> :d 19:04:42 <V453000> yeah no 19:04:52 <andythenorth> most important question is always 'where are the lolz?' 19:05:00 <andythenorth> I try to teach people this in WOT Blitz 19:05:11 <andythenorth> but no They Are Very Serious 19:05:46 <peter1138> Or just get someone to implement the opposite of wagon remvoal. 19:05:54 <peter1138> And remove all the pointlessness. 19:06:10 <V453000> what I'm thinking right now in a context of NUTS2 would be: 1. throw away all this and have 0.5 tile engines. Dual heading would be automatic and ctrl+clicking reverses the rear vehicle to be back to front-facing. 2. provide wagons which are for 1 cargo only. I miss that honestly, and I could then have the simplest wagon drawing possible. 19:06:25 <V453000> "get someone to do X" :D 19:06:55 <V453000> it's not pointless peter1138, the reasons might just feel obscure to you, and admittedly they are, but they all have reasoning 19:07:16 <V453000> being able to autoreplace from anywhere to anywhere is a seriously important concept for nuts 19:07:20 <peter1138> I also don't see why you need massive blocks concerning length. 19:07:35 <peter1138> Don't you only care about the half-tile fake-wagon-engine after the engine? 19:07:45 <V453000> well no 19:08:02 <V453000> because then the "real engine" needs to draw like a wagon otherwise in a 2-engine train there would draw 3 engines 19:09:19 <andythenorth> peter1138: I had an idea $sometime about autoreplace 19:09:31 <andythenorth> add a float box next to the vehicle you're replacing 19:09:43 <andythenorth> so Red Hopper = 1.5x Blue Hopper 19:10:00 <andythenorth> or Thomas = 0.8x Percy 19:10:58 <andythenorth> probably stupid 19:11:21 *** tokai|noir has joined #openttd 19:11:21 *** ChanServ sets mode: +v tokai|noir 19:12:56 <peter1138> You're solving one problem by creating a horrible mess elsewhere. Oh well. It's your CPU :p 19:13:49 <glx> I found a way to silence some mingw warnings https://github.com/OpenTTD/OpenTTD/compare/master...glx22:function-cast-warnings but it feels like a hack 19:14:46 <V453000> yeah, I guess 19:14:58 <V453000> As I said, I'll consider having 0.5 tile engines instead 19:15:06 <Markk> Guten abend, everyone! I've got a small question, if I run a train 600 tiles in a diagnoal line, will it make the same money as if it was running in a straight (or paralell to the map) line? With the cargo, speed, length and so on being the same. 19:15:13 <V453000> which will complicate it a little bit for some cases, but nothing this crazy 19:15:35 <LordAro> glx: mm, is a bit 19:15:56 <nielsm> Markk: it will probably make more money as it makes the delivery faster 19:16:00 <nielsm> I think 19:16:11 <nielsm> but the "distance delivered" is the same 19:16:20 <Markk> Hmm, interesting 19:16:22 <glx> that's the kind of solution I see everywhere regarding this GCC8 warning 19:16:38 <Markk> I'll need to make a controlled experiment 19:17:09 <glx> well the extra cast, not the way I apply it 19:18:02 <andythenorth> ouch https://www.tt-forums.net/viewtopic.php?p=1221685#p1221685 19:18:09 <andythenorth> I don't know how to fix FIRS :| 19:18:19 *** tokai has quit IRC 19:18:53 <nielsm> andythenorth: do you know if FIRS uses a custom station rating calculation for its cargos? 19:19:04 <andythenorth> it used to 19:19:32 <andythenorth> hmm where are FIRS docs now? 19:19:36 <andythenorth> oh they aren't :( 19:19:39 <nielsm> since one of my suspicions would be an overflow bug with vehicle age 19:20:18 <andythenorth> station rating removed in FIRS 2.0.0 and newere 19:20:28 <nielsm> hm ok 19:21:17 <andythenorth> unrelated, what should I do about FIRS? 19:21:23 <andythenorth> move it back to devzone? 19:21:28 <V453000> ? :D 19:22:02 <andythenorth> hmm but bundles is broken 19:22:08 <andythenorth> so that won't helkp 19:22:11 * andythenorth quite confused 19:22:21 <Samu> omg died to reflect 19:22:36 <Samu> stupid gme 19:22:38 <Samu> mechanics 19:23:41 <andythenorth> peter1138: lemon chicken, rice, chips....carolies? :o 19:24:39 <Samu> i was having so much fun with the build 19:27:06 <Samu> I can't contain myself, arg... i'm so annoyed 19:27:35 <Samu> :( 19:27:37 <Samu> oh well 19:28:03 <Samu> stupid devs are stupid 19:28:16 <Samu> then they wonder why there's no melee or self cast builds 19:29:00 <nielsm> grr why are savegames always loaded with a million newgrfs 19:29:24 <glx> 7577? 19:29:42 <nielsm> https://www.tt-forums.net/viewtopic.php?p=1221695#p1221695 19:29:44 <nielsm> that 19:30:17 <nielsm> and seeing many of the grfs missing have a "w" at the end they're probably really old 19:31:05 <nielsm> https://0x0.st/zTd0.png too many not on bananas 19:31:56 <andythenorth> ouch 19:34:30 <V453000> BTW if a train set defines a wagon which can carry only a single cargo type, and that cargo is not available in the current map, is the wagon purchaseable? 19:35:13 <michi_cc> glx: What happens if you try e.g. "typedef BOOL(FAR WINAPI * PFNGETFONTRESOURCEINFO)(LPCTSTR, LPDWORD, LPVOID, DWORD);" 19:37:05 <V453000> well the alternative solution is to give all engines a 1-tile graphic 19:37:20 <V453000> no articulated wagons 19:37:55 <V453000> which would kind of look wtf with short trains, but dual headed variants would work ok 19:39:30 <andythenorth> V453000: not purchaseable if cargo not available 19:39:44 <V453000> good, iz what I thought & wanted to hear :) 19:39:54 <V453000> honestly there is some magic to buying a wagon dedicated to 1 cargo 19:40:03 <V453000> I can't really describe it, is it just nostalgia? 19:40:06 <V453000> I don't think it is 19:40:27 <V453000> so I'll probably add unique wagons per every single cargo, plus universal wagons 19:40:37 <V453000> questionnable whether I want to do unique wagons for FIRS cargoes 19:40:51 <V453000> plus in all the wagon generations I have 19:40:54 <V453000> ehh ... :| 19:41:26 <V453000> yeah probably not 19:43:13 <glx> michi_cc: D:/developpement/GitHub/glx22/OpenTTD/src/fontcache.cpp: In function 'void LoadWin32Font(FontSize)': 19:43:13 <glx> D:/developpement/GitHub/glx22/OpenTTD/src/fontcache.cpp:985:147: warning: cast between incompatible function types from 'FARPROC' {aka 'long long int (*)()'} to 'PFNGETFONTRESOURCEINFO' {aka 'int (*)(const wchar_t*, long unsigned int*, void*, long unsigned int)'} [-Wcast-function-type] 19:43:13 <glx> static PFNGETFONTRESOURCEINFO GetFontResourceInfo = (PFNGETFONTRESOURCEINFO)GetProcAddress(GetModuleHandle(_T("Gdi32")), "GetFontResourceInfoW"); 19:43:13 <glx> ^ 19:43:26 <Arveen> D: 19:43:53 <glx> no change, it's really the conversion from FARPROC to something else 19:44:10 <peter1138> andythenorth, rice AND chips? Why two carbs? No veg/greens? 19:44:32 <glx> and casting to void(*)() before the actual cast removes the warning 19:45:31 <michi_cc> Oh well 19:45:40 <glx> the warning is correct, but annoying in our case :) 19:45:49 <glx> because we know what we are doing 19:46:49 <glx> and many projects seems to be annoyed as well ;) 19:50:43 <andythenorth> peter1138: lettuce and tomatoes 19:50:50 <andythenorth> obvs :) 19:56:58 <nielsm> okay I can load and run that savegame despite the missing newgrfs 19:57:35 <nielsm> and now set up a tracepoint that prints the old/new rating for that cargo at that station every time it's recalculated 19:58:21 <DorpsGek_II> [OpenTTD/OpenTTD] dorobouNeko commented on pull request #7573: Fix #7561: Remove assumption between power and cost https://git.io/fjCXU 20:05:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload https://git.io/fjCXq 20:05:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7583: Fix #7577: Check if linkgraph station index is valid before dereferencing. https://git.io/fjCXm 20:06:38 *** SimYouLater has joined #openttd 20:06:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7579: Fix #7576: Crash when destroying rail/tram crossing. https://git.io/fjCXY 20:07:02 <SimYouLater> I apologize for getting upset over something that was not the fault of this IRC. 20:07:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7579: Fix #7576: Crash when destroying rail/tram crossing. https://git.io/fjC8O 20:07:47 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7576: Crash When bombing level crossing https://git.io/fjCnd 20:10:20 <SimYouLater> Can you please unban the IP address of my laptop? I do all my GRF development there and I promise not to make a nuisance of myself from now on. 20:11:09 <DorpsGek_II> [OpenTTD/OpenTTD] Diesel-powerUK commented on issue #7576: Crash When bombing level crossing https://git.io/fjCXG 20:12:49 <Eddi|zuHause> you know that by the standard IRC etiquette, circumventing a ban to beg for getting unbanned just results in another ban, right? 20:13:21 <SimYouLater> I had nmo way to contact to ask how long the ban was for. 20:13:32 <SimYouLater> I will leave if you want me to. 20:14:44 <SimYouLater> Also, I didn't get banned until I refused to apologize, which feels kind of dumb but I guess that's your choice. 20:15:35 <peter1138> Grrrr 20:15:44 <peter1138> Damned Nazi's in Doom are waaaay too fast. 20:16:09 <peter1138> SimYouLater, do you have anger management issues perhaps? 20:16:44 <SimYouLater> I stayed calm when I was told to calm down before returning. 20:17:07 <Eddi|zuHause> if you don't understand why you were banned, maybe it's better for everybody if you just stayed away 20:17:24 <SimYouLater> I can't. All the GRF development assistance is here. 20:17:37 <SimYouLater> Why was I banned? 20:18:13 <SimYouLater> All I know is that I was asked to apologize and I calmly refused before leaving. 20:18:26 <SimYouLater> When I tried to come back, I was banned. 20:18:30 <peter1138> Who cares, it was weeks ago. 20:18:41 <SimYouLater> Then why am I still banned? 20:18:53 <peter1138> Why do you even need to stay calm? What is there to be angry about all the time? 20:19:03 <SimYouLater> I was angry once. 20:19:14 <SimYouLater> I swear, it's not going to be an issue. 20:19:24 <andythenorth> peter1138 the speed of nmlc, brexit, the number of carolies in a mars bar/ 20:19:28 <andythenorth> anger things 20:19:34 <andythenorth> actually mostly lolz 20:19:42 <nielsm> well andythenorth, I think I found the explanation for that station rating question 20:19:48 <andythenorth> \o/ 20:19:49 <andythenorth> hurrah 20:19:54 <andythenorth> was it me? 20:20:13 <nielsm> it's because transferred cargo waiting at another station than its originating station counts against the rating of the originating station 20:20:27 <peter1138> I just ate almonds, that's a lot of carolies. 20:20:39 <nielsm> cargo picked up at station A, unloaded at station B, and waiting for further pickup at B, will count against the rating at A 20:20:50 <nielsm> (but not against the rating at B) 20:20:53 <andythenorth> wow 20:20:57 <andythenorth> even with cargodist? 20:21:01 <nielsm> that 20:21:06 <nielsm> this is manual distribution 20:21:09 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7583: Fix #7577: Check if linkgraph station index is valid before dereferencing. https://git.io/fjCXl 20:21:12 <andythenorth> it's too prevent the dump-at-B exploit yes 20:21:16 <nielsm> I think automatic distribution does the same 20:21:31 <andythenorth> I totally forget about it when I play 20:21:41 <nielsm> I didn't know that was even a mechanic at all 20:21:47 <andythenorth> probably explains why I have terrible ratings sometimes on ship transfer routes 20:22:07 <andythenorth> are exploits worth preventing? :P 20:22:08 <DorpsGek_II> [OpenTTD/OpenTTD] michicc opened pull request #7584: Codechange: [AzurePipelines] Speed up non-published CI-builds by doing Debug Windows builds. https://git.io/fjCX8 20:22:15 <SimYouLater> So am I permabanned or is there a point in time I have to wait for? 20:22:29 *** peter1138 sets mode: -b *!~oftc-webi@d23-16-41-35.bchsia.telus.net 20:22:34 <peter1138> FFS, nobody gives a shit. 20:22:56 <peter1138> We get on with the stuff we do, we're not here to faff about with your angermanagementdramallama. 20:23:10 <nielsm> https://0x0.st/zTnX.jpg 20:23:21 <nielsm> so yea that truck transfer station is his explanation 20:23:31 <nielsm> it somehow suddenly gets much more than it can handle 20:23:43 <SimYouLater> I'm sorry. All I was asking was how to regain your trust. I'll go do something else for a while. 20:23:46 *** gelignite has quit IRC 20:23:47 *** SimYouLater has quit IRC 20:24:57 *** test has joined #openttd 20:30:19 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7584: Codechange: [AzurePipelines] Speed up non-published CI-builds by doing Debug Windows builds. https://git.io/fjCXz 20:35:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7584: Codechange: [AzurePipelines] Speed up non-published CI-builds by doing Debug Windows builds. https://git.io/fjCXr 20:35:56 <Markk> Hmm, strange. I built a quick test track, both 300 tiles long, one is a long straight, paralell to the map edge, and the second one is the same lengthm but with the tracks being diagnoal instead. 20:36:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7583: Fix #7577: Check if linkgraph station index is valid before dereferencing. https://git.io/fjCXm 20:36:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7577: Crash upon loading saved game from #5570 https://git.io/fjCWD 20:36:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7584: Codechange: [AzurePipelines] Speed up non-published CI-builds by doing Debug Windows builds. https://git.io/fjCXK 20:36:48 <Markk> The straight line was the one arriving first at the destination, while the diagnoal still is 50 tile behind. 20:36:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7584: Codechange: [AzurePipelines] Speed up non-published CI-builds by doing Debug Windows builds. https://git.io/fjCX8 20:37:34 <Markk> I really thought it would be the other way around! 20:43:00 <Markk> Hmm, even stranger. The diagonal train, that arrived second, earned about £278k and the straight line train earned abut £154k. 20:44:04 <Markk> Even though I don't understand why, I still have my answer. 20:57:13 *** Rubidium has joined #openttd 20:57:13 *** ChanServ sets mode: +o Rubidium 20:58:45 <FLHerne> peter1138: That seems a bit harsh, I've definitely said stupid things and then regretted them a bit later 20:59:02 <andythenorth> I've said stupid things and not regretted them even :P 20:59:11 <FLHerne> (that said, I didn't see what they were originally banned for...) 21:11:13 *** nielsm has quit IRC 21:15:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7573: Fix #7561: Remove assumption between power and cost https://git.io/fjcJy 21:30:30 <andythenorth> hmm 21:33:16 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload https://git.io/fjC1X 21:35:16 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjC1D 21:39:27 *** juzza1 has quit IRC 21:42:54 *** juzza1 has joined #openttd 21:47:24 *** sla_ro|master has quit IRC 22:05:38 *** frosch123 has quit IRC 22:14:22 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 22:17:57 <Hazzard> !players 22:17:57 *** Hazzard was kicked by DorpsGek (Wrong channel. Retry in #openttdcoop.) 22:22:46 <LordAro> lol 22:23:15 <glx> rarely happens 22:23:40 <glx> but my script has a list of autokick ottdcoop commands :) 22:28:26 *** andythenorth has quit IRC 22:34:33 *** Progman has quit IRC 22:44:42 *** Wolf01 has quit IRC 23:20:42 *** spnda has quit IRC