Times are UTC Toggle Colours
00:10:04 *** rptr_ has quit IRC 00:17:43 <DorpsGek> [OpenTTD/grfcodec] glx22 dismissed a review for pull request #10: Switch to CMake https://git.io/JL31n 00:17:46 <DorpsGek> [OpenTTD/grfcodec] glx22 updated pull request #10: Switch to CMake https://git.io/JLLJ2 00:18:30 <DorpsGek> [OpenTTD/grfcodec] glx22 requested changes for pull request #9: Fix various issues with MinGW build https://git.io/JL8Gc 00:20:00 <DorpsGek> [OpenTTD/grfcodec] glx22 commented on pull request #10: Switch to CMake https://git.io/JL8GE 00:26:01 <DorpsGek> [OpenTTD/grfcodec] LordAro updated pull request #9: Fix various issues with MinGW build https://git.io/JTHDW 00:26:03 <LordAro> glx: you're lucky i'm still away 00:26:05 <LordAro> awake* 00:26:13 <LordAro> ..maybe not so awake 00:28:06 <glx> hehe 00:59:23 *** rptr_ has joined #openttd 01:14:35 *** Flygon has joined #openttd 01:46:52 *** y2kboy23 has quit IRC 01:47:25 *** y2kboy23 has joined #openttd 01:56:15 *** rptr_ has quit IRC 02:05:07 *** JustSpectating has joined #openttd 02:08:12 *** JustSpectating has quit IRC 03:29:55 *** glx has quit IRC 03:38:24 *** debdog has joined #openttd 03:41:48 *** D-HUND has quit IRC 04:33:27 *** HerzogDeXtEr has quit IRC 04:45:45 <DorpsGek> [OpenTTD/OpenTTD] ekangmonyet opened issue #8394: Common MIDI issues https://git.io/JL8SI 07:02:39 *** sla_ro|master has joined #openttd 08:07:06 *** andythenorth has joined #openttd 08:09:30 <andythenorth> o/ 08:11:05 <reldred> aloha 08:34:07 <LordAro> that is not a good issue 08:34:14 <LordAro> might be a decent discussion 08:34:32 <LordAro> but even then, very generic 08:35:16 *** WormnestAndroid has quit IRC 08:35:49 *** WormnestAndroid has joined #openttd 09:10:03 *** iSoSyS has joined #openttd 09:50:26 <Timberwolf> When I'm drawing roads I can't help but notice a subconscious influence from all those 1970s "Roadmaker" sets my parents used to pick up at car boot sales. 10:24:46 *** HerzogDeXtEr has joined #openttd 10:59:29 *** Samu has joined #openttd 11:20:28 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8009: Change #8001: Don't add docking tile cost when ships are still too far from their destination https://git.io/Jv41T 11:21:40 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7918: Fix 3c047b1: AIGroup.GetProfitLastYear could get values different than those displayed in gui https://git.io/Jvek6 11:23:10 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/Jexqi 11:24:29 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 11:32:08 *** Samu has quit IRC 12:07:38 *** Samu has joined #openttd 12:12:57 *** Flygon has quit IRC 12:30:03 *** Samu has quit IRC 12:40:20 <TrueBrain> LordAro: we can migrate it to a discussion for now 12:43:08 <andythenorth> Timberwolf were they flexible plastic (pvc / nylon?) roadpieces connected by hard plastic t-junctions and joiners? 12:49:38 <Timberwolf> Those were the Matchbox ones, iirc. 12:49:43 <Timberwolf> Roadmaker was cardboard! 12:50:18 <Timberwolf> Proper mid 1960s austerity design (I think it was made for a few years after, most of the boxes I had were '70s colours and typography) 12:50:35 <Timberwolf> It tended to not last long in our house as the dog liked to steal and chew it. 12:52:44 <debdog> andythenorth: Darda? https://de.wikipedia.org/wiki/Darda-Bahn#Bahnelemente 12:54:29 <andythenorth> yeah similar 12:56:18 <andythenorth> bingo, matchbox track https://www.ebay.co.uk/itm/Retro-Vintage-1978-Lensey-Matchbox-Track-Connectors-Buildings-and-signs/164588340837?hash=item26523ac665:g:dJgAAOSw59Jf1knY 12:56:25 <andythenorth> so much fun had 12:56:48 <andythenorth> I think the boy child in this picture is actually me https://www.ebay.co.uk/itm/Matchbox-PLAY-TRACK-RAILWAY-TRACK-PLAY-TRACK-PL-1-PL-5-BOXED-HARD-TO-FIND/203222671434?hash=item2f5103e04a:g:EtAAAOSwFVRfJueT 12:56:54 <andythenorth> I must have forgotten the photoshoot 12:57:32 <Timberwolf> It got made realistic for the '80s: https://www.toymart.com/photos/38850528_47759488_65132400.jpg 12:57:49 <Timberwolf> The '70s version looks like my "template" road :) 12:59:35 <andythenorth> yeah we had a bit of both I think 12:59:51 * andythenorth steps away from the nostalgia 12:59:53 <andythenorth> onwards! 13:06:46 *** Samu has joined #openttd 13:25:15 <TrueBrain> right, I have 3 AWS contacts now as result of the blog-post .. my list is growing :D 13:25:21 <andythenorth> FML 13:25:22 <andythenorth> FML 13:25:31 <TrueBrain> I rather leave that to your wife, but what happened? 13:26:33 <andythenorth> I will EXPLAIN LATER 13:26:37 <andythenorth> it's very boring 13:26:46 <TrueBrain> well, good luck! 13:31:26 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8371: Add: [Actions] release workflow for both releases and nightlies https://git.io/JLBtG 13:31:51 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8371: Add: [Actions] release workflow for both releases and nightlies https://git.io/JLBt4 13:35:49 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8371: Add: [Actions] release workflow for both releases and nightlies https://git.io/JLBqY 13:38:03 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8371: Add: [Actions] release workflow for both releases and nightlies https://git.io/JIiDr 13:41:12 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8371: Add: [Actions] release workflow for both releases and nightlies https://git.io/JLBmg 13:43:32 *** frosch123 has joined #openttd 13:43:41 <TrueBrain> okay, spend an hour replying to email, and cleaned up my open PR-list ... that is one set of chores done :D 13:43:46 <TrueBrain> a frosch123 here? Omg! 13:43:53 <TrueBrain> :D 13:43:55 <TrueBrain> welcome :) 13:44:35 <andythenorth> lol discord handbags 13:44:48 * andythenorth has better things to do, closed that 13:47:59 <frosch123> yeah, it's weekend now, but i have to make sure my food doesn't burn 13:48:39 <TrueBrain> touchy subject, food :) 13:48:40 <TrueBrain> :P 13:48:57 <TrueBrain> (get it .. it is easily burnt?) 13:51:05 <Samu> question: are these languages new in openttd? persian, ido, macedonian, frisian? 13:54:49 <Samu> wait, I think I understand. I removed a string in one of my PR's from all language files, then 9 months later, these 4 files have the string again. They were missing a translation 9 months ago, and now they do 13:55:02 <Samu> i guess that's why 14:00:53 <Samu> im still confused 14:01:07 <Samu> they are unfinished languages 14:01:24 <Samu> aren't they being tracked by the compiler? 14:03:07 <Samu> by the language manager thing you guys got there? 14:04:16 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7919: Lifetime profit https://git.io/JveOR 14:05:13 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8394: Common MIDI issues https://git.io/JL8SI 14:05:23 <TrueBrain> (migrated ^^ to discussion) 14:09:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8389: HDR rendering (12-bit, 16-bit, high brightness) ! https://git.io/JLGT4 14:09:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8389: HDR rendering (12-bit, 16-bit, high brightness) ! https://git.io/JLGT4 14:20:21 <andythenorth> the FML is twitter broke serving for non-JS clients 14:20:42 <andythenorth> the website validation tool we use is non-JS 14:20:51 <andythenorth> so now every page with a link to twitter is reporting as broken 14:20:56 <andythenorth> on a Jenkins job 14:21:06 <andythenorth> and it's the last day I intend to work in 2020 14:21:33 <andythenorth> it's like the most uninteresting test failure ever 14:26:57 *** nielsm has joined #openttd 14:27:30 <frosch123> poor food. it got eaten. i don't think it can recover from that 14:36:32 <andythenorth> you can always try and rebuild it 14:38:19 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/JegbJ 14:39:59 <TrueBrain> lol @ frosch123 :) 14:43:44 <Samu> I get varying degrees of performance depending on the build, regarding the bug in #7670 14:44:12 <Samu> in 1.10.3, i get 20 ms, in master, i get 47 ms 14:45:35 <Samu> 20 ms makes the game run at 33 fps 14:45:38 <Samu> easily 14:46:08 <Samu> how do i build without asserts? 14:46:16 <Samu> in visual studio, just wanted to test 14:48:29 <Samu> https://www.tt-forums.net/viewtopic.php?p=1226770#p1226770 was getting 75 ms on my previous system 15:16:25 *** iSoSyS has quit IRC 15:22:47 <TrueBrain> awh, you cannot promote a PR to a Discussion :) https://github.com/OpenTTD/OpenTTD/pull/7589 clearly is a discussion, and one possibly related to groundhog year .. although .. maybe a discussion: inflation, should be had :P 15:23:31 *** Progman has joined #openttd 15:27:29 <frosch123> hmm. ottd coding style is just too inconsistent to throw clang-format onto it :) 15:27:44 <LordAro> frosch123: i've tried this in the past 15:27:55 <frosch123> i know. i wanted to try again 15:28:09 <TrueBrain> so change the coding style! 15:28:21 <TrueBrain> I mean ..... personally, having a clang-format that the CI validates is easier 15:28:27 <TrueBrain> than doing it manually every single PR :P 15:28:36 <TrueBrain> (something something bots taking over :P) 15:28:52 <frosch123> it just breaks every pr and fork :) 15:28:59 <TrueBrain> we get over it 15:29:13 <LordAro> there's too many manual alignment things that get ruined by it 15:29:14 <TrueBrain> well, forks is another issue, but we can help them 15:29:23 <LordAro> even if you exclude the tables folder :p 15:29:25 <TrueBrain> as it is the same as I do with black for bigger projects 15:29:31 <TrueBrain> I replay forks, blacking every commit 15:29:33 <TrueBrain> and that solves itself 15:34:47 *** m1cr0man has quit IRC 15:36:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7962: Improve rendering of large viewport areas https://git.io/JLBiA 15:37:46 <TrueBrain> I was so tempted to just blindly merge it, and say: any problems, you fix it :P :D 15:37:55 <LordAro> we tried that once before 15:37:57 <LordAro> it got reverted 15:38:06 <TrueBrain> I saw the errors of my ways before I did :) 15:38:22 <TrueBrain> with what did you try it btw? 15:38:30 <LordAro> that same change 15:38:45 <TrueBrain> really? Lol 15:38:50 <LordAro> or rather, a previous version 15:38:55 <TrueBrain> so more caution is needed! 15:38:58 <TrueBrain> gotcha :) 15:40:46 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/6911 i think it was this one 15:41:35 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/6970 yes 15:48:42 <milek7> TrueBrain: there was talk about it few days ago 15:49:58 <milek7> https://webster.openttdcoop.org/?channel=openttd&date=1607904000#1607961687 15:55:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 16:03:40 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 16:18:43 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBHp 16:32:14 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLB5w 16:32:22 *** daspork has quit IRC 16:32:35 *** daspork has joined #openttd 16:39:44 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Improve rendering of large viewport areas https://git.io/JLBFJ 16:39:50 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBFU 16:47:33 *** glx has joined #openttd 16:47:33 *** ChanServ sets mode: +v glx 16:50:10 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBbD 16:50:32 *** Wormnest has joined #openttd 16:52:24 *** Afdal has joined #openttd 16:54:21 <Afdal> Perhaps it's worth asking in here too: Would a kind NUTS user happen to have a previous version in the v0.8.x series of releases? 16:56:07 <_dp_> I have md5 for it 16:56:10 <_dp_> 48410101|F7FDD4541807DFEF0FD669FB73BAE010|nuts_unrealistic_train_set-0.7.8/nuts.grf = 0 16:56:32 <_dp_> should be enough to get it from bananas 16:57:06 <Afdal> Lookin for v0.8.0, 0.8.1, 0.8.2, and 0.8.3 specifically 16:57:24 <_dp_> ah, nvm then, I though you need before 0.8 16:57:34 <Afdal> How do you grab something from BaNaNaS with an md5 sum though? 16:58:01 <_dp_> you can do it with console commands I think 16:58:25 <Afdal> o rly 16:58:55 <frosch123> try to find a coop savegame that uses it 16:59:01 <frosch123> then you can get the missing grfs 16:59:13 <Afdal> That's a good idea, already tried it though -_- 16:59:26 <Afdal> they jumped from 0.7.8 straight to 0.8.4 16:59:32 <Afdal> in their save archives 17:00:16 <frosch123> 6 weeks 17:00:27 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBAN 17:02:46 <frosch123> what's so special about those versioins? 17:03:34 <Afdal> They may or may not be before a nasty bug was introduced that I'm trying to track down 17:03:36 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBxE 17:04:56 <Afdal> if they were pre-bug introduction, it'd be nice to play with NUTS after some of the major rebalances were done in v0.8.0 17:05:14 <Afdal> Otherwise I'm stuck using v0.7.8 17:05:22 <frosch123> you know that those version numbers mean nothing? :) 17:05:30 <frosch123> V just increments 17:05:38 <frosch123> 0.7.8 -> 0.7.9 -> 0.8.0 17:05:52 <Afdal> whaddya mean 17:05:53 <frosch123> 0.8.0 is no ground-breaking change 17:06:09 <Afdal> it had some pretty massive balancing changes actually, check out the changelog 17:06:43 <frosch123> https://bananas.openttd.org/package/newgrf/48410101 <- still 0.8.0 to 0.8.4 are basically the same thing 17:06:56 <frosch123> while there were two years between 0.7.9 and 0.8.0 17:06:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBxp 17:07:27 <milek7> https://dev.openttdcoop.org/projects/nuts/repository 17:07:31 <Afdal> Oh wait, didn't realize there was a v0.7.9 as well. I'd love to get my hands on that too. 17:07:42 <milek7> you could just build it from source, I guess? 17:08:08 <Afdal> H-how I:'> 17:08:12 <frosch123> looks like V forgot to push after 0.8.1+ :) 17:08:31 <andythenorth> V453000 was in discord yesterday 17:08:32 <andythenorth> could ask 17:08:45 <andythenorth> NO HEADSPACE FOR OPENTTD V453000 17:08:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 17:09:10 <Afdal> V453000 hasn't responded on IRC for months since he went full Factorio artist 17:09:27 <Afdal> does he actually talk on Discord 17:09:30 <frosch123> he hasn't evern written a fff in 4 weeks, that slacker :) 17:09:33 <andythenorth> he did yesterday 17:09:36 <andythenorth> on discord 17:09:54 <Afdal> Tell him to stop using Discord spyware and come back to his IRC buddies ;_; 17:12:16 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 17:14:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 17:15:30 <milek7> silly github 17:15:56 <milek7> it utterly fails at chosing appropriate font color for label backgrounds 17:17:51 <milek7> black text on dark green, urgh 17:19:27 *** m1cr0man has joined #openttd 17:22:42 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 17:23:26 <andythenorth> ha ha 17:23:43 <andythenorth> I've discovered that OpenTTD hangs my mac UI for minutes at a time 17:23:47 <andythenorth> I thought it was Zoom 17:25:12 <milek7> with all these problems, I'm surprised you didn't ditch either openttd or mac yet :) 17:28:22 <andythenorth> both are challenging to drop 17:28:33 <andythenorth> but soon 17:28:34 <andythenorth> WASM 17:29:54 *** tokai|noir has joined #openttd 17:29:54 *** ChanServ sets mode: +v tokai|noir 17:32:06 *** daspork_ has joined #openttd 17:33:56 *** daspork has quit IRC 17:36:00 *** tokai has quit IRC 17:37:56 *** tokai|noir has quit IRC 17:39:03 <milek7> https://i.imgur.com/xklfT0e.png 17:39:13 <milek7> it's only me, or upper one is more readable than bottom? 17:39:28 *** m1cr0man has quit IRC 17:42:33 <frosch123> there are formal tests for this 17:42:47 <frosch123> anyway, we can only configure one color. gh picks the other 17:43:22 <andythenorth> which is more readable will be highly specific to person 17:43:44 <andythenorth> the contrast for the green and the orange is poor with both the white and the black 17:44:00 <andythenorth> the white has better contrast on both, but in a way that some people will find jarring 17:44:53 <frosch123> https://webaim.org/resources/contrastchecker/ <- that gives a better score for black than white for #45960F 17:46:41 <milek7> that's backwards to me 17:47:12 *** tokai has joined #openttd 17:47:12 *** ChanServ sets mode: +v tokai 17:52:22 *** m1cr0man has joined #openttd 17:53:40 *** tokai|noir has joined #openttd 17:53:40 *** ChanServ sets mode: +v tokai|noir 17:58:57 <Samu> what is prettier to see? 0xFFFF or 65535 or 1 << 16 - 1? 17:59:18 <LordAro> depends on context :p 17:59:21 <dwfreed> which is more meaningful to the context 17:59:47 <Samu> p.second |= (0xFFFF * (a % b) / b) << 16; 17:59:54 <LordAro> the fact that you've even trying to use such a number would suggest that 0xFFFF would be cleaner 18:00:00 <Samu> p.second |= (65535 * (a % b) / b) << 16; 18:00:11 <Samu> p.second |= ((1 << 16 - 1) * (a % b) / b) << 16; 18:00:23 <LordAro> that's not context 18:00:28 <LordAro> that's just what you're using it for 18:00:35 *** tokai has quit IRC 18:00:37 <LordAro> also i'm pretty sure 1 << 16 - 1 is 1 << 15 18:00:53 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRUV 18:00:55 <Samu> no, it's (1 << 16) - 1 18:01:31 <dwfreed> gcc disagrees 18:01:41 <dwfreed> it is 1 << (16 - 1) 18:01:45 *** tokai|noir has quit IRC 18:01:49 <LordAro> nevermind gcc, the C specification disagrees 18:01:53 <dwfreed> $ ./a.out 18:01:53 <dwfreed> 32768 18:02:13 *** m1cr0man has quit IRC 18:02:35 <Samu> i didn't know that :( i typed it in the calculator and got it right 18:03:05 *** m1cr0man has joined #openttd 18:03:56 *** Wolf01 has joined #openttd 18:04:12 <dwfreed> calculator != C spec 18:05:14 <TrueBrain> tnx for the links LordAro ! 18:05:37 <Samu> but it's a programming calculator :p 18:06:12 <Samu> p.second |= (((1 << 16) - 1) * (a % b) / b) << 16; 18:06:18 <Samu> okay, it's ugly 18:06:52 <LordAro> you haven't said what you're actually doing yet 18:07:00 <LordAro> it almost looks like you're setting a specific bit 18:08:13 <dwfreed> https://en.cppreference.com/w/c/language/operator_precedence for reference 18:08:16 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JLRTy 18:08:17 <DorpsGek> - Update: Translations from eints (by translators) 18:08:57 <Samu> /* Extend the resulting remainder to a precision of 16 bits and store it in the same variable in the following manner: 18:09:11 <Samu> * bits 0..15: quotient 18:09:19 <Samu> * bits 16..31: remainder, with an extended precision of 16 bits 18:09:59 <Samu> im working on an alternative to MoveGoodsToStation 18:10:19 <dwfreed> so you want 0xFFFF 18:10:45 <Samu> p.second is a uint 18:10:50 <Samu> so 32 bits 18:11:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7962: Improve rendering of large viewport areas https://git.io/JLRkG 18:12:52 <TrueBrain> a typical help me help you reply of mine ^^ :) 18:14:27 <milek7> it somewhat improves unzoom performance at high resolutions 18:14:29 *** m1cr0m4n has joined #openttd 18:14:35 <milek7> 30% or something 18:15:15 <dwfreed> Samu: your equation doesn't exactly make sense, though 18:15:37 <TrueBrain> for these kind of PRs, we need more context :) How does it perform on low res, for example, etc etc ... they are just a bitch to judge, basically .. which is a bit sad, as they are the most fun to make :D 18:16:28 <dwfreed> Samu: unless that's supposed to be fractional remainder, not integer remainder ? 18:17:13 <Samu> 0..15: a / b 18:17:18 *** m1cr0man has quit IRC 18:17:33 <Samu> 16..31: a % b kinda 18:17:49 <TrueBrain> I remember back in the days we did in the end not apply a patch that was a HUGE increase in performance ... for anyone with 2+ cores ... anyone with 1 core, it was a 15% drop in performance :P 18:18:04 <dwfreed> Samu: that is not a % b 18:18:06 <TrueBrain> that was fun :) 18:18:39 <milek7> sounds like reasonable tradeoff ;P 18:18:48 <Samu> 0xFFFF * (a % b) / b 18:19:34 <TrueBrain> milek7: if we do it again, yes, it would 18:19:44 <TrueBrain> back then, a small percentage of users had more than 1 core :) 18:19:59 <dwfreed> right, it is an integer numerator in the fraction x/65535 that is closest to (a % b) / b 18:20:10 <Samu> people also got confused the other time I tried this, dwfreed 18:20:19 <dwfreed> because it's weird 18:20:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRIK 18:20:57 <dwfreed> why not just put a % b there; presumably b is going to be available if the floating point value of a / b is meaningful 18:22:51 <andythenorth> when is livestream? 18:23:24 * andythenorth must sleep 18:23:27 <Samu> maybe with an example 18:24:00 <Samu> 10 / 4 = 2 18:26:03 <Samu> 65535 * (10 % 4) / 4 = 18:26:33 <Samu> 65535 * 2 / 4 = 32767 18:27:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRLN 18:28:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRtv 18:29:28 <Samu> another example: 10 / 8 = 1. Then 65535 * (10 % 8) / 8 = 16383 18:33:50 <Samu> i don't put a % b, because I won't know the values of a and b later on in the function. So I extend them all the common x/65535 fraction 18:35:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRtp 18:37:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/JLRqI 18:37:46 <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #8308: Feature: Add cargo filter support to vehicle list. https://git.io/JLRqm 18:40:11 <TrueBrain> as a pre-livestream party, https://github.com/OpenTTD/OpenTTD/pull/8354 , the more I think about it, the less I like it. It feels like a lot of magic ... like ... it is missing a game mechanic for this to make sense (so ignoring the implementation totally). Like, yellow signals, I can understand. But magically adjusting the speed to a train in front of you .. feels wrong. Is that just me? Opinions? :D 18:40:38 <andythenorth> it's mystery meat 18:41:02 <andythenorth> it probably looks cool, but the mechanic is weird 18:41:07 <TrueBrain> most of the train handling is very determined ... PBS signals, you can see reserved tracks .. red signals, trains stop, going up hill, you go slow, etc etc 18:41:22 <TrueBrain> deterministic, not determined, lol 18:45:07 <TrueBrain> frosch123: nice extension on the default suggestions ... :D Really nice :) 18:45:56 <TrueBrain> funny .. a Discussion mentioning an Issue does not generate a lnk 18:46:08 <TrueBrain> I am disappointing in you GitHub 18:51:39 <Samu> dwfreed, https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:distribute-rounding-cargo-bits-alternative?expand=1#diff-6f68813e77c5367caff0a0f43ffd7fb5c9d9d4707c66c05e5fa66a939383e3bb 18:52:13 <frosch123> took me some seconds to understand "default suggestions" :p 18:52:23 <frosch123> i ignore frequent suggestions :) 18:53:45 <TrueBrain> :D 18:54:00 <TrueBrain> english good yes yes 18:54:05 <TrueBrain> me speak very well 18:54:09 <TrueBrain> owh, this will be hilarious on livestream 18:54:26 <Samu> dwfreed, https://github.com/OpenTTD/OpenTTD/pull/7922 this is the original. And what I'm doing is trying a different alternative about what to do with the left over cargo 18:55:25 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Improve rendering of large viewport areas https://git.io/JLRYa 18:55:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8354: Feature: Train speed adaption. https://git.io/JLRYo 18:55:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #8354: Feature: Train speed adaption. https://git.io/JInOz 18:56:36 <milek7> appeal for 18:56:49 <milek7> 'real world' is not very convincing argument in ottd :D 18:56:50 *** Laedek has quit IRC 18:57:02 <TrueBrain> if that is your argument, denied! :D 18:57:22 <TrueBrain> (as that was not my argument :P) 18:57:59 <TrueBrain> I should have kept it for the livestream, stupid stupid stupid 18:58:22 <andythenorth> discussions are...better than my previous attempt using GH issues :P https://github.com/andythenorth/NotWater/issues/1 19:00:20 <frosch123> the "split answers into multiple parts" is very important :) 19:00:42 <frosch123> if the discussions were linear, they would be trash 19:00:45 <TrueBrain> having individual replies helps so much ... 19:01:04 <TrueBrain> LordAro: https://github.com/OpenTTD/OpenTTD/pull/7962 <- how do you rate this? is it worth the effort of cleaning up and getting it in? 19:01:22 <milek7> "train slows down because the train before him is slower" is rather easy to explain 19:01:24 <milek7> I have more issue with that it won't work when junctions are ahead 19:01:25 <frosch123> TrueBrain: it's the wrong strategy 19:01:44 <andythenorth> NotWater eh 19:01:54 <TrueBrain> milek7: from a gaming perspective, that is hard to explain .. as in: someone has to go like: wtf?, ask about it on the forum, and get an answer :) 19:01:59 <TrueBrain> that is a bad gaming mechanic :) 19:02:07 <TrueBrain> frosch123: in what sense? 19:02:09 <frosch123> the sprite sorter only works because it does almost nothing. the main ingredient to correct sprite order is that the landscape drawing traverses tiles from back to front 19:02:38 <frosch123> so any approach that tries to "sort" sprites usually destroys it 19:02:41 <andythenorth> oof sprite sorter 19:02:45 <andythenorth> one day I should figure out why 50% of FIRS flickers 19:02:56 <TrueBrain> I once understood the sorter .... that day is well behind me 19:03:01 <frosch123> the sprite sorting is a very unstable thing that only works by luck 19:03:05 <andythenorth> currently I solve the flickering by moving the viewport :P 19:03:19 <frosch123> i would rather attempt to put the sprite sorting and drawing into a different thread 19:03:23 <frosch123> and ignore how long it takes 19:03:56 <TrueBrain> so the argument is: the time of sprite sorting should not influence rendering time, how ever long/short it is? 19:05:04 <frosch123> you can speed up things by different means, than the spritesorter core loop 19:05:25 <frosch123> changing the sprite sorter itself is a lose-only strategy :p 19:05:52 <TrueBrain> what I learnt from years ago: don't touch these functions unless we really have to :P In other words: I am scared shitless :P 19:05:53 <milek7> otoh that original sorter is slooow and that works acceptably only because there is some legacy chunking that is otherwise not needed is.. icky 19:05:57 <frosch123> for example: the spritesorter has bad complexity in number of input sprites 19:06:19 <frosch123> but you can split the rendering area into smaller parts, and draw them independently 19:07:50 <frosch123> nothing stops you to just dump all sprites to draw into a list (already the case), sort them in a thread, and draw them on the next tick 19:08:32 <frosch123> there are many parts in the rendering code that could be parallelized, i.e. does not depend on gamestate after an initial "snapshot" 19:08:58 <TrueBrain> okay .. so on one hand, it is likely this PR does what it says, and it increases speed for at least a few cases. On the other hand, it needs a bit more checking on other hardware/constraints to validate it does for all. But from a concept point of view, we should focus more on reworking the whole engine, as it were. 19:09:55 <TrueBrain> is that a fair description? 19:10:37 <frosch123> i have no doubts that the PR speeds things up, also on other hardware 19:10:53 <frosch123> but whether it breaks sorting is nothing you can "review" by looking at the code 19:11:02 <frosch123> you have to play some weeks with it. and noone here plays :p 19:11:17 <TrueBrain> it runs on cmclient, what I understand; is that considered a good enough testbed? 19:11:37 <frosch123> there are some typical scenarios to check, like foundations, fences, diagonal tracks, bridges, ... 19:11:42 <andythenorth> do we have baselines for performance? 19:11:50 <andythenorth> and stable test cases? 19:11:52 <frosch123> rail catenary, signals, tram catenary 19:11:53 * andythenorth oof 19:12:08 <TrueBrain> I think we gathered enough info to conclude it does increase performance, so that is fine 19:12:32 <TrueBrain> I am just trying to balance how much time and effort our already small review team needs to spend on this vs the reward it delivers 19:12:38 <TrueBrain> which is especially for this one a though nut to crack 19:13:00 <TrueBrain> as the blowback, looking at the past, is HUGE 19:13:12 <TrueBrain> (people do not take kind to errors in either the blitter or the sorter) 19:13:14 <FLHerne> Why not just ask _dp_? 19:13:20 <TrueBrain> we did, in the issue :) 19:13:29 <FLHerne> Yeah, but IRC works better 19:13:33 <TrueBrain> which is a very well defined answer :) 19:13:34 <frosch123> TrueBrain: that PR removes the splitting of the drawing btw. :) that is kind of the opposite of what i suggested for parallelizing :p 19:13:44 <TrueBrain> I do not know what to ask him more FLHerne , but feel free to ask him anything :) 19:14:03 <TrueBrain> frosch123: I do not understand the patch 1 bit, so that is a bit of an issue for me :) 19:14:17 <michi_cc> Another sprite sorter test: large aircraft that move on tiles with foundations. 19:14:36 <TrueBrain> michi_cc: lolz, reliving past memories now? :D 19:14:49 <TrueBrain> (or nightmares?) 19:14:59 <DorpsGek> [OpenTTD/nml] Xaroth opened pull request #176: Add constants introduced in OpenTTD/OpenTTD#8392. https://git.io/JLRst 19:15:00 <michi_cc> I think we "fixed" that more than once by now. 19:15:08 <frosch123> TrueBrain: i do not either. but there is not much to understand about sprite sorting. the problem itself is fishy and undefined. so any code is as good as any other. you can just experiment with it 19:15:22 <frosch123> TrueBrain: you can also just merge it, and later revert it again 19:15:24 <TrueBrain> bug-compatible-code is never a good indication :D 19:15:38 <Xaroth> Now look what you made me do, LordAro :P 19:15:40 <TrueBrain> well, given that already happened once, what I have been told, I tried to balance this a bit more :) 19:15:56 <frosch123> TrueBrain: but in any case, when dp says it's tested on citymania, i do not trust that one bit. they have a very opinionated playstyle 19:15:59 <TrueBrain> but I love all this input :D 19:16:07 <frosch123> that excludes many features that others may use 19:16:14 <TrueBrain> but they too will spot sorter errors :P 19:16:17 <TrueBrain> yeah, that is fair 19:17:07 <_dp_> you talk so fast I can't catch up :p but for one thing I didn't "change" sprite sorter, I just improved the performance 19:17:15 <_dp_> it does exact same thing, just faster 19:17:31 <_dp_> using structures instead of loops basically 19:17:36 <TrueBrain> bug-compatible :D (which I appreciate btw :P) 19:18:20 <_dp_> btw, there are still glitches with original sprite sorter even without newgrfs 19:18:25 <DorpsGek> [OpenTTD/nml] Xaroth updated pull request #176: Add constants introduced in OpenTTD/OpenTTD#8392. https://git.io/JLRst 19:18:48 <frosch123> _dp_: there will always be glitches 19:19:04 <frosch123> spritesorting is an invalid problem. it is not solvable 19:20:33 <TrueBrain> getting it to work correctly on Unity took me a few guides :D 19:21:01 <frosch123> https://www.tt-forums.net/download/file.php?id=75692 <- you get that situation in a lot of places in ottd: like depot+catenary+vehicle, signal+vehicle+bridge 19:21:44 <FLHerne> Xaroth: Needs deprecation warnings really, I have an idea for that... 19:22:39 <Xaroth> FLHerne: It does, but by the time I've figured out how/where to best implement them, so I left it with comments. 19:22:50 <Xaroth> Feel free to push to my PR 19:24:06 <TrueBrain> frosch123: I am still on the fence about it .. it sounds like: "it works, so why not", but it makes future work more difficult as you mentioned, but it might be that nobody is ever going to pick that up :D 19:25:01 <frosch123> nah, i don't think it makes future stuff more difficult 19:25:45 <TrueBrain> owh, you meant it is only the wrong direction for a future solution, but that is not a real issue in that sense? 19:25:46 <frosch123> anyway, if dp says the result is the same, it makes it easier to argue: merge it, and revert when that claim is disproven :) 19:26:13 <TrueBrain> doesn't happen often, that we trust PR authors sufficiently to YOLO this :) 19:26:21 <TrueBrain> _dp_: take it as a compliment :) 19:26:23 <frosch123> TrueBrain: the first commit in that PR makes a change, that would be reintroduced in the future, but probably in a different place 19:26:54 <frosch123> TrueBrain: it does not affect savegames, and it does not affect apis. so YOLO is fine 19:27:04 <frosch123> it's revertable without lasting damage 19:27:58 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7962: Improve rendering of large viewport areas https://git.io/JLRG5 19:28:25 <frosch123> in contrary: (1) merge old pbs, move map bits to make room for more signals (2) revert old pbs, move map bits back (3) merge new pbs, move map bits the same way again as in (1) 19:28:25 <TrueBrain> _dp_ has many different names on different places :P 19:28:36 <frosch123> i never understood why the map bits were changed in (2) :p 19:28:50 <TrueBrain> stop talking about PBS. Just .. never again. Please. :P 19:28:56 <TrueBrain> what a shitshow that was ... 19:28:59 <TrueBrain> on so many levels 19:29:03 <andythenorth> YolOpenTTD 19:29:12 <frosch123> TrueBrain: never talk about nrt, and we have a deal :) 19:29:17 <andythenorth> terrible amalgam name 19:29:21 <TrueBrain> :D That is fair frosch123 :) 19:29:22 <andythenorth> oof frosch123 :P 19:29:26 <andythenorth> do I have to leave in shame again? 19:29:35 <TrueBrain> did you misread? Don't talk about it 19:29:40 <TrueBrain> continue on now :) 19:29:46 <andythenorth> hurrah! 19:29:54 <milek7> Samu: that's very obtuse 19:29:54 <milek7> why do you need to shift remainder to MSB bits, not other way around? could you do it without packing two things into one int? that would be more readable 19:29:54 <milek7> btw, that task sounds like election system thing. cargo packet is available seat in parliament, stations are different parties, and station ratings are votes, right? :P 19:30:32 <TrueBrain> okay, tackled 2 difficult PRs tonight ... now lets see if we can just merge some instead :D 19:30:40 <andythenorth> hmm how do industries work 19:34:34 <_dp_> TrueBrain, the downsides of a 2-letter nickname :p 19:34:39 <_dp_> I'll rebase it bit later 19:35:28 <TrueBrain> cheers! 19:36:18 <TrueBrain> (and this is why we need a livestream! :P :D So much more fun to do this live :P Tomorrow I will plan more ... :D) 19:37:00 <TrueBrain> GitHub is following us btw ... they now also removed all cookies except for functional ones :P 19:37:04 <andythenorth> hmm, scaling FIRS production over time to suit my train set 19:37:07 <andythenorth> probably unwise 19:39:03 *** tokai has joined #openttd 19:39:03 *** ChanServ sets mode: +v tokai 19:41:26 <TrueBrain> who claimed "OpenTTD" on twitch?! 19:43:31 <Afdal> When are you guise gonna move off MicrosoftHub anyway 19:44:11 <andythenorth> when the default is something else 19:44:17 <andythenorth> or it stops working 19:44:20 <Afdal> I:> 19:44:27 <FLHerne> Afdal: Given that the wiki and translations have only just finished migrating *onto* it, not soon 19:44:31 <Afdal> Embrace, Extend, Extinguish 19:44:42 <Afdal> The wiki was moved to github? 19:44:43 <FLHerne> It's all git 19:44:59 <Afdal> Is this the reason a ton of wiki articles are currently broken 19:45:02 <FLHerne> The new wiki is a very cunning frontend to a git repository 19:45:11 <andythenorth> 'git is the database' 19:45:16 <andythenorth> such a good pattern 19:45:21 <Afdal> I'm kind of mad that an article I put some work on for a while is busted at the moment 19:45:38 <FLHerne> The brokenness is probably a result of the move, but not directly related to the git part 19:45:42 <FLHerne> Which? 19:45:46 <FLHerne> (and how?) 19:45:51 <Afdal> http://wiki.openttd.org/Priority_Merge 19:46:02 <Afdal> page no longer exists 19:46:12 <Afdal> does it exist somewhere else or was it lost completely in the migration 19:46:15 <DorpsGek> [OpenTTD/wiki-data] TrueBrain commented on pull request #8: Remove Outdated Instructions https://git.io/JLRcI 19:46:17 <milek7> https://wiki.openttd.org/en/Community/Junctionary/Priority%20Merge 19:46:18 <TrueBrain> that reminds me, lets close that PR .. 19:46:19 <DorpsGek> [OpenTTD/wiki-data] TrueBrain closed pull request #8: Remove Outdated Instructions https://git.io/JLl2Q 19:52:41 <Timberwolf> Do drive-through road stops always have a town zone of 0? 19:53:52 <andythenorth> oh I broke auto-separation somehow 19:53:59 <andythenorth> all my trains are waiting in stations :P 19:54:49 <andythenorth> bug report is no use, unreleased grfs, reload_newgrfs extensive 19:55:35 <andythenorth> fixed by stopping all vehicles, then starting all vehicles 19:56:51 <FLHerne> frosch123 or other grf people: Some of the string codes marked as 'deprecated' don't seem to have any corresponding non-deprecated name: https://github.com/OpenTTD/nml/blob/master/nml/grfstrings.py#L266 19:57:14 <FLHerne> What should NML coders be using instead? 19:57:37 <frosch123> Timberwolf: draw a ticket number for yet another nrt bug. but we agreed to not talk about them 19:59:08 <frosch123> FLHerne: which ones, i checked the first 3, and they have new names 20:00:01 <Timberwolf> Cool, I'll make my town zone 0 "unpaved track" cope with being drawn over a road tile and maybe take a look at the code problem at some future point. 20:02:26 <FLHerne> frosch123: BYTE_S, CURRENCY_QWORD, UNPRINT, BYTE_HEX, WORD_HEX, QWORD_HEX 20:06:40 *** tokai|noir has joined #openttd 20:06:40 *** ChanServ sets mode: +v tokai|noir 20:12:04 <frosch123> i think UNPRINT was trashed from ottd 20:12:16 <frosch123> so there is no replacement, and also no use case 20:12:45 *** tokai has quit IRC 20:13:34 <frosch123> no, it's still there 20:13:44 <frosch123> must have confused that with something else 20:17:11 *** tokai|noir has quit IRC 20:18:14 <frosch123> FLHerne: https://dev.openttdcoop.org/issues/1848 20:18:49 *** tokai has joined #openttd 20:18:50 *** ChanServ sets mode: +v tokai 20:18:51 <frosch123> one reason is that translations only work for word-sized stuff 20:19:09 <frosch123> so that removes BYTE_S, BYTE_HEX, and UNPRINT is makes even less sense 20:19:23 <frosch123> UNPRINT is probably a ttdp-internal code :) 20:20:58 <frosch123> the second reason is probably that nml should be able to fill the text stack itself at some point (was never done). so qword parameters do not really work 20:21:36 <frosch123> and the optimisation to store small numbers in words instead of dwords was considered unnecessary 20:21:57 <frosch123> so in summary: there is no replacement, noone is supposed to use or even need them anyway 20:27:59 *** gelignite has joined #openttd 20:30:24 <andythenorth> The BEST Feature! 20:37:29 <Timberwolf> Uh-oh, GUI sprites. 20:37:47 <Timberwolf> At what point do I admit it is probably time to update my workflow? https://i.imgur.com/UD35J0k.png 20:41:45 <frosch123> you are drawing with a dos painting program in dosbox? :o 20:41:59 *** tokai|noir has joined #openttd 20:41:59 *** ChanServ sets mode: +v tokai|noir 20:42:38 <frosch123> i guess you want the full sf experience 20:44:40 *** tokai has quit IRC 20:51:32 <TrueBrain> okay, my first non-live stream worked fine :) Tnx Xaroth , much appreciated :D 20:51:55 <Xaroth> <3 20:52:03 <TrueBrain> we have a twitch account, I can show my pretty face, and I know how to show other people's faces :P 20:52:15 <TrueBrain> the only thing that will be a bit of an issue is audio management, but we will work something out 20:52:22 <TrueBrain> I can show OpenTTD, GitHub, etc 20:52:34 <TrueBrain> I just have to be rather careful not to press this darn: GO LIVE, button :D 20:53:25 <TrueBrain> so tomorrow I write down what I think the format should be .. and we can test a bit :D 20:53:29 <milek7> oh, twitch 20:53:31 <milek7> I almost forgot it still exists ;P 20:53:56 <TrueBrain> welcome to planet earth and 2020 :) 20:54:41 <TrueBrain> I will work out some nice backgrounds .. yeah, this will be a total disaster, but it will be a fun one nevertheless :) 20:55:13 <milek7> I feel their marketshare was totally eaten by youtube when they introduced livestreaming 20:55:16 <TrueBrain> but I am surprised how easy this all is, IF you know what buttons to press :P 20:55:18 <milek7> but might be my bubble :P 20:55:38 <TrueBrain> stream will be at 1080p / 60fps 20:55:47 <TrueBrain> my CPU did not even blink when I generated a 4kx4k map ... 20:55:50 <TrueBrain> so that is promising :P 20:56:15 <michi_cc> No idea how the "market" for game streaming is nowadays, but Twitch has a lot more than just games now 20:57:13 *** tokai has joined #openttd 20:57:13 *** ChanServ sets mode: +v tokai 20:57:24 <_dp_> nah, twitch is still alright 20:57:30 <_dp_> mb not for long but for now it is 20:57:37 <TrueBrain> milek7: "Twitch's 75.1% share and YouTube's 22.1% share." <- 2019 stats 20:57:57 <milek7> huh 20:59:32 <TrueBrain> btw, we might need a chat moderator .. I might poke Discord for that 20:59:43 <TrueBrain> (as in, one of the mods from Discord to moderate Twitch) 21:01:00 <Timberwolf> frosch123: Indeed, Deluxe Paint 2 is the thing I had as a kid and spent more time in that any other paint package, as a result it's still the only one I have decent muscle memory for. 21:01:30 *** tokai|noir has quit IRC 21:01:38 <andythenorth> I am doing audio only :P 21:01:42 <andythenorth> so sick of video this year 21:01:47 <andythenorth> 3-5 hours every day 21:02:16 <TrueBrain> andythenorth: but this is fun :) 21:02:21 <TrueBrain> you don't have to act all professional 21:02:25 <TrueBrain> in fact .. I prefer you don't :P 21:03:01 <TrueBrain> webcam is only for parts of the stream where it benefits, which won't be that long, honestly 21:03:03 <andythenorth> ha ha ha 21:03:10 <andythenorth> the idea that I act professional 21:03:37 <andythenorth> it's the watching my own face that kills me :) 21:03:43 <andythenorth> I turn it off in the apps that support that 21:03:46 <TrueBrain> you don't have to, I promise :) 21:04:24 <andythenorth> I have seen me, I know what I look like already 21:05:47 <TrueBrain> yup 21:05:50 <TrueBrain> I also put myself in a tiny corner 21:07:30 <Xaroth> There's a benefit to being on camera 21:07:42 <Xaroth> means people can yell at you when you're talking without using your push-to-talk key 21:07:51 <TrueBrain> we did NOT have that TWICE today :P 21:07:55 <Xaroth> :D 21:07:55 <TrueBrain> it did NOT happen :P 21:07:58 <Xaroth> never 21:08:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 21:22:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLBDc 21:24:08 <Samu> milek7, i was able to put it into 2 different uints, https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:distribute-rounding-cargo-bits-alternative?expand=1 21:24:23 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8395: Change: Towns don't build dead-end road bridges https://git.io/JLRg1 21:24:50 <Samu> is it still confusing? 21:25:30 *** tokai has quit IRC 21:26:10 *** tokai has joined #openttd 21:26:10 *** ChanServ sets mode: +v tokai 21:31:50 <TrueBrain> on Discord we now have a "dev" channel for the livestream, which is invite only (except for .. devs! :P) 21:31:55 <TrueBrain> row row row row this boat 21:33:22 *** tokai|noir has joined #openttd 21:33:22 *** ChanServ sets mode: +v tokai|noir 21:35:05 *** tokai has quit IRC 21:36:53 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8342: Feature #8095: Allow automatically separating vehicles in shared orders https://git.io/JLRaa 21:37:34 <andythenorth> so Daylength discussion? 21:37:37 <andythenorth> might as well eh 21:40:31 <milek7> Samu: it's better 21:40:47 <Samu> but it has a dummy now :( 21:40:51 <milek7> but that 0xFFFF * (a % b) / b weirdess likely requires more explaination 21:41:08 <milek7> at least because it's not 'remainder' anymore 21:43:29 <milek7> normalized remainder? 21:43:45 <Samu> hmm seems like it 21:44:53 <Samu> I'm unsure how to explain it 21:46:34 *** frosch123 has quit IRC 21:46:49 *** tokai has joined #openttd 21:46:49 *** ChanServ sets mode: +v tokai 21:47:49 <Samu> i could use the whole 32 bits now 21:48:09 <Samu> 0xFFFFFFFF 21:48:47 <milek7> you can't 21:49:06 <andythenorth> what are the other reasons? https://github.com/OpenTTD/OpenTTD/discussions/8397 21:49:30 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Improve rendering of large viewport areas https://git.io/Jvqwk 21:50:01 <milek7> there have to be some bits left for computation 21:50:32 <Samu> oh, right 21:53:35 *** tokai|noir has quit IRC 21:55:30 *** tokai has quit IRC 21:57:12 <milek7> TrueBrain: so about crypto RFC 21:57:13 <milek7> do we want servers to keep pubkeys private? 21:57:13 <milek7> or do we want to share pubkeys to other clients as I suggested? (with that optional privacy mode etc.) 21:58:54 *** tokai has joined #openttd 21:58:54 *** ChanServ sets mode: +v tokai 22:00:37 *** tokai|noir has joined #openttd 22:00:37 *** ChanServ sets mode: +v tokai|noir 22:05:17 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Improve rendering of large viewport areas https://git.io/Jvqwk 22:07:05 *** tokai has quit IRC 22:07:15 <Samu> gotta go, cyas 22:07:17 *** Samu has quit IRC 22:08:36 *** tokai has joined #openttd 22:08:37 *** ChanServ sets mode: +v tokai 22:15:00 *** tokai|noir has quit IRC 22:18:51 <andythenorth> oof comment from Alberth in 2017 22:18:52 <andythenorth> "As for 2020, don't know what will happen, but will be interesting to find out :)" 22:21:44 <Wolf01> Heh 22:26:48 <andythenorth> jinx! 22:54:00 *** andythenorth has quit IRC 23:18:09 *** sla_ro|master has quit IRC 23:25:36 *** Progman has quit IRC 23:37:57 *** Wolf01 has quit IRC 23:48:45 *** Laedek has joined #openttd