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Log for #openttd on 27th July 2020:
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01:37:57  <b_jonas> question about signals, if I want to mark an exit track from a station as one-way only, but not mark it as a safe place to stop, can I use an entry pre-signal for that if the line it joins has path signals, or do I need an exit presignal on the line?
01:38:55  <b_jonas> I don't think I need it for this very simple station, but I've had setups where I wanted to know this
02:09:32  <b_jonas> also, thank you again for fixing the bug where the smoke of industries was impossible to make transparent
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03:10:23  <supermop_Home_> best to just use only a path signal
03:11:05  <supermop_Home_> placed as far down as needed to provide a waiting space
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06:11:55  <Eddi|zuHause> there is no signal that's not also a "safe wating place"
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08:57:30  <b_jonas> Eddi|zuHause, supermop_Home_: ok, thanks
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09:52:46  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0Vd
09:55:02  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0wk
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11:38:26  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic updated pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJsQJ
11:39:20  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0XF
11:51:21  <andythenorth> hmm might be some caching of vehicle liveries sometimes
11:53:42  <andythenorth> I am reading var 43 for company colour 1 and getting the result for company colour 2
11:53:53  <andythenorth> only inside group liveries afaict
11:58:11  <andythenorth> nope, andythenorth error
11:59:11  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0Mf
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12:44:22  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0yG
13:00:36  <_dp_> it's finally starting to take shape... https://i.imgur.com/R71ydps.png
13:03:44  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ0SW
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14:39:38  <Eddi|zuHause> so, i got stuck inside terrain when i pressed "flip rover" https://steamuserimages-a.akamaihd.net/ugc/1467562602436289177/A1A2A6189EF6AFF656D1D92BC68EED9D12286A69/
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14:51:13  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic updated pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJsQJ
14:54:14  <DorpsGek_III> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8274: Feature: option to auto remove signals when in the way during rail co… https://git.io/JJ05X
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16:25:48  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8281: Fix: GCC warns about possibly uninitialized data in signal.cpp https://git.io/JJ0An
16:26:02  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8280: GCC complains about possibly uninitialized variables when compiling with CXXFLAGS='-Og -g' https://git.io/JJlwG
16:26:02  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8281: Fix: GCC warns about possibly uninitialized data in signal.cpp https://git.io/JJ8KM
16:26:14  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8277: Fix: [CMake] Don't strip final newline from regression output. https://git.io/JJ0AW
16:26:23  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8277: Fix: [CMake] Don't strip final newline from regression output. https://git.io/JJWgx
16:31:16  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJ0Ao
16:31:33  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8260: Codechange: Spell 'Viewport' consistently https://git.io/JJTYj
16:32:04  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8258: Codechange #8258: Remove unused town cargo caches from the savegame https://git.io/JJUHp
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16:37:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7980: Station coverage area stays visible sometimes even when turned off https://git.io/JvZHn
16:37:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8263: Fix: refresh coverage on option switch https://git.io/JJkHk
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17:21:44  <LordAro> i've gone through and checked all the recent merged PRs and added backport requested where I think is appropriate. Anyone feel like going through and checking?
17:22:16  <LordAro> i'm unsure about #8241 & #8247
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17:28:03  <glx> #8241 seems minor
17:28:23  <LordAro> last time we let compiler warnings through to a release people kept trying to fix it
17:28:41  <LordAro> i could be more selective about the backporting
17:30:13  <glx> #8247 seems to be a good candidate for backport
17:30:34  <LordAro> i wasn't sure about removing language strings
17:30:50  <frosch123> 8247 looks safe. 8241 can backfire hard
17:31:36  <LordAro> how about just backporting https://github.com/OpenTTD/OpenTTD/pull/8241/commits/9a73a00f3a70666cae7b941f0b4998e8ece56e42 ?
17:32:54  <frosch123> that's one of the two commits i would not trust :)
17:33:05  <frosch123> the other one is the one adding bases to enums
17:33:50  <LordAro> well it's been in master for 2 months now and no one's complained :p
17:44:12  <frosch123> i wonder whether there will ever be any logic for using byte or uint8
17:44:41  <LordAro> well, std::byte is a thing now...
17:44:47  <LordAro> i'm still not entirely sure what it's for
17:45:10  <frosch123> maybe we should add char8_t to make it more silly
17:46:49  <LordAro> i have wondered if we should switch to the standard intN_t types in the past
17:47:01  <_dp_> LordAro, #8245 #8237
17:48:52  <_dp_> also mb #8233 though not quite sure what's going on there
17:49:04  <LordAro> idk about #8237
17:49:11  <LordAro> it is a "feature"
17:49:34  <LordAro> _dp_: 8233 is due to a non-backported change
17:49:55  <LordAro> non-backported-post-1.10 change*
17:51:52  <_dp_> LordAro, what's wrong with including features?
17:52:34  <_dp_> don't tell me even something that silly has to wait for a year?
17:53:36  <LordAro> generally, yeah
17:55:28  <_dp_> this release cycle is just ridiculous :(
17:55:40  <_dp_> no point doing anything before february
17:57:32  <frosch123> oh my... 8237 is so stupid, i should make a revert PR
17:58:05  <frosch123> how are the odds that the author was aware that the "distance" is not a distance, but something scaled by mapsize
17:58:35  <_dp_> frosch123, very aware :p
17:58:48  <_dp_> frosch123, why do you think max is 128?
17:59:13  <LordAro> frosch123: ldpl == _dp_
17:59:29  <frosch123> ah, at least the tooltip mentions it
18:00:43  <frosch123> yes, and then people complain that there are too few refineries on their map
18:00:51  <frosch123> since the amount is scaled by perimeter, not area
18:02:00  <LordAro> presumably worth putting a comment in the settings file
18:02:36  <_dp_> frosch123, setting itself works very stupidly but having it capped at 48 makes no sense whatsoever
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18:03:03  <_dp_> I literally have a server that's waiting for that change
18:03:21  <frosch123> hmm, i wonder whether the scaling is still a thing. that code changed so often
18:03:44  <_dp_> frosch123, edge distance is scaled, not sure about spawn chances
18:04:09  <_dp_> doesn't look like it
18:04:43  <_dp_> though chances don't need to be, don't think it counts successful/unsuccesful anyway
18:04:59  <frosch123> GetScaledIndustryGenerationProbability scales it differently for refineries
18:06:35  <frosch123> _dp_: what makes it so stupid, is that it is a minimal change. the patch is written to change as little as possible and to maximize technical debt
18:07:04  <frosch123> if anyone wanted to make stuff better, they would have removed the silly 256 threshold for scaling, changed it into a percentage or whatever
18:08:24  <_dp_> frosch123, that's a february-type patch :p
18:08:59  <frosch123> is that something similar to a monday product? :p
18:10:09  <LordAro> also, if you load everything into "februrary", it comes with a higher chance of it not having the time to be tested properly (thus introducing more bugs), or not being reviewed in time and missing the release altogether
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18:25:00  <_dp_> LordAro, you speak like anyone actually tests nighties :p just how many bugs were found before releases?
18:25:50  <_dp_> some techical stuff mb but I don't remember a single gameplay-related one in years
18:26:05  <_dp_> even when I accidentally killed town growth :/
18:26:11  <nielsm> the idea of making "major" releases on dates other than april 1st was brought up last year too, with an idea of a september or october release
18:26:15  <nielsm> and it didn't happen
18:28:00  <frosch123> _dp_: clearly citybuilders should use nightly then
18:28:05  <frosch123> coop always played on nightly
18:28:41  <_dp_> coop doesn't use patched servers
18:29:01  <_dp_> I couldn't even find a good way to even base on openttd repo
18:29:03  <frosch123> oh, they did once. they were burnt for it
18:29:04  <LordAro> there's been several bug reports from post-1.10 users
18:29:17  <LordAro> most of them are JGR, but still
18:29:28  <_dp_> well, jgr is basically a release
18:30:13  <frosch123> does jgr have stable branches?
18:30:13  <_dp_> hm... mb I should just switch to jgr...
18:30:24  <_dp_> just for release cycle...
18:34:13  <nielsm> https://www.tt-forums.net/viewtopic.php?p=1234681#p1234681  "Can you advice me the best and well balanced package of graphics, map generator, pretty hard AI, industries pack etc?"  <-- we need a generator to supply random game configurations
18:35:22  <_dp_> I want a server with such well-balanced package but estimate it being about a year of work :p
18:45:37  <_dp_> for what I can tell noone ever bothered to do anything about oil generation for non-island maps
18:45:54  <_dp_> increasing border limit at least offers some way to alleviate the issue by spreading them across the map
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19:56:03  * _dp_ should've called 8237 "fix oil rig infestation" :p https://i.imgur.com/7uqzntT.png
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20:00:35  <nielsm> do any of the default industries newgrf mods allow you to set max number of each industry type per town?
20:00:43  <nielsm> or other kind of spacing control
20:01:39  <_dp_> never seen any general solution
20:02:57  <_dp_> opengfx+industries does kinda fix oil stuff though
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20:07:42  <_dp_> opengfx+indusries fix oil, manual indusries fix closure
20:07:48  <_dp_> but if you want both you're fucked :p
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20:23:17  <frosch123> doesn't ogfx+ also include the closure stuff?
20:25:23  <_dp_> frosch123, don't see any
20:28:12  <frosch123> hmm, how odd, i thought it was a direct upgrade to mi (except for toyland stuff)
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20:28:55  <_dp_> not even close, they're pretty much orthogonal
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20:53:30  <_dp_> lol, I think I just accidentally found a solution for most local authority issues
20:53:44  <_dp_> set economy.dist_local_auathority 0   :p
20:54:27  <_dp_> with that I may even be able to turn off magic bulldozer....
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21:00:13  <_dp_> nvm, I could do it with gs anyway
21:01:08  <_dp_> but at least I now know what to tell people other than just "plan treess"
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