Log for #openttd on 10th May 2019:
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01:37:52  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7339: Fix #7311: External configuration file does not change directories
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02:55:09  <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7577: Crash upon loading saved game from #5570
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03:22:03  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7578: Fix: ignore C++ standard library headers in depend
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05:44:30  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7579: Fix #7576: Crash when destroying rail/tram crossing.
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06:10:16  <peter1138> Mmm, weetabix
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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
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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...
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09:54:28  <LordAro> Eddi|zuHause: this is where you exit VS and use a proper editor
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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
12:37:51  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7490: Add: Press ctrl to build diagonal rivers in scenario editor.
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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
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13:28:32  <andythenorth> FIRS is broken
13:28:33  <andythenorth>
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
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14:37:55  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7006: Hardware mouse cursor
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15:25:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7573: Fix #7561: Remove assumption between power and cost
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16:31:17  <andythenorth> well
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16:55:02  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7577: Crash upon loading saved game from #5570
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17:25:39  <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly.
17:36:05  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly.
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.
17:49:55  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7581: Fix #7224: Drag and drop vehicle group creation does not work correctly.
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> 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
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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.
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.
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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
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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 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
19:18:09  <andythenorth> I don't know how to fix FIRS :|
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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>
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> 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
20:05:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload
20:05:52  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7583: Fix #7577: Check if linkgraph station index is valid before dereferencing.
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20:06:59  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7579: Fix #7576: Crash when destroying rail/tram crossing.
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.
20:07:47  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7576: Crash When bombing level crossing
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
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.
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.
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 *!
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>
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.
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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.
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.
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.
20:36:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7577: Crash upon loading saved game from #5570
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.
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.
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.
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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...)
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21:15:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7573: Fix #7561: Remove assumption between power and cost
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
21:35:16  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7516: Memory measurement and limits for Squirrel
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22:14:22  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
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 :)
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