Log for #openttd on 24th January 2020:
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05:30:35  <DorpsGek_III_> [OpenTTD/CompileFarm] alpharde commented on issue #22: Add Linux Generic binaries
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06:52:20  <Pikka> o/
06:56:23  <Pikka>
06:56:31  <Pikka> viaducts am we
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07:18:29  <andythenorth> huzzah
07:30:23  <Pikka> what's next?
07:32:35  <andythenorth> Horse 96%
07:32:47  <andythenorth> 15 trains to draw
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08:26:10  <andythenorth> 12 to draw
08:26:12  <andythenorth> oof
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09:35:53  <andythenorth> Pikka: network south east 37 or riot
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11:09:48  <Pikka> hmm
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11:37:40  <Pikka> NSE is a pretty good livery...
11:38:06  <andythenorth> can't be done in 1x zoom, the pixels are too fat
11:45:22  <peter1138> You try working in MODE 2.
11:45:53  <andythenorth> didn't that have really fat pixels?
11:46:05  <andythenorth> I did draw a load of pixel trains on the archimedes, then animated them
11:46:29  <andythenorth> I also animated a flying bird that crapped on the screen
11:46:39  <peter1138> 160x256
11:46:42  <peter1138> 2:1 pixels
11:46:48  <peter1138> And 16 "colours"
11:46:57  <peter1138> Because flashing is a colour :D
11:48:17  <andythenorth> I could draw really fat trains
11:48:20  <andythenorth> then fat pixels are fine
11:48:30  <andythenorth> every problem has some kind of solution
11:48:40  <andythenorth> o/t was lunch mentioned?
11:49:41  <peter1138> It's a little early for me.
11:49:53  <andythenorth> I just had a snack
11:49:57  <Pikka> and a bit late for me
11:50:03  <andythenorth> ham, lettuce, mayo sandwich
11:50:09  <andythenorth> just a trifle ;P
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11:50:27  <andythenorth> hmm 2 more ore hoppers to draw
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11:51:29  <peter1138>
11:51:33  <peter1138> Unofficial MODEs, eh?
11:52:05  <andythenorth> I want an unofficial mode for me
11:52:11  <peter1138> I've got a salad to eat. It's quite large -- I had to force my lunchbox lid on o_O
11:52:22  <andythenorth> my life seems to required that I only stick to supported behaviour :P
11:52:24  <peter1138> I also have a custard doughnut that was awarded to me this morning.
11:52:30  <andythenorth> nice award
11:53:05  <andythenorth> I might have to upload some sprites to get some Pikka motivational comments
11:53:11  <peter1138> I dunno, I umm and ahhed and eventually gave in after rejecting :p
11:53:12  <andythenorth> how do I AWS again? o_O
11:53:22  <peter1138> What's an AWS?
11:53:26  <Pikka> uhoh
11:53:54  <andythenorth> I have an s3 bucket
11:54:05  <andythenorth> maybe I should get an ftp app
11:54:12  <peter1138> Draw all your sprites in MODE 0. Black and white, and 1:2 pixels.
11:54:26  <peter1138> Ah, I just use my ownCloud these days.
11:58:22  <andythenorth> Pikka: hoppers and stuff
11:58:48  <andythenorth> cunningly, the covered hoppers are just hoppers with covers
12:00:01  <Pikka> fancy :)
12:00:20  <andythenorth> innit
12:00:30  <andythenorth> I should add back story for all the engines
12:00:51  *** Eddi|zuHause2 is now known as Eddi|zuHause
12:01:03  <andythenorth> like
12:01:20  <Pikka> yarr
12:01:33  <Pikka> I should burn that wiki and make new documentation for everything, it's just too out of hand :)
12:01:41  <Eddi|zuHause> for the engines that are supposedly completely ficticious and not based on a real design?
12:02:24  <andythenorth> Eddi|zuHause: yes especially for those
12:02:34  <andythenorth> the realistic ones are easy, just google them :P
12:03:03  * andythenorth invents more ways to over-polish Horse
12:03:09  <andythenorth> whilst avoiding doing HEQS 9
12:06:14  <Eddi|zuHause> i'm currently undergoing brain melt in baba is you. my input might not be the most useful :p
12:06:43  <andythenorth> also I must to go, BBL
12:06:55  <andythenorth> Pikka: pls finish Horse thanks bye etc
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12:47:44  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
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12:54:28  <peter1138> Nearly lunch.
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13:11:40  <Samu> hi
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13:41:07  <peter1138> And I had lunch.
13:53:55  <peter1138> So many snacks in my drawer but I had salad and a doughnut...
13:56:45  <andythenorth> I want a doughnut
13:56:49  <andythenorth> but I can't eat wheat
13:56:54  <andythenorth> or I can, but then I have to eat imodium
13:57:01  <andythenorth> which is a lifestyle choice
13:58:02  <peter1138> Oh.
13:58:27  <andythenorth> doughnuts though
13:58:27  <peter1138> It wasn't a great doughnut, custard thing from Tesco.
13:58:45  <peter1138> But I offset it by not having the mini cheddars I was going to have.
14:02:56  <Samu> an horizontal scrollbar?
14:03:05  <Samu> how to do?
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14:32:04  <TrueBrain> rotate your head 90 degrees
14:33:53  <andythenorth> ow that hurts
14:34:07  <andythenorth> oh it wasn't an instruction?  Just advice?
14:39:02  <TrueBrain> an answer to a question :)
14:39:55  <peter1138> Hello.
14:40:01  <peter1138> Shall I watch 1917 tonight?
14:40:07  <peter1138> Or David Copperfield?
14:40:09  <peter1138> Or OpenTTD?
14:41:29  <andythenorth> OpenTTD!
14:41:31  <andythenorth> it's good
14:44:15  <TrueBrain> watching OpenTTD? Sounds a bit boring
14:44:16  <TrueBrain> :D
14:50:44  <peter1138> Well...
14:51:17  <andythenorth> it's not bad on twitch
15:28:33  <planetmaker> watching OpenTTD can actually be ... quite ok
15:28:47  <planetmaker> hi also :D
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15:58:01  <planetmaker> he. 23rd March Azure will stop building macOS-10.13... so... will we need to adjust build pipeline?
15:58:50  <planetmaker> and... Windows Server 2012R2 with Visual Studio 2015 (vs2015-win2012r2)
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16:08:27  <nielsm> we don't do vs2015 builds do we? I think we're using 2017
16:08:31  <nielsm> for the CI
16:09:36  <planetmaker> the mail claims we (have been) using on of 3 items mentioned... dunno the time frame microsoft consideres there
16:10:09  <planetmaker>     Windows Server 2012R2 with Visual Studio 2015, a.k.a vs2015-win2012r2
16:10:09  <planetmaker>     macOS X High Sierra 10.13, a.k.a macOS-10.13
16:10:09  <planetmaker>     Windows Server Core 1803, a.k.a win1803
16:10:27  <planetmaker> so dunno which we use(d) and whether it's actually a concern
16:12:05  <nielsm> also speaking of CI, could we make the commit checker run the various regen scripts (vs projects, script widgets, script export) and fail if they result in unstaged changes?
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16:48:58  <spnda> So... How are sprites used in the game? Kinda not understanding it really...
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16:55:30  <nielsm> on what level? :)
16:56:12  <nielsm> at the lowest level, a sprite is loaded from a realsprite in the grf and assigned a SpriteID in the appropriate range
16:56:44  <nielsm> then that SpriteID is somehow retrieved again in some drawing code that adds it to the sprite sorter for drawing on screen
16:57:41  <nielsm> and the sprite sorter (or GUI drawing code) will then resolve that SpriteID to a drawable graphics object which is then passed to the blitter, which puts pixels on the graphics surface
16:59:12  <LordAro> nielsm: the thought was that those should be part of the git commit hooks
16:59:17  <spnda> Ok that makes sense... Just unsure how I would obtain the SpriteID again though
16:59:19  <LordAro> just no one ever implemented them
16:59:43  <nielsm> at the higher level, usually the SpriteID is not stored directly, but instead an action2 refers to the feature + item, then the drawing code will prepare a sprite resolver object with appropriate variables and such, and have it resolve the action2 callback chain
17:00:02  <nielsm> which will result in an action1, which describes the realsprites that are resolved
17:00:06  <nielsm> and that gets you a SpriteID
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17:04:48  <spnda> nielsm: Well, I see that in Action3 there's a spritegroup assigned in one of my RoadStopSpec's. Though I don't see any of the station/object/house etc. code that references any StationSpec/HouseSpec etc.
17:06:15  <nielsm> I don't remember what action3 is, I haven't worked with anything that uses that yet
17:06:27  <nielsm> oh
17:06:38  <nielsm> associates action2 with action0
17:06:45  <supermop_work>
17:06:53  <nielsm> because I haven't added new callbacks or new features yet
17:07:05  <supermop_work> building n my block has been on fire for more than 12 hours
17:07:11  <nielsm> and wrote everything interesting in nml :P
17:17:56  <andythenorth> supermop_work: bucket chain?
17:19:29  <supermop_work> andythenorth: just lots of high pressure hoses overspraying on my windows
17:20:08  <supermop_work> pretty pretty loud
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18:13:54  <andythenorth> hmm
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18:45:51  <DorpsGek_III_> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:51  <DorpsGek_III_>   - Update: Translations from eints (by translators)
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18:53:43  <andythenorth> naptime?
18:54:56  <nielsm> IBM teaches programming:
18:59:36  <TrueBrain> sounds about right
19:00:33  <TrueBrain> so ... I want to render index.html pages for our downloads, which I can store on the CDN, instead of doing this when the website is being built ...
19:00:39  <TrueBrain> how shall I do that with Jekyll and all ..
19:00:49  <TrueBrain> render a template on a known URL, and sed my way through it
19:01:02  <TrueBrain> or render it or something ..
19:01:41  <TrueBrain> basically, I want to be on
19:02:16  <TrueBrain> meh, not sure that is super useful ..
19:03:09  <TrueBrain>" target="_blank"> exists, but gives a 404 .. that feels weird
19:03:23  <TrueBrain> andythenorth: inspire!
19:05:00  <andythenorth> TrueBrain: javascript!
19:05:10  <TrueBrain> denied
19:05:11  <TrueBrain> try again
19:05:12  <TrueBrain> :)
19:05:24  <andythenorth> or render it out with our own template replacement symbols, then pipe it through something
19:05:35  <andythenorth> [[[stuff here]]]
19:05:42  <andythenorth> edge side includes?
19:06:04  <TrueBrain> the rendering itself is pretty easy, to store the file
19:06:21  <TrueBrain> I am more wondering if I should render a page on something like, and search/replace things
19:06:28  <TrueBrain> or that I should use Jekyll to render them properly or something
19:06:29  <andythenorth> yes, that's what I mean
19:06:37  <andythenorth> render out a template, from a template :P
19:06:55  <andythenorth> I do stuff like that in other places :P
19:07:21  * andythenorth reads again
19:07:22  <TrueBrain> I can also submodule the website, and use jekyll itself
19:07:29  <TrueBrain> not sure .. it is difficult, I guess
19:07:35  <andythenorth> pff, that sounds like doing it properly
19:07:40  <andythenorth> use duck tape
19:07:44  <TrueBrain> but I kinda want to get rid of generating the download pages every night
19:08:03  <andythenorth> what content changes in the page?
19:08:56  <TrueBrain> nothing
19:09:06  <TrueBrain> the only thing that might change, is the website layout
19:09:14  <TrueBrain> in that case for all downloads the index should be rendered again
19:09:17  <TrueBrain> or possibly only for the new ones
19:09:28  <TrueBrain> if I use a template, images etc have to be stored somewhere nearby
19:10:06  <andythenorth> hmm
19:10:36  <TrueBrain> <- possibly this is a better indication of a page I mean
19:10:49  <TrueBrain> it could be stored on
19:11:06  <TrueBrain> that way, the website doesn't have to render them every night, as it is doing now (and it never changes, really)
19:11:13  <TrueBrain> it only changes if the layout itself changes
19:11:20  <TrueBrain> which is, relatively speaking, rare
19:11:24  <andythenorth> in which case we could just regenerate them all, once?
19:11:34  <TrueBrain> yeah ... just .... there are many to regenerate :D
19:11:40  <TrueBrain> but that will be fine, yes
19:11:47  <andythenorth> does it harm us to regenerate them all every night?
19:11:59  <TrueBrain> website deployments are a bit slow, because of it
19:11:59  <andythenorth> computers are cheap :P
19:12:01  <andythenorth> ok
19:12:01  <TrueBrain> otherwise, not really
19:12:04  <andythenorth> slow I dislike
19:12:08  <andythenorth> but string I dislike
19:12:19  <TrueBrain> my main issue is tbh, that the index.html page is on another domain, than the files are stored
19:12:24  <TrueBrain> so you cannot manually walk through all our files
19:12:31  <TrueBrain> which on one hand is okay, on the other hand is a bit silly
19:12:44  <andythenorth> we seem to have at least more than one domain
19:12:52  <andythenorth> fragmented domains always puzzle me
19:12:56  <TrueBrain> (for example, there is no way for you to know which files are in )
19:13:18  <TrueBrain> you can read as a subdomain of; that is not the real issue
19:13:19  <andythenorth> does the index page need to use the website styles?
19:13:30  <TrueBrain> not really
19:13:31  <andythenorth> Coop downloads are minimalist
19:13:45  <TrueBrain> that is the other solution .. I can render a simple index.html on the CDN, and have the website generate the pretty ones for a few
19:13:57  <andythenorth> simple tends to maintainable
19:14:09  <andythenorth> stringing things together tends to broken in production
19:14:12  <TrueBrain> as in that case we only render the ones for the latest nightly + stable + testing on the website
19:14:22  <TrueBrain> and have simple index.htmls on the CDN, for people who are nostalgic
19:14:32  <andythenorth> they're just directory listings, they don't need to be clever
19:14:42  * andythenorth brb
19:15:02  <TrueBrain> the reason we used to make them clever, is to present people the ability to have a server on an older version, and have a link to a downloads html file which helps them download the right file
19:19:27  <andythenorth> yup
19:19:42  <andythenorth> the player base is doing fine
19:19:45  <andythenorth> dev is doing fine
19:19:58  <andythenorth> sysadmin...maybe has fewer enthusiastic people these days
19:20:05  <andythenorth> simple!
19:20:40  <TrueBrain> not sure how that is helping :P
19:21:04  <TrueBrain> I could submodule the website, and run jekyll to create an nice index.html, and store the images on the CDN subdomain too .. hmm ..
19:21:07  <TrueBrain> that would work, I guess
19:21:08  *** marimeireles is now known as el3ktr4
19:23:47  <TrueBrain> well, maybe a combination .. releases etc, make pretty index.html .. nightlies older than 90 days .. do not-so-pretty index.html
19:23:59  <TrueBrain> that means that if you re-render the HTMLs, it only has to be done for a small subset
19:34:58  <TrueBrain> hmm .. how to tell Jekyll to only generate a specific page .. hmmmmmmm
19:35:23  <Samu> when was this Zone feature added?
19:35:35  <Samu> town local authority zone with gray squares
19:36:12  <Samu> is it supposed to persist after closing the window?
19:36:26  <peter1138> Coverage? Or something else?
19:37:22  <Samu> button is Zone, in the town local authority window
19:37:41  <Samu> coverage shows red squares
19:37:46  <Samu> zone shows gray
19:39:04  <andythenorth> JGR or vanilla?
19:39:15  <Samu> 1.10.0-beta2
19:39:40  <Samu> click town, then click local authority, then click zone
19:40:00  <Samu> then close the windows and the gray squares persist
19:42:59  <andythenorth> oh yeah
19:43:05  <andythenorth> is it fixed in JGR?
19:43:16  <Samu> no idea, i dont play jgr
19:47:42  <peter1138> Time to continue playing Quake Episode 5: Dimension of the past.
19:52:31  <NGC3982_> oh my god i miss quake
19:53:12  <nielsm> quake is still a great game
19:53:13  <peter1138> It's still there.
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19:53:45  <nielsm> and there's updated source ports that make playing it on modern systems as enjoyable as it was originally
19:53:50  <NGC3982_> i remember when i got quake 2
19:53:59  <NGC3982_> like 10 fps on my old ass pc
19:54:03  <NGC3982_> but it was so glorious
19:55:22  <Wolf01> ahahah this remember me of early OTTD before newgrf stations
19:55:24  <andythenorth> I remember the quake hype
19:55:31  <andythenorth> it just wasn't quite Doom though
19:55:41  <NGC3982_> isnt there like a generation between the two?
19:55:48  <NGC3982_> or is q1 close to the doom release?
19:56:03  <nielsm> 2-3 years
19:56:51  <peter1138> It was a "next gen", true 3D rather than Doom's 2.5D.
19:57:00  <nielsm> I never quite got onto the doom bandwagon, instead got hooked on quake
19:57:16  <nielsm> the movement in quake feels better to me
19:57:27  <nielsm> (and the Q1 rocket launcher is still the best RL in any game)
19:58:34  <Wolf01> <nielsm> quake is still a great game <- with rtx even better
19:58:53  <peter1138> Is there an RTX version of Quake?
19:59:07  <Wolf01> Quake 2
19:59:13  <peter1138> Quake 2 isn't Quake.
19:59:21  <nielsm> actually... yeah I have an RTX2060 card and haven't used anything that takes advantage of it
19:59:22  <Wolf01> It's so different?
19:59:40  <peter1138> Gameplay is majorly different.
20:03:07  <Wolf01> Isn't it like hexen/heretic?
20:04:05  <peter1138> Completely different enemies, the weapons are different, and the level pacing is different
20:05:07  <Wolf01> I should play it
20:07:24  <TrueBrain> <- andythenorth, what do you think?
20:07:39  <TrueBrain> a few bad links, but I will fix that :)
20:07:46  <andythenorth> TrueBrain: looks fine, I haven't clicked on anything :)
20:07:55  <peter1138> Strange.
20:08:15  <TrueBrain> peter1138: a bit; cloudflare powered OpenTTD domain
20:08:53  <TrueBrain> (only paid accounts can work on subdomains in cloudflare ... so we created a new domain instead :D)
20:10:01  <peter1138> Ahh
20:10:22  <peter1138> All my domains are CF hosted anyway, as I'm lazy.
20:11:18  <TrueBrain> yeah, I didn't want to put under CF for now, as .. there might be some drawbacks :)
20:11:52  <TrueBrain> but yeah, I can now generate index.html files for the CDN, which look pretty .. guess that should work fine for now
20:11:57  <TrueBrain> I just have to script it together, I guess
20:13:11  <TrueBrain> it does make the website render a lot faster too, which is nice :)
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20:14:49  <TrueBrain> and I guess I have to copy 88GB of binaries to AWS ... ghehe :)
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20:26:12  <peter1138> How much is that costing? :p
20:26:36  <TrueBrain> 2 euro a month, since you asked :)
20:27:27  <peter1138> Not bad.
20:27:34  <TrueBrain> storage is dirt-cheap
20:27:48  <TrueBrain> transfer is the issue
20:27:55  <TrueBrain> but this is why cloudflare is in front of it :)
20:28:12  <TrueBrain> and cache-times will be LLOOOONNNNGGGG :D
20:29:48  <TrueBrain> it is funny, headers now show that both CloudFront as CloudFlare hit the cache :D
20:29:59  <TrueBrain> 1) why do we have two similar products called CF ...
20:30:06  <TrueBrain> 2) why do I see those headers :P
20:31:42  <glx> and compile farm (another CF) pushes there ?
20:32:08  <TrueBrain> :D
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20:50:09  <andythenorth> 97% Horse
20:59:28  <nielsm> is that ingredients for a lasagna?
21:04:57  <glx> haha
21:09:57  <nielsm> I sure hope this river isn't prone to flooding
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21:10:54  <rptr> working on my AI: i am trying to get all industries, and getting the nearest
21:11:24  <rptr> i wrote my own valuator. function (industry, station) { return aimap.distancesquare(tile1, tile2);} etc
21:11:32  <rptr> but i only get really distant ones, and hardly *all* of the coal mines on the map
21:11:52  <nielsm> you give more distant ones a higher value like that
21:12:02  <nielsm> i.e. preferred
21:12:05  <nielsm> is that intentional?
21:12:26  <rptr> hmm
21:12:32  <rptr> i KeepBottom
21:12:52  <nielsm> oh, I didn't know there is a choice like that :)
21:13:07  <rptr> hmm, the valuator only valuates some?
21:13:21  <rptr> of course if it's distance, high number = far away. and i want the nearest, so KeepBottom :D
21:13:32  <rptr> trying to look in other AIs but no luck
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21:16:17  <rptr> oh
21:16:22  <rptr> DistanceSquare returns... larger values
21:16:31  <rptr> like, 10x larger?
21:16:34  <rptr> different scale?
21:23:04  <nielsm> it's the square of the distance
21:23:58  <nielsm> the euclidian distance between two points in a plane is the pythagorean formula, a^2 + b^2 = c^2, solved for c = sqrt(a^2 + b^2)
21:24:08  <nielsm> the squared distance is just c^2
21:24:21  * peter1138 attempts to watch Picard.
21:24:49  <nielsm> in games it's often useful to just have the squared distance, especially if you only need to order a set of distances from short to long
21:25:59  <nielsm> it's only if you want to weigh them relative to each other ("this distance is V amount better") them being squared is a problem
21:26:21  <luaduck> random question, has an include directive been debated for openttd.cfg before?
21:26:58  <luaduck> or a separate banned users file
21:27:34  <nielsm> separate banned users would make sense
21:27:48  <glx> I think include directive will never happen :)
21:28:07  <luaduck> reason I ask is that I'm fiddling with putting a k8s manifest together, and struggling to figure out how best to handle the configuration file; it could be defined in a ConfigMap that just mounts its own openttd.cfg fresh every time, but that is mounted read only
21:28:42  <luaduck> then obviously when the server tries to write to the config to add a naughty user it can't because RO
21:28:57  <glx> but I guess it should be possible to use a separate file for banned user and set its path in the cfg
21:29:42  <luaduck> see also: maybe a feature request to treat openttd.cfg as a static file in dedicated server mode (unless you explicitly call the write config command, I forget what it's called)
21:30:03  <luaduck> glx: yeah, or even better by runtime flag
21:30:19  <glx> there's a command line option to not write cfg
21:30:27  <glx> IIRC
21:31:41  <luaduck> glx: -x
21:32:09  <luaduck> quote "do not automatically save to config file on exit"
21:34:20  <luaduck> which would be fine, but banned users are saved there, so they'd go in the proverbial bin on close
21:34:32  <luaduck> I'll raise an issue on github
21:37:21  <DorpsGek_III_> [OpenTTD/OpenTTD] duckfullstop commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
21:37:50  <rptr> nielsm, yeah, i relaised it's the SQUARE. i didn't think about what it means
21:37:53  <rptr> i assumed it was the euclidean distance
21:38:09  <rptr> oh right. so i could take sqrt(DistanceSquare
21:38:28  <rptr> i thought it was DistanceManhattan squared. which is stupid
21:39:49  <rptr> how do i convert a number to int in Squrl
21:42:03  <rptr> nvm
21:42:54  <rptr> well. toInteger doesn't work
21:43:16  <rptr> nvm again
21:43:18  <rptr> lol.
21:47:34  <Samu> isn't it always integer?
21:47:57  <nielsm> if you take the square root the result is a real number
21:49:03  <Samu> just use the squared value
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21:49:35  <rptr> (y)
21:49:50  <rptr> now to use my ep1c ch34tz on a real server
21:50:08  <nielsm> also remember that income from delivery is calculated from the manhattan distance, not euclidian distance
21:50:13  <rptr> oh well
21:50:32  <rptr> it's annoying because i want to get all nearby industries to my station. and it gets quite distant ones, but not nearby ones because they are on the diagonal. very ugly
21:51:26  <Wolf01> ha!
21:52:23  <nielsm> okay I should just get to raising this bridge to support ships...
21:52:36  <nielsm> (screenshot so I can remember the signal positions!)
21:52:45  <nielsm> (not that they matter exactly)
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22:02:04  <Wolf01> Too many signals :P
22:02:31  <DorpsGek_III_> [OpenTTD/OpenTTD] duckfullstop opened issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg
22:02:40  <luaduck> opened as above
22:02:52  <nielsm> actually I agree with that being too many signals
22:03:04  <nielsm> they're placed about a station length apart (240 m)
22:03:32  <nielsm> prototypical signals would be spaced more like 3-5 km apart
22:03:48  <Wolf01> I place signals every kilometer or so
22:04:34  <nielsm> I want a tool to measure distance along track
22:06:00  <Wolf01> Agreed, also the ability to set (limit) the speed of tracks and roads
22:16:25  <Samu> that guy is obsessed with banning ppl
22:19:48  <luaduck> Samu: me?
22:20:11  <Samu> duckfullstop
22:20:31  <luaduck> Samu: that's me heh
22:20:36  <luaduck> I haven't updated my nick here for legacy reasons
22:20:57  <luaduck> I run the reddit servers
22:22:08  <luaduck> our ban list is hilariously long, one moment
22:23:04  <Samu> a dedicated ban file
22:23:05  <luaduck> just checked, currently 388 addresses and counting
22:23:14  <luaduck> mostly proxies
22:29:01  <Samu> when will this be available again?
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22:34:49  <andythenorth> ?
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22:36:45  <Samu> says my ip malicious
22:37:22  <Samu> last paste was t 30 Nov 2019, 08:52:28 UTC
22:37:25  <andythenorth> mine too
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