Log for #openttd on 7th May 2020:
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00:00:57  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8122: Fix #8117: Memory leak in admin port
00:00:57  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #8117: Memory leak: All incoming admin port packets leaked
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00:27:05  <DorpsGek_III> [OpenTTD/nml] glx22 dismissed a review for pull request #118: Fix: Allow calculation for palette in spritelayout
00:27:05  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #118: Fix: Allow calculation for palette in spritelayout
00:29:08  <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #118: Fix: Allow calculation for palette in spritelayout
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04:56:02  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8116: Old patchpack savegame versions will soon overlap
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07:08:32  <andythenorth> moin
07:08:37  <Wolf01> o/
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07:56:58  <rudolfs[m]> Does anyone know the date of the next release?
07:57:36  <Eddi|zuHause> there is no such date
07:59:33  <rudolfs[m]> Alright. Are there any heads-up calls shortly before the releases?
08:15:11  <andythenorth> yes and no
08:15:28  <Eddi|zuHause> there's usually a release candidate a week before
08:15:56  <rudolfs[m]> Cool! This is good to know. Thanks!
08:15:56  <andythenorth> if you watch the GitHub you can see activity prior to a release
08:16:00  <andythenorth> e.g.
08:16:25  <andythenorth> shows that we're likely to do a release soon, there's many 'backport requested' PRs
08:16:56  <andythenorth> the traditional date for annual release is April 1
08:17:29  <rudolfs[m]> Yeah, looks like I missed that one :)
08:21:40  <Yexo> out of curiosity, why is the date of the next release important to you?
08:23:48  <rudolfs[m]> Translation maintenance. Just before release I like to make sure that nothing is missing or broken.
08:25:54  <Yexo> Translations are generally not backported to release branches as far as I'm aware, so you'd have to do that before the release branch is created
08:26:32  <Yexo> The 1.10 branch was created on Feb 8th this year
08:26:45  <Yexo> It's roughly around that time every year.
08:27:10  <Yexo> So you can set a reminder in your own calendar to check translations end of January 2021
08:28:02  <rudolfs[m]> Good idea! Thanks!
08:29:04  <Yexo> A general announcement email to all translators would be nice to do, but I guarantee that's going to be forgotten
08:29:07  <LordAro> Yexo: translations have been backported for the last few releases
08:29:19  <Yexo> Oh, nice!
08:29:36  <Yexo> rudolfs[m]: So you can even double-check now and your fixed might be backported to 1.10.2
08:29:58  <LordAro> and the translation service is going to be rewritten "soon"
08:30:24  <rudolfs[m]> Nice!
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09:07:27  <Samu> hi
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09:20:52  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #8121: Cannot rebuild just buildozed dock
09:27:26  <Samu> nice finding a desync
09:27:35  <Samu> caused by rail placement
09:29:14  <Wolf01> Minecraft RTX, reflecting only the arm is a bit... meh
09:35:52  <LordAro> Wolf01: almost as if it's just a tech demo, rather than actually any good for actual gameplay
09:35:57  <LordAro> like all shaders really
09:37:09  <Wolf01> The mirror room is fantastic btw
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09:45:55  <Eddi|zuHause> well, mirrors is the only thing RTX is actually useful for
09:46:27  <Eddi|zuHause> everything else can be done with regular 3D+shaders
09:46:38  <Wolf01> And lightning, I really like the sun light coming from different angles and not top down even when the sun is at the horizon
09:47:14  <Wolf01> Yes, the lightning could be made with shaders too, but with RTX is somewhat different
09:48:12  <Wolf01> Also I'm blocked in temple and totems :E
09:48:51  <Eddi|zuHause> can't really help you with that :)
09:55:53  <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on issue #8121: Cannot rebuild just buildozed dock
09:58:57  <Eddi|zuHause> "<LordAro> Wolf01: almost as if it's just a tech demo" <-- maybe that it's called "demo" gave it away??
10:00:58  <LordAro> it's not being marketed as such
10:03:12  <Eddi|zuHause> maybe you and i have been seeing different marketing then
10:09:25  <Eddi|zuHause> now, lets give this error reporting mod a spin?
10:10:06  <Eddi|zuHause>
10:10:41  <Wolf01> Yep, useful
10:16:28  <Wolf01> Let me see what is throwing those 10 errors when I resume a savegame
10:19:43  <Wolf01> Uh, only one, duplicated prefab data
10:28:54  <Samu> strange, why doesn't the ship dock if it's a docking tile
10:29:36  <Samu> m1 has 0x80, the flag is set
10:29:47  <Samu> but the ship doesn't stop for loading
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10:35:36  <Eddi|zuHause> my rail network is hopelessly overloaded, as usual
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10:41:31  <Samu> if (st->docking_station.Contains(gp.new_tile)
10:41:38  <Samu> why is the area empty?
10:41:47  <Samu> w = 0, h = 0
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11:19:03  <Samu> how important is it for a priority queue to return true on insert vs nothing returned?
11:23:46  <Samu> return true; - 10702 ticks
11:23:51  <Samu> return; - 10689 ticks
11:24:06  <Samu> i wanna know if i can get away with just return;
11:24:57  <Wolf01> Check where is called and if the result is used for something
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12:19:47  <Samu> here it is
12:20:01  <Samu> no longer memory hungry, and it can now make use of Exist function
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12:38:36  <Samu> indexer or enumerator, which name makes better sense in there?
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12:40:44  <Samu> or some other name?
12:43:24  <Samu> index seems more straigth to the point
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12:47:18  <Samu> theoretically there can be 1 << 63 - 1 indexes in the queue
12:47:36  <Samu> ‭9 223 372 036 854 775 807‬
12:47:43  <Samu> before it overflows
12:47:54  <Samu> so im gonna assume it's not going to overflow
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13:02:19  <Samu> is there anything I can do to make Native Heap disappear?
13:02:24  <Samu> from here
13:04:11  <Samu> feels bad to leave it there hanging
13:05:07  <Samu> can't edit the description to tell it's superseeded
13:05:22  <Yexo> Just upload a newer version
13:05:33  <Yexo> Or do you want to completely remove/deprecate it?
13:06:09  <Samu> yes, ideally, but I suppose that's not possible
13:06:20  <Samu> the new version is called SortedList
13:06:37  <Samu> just uploaded it as an update to NativeHeap, but it didn't work out
13:06:48  <Samu> become an entity of its own
13:07:20  <Yexo> You can't remove it completely. It's possible to mark packages as "for usage in existing games only", so they're not visible in-game by default
13:07:26  <Yexo> But there isn't an API for that yet
13:07:43  <Yexo> It can only be done via PR to the bananas github repo
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13:21:35  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8091: Add: [Script] Native priority queue; useful e.g. for pathfinders.
13:22:36  <_dp_> hm, so far only caught vehicle desyncs it looks like
13:23:02  <_dp_> also command log via admin port doesn't seem to be particularly helpful :(
13:24:17  <LordAro> _dp_: that's more or less the same information you get when doing desync debugging
13:26:29  <_dp_> LordAro, isn't there some way to replay the comands?
13:30:00  <LordAro> not via the admin port
13:30:18  <LordAro> requires a special build - see the desync debugging docs
13:31:25  <_dp_> LordAro, is that even feasible to do on an active server?
13:32:05  <_dp_> I guess reddit's test server is running that way but doesn't seem to catch it yet
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13:32:14  <_dp_> as no one plays on it :(
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14:54:23  <Samu> 5155534c-Queue.SortedList-2 ... this is a bad name :|
14:54:36  <Samu> damn new reality
15:17:05  <TrueBrain> Easy solution: don't look in that folder
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15:34:53  <supermop_Home> hi
15:45:55  <FLHerne> Oi
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16:06:05  <supermop_Home> hopeeeryone is having a nie day
16:06:08  <supermop_Home> nice
16:06:14  <supermop_Home> oof
16:16:42  <andythenorth> well
16:18:55  * andythenorth might play OpenTTD
16:19:14  <LordAro> scandelous.
16:21:58  <supermop_Home> ooooh
16:22:05  <supermop_Home> unprecedented ?
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17:45:50  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:45:50  <DorpsGek_III>   - Update: Translations from eints (by translators)
17:53:24  <DorpsGek_III> [OpenTTD/nml] frosch123 approved pull request #118: Fix: Allow calculation for palette in spritelayout
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18:40:52  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 updated pull request #35: PR of the day
18:42:33  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 commented on pull request #35: PR of the day
19:22:53  <Wolf01> So, I forgot to enable the halo campaign... so now I have to wait for it to download :E
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19:36:33  <Samu> should I provide a rudimentar BuildPath function in the pathfinder itself?
19:36:52  <Samu> or provide an AI
19:37:01  <Samu> using the pathfinder and building the path itself
19:37:19  <glx> pathfinder should just give a list of tiles
19:37:34  <glx> it's up to the AI to build
19:37:47  <Yexo> What is your ultimate goal here?
19:37:47  <Samu> ok, then i better provide an AI, need to start one from fresh
19:38:08  <Samu> goal is to upload a canal pathfinder to bananas for others to use
19:38:52  <Yexo> Building canals should be fairly similar to building roads, right?
19:39:27  <Samu> nop, it's quite difficult actually, due to locks
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19:39:34  <Yexo> Providing an example BuildCanals() function (in a readme/documentation) would be a nice bonus, but otherwise simply upload as-is if you're happy with the state
19:40:30  <Samu> good idea, a readme
19:41:14  <Samu> i'm not good at documentating things, ewrm, maybe an AI
19:43:54  <Samu> there is something "difficult-to-implement" for a BuildPath function, which is 2 tile sized aqueducts
19:44:25  <Samu> using DistanceManhattan > 1 will not suffice when detecting whether the pathfinder wanted to build an aqueduct or not
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19:45:29  <Samu> the pathfinder can plan them, but someone who's going to create a BuildPath function will surely have trouble implementing this. It requires quite a number of checks
19:45:32  <Yexo> In theory that's true for roads as well
19:45:41  <Yexo> Although it doesn't matter as much if it gets ignored there
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19:49:40  <Samu> road pathfinder v4 has a minimum bridge length of 3, DistanceManhattan > 1 is an easy check here
19:50:13  <DorpsGek_III> [OpenTTD/bananas-frontend-web] TrueBrain approved pull request #35: PR of the day
19:50:26  <TrueBrain> frosch123: I assume you tested the templates; didn't know you could use ".plural" on dict
19:50:27  <TrueBrain> :D
19:51:00  <Samu> gonna prepare a website for this
19:51:07  <Samu> a... github site*
19:51:12  <frosch123> that's jinja
19:51:31  <frosch123> for jinja a.b is equivalent to a["b"]
19:51:36  <TrueBrain> cool
19:51:45  <frosch123> except it does not work for keys with dash
19:52:48  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 merged pull request #35: PR of the day
19:53:32  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 closed issue #23: Map enums from API to nice looking user-readable values.
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19:59:37  <Samu>
19:59:39  <Samu> yay
19:59:59  <Samu> don't be scared at my code style, it's very horizontal
20:06:02  <Yexo> dThat pages gives me a 404
20:06:16  <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 created new tag: 1.0.2
20:09:08  <Samu> weird
20:09:11  <Samu>
20:09:15  <Samu> what about this one
20:09:45  <Samu> ah, i see a lock, seems that i made it private?
20:09:52  <Samu> must unlock
20:10:01  <LordAro> i was gonna say
20:10:13  <LordAro> if the main repo page was a 404, a more specific link certainly isn't going to work
20:11:06  <Samu> i unlocked, try now
20:14:02  <Yexo> It loads now at least
20:14:07  <Yexo> It's definitely missing a license
20:14:44  <Samu> oh, does it matter
20:15:07  <Samu> it will have a license when i upload and download the licenses to/from bananas
20:15:24  <Yexo> It does: no license = all rights reserved, nobody can publish changes etc.
20:15:40  <Yexo> If you were to disappear, nobody can fix any bugs but they have to start from scratch
20:16:16  <Samu> you can't create a pull request or so?
20:16:36  <nielsm> license is not about technology, it's about law
20:16:58  <Yexo> Technically I can, but I'm not allowed to publish your work with changes, so I'm not allowed to create changes to put in a PR in the first place
20:17:02  <Yexo> is a good read
20:17:28  <nielsm> if you publish software, even a basic library for AIs in a free game, you need to choose a license to inform other users and potential contributors about their rights and obligations
20:17:34  <Samu> I don't have the license file, unless I copy from the other
20:17:37  <Samu> stuff
20:18:28  <nielsm> and if you don't publish a license along with the software then the default, according to common copyright laws, is that nobody but you alone have the right to publish modified or unmodified versions
20:20:52  <Samu> can I copy the license.txt from other libraries?
20:21:00  <nielsm> yes
20:22:58  <Samu> done
20:23:02  <Samu> reload page
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20:32:00  <Yexo> Thanks
20:48:25  <DorpsGek_III> [OpenTTD/nml] glx22 dismissed a review for pull request #118: Fix: Allow calculation for palette in spritelayout
20:48:25  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #118: Fix: Allow calculation for palette in spritelayout
20:49:40  <andythenorth> thing YT recommends
20:49:45  <andythenorth> random
20:50:23  <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #118: Fix: Allow calculation for palette in spritelayout
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21:00:58  <Yexo> Samu: most of the costs look fairly high compared to the normal tile cost
21:01:07  <Yexo> Have you experimented with lower cost values?
21:16:37  <Samu> it's mostly because it's costly to build canals
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21:17:25  <Samu> no_existing_water should even be higher but wtv...
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21:20:59  <nielsm> pathfinder costs doesn't need to have to do with construction costs, it should reflect how fast the route lets you traverse from A to B, first and foremost
21:21:37  <nielsm> construction costs should usually be secondary, unless you play with infrastructure maintenance on and there'd be upkeep costs as well
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21:22:39  <nielsm> the pathfinder cost for building canals and locks and aqueducts should reflect the value in not having to take a detour across natural bodies of water
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21:40:34  <Samu> I have to go sleep
21:40:38  <Samu> take care
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22:11:50  <DorpsGek_III> [OpenTTD/nml] FLHerne opened pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
22:13:26  <FLHerne> Hm, tests not happy
22:14:39  <FLHerne> Oh, stupid circular imports
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22:22:26  <DorpsGek_III> [OpenTTD/nml] FLHerne updated pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
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22:25:34  <DorpsGek_III> [OpenTTD/nml] Yexo approved pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
22:26:08  <Yexo> Shouldn't be too hard to remove the copy/paste stuff by putting everything in a wrapper function
22:26:17  <Yexo> But that can also be done afterwards
22:26:22  <FLHerne> Yes, I actually wrote that
22:26:55  <FLHerne> Then I decided it was a bad idea to add stuff and change the implementation in the same change
22:27:11  <Yexo> I can only agree with that
22:27:35  <FLHerne> ...and then I thought "sod it, this entire file is a mess" and didn't bother pushing that last commit with the others :P
22:27:44  <FLHerne> Some other time
22:28:42  <DorpsGek_III> [OpenTTD/nml] Yexo commented on pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
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22:29:37  <FLHerne> Hm, probably yes
22:29:44  <FLHerne> And I should edit them onto the wiki
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22:34:05  <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #118: Fix: Allow calculation for palette in spritelayout
22:35:05  <DorpsGek_III> [OpenTTD/nml] FLHerne dismissed a review for pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
22:35:05  <DorpsGek_III> [OpenTTD/nml] FLHerne updated pull request #119: Fix: Add missing `roadtype()` and `tramtype()` builtins.
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22:50:45  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8123: "Unable to find local depot" on dead-end tram tracks (regardless of location)
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