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Log for #openttd on 6th December 2023:
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13:57:30  *** D-HUND is now known as debdog
14:01:14  <talltyler> How early is too early? Negative year?
14:01:33  <peter1138> Yes :)
14:02:23  <andythenorth> ask me yesterday
14:02:38  <peter1138> Negative daylength?
14:02:41  <alfagamma7> Had pizza after 4 years today
14:02:45  <alfagamma7> felt good
14:10:46  <peter1138> Must have been a bit cold.
14:11:29  <alfagamma7> true dat
14:15:02  <DorpsGek> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #11547: Change: Remember the active game option window tab https://github.com/OpenTTD/OpenTTD/pull/11547#pullrequestreview-1766563065
14:15:05  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #11547: Change: Remember the active game option window tab https://github.com/OpenTTD/OpenTTD/pull/11547
14:16:02  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #11547: Change: Remember the active game option window tab https://github.com/OpenTTD/OpenTTD/pull/11547#pullrequestreview-1767688826
14:17:51  <peter1138> Modern game development is weird.
14:18:04  <peter1138> They just have boxes that they connect together and it all just... works.
14:20:20  <_glx_> ah yes the blueprint thing
14:20:35  <peter1138> Just loaded up https://www.twitch.tv/deadmau5
14:20:49  <_glx_> (it actually generates C# code in background)
14:21:57  <andythenorth> can we do that for OpenTTD?
14:26:37  <peter1138> Act 3/2/1 chains?
14:44:42  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #11547: Change: Remember the active game option window tab https://github.com/OpenTTD/OpenTTD/pull/11547
14:49:47  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #11548: Fix #10511: Limit 'go to nearest depot' orders https://github.com/OpenTTD/OpenTTD/pull/11548#issuecomment-1843043861
14:54:29  *** nielsm has joined #openttd
15:11:12  <peter1138> If I ever managed to go through my patch backlog will I end up implementing 'custom bridgeheads' again...?
15:11:32  <peter1138> (The patch was pre-C++, there's no way it'll apply :))
15:17:43  <LordAro> not with that attitude
15:19:36  <talltyler> I hope so
15:19:49  <talltyler> It’s also in JGRPP if that’s an easier starting point
15:21:48  <peter1138> Usually no :)
15:39:16  <xarick> uhm, I don't know what's a virtual function
15:43:44  <peter1138> You were dealing with override yesterday, so you probably do.
15:45:15  <xarick> `virtual ClosestDepot FindClosestDepot([[maybe_unused]] bool limited = false) { return {}; }` this one has a virtual tag to it, but I don't know what or why or how it works
15:45:30  <xarick> "it just works"
15:49:34  <LordAro> there's no simple answer i can give for what virtual functions are
15:49:36  <LordAro> google will help
15:51:01  <xarick> gonna try bing chat
15:55:24  <peter1138> Such song https://www.youtube.com/watch?v=n552Yc7d8hI
15:58:53  <LordAro> peter1138: oh my
16:02:26  <_glx_> something like <https://github.com/OpenTTD/OpenTTD/compare/master...glx22:OpenTTD:depot_penalty> (partial implementation)
16:11:22  *** Wormnest has joined #openttd
16:14:52  <xarick> ah, I see
16:15:52  <xarick> avoids code repetition
16:15:56  <xarick> by adding more code
16:17:20  <xarick> how would I handle aircraft
16:17:41  <_glx_> it's handled by base class
16:17:49  <_glx_> the return 0
16:19:50  <_glx_> and FindClosestDepot will have max_penaly parameter instead of limited
16:20:23  <_glx_> you can then pass the parameter to the specialized search depot function
16:21:04  <xarick> hmm, how would i force pass a 0?
16:22:06  <xarick> the limitation was just for the order in 

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