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00:58:22 *** tokai|noir has joined #openttd 00:58:22 *** ChanServ sets mode: +v tokai|noir 01:05:24 *** tokai has quit IRC 01:17:42 *** roadt has quit IRC 01:18:08 *** roadt has joined #openttd 01:26:18 *** tokai has joined #openttd 01:26:18 *** ChanServ sets mode: +v tokai 01:33:08 *** tokai|noir has quit IRC 02:38:33 *** Wormnest has quit IRC 02:56:05 *** glx has quit IRC 02:57:29 *** debdog has joined #openttd 03:00:50 *** D-HUND has quit IRC 03:14:14 *** orudge has quit IRC 03:31:45 *** tokai|noir has joined #openttd 03:31:45 *** ChanServ sets mode: +v tokai|noir 03:38:44 *** tokai has quit IRC 04:41:57 *** Flygon has joined #openttd 05:19:14 *** sla_ro|master has joined #openttd 05:33:25 *** roadt_ has joined #openttd 05:40:25 *** roadt has quit IRC 06:36:37 *** tokai has joined #openttd 06:36:37 *** ChanServ sets mode: +v tokai 06:43:29 *** tokai|noir has quit IRC 07:08:50 *** HerzogDeXtEr has joined #openttd 07:20:59 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9338: Several code refactors of the SaveLoad code https://git.io/JGhXd 07:26:59 *** felix has quit IRC 07:29:27 *** felix has joined #openttd 08:49:02 *** andythenorth has joined #openttd 09:02:25 <peter1138> Amongst all those very old patches, and some more recent patches (only 10 years old...) I have nothing to do with ukwaypoints. 09:09:29 <TrueBrain> peter1138: too bad :) Tnx anyway :) 09:09:59 <peter1138> Might be in some other location... Why have I never deleted this stuff... 09:10:43 <peter1138> Cool, my custom Minecraft server from 2010 :D 09:14:50 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9341: Add: '-X' option to ignore global folders in the search path https://git.io/JZG1r 09:15:21 <TrueBrain> lol :D 09:24:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9342: Change: allow pause/unpause console command in single player too https://git.io/JZGDH 09:24:55 <Rubidium> should that also be used for the (build) regression tests? Or is that going to break the regression tests? 09:25:22 <TrueBrain> currently people often have OpenGFX in their global path 09:25:39 <TrueBrain> so no, regression should stay as it is for now :) 09:34:22 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9343: Add: execute "game_exit.scr" on closing the game https://git.io/JZG9y 09:39:51 <peter1138> perlin3d.c 09:39:57 <peter1138> Gosh, I wrote some crap :D 09:44:38 <TrueBrain> hmm ... I am trying to do this: load an old savegame, save it, run it for N ticks, save it again 09:44:48 <TrueBrain> load the first savegame, run it for N ticks, save it 09:44:52 <TrueBrain> and compare the two end-savegames 09:45:01 <TrueBrain> they should be identical if nothing was going wrong with the save/load 09:45:11 <TrueBrain> but .. they differ with 4 bytes in size alone :P 09:45:22 <TrueBrain> that might be because of a tick difference 09:46:30 <TrueBrain> well, even compatible NewGRFs that are loaded can cause it, I guess 09:46:43 <TrueBrain> owh, and gamelog difference 09:46:44 <TrueBrain> bah 09:48:10 <TrueBrain> so, export-as-json and json compare might work .. but that is not 100% done yet :P 09:51:43 <TrueBrain> okay, without the gamelog the size of the savegame is the same .. just binary different still :D 09:52:33 <TrueBrain> very minimal difference .. just no clue what :D 09:58:07 <peter1138> You could try loading the old game on a server, then connecting a client, and see where that gets you :D 09:58:21 <peter1138> There's desync debugging stuff isn't there? 09:58:33 <peter1138> If it's different, then it would, indeed, be a desync issue. 10:02:55 <Rubidium> that amphibian's savegame dump tool might help ;) 10:04:57 *** andythenorth has left #openttd 10:17:38 *** Eddi|zuHause2 is now known as Eddi|zuHause 10:17:57 <Eddi|zuHause> trunk/src/network/network.cpp:36:10: fatal error: charconv: Datei oder Verzeichnis nicht gefunden 10:17:59 <Eddi|zuHause> #include <charconv> 10:18:00 <Eddi|zuHause> what did i do wrong? 10:18:08 <LordAro> your compiler is too old 10:18:35 <Eddi|zuHause> 7.5.0? 10:18:38 <LordAro> apparently 10:18:55 <LordAro> i wouldn't be opposed to solutions that remove charconv usage anyway 10:34:22 <_dp_> crazy idea of the day: no terraforming with tools but you can load and unload dirt anywhere 10:36:34 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9343: Add: execute "game_exit.scr" on closing the game https://git.io/JZGhA 10:37:27 <_dp_> funnily enough it's probably someewhat possible already with some "construction site" industry and a bit of gs 10:44:38 *** tokai|noir has joined #openttd 10:44:38 *** ChanServ sets mode: +v tokai|noir 10:51:26 *** tokai has quit IRC 11:00:17 <Eddi|zuHause> sounds like horrible gameplay 11:01:29 <Eddi|zuHause> keeping aside the user interface issues, the game isn't really designed for temporary routes 11:01:59 <LordAro> how about balanced terraforming? 11:02:07 <LordAro> can only raise land if you've lowered it somewhere else 11:02:14 <LordAro> might be fun 11:02:28 <LordAro> GS might be able to do it? 11:02:31 <Eddi|zuHause> that's essentially like the burst mechanics 11:02:49 <Eddi|zuHause> just you have a signed value 11:04:08 <Eddi|zuHause> should be fairly straightforward to adapt. plus you get a slow decay over time for free 11:09:27 <Xaroth> LordAro: lower too much land and the sea level rises, raise it too much and sea level lowers. 11:10:09 <Xaroth> remove a mountain and suddenly half your rail network floods. 11:12:38 <_dp_> yeah, gameplay is questionable 11:12:59 <_dp_> may work if somehow limited to large terraforming projects though 11:13:19 <_dp_> like if you want to build a dam across the lake you have to go through all the trouble 11:15:45 *** WormnestAndroid has quit IRC 11:16:58 *** WormnestAndroid has joined #openttd 11:18:53 *** WormnestAndroid has quit IRC 11:19:36 *** WormnestAndroid has joined #openttd 11:22:04 *** WormnestAndroid has quit IRC 11:24:00 *** WormnestAndroid has joined #openttd 11:39:33 *** tokai has joined #openttd 11:39:33 *** ChanServ sets mode: +v tokai 11:46:29 *** tokai|noir has quit IRC 11:47:59 *** tokai|noir has joined #openttd 11:48:00 *** ChanServ sets mode: +v tokai|noir 11:51:11 <peter1138> 12:10 < Xaroth> remove a mountain and suddenly half your rail network floods. 11:51:17 <peter1138> Sounds great in multiplayer 11:51:21 <Xaroth> I know right 11:54:56 *** tokai has quit IRC 12:05:03 *** orudge has joined #openttd 12:14:16 *** glx has joined #openttd 12:14:16 *** ChanServ sets mode: +v glx 12:28:52 *** cacheerror[m] has quit IRC 12:53:56 *** sla_ro|master has quit IRC 13:02:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9343: Add: adhere the autosave_on_exit setting for Null videodriver https://git.io/JZG9y 13:02:29 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9343: Add: adhere the autosave_on_exit setting for Null videodriver https://git.io/JZZ23 13:04:38 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9343: Add: adhere the autosave_on_exit setting for Null videodriver https://git.io/JZG9y 13:05:34 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9343: Add: adhere the autosave_on_exit setting for Null videodriver https://git.io/JZZ2j 13:06:15 <TrueBrain> lol 13:08:09 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9343: Add: adhere the autosave_on_exit setting for Null videodriver https://git.io/JZG9y 13:13:39 *** WormnestAndroid has quit IRC 13:13:52 *** WormnestAndroid has joined #openttd 13:15:40 <peter1138> https://what.thedailywtf.com/topic/15001/enlightened/2 13:15:44 <peter1138> I guess our UI isn't so bad... 13:16:45 *** Samu has joined #openttd 13:17:00 <TrueBrain> haha 13:18:34 <TrueBrain> hmmm .. the autosave-on-exit is not always done .. wth 13:21:11 <TrueBrain> okay ... I start the game, pause it, save, unpause .. but the null-videodriver counts the ticks no matter if it is paused or not 13:21:18 <TrueBrain> so it exits before the save is done 13:21:37 <TrueBrain> and as it cannot do 2 save-actions at once, the exit.sav is never created 13:21:37 <TrueBrain> right 13:23:17 *** gelignite has joined #openttd 13:23:22 <peter1138> EFL powers Samsung Galaxy Watch smartwatches 13:23:24 <peter1138> Oh no 13:32:01 *** ciet[m] has quit IRC 13:45:06 <TrueBrain> okay, the JSON diff tells me, when I save/load the game, the AI blob can change 13:45:09 <TrueBrain> that somewhat makes sense 13:48:23 <peter1138> All that effort :-) 13:48:46 <TrueBrain> okay, when you do not have the right AI for a savegame 13:48:53 <TrueBrain> it changes the "is_random" from 0 to 1 :) 13:49:11 <glx> and discard previously saved data ? 13:49:34 <TrueBrain> dunno, not many AIs use that, so hard to tell :) 13:52:44 <TrueBrain> well, at least for the parts I can JSON-ify already, diffs on games are empty 13:52:48 <TrueBrain> so that at least is promising :D 13:53:15 <TrueBrain> crazy-slow, takes ~30 minutes to process 500 savegames 13:53:21 <TrueBrain> but okay :) 13:53:30 <TrueBrain> some savegames take a long time to simulate for 256 ticks :P 13:53:47 <peter1138> It's the trees. 13:54:03 <peter1138> Trees and path signals :) 13:54:22 <TrueBrain> but so what I am testing now is that the original game simulates the same as save/load that same game .. that means that my changes to the save/load do not influence the game-state 13:54:30 <TrueBrain> so it is more likely I didn't fuck anything up :D 13:54:45 <peter1138> Almost like, say, a unit test? :D 13:54:59 <TrueBrain> well, more like an integration test ;) 13:55:06 <TrueBrain> I am not doing this on unit level after all :P 13:55:11 <peter1138> True true 13:56:10 <TrueBrain> okay, I like being able to export to JSON :D 13:59:34 <TrueBrain> lol, I have 1 game that is like completely different 13:59:40 <TrueBrain> interesting .. and hard to tell if that is my work 13:59:43 <TrueBrain> or an existing bug :P 14:02:32 <peter1138> https://alpaca-attack.com/ 14:02:33 <peter1138> Nice 14:04:01 <TrueBrain> owh boy :P 14:04:45 <TrueBrain> w00p, even ProZone games have no diff 14:04:55 <TrueBrain> okay, so the idea works :D 14:05:23 <TrueBrain> it just takes a lot longer than I expected .. ~2 hours for the full set, by the looks :P 14:06:23 <_dp_> dunno about your case but for network desyncs there are certain things that can differ between server and client saves 14:06:39 <TrueBrain> wait, really? 14:06:42 <TrueBrain> is that what desync means? 14:06:44 <TrueBrain> holy crap! 14:06:45 <TrueBrain> :P 14:07:05 <_dp_> I mean differ normally, without causing desynnc 14:08:52 <_dp_> desync means that random state changed, not 100% identical save or game state 14:11:31 *** nielsm has joined #openttd 14:11:56 <peter1138> Desync is often detected by the random state not matching, but that isn't what defines a desync. 14:16:55 <_dp_> that's the only practical definition of desync I know of :p 14:17:39 <TrueBrain> I think JGRPP is a fine example for using much more information to detect desyncs 14:17:45 <TrueBrain> I still want to port that over to us 14:18:40 <TrueBrain> but desync means the client and server no longer agree on the game-state 14:18:47 <_dp_> it's mostly about detecting desyncs sooner, not defining it 14:18:54 <TrueBrain> which we, with a poor-mans-solution, detect by looking at the random-seed 14:19:22 <peter1138> https://programmersought.com/article/98554197041/ < lol, that is not what a keepalived script is meant to do 14:19:26 <TrueBrain> but you seem to be confusing "detection of desyncs" with "desync" 14:19:28 <_dp_> and then you'll have to define what "agree on the game-state" means 14:19:40 <_dp_> are different states of vehicle flags a desync? 14:19:48 <TrueBrain> peter1138: it is not? Awh! 14:20:11 <TrueBrain> but, if it works .. it works, right? :D 14:20:13 <peter1138> A desync is when the state differs. Random state not matching usually happens after the initial desync, it's an effect of the desync, not the cause. 14:20:36 <peter1138> TrueBrain, it literally kills keepalived itself if postgres is not alive 14:20:52 <TrueBrain> do I want to know in what corner of the internet you ended up in? 14:21:01 <glx> hmm using ChunkHandlerTable = span<const ChunkHandler *>; doesn't work for static const ChunkHandler *map_chunk_handlers[] = {}; extern const ChunkHandlerTable _map_chunk_handlers(map_chunk_handlers); 14:21:09 <glx> no compatible constructor 14:21:11 <peter1138> It's meant to return a status which keepalived uses to do the thing keepalived is designed to do... 14:21:19 <peter1138> TrueBrain, this bit, apparently :/ 14:21:29 <TrueBrain> glx: yeah .. I didn't add a way to allow span<> to be empty 14:21:35 <_dp_> peter1138, and now you have to define "the state" 14:21:37 *** JGR has joined #openttd 14:21:45 <glx> well it's not empty, there's 11 element ;) 14:21:57 <TrueBrain> glx: ah, your example showed it as empty :P 14:22:00 <glx> I just simplified copy/paste 14:22:12 <TrueBrain> well, for sure it doesn't work on empty :) 14:22:31 <_dp_> peter1138, and if you define it too vaguely you'll find out that openttd mp runs in a perpetual desync :p 14:22:32 <TrueBrain> otherwise your copy/paste "looks fine" 14:22:42 <glx> seems Container constructors don't work for this 14:22:53 <TrueBrain> if you can show a bit more code, I can give it a look 14:23:00 <TrueBrain> but know that I implemented the bare minimum for span<> :) 14:24:09 <JGR> Quite often, desyncs are due to cache issues. These caches are not actually stored in savegames and so comparing savegames after the fact is usually not useful. 14:24:45 <glx> TrueBrain: https://github.com/OpenTTD/OpenTTD/compare/master...glx22:saveload <-- nothing fancy, I'm just changing a type :) 14:25:01 <TrueBrain> JGR: be mindful that nobody was talking about comparing savegames to detect desyncs :) 14:26:21 <glx> guess we need our version of gsl_api gsl_constexpr span( element_type (&arr)[N] ) gsl_noexcept 14:27:09 <TrueBrain> JGR: that is the so, _dp_ randomly started to talk about it, but we were not :D 14:27:13 <TrueBrain> so = say ;) 14:27:23 <TrueBrain> for some reason I didn't press enter as I clicked a link 14:27:25 <TrueBrain> now that is interesting :P 14:27:51 <JGR> I'm aware of that, however diffing client and server savegames seems to be the suggest method for debugging desync issues. 14:28:19 <JGR> That's fair enough. 14:28:48 <TrueBrain> haha, yeah, using savegames for desyncs is a rather limited scope to investigate :) 14:29:11 <TrueBrain> I think we have more code to investigate desyncs in OpenTTD than anything else (investigate-wise) 14:29:17 <_dp_> TrueBrain, you were not but now we're talking comparing savegames! :p 14:29:23 <TrueBrain> glx: that is odd, I would expect that to "just work" 14:29:32 <TrueBrain> glx: have you tried changing the "ChunkHandler" type to a pointer? 14:29:47 <TrueBrain> instead of adding a * everywhere :) 14:31:05 <_dp_> and limited it may be but it's the only scope most of the time 14:31:12 <TrueBrain> JGR: I also like that most often the solution to a desync is to save the cache :P 14:31:17 <TrueBrain> which is sort-of funny :) 14:31:36 <TrueBrain> why did we ever add so many caches in the game? :D 14:31:57 <JGR> Because otherwise performance would be atrocious 14:32:04 <JGR> Especially with GRFs 14:32:17 <TrueBrain> to present an andy solution: just remove GRFs :P 14:32:35 <TrueBrain> I am now working on reworking the linkgraph saveload part 14:32:39 <TrueBrain> boy ... that is some special code 14:32:43 <TrueBrain> it stores a lot of meta-data 14:32:49 <TrueBrain> just to be sure after loading it is still doing the same thing 14:32:51 <TrueBrain> pretty funny :) 14:33:58 <JGR> If you didn't save all that, you get another type of desync 14:34:04 <JGR> you'd* 14:34:29 <TrueBrain> yup 14:34:56 <TrueBrain> complexity of the game increased quiet a bit :) 14:35:14 <TrueBrain> quite 14:35:15 <TrueBrain> ugh 14:35:16 <TrueBrain> what-ever 14:35:18 <TrueBrain> fuck english :P 14:37:33 <TrueBrain> glx: godbolt tells me that fixes the issue, which is funny :) 14:39:07 <TrueBrain> as in: https://godbolt.org/z/bTM6c76a1 14:39:23 <TrueBrain> I guess this is part of the wonderful world called templates? :D 14:39:44 <LordAro> of course! 14:39:58 <glx> haha it's magic 14:42:19 <Eddi|zuHause> we could switch to german, if you don't like english :p 14:43:11 <TrueBrain> ah, const is the issue 14:43:28 <TrueBrain> https://godbolt.org/z/nzTbE75Yc 14:43:29 <TrueBrain> works too 14:44:06 <TrueBrain> and https://godbolt.org/z/d89Tc43f9 ofc too 14:44:28 <TrueBrain> but yeah, it is a limit of my implementation, as std::span<> does work fine :) 14:46:18 *** tokai has joined #openttd 14:46:18 *** ChanServ sets mode: +v tokai 14:49:21 <TrueBrain> glx: https://godbolt.org/z/dozsGPeKE <- change that in your core/span_type.hpp 14:51:40 <TrueBrain> but, correctly me if I am wrong LordAro , "const char *a[]" makes the pointer a const, where "const char* const a[]" makes "a" a const 14:53:14 *** tokai|noir has quit IRC 14:53:17 <nielsm> the latter makes a a pointer that can't be changed, pointing at char's that can't be changed 14:53:51 <nielsm> or huh no wait, it's also an array so nm 14:54:13 <LordAro> https://cdecl.org/?q=const+char+" target="_blank">https://cdecl.org/?q=const+char+*a%5B%5D https://cdecl.org/?q=const+char+" target="_blank">https://cdecl.org/?q=const+char+*a%5B%5D 14:54:16 <LordAro> ;) 14:54:32 <TrueBrain> linking the same thing twice, nice 14:54:34 <TrueBrain> but yeah, good point 14:54:47 <LordAro> oh lol 14:54:53 <LordAro> damned clipboard 14:54:55 <TrueBrain> but so in this case we indeed want "const" twice :) 14:55:03 <TrueBrain> so you do not have to change span_type.hpp I think glx :) 14:55:16 <TrueBrain> as we really want the list itself to be a const, not only the pointers :) 14:55:25 <TrueBrain> explains why the "using ChunkHandler2" worked 14:55:28 <TrueBrain> sanity restored :) 15:01:05 <TrueBrain> its funny, as gsl-list writes everywhere "Container const" instead of "const Container" 15:01:13 <TrueBrain> (both being equal, ofc) 15:01:20 <TrueBrain> gsl-lite 15:01:24 <TrueBrain> damn, too hot for typing 15:22:41 <TrueBrain> owh yeah, my test-suite in fact did pick up on a bug Rb already told me about :D But that means it also finds things broken just fine :D 15:22:42 <TrueBrain> sweet! 15:42:07 *** Progman has joined #openttd 15:51:54 *** Wormnest has joined #openttd 16:03:35 *** roadt_ has quit IRC 16:10:36 <peter1138> Has OpenTTD renamed master yet? 16:10:51 <glx> no 16:14:38 <peter1138> Okay, I am not missing any commits then :D 16:17:48 *** roadt_ has joined #openttd 16:53:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #9344: Change: Reduce real sprite groups if possible. https://git.io/JZn41 16:54:20 *** sla_ro|master has joined #openttd 17:38:32 <TrueBrain> glx: just so I have mentioned it, another example where chunk order really matters: Companies have to be loaded after EngineRenew 17:38:35 <TrueBrain> they are -not- in the same file 17:42:08 <TrueBrain> hmm, no, that is not true .. ugh, this code is difficult to read 17:42:46 <TrueBrain> fuck it, I am going to waste a few more bytes in memory during loading .. that should make things a lot easier 17:43:00 *** jottyfan has joined #openttd 17:51:24 <FLHerne> Out of curiosity, is the fancy bridge PR waiting on anything? 17:52:02 <FLHerne> That's one feature I'm quite keen to see 17:52:10 <peter1138> NewGRF bridges? 17:52:30 <FLHerne> Yes, 9161 17:52:43 <peter1138> I don't think anyone has gone through it thoroughly apart from frosch 17:53:17 <peter1138> Adding a NewGRF spec is quite a task, and I haven't look to see if this does it right :p 17:53:45 <FLHerne> I thought about implementing NML support for it, but in that case it's guaranteed to be completely re-invented 17:54:02 <FLHerne> because sod's law 17:54:32 <peter1138> Implementing support is a good way to find out if there are any dum... bits missing. 18:00:41 <peter1138> I looked at my old NewGRF bridges patch and it has absolutely nothing involving sprite resolvers, so it must have been using a fixed offset, like the original NewGRF stations code did (before I got my fingers on it) 18:05:37 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9339: Codechange: add and use the ability to store (lists of) structs in savegames https://git.io/JZLZC 18:05:49 <TrueBrain> right, companies saveload now uses SLE_STRUCT .. 18:05:52 <TrueBrain> 2 down, 2 to go 18:08:23 <TrueBrain> after this, it means every SaveChunk basically only calls SlObject once 18:08:42 <TrueBrain> which means everything is described by the SaveLoadTables :) 18:09:04 *** Flygon has quit IRC 18:16:12 *** andythenorth has joined #openttd 18:20:19 *** andythenorth has quit IRC 18:32:05 *** frosch123 has joined #openttd 18:36:35 *** andythenorth has joined #openttd 18:39:35 <frosch123> FLHerne: for some weeks i wanted to split off the bridge-pool from thar PR, but I keep on finding other things to do :p 18:55:12 <peter1138> Hmm, apparently there are 3 regression tests now, but the new one does not exist. Huh. 19:13:55 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JZnd9 19:13:56 <TrueBrain> lol @ peter1138 , you are doing what now? :D 19:13:56 <DorpsGek> - Update: Translations from eints (by translators) 19:14:05 <TrueBrain> wow, GitHub schedule is getting close and clsoe to sanity 19:17:41 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9339: Codechange: add and use the ability to store (lists of) structs in savegames https://git.io/JZLZC 19:41:24 *** Wolf01 has joined #openttd 19:50:10 *** JGR has quit IRC 19:57:17 *** jottyfan has quit IRC 19:58:45 <DorpsGek> [OpenTTD/OpenTTD] vituscze opened pull request #9345: Fix: Crash when CTRL-clicking on a sign https://git.io/JZceM 20:01:01 <V453000> I always forget, how is a wagon recognized in NML? It doesn't have tractive effort? 20:01:06 <V453000> it's something else right 20:01:16 <V453000> maglev also doesn't have that 20:02:35 <andythenorth> no power isn't it? 20:02:47 <andythenorth> power in action 0 = engine 20:02:53 <andythenorth> no power in action 0 = wagon 20:03:01 <andythenorth> but cb 36 can give power to wagon when built 20:06:38 *** sla_ro|master has quit IRC 20:07:09 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9345: Fix: Crash when CTRL-clicking on a sign https://git.io/JZcft 20:09:28 <glx> I think #9337 is for you peter1138 20:16:02 <V453000> ah yeah powered wagon is something else 20:16:04 <V453000> thanks 20:16:04 <V453000> :) 20:20:45 *** virtualrandomnumber has joined #openttd 20:20:52 *** virtualrandomnumber has quit IRC 20:34:53 *** nielsm has quit IRC 20:50:32 *** gelignite has quit IRC 20:58:00 <peter1138> 1/3 Testing: regression_Testing 20:58:04 <peter1138> CMake Error at I:/src/OpenTTD/cmake/scripts/Regression.cmake:15 (message): Regression test Testing does not exist (tip: check regression folder for the correct spelling) 20:58:11 <peter1138> o_O 21:00:23 *** norri has joined #openttd 21:01:51 <DorpsGek> [OpenTTD/OpenTTD] vituscze opened pull request #9346: Feature: [NewGRF] Maximum curve speed modifier for rail vehicles https://git.io/JZcqh 21:07:59 <DorpsGek> [OpenTTD/OpenTTD] vituscze commented on pull request #9346: Feature: [NewGRF] Maximum curve speed modifier for rail vehicles https://git.io/JZcYt 21:15:27 *** Samu has quit IRC 21:23:08 <glx> peter1138: weird 21:23:18 <glx> maybe clean build folder 21:23:39 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #9346: Feature: [NewGRF] Maximum curve speed modifier for rail vehicles https://git.io/JZc3z 21:24:51 <V453000> Feature request: ban andythenorth from github 21:24:52 <V453000> :> 21:25:02 <andythenorth> goes it kick V453000 21:29:30 *** Wolf01 has quit IRC 21:31:51 *** frosch123 has quit IRC 21:40:01 <andythenorth> Andrey Andreyev 21:40:20 <peter1138> Wot 21:40:29 <andythenorth> sponsor of a silly train https://en.wikipedia.org/wiki/4-14-4 21:40:55 <andythenorth> people named variants of Andrey can be odd 21:41:03 <andythenorth> double Andrey is double off 21:41:06 <andythenorth> odd * 21:41:18 <andythenorth> I was odd-by-one on the keyboard there 21:42:14 <glx> hey it survived 25 years before being scrapped 21:44:26 *** Progman has quit IRC 21:45:22 <peter1138> Could it go around bends? 21:47:18 <glx> not really 21:47:39 <glx> even with sliding axles 21:49:43 <andythenorth> ideal for the new 9346 PR 21:54:24 *** andythenorth has quit IRC 21:55:38 *** andythenorth has joined #openttd 22:00:26 *** HerzogDeXtEr has quit IRC 22:05:00 *** OsteHovel has quit IRC 22:06:39 *** andythenorth has quit IRC 22:13:22 *** iSoSyS has joined #openttd 22:14:09 *** iSoSyS has quit IRC 23:27:09 *** Beer has joined #openttd 23:53:52 *** norri has quit IRC