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Log for #openttd on 19th July 2022:
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01:51:02  <DorpsGek> [OpenTTD/OpenTTD] rei-artist opened issue #9954: [Bug]: AIVehicle::GetBuildWithRefitCapacity() returned  incorrect value when engine was articulated. https://github.com/OpenTTD/OpenTTD/issues/9954
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02:30:01  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9954: [Bug]: AIVehicle::GetBuildWithRefitCapacity() returned  incorrect value when engine was articulated. https://github.com/OpenTTD/OpenTTD/issues/9954
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03:44:58  <DorpsGek> [OpenTTD/OpenTTD] rei-artist commented on issue #9954: [Bug]: AIVehicle::GetBuildWithRefitCapacity() returned  incorrect value when engine was articulated. https://github.com/OpenTTD/OpenTTD/issues/9954
03:53:21  <ely-the-kitsune> this game is awesome
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04:31:19  <DorpsGek> [OpenTTD/OpenTTD] rei-artist commented on issue #9954: [Bug]: AIVehicle::GetBuildWithRefitCapacity() returned  incorrect value when engine was articulated. https://github.com/OpenTTD/OpenTTD/issues/9954
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06:30:25  <wallabra> What did I do wrong in my world generation parameters? ECS Vectors industries fail to spawn a handful of industry types, which didn't happen before :<
06:30:59  <wallabra> I'll double check my GRF list
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06:39:19  <wallabra> I wonder if it's ECSext's fault.
06:40:33  <wallabra> nope
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06:41:28  <wallabra> Maybe it's the low number of towns but I don't want them to be too close together.
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07:02:43  <wallabra> And I wish there was a way to set the % of cities that would be linked with public roads by worldgen (apart from either none or all).
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12:52:34  <glx> no nightlies for 20 days and nobody told us
12:53:13  <LordAro> oh no
12:53:20  <LordAro> what's the failure?
12:53:41  <glx> disabled workflows as usual (the 60 days limit)
12:53:46  <LordAro> ah
12:53:49  <glx> I reenabled them
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13:33:24  <Samu> it works! but it's super slow :( https://i.imgur.com/B56UI1J.png
13:33:50  <Samu> @calc 949620 / 74
13:33:50  <DorpsGek> Samu: 12832.702702702703
13:34:18  <Samu> 12832 / 365
13:35:23  <Samu> hmm my math is off
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13:36:44  <Samu> 35 years
13:45:56  <LordAro> 35 years to pathfind across the entire map doesn't seem so bad
13:47:18  <Samu> it's a 256x256 map
13:49:25  <LordAro> i can see that
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13:49:41  <LordAro> that's the absolute worst case
13:49:57  <LordAro> which is absolutely never going to happen in "reality"
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14:45:11  <FLHerne> eh, on larger maps 256 tiles isn't an unreasonable or even unlikely distance
14:46:18  <LordAro> FLHerne: look at the image samu posted
14:46:23  <LordAro> it's not exactly a reasonable distance
14:46:35  <FLHerne> er, oh
14:46:48  <FLHerne> it's still doing that spaghetti thing
14:46:52  <FLHerne> quite right
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15:20:29  <glx> but why doing these weird PF runs ? 35 years seems right here
15:23:17  <glx> and 1 build command per tick for the number of track tiles
15:26:51  <glx> (building time is around 2.5 years if my math is correct)
15:28:55  <glx> finding the worst path is of course slower because it can't discard branches before they reach the destination
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16:57:41  <Samu> im just testing consecutive turns and slopes penalties on the dual rail pathfinder, it's too restrictive apaprently
16:58:54  <Samu> it's amazing i can pack these many features into the pf
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18:39:11  <Samu> hmm the pf is no longer memory efficient, i screwed up somewhere
18:56:03  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/b199779ad4428b1df1a344be8237583150ca653c
18:56:04  <DorpsGek>   - Update: Translations from eints (by translators)
19:32:37  <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9953: Fix: Trains only considered railtype-poweredness, and mostly ignored railtype-compatibility. https://github.com/OpenTTD/OpenTTD/pull/9953#issuecomment-1189473961
19:33:56  <LordAro> https://cor3ntin.github.io/posts/abi/ fun.
19:36:58  <LordAro> i like the bit about std::regex
19:38:45  <frosch123> if you want to know the future, look at the past :)
19:38:53  <frosch123> c++11 broke the ABI for std::list
19:39:08  <frosch123> gcc had some compatibility flag, so distros could pick
19:40:30  <frosch123> in the end it comes down: c++ libraries tend to not be ABI compatible whatsoever between versions, unless the interface is restricted to very simple data types and no templates
19:41:41  <LordAro> i literally today ran into the std::string issue in gcc 4.8
19:42:05  <LordAro> where they changed in in v5, i think?
19:43:38  <LordAro> turns out, linking against a library compiled with the system g++ on centos7 does not work so well if the program was compiled with gcc10
19:47:31  <frosch123> yeah, enterprise linux :) old by design
19:47:55  <frosch123> luckily there are only 2, otherwise they would probably compete on who is older
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20:12:45  <wallabra> can openttd run doom?
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20:19:35  <LordAro> well you can do logic gates
20:19:52  <nielsm> use a GS and/or set of AIs to manipulate the map
20:20:07  <nielsm> and take playing inputs by building stuff in a specific area
20:21:20  <nielsm> if you use a full set of AIs you can do map updates faster
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20:38:32  <Samu> what's the difference between append and push?
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20:40:07  <Samu> why do both exist if they do the same
20:51:32  <Rubidium> probably to support something like stacks with arrays out of the box. With a stack you'd do push and pop, whereas if you use it as an array you'd use append
21:16:34  <Samu> @calc 11448/14759
21:16:34  <DorpsGek> Samu: 0.7756623077444271
21:16:49  <Samu> it's getting faster
21:18:57  <Samu> but im cutting many corners
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