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00:19:46 *** HerzogDeXtEr has quit IRC 01:02:09 <DorpsGek> [OpenTTD/OpenTTD] AnthonyGithubCorner commented on pull request #12164: Add: Highlight in white all pieces of company owned infrastructure in the viewport https://github.com/OpenTTD/OpenTTD/pull/12164#issuecomment-1970190769 02:17:57 *** Wormnest has quit IRC 03:49:29 *** D-HUND has joined #openttd 03:53:03 *** debdog has quit IRC 03:55:24 *** gnu_jj has joined #openttd 03:58:33 *** gnu_jj_ has quit IRC 04:28:31 *** Eddi|zuHause has quit IRC 04:56:17 *** Eddi|zuHause has joined #openttd 04:56:18 *** Flygon has quit IRC 04:57:39 *** keikoz has joined #openttd 05:35:51 *** Leopold___ has joined #openttd 05:42:01 *** Leopold__ has quit IRC 06:32:41 *** keikoz has quit IRC 07:54:02 <kuhnovic> I don't know how you do it xarick but you've found another edge case again. Nice work. I'll try to look into it soon. 08:11:39 <truebrain> funny, ever since I bitched about vscode using unreasonable long DNS names, it got fixed. I suspect there are spies in this channel ๐ 08:16:15 <reldred> ahhahaahah 08:31:32 <DorpsGek> [OpenTTD/OpenTTD] merni-ns commented on discussion #11132: Add confirmation when sending vehicle group to depot https://github.com/OpenTTD/OpenTTD/discussions/11132 08:40:43 <merni> It would also be a lot easier if openttd's dropdowns stayed open without holding the click down, like most every UI in the last 20 years :p 08:41:16 <reldred> Yeah I gotta say I wouldn't mind that 08:41:36 <merni> It's especially a pain on a laptop 08:41:54 <reldred> I mean, I'm used to it after so many decades, but the behavior makes it hard to play on touch pads, touch screens, etc. 08:42:00 <merni> though the "double click to drag" option of windows somewhat lessens the pain on trackpads 08:50:47 <emperorjake> There was a PR for that 08:57:37 <peter1138> merni: Except for the toolbar menus, they do. 08:58:41 <_zephyris> Time to synchronise! 09:02:40 <merni> peter1138: Oh yeah 09:04:04 <andythenorth> also it would be easier to screenshot the railtypes selection window ๐ 09:04:08 <andythenorth> window / very long menu /s 09:04:44 <truebrain> peter1138: let me guess, you have a patch for that? ๐ 09:04:44 <merni> I think you mean s/window/very long menu :P 09:05:02 <andythenorth> irc sed was always /s 09:05:02 <merni> Someone should steal all the patches from peter's computer and make them into PRs 09:06:10 <merni> andythenorth: TIL there existed such a thing as IRC sed :p 09:06:28 <merni> I was thinking of the 'real' sed 09:09:32 <LordAro> andythenorth: i don't think it was 09:10:10 <andythenorth> mine was ๐ 09:10:10 <andythenorth> solipsism 09:10:49 <LordAro> in modern times '/s' on the end of the message is usually used to explicitly mark out sarcasm 09:11:01 <peter1138> truebrain: I did, but I closed it because someone else did one too. That's still open. 09:12:15 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/11338 https://github.com/OpenTTD/OpenTTD/pull/10938 no you didn't :p 09:12:41 <truebrain> ugh, sometimes Python, or libraries wrapping around databases, are just annoying. I was wondering why loading 20k entries took 1.5s .. it is purely in Python the creation of the objects that consumes all the time. Ugh. 09:15:54 <peter1138> You and your very large datasets... 09:16:05 <truebrain> 20k, large? Please 09:16:21 <peter1138> I don't use /s to explicitly mark out sarcasm. 09:17:00 <truebrain> I wish Python would hurry with a JIT ๐ 09:18:43 <merni> Maybe use a faster language? 09:19:39 <truebrain> or a less crappy library 09:19:39 <truebrain> or offload it to a binary libraryt 09:19:39 <truebrain> SO MANY CHOICES 09:19:50 <truebrain> but in the end .... I did not expect 20k entries to take 1.5s to load ๐ 09:20:37 <LordAro> at work we have an xpath-based xml parsing thing (just xml but with elements referring to other elements in various other ways), written in C. It's *stupidly* slow because it just reparses the xpaths repeatedly 09:20:52 <LordAro> so "a faster language" isn't all that good if the fundamental design is shit 09:21:05 <truebrain> I was like: let's try PyPy, maybe that fixes things 09:21:06 <truebrain> no 09:21:13 <truebrain> the ramp-up takes longer than the benefit ๐ 09:21:23 <LordAro> truebrain: careful, you'll upset andythenorth 09:21:37 <truebrain> poor andy 09:22:18 <truebrain> lolz @ PyPy .. not sure what it is doing, but not what I would like. 1 run: 1.9s. 10 runs: 32s 09:22:21 <truebrain> that is not adding up ๐ 09:23:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12192: Codefix: Remove no-longer used ship special-case. https://github.com/OpenTTD/OpenTTD/pull/12192#issuecomment-1970731201 09:25:05 <truebrain> lolz, okay, the slow stuff went from 1.5s to 0.2s, but other stuff all of a sudden came looking around the corner, and takes longer ๐ 09:25:16 <truebrain> briliant, just briliant .. I will be sitting here in the corner being annoyed by this all now 09:25:34 <peter1138> You'll have rewritten it soon. 09:25:41 <peter1138> TruePyPy 09:25:53 <truebrain> lolz; no. 09:25:59 <merni> PyPyPy 10:01:47 <xarick> hi 10:02:54 <xarick> testing NPF on 12193 10:03:35 <xarick> it finds a path towards the east dock, but the path is really dumb 10:04:38 <xarick> first, it goes northwest, hits the lumber mill, then turns around, goes southeast and then happens to get on track to reach the dock on the east 10:04:53 <xarick> it's buggy 10:05:28 <peter1138> Do you want to fix it? 10:05:42 <xarick> maybe, I will try 10:12:54 <kuhnovic> Please don't waste your time on NPF... 10:26:29 <merni> ^ 10:26:39 <merni> is there any actual advantage that NPF still has? 10:32:10 <andythenorth> pypy is always faster except where it isn't 10:32:34 <andythenorth> and it's behind python main, which has also been getting faster 10:33:21 <truebrain> merni: nostalgic ๐ 10:34:30 <merni> Other than that? 10:37:39 <andythenorth> savegame compatibility? 10:37:56 <andythenorth> also what else would we periodically propose deleting? 10:38:16 <kuhnovic> Flat docks support? 10:38:18 <truebrain> merni: with 14.0 we will get some insights how people use the game, and we can make calls like that based on it ๐ 10:38:25 <LordAro> block signals 10:44:27 <xarick> `fstd->dest_coords = CalcClosestStationTile(fstd->station_index, v->tile, fstd->station_type);` same syndrome 10:44:50 <kuhnovic> What to do when your train is delayed and you have nothing to do? Exactly, nothing more fitting than developing openttd at a train station 10:45:07 <truebrain> train being delayed? Pff, how unusual! ๐ 10:45:34 <kuhnovic> Neeeeever happens 10:48:04 *** Xaroth9232 has quit IRC 10:48:17 *** Xaroth9232 has joined #openttd 10:55:46 *** keikoz has joined #openttd 10:56:01 <belajalilija> LordAro: and that *other* type of signals 11:05:11 <peter1138> Programmable signals? 11:07:02 <kuhnovic> Is that something YAPF can't do? 11:07:10 <xarick> dang it 11:07:13 <peter1138> It's something OpenTTD can't do ;D 11:07:23 <belajalilija> peter1138: not quite 11:07:39 <belajalilija> those that shall not be named 11:07:40 <xarick> NPF is coded in a more general sense, for all transport types ๐ฆ 11:07:52 <kuhnovic> I have to admit, if you look at the rail PF part of YAPF, then it's hard to see what it can and can't do. Holy shit ๐ 11:08:17 <kuhnovic> xarick: When ship signals 11:12:47 <xarick> for npf, seems that for every neighbour tile, CalcClosestStationTile is issued, the H cost is 0 11:12:54 <xarick> it's a moving target! 11:13:04 <xarick> CalcClosestStationTile is... not fixed 11:14:08 <xarick> NPFCalcStationOrTileHeuristic what is the equivalent of this on yapf_ship? 11:14:31 <xarick> is it the EstimateCost? 11:16:59 <LordAro> belajalilija: nono, we need those for logic gates 11:17:25 <belajalilija> :angery:: :angery::angery: 11:17:42 <belajalilija> my plan is foiled 11:19:53 <LordAro> (https://wiki.openttdcoop.org/Logic in case you haven't seen it) 11:21:56 <belajalilija> oh no i know about logic gates 11:21:56 <belajalilija> i guess you're not in the discord or else you'd get why im saying it hahaha 11:26:57 <xarick> <https://github.com/OpenTTD/OpenTTD/blob/c4f94795071754a0aaf54549cf22f0f9f285c774/src/pathfinder/npf/npf.cpp#L164-L170> Line 164 `to` has the `CalcClosestStationTile` of the origin position, line 170 sets that `to` to a new location. it then calculates what seems to be the estimate cost from the current neighbour tile to `to`. Help! I'm confused! 11:27:32 <xarick> it does this for every transport type 11:27:32 <xarick> not just ships 11:28:52 <xarick> the estimate cost, in this extreme example, is 0 11:29:07 <xarick> always 0, until the ship moves out of the huge docking tile area 11:30:28 <peter1138> Okay but nobody cares about NPF ๐ 11:30:39 <xarick> if (dist < ftd->best_bird_dist) { 11:30:57 <xarick> well, the best_bird_dist was already set to 0 on the previous neighbour 11:31:03 <xarick> so 0 < 0 is false 11:35:54 <ahyangyi> Perhaps our compilers already secretly compile away half of the NPF code? 11:36:05 <ahyangyi> if they are all like, if (0 < 0) 11:37:10 <xarick> the decision on whether a path is found or not found is done via: `path_found = (ftd.best_bird_dist == 0);` 11:37:53 <xarick> well in this case, it didn't find a path and yet the best_bird_dist is 0 11:37:53 <xarick> lel 11:40:43 <xarick> oh right, this calls the pf every tile 11:43:09 <xarick> how do I draw the path? 11:43:28 <xarick> need to visualize what it has 11:50:04 <xarick> AYSTAR_NO_PATH 12:00:31 <xarick> 10000 nodes was not enough, let's try unlimited 12:01:31 <peter1138> Have you heard of buoys? 12:02:54 <xarick> map is 64x64, why would it need buoys 12:03:31 <peter1138> map is 64x64, why would 10,000 nodes not be enough? 12:04:46 <kuhnovic> If NPF uses trackdir+tile as the node hash, which it probably does, then a 64x64 map of pure water tiles already has 49152 potential nodes 12:05:17 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212732306616225792/image.png?ex=65f2e7f9&is=65e072f9&hm=1b0f8a1c522eb043a0dd084acfa5bf0d4f1b87c0fea4fd2feaad18ddba24a658& 12:05:17 <xarick> holy crap, it required 17130 12:05:25 <xarick> to find a path 12:05:29 <merni> Why exactly are you using NPF? 12:05:31 <peter1138> Heh 12:05:47 <kuhnovic> low level YAPF uses trackdir+exitdir which is already better, that's only 16384 on a 64x64 map 12:07:15 <xarick> okay, it found the west dock directly, but required 17130 max nodes :p 12:07:42 <kuhnovic> Now you see why a high level pathfinder was necessary ๐ 12:08:09 <xarick> no nono, this is due to the huge docking area 12:08:18 <xarick> it's messing up the estimates 12:09:03 <xarick> it's 0 for every tile it advances 12:10:12 <xarick> i really wanted to see 12:10:14 <xarick> the path 12:10:18 <xarick> draw it 12:10:42 <xarick> but npf is different, it always using free(current) 12:10:58 <xarick> need to catch the path right when it fails 12:11:06 <xarick> before the free 12:11:45 <peter1138> Compare how it behaves with only a single docking tile. 12:12:11 <peter1138> Maybe it's really confused by always being in the docking area... 12:13:04 <kuhnovic> I keep saying it... why waste your time on NPF 12:13:39 <peter1138> He's going to waste his time anyway ๐ 12:14:18 <kuhnovic> Better to waste it on YAPF, we might get something out of it ๐ 12:14:37 <peter1138> True. 12:35:02 <peter1138> Is it lunch? 12:35:42 <andythenorth> Soon 12:35:42 <andythenorth> Pub 12:36:07 <peter1138> Ah, liquid lunch. 12:44:38 <orudge> Have sent an e-mail to Microsoft to see if we can get onto the Azure Code Signing preview, which sounds like it would be a decent solution for us (though no indication of pricing yet). It seems ImageMagick is now using it. 12:44:58 <orudge> Failing that I guess I will need to fairly soon start properly investigating the Azure cloud certificate storage thing, that seems to be the best option, but not especially cheap :( 12:51:29 <peter1138> Ah the old signing extortion racket. 13:16:26 *** Ox7C5 has quit IRC 13:19:18 <orudge> Yes, a bargain now at ยฃ299/year :| 13:19:54 *** Flygon has joined #openttd 13:27:02 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212752893229142076/2024-02-29_13-24-18.mp4?ex=65f2fb25&is=65e08625&hm=9ab0ec2b0ddb86aa651a661b62ab8d74b254141f0ff52d41b716cdd361ba1330& 13:27:02 <xarick> aha, got NPF drawing the path 13:28:37 <kuhnovic> Haha wow, I see why people prefere YAPF 13:29:43 <xarick> the leash is too short 13:31:49 <xarick> on the way back, it found the path without problems 13:32:12 <xarick> when going from dock to depot 13:32:13 <xarick> estimate works correctly in that case 13:37:07 <peter1138> Yeah so it just doesn't handle being inside the huge docking rea. 13:43:14 <xarick> oops i think i found a bug with AyStar, remember that fix about rivers stalling? 13:43:49 <xarick> changing the max nodes from the console now doesn't work ๐ฆ 13:44:01 <xarick> my fault 13:49:29 <xarick> or maybe it didn't work previously? dang, need to recheck 14:03:24 <xarick> where are heightmaps saved? 14:03:29 <xarick> heightmap screenshots? 14:04:20 <xarick> oh, it's in the screenshot folder... that's where I didn't expect it 14:07:28 <kuhnovic> I have an odd question. Can somebody help me provide a savegame (preferable not a 4K 15 AI players one) that causes PruneIntermediateNodeBranch in yapf_costrail.hpp to be called? It seems the kind of function that gets called onlywhen Mars, Saturn and Jupiter all align... 14:13:09 <xarick> try AAAHogEx, or RailwAI 14:13:17 <xarick> they're both hella good with trains 14:14:48 <xarick> i think those may trigger when the rail route is changed, under construction and some rail got placed meanwhile ruining the current path cache? 14:14:56 <xarick> not sure 14:15:22 <xarick> or when the signals change? block signals? path signals? 14:15:34 <xarick> a mix of both? i dunno 14:15:35 <xarick> you can also try ChooChoo 14:16:56 <xarick> confirmed, it didn't work previously... 14:17:29 <xarick> xarick: a 14:27:05 *** Ox7C5 has joined #openttd 14:28:27 *** jinks has joined #openttd 14:28:56 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #12194: Fix: Changing NPF max search nodes while in-game had no effect https://github.com/OpenTTD/OpenTTD/pull/12194 14:31:27 *** gelignite has joined #openttd 14:36:09 *** georgevb has joined #openttd 14:36:09 <georgevb> https://cdn.discordapp.com/attachments/1008473233844097104/1212770283572695110/image.png?ex=65f30b57&is=65e09657&hm=4b4bb2d213d0272f9a477e72333ac7d0d3b2c201157f7dc34b0ac4190f581a26& 14:36:09 <georgevb> Heed help with name callback. 14:36:09 <georgevb> I try to use it a display feature (because I can't find any way to check calculations) 14:36:09 <georgevb> LNG: 14:36:09 <georgevb> STR_MODEL_NUMBER6 :{UNSIGNED_WORD}-{UNSIGNED_WORD}-{UNSIGNED_WORD}-{UNSIGNED_WORD}-{UNSIGNED_WORD}-{UNSIGNED_WORD} 14:36:11 <georgevb> switch (FEAT_TRAINS, PARENT, subway_81_765_name_can_attach_wagon_max, 14:36:11 <georgevb> [ STORE_TEMP(2, 0x100), STORE_TEMP(3, 0x101), STORE_TEMP(4, 0x102), 0]) 14:36:13 <georgevb> { return string(STR_MODEL_NUMBER6); } 14:36:13 <georgevb> gives: 14:36:31 <georgevb> but if I try to get some calculated values 14:37:39 <georgevb> switch (FEAT_TRAINS, PARENT, subway_81_765_name_can_attach_wagon_max, 14:37:39 <georgevb> [ STORE_TEMP(num_vehs_in_consist, 0x100), STORE_TEMP(LOAD_TEMP(5), 0x101), STORE_TEMP(4, 0x102), 0]) 14:37:39 <georgevb> { return string(STR_MODEL_NUMBER6); } 14:38:07 <georgevb> https://cdn.discordapp.com/attachments/1008473233844097104/1212770782158266388/image.png?ex=65f30bce&is=65e096ce&hm=330119c8cf147420010ac375b5c4caa59525bfa9ad8fa554a7aeedeaf06bc08c& 14:38:38 <georgevb> https://cdn.discordapp.com/attachments/1008473233844097104/1212770910587850778/image.png?ex=65f30bed&is=65e096ed&hm=b95d447dc6f2b421a24ffe1c7382dff31f515c1375f38c7694cbab5406292b4c& 14:39:34 <georgevb> And it does not change (while it should, as I expect, return num_vehs_in_consist) 14:39:34 <georgevb> What am I doing wrong? 14:40:24 <georgevb> How can I check my calculations results? 14:43:21 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #12194: Fix: Changing NPF max search nodes while in-game had no effect https://github.com/OpenTTD/OpenTTD/pull/12194 14:49:18 <xarick> 17130 nodes doesn't exactly make the ship reach destination 14:49:25 <xarick> it's complicated! 14:50:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212773886605795359/2024-02-29_14-47-20.mp4?ex=65f30eb2&is=65e099b2&hm=ea83709f8d2929c8b2840893a5b053d47e90522210093308a522c74624b19941& 14:50:50 <xarick> in one of the calls, 17130 is sufficient to find the destination 14:51:15 <xarick> but when on the next tile 17130 is not, and ship goes some other way, what a mess 14:53:01 <kuhnovic> Judging from your previous video, the PF is clearly confused and doesn't get its estimates right. This means it will steer the search fringe all over the place. You might find your goal with 17130 nodes, you might now. Without a proper estimate the number of nodes is going to grow very quickly. 14:53:05 <xarick> why it didn't stick with it 14:55:03 <kuhnovic> https://www.redblobgames.com/pathfinding/a-star/introduction.html This page has some really good explanations of the differences between A*, Dijkstra and BFS. And the interactive animations are extremely nice. 14:56:02 <kuhnovic> And if you consider the fact that A* with a heuristic (estimate) of 0 is the same as Dijkstra, you see why you need so many nodes. 14:56:50 <kuhnovic> Knowing you you're not going to look at it, but I thought I should mention it ๐ 15:13:33 <peter1138> `TILE_AREA_LOOP` 15:13:37 <peter1138> I think this might be quite old. 15:24:59 <xarick> there is no example in that page for ship depots... ๐ 15:26:03 <xarick> or is it Dijkstraโs Algorithm? 15:27:56 <xarick> looks like my implementation of search ship depot is ~Dijkstra's 15:28:06 <andythenorth> peter1138: only Coke 15:30:14 <xarick> I had no idea 15:32:46 <xarick> n.m_estimate = n.m_cost; 15:32:48 <xarick> yep 15:34:45 <xarick> the things I do without realizing 15:35:35 <xarick> I just copy paste until it works! 15:36:58 <peter1138> Like a true stackoverflow coder. 15:38:11 <xarick> I just had a very lol idea! 15:38:41 <xarick> with the advent of "multiple destinations", I wonder... 15:39:02 <xarick> if I can feed all ship depots destinations to a single pathfinder call 15:39:39 <xarick> and let the shortest_estimate dictate the result 15:51:00 *** nielsm has joined #openttd 16:19:30 *** Wormnest has joined #openttd 16:29:22 <peter1138> The advent... 16:32:30 <LordAro> peter1138: definitely a brand new idea 16:32:37 <LordAro> /s 16:35:28 <peter1138> I've got a commit here... `Remove $Id$` 16:35:33 <peter1138> How old even is this? ๐ฎ 16:35:47 <LordAro> old. 16:37:01 <LordAro> Older than Oct 2019 17:23:31 *** gelignite has quit IRC 17:25:52 *** Wolf01 has joined #openttd 17:26:44 *** HerzogDeXtEr has joined #openttd 17:31:16 <kuhnovic> xarick: Now you're on the right track. This page talk about your exact use case 17:31:16 <kuhnovic> https://www.redblobgames.com/pathfinding/early-exit/ 18:04:42 <xarick> how broken will this be ๐ 18:05:28 <xarick> I need a depot.best_length from the high lvl pathfinder... help! 18:06:30 <xarick> Very reluctant to pass it via DistanceManhattan 18:09:37 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212824006424797256/image.png?ex=65f33d60&is=65e0c860&hm=35f9d777f7663aa017180cd637d9f76373900c054562e43c19843a137c39181f& 18:09:48 <xarick> not gonna be expensive at all 18:10:34 <xarick> that's regions! 18:10:34 <xarick> 471 regions 18:32:52 *** D-HUND is now known as debdog 18:36:39 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/c0b5510a94206033ae1bb6437248ca59d6fb6f9d 18:36:40 <DorpsGek> - Update: Translations from eints (by translators) 18:39:23 *** Ox7C5 has quit IRC 18:41:13 *** SigHunter has quit IRC 18:44:05 *** SigHunter has joined #openttd 18:51:35 <xarick> `} else if (max_returned_path_length == MAX_NUMBER_OF_NODES) { // shortcut for Nearest Depot Order` 18:52:02 <xarick> couldn't detect a nearest depot order otherwise 19:03:52 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212837634099912734/image.png?ex=65f34a11&is=65e0d511&hm=65eb398571ec0e5931b30df3d31420c84a3c7df75b9eedbbbb80fa2b87261ea2& 19:03:52 <xarick> not fast enough... 19:03:55 <xarick> my other method is faster 19:04:10 <xarick> at about ~80 ms 19:07:21 <DorpsGek> [OpenTTD/OpenTTD] agentw4b commented on discussion #10388: [GS] Further control over GS story page formatting https://github.com/OpenTTD/OpenTTD/discussions/10388 19:17:11 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #12194: Fix: Changing NPF max search nodes while in-game had no effect https://github.com/OpenTTD/OpenTTD/pull/12194#pullrequestreview-1909691926 19:17:24 <DorpsGek> [OpenTTD/OpenTTD] agentw4b commented on discussion #10388: [GS] Further control over GS story page formatting https://github.com/OpenTTD/OpenTTD/discussions/10388 19:25:28 <andythenorth> Well 19:25:28 <andythenorth> Flat Horses? 19:36:12 <peter1138> Well. 19:36:36 <peter1138> Deduplicating code that is almost but not quite the same. ๐ฎ 19:39:45 <xarick> need to time this the proper way 19:39:47 <xarick> TicToc! 19:54:41 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212850447698628669/image.png?ex=65f35600&is=65e0e100&hm=6e784ba427803c1d4eaad155ea54053e174fd0c5bd936080714bdb7a2d370f70& 19:54:41 <xarick> is slow, confirmed 20:05:48 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10544: Fix #5713: Use pathfinder to find closest ship depot https://github.com/OpenTTD/OpenTTD/pull/10544 20:11:53 <georgevb> georgevb: Sorry for raising the question, but still, what am I doing wrong with name callback 20:12:57 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1212855008907894875/image.png?ex=65f35a3f&is=65e0e53f&hm=28083cea79a5007d3bd8e8c0706064cbfa3d42390ae8ffc3087595648b358087& 20:12:57 <xarick> much faster 20:15:57 <andythenorth> georgevb: When is the name callback re-evaulated? 20:17:37 *** Flygon has quit IRC 20:19:07 <DorpsGek> [OpenTTD/OpenTTD] wooky commented on discussion #11132: Add confirmation when sending vehicle group to depot https://github.com/OpenTTD/OpenTTD/discussions/11132 20:19:18 <andythenorth> Is there any bit shifting needed? 20:20:18 <andythenorth> Does anything thrash register 0x100 in this context? 20:21:48 <andythenorth> Horse name callback template https://github.com/andythenorth/iron-horse/blob/main/src/templates/procedures_name.pynml 20:32:08 <xarick> let's see if I know how to use AutoRestoreBackup 20:37:58 <georgevb> andythenorth: I do on see why should it be needed. I need to see numbers, and when I specify them directly, they are displayed correctly. But when I change them to values to vars, it becomes brocken 20:39:01 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #12194: Fix: Changing NPF max search nodes while in-game had no effect https://github.com/OpenTTD/OpenTTD/pull/12194 20:46:16 <xarick> what is faster than `std::find(m_destTiles.begin(), m_destTiles.end(), tile) != m_destTiles.end()` 20:46:40 <xarick> when m_destTiles size is about ~500? 20:46:44 <xarick> std::vector 20:47:29 <DorpsGek> [OpenTTD/OpenTTD] Cuddle-sheep opened issue #12195: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/12195 20:48:56 <Rubidium> https://en.cppreference.com/w/cpp/algorithm/binary_search *if* they are sorted by chance 20:51:12 <DorpsGek> [OpenTTD/OpenTTD] DefinitelyNotRau117 commented on discussion #11132: Add confirmation when sending vehicle group to depot https://github.com/OpenTTD/OpenTTD/discussions/11132 21:02:09 <xarick> I don't think they're sorted, let me see 21:33:57 *** virtualrandomnumber has joined #openttd 21:34:41 *** virtualrandomnumber has quit IRC 21:38:42 <xarick> they're not sorted 21:54:41 <peter1138> `SLEG_CONDSTRUCTLIST("speclist", SlRoadStopTileData, SLV_NEWGRF_ROAD_STOPS, SL_MAX_VERSION),` 21:54:47 <peter1138> Well, that confused me for a while. 21:54:56 <peter1138> "speclist" is entirely the wrong string there, but too late. 21:57:26 <truebrain> just a bit late, yes ๐ 22:10:00 *** keikoz has quit IRC 22:13:27 *** nielsm has quit IRC 22:18:28 <xarick> should I give NPF the multi-destination treatment? 22:18:42 <xarick> or screw NPF, just remove it? 22:22:17 <xarick> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:check-next-tile-is-a-docking-destination- 22:22:32 <xarick> check it out 22:22:51 <xarick> the multi destination feature 22:23:11 <xarick> for ship depots and docking tiles 22:23:27 <peter1138> `error: no viable conversion from returned value of type 'const SaveLoad[]' to function return type 'SaveLoadTable'` 22:23:27 <peter1138> Yeah, sure... 22:23:32 <xarick> kuhnovic 22:23:40 <xarick> I summon you 22:28:05 <xarick> oops, forgot to clean something 22:29:52 <xarick> done 22:33:43 <xarick> eh... forgot another thing ๐ 22:37:07 <xarick> TicToc was not supposed to be there 22:38:15 <xarick> what is the same of the function that rounds up to the next integer from a division? 22:38:47 <xarick> I want a function that makes 50 / 2 = 3 22:39:04 <xarick> oh... bad example 22:39:50 <xarick> there, fixed 22:43:35 *** Leopold___ has quit IRC 22:44:55 *** Leopold_ has joined #openttd 22:50:39 <xarick> (x + y - 1) รท y says stackoverflow 22:51:54 *** Leopold_ has quit IRC 22:51:58 *** Leopold_ has joined #openttd 22:52:34 *** Wolf01 has quit IRC 22:53:41 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1212895498470559844/image.png?ex=65f37ff5&is=65e10af5&hm=c0700295a7f266635a433f6dcde8b8d1b061d275869601b192f4fa285ae13ba9& 22:53:41 <andythenorth> I feel that mistakes were made 22:53:47 <andythenorth> "possibly by me" 22:54:20 <talltyler> Iโm not sure who else could have made this mistake ๐ 22:54:33 <peter1138> xarick: CeilDiv 22:55:22 <xarick> NICE, THX 22:56:39 <talltyler> I can try to make you a โbuy random variantโ button sometime (probably Ctrl+Click on the buy button), although cloned trains would all look the same 22:58:47 <andythenorth> could be worth testing 22:59:24 <andythenorth> I wonder if there's a way to do it where clone also works 22:59:34 <andythenorth> "it's just a pointer" 23:00:03 <talltyler> Cloning could work with a new flag like the random reverse one, โrandom variant when cloning/autoreplacingโ 23:00:20 <andythenorth> or if there's some property set giving the range 23:00:31 <talltyler> โฆwhich would also solve autoreplace ๐ 23:01:59 <talltyler> That seems duplicate given the vehicle already had a variant group, no? 23:01:59 <andythenorth> oh random from variant group, yes ok ๐ 23:03:40 <talltyler> My flight is leaving, bye me 23:03:40 <talltyler> /has left IRC 23:06:01 *** tokai has joined #openttd 23:06:01 *** ChanServ sets mode: +v tokai 23:12:53 *** tokai|noir has quit IRC 23:15:19 <xarick> std::abs or abs? 23:15:38 <xarick> what shall I use 23:27:18 <DorpsGek> [OpenTTD/OpenTTD] DefinitelyNotRau117 opened issue #12196: [Bug]: In some case, extra resources are loaded from online-content https://github.com/OpenTTD/OpenTTD/issues/12196 23:56:12 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #12196: [Bug]: In some case, extra resources are loaded from online-content https://github.com/OpenTTD/OpenTTD/issues/12196 23:57:46 <truebrain> Seems there is a bug, just not the one being reported ๐ can't run OpenTTD on mobile, but sounds like "total download size" isn't actually total, but just the filtered content ๐