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Log for #openttd on 12th March 2025:
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04:46:06  <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/cdcc6b491d4194bda10957746f359d6ac9ba6b31
04:46:07  <DorpsGek>   - Update: Translations from eints (by translators)
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05:38:58  <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/13804294860
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08:16:25  <LordAro> truebrain: still sad :(
08:16:46  <truebrain> Very sad. Also,  very odd
08:24:43  <wensimehrp> how can I generate a token to access my bananas stuff given my github token?
08:56:03  <peter1138> GNU PTerry.
08:58:44  <peter1138> Okay... so it's not just me. https://tech.lgbt/@chiffchaff/114143635917911628
09:00:05  <LordAro> peter1138: wtf
09:26:40  <pickpacket> 🤦
09:26:51  * pickpacket uses bc anyway
09:27:10  <peter1138> :)
09:27:19  <pickpacket> I generally don't like the newer gnome stuff
09:27:29  <peter1138> My only issue with bc is that sometimes I get stuck trying to quit it. It's worse than vim :)
09:27:51  <pickpacket> The default screenshot utility in gnome3 doesn't have a delay setting, for example
09:27:52  <peter1138> I like bits of it.
09:28:16  <frosch123> Try using your dhcp server instead
09:28:20  <peter1138> I miss the days when you could run xscreensaver -root and have a fancy animated background.
09:28:23  <peter1138> :D
09:29:11  <pickpacket> peter1138: I don't know the command for quitting it. I just ctrl+d 😂 First thing I tried and because it works I haven't bothered checking what the exit command is
09:32:32  <peter1138> Yes. Sometimes if you enter something and it errors, then ctrl-d doesn't quite work.
10:06:18  <xarick> hi
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10:07:49  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1349322985798111242/screenshot55.png?ex=67d2ae75&is=67d15cf5&hm=c1056d2dba077f337ab413e85a5104240e889bfb319c79db9ba13609695d662d&
10:07:49  <xarick> progress thus far
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10:11:07  <LordAro> not really a lot of point in having ffwd on :p
10:12:12  <LordAro> the resulting savegame might have some interest for profiling purposes
10:12:18  <LordAro> but realistically probably not
10:16:13  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1349325099421011988/image.png?ex=67d2b06c&is=67d15eec&hm=91f848146246f26a0801598285b434073d24b6935c177cc441cc0255a9074e40&
10:16:13  <xarick> they're getting big, considering it's lzma:9
10:18:49  <peter1138> No, nobody wants to profile a game like that.
10:21:21  <xarick> i am hoping there's enough poolids of everything for AAAHogEx
10:21:30  <xarick> not sure if he uses shared orders
10:21:43  <LordAro> peter1138: :p
10:22:56  <xarick> without shared orders, it's impossible to max out
10:24:29  <xarick> so that's why I have the message history open
10:24:54  <xarick> if I stop seeing Citizens celebrate... then I know some limit has been reached 😦
10:34:46  <andythenorth> fuzz testing and chaos monkeys can be good for understanding how a system might break
10:35:11  <andythenorth> but they're not very relevant for meeting the majority of actual user expectations
10:35:35  <andythenorth> we don't crash test cars by launching them off cliffs
10:36:04  <andythenorth> https://www.youtube.com/watch?v=LBzstMRbzEs
10:58:45  <jfkuayue> Thinking of beamng drive crash simulation
10:59:49  <peter1138> Well.
11:24:42  <peter1138> > added 1123 packages, and audited 1124 packages in 34s
11:24:49  <peter1138> npm is scary. I've no dea what I just did...
12:01:43  <squirejames> Out of curiosity, is there any demographics on "typical" game size? Map size played, number of towns, number of stations etc? I know info is gathered on what newGRFs are being played etc
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12:06:46  <brickblock19280> Yes
12:07:00  <brickblock19280> Maybe not for all of those
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12:09:27  <peter1138> Larks
12:11:13  <peter1138> Hmm, I see map_x and map_y stats, but not sure if there's a combined stat.
12:11:42  <peter1138> 80% of play-time is temperate.
12:12:12  <peter1138> Pretty sure there's no stats on number of towns or stations.
12:14:59  <peter1138> Most popular size is 256 of course, but 512/1024 are tied and 2048/4096 are also tied. 64 and 128 are rarer.
12:16:34  <peter1138> JGRPP players prefer 2048.
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13:02:58  <squirejames> Interesting, thank you. I was seeking to compare what a "normal" (although statistics show there is no such thing) game looks like in terms of towns, stations, trackage etc, to compare to my rather mad project. 🙂
13:04:36  <ahyangyi> We are all mad, just in different ways.
13:08:27  <squirejames> The default English/British town names *can* support up to 65,000 (or so) towns, I believe.
13:08:27  <squirejames> I doubt the game would actually handle that many without needing something very beefy running it, par example
13:14:49  <peter1138> What you can do is run a game that is far to hard on your computer, and then complain that it runs slow...
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14:24:02  <xarick> 🙂
14:25:20  <xarick> openttd needs a benchmark tool
14:32:00  <xarick> generate new game benchmark, with pre set settings
14:41:41  <squirejames> Oh I fully accept that this plan of mine might be entirely broken already. I don't blame anyone but myself for trying to do something my PC and the game engine likely cannot handle 😄
14:52:07  <xarick> wtf...
14:52:31  <xarick> "break on" doesn't work
14:52:43  <xarick> in the debug window, it did not break
14:53:20  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1349394838763868241/image.png?ex=67d2f160&is=67d19fe0&hm=70b8d846d32a1b128aac3c847d56a357793cfad8dd0a0aae854c57da93c3085d&
14:56:40  <xarick> 15.0-beta1
14:57:27  <LordAro> xarick: perhaps it only works on exact messages?
15:01:46  <_glx_> it should work on partial message, as long as all filter elments are matched
15:03:34  <_glx_> hmm maybe it's the `'`
15:05:09  <_glx_> <https://github.com/OpenTTD/OpenTTD/blob/master/src/stringfilter.cpp#L27-L84>
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15:08:07  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1349398560507953216/image.png?ex=67d2f4d7&is=67d1a357&hm=d85682de867afa5d01634dcf4c65af10823e1be98c55c49dbe0ccb5a88b66ec8&
15:08:44  <_glx_> so it's already fixed
15:09:33  <xarick> maybe it's the restart in the console
2025-03-12T15:092025-03-12T20:35:52  <xarick> 75 bugs, 🙂
21:00:37  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13802: Codefix: remove some logically dead code https://github.com/OpenTTD/OpenTTD/pull/13802
21:00:49  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13801: Codefix: potential integer overflow before widening integer https://github.com/OpenTTD/OpenTTD/pull/13801
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21:05:06  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13803: Codefix: add move operators to SQObjectPtr https://github.com/OpenTTD/OpenTTD/pull/13803
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21:05:44  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13777: Codefix: remove some logically dead code https://github.com/OpenTTD/OpenTTD/pull/13777
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