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00:01:55 *** gelignite has quit IRC 00:50:35 *** Progman has quit IRC 00:54:14 *** Wormnest has quit IRC 01:01:05 *** Wormnest has joined #openttd 01:04:28 *** Flygon has joined #openttd 01:12:30 *** gnu_jj has joined #openttd 01:42:10 *** spnda has quit IRC 02:11:45 <Afdal> Okay so... say I did write a new routine that simply says if(vehicleReliability > somePlayerDefined%) {prevent all vehicle breakdowns} 02:12:09 <Afdal> Would it be necessary to change the reliability display? 02:12:18 <Afdal> because it wouldn't make sense anymore? 02:12:44 <Afdal> change it to something other than "% Reliability"? 02:13:34 <Afdal> Not that it ever made sense in the first place though, since 100% reliability vehicles can still break down. 02:19:12 *** Wormnest has quit IRC 02:47:39 *** Wormnest has joined #openttd 03:18:30 *** glx has quit IRC 03:33:54 *** debdog has joined #openttd 03:37:21 *** D-HUND has quit IRC 03:40:27 *** Wormnest has quit IRC 04:24:57 *** adikt has quit IRC 04:25:26 *** adikt has joined #openttd 06:51:33 *** FLHerne has quit IRC 06:52:18 *** FLHerne has joined #openttd 07:05:43 *** tokai|noir has joined #openttd 07:05:43 *** ChanServ sets mode: +v tokai|noir 07:12:29 *** tokai has quit IRC 07:29:16 *** andythenorth has joined #openttd 07:40:16 *** sla_ro|master has joined #openttd 07:43:37 *** andythenorth has quit IRC 07:46:43 <LordAro> Afdal: in theory, probably not 07:47:20 <Afdal> Not necessary to combine it with any changes to reliability rating? 07:48:18 <LordAro> depebds whether you want it to apply to the initial or current rating 07:48:50 <Afdal> current 07:49:10 <Afdal> so that servicing still functions as a mechanic 07:50:52 <Afdal> You know this seems like such a simple and obvious solution to improve the vehicle breakdown system. I'm really curious if it has ever been proposed and why developers decided against it if so. 07:51:21 <LordAro> ¯\_(ツ)_/¯ 07:51:32 <Afdal> The way it works now most hardcore players simply turn breakdowns off completely, so it's not like this has to do with preserving the original gameplay of TTD. 07:58:01 <nielsm> there's also the "improved breakdowns" patch: https://www.tt-forums.net/viewtopic.php?f=33&t=39518 07:58:37 *** andythenorth has joined #openttd 08:10:04 <Afdal> hmmmm, that's pretty complicated 08:11:18 <Afdal> "However, because breakdowns are no longer by definition a complete stop, their effects upon a (train) network are significantly reduced." 08:11:40 <Afdal> ehhh, any sorts of slowdowns are about equally bad in really dense hardcore train networks 08:12:21 <LordAro> we've already established thst you're very unusual in that you have "dense hardcore train networks" but also want breakdowns 08:12:33 <LordAro> for most prople, they're mutually exclusive 08:12:35 <Afdal> Your point being :3 08:12:52 <LordAro> *assume i can type correctly 08:12:56 <Afdal> That's exactly the problem I'm seeking to address. 08:13:07 <LordAro> but why? 08:13:12 <Afdal> I think an option to halt all breakdowns above a certain reliability can recover breakdowns as a mechanic for hardcore players. 08:13:19 <Afdal> it's a better solution 08:13:51 <LordAro> most people that build these sort of networks don't want anything interfering 08:14:00 <LordAro> breakdowns or otherwise 08:14:13 <Afdal> indeed 08:14:27 <Afdal> And if they place depots at the right spots, they'll never have them. 08:15:17 <Afdal> The other thing about this solution, is I think it should be quite a tiny addition of code, easily maintained 08:15:30 <Afdal> That breakdown patch is very complicated 08:16:19 *** tokai has joined #openttd 08:16:19 *** ChanServ sets mode: +v tokai 08:16:57 <LordAro> size of change is irrelevant, whether the change is "good" is more important 08:17:15 <LordAro> currently, we (devs) are unconvinced by your arguments 08:17:39 <Afdal> Are you everyone :/ 08:18:50 <LordAro> you're right, i shouldn't presume, but no one else has said anything to the contrary 08:23:02 *** tokai|noir has quit IRC 08:30:11 *** OsteHovel has quit IRC 08:39:27 <andythenorth> Horse 97% 08:39:33 <andythenorth> completion amount reduces :P 08:43:37 * andythenorth wonders about a new breakdown mechanic :P 08:43:48 <andythenorth> train goes and sits in depot for increasingly long periods 08:43:51 <andythenorth> but doesn't block lines 08:43:55 <andythenorth> will never work though 08:44:04 <andythenorth> trains can't find depots anyway 08:44:37 <andythenorth> gameplay idea fails at first obstacle :D 08:46:03 <Afdal> Trains can find depots at about 8 tiles from a path signal 08:46:31 <nielsm> realistic breakdowns, you'll have to wait until a rescue crew arrives at site and this depends on being able to run a second train up to another track next by or a road next by 08:46:33 <Afdal> When I setup servicing complexes for long trains, I build a bypass behind servicing trains 08:46:48 <nielsm> and then have to send another loco out to pull the dead one 08:46:52 <Afdal> so that trains can pass it at full speed while the servicing train is -slowly- making its way into a depot 08:50:04 *** Progman has joined #openttd 08:50:13 *** andythenorth has quit IRC 08:50:52 <nielsm> (I have once been in a swedish X2 high speed train that broke down on the middle of the line, and we had to wait for a rescue train to pull up on the opposite direction line next by, and then everyone was evacuated into the rescue train 08:51:21 *** andythenorth has joined #openttd 08:51:47 <dwfreed> in the US, most locos have front couplers, so they could just pull up from behind 08:52:13 <dwfreed> if a full replacement train is not possible 08:52:20 <nielsm> I don't remember seeing a train or loco that couldn't couple from both ends 08:53:32 <dwfreed> they're basically non-existant in traditional rail, but more common in high speed and light rail 08:59:41 * andythenorth wonders what the point of breakdowns is 08:59:41 <andythenorth> it's an extra dimension to newgrf design that I just ignore 09:00:13 *** tokai|noir has joined #openttd 09:00:13 *** ChanServ sets mode: +v tokai|noir 09:02:01 <nielsm> the entire point of breakdowns is to introduce some unpredictability in the gameplay 09:02:27 <nielsm> random event that can affect competition for a resource 09:03:48 <andythenorth> hmm Iron Horse is very boring compared to original base set trains 09:03:55 * andythenorth rethinks 09:04:30 <andythenorth> so breakdowns are unpredictable events 09:04:36 <andythenorth> but vehicle reliability is designed to force upgrades afaict 09:04:46 <nielsm> yeah that's one thing 09:04:59 <nielsm> and make models that otherwise have good specs less desirable 09:05:10 <andythenorth> it's interesting in original base set 09:05:21 <andythenorth> there is barely any logical progression in original base trains 09:05:37 <andythenorth> it's just a random assortment of engines 09:05:37 <nielsm> when it works it arrives much faster than the alternative, but it's massively delayed 30% of the time 09:06:23 <andythenorth> original trains make sense on small maps, where money is very constrained 09:06:36 <andythenorth> the win condition is "I can finally afford enough power" 09:06:45 <andythenorth> also the original physics model where hills aren't viable 09:07:01 * andythenorth considering redesigning Horse 09:07:04 *** tokai has quit IRC 09:07:28 <nielsm> yep hills and any turns are murder in original 09:07:41 <andythenorth> this is all so organised and dull https://firs-test-1.s3.eu-west-2.amazonaws.com/iron-horse/docs/html/tech_tree_table_red.html 09:07:48 <andythenorth> trains are grouped by role, speed, power 09:07:59 <andythenorth> progression every 30 years apart from a few randoms 09:08:56 <andythenorth> or maybe not scrap this, but a new roster 09:09:05 <andythenorth> one which makes no sense 09:09:18 <andythenorth> and is designed to be used with breakdowns on 09:16:25 <Afdal> Designed in what way? 09:16:34 <Afdal> Trains have really high power or something? 09:21:26 *** OsteHovel has joined #openttd 09:22:37 <andythenorth> wide reliability spread 09:22:51 <andythenorth> highly variable between model types 09:23:00 <andythenorth> and multiple overlapping model types 09:23:08 <andythenorth> to force using the reliable version 09:23:30 <andythenorth> oof 'forcing' anything in newgrf is such a terrible design decision 09:24:56 <Afdal> andy you've been a developer for a while 09:25:08 <andythenorth> somewhat 09:25:25 <Afdal> Hasn't anyone proposed a simple semi-deterministic approach to breakdown mechanics before? 09:25:45 <Afdal> Where if reliability % is above some level vehicles simply don't break down 09:25:51 <andythenorth> the breakdown patches I'm aware of focus on things like 'keep driving but reduced power' 09:25:56 <andythenorth> or multi-engine breakdowns 09:26:17 <andythenorth> I'm not aware of a threshold 09:26:37 <andythenorth> seems difficult to communicate though, what would be the chance of breakdown if not the % reliability? 09:26:58 <andythenorth> hmm, maybe it shouldn't be random, but determistic 09:27:03 <Afdal> well it's never been 1-to-1 there 09:27:06 <Afdal> or has it? 09:27:10 <andythenorth> a vehicle with 85% reliability should be stopped 15% of the time 09:27:12 <Afdal> 100% = still breaks down 09:27:15 <andythenorth> or lose 15% of power 09:27:29 <andythenorth> replace the random with deterministic 09:27:41 <andythenorth> train just stops for 15% of days in month 09:27:48 <Afdal> lol 09:28:05 <andythenorth> or just apply 0.85 * power and 0.85 * vmax 09:28:22 <Afdal> :3 09:29:05 <andythenorth> that would be like station rating and industry cargo 09:29:23 <andythenorth> I *always* forget that I only get 63% of the production cargo amount :P 09:29:34 <Afdal> huhwhah? 09:29:54 <Afdal> You get 93% at max rating with 2+ year old vehicles 09:30:13 <andythenorth> 63% was an example ;) 09:30:17 <andythenorth> based on how I usually play 09:30:35 <Afdal> that's a mechanic people simply have to look up to understand 09:31:07 <andythenorth> I rarely get more than 70% FWIW 09:31:07 <Afdal> how station ratings work and how they affect output growth probability, in particular 09:31:17 <andythenorth> building statues and all that crap, who cares :D 09:31:41 <Afdal> Sometimes what I like to do is 09:31:53 <nielsm> individual train cars should have reliability, the train can't depart because one of the coaches couldn't close doors 09:32:13 *** Etua has joined #openttd 09:32:27 <Afdal> make little transfer setups for industries I'm planning to connect in the far future. The transfer setups burn money to keep the ratings up to increase industry output while I"m not using them. 09:33:03 <andythenorth> wow statue really does make a difference 09:33:08 <andythenorth> quite quickly too 09:33:09 <andythenorth> what lolz 09:33:09 <Afdal> yeah 7% boyo 09:33:13 <Afdal> or is it 10% 09:33:15 <andythenorth> wiki says 10% 09:33:28 <andythenorth> that's nice in tiny original ttd maps 09:33:36 <andythenorth> but also so stupid 09:33:46 <andythenorth> in OpenTTD land 09:33:54 <Afdal> I don't mind it 09:34:01 <Afdal> because I'm the only one who knows about it usually ;y 09:34:50 <nielsm> in the original game you could build any number of statues in a town 09:34:52 <andythenorth> oh I could just do advertising campaigns 09:35:06 <andythenorth> can I have an AI that just auto-builds all this crap? 09:35:13 <nielsm> only the first one provided a bonus, the remaining just replaced buildings ruining passenger production in the town 09:35:22 <andythenorth> if only there was a newgrf that nerfed station ratings :P 09:35:43 <Afdal> ad campaigns only work on stuff near the town center though 09:36:03 <Afdal> only statues can affect far away industries associated with the town 09:36:04 <andythenorth> FIRS used to have an option to just set all station ratings to 100% 09:36:08 <andythenorth> can't remember why I removed it :D 09:37:03 <andythenorth> https://github.com/andythenorth/firs/commit/752a5abed2ce2670b55b56378a4ec77f56dddd45 09:37:28 <Afdal> The only quirk about station ratings that I'm not fond of is the max vehicle speed part of calculation 09:37:39 <nielsm> https://0x0.st/iiFk.jpg 09:37:48 <andythenorth> lol @ nielsm 09:37:52 <andythenorth> what rating? o_O 09:37:56 <andythenorth> 200%? 09:38:23 <Afdal> Means basically every newGRF should have a 256 km/h vehicle available at some point if it ever wants maximum station rating to be possible 09:38:36 <andythenorth> 'super' 09:39:08 <andythenorth> also the age thing 09:39:25 <andythenorth> constant auto-renew :P 09:39:46 <Afdal> I don't mind the age mechanic, it's only 7% 09:39:54 <Afdal> If you want that extra dosh you gotta work for it! 09:40:25 <andythenorth> with cdist, the goal for pax stations is lower rating not higher :P 09:40:42 <andythenorth> as most pax cargo will be transfers 09:40:52 <andythenorth> and station is otherwise overwhelmed 09:53:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/Jvnbm 09:53:53 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/Jvckm 09:55:27 *** Etua has quit IRC 10:01:55 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/JvckR 10:04:16 *** gnu_jj has quit IRC 10:07:53 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7981: Feature #7735: Implement protocol handling https://git.io/Jvcki 10:09:25 <DorpsGek_III> [OpenTTD/website] LordAro opened pull request #148: Add: 1.10.0-RC1 release announcement https://git.io/JvckX 10:16:50 *** gnu_jj has joined #openttd 10:17:28 *** andythenorth has quit IRC 10:17:46 *** gnu_jj_ has joined #openttd 10:19:00 *** andythenorth has joined #openttd 10:21:38 *** Samu has joined #openttd 10:25:18 *** gnu_jj has quit IRC 10:37:25 *** Wolf01 has joined #openttd 10:48:50 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/Jvnbm 11:21:39 <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened issue #7988: Memory leak: Depot::name is not freed in destructor https://git.io/JvcIF 11:29:27 <SpComb> isn't the 1.10 release only due in just under two months? :) 11:35:32 <LordAro> SpComb: something like that 11:36:21 <Wolf01> So, drag&drop in steam library to put games into categories is nice... if only the categories page was scrollable while you are dragging the game... 11:36:44 <LordAro> SpComb: 2 months should be plenty of time 11:36:49 <LordAro> might even get an RC2 in 11:37:31 <Eddi|zuHause> so now is the time to merge stuff for 1.11? 11:38:09 <LordAro> perhaps wait until we've actually done RC1, but in theory yes 11:42:39 *** frosch123 has joined #openttd 11:43:02 <LordAro> #7988 is trivial fix 11:43:50 <LordAro> does require backporting though :) 11:45:25 <frosch123> i am not up for the challenge, are you? 11:45:29 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7989: Fix #7988: Memory leak when using custom depot names https://git.io/JvcL8 11:45:40 <LordAro> frosch123: does that answer your question? :) 11:50:13 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7989: Fix #7988: Memory leak when using custom depot names https://git.io/JvcL0 11:50:36 <frosch123> hmm, i think there are numerous leaks when CleaningPool 11:51:30 <nielsm> more std::strings except that the weird memory allocations the pools do might be invoking UB 11:51:42 <nielsm> when the pooled objects are not POD 11:52:00 <frosch123> hmm, nvm, the cases i thought of were ok 11:52:10 <LordAro> nielsm: mm 11:53:01 <frosch123> i think you can get rid of the pool weird magic, variadic templates make stuff a lot easier 11:53:59 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/JvcLo 11:55:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/Jvnbm 11:55:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/JvcLo 11:55:17 <LordAro> might as well shove it into rc1 :) 11:55:26 <LordAro> yay for needlessly duplicated commits! 11:56:27 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/JvcL1 11:56:31 <frosch123> you didn't add it to the changelog 11:56:56 <LordAro> i didn't think it necessary 11:58:33 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7989: Fix #7988: Memory leak when using custom depot names https://git.io/JvcL8 11:58:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7988: Memory leak: Depot::name is not freed in destructor https://git.io/JvcIF 11:58:35 <nielsm> like, it's theoretically a DoS'able bug: connect to a server, build, rename, destroy depots repeatedly, disconnect and quit to clean your client, reconnect and continue 11:58:57 <nielsm> if I understand it 11:59:20 <LordAro> urgh 11:59:31 <LordAro> *technically*, i guess 11:59:53 <LordAro> but this isn't OpenSSL, we don't have to provide advisory notices on every single problem 12:00:29 <LordAro> and given the maximum length of a depot name is 32 chars... 12:00:29 <nielsm> and servers with admins monitoring it would also catch that weird behaviour 12:00:36 <nielsm> slow burn 12:00:55 <LordAro> i think you'd get memory usage up an awful lot faster by just playing the game :p 12:01:08 <LordAro> sure it wouldn't then be leaked, but... 12:01:33 <LordAro> so, title game competition? 12:01:38 <LordAro> who wants to run that? 12:01:44 <LordAro> or shall we ask Kamnet again? 12:02:35 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7987: Update: Prepare for 1.10.0-RC1 https://git.io/Jvnbm 12:02:52 <LordAro> tag? 12:14:34 *** gelignite has joined #openttd 12:15:12 *** Etua has joined #openttd 12:20:27 *** Etua has quit IRC 12:27:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro created new tag: 1.10.0-RC1 https://git.io/Jvctr 12:27:33 <LordAro> tag. 12:29:27 <LordAro> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=5425&view=results CI here 12:31:02 <frosch123> kamnet wasn't particular involved last year, was he? 12:33:47 <LordAro> thought he ran the competition last year? 12:34:44 <LordAro> https://www.tt-forums.net/viewtopic.php?f=29&t=84827 yup 12:35:07 <frosch123> scroll down 12:35:16 <frosch123> he made the post, the rest did pm 12:35:23 <LordAro> ah 12:35:50 <frosch123> i have no idea what the original plan was 12:36:03 <frosch123> but i don't think it went as planned 12:43:30 <Eddi|zuHause> maybe there should be a theme or something? 12:43:45 <LordAro> "not crashin" 12:43:48 <LordAro> +g 12:43:55 <LordAro> can't really use NRT 12:44:02 *** MarkS- has quit IRC 12:44:20 <nielsm> yeah it's a shame one of the major new features can't be showcased 12:45:01 *** Progman has quit IRC 12:45:22 <nielsm> again thinking of a moving camera title screen 12:45:31 <Eddi|zuHause> we need to quickly implement newgrf utopia, so title screen can use newgrfs :p 12:46:52 <LordAro> nielsm: too late, feature freeze now :p 12:46:59 <nielsm> yep 12:47:25 <LordAro> i had a hacky patch somewhere that moved the viewport around based on signs 12:47:35 <nielsm> that's what I'm thinking too 12:47:52 <nielsm> just signs 1, 2, 3, etc 12:47:55 <LordAro> https://github.com/LordAro/OpenTTD/commit/fe202045c7dd193abeabb0887fdc3dac590c250b 12:47:59 <Samu> hi 12:48:22 <nielsm> maybe with additional data like duration to stay on that point, or whether to pan the camera 12:48:26 <nielsm> or changing zoom 12:48:51 <LordAro> i think there are some existing functions for panning the viewport 12:49:47 <Eddi|zuHause> the "scrollto" command would come to mind 12:57:13 <LordAro> someone want to approve & merge the website post? 12:58:53 <DorpsGek_III> [OpenTTD/website] nielsmh approved pull request #148: Add: 1.10.0-RC1 release announcement https://git.io/Jvcq2 12:59:26 <nielsm> oh I apparently can't really approve things on website 12:59:41 <LordAro> ha 13:02:57 *** glx has joined #openttd 13:02:57 *** ChanServ sets mode: +v glx 13:08:24 <frosch123> hmm,yeah, i guess core should also get website access then 13:09:43 <frosch123> nice, it doesn't even need re-approval 13:10:55 <DorpsGek_III> [OpenTTD/website] nielsmh merged pull request #148: Add: 1.10.0-RC1 release announcement https://git.io/JvckX 13:15:49 *** tokai has joined #openttd 13:15:49 *** ChanServ sets mode: +v tokai 13:22:33 *** tokai|noir has quit IRC 13:34:17 <DorpsGek_III> [OpenTTD/website] LordAro created new tag: 1.3.1 https://git.io/Jvcmw 13:40:39 <nielsm> the website is updated now 13:40:45 <nielsm> time to post on forum and such? 13:40:51 <LordAro> probably 13:41:16 <nielsm> 1.10 is a huge release 13:46:11 <frosch123> @topic set 1 1.10.0-RC1, 1.9.3 13:46:12 *** DorpsGek changes topic to "1.10.0-RC1, 1.9.3 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 13:46:52 <DorpsGek_III> [OpenTTD/website] LordAro commented on issue #117: There's a couple of layouting/responsiveness issues in the OpenTTD website. https://git.io/Jed55 13:46:52 <DorpsGek_III> [OpenTTD/website] LordAro closed issue #117: There's a couple of layouting/responsiveness issues in the OpenTTD website. https://git.io/Jed55 13:46:56 <DorpsGek_III> [OpenTTD/website] LordAro reopened issue #117: There's a couple of layouting/responsiveness issues in the OpenTTD website. https://git.io/Jed55 14:01:21 <peter1138> Wolf01, interesting, when you redeem a Humble Choice game, if it has extra DLC you need to go back into the Humble Bundle Keys area to grab them separately. 14:01:28 <peter1138> Just found a bit of DLC to add :p 14:02:59 <Wolf01> Yeah, frostpunk 14:04:24 <peter1138> And I found an expired unused key :( 14:05:21 <nielsm> posted https://www.tt-forums.net/viewtopic.php?f=29&t=86663 14:20:39 *** andythenorth has joined #openttd 14:27:02 *** Flygon has quit IRC 14:31:08 <andythenorth> yo 14:32:15 <andythenorth> so much stuff in 1.10 14:45:58 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #7886: Group management enhancements https://git.io/JeAdk 14:47:29 *** spnda has joined #openttd 15:48:36 *** Progman has joined #openttd 16:26:04 <peter1138> Is there? 16:28:56 *** adikt- has joined #openttd 16:35:18 *** adikt has quit IRC 16:42:23 <nielsm> https://jfs.users.tt-forums.net/ <-- updated! 16:42:28 <nielsm> after about 15 years 16:42:58 <nielsm> originally uploaded the files in august 2005, as far as I can tell 16:51:31 *** Wormnest has joined #openttd 16:58:13 <nielsm> nope 2004 17:14:10 *** snail_UES_ has joined #openttd 17:30:12 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/JvcZs 17:32:03 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7670: Road vehicle pathing cache does not always pick up changes in road network https://git.io/fjyVR 17:38:06 *** tokai|noir has joined #openttd 17:38:06 *** ChanServ sets mode: +v tokai|noir 17:39:04 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp 17:45:03 *** tokai has quit IRC 18:15:42 <andythenorth> Horse 97% 18:15:44 <andythenorth> the lolz 18:19:39 *** Wormnest has quit IRC 18:21:16 *** gelignite_ has joined #openttd 18:23:13 *** gelignite_ has quit IRC 18:23:13 *** Progman has quit IRC 18:23:13 *** gelignite has quit IRC 18:23:13 *** gnu_jj_ has quit IRC 18:23:13 *** FLHerne has quit IRC 18:23:13 *** debdog has quit IRC 18:24:15 *** gelignite_ has joined #openttd 18:24:15 *** Progman has joined #openttd 18:24:15 *** gelignite has joined #openttd 18:24:15 *** gnu_jj_ has joined #openttd 18:24:15 *** FLHerne has joined #openttd 18:24:15 *** debdog has joined #openttd 18:24:16 *** gelignite__ has joined #openttd 18:28:44 *** gelignite_ has quit IRC 18:28:44 *** FLHerne has quit IRC 18:28:44 *** gelignite has quit IRC 18:29:24 *** Compu has joined #openttd 18:29:58 *** gnu_jj_ has quit IRC 18:29:58 *** Progman has quit IRC 18:29:58 *** debdog has quit IRC 18:30:32 *** FLHerne has joined #openttd 18:33:13 *** Progman has joined #openttd 18:33:13 *** gnu_jj_ has joined #openttd 18:33:13 *** debdog has joined #openttd 18:33:18 *** gnu_jj_ has quit IRC 18:33:23 *** WormnestAndroid has quit IRC 18:33:36 *** tokai has joined #openttd 18:33:36 *** ChanServ sets mode: +v tokai 18:33:57 *** gnu_jj has joined #openttd 18:34:17 *** WormnestAndroid has joined #openttd 18:39:13 *** debdog has quit IRC 18:39:28 *** Progman has quit IRC 18:39:34 *** debdog has joined #openttd 18:40:27 *** tokai|noir has quit IRC 18:43:00 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp 18:43:23 <LordAro> nielsm: i was literally about to post the same segment of code :) 18:43:36 <nielsm> :D 18:44:17 <LordAro> though i was suspecting a c&p error with the duplication of SPR_TRAMWAY_BASE for both road & tram 18:44:26 <LordAro> looks like you got a bit further than me 18:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jvcnp 18:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 18:46:01 <nielsm> good, late translations 18:46:26 <nielsm> I hope someone has the translations backport script functional and ready 18:47:11 <LordAro> i think i ran it last time 18:47:23 <LordAro> was expecting to have to do it before the actual release anyway 18:47:28 <LordAro> probably not worth doing it before 18:49:25 *** tokai|noir has joined #openttd 18:49:25 *** ChanServ sets mode: +v tokai|noir 18:53:22 <Samu> nielsm, #7822 - i don't think it needs to be saved, though I'm not totally sure 18:55:14 <Samu> the difference should be now that it doesn't have to repeat the pathfinder search to get the same result 18:56:23 *** tokai has quit IRC 18:57:18 <Samu> hmm be back later 18:59:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7990: Codechange: Don't fail configure if SDL2 is not detected https://git.io/JvccG 19:01:16 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvccC 19:01:44 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvccW 19:08:39 <nielsm> ok looks like my first refactoring was successful https://0x0.st/i--K.png 19:08:45 <nielsm> (everything looks the same) 19:09:27 <andythenorth> :) 19:21:34 <nielsm> well.,.. https://0x0.st/i--S.png 19:21:42 <nielsm> I'm not sure why exactly but it looks fixex 19:22:43 <nielsm> ah, right 19:24:11 *** Laedek has quit IRC 19:25:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7970: Crash in crash handler - Assertion failed at line 2981 of window.cpp https://git.io/JvsUh 19:26:20 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCU 19:27:25 <nielsm> oh oops 19:27:31 <nielsm> got too many changes into that 19:28:10 <LordAro> ha, nice 19:29:26 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCU 19:33:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCG 19:34:39 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCU 19:35:05 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvccC 19:35:05 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvTHm 19:35:51 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvcC8 19:39:38 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7972: Impossible orders silently fail to be copied and have their sharing settings fully protected. https://git.io/JvGub 19:40:08 <frosch123> nielsm: is changing || to && the only change? 19:40:32 <nielsm> yes 19:40:58 <nielsm> I just included the refactor since that was that initial step that made me notice where it was going wrong 19:41:22 <frosch123> but doesn't it draw garbage sprites now? 19:41:44 <frosch123> the issue is that the grf only provides half of the sprites, right? 19:42:13 <nielsm> if the grf only provides front or back, then nothing is used for the missing 19:42:38 <nielsm> exactly like for non-bridge roads 19:43:05 <frosch123> doesn't it draw sprite 23? which should trigger a warning about trying to draw a character glyph for a sprite? 19:43:14 <nielsm> oh... 19:43:29 <nielsm> hm yeah I missed that part 19:45:48 <frosch123> anyway, it's new to me that a grf is allowed to provide only front or back... but well all of nrt is undocumented 19:46:15 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/road_cmd.cpp#L1410-L1412 19:47:11 <peter1138> I imagine it should always provide both? 19:47:15 <peter1138> Document it as such. 19:47:19 <frosch123> nielsm: now also look at tunnels 19:49:52 <nielsm> tunnel only uses the front catenary for roads 19:49:58 <nielsm> apparently 19:50:06 <nielsm> doesn't even bother to check the back catenary 19:50:27 <frosch123> and bridge heads? 19:50:40 <nielsm> handled by the same code I fixed 19:50:51 <frosch123> ah right 19:52:26 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCU 19:52:57 <peter1138> 4 players on my server o_O 19:53:05 <peter1138> And not me :p 19:53:11 <nielsm> should I switch the two cases in the if around to match the ground road code? 19:55:53 <andythenorth> frosch123: this much is documented :P https://newgrf-specs.tt-wiki.net/wiki/Action0/Roadtypes 19:56:13 <andythenorth> and https://newgrf-specs.tt-wiki.net/wiki/NML:Roadtypes 19:56:17 <frosch123> andythenorth: yes, in know, pm send a noobie to paste random stuff into the specs 19:56:25 <frosch123> that was definitely a big help </sarcasm> 19:56:32 <andythenorth> I might have encouraged that also :P 19:56:33 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvTHm 19:56:34 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #7944: Demolishing a lock built on a river with rocky land does not restore the river https://git.io/JvT9g 19:56:35 <andythenorth> sorry 19:56:52 <frosch123> anyway, i won't do any nrt stuff anymore 19:56:59 <frosch123> if noone cares, i cannot be solved 19:58:01 <peter1138> Hi 19:58:06 <peter1138> What needs doing 19:59:26 <nielsm> merge cmake? 20:02:18 <LordAro> fix pathfinders? 20:02:28 <LordAro> document nrt, apparently 20:02:51 <nielsm> also https://github.com/OpenTTD/OpenTTD/pull/7248 20:03:52 <LordAro> how about #7000? :p 20:04:09 <nielsm> I don't have the wisdom for #7000 20:04:19 <LordAro> i'm not sure anyone does 20:05:22 <frosch123> just close it 20:05:30 <frosch123> i did not see a newgrf that wants to use it 20:05:37 <frosch123> apis without users are pointless 20:08:32 <andythenorth> for 7000 I have a use for the singular change to railtypes 20:08:33 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JvcWJ 20:08:33 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 closed pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhI7h 20:08:39 <andythenorth> but the rest is grown too large to comment 20:09:02 <andythenorth> var 6A would fix a bunch of Horse bug reports 20:09:10 <andythenorth> but the rest I just don't know 20:09:33 <nielsm> make a new PR extracting just that one var then? 20:10:33 <andythenorth> the bug is https://www.tt-forums.net/viewtopic.php?p=1228866#p1228866 20:10:38 <andythenorth> reported multiple times in different ways 20:10:59 <andythenorth> Horse can only reasonably check ELRL without this var 0x63 (was 6A in the original PR) 20:11:21 <andythenorth> I've been ignoring the bug reports, so I'm potato / potato 20:19:25 <nielsm> peter1138: I found something for you to do! sticky and unsticky some threads on tt-forums 20:19:34 <nielsm> the rc1 release thread 20:24:14 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcWn 20:24:20 <frosch123> ^^ that's the issue with nrt 20:25:07 *** Laedek has joined #openttd 20:25:09 <frosch123> multiple people changed whatever they talked about for 15 minutes in irc, changed it only in some places, made it all inconsistent, and did not even state their intentions 20:25:29 <frosch123> honestly if all of jgrpp got squashed, you would have less issues 20:26:15 <Samu> there is no savegame title now? 20:26:56 <LordAro> Samu: ...are you going to elaborate? 20:27:45 <Samu> testing a debug build, i see a water backgroun in main menu 20:28:01 <LordAro> that's... not expected 20:28:07 <LordAro> nor is it what i'm seeing 20:28:31 <Samu> oh, it works now 20:28:33 <Samu> weird 20:28:45 <nielsm> how messy does it look if both road and tram has catenary? and two different kinds of catenary? 20:29:44 <frosch123> ask Wolf01, andythenorth and peter1138 20:30:00 <frosch123> or whoever merged that pr 20:32:08 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/JegbJ 20:32:41 <Samu> visual studio just being messed up 20:33:06 <Samu> tell me if I got the savegame stuff correctly 20:33:08 <andythenorth> so the bug is that bridges don't draw both catenaries? 20:33:16 <andythenorth> or bridges can't, and the bug is in the spec? 20:33:32 <Samu> I still think it doesn't need to save those new members 20:33:53 <nielsm> andythenorth no the bug is that bridges only draw nrt catenary if the newgrf provides _both_ front and back, while ground road draws nrt catenary if it provides either 20:34:16 <andythenorth> there's also a bug in the docs in newgrf wiki vs. frosch wiki 20:34:25 <nielsm> and then frosch123 points out that bridges only draw one of road or tram catenary, while ground road draws both road and tram catenary 20:35:09 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/Jvkbr 20:35:09 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0 20:36:09 <LordAro> ideally i don't think you'd be able to have road w/ catenary & tram w/ catenary on the same tile 20:36:19 <LordAro> but maybe it's too late for that 20:37:27 <nielsm> yes it sounds like a bad idea 20:37:43 <frosch123> yes that issue was known 3 years ago 20:38:02 <frosch123> same with the other issue you found last week, whether you should be able to build roat without vehiceles 20:38:48 <frosch123> https://wiki.openttd.org/Frosch/NotRoadTypes#ToDo_list https://wiki.openttd.org/Frosch/ButGroundTypes <- you can find other known issues there 20:39:00 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7919: Lifetime profit https://git.io/JveOR 20:39:14 <frosch123> ultimatively someone has to review whatever was commited, and write a spec what it should actually do 20:40:31 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7918: Fix 3c047b1: AIGroup.GetProfitLastYear could get values different than those displayed in gui https://git.io/Jvek6 20:40:39 <frosch123> i don't think you get anywhere if you only address issues once you find them 20:41:40 <peter1138> Revert! :P 20:41:54 <andythenorth> afaik, Wolf01 did the first implementation against https://wiki.openttd.org/Frosch/NotRoadTypes 20:42:12 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/Jexqi 20:43:41 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7883: Fix: Ensure a minimum gap of water upon generating terrain with original generator https://git.io/JeNQn 20:44:01 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcWM 20:44:57 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7880: Fix: Remove some redundant steps during world generation https://git.io/JeNLr 20:45:04 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened issue #7992: Bridges with both road and tram catenary only draw one of them https://git.io/JvcW9 20:46:03 <Wolf01> <nielsm> how messy does it look if both road and tram has catenary? and two different kinds of catenary? <- iirc the tram catenary takes priority 20:46:48 <nielsm> that's exactly what frosch123 said it does not 20:46:53 <nielsm> on ground roads _both_ are drawn 20:47:04 <nielsm> on bridges, only one of them is 20:47:17 <frosch123> the original plan was that road takes precedence 20:47:25 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7661: Codechange: Rework 'start_date' parameter for AIs as a game setting https://git.io/fjMsZ 20:47:27 <frosch123> then wolf and andy disagreed and changed it without documenting 20:47:40 <frosch123> now both can't remember that they changed it 20:48:27 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz 20:48:31 <Wolf01> I think we were trying to make it so you can provide a combined catenary with a grf prop 20:48:34 <peter1138> Good blame work. Now just decide what's meant to happen and make it so. 20:48:49 <frosch123> well, i quit :) 20:49:01 <andythenorth> 'Both road and tram may have catenary, but the catenaries exist independent of each other. A tile can show catenary, but still have "electrified road" and "not-electrified tram".' 20:49:09 <andythenorth> "Out of Date This article or section is outdated. Some of its content may no longer be accurate due to changes in the latest release. Please update this article. 20:49:09 <peter1138> frosch123, I mean the channel :p 20:49:09 <andythenorth> This spec is from May 2017. The actual implementation in OpenTTD 1.10 differs to an extent unknown." 20:49:19 <frosch123> i first quit nrt when people kept on breaking things, then i quit ottd when it got merged, despite people stating they did not want to maintain it 20:49:26 <peter1138> I mean, who really gives a shit which takes preference? Just draw something... 20:49:27 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame. https://git.io/fjtsp 20:50:40 <LordAro> :( 20:50:49 <andythenorth> it just needs some archeology 20:50:56 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 20:51:00 <nielsm> I'd say draw both and blame the newgrf author if it looks bad 20:51:05 <andythenorth> probably the fault is mine for never finishing the test grf 20:51:10 <frosch123> that's what i tried with the status list in the wiki 20:51:15 <andythenorth> the spec says draw both 20:51:23 <frosch123> but people spoiled the effort 20:51:35 <andythenorth> I could dig up the logs where all chat concludes it's only viable to draw both 20:51:39 <andythenorth> it was debated to death and further :) 20:51:47 <LordAro> blaming is pointless, try to work together to fix it 20:51:52 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 20:51:59 <LordAro> s/try to// 20:52:36 <andythenorth> I am supposed to have done this https://github.com/OpenTTD/nml/issues/47 20:52:43 <andythenorth> which would exercise the spec vs. reality 20:52:52 <andythenorth> but I find it much more appealing to draw tiny trains :P 20:53:05 <LordAro> there are plenty of bits of OTTD that are "unmaintained" - YAPF, cargodist + linkgraphs immediately spring to mind 20:53:11 <LordAro> but that doesn't matter 20:53:17 <LordAro> work together to fix problems 20:53:44 <andythenorth> I am quite happy to be blamed, I campaigned for the whole idea relentlessly :) 20:53:48 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ 20:54:23 <peter1138> I'm busy enjoying Treadstone... 20:56:43 <andythenorth> just don't ask me to ever write a blog post again, that was insanely painful :P 20:57:12 <peter1138> Oh, it finished with no conclusion. Hmm. 20:57:46 <Eddi|zuHause> i had a huge gridlock in cities skylines out of nowhere... and i changed barely anything, but it cleared up after a while 20:58:26 <glx> roundabouts 20:58:32 <glx> they solve everything :) 20:58:42 <Eddi|zuHause> yeah, but no... :p 20:58:55 <Wolf01> NRT was already above my comprehension level when I started it, the only thing I could help with is to debate on it again 20:58:58 <glx> with lane managing 20:59:15 <andythenorth> debate not needed, just accurate docs :) 20:59:28 <andythenorth> then anything that doesn't comply is either insignificant, or just a bug 20:59:39 <Eddi|zuHause> i do lane management, and a few programmed traffic lights 21:00:02 <andythenorth> I will try and work on this this week https://wiki.openttd.org/NewGRF_Specification_Status 21:00:08 <andythenorth> then this https://github.com/OpenTTD/nml/issues/47 21:00:23 <Eddi|zuHause> my traffic is above 70% currently, but it dropped to like 50% in the gridlock 21:00:34 <Eddi|zuHause> with no despawning of vehicles 21:00:38 <andythenorth> this this, except it's mostly done https://github.com/OpenTTD/nml/issues/46 21:01:04 <andythenorth> then maybe we can release nml, which is weirdly nearly-but-not-done https://github.com/OpenTTD/nml/issues/42 21:02:59 *** WormnestAndroid has quit IRC 21:20:16 *** sla_ro|master has quit IRC 21:37:16 *** frosch123 has quit IRC 21:59:30 *** andythenorth has left #openttd 22:37:24 *** Wolf01 has quit IRC 23:06:20 <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison opened issue #7993: Wrong format specifiers in kick/ban console command error paths https://git.io/JvcBw 23:09:47 *** snail_UES_ has quit IRC 23:11:48 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7994: Fix #7993: Compile warning in kick/ban debug messages https://git.io/JvcBD 23:12:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7993: Wrong format specifiers in kick/ban console command error paths https://git.io/JvcBw 23:13:36 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7994: Fix #7993: Compile warning in kick/ban debug messages https://git.io/JvcBH 23:14:36 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcB7 23:14:56 *** SpComb has quit IRC 23:15:25 <LordAro> nielsm: #7990 as well? :> 23:16:59 <nielsm> I'd only approve it on trust that it's correct, shell code tends to make my eyes glaze over 23:17:26 *** Samu has quit IRC 23:17:53 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7991: Fix #7958: Custom catenary missing on road bridges https://git.io/JvcCU 23:17:55 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp 23:20:03 <Eddi|zuHause> "log 1 "configure: error: it is impossible to compile a dedicated with SDL"; log 1 "configure: error: please deselect one of them and try again"" <-- that sounds weird 23:20:32 <LordAro> that does sound weird 23:21:08 <Eddi|zuHause> probably a copy pasta from ages ago 23:21:29 <LordAro> regardless, if cmake is happening Soonᵀᴹ, i'm not too concerned 23:21:32 <nielsm> does "enable dedicated" on configure really mean "disable all graphics video drivers"? 23:21:35 <Eddi|zuHause> otherwise, i have no clue what's going on there, so i can't tell you anything about correctness 23:23:21 *** gelignite__ has quit IRC 23:24:18 <Eddi|zuHause> i don't understand cities skylines... i had an international airport for ages, and it's seen like 5 people per week. now i built a normal airport, which is smaller, but it immediately gets 400 passengers 23:25:57 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7994: Fix #7993: Compile warning in kick/ban debug messages https://git.io/JvcBD 23:25:58 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7993: Wrong format specifiers in kick/ban console command error paths https://git.io/JvcBw 23:26:13 <nielsm> night 23:27:07 <LordAro> gnight 23:28:54 *** snail_UES_ has joined #openttd 23:31:50 <DorpsGek_III> [OpenTTD/OpenTTD] MingweiSamuel commented on issue #7941: train pathfinder acts as if station exits had built-in signals https://git.io/JvU6p 23:38:19 *** nielsm has quit IRC 23:41:14 *** adikt- has quit IRC 23:42:35 *** adikt has joined #openttd 23:44:45 <DorpsGek_III> [OpenTTD/OpenTTD] esigra commented on issue #7941: train pathfinder acts as if station exits had built-in signals https://git.io/JvU6p 23:48:30 <TrueBrain> LordAro: I don't have my yubikey with me, but 7990 looks good. I do notice the configure system got a bit abused, but meh. Cmake. 23:49:07 <TrueBrain> nielsm: can you approve on my behalf? :D