IRC logs for #openttd on OFTC at 2021-07-07
            
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07:31:29 <peter1138> https://www.microsoft.com/security/blog/2021/06/30/microsoft-finds-new-netgear-firmware-vulnerabilities-that-could-lead-to-identity-theft-and-full-system-compromise/
07:31:32 <peter1138> That first one...
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07:42:23 <SpComb> GET /super-secret?honest.gif
07:45:23 <SpComb> I don't believe that "milliseconds per attempt" graph is from the an actual real-world attack on that strcmp implementation, no way that one character can cause a 20ms delay
07:48:22 <andythenorth> interesting write up :)
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09:25:44 <Samu> hi
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10:31:27 <Samu> about the "too long to save", I found out why the issue is less likely to happen on 4096x4096 maps
10:32:03 <Samu> i have a "bestRoutesUsed" bool that affects how to iterate over town pairs
10:32:50 <Samu> while it is false, it will only iterate over the first town that finds (the best town to pair with)
10:33:07 <Samu> so the array doesn't get huge
10:33:27 <Samu> if it runs out of towns, then bestRoutesUsed becomes true
10:34:09 <Samu> and in this form, it will exaustively force finds a town to pair with
10:34:36 <Samu> this massively increases the array
10:36:18 <Samu> on 512x512, there are less towns to pair with when bestRoutesUsed is false, so the speed at which bestRoutesUsed becomes true is quicker than on a map sized 4096x4096
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10:47:03 <Samu> that explains why on a 4096x4096 map, the AI would easily reach 5000 road vehicles and wouldn't crash with a "too long to save", because bestRoutesUsed is unlikely to be true at that point.
10:55:19 <Samu> https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/TownManager.nut#L336, I wonder if I should put a return; there
10:55:31 <Samu> after that line
11:05:37 <Samu> just looked over the original LuDiAI, and it doesn't have a return; there either
11:05:56 <Samu> I wonder what happens if I put a return there
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11:52:44 <Belu> Hi,
11:53:04 <Belu> anyone knows how to disable the industries imminent closures ?
11:53:25 <Belu> and reverting the original music soundtrack to the latest version ?
11:53:48 <LordAro> there's a setting for changing industry closure behaviour, i don't think it disables it entirely
11:53:53 <LordAro> not sure what you mean about music
11:54:11 <Belu> the original game music as it was from the beginning,
11:54:25 <Belu> he same original was used in v 0.4.7
11:54:51 <Belu> as I did not found any .mid files ini the old version
11:55:07 <Belu> to replace the new openTTD MSX .mids
11:55:08 <LordAro> the original is in .GM files
11:55:21 <LordAro> you shouldn't need to replace any files
11:55:29 <Belu> so i assume I cannot replace .mid with .gm
11:55:36 <LordAro> just put them in the correct (baseset) folder
11:55:50 <Belu> oh, so it doesn't matter if it's .mid or .gm ?
11:56:05 <LordAro> let me find the guide someone wrote...
11:56:13 <Belu> thanks
11:57:07 <LordAro> https://steamcommunity.com/sharedfiles/filedetails/?id=2447267330
11:57:41 <Belu> and there was another nice option in the old v0.4.7, trains or vehicles were starting to load passengers on the first arrival, does the latest ver have this setting ?
11:57:54 <LordAro> probably
11:58:02 <LordAro> the settings window has a search bar these days, try it out!
11:58:49 <Belu> i tried and set to expert features and did not found any related setting
11:59:32 <Belu> did not found any setting with the string industries, do you have ideea what tags could I try ?
11:59:49 <Belu> nor closure
12:00:36 <LordAro> ah, i'm thinking of the economy type - "smooth economy" changes industry closure behaviour
12:00:56 <LordAro> ah, and "Frozen" stops them entirely
12:01:39 <Belu> i'll try
12:02:09 <Belu> frozen to stay indefinitely (industries) ?
12:02:27 <LordAro> i'm not going to read the helptext for you
12:03:23 <LordAro> i do recall the station cargo loading behaviour changing, can't find any setting for it though
12:03:48 <Belu> yes, it was something like cargo behaviour i remember something like this in the old 0.4.7 vers
12:04:03 <Belu> I remember I instantly changed this
12:04:09 <LordAro> a lot has changed in the last 15 years, i'm afraid :p
12:04:28 <Belu> i'm afraid that option is eliminatesd
12:05:09 <Belu> any option for the online multiplayer to start a new company instead of joining my existent one ?
12:05:23 <Belu> when someone joins my server game
12:05:39 <Belu> so each user with it's own company ?
12:05:55 <LordAro> press the "create new company" button when joining
12:06:03 <LordAro> though this UI is getting a rework for 1.12 anyway
12:11:34 <Belu> thanks, have a great day
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12:12:27 <LordAro> should incorporate the TTD-media guide into the repo, imo
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12:16:22 <glx> Pff took to long to install a client and join
12:17:11 <glx> But the cargo setting still exist, only from the console (and cfg)
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12:34:10 <Samu> this townManager code still eludes me
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12:36:15 <Samu> why would I want to clear the Array when allRoutesBuild is true
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13:45:39 <Samu> so many tiny little bugs that were eluding me
13:46:07 <Samu> good thing I am revisiting my code
13:51:34 <DorpsGek> [OpenTTD/OpenTTD] fsimonis opened pull request #9416: Codechange: Simplify FormatString https://git.io/JcSmU
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14:17:15 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9416: Codechange: Simplify FormatString https://git.io/JcSGp
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15:09:05 <peter1138> Hahah
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15:09:19 <peter1138> Guess where irc.libera.net goes...
15:12:25 <Eddi|zuHause> never heard of that
15:15:04 <TrueBrain> Do I dare to guess?
15:15:09 <DorpsGek> [OpenTTD/OpenTTD] fsimonis opened pull request #9417: CodeChange: Improve LineCache queries https://git.io/JcS0H
15:15:55 <peter1138> TrueBrain, you probably wouldn't be surprised...
15:15:57 <peter1138> 105 changed files
15:15:57 <peter1138> with
15:15:57 <peter1138> 4790 additions
15:15:57 <peter1138> and
15:15:59 <peter1138> 129 deletions
15:16:02 <peter1138> Urgh
15:16:16 <peter1138> 1) Too many lines, sorry. 2) Too many lines...
15:16:55 <TrueBrain> Lpl
15:16:59 <TrueBrain> Lol even
15:18:02 <LordAro> peter1138: oh that's super dirty
15:19:10 <TrueBrain> You sound surprised :p
15:20:20 <glx> oh so surprising from current freenode
15:20:29 <Samu> I'm simulating construction of routes without actually running the code that does the construction, just so I can speed up things. I wanna see how big the m_nearCityPairArray becomes
15:20:50 <Samu> testing on a 4096x4096 map
15:21:15 <Samu> and yet, it's still slow
15:25:04 <glx> hu ugly stuff in #9417
15:25:51 <glx> I don't like if (auto x = ...; x != ...)
15:27:23 <peter1138> 4096x4096 isstill slow? Surprise!
15:28:15 <TrueBrain> glx: yeah, that reads really difficult
15:29:02 <TrueBrain> peter1138: guess we should fix that ..
15:29:12 <TrueBrain> I will make the PR to remove it :p
15:29:17 <peter1138> \o/
15:29:23 <TrueBrain> :D
15:29:36 <TrueBrain> Owh, that will piss off so many people :p
15:31:45 <peter1138> https://github.com/OpenTTD/OpenTTD/commit/e1c19367f0cebbe90596319e9f82d959fa54621c
15:31:49 <peter1138> Nice
15:32:02 <peter1138> https://github.com/OpenTTD/OpenTTD/commit/4cbab4f744e531d17d7e523d80092f54b4e4659d
15:32:05 <peter1138> Bad.
15:33:48 <TrueBrain> Yeah .. just because you can doesn't mean you have to ;)
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17:06:36 <Samu> damn my curiosity, this is gonna take a long time
17:07:25 <Samu> array length currently at 45k
17:07:52 <glx> that's a really big array
17:08:22 <Samu> @calc 12000 * 11999
17:08:22 <DorpsGek> Samu: 143988000
17:08:31 <Samu> heh,
17:09:22 <Samu> but the pairing of towns is taking into account a min_dist and max_dist between them, as well as how much pass it produces
17:10:07 <Samu> min of 20 for this test, max of 125
17:11:51 <Samu> on a 512x512, array becomes with about 1800 items
17:12:23 <Samu> multiply by 4
17:12:43 <Samu> for road/pass, road/mail, water/pass, water/mail
17:13:19 <Samu> the "too long to save" triggers at about 3200
17:14:54 <glx> means you are saving too much data
17:15:35 <glx> usually all data that can be gathered from analysing the map don't need to be saved
17:17:58 <Samu> the AI is too reliant on it
17:18:14 <Samu> not sure what I can do yet
17:19:24 <Samu> if i can store int64's now in a save, i'm gonna try saving townpairs in one single value
17:19:46 <Samu> make some m_preSave of that array
17:19:58 <Samu> so that when it saves, it just dumps it
17:21:12 <Samu> each town ID is 16 bits, i store 2 towns, that's 32 bits, then i also store the cargoclass
17:21:30 <Samu> no idea how many bits, but will be the remaining of a int64
17:22:44 <glx> why do you split pass and mail ? the pair itself is the same for both types I think
17:23:10 <Rubidium> tiny towns might not accept mail yet (or passengers)
17:24:05 <glx> it's still possible to use only one array for both types, with a marker
17:25:02 <glx> should reduce the global size as in many cases pair are in both arrays
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17:25:29 <Rubidium> that's definitely true
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17:28:28 <glx> and I guess stored distance depends on transport type, and again can be merged (like min_water_dist, max_water_dist, min_road_dist, max_road_dist), then all cargo production duplication is gone
17:31:54 <Samu> https://i.imgur.com/YrOckO7.png
17:32:12 <Samu> gonna take forever t.t, but i can already see it exceeds 3200 :p
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17:49:55 <andythenorth> yo
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18:20:06 <DorpsGek> [OpenTTD/nml] andythenorth commented on issue #105: Document procedures for switches and random switches https://git.io/Jftrs
18:30:32 <DorpsGek> [OpenTTD/nml] andythenorth commented on issue #46: Update nml wiki docs for NotRoadTypes (NRT) https://git.io/Je8fO
18:34:42 <andythenorth_> is this accurate for roadtypes and railtypes https://newgrf-specs.tt-wiki.net/wiki/NML:Random_switch
18:34:52 <andythenorth_> "Road tile (pseudo-random, based on location)"
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18:39:24 <Timberwolf> I do enjoy how "if you don't do x when you're building a station it'll jam and have awful throughput" becomes "of course it's obvious the only thing that matters is signal gap" when you create a video testing it.
18:42:49 <DorpsGek> [OpenTTD/nml] andythenorth commented on issue #46: Update nml wiki docs for NotRoadTypes (NRT) https://git.io/Je8fO
18:42:52 <DorpsGek> [OpenTTD/nml] andythenorth closed issue #46: Update nml wiki docs for NotRoadTypes (NRT) https://git.io/Je8fO
18:44:58 <andythenorth_> I think everything for 1.10 is now done here :D https://wiki.openttd.org/en/Development/NewGRF/Specification%20Status#openttd-1-10
18:44:59 <peter1138> Timberwolf?
18:45:01 <andythenorth_> so only 2 version behind
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18:51:29 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jc9fd
18:51:30 <DorpsGek> - Update: Translations from eints (by translators)
19:00:49 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9416: Codechange: Simplify FormatString https://git.io/Jc9Um
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19:16:13 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9407: [Bug]: CmdFoundTown may cause multiplayer desyncs due to not initialising Town::stations_near https://git.io/JcZJh
19:16:48 <glx> it's a nice bug
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19:23:38 <LordAro> nice find
19:23:50 <LordAro> now the question, *why* is it skipped?
19:24:43 <andythenorth_> hmm 2024 will be 30 years since TTO
19:24:53 <andythenorth_> stations in nml as a celebration?
19:28:01 <glx> https://github.com/OpenTTD/OpenTTD/commit/ffec9b41e8d2efb539d5e24593249bc60baffd13 introduced the Backup, but https://github.com/OpenTTD/OpenTTD/commit/8b1b3fd0f91fd30d09d3acaa65bd9a7d23d966cc introduced FindStationsAroundTiles a long time later
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19:35:26 <Timberwolf> peter1138: I had so many times where people in the Reddit/Discord universe said "you shouldn't build like that, it's a bad design, do this instead" to the kinds of things I do in my game that I started testing them.
19:36:09 <Timberwolf> Usually with a result of "oh, wait, the one everyone says to build is 20% worse than the 'bad' design" and a big slice of, "well yeah, it's obvious if you think about the game mechanics"
19:37:11 <Samu> it finished! https://i.imgur.com/FJBwRz7.png
19:38:54 <SpComb> sounds like we need a SotL for OpenTTD
19:40:27 <Timberwolf> That used to be openttdcoop, but a lot has been invalidated by path-based signals.
19:40:42 <Timberwolf> I think that's where a lot of the misconceptions come from, too.
19:41:15 <Timberwolf> OTTDC wiki says, "we use this in our games, it has 2x the throughput". Which is totally true, if the only thing you have access to is block signals.
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19:46:20 <peter1138> They still seem to hate path signals.
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20:09:21 <Samu> 63529 opcodes vs 33577 opcodes
20:09:46 <Samu> that was quite a save
20:10:31 <Samu> array length of 2305
20:12:38 <Samu> wondering how can I improve this further
20:17:11 <Samu> "you tried to save an unsupported type"
20:18:21 <Samu> i need to convert Class instance into array
20:18:51 <Samu> or just the only variable in the class, so
20:18:54 <Samu> class to integer
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20:55:46 <Eddi|zuHause> they'll continue to do so...
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20:56:49 <Eddi|zuHause> can we please hide block signals by default?
20:57:43 <Eddi|zuHause> we'll get new fun threads where people confuse "change default setting" with "remove from game"
21:00:32 <andythenorth> block signals are best though?
21:00:37 <andythenorth> discord and reddit said so?
21:00:55 <Eddi|zuHause> those are not the target audience.
21:03:29 <andythenorth> who is? :)
21:03:40 <andythenorth> steam maybe?
21:09:18 <LordAro> other devs, ofc
21:12:12 <Samu> from 63529 to 33577 to 3566 ops
21:12:16 <Samu> wow
21:12:32 <Samu> i must verify this is data is correct, sounds too good to be true
21:17:28 <Samu> holy crap, it is correct!
21:17:50 <Samu> omg so happy, this is the solution for the "too long to save"
21:19:02 <Samu> i did as nielsm suggested
21:20:05 <Samu> now all I need is the save int64 fix to be in the next openttd release
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21:46:28 <peter1138> Hmm, weird, 32" monitor + FPS gaming == motion sick :/
21:47:01 <andythenorth_> oof
21:47:05 <peter1138> Well, Bioshock, not quite an FPS.
21:47:39 <andythenorth_> hmm remember Descent?
21:47:47 <peter1138> Yes
21:48:00 <andythenorth_> not good for motion sickness
21:48:12 <peter1138> But in a different way.
21:48:13 <andythenorth_> especially when combined with certain chemicals of dubious legality
21:48:20 <glx> descent, doom, wolfeinstein
21:48:28 <glx> on a crt
21:48:35 <andythenorth_> a tiny CRT
21:48:41 <andythenorth_> and null-modem LAN
21:48:41 <peter1138> Never ever had any issues with Doom or Wolfenstein, nor Descent.
21:49:01 <peter1138> I did try the remake of Descent in VR, that was not fun.
21:49:03 <glx> it depends on the game for me
21:49:28 <andythenorth_> watch football on a 32" monitor
21:50:45 <glx> on "the witness" it's quite instant for me (weird FOV)
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