IRC logs for #openttd on OFTC at 2022-05-08
            
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07:32:17 <nielsm> andythenorth: I had a terrible thought earlier, that even if the reason regular trains can't run on high speed track is mainly signal system incompatibility, maybe the regular trains should be able to, but only able to run at 25 km/h or 40 km/h due to being forced to drive on sight instead of on signals
07:35:11 <Gustavo6046> You wanna crash some trains?!
07:35:47 <andythenorth> nielsm that's a nice trollish suggestion :)
07:36:01 <andythenorth> possible renders the railtype pointless :D
07:36:24 <nielsm> I'm sure AI developers would also enjoy it a lot
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07:37:25 <Gustavo6046> But the high speed trains wouldn't slow down behind the regular ones, right?
07:37:32 <Gustavo6046> Or at least have a chance of not donig so
07:37:34 <Gustavo6046> doing so*
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07:38:34 <nielsm> if a train is driving on sight, it does so from order of the dispatcher, and the dispatcher would then be closing those signal blocks off for other trains that are able to use the safety system
07:40:42 <andythenorth> we need signal boxes
07:40:50 <nielsm> absolutely
07:41:21 <andythenorth> with a radius of action
07:41:26 <andythenorth> beyond that trains proceed on sight
07:41:43 <andythenorth> maybe signal boxes are the more appropriate solution to programmable individual signals :P
07:43:22 <nielsm> compatibility with existing saves would be a problematic point though
07:43:27 <nielsm> how you convert
07:45:00 <nielsm> it would probably have to be a game setting, "require signal boxes", when disabled you can't build them and they do nothing, when enabled signals are dark if they are out of range
07:45:18 <andythenorth> we could have a grf spec for signal boxes
07:45:32 <andythenorth> sprites, radius of action, speed of action
07:45:37 <andythenorth> reliability
07:45:58 <nielsm> sounds like a horrible feature
07:47:38 <nielsm> consider that terrain can block sight from a signal box to parts of the track, and for old, manual boxes
07:47:56 <nielsm> that could prevent the dispatcher from reacting to certain trains
07:48:40 <nielsm> would you need to build telegraph lines between stations too?
07:48:52 <andythenorth> yes
07:48:55 <andythenorth> using up tile space
07:49:07 <andythenorth> but later you can upgrade to radio links
08:06:57 <andythenorth> still no frosch essay?
08:07:09 * andythenorth has been tidying wiki railtype docs
08:07:22 <andythenorth> they could really do with a minor rewrite about the whole approach though
08:07:29 <TrueBrain> I am pretty sure he is extending it by a week every time being asked now
08:08:03 <andythenorth> maybe it will 34KB
08:08:15 <andythenorth> that is like the nmlc essay I promised to write the pypy developers
08:08:24 <andythenorth> they were very interested in it
08:08:36 <andythenorth> I promised months ago
09:04:42 <TrueBrain> https://cdn.discordapp.com/attachments/273533192601075712/972786074424311848/unknown.png when the bits hit sortof right :P
09:09:52 <andythenorth> nice font
09:10:01 <TrueBrain> tnx :D
09:17:09 <TrueBrain> https://cdn.discordapp.com/attachments/273533192601075712/972789212212506684/unknown.png what it now is :D
09:18:30 <andythenorth> I enjoyed the backwards reading
09:23:27 <TrueBrain> I can now finally see visually if my CPU emulation works as expected :D I am pretty happy with that result :)
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12:49:01 <peter1138> Lunch eh?
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13:29:30 <DorpsGek> [OpenTTD/OpenTTD] AaronKatzin opened issue #9882: [Bug]: Negative train total cargo https://github.com/OpenTTD/OpenTTD/issues/9882
13:29:56 <DorpsGek> [OpenTTD/OpenTTD] AaronKatzin commented on issue #9882: [Bug]: Negative train total cargo https://github.com/OpenTTD/OpenTTD/issues/9882
13:32:12 <peter1138> LOL
13:34:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9882: [Bug]: Negative train total cargo https://github.com/OpenTTD/OpenTTD/issues/9882
13:35:15 <TrueBrain> haha
13:40:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9882: [Bug]: Negative train total cargo https://github.com/OpenTTD/OpenTTD/issues/9882
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13:47:53 <peter1138> It probably doesn't need to be there, it's in a matrix view anyway...
13:48:13 <glx> indentation should be enough
13:54:35 <DorpsGek> [OpenTTD/OpenTTD] AaronKatzin commented on issue #9882: [Bug]: Negative train total cargo https://github.com/OpenTTD/OpenTTD/issues/9882
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14:36:00 <TrueBrain> w00p, I now officially emulate all opcodes of a SNES :P
14:36:19 <TrueBrain> now to figure out timing, rendering other modes, and most likely find tons of extra bugs :P
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15:09:57 <peter1138> 6502 plus a bit more, isn't it?
15:10:14 <peter1138> Or was that NES...
15:10:16 <TrueBrain> if "a bit" is a full native mode :P
15:10:22 <TrueBrain> SNES is 16bit + emulation for 6502 :)
15:15:30 <andythenorth> mario kart when? :P
15:15:56 <andythenorth> hmm
15:16:01 <peter1138> As if they stole MODE 7 and it wasn't a teletext display mode...
15:16:05 * andythenorth selling a laptop
15:16:19 <andythenorth> just noticed all the fingerprints on it on the screen
15:16:22 <peter1138> Is it a mac?
15:16:25 <andythenorth> plausible ID theft vector?
15:16:27 <andythenorth> yes it's a mac
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18:45:10 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/9c58ea7a37ee7e9bbf7d561165a6c8d384e6b82f
18:45:11 <DorpsGek> - Update: Translations from eints (by translators)
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18:47:51 <NGC3982> autosave = off is used cfg but the multiplayer game continuisly saves
18:47:57 <NGC3982> am i missing something about autosaves?
18:48:21 <Rubidium> joining clients?
18:48:31 <NGC3982> no, game stops and botton row say "SAVING GAME"
18:48:41 <NGC3982> every like three minutes
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18:59:28 <Rubidium> if you pause the game, does it then still happen?
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19:28:05 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/vehicle_base.h#L560-L572=
19:28:09 <nielsm> interesting comment...
19:28:48 <nielsm> but it appears the function is never overridden and never used
19:29:37 <nielsm> oh, it is, just VS not searching any of the right files
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19:44:13 <NGC3982> Rubidium: game options > autosave was set to Every Month
19:44:25 <NGC3982> i dont remember having to set local settings while playing multiplayer
19:44:31 <NGC3982> but it sure worked toggling it off
19:46:59 <nielsm> oh... Vehicle::UpdateViewport(bool) and SpecializedVehicle<T>::UpdateViewport(bool, bool) are two entirely different methods and calling the former will not update the same things as calling the latter
19:48:42 <nielsm> I'll just go ahead and rename one of them
19:59:52 <nielsm> https://github.com/nielsmh/OpenTTD/commit/ca655f678a33ec0bd19c4d7adc9b85603444fa00 that was a pretty easy fix
20:00:14 <nielsm> sorry simple, not easy
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