IRC logs for #openttd on OFTC at 2022-11-06
            
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01:57:41 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #10142: Codechange: [MinGW] use pe-bigobj-x86-64 format for x64 debug builds https://github.com/OpenTTD/OpenTTD/pull/10142
01:58:30 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10142: Codechange: [MinGW] use pe-bigobj-x86-64 format for x64 debug builds https://github.com/OpenTTD/OpenTTD/pull/10142
01:59:37 <glx[d]> forgot to rebase
02:04:09 <petern> `ObjectSpec _object_specs[NUM_OBJECTS];`
02:04:09 <petern> This is kinda hideous.
02:06:03 <petern> std::vector might be nicer, rather that straight out allocating 64,000 blank ObjectSpecs.
02:07:01 <glx[d]> even more if no object grf are loaded
02:10:36 <petern> /* Clean the pool. */
02:10:36 <petern> for (uint16 i = 0; i < NUM_OBJECTS; i++) {
02:10:36 <petern> _object_specs[i] = {};
02:10:36 <petern> }
02:10:40 <petern> "pool" πŸ˜„
02:11:29 <glx[d]> maybe it should just use a real pool
02:11:52 <petern> Possibly, for up to 64,000 entries.
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02:15:05 <petern> Nice, separately we store a count of the number of times an object is used
02:15:11 <petern> 64000 entries.
02:15:31 <petern> I guess that's only 128000 bytes.
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02:21:15 <petern> Quite a few places iterate all 64,000 entries too. Not sure how often.
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02:30:02 <petern> Anyway, sleep, oops
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04:43:01 <dP> petern: At least it doesn't write them to the save file now πŸ˜†
04:43:07 <dP> I think xd
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05:28:07 <Merni> petern: 128 kb is nothing
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09:58:05 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #10142: Codechange: [MinGW] use pe-bigobj-x86-64 format for x64 debug builds https://github.com/OpenTTD/OpenTTD/pull/10142#pullrequestreview-1169569860
10:24:39 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10142: Codechange: [MinGW] use pe-bigobj-x86-64 format for x64 debug builds https://github.com/OpenTTD/OpenTTD/pull/10142
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11:18:18 <Afdal> Is there some way to change the controls back to the old method of ctrl-click cycling rail signals? The new behavior is to only cycle between one-way path and two-way path signals while ignoring the other signal types
11:18:50 <Afdal> I actually need to be able to use the other signal types and it's very annoying to have to manually click which signal I want to place through the signal window
11:19:21 <Merni> Yes, the setting "Cycle through signal types"
11:19:36 <Afdal> ah lol
11:19:41 <Afdal> I found it right as you said that :)
11:21:10 <Afdal> OpenTTD uses its own MIDI interpreter right?
11:21:32 <Afdal> This Doom music set sounds pretty good even though I don't have timidity or whatever soundfont interpreter installed on my system
11:21:57 <Afdal> MIDI usually sounds like garbage by default on Linux without installing a bunch of extra stuff
11:25:20 <Afdal> How do you center the view on a particular station now that the Location button in the station window is gone...
11:26:13 <Afdal> I guess the station list always works
11:26:23 <Merni> Afdal: There's a small symbol on the corner of the station window
11:26:43 <Merni> Same for vehicles
11:27:07 <Merni> (top right corner)
11:27:30 <Afdal> what does it look like?
11:27:38 <Afdal> oh, aha
11:27:40 <Afdal> that button
11:28:16 <Merni> https://cdn.discordapp.com/attachments/1008473233844097104/1038776833874874450/Screenshot_2022-11-06_165801.png
11:28:32 <Afdal> danke
11:28:54 <Merni> For vehicles double clicking this also follows the vehicle which is very useful
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12:09:12 <andythenorth> hmm STR_LIVERY_PASSENGER_WAGON_STEAM
12:12:24 <andythenorth> how do I find what that resolves to for vehicle?
12:12:39 <andythenorth> it's a concatenated string for the company colour UI
12:13:00 <andythenorth> I guess there's some enum or something set by the dropdown that the vehicle then reads
12:17:40 * andythenorth trying to figure out why steam engine tenders use pax coach steam livery
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13:05:56 <andythenorth> maybe LiveryScheme
13:20:51 <petern> Remove it and use only group liveries
13:23:48 <andythenorth> it's a thing
13:26:43 <andythenorth> let's PR that
13:34:21 <petern> I'm too busy
13:35:26 <andythenorth> me too πŸ™‚
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14:21:06 <petern> Bad Feature for life!
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14:35:12 <petern> Drive through long depots, eh?
14:38:19 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #10143: Fix #10011: Incorrect infrastructure totals when overbuilding bay road stop https://github.com/OpenTTD/OpenTTD/pull/10143
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15:16:08 <DorpsGek> [OpenTTD/OpenTTD] condac commented on pull request #10087: Change: Double speed for speed rating at stations for road vehicle. https://github.com/OpenTTD/OpenTTD/pull/10087#issuecomment-1304824127
15:42:42 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144
15:43:37 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#issuecomment-1304829511
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15:46:09 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10143: Fix #10011: Incorrect infrastructure totals when overbuilding bay road stop https://github.com/OpenTTD/OpenTTD/pull/10143#pullrequestreview-1169617565
15:46:15 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10143: Fix #10011: Incorrect infrastructure totals when overbuilding bay road stop https://github.com/OpenTTD/OpenTTD/pull/10143
15:46:18 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #10011: [Bug]: Rebuilding a road stop with a different road type does not work properly and may cause desyncs https://github.com/OpenTTD/OpenTTD/issues/10011
15:50:24 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10139: Codechange: Use std::vector for station speclist https://github.com/OpenTTD/OpenTTD/pull/10139#pullrequestreview-1169618100
15:50:46 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10139: Codechange: Use std::vector for station speclist https://github.com/OpenTTD/OpenTTD/pull/10139
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18:06:17 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144
18:20:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1169634441
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18:28:28 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144
18:37:15 <andythenorth> hmm
18:37:20 <andythenorth> so I played tanks all day
18:37:23 <andythenorth> and in the meanwhile
18:37:36 <andythenorth> Horse company colour bug has NOT mysteriously fixed itself 😦
18:38:24 <Wolf01> Strange
18:47:24 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/7711907a6bc2cac42b40594cfa5ca63650c3d0d2
18:47:25 <DorpsGek> - Update: Translations from eints (by translators)
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20:26:19 <bigyihsuan> speaking of horse
20:26:34 <bigyihsuan> i want to use iron horse with nars, in wagon-only mode
20:26:52 <bigyihsuan> however the nars wagons are much more expensive compared to the iron horse wagons
20:27:18 <bigyihsuan> for example the nars t1 gondola is ~$4000, while the iron horse equivalent random wagon is ~$1000
20:27:45 <bigyihsuan> and there's no setting in the iron horse parameters for increasing their costs
20:27:50 <reldred> Not much you can do there, neither set supports fine grained cost/running cost adjustment.
20:27:54 <bigyihsuan> fuin
20:28:10 <reldred> This is why mixing train sets is generally discouraged
20:37:14 <andythenorth> costs don't matter anyway
20:37:41 <petern> Why am I cold?
20:37:55 <JGR> Winter is coming?
20:38:16 <JGR> Running costs are probably more important than purchase price most of the time anyway
20:38:31 <petern> Would (another) beer warm me up... hmm.
20:39:47 <bigyihsuan> andythenorth: Nah man they do matter for balancing (for me) lol
20:40:21 <andythenorth> petern: covid again?
20:43:39 <TallTyler> I think NARS lets you reduce running costs
20:45:17 <andythenorth> I have an idea
20:45:25 <andythenorth> what if the grf settings window was revampe
20:46:12 <andythenorth> and every grf got the following options:
20:46:12 <andythenorth> - define running cost multiplier
20:46:12 <andythenorth> - define capacity multiplier
20:46:12 <andythenorth> - define speed multiplier
20:46:12 <andythenorth> - define purchase cost multiplier
20:46:22 <andythenorth> so so bored of getting asked about this shit
20:46:45 <andythenorth> it's complete bollocks that every grf ends up implementing its own parameters for this just to shut the playerbase up
20:47:50 <JGR> The GRF-local basecost mechanism is intended to make this less painful, I gether
20:48:04 <JGR> Even if it is a bit footgun-ish to use
20:57:02 <reldred> TallTyler: Just an even steven divide by two, neither setting marries it up nicely with horse though.
20:57:30 <reldred> Regardless, horse sprites use different offsets to NARS so it doesn’t look great anyway.
20:57:47 <reldred> We just need America horse and all will be right in the world
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21:09:34 <andythenorth> ok so if my repro is correct (I got bored compiling over and over)
21:09:48 <andythenorth> company colours only work for articulated engines if power is set for the trailing parts
21:09:56 <andythenorth> but power is supposed to be 0 for trailing parts afaict
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21:11:03 <andythenorth> I'm not sure what combination of engine class, power, cargo refit etc is causing this issue
21:11:11 <andythenorth> or how the use of callbacks affects it
21:11:44 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1038923667503054988/image.png
21:11:59 <andythenorth> it was introduced to Horse when I explicitly set trailing parts power to 0
21:12:13 <andythenorth> prior to that they were incorrectly set to same power as lead unit, at least in action 0
21:12:31 <andythenorth> I have never seen this reported for other grfs, so maybe I tickled a corner case
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21:46:29 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #10145: Fix: Dereference of past-the-end iterator in linkgraph overlay tooltip https://github.com/OpenTTD/OpenTTD/pull/10145
22:00:41 <JGR> <https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf.cpp#L1103> sets the engine type as wagon if power is set to 0 via the property, the engine is not treated as articulated for livery purposes if the engine type is wagon <https://github.com/OpenTTD/OpenTTD/blob/master/src/vehicle.cpp#L1890>
22:01:17 <JGR> So you could set the power to be non-zero and then set it back to zero in the callback if you really want it to be 0
22:01:51 <JGR> Or just set it to small value like 1
22:02:33 <andythenorth> that works empirically
22:02:37 <andythenorth> but it violates the spec
22:02:49 <andythenorth> this bug was introduced by spec compliance efforts
22:02:57 <andythenorth> (thanks also) πŸ™‚
22:05:41 <JGR> Where in the spec does it say that, can't seem to find anything looking through it?
22:06:07 <supermop_Home___> andythenorth went to see bernd and hilla becher show at met museum
22:14:18 <andythenorth> such fine art prints?
22:14:42 <petern> > Not supported for articulated wagons
22:14:43 <andythenorth> JGR: in the properties table https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles/Trains
22:14:49 <andythenorth> unless I read it wrong
22:15:05 <andythenorth> power 'should be zero' for articulated parts
22:15:19 <andythenorth> happy to be wrong, this is a self-inflicted bug trying to comply with spec
22:15:20 <petern> This is probably wrong, I would imagine it would make sense if it was the *head* that was a wagon.
22:18:34 <andythenorth> alternatively there's a bug in the spec
22:18:36 <andythenorth> or in the game
22:18:46 <andythenorth> setting articulated part power isn't actually supported
22:20:46 <andythenorth> oof it should be bedtime
22:20:47 <petern> https://github.com/OpenTTD/OpenTTD/issues/2642
22:21:29 <JGR> I had a look at Timberwolf's trains which uses articulated engines and that seems to set the trailing parts as having non-zero power
22:25:07 <andythenorth> revise spec? πŸ˜›
22:31:45 <petern> Nobody uses those livery schemes anyway./
22:34:38 <petern> Okay so you pull the docker image and then you edit the docker-compose file.
22:35:02 <petern> Except I used docker pull, as that seemed logical, and therefore there isn't a docker-compose file.
22:35:40 <petern> Who comes up with this shit that assumes you know the intricacies of everything without ever explaining it?
22:36:28 <JGR> I try to avoid docker these days, more trouble than it's worth
22:38:12 <JGR> Dockerfiles are invariably full of random apt-get commands which totally defeats the point of reliable/reproducible/secure builds, but never mind
22:40:42 <JGR> Usually the get docker-compose file first, then use that to get the image(s) via `docker-compose pull`?
22:41:42 <petern> Deleted it all, I can't be arsed πŸ˜„
22:45:41 <petern> Huh, std::unique_ptr sounds reasonable but is a pain to use.
22:47:08 <JGR> It is used in the OpenTTD codebase already
22:47:19 <andythenorth> oof why don't I go to bed like a grown up πŸ˜›
22:47:27 <petern> Not in many places though.
22:47:52 <JGR> I rather like it so there's more of it in my branch at least
22:57:14 <supermop_Home___> lots of coal mine photos
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23:16:21 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10145: Fix: Dereference of past-the-end iterator in linkgraph overlay tooltip https://github.com/OpenTTD/OpenTTD/pull/10145#pullrequestreview-1169670159
23:16:42 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10145: Fix: Dereference of past-the-end iterator in linkgraph overlay tooltip https://github.com/OpenTTD/OpenTTD/pull/10145
23:19:59 <andythenorth> ok but bedtime
23:20:00 <andythenorth> really
23:23:11 <petern> Nah
23:29:20 <petern> `newgrf.cpp +126-236`
23:29:24 <petern> Well, that's interesting.
23:30:28 <andythenorth> lol I played tanks all day
23:30:30 <andythenorth> broke my stats
23:30:32 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1038958597402546297/image.png
23:30:41 <andythenorth> never been purple before
23:30:59 <petern> Unicum
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23:33:30 <andythenorth> apparently it's good
23:41:45 <petern> > Critical error detected c0000374
23:41:46 <petern> Oh