IRC logs for #openttd on OFTC at 2024-01-09
            
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00:00:42 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10544: Fix #5713: Use pathfinder to find closest ship depot https://github.com/OpenTTD/OpenTTD/pull/10544
00:01:30 <xarick> it should be happy now
00:03:55 <xarick> wondering if it's possible to check if a depot is in the same region label?/patch? as the ship
00:08:55 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1194070261209763850/image.png?ex=65af0397&is=659c8e97&hm=82ad138cc11fb49000fb549194001bf914a7cabf286ebc78c47b114900de6dec&
00:08:55 <xarick> yeah... this is bad, but considering all things, surprisingly fast for 64000 depots
00:10:01 <xarick> okay, tomorrow I'll think of another approach
00:10:04 <xarick> cyas good nigh
01:00:16 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721
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04:07:53 <DorpsGek> [OpenTTD/OpenTTD] NastyFlytrap opened issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/11722
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05:08:10 <rau117> NastyFlytrapviaGitHu: How about adding the setting “disable competition for resources: only secondary/all”?
05:08:10 <rau117> Many servers prohibit stealing aka “competition” at least on secondary resources, having such a setting at the game level would save the nerves of many players and moderators
05:10:40 <emperorjake> Could such a setting tell apart primary and secondary industries in e.g. FIRS?
05:17:47 <rau117> Well... that's a slightly different question. Although it may work by the “manual primary industry construction method”.
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05:56:26 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/11722
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07:36:18 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/11722
07:38:07 <locosage> rau117: you can already do that with gamescript
07:38:27 <locosage> citymania does, for example
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07:50:47 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-1882561082
08:09:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11719: Change: Cargo type is label https://github.com/OpenTTD/OpenTTD/pull/11719#issuecomment-1882583742
08:09:41 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-1882584175
08:14:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-1882590439
08:18:10 <DorpsGek> [OpenTTD/OpenTTD] NastyFlytrap started discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/11723
08:18:13 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/11722
08:18:14 <truebrain> I do love my buttons
08:18:17 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/11723
08:18:20 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/11723
08:19:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/11723
08:19:33 <peter1138[d]> Would be nice if github could do it without assigning a new ID...
08:19:41 <truebrain> I fully agree
08:19:51 <truebrain> that is why I still prefer to close them over moving them
08:20:15 <truebrain> but in this case, I think it is worth keeping as discussion; I can understand it is frustrating, which most likely is because the UI is lacking detailed information why you are losing the competition
08:25:56 <truebrain> emperorjake: yesterday together with mister o we got MacOS signing and notarizing to work .. mind testing https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.20, if that now also works for you? 🙂
08:33:56 <peter1138[d]> Hmm, just realised my industry chain window changes are wrong in #11378
08:36:11 <peter1138[d]> Also, goods can be delivered to (some) towns, but this is never shown.
08:39:17 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #11698: Add: [Script] Optional filter parameter to more ScriptXXXList constructors https://github.com/OpenTTD/OpenTTD/pull/11698
08:42:47 <peter1138[d]> Nice. Now if we could automatically make existing calls of the old pattern use the new pattern... 😄
08:44:47 <peter1138[d]> Oh goods, does go to houses in the graph. Hmm.
08:52:59 <peter1138[d]> The existing comment is wrong. My code is correct. Hah.
09:04:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11378: Change: Use Town Production Effect for town cargo production https://github.com/OpenTTD/OpenTTD/pull/11378
09:51:19 <xarick> hi
10:10:47 <peter1138[d]> Have you figured it out yet?
10:35:35 <xarick> found a bug with savegame
10:36:04 <xarick> i tried saving with name 1044480 vehicles lzma:9.sav
10:36:26 <xarick> it saved something but the filename was cut to 1044480 vehicles lzma
10:36:37 <xarick> i renamed it and tried loading but failed
10:36:49 <xarick> File not readable
10:38:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1194228737735131137/image.png?ex=65af972e&is=659d222e&hm=1e5fd7929274ac87d7c4e1037c9ae5851800d84e6e934e5a57808bb539c25f28&
10:38:39 <xarick> this is weird...
10:39:12 <xarick> it left the file in a weird state
10:39:27 <xarick> 0 bytes, but occupying 4,39 mb on disc?
10:40:06 <Eddi|zuHause> : probably not valid in windows filenames
10:40:42 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1194229254653755482/image.png?ex=65af97aa&is=659d22aa&hm=20d850a323ad567335420d1cb449ea1736d1cf5dfca09023e0e8577779be830d&
10:40:42 <reldred> It aint
10:44:38 <kuhnovic> Hey xarick , I've whipped up a region-based depot search using DFS. Not finished yet, playing around with it a bit right know, and thinking about how it can be improved. If you want I can send you the patch so you can do some performance torture testing.
10:44:57 <xarick> yes please
10:45:37 <kuhnovic> https://cdn.discordapp.com/attachments/1008473233844097104/1194230494410326106/depot_bfs.diff?ex=65af98d1&is=659d23d1&hm=486bb24205f146446c2307fb1bafe5603114d517b4c6564ca32d015f829d7a48&
10:47:37 <xarick> hmm Im a bit noob about .diff's how do I apply this with visual studio
10:47:55 <kuhnovic> There is one drawback though. It stops at the first region-with-depot it finds. But this might not be the closest depot after all, depending on the position of the depot within the region.
10:49:58 <xarick> or with git
10:50:18 <kuhnovic> xarick: Not sure if VS has built-in patch functionality, so best to just use te command line. Something like this: https://stackoverflow.com/questions/2249852/how-to-apply-a-patch-generated-with-git-format-patch
10:51:29 <xarick> thx, gonna try
10:58:38 <xarick> oh I see... that's not really performing a pf search per se
10:59:24 <xarick> oh it is... there's the v->tile
11:01:49 <kuhnovic> It's not using YAPF, in fact's it not even A*. It's just a BFS.
11:16:18 <xarick> holy smokes... 64000 depots was a bad idea
11:17:11 <xarick> it's wasting most time on ForceUpdate
11:17:56 <xarick> I don't think this is a good approach, it's effectively still looking at all depots
11:18:52 <LordAro> xarick: yeah, you can't generally use ':' in filenames on Windows
11:19:18 <LordAro> although, if you tried saving it in game, that'll be a bug
11:19:24 <LordAro> as OTTD shouldn't allow you to do that
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11:40:19 <xarick> strange, it's always detecting that the patch labels are not initialized
11:40:39 <xarick> i did make a savegame already with this, isn't that info saved?
11:42:20 <LordAro> kuhnovic: i imagine you could construct some sort of pathological case where there are nearly as many regions as water tiles?
11:42:57 <xarick> `if (ProcessOrders(v) && CheckReverseShip(v)) return ReverseShip(v);` in ShipController triggers a ForceUpdate
11:44:24 <emperorjake> truebrain: That does indeed appear to be working 🙂
11:44:41 <truebrain> W00p! Tnx 🙂
11:49:48 <emperorjake> now it just needs a more convenient install shortcut
11:51:00 <xarick> kuhnovic: `if (loaded_region_info.initialized) region.ForceUpdate();` shouldn't this be the opposite? only update if not initialized?
11:51:09 <xarick> just wondering
11:53:40 <_glx_> It's never easy to determine when to update a cache, sometimes it's too much, sometimes it's not enough
11:55:20 <andythenorth> how about...every time you access it? 😛
11:55:26 <andythenorth> will always be canonical then
11:55:52 <_glx_> Too many updates is usually safer than not enough
11:56:59 <truebrain> emperorjake: That is in there? Double click the Install? 🙂
11:58:16 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194248777314336798/image.png?ex=65afa9d8&is=659d34d8&hm=be2e7cea7ca33549efc67138373aace3e9732dd51ef387378bf64feb7b9793bb&
11:58:16 <emperorjake> all I see is this, I had to drag it to the social-integration folder manually
11:59:33 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194249098639966359/image.png?ex=65afaa25&is=659d3525&hm=b8c1f45be3c4a9dc78e61f279ac80bb420033e6d0be1956124da50f7fbf5d0b2&
11:59:33 <emperorjake> It doesn't do anything when you double click it, just shows this
11:59:53 <peter1138[d]> xarick: I don't know the answer but "initialized" does not mean the same as "up to date"
12:00:57 <truebrain> emperorjake: Hmm .. any idea why?
12:01:19 <xarick> i'm getting a one-time spike after loading the game
12:01:31 <xarick> because of ship checkreverse triggering an entire Force Update
12:01:36 <xarick> on the regions
12:01:50 <truebrain> Maybe I made a mistake, let me check
12:01:58 <emperorjake> truebrain: I thought it's because it's just a plugin and can't run on its own
12:02:13 <xarick> it's not even checking depots at this point
12:02:57 <truebrain> emperorjake: ah, no, I forgot to rename one more entry .. will fix that a bit later 🙂
12:09:48 <peter1138[d]> Well.
12:10:35 <xarick> im confused.
12:10:50 <xarick> can't have it trigger in master, what is it then?...
12:13:41 <kuhnovic> The idea behind the initialized flag is that the region is scanned once and labels / traversability are calculated. As long as there are no changes to the region (e.g. terraforming, building something) the region doesn't need updates, and the initialized flag keeps track of that. Maybe the name is a little confusing.
12:14:53 <kuhnovic> And another thing to keep in mind: a region that is not up-to-date will not update until a pathfinder call (or more specifically, the VisitNeigbors function) "bumps into it"
12:14:53 <xarick> ah, region is "dirty"
12:15:06 <kuhnovic> Yes, dirty is probably a better term
12:15:54 <xarick> it's probably something my code is doing
12:16:04 <xarick> since it's not happening in master
12:17:34 <peter1138[d]> It is inverted from "dirty"
12:17:48 <peter1138[d]> Invalidate marks it as not initialized
12:18:28 <peter1138[d]> UpdateIfNotInitialized() exists
12:19:22 <truebrain> emperorjake: https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.21 That version should work better, install-wise 🙂
12:19:55 <peter1138[d]> So `if (loaded_region_info.initialized) region.ForceUpdate();` forces it to be updated if it says it's updated.
12:22:22 <xarick> ok, i think i found the problem, something related with the mixture of depot and checking reverse
12:23:18 <xarick> they don't interacte nicely with each other
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12:35:02 <emperorjake> truebrain: Where does it install to? The social_integration folder is still empty after running it
12:35:11 <truebrain> hmmm
12:35:27 <truebrain> `${HOME}/Documents/OpenTTD/social_integration/discord` is the target
12:36:13 <kuhnovic> xarick: In my patch? Or your code?
12:38:19 <truebrain> emperorjake: You do get two popups? First about: do you want to install, and after: it is installed?
12:39:56 <emperorjake> I didn't get any such popups, only "are you sure you wnat to run this software?"
12:40:15 <truebrain> hmm
12:40:31 <truebrain> You should get `OpenTTD's Discord Integration Plugin will be installed on your computer. Do you want to continue?` 🙂
12:41:04 <truebrain> what if you run the `MacOS/Install` script manually?
12:41:09 <truebrain> does that give more clues?
12:41:10 <emperorjake> I can click Open but nothing happens
12:41:17 <truebrain> (from a shell, that is)
12:41:45 <emperorjake> where's that?
12:41:56 <truebrain> when the DMG is mounted, there is a MacOS folder inside it
12:42:02 <truebrain> in there is an `Install` "application"
12:42:15 <truebrain> (it is a shell-script)
12:43:24 <truebrain> I screwed up my quotes in that script; lol
12:43:37 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194260187213729882/image.png?ex=65afb478&is=659d3f78&hm=ed0a769a7a8a0c4683d7c5d8405d49036c31fa549728edd0377bf1f93312ec41&
12:43:47 <emperorjake> Ah that would be it
12:43:59 <truebrain> baking a new binary .. lol
12:44:03 <truebrain> so difficult if you can't test 🙂
12:52:03 <truebrain> emperorjake: okay, one more time: https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.22
12:52:08 <truebrain> let's see if I didn't fuck anything up this time 😄
12:53:31 <emperorjake> Works as expected now 🙂
12:53:34 <truebrain> \o/
12:53:36 <truebrain> nice
12:53:55 <truebrain> tnx for testing etc 🙂
12:54:32 <emperorjake> No problem
13:02:30 <xarick> can't seem to get this spike to trigger reliably 😐
13:16:12 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1194268388361507008/iu.png?ex=65afbc1c&is=659d471c&hm=a874cfe2f0f1c0b2307727d6484fdd4eaed194fd57ed33cb19cb3bf49fc87823&
13:24:03 <xarick> having a check ship reverse too early in ShipController is causing it
13:24:19 <xarick> ok it's because it skips checking if it's inside a depot
13:25:42 <xarick> there's that special case that if it's inside the ship depot and it wants to go to the nearest ship depot while the depot is itself, it ends up doing a pathfinder call instead which on my current implementation doesn't handle that graciously, it is dumping all depot locations into it which takes time
13:26:02 <xarick> causing the spike
13:30:38 <xarick> ProcessOrders somehow returns true the first time, but not subsequent times...
13:30:42 <xarick> why
13:40:28 <xarick> an order of type OT_NOTHING has a DestinationID of 0
13:40:52 <xarick> that's not really a good idea, should be 65535
13:41:58 <LordAro> current status: bisecting gitlab-runner
13:41:59 <LordAro> this is fine.
13:43:56 <peter1138[d]> Oh dear.
13:45:14 <LordAro> some change between 16.6 & 16.7 has meant that windows builds are occasionally failing with "find: The environment is too large for exec()."
13:45:28 <LordAro> which is exciting.
13:54:32 <xarick> oh snap, it's really a special case that needs handling, either in CheckReverseShip at ship_cmd.cpp or CheckShipReverse at yapf_ship.cpp
13:54:44 <xarick> I wonder how NPF handles this
13:55:03 <xarick> it probably handles it better
13:55:59 <LordAro> what excellently named functions
14:00:58 <truebrain> LordAro: that sounds .. bad 😒
14:01:30 <truebrain> I seen that error mostly happen when software tries to make a very long %PATH%
14:01:32 <truebrain> which is always fun
14:08:18 <xarick> how do you say it? following the rabbit hole?
14:09:53 <xarick> <https://github.com/OpenTTD/OpenTTD/blob/master/src/order_cmd.cpp#L2096> it steems from this bool
14:15:06 <xarick> it's complicated to explain. When may_reverse is true and UpdateOrderDest is also true, a call to CheckReverseShip is issued. UpdateOrderDest has just done a v->FindClosestDepot() which does handle for the depot being the same place as the ship is atm, which does not call the pathfinder in this instance. This makes ProcessOrders become true and the next thing it does in ShipController is to
14:15:06 <xarick> CheckReverseShip which calls the pathfinder directly, skipping the special handling I had in place 😦
14:17:38 <xarick> then again, it's my fault for feeding the pathfinder 64000 depot locations
14:17:48 <xarick> ultimately, I need a different approach
14:18:29 <xarick> this wouldn't even be an issue, calling the pathfinder, if it didn't stall
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14:30:44 <LordAro> truebrain: the trouble is, i can't see any vaguely environmental related changes in the commit logs
14:31:08 <LordAro> but maybe there's just some tweaks somewhere and our own PATH stuff is just pushing it over the limit
14:31:24 <LordAro> the really weird bit is that this only fails for a few specific tests, the vast majority are fine
14:31:35 <LordAro> also, it only fails sometimes
14:34:24 <truebrain> lovely
14:41:23 <xarick> NPF is signaling true, to reverse and it shouldn't
14:42:59 <xarick> but it's fast, basically it checks EndNode as the first thing it does, and that happens to also be the StartNode
14:43:08 <xarick> so it returns early, fast
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14:45:17 <merni> does anyone use NPF (for trains) these days?
14:46:46 <LordAro> if only we had some survey results which would give an indication of that
14:47:34 <truebrain> Survey says .....
14:47:34 <truebrain> https://survey.openttd.org/summaries/2024/wk01#jgrpp-0.56.2-game.settings.pf.pathfinder_for_trains
14:47:43 <truebrain> 14.0 when? 🙂
14:47:55 <LordAro> talltyler keeps wanting to merge things
14:48:12 <truebrain> people keep making more and more difficult demands on his PRs 😛
14:48:15 <LordAro> not that that should stop us doing beta1
14:48:48 <truebrain> I hope he plans a test-game for the daylength this weekend; merge after, beta1 after .. which should put us on track for a normal release date 🙂
14:48:51 <_jgr_> The results for my branch may not be representative for that
14:49:02 <truebrain> _jgr_: hence the "14.0 when?" 😄
14:50:02 <_jgr_> Using routing restrictions for pathfinder control requires YAPF, which discourages use of NPF more than in vanilla
15:30:50 <peter1138[d]> Is it possible to pick NPF in game any more?
15:31:31 <blathijs> But NPF is so nice! ;-p
15:32:28 <LordAro> this is a particularly nice construct: `cp trace_0.txt trace_0_2runs.txt && cat trace_0.txt | xargs echo >> trace_0_2runs.txt`
15:32:34 <truebrain> blathijs: I AGREE!
15:32:40 <truebrain> sentimental value is also worth something 🙂
15:32:52 <LordAro> it's a hell of a lot simpler than YAPF, for sure
15:33:02 <xarick> I got a feeling I'm gonna need a CYapfDestinationRegionAnyDepotT
15:33:33 <_glx_> good luck with templates 😉
15:36:35 <peter1138[d]> NIcePathFinder?
15:37:36 <peter1138[d]> NPF probably doesn't allocate 40KB on stack... but it might.
15:38:26 <xarick> why was it decided to do this upside down?
15:38:42 <xarick> the Origin is the Destination, then Destination is the Origin 😐
15:38:56 <kuhnovic> For the region pathfinder you mean?
15:39:01 <xarick> yes
15:39:21 <xarick> im trying to expand from where the ship is currently in
15:39:28 <xarick> so i need the origin to be the ship
15:40:04 <peter1138[d]> In terms of distance it doesn't matter which way around you go.
15:40:14 <kuhnovic> It makes path extraction very easy. The last node was added is the target region for the ship. It's parent is the next one, etc.
15:42:23 <xarick> looks like I'm gonna need a CYapfOriginRegionAnyDepotT too
15:42:27 <truebrain> kuhnovic: ha! Very common to do in pathfinding 😄 Always nice 🙂
15:42:38 <kuhnovic> The other reason was that it makes for a simpler "are we there yet" check since you only have a single destination (the ship's current region). This is faster compared to having to check a multitude of regions, which you end up with if you use the docking tiles as destinations.
15:43:16 <kuhnovic> xarick: You see why I tried to avoid YAPF for the BFS search. It quickly becomes a templating hell.
15:43:47 <truebrain> wait till I make 16Mx16M maps possible! BFS will be the bottleneck! 😛
15:43:58 <kuhnovic> DON'T YOU DARE 😛
15:44:08 <truebrain> the trees will kill your CPU before that time, no worries 🙂
15:44:08 <kuhnovic> (I know it's a thing in JGRPP already)
15:44:15 <truebrain> not 16Mx16M 🙂
15:44:24 <truebrain> you can go 16M in one dimension
15:44:29 <kuhnovic> Oh right, yeah
15:44:31 <truebrain> but the total amount of tiles is restricted
15:44:52 <kuhnovic> 16M... when did that ever sound like a good idea 😛
15:45:06 <truebrain> go big or go home, or something
15:45:59 <kuhnovic> Haha yeah I guess. Madness! But then again, it's JGRPP so there's a "because we can" aspect too
15:46:48 <truebrain> `Contents/Resources/steam_api.dylib: No such file or directory` ... grrrrr ... I never tell you it is called like that
15:46:53 <truebrain> I tell you it is called `libsteam_api.dylib`
15:46:57 <truebrain> why did you eat the `lib` part!
15:47:27 <truebrain> ah, CMake ate it
15:47:31 <truebrain> just ... because it can? I guess
15:47:38 <LordAro> clearly not important
15:48:05 <_jgr_> kuhnovic: People kept asking me for it
15:48:21 <_jgr_> It was less work to do it than to explain why it wasn't possible
15:48:46 <truebrain> nagging till you submit 😛
15:50:45 <talltyler> truebrain: That is the plan, I’m writing the event description now 😄
15:56:52 <truebrain> emperorjake: still awake? 😄 mind testing https://github.com/TrueBrain/OpenTTD-social-steam/releases/tag/v1.4.1 for me? 🙂
15:57:11 <DorpsGek> [OpenTTD/team] glx22 commented on issue #475: [sr_RS] Translator access request https://github.com/OpenTTD/team/issues/475
16:28:03 <talltyler> Test game event: https://discord.gg/openttd?event=1194316504305520820
16:31:44 <DorpsGek> [OpenTTD/OpenTTD] duckfullstop started discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:31:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/issues/7957
16:31:50 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:31:53 <DorpsGek> [OpenTTD/OpenTTD] Berbe commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:31:56 <DorpsGek> [OpenTTD/OpenTTD] rpwjanzen commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:31:59 <DorpsGek> [OpenTTD/OpenTTD] ShlokJswl commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:32:02 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:32:05 <DorpsGek> [OpenTTD/OpenTTD] rpwjanzen commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/11724
16:32:08 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch started discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/11725
16:32:11 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/11725
16:32:14 <DorpsGek> [OpenTTD/OpenTTD] valisak commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/11725
16:32:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8299: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/issues/8299
16:32:20 <DorpsGek> [OpenTTD/OpenTTD] xordspar0 commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/11725
16:32:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/11725
16:32:26 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:29 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10310: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/issues/10310
16:32:32 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:35 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:44 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:47 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:50 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:53 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:56 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:32:59 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:33:02 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:33:04 *** Wormnest has joined #openttd
16:33:06 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/11726
16:33:09 <DorpsGek> [OpenTTD/OpenTTD] James103 started discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:12 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8498: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/issues/8498
16:33:15 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:21 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:27 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:30 <DorpsGek> [OpenTTD/OpenTTD] RIS2000 commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:33 <DorpsGek> [OpenTTD/OpenTTD] thecannons commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/11727
16:33:36 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/11728
16:33:37 <FLHerne> truebrain: DorpsGek is running amok a bit
16:33:40 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8596: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/issues/8596
16:33:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/11728
16:33:43 <LordAro> LOUD NOISES
16:33:46 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/11728
16:33:49 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/11728
16:34:07 <LordAro> FLHerne: issues being moved to discussions (apparently) does that, nothing to be concerned about
16:34:09 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/11729
16:34:12 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8957: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/issues/8957
16:34:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/11729
16:34:18 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/11729
16:34:21 <DorpsGek> [OpenTTD/OpenTTD] BloodyIron started discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/11730
16:34:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8947: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/issues/8947
16:34:27 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/11730
16:34:29 <FLHerne> LordAro: well, except the wall of spam and pings
16:34:31 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/11730
16:34:33 <LordAro> well, yes
16:34:34 <DorpsGek> [OpenTTD/OpenTTD] BloodyIron commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/11730
16:34:41 <LordAro> blame talltyler
16:34:48 <LordAro> :p
16:35:28 <DorpsGek> [OpenTTD/OpenTTD] Shituation started discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:35:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9797: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/issues/9797
16:35:34 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:35:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:35:40 <DorpsGek> [OpenTTD/OpenTTD] Shituation commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:35:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:35:46 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/11731
16:36:01 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn started discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/9791
16:36:08 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:14 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:20 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/11732
16:36:25 <truebrain> Maybe just close tickets with a lot of comments 🙂
16:37:05 <DorpsGek> [OpenTTD/OpenTTD] supermop started discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9787: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/issues/9787
16:37:11 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:14 <DorpsGek> [OpenTTD/OpenTTD] supermop commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:23 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:26 <DorpsGek> [OpenTTD/OpenTTD] EmperorJake commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:29 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/11733
16:37:32 <DorpsGek> [OpenTTD/OpenTTD] supermop started discussion #11734: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/discussions/11734
16:37:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9786: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/issues/9786
16:37:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11734: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/discussions/11734
16:37:41 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/11735
16:37:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9317: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/issues/9317
16:37:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/11735
16:37:50 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/11735
16:37:53 <DorpsGek> [OpenTTD/OpenTTD] Hezkore started discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/11736
16:37:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9009: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/issues/9009
16:37:59 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/11736
16:38:02 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/11736
16:38:05 <DorpsGek> [OpenTTD/OpenTTD] Hezkore commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/11736
16:38:08 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/11736
16:38:30 <truebrain> talltyler: maybe pace yourself a bit here 🙂
16:39:25 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10078: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/issues/10078
16:39:31 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:34 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:37 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:40 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:43 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/11737
16:39:46 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:39:49 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8627: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/issues/8627
16:39:52 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:39:55 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:39:58 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:04 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:07 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:13 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:16 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/11738
16:40:19 <DorpsGek> [OpenTTD/OpenTTD] Andrew350 started discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/11739
16:40:21 <peter1138[d]> Well.
16:40:22 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/11739
16:40:25 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/11739
16:40:28 <peter1138[d]> This is useful.
16:40:29 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/issues/8558
16:40:30 <truebrain> Seems he doesn't even get the messages 😛
16:40:32 <DorpsGek> [OpenTTD/OpenTTD] sheepo99 started discussion #11740: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/discussions/11740
16:40:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7873: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/issues/7873
16:40:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11740: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/discussions/11740
16:40:41 <LordAro> HE'S NOT LOOKING AT HIS SCREEN
16:40:42 <DorpsGek> [OpenTTD/OpenTTD] nielsmh started discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/11741
16:40:44 <LordAro> WHAT DO WE DO
16:40:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7735: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/issues/7735
16:40:48 <DorpsGek> [OpenTTD/OpenTTD] sdcloudt commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/11741
16:40:51 <DorpsGek> [OpenTTD/OpenTTD] JMcKiern commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/11741
16:40:54 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/11741
16:40:55 <truebrain> Endure the spam
16:40:57 <talltyler> I'm here now
16:40:58 <DorpsGek> [OpenTTD/OpenTTD] JMcKiern commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/11741
16:41:02 <talltyler> Sorry for the spam 😦
16:41:16 <talltyler> If only GitHub was better
16:41:30 <truebrain> Or we could not relay all events 😛
16:41:59 <talltyler> Hmm, who made the bridge that could fix thus? 😉
16:42:13 <peter1138[d]> I might go back to IRC and just ignore the bot if it's going to be like this.
16:42:40 <talltyler> I'm done closing issues now 🙂
16:42:47 <peter1138[d]> You weren't closing issues.
16:42:58 <talltyler> Uh, migrating to Discussions 🙂
16:46:15 <truebrain> But for now, let's hold off migrating issues if it has more than 1 comment or so 🙂
16:46:48 <talltyler> Well, that's all the old ones moved anyway
16:47:02 <peter1138[d]> They could just be closed if they're dead.
16:47:06 <talltyler> So now whenever we get a new issue that is really a feature request, we can move it before it collects too many comments
16:47:17 <LordAro> i can't see anything in the API about differentiating created vs moved, alas
16:47:55 <truebrain> Tracking state might do it .. I think I already did it for another thing
16:48:13 <truebrain> If discussion start less than a minute ago, ignore comments, or something
16:48:25 <talltyler> What spam? I don't see any spam. 🙂 (sorry IRC users, I can't delete old messages for you 😛 )
16:48:30 <LordAro> that'd probably do it
16:49:40 <talltyler> truebrain: That sounds like a smart way to do it. It could also help us hide ninja updates to PRs 😄
16:50:39 <talltyler> Anyway, issue tracker is down to 182. Does that mean andythenorth gets to draw 18 more locos to bring it back up to 200? 😛
16:54:09 <talltyler> Oh, this is potentially interesting. When I last looked at Discussions a while back, there wasn't a good way to mark it as resolved, like if we ever implement a feature request. All you could do was lock or delete it. But now there's a button to convert it to an Issue, which can be tied to a PR and resolved that way. Sounds like maybe more trouble than it's worth though.
16:54:34 <peter1138[d]> Will that spam us again? :p
16:57:02 <talltyler> Unless TrueBrain fixes the bot, yes 🙂
17:00:07 <truebrain> Hahaha, we are not going to move a discussion back to an issue just to close it 😛
17:10:05 <xarick> what happens when the ship is inside an aqueduct?
17:11:30 <peter1138[d]> Well it can't turn around.
17:15:39 <xarick> v->tile is passed ... what is this tile if ship is in aqueduct
17:15:55 <merni> talltyler: It appears that if it is in the Q&A category it can be marked as "answered"... https://github.com/OpenTTD/OpenTTD/discussions/categories/q-a
17:16:50 <xarick> ship check reverse is also passing v->tile
17:17:03 <xarick> eh... I wonder if this is handled properly
17:20:13 <merni> perhaps you can check?
17:26:10 <Rubidium> I reckon the vehicle's tile is the other side of the aqueduct
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17:27:17 <xarick> nope, it's the starting tile of the aqueduct
17:27:42 <xarick> the entrance is behind the ship
17:27:57 <xarick> just checked
17:33:02 <xarick> I suspect when the ship is in a narrow canal line where it can't reverse and the pathfinder is called, the high_level_path could return something behind the ship when it could return something ahead.
17:40:13 <kuhnovic> The high level pf should do the exact same thing as the low level one. Whatever the low level pf used to use as a start tile, that's what the high level one uses now
17:41:30 <kuhnovic> IIRC a bridge or tunnel is a form of teleportation from one end to the other. The vehicle using the bridge never actually enters the tiles in between the bridgeheads, because these tiles aren't actually part of the bridge.
17:42:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#pullrequestreview-1811603605
17:42:32 <xarick> the high_level pf doesn't take into consideration the ship's current direction
17:42:47 <xarick> trackdir
17:43:54 <xarick> just noticed something weird, I have a ship with a current order going to a dock, but I clicked go to depot button, the pf is processing it as a GO_TO_STATION order
17:45:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#issuecomment-1883511477
17:45:19 <xarick> nevermind, it's my code
17:45:23 <xarick> lol
17:45:34 <xarick> I was the one who added FindNearestDepot
17:46:26 <kuhnovic> xarick: Because it doesn't have to 🙂
17:48:53 <xarick> hmm taking notes to myself: I can't re-use FindWaterRegionPath for a depot search
17:49:05 <xarick> need to re-invent it
17:50:05 <xarick> the order would only be updated to a GOTO_DEPOT order once the pf finishes the search
17:50:21 <xarick> so yeah... the current one is still the previous one
17:52:39 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11742
17:52:42 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11743
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17:59:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8342: Feature: Allow automatically separating vehicles in shared orders https://github.com/OpenTTD/OpenTTD/pull/8342#issuecomment-1883532027
18:03:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11743#pullrequestreview-1811717491
18:04:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11742#pullrequestreview-1811719104
18:04:43 <talltyler> ...and I wonder why Peter keeps calling me a project manager 😛
18:08:31 <xarick> CheckShipReverse is ruining me
18:09:33 <xarick> must think how to circumvent that call
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18:19:06 <xarick> finally!
18:19:28 <xarick> reverse is now left alone
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18:19:41 <xarick> no more forced interaction
18:20:32 <xarick> it still calls the high_level_path
18:20:39 <xarick> but with the original code
18:20:46 <xarick> so it's fine
18:20:49 <xarick> no issues
18:26:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720
18:27:11 <peter1138[d]> talltyler: I don't mean that in a bad way, btw... 🙂
18:29:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#pullrequestreview-1811756828
18:29:46 <talltyler> That’s good, I was a bit concerned about overstepping my place as by far the most junior developer 🙂
18:30:01 <peter1138[d]> I am now wondering if I *should* use std::variant and enum class...
18:31:46 <peter1138[d]> Hmm, well, I think not for now even if so.
18:36:16 <xarick> GetEdgeTraversabilityBits(opposite_side); how are these bits generated?
18:36:56 <xarick> the edge has 16 tiles per side
18:37:24 <xarick> and these bits represent something I can't discern yet
18:38:26 <xarick> 65535 is quite the mask
18:38:36 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/4fd986bd072546cf8ee41e9d233d5e7fe7501680
18:38:37 <DorpsGek> - Update: Translations from eints (by translators)
18:41:01 <xarick> ah, they're set in ForceUpdate, I see
18:45:27 <xarick> the comments are slightly misleading
18:46:00 <xarick> > Calculate the traversability (whether the tile can be entered / exited) for all edges
18:46:00 <xarick> but it's only one edge
18:46:16 <xarick> more specificaly, all tiles from an edge
18:46:26 <xarick> not the 4 sides
18:46:59 <xarick> or maybe it is?
18:47:49 <xarick> ok, I need to build signs, must visualize what is happening here
18:54:41 <peter1138[d]> Hmm
18:55:22 <xarick> when all 16 bits are set, the value is 65535?
18:55:32 <peter1138[d]> UINT16_MAX
18:55:45 <xarick> yep, it is
18:55:55 <xarick> finally I understand what the heck is going on here
18:56:08 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720
18:59:09 <DorpsGek> [OpenTTD/OpenTTD] JGRennison closed pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11743
18:59:12 <DorpsGek> [OpenTTD/OpenTTD] JGRennison closed pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11742
18:59:36 <xarick> that cache is unused?
18:59:48 <xarick> how come if it still uses part of the low level pf?
19:00:40 <_jgr_> Hmm, wasn't meant to do that
19:12:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744
19:14:16 <_jgr_> talltyler: Would you mind pushing the reopen button on those two PRs? I can't work out how to get them back into the proper state
19:15:34 <truebrain> Funny, they can't be reopened
19:15:42 <truebrain> Premature deleting for you 😛
19:16:25 <truebrain> Maybe we can convert it to a discussion and back /s 😛
19:17:36 <Rubidium> TIL removing a branch also force closes the PR
19:18:26 <_jgr_> Annoying, well I'll reopen it when I've finished with the other 100 or so dead branches
19:21:56 <truebrain> https://cdn.discordapp.com/attachments/1008473233844097104/1194360429628100608/sdk-operational-states.png?ex=65b011d4&is=659d9cd4&hm=841a5fd704ee947e5378d6319758f95678afeff38ac2dca672d73d64edde88d4&
19:21:56 <truebrain> this is the most confusing truth-table I have seen in a long time
19:22:12 <truebrain> so `SignedIn()` is .... nothing when `LoggedOn` return true?
19:22:18 <truebrain> how .. does that work out exactly?
19:22:48 <merni> I think what they're trying to say is if SignedIn is true and LoggedOn is true, then user is logged in and online
19:23:03 <merni> Possibly they think there is no condition whereby SignedIn is false and LoggedOn is true?
19:23:30 <truebrain> I know what they mean, but what a fucked up way to "explain" their states
19:23:41 <merni> Seemed pretty ok to me :p
19:23:58 <merni> though instead of "-" they could've said "not possible" or something
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19:27:52 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11745
19:28:47 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11746
19:29:11 <kuhnovic> xarick: I don't think it's used any longer. The low level ship pf now caches the path within one region. I must have forgotten to clean up that value.
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19:32:02 <kuhnovic> xarick: They identify whether of not you can traverse "through" the edge of a particular region. There one bit for each tile, and 4 of these values, one for each edge.
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19:47:40 <truebrain> ```"status" - The description visible in Galaxy Client with the limit of 3000 bytes.
19:47:40 <truebrain> "metadata" - The metadata that describes the status to other instances of the game with the limit of 2048 bytes.```
19:47:45 <truebrain> this documentation truely is confusing ..
19:47:58 <truebrain> the metadata entry can mean almost anything
19:48:03 <truebrain> "to other instances" .. wth does it mean
19:48:59 <truebrain> only 37 times the GOG Galaxy SDK is used on all of GitHub .. so I also don't really have examples 😦
19:49:41 <truebrain> and in actuality those are just 4 different implementations; rest are copies
19:54:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11745#pullrequestreview-1811884396
19:54:16 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11746#pullrequestreview-1811884651
19:54:30 <_jgr_> Thanks
19:57:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-1811889500
19:57:49 <talltyler> No, thank you!
19:57:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11745
19:58:55 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11746
20:08:42 <truebrain> so all plugins so far could detect if the platform was running in a sync-approach .. but GOG is async
20:08:43 <truebrain> joy 😛
20:13:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#pullrequestreview-1811898710
20:17:20 <truebrain> I -think- I cannot see my own status in the GOG Galaxy
20:17:23 <truebrain> so how do I know if this works? 😄
20:18:27 <peter1138[d]> how find out if a vector contains duplicate values... stack overflow says sort it... 😮
20:18:28 <truebrain> weird, even with invalid credentials I don't get an error back .. I would expect it does something with credentials ..
20:18:38 <peter1138[d]> Or just convert it to set and check the length.
20:18:40 <peter1138[d]> 😦
20:19:34 <truebrain> use a set!
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20:20:52 <locosage> Sorting world be the fastest really
20:21:14 <locosage> If you only need bool you can abort mid sort
20:22:36 <locosage> But if you're with python, sure, len(set(...)) XD
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20:26:52 <frosch123> a hash table is faster in theory
20:28:21 <frosch123> the variant of that problem is part of a interview-coding-test at work
20:28:43 <frosch123> when i looked, there are tons of discussion on the internet, how to solve these tests
20:28:59 <frosch123> and it comes down to sorting or entering into hash-table
20:33:09 <truebrain> so a set? 😄
20:33:25 <frosch123> unordered_set in c++ :p
20:33:37 <truebrain> okay ... I do not receive any error from the GOG Galaxy SDK, so I guess it works? Not a clue if it actually is, as I have no friends to check with 😛
20:33:41 <truebrain> who wants to install GOG Galaxy?
20:34:47 <truebrain> tried adding myself as friend; that doesn't work
20:36:31 <xarick> i updated visual studio and now I can't compile
20:36:36 <xarick> 😐
20:36:51 <xarick> thanks microsoft
20:37:14 <xarick> > 20:36:45:534 D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\pathfinder\yapf\yapf_ship_regions.cpp : fatal error C1853: 'D:/OpenTTD/OpenTTD GitHub/OpenTTD/out/build/x64-Debug/CMakeFiles/openttd_lib.dir/./cmake_pch.cxx.pch' precompiled header file is from a different version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
20:38:12 <locosage> frosch123: In theory yes, on practice I doubt it, especially with general purpose hash tables line unordered_set
20:38:36 <locosage> Very much depends on input data though
20:40:02 <locosage> If you can just make an array for all possible values hash and sorting are the same thing xd
20:42:40 <peter1138[d]> This is way more code than just 2 nested loops, hehe.
20:43:45 <truebrain> nobody willing to install GOG Galaxy for some testing? Awh 😦
20:43:59 <peter1138[d]> I'm on Linux. I do have it on Windows...
20:44:10 <truebrain> they don't have a Linux client, annoyingly 😦
20:44:53 <_jgr_> std::flat_set from C++23 is basically what you want, if you're prepared to wait that long
20:45:18 <truebrain> knowing him, it wouldn't surprise me 😛
20:45:46 <_jgr_> A std::set or std::unordered_set is a huge amount of overhead just to do a uniqueness test
20:50:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #11628: Feature: Plugin framework for Social Integration with Steam, Discord, GOG, etc https://github.com/OpenTTD/OpenTTD/pull/11628#issuecomment-1883772494
20:55:23 <peter1138[d]> andythenorth: does FIRS 5 have single-tile industries?
20:56:08 <andythenorth> yes
20:56:14 <andythenorth> town stuff
20:56:37 <peter1138[d]> Nice. They always have a unique tile layout. 🙂
20:56:39 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1194384263588618362/image.png?ex=65b02807&is=659db307&hm=96551dc4c78dcd198545c5a70b99d8ccfc7f92018d849a12f8468b93378bc40e&
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20:58:37 <truebrain> awh, you can't start 2 GOG Galaxy instances on the same computer 😛
20:58:39 <truebrain> makes sense, but still
21:08:36 <truebrain> `Logger Exception: Cannot open file(C:\ProgramData/GOG.com/Galaxy/logs\GalaxyInitialization.log), code 0` seems Wine is also not liking GOG Galaxy .. it can't make up his mind .. `/` or `\` 😄
21:08:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744
21:09:08 <peter1138[d]> I dunno 😮
21:15:50 <truebrain> owh well; I tried 😛 On a positive note, if it turns out to be wrong, we can always change it and release a plugin update on its own 😄
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21:35:39 <talltyler> That is…definitely not more readable 🙂
21:36:02 <peter1138[d]> Quite.
21:37:02 <talltyler> Oh, it’s a nested loop, so my suggestion wasn’t quite as simple as it sounded
21:37:41 <talltyler> I thought it was the pretty much the same as the one you changed
21:37:53 <talltyler> Reading comprehension 🤦
21:51:24 <peter1138[d]> Such undo?
21:58:03 <talltyler> I guess that might be best
21:58:11 <talltyler> Sorry 😦
22:05:24 <_glx_> truebrain: added
22:06:03 <truebrain> _glx_: Already shut down my computer, but let's test tomorrow 🙂 tnx 🙂
22:06:28 <_glx_> and the steam integration plugin is still broken
22:06:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744
22:06:47 <_glx_> GOG used to be nice to group all platfomrs
22:07:08 <truebrain> Plugin of GOG? Or my steam plugin?
22:07:14 <_glx_> of GOG
22:07:19 <truebrain> Ah 🙂
22:07:39 <xarick> I fail at templates
22:08:00 <xarick> can't make my class reachable
22:08:17 <xarick> debug is telling me that
22:10:54 <xarick> ah, I think I figured it out
22:11:26 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11628: Feature: Plugin framework for Social Integration with Steam, Discord, GOG, etc https://github.com/OpenTTD/OpenTTD/pull/11628#pullrequestreview-1812084459
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22:13:49 <truebrain> Rubidium: yeah, will make links on the wiki. Also going to give it a place on the website, so it is obvious to find 🙂
22:14:07 <truebrain> Lot of administration needed 😄
22:26:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-1812124159
22:33:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-1812130873
22:33:40 <talltyler> Oops, too slow
22:36:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744
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23:16:04 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721
23:17:25 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-1883947372
23:19:58 <_glx_> hopefully the last time I rewrite this code 🙂
23:22:38 <peter1138[d]> Hmm, one reason for the static vector there is it will reuse the same reserved space every time, but I don't know how much effect that'll have.
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23:28:44 <_glx_> hmm yeah removing the static may degrade performance of multiple successive calls
23:29:06 <peter1138[d]> How often is this called?
23:29:20 <_glx_> each time a GS passes a string to the API
23:29:41 <_glx_> like a lot when filling storybook
23:30:15 <peter1138[d]> Relatively that isn't really that much is it?
23:31:16 <peter1138[d]> I know there are similar tricks done in NewGRF loading code too, though 🙂
23:31:40 <_glx_> clearing a static should be faster than creating/destroying a non static
23:33:00 <_glx_> at most the size of seen_ids should be 20 elements, params might be a little higher
23:34:50 <_glx_> but usually it's also at most 20 (worst case would be around 20*20)
23:46:56 <xarick> inventing!
23:46:56 <xarick> `std::array<std::pair<TWaterRegionPatchLabel, TWaterRegionPatchDepot>, WATER_REGION_NUMBER_OF_TILES> tile_patch_labels{};`
23:47:13 <xarick> `this->tile_patch_labels.fill(std::make_pair(INVALID_WATER_REGION_PATCH, !PATCH_WITH_DEPOT));`
23:47:35 <xarick> Is this code style allowed?
23:47:59 <xarick> `constexpr TWaterRegionPatchDepot PATCH_WITH_DEPOT = true;`
23:48:41 <xarick> not sure where this is headed
23:49:36 <xarick> there are regions with labels and patches with labels, it's confusing me
23:51:37 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11747: Fix: Incorrect assertion in GetTileIndexFromLocalCoordinate https://github.com/OpenTTD/OpenTTD/pull/11747
23:53:47 <xarick> now that I can mark water region patches with depots in them, and have a separate template class exclusively for ship depots, how to check the current area for a list of accessible depots?
23:54:16 <xarick> maybe I dont need a list, just a match
23:54:33 <xarick> that one of the depots is in the same water as the ship
23:56:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #11747: Fix: Incorrect assertion in GetTileIndexFromLocalCoordinate https://github.com/OpenTTD/OpenTTD/pull/11747#pullrequestreview-1812206637
23:57:38 <truebrain> "Oops" .. Nice catch _jgr_ 🙂