IRC logs for #openttd on OFTC at 2025-03-27
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04:46:08 <DorpsGek> - Update: Translations from eints (by translators)
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09:32:21 <xarick> is random ai more random now?
09:33:55 <xarick> new discord overlay...
09:34:02 <xarick> seriously discord... stop being intrusive
09:46:45 <Flygon> Yeah they enabled it for everyone
09:46:54 <Flygon> And found a new way to completely break Paint Tool SAI in the process
09:47:02 <Flygon> (why yes it took me a while to realise what broke)
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10:54:28 <peter1138> Hmm, classes that take a pointer/reference to something else and rely on us coding it correctly so that the lifetime of the reference object is longer than the that of the class...
10:58:44 <peter1138> shared_ptr would be safest, I suppose.
11:00:26 <frosch123> Or weak_ptr if the lifetime should be controlled by only one of them
11:03:47 <peter1138> Still requires a shared_ptr for the ownership, I believe.
11:08:32 <peter1138> So, reference works as long as we are correct. This is bad coding, right?
11:09:03 <peter1138> shared_ptr and weak_ptr seems semantically correct here.
11:18:54 <peter1138> And now that I know of these things, a shed load of other places might benefit... :o
11:44:43 <xarick> pathfinder wants to, builder doesn't want to
11:47:26 <_glx_> Strange, it should be possible to build crossing on half road
11:49:18 <xarick> `pathfinder.cost.level_crossing = pathfinder.cost.max_cost;` strange, I have it correct
11:50:59 <xarick> this must be returning false
11:54:39 <xarick> from a transiting perspective... returning false is correct
11:55:05 <xarick> road vehs don't walk on half bites
11:55:18 <_glx_> They use it to turn around
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12:01:32 <peter1138> Turns out articulated vehicles can get split by roadworks, which then crashes the game.
12:01:40 <peter1138> (Disconneting road vehicle)
12:20:48 <xarick> it is buildable, but won't be a crossroad
12:22:33 <xarick> hmm do AIs have a way to detect which way the road bit is pointing to
12:27:48 <xarick> it would also need to know which way the rail is going to as well... shall i overcomplicate the pathfinder?
12:27:58 <xarick> it is already slow as is 😦
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12:38:36 <pickpacket> peter1138: that's worrying. And hilarious
12:49:01 <_glx_> xarick: If it expects to build a crossing, it should check it's in the correct orientation
12:49:36 <peter1138> Road works already won't start on a tile if there's a vehicle on it.
12:51:30 <_glx_> Is it part of vehicle entering on tile while it should not?
13:07:14 <_glx_> Though it does things differently for trams
13:14:34 <peter1138> Yeah, I tried spamming road works (removed the randomness) and articulated trams, and couldn't reproduce.
13:16:52 <peter1138> (The only way I could get that screenshot was to disable the road vehicle controller, otherwise it crashes early enough that being paused doesn't help.)
13:19:59 <xarick> disconnecting road vehicle means it's articulated
13:21:27 <xarick> there is some conversion in the afterload about articulated vehs
13:27:19 <peter1138> Thank you for your valuable insight.
13:35:28 <_glx_> at least the save, didn't check the version
13:35:47 <xarick> newgrfs change vehicle lengths and stuff i heard
13:36:47 <xarick> cargo aging causes the vehicle to expand in size?
13:40:50 <xarick> is cargo being loaded or unloaded maybe?
13:42:11 <_glx_> tram is half on roadworks, half on clear road, but we don't know why
13:43:02 <xarick> doesn't even look like it's articulated
13:43:19 <xarick> does it have an invisible part?
13:54:46 <talltyler> Vehicle position is the center of each part, right? If it's going around the corner, perhaps no part of the vehicle was on the roadworks tile. The front has left the roadworks tile and the back hasn't entered the roadworks tile yet.
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14:23:06 <talltyler> Can't approve the changelog until I write a website post, can't write that until I start the title game competition, can't do that until I have lunch, and it's only 10:22. Maybe I need a snack. 🙂
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14:25:46 <peter1138> I don't think that's all necessary.
14:28:19 <talltyler> How do people feel about a title game announcement today, with a submission deadline on April 14 and a voting deadline of March 21?
14:29:12 <talltyler> We could also push those back an additional week to give another week for entries.
14:33:45 <emperorjake> April 21 surely 😉
14:34:48 <talltyler> Indeed. I hope you are planning to submit an entry? There weren't many to choose from last year. 🙂
14:36:37 <peter1138> Most players on Discord will not want to set up a completely vanilla game.
14:37:01 <talltyler> Jake had at least one excellent entry in the past 🙂
14:38:23 <kale91> I was thinking of putting in an entry
14:38:40 <talltyler> You should! You can now eyecandy houses with the new house placer 😉
14:38:52 <emperorjake> I might whip something up
14:38:57 <kale91> ohh that's in this version?
14:40:10 <talltyler> Yep, it's in the betas
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14:43:59 <kuhnovic> talltyler: If you have some time, could you have a look at 13885? You usually come up with good feedback for user-quality-of-life improvements.
14:44:12 <_glx_> talltyler: but only using baseset houses
14:44:59 <talltyler> kuhnovic: Sure, I'll check out the preview 🙂
14:46:20 <tabytac> talltyler: i was thinking of starting a small scale game recently, so this sounds like a great excuse to do so
14:47:20 <belajalilija> kale91: why not make a vanilla server with everything unlocked?
14:47:31 <belajalilija> I’d get in on that
14:47:55 <belajalilija> Just a 1k x 1k map or something
14:48:23 <kale91> don't have any server space, all of them are active rn
14:48:40 <kale91> you can always just start one locally probably
14:49:00 <belajalilija> I’ll dm my friend
14:49:08 <belajalilija> Would be nice to have something made by the community
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15:24:56 <peter1138> 1k x 1k is too large for an introgame.
15:27:22 <talltyler> People complain when the edges of the map are visible on high-res monitors, though. I wonder if 512x512 is a reasonable compromise.
15:35:46 <peter1138> Lack of explanation as to how they got blocked...
16:05:00 <locosage> never heard of orcanic maps before
16:05:07 <locosage> is it better than osmand?
16:24:21 <peter1138> Not sure, IIRC it's simpler but therefore does less.
16:27:19 <xarick> i ran openttd in virtual 8k res the other day
16:27:54 <xarick> 256x256 is not enough to cover the black
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16:57:21 <xplusc> 256x256 would work with an 8k monitor if the title was at the exact center of the map and never moved.
17:25:34 <belajalilija> Does vanilla have infrastructure sharing?
17:32:42 <xarick> squirrel question, do I really need a constructor
17:32:42 <xarick> ```class RoadBuildManager {
17:32:44 <xarick> `roadBuildManager = RoadBuildManager();`
17:32:56 <xarick> the constructor is empty
17:33:49 <tabytac> belajalilija: no it does not
17:36:08 <_glx_> if constructor does nothing remove it 🙂
17:37:58 <_glx_> ```When a class defines a method called 'constructor', the class instantiation operation will automatically invoke it for the newly created instance. The constructor method can have parameters, this will impact on the number of parameters that the instantiation operation will require. Constructors as normal functions can have variable number of parameters (using the parameter ...).```
17:46:20 <xarick> I really should release version 21
17:47:12 <xarick> the thought of doing a changelog...
17:49:48 <xarick> in github.com how do I compare a commit to another of the same branch?
17:50:15 <xarick> wanna get the combined changes from commit A to commit B
17:51:10 <_glx_> it's easy with `git diff`, dunno for gui or github.com
17:57:18 <xarick> documenting all the changes I've done
17:59:00 <peter1138> God damn this stupid unit testing framework is making a fix take 1000 times as long...
18:11:37 <xarick> hmm let me start with the readme
18:12:14 <xarick> didn't I remove random deviation
18:21:47 <xarick> give me another name for train station without using the word station
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19:40:43 <peter1138> I mean... tons of things hold a pointer to GRFFile, so... maybe setting a precedent is a bad idea.
19:53:33 <_glx_> Maybe they store an index into a vector of GRFFile unique_ptr instead
19:54:22 <_glx_> Hmm not helping if the index become invalid
19:55:47 <peter1138> Right. Thing is, it never does, but the code itself doesn't enforce that.
19:57:43 <_glx_> Our pointer usage is "safe" but ugly
19:58:52 <peter1138> I'd like explict Pool functions as well, tbh.
19:59:29 <peter1138> `new Vehicle()` is convenient but cryptic.
20:10:00 <michi_cc> `Vehicle *AllocateVehicle();`
20:13:43 <peter1138> Well, I guess self-allocating-registering-etc works.
20:29:41 <talltyler> Nobody had feedback on my title game competition dates, so I am making an executive decision 🙂
20:30:04 <_glx_> pff so much text to explain things
20:31:19 <peter1138> Depends who you are trying to explain it to.
20:37:29 <_glx_> oh and I was wrong in the explications, need to update
20:40:31 <_glx_> script flow can be confusing
20:45:23 <_glx_> and github is annoying, it should tell who requested copilot business, or have a way to disallow that
20:47:38 <xarick> I attempted to go the AI::Stop way, keep the instance removed, but it was causing all sort of crashes coming from so many places
20:47:53 <xarick> it requires the instance to be present
20:49:53 <_glx_> AI:Stop() resets c->ai_config, discarding the script change (falls back to slot config which is unmodified)
20:53:17 <_glx_> but indeed OpenTTD assumes c->ai_instance is valid when c->is_ai is true (unless in network game, where it first checks if it's the server)
20:53:33 <talltyler> Oops, I forgot that the website preview doesn't show posts scheduled for the future 😛
20:53:57 <_glx_> anyway in scenario editor scripts are just loaded, but are never started
20:53:57 <talltyler> I made a mess of this last time and truebrain made fun of me, but I forgot what exactly I broke 😛
20:54:38 <truebrain> /me making fun of you? NEVAH! 😛
20:55:23 <truebrain> I wish I could remember any of this myself
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21:21:39 <_zephyris> Hmm, I have an hour. Maybe I can bash out some passable OGFX1 snowy rocks.
21:27:15 <xarick> I don't remember, plz refresh my memory:
21:27:15 <xarick> does random_deviation exist?
21:32:51 <xarick> ah, thanks, ok got some clean up to do
21:51:48 <frosch123> _glx_: You can unsubscribe from those messages
22:04:15 <xarick> not sure I wanna enable town founding by default
22:06:05 <xarick> from a competitiveness perspective, this sunks tons of cash
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22:29:21 <xarick> dear someone responsible on bananas
22:29:31 <xarick> I can't update description
22:29:53 <xarick> the AI already uses ships and trains and i can't put that in the description
22:32:57 <xarick> oh, i can write there...
22:33:14 <xarick> this gray text mislead me thinking it was uneditable
22:36:15 <xarick> it's not even selectable text
22:37:47 <xarick> need to test this in OpenTTD 14, just to be sure it's compatible
22:38:10 <_glx_> if you use API 14 only it should work
22:51:14 <_glx_> weird it should compile
22:52:15 <_glx_> ah no, 0.7.6 doesn't have it
22:57:13 <xarick> deviation exists in 14?
23:01:03 <_glx_> deviation is removed in 14 too
23:08:37 <xarick> I didn't use any of the time modes, i think i'm safe for 14.0
23:10:18 <xarick> need to make source code available... meh
23:10:34 <xarick> it kind of is, but i don't provide a link to github anywhere
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23:14:39 <xarick> how do I edit this part:
23:16:49 <_glx_> time mode is unsupported by scripts anyway
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23:22:02 <xarick> i can't edit the description on this briefing?
23:22:25 <xarick> ah meta data, i can edit it, sorry
23:24:51 <xarick> fantastic, I'm done! I finally stopped being lazy!
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