IRC logs for #openttd on OFTC at 2025-04-05
            
00:07:13 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #12939: Level crossing extensions in NewGRF https://github.com/OpenTTD/OpenTTD/discussions/12939
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00:23:38 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #13915: [Bug]: Excessive (spam of) vehicle testing offers https://github.com/OpenTTD/OpenTTD/issues/13915
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04:43:49 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/5e1dc081eeaf6aa51e6781a34adae1b5739eff41
04:43:50 <DorpsGek> - Update: Translations from eints (by translators)
05:13:53 <andythenorth> lol I should not reply
05:14:15 <andythenorth> I need github to test my recent coffee intake before allowing a reply
05:41:42 <kuhnovic> xarick: Subtle 😛
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07:17:50 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic opened pull request #13968: Fix 42fbcec76f41: Fixed accidental changes to autorail/road AI behavior https://github.com/OpenTTD/OpenTTD/pull/13968
07:18:54 <kuhnovic> KuhnovicviaGitHub: xarick It would be great if you could test this one
07:36:03 <andythenorth> hmm lunch?
08:35:02 <andythenorth> if you saw `length = len(my_list or [])` would that be a weird idiom?
08:50:24 <pickpacket> andythenorth: lunch *now*??
08:50:31 <andythenorth> maybe
08:50:50 <pickpacket> At 9:50 in the morning?
08:51:36 * pickpacket hasn't even had breakfast yet
08:52:07 <andythenorth> me neither
08:52:22 <pickpacket> Then I suggest brunch
08:52:49 <andythenorth> I was considering an end run
08:53:00 <pickpacket> End run?
08:55:03 <andythenorth> cutting out the first step, going straight to the main event
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09:01:30 <pickpacket> Yeah, you're right. Might as well
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09:02:55 <pickpacket> Is a 15.0-beta2 still on the table, btw?
09:25:11 <andythenorth> well
09:25:18 <andythenorth> is peter1138[d] on a bike?
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09:36:58 <peter1138[d]> Not quite
09:40:13 <xarick> hi
09:40:40 <xarick> checking if my maths at calculating tiles are correct TestRemoveRail().TryRemove(entry_tile_2, exit_tile_2, 2 * exit_tile_1 - entry_tile_1)
09:47:12 <andythenorth> flag on badges, option to group in buy menu?
09:47:52 <andythenorth> variants implementation could be backwards supported by adding badges from variant prop
09:49:48 <xarick> aha, i got something!
09:50:19 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358015889517052074/image.png?ex=67f24e5a&is=67f0fcda&hm=37ae3255751c3b4989edbbe12d7e0f91ca4c709ae0b0612a3f38a2c8110b27c8&
09:50:19 <xarick> it starts removing from the wrong tile
09:50:50 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358016022241607853/image.png?ex=67f24e7a&is=67f0fcfa&hm=c37c9dba447265932d2cee144f7545a28458ab43cc175f48a59b350d8f6baa8e&
09:50:50 <xarick> this is what I expected:
09:51:26 <xarick> seems that first and last tracks are being included?
09:51:43 <xarick> gonna check openttd code
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09:54:03 <xarick> the script function I use is ScriptRail::RemoveRail
09:58:45 <kuhnovic> Are you still checking the consequences of the PR I merged yesterday? You did see I have another one open since this morning right?
09:59:24 <xarick> okay, what Im doing is "wrong"
09:59:45 <xarick> or currently it got into a wrong state
10:00:36 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358018476802834453/image.png?ex=67f250c3&is=67f0ff43&hm=a48dbe674c88ffa0af5f36cc77529ff5cc09fe0750880e932c8687da230f70a7&
10:00:36 <xarick> previously, this would fail at removing
10:00:43 <xarick> currently, it removes
10:01:19 <xarick> now, why did it add tile 1555 as part of the route
10:01:42 <xarick> it's part of the station
10:06:02 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358019846335369236/image.png?ex=67f2520a&is=67f1008a&hm=953d255edb0b8b2013dfa09e488bb96c6ffdec5db521b0287a1106a24b6dc623&
10:06:02 <xarick> hmm pff, i depend on the ALREADY BUILT error again
10:06:38 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358019995572895946/image.png?ex=67f2522d&is=67f100ad&hm=30218dc3fd42a5518595c17a7430aff5cc3dfb49fcce4d7601adf29f674f6e81&
10:11:17 <xarick> trying to understand whether I am pushing tile 1555 into m_builtTiles<https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/TrainBuildManager.nut#L1550-L1570>
10:13:29 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right in case of wallclock mode https://github.com/OpenTTD/OpenTTD/pull/13956
10:15:11 <xarick> alright, this is it, this is the problem... I was dependant on ERR_ALREADY_BUILT
10:15:38 <xarick> if already built, don't push tile 1555 into m_builtTiles
10:16:02 <xarick> but now it doesn't fail at building if it's already built, so tile 1555 is pushed into m_builtTiles
10:16:31 <xarick> when the ai notices it can't build the 2nd rail line, it removes everything that was pushed into m_builtTiles
10:16:51 <xarick> tile 1555 is present now, it was not present before Kuhnovic
10:17:47 <kuhnovic> kuhnovic: xarick for the third time...
10:18:25 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex commented on pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956#issuecomment-2780646115
10:18:25 <xarick> it's not a problem doing remove rail
10:18:57 <xarick> it's indeed the BuilRail not failing at ERR_ALREADY_BUILT
10:20:11 <xarick> oh, 13968, my bad I didn't pay attention
10:20:19 <xarick> sorry, let me look
10:25:09 <xarick> yay, 13968 fixed it, just tested
10:25:14 <xarick> didn't check road yet
10:26:04 <kuhnovic> I made the same change for roads, with a little luck it's fixed as well
10:31:59 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on discussion #12939: Level crossing extensions in NewGRF https://github.com/OpenTTD/OpenTTD/discussions/12939
10:38:03 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956
10:41:57 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956
10:42:46 <xarick> i have a lot of already built errors in roads hmm
10:42:59 <xarick> wondering which ones are important
10:43:05 <xarick> enough to cause issues
10:43:38 <kuhnovic> But is it any different to what it was before?
10:52:31 <_glx_> Write only discord can be annoying 😉
10:54:37 <kuhnovic> Tell me about it 😆
10:55:05 <xarick> I'm not sure, i'm investigating
10:55:56 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956
11:00:02 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956
11:08:02 <xarick> oh, i just remembered i have a GS already ready to test it, I'm stupid
11:09:44 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358035745377357914/image.png?ex=67f260d8&is=67f10f58&hm=5121e5eff157cb93c92646536d75894476698fc31a8b0b78a1ae99cf9bec9c7c&
11:09:44 <xarick> hmm looks like it's not working
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11:15:51 <xarick> ah i see
11:17:22 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13968: Fix 42fbcec76f41: Fixed accidental changes to autorail/road AI behavior https://github.com/OpenTTD/OpenTTD/pull/13968#pullrequestreview-2744866913
11:18:43 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right https://github.com/OpenTTD/OpenTTD/pull/13956
11:20:14 <xarick> seems to work now
11:20:27 <xarick> just a typo on line 1026
11:22:52 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358039180999004210/image.png?ex=67f2640b&is=67f1128b&hm=a56f993412352bbf1299eaef2b89ea3183f28322795a57a01d7c8a3837df7217&
11:22:52 <xarick> after the typo fix
11:26:49 <kuhnovic> That is not a typo
11:27:16 <kuhnovic> That code was there before 13885, I simply reverted that change and started over
11:28:47 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13968: Fix 42fbcec76f41: Fixed accidental changes to autorail/road AI behavior https://github.com/OpenTTD/OpenTTD/pull/13968#pullrequestreview-2744868663
11:28:59 <xarick> hmm in that case...
11:29:15 <xarick> needs further investigation, but it's lunch time now, afk
11:44:46 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #13968: Fix 42fbcec76f41: Fixed accidental changes to autorail/road AI behavior https://github.com/OpenTTD/OpenTTD/pull/13968
11:58:46 <kuhnovic> xarick: FYI no functional changes, just fixed commit messages
12:10:06 <xarick> hi
12:11:37 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex commented on issue #12654: [Bug]: Catchment area gets deselected when expanding a station https://github.com/OpenTTD/OpenTTD/issues/12654
12:16:49 <xarick> gonna investigate why it used to work
12:21:55 <xarick> ah, it's the had_success
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12:30:24 <xarick> okay, gonna change my suggestion, or make a new one perhaps
12:31:51 <kuhnovic> Oh, I now see that the return value on road_cmd.cpp line 1055 depends on had_success. You might be on to something after all.
12:32:10 <kuhnovic> This shit is delicate
12:34:43 <xarick> `if (ret.GetErrorMessage() == STR_ERROR_ALREADY_BUILT) had_success = !is_ai;`
12:36:04 <xarick> `if (!is_ai && ret.GetErrorMessage() == STR_ERROR_ALREADY_BUILT) had_success = true;`
12:36:14 <xarick> whatever is prettier
12:36:43 <xarick> maybe the 2nd is better
12:37:57 <xarick> what if the ai builds a partial road
12:40:33 <kuhnovic> The first one is simply incorrect as it would set had_success to false even if it was already set to true
12:40:57 <kuhnovic> So the second one is better. i can change it.
12:43:24 <peter1138[d]> You should find a rock, it would be more useful.
12:47:41 <xarick> yeh, 2nd is correct, 1st does something different
12:47:54 <xarick> just tested
12:48:25 <xarick> had_success_once
12:48:33 <xarick> would be better name
12:50:35 <_glx_> hehe test was not needed for 1st one, it was clearly wrong
12:51:45 <kuhnovic> xarick: Then it would have to be had_success_at_least_once, which is way too verbose
12:52:24 <_glx_> had_success is fine, you don't care how many times it had success
12:52:51 <_glx_> could even be just `success` (quite common in source code)
12:55:56 <kuhnovic> Exactly
12:57:27 <xarick> kuhnovic: coming from the guy with `node_water_patch_on_high_level_path`
12:57:30 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #13968: Fix 42fbcec76f41: Fixed accidental changes to autorail/road AI behavior https://github.com/OpenTTD/OpenTTD/pull/13968
12:58:02 <kuhnovic> xarick: Just buy an ultrawide ok 😛
12:58:47 <kuhnovic> In all seriousness, although a bit verbose, that code is quite complicated. A bit code self-documenting doesn't hurt in such cases.
12:58:49 <_glx_> we should go back to BASIC time
12:59:09 <kuhnovic> 640x480 screens only
12:59:14 <_glx_> A, B, C, ...
12:59:20 <_glx_> very descriptive names
13:02:23 <kuhnovic> Some colleagues of mine work on a different (ancient) product that has function names like ed15 in them. Turns out the author's initials were E.D. and he was already at number 15 with this numbering scheme...
13:03:04 <kuhnovic> Then you start do wonder, should I review this code or just punch the guy?
13:06:43 <_glx_> I remember the start on opendune, function names were based on memory addresses
13:07:09 <_glx_> same for variables of course
13:07:26 <kuhnovic> That's just lovely
13:07:47 <_glx_> hard to do different with decompiled stuff
13:08:03 <peter1138[d]> andythenorth: is it lunch?
13:09:05 <andythenorth> it actually was
13:09:07 <andythenorth> crisps
13:09:08 <andythenorth> chicken
13:09:12 <andythenorth> ran out of coffee
13:09:17 <kuhnovic> A former colleague of mine was a judge in an international robotics competition. He once had to take a look at a piece of code that was entirely written in japanese. So all your regular syntax was in english, but everything else was essentially obfuscated (for him) 😛
13:09:45 <_glx_> hehe like simutrans with german everywhere
13:11:57 <kuhnovic> Haha yeah, although as a dutch speaker I can usually work out what it means. But it is a bit silly for an open source project IMO.
13:20:20 <peter1138> Well.
13:21:48 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13964: Codechange: Use fmt::format instead of stringstream with iomanip flags. https://github.com/OpenTTD/OpenTTD/pull/13964#pullrequestreview-2744897378
13:23:24 <andythenorth> wonder if I should just have one level of variant nesting
13:23:30 <andythenorth> less string faff 😛
13:24:50 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967#pullrequestreview-2744897925
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14:28:08 <xarick> changing AIs in scenario editor is no longer crashable, right?
14:29:41 <xarick> I can safely permit AI/GS parameter changes inside editor
14:30:24 <xarick> `IsEditableItem`
14:32:48 <_glx_> should be fine yes
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14:46:11 <xarick> the reload AI button is available in scenario editor
14:46:21 <xarick> should it work?
15:00:12 <_glx_> it will fully reset the company
15:06:38 <kuhnovic> xarick: did you pull my latest changes?
15:06:42 <andythenorth> oops
15:06:48 <andythenorth> don't set variant_group to self 😛
15:08:26 <xarick> i tested road, it works now, did you change anything for rail?
15:09:44 <kuhnovic> Yes I made the same change for rail. It only sets had_success if it's called in non-ai mode
15:10:08 <xarick> oh, then i suppose it works
15:10:14 <xarick> let me just test quick
15:10:32 <xarick> oh, im in the middle of a rebase
15:11:49 <kuhnovic> It was probably working before, but this check doesn't hurt. Just to make sure there is no use case that I've overlooked.
15:22:54 <xarick> can you wait a few hours?
15:23:17 <_glx_> andythenorth: I hope OpenTTD validates that
15:23:37 <xarick> i'm working on something else
15:23:54 <andythenorth> _glx_: crashes 🙂
15:23:59 <andythenorth> probably an issue somewhere
15:24:05 <_glx_> oh that's bad
15:25:16 <andythenorth> I can make a test case
15:25:36 <andythenorth> but currently Horse needs the badges branch 😐
15:29:04 <_glx_> ```/* Check engine variants don't point back on themselves (either directly or via a loop) then set appropriate flags
15:29:04 <_glx_> * on variant engine. This is performed separately as all variant engines need to have been resolved. */``` it should be handled
15:29:44 <_glx_> open an issue if you have reproduceable test case
15:32:21 <andythenorth> 👍
15:41:28 <_zephyris> What needs to be done for default badges?
15:46:24 <kuhnovic> xarick: Are you talking to me?
15:46:53 <xarick> yes, you got me in the middle of a tough rebase, and i can't cancel it atm
15:47:05 <kuhnovic> I'll be AFK the rest of the night so knock yourself out 😛
15:50:40 <peter1138> What was I doing?
15:51:02 <xarick> GetBridgeType does not exist on 15.0-beta1? my AI crashed
15:52:50 <_glx_> ah yeah might be from after beta1
15:54:08 <_glx_> <https://github.com/OpenTTD/OpenTTD/commit/b1ab1b9f06edfb1f730e18146327cd75fd659691> <-- it is
15:55:11 <_glx_> beta1 is not a stable version, so API 15 is only valid for current master
15:55:38 <_glx_> beta1 is a nightly without a moustache
15:56:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967#pullrequestreview-2744928269
16:01:47 <xarick> this->InvalidateData() here feels wrong <https://github.com/OpenTTD/OpenTTD/blob/master/src/game/game_gui.cpp#L236>
16:02:26 <xarick> doesn't do anything
16:02:37 <xarick> or does it?
16:03:32 <xarick> nop, can't notice anything
16:03:53 <xarick> ah, it closes dropdown from the list
16:03:59 <xarick> maybe it does something
16:07:30 <peter1138> Hmm, Doom?
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16:29:06 <peter1138> What should a script list do/return if you call Next() when it's already at the end?
16:30:16 <xarick> i think regression tests that. I doesn't crash the script
16:30:24 <xarick> what it returns... no idea
16:32:41 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358117149100474642/image.png?ex=67f2aca8&is=67f15b28&hm=d8ed2935694d9e84dca5b75805533692a0fa5e3f1811ffd6754723c10c2812aa&
16:32:41 <xarick> trees in scenario editor in fast forward are planted but don't grow?
16:33:29 <xarick> asking if that's okay
16:36:42 <peter1138> The regression tests it, but IMHO gives a weird result.
16:37:18 <peter1138> It returns an item that is no longer in the list, but then again it
16:37:32 <peter1138> does also return true for IsEnd()
16:37:58 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967#pullrequestreview-2744937106
16:38:32 <peter1138> As any integer value is valid, there's nothing it could return that could mean 'invalid'.
16:47:07 <peter1138> Maybe it should error :)
16:47:58 <xarick> does it return a warning message?
16:48:01 <xarick> create*
16:53:58 <xarick> _glx_: have you tested what happens if we change the game script to none in the scenario editor?
16:54:24 <xarick> is the instance really gone?
16:54:30 <peter1138> Nope.
16:54:52 <peter1138> Even the errors for calling Next() or IsEnd() before Begin() is called are actually just debug messages, so don't show in the script debug window.
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17:01:04 <_glx_> xarick: of course it's gone
17:09:51 <xarick> great news
17:10:07 <xarick> rebase is nearly don
17:13:29 <xarick> IsEditableItem greatly simplified
17:15:01 <peter1138> Hmm, and getting an item from a list returns 0 if the item doesn't exist.
17:15:08 <peter1138> But 0 could be a valid value. Hmm.
17:17:53 <_glx_> value is 0 by default
17:18:45 <_glx_> that's why there's also HasItem
17:20:30 <_glx_> and GetValue() also only reads the first matching item
17:21:11 <_glx_> though the list prevents adding duplicates
17:21:51 <xarick> what does AddItem do if item already exists?
17:22:03 <_glx_> nothing
17:22:11 <xarick> changes value if it's different?
17:22:15 <xarick> nothing, ok
17:23:02 <xarick> wondering about AddList
17:23:47 <xarick> if there's items on both lists does it keep the values or updates the values?
17:24:11 <_glx_> AddList is AddItem then SetValue
17:24:16 <_glx_> so it updates
17:24:29 <xarick> very cool
17:25:19 <xarick> okay time to test 13968 for rails
17:25:59 <_glx_> btw documentation mention all of that 🙂
17:29:22 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358131414436151367/image.png?ex=67f2b9f2&is=67f16872&hm=4598e3676fe3e21485a6f05030893ce22069f91eb2fc1e94a6bb270e28497a5a&
17:29:22 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358131414821765370/image.png?ex=67f2b9f2&is=67f16872&hm=42da015b3d04f922c45d3343a8535996d31d32177b14bd39a66cf7b7e86023a0&
17:29:22 <xarick> kuhnovic: it works!
17:33:46 <kuhnovic> 🤘
17:34:17 <peter1138> What are we ruining now?
17:34:46 <xarick> there was a bug in my code though while I was figuring out where things were going wrong
17:35:01 <xarick> turns out it wasn't it
17:35:07 <xarick> but still, good that I looked
17:35:30 <xarick> <https://github.com/SamuXarick/LuDiAI-AfterFix/commit/1bdc1d3684d3f286dd5a055477f39e7db0c67424>
17:36:32 <andythenorth> peter1138: "yes"
17:39:17 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358133910738960605/image.png?ex=67f2bc45&is=67f16ac5&hm=21faa47a86d4bc3dfe91846ebd23d364c15e02e46305fda05ccc1bfc57daf64a&
17:39:17 <andythenorth> I should de-pluralise these though eh?
17:39:36 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358133992188023034/image.png?ex=67f2bc58&is=67f16ad8&hm=ab68011aa047420d91029c8606b4c3ba5e2731cec564a9b48a2222c0a74e0a07&
17:39:36 <andythenorth> even though the group contains multiple variant types
17:43:19 <peter1138> Pfft, variants aren't group.s
17:44:41 <andythenorth> I could de-group the ones that have high variation
17:45:15 <andythenorth> those vehicle transporters look quite different
17:45:25 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358135456105238748/image.png?ex=67f2bdb5&is=67f16c35&hm=6986bca3970d30dc7e81210b8dff69d7c2aafc66563d5772b07702c397e701a7&
17:45:25 <andythenorth> grey area falls on ones like this
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17:47:28 <_glx_> You can't degroup a non existing group
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17:48:22 <xarick> 4x zoom sprites when? 🙂
17:49:59 <andythenorth> who named the nml property variant_group? 😛
17:50:01 <andythenorth> was it me?
17:52:55 <DorpsGek> [OpenTTD/OpenGFX2] frosch123 opened issue #165: On-screen-keyboard icons are swapped. https://github.com/OpenTTD/OpenGFX2/issues/165
17:53:57 <andythenorth> evidence 😄 https://github.com/OpenTTD/nml/pull/272
17:57:33 <peter1138> :)
17:58:12 <peter1138> Vehicle Groups. Engine Groups. What ever next?
17:58:19 <peter1138> Badge Groups?
17:59:05 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13943: Remove C-style string parsing and composing https://github.com/OpenTTD/OpenTTD/pull/13943
18:01:31 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967#pullrequestreview-2744957704
18:02:56 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967#pullrequestreview-2744957968
18:03:48 <andythenorth> dunno, but I might remove the pluralisation
18:04:24 <andythenorth> maybe just use a badge, no name string 😛
18:09:01 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13964: Codechange: Use fmt::format instead of stringstream with iomanip flags. https://github.com/OpenTTD/OpenTTD/pull/13964
18:12:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13967: Fix d94d421772: Frame widget with label could have incorrect spacing. https://github.com/OpenTTD/OpenTTD/pull/13967
18:18:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13958: Codechange: Manage window viewport with std::unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/13958#pullrequestreview-2744960660
18:29:15 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358146484922749060/image.png?ex=67f2c7fb&is=67f1767b&hm=63982ae3480a6d398d157e25a8181c903911ce551ea51777595d72b820124205&
18:29:15 <andythenorth> all "Coil Carrier" and then a badge for "Enclosed"? 👀
18:36:39 <peter1138> https://www.tt-forums.net/viewtopic.php?t=92175 < badges?
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18:36:39 <talltyler> Nah, I can use my eyes
18:40:51 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #13943: Remove C-style string parsing and composing https://github.com/OpenTTD/OpenTTD/pull/13943#pullrequestreview-2744964262
18:41:30 <frosch123> Did you even try LOAD_TEMP for badges?
18:42:08 <peter1138> Hmm?
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18:45:18 <frosch123> No idea what that topic has to do with badges
18:47:12 <andythenorth> badge everything 😛
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18:49:53 <peter1138> Ah, usually it's "I want to combine strings for the extra text callback"
18:50:13 <peter1138> Which can be replaced by badges.
18:51:21 <andythenorth> wonder how much compile time I save if variants level 0 and level 1 have same name string
18:51:34 <andythenorth> 2000 instances of stuffing text stack for level 0
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20:00:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358169442860666890/image.png?ex=67f2dd5c&is=67f18bdc&hm=8504c1aa8fa8d42bb1c3124303637290bf08a2594a63b82c0e2c15ecddc24c08&
20:00:29 <xarick> some random crash
20:00:36 <xarick> querying that bridge
20:02:26 <_glx_> does your clone includes https://github.com/OpenTTD/OpenTTD/pull/13963 ?
20:05:42 <xarick> gonna test on master
20:05:50 <_glx_> oh it's unrelated to this one
20:07:57 <_glx_> let me check something
20:11:30 <xarick> also crashes on master, confirmed
20:12:35 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358172491025088653/message.txt?ex=67f2e033&is=67f18eb3&hm=359f5e07618f1cde7f4d67eabdd13682f40a0bb112f85a17eeb7251c20891cce&
20:13:18 <_glx_> yeah I confirmed it too
20:14:22 <_glx_> ok it confirms what I suspected
20:20:16 <andythenorth> name callback (161) can return 0x400 for default name, but I don't see an nml constant for that
20:20:21 <andythenorth> I could add it
20:24:36 <frosch123> CB_RESULT_NO_TEXT :p
20:25:59 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13969: Fix 8846f347f2: Check bridge/tunnel transport type before querying road type https://github.com/OpenTTD/OpenTTD/pull/13969
20:26:36 <_glx_> funny how a "simple" change can reveal stuff
20:27:22 <andythenorth> frosch123: dunno why I looked at that, then ignored it
20:36:29 <xarick> assert(MayHaveRoad) isn't listed in view call hierarchy
20:38:10 <xarick> `GetRoadTypeRoad`, `GetRoadTypeTram`, `GetRoadOwner`, `SetRoadTypeRoad`, `SetRoadTypeTram` need to check hierarchy of these
20:39:16 <andythenorth> naptime?
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20:52:41 <xarick> towns can't own road bridges?
20:54:01 <xarick> oh, trams can't own trams, my bad
20:54:21 <_glx_> towns don't build tram
21:04:32 <xarick> suspicious bad code style in smallmap_gui.cpp
21:05:24 <xarick> <https://github.com/OpenTTD/OpenTTD/blob/master/src/smallmap_gui.cpp#L493-L497>
21:06:35 <_glx_> nothing wrong there
21:08:15 <xarick> it's called twice, could be put into a variable
21:08:35 <xarick> some code gymnastics
21:11:37 <_glx_> you mean something like ```if (RoadType rt_road = GetRoadTypeRoad(tile) != INVALID_ROADTYPE) {
21:11:37 <_glx_> rti = GetRoadTypeInfo(rt_road);
21:11:37 <_glx_> } else { ... }``` ?
21:12:54 <xarick> if it makes drawing the map faster, yeah i guess
21:13:05 <_glx_> compiler is smart
21:13:19 <_glx_> it will reuse the value
21:23:03 <_glx_> oh actually it does the call 2 times, but should not affect perf
21:34:23 <_glx_> but only when asserts are enabled, else the code is inlined
21:34:43 <xarick> how can a road tile have no roadtype...
21:34:53 <xarick> of any type
21:34:58 <_glx_> it can be a tram
21:35:41 <_glx_> tram and road types are stored on different location
21:36:21 <_glx_> so a MP_ROAD can have only road, or only tram, or both
21:36:46 <xarick> wondering if GetPresentRoadTypes could be used
21:37:02 <_glx_> and for smallmap road has priority if present
21:37:05 <xarick> but probably slow
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21:45:37 <xarick> ```const RoadType rt_road = GetRoadTypeRoad(tile);
21:45:37 <xarick> rti = GetRoadTypeInfo(rt_road != INVALID_ROADTYPE ? rt_road : GetRoadTypeTram(tile));```
21:45:37 <xarick> bad isn't it?
21:46:39 <_glx_> change probably unneeded
21:47:59 <xarick> GetPresentRoadTypes is also meh... i just noticed
21:48:45 <_glx_> but `rti != nullptr` check is useless I think (but doesn't hurt)
21:49:57 <xarick> agreee
21:53:18 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358197836289671208/image.png?ex=67f2f7ce&is=67f1a64e&hm=aac3c3172c7b09dc8bd443c5d4b39258ea35af5e7dbf5e5cd6920d4d69d19ccd&
21:53:58 <_glx_> anyway I don't think it will be a huge or even visible performance gain
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22:02:30 <xarick> it's not asserting
22:08:37 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358201690267848734/image.png?ex=67f2fb65&is=67f1a9e5&hm=97ffda1920024ebe3369451686d1eb263c42ec8edf9f313690c88c65b5837910&
22:08:37 <xarick> 2 weaks ago this started
22:09:06 <xarick> SingleRail pathfinder gets 4000+ trains, DoubleRail pathfinder gets 2000+
22:09:20 <xarick> map isn't good enough for ships 😦
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23:19:06 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP opened issue #13970: [Bug]: Settings search filter not working for zh_CN and zh_TW https://github.com/OpenTTD/OpenTTD/issues/13970
23:22:40 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on issue #13970: [Bug]: Settings search filter not working for zh_CN and zh_TW https://github.com/OpenTTD/OpenTTD/issues/13970
23:23:15 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on issue #13970: [Bug]: Settings search filter not working for zh_CN and zh_TW https://github.com/OpenTTD/OpenTTD/issues/13970