IRC logs for #openttd on OFTC at 2025-05-18
            
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00:25:07 <goddess_ishtar> https://cdn.discordapp.com/attachments/1008473233844097104/1373456330664316970/image.png?ex=682a7a62&is=682928e2&hm=bf42a6746093755cfb887aa674c3203c00d13be1ab4c6e20f87e116e4ee6c225&
00:25:07 <goddess_ishtar> ...that was actually far easier than I thought
00:56:24 <goddess_ishtar> semantically, a mapping between two values is best represented as a struct, right?
00:56:46 <goddess_ishtar> enum, sorry
00:56:50 <goddess_ishtar> brain is fried
00:59:39 <goddess_ishtar> right now I just have a simple C-style array converting from the value of the State enum to the sort priority, and I just use the indexes as "keys" and the priority as the values
00:59:42 <goddess_ishtar> which
00:59:43 <goddess_ishtar> works
01:00:05 <goddess_ishtar> but I'm pretty sure there's a more readable way to do it
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02:20:54 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #14274: Fix b2c57123: [Script] Conversion from ScriptEvent to ScriptEventCompanyTown subclasses https://github.com/OpenTTD/OpenTTD/pull/14274
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04:50:14 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/9bbc525e5326e83b902ab9168d26fbed0393b890
04:50:15 <DorpsGek> - Update: Translations from eints (by translators)
05:54:20 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15092700650
06:27:52 <peter1138[d]> goddess_ishtar: You can just change the order of the enum, no need for mapping things.
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06:40:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14235: Fix #14234, 5aa4ad5135: Crash due to NUL chars in external strings. https://github.com/OpenTTD/OpenTTD/pull/14235#issuecomment-2888808141
06:49:26 <peter1138[d]> Hmm, forum's on a go-slow.
07:11:22 <andythenorth> maybe it needs coffee
07:13:49 <kuhnovic> I know I do
07:14:35 <andythenorth> hmm so there's a thing where reversed state is inherited when auto-replacing
07:14:49 <andythenorth> wonder if setting reverse_build_probability to 0 would prevent that
07:20:48 <andythenorth> seems not ๐Ÿ™‚
07:33:18 <peter1138[d]> Nope. It's a misdesign by me again.
07:39:20 <andythenorth> dunno, have you had coffee yet? ๐Ÿ˜›
07:39:29 <peter1138[d]> No.
07:39:33 <andythenorth> isn't it just 'autoreplace needs to read that prop'?
07:39:45 <peter1138[d]> Callbacks are not properties.
07:39:49 <andythenorth> oh yea
07:39:54 <andythenorth> such games
07:39:57 <andythenorth> pixel trains
07:40:54 <peter1138[d]> Anyway, to start things off, the probability thing probably needs to be "yes, no, callback failed" rather than just "yes, no"
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07:50:28 <goddess_ishtar> peter1138[d]: I assumed that would end up breaking something somewhere, although I probably could
08:23:04 <DorpsGek> [OpenTTD/OpenTTD] Yeastmold opened issue #14275: [Crash]: OpenTTD crashed after i tried to Install an AI and now all instances of openttd will not even start https://github.com/OpenTTD/OpenTTD/issues/14275
08:35:14 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #14275: [Crash]: OpenTTD crashed after i tried to Install an AI and now all instances of openttd will not even start https://github.com/OpenTTD/OpenTTD/issues/14275
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09:05:15 <xarick> hi
09:05:42 <xarick> unfortunately, now that I was hoping for a crash from resuming hibernation, it didn't crash
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09:19:35 <andythenorth> well
09:19:49 <andythenorth> coffee issues continue
09:31:47 <DorpsGek> [OpenTTD/OpenTTD] Yeastmold commented on issue #14275: [Crash]: OpenTTD crashed after i tried to Install an AI and now all instances of openttd will not even start https://github.com/OpenTTD/OpenTTD/issues/14275
10:06:18 <xarick> is there a way to know my bribe worked as an AI?
10:11:37 <andythenorth> read the town rating?
10:29:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373608419902361680/image.png?ex=682b0807&is=6829b687&hm=d6cc4c8308c1d0e5f04c3b06ed43434c97925c8063fc2de56de5bca5c8c31940&
10:29:28 <xarick> the wings are covering text
10:31:36 <pickpacket> xarick: wouldn't PerformTownAction() return false if the bribe didn't work?
10:32:26 <_glx_> No, IA don't get feedback for this one
10:34:09 <pickpacket> huh
10:34:37 <pickpacket> maybe it should
10:35:02 <pickpacket> find out if it got caught, at least
10:35:16 <_glx_> Not easy, the command never fails in test mode while it can when executed
10:36:40 <_glx_> There's special handling for local player because of that
10:37:21 <pickpacket> it's an issue of test coverage, then?
10:38:37 <xarick> Chance16(1, 14), how do you come up with the exact odds
10:43:19 <xarick> t->unwanted could be exposed to AIs
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10:54:49 <xarick> 39 trees needed after a bribe failed, to bring it back to good stats
10:55:09 <xarick> or wait 6 months
10:56:40 <xarick> Spectators and unwanted have no options
10:56:46 <xarick> interesting, so there's a way
11:04:11 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373617153944715424/image.png?ex=682b102a&is=6829beaa&hm=d16af3524f47b8220fe10f28d3c54105419b6ac157959ff71c9427bf495fe67f&
11:04:11 <xarick> kek
11:04:34 <xarick> I'm Good
11:04:45 <xarick> trees are imba
11:08:09 <xarick> looks like it's not needed to expose t->unwated
11:08:26 <xarick> just checking if actions are disabled is sufficient
11:11:19 <xarick> shouldn't a bribery be newsworthy?
11:11:26 <xarick> when caught of course
11:13:47 <xarick> i was caught bribing, but my exclusive transport rights is still in effect, is that how it works in real life?
11:13:57 <xarick> shouldn't it be invalidated
11:17:25 <_glx_> Would make sense
11:21:25 <xarick> i wonder what timer is used here... Calendar? Wallclock?
11:22:58 <xarick> TimerGameEconomy
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12:09:32 <tateisukannanirase> Unbunch for ships is suppose to work isn't it? Searched but only few references in the discord history to ship unbunch. I can't seem to get it to work. I am on 15.0-beta1, a bit old :/ .
12:17:16 <talltyler> Yes, it works. Unbunching takes several round trips to start working โ€” it uses a rolling average of each vehicles last trip time, which right after construction is 0. This insulates the feature from major delays due to train jams, etc., from excessive spacing after the jam is cleared.
12:17:16 <talltyler> Ships are slow so several round trips take longer. Just be patient. ๐Ÿ™‚
12:21:24 <tateisukannanirase> Thanks Tyler! I had my ships doing a V from a hub port to two small ports but I split them up into two routes so the timetable should be faster to calculate. These ships have been running for 'decades' already but I only just learnt about the unbunch feature. Does the unbunch trip time only calculate from when the unbunch order was added?
12:23:49 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #14276: Change: [Script] Don't allow scripts to instantiate ScriptEvent https://github.com/OpenTTD/OpenTTD/pull/14276
12:25:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373637698170130493/image.png?ex=682b234c&is=6829d1cc&hm=c42d1289c02c3b8cefc705e17f1b9f2cac45a02eede6d9f8cc571e705b5df29a&
12:25:48 <xarick> aircraft can land with a zeppeliner in the way... I don't get it why
12:26:06 <_glx_> trip time is updated every time the vehicle reaches unbunch order
12:27:37 <tateisukannanirase> _glx_: so previous route history from when the unbunch order was not present, is not used? That makes sense, I'll just have to be more patient.
12:29:01 <peter1138[d]> Also requires shared orders, just in case they're not.
12:29:42 <tateisukannanirase> definitely are shared orders!
12:36:29 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #14276: Change: [Script] Don't allow scripts to instantiate ScriptEvent https://github.com/OpenTTD/OpenTTD/pull/14276
12:40:19 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #14277: [Bug]: Aircraft can land with a crashed Zeppelin in the runway https://github.com/OpenTTD/OpenTTD/issues/14277
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13:01:15 <xarick> someone broke airport movement states?
13:02:12 <xarick> someone had the courage to change those airport flags...
13:09:46 <_glx_> haha found the error I think
13:11:30 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14277: [Bug]: Aircraft can land with a crashed Zeppelin in the runway https://github.com/OpenTTD/OpenTTD/issues/14277
13:13:12 <_glx_> hmm or maybe not, bit stuff is hard to read
13:15:29 <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #14278: [Crash]: script crash due to memory allocation limit crashes entire game. https://github.com/OpenTTD/OpenTTD/issues/14278
13:16:13 <xarick> enum AirportMovingDataFlag : uint8_t, but it has 9 flags
13:16:18 <xarick> is that okay?
13:17:59 <_glx_> well uint8_t can hold 256 values ๐Ÿ˜‰
13:22:10 <peter1138[d]> What sort of airport is it?
13:22:33 <xarick> small airport
13:22:50 <xarick> grass looking airport
13:22:59 <_glx_> zeppelin targets are small ones
13:25:55 <peter1138[d]> Hmm, Zeppelin sets the RunwayIn block, but the small (country?) airport does not have one.
13:26:15 <peter1138[d]> Oh, re-used numbers.
13:26:55 <xarick> it can target large airports too
13:27:03 <xarick> city and small i believe
13:30:47 <_glx_> ah true
13:31:10 <_glx_> anyway disaster code looks fine to me
13:32:37 <peter1138[d]> I wonder if it's the same for a large aircraft crashed on the runway.
13:36:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14274: Fix b2c57123: [Script] Conversion from ScriptEvent to ScriptEventCompanyTown subclasses https://github.com/OpenTTD/OpenTTD/pull/14274#pullrequestreview-2848985800
13:40:51 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14274: Fix b2c57123: [Script] Conversion from ScriptEvent to ScriptEventCompanyTown subclasses https://github.com/OpenTTD/OpenTTD/pull/14274
13:44:28 <xarick> think i found something
13:45:49 <xarick> maybe not
13:45:56 <xarick> some 0 was changed to TO_ALL
13:47:55 <_glx_> anyway the ideal thing to do would be `git bisect` but zeppelin crash repeatability is a pain
13:49:57 <peter1138[d]> Step 1) confirm that the commit before this one works. 2) confirm that this commit fails.
13:53:16 <xarick> ok gonna try 14.1
13:53:33 <xarick> or... erm maybe the commit before these flags
13:54:38 <_glx_> well knowing if it works in 14.1 or not is also nice info
13:55:15 <_glx_> might be broken for very long time without nobody noticing it
14:06:02 <xarick> wow, it's broken in 14.1
14:06:37 <_glx_> see
14:06:57 <xarick> how did I not notice this before
14:08:20 <xarick> gonna build OpenTTD 13
14:13:11 <xarick> can't find lzma zlib stuff...
14:14:07 <_glx_> yes it's the old way, needs manual vcpkg install of the packages
14:14:21 <_glx_> easier to test older releases via steam
14:14:29 <xarick> okay, where do I download openttd 13 , oh i dont have steam
14:14:58 <_glx_> <https://cdn.openttd.org/openttd-releases/> works too
14:21:45 <xarick> strange, it works in 14.1 now
14:22:00 <xarick> some conditions seem to be required
14:22:21 <peter1138[d]> It's possible it depends on whether there is an aircraft already there.
14:24:03 <xarick> hmm
14:25:17 <xarick> you're right, that's interesting
14:25:34 <xarick> gonna upload another savegame
14:25:39 <xarick> before the zeppeliner crashes
14:25:52 <peter1138[d]> An aircraft that is already in the block will clear it when it leaves.
14:29:06 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #14277: [Bug]: Aircraft can land with a crashed Zeppelin in the runway https://github.com/OpenTTD/OpenTTD/issues/14277
14:29:45 <_glx_> hmm but `DisasterTick_Zeppeliner()` is supposed to set the flag continuously
14:36:14 <xarick> also bugged in 13.4
14:36:21 <xarick> or, same symptom
14:36:33 <xarick> the block issue
14:37:12 <xarick> how come I never encountered this before, :!
14:38:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14269: Codechange: Iterate with VehiclesOnTile when connecting free wagon chains https://github.com/OpenTTD/OpenTTD/pull/14269#issuecomment-2889027412
14:40:19 <peter1138[d]> _glx_: Oh, maybe, I didn't check.
14:42:12 <peter1138[d]> _glx_: Could be unset, then a plane starts landing, then the disaster vehicle sets it again. But the landing plane will already be landing. Race condition style.
14:42:34 <_glx_> yeah possible
14:47:50 <xarick> sub-command
14:48:03 <xarick> aren't do commands synced or hmm
14:48:24 <xarick> the hash isn't synced?
14:48:29 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14269: Codechange: Iterate with VehiclesOnTile when connecting free wagon chains https://github.com/OpenTTD/OpenTTD/pull/14269#issuecomment-2889032130
14:49:10 <_glx_> hash is local and platform dependant
14:49:13 <peter1138[d]> Hash is not synced as it depends on the order things are added.
14:49:48 <xarick> ok, gonna do it
14:50:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14269: Codechange: Iterate with VehiclesOnTile when connecting free wagon chains https://github.com/OpenTTD/OpenTTD/pull/14269#issuecomment-2889033032
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14:51:58 <arikover> o/
14:53:40 <xarick> I notice there's more Train::Iterates around
14:55:49 <peter1138[d]> Adding each VehicleID to a vector, then calling std::ranges::sort() on it would do the job.
14:56:04 <peter1138[d]> There's no need to test for uniqueness.
14:57:18 <peter1138[d]> FlatSet<> and std::map<> would have extra overhead.
14:57:23 <peter1138[d]> Train::Iterate is sorted.
14:58:58 <_glx_> hmm doesn't even need to fill a list, just find the lowest/highest ID matching the condition
14:59:51 <peter1138[d]> Lowest and Highest could be either end of the Vehicle Pool. You'd be iterating a lot.
15:00:55 <_glx_> from the hash it's not different than filling a vector then sorting
15:01:22 <peter1138[d]> I'm not sure what you are proposing.
15:01:34 <peter1138[d]> You have to iterate the hash to get the lowest and highest.
15:01:42 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #14275: [Crash]: OpenTTD crashed after i tried to Install an AI and now all instances of openttd will not even start https://github.com/OpenTTD/OpenTTD/issues/14275
15:01:46 <peter1138[d]> And then you have the lowest and highest, what about the rest?
15:02:11 <_glx_> you have to iterate to hash to fill the vector too, and in the end only the first matching id matters
15:02:30 <_glx_> since you attach to the end of the chain containing it
15:02:59 <peter1138[d]> It's possible for the move command to fail. e.g. wagon attach callbacks.
15:03:34 <peter1138[d]> So you need the vehicles in order. And the hash isn't in order, so you need the sorted list.
15:03:54 <peter1138[d]> In general, any list will probably be quite small
15:04:15 <_glx_> yeah list will contain prefiltered id anyway
15:20:18 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373681610800627912/image.png?ex=682b4c31&is=6829fab1&hm=b66bf59be03897501e0c8d8a23e35c018d5d5a5c37ac8077b4f62b511c636e66&
15:20:18 <xarick> testing this
15:20:49 <xarick> syntax errors
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15:22:10 <xarick> ah, TrainList is defined below, my bad
15:23:19 <xarick> maybe bad idea to use v and u
15:23:46 <xarick> v is an existing variable
15:29:56 <xarick> free_wagons or free_wagons
15:30:00 <xarick> freewagons_list
15:33:02 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373684818591617146/image.png?ex=682b4f2e&is=6829fdae&hm=7a65e84f93568ed01d3c7e5d82356c2b589e3a7e4414166d6a8f027a0d866e56&
15:33:02 <xarick> meh
15:33:13 <xarick> how do i test more than 1
15:37:13 <xarick> ah, must reach train length limit to increase that to 2
15:37:58 <xarick> in other words... this ordering stuff seems pointless
15:38:22 <xarick> "but newgrfs"... i dont know what they do
15:38:54 <peter1138[d]> Just use `std::vector<VehicleID>` not `TrainList`.
15:39:20 <peter1138[d]> (You want to sort by index, not pointer value)
15:40:06 <xarick> isn't that doing v->index < u->index?
15:40:14 <peter1138[d]> Yes, but there's no need.
15:40:22 <peter1138[d]> You only use v->index in the command.
15:40:32 <peter1138[d]> So just store index in the first place.
15:40:38 <xarick> ok
15:41:02 <peter1138[d]> Your sort operation then is just `std::ranges::sort(freewagons);`
15:43:01 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14279: Codechange: Make ContentType::State an enum class. https://github.com/OpenTTD/OpenTTD/pull/14279
15:45:30 <xarick> I found a VehicleSet
15:45:33 <xarick> gonna reuse
15:45:50 <_glx_> peter1138[d]: nope, v->index is the new wagon, w->Last()->index is the end of chain, and that's what matters, so storing pointers might be needed
15:46:25 <peter1138[d]> Oh.
15:46:26 <peter1138[d]> Well, no.
15:46:32 <xarick> ooh noes
15:46:38 <_glx_> well we can just store last
15:46:45 <peter1138[d]> Store `w->Last()->index`
15:47:32 <peter1138[d]> Just use `std::vector<VehicleID>`, don't use these other types that happen to exist.
15:48:02 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373688591938748487/image.png?ex=682b52b2&is=682a0132&hm=331ff25d4352332fc1ac01b1bd8107946a6477b1062d0436e2d142138d25454a&
15:48:21 <xarick> but VehicleSet is exactly that
15:48:34 <peter1138[d]> VehicleSet is used for something else, and that type might be changed later.
15:48:37 <xarick> code reuse not a good thing?
15:48:41 <xarick> ah, i see
15:50:16 <peter1138[d]> `std::vector<VehicleID>` is "reusing" std::vector ๐Ÿ™‚
16:12:58 <xarick> I'm thinking replacing more cases of Train::Iterate with this vector stuff
16:13:08 <xarick> NormalizeTrainVehInDepot
16:13:20 <xarick> FindGoodVehiclePos
16:13:37 <xarick> and... that's it
16:13:55 <xarick> vector/hash
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16:42:13 <_glx_> don't do it in the current PR
16:43:53 <xarick> oh ๐Ÿ˜ฆ
16:47:23 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14269: Codechange: Iterate with VehiclesOnTile when connecting free wagon chains https://github.com/OpenTTD/OpenTTD/pull/14269
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17:01:50 <xarick> <https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:do-not-iterate-from-vehicle-pool-when-normalizing-train>
17:01:50 <xarick> <https://github.com/SamuXarick/OpenTTD/compare/do-not-iterate-from-vehicle-pool-when-finding-good-wagon-pos>
17:01:57 <xarick> got these
17:02:17 <xarick> untested
17:05:19 <xarick> intellisense is failing for some reason since I tried to build openttd 13
17:24:08 <arikover> Hello! I have a problem compiling (Ubuntu 22.04) since commit 55588b052eb2cd9f033eac5e73792c3e61fc2610. It seems to be related to the 'fmt' library. Error message: "error: redefinition of โ€˜struct fmt::v10::formatter<E, Char>โ€™".
17:24:36 <arikover> Did anyone hear of this problem?
17:27:29 <_jgr_> You need to use gcc 12 instead of the system gcc
17:31:48 <arikover> I installed gcc 12.3.0, still doesn't work, but maybe I need to restart...
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17:34:28 <_jgr_> Delete CMakeCache.txt from your build folder
17:34:54 <_jgr_> Then you'll need something along the lines of `CC=/usr/bin/gcc-12 CXX=/usr/bin/g++-12 cmake .. -DCMAKE_BUILD_TYPE=Release`
17:39:03 <xarick> got a crash in findgoodvehiclepos...
17:39:09 <xarick> with my changes
17:45:30 <arikover> _jgr_: Thanks! It works now...
17:46:13 <xarick> weird place to crash
17:46:16 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373718347748999198/image.png?ex=682b6e68&is=682a1ce8&hm=1b0a5ec9befff3c6ca16e41ad28f8edf48974dcd05d847b9529db6ec97e6448b&
17:46:24 <xarick> T is null
17:46:28 <xarick> t
17:46:56 <xarick> let me test master just in case
17:49:43 <xarick> no crash in master
17:53:10 <xarick> ah, I need to break the while
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18:19:33 <peter1138[d]> Okay, trackball is no good for Doom ๐Ÿ™‚
18:24:35 <andythenorth> I used to play Unreal Tournament 1999 on trackball
18:25:40 <peter1138[d]> Is that different from Unreal Tournament?
18:31:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14280: Codechange: Use EnumBitSet for VehicleRailFlags. https://github.com/OpenTTD/OpenTTD/pull/14280
18:33:00 <andythenorth> I don't know
18:33:05 <andythenorth> I lost track
18:33:22 <andythenorth> I had some shareware version with only 2 levels or something
18:33:35 <andythenorth> floating platforms in space
18:34:10 <peter1138[d]> There was a reboot a few years ago, but it didn't get much life.
18:34:55 <peter1138[d]> UT was weird because it had a single-player mode ๐Ÿ™‚
18:35:20 <andythenorth> yeah I only played that
18:35:22 <andythenorth> against bots
18:37:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1373731267140386916/Unreal_Tournament_screenshot.png?ex=682b7a70&is=682a28f0&hm=bfe863e71294bd4e4f37f69a83940d93a031facc21c26f7967b0ab8a519f7eef&
18:40:51 <_zephyris> Battle royale killed classic shooters
18:41:27 <_zephyris> No way unreal was going to put any money into a new UT when Fortnight was around
18:44:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14281: Fix: Clear rail vehicle flipped flag if reverse probability callback returns false. https://github.com/OpenTTD/OpenTTD/pull/14281
18:44:29 <peter1138[d]> Well, they tried, but yeah.
18:45:27 <peter1138[d]> Problem for me is that UT was a winning formula, so the remake was different and not as good.
18:47:10 <_zephyris> UT -> UT2003/2004 suffered from the scale and pace problem
18:47:18 <_zephyris> ie. what doom 2016 managed to fix
18:47:49 <andythenorth> let's see if my compile works ๐Ÿ˜›
18:48:12 <peter1138[d]> Yeah, UT was in the era when "wow, 3D graphics!" was enough, and it didn't matter that it was all very abstract and out of proportion.
18:48:22 <andythenorth> hmm am on some kind of badge branch currently
18:48:43 <peter1138[d]> And trying to be realistic with jumping, falling, walking and running speed is just tedious.
18:50:47 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373734582024798218/image.png?ex=682b7d87&is=682a2c07&hm=9eb59d60dae5061ef37686d1029e7f9419cd27aef47a203ae7fe4def10fcdbdd&
18:50:47 <xarick> even on a fresh new game there's a boost
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18:56:50 <peter1138[d]> I wouldn't expect searching the hash to ever be slower, tbh.
18:57:26 <peter1138[d]> If there's enough vehicles for the hash performance to tank, then iterating the pool is also going to tank anyway.
19:01:37 <_zephyris> Probably a lesson there... Something about realism not making a game fun ๐Ÿ˜‰
19:01:51 <peter1138[d]> Quite.
19:02:15 <peter1138[d]> You spotted my subtext ๐Ÿ˜‰
19:03:37 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373737812653903904/image.png?ex=682b8089&is=682a2f09&hm=606a1baf90e99880aee334463cc0131a625021643648cce3f6e6f01cfcb65af2&
19:03:37 <xarick> the save with 74k trains
19:05:55 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1373738390561882193/image.png?ex=682b8113&is=682a2f93&hm=030ce55d240649ed77ffc11784d289cf9b590320a99768f4ce0b9ca4625a835c&
19:05:55 <andythenorth> ok so if return `reverse_build_probability: 0` for the pacer thing, it should not be reversed when train 2 is autoreplaced?
19:06:33 <peter1138[d]> Eh
19:06:59 <andythenorth> not sure I'm testing right ๐Ÿ™‚
19:07:10 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1373738707420446812/image.png?ex=682b815e&is=682a2fde&hm=b61b4c65804885f182fc87afd7cb13b8e24b7dc1328920f3a00e071a7248229f&
19:07:10 <andythenorth> think my build is ok
19:12:56 <peter1138[d]> Nah, if the original is flipped it still tries to flip it. Hmm.
19:16:37 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14281: Fix: Clear rail vehicle flipped flag if reverse probability callback returns false. https://github.com/OpenTTD/OpenTTD/pull/14281
19:16:42 <peter1138[d]> Maybe now.
19:18:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14281: Fix: Clear rail vehicle flipped flag if reverse probability callback returns false. https://github.com/OpenTTD/OpenTTD/pull/14281
19:18:09 <peter1138[d]> Bad comment ๐Ÿ™‚
19:21:54 <peter1138[d]> Oh, I need to do the same test for cloning too.
19:23:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14281: Fix: Clear rail vehicle flipped flag if reverse probability callback returns false. https://github.com/OpenTTD/OpenTTD/pull/14281
19:24:15 <peter1138[d]> Eh, that's dumb, when cloning the type is the same ๐Ÿ˜ฎ
19:25:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #14282: Codechange: Iterate with VehiclesOnTile when moving rail vehicle in a depot https://github.com/OpenTTD/OpenTTD/pull/14282
19:30:09 <xarick> my english not so good
19:33:19 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #14283: Codechange: Iterate with VehiclesOnTile when moving free wagons to the new vehicle https://github.com/OpenTTD/OpenTTD/pull/14283
19:35:03 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14269: Codechange: Iterate with VehiclesOnTile when connecting free wagon chains https://github.com/OpenTTD/OpenTTD/pull/14269
19:35:33 <xarick> they're all freewagons but k
19:36:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14282: Codechange: Iterate with VehiclesOnTile when moving rail vehicle in a depot https://github.com/OpenTTD/OpenTTD/pull/14282#issuecomment-2889170022
19:41:40 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1373747388589674516/image.png?ex=682b8974&is=682a37f4&hm=e457f34f71cd984018fc642a259ccb7b380dcec7c90ac06ae868afebc7fa35b3&
19:41:40 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1373747388887601272/image.png?ex=682b8974&is=682a37f4&hm=7088cd16590af33a195f9406254f00a3c0435cdfb179b092743c0336cec09a40&
19:41:40 <andythenorth> peter1138[d]: now appears to work with autoreplace
19:42:09 <andythenorth> if I've anticipated what nml is doing, I've tested with unhandled callback, and explicit result of `o`
19:43:02 <xarick> perhaps i dont need a vector
19:43:37 <xarick> I only need the lowest index
19:44:58 <_glx_> hmm to me #14282 doesn't need a vector, a `Train *` should be enough, init with `nullptr` and updated to lowest index if any
19:46:11 <peter1138[d]> The first thing we looked at needed the vector because if it fails on the first one, it continue to the next.
19:51:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1373749939620020315/image.png?ex=682b8bd4&is=682a3a54&hm=4502ae95fe21c2e410c56dd80d1b95d7c633118991b19a0fbe7782bebc0a0080&
19:52:19 <xarick> testing
19:54:19 <xarick> seems to work
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20:01:39 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14282: Codechange: Iterate with VehiclesOnTile when moving rail vehicle in a depot https://github.com/OpenTTD/OpenTTD/pull/14282
20:01:55 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #14281: Fix: Clear rail vehicle flipped flag if reverse probability callback returns false. https://github.com/OpenTTD/OpenTTD/pull/14281#issuecomment-2889182624
20:17:55 <xarick> there's more!
20:17:56 <xarick> CcBuildWagon
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20:25:26 <xarick> how do i reach this function
20:28:45 <xarick> ah, must be a human player
20:40:02 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #14284: Codechange: Iterate with VehiclesOnTile when attaching a just bought wagon to a locomotive https://github.com/OpenTTD/OpenTTD/pull/14284
20:40:07 <xarick> No sorting needed
20:41:10 <peter1138[d]> Why do you say that?
20:42:10 <xarick> must be exactly one
20:42:28 <peter1138[d]> Yup, and the other reason?
20:43:18 <xarick> what other reason
20:43:32 <peter1138[d]> The other reason.
20:44:18 <xarick> ๐Ÿ˜
20:46:12 <xarick> if it's 2, it returns
20:46:18 <xarick> without doing anything
20:46:22 <xarick> idont get it
20:46:35 <peter1138[d]> That sounds like the same as the first reason, so not the other reason.
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20:57:51 <xarick> some Aircraft::Iterate when removing stations
20:57:55 <xarick> :/
21:01:17 <xarick> Ship::Iterate when removing docks
21:01:19 <xarick> oh well
21:03:20 <xarick> they don't use v->tile
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