IRC logs for #openttd on OFTC at 2025-06-07
            
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01:35:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339
01:38:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14340: Codechange: Create ScriptAllocator with make_unique instead of new. https://github.com/OpenTTD/OpenTTD/pull/14340
01:59:00 <DorpsGek> [OpenTTD/OpenTTD] ivpravdin commented on pull request #14317: Fix #14277: Aircrafts can land when Zeppeliner in the runway https://github.com/OpenTTD/OpenTTD/pull/14317#issuecomment-2951456969
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04:40:13 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/6b5cde463a4aa844c5b46e93e52749cb5ee81100
04:40:14 <DorpsGek> - Update: Translations from eints (by translators)
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05:55:13 <pickpacket> Is it... Saturday?
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06:26:40 <_zephyris> In many places
06:30:45 <peter1138[d]> Some what
06:54:28 <andythenorth> coffee though
06:56:02 <dwfreed> most of the world, except for the west coast of north america (5 more minutes) and further west
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07:09:45 <peter1138[d]> Hmm.
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08:19:20 <andythenorth> my map is too big ๐Ÿ˜›
08:19:28 <andythenorth> can I remove tiles from the array? ๐Ÿ˜›
08:19:53 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1380823570351128646/image.png?ex=684547a9&is=6843f629&hm=24fd20fe56cf575e3ab614811892c424225809e6d33354cd04e8becdcc5178d9&
08:34:11 <xarick> hi
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08:35:31 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341
08:47:46 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#issuecomment-2952177017
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08:55:18 <peter1138[d]> Hmm, bugs me that this Arturia doesn't have a key-split function.
08:55:53 <peter1138[d]> I want to change the key of the sequence playing in the background while playing other notes on a different channel. Pom te pom.
08:56:09 <peter1138[d]> I suppose the modern way is DAW ๐Ÿ˜ฎ
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08:58:46 <DorpsGek> [OpenTTD/OpenTTD] FranticFairy commented on pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#issuecomment-2952189024
08:58:46 <peter1138[d]> I should've been getting ready to go out on the bike, but got distracted.
08:59:08 <peter1138[d]> And now it's 1 hour after everyone else started :p
09:00:44 <peter1138[d]> (Also it's supposed to be raining, but it's not really.)
09:01:00 <xarick> is there a more generalized place where could I store the list of free wagons?
09:01:30 <xarick> I was doing it per company, but feels dumb due to the fact there aren't that many free wagons per company
09:02:32 <xarick> where to put 1 list for free wagons for all companies
09:04:47 <andythenorth> per company
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09:05:23 * andythenorth has no idea about OpenTTD internals
09:05:38 <andythenorth> but generally shared data structures require more maintenance than encapsulation
09:05:47 <andythenorth> so only use them if there's a performance reason
09:06:27 <andythenorth> where are vehicle list(s) stored though? ๐Ÿ˜›
09:06:53 <peter1138[d]> andythenorth: Usually not.
09:07:28 <peter1138[d]> You're either following a chain (consists), following a bucket (hashes), or just searching through all of them.
09:07:42 <andythenorth> why do we need a free wagons list then?
09:07:48 <andythenorth> ๐Ÿ‘€
09:07:52 <peter1138[d]> It's the "searching through all of them" that is slower when you have 15 companies with 20,000 vehicles each.
09:08:22 <peter1138[d]> Basically it boils down to "my stress test is stressing the game", surprise.
09:08:35 <andythenorth> so we add some caching for an extremely niche case?
09:08:40 <peter1138[d]> No.
09:08:56 <peter1138[d]> Because we're not doing it, it'll live in another PR that's never merged.
09:09:05 <andythenorth> so it's a hobby project ๐Ÿ™‚
09:10:00 <peter1138[d]> Stress testing is good, but improving performance by just gobbling memory with cached list that need to be carefully maintained is less than ideal.
09:10:14 <peter1138[d]> Granted, we do have done it in some places.
09:10:55 <xarick> :.
09:17:13 <xarick> CountEngine already doing some of the job, maybe i could do something there
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09:25:34 <peter1138[d]> It's not group related though.
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09:55:55 <andythenorth> If you have to update free wagon structures every time a train changes in depot, that might not be free
09:56:36 <andythenorth> The net ops over time in a typical game might be higher than without a free wagons cache
09:57:26 <peter1138[d]> "Can a cache be used by multiple things"
09:58:08 <peter1138[d]> A cache that only helps an API call that a particular script uses a few times...
10:03:23 <_jgr_> There already is a vehicle tile hash, it eould seem more straightforward for scripts to just cache where their depots are and look up what is in them as necessary
10:10:59 <xarick> oh... sounds plausible
10:12:12 <xarick> gonna toy with the idea
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10:37:13 <sebdg> Hi all, I'm starting to write some openttd ai using tutorials and inspiration from existing ai's, I wonder if there is any way to do interprocess communication or call a web request / socket to discuss with a process outside of openttd ?
10:53:41 <DorpsGek> [OpenTTD/OpenTTD] RiedleroD opened issue #14342: [Bug]: German industry names should be [industry] [town name] https://github.com/OpenTTD/OpenTTD/issues/14342
10:59:19 <_glx_> Not for AI
10:59:43 <_glx_> But GS can use admin port
11:06:27 <xarick> heh, now I'm iterating all depots hmm :p
11:15:10 <xarick> there are theoretically less depots than vehicles
11:15:26 <xarick> except corona
11:15:33 <xarick> it masses depots
11:15:43 <xarick> and they're not even train depots
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11:36:33 <sebdg> thnxs _glx_ will check that out
11:38:27 <sebdg> if I get it right GS will allow me to establish chat communication from/to the AI players that can then execute/return in-game information and chat back to the outside aicontroller
11:41:09 <_glx_> xarick: But you only need it once, and store it in the AI, as the AI is the one adding/removing depots it can keep the list up to date
11:42:33 <_glx_> Same for free vehicles, they won't appear/disappear without AI doing it
11:42:58 <_glx_> Well of course there can be flooding events
11:45:24 <_glx_> @sebdg no, there's no direct communication between GS and AI, but a protocol using signs exists as a library IIRC
11:48:39 <andythenorth> can AI read the story book?
11:48:47 <andythenorth> possibly should be able to
11:49:00 <sebdg> _glx_ I wass prolly mislead by the doc here : https://github.com/OpenTTD/OpenTTD/blob/master/docs/admin_network.md#50-sending-chat
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11:50:25 <sebdg> ow... but the AI ight not have chat access :(
11:52:47 <peter1138[d]> That's the admin protocol, unrelated to the AI/GS API.
11:56:37 <sebdg> then this is probably what i'm looking for ? https://www.tt-forums.net/viewtopic.php?t=68828
12:04:56 <andythenorth> was it railtype spec yet? ๐Ÿ™‚
12:08:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14343: Codechange: Use vehicle tile hash to search for free wagons. https://github.com/OpenTTD/OpenTTD/pull/14343
12:09:17 <peter1138[d]> You mean "purge the so-called standardised railtype scheme"?
12:10:46 <andythenorth> neatly put
12:11:05 <andythenorth> make railtypes great again?
12:13:08 <peter1138[d]> Don't even.
12:13:14 <xarick> what about 14284?
12:13:43 <peter1138[d]> #14284 is not searching for a free wagon.
12:14:26 <xarick> oh, right. but VehicleOnTile anyway
12:16:05 <peter1138[d]> Yes, but it's not searching for a free wagon.
12:18:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14284: Codechange: Iterate with VehiclesOnTile when attaching a just bought wagon to a locomotive https://github.com/OpenTTD/OpenTTD/pull/14284#pullrequestreview-2907324198
12:20:07 <sebdg> Script Communication Protocol (SCP) using signs to communicate from-to AI and GS and admin port to get this in/out openttd, thanks guys, will dig that deeper
12:21:27 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14343: Codechange: Use vehicle tile hash to search for free wagons. https://github.com/OpenTTD/OpenTTD/pull/14343#pullrequestreview-2907325056
12:26:01 <xarick> Repetition ...<https://github.com/SamuXarick/OpenTTD/pull/12/commits/5d52aea2672164e81368e975560f1ce4a5f94d21#diff-45e9239b447d5c6efa6bcad7bdb123d0a2c8931e579c38aaac5820e38a3a2935>
12:26:42 <xarick> what an ugly piece of bad coder
12:28:33 <_glx_> doesn't look like the right location anyway
12:29:31 <_glx_> oh maybe it is, but why all the duplication ?
12:29:48 <xarick> because I am noob
12:30:46 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14284: Codechange: Iterate with VehiclesOnTile when attaching a just bought wagon to a locomotive https://github.com/OpenTTD/OpenTTD/pull/14284
12:37:40 <xarick> protected, template, typename... complicated words
12:42:00 <andythenorth> some of you folks persuaded me not to put vehicle length into badges, as redundant
12:42:13 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1380889585290182767/image.png?ex=68458524&is=684433a4&hm=7632c88cdbb65d0fd3ee5ca67a2636d4cd43ac0fda12d0ca5ae400af669fa31e&
12:42:13 <andythenorth> but this might be a special case? ๐Ÿ™‚
12:43:51 <peter1138[d]> Or fix the preview sprite to make the length clear
12:44:21 <andythenorth> also that
12:44:45 <talltyler> Donโ€™t we have a badge for dice now?
12:45:14 <peter1138[d]> Make the die a badge, make a preview sprite a combination of different image slices, with the correct length.
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12:45:15 <reldred> dice badge dice badge
12:45:17 <peter1138[d]> Maybe.
12:45:25 <peter1138[d]> Not sure if the dice made it as "standard"
12:45:34 <peter1138[d]> But could do.
12:46:55 <peter1138[d]> Nobody has offered any further suggestions or svgs for more default badges.
12:49:10 <reldred> eh, it's a bit horsey
12:49:26 <reldred> dunno if anyone else would use it in their sets.
12:53:25 <peter1138[d]> True, but andy is stuck in the world of everything being 1x, so e.g. his livery badges are pixelly.
12:55:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#pullrequestreview-2907351036
12:56:37 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#pullrequestreview-2907354876
13:00:08 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341
13:00:35 <peter1138[d]> Hmm, ah, move the button. That makes sense.
13:02:30 <talltyler> Now I can finally delete my two branches where I tried and failed to implement this feature ๐Ÿ˜„
13:04:42 <andythenorth> peter1138[d]: I did previously try blending two sprites, but it tended to look....terrible ๐Ÿ˜„
13:04:47 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1380895267804418118/image.png?ex=68458a6f&is=684438ef&hm=5a7a1ffe01467097a3dc51ee425ea09bb91166fe0b0e3ad59c7d34958ec5d46b&
13:04:57 <peter1138[d]> talltyler: sorry !
13:05:13 <andythenorth> are we doing industry ploppable tiles next? ๐Ÿ˜›
13:05:22 <peter1138[d]> I think these buttons should now be underneath the road layuout buttons, though?
13:05:23 <talltyler> Perfect button placement, push it! ๐Ÿ™‚
13:05:28 <talltyler> Oh
13:05:30 <peter1138[d]> Those are all "new town" options
13:05:48 <talltyler> Sure, makes sense to me.
13:06:02 <peter1138[d]> Trying it ๐Ÿ™‚
13:06:04 <talltyler> New town buttons
13:06:16 <peter1138[d]> Hard to type with a staffie resting on my arm ๐Ÿ˜ฎ
13:06:39 <talltyler> New town actions
13:06:39 <talltyler> New town settings
13:06:39 <talltyler> Expand town action
13:06:39 <talltyler> Expand town settings
13:06:40 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1380895741953703977/image.png?ex=68458ae0&is=68443960&hm=d01c60d8d9bfea39ec1caccf9d0294e60297bd6bd404cf16c589c69eeb79f227&
13:06:54 <talltyler> Looks good to me
13:07:32 <DorpsGek> [OpenTTD/OpenTTD] EmperorJake commented on pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#issuecomment-2952466766
13:07:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341
13:09:47 <talltyler> Why are they part of the layout selection?
13:10:23 <talltyler> That can be disabled by a player setting, of course it's always shown in Scenario Editor but it feels odd to have them linked together like that.
13:11:19 <peter1138[d]> Oh.
13:11:29 <peter1138[d]> I assumed it was scenario-editor dependent ๐Ÿ˜ฎ
13:17:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341
13:22:20 <andythenorth> when is 15.0? I should maybe finish Horse
13:22:36 <andythenorth> 44 trains to draw ๐Ÿ˜›
13:22:42 <DorpsGek> [OpenTTD/OpenTTD-TTF] Brickblock1 opened issue #13: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/13
13:24:58 <DorpsGek> [OpenTTD/OpenTTD-TTF] PeterN commented on issue #13: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/13
13:26:02 <talltyler> I'm waiting for the preview to build, but maybe you've already checked: the town expansion section is not shown in-game? It looks like the nested widgets are shared, not separately defined for SE.
13:27:03 <peter1138[d]> That's what the OnInit() section deals with. If it's in GM_EDITOR, all the selections are visible. otherwise some are hidden depending on options.
13:27:27 <peter1138[d]> Brickblock1viaGitHub: A good example of why screenshots are useful?
13:27:45 <talltyler> Oh, `SetDisplayedPlane(SZSP_HORIZONTAL)` hodes it while `0` shows it?
13:27:59 <talltyler> I always forget which way around that works ๐Ÿ™‚
13:28:01 <peter1138[d]> What someone think might be obvious...
13:28:09 <peter1138[d]> If it's a number, it's
13:28:11 <peter1138[d]> showi
13:28:12 <peter1138[d]> weihiweorhgihrg
13:28:33 <peter1138[d]> If it's a number, it's showing a specific plane. If it's SZSP_* then it's zero-sized, but resizeable in whatever direction.
13:28:57 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341#pullrequestreview-2907375897
13:29:14 <talltyler> Gotcha, thanks for the explanation ๐Ÿ™‚
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13:43:47 <xarick> i think i put the template in the wrong place
13:45:39 <xarick> <https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:group-vehicle-list>
13:46:48 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14314: Add: Hover on graph legend to highlight line. https://github.com/OpenTTD/OpenTTD/pull/14314#pullrequestreview-2907385392
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13:56:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14341: Add: Allow separate expansion of town buildings and roads in scenario editor. https://github.com/OpenTTD/OpenTTD/pull/14341
14:01:00 <xarick> Your script made an error: couldn't detect real instance of class for non-static call
14:01:10 <xarick> what it means
14:01:33 <xarick> my vehicle lists are borked
14:02:18 <_glx_> it means you are not passing the correct args
14:03:03 <xarick> ah, i removed a `static` now it works
14:03:27 <xarick> `void FindVehiclesAndFreeWagons(ScriptList *list, CompanyPredicate company_pred, DepotPredicate depot_pred, ItemFilter item_filter)`
14:04:02 <xarick> actually nope, doesnt wokr
14:04:17 <_glx_> xarick: basically that means your calling function for an instance but don't give it the instance
14:04:50 <_glx_> ie pushed wrong `_this`
14:05:35 <_glx_> most likely you pushed root table when it should be something else
14:05:59 <xarick> oh, I see, I am using a list, instead of this
14:06:42 <xarick> nop, it wasn't that
14:08:30 <xarick> couldn't detect real instance of class for non-static call :/
14:10:00 <xarick> local in_depot = AIVehicleList(AIVehicle.IsInDepot);
14:10:11 <xarick> print(" InDepot Count(): " + in_depot.Count()); // crashes here
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14:11:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #13239: [Bug]: scenario editor/ town generation https://github.com/OpenTTD/OpenTTD/issues/13239
14:11:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #13239: [Bug]: scenario editor/ town generation https://github.com/OpenTTD/OpenTTD/issues/13239
14:11:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #12312: [Bug]: (In Scenario editor) towns build roads even when "town cannot build roads" is enabled https://github.com/OpenTTD/OpenTTD/issues/12312
14:11:33 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #12312: [Bug]: (In Scenario editor) towns build roads even when "town cannot build roads" is enabled https://github.com/OpenTTD/OpenTTD/issues/12312
14:11:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14314: Add: Hover on graph legend to highlight line. https://github.com/OpenTTD/OpenTTD/pull/14314
14:12:12 <_glx_> so constructor somehow failed
14:12:23 <peter1138[d]> Oh, thanks 2TallTyler ๐Ÿ™‚
14:12:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #14330: [Crash]: Scenario Editor Crashed https://github.com/OpenTTD/OpenTTD/issues/14330
14:12:26 <xarick> gonna try this->FindVehiclesAndFreeWagons(
14:12:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14314: Add: Hover on graph legend to highlight line. https://github.com/OpenTTD/OpenTTD/pull/14314#pullrequestreview-2907401916
14:13:22 <xarick> no, still failing
14:13:28 <DorpsGek> [OpenTTD/OpenGFX2] krysclarke opened pull request #197: Fix: Corrected spelling mistake in STR_OBJECT_LIGHTHOUSE https://github.com/OpenTTD/OpenGFX2/pull/197
14:13:58 <DorpsGek> [OpenTTD/OpenGFX2] 2TallTyler approved pull request #197: Fix: Corrected spelling mistake in STR_OBJECT_LIGHTHOUSE https://github.com/OpenTTD/OpenGFX2/pull/197#pullrequestreview-2907402811
14:14:52 <DorpsGek> [OpenTTD/OpenGFX2] 2TallTyler commented on pull request #197: Fix: Corrected spelling mistake in STR_OBJECT_LIGHTHOUSE https://github.com/OpenTTD/OpenGFX2/pull/197#issuecomment-2952534097
14:14:59 <peter1138[d]> So the industry graph shows monthly data.
14:15:48 <peter1138[d]> "When" I add display of quarterly and yearly data, should it still show monthly values, as an average of the combined period?
14:16:13 <peter1138[d]> Doing that means it's easy to compare old data with current data, as the ranges are the same.
14:17:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #14342: [Bug]: German industry names should be [industry] [town name] https://github.com/OpenTTD/OpenTTD/issues/14342
14:18:13 <_glx_> xarick: don't try random thing, but find out why squirrel_helper.hpp:407 is not reached
14:18:57 <_glx_> could be some bug in exporter too
14:20:14 <talltyler> peter1138[d]: It does sound helpful to make it easy to compare data over time. I'm not really sure what you mean by showing monthly values in graphs of quarterly and yearly data. Would the graph be wider, or the monthly ticks be closer together? Or am I misunderstanding?
14:20:17 <peter1138[d]> Presumably no German speakers paly te game ๐Ÿ™‚
14:20:53 <_glx_> check content `...\generated\script\api\ai\ai_vehiclelist.sq.hpp`
14:21:27 <_glx_> my guess is for some reason `SQAIVehicleList.AddSQAdvancedConstructor(engine);` is not present
14:21:48 <peter1138[d]> talltyler: If Jan = 10, Feb = 11, Mar = 12, then Quarter 1 can be shown as 11, or as 33.
14:22:45 <talltyler> Oh, I see. Should the longer time scales show average or total.
14:23:18 <peter1138[d]> Yeah. Always showing as "per month" makes comparisons easier.
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14:23:39 <talltyler> I think average, especially in wallclock mode. Converting averages and units sounds annoying. ๐Ÿ™‚
14:23:41 <peter1138[d]> Also reduces errors, because internally the data is stored as per month anyway.
14:24:01 <peter1138[d]> (To avoid overflow issues)
14:24:17 <talltyler> It will definitely need a "... per month" label somewhere so players understand it's an average and not a total. ๐Ÿ™‚
14:24:28 <peter1138[d]> Yes, it should be on the y-axis I think.
14:24:49 <peter1138[d]> Because I need to multiple y-axis support, with different labels.
14:25:31 <talltyler> The reversed "minutes ago" x-axis is one of the clunkier things about wallclock mode, but I don't know a better way to handle it. ๐Ÿ™‚
14:25:54 <talltyler> (Unrelated to your current question but I'm sure you'll be dealing with it soon and maybe cursing me ๐Ÿ˜› )
14:26:49 <peter1138[d]> No, I've not needed to touch that.
14:27:14 <peter1138[d]> I just change the steps between 1, 3 and 12 ๐Ÿ™‚
14:28:52 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #10534: Change: Don't show error when rail/road construction/removal is already done https://github.com/OpenTTD/OpenTTD/pull/10534
14:28:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10534: Change: Don't show error when rail/road construction/removal is already done https://github.com/OpenTTD/OpenTTD/pull/10534#issuecomment-2952566496
14:31:14 <andythenorth> so if payment charge has hover
14:31:23 <andythenorth> shall I rebalance FIRS cargo prices? ๐Ÿ˜›
14:31:55 <andythenorth> some are artificially low, and many more are artificially high
14:32:22 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1380917305826869370/image.png?ex=68459ef5&is=68444d75&hm=e1ea1f47a07faf6362f8eb082cf2acd6f29c533d222adb6b96f0763bfccf1b85&
14:32:31 <talltyler> You've forgotten that money is a bad feature ๐Ÿ™‚
14:32:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1380917372080230511/image.png?ex=68459f05&is=68444d85&hm=2dad48ca79ca9f9fe39a0a8fae935e496ed3079d6116e234bdebc61505304018&
14:33:06 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris commented on issue #13: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/13
14:34:11 <xarick> the object is not a class instance
14:35:42 <xarick> it's not catching the error at the time it goes wrong
14:35:53 <talltyler> Have you played Mashinky? It has a fascinating alternative currency economy, where some trains have a running cost in cargo tokens -- general purpose engines cost money but heavy freight engines cost coal, electric trains cost electricity, etc. Want more engines? Transport more coal.
14:35:53 <talltyler> Running cost is the only money that matters. Purchase price just controls how fast you can expand, veruss waiting around for money to come it.
14:36:38 <peter1138[d]> "But why don't all coal-powered steam engines require coal?!"
14:37:02 <talltyler> Game design, obviously ๐Ÿ™‚
14:37:35 <peter1138[d]> Cargodest which creates demand, so that you can't just send coal across the whole map to make a money printing machine in the first year.... Just takes a bit longer.
14:37:52 <peter1138[d]> "But that ruins my play style"
14:37:59 <talltyler> "skill issue"
14:38:15 <peter1138[d]> Hmm, this record is a bit crackly.
14:38:23 <peter1138[d]> Maybe I need a better stylus.
14:38:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380918836462882868/image.png?ex=6845a062&is=68444ee2&hm=508c0311030cddf125022e2a244ca3bac19a49099e7d914881a9a5e06d79a78c&
14:38:38 <xarick> OT_NATIVECLOSURE
14:38:53 <talltyler> I think Simutrans has cargodest. The two times I've managed to learn the UI enough to set up a route, I lost tons of money.
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14:40:20 <peter1138[d]> It does.
14:40:28 <talltyler> I started writing a GS to award better subsidies, intended to be used with a cargo GRF that would lower cargo prices such that you could only make a profit on subsidized routes. But I got stuck on "writing a GS is hard and I hate it" ๐Ÿ˜›
14:40:43 <peter1138[d]> Heh
14:40:57 <talltyler> https://github.com/2talltyler/hometown_subsidies
14:41:43 <talltyler> I have design docs somewhere (not in the repo) but I recall my idea was to claim a town by placing your HQ, and then get subsidies to neighboring towns that you'd need to uphold by providing some minimum quality service, else they'd be taken away.
14:42:32 <peter1138[d]> So with graphs, we currently only allow up to 24 data points. That means 24 years. This works okay for months, quarters and years, because 24 is nicely divisible by 1, 3 and 12. There's no "next step" to go after years, though.
14:42:46 <_glx_> xarick: when looking at the stack I see an OT_INSTANCE
14:43:18 <talltyler> So the furthest back you can see is 12 years?
14:43:23 <peter1138[d]> No, 24 years.
14:43:59 <peter1138[d]> At least, in calendar time.
14:44:11 <peter1138[d]> In wallclock, that's just, uh, 288 minutes? ๐Ÿ™‚
14:44:25 <talltyler> Yeah
14:45:07 <peter1138[d]> The transition points are still the same.
14:45:26 <_glx_> hmm could be the constructor doing messy stuff with the stack
14:45:40 <xarick> i think it's a me problem anyway, I copy pasted around
14:46:34 <peter1138[d]> Wallclock mode is the reason we might consider going back even further.
14:47:47 <_glx_> yeah I can DefSQAdvancedConstructorCallback() doing the "right" thing, but it actually could set the real instance on the wrong one
14:48:51 <xarick> I am not using HSQUIRRELVM vm, which I suspect I should
14:49:09 <xarick> on the FindVehiclesAndFreeWagons
14:49:46 <DorpsGek> [OpenTTD/OpenTTD-TTF] Brickblock1 commented on issue #13: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/13
14:50:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14314: Add: Hover on graph legend to highlight line. https://github.com/OpenTTD/OpenTTD/pull/14314
14:53:01 <_glx_> I think I found the error
14:53:46 <DorpsGek> [OpenTTD/OpenGFX2] Brickblock1 opened issue #198: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenGFX2/issues/198
14:54:26 <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on issue #198: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenGFX2/issues/198
14:54:37 <locosage> talltyler: would be nice if gs could do alternative currencies
14:54:47 <locosage> probably easier now with badges as well
14:54:58 <locosage> as it can use badge as an icon without extra newgrf stuff
14:55:48 <DorpsGek> [OpenTTD/OpenGFX2] Brickblock1 commented on issue #198: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenGFX2/issues/198
14:58:55 <_glx_> xarick: indeed you were messy with the stack, so DefSQAdvancedConstructorCallback() was doing sq_setinstanceup() on the wrong thing
14:58:57 <DorpsGek> [OpenTTD/OpenGFX2] LordAro commented on issue #198: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenGFX2/issues/198
14:59:19 <_glx_> commented on your #12 PR
14:59:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14321: Add: Include history of cargo delivered to industries, and stockpiled, with graphs. https://github.com/OpenTTD/OpenTTD/pull/14321
15:00:05 <_glx_> you need to be very careful with the stack
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15:14:19 <pickpacket> locosage: currency is a client side setting, isn't it?
15:26:21 <DorpsGek> [OpenTTD/OpenGFX2] glx22 commented on issue #198: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenGFX2/issues/198
15:33:45 <xarick> aha, regression passed
15:34:10 <xarick> testing github security
15:34:23 <DorpsGek> [OpenTTD/OpenTTD-TTF] Brickblock1 opened issue #14: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/14
15:35:33 <andythenorth> locosage: gold? XP?
15:38:20 <locosage> pickpacket: I mean not monetary kind of currency, don't even remember what exactly I wanted it for though
15:43:13 <andythenorth> I tried 'happiness' as a town 'currency'
15:43:15 <andythenorth> didn't work (yet)
15:52:07 <peter1138[d]> Increase taxes?
15:52:25 <peter1138[d]> Hmm, 45 miles or 85 miles...
15:54:49 <peter1138[d]> Bit of a jump, tbh.
15:55:05 <LordAro> just a little
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16:02:30 <DorpsGek> [OpenTTD/OpenTTD] ivpravdin updated pull request #14317: Fix #14277: Aircrafts can land when Zeppeliner in the runway https://github.com/OpenTTD/OpenTTD/pull/14317
16:06:27 <DorpsGek> [OpenTTD/OpenTTD] ivpravdin updated pull request #14317: Fix #14277: Aircrafts can land when Zeppeliner in the runway https://github.com/OpenTTD/OpenTTD/pull/14317
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16:19:12 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris commented on issue #14: ร„ looks like ฤ€ instead of ร„ https://github.com/OpenTTD/OpenTTD-TTF/issues/14
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16:29:50 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris opened pull request #15: Fix: Tweak Sans umlaut for non-antialiased rendering https://github.com/OpenTTD/OpenTTD-TTF/pull/15
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16:41:25 <locosage> one kind of "currency" that would be nice to show in the status bar is terraform limit
16:41:44 <xarick> templates aren't too smart
16:43:29 <xarick> function template has already been defined
16:43:29 <xarick> <script src="https://gist.github.com/SamuXarick/d48f908b7f830a63af46ebc12a2d9809.js"></script>
16:44:09 <xarick> it does not like the last one
16:47:30 <xarick> hmm what could I do to fix it
16:51:32 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380952327565082634/image.png?ex=6845bf93&is=68446e13&hm=47e1c70be3a422de2a892178fa3ef85cc257c5e0d6dc315f17e7c3545185639d&
16:51:32 <xarick> not that pretty
17:30:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380962209953349683/image.png?ex=6845c8c7&is=68447747&hm=064142b4a8d8c410e1e0d4a3c13fc2d6615f446e75978137144c21838d991eab&
17:31:05 <xarick> how do I unconst
17:31:22 <xarick> reinterpret cast?
17:31:56 <peter1138[d]> Don't use const in the first place.
17:32:13 <xarick> I can't change that at this point
17:33:00 <LordAro> change it earlier then
17:33:29 <xarick> eh... no way, it's too much work
17:33:58 <xarick> it goes back to VehicleList
17:35:42 <xarick> ah const_cast
17:37:13 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380963825846845511/image.png?ex=6845ca49&is=684478c9&hm=9b87a9c083157ebd342fa2150864c041796c62bd3641fde1261c7b9d6d6744bf&
17:38:13 <_jgr_> You should not be using `GetOrderStationLocation` in this context
17:39:14 <_jgr_> Unless this is in RemoveRoadStop?
17:39:57 <xarick> `static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlags flags, int replacement_spec_index)` it is
17:42:51 <_jgr_> Your lambda has a parameter of `const Vehicle *v`, why not just make that non-const?
17:48:46 <peter1138[d]> Yeah, that's nothing to do with `VehicleList`.
17:51:50 <xarick> VehicleList is a vector of const Vehicle
17:52:30 <xarick> it's defined in GroupStatistics
17:53:07 <peter1138[d]> It is. Where is the `VehicleList` in that code?
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17:55:49 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380968508090744883/image.png?ex=6845cea5&is=68447d25&hm=a47084d69325c2901eac349fbf3ea6cbca448417259fce85a8bd7f19984d27e0&
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17:57:41 <peter1138[d]> No, there's different code.
17:58:59 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380969303632908390/image.png?ex=6845cf63&is=68447de3&hm=9c075f6297e7792e1d34797d18425e4e9a044f0e1353172fef0405f389081375&
17:59:03 <xarick> here?
18:00:26 <peter1138[d]> Okay.
18:00:27 <peter1138[d]> Just stop.
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18:19:42 <andythenorth> lunch?
18:43:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14344: Change: Consistent toolbar sizes with WidgetDimension constants. https://github.com/OpenTTD/OpenTTD/pull/14344
18:47:42 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14344: Change: Consistent toolbar sizes with WidgetDimension constants. https://github.com/OpenTTD/OpenTTD/pull/14344#issuecomment-2952870717
18:48:09 <andythenorth> hmmm magical variant group hierarchy by badge?
18:48:15 <andythenorth> including substring path? ๐Ÿ˜›
18:48:44 <andythenorth> my_lovely_train/blue_livery/big_wheels
18:52:37 <xarick> gonna try use a std::vector<Vehicle *> instead
18:58:26 <xarick> nop,
18:58:55 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380984388464021605/image.png?ex=6845dd6f&is=68448bef&hm=96e0fd9d27b1595fe3061d576bb4f4feb19816c790c691fa66c8b6307c16b49b&
18:58:55 <xarick> now I can't use push_back
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19:04:30 <LordAro> classic #openttd moment
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19:07:45 <xarick> what is it?
19:07:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14344: Change: Consistent toolbar sizes with WidgetDimension constants. https://github.com/OpenTTD/OpenTTD/pull/14344#pullrequestreview-2907682880
19:08:51 <peter1138[d]> Oh, my f2 refactor went wrong.
19:12:48 <_glx_> xarick: yes, you can't push a const element into a container of non-const values
19:13:48 <xarick> oh, v is a const ?
19:13:59 <xarick> oh, it is indeed ๐Ÿ˜ฆ
19:14:02 <_glx_> error tells me that
19:14:28 <xarick> there you have it, I can't change to non-const
19:14:35 <xarick> it's a rabbit hole
19:15:09 <xarick> I'd need to undo Group code
19:15:12 <peter1138[d]> /me watches as Xarick ends up making an unsorted container that's slower for no good reason.
19:15:51 <andythenorth> to optimise an opcode limited AI
19:15:56 <xarick> doesn't need to be sorted, unless...
19:16:34 <andythenorth> we all need hobbies
19:16:47 <andythenorth> mine is coding Horse trains, then deleting them, 'for balance'
19:16:52 <andythenorth> 'or compile time'
19:17:00 <LordAro> xarick doing something he's been told is a terrible idea and continuing to waste everyone's time and energy by doing it anyway and refusing to learn anything from it, a classic #openttd moment
19:17:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14344: Change: Consistent toolbar sizes with WidgetDimension constants. https://github.com/OpenTTD/OpenTTD/pull/14344
19:19:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14344: Change: Consistent toolbar sizes with dedicated NWidgetParts. https://github.com/OpenTTD/OpenTTD/pull/14344#issuecomment-2952910913
19:20:55 <peter1138[d]> Somewhat different.
19:21:14 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380990000136720476/image.png?ex=6845e2a9&is=68449129&hm=14dcb2d702e2105b765707dc714b6701bde6fa3c0180e7285c9592ccc44cbfdc&
19:21:14 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1380990000392310875/image.png?ex=6845e2a9&is=68449129&hm=ac8c4a40562bae46f268cfe412c1a33e09ae31688b48ab928a042d9db31e6eed&
19:21:14 <xarick> which one is better?
19:22:17 <peter1138[d]> `git reset --hard master`
19:22:30 <_glx_> why is the function arg const in first place ?
19:22:59 <xarick> oh, not again...
19:23:27 <xarick> it all ends up checking the vector which does not like const Vehicle *v
19:23:32 <xarick> non-const
19:24:01 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1380990702539903038/image.png?ex=6845e351&is=684491d1&hm=e0f80141d584a27f7452f0462fa261118ed4e92876c3b1172ee0b6a79f9f9541&
19:24:01 <andythenorth> hmm, what if the amount transported didn't matter?
19:24:20 <andythenorth> it's "enough" sand for the destination industry
19:24:45 <andythenorth> I don't propose a change to OpenTTD, just curious about the idea
19:25:18 <andythenorth> it feels like a kind of goal, even though 100% is borderline impossible
19:25:58 <_glx_> because if the function is expected to modify the vehicle it should not take a const
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19:27:39 <DorpsGek> [OpenTTD/OpenTTD] M3Henry commented on pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339#pullrequestreview-2907204281
19:29:33 <xarick> [there's already const_cast being used on Vehicle in OpenTTD, so I'm going with const_cast](https://github.com/OpenTTD/OpenTTD/blob/master/src/vehicle.cpp#L2083)
19:30:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339#pullrequestreview-2907713600
19:31:21 <DorpsGek> [OpenTTD/OpenTTD] M3Henry commented on pull request #14340: Codechange: Create ScriptAllocator with make_unique instead of new. https://github.com/OpenTTD/OpenTTD/pull/14340#issuecomment-2952920090
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19:36:19 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339#issuecomment-2952925003
19:36:32 <xarick> is those changes of yours making squirrel fast
19:38:10 <peter1138[d]> Hmm, don't think weak_ptr will work there.
19:40:16 <peter1138[d]> Too many pointers to things floating around.
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19:47:24 <_glx_> everything is interdependant
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19:59:39 <m3henry> peter1138: Constraint References might be a good fit if you're reaching for shared/weak ptr: https://verdagon.dev/blog/raii-next-steps
20:10:44 <peter1138[d]> Hehe, even shared pointers are not possible.
20:12:12 <peter1138[d]> `~ScriptInstance()` passes `this` to set the ActiveInstance. As it's a shared_ptr that's being destructed, nothing owns it any more.
20:12:39 <peter1138[d]> This is juist smell ๐Ÿ™‚
20:13:49 <m3henry> Good greifโ€ฆ
20:18:59 <xarick> what is more sexy: `v->index.base()` or `GetRawIndex(v->index)`
20:22:53 <peter1138[d]> Neither should be used when possible.
20:23:28 <peter1138[d]> it means you're taking a type that's meant to be strong and making it not strong.
20:28:52 <xarick> I'm making it SQInteger
20:29:17 <xarick> adding to lists
20:29:48 <xarick> enough coding, time to benchmark my changes
20:35:41 <DorpsGek> [OpenTTD/OpenTTD] M3Henry commented on pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339#pullrequestreview-2907756525
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20:43:42 <xarick> regression failed again--
20:43:54 <xarick> oh well, back to coding
20:46:14 <xarick> no vehicles in the lists... great!
20:47:50 <peter1138[d]> M3HenryviaGitHub: Yeah, effectively just forcing the order a different way. It "works" but it's still fragile as fuck.
20:54:41 <xarick> why the lists stay empty? I see it adding the vehicles
21:03:10 <xarick> ah, I see what I did wrong
21:03:54 <xarick> v->Orders can be {}
21:03:59 <xarick> nothing to iterate
21:10:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14339: Codechange: Use unique_ptr instead of raw pointers in ScriptInstance. https://github.com/OpenTTD/OpenTTD/pull/14339#pullrequestreview-2907777455
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22:02:19 <andythenorth> Naptime?
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22:16:36 <xarick> oh, i found the problem at last!
22:17:32 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1381034369879380068/image.png?ex=68460bfc&is=6844ba7c&hm=a790e8ba67238448ce4731d952d7e7cc60b50870f5e854d16b5a58ed9571e642&
22:17:44 <xarick> i had to capture veh_filter
22:20:40 <xarick> templates are cool
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22:46:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1381041561072177373/image.png?ex=684612ae&is=6844c12e&hm=3baaaa165de451b1d1de6310d3c4db2058321f0c8856758c2dedaca4e717669a&
22:46:07 <xarick> benchmark tests finally begin
22:56:05 <xarick> I have a bad feeling about depot iteration
22:56:25 <xarick> it's gonna be slow
22:56:34 <xarick> but still too early to tell
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