IRC logs for #openttd on OFTC at 2025-06-22
            
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04:43:55 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/c15568be5f8d6351d971f064c9daa9983c68fe5f
04:43:56 <DorpsGek> - Update: Translations from eints (by translators)
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05:32:56 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15803184283
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06:53:51 <DorpsGek> [OpenTTD/actions] TrueBrain updated pull request #95: Change: allow more configuration for basesets and support CHANGELOG.md https://github.com/OpenTTD/actions/pull/95
07:06:53 <DorpsGek> [OpenTTD/actions] TrueBrain opened pull request #96: Codechange: no longer create and upload a source tarball for basesets https://github.com/OpenTTD/actions/pull/96
07:07:06 <DorpsGek> [OpenTTD/actions] TrueBrain updated pull request #95: Change: allow more configuration for basesets and support CHANGELOG.md https://github.com/OpenTTD/actions/pull/95
07:10:22 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15803184283
07:10:30 <truebrain> Nope, my fix did not fix it ๐Ÿ˜„
07:11:58 <truebrain> Okay, I also can't access the R2 via scripting atm
07:16:10 <truebrain> Right, this was another error than last time. Seems they had a weirder issue going through their network, and I was doing things on the bucket too.
07:19:17 <truebrain> Write actions on the bucket are also terribly slow, compared to earlier today
07:23:49 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15803184283
07:23:57 <truebrain> awh ... it was doing so well the second time
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07:42:19 <truebrain> I think I know a way so we can retrigger these failed workloads .. sadly, I don't really have a way to test it other than testing it. So I might spam a few unsuccessfull while working that out.
07:43:49 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15803184283
07:48:04 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/15803184283
07:52:14 <truebrain> In the mean time: https://cdn.openttd.org/opengfx2_classic-nightlies/ ๐Ÿ™‚
07:53:46 <truebrain> And you can now retrigger a failed CDN upload. As long as the content is the same, it will be able to reupload.
07:53:53 <truebrain> Not a perfect solution, but one that will have to do ๐Ÿ™‚
07:57:10 <truebrain> https://www.openttd.org/downloads/opengfx2_classic-nightlies/latest
07:57:20 <truebrain> forgive the name; that will fix itself when we merge all this ๐Ÿ™‚
07:58:25 <truebrain> minor issue found .. `CHANGELOG.md` vs `changelog.md` ๐Ÿ™‚
07:58:50 <truebrain> I see that the website is in general just a bit weird what "changelog" it picks
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08:19:36 <DorpsGek> [OpenTTD/workflows] TrueBrain opened pull request #71: Feature: detect the name of the changelog file and add it to the manifest https://github.com/OpenTTD/workflows/pull/71
08:20:18 <DorpsGek> [OpenTTD/workflows] TrueBrain updated pull request #71: Feature: detect the name of the changelog file and add it to the manifest https://github.com/OpenTTD/workflows/pull/71
08:21:02 <DorpsGek> [OpenTTD/workflows] TrueBrain merged pull request #71: Feature: detect the name of the changelog file and add it to the manifest https://github.com/OpenTTD/workflows/pull/71
08:21:41 <andythenorth> moin
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08:27:31 <DorpsGek> [OpenTTD/website] TrueBrain opened pull request #355: Fix: use the changelog filename from the manifest https://github.com/OpenTTD/website/pull/355
08:27:52 <DorpsGek> [OpenTTD/actions] TrueBrain merged pull request #95: Change: allow more configuration for basesets and support CHANGELOG.md https://github.com/OpenTTD/actions/pull/95
08:28:03 <DorpsGek> [OpenTTD/actions] TrueBrain merged pull request #96: Codechange: no longer create and upload a source tarball for basesets https://github.com/OpenTTD/actions/pull/96
08:28:49 <DorpsGek> [OpenTTD/actions] TrueBrain created new tag: v5.4.0 https://github.com/OpenTTD/actions/releases/tag/v5.4.0
08:30:09 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain updated pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202
08:32:19 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain commented on pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202#issuecomment-2994042740
08:34:13 <truebrain> Right. Now OpenGFX2 PRs just need reviews. But they work / are done ๐Ÿ™‚
08:38:09 <DorpsGek> [OpenTTD/website] TrueBrain merged pull request #355: Fix: use the changelog filename from the manifest https://github.com/OpenTTD/website/pull/355
08:47:42 <truebrain> We were nearly out of "free" LFS, and these days it just aborts your clone. So I assigned a small budget for LFS usage ๐Ÿ™‚ Should be fine!
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11:00:23 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Gamepad scrolling https://github.com/OpenTTD/OpenTTD/pull/14365#issuecomment-2994122621
12:25:48 <DorpsGek> [OpenTTD/OpenGFX2] zephyris updated pull request #205: Change: remove autogenerated files from repository https://github.com/OpenTTD/OpenGFX2/pull/205
12:27:11 <DorpsGek> [OpenTTD/OpenGFX2] zephyris approved pull request #205: Change: remove autogenerated files from repository https://github.com/OpenTTD/OpenGFX2/pull/205#pullrequestreview-2948163918
12:27:32 <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #205: Change: remove autogenerated files from repository https://github.com/OpenTTD/OpenGFX2/pull/205
12:34:07 <locosage> https://cdn.discordapp.com/attachments/1008473233844097104/1386323366721355806/Screenshot_from_2025-06-22_17-33-31.png?ex=685949bf&is=6857f83f&hm=666ec65e359bf29ab11d2955622c490d07393cb30f6f2ee922257b7813222b6d&
12:34:07 <locosage> hmmm
12:37:24 <andythenorth> lunch?
12:45:15 <DorpsGek> [OpenTTD/OpenGFX2] zephyris approved pull request #203: Add: [CI] check commit messages on PR https://github.com/OpenTTD/OpenGFX2/pull/203#pullrequestreview-2948178613
12:45:48 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain merged pull request #203: Add: [CI] check commit messages on PR https://github.com/OpenTTD/OpenGFX2/pull/203
12:46:22 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain updated pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202
12:49:43 <pickpacket> The default value for "price" of COAL in NewGRF is 5916 (https://newgrf-specs.tt-wiki.net/wiki/CargoDefaultProps). What is that equivalent to in NML "price_factor"?
12:50:18 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202#pullrequestreview-2948179400
12:51:17 <_zephyris> Looks good to me! But, I'll need another reviewer because I originally authored the release workflow PR.
12:51:36 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain approved pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202#pullrequestreview-2948180412
12:51:43 <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain merged pull request #202: Codechange: Set up testing/release workflows https://github.com/OpenTTD/OpenGFX2/pull/202
12:51:47 <truebrain> all I needed to know is that you were okay with it ๐Ÿ™‚
12:52:36 <truebrain> Right, biggest hurdle done! ๐Ÿ˜„
12:53:11 <locosage> omfg, I remember steel mills having pax acceptance but coal mines having it at 2/8 is probably new to me
12:53:20 <locosage> so 4 mines accept passengers %)
12:53:27 <truebrain> There are some optimizations we can do, like caching etc. Or what _glx_ suggested, trying MacOS runners.
12:53:27 <truebrain> When I have some time I will check that out, but no promises time-wise ๐Ÿ˜„
12:54:19 <truebrain> Going to kick off a nightly run, just so there is one. As the one there is now, is a bit weird to have ๐Ÿ˜›
12:54:48 <locosage> actually, a lot of vanilla industries have partial pax acceptance ๐Ÿ˜ตโ€๐Ÿ’ซ
12:56:20 <pickpacket> locosage: does that mean that grouping a bunch of these industries together makes them accept pax?
12:56:33 <locosage> yep
12:56:51 <_zephyris> truebrain: Looks great!
12:57:05 <pickpacket> _zephyris: YOU look great!
12:58:16 <_zephyris> โค๏ธ
13:05:07 <peter1138[d]> Someone would probably report that original behaviour as a bug...
13:05:34 <locosage> didn't they already?
13:06:01 <peter1138[d]> Probably.
13:07:51 <locosage> hm, the closest I found <https://github.com/OpenTTD/OpenTTD/issues/6062>
13:08:14 <locosage> and farm actually does have like 2/8 or smth
13:12:40 <locosage> https://cdn.discordapp.com/attachments/1008473233844097104/1386333067500584970/Screenshot_from_2025-06-22_18-12-23.png?ex=685952c8&is=68580148&hm=c010710f4f2681415778c09a366ed61f36d4e33f0329bcc4caac2db76386e8c1&
13:12:40 <locosage> wonder if this is too confusing
13:17:31 <peter1138[d]> Yeah, you don't need to know that it's more 1.
13:17:51 <locosage> I kinda do though
13:18:19 <locosage> it's nice to have more than 8 when placing goods station in town as they grow and sometimes lose acceptance
13:19:37 <locosage> hm, maybe only do that for house cargo...
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13:45:25 <locosage> https://cdn.discordapp.com/attachments/1008473233844097104/1386341309744152576/Screenshot_from_2025-06-22_18-44-57.png?ex=68595a75&is=685808f5&hm=282b871364a1f6c6c23d391f3c98e774f57c0cbce64a602e67ec99a8f91cd6a4&
13:47:44 <locosage> funnily cargo with the most unreliable acceptance is called always_accepted in the code ๐Ÿ˜…
13:54:02 <truebrain> https://www.openttd.org/downloads/opengfx2_classic-nightlies/latest
13:54:02 <truebrain> Now with "main" ๐Ÿ™‚
13:58:11 <digitalfox> truebrain: + _zephyris awesome job getting automatic builds of โ€œclassicโ€
13:58:11 <digitalfox> Any change for HD releases? Please pretty please? ๐Ÿ™‚
13:59:24 <truebrain> Without someone spending some proper time on caching etc, I doubt it is reasonable to run that on GitHub CI ๐Ÿ™‚
13:59:32 <truebrain> is = isn't
13:59:33 <truebrain> oops
13:59:53 <digitalfox> Oh I see, well someday ๐Ÿ™‚๐Ÿ‘
13:59:58 <truebrain> But it fully depends on someone spending the time on it, I guess
14:00:47 <truebrain> no, my "is" was correct; I shouldn't re-read my sentences and think I got it wrong ๐Ÿ˜›
14:07:48 <andythenorth> hmm
14:10:17 <peter1138[d]> Can't andy's MBP do it?
14:24:02 <andythenorth> one of my kids has one to sell
14:24:05 <andythenorth> can we use that? ๐Ÿ˜›
14:49:35 <_zephyris> Needs to be more complete too, IMO
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15:09:19 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14321: Add: Include history of cargo delivered and waiting to industry graphs. https://github.com/OpenTTD/OpenTTD/pull/14321
15:09:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14384: Change: Extend industry cargo history to cover quarters and years. https://github.com/OpenTTD/OpenTTD/pull/14384
15:27:07 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14384: Change: Extend industry cargo history to cover quarters and years. https://github.com/OpenTTD/OpenTTD/pull/14384
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15:54:41 <Sus> hi
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17:22:03 <peter1138[d]> What's for tea?
17:39:08 <merni> Tea
17:41:37 <andythenorth> meatballs
18:35:20 <andythenorth> player-configurable speed limit for each installed railtype? o_O
18:56:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1386419659762307135/image.png?ex=6859a36d&is=685851ed&hm=3bd31ce8403b9ba903fa12b26f63ab82597e0537d3e6fb9e29ff7b0f8e97a39b&
18:56:45 <andythenorth> lol theatre bug manifests ๐Ÿ˜„
18:56:49 <andythenorth> it's an old one
19:02:09 <peter1138[d]> Isn't that just starting the game too early for the default houses?
19:02:19 <peter1138[d]> Which is fixed by loading NewGRF houses.
19:08:09 <peter1138[d]> It's been... raining.
19:10:23 <andythenorth> seems I closed a bug report about it in 2013 with 'use newgrf'
19:10:32 <andythenorth> I forgot to load a house grf in my game ๐Ÿ˜›
19:37:38 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1386429948465516594/image.png?ex=6859ad02&is=68585b82&hm=4e324f4f1528305f5b2ef2723480982e0035bf55b49f9163ac8cc0cd6bb1da1f&
19:37:38 <peter1138[d]> I can't help feeling that station cargo graphs are not that useful.
19:38:00 <andythenorth> do they do any harm? ๐Ÿ™‚
19:38:36 <peter1138[d]> And is town population and number of houses worth graphing?
19:39:08 <andythenorth> over what time period?
19:39:27 <peter1138[d]> Same... 24 months, 24 quarters, 24 years.
19:39:44 <andythenorth> I suspect we have players who would enjoy studying that
19:42:21 <locosage> peter1138[d]: probably more useful than cargo
19:42:54 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1386431271395397833/image.png?ex=6859ae3d&is=68585cbd&hm=979e33408229ca72e0656008984206476bcb18a90a0c51e67d336547ef7c76b5&
19:42:54 <peter1138[d]> Needs separate y-axis again, as they're not related...
19:42:57 <locosage> though need to be careful with the amount of data as there can be a lot of towns
19:43:20 <locosage> yeah, I had town graphs somewhere as an example
19:44:26 <peter1138[d]> Sadly town population can be huge so needs a uint32_t per data point :/
19:45:40 <peter1138[d]> JGR's RxCompress allows up to ~ 3963072
19:45:43 <locosage> it's not very useful for towns that have no service in
19:46:17 <peter1138[d]> Maybe that's enough for normal game play?
19:46:22 <locosage> oh, thankfully webarchive still has those charts <https://web.archive.org/web/20210320104226/http://dpointer.org/data/ttd/stats37/>
19:46:57 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1386432291534012546/image.png?ex=6859af30&is=68585db0&hm=131c40e0b92139865a2f6890204e4644641ce7d7e1041be6d2cc1664074fa6cd&
19:47:09 <peter1138[d]> Pretty sure this is just an fiddled-with anomoly that can be disregarded.
19:48:16 <locosage> you mean town so big? may be doable with game script
19:49:09 <locosage> oh, yeah, gs have expand command that ignores normal growth rules
19:49:30 <locosage> max normal growth with gs peaks around 1.75m houses I think
19:49:38 <locosage> which isn't far off to be fair
19:49:54 <locosage> without gs it's about 25k housse
19:50:04 <peter1138[d]> 1.75m houses ๐Ÿ˜ฎ
19:52:04 <locosage> A bit less perfect game xD <https://web.archive.org/web/20210322092828/http://dpointer.org/data/ttd/stats27/>
19:52:15 <locosage> green fill under the chart is funding
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19:54:12 <peter1138[d]> Well, using RxCompress drops the population/houses history to 244 bytes per town.
19:54:20 <peter1138[d]> Which is basically nothing.
19:56:41 <peter1138[d]> Hmm, cargo
19:57:40 <locosage> I kinda missed what is RxCompress ๐Ÿ˜…
19:58:31 <peter1138[d]> We store production and transported as separate `uint32_t` fields. Could probably use 1, use 24 bits for production, and 8 bits for transported %age.
19:58:46 <peter1138[d]> Not 100% accurate though ๐Ÿ™‚
19:59:15 <dh1> not 100% accurate is realistic though
19:59:24 <peter1138[d]> RxCompress is something in JGRPP to range compress a value larger than 65535 to fit into a uint16_t.
19:59:27 <dh1> how many transport companies have perfect accounting and stocktake
19:59:51 <dh1> all values in the game should be put through a filter of true to life inaccuracy
20:00:12 <locosage> peter1138[d]: oh, is that in memory compression or savegame only?
20:00:22 <peter1138[d]> In-memory.
20:00:43 <dh1> is there a weather factor for speed?
20:01:02 <locosage> that's good
20:01:02 <peter1138[d]> If I use it for town history, I can store population / num houses up to 3.9 million in a uint16_t each.
20:01:30 <peter1138[d]> Which is why I'm wondering if caring about more than 3.9 million is necessary... even though I have this savegame with one much larger.
20:01:37 <peter1138[d]> (And yes, it is just one town.)
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20:02:45 <locosage> well, I have 1mil city-builder server and consider that ridiculously high goal already
20:02:50 <locosage> even with gs schenenigans
20:03:13 <locosage> no-gs town peak at about 2mil population iirc
20:03:56 <locosage> on the other hand, people are more likely to care about largest towns
20:04:04 <DorpsGek> [OpenTTD/OpenTTD] HyperJeanJean opened issue #14387: [Bug]: When generating a new arctic map, farms are not generated correctly when snow line height is below 4 https://github.com/OpenTTD/OpenTTD/issues/14387
20:07:24 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1386437436971810888/image.png?ex=6859b3fb&is=6858627b&hm=2fc1ff02bd451a0c58098fc68a056be2fe95fe52b153b2c2bd6f14140a7c3f62&
20:07:24 <peter1138[d]> Yellow line is clamped ๐Ÿ˜ฎ
20:08:41 <locosage> peter1138[d]: it's not uncommon for a game to have about a thousand towns so it's still quite a lot though
20:09:09 <peter1138[d]> If you have 1000 towns you already have a large game.
20:11:19 <locosage> last Hellish event had 1400 towns and it's still 5Mb save at the end with all the infrastructure
20:11:32 <locosage> 5mb compressed though
20:14:10 <locosage> 244 bytes for what time range though?
20:14:15 <peter1138[d]> Link the save game?
20:14:26 <peter1138[d]> Up to 24 years.
20:15:42 <locosage> let me see if there is a link on mh website
20:15:47 <locosage> I just did the save myself
20:17:02 <locosage> https://cdn.discordapp.com/attachments/1008473233844097104/1386439865239081132/hellish-charity-2025-jun-vac.sav?ex=6859b63e&is=685864be&hm=65a5f499a6f8505726a5a9cd90ce854c6ea187d1ee90ae1f0c2c91ee871c3951&
20:17:02 <locosage> ah, whatever
20:17:47 <peter1138[d]> Is it 14.1?
20:18:06 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #14387: [Bug]: When generating a new arctic map, farms are not generated correctly when snow line height is below 4 https://github.com/OpenTTD/OpenTTD/issues/14387
20:18:23 <locosage> peter1138[d]: yes
20:18:52 <peter1138[d]> Hmm, master save is smaller ๐Ÿ™‚
20:19:03 <locosage> it's cmclient save so there is some extra
20:19:32 <peter1138[d]> Oh fuck, tainted.
20:21:52 <locosage> ok, I found the link on mh site <https://masterhellish.net/downloads/category/9-charity-events>
20:22:21 <peter1138[d]> Doesn't matter, I saved it in master to get a useful comparision anyway.
20:22:21 <locosage> he uses vanilla so you'd be happy :P
20:22:32 <locosage> yeah, or that
20:23:15 <locosage> it's still better to get vanilla save though for clean result
20:23:31 <locosage> I'm not 100% sure cmclient doesn't still affect it after re-save
20:23:40 <peter1138[d]> Probably but I cba.
20:23:47 <locosage> It did before but maybe not anymore
20:27:16 <peter1138[d]> -rw-r--r-- 1 petern petern 5340476 Jun 22 21:26 'Freaky Express, 2091-05-08b.sav'
20:27:16 <peter1138[d]> -rw-r--r-- 1 petern petern 5265592 Jun 22 21:26 'Freaky Express, 2091-05-10.sav'
20:27:41 <peter1138[d]> Couldn't be bothered to run it much longer ๐Ÿ˜ฎ
20:28:24 <peter1138[d]> So with 10 months of extra data...
20:28:40 <peter1138[d]> This isn't clean though, as it also includes extra industry history data.
20:29:31 <locosage> those filenames don't even say which one has more data xD
20:29:38 <locosage> I guess the larger one?
20:29:47 <peter1138[d]> b is, er, my branch :p
20:30:12 <peter1138[d]> Ah yea, I let the game run for 10 months in master and in my branch
20:30:37 <peter1138[d]> master grew by 60kb.
20:30:40 <locosage> so like extra 80k compressed for all the town data?
20:31:29 <peter1138[d]> No, 80K compressed for all the town data, and all the extra industry data.
20:31:46 <peter1138[d]> But only 10 months, so a lot of it is still zeros.
20:33:11 <locosage> not bad
20:33:34 <locosage> though, as usual, question is not only the save size but server connection time
20:34:31 <locosage> I didn't get to investigate it yet but there is something fishy with map download speed when connecting
20:34:34 <peter1138[d]> 80kb is not going to make much of a difference on a 5.2MB file.
20:34:46 <locosage> it seems to either be bottlenecked by compression speed or smth else entirely
20:35:28 <peter1138[d]> Who cares. Run stupid large maps, expect longer connection time.
20:36:10 <locosage> I care, I sometimes can't even connect to MH events reliably :p
20:36:58 <locosage> though I guess compared to tree noise it's all irrelevant xD
20:41:04 <locosage> oh, you closed my tree pr ๐Ÿ˜ข
20:41:23 <locosage> but only the better one for some reason %)
20:41:36 <locosage> well, no trees in multiplayer then I guess :P
20:41:56 <locosage> did you at least take a look at tileloop speed improvement there?
20:42:02 <locosage> it's like 20% or smth
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