IRC logs for #openttd on OFTC at 2025-09-09
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04:38:45 <DorpsGek> - Update: Translations from eints (by translators)
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06:00:40 <LordAro> truebrain: ^ redis again?
06:03:53 <truebrain> BaNaNnaS doesn't use redis
06:04:33 <truebrain> So the first question is: does it work for you?
06:20:52 <truebrain> Going to random URLs and being surprised things don't work. Charming.
06:21:53 <LordAro> sorry, haven't woken up yet :)
06:22:07 <LordAro> what was the thing where redis apparently fell over?
06:22:44 <truebrain> Something loses track of the redis stream, and nobody is reporting why .. and that after running without issues for years. Very odd issue
06:23:36 <LordAro> that makes more sense (than bananas)
06:24:16 <LordAro> i suppose there could be an SOA record that redirects to the website
06:24:34 <truebrain> Not really. Nobody should be trying that URL 😛
06:25:05 <truebrain> It points to a network load balancer, and not to an application load balancer
06:25:23 <truebrain> Very tricky to route http(s) traffic from there without additional services
06:25:43 <truebrain> But just picking a random DNS and expecting it to work as https is cute at best 🙂
06:25:57 <truebrain> There is more in this world than https!! 😛
06:27:49 <truebrain> Worded differently: content.openttd.org purely handles some TCP (and UDP) ports.
06:27:49 <truebrain> HTTPS is always handled by Cloudflare first, something something certificates
06:28:16 <truebrain> And you cant just redirect HTTPS without first putting a certificate on it
06:28:40 <truebrain> Hence: redirecting for that domain is very very challenging. People should just not visit it over https 😄
06:31:45 <truebrain> Anyway, all cases that match OPs story so far have been local network issues. Only having https access, or being in a country that is blocked on AWS/OCI with a VPN that only does https proxy. Stuff like that.
06:32:27 <truebrain> With all the network blocks in place , this has gotten more frequent the last few months/years
06:37:46 <truebrain> A game that doesn't use https for its communication is getting more and more alien to people 😉 just a global trend btw 😄
06:43:15 <LordAro> can't really rename it to something more obviously internal either
06:46:36 <truebrain> The hostname also only shows up in logs, so that helps 😉
06:46:59 <LordAro> could always get rid of the custom tcp stuff :p
06:47:08 <LordAro> download files aa base64 encoded json?
06:49:31 <truebrain> The files are downloaded via https 😉
06:49:45 <truebrain> Just the listing is still tcp. And we accept PRs 😄
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08:41:15 <LordAro> pickpacket: excellent.
08:44:55 <pickpacket> The vactrains in the game are faster than sound, actually. Speed of sound is roughly 1200km/h
09:18:56 <pickpacket> andythenorth: no. Tea
09:40:43 <peter1138> Making an assumption on the issue reporter's location based on the language used in commits in their own repository, it's the usual country-wide firewall.
09:42:34 <peter1138> Although after double checking...
09:43:19 <LordAro> that script doesn't look very similar to the usual country-wide firewall...
09:43:20 <peter1138> "It all looks the same to me" such cyrillic-ism.
09:43:33 <LordAro> oh, *that* country-wide firewall
09:44:13 <peter1138> To be fair, if it's British English then we have our own in progress.
10:36:12 <ahyangyi> "If I remember correctly, the Finnish version of OpenTTD uses real Finnish place names. This TTD version has been tweaked with the game's own random village name generator. As a result, some of the village names are a bit strange as the code intended for generating British village names has been applied as is to implement Finnish-sounding names"
10:36:58 <ahyangyi> I am slightly confused by this, as OpenTTD is capable of generating assembled town names as well.
10:38:40 <ahyangyi> Wait, Heiki, are you the user "Hei" on tt-forums?
10:39:30 <peter1138> Presumably they didn't want to make a Finnish town name NewGRF that would work in TTDPatch, so... they patched TTDPatch?
10:40:09 <peter1138> Or the town-name part is just a subnote.
10:40:28 <peter1138> And it's otherwise translating the game itself.
10:41:44 <Heiki> and yes, OpenTTD uses assembled names
10:48:05 <ahyangyi> Hei: if there is the need (and the GPL-compatible permission), I can update my town name NewGRF to use the new material as well.
10:53:14 <peter1138> Very unlikely to be a need.
10:53:17 <Heiki> ahyangyi: thanks for the reminder, I was going to answer something back then in 2023, but completely forgot about it; I’ll have a closer look and will certainly reply in 2025
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11:47:27 <audigex> pickpacket: “tEchNiCAlly” everything is faster than sound in a vacuum
11:47:31 <audigex> But yes, the vacuum trains are faster than the speed of sound in air
11:55:54 <pickpacket> audigex: you are technically correct. The best kind of correct!
12:06:16 <pickpacket> If anything the real world is actually developing faster than the game in this sense; the Lev2 (450 km/h) isn't designed until 2028
12:08:21 <pickpacket> Heh, Tom Scott rode that train in 2023
12:55:41 <andythenorth> Tom Scott is basically me
12:55:49 <andythenorth> according to my children
12:55:54 <andythenorth> and that he was born in the same place
12:56:07 <andythenorth> and went to the school where my dad taught physics
12:56:17 <andythenorth> weird coincidences
13:18:00 <ufiby> Hello everyone! I have problems with the online continent, it is not displayed #14600
13:48:26 <peter1138> Hmm, is loading a savegame with NewGRF errors due to too many rail/road types configured a supported thing?
13:48:55 <peter1138> (i.e. do we have to ensure that the brokenness behaves the same...)
14:06:12 <andythenorth> you can't just crash the client?
14:06:22 <andythenorth> [assumes that not an option]
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14:07:05 <_glx_> too many rail/road types usually end up with a red error message
14:22:47 <ahyangyi> I don't think compatibility includes reproduction of errors
14:41:02 <peter1138> Yes, but you can still play the game with that error existing. Not sure if anyone does.
14:42:38 <peter1138> Anyway, `Error: Too many unique rail types defined` is probably a better error message than `Fatal: Attempt to use invalid ID (sprite 1512)`
14:44:25 <peter1138> On the other hand...
14:47:44 <peter1138> It's not necessary with that other thing.
15:07:17 <ahyangyi> They can play, but they can also just keep the old version of OpenTTD for that particular savegame.
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16:47:35 <andythenorth> can't remember if I lunched
16:47:39 <andythenorth> does 3 babybels count?
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17:03:10 <cellar> Hi. Been losing a lot of time and sleep with openttd in the last couple of days. So, thanks for that.
17:04:38 <cellar> I was just reading the wiki thing on path-based realistic signalling. It struck me that realistic signals are really only the mouthpiece of the controller, so only half the solution. Trying to emulate that with just signals is a bit of al losing proposition.
17:06:59 <cellar> I'm sure it's been said before but I thought I'd say it anyway. The Dutch railway system's "P" signals are automatic, usually green but red when something's blocking the section up front, and yellow if the next one is red. The other, non-P signals are steered by the controller (through a computer, from a path description). Missing that input is going to be a bit of a bother when emulating.
17:13:00 <cellar> introducing auto variables only to then static_cast<> them when you didn't need to cast before? o_O If that's not in preparation for moving away from arrays I'm not sure what the point is. And even then, seems needlessly complicated.
17:15:05 <zanooda2000> cellar: Probably you need to try JGR patchpack. In vanilla 15.x path-signals will be green by-default, red on junctions and if something is on the way.
17:15:05 <zanooda2000> But in JGR patchpack there is already red-yellow-green system as you decribed. And in general, jgrpp is for more "realistic"/eyecandy gameplay
17:17:15 <zanooda2000> (but you need to enable realistic braking, and it could make building way harder because you can't change tracks/signals on train's reserved patg)
17:17:58 <cellar> then I'd need a blanket order "no level crossings, AI" to even want to try that :-)
17:19:25 <cellar> though to be clear, I don't really mind. I was just mulling over the (implied in the article) problem. I'll try and take a look anyway.
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18:43:12 <peter1138> Hmm, I guess I can keep the indexed loop and use std::size()
19:15:26 <cellar> if you need the loop index, better start with it than reconstruct it afterward, after using a lot of faffle to try and hide that you're using a boring old indexed loop.
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20:43:48 <peter1138> Stupid keyboard stand is either too high or too low. And floppy :o
20:46:50 <LordAro> yeah, that's much nicer
20:49:26 <peter1138> Well, apart from CppCheck complaining about `this -` ... "Suspicious pointer subtraction. Did you intend to write '->' ?"
20:49:38 <LordAro> it is a bit odd, i'll grant you
20:49:58 <peter1138> (I mean, the (begin) - it is canonically correct and doesn't involve random pointer arithmetic.
20:55:26 <peter1138> Hmm, a year ago Rubidium replaced `(uint8_t)(this - specs)` with `static_cast<uint8_t>(std::distance(std::cbegin(specs), this))`
20:55:44 <peter1138> Which does at least not throw warnings in my editor.
20:56:00 <LordAro> i wouldn't be opposed to that
20:56:09 <LordAro> even if it is identical
20:59:31 <cellar> haven't seen the rest of the code, but, why a search for an empty slot? are there likely to be holes in the list, or would keeping a last-allocated slot, add one, use that one, be an option?
21:00:10 <cellar> notice that rt << 2 | 7 is going to mean bit 3 is always set, and so the lsb of rt is lost
21:00:17 <peter1138> Hmm, not sure. While it *looks* like it's trying to be generic code, it only works with arrays.
21:04:36 <peter1138> cellar, it's not a critical path, so searching to find the first unused slot is simpler than having to maintain a separate index.
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21:06:01 <cellar> okay. well, unless the list is big. what's this, guessing a couple of tens?
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21:31:39 <cellar> for some reason I'm only getting the really fast bridges as road bridges?
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22:02:17 <peter1138> Piss of Minecraft, Zombies shouldn't be able to one-hit kill me :(
22:08:39 <peter1138> No, just hordes. Possibly a there was lag and it was actually more than one hit.
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