IRC logs for #openttd on OFTC at 2025-12-29
            
00:03:42 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14999: [Bug]: Station won't accept cargo when placed from the specific side of the Oil Refinery https://github.com/OpenTTD/OpenTTD/issues/14999
00:07:28 <DorpsGek> [OpenTTD/OpenTTD] scorpio1441 commented on issue #14999: [Bug]: Station won't accept cargo when placed from the specific side of the Oil Refinery https://github.com/OpenTTD/OpenTTD/issues/14999
00:20:41 <DorpsGek> [OpenTTD/OpenTTD] scorpio1441 closed issue #14999: [Bug]: Station won't accept cargo when placed from the specific side of the Oil Refinery https://github.com/OpenTTD/OpenTTD/issues/14999
00:22:39 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #14979: Change: Allow rocks on desert tiles. https://github.com/OpenTTD/OpenTTD/pull/14979#issuecomment-3695172160
00:23:26 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1454993175939907728/image.png?ex=69531b7d&is=6951c9fd&hm=c09145b6ed660d436074c3c25c2bd80e78f54b1cdbf1d508d071ee76f4ee445c&
00:23:26 <reldred> The same screenshot I posted in github btw, this is great seeing this in stock OpenTTD 😄
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04:47:16 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/e5f58ab7c97881cc7fb20b41abb8e69d6fa94cc2
04:47:17 <DorpsGek> - Update: Translations from eints (by translators)
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07:33:23 <DorpsGek> [OpenTTD/OpenTTD] boxx31 opened issue #15000: [Bug]: Interest rate setting in scenario editor doesn't work https://github.com/OpenTTD/OpenTTD/issues/15000
09:09:22 <xarick> 15000 reached!
09:17:51 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on issue #14999: [Bug]: Station won't accept cargo when placed from the specific side of the Oil Refinery https://github.com/OpenTTD/OpenTTD/issues/14999
09:45:59 <DorpsGek> [OpenTTD/OpenTTD] mnm232 opened issue #15001: [Bug]: Game won't generate Non-Desert Landscape https://github.com/OpenTTD/OpenTTD/issues/15001
09:51:00 <peter1138> 15001 seems unlikely :o
09:51:15 <LordAro> especially in 14.1
09:52:38 <_zephyris> Presumably NewGRF confusion
09:59:10 <ahyangyi> Some of the ground sets look pretty desolate
09:59:20 <ahyangyi> Perhaps it's one of them?
10:01:55 <DorpsGek> [OpenTTD/OpenTTD] mnm232 closed issue #15001: [Bug]: Game won't generate Non-Desert Landscape https://github.com/OpenTTD/OpenTTD/issues/15001
10:01:58 <DorpsGek> [OpenTTD/OpenTTD] mnm232 commented on issue #15001: [Bug]: Game won't generate Non-Desert Landscape https://github.com/OpenTTD/OpenTTD/issues/15001
10:03:30 <LordAro> 🤔
10:07:44 <_zephyris> W00p, first bug >15000 already resolved!
10:09:26 <ahyangyi> Nice
10:28:25 <peter1138> Good work all.
10:35:23 <peter1138> (I'm not sure how that would happen, mind you.)
10:36:43 <talltyler> Wasteland GRF, I suspect
10:36:51 <peter1138> Possibly yeah.
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11:01:30 <xarick> hey
11:02:19 <xarick> can you merge 14805
11:03:38 <xarick> or I'll ask Rubidium to include 14805 fixes in his 14937
11:05:57 <peter1138> Rebase it, then ask for a review. Don't ask for a merge.
11:06:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14805: Fix #14772: [Script] Retarget iterators on list swap https://github.com/OpenTTD/OpenTTD/pull/14805
11:07:38 <xarick> there's not much to review, I already tested it
11:07:42 <xarick> but ok
11:08:02 <peter1138> That's not how it works.
11:52:23 <peter1138> Hmm, is gimp shit now?
11:52:32 <peter1138> Trying to select areas by colour and it keeps hanging :/
11:59:04 <andythenorth> ok time to learn about random triggers 😐
11:59:05 <andythenorth> oofs
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13:44:20 <xarick> ```this->items.try_emplace(item, value, this->values.emplace(value, item).first);
13:44:20 <xarick> this->items.emplace(item, ItemRecord{value, this->values.emplace(value, item).first});
13:44:20 <xarick> this->items.insert({item, ItemRecord{value, this->values.emplace(value, item).first}});
13:44:20 <xarick> this->items.insert_or_assign(item, ItemRecord{value, this->values.emplace(value, item).first});
13:44:20 <xarick> this->items.emplace_hint({}, item, ItemRecord{value, this->values.emplace(value, item).first});```
13:44:29 <xarick> which one is the best
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14:41:16 <_glx_> for me none of them
14:47:53 <_glx_> but `this->items.emplace()` should be the default choice
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16:37:06 <peter1138> RIP dopsgek
16:37:10 <peter1138> +r
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16:39:09 <_glx_> oh the bridge is gone too
16:39:32 <_glx_> ah no, we can come back
17:01:19 <dwfreed> yeah, the discord bridge does not connect puppets to IRC until they speak
17:01:39 <dwfreed> DorpsGek_vi will always be here as long as the bridge is running
17:19:37 <LordAro> beep boop
17:19:57 <LordAro> did someone say something with a naughty character?
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18:28:57 <xarick> I ran benchmarks
18:29:25 <xarick> got my first `Your script made an error: Maximum memory allocation exceeded by 13 bytes when allocating 56 bytes` error
18:29:56 <xarick> when testing value iter tracking
18:30:47 <xarick> rip benchmarks
18:32:51 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1455267339804217429/image.png?ex=69541ad3&is=6952c953&hm=6f781775a145a875fc258c2cd91a5c6f6f1c8117af2b99d94293197ec002223b&
18:33:10 <xarick> it's peters fault
18:33:16 <xarick> hehehe
18:34:28 <xarick> 30 million is OOM
18:34:35 <xarick> maybe 25 million? let's try
18:39:15 <xarick> 25 million -> 6.68 GiB
18:43:44 <xarick> 27,5 million -> 7.35 GiB
18:45:11 <xarick> _glx_: clone list and AddList on empty lists are still not smooth
18:45:22 <xarick> are you going to change?
18:47:54 <_glx_> these are just doing direct copy, but it's possible to do a suspendable copy instead
18:49:32 <xarick> 28,75 million -> 7.68 GiB
18:53:30 <xarick> there's also IsBuildableRectangle which could theoretically be intensive
18:54:45 <xarick> I wonder how many scripts are we making slower with these changes :(
18:56:38 <xarick> 29,375 million -> 7.85 GiB
19:02:38 <xarick> 29,6875 million -> 7.93 GiB
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19:03:37 <_jgr_> Perhaps that could be considered a hint that you are wasting too much memory with all these extra iterators
19:46:39 <xarick> 29,84375 million -> 7.97 GiB
19:54:03 <xarick> 29,921875 million -> OOM :(
20:02:12 <xarick> 29,882812 million -> 7.99 GiB
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20:02:43 <andythenorth> we stopped asking 'why?' already?
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20:02:49 <kaji_kaede> _jgr_: Wasting memory would necessitate Xarick doing something that impacts anyone else.
20:03:07 <kaji_kaede> andythenorth: I think we've kinda already figured it out.
20:03:14 <kaji_kaede> There isn't a why.
20:03:23 <xarick> I'm "optimizing"
20:06:11 <kaji_kaede> You're haphazardly stumbling about, attempting to make code perform a task faster - a task which (as far as I know) is so disproportionate in it's scope to any intended use case of the thing you're optimising that I start to question if it's only likely to cause more harm than good.
20:42:41 <andythenorth> speaking of which
20:42:42 <andythenorth> ` random_switch (FEAT_TRAINS, SELF, switch_spritelayer_cargos_intermodal_containers_low_floor_16px_random_livestock_DFLT, bitmask(TRIGGER_VEHICLE_NEW_LOAD)) {
20:42:42 <andythenorth> 1: return ss_spritelayer_cargos_intermodal_containers_low_floor_16px_livestock_DFLT_0;
20:42:42 <andythenorth> }
20:42:42 <andythenorth> `
20:42:52 <andythenorth> random switch with only 1 choice? 😛
20:43:09 <_glx_> just for the trigger
20:49:58 <andythenorth> 😐
20:51:04 <andythenorth> about 350 or so of these random switches 😛
20:51:35 <andythenorth> the whole thing with triggers is weird, having to chain to a switch for them
20:51:51 <andythenorth> (an existing random switch)
20:53:59 <andythenorth> no way to reroll the bits outside of triggers?
20:57:33 <andythenorth> hmm what's the implementation?
20:58:58 <andythenorth> if there's a random switch in the default (non-callbacks) varact2 chain, there's a semaphore for each registered trigger?
21:02:44 <andythenorth> can I just dump in 1 otherwise meaningless random switch handling the trigger?
21:04:53 <andythenorth> oh nml has it's own thing `random_trigger`
21:04:57 <andythenorth> wonder how it does that
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21:24:07 <andythenorth> does it do anything to try and magically only re-roll some bits?
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21:38:36 <andythenorth> `Since TTDPatch 2.0.1 alpha 30, only those bits that actually get triggered will be re-randomized. Prior versions always re-randomized all bits. `
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21:55:21 <andythenorth> hmm ok so how do I retrigger the bits when a vehicle gets a new load?
21:56:11 <andythenorth> `random_switch (FEAT_TRAINS, SELF, switch_spritelayer_cargos_intermodal_containers_default_24px_random_box_DFLT, bitmask(TRIGGER_VEHICLE_NEW_LOAD)) {..}`
21:56:30 <andythenorth> triggers when the vehicle starts loading, and when it completes loading
21:57:05 <andythenorth> hmm no, it only triggers at 100% loaded
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22:14:26 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1455323101347709099/image.png?ex=69544ec1&is=6952fd41&hm=99e50245314dd3a3d823f82432fbfc7f9481d6ca9a0bbca5870c534dd2f0e7c4&
22:14:26 <xarick> bad result for value iter tracking
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22:15:13 <xarick> caught me by surprise, but I forgot I'm doing clone lists in that test ... refreshing 29,9 million iterators
22:15:33 <xarick> well not exactly, up to 29,9
22:16:40 <xarick> time to give up
22:18:49 <xarick> requires 8 bytes more per item, requires iterator maintenance on swap, clone, copy
22:19:46 <xarick> gains only visible on erasing and valuating
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22:21:10 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1455324795041222668/image.png?ex=69545055&is=6952fed5&hm=ed667c5f9279aa8f4ae93bd38d58b66d716edd767ebf57f1000f3a97d2738022&
22:21:10 <_zephyris> Mildly terrifying
22:24:42 <xarick> didn't expect variant to lose to optional
22:25:51 <xarick> so I have nothing more to contribute to ScriptList
22:26:25 <xarick> ran out of ideas
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22:57:05 <sittinbythefire> _zephyris: The thought of going blind terrifies me, but then I see an image like this and I start to welcome it
23:10:20 <peter1138> andythenorth, triggers make sense, the way NML abstracts everything maybe not.
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23:54:25 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #15002: Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere https://github.com/OpenTTD/OpenTTD/pull/15002