IRC logs for #openttd on OFTC at 2026-06-19
            
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04:21:27 <mmtunligit> Never mind
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06:17:48 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/4a4ed2da2243254b9959f7228c7847a0ad140653
06:17:49 <DorpsGek> - Update: Translations from eints (by translators)
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06:43:01 <LordAro> mmtunligit: try not to be quite so beligerant to the new people who are genuinely trying
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07:05:04 <andythenorth> diplomacy is a worthwhile skill πŸ™‚
07:05:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #15673: Update: changelog for 16.0-beta1 https://github.com/OpenTTD/OpenTTD/pull/15673
07:09:26 <peter1138> Well.
07:25:25 <reldred> LordAro: yeah thats my job
07:39:16 <LordAro> quite
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10:15:19 <peter1138> Do I keep my old worn-out bib-shorts as under garments?
10:15:42 <peter1138> Stealth lycra when MTBing...
10:23:17 <LordAro> peter1138: i do
10:42:33 <_zephyris> Lol, stealth lycra
10:44:46 <peter1138> Not even a joke, MTBers seem to despise the kit the roadies wear :)
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10:53:53 <LordAro> it's A Thing amongst certain types
10:55:10 <DorpsGek> [OpenTTD/website] zephyris commented on pull request #395: Add: News post for 16.0-beta1 release https://github.com/OpenTTD/website/pull/395#pullrequestreview-4532209920
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11:35:28 <DorpsGek> [OpenTTD/website] 2TallTyler commented on pull request #395: Add: News post for 16.0-beta1 release https://github.com/OpenTTD/website/pull/395#pullrequestreview-4532497453
11:38:25 <DorpsGek> [OpenTTD/website] 2TallTyler updated pull request #395: Add: News post for 16.0-beta1 release https://github.com/OpenTTD/website/pull/395
11:42:41 <DorpsGek> [OpenTTD/website] 2TallTyler dismissed a review for pull request #394: Add: Explainer post about backwards trains feature https://github.com/OpenTTD/website/pull/394#pullrequestreview-4516904295
11:42:44 <DorpsGek> [OpenTTD/website] 2TallTyler updated pull request #394: Add: Explainer post about backwards trains feature https://github.com/OpenTTD/website/pull/394
11:42:47 <DorpsGek> [OpenTTD/website] zephyris commented on pull request #395: Add: News post for 16.0-beta1 release https://github.com/OpenTTD/website/pull/395#pullrequestreview-4532541020
11:44:17 <talltyler> All good, yeah, this is a response to that PR but it's a few years old now πŸ™‚
11:45:35 <_zephyris> 2023 is basically yesterday πŸ˜‰
11:45:47 <will_marshall_> 2023 was 8 years ago, feel old yet?
11:46:00 <talltyler> Stop that πŸ˜›
11:46:26 <_zephyris> Hehe
11:46:40 <_zephyris> Just needs a link to the tt forums/title competition, right?
11:46:57 <_zephyris> (or have I missed that going live already?)
11:47:52 <talltyler> Correct, I need to add that link and update the link to the backwards-driving explainer.
11:48:06 <_zephyris> πŸ‘
11:49:31 <talltyler> I'd like to fix [#15742](https://github.com/OpenTTD/OpenTTD/issues/15742) before the beta, but seems my Visual Studio is broken... Guess I'll upgrade from 2022 to 2026 while I'm at it, I've been putting it off. πŸ™‚
11:59:54 <peter1138> Switch to Linux and Codium, you know you want to :)
12:00:36 <will_marshall_> VS2026 wants you to use copilot so badly that it's actually embarrassing.
12:01:05 <talltyler> I'd have to dual-boot, don't think Unreal Engine supports Linux πŸ™‚
12:01:07 <peter1138> talltyler, that's a me bug to poking me is probably easiest.
12:01:15 <peter1138> will_marshall_, that's why Codium.
12:01:59 <will_marshall_> talltyler: You can run the editor through Proton but if you do that I think you should be kicked into the sun.
12:02:01 <talltyler> Eh, it feels rude to volunteer you as the Someone of the day, when I'm capable of fixing it myself (computer issues aside)
12:03:34 <LordAro> MSYS, WSL, so many options :p
12:04:13 <will_marshall_> I hear Rider is fine and that killing the AI integrations is easy. Few of my team use Rider now.
12:06:15 <peter1138> Well, the change is obvious anyway as glx pointed it out.
12:07:07 <_glx_> But I just guessed it was the issue, didn't try to reproduce
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12:31:26 <talltyler> Anyway, feel free to fix it, I still have to set up VS, and have Day Job first before I can do much πŸ™‚
12:45:42 <peter1138> Well yeah, it's a few hours before I can test it.
12:50:27 <talltyler> Just wanted to make sure nobody was waiting on me πŸ™‚
12:51:55 <peter1138> Not stopping you :p
12:52:06 <_glx_> hmm strange, I had to manually trigger a full rebuild in VS for <https://github.com/OpenTTD/OpenTTD/pull/15723> else it had unresolved symbols
13:00:10 <DorpsGek> [OpenTTD/OpenTTD] zacc updated pull request #15743: Fix: Road YAPF Calculate cost of first tile of first segment for a path https://github.com/OpenTTD/OpenTTD/pull/15743
13:05:48 <mmtunligit> LordAro: i didn’t think I was being belligerent? Just honest and direct in a way I wish more people were. Perhaps my intended tone for β€œtough” did not come through
13:09:40 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #15748: Fix #15742, c9cf141: unexpected pylons and catenary on shared diagonal tiles https://github.com/OpenTTD/OpenTTD/pull/15748
13:10:44 <_glx_> mmtunligit: that's not unusual in written communication
13:13:09 <rito12_13> will_marshall_: I found Rider much better than VSCode for C# with Unity. Though then I was mad of having 3 editors each about 10 GB and switched to vim
13:13:53 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1517517782525415694/image.png?ex=6a369211&is=6a354091&hm=e9604851e2774fcf4f07993e6f65c58b05ff5ccc590399344c90cd8135f2bae8&
13:13:53 <_glx_> ah yeah it was a highly needed feature πŸ˜‰
13:14:28 <tateisukannanirase> mmtunligit: Would you tolerate some path variation if groups of RVs by type/cargo/limit (for example) followed the same route? For example passenger/mail between two stations, all passenger would take one route and mail take another?
13:21:28 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #15748: Fix #15742, c9cf141: unexpected pylons and catenary on shared diagonal tiles https://github.com/OpenTTD/OpenTTD/pull/15748#pullrequestreview-4533153332
13:25:43 <DorpsGek> [OpenTTD/OpenTTD] zacc commented on issue #15701: [Bug]: Vehicle leaving depot/bay station, first road tile is not counted by YAPF cost/estimate calculations. https://github.com/OpenTTD/OpenTTD/issues/15701
13:26:17 <peter1138> Oh god fuck off with colour emojis :(
13:28:50 <will_marshall_> Just disallow them in your coding standard, I don't care if they use a modern text renderer for the editor.
13:34:25 <talltyler> I don't even know how to type emojis on my keyboard; any PR with them is getting instantly closed for obvious LLM use.
13:38:26 <peter1138> I think our CI will reject non-ASCCI.
13:38:33 <peter1138> And non-ASCII.
13:42:02 <andythenorth> emojis have a place
13:42:46 <andythenorth> their place is mostly one line message replies
13:42:55 <andythenorth> πŸ™ƒ
13:44:46 <peter1138> (-:
13:52:32 <tabytac> talltyler: Win button + period :) (i dont really use them but i remeber in windows 10 when they added it natively)
13:53:11 <mmtunligit> tateisukannanirase: If I want things to take different routes I use waypoints. Any services im simulating wouldn’t vary their routes from one day to another so I don’t want my game stuff to either
13:58:07 <tateisukannanirase> Ah I see, that makes sense for simulation style gameplay. What about when opposition players also use the same roads as you and clog the roads?
13:59:28 <mmtunligit> I’ve never played PvP, seems not fun
14:17:40 <peter1138> Add a rolling traffic counter to road/rail waypoints that auto-decrements over time then add a penalty based on the counter. Sort of handles "is the route busy" without needing that expensive vehicle search on every tile.
14:18:12 <peter1138> Possibly makes no sense in various contexts, or any context.
14:18:55 <peter1138> Or do the traffic counter part, but make the choice a conditional order.
14:19:47 <peter1138> (I do, incidentally, have a patch to add traffic graphs to waypoints)
14:27:51 <belajalilija> mmtunligit: It’s funny to be the observer in this situation
14:33:31 <peter1138> I guess all the stuff I wanted to do can go in OpenTTD 17 :)
14:39:10 <belajalilija> What did you wanna do?
14:51:02 <peter1138> All the stuff.
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15:40:18 <DorpsGek> [OpenTTD/website] zephyris approved pull request #394: Add: Explainer post about backwards trains feature https://github.com/OpenTTD/website/pull/394#pullrequestreview-4533964792
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16:04:08 <kuhnovic> I mentioned the idea of a heat map quite some time ago, where a RV travelled over a tile "heats up" the tile. It takes a while for it to cool back down, and you can use that as an indicator of how busy traffic is without having to do expensive vehicle search. But it does require some bits of map array storage and the cooldown has to be managed, the tileloop would be a reasonable candidate for
16:04:08 <kuhnovic> that.
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16:25:25 <andythenorth> run time badges πŸ˜›
16:25:29 <andythenorth> look static, aren't
16:25:43 <andythenorth> `traffic/hot`
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16:26:24 <andythenorth> `traffic_by_cargo_label/COAL/tepid`
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17:27:14 <LordAro> has the game not been reimplemented in badges yet?
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17:28:14 <andythenorth> it's one of those things that would work rather well
17:28:25 <andythenorth> like how much of the internet is just S3 buckets
17:28:34 <andythenorth> which are just globally addressable replicated SFTP really
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18:04:45 <peter1138> kuhnovic, sure but that requires some kind of additional per-tile (or per-arbitrary-area) storage.
18:05:23 <peter1138> You'd probably want more than 4 bits at least.
18:05:29 <peter1138> And then...
18:06:25 <peter1138> I mean, you said that anyway, but...
18:11:01 <peter1138> Might end up with weirdness like road vehicles taking back lanes that loop around things...
18:11:24 <peter1138> Meh, I kinda want to test this now :p
18:24:35 <rito12_13> Would it make sense to do such thing for ships too
18:28:30 <_zephyris> Hmm
18:29:15 <_zephyris> Tile loop is about 10s, right?
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18:31:31 <_zephyris> 4 bits would give you capacity to revord 0.1 rv/s --> 1.6 rv/s, with a 10s cooldown from the tile loop
18:33:15 <peter1138> Right, let's see what happens.
18:35:02 <_zephyris> RV throughput isn't much more than 1 per second, right? Sounds very plausible.
18:38:10 <peter1138> I just added a byte, because I am not fucking around finding bits of a mock up :p
18:38:44 <_zephyris> Hehe
18:38:58 <_zephyris> Well, you could log values and see what range seems useful
18:41:17 <peter1138> Yeah, TileLoop seems too quick.
18:43:23 <peter1138> Probably depends on the vehicle type too :)
18:45:32 <peter1138> Okay, now to add it to Yapf.
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18:49:42 <_zephyris> Every other tile loop πŸ˜‰
18:50:09 <_zephyris> RVs are perhaps 1 tile/s, so a tile loop is only a 10 tile trail, by my bad maths
18:50:51 <_zephyris> But still seems useful(?)
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19:03:44 <peter1138> Ah, that was weird. If the penalty becomes/is set too high, they all just go to every depot along the way...
19:05:51 <peter1138> Hmm, so updating the heatmap only when a vehicle moves into a new tile is not that useful, as a long queue of road vehicles is not moving and the heatmap will... drain.
19:08:42 <_zephyris> Yeah
19:08:50 <_zephyris> Was my worry too
19:09:42 <peter1138> Also, when you have a clump of vehicles pathfinder they will end up going the same way because the best path is the same best for all.
19:10:49 <_zephyris> Could have a count in, count out. Wouldn't get the 'comet trail' behind vehicles, but would work for highly conjested roads
19:12:31 <peter1138> Or just make vehicles increment the current tile every x ticks regardless of new-tile state.
19:13:12 <peter1138> slower vehicles then cause a higher penalty
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20:43:42 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #15749: Change: prevent oversized purchase list windows https://github.com/OpenTTD/OpenTTD/pull/15749
21:26:42 <_zephyris> Hmm, bridges and tunnels.
21:29:29 <peter1138> Oranges and lemons?
21:30:46 <soylent_cow[m]> peaches and bananas
21:38:34 <kuhnovic> Sounds like I had an idea that was good on paper only πŸ˜…
21:42:41 <kuhnovic> rito12_13: I actually went quite far down that rabbit hole at some point, but I often found myself trying different things which just traded one kind of weird ship behavior for another. The current method where ships prefer different tiles based on their direction is primitive but caused way less weirdness.
21:42:41 <_zephyris> Sounds like it'd need a fair bit of tuning
21:43:06 <kuhnovic> _zephyris: Definitely. The curse of working on pf stuff
21:46:48 <peter1138> Yeah, I just tested the heatmap stuff, it doesn't really work in a satisfactory way.
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22:17:56 <_zephyris> Worth sharing, to let people poke and try tuning?
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