IRC logs for #openttd on OFTC at 2026-09-08
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02:24:30 <mmtunligit> cool, now my LSP refuses to load
02:39:43 <kaibaneddy> Lumpy Space Princess?
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03:08:01 <squirejames> Linternet Service Provider 😛
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03:09:33 <belajalilija> Low Sodium Pretzels
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07:03:18 <will_marshall_> how hard can it be?
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07:15:40 <will_marshall_> let me put on my goggles that let me see man-made horrors beyond my comprehension for a second
07:18:13 <will_marshall_> No, sadly real work calls to me before I can have openttd fun time.
07:36:18 <peter1138> I should just rebase my existing branch...
07:36:33 <peter1138> Or more traditionally.
07:36:36 <peter1138> I have a patch for that.
08:15:48 <peter1138> Urgh, private, friend, template...
09:05:16 <peter1138> That thread escalated further I see.
09:08:55 <Philemon> dang, OTTD just crashed. this never happened before...
09:09:13 <Philemon> unfortunately no backtrace since I wasn't prepared for that
09:09:41 <LordAro> log file should hopefully contain a stack trace too
09:10:36 <peter1138> Were you removing a station, or did a train crash...
09:11:15 <Philemon> two trains crashed inside a station and I have built around it. then the sim itself crashed as well
09:12:23 <Philemon> crash20260908090806.json.log crash20260908090806.png crash20260908090806.sav
09:13:29 <peter1138> Okay, possibly the same as #15824 (and likely #15989)
09:13:31 <Philemon> unfortunately I am unable to access my github account
09:21:50 <peter1138> Hmm, maybe not the same then.
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09:26:17 <Philemon> is it worth pasting the .sav file as well?
09:26:32 <peter1138> No, I've triggered it with a crafted save.
09:26:54 <Philemon> in case I create another github account, what could I do to help given LordAro's link?
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09:30:35 <LordAro> if peter's reproduced the issue himself, possibly there's nothing more you need to do :)
09:30:49 <LordAro> though an issue with the files you have would still be appreciated, or these things tend to get forgotten
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09:31:35 <kuhnovic> A very effective strategy is to do the wrong thing and then wait for PeterN to do the right thing
09:32:12 <kuhnovic> j/k , but he is quite good at that
09:32:42 <LordAro> someone (or something) is wrong on the internet
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09:47:13 <Philemon> dang, all the usernames are taken...
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09:50:07 <peter1138> I thought clicking the button would let me enter the related ticket, but no, you need to use the smaller drop down button.
09:50:39 <peter1138> (I checked the crash log, that one is definitely the cargopacket bug)
10:02:05 <will_marshall_> scratching my head over a clang-only type mismatch problem for ages, finally give up and just throw `auto` at it and yay, a Binaries/PS5/UnrealGame.self now I can go back to not thinking about all the wiring I need to do to test it.
10:02:26 <will_marshall_> (I do not want to plug in my pizza warmer)
10:04:16 <peter1138> Just replace all types with `auto`.
10:09:29 <will_marshall_> replace all types with auto and then instantly need a language server running your CPU at 150% speed all day so that it can show you a little tooltip of what the `auto` actually resolves to.
10:09:40 <will_marshall_> this is the modern way
10:10:27 <LordAro> and it just resolves to int
10:10:43 <will_marshall_> i do the same job that I did 10 years ago, but now I need a computer with about 4x the CPU for it to not be extremely frustrating to do.
10:12:33 <will_marshall_> I think that's the relative delta. I had an i7 4790 when I started, now I run a Ryzen 5950x and I think that's 4x faster.
10:12:51 <peter1138> will_marshall_, but it doesn't actually tell you.
10:12:52 <will_marshall_> It's not as fast as I like but I think it's good enough to not leave me routinely frustrated.
10:13:12 <peter1138> You just get a convoluted trail through all the template types ending up with the `value_type` of something.
10:13:18 <will_marshall_> ah crap no fixing clang broke msvc i'm going to put compiler developers in timeout
10:13:54 <will_marshall_> why do game developers only last 3-5 years in the industry? who can say.
10:15:11 <will_marshall_> actually you know
10:15:34 <will_marshall_> i remember when I started it took 65 minutes to rebuild UE4 from scratch and these days it's about 15
10:17:39 <will_marshall_> peter1138: actually you know what's funny is that if it had been displaying me some crap inline I might have realised what the problem is
10:18:19 <will_marshall_> class has a "using StringType =" in it and I was like "well, intuitively, that's going to be the default dynamic string type.
10:18:34 <will_marshall_> No, it's a cursed thing called an FSharedString
10:23:54 <peter1138> Great, Teams and Outlook are crashing whenever I paste anything into them.
10:24:02 <LordAro> probably for the best
10:24:07 <peter1138> Which is impressive as they are websites running in Chromium.
10:32:45 <peter1138> Coffee? Or tea? Hmm.
10:38:04 <Philemon> for some reason I am reminded of "Matt Lauer Can Suck It, by Dr. Rick Marshall" whenever I read will_marshall
10:38:28 <Philemon> totally like that movie!
10:40:12 <peter1138> Hmm, should I go tubeless again.
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10:47:42 <Philemon> peter1138: what are the tings called covering the tube in english?
10:49:59 * Philemon 's bike has tubes but with punkture save tyres covering 'em
10:51:57 <peter1138> They're too heavy :-)
10:53:06 <peter1138> Okay, mocking a datasource and hope that the mock is doing the same as the real thing... sigh.
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11:21:23 <Philemon> #15990 intersting, so the clean-up process is kind of involved
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11:37:17 <Philemon> maybe the Backwards To The Future feature confuses the pathfinder more than expected. unfortunately I am unable to pinpoint it exactly. but I have relatively many trains going where they're not supposed to go. they do not produce a "train's being lost" message. but some of them just show up on places where they shouldn't be.
11:37:17 <Philemon> these misguided trains get more and more the further the rail network grows. but to be certain it is not related to any NewGRFs i am running, I'd have to start a new game with days and days of testing again.
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12:24:12 <Philemon> formerly lost trains where kind of annoying. but trains _slowly_ backing up the main track – no clue how it even got that far, since this track starts with a depot where the train could've reversed – while slowing down evry other train connected is.. annoying
12:24:12 <Philemon> well, on the plus side, since this train is as slow, the user has plenty of time to build 'resque tracks' to bring it back en route
12:26:08 <Philemon> whaa, and now said train went past the depot intented to reverse it bringing it back to normal
12:34:36 <Philemon> oh my, there's a second train reversing slowly. both trains are related to the station where the forementioned crash (#15990) occured. however, since I have started from a previous save game, this should not directly be related.
12:35:30 <Philemon> I have a savegame in case someone wants to have a look at it. though atm I have no clue where to send that file
12:40:54 <Philemon> BUT! to file a bug report I'd have to start a new game without certain (to me new) NewGRFs and build a relatively huge network again. this will take weeks.
12:49:43 <peter1138> You'd have to be sure whatever it is is actually a bug.
12:49:57 <peter1138> Trains getting lost is use 1) signals 2) railtypes 3) depots.
12:50:57 <Philemon> hence I have to start over with a plain game, to exclude such factors
12:52:04 <Philemon> however, if a NewGRF like Universal Rail is responisble, which worked perfectly for the past X years, there still is a bug
12:53:08 <Philemon> and I have not had so many trains getting lost in the past decade as with 16.0-beta2
12:53:15 <peter1138> We don't demand a savegame with no NewGRFs.
12:53:35 <peter1138> As long as the NewGRFs haven't been changed.
12:53:36 <Philemon> where can I upload that savegame?
12:53:55 <peter1138> You might find that they were getting lost, but not triggered an alert because they got back on course faster?
12:53:57 <Philemon> I am not a developer, no clue how i would alter such
12:54:02 <mmtunligit> if its too big forgithub upload it somewhere else and link it
12:54:41 <peter1138> So it might just be a symptom of trains running slower that causes you to get more lost train messages. (But this is just speculating)
12:55:12 <Philemon> no, I have NOT received any Train Is Lost message
12:56:08 <Philemon> in that case I know it is the builder's (my) fault
13:03:00 <Philemon> ok, it might have been my fault, somehow
13:07:09 <Philemon> just made certein all the network is Universal Rail
13:10:55 <Philemon> what tha heck is going on?
13:11:37 <Philemon> I have to recall all the steps I have taken
13:17:42 <Philemon> dANG, i HAVE ACTUALLY MANAGED TO DISABLE THE LOST VEHICLES DIALOGUE
13:18:24 <Philemon> probably another keybinding
13:20:18 <_glx_> no that's a setting, not behind a key
13:21:25 <Philemon> ever since I have this new keyboard, which has different dimensions at the lower row (ctrl-alt-space-etc.) all my muscle memories have been messed up
13:23:41 <Philemon> anyhow, sorry for the noise, so far. sorry for that
13:24:06 <Philemon> seems 16.0 is on its way
13:26:27 <Philemon> fuck me, I get it now. probably related to the 2cc Trains NML something GRF
13:41:36 <Philemon> however, I would not have spoken out if I hadn't had runaway trains with 16.0-beta2 before.
13:45:35 <Philemon> but I have to think about thar more. also I am tired. but I am certain at some point in the past few years the pathfinder has been altered in a way that affected my gameplay. not to say it is a bug as such
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