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#openttd IRC Logs for 2019-01-17

---Logopened Thu Jan 17 00:00:24 2019
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00:27<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7068: Add: smart town name first steps - #7037
00:28<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7067: Fix typo in code comment: Unitializes -> Uninitializes
00:32<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7068: Add: smart town name first steps - #7037
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02:50<@peter1138>Hmm, saving a stack might be awkard.
02:50<@peter1138>Erm, it's snowing.
03:21<@peter1138>It's okay, it stopped.
04:09<LordAro>i'm tempted to leave #7067 until it's a bit bigger than a couple of characters
04:20<@peter1138>Hmm, yes.
04:20<andythenorth>I wondered same
04:20<andythenorth>I see other coment typos
04:20<andythenorth>but then eh, why queue it up? :)
04:20<andythenorth>just ship it, no cost
04:21<@peter1138>There is that.
04:21<@peter1138>Hmm, so I think a std::stack is going to be impossible to save.
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04:41<crem1>Because its interface doesn't allow accessing middle of stack!
04:41<crem1>But why does someone use std::stack?..
04:42<crem1>Hm and why am I 1!
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04:50<Eddi|zuHause>but why would you need to access the middle? in the save-thread can't you just unroll the stack?
04:56<crem>I have no context about the issue at all, but if you need to keep std::stack in old state after saving, you have to unroll it to some temporary structure and then roll back into the stack.
05:02<Eddi|zuHause>well, we fork() so i thought that would take care of that, but surely there's also a way to duplicate a stack without needing any internals
05:03<crem>Maybe I need some context. :) Is it about openttd? Is about saving a game? Do you fork() on save? How does it work on windows?
05:07<Eddi|zuHause>yes, yes, yes, no clue
05:07<Eddi|zuHause>also no clue how it works when threading is disabled
05:08<@peter1138>Well anyway, our saveload system is a bit static...
05:08<@peter1138>I didn't figure how to save a std::bitset either :)
05:08<crem>forking for save is smart! :) But I'm curious how it would work on windows..
05:08<crem>As string. :-P
05:09<Eddi|zuHause>peter1138: i'd maybe look at how cargodist data is stored?
05:09<Eddi|zuHause>peter1138: the file format surely supports more "dynamic" stuff
05:10<@peter1138>Are you sure it's a fork? I thought it was a thread.
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05:10<Eddi|zuHause>i was pretty sure it's a fork until you said that
05:11<Eddi|zuHause>i'm not going to check right now, i should be going
05:17<@peter1138>And no.
05:17<@peter1138>The threading part is only used to compress the savegame which has already been made in memory.
05:17<@peter1138>We don't duplicate game state for saving.
05:18<Eddi|zuHause>weird, how did i get that idea then?
05:44<@peter1138>So yeah, unrolling a stack is not impossible but still effort. If I use a fixed array with a position, it's simpler.
05:45<@peter1138>I suppose an alternative is to invalidate the cache when saving (in multiplayer (if a client is joining))
05:47<@peter1138>Or that may be a start.
05:47<@peter1138>Of course, we can't saveload std::vectors either at the moment.
05:48<Eddi|zuHause>so, how does cargodist save all its weird datastructures
06:03<LordAro>peter1138: just save it in reverse order? (copy and pop everything)
06:03<LordAro>makes it easier to load as well
06:04<@peter1138>linkgraph is stored in a pool, not a std::anything.
06:04<@peter1138>LordAro, the more I think on it the more I feel this is just a workaround and a sloppy 'solution'
06:05<@peter1138>I'm wondering if an order-based solution is better, but then conditional orders confuse that too.
06:05<LordAro>peter1138: sorry, which bit is the workaround?
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06:05<@peter1138>caching the path.
06:06<@peter1138>And it's only possible because ships don't collide with either other.
06:08<LordAro>could do it for aircraft as well :p
06:12<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7047: Add #6887: Highlight tiles within local authority of towns
06:15<andythenorth>ha ha wtf is this?
06:15<andythenorth>I have no memory of that
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06:36<@peter1138> heh
06:45<Eddi|zuHause>i'm not sure if this "get going" stuff is working
06:48<@peter1138>10:11 < Eddi|zuHause> i'm not going to check right now, i should be going
06:48<@peter1138>Unless you mean something else.
06:48<Eddi|zuHause>yes, that
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07:40<AKTheKnight>Hmm, peter1138, are you in the south east then? I'm trying to narrow down where you are based on the snow. We had none where I am
07:41<LordAro>just had the tiniest amount of snow up in york
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07:55<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType
07:56<@peter1138>michi_cc, just a rebase right?
07:57<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType
07:58<+michi_cc>peter1138: Yes, just to get the CI changes in.
08:01<LordAro>that'd be nice to have, i think
08:02<LordAro>presumably it'd work with mingw?
08:02<@peter1138>"This is a semi-serious PR" Hmm!
08:03<@peter1138>LordAro, should do, it only removes dependencies, no new ones.
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08:09<+michi_cc>peter1138: It still is, in the sense that I don't expect it to be merged unconditionally. The contents itself is definitely serious.
08:10<@peter1138>Hmm, that's not what "semi-serious" means to me.
08:10<+michi_cc>But it fixes a bug now, unless somebody is inclined to dig into freetype.
08:10<@peter1138>The PR system is designed for things not to be merged unconditionally :-)
08:13<+michi_cc>The PR was a case of removing generic code in favour of platform-specific code without any benefit (it has one now).
08:14<+michi_cc>Not something that makes really sense unless there are advantages.
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08:18<@peter1138>True, removing a dependency at the expense of platform specific code is maybe not a good idea.
08:18<@peter1138>(By itself)
08:20<Eddi|zuHause>that happens when your robot has no safety features
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08:23<CZTR>Please, can someone help us with CZTR bridges? I have problem with m4nfo. Ends with 'Insufficient meta-data' but sprite looks good: /home/vasatko/_data/bridges/output/sprites/PLACEHOLDER.png 8bpp 0 0 32 32 0 0 normal
08:24<@planetmaker>not sure anyone here speaks m4nfo
08:24<@peter1138>Nope, never seen it.
08:24<CZTR>ok, but its normal NFO and error is from grfcodec
08:33<@peter1138>If that's the complete line, then it's missing the 'sprite' number.
08:33<@peter1138>The one at the beginning which is normally just -1 these days.
08:36<Eddi|zuHause>CZTR: some more context might help
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08:37<Gabda>the map cache is getting close to its first final form :)
08:37<Eddi|zuHause>is it over 9000 yet?
08:38<Gabda>not yet ready to beat a saiyan
08:39<@peter1138>CZTR, don't PM me.
08:43<CZTR>peter1138: yes, only sprite number miss (its not depend on sprite number), prefix of this line is '16 ' and complete line is: 16 /home/vasatko/_data/bridges/output/sprites/PLACEHOLDER.png 8bpp 0 0 32 32 0 0 normal
08:44<CZTR>peter1138: but i see TABulators before sprite number, is it problem (this NFO is generated by m4nfo and in m4nfo i havent tabulators in this line)?
08:49<Eddi|zuHause>that should not be a problem
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08:58<@peter1138>Probably need to show (use a paste site!) more of the code for some context, as Eddi|zuHause said.
09:10<CZTR>ok, but how can i send file?
09:14<CZTR> is screenshot of grfcodec error
09:14<Eddi|zuHause>"A portion of sprite 15 could not be processed."
09:14<Eddi|zuHause>so the error is in the line above
09:15<Eddi|zuHause>"//!!Error (68): An action 8 must precede action 4."
09:17<Eddi|zuHause>CZTR: try to run nforenum
09:20<Eddi|zuHause>"//!!Could not read ypos from apparent real sprite."
09:21<Eddi|zuHause>CZTR: the "8bpp" seems to be wrong there
09:23<Eddi|zuHause>CZTR: you're trying to compile as "Info version 7" when the syntax you use is version 32
09:24<Eddi|zuHause>(2nd line of the file header)
09:25<CZTR><Eddi|zuHause>: run nfornum: super thank you i see errors now, thanks thanks thanks || and about version 7 vs 32, its autofilled from m4nfo, but ok, i will try all and again thank you!!!
09:26<CZTR>i muset end now (i have sicked children)
09:26<Eddi|zuHause>CZTR: you should talk to the author about a version of m4nfo that generates version 32
09:27<CZTR>author (Michael Blunck) not comunicate until december. I dont know why (before comunicating normally)
09:28<CZTR>Realy thank you, i will try fix all erorrs from nforenum
09:29<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7067: Fix: typo in code comment: Unitializes -> Uninitializes
09:32<@peter1138>LordAro, ^
09:32<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7067: Fix: a few comment typos
09:32<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
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09:33<nnyby>hehe, i updated that typo PR based on thoughts here :P
09:33<LordAro>ah, you are the same person
09:33<LordAro>i suspected, but wasn't certain
09:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
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09:59<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on issue #7059: Town name language choice affects number of towns / world population
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10:58<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7032: Ugly regular font after FreeType update
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11:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7032: Ugly regular font after FreeType update
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11:45<Samu>there is a do while, but I need the opposite, while, do? does it exist?
11:46<Samu>need to check earlier
11:49<nnyby>would a for loop work?
11:51<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7069: Fix #7032: use the same mode to load and render glyphs
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11:58<Taede>samu: afaik its just 'while (condition) { code }'
12:04<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on issue #7032: Ugly regular font after FreeType update
12:09<Samu>must find a way to convert/combine a DiagDirection and a Track into a Trackdir
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12:09<Samu>i have a track
12:09<Samu>i have a diagdirection
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12:12<Samu>static inline Trackdir TrackExitdirToTrackdir(Track track, DiagDirection diagdir)
12:12<Samu>static inline Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir)
12:12<Samu>it's one of these, must think
12:14<Samu>actually, I don't have a track, i'm doomed
12:15<Samu>I have TrackBits
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12:25<Samu>aha, this is what I want DiagDirToDiagTrackdir(dir);
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12:30<Samu>attempting to make forbid 90 deg work on opf
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12:44<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns
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12:46<LordAro>Gabda: yea please
12:48<Gabda>I'll split it tomorrow then
12:49<Gabda>force push will work the same way, or I have to do assign the 2 new commits to the PR manually?
12:52<LordAro>force push will work fine
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12:58<Samu>peter1138, you can use !IsDiagonalTrack here
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13:22<nielsm>okay tried using a different opl3 emulator, sound quality is approximately the same as with the other, so def. something very wrong with my code
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13:35<@peter1138>Samu, PR it then :p
13:41<@peter1138>Hmm, even a 32 tile path cache helps massively.
13:42<+glx>any cache should help if it prevents recalculation on each tile
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13:46<@peter1138>So any ideas how to saveload a std::stack? :D
13:47<@peter1138>Or should I convert it to a fixed array with a position reference?
13:51<+glx>use a std:deque like a std::stack
13:52<+glx>it has iterators
13:53<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on issue #6173: Add support for SDL2
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13:58<nielsm>peter1138, a fixed size array is probably much easier
13:58<nielsm>otherwise I think adding a new top-level structure to the savegame, containing cached paths, sounds like the way to go
13:59<+michi_cc>peter1138: Have you already tried the most simple possible cache, i.e. just trackdir + number of tiles to follow?
14:00<andythenorth>'go NW for 6 tiles, checking next tile each time in case it's not water'
14:00<andythenorth>that's how I used to code flash games when making the alien baddies move was a CPU hog
14:01<andythenorth>you end up with Roomba style bump-steer navigation :P
14:01<andythenorth>some ships do actually navigate by coast following
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14:19<@peter1138>michi_cc, nope.
14:20<@peter1138>michi_cc, i'll give it a go
14:21<@peter1138>and trackdir will be implicit anyway, i reckon
14:48<@peter1138>michi_cc, well...
14:48<@peter1138>michi_cc, it's faster.
14:48<@peter1138>michi_cc, and simpler...
14:48<@peter1138>ah, and broken :D
14:54<andythenorth>broken is nicer
14:56<@peter1138>Hmm, is there a TrackdirToDirection function I'm missing?
14:56<LordAro>peter1138: i'm imagining a ship just slowly moving across the land
14:57<frosch123>TrackdirToExitdir ?
14:58<frosch123>no matching enterdir though
14:58<+glx>LordAro: should be possible for hovercraft
15:06<@peter1138>frosch123, I want Direction, not DiagDirection.
15:14<nielsm>hmm, I suppose the difference between "bytevalue" and "(bytevalue * 127) >> 7" can be significant, when the result is going to be bittwiddled
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15:17<nielsm>now the percussion is starting to sound somewhat right...
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15:19<nielsm>that's not to say it sounds good, but it's sounding slightly more like percussion than before:
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15:22<@peter1138>michi_cc, okay, got it working. It's barely faster than not doing it :-(
15:22<@peter1138>66ms down to 58ms
15:22<@peter1138>vs 66ms down to 21ms
15:24<@peter1138>This savegame has some weird situations where routes are blocked by depots.
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15:27<@peter1138>Crazy AI I guess.
15:27<nielsm>side-by-side debugging
15:32<nielsm>I may just have found the last bug
15:32<nielsm>an "xor al,1" instruction I missed
15:37<nielsm>yeah this all sounds quite right:
15:37<@peter1138>Sounds better!
15:48<LordAro>very left
15:48<nielsm>made a little mistake when converting from raw dumped samples
15:49<nielsm>it's centered in game :P
15:49<LordAro>chrome thinks otherwise :p
15:49<LordAro>also, the first track seems like it cuts off at about 1:05?
15:50<nielsm>okay wth, this emulator code is stupid slow?
15:50<nielsm>even in the release build it can barely keep up
15:50<nielsm>actually it can't
15:52<nielsm>let's try that with ken silverman's again
15:53<nielsm>yeah that's literally 10x faster
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15:56<nielsm>pushed some code to my branch
15:56<nielsm>if anyone else wants to try it
15:57<nielsm>there's still one thing broken, that's dual-tracking (notes played on one track being auto-played on another too, for chorus'y effects and such)
15:59<LordAro>i'm fairly certain no one else has a copy of the relevant files :p
16:00<nielsm> is easy to retrieve from a dos version of tto or ttd :(
16:01<nielsm>this TTDXDEMO.ZIP contains it:
16:01<@peter1138>So the stack is clearly faster.
16:01<@peter1138>How did we live without this frame rate window? :p
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16:05<@peter1138>Storing just the number of tiles to move is a bit faster than without, some times.
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16:48<milek7>nielsm: for what purpose it is? alternative to midi?
16:50<nielsm>because I can
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16:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7057: Fix: A few minor compile warnings under MinGW
16:55<LordAro>mwhaha, merged my own PR
16:55<LordAro>fear my power
16:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7069: Fix #7032: use the same mode to load and render glyphs
16:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7069: Fix #7032: use the same mode to load and render glyphs
16:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7032: Ugly regular font after FreeType update
16:58<nielsm>ahh now it looks good again :)
16:58<LordAro>i just play with the default font :p
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17:00<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7067: Fix: a few typos
17:00<nielsm>by the way I'm having an issue here where no music is playing on the title screen when starting the game, but changing music set in game options causes it to start, and returning to title screen plays the title track... is that a bug in my adlib branch or also in master?
17:00<nielsm>(can't be bothered to switch back to master right now)
17:01<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7067: Fix: a few typos
17:05<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
17:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type
17:07<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type
17:11<LordAro>nielsm: #6956 thoughts? i'm tempted to close :>
17:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed pull request #6956: Fix #6145: Prevent ships without valid orders from moving
17:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6956: Fix #6145: Prevent ships without valid orders from moving
17:15<nielsm>but I still think it's dumb to have ships just sail at random when they have no orders
17:16<LordAro>no different to trains or road vehicles
17:16<LordAro>just that ships are less constrained :)
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17:17<nielsm>but airplanes refuse to start if they have no orders
17:17<nielsm>though of course don't stop mid-air if you delete their orders
17:25<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
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17:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
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17:34<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
17:36<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
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17:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #6990: Fix: Correct display of industry requires/produces in Build Industry window
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18:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7023: Use some consistency for project dependencies determination
18:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7023: Use some consistency for project dependencies determination
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18:06<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning.
18:07<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning.
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18:46<Samu>doing 90 deg for ops is not becoming an easy task :(
18:46<Samu>i still fail to understand how this whole thing works
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19:04<DorpsGek_II>[OpenTTD/website] LordAro approved pull request #19: typo fix: idillic -> idyllic
19:05<DorpsGek_II>[OpenTTD/website] LordAro merged pull request #19: typo fix: idillic -> idyllic
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19:12<@peter1138>Hmm, non-stack is slower.
19:12<@peter1138>I wonder where I messed up :p
19:13<@peter1138>Oh shit, way too late, night night
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21:02<Samu>i think i made it
21:02<Samu>90 degrees for opf
21:02<Samu>still wanna make sure
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21:59<Samu>hmm, there are some situations where it's ideal for opf not to reverse based on bird_dist
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---Logclosed Fri Jan 18 00:00:26 2019