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#openttd IRC Logs for 2019-02-26

---Logopened Tue Feb 26 00:00:59 2019
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01:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation.
02:23<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7043: Disconnected towns during world generation
02:34<DorpsGek_II>[OpenTTD/website] andythenorth commented on issue #61: Does the website have a multilingual plan?
02:48<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7043: Disconnected towns during world generation
02:48<@peter1138>I have an idea though.
02:52<DorpsGek_II>[OpenTTD/website] auge8472 commented on issue #63: footer/header of
02:54<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7043: Disconnected towns during world generation
03:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7282: Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population
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04:06<andythenorth>nmlc 16 cargos then
04:06<@peter1138>Is it working?
04:06<andythenorth>there's a patch from Eddi that makes old grfs compile
04:06<andythenorth>not sure if we're breaking old nml grfs or not, there's no maintainer :P
04:06<andythenorth>everything else works so far, testing not complete :P
04:07<andythenorth>the feature is in the OpenTTD betas, but we have no test grfs, so eh
04:07<andythenorth>does it even work? :P
04:07<@peter1138>Does that mean it's lunch time?
04:07<andythenorth>to be fair, nielsm did make test grfs with nfo
04:07<andythenorth>nearly lunch time
04:07<andythenorth>not quite yet
04:08<andythenorth>NotDisasters next then?
04:09<andythenorth>does OpenTTD have recessions in one of the weird economy settings?
04:09<@peter1138>They used to exist.
04:36<andythenorth>I think they're nerfed by newgrf
04:36<andythenorth>I wondered about disasters that drop the freight rates, rather than the production
04:37*andythenorth has a whole other idea about varying freight rates by map region
04:37<andythenorth>how much extra map storage do we have now? :P
04:43<@peter1138>A bit.
04:49<andythenorth>store payment rates in towns, all would be fine
04:49<andythenorth>use some kind of algorithm to adjust it by tile :P
04:49<andythenorth>we're well into all that these days :P
04:49*andythenorth bbl
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04:59<@peter1138>Hmm, subsidies for intra-town services would be nice.
05:00<@peter1138>Long-term subsidies that depend on some rating.
05:13<Eddi|zuHause>if only ratings were useful
05:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation.
05:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7281: Group selection not enabled in livery window when creating first group
05:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7283: Fix #7281: Unable to select last group in open livery window on group creation.
05:31<@peter1138>Eddi|zuHause, that's why I didn't specify a particular one :-)
05:33<Eddi|zuHause>i could imagine something like "who transports the most passengers in 1 year gets 10 years exclusive rights to local passengers"
05:35<Eddi|zuHause>no idea if that would help anything :p
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05:50<@peter1138>Do you agree?
05:52<andythenorth>I think experimenting is good!
05:54<andythenorth>stuff that requires playing whole games through is hard to just experiment with eh?
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05:59<Eddi|zuHause>well, you have to think about which playstyle gets helped/harmed by this, like: singleplayer, competitive PvE (e.g. citybuilder), competitive PvP or cooperative
06:03<_dp_>Eddi|zuHause, just add an option :p
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06:14<@planetmaker>peter1138, I think that's totally fine to leave to game scripts. They already provide solutions to that exact problem
06:16<@peter1138>I don't know if the mechanics of subsidies allow for same src and dst.
06:16<@planetmaker><andythenorth> not sure if we're breaking old nml grfs or not <-- that's fine. The NewGRFs would just need to adjust the code of their production callbacks. Existing NewGRFs are not harmed by that
06:18<@planetmaker>via GS you can probably do exactly that
06:19<@planetmaker>they can track deliveries to stations as well as pickup as well as ratings. And award money based on those measurements
06:19<Eddi|zuHause>i'm not sure they have enough tools for that
06:24<@planetmaker>I'm pretty sure they do. They can even create subsidies
06:27<@planetmaker>maybe subsidies could gain a duration and a payment factor (linear in cargo) and a flat bonus (payed monthly or annually, if route is honoured)
06:27<@planetmaker>these could then be used by GS to vary the subsidy system more
06:28<@peter1138>Cargo-dist complicates it all of course.
06:28<@peter1138>Such that subsidies don't ever appear with cargo-dist on :(
06:30<Eddi|zuHause>planetmaker: just because there are tools that have the right name doesn't mean they're the right tools
06:31<FLHerne>The problem with GSes is still that there's only one of them :-/
06:33<FLHerne>"you can do that with a GS" is an answer to a lot of gameplay things, but you can't fix them all at the same time without some custom megaGS
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06:51<andythenorth>GS is the answer to almost nothing
06:51<andythenorth>it's given as an answer, but the lack of viable GS shows it doesn't work
06:55<andythenorth>probably just rewrite all the modding APIs tbh
07:00<andythenorth>oof no bundles for FIRS now :P
07:01<andythenorth>can't show new cargoflow graphs for v4
07:14<@planetmaker>I think switching your main repo to github for firs was premature
07:15<Eddi|zuHause>surely it must be a config option for devzone to pull from a git repo?
07:16<Eddi|zuHause>maybe not for build on push, but at least for nightlies?
07:16<@planetmaker>you can pull from any... You "just" need to adopt the complete CI process
07:16<andythenorth>can't have 2 repos :)
07:16<@planetmaker>add triggers, add version detection, change source origin
07:17<@planetmaker>andythenorth, that's what I mean with premature
07:17<andythenorth>there's never a right time to change things
07:17<@peter1138>Switching from hg to git was never premature.
07:17<@planetmaker>yes. It was never the right choice ;)
07:19<Eddi|zuHause>planetmaker: surely the triggers can wait if you're skipping build on push for now, and source origin should be trivial, so that only means version detection might need some work, and that should not prevent the build process?
07:27<@planetmaker>in principle...
07:30<@peter1138>hg was never the right choice, indeed.
07:30<@planetmaker>s/hg/git/. ;)
07:30<@planetmaker>git is quite baroque. Needlessly so
07:31<andythenorth>oof, consolidating the Port and Bulk Terminal makes a big mess of cargoflow
07:31<andythenorth>and the main point of FIRS design is to produce nice diagrams :P
07:31<@planetmaker>it does everything one wants. If you jump over many stones and through many loops on your way
07:32<andythenorth>this one was quite tidy
07:32<@planetmaker>andythenorth, there's a FIRS/iron horse test server with beta3 ;)
07:32<andythenorth>is there?
07:32<@planetmaker>coop nightly
07:32<andythenorth>oof I'd have to get a nightly build from somewhere
07:32*andythenorth looks
07:32<@planetmaker>we already had a desync :P
07:32<@planetmaker>you need to get beta3 build
07:33<andythenorth>wow the fonts are all fucked up in beta3 eh :)
07:33<andythenorth>known issue
07:34<@peter1138>Use ttfs :p
07:34<@peter1138>Or don't change the font zoom.
07:34<@peter1138>Urgh, 12:34 and nearly eaten all my luncH :/
07:34<andythenorth>lol missing grfs: Iron Horse, FIRS 3
07:34<andythenorth>lunch was ages ago
07:34<andythenorth>I never have any of my grfs installed
07:34<@planetmaker>lunch was over... 90 minutes ago
07:35<Eddi|zuHause>i should have lunch
07:35<@peter1138>Missing GRFs, all of them.
07:35<andythenorth>ow small fonts are small
07:35<@peter1138>andythenorth, you can set it to double, just restart the game.
07:35*andythenorth looking at the livery choices
07:36<@peter1138>OpenGFX small font is terrible, original TTD is far more readable.
07:36<@peter1138>Ignoring the fact it's 5 pixels high.
07:36<andythenorth>reid makes interesting train choices
07:37<@planetmaker>what I wondered yesterday: the break wagons are just for looks, are they?
07:37<@peter1138>What where the repo issues converting from hg to git?
07:38<@peter1138>I saw something about a corrupt repo?
07:38<andythenorth>eints made some invalid commits
07:38<andythenorth>3 or so
07:38<andythenorth>frosch manually removed them somehow
07:38<@planetmaker>oh, another thing which needs adoption
07:39<andythenorth>also yes, cabooses are just for looks
07:39<andythenorth>I considered giving them some gameplay reason, but nah
07:39<andythenorth>oh its FIRS Temperate Basic
07:39<andythenorth>I'm rekking that at the moment
07:39<@planetmaker>basically it's all defaults
07:40<andythenorth>oof, all those ports in closed lakes
07:40<@planetmaker>didn't bother to configure much beyond choice of newgrfs and climate / map settings
07:40<andythenorth>I always generate new maps until I get lakes without ports etc
07:40<andythenorth>takes ages
07:40<@planetmaker>most ports and fishing grounds spawned during gameplay
07:40<@planetmaker>at least fishing grounds
07:40<andythenorth>newgrf property 'this water is contiguous with the map edge'
07:40<andythenorth>var / prop /s
07:41<@peter1138>What's an invalid commit?
07:41<_dp_>hm, is it just me or beta3 is kinda laggy... up to 500 ms on rendering
07:41<@planetmaker>worked fine for me yesterday
07:41<@peter1138>That seems to be just you.
07:41<@planetmaker>and this morning, too
07:42<_dp_>yeah, I'll try with 1.8, mb I just have too much shit in background
07:44<_dp_>oh, and +91.0°C on cpu... guess it's time to change thermal paste again
07:44<_dp_>or just finish building a new pc finally xD
07:45<LordAro>"change thermal paste"
07:45<LordAro>maybe if you use toothpaste...
07:45<@planetmaker>indeed it does degrade, though
07:47<_dp_>dunno what's wrong with my laptop but I have to change it like every 6 months
07:51<@planetmaker>insufficient cooling solution in general
07:52<Eddi|zuHause>i wouldn't think the thermal paste would be the main problem here
08:04<_dp_>hm, it's not beta, it's just something about that coop game that makes it lag so much
08:05<@peter1138>Lunch was over :(
08:05<@peter1138>_dp_, large map?
08:05<Xaroth>91C sounds more like you need a better cooling setup, not just better thermal paste.
08:05<@peter1138>dbg: [sprite] Tried to load character sprite #8 as a recolour sprite. Probable cause: NewGRF interference
08:06<@peter1138>I wonder if we know which NewGRF did it? :p
08:06<_dp_>peter1138, it's not that large, and I tried other saves that are quite large as well
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08:06<@peter1138>I guess not, otherwise we would already show it.
08:06<@peter1138>It's larger than default, so it's large :p
08:06<_dp_>Xaroth, it's a laptop, can't do much about cooling
08:07<Eddi|zuHause>water cooled laptop
08:09<_dp_>Eddi|zuHause, pff... even for the new pc I went for air cooling :p
08:09<_dp_>that air cooler is probably larger that my entire laptop though xD
08:09<_dp_>by volume I mean
08:10<@peter1138>My NH-D15 works well ;)
08:10<Eddi|zuHause>i've never actually looked into watercooling, but i could imagine it might work better in some space restricted setups
08:10<_dp_>peter1138, yeah, I bought be quiet just because it's black
08:11<_dp_>peter1138, and it was the only cooler my local store had xD
08:11<@peter1138>Eddi|zuHause, it's trendy but with the off-the-shelf closed-loop coolers there's not a lot of benefit.
08:12<@peter1138>The inside of my case would be a bit empty... but what else would I put in there? heh
08:12<_dp_>well, you can't really stick a proper air cooler in some cases
08:12<_dp_>but not an issue for something like mid tower ofc
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08:18<Beerbelott>Got a q°
08:19<Beerbelott>If I want to do a PR by separating individual features of a global on in separate commits, how can I make sure the PR contains 2 separate commits? Is making a PR w/ a coebase diverging by these 2 commits enough?
08:29<nnyby>... can't you just make two commits? the question doesn't really make sense
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09:05<@planetmaker>Beerbelott, a pull-request can consist of as many commits as you like
09:05<@planetmaker>Beerbelott, however, if you develop different features, then it makes very much sense, to make separate PR for them. Each based on clean master
09:06<@planetmaker>(unless they absolutely depend on eachother of course)
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09:29<andythenorth>oof I assumed cdist in that coop server :P
09:30<andythenorth>my network is all wrong :P
09:30<@peter1138>andythenorth :D
09:30<@peter1138>I knew it wasn't, but still built like it.
09:30<@peter1138>I just cba building long routes or setting up transfers.
09:30<andythenorth>I built long routes expecting automatic feeding :P
09:30<andythenorth>now I am screwed
09:31<@peter1138>Well you can set unload & leave empty.
09:31<@peter1138>But... urgh!
09:32<andythenorth>cdist preference per company? :P
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09:40<@planetmaker>peter1138, andythenorth can I invite you to make a short list of preferred settings/parameters and also NewGRF, if you like, which would make a good gameplay in your eyes?
09:40<andythenorth>it's hard setting up servers eh :)
09:41<@planetmaker>I'm thinking about gathering / creating a few 'template' settings to offer different things
09:41<@planetmaker>Currently the server runs somewhat on my preferred settings
09:42<Samu>it asserted rather quickly
09:43<@planetmaker>one thing I missed was 'vehicles never expire' ;)
09:47<Samu>strange findings
09:48<Samu>how can a town with 160 houses have a population of 0?
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09:54<@peter1138>Samu, in town_cmd.cpp in the function GrowTownWithBridge()
09:54<@peter1138>I added "if (t->population == 0) return false;" ... first line of the function.
09:55<@peter1138>Samu, that should guarantee a town with population 0 has no bridges (at least, during mapgen)
09:55<@peter1138>It's perfectly possible to have population 0 afterwards.
09:57<Samu>but 160 houses with 0 population is intriguing me
09:58<Samu>if (_generating_world && t->cache.population == 0) return false;
09:59<andythenorth>fixed my network :P
09:59<andythenorth>now printing money
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10:00<nielsm>nice! just got another GM sound module, a Korg NS5R so now I'm listening to yet another rendition of the TTD music :)
10:03<Samu>this is wrong...
10:03<nielsm>AI squared!
10:03<@peter1138>Can I have it?
10:03<@peter1138>Where do you find these? :(
10:04<nielsm>so yeah now I have both a classic roland synth and a classic korg synth
10:04<Samu>i need to test this some other way
10:04<nielsm>and I've also found an MT-32 compatible module which I'm tempted to get
10:06<@peter1138>It's annoying how well they hold their perceived value :(
10:06<andythenorth>do people still obsess about 808s?
10:06*andythenorth is well out of the loop
10:07*andythenorth listening to buffalo stance, the bassline is epic
10:07<Samu>m2 is free
10:07<Samu>all 16
10:07<andythenorth>even though it's just cheap pop :P
10:07<Samu>gonna store town index there
10:08<@peter1138>Samu, haha I did wonder about exactl that.
10:08<Samu>do towns build tunnels?
10:08<andythenorth>planetmaker: this server needs daylength :P
10:10<@peter1138>Samu, don't think so, might be fun
10:10<andythenorth>they should build road tunnels
10:10<andythenorth>not too often
10:10<andythenorth>but sometimes
10:10<@peter1138>I reported a bug in Swedish Houses. I'm guessing it won't get fixed :p
10:11<@planetmaker>well... the code to the set is available. So it's possible to fix it
10:11<Samu>DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)
10:11<Samu>DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE)
10:12<Samu>how to put t->index into that
10:16<Samu>uint32 p2
10:17<Samu> * - p2 = (bit 0- 7) - bridge type (hi bh)
10:17<Samu> * - p2 = (bit 8-13) - rail type or road types.
10:17<Samu> * - p2 = (bit 15-16) - transport type.
10:17<Samu>bit 17-32=
10:17<@peter1138>it'll fit there...
10:17<@peter1138>t->index << 16
10:17<Samu>t->index << 17?
10:18<nielsm>17 will lose the top bit
10:18<@peter1138>you're right.
10:18<nnyby>hey ummm, anyone in change of openttd's wiki? it's on mediawiki 1.19.1. could at least be updated to the latest security patch for this release: 1.19.24
10:18<@peter1138>I misread :(
10:18<@peter1138>Not enough room.
10:19<nielsm>some korg version music:
10:19<@peter1138>Although the town pool allows 64000 towns, the map generator parameters only allows 5000
10:19<Samu>uint64 it?
10:20<andythenorth>is anyone responsible for the wiki?
10:20*andythenorth thinks probably not
10:20<Samu>there are water bridges :(
10:20<@peter1138>Aquaducts, yes.
10:20<nnyby>looks like TrueBrain is an admin here:
10:21<andythenorth>you rattled his cage :P
10:21<Samu>how many rail types are there now?
10:21<@planetmaker>you got the smiley wrong, Samu: "there are water bridges \o/"
10:21<Samu>64 or so?
10:21<Samu>wasn't it 16?
10:21<@peter1138>64, yes
10:22<@peter1138>Hmm, Yeah, road types probably uses more bits there
10:22<@peter1138>64 + road/tram
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10:22<Samu>@calc 0xf
10:22<@DorpsGek>Samu: 15
10:22<Samu>@calc 0xfffff
10:22<@DorpsGek>Samu: 1048575
10:23<Samu>@calc 0xffff
10:23<@DorpsGek>Samu: 65535
10:23<nielsm>you should learn those numbers by heart!
10:23<Samu>@calc 0xfff
10:23<@DorpsGek>Samu: 4095
10:24<Samu>4095 towns?
10:24<Samu>no wai
10:24<@peter1138>More than enough.
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10:25<Samu>not enough
10:25<Samu>it can generate 13k already
10:25<@peter1138>That's not the limit though, so...
10:28<Samu>what about p1
10:29<nielsm>uses up to 24 bits for end tile index
10:29<nielsm>well maybe town index could be split across p1 and p2, 8 bits in each?
10:29<@peter1138>Ew :)
10:29<nielsm>yeah ew
10:30<@peter1138>Move one of the other parameters to p1.
10:30<@peter1138>bridge type 8 bytes
10:30<@peter1138>Good candidate.
10:30<@peter1138>8 bits
10:31<Samu>what happened to bit 14?
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10:34<Samu> * @param text unused
10:35<nielsm>I don't think anyone really wants to begin packing non-text data into the text parameter
10:35<nielsm>(let's put XML in there!)
10:36<@planetmaker>xml packed in json
10:36<@planetmaker>similar like you need to put html into c-strings on arduino
10:36<@planetmaker>makes for... a lot of fun
10:42<Samu>bit 14 seems unused
10:45<Samu>could 15-16 be moved to 14-15
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10:54<@peter1138>Anyway, I don't see why you want to add the town index to a bridge.
10:54<@peter1138>If you simply don't build a bridge when the population is 0, then you can avoid having to check bridge owners.
10:54<LordAro>what happened to the new map array? :p
10:59<Samu>what if it needs to build a bridge to build houses?
10:59<@peter1138>It won't.
10:59<@peter1138>It'll fail and you'll get a town somewhere else.
11:01<@peter1138>It'll build a bridge if it already has houses and population.
11:01<Samu>i dont know... how can u be so sure
11:01<@peter1138>About which bit?
11:02<Samu>first item is a road
11:02<Samu>second item could very well be a bridge
11:02<Samu>not a house
11:03<Samu>3rd item would be a road piece on the other side of the bridge, 4th item a house
11:04<Samu>now u got population
11:04<Samu>with a bridge being created first
11:04<_dp_>Samu, if your town can't build any houses without building a bridge first it's a very sad place to live in and shouldn't be settled anyway :p
11:06<@peter1138>It doesn't work like that. It if can't build that bridge, it will keep trying to build houses.
11:06<@peter1138>And then once it has a house, it can build the bridge.
11:06<@peter1138>However if cannot build a house *at all* then it will not build the bridge. But so what? It's just one random location for a town just like any other.
11:12<nielsm>I kind of want to propose a city expansion algorithm that also depends on the "wealth" of the city, which is sort of a combination of size and growth rate, a city requires a certain wealth to build large bridges, a poor town might never expand across a single tile river, and is more likely to build level crossings, a wealthy city will be more likely to build bridges (and long ones), and will
11:12<nielsm>avoid building level crossings but will instead bridge across player infrastructure
11:14<@peter1138>GS ;)
11:16<nielsm>there isn't any "towns may build houses but not roads" mode is there
11:16<@planetmaker>there actually is a setting
11:16<@planetmaker>which disallows towns to build roads
11:17<@planetmaker>[economy] allow_town_roads = true
11:17<@planetmaker>allow_town_level_crossings = true
11:25<Eddi|zuHause>i don't think the "disallow level crossing" setting makes towns actually bridge the rails, though
11:26<@planetmaker>maybe. it might simply contain them
11:36<nielsm>hmm is there a method to cause trains to prefer one route over another?
11:36<_dp_>GS can have roads disallowed but still build them (bridges) on its own
11:37<nielsm>I'd like trains coming from one direction to prefer one set of tracks at a station over another, but still be allowed to overflow to the second set if the first is full
11:37<@planetmaker>nielsm, yes-ish. Or no-ish. Game the PF penalties
11:37<Eddi|zuHause>nielsm: pathfinder penalties might solve that
11:37<@planetmaker>add backward path signals. level crossings, bridges
11:37<@planetmaker>waypoints, stations
11:38<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns
11:38<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
11:38<@planetmaker>in that order, if memory still serves me
11:38<@peter1138>nielsm, yes, but it's a patch. Programmable signals, etc...
11:38<nielsm>backwards path signals seems like it does the trick, thanks
11:38<Samu> switch ((TransportType)(this->type >> 15)) {
11:39<Samu>this is a weird switch
11:39<@peter1138>Simutrans has explicity "use this platform" oders.
11:39*nielsm did the classic of buildings tunnels below all of a mining industry
11:39<Eddi|zuHause>TF has as well, but sometimes you want more flexibility
11:39<nielsm>maybe industry tiles should have a "disallow tunnels under this tile" flag
11:40<Eddi|zuHause>i vaguely remember that for coal mines, but that might have been in TTDPatch?
11:40<_dp_>nielsm, too much realism :p
11:40<nielsm>in A-Train mining industries do extend below ground
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11:41<@planetmaker>nielsm, I don't think such setting is needed. Anyone who doesn't like it, is free to NOT build a tunnel under the industry
11:43<Samu>this doesn't match
11:43<Samu> /* Data type for the bridge.
11:43<Samu> * Bit 16,15 = transport type,
11:43<Samu> * 14..8 = road/rail types,
11:43<Samu> * 7..0 = type of bridge */
11:44<@peter1138>What doesn't?
11:45<Samu> * - p2 = (bit 0- 7) - bridge type (hi bh)
11:45<Samu> * - p2 = (bit 8-13) - rail type or road types.
11:45<Samu> * - p2 = (bit 15-16) - transport type.
11:45<@peter1138>Ah, close enough
11:45<Samu>8-14 or 8-13?
11:45<Eddi|zuHause>planetmaker: how is that an argument?
11:46<@peter1138>Actually 13, until NRT is merged.
11:47<Samu>then the gui is wrong
11:47<@peter1138>It's just comment, it doesn't actually affect the code.
11:47<Samu>void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transport_type, byte road_rail_type)
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11:50<@peter1138>You could keep a local list of bridges that were built, and the remove them. explicitly. And then, again, skip the test.
11:52<Samu>how many bits are 64
11:53<Samu>8-13 is correct then
11:53<Samu>NRT will ruin this patch
11:53<Samu>when it comes out
11:54<@peter1138>It's almost as if maybe only 10% of what we write is actually read.
11:55<Samu>im moving 15-16 to 14-15
11:55<Samu>then 16-31 will be used for t->index
11:56<@peter1138>Move 0-7 to p1
11:56<@peter1138>But don't do any of that.
11:56<@peter1138>Becuase just not building a bridge when population is 0 is superior.
11:57<@peter1138>Because it doesn't require fucking around with the map array.
11:57<@peter1138>It doesn't require savegame conversion
11:57<@peter1138>It doesn't require a bump
11:58<@peter1138>All for one thing that only happens when generating an infeasably large map with an infeasably large amount of towns.
11:58<@peter1138>The game does not even let you start with that many towns.
11:58<@peter1138>So yes, just don't build a bridge if pop = 0
11:58<@peter1138>Job done.
11:59<@peter1138>And that fixes your disconnected towns bug, which is nice.
11:59<Samu>but that's fixing the lazy way :/
11:59<nielsm>it's a perfectly good fix
12:00<@planetmaker>it totally is NOT lazy
12:00<nielsm>just leave a comment explaining why building a bridge with zero pop is a problem
12:01<@peter1138>Yeah, I'll add that to my PR ;)
12:01<@peter1138>I already had it all written, I reverted it as it was a one-liner from Samu's PR.
12:01<@peter1138>Who'd've thought it...
12:02<Samu>i just proved that towns can build bridges before houses
12:03<Samu>its gonna feel wrong
12:03<Samu>forced it
12:04<Samu>this town wouldn't exist if it was _generating_world
12:06<Samu>you're not letting it expand with bridge
12:06<_dp_>Samu, so what?
12:06<Samu>get's stuck in the small island with 0 population
12:07<_dp_>Samu, it's totally fine for such stupid towns not to exist
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12:08<Samu>hmm ok
12:09<FLHerne>Samu: Towns with 0 population are deleted at generation time, that's why the bug /exists/
12:09<FLHerne>So creating them isn't a problem, they just disappear again
12:11<nielsm>don't cry for the stillborn towns
12:11<nielsm>they were never alive
12:12<_dp_>though checking pop while destroying bridges is a bit of a hack indeed
12:12<_dp_>how about checking ownership of adjacent tiles instead?
12:12<andythenorth>I haven't read any of it
12:12<_dp_>on bridge ends
12:12<andythenorth>but it sounds like 'god just make something work please' code
12:13<FLHerne>andythenorth: It seems reasonable to me
12:13<nielsm>don't let zero-pop towns build bridges sounds reasonable yes
12:13<FLHerne>The simplest way to see if building a town somewhere is possible is just to try and build it
12:13<nielsm>who's going to pay for that bridge when nobody lives there?
12:14<_dp_>oh, wait, it's checking when building, nvm then :)
12:14<nielsm>if a town could not grow from its center tile without a bridge, that was a really terrible location for a town
12:16<Samu>towns grow from 0 pop initially
12:16<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
12:16<nielsm>if the town cannot grow at all without a bridge, that town location was really terrible
12:16<nielsm>nobody would start building a town somewhere they couldn't expand it
12:16<nielsm>they would pick somewhere else
12:16<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7282: Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population
12:17<Samu>well done
12:17<Samu>feels like a lazy way to fix for me, but there it is
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12:18<nielsm>it's not about being lazy or not, it's about being robust and not adding unnecessary complexity
12:19<nielsm>while complexity in gameplay can be good, complexity in code is not good, complexity in code makes it more difficult to understand and reason about, and more difficult to fix bugs when they are discovered
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12:21<Samu>i expect stuff going wrong
12:22<Samu>what will happen is probably the town will stay in the island and closes itself in
12:22<Samu>with 1 hhouse
12:22<Samu>or so
12:22<Samu>because it was denied to expand with bridge :|
12:23<Samu>so it expand with road, which would let 1 or 2 more houses on the coasts
12:23<Samu>i don't know, but it feels wrong
12:24<nielsm>and a tiny island town happens, and that's PERFECTLY FINE
12:24<frosch123>peter1138: a few eints commits in eints had a \0 in the commit message. no idea how any why. but i edited hgfastexport to remove them
12:25<frosch123>*in firs
12:25<nielsm>then later during the game, a rich transportation conglomerate comes by and decides to fill in the ocean, and suddenly the town can grow
12:25<Samu>all this because of CalcClosestTown being too cpu heavy
12:25<Samu>and disconnect towns
12:26<FLHerne>I don't see how that's relevant at all
12:27<Samu>i'm still inclined in storing town index
12:27<Samu>on tunnelbridge tile type
12:27<nielsm>the issue with zero pop towns is not _caused_ by high cpu usage
12:27<nielsm>it was discovered due to researching the issue
12:29<Samu>the issue with zero pop is that it wants to delete his own bridges
12:29<Samu>which uses CalcClosestTown
12:31<nielsm>you're massively confusing things
12:31<@peter1138>frosch123, ouch
12:32<Samu>iterates the whole map looking for bridges that are his
12:32<@peter1138>_dp_, we don't check population when deleting bridges.
12:32<@peter1138>_dp_, we check population when deleting *towns*
12:32<frosch123>the commit messages looked fine, so i guess the \0 was at the end, but i did not find them with xxd
12:32<@peter1138>That is far less of a hack.
12:32<_dp_>peter1138, yeah, I kinda confused things
12:33<@peter1138>andythenorth, "On branch variants"
12:33<_dp_>peter1138, though iirc town can be also deleted in se so issue still stands there
12:33<nielsm>in the editor the user is deleting the towns
12:34<nielsm>and can repair the broken towns that had any bridges deleted that were actually theirs and not the deleted town's
12:34<_dp_>peter1138, so adding a bridge ends check may not be that bad of idea
12:34<@peter1138>_dp_, the issue is during world gen, where it repeatedly does this and takes a long time.
12:34<@peter1138>If the user is manually deleting towns, then it won't be a massive wait.
12:34<andythenorth>peter1138: o_O
12:34<_dp_>peter1138, wait, what? how did it turn into performance issue?
12:35<Samu>store town index in bridge tile type, m2 map array whatever you call it
12:35<Samu>is what I want to do
12:35<@peter1138>_dp_, remember that voronoi/kd-tree benchmarking yesterday?
12:35<@peter1138>_dp_, it's that performance issue.
12:35<@peter1138>_dp_, when a town is deleted, it scans the whole map to find town-owned things to delete.
12:35<_dp_>peter1138, whatever, that's so rare it shouldn't be an issue even with FOR_ALL_TOWS
12:36<nielsm>it scans all map tiles and for certain tiles it does a search of the full town array to find the nearest town
12:36<@peter1138>When it finds a bridge tile, it uses calcclosesttown to find the bridge owner.
12:36<Samu>for every bridge!!
12:36<@peter1138>On a 4096^2 map, that is going to take some time.
12:37<@peter1138>world gen towns are only deleted automatically if the population is 0
12:37<nielsm>it turns into some O(n^2) badness
12:37<_dp_>oh, I see now
12:37<@peter1138>therefore, if you don't build a bridge if the population is 0, then you never need to bother checking bridge ownership, because you didn't build it.
12:37<@peter1138>as a bonus this check also fixes the disconnecting towns bug!
12:37<Samu>during world generation only, not on scenario editor
12:38<nielsm>alternatively, town bridges become owned by the town with most owned tiles near the begin bridge end
12:38<_dp_>peter1138, well, checking bridge ends will also solve
12:38<_dp_>peter1138, and as a bonus won't disconnect towns in SE
12:38<nielsm>no need to send the building town in the command
12:38<@peter1138>_dp_, it's a lot of *faff* to store nearest town on a bridge tile just for that little thing.
12:38<@peter1138>If you're in SE, you can rebuild the bridge :)
12:39<nielsm>well, it might change local authority behaviour a bit in some edge cases :P
12:39<_dp_>peter1138, no, I'm not suggesting storing, just check ownership on road tiles on bridge ends
12:39<@peter1138>_dp_, yes, I just realised that :-)
12:39<nielsm>whether player can bomb town bridges
12:39<@peter1138>That might be worth playing with.
12:40<_dp_>why doesn't it store owner for the bridge though it it does so for roads?
12:40<Samu>on scenario editor, wrong bridges may be demolished too
12:40<@peter1138>_dp_, i guess it never really needs it.
12:40<Samu>it results in disconnected towns too
12:40<Samu>demolished by the Delete town command
12:41<_dp_>peter1138, it's kind of weird, bridge is basically a road as well
12:42<@peter1138>Well, a road bridge is.
12:42<_dp_>peter1138, ofc, nobody talks rails here :p
12:48<Samu>DoCommand(tile, bridge_tile | TRANSPORT_ROAD << 24, bridge_type | ROADTYPES_ROAD << 8 | t->index << 15
12:48<Samu>something like this
12:51<@peter1138><< 16 feels neater.
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12:52<@peter1138>But you'll need to change every single call to that command, not just this one.
12:54<Samu>ok, tell me where they are
12:54<@peter1138>search for CMD_BUILD_BRIDGE in all files.
12:55<@peter1138>At least 9 calls.
12:56<nielsm>and make sure you handle it correctly for player owned bridges
12:56<nielsm>they use the same command
12:58<@peter1138>So I implemented the adjacency check as _dp_ suggested.
12:58<@peter1138>Those are the bridges that would have been incorrectly deleted.
12:58<@peter1138>There are no bridges that should've been deleted.
12:59<@peter1138>6 * newgame so far, and... no bridges actually gone.
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13:00<@peter1138>If the adjacent tiles are not road, then the bridge will stay there, but that will never happen on worldgen.
13:01<@peter1138>Trying a larger map, with 5000 towns.
13:01<Samu>use auto
13:02<@peter1138>Auto what?
13:02<Samu>i mean 'High' number of towns
13:02<@peter1138>Is that higher?
13:02<Samu>goes well above 5000
13:02<@peter1138>Hmm, ok
13:02<Samu>yeah, up to 13k
13:02<@peter1138>Not a single town to remove. Hm.
13:02<@peter1138>Not a single bridge to remove. Hm.
13:02<@peter1138>Lots that would've been disconnected
13:03<@peter1138>Massive map time!
13:03<@peter1138>Getting slower.
13:03<Samu> does this look fine?
13:04<_dp_>peter1138, how are you checking them? one end owned by removed town and second end not owned by another town?
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13:04<@peter1138>Oh, of course it's slow, I'm using the old test to determine if it would've deleted it, hehe.
13:05<@peter1138>Stalls at about 10000 for me.
13:05<@peter1138>_dp_, if one of either end is owned by this town.
13:06<@peter1138>It will, I guess, rarely delete a bridge owned by another town, but it would've been a dangling bridge anyway.
13:06<@peter1138>So no disconnected towns that way.
13:07<@peter1138>Of course, I've just realised it will already have deleted one end of the bridge.
13:08<@peter1138>But okay, without the additional check, no bridges were removed, and it completed map generation already.
13:08<@peter1138>_dp_, well, only if the town owned that road.
13:08<@peter1138>Okay, so 12800 towns.
13:09<@peter1138>4096x4096 map, high water level.
13:09<@peter1138>Not a single bridge was removed from a 0-pop town.
13:09<Samu>try those settings
13:10<@peter1138>_dp_, so we only need to check the tile which is > that the bridge tile.
13:10<@peter1138>Deleting bridge at 536x2105 based on ownership of 535x2105 (town 536x2103)
13:11<@peter1138>4096x4096, TGP mountainous map.
13:11<Samu>can GUI build bridges as owner_town?
13:12<Samu>i am assuming no
13:12<@peter1138>Maybe I should count how many towns started with a bridge at 0-pop?
13:12<_dp_>peter1138, what if it's a hanging bridge so > tile is empty and < tile was already cleared?
13:13<@peter1138>_dp_ :/
13:13<@peter1138>We could scan the map twice?
13:13<_dp_>peter1138, we sure could
13:13<@peter1138>Ok, lots of towns build a bridge with 0-pop
13:14<@peter1138>If we delete a road, check adjacent tiles for bridges.
13:15<@peter1138>133 towns built a bridge with 0-pop and survived
13:15<@peter1138>1 town removed
13:15<_dp_>peter1138, actually, just check if either end belongs to other town
13:15<_dp_>peter1138, it won't be cleared if it does and bridges with both empty ends need to be deleted anyway
13:15<Samu>i have a problem :|
13:15<Samu> if (company == OWNER_DEITY) {
13:15<Samu> if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
13:15<Samu> const Town *town = CalcClosestTownFromTile(tile_start);
13:15<@peter1138>_dp_, unless it's a scenario placed bridge.
13:16<Samu>OWNER_DEITY is the GS?
13:17<Samu>GS's want to build bridges as OWNER_TOWN
13:17<Samu>but it doesn't have the town-index
13:17<Samu>oh boy
13:17<@peter1138>You're out of luck then.
13:17<_dp_>peter1138, hmmm...
13:18<_dp_>peter1138, && _generating_world xD
13:18<_dp_>peter1138, for both empty case
13:19<@peter1138>Hmm, awkward.
13:19<@peter1138>Two loosp :p
13:20<@peter1138>When manually deleting a town, it'll be a DoCommandP
13:20<@peter1138>So it'll do test first, then with DC_EXEC
13:21<@peter1138>because the test doesn't delete the end tiles yet, the bridge owner test may end up different.
13:21<@peter1138>I don't think this happens on world-gen though.
13:23<@peter1138>Scanning 4096^2 tiles twice.
13:23<@peter1138>I hope that's not too slow :(
13:24<@peter1138>Better than CalcClosestTown, I suppose.
13:24<@peter1138>Hmm, build 12500 towns without stalling.
13:25<@peter1138>I wish I'd written down the seed of that map with the deletion :)
13:33<Samu>3>d:\openttd\openttd github\openttd\src\cmd_helper.h(29): note: see declaration of 'EnumPropsT<T>'
13:33<Samu>3> with
13:33<Samu>3> [
13:33<Samu>3> T=TownID
13:33<Samu>3> ]
13:33<Samu>TownID tid = Extract<TownID, 16, 16>(p2);
13:33<Samu>does not work
13:34<Samu>i'll use GB instead
13:53<andythenorth>just me on the coop server?
13:56<nielsm>I played a bit earlier
14:00<@peter1138>Hmm, we could just merge kd-tree and then the calcclosests is fast enough to not care ;)
14:01<nielsm>also now I'm playing music on two midi synths simultaneously!
14:01*andythenorth just destroys rivers
14:05<@planetmaker>nooooo! :P
14:08<nielsm> <- switching between roland sound canvas sc-55 and korg ns5r midi synths :D
14:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
14:26<@peter1138>Not the rivers I'm using, I hope.
14:28<@peter1138>Oh, commit title :/
14:35<@peter1138>Timing worldgen :D
14:38<@peter1138>1m23 for the patch...
14:38<@peter1138>master still running.
14:41<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
14:41<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7284: Fix #7043, #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
14:42<@peter1138>5m9 for master.
14:42<@peter1138>Not quite as bad a Samu's timings, but still an improvement.
14:44<Beerbelott>planetmaker: Thanks for your answer from... 3PM :\
14:44<Beerbelott>Well let's say I'm introducing a new type of game load
14:44<Beerbelott>I'd like to make it a console command and a command-line switch option
14:45<Beerbelott>Would having 1 commit for each part of the same PR reasonable?
14:45<Beerbelott>they are 2 parts of a same feature
14:45<Eddi|zuHause>sounds like 1 PR with 2 commits
14:45<@planetmaker>that sounds like the same thing and two commits in one PR
14:48<Beerbelott>thx both
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14:54<Beerbelott>Hmm got a q° on command-line switches
14:54<Beerbelott>case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_S CENARIO : SM_EDITOR); break;
14:54<Beerbelott>case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
14:54<Beerbelott>LOAD_SCENARION starts a game based on a scenario
14:55<Beerbelott>so combining -e & -g would load a game w/ a scenario
14:55<@planetmaker>öh... just -g would load a savegame, I think
14:55<nielsm>-g -e would start the scenario editor I think?
14:55<@planetmaker>and ^^. But... I'd need to test to be sure
14:56<Beerbelott>However, help says '-e = Start Editor'
14:56<Beerbelott>-g does that:
14:56<Beerbelott> bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
14:56<Beerbelott> _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
14:57<Beerbelott>that's the one stting LOAD_GAME or LOAD_EDITOR, no other switch is doing that
14:57<Beerbelott>I wonder what actuall SM_LOAD_SCENARIO does compared to SM_EDITOR
14:57<Beerbelott>is it a 'normal' game w/ scenario or the editor?
14:57<@planetmaker>maybe it's a bug that -e doesn't do what it should?
15:00<Eddi|zuHause>Beerbelott: maybe one starts the scenario editor with an empty game, and the other starts the scenario editor by loading a scenario, or maybe it starts a game based on a scenario?
15:00<Beerbelott>Well it seems command-line switches need digging...
15:00<Beerbelott>Scrap the 2-commit PR, I'll ship a single one ;)
15:01<Beerbelott>I hope my poor developing skills won't get trashed too much :p
15:01<Beerbelott>(in testing, stuff was doing what it was expecting to do, though...)
15:02<@planetmaker>ok, it's simple: -e starts the editor. -g loads the given save / scenario
15:02<@planetmaker>-e w/o -g loads an empty map
15:02<@planetmaker>-e -g filename starts filename in editor
15:02<@planetmaker>-g filename starts filename for playing
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15:03<@planetmaker>just as it should
15:04<Samu>the GUI is complex
15:04<Samu>too many bit variables
15:07<@planetmaker>Beerbelott, so what are you working on?
15:08<Samu>who would have thought i would have most trouble in the gui
15:10<@peter1138>Who would've thought, after I said it was way too much faff...
15:11<@peter1138>Hmm, hope this chicken is okay, it was a bit freezer-burned.
15:11<@planetmaker>it won't kill you. Just your sense of taste ;)
15:12<@peter1138>It'll be fine, it's been cooked with a chopped tomatoes, onions & garlic, and a splash of white wine.
15:12<@peter1138>I figured grilling it (my defacto lazy cooking method) would make it even dryer...
15:15<@peter1138>Well, yeah, 4096x4096 maps with High towns are now created in a reasonable amount of time.
15:15<@peter1138>I like.
15:15<@peter1138>Not that I'd ever play on such a map.
15:16<+glx>hmm why not add town index in bridge m2 ?
15:16<@peter1138>Because it's a lot of faff for something that only matters during world generation.
15:16<@peter1138>As Samu is finding out.
15:16<+glx>it's free and that would be similar to roads
15:17<@peter1138>You need to change quite a lot to get the correct town.
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15:22<nielsm>how about using the "nearby roads" algorithm inside the command instead of passing the owning town?
15:22<@peter1138>You can look it up with CalcClosestTown, of course, but then that suffers from being shit :p
15:27<@peter1138>nielsm, yeah, I was wondering about that.
15:27<nielsm>basically whatever road looks like it connects on the beginning end
15:27<@peter1138>We could directly set the town afterwards, but that would only work in worldgen.
15:27<Beerbelott>planetmaker: I'm working on that, PR is *almost* rdy
15:27<@peter1138>2155, that's an oldie.
15:28<Beerbelott>TrueBrain told me issues were not meant to get past a year :p
15:28<@peter1138>nielsm, if we had some kind of kd tree we could use that ...
15:28<@peter1138>Ideally there'd be no bugs, of course.
15:29<Beerbelott>and yeah I'm hosting a private game for friends based on a heightmap and it's frustating having to 1st generate a game locally and export the savegame on the server
15:29<Beerbelott>so 1st part is implementing a command, 2nd will be to play w/ command line switche
15:31<+glx>I think you don't even need to had a new switch Beerbelott
15:32<@planetmaker>you mean eat it when supplied via the -g switch?
15:32<+glx>yes like scenarios and savegames
15:33<+glx>I think it's done in a similar way in GUI
15:35<@planetmaker>new game, load game, play scenario, play heightmap, SE, MP
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15:39<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened pull request #7285: Add newheightmapgame command (addresses #2155)
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15:39*Beerbelott crosses fingers
15:39<LordAro>commit checker will fail, for one
15:39<Beerbelott>glx: Nope, load a heightmap has different type than normal games
15:40<LordAro>indentation is all over the place
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15:40<LordAro>and more importantly, not tabs
15:40<@peter1138>A mix of tabs and spaces, nice.
15:41<DorpsGek_II>[OpenTTD/OpenTTD] Berbe closed pull request #7285: Add newheightmapgame command (addresses #2155)
15:41<LordAro>Beerbelott: force push, rather than lots of pull requests, please
15:41<@planetmaker>you don't need to close it. Just update it
15:41<DorpsGek_II>[OpenTTD/OpenTTD] Berbe reopened pull request #7285: Add newheightmapgame command (addresses #2155)
15:42<Beerbelott>LordAro: I spot one indentation problem
15:42<@planetmaker>but there was an issue with... deleting a branch or so... dunno
15:42<+glx>using SM_START_HEIGHTMAP should work I think, it's a switch mode like SM_LOAD_GAME and SM_LOAD_SCENARIO
15:42<Beerbelott>and yes I work expanding tabs into spaces, did not notice source code was using tabs
15:42<@peter1138>There's a loat of indentation.
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15:42<LordAro>i spot a lot.
15:43<@planetmaker>Beerbelott, some (and most good) code editors show tab / space differently; at least when configured to do so
15:43<LordAro>there is an .editorconfig file, i'd recommend finding a way to make your editor use it
15:44<@peter1138>~ 1 hour or so to prepare that meal.
15:44<@peter1138>And about 5 minutes to eat it :p
15:45<LordAro>peter1138: this is why most of my meals consist of "stick on baking tray for 20 minutes"
15:46<Eddi|zuHause>yeah, the relation of work and enjoyment doesn't quite match :p
15:48<+glx>hmm looking at the code it seems even loading a scenario from command line is failing
15:48<@peter1138>It was risotto rice, so many just keep topping it up with liquid.
15:49<@peter1138>The rest of it was just simmering :D
15:51<Beerbelott>How can I update the PR with indentation-cleaned files?
15:53<nielsm>force push
15:53<Eddi|zuHause>commit --amend or rebase -i, and then push -f
15:53<Beerbelott>Is adding a commit to the branch I used for the PR enough, as per GitHub docs?
15:53<nielsm>rebase/squash your fixes in and force push the modified history
15:53<Eddi|zuHause>yes, just commit to the branch and push, it will update the associated PR automatically
15:53<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7285: Add newheightmapgame command (addresses #2155)
15:54<Eddi|zuHause>you should probably squash that commit
15:55<@peter1138>Yeah, we prefer nice tidy changes over every single little bit of history.
15:55<Eddi|zuHause>yeah, like "rebase -i master", and merge the two commits into one
15:56<Beerbelott>if I go back in history and redo the 1st commit and delete/recreate the branch, will that work for the PR?
15:56<@peter1138>We do it all the time.
15:56<nielsm>don't delete the branch
15:57<@peter1138>Shit sorry,
15:57<@peter1138>Don't delete it!
15:57<@peter1138>Just rebase it.
15:57<nielsm>git rebase the changes into the branch
15:57<nielsm>then push --force the branch
15:57<@peter1138>Welcome to git :-)
15:57<nielsm>github knows to deal with force pushes to PR brances
15:57<@peter1138>force is not evil like the docs lead you to believe.
15:57<@peter1138>It is bad form if you have multiple people collaborating on a single branch, but personally I think that is bad form.
15:58<@peter1138>PRs everywhere for me.
15:58<DorpsGek_II>[OpenTTD/OpenTTD] Berbe closed pull request #7285: Add newheightmapgame command (addresses #2155)
15:58<@peter1138>We need a new guide for new contributors.
15:58<Eddi|zuHause>what are you closing the PR for?
15:58<@peter1138>Eddi|zuHause, probably deleted the branch.
15:59<Beerbelott>peter1138: Well deleting the branch was a bad move
15:59<@peter1138>I misread.
15:59<@peter1138>I answered what Eddi|zuHause wrote :/
15:59<Beerbelott>Well you don't need yet another guide, I'm just not proficient at git
15:59<Beerbelott>not at that level
15:59<@peter1138>We don't need the guide. You might do ;)
16:00<@peter1138>We can't expect everyone to know what we prefer.
16:00<Beerbelott>Well new PR is in order? ;)
16:00<Eddi|zuHause>"how to PR with git for noobs"
16:00<Eddi|zuHause>Beerbelott: you can go back to the deleted branch in your local repo
16:00<Beerbelott>Or mb someone checks that before?
16:01<Beerbelott>Eddi|zuHause: Nope I edited history to push a clean branch
16:05<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened pull request #7286: Add newheightmapgame command (addresses #2155)
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16:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7287: Change: Allow vehicle group names to be non-unique.
16:20<Eddi|zuHause>uhm... these dudes built a tourist center directly on top of the river mouth
16:22<@planetmaker>whatever-we-like springs :)
16:22<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add newheightmapgame command (addresses #2155)
16:23<Beerbelott>peter1138: Did my 1st rebase w/ squashing & force-push :)
16:24<Beerbelott>however that made the comment w/ suggestion made to me disappear...
16:24<@planetmaker>Beerbelott, I added a few comments to your branch in your repo...
16:25<Beerbelott>peter1138: Ow that was u? I renamed the variable
16:25<Beerbelott>but the force-push strip the comment
16:27<@planetmaker>you have mine or not?
16:28<Beerbelott>was it about the 'answer' variable?
16:29<@planetmaker>among others: yes
16:29<Beerbelott>oh damn I saw only that one
16:29<@planetmaker>was like 3 or 4
16:30<Beerbelott>I guess I should have waited before squashing then
16:30<Beerbelott>Nope did not get them
16:30<Beerbelott>better to keep commits seperated for now, right.
16:30<@planetmaker>I should have commented on the PR. It keeps that. iirc
16:30<@peter1138>They were comments on the branch rather than the PR.
16:30<@peter1138>We don't normally do that.
16:32<Beerbelott>planetmaker: Would you be so kind to place them back?
16:32<@planetmaker>I'm on it
16:33<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker requested changes for pull request #7286: Add newheightmapgame command (addresses #2155)
16:34<@planetmaker>nothing of that is a biggie
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16:39<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
16:40<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7286: Add #2155: newheightmapgame command
16:41<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
16:41<Beerbelott>planetmaker: Will force-pushing a rebased commit make those comments persistent, this time?
16:41<LordAro>Beerbelott: yes
16:42<Beerbelott>LordAro: danke
16:42<andythenorth>v4 Temperate Basic
16:42<andythenorth>compared to
16:43<andythenorth>removed Bulk Terminal, moved the cargos to Port, should increase the playability by only having one harbour-type industry
16:46<Eddi|zuHause>3 output cargos... how blasphemic
16:46<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:46<Eddi|zuHause>you got a chemicals->goods->chemicals loop?
16:47<andythenorth>turns out loops are fine
16:47<andythenorth>there was some fear of them for years
16:47<nielsm>the production increase isn't like in the base game with FIRS
16:47<nielsm>since all industries have fixed production rate
16:47<andythenorth>industries make cargo, cargo is transported
16:47<nielsm>with a fixed increased rate
16:48<@planetmaker>indeed. That's the key why it works. And which makes for a completely different experience
16:48<nielsm>it's not like the bank in TTO where it produces valuables at a fixed rate, and delivering valuables produces more valuables 1:1
16:48<nielsm>so it's self-amplifying
16:48<Beerbelott>planetmaker: Oh actually updating the PR keeps log of previous commit hashes, getting them back on my repo gave myself access back to your comments :)
16:48<@planetmaker>he :)
16:48<andythenorth>ouch the industry probabilities should really be tuned per economy
16:48<Beerbelott>Well, it's better to keep them in the PR actually
16:49<@planetmaker>yep. And I learned something about git/hub, too
16:49<Eddi|zuHause>andythenorth: just another layer of templates? :p
16:49<andythenorth>I can already tune them manually, but that seems dull :P
16:49<Beerbelott>I made the requested changes. SHall I let your resolve conversations?
16:49<Eddi|zuHause>have switched to a new templating engine this month yet?
16:49<@peter1138>Hmm, should I have some more wine?
16:50<andythenorth>I'm famously stuck on the same templating engine for 15 years
16:50<andythenorth>I see no reason to switch so far :P
16:50<andythenorth>unless I change to m4nfo
16:51<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
16:51<andythenorth>where's snail? :P
16:52*andythenorth wonders if m4nfo is very very fast
16:52<@planetmaker>Beerbelott, I wonder though what the commit checker complained about
16:52<andythenorth>anyone here familiar with m4?
16:54<andythenorth>seems I have it installed
16:55<Eddi|zuHause>planetmaker: well, the commit message, obviously
16:55<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:55<@planetmaker>the obvious is obvious, Eddi|zuHause ;)
16:55<@planetmaker>Add (#2155): bla?
16:56<Eddi|zuHause>Beerbelott: you need to commit --amend or rebase -i to change the commit message, not just the PR title
16:56<andythenorth>maybe it's time to try partial nml compiles again?
16:56<Beerbelott>Eddi|zuHause: Wilco.
16:56<andythenorth>they failed before on strings
16:56<@planetmaker>hm, no
16:56<Beerbelott>planetmaker: Oh btw I found emails about your earlier comments. Should have check there too...
16:58<@planetmaker>:) mysterious are the paths of github
16:58<@planetmaker>but I'm too tired to see what's wrong with the commit message
16:58<@peter1138>"Add newheightmapgame command"
16:58<@peter1138>Kinda obvious.
16:59<@peter1138>PR title != commit message.
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16:59<andythenorth>then linking the nfo, add some boilerplate back on, and run grfcodec
16:59<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:59<andythenorth>or is there a way to just stuff 256 grfs into a tar, and have OpenTTD read it?
16:59<Eddi|zuHause>andythenorth: that's basically what i do
17:00<Beerbelott>Eddi|zuHause: done
17:00<andythenorth>Eddi|zuHause I nearly had it working a few years ago :P
17:00<andythenorth>I ran into string ID problems
17:00<andythenorth>it started to look like TMWFTLB and very fragile
17:00<milek7>can macos run on VM?
17:01<andythenorth>do you mean practically, or legally?
17:01<Eddi|zuHause>andythenorth: i have a dummy switch that just references all strings and switches that need to have the same number everywhere
17:03<Eddi|zuHause>maybe "newgame_heightmap" is a better idea?
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17:04<Beerbelott>Haven't put any though in that kind of thing, I just got all the names from original patch
17:05<Beerbelott>Naming isn't my forte anyway
17:05<Beerbelott>waow those Win builds are slow
17:05<Beerbelott>I'm glad I tested a client in VirtualBox
17:06<Beerbelott>Linux distro
17:07<milek7>hm, it requires sse4.1
17:11<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:12<andythenorth>FIRS junk yards are annoying :P
17:13<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7287: Change: Allow vehicle group names to be non-unique.
17:15<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
17:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
17:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7287: Change: Allow vehicle group names to be non-unique.
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17:19<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
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17:26<Samu>i have a qeustion
17:27<Samu>town index 0 exists
17:27<Samu>or am I wrong?
17:29<@peter1138>Yes it exists, but it means set to 0 when no town is applicable, i.e. not a town-owned road.
17:29<Samu>shouldn't it be INVALID_TOWN?
17:29<@peter1138>It specifies 0, so no.
17:30<Samu>but 0 can be a valid town
17:30<@peter1138>0 is valid for a town.
17:30<Samu>so it's wrong?
17:30<Samu>i dont get it...
17:31<@peter1138>It's not checking that it's a valid town.
17:31<@peter1138>When the command is executed as a normal company, p2 must be zero.
17:31<@peter1138>When the command is executed as a town, p2 must be the town index.
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17:33<Samu>(company == OWNER_DEITY && p2 != 0)
17:33<Samu>what about this
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17:34<@peter1138>When the command is executed by a gamescript, p2 must be zero.
17:34<Samu>hmmm ok
17:35<Samu>must do similar to bridge
17:35<@peter1138>I don't think that's necessary.
17:36<Samu>bridge upgrade is maybe a problem
17:36<@peter1138>Towns don't upgrade bridges.
17:36<Samu>but companies can upgrade town bridges
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17:37<Samu>town_id is to be kept
17:37<Samu>can't change to 0
17:37<@peter1138>If you know you are upgrading a bridge, you can just not change the town index.
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17:53<@peter1138>I need to make a test newgrf :/
17:54<Beerbelott>peter1138: Right, in OpenTTD project folder, I configured vim not to expand tabs & make them visible while editing. I hpefully won't mess w/ that later on :)
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18:07<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
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18:24<Samu>i dont understand includes
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18:37<andythenorth>Flux cargo?
18:37<andythenorth>ammonium chloride + borates
18:37<andythenorth>-> welding
18:38<Samu>'IsBridge': identifier not found
18:40<Samu>i dont understand includes, sometimes they just refuse to work
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18:44<Beerbelott>Those command-line switches are bonkers
18:45<LordAro>Samu: includes (part of the "C preprocessor", which you should google) literally just include the contents of that file
18:45<Beerbelott>-e -g seems to set a mode ending up with _switch_mode=FT_SCENARIO. However the game consistently tries to load the fille supplied w/ -g as a savegame
18:46<LordAro>i see no reason why IsBridge shouldn't work, as long as you've got bridge_map.h #included somewhere in the cpp file (or in your tree of includes from that cpp file - it's applied recursively)
18:51<Samu>assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)) || (IsTileType(t, MP_TUNNELBRIDGE) && IsBridge(t) && GetTunnelBridgeTransportType(t) == TRANSPORT_ROAD));
18:51<+glx>-e -g load the save/scenario in the scenario editor
18:51<Samu>finally it works
18:52<Samu>eh spoke too soon
18:52<Samu>'GetTunnelBridgeTransportType': identifier not found
18:54<LordAro>Samu: right, so where is GetTunnelBridgeTransportType defined?
18:55<LordAro>and where are you trying to use it?
18:55<Samu>now the includes work, it wasn't working 20 minutes ago
18:55<Samu>i dont get
18:55<Samu>but k, good that it works
18:56<LordAro>so what was that message from 4 minutes ago about?
18:56<Samu>including in town_map.h
18:57<Samu>when I had town.h included i was getting issues
18:58<Samu>INVALID_TOWN undefined
18:58<Samu>now i dont use INVALID_TOWN, i just set it to 0
18:58<Samu>and it works
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19:09<Eddi|zuHause>that's a not very reassuring graph
19:11<LordAro>not a hugely reassuring url, tbh
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19:30<Samu>I think I did it
19:31<Samu>need savegame conversion maybe
19:31<Samu>not maybe, it really needs
19:31<Samu>have to do yet
19:32<Samu>GUI gave me the most trouble
19:34<Samu>let me check now, how it builds the 4k map
19:34<Samu>and how long
19:37<Samu>79.346 ms
19:41<Samu>all town bridges have their town index as owners
19:42<Beerbelott>glx: -e -g nope
19:42<Beerbelott>'glx: -e -g load the save/scenario in the scenario editor' -> not for me
19:42<Beerbelott>scenario is rejected as invalid savegame
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19:43<+glx>hmm I tried here but it was fake scenario, I should test with a real one
19:43<Beerbelott>_switch_mod is correctly set to proper mode, though, haven't tracked down the whole chain rthough
19:43<Beerbelott>yup just get one from online content
19:43<Beerbelott>gn all
19:44<Supercheese>Oh hey looks like Factorio is catching up with BaNaNaS
19:44<Supercheese>"Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal."
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19:52<drac_boy>have fun getting to the end of this samu .. I'm going sleep soon
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20:06<Samu>savegame conversion gonna need halp!
20:07<Samu>all bridges from old saves have town index 0 atm
20:08<Samu>need to do some magic to estimate their "real" owners
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21:09<Samu>interesting, all roads have town index stored into them
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21:27<Samu>should towns become owners of bridges of owner none?
21:27<Samu>when they expand through them?
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22:15<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
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22:16<Samu> /* If we are in the SE, and this bridge-piece has no town owner yet, it just found an
22:16<Samu> * owner :) (happy happy happy bridge now) */
22:17<Samu>should tunnels warrant the same treatment?
22:18<Samu>i guess not
22:19<Samu>it would be interesting if towns could build tunnels
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22:32<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code)
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23:28<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7282: Fix #7274, Fix #7043: Don't remove bridges when generating towns with 0 population
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---Logclosed Wed Feb 27 00:00:01 2019