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#openttd IRC Logs for 2019-03-06

---Logopened Wed Mar 06 00:00:31 2019
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02:06<@peter1138>And that's the issue with only caring about %ages :)
02:17<@peter1138>Hmm, Wentbourne drops from 1.55ms/t to 1.30ms/t for world tricks. Not much but not slower.
02:20<@peter1138>Cargo handling increases from 1.75ms/t to 1.80ms/t though.
02:43<@peter1138>2 days faster after over 40 minutes :p
03:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
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03:46<DorpsGek_II>[OpenTTD/OpenTTD] rsn8887 opened issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
03:46<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups
03:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
04:00<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
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05:32<@peter1138>Hmm, why would vcenter not give me the option to migrate a VM's CPU & storage at the same time? :S
05:58<DorpsGek_II>[OpenTTD/nml] PeterN commented on pull request #15: Industries: support 16 cargos in / 16 cargos out
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06:27<DorpsGek_II>[OpenTTD/nml] nielsmh commented on pull request #15: Industries: support 16 cargos in / 16 cargos out
06:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
07:29<DorpsGek_II>[OpenTTD/nml] planetmaker commented on pull request #15: Industries: support 16 cargos in / 16 cargos out
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08:08<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
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08:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
08:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7289: Add: Configurable ship curve penalties (YAPF)
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09:52<Samu>the RC1 intro game
09:53<Samu>it's that of master
09:53<Samu>arctic landscape, with 2 hovercrafts
09:53<nielsm>the competition for 1.9.0 title screen is not over yet
09:54<Samu> haha, look at the size of those planes in the commuter
09:55<Samu>another guy who sets plane_crashes to none
09:57<@peter1138>Planecrashes on the intro screen provide a bit of interest ;p
10:02<@peter1138>Why do OpenGFX vehicle offsets suck? :S
10:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
10:18<nielsm>oh no, next on the plate is nmlc :D
10:19<@peter1138> and just approve that ;)
10:23<nielsm>hmm if I make more commits to my indcargonum nml branch, then I should PR those to your 16-in-out branch peter1138, so they can end up in the main PR?
10:25<@peter1138>Is it the same branch?
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10:25<@peter1138>Or a load of new features?
10:25<nielsm>same branch I think...
10:26<@peter1138>Then you can just push to 16-in-out, right?
10:26<@peter1138>Or PR if you like
10:26<@peter1138>I don't know what changes need to be made
10:43<Samu>bug with ships
10:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7334: Ships are lost around aqueducts with YAPF
10:48<Samu>ship cache, I suspect?
10:50<Samu>funny, this was about to be my entry to intro screen lol
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10:59<@peter1138>I'll look tonight.
11:00<@peter1138>At a guess it's because aqueducts are a single segment, but this is the only place where ships have this.
11:00<@peter1138>Means the fix is the same as for the RV path cache.
11:00<@peter1138>Actually it might be simpler.
11:04<@planetmaker>do you know that it is somewhat pointless to compress savegames, Samu? :)
11:04<@planetmaker>default settings use a better compression than zip
11:04<@peter1138>You'd think he would because he spent time on it.
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11:06<nielsm>github won't let you upload .sav files so you have to pack it in an archive regardless
11:16<Eddi|zuHause>how would i isolate my changes from nml hg and put them onto a github clone?
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11:54<Samu>is it intended that cactus trees create semi-grass-semi-desert in the adjacent tiles?
12:00<nielsm>maybe related to that trees on coast is still water tile fix
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12:07<Samu>but it looks kinda cool
12:17<Eddi|zuHause>can't imagine how that happens
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12:30<DorpsGek_II>[OpenTTD/OpenTTD] rsn8887 commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
12:33<Samu>this night I had a dream about subsidies
12:33<Samu>how to improve them
12:33<Samu>make them more appealing
12:36<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
12:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
12:42<@peter1138>Make them work with cargodist on :/
12:43<nielsm>peter1138: iirc fluidsynth has some slightly annoying deps on glib and others
12:45<@peter1138>So? Getting that working on his/her port would be better than having unmaintained code on our side :)
12:45<@peter1138>"OpenTTD for Switch v1.0"
12:45<@peter1138>That's a shame.
12:46<@peter1138>Using a different version number :/
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12:47<@peter1138>nielsm, hmm, seems to be a lot of unrelated stuff in that PR?
12:47<DorpsGek_II>[OpenTTD/OpenTTD] rsn8887 commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
12:48<Gwyd>So I heard that OpenGFX is having a slow down in development. What actually needs doing?
12:48<@peter1138>Gwyd, it's not really.
12:48<@peter1138>OpenGFX is effectively *complete*
12:48<@peter1138>It doesn't need any changes.
12:49<@peter1138>So nobody is creating graphics for it.
12:49<@peter1138>The only time it needs an update it when OpenTTD adds some of its own new sprites.
12:49<Gwyd>According to a post here: it needs new features to keep up with what OpenTTD can do
12:49<@peter1138>This happens very rarely so you wouldn't notice.
12:50<@peter1138>Gwyd, yes it needs to be updated for this.
12:50<DorpsGek_II>[OpenTTD/OpenTTD] rsn8887 commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
12:50<Gwyd>But things like trams have been around for a while
12:50<@peter1138>Gwyd, but to say opengfx is "ahving a slow down in development" is wrong, when it was not being developed because it was, up until now, complete.
12:50<Gwyd>That would make sense
12:51<@peter1138>It just needs someone to set up and create the additional sprites. And then that's it.
12:52<milek7>hm, didn't nintendo had very restrictive NDA for switch sdk?
12:52<milek7>or it is unofficial homebrew?
12:54<@peter1138>It's homebrew, yes.
12:54<nielsm>peter1138, tried again :P
12:55<@peter1138>That looks better.
12:55<@peter1138>Misplaced rebase?
12:55<nielsm>incompatible branches more or less
12:55<nielsm>my original indcargonum branch and your somewhat modified 16-in-out branch based on mine
12:55<@peter1138>Yeah, mine had been rebased to get rid of all the merges.
12:56<@peter1138>So the old syntax was not working, hence it is being removed?
12:56<nielsm>so now I just checked out your branch anew and cherry picked the changes
12:56<@peter1138>Got to admit, I know nothing about nml :D
12:56<@peter1138>Yeah, that often works out easier.
12:56<nielsm>planetmaker recommends removing old syntax
12:56<@peter1138>Breaking existing nml files. Hmm.
12:56<nielsm>nml is apparently supposed to only support the latest and greatest of syntax
12:57<nielsm>in both nfo/grf and its own language
12:57<@peter1138>That kinda makes sense.
12:57<@peter1138>Means you don't have to maintain old cruft around forever.
12:57<nielsm>maybe someone needs to write a quick migration guide from the old syntax to new
12:58<Eddi|zuHause>i recently made the old production callback syntax work, but it turned out andy had to completely change his GRF in other places as well
12:58<Samu>mail subsidies when towns produce 1 mail a month... is there a way to fix this?
12:58<Eddi|zuHause>so not sure how useful that part is
12:59<@peter1138>Samu, what needs fixing?
12:59<Samu>not that it's wrong, but it's so unrewarding, it's not worth it
12:59<@peter1138>Isn't the point of a subsidy to support unprofitable routes?
12:59<Samu>it could subsidize other stuff instead
12:59<@peter1138>I think 1 mail a month is a pretty good candidate
13:00<Eddi|zuHause>that was this change here
13:00<@peter1138>This is why I mentioned intra-town subsidies last week. They're generally less profit due to being short distance, so ideal for subsidies.
13:00<nielsm>FindSubsidyTownCargoRoute() checks if (town_cargo_produced == 0) return false;
13:00<@peter1138>Eddi|zuHause, if the aim of nml is to only have 1 syntax, then fixing the old syntax is pointless.
13:01<@peter1138>Unless nmlc also has a "deprecated feature" migration plan
13:01<Eddi|zuHause>but whether that was the aim was a bit unclear then
13:01<@peter1138>Like support the old method for 1 release with a warning.
13:01<@peter1138>Then remove it
13:02<@peter1138>But, if it keeps cruft around, meh.
13:02<Eddi|zuHause>i haven't actually looked any deeper than that
13:02<Eddi|zuHause>i just silenced andy's "i don't know how a parser works" complaints :p
13:04<@peter1138>This Switch port is fairly up to date, that's good.
13:05<Samu>I'm thinking of SUBSIDY_CARGO_MIN_POPULATION
13:05<Samu>for town cargoes other than passengers
13:05<nielsm>Samu, consider that the town is offering a subsidy _because_ it's small
13:06<nielsm>(for a lore reason)
13:06<Samu>small is fine, but 1 a month is really a waste
13:06<nielsm>you're free to not take it
13:06<Samu>don't you think?
13:06<@peter1138>Gwyd, btw, not sure what trams have to do with it?
13:08<@peter1138>Hmm, hope I can fix this bug without a savegame bump.
13:10<@peter1138>Backporting makes that awkward.
13:11<@peter1138>Should be doable.
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13:13<@peter1138>Ok yeah, just don't consume the cache when on a bridge tile.
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13:15<@peter1138>Hmm, not quite. It's not consumed already.
13:16<@peter1138>I should check RV bridges as well.
13:17<Samu>I just realized SUBSIDY_CARGO_MIN_POPULATION isn't used anywhere
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13:22<@peter1138>Hmm, okay, I need to pop one entry off the ship path cache.
13:23<@peter1138>I can either do that, or I can attempt to not add it in the first place. But to do that means the path finder needs to check all the tiles in the path to see if it's bridge tile.
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13:23<@peter1138>Whereas if I pop it off while the ship is on the bridge, well, it already knows it's on the bridge and can just do it.
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13:24<@peter1138>More efficient, but technically less correct? o_O
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13:26<LordAro>i'd prefer more technically correct :p
13:26<LordAro>can't make that much of a difference
13:26<@peter1138>It's still correct.
13:26<@peter1138>It can.
13:26<@peter1138>It means you need to check *every* tile in the path to see if it's bridge.
13:26<@peter1138>For every path find.
13:26<@peter1138>Vs... just popping off the stack if the ship is already on a bridge.
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13:27<@peter1138>Also it means you need to invalidate the path cache on old games because it's wrong.
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13:30<Eddi|zuHause>so, i found a glowing orb thing that i can't compress, and when i put it in the front of my large rover, the game crashes when i start the drill :/
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13:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7335: Fix #7334: Ship lost after crossing bridge due to path cache not being consumed while on final bridge end.
13:34<@peter1138>Samu, ^^
13:35<Samu>cool, will test later, now I'm on subsidies
13:38<Samu>testing subsidies scalled by map size, wht wwill happen
13:39<Samu>the distance, and the number
13:45<Samu>70 for 256x256 maps
13:45<Samu>140 for 512x512 maps
13:45<Samu>what would it be on 4096x4096 maps?
13:47<+glx>I think subsidies can be managed by GS
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14:03<Samu>well, acceptable i suppose
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14:07<Samu>there can be a max of 12 subsidies running at the same time, if I'm not wrong
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14:24<Samu>@calc 17*12
14:24<@DorpsGek>Samu: 204
14:26<Samu>a maximum possible number of 204 subsidies in 4096x4096, what u think?
14:26<nielsm>impossible to get an overview of
14:26<nielsm>it would need a lot of UI improvements
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14:30<@peter1138>glx, GS can't fix subidies with cargodist.
14:31<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #5208: Console: make console commands 'ls' and 'load' work with scenarios
14:33<DorpsGek_II>[OpenTTD/nml] PeterN updated pull request #15: Industries: support 16 cargos in / 16 cargos out
14:34<nielsm>andythenorth: can you check if that PR still builds FIRS?
14:34<andythenorth>shortly yes :)
14:38<@peter1138>Urgh, that big bucket had some very stagnant water in it :/
14:41<@peter1138>Hmm, how do we do backports now?
14:41<@peter1138>I could make a PR again the 1.9 branch but...
14:41<nielsm>make a PR against the 1.9 branch
14:41<andythenorth>does that nml PR include Eddi's parser fix?
14:41<andythenorth>I haven't been keeping up
14:42<nielsm>it doesn't fix the parser, it rips all the old syntax out :)
14:42<@peter1138>andythenorth, no, it's unnecessary.
14:43*andythenorth tests
14:43<andythenorth>my advice, don't move FIRS to github in the midst of an nml change and a FIRS rewrite
14:43<andythenorth>one thing at a time :P
14:43<@peter1138>Isn't it already moved?
14:44<andythenorth>it is yes
14:44<andythenorth>so the compile is all broken now
14:44<andythenorth>but anyway
14:44<andythenorth>this looking correct?
14:44<andythenorth>(bin35) firs(master)$ nmlc --version
14:44<andythenorth>currently failing to compile
14:44<andythenorth>just checking I have correct rev
14:45<Wolf01>* andythenorth tests <- I just published the cloud app without a minimal testing, if it works it works
14:45<andythenorth>not sure how hashes compare between forks :(
14:45<nielsm>what kind of error?
14:46<andythenorth>nmlc ERROR: "generated/firs.nml", line 7342: Syntax error, unexpected token "waiting_cargo_1"
14:46<andythenorth>not sure I have the correct version of PR here though
14:47<andythenorth>nope I do
14:48<nielsm>hmm those are supposed to be valid vars
14:49<nielsm>although it looks like the new vars that cover all cargoes aren't implemented... maybe
14:49<nielsm>so still a way to go
14:49<nielsm>oh wait no
14:49<nielsm>those are separate from the non-parameterised vars
14:50<nielsm>instead of waiting_cargo_1 try incoming_cargo_waiting('COAL')
14:50<nielsm>or whatevet
14:50<nielsm>I think the syntax should be
14:52<andythenorth>does this break the old production cb?
14:53<nielsm>the old produce syntax is no longer valid
14:53<andythenorth>yes that makes sense
14:53<andythenorth>but FIRS still declares it
14:53<andythenorth>so it shouldn't compile
14:54<nielsm>maybe it just reports the bad syntax in a bad way
14:54<andythenorth>block is
14:55<nielsm>yeah, it's expecting a "[" where it finds "waiting_cargo_1"
14:55<nielsm>and the error reporting is bad :P
14:55<Samu> 1 year of subsidies
14:56<nielsm>Samu yeah I would want to filter/sort that by cargo, source, destination, expiry date, and possibly more
14:56<nielsm>when the count is that large
14:57<andythenorth>I suppose detecting the old syntax requires parsing it?
14:57<andythenorth>so issuing a deprecation warning is TMWFTLB?
14:59<nielsm>it might be possible to get it to report better without doing that
14:59<nielsm>but that requires learning more about the parser library than I'm prepared for at this time
15:00<Samu>that's on a 4096x4096 sized map. The number of subsidies is scaled by map
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15:01<Samu>do you think it's worth doing a filter?
15:03<Samu>i guess it wouldn't hurt
15:06<Samu>simpleai is an ai that enjoys subsidies, let's test it
15:16<@peter1138>Who knew
15:18<@planetmaker>hi ho
15:18<@peter1138>Hmm, should towns build bridges over incompatible road types?
15:19<@planetmaker>nielsm, "traditionally" nml indeed only supported the latest grf versions. You cannot use it to write old grfs. For existing code it is easy to maintain a legacy branch so that a NeWGRF with old production code can still use NML. Just not NML master
15:19<@planetmaker>We did that as well when we changed callback syntax
15:19<Eddi|zuHause>good error reporting in a compiler is difficult...
15:19<@peter1138>I think it makes sense not to maintain old parts.
15:20<@planetmaker>Yes... it otherwise easily gains ... crust and stains and becomes even more a burden to maintain
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15:21<@planetmaker>and backporting non-breaking changes and additions to a legacy branch for some time is easy.
15:21<@planetmaker>just cherry-pick and be done and release both
15:22<Eddi|zuHause>dunno, difficult to judge beforehand which one is easier to maintain
15:22<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
15:22<andythenorth>so how do we handle the failure demand?
15:23<@peter1138>Document how to update your code.
15:23<Eddi|zuHause>1) migration guide, 2) useful error message
15:23<nielsm>I guess the old waiting_cargo_[123] etc. variables should also be removed
15:23<Eddi|zuHause>2) error message pointing to the migration guide
15:24<@peter1138>Whoops, my game crashed
15:24<@peter1138>Boo, wasn't a debug build, nor in a debugger :(
15:24<@peter1138>(nrt-block build)
15:25<@planetmaker>what happened to newgrf wiki? It's awefully slow... with the tls handshake with aws
15:25<@planetmaker>andythenorth, Eddi|zuHause : like
15:25<Eddi|zuHause>getting the handshake stall as well
15:26<andythenorth>Eddi|zuHause: yeah (2) was really the point of my question
15:26<Eddi|zuHause>planetmaker: yes, so we need a changes 0.4 to 0.5
15:27<andythenorth>and the 0.3 migration guide is pretty good eh
15:27<andythenorth>are 16-cargo houses done?
15:27<@planetmaker>and like that is what I envision for 0.4 to 0.5 as well
15:27<andythenorth>nml does not have any hygiene about tickets right now
15:27<Eddi|zuHause>planetmaker: it's a good start, but the error message really needs refining
15:27<andythenorth>we didn't add any because there was an idea to migrate old devzone issues
15:27<@planetmaker>and that makes it easy to just do one thing in NML and continue cleanly
15:27<andythenorth>so we'd get ID colissions
15:27<andythenorth>colisions :P
15:28<@planetmaker>andythenorth, you know how to migrate them? :|
15:28<andythenorth>TrueBrain might
15:28<andythenorth>the issues are a hygiene factor
15:28<Eddi|zuHause>so it would be a bad idea to open a PR against NML?
15:28<andythenorth>I was going to manually copy-paste, but frosch pointed out we need a process to migrate all
15:28<andythenorth>Eddi|zuHause: I've opened one
15:29<Eddi|zuHause>PRs and tickets share a number space
15:29<@planetmaker>hm, there's actually... migration scripts in the internet
15:30<@planetmaker>let me try one
15:30<@planetmaker>on my own nml copy first
15:30<nielsm>hmm just noticed there aren't any replacements for variables production_rate_[12]
15:31<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6381: Game Script: method to change company rating in town
15:31<nielsm>and transported_last_month_pct_[12] aren't remade either, but that can be calculated
15:33<frosch123>planetmaker: i can give you the scripts that i have
15:33<frosch123>anyway, i never wanted to keep the issue numbers
15:33<@planetmaker>oh, you have one already? :)
15:33<@planetmaker>no, the issue numbers... don't need to be kept
15:33<frosch123>devzone numbered issues over all projects, so creating 8k issues for nml with 7.9k dummies is silly
15:33<@planetmaker>though we did with openttd... issue numbers in redmine are global... so... 6k issues or so is stupid
15:33<andythenorth>yeah :)
15:34<andythenorth>ok so we'd need to renumber anyway
15:34<frosch123>planetmaker: <- those were created by script
15:36<@planetmaker>shouldn't that be more issues?
15:36<frosch123>i only did 2 for testing different layouts
15:36<frosch123>but apparently there is also an api limit, so you cannot create all at once
15:37<DorpsGek_II>[OpenTTD/nml] nielsmh commented on pull request #15: Industries: support 16 cargos in / 16 cargos out
15:38<Eddi|zuHause>the "Type:" thing sounds like nonsense
15:38<Eddi|zuHause>the [901] needs some context
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15:40<Eddi|zuHause>not sure it needs to be in the title at all
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15:42<Eddi|zuHause>also, in OpenTTD migration, the posts were made using quotes (">"), which may make it clearer that the post was not written by the poster
15:42<@peter1138>Bah, the crash save didn't crash :p
15:43<Eddi|zuHause>also, IIRC that import script kept the post dates.
15:43<@planetmaker> <-- I shall have a look at that, too
15:44<@planetmaker>but frosch's link looks more elaborate.
15:45<@peter1138>nielsm, these variables are already replaced, yes?
15:46<frosch123>planetmaker: <- i used that one
15:46<frosch123>i can send you two modified files for layout adjustments
15:46<frosch123>and the already completed export from redmin
15:49<@planetmaker>please :)
15:49<@peter1138>Yay! It crashed!
15:49<@peter1138>ileType GetTileType(TileIndex): Assertion `tile < MapSize()' failed.
15:49<@peter1138>Mmm :)
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15:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
15:56<supermop_work____>hi andythenorth
15:57<DorpsGek_II>[OpenTTD/nml] PeterN updated pull request #15: Industries: support 16 cargos in / 16 cargos out
15:57<@peter1138>I'm going to assume they're correct.
15:58<nielsm>me too :P
15:58<nielsm>I have very little basis for testing and checking this
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16:03<@peter1138>Well it's a PR into a PR so no biggie.
16:04<Samu>subsidies just next door, what do you think of these?
16:04<@peter1138>Short distance?
16:04<@peter1138>Yes please.
16:04<Samu>transporting like 10-15 tiles away
16:04<Samu>hmm ok
16:04<@peter1138>Long distance doesn't need subsidizing.
16:05<Samu>about long distance ones, I was thinking perhaps a bit more time
16:05<Samu>12 months is a little bit short
16:05<Samu>if it can now be at most 1120 tiles away
16:06<Samu>must think
16:06<@peter1138>Subsidy max distance is 70 tiles.
16:06<@peter1138>There's no need for a subsidy to be 1120 tiles away.
16:06<Samu>Im modifying it to scale by map size
16:06<@peter1138>I think you are confusing what subsidies are.
16:07<Samu>return (DistanceManhattan(tile_src, tile_dst) <= max(SUBSIDY_MAX_DISTANCE, ScaleByMapSize1D(SUBSIDY_MAX_DISTANCE)));
16:07<@peter1138>nrt-block passed CI, shall we merge it? :p
16:08<Samu>another thing I thought would be, transport type
16:08<Samu>would be cool*
16:09<Samu>transport passengers from here to there, using transport type rail, road, air, water
16:09<Samu>one of them
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16:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7336: Add: AI API for vehicle group colours
16:14<@peter1138>PR spam!
16:14<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:22<@planetmaker>what level of access do I have to grant a github access token in order to create issues?
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16:23<andythenorth>peter1138: 1.10 :P
16:24<andythenorth>is 1.9 now branched away from master?
16:24<andythenorth>NRT -> nightlies then
16:24<andythenorth>needs nml support
16:24<Samu>well, they talk about airports, so i don't consider that short distances
16:25<Samu>that article is too much real world
16:25<andythenorth>funny that
16:25<andythenorth>that repo needs work
16:25<@peter1138>Yeah, those flags don't exist.
16:25<andythenorth>it's an old import of the hg repo by me
16:26<andythenorth>it's not a fork of Openttd/nml
16:26<andythenorth>peter1138: that's the wrong branch no?
16:26<andythenorth>or I made a git error :P
16:27<@peter1138>Oh, no those flags do exist.
16:27<andythenorth>3 Feb 2018?
16:27<@peter1138>Well, sort of
16:27<@peter1138>ALLOW_HOUSES is not correct
16:27<andythenorth>wtf, that's a month ago, I have no recollection of that at all
16:27<@peter1138>No, it's 13 months ago.
16:27<andythenorth>that's why then
16:27<@peter1138>It's NO_HOUSES for both road and tram types.
16:27<andythenorth>anyway, it's a crappy commit history
16:28<andythenorth>but it did appear to work and make grfs
16:28<@peter1138>People are probably using it.
16:28<andythenorth>they are
16:28<@peter1138>Anyway, yes, 1.9 was branched.
16:28<@peter1138>Btw, 1.9 was branched, in case you didn't know.
16:29<@peter1138> ROTSG_reserved1, ///< Placeholder, if we need specific tunnel sprites.
16:29<@peter1138>Yeah, we do :p
16:29<@peter1138> ROTSG_reserved1, ///< Placeholder, if we need specific tunnel sprites.
16:29<@peter1138>Sounds nice.
16:29<@peter1138>These can be implemented after though.
16:30<@peter1138>Hmm, there's a SmallVector in there...
16:30<m3henry>Uh oh
16:31<@peter1138>Good idea to replace that before it's merged
16:31*m3henry foams
16:32<LordAro>m3henry: do you have a highlight on smallvector now? :p
16:32<m3henry>That can be done?
16:32<@peter1138>Urgh, there's no contains for std::vector is there...
16:32<LordAro>depends on irc client, but usually
16:34<nielsm>nope, std::vector doesn't have contains, you have to find() and compare to end()
16:36<m3henry>I'm glad flat_map and flat_set are in for C++20
16:36<@peter1138>That's years away.
16:36<nielsm>ah, they're adding "stupid" maps/sets
16:37<m3henry>But it's good to keep in mind
16:38<@peter1138>Yeah, they'd be useful for us.
16:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
16:39<m3henry>I was thinking of replacing SmallMap with a container adapter, but now it makes more sense to use std::map, and then switch to std::flat_map when that becomes available
16:39<LordAro>what are the differences?
16:40<m3henry>std::map: tree structure vs std::flat_map: array structure
16:41<nielsm>std::map will typically cause lots of small allocations on the heap, one for each element, while std::flat_map will have a single big allocation
16:41<m3henry>depending on the data usage, one will be faster
16:41<LordAro>i see
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16:42<nielsm>std::map has asymptotically better performance, but in practice for small-ish amounts of data a flat_map will often perform better because of CPU cache
16:42<frosch123>LordAro: people say, for performance always use std::vector
16:43<m3henry>default to*
16:44<m3henry>I do wonder if the llvm::SmallVector and llvm::TinyPtrVector might be useful
16:51<frosch123>m3henry: where did you read that flap_map is in c++20? or did you only express your hope?
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16:54<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7000: Some NewGRF variables concerning railtypes
16:57<@peter1138>Interesting, because nrt is andythenorth's PR, I can approve it...
16:57<andythenorth>but are you gonna?
16:57<andythenorth>we used to do much worse things?
16:57<@peter1138>We did used to, yes.
16:57<andythenorth>but what will the shareholders say!
16:58<@peter1138>13 commits... Hmm.
16:58<@peter1138>Probably should squash a bit more.
17:02<Samu>PR or not?
17:04<Samu>completing a subsidy 1120 tiles away in 12 months... only possible with aircraft
17:04<Samu>maybe this is not necessary
17:04<Samu>I don't know
17:05<Samu>was thinking of scalling months
17:08*m3henry wonders how far from approval #7165 is
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17:17<m3henry>git s
17:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
17:18<DorpsGek_II>[OpenTTD/nml] Eddi-z opened pull request #21: Eddi-nml branch for ActionC support
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17:19<Eddi|zuHause>.. 2013
17:21<Eddi|zuHause>only significant update since then was for python3 support
17:21<Eddi|zuHause>and the devzone builds haven't worked for years
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17:33<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
17:37<Beerbelott>Man, that was a hell of a rebasing...
17:38<Beerbelott>preprocessor calls removed in a section I edited... ofc diff was lost
17:40<Eddi|zuHause>how do you lose a diff?
17:42<Beerbelott>it was inserting #if !defined(_WIN32) at the wrong place since that section I edited in one of my commits
17:43<Beerbelott>and it still had the AMIGA & stuff preprocessor call in there
17:44<Beerbelott>that's because it was removing the content of trunk to put the content of the commit on top of it in the proposed changes
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17:44<Beerbelott>anyway user error in the end, I suppose
17:46<@peter1138>brrr, got cold
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18:18<Eddi|zuHause>Beerbelott: so, that's a merge conflict, but what is "lost" there?
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18:23<Beerbelott>the diff tool
18:23<Beerbelott>kinda lost
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18:24<Beerbelott>well it inherited a f*** up situation
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18:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
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18:48<drac_boy>hi there
18:52<@peter1138> hi
19:02<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
19:08<m3henry>I guess that means it's nearly over, if you're reached the penultimate commit
19:35<drac_boy>mm quiet night for coding .. anyway I'm going off for today still :)
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19:44<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
20:28<Eddi|zuHause>oh man this last portal chamber was hidden :/
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20:58<Samu>I see gamescripts can create subsidies, that's interesting
20:59<Samu>but it could have a bit more control
21:00<Samu>oh well
21:03<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened issue #7337: Audio driver crash on quit - fluidsynth/SDL
21:05<@peter1138>Give it more control then.
21:11<Samu>how many months it lasts
21:11<Samu>and... how many months it lasts when completed
21:12<Samu>but still, it's a game script slot occupied just for this :(
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21:18<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on issue #7333: Libtimidity could be trivially enabled to play music through mixer.cpp
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22:52<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7338: Fix: spelling for a few real town names
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---Logclosed Thu Mar 07 00:00:33 2019