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Log for #openttd on 26th November 2024:
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02:35:28  <DorpsGek> [OpenTTD/team] odisseus opened issue #602: [uk_UA] Translator access request https://github.com/OpenTTD/team/issues/602
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02:49:14  <DorpsGek> [OpenTTD/team] glx22 commented on issue #601: [uk_UA] Translator access request https://github.com/OpenTTD/team/issues/601
02:49:54  <DorpsGek> [OpenTTD/team] glx22 commented on issue #602: [uk_UA] Translator access request https://github.com/OpenTTD/team/issues/602
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04:49:13  <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/7c3b0e5c9c70fc21495e76c4aa023c4c53dd9835
04:49:14  <DorpsGek>   - Update: Translations from eints (by translators)
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09:05:38  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13124: Codechange: Reimplement engine sort order with std::rotate. https://github.com/OpenTTD/OpenTTD/pull/13124
09:07:12  <LordAro> shouldn't `unit16_t target` be an EngineID as well?
09:08:02  <peter1138> No, it's the internal ID used within the NewGRF.
09:08:36  <LordAro> oh right, it's a different target being used with the find
09:09:41  <peter1138> Yeah, the IDs used in act 0.
10:13:05  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13123: Codefix: Avoid divide by 0 in div/mod type varaction2 adjusts https://github.com/OpenTTD/OpenTTD/pull/13123#pullrequestreview-2461010175
10:28:41  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #13124: Codechange: Reimplement engine sort order with std::rotate. https://github.com/OpenTTD/OpenTTD/pull/13124#pullrequestreview-2461017917
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11:09:40  <xarick> hi
11:09:56  <xarick> today I wake up with a new idea
11:11:01  <xarick> instead of pre-building rivers and have terraform forbid cleaning water, "mark" those begin and end points with a canal.
11:12:00  <xarick> make terraform able to remove rivers again. this way, canals can't be terraformed but rivers can
11:12:23  <xarick> the whole postponing of sea after river won't be necessary
11:12:55  <xarick> and once the entire river is build, transform those marked canals into rivers which is what they are
11:14:51  <xarick> I hope this works
11:25:59  <kuhnovic> Sounds like a hack
11:34:40  <xarick> 😭
11:36:17  <mnhebi> kuhnovic: You just discovered the secret to being hired at Microsoft.
11:41:37  <xarick> kuhnovic: can you do something for me?
11:42:15  <xarick> there's AystarStatus without capical s in Star, also some functions that use int, they actually are supposed to use AyStarStatus.
11:46:49  <peter1138> Why can't you?
11:47:15  <xarick> I'm too busy hacking rivers
11:47:41  <LordAro> peter1138: i don't think xarick is figured out stashing/partial staging yet
11:47:49  <peter1138> Those sort of little changes are way more likely to be seen than your mammoth experiments that look like guesswork from here...
11:47:57  <LordAro> has*
11:48:05  <peter1138> Or lots of local branches.
11:48:22  <peter1138> I don't encourage stashing... stash@{463}: WIP on warp: 19110bde3 Change: Use SDL_SetRelativeMouseMode to control warping.
11:48:33  <LordAro> lol.
11:49:15  <kuhnovic> xarick: I'm too busy doing my job πŸ˜›
12:06:04  <xarick> is it just me or my system is faster todayt
12:07:11  <xarick> nevermind, i did a mistake
12:13:26  <xarick> static void BuildRiver, I'm inclined to change this into a static bool BuildRiver
12:13:59  <xarick> but that requires the AyStarStatus thingy
12:15:25  <xarick> if for some reason the river fails to build, instead of continuing to build the next flow segments, abort them. Leave with what's built up to this point
12:25:04  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1310944410904559677/screenshot39.png?ex=67470f9f&is=6745be1f&hm=42ac409007a46a8d878b1f2016c12b99d8ea49e5e6864d860eab3559424ed573&
12:25:25  <xarick> hmm... what you think?
12:30:29  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1310945773654904964/screenshot40.png?ex=674710e4&is=6745bf64&hm=6b4ca018104d5c863a423d03aaac9c8a2c4849ef6e19a3c8c8795d76f345459c&
12:30:29  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1310945774124929056/screenshot41.png?ex=674710e4&is=6745bf64&hm=0e5fa3bf86daf5105ffbf733f863fb9ada1d6442a32e241121343b568547d6e1&
12:30:29  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1310945774695219232/screenshot42.png?ex=674710e4&is=6745bf64&hm=27cd6800daccc33db86f2e1d47d4b72cdb12a8c1dcf4f6a277e3526a016e4046&
12:31:35  <xarick> 3 solutions, pick one
12:32:37  <xarick> 1 - leave as is
12:32:37  <xarick> 2 - build up to the point of disconnect
12:32:38  <xarick> 3 - hack the river with canals to prevent terraform of vital begin end points
15:31:49  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1310991408957624524/image.png?ex=67473b64&is=6745e9e4&hm=95ec04bd2b1aa784ffc20826dd04db991c487bbe2c2bb090df20cfd9f347cbd1&
15:31:49  <xarick> this looks weird, and it's master
15:33:55  <belajalilija> with one of those cirles might it be two different sources?
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15:36:45  <xarick> maybe, i'll check if they're 2 springs
15:40:48  <talltyler> That looks like two springs to me, rivers don’t flow uphill πŸ™‚
15:42:45  <xarick> that's a lot of springs in the same spot
15:42:53  <xarick> 6
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15:53:00  <_glx_> little fail in the big circle doesn't surprise me, probably could not terraform
15:56:59  <DorpsGek> [OpenTTD/OpenTTD] lineckergary commented on issue #12654: [Bug]: Catchment area gets deselected when expanding a station https://github.com/OpenTTD/OpenTTD/issues/12654
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16:03:17  <xarick> seems only 4 of them are springs, but my detection method is a bit off
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16:16:15  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311002590477287574/image.png?ex=674745ce&is=6745f44e&hm=d8487a525702372aee5351461a6719d960f96840fa4f41b8fb220f9e5c07a123&
16:16:15  <xarick> only 4 springs...
16:16:24  <xarick> really weird
16:17:11  <xarick> need to check those 3 individual river pieces where they originate from
16:20:57  <xarick> lol inline... 173 files need compiling
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16:32:43  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311006737569943684/image.png?ex=674749ab&is=6745f82b&hm=bbaca8a7ebcb3b5c72e1a8b1f2393de494f6db908bcec64f3016a7d53f62c085&
16:32:43  <xarick> this makes no sense
16:33:23  <xarick> must think wtf happened here
16:34:05  <xarick> ah... i think i understand
16:34:38  <xarick> Breadth First Search found one path, AyStar found another
16:34:53  <xarick> let me check the next flow
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17:06:09  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311015149733412904/image.png?ex=67475181&is=67460001&hm=69b0d336accec4f175f94f28e43cc722627c7c9292c6331dee4b2b196bed4cd0&
17:06:14  <xarick> yep
17:06:44  <xarick> the other spring, i bet the same thing happened
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18:29:40  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311036168250462208/image.png?ex=67476514&is=67461394&hm=7ac0b81126d87778a961719fd03ab1ecb02b7264e337950d06c2017829aea391&
18:29:40  <xarick> pff....
18:31:44  <xarick> I don't have faith on these fixes
18:40:56  <xarick> maybe it's ocean?
18:41:09  <xarick> in a non-watered state due to terraform
18:41:16  <xarick> need to investigate
18:55:51  <xarick> the canal strategy is not gonna work 😦
18:56:09  <xarick> inclined slopes
18:56:12  <xarick> cant have canals
18:57:45  <xarick> I'm unlucky
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20:14:24  <DorpsGek> [OpenTTD/appstore-data] TrueBrain commented on pull request #12: Feature: Add support for generating Windows Store listing data. https://github.com/OpenTTD/appstore-data/pull/12#pullrequestreview-2462583204
20:15:27  <DorpsGek> [OpenTTD/appstore-data] TrueBrain commented on pull request #12: Feature: Add support for generating Windows Store listing data. https://github.com/OpenTTD/appstore-data/pull/12#pullrequestreview-2462587777
20:15:55  <truebrain> sorry it took forever to get to that orudge 😦 Time! It is such an annoying resource!
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20:33:21  <xarick> there's hope for the canal hack strategy
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20:51:40  <xarick> how do i start openttd generating a map in the scenario editor
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21:07:39  <kuhnovic> There's a -g command line option to start a savegame, if you don't specify a filename it will generate a map
21:11:40  <kuhnovic> And you need -e to directly start the scenario editor. Not sure if it works well in combination with -g, one way to find out
21:11:45  <kuhnovic> `Command line options:
21:11:45  <kuhnovic> -v drv              = Set video driver (see below)
21:11:45  <kuhnovic> -s drv              = Set sound driver (see below)
21:11:45  <kuhnovic> -m drv              = Set music driver (see below)
21:11:45  <kuhnovic> -b drv              = Set the blitter to use (see below)
21:11:47  <kuhnovic> -r res              = Set resolution (for instance 800x600)
21:11:47  <kuhnovic> -h                  = Display this help text
21:11:49  <kuhnovic> -t year             = Set starting year
21:11:49  <kuhnovic> -d [[fac=]lvl[,...]]= Debug mode
21:11:51  <kuhnovic> -e                  = Start Editor
21:11:51  <kuhnovic> -g [savegame|scenario|heightmap] = Start new/savegame/scenario/heightmap immediately
21:11:53  <kuhnovic> -G seed             = Set random seed
21:11:53  <kuhnovic> -n host[:port][#company]= Join network game
21:11:55  <kuhnovic> -p password         = Password to join server
21:11:55  <kuhnovic> -D [host][:port]    = Start dedicated server
21:11:57  <kuhnovic> -I graphics_set     = Force the graphics set (see below)
21:11:57  <kuhnovic> -S sounds_set       = Force the sounds set (see below)
21:11:59  <kuhnovic> -M music_set        = Force the music set (see below)
21:11:59  <kuhnovic> -c config_file      = Use 'config_file' instead of 'openttd.cfg'
21:12:01  <kuhnovic> -x                  = Never save configuration changes to disk
21:12:01  <kuhnovic> -X                  = Don't use global folders to search for files
21:12:02  <truebrain> well, that was unneededly long
21:12:03  <kuhnovic> -q savegame         = Write some information about the savegame and exit
21:12:03  <kuhnovic> -Q                  = Don't scan for/load NewGRF files on startup
21:12:05  <kuhnovic> -QQ                 = Disable NewGRF scanning/loading entirely`
21:12:16  <LordAro> quite
21:12:35  <truebrain> if someone can't use `-h` themselves, they have no business using the CLI to start with πŸ™‚
21:13:30  <kuhnovic> Just trying to help for a change πŸ˜‰
21:13:42  <truebrain> πŸ˜„
21:13:54  <truebrain> first, you should use triple ` πŸ˜›
21:14:02  <truebrain> second, BLOB OF TEXT! πŸ˜›
21:14:10  <truebrain> See, I am also being useful! πŸ˜„
21:14:32  <kuhnovic> Just squint your eyes and it looks just like regular messages, you won't notice it at all πŸ˜›
21:16:19  <xarick> oh, -e
21:18:38  <xarick> hmm not quite
21:19:17  <xarick> I have special needs
21:19:32  <xarick> but at least I can start the editor immediately, that's fine
21:20:48  <xarick> the -Q should be the default behaviour imo
21:23:22  <peter1138> Yes, everyone would love it if none of their NewGRFs were available to use.
21:24:08  <xarick> click NewGRF to load
21:24:19  <xarick> but not on startup plz
21:25:46  <xarick> oh, nvm, I'm special again
21:26:03  <xarick> I play without any newgrf
21:26:23  <xarick> others may want them already pre-assembled to go
21:27:06  <xarick> they should just not load on startup if my Active List of NewGRFs is empty
21:46:08  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13125: Codechange: Rename and return AyStarStatus instead of int https://github.com/OpenTTD/OpenTTD/pull/13125
21:55:11  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13120: Fix #10452: Disconnection of rivers https://github.com/OpenTTD/OpenTTD/pull/13120
21:56:08  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13120: Fix #10452: Disconnection of rivers https://github.com/OpenTTD/OpenTTD/pull/13120#issuecomment-2502016068
22:04:08  <xarick> I like this solution better
22:04:33  <xarick> needs someone to break it, someone plz try to get an assert or something
22:10:29  <xarick> unused variable?
22:10:42  <xarick> I'm using it!
22:10:46  <xarick> what a lie
22:21:53  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13082: Codechange: Store animated tile state in map to improve performance. https://github.com/OpenTTD/OpenTTD/pull/13082
22:23:37  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311095042676494401/image.png?ex=67479be9&is=67464a69&hm=9f529483f6405f5b9710fb3034f1374155d4d50a37e252c7c3f6b5fdaccdcaa6&
22:23:37  <xarick> that's quite some river
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22:32:19  <xarick> ahhh snap got an assert!
22:34:48  <xarick> 3958588498
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22:51:06  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #13125: Codechange: Rename and return AyStarStatus instead of int https://github.com/OpenTTD/OpenTTD/pull/13125#pullrequestreview-2462848090
23:04:47  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311105402875678740/image.png?ex=6747a58f&is=6746540f&hm=52622a516dc09acac132e07293e7a9dec95c95dd8fb1a026d2492b94fa8880d9&
23:04:47  <xarick> this tile asserted my checks
23:05:14  <_glx_> might be better to properly handle special cases instead of asserting they don't happen
23:06:18  <xarick> assert(IsWaterTile(tile) || GetTileZ(tile) == 0); It's not a water tile and is not at height 0 😦
23:06:41  <xarick> but the river is still connected
23:06:47  <xarick> interesting
23:10:09  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13125: Codechange: Rename and return AyStarStatus instead of int https://github.com/OpenTTD/OpenTTD/pull/13125
23:12:28  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311107337410314342/image.png?ex=6747a75c&is=674655dc&hm=e59723010832adb437ff14408682d8174bebdc286d1011aa71f26e7838a99795&
23:12:28  <xarick> terraform raised something
23:29:20  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311111581928787968/image.png?ex=6747ab50&is=674659d0&hm=0208f0301f463fea1196896c5863e2d2af993b9d1d798d17ec814465e23e110f&
23:29:20  <xarick> that's a very hilly river
23:29:35  <xarick> but it's not part of the begin_end_points
23:29:53  <xarick> it's really the river as it was before widening
23:46:32  <xarick> TerraformerState
23:48:13  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1311116333240553512/image.png?ex=6747afbd&is=67465e3d&hm=493fc7509416889d29a5c220d8ccbada0c5ad89f37dcf0efb5ff8351caff429a&
23:48:26  <xarick> i'm tired
23:50:39  <xarick> 127484 was a river tile that belonged to the path returned by AyStar
23:54:25  <xarick> while trying to wide for tile 119291, tile 123387  just north of 127484 from the circular tile search is raising the south corner, cleaning the river from 127484
23:54:32  <xarick> okay now bed, good night
23:55:24  <xarick> will pick up from where I left tomorrow

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