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00:12:46 *** dihedral has quit IRC 00:48:08 <DorpsGek_III> [OpenTTD/OpenTTD] agentw4b commented on issue #8088: More than 327 Finnish cities or towns cannot be created. https://git.io/JfvNr 00:52:46 *** dihedral has joined #openttd 00:55:49 <DorpsGek_III> [OpenTTD/OpenTTD] agentw4b commented on issue #8088: More than 327 Finnish cities or towns cannot be created. https://git.io/JfvNr 01:50:11 *** Flygon has joined #openttd 02:38:14 *** D-HUND has joined #openttd 02:41:31 *** debdog has quit IRC 03:01:09 *** glx has quit IRC 03:42:25 *** Wormnest has quit IRC 03:46:50 *** k-man has joined #openttd 03:50:51 *** Ttech has quit IRC 03:53:25 *** k-man__ has quit IRC 04:00:02 *** Ttech has joined #openttd 04:09:53 *** Wormnest has joined #openttd 06:05:38 *** sla_ro|master has joined #openttd 06:27:47 *** Wolf01 has joined #openttd 06:31:55 *** arikover has joined #openttd 06:51:45 *** snail_UES_ has quit IRC 06:52:19 <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #8088: More than 327 Finnish cities or towns cannot be created. https://git.io/JfvNr 06:59:25 *** andythenorth has joined #openttd 07:41:15 *** cHawk has quit IRC 07:51:46 <LordAro> can we not extend the town name lists? these town names are done based on index, right? so adding more shouldn't cause a problem? 08:11:39 <peter1138> No, they are not based on index, it's a random seed. 08:13:54 *** supermop_Home has quit IRC 08:31:11 *** cHawk has joined #openttd 08:43:29 *** WormnestAndroid has quit IRC 08:43:41 *** WormnestAndroid has joined #openttd 08:50:47 *** Samu has joined #openttd 09:11:23 <Samu> hi 09:18:05 <Eddi|zuHause> we need a versioning system for town name generators, so we can deprecate/hide some, but keep them available for old savegames, and introduce replacements for new games 09:19:21 <LordAro> mm, i don't see why it shouldn't be relatively easy to remove the old method while maintaining compatibility 09:20:02 <Eddi|zuHause> LordAro: i suggest you read up on how town names are generated first 09:20:18 <Eddi|zuHause> LordAro: there's prefixes and suffixes, and bit ranges, and stuff 09:20:35 <LordAro> true 09:21:42 <Eddi|zuHause> but the core of the problem is that the resulting names are not stored in the savegames 09:22:19 <Eddi|zuHause> so the town name generator must be kept alongside the savegame, to constantly recreate the names from the stored numbers 09:23:45 <Eddi|zuHause> so one approach would be to change that, and translate the numbers into names, then store the actual strings. you still need the original code to load old savegames, though 09:25:55 <LordAro> yeah 09:26:23 <LordAro> but it would mean we could at least safely add new names 09:27:57 <Eddi|zuHause> we would have to make a snapshot of the current town name generators and put them into the saveload conversion code 09:28:11 <Eddi|zuHause> then we could freely modify the town name generators from that point on 09:29:24 <Eddi|zuHause> (negative side effect is that for the ones we don't acutally change, there'll be two identical copies of them) 09:30:43 <Eddi|zuHause> i'm assuming we won't actually change the system how they are generated, just the data tables 09:34:00 <LordAro> we could just keep the current town name generators, but only run them on map generation 09:34:15 <LordAro> then on load (of new versions), just use the strings 09:34:28 <LordAro> oh, yeah, that wouldn't work 10:20:52 <peter1138> TMWFTLB 10:21:53 <peter1138> However... 10:22:18 <peter1138> Do we store the savegame creation version? (Rather than the current version?) 10:23:24 <peter1138> If so then you can use that to restrict the random ranges, and ensure that additions are added to the end of the list. 10:23:59 <peter1138> You can't change the algos really, but it does maintain compatibility somewhat. 10:24:16 <peter1138> I thinking having to start a new game to get new names is reasonable. 10:27:21 <Eddi|zuHause> peter1138: i think that previous savegame versions are stored in the gamelog, but i don't think there's any code to access that at the places where it would be needed 10:27:57 <Eddi|zuHause> you'd break all sorts of encapsulation if you allowed that 10:29:17 <Eddi|zuHause> peter1138: not sure what you mean with "end of the list". all possible numbers stored in the savegame are already assigned to names, there's no "free" slots or anything that you could fill up 10:30:52 <Eddi|zuHause> you'd have to "normalize" the stored values first, so all numbers that get mapped to a name, then get remapped to one single number 10:31:24 <Eddi|zuHause> which would achieve the same thing, but would be more complicated, than storing the strings directly 10:32:22 <Eddi|zuHause> and again, we would need to keep snapshots of all previous versions around for recreating that on loading old savegames 10:34:16 <peter1138> Huh? 10:34:35 <peter1138> I mean end the of the list of town name parts 10:34:45 <peter1138> So new games can use all the list 10:35:05 <Eddi|zuHause> i don't understand 10:35:08 <peter1138> Old games are restricted to the first X where X is the number of items at the moment. 10:36:06 <Eddi|zuHause> it's not just a simple list, though, it's a weighted list, and adding a new entry might require changing previous weights 10:36:35 <Eddi|zuHause> and if you try to change the prefix/infix/suffix setup, you might have to scrap everything 10:37:09 <Eddi|zuHause> "just add to the end of the list" doesn't get you from 300 towns to 10k towns 10:39:19 <peter1138> It does if you add 10k items to the end of the list :p 10:52:08 <andythenorth> lol :) 10:52:56 <LordAro> just make OTTD do a wikipedia lookup on load 10:52:57 <LordAro> easy. 10:53:28 <LordAro> https://en.wikipedia.org/wiki/List_of_cities_and_towns_in_Finland i'm sure all countries have the same page 11:20:50 *** arikover` has joined #openttd 11:26:31 *** arikover has quit IRC 11:31:57 *** arikover` has quit IRC 11:36:43 <peter1138> https://twitter.com/thepetererer/status/1250749857255567360 11:37:11 <peter1138> I wonder if 1.10 will run... 11:38:32 <peter1138> It took a while to load that up, heh 12:07:01 <peter1138> Whew, salad time! 12:22:51 <Samu> hmm, i think the pseudo random number generator of openttd isn't fair 12:23:35 <Samu> maybe i'm mistaken 12:24:11 <peter1138> Randomness isn't fair. 12:24:19 <Samu> okay, it's the local authority denying dock placement 12:24:56 <Samu> i have this AI placing docks on randomly generated tiles 12:25:15 <Samu> it wasn't placing in some obvious places, turns out it's the local authority denying 12:26:42 *** arikover` has joined #openttd 12:27:52 *** arikover has joined #openttd 12:27:53 <Samu> https://i.imgur.com/rhVWqU3.png - that lake just south of Gruningville 12:29:10 <Samu> I'm exhausting the map, trying to see if locks/docks don't block connections 12:31:12 <Samu> i rarely see aqueducts 12:31:32 <Samu> there must be some map configuration that allows for more aqueducts being built 12:31:42 <Samu> i've already set aqueduct max length to 4096 13:14:27 *** heffer has quit IRC 13:14:37 *** heffer has joined #openttd 13:34:21 *** nielsm has joined #openttd 13:37:55 *** snail_UES_ has joined #openttd 13:39:38 <Samu> yay aqueducts are finally being built 13:39:47 <Samu> i needed the right terrain 13:40:21 <Samu> my locks were still blocking rivers :( 13:43:53 <Samu> I'm actually impressed by the number of connections it can create 13:55:54 <Samu> it needed 33 connections to fail one 13:56:27 <Samu> these maps aren't exactly flat 14:03:43 <Samu> question about bananas, how is that https://bananas.openttd.org/en/ Queue.NativeHeap already got 70 downloads? It's not downloadable via Online Content yet. I haven't uploaded the new version of my AI which makes use of it yet 14:04:30 *** supermop_Home_ has joined #openttd 14:04:33 <supermop_Home_> hi 14:04:55 <Samu> in short, no AI has a dependency for it 14:05:48 <Samu> those downloads seem fake 14:07:00 <supermop_Home_> I guess finish doesn't lend itself as well to making new townnames by combining parts? 14:07:48 <supermop_Home_> i had always noticed it seemed to be be the smallest of the built in town names... but i never really needed more than 300 towns 14:10:32 <peter1138> Oof, this is Debian 3.0 :D 14:18:02 <supermop_Home_> does anyone else find it kind of funny to see requests for other people to fix "The Free Rider Problem" in an game that is made by a group of volunteers and then made freely available to the public? 14:38:30 *** supermop_Home_ has quit IRC 14:45:38 <andythenorth> now that you've pointed it out 14:45:50 <andythenorth> bring back the lolz! 14:46:16 <andythenorth> oh supermop has left the building :( 14:47:02 *** tokai|noir has joined #openttd 14:47:02 *** ChanServ sets mode: +v tokai|noir 14:53:53 *** tokai has quit IRC 15:18:08 <DorpsGek_III> [OpenTTD/OpenTTD] ysangkok opened issue #8089: Byte order CPP definition not defined on FreeBSD https://git.io/JffEs 15:23:56 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8089: Byte order CPP definition not defined on FreeBSD https://git.io/JffEs 15:26:12 <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison commented on issue #8088: More than 327 Finnish cities or towns cannot be created. https://git.io/JfvNr 15:26:28 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8089: Byte order CPP definition not defined on FreeBSD https://git.io/JffEs 15:29:56 *** Flygon has quit IRC 15:33:42 <DorpsGek_III> [OpenTTD/OpenTTD] dwfreed commented on issue #8089: Byte order CPP definition not defined on FreeBSD https://git.io/JffEs 15:52:25 *** supermop_Home has joined #openttd 16:01:18 <nielsm> game of snake: https://0x0.st/iQgR.jpg 16:07:43 <Samu> I think my canal pathfinder is finalized at last 16:07:52 <Samu> can't seem to find any more issues 16:08:27 <Samu> no more locks blocking canals 16:08:36 <andythenorth> nielsm that's lolz 16:08:39 <andythenorth> more lolz needed 16:08:57 * andythenorth lost the OpenTTD joy recently, what with all the bureaucracy and stuff 16:09:00 <andythenorth> be nice to get it back 16:09:46 *** cHawk has quit IRC 16:11:15 <Samu> I didn't really test ship depots that extensively though 16:11:30 <Samu> they're also an important piece 16:11:47 <Samu> but the pathfinder doesn't build them actually 16:12:50 <Samu> a route is not complete without a ship depot 16:13:00 <Samu> gotta test this... arf :( 16:13:07 <Samu> so bored 16:18:55 <FLHerne> nielsm: Are those lots of vehicles clipping together for some reason? 16:18:57 *** cHawk has joined #openttd 16:19:21 <FLHerne> Or just single, absurdly long ones? 16:19:39 <FLHerne> Oh, I think I see cabs in the middle 16:20:37 <nielsm> just a snake of trams hogging each other's end 16:23:11 *** rotterdxm has joined #openttd 16:30:00 *** gelignite has joined #openttd 16:31:18 *** cHawk has quit IRC 16:47:04 *** glx has joined #openttd 16:47:04 *** ChanServ sets mode: +v glx 17:18:51 <peter1138> Heh, Minecraft RTX beta release broke MS Insider stuff due to quantity of users... 17:19:08 *** gelignite has quit IRC 17:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jffwj 17:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 17:47:20 <Samu> AI's cannot rename ship depots? 17:48:47 <Samu> damn ship depots are still blocking 17:52:14 <rotterdxm> so i got my first game with really profitable trams 17:52:46 <rotterdxm> may be just me but it seems the trams´ pathfinding is greatly improved since i started using JGR 17:55:08 <glx> Samu: indeed AI/GS can't rename depots 18:00:15 *** Gustavo6046 has joined #openttd 18:01:34 *** gelignite has joined #openttd 18:04:18 *** Progman has joined #openttd 18:14:31 *** berndj has quit IRC 18:18:36 *** frosch123 has joined #openttd 18:22:48 *** berndj has joined #openttd 18:30:11 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/JffoY 18:30:51 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/JffoO 18:31:31 <andythenorth> nice one Samu :) 18:32:24 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 merged pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvhkg 18:36:45 <Samu> i thought locks were a headache, turns out ship depots are a bigger one 18:37:55 <andythenorth> nice one frosch123 :D 18:45:28 <_dp_> was ship lost spam not fixed? 18:46:08 <_dp_> or am I just doing it wrong... 18:48:36 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 commented on pull request #7: Changes to the page header https://git.io/Jffop 18:56:21 <glx> _dp_: #8001 18:57:03 *** arikover has quit IRC 18:59:16 <nielsm> uh could someone remind me of the relationship between FISH and Squid Ate FISH ? 19:00:04 <frosch123> fish -> squid -> fish -> sam 19:00:23 <frosch123> it's like twix and raider 19:01:15 <frosch123> i am not sure whether squid is fish 3 or fish 1.5 19:01:18 <andythenorth> [mistakes] -> Sam 19:01:29 <andythenorth> just pretend the others don't exist 19:01:31 <andythenorth> like FIRS 1 19:01:48 <andythenorth> Sam is not finished though 19:02:31 <Samu> hah, turns out I was using the wrong offset 19:04:19 <Samu> https://i.imgur.com/F7rJLUC.png nothing is blocked 19:04:25 <Samu> just the way I like it 19:05:12 <Samu> oh snap, i found a ship depot blocking a dock 19:06:10 <Samu> located at the right corner of the ss 19:06:38 <frosch123> Samu: http://devs.openttd.org/~frosch/InspirationalScreenshotForSamu.png <- want to guess what ScriptRail::AreTilesConnected would report :) 19:07:12 <Samu> oh, i dont use rails 19:07:16 <Samu> didn't test it 19:08:11 <Samu> im a bit busy with ship depots blocking docks 19:10:37 <Samu> rails are different if I recall 19:10:42 <Samu> ok, let me check 19:11:48 <nielsm> have I mentioned before the scenario editor needs a forest brush? 19:12:27 <frosch123> i don't think anyone was interesting in SE since smatz 19:12:42 <frosch123> smatz wanted multiplayer-SE to make SE creation more interesting 19:16:11 <frosch123> lol, "apt-get install npm" wants to add 246 new packages 19:16:24 <frosch123> i guess i have no js dev environment 19:17:29 <frosch123> 5MB for 246 packages is also less than usual 19:18:25 <Samu> i'm preparing a savegame with those tiles frosch123 will test soon 19:18:34 <Samu> that rail config 19:38:46 <Samu> weird, AreTilesConnected require 3 tiles? 19:39:18 <Samu> this can't be tested properly 19:39:37 <Samu> "Check if a tile connects two adjacent tiles." 19:39:46 <Samu> but then requires 3 tiles as input 19:50:04 <frosch123> that's because there can be two tracks on one tile, which are not connected themself 19:51:34 <frosch123> to handle 90 degree turns you would probably need even 4 tiles, but i guess that is left to the ai 19:52:21 <Wolf01> <frosch123> i don't think anyone was interesting in SE since smatz <- and me 19:57:20 <Samu> frosch123, https://i.imgur.com/2WUEXLQ.png 19:57:38 <Samu> the function works different than the other 20:01:05 <frosch123> 1945->2009->2073 is a cool rollercoaster connection 20:01:25 <frosch123> break through a wall and jump a cliff 20:02:54 <frosch123> 2202->2201->2137 is also nice 20:03:18 <frosch123> did i promise too much? :p 20:05:48 <Samu> maybe the function is wrongly named 20:07:05 <Samu> it checks if there is a certain track in the tile, but doesn't check if they are connected to the "from" or the "to" 20:07:43 <Samu> it checks if the track are heading towards those 2 directions 20:10:53 <frosch123> hmm, i see, the documentation actually also does not promise more 20:11:18 <frosch123> so, different to road and water 20:12:19 *** Artea has joined #openttd 20:12:34 <frosch123> but the rail behaviour is still weird if the bridge/tunnel/depot is the middle tile 20:13:36 <frosch123> but i guess that is not avoidable 20:14:25 *** berndj has quit IRC 20:21:45 *** berndj has joined #openttd 20:27:20 * andythenorth hmms 20:27:36 <andythenorth> youtube? 20:35:42 <peter1138> Bed time 20:36:07 <andythenorth> could be 20:40:29 <peter1138> X-Plane time, maybe. 20:41:26 *** kouett has quit IRC 20:44:50 <frosch123> i installed a package using npm, and the files are dated to 1985 20:44:54 *** kouett has joined #openttd 20:44:58 <frosch123> probably birthday of author? 21:04:10 <andythenorth> doesn't everyone use 1985 as epoch? :P 21:04:22 <andythenorth> quite probably not 21:16:56 <frosch123> hmm, how to insert a config value from python to js? 21:17:26 <frosch123> do i make the js a jinja template? or do i put the value somewhere into the html and read the dom in hs? 21:20:24 <frosch123> apparently the latter 21:27:29 *** nielsm has quit IRC 21:28:54 <andythenorth> the latter 21:29:22 <andythenorth> unless jinja has magic support, escapes can get exciting 21:30:22 * andythenorth reads 21:31:18 <frosch123> i found an example :) 21:31:19 <andythenorth> something something xss risk 21:32:08 <andythenorth> if it's only a few values, data attributes are quite nice, but they don't scale wel 21:32:11 <andythenorth> well * 21:32:26 <frosch123> it's one value :üp 21:33:15 <frosch123> i think i figure out what needs doing, so i can finish this tomorrow 21:33:40 *** Samu has quit IRC 21:34:20 <frosch123> night 21:34:23 *** frosch123 has quit IRC 21:34:50 <andythenorth> also 21:34:55 *** andythenorth has quit IRC 21:44:33 *** Smedles has quit IRC 21:46:16 *** Smedles has joined #openttd 21:48:45 *** Progman has quit IRC 21:52:18 *** cHawk has joined #openttd 22:01:00 *** sla_ro|master has quit IRC 22:07:30 *** Wolf01 has quit IRC 22:25:56 *** nielsm has joined #openttd 23:13:31 *** rotterdxm has quit IRC 23:43:02 *** gelignite has quit IRC 23:46:54 *** k-man_ has joined #openttd 23:53:28 *** k-man has quit IRC