Times are UTC Toggle Colours
00:00:59 *** christoph[m]2 has joined #openttd 00:08:15 <spnda> k, release first version. https://github.com/spnda/bananas-cli/releases/tag/0.1 00:08:40 <spnda> gonna write a forum post about it tomorrow i think 00:09:04 *** spnda has quit IRC 00:14:51 *** patricia[m] has joined #openttd 00:19:25 *** glx has quit IRC 00:25:27 *** CornsMcGowan[m] has joined #openttd 00:27:07 *** gelignite has quit IRC 00:37:48 *** roadt has quit IRC 00:38:12 *** roadt has joined #openttd 00:41:39 *** magdalena[m] has joined #openttd 00:52:17 *** aperezdc has joined #openttd 00:57:05 *** josef[m]1 has joined #openttd 00:57:10 *** freu[m] has joined #openttd 00:58:30 *** olmvnec[m] has joined #openttd 01:04:41 *** karoline[m] has joined #openttd 01:09:38 *** ookfof[m] has joined #openttd 01:21:11 *** ciet[m] has joined #openttd 01:31:05 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8761: Client gets kicked for invalid packet when joining large map with a new company https://git.io/JtAzv 01:36:38 *** ist5shreawf[m] has joined #openttd 01:49:41 *** iarp[m] has joined #openttd 01:51:01 *** amal[m] has joined #openttd 01:59:16 <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #8887: Emergency netsave on server restart connection failure saves title game https://git.io/JYvCc 02:00:17 *** Wormnest has quit IRC 02:06:36 *** shedidthedog[m] has joined #openttd 02:15:44 *** cjmonagle[m] has joined #openttd 02:19:26 *** FLHerne has quit IRC 02:25:42 <DorpsGek> [OpenTTD/team] SiderealArt opened issue #169: [zh_TW] Translator access request https://git.io/JYv8P 02:29:24 *** blikjeham[m] has joined #openttd 02:40:17 *** Flygon has joined #openttd 03:15:02 <supermop_Home> hmmm where do i put the ANIM flag in a spriteset? 03:40:05 *** D-HUND has joined #openttd 03:43:24 *** debdog has quit IRC 04:06:54 *** snail_UES_ has quit IRC 05:41:07 *** nielsm has joined #openttd 06:03:11 *** Wuzzy has quit IRC 06:51:05 <DorpsGek> [OpenTTD/nml] rexxars opened pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYftm 07:03:12 *** sla_ro|master has joined #openttd 07:11:09 *** nielsm has quit IRC 07:22:29 *** HerzogDeXtEr has joined #openttd 07:41:12 <DorpsGek> [OpenTTD/nml] planetmaker requested changes for pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYfCP 07:47:39 *** andythenorth has joined #openttd 07:58:45 <andythenorth> yo 07:58:51 <NGC3982> hi 07:58:52 <andythenorth> can haz breakfast? 07:59:59 <NGC3982> absolutely, but with conditions 08:00:11 <NGC3982> toast is a must 08:03:28 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on issue #8761: Client gets kicked for invalid packet when joining large map with a new company https://git.io/JtAzv 08:26:19 *** FLHerne has joined #openttd 09:02:08 *** Wolf01 has joined #openttd 09:04:21 *** Venemo has joined #openttd 09:10:36 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #8886: Changelog button crashes the game if NewGRF contains relative folder https://git.io/Jmjo9 09:24:28 <TrueBrain> owh boy ... NewGRFs read the "max height" before generation is done 09:27:41 <TrueBrain> yeah, I need frosch123's help to overcome that issue 09:27:55 <TrueBrain> as OpenGFX+landscape does not like that 09:29:41 <Wolf01> It should read the generated max height? I won't see much difference as I would expect the same "there is no suitable place to build industry XYZ" 09:30:08 <TrueBrain> now sure how this is helping me :P 09:31:44 <Wolf01> The only thing I would change is a pre-generation check of settings instead of waiting for a 4k map to be generated and then throw a warning which could be easily checked before (like no snowline etc) 09:32:29 <Wolf01> Or even missing vehicles because starting date set too early 09:32:35 <TrueBrain> ugh, the whole snow table is set before map generation even .. ugh .. 09:32:39 <TrueBrain> frosch123: our idea is not working :D 09:33:09 <TrueBrain> I need to save and reload the map before it works :D 09:35:53 <andythenorth> "snow is mad" 09:36:18 <andythenorth> goes it throw out snow, delegate to grf, bundle grf with game 09:36:21 <andythenorth> grf decides snow height 09:36:26 * andythenorth is no help sorry 09:36:46 <TrueBrain> andythenorth: reading back "the thread" about 1.11 generating "wrong" maps, the complaint is that it cannot generate flat maps .. but all you showed is it is generating too flat maps :P Made me giggle :D 09:36:47 <andythenorth> 'bundled grf with game' is my equivalent of 'state machine' from Eddi 09:37:14 <andythenorth> TrueBrain glad you found the lolz :) 09:37:20 <andythenorth> I should work eh 09:37:22 <andythenorth> money to be made 09:37:26 <andythenorth> oof 09:42:30 <TrueBrain> https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:fix-heights <- patch itself was simple, but .. NewGRFs ruining it once again :P 09:42:43 <TrueBrain> I will finish the snowline area and desert area this afternoon 09:42:51 <TrueBrain> after that hopefully frosch123 can figure out how to fix NewGRFs :D 09:43:05 <andythenorth> I am not going to try and understand the issue properly :( 09:43:17 <TrueBrain> you don't have to; it is a coding issue 09:43:27 <andythenorth> but I am puzzled why newgrf needs to make this so difficult 09:43:37 <andythenorth> newgrf is an imperfect thing anyway 09:43:48 <TrueBrain> this is just a problem of order 09:43:50 <TrueBrain> nothing else 09:44:15 <TrueBrain> (as in, order of operation) 09:46:04 <andythenorth> OOOf 09:48:31 <Wolf01> Break backward compatibility! :P 09:49:18 <Wolf01> OpenTTD 2.0 09:50:25 <Wolf01> I think that's the reason they had to make transport fever first and then transport fever 2... the second reason might be money 10:05:25 <Xaroth> call it OpenTTD 3.0 and change the way all string handling is done, breaking backward compat. 10:06:04 <Xaroth> warning: you might end up supporting the older version for a decade+. 10:10:24 *** andythenorth has quit IRC 10:17:52 <LordAro> Xaroth: nah, OpenTTD 6 with some weird amount of unicode support 10:21:37 <Wolf01> Drop version numbers, they are meaningless: OpenTTD XP 10:21:53 <Wolf01> Better: OpenTTD XD 10:25:33 <Xaroth> LordAro: that should be the name of the NewGRF that tries to bridge all the differences 10:25:49 <Xaroth> but in secret is just a bunch of hacks glued together to give the illusion of functioning. 10:48:13 <_dp_> hm... reddit discovered cyclic autoreplacement 11:20:45 <Wolf01> https://www.reddit.com/r/openttd/comments/mc1m8v/you_should_have_bought_some_buoys/ ahahaha I expected this one 11:21:53 <LordAro> aha 11:22:39 <Wolf01> U-turn in canals should be forbidden :P 11:40:31 <Eddi|zuHause> they used the wrong type of boat in the news message 12:17:39 *** gelignite has joined #openttd 12:33:17 <DorpsGek> [OpenTTD/nml] 2TallTyler opened issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 12:34:03 <DorpsGek> [OpenTTD/nml] LordAro commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 12:34:56 *** spnda has joined #openttd 12:37:33 *** gelignite has quit IRC 12:42:19 <supermop_Home> hmm i should try to get reddit people to use my grf 12:42:47 *** WormnestAndroid has quit IRC 12:44:22 *** WormnestAndroid has joined #openttd 12:51:50 *** andythenorth has joined #openttd 12:53:36 <DorpsGek> [OpenTTD/nml] Eddi-z commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 13:00:58 <DorpsGek> [OpenTTD/nml] Eddi-z commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 13:05:52 *** snail_UES_ has joined #openttd 13:07:56 <TrueBrain> what is the best way to iterate over all tiles in OpenTTD? 13:08:01 <TrueBrain> is there some TILE_LOOP or what-ever? 13:10:39 *** APTX has quit IRC 13:10:40 <Eddi|zuHause> there's the existing tile loop that traverses all tiles over a series of 256 ticks 13:11:12 <TrueBrain> not what I am looking for, but tnx :) 13:11:19 <TrueBrain> I just do a double for-loop for now 13:11:23 *** Samu has joined #openttd 13:11:43 *** APTX has joined #openttd 13:11:59 <Eddi|zuHause> there's also a "circular" tile loop (where "circle" means "square") 13:12:23 <Wolf01> Looks like minecraft 13:12:44 <Eddi|zuHause> and if you really want ALL tiles, you can do a single for-loop 13:13:22 <Eddi|zuHause> because the TileIndex is continuous 13:16:34 <Eddi|zuHause> TrueBrain: "for (TileIndex tile = 0; tile != MapSize(); tile++) {" [random line from afterload.cpp] 13:16:48 <TrueBrain> I expected some macro, honestly 13:17:17 <TrueBrain> anyway, tnx, it will have to do 13:18:17 <Eddi|zuHause> iirc there's some tilearea stuff somewhere around the station code 13:19:26 <andythenorth> what is the best way to iterate over all connected water tiles in OpenTTD? 13:19:29 * andythenorth asking for a friend 13:19:36 <TrueBrain> funny, you can never have a 100% snow coverage in OpenTTD 13:19:43 <TrueBrain> reason is simple: we don't have the coastal tiles :P 13:20:01 <Eddi|zuHause> correct 13:20:37 <_dp_> can't you have no water? :p 13:21:42 <TrueBrain> haha, fair :) 13:21:48 <TrueBrain> with any water, you cannot have ... ;) 13:24:32 <TrueBrain> hmm, 1% is lowest amount of water :P 13:25:11 <andythenorth> I could draw snow tiles 13:27:02 <TrueBrain> means you cannot make true subarctics easily :P 13:27:18 <andythenorth> I could draw snow tiles 13:27:25 <TrueBrain> good for you :P 13:27:36 <TrueBrain> I tend not to join scope-creep :) 13:27:41 <TrueBrain> something for 1.12, I would say :) 13:27:41 <andythenorth> I will moan a lot 13:27:47 <andythenorth> but I drew the river banks 13:28:08 <andythenorth> also 100% snow breaks default farms but eh 13:28:16 <andythenorth> THAT RESTRICTION 13:28:19 <andythenorth> goes it throw out? 13:28:32 <Eddi|zuHause> andythenorth: while at it, draw river tiles on arbitrary slopes 13:28:48 <andythenorth> because $someone will then do diagonal rivers? 13:29:00 <andythenorth> so we don't have weird-ass square rivers? 13:29:03 <Eddi|zuHause> no. different things 13:29:44 <Eddi|zuHause> you can already do that, if you redraw the river shores 13:30:03 <Eddi|zuHause> (you just can't build rails on the other halftile) 13:30:14 <andythenorth> oh that 13:30:15 <andythenorth> pfff 13:32:57 <DorpsGek> [OpenTTD/OpenGFX] supermop commented on issue #44: Open GFX Base Maglev Roofs https://git.io/JfEba 13:34:14 <supermop_Home> half-tile rivers? 13:35:09 <TrueBrain> wtf are conditions for Forest to be plantable in arctic? 13:35:15 <TrueBrain> it seems to be more than just snow 13:36:18 <Eddi|zuHause> it could be snowline+1 or something 13:36:38 <TrueBrain> even at +5 it is not planting anything 13:38:02 <LordAro> supermop_Home: PR it 13:38:28 <Eddi|zuHause> if (_settings_game.game_creation.landscape == LT_ARCTIC) { 13:38:30 <Eddi|zuHause> if (GetTileZ(tile) < HighestSnowLine() + 2) { 13:38:31 <Eddi|zuHause> return_cmd_error(STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED); 13:39:00 <Eddi|zuHause> so not the current snowline, the highest snowline 13:39:52 <TrueBrain> all the same value, so that is not the issue really 13:40:03 <TrueBrain> that name is also silly btw :D 13:40:14 <TrueBrain> well, SnowLine .. I guess 13:42:54 <TrueBrain> owh, I see what is going on 13:43:00 <TrueBrain> I calculate the snow line height after industries 13:43:01 <TrueBrain> ugh 13:43:10 <TrueBrain> there are too many ways map generation can call functions 13:43:34 <supermop_Home> LordAro i might, i might want to tweak it a bit more first 13:43:56 <LordAro> supermop_Home: well, your call, but it seems to me to be a good change 13:44:02 <Eddi|zuHause> so you're still looking for the correct place in the initialisation process to run your calculation? 13:44:43 <TrueBrain> okay, "very flat" now doesn't work 13:44:45 <TrueBrain> but .. DUH 13:44:52 <supermop_Home> i think the lintel/beam of monorail station could also use some work 13:46:24 <supermop_Home> the regular brick rail station maybe could use some quoins or something 13:51:32 <Eddi|zuHause> and what now is a "quoin"? never heard that word before 13:56:08 <andythenorth> fancy stonework? 14:02:56 <supermop_Home> stones at corners of brick or stone buildings 14:03:21 <supermop_Home> that register and protect the brick or lesser quality stones 14:03:34 <supermop_Home> and have become stylized 14:04:09 <Eddi|zuHause> so some detailing 14:04:22 <supermop_Home> also refers to like fancier key or arch stones oin a brick arch 14:05:02 <supermop_Home> yeah, something so its not just a homogenous red-brown slab with holes in it 14:13:04 <spnda> does anyone here use bananas-frontend-cli? 14:17:24 *** ZirconiumY has quit IRC 14:24:52 <TrueBrain> oef, desert is a bit evil 14:27:32 <TrueBrain> tropic zone grows into the desert 14:27:37 <TrueBrain> so does water 14:27:49 <TrueBrain> so if you want 50% desert, you never get it, as from 2 sides it grows inside the desert area 14:28:09 <TrueBrain> which makes for really shitty maps 14:30:42 <TrueBrain> a desert value of 90% makes nice maps 14:30:46 <TrueBrain> but that is ~50% desert :P 14:32:11 *** ZirconiumX has joined #openttd 14:33:51 <andythenorth> screenshot or didn't happen 14:34:03 <andythenorth> I am so becoming a fan of discord for that reason alone 14:34:05 <TrueBrain> there is no way to screenshot that in a way that is meaningful :) 14:34:28 <andythenorth> where is your livecoding twitch stream? 14:34:34 *** nielsm has joined #openttd 14:34:41 <TrueBrain> would mean I need to put on pants 14:34:58 <andythenorth> hmm 14:35:09 <andythenorth> oof 14:55:29 <DorpsGek> [OpenTTD/nml] rexxars commented on pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYJjA 15:03:36 <TrueBrain> okay, I also needed a histogram of "edge" tiles 15:03:38 <TrueBrain> butt I think this works 15:04:05 <Eddi|zuHause> a what of what? 15:05:05 <TrueBrain> 50% desert is now, give or take, 50% desert 15:06:11 <Eddi|zuHause> iirc there was an issue with water, where you get either 20% or 80%, but nothing inbetween 15:08:22 <TrueBrain> now the question .. should "snow coverage" overshoot or undershoot or which-ever-is-closest 15:08:23 <TrueBrain> hmm 15:10:28 <DorpsGek> [OpenTTD/nml] rexxars commented on pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYUJi 15:17:03 <TrueBrain> closest seems to give the best results 15:18:37 *** Kitrana has joined #openttd 15:18:38 *** Kitrana1 has quit IRC 15:22:29 <Eddi|zuHause> so you want to redefine snowline as "% of map area" instead of "% of max height"? 15:27:16 <TrueBrain> that is what we decided, yes 15:27:23 <TrueBrain> okay, snow is pretty spot-on, give or take a few percent 15:27:27 <TrueBrain> desert is a lot more difficult 15:27:31 <TrueBrain> and can be off by 10+% 15:27:34 <TrueBrain> but .. nothing I can do about that really 15:27:52 *** Wormnest has joined #openttd 15:28:12 <Eddi|zuHause> that sounds close enough 15:40:55 <TrueBrain> hmm, you can have 0% desert .. as there is never a tropic tile next to water 15:42:32 <peter1138> Heh, paste.openttdcoop.org ... " Your IP address is listed as a malicious IP. " 15:42:34 <peter1138> Okay. 15:43:36 <LordAro> i think it says that about everyone 15:47:36 <TrueBrain> owh, I was told that next to sea in tropic is "normal", but it is also rainforest .. 15:52:30 *** y2kboy23 has quit IRC 15:57:08 *** y2kboy23 has joined #openttd 16:06:35 *** Flygon has quit IRC 16:13:27 <TrueBrain> lol ... if (abs(..) > abs(..)) can give sign warnings 16:13:29 <TrueBrain> eeuuuuhhhhhhhhh 16:17:49 <nielsm> well if it's over integer types and it doesn't return an unsigned type, then it does have one value for each type that has undefined behaviour (and will typically result in abs(x) being equal to x and being negative) 16:24:07 <LordAro> lol 16:24:42 <LordAro> https://en.cppreference.com/w/cpp/numeric/math/abs no unsigned abs functions in STL at all 16:25:06 <TrueBrain> more reason to remove our own abs() :D 16:25:08 <LordAro> our own version on the other hand, is templated 16:25:35 <TrueBrain> it is just a lovely warning to see, like: huh?! 16:28:50 <supermop_Home> where do i put flags like ANIM in a spriteset? 16:36:27 <TrueBrain> damn, desert coverage is DIFFICULT as fuck :P Stupid tropic rules 16:36:44 *** Progman has joined #openttd 16:40:27 *** didac has joined #openttd 16:44:01 <supermop_Home> just remove tropic for 1.11 16:47:42 *** didac has quit IRC 16:51:14 <andythenorth> remove FIRS Extreme 16:51:14 <andythenorth> RIP 16:51:40 <andythenorth> TrueBrain how about walk the non-water tiles and just assign them A, B, A, B to desert, rainforest! 16:51:44 <andythenorth> might work! 16:51:53 <andythenorth> or to required % 16:52:00 <andythenorth> might look...not optimium 16:52:27 <TrueBrain> well, the % works fine for non-zero atm :P 16:52:39 <TrueBrain> as my estimations overshoot slightly 16:52:54 <TrueBrain> so it fails only for very low percentages 16:54:43 *** glx has joined #openttd 16:54:43 *** ChanServ sets mode: +v glx 16:56:01 <supermop_Home> man i am just reading the wasteland thread from like 2 weeks ago 16:59:39 <DorpsGek> [OpenTTD/nml] frosch123 commented on pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYU6T 17:00:34 *** frosch123 has joined #openttd 17:05:58 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 17:31:27 <DorpsGek> [OpenTTD/nml] 2TallTyler commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 17:38:23 <DorpsGek> [OpenTTD/OpenGFX] planetmaker commented on issue #44: Open GFX Base Maglev Roofs https://git.io/JfEba 17:45:33 <DorpsGek> [OpenTTD/nml] glx22 commented on issue #196: Suspected integer underflow when switch returns a negative number https://git.io/JYJRU 17:54:36 *** Venemo has quit IRC 18:00:50 *** jottyfan has joined #openttd 18:01:23 <DorpsGek> [OpenTTD/OpenTTD] LifWirser opened issue #8889: Quit function in disk tollbar menu doesn't work https://git.io/JYUFY 18:02:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8889: Quit function in disk tollbar menu doesn't work https://git.io/JYUFY 18:04:49 <TrueBrain> hahaha 18:04:51 <TrueBrain> best reply evah :D 18:05:02 <LordAro> i even started up OTTD to check! 18:05:29 <glx> it would have been reported earlier I hopeif it was broken 18:05:46 <LordAro> give them 24 hours, then close it 18:06:53 <_dp_> to fix press alt+f4? 18:07:28 <TrueBrain> imagine he is stuck in game all this time .. this was his only thing he could do before being dragged in the game 18:07:36 <TrueBrain> stuck there .. for decades .. 18:08:02 <_dp_> he asked another player on a server to write report 18:08:08 <_dp_> that's why so little detail 18:08:22 <DorpsGek> [OpenTTD/OpenTTD] LifWirser commented on issue #8889: Quit function in disk toolbar menu doesn't work https://git.io/JYUFY 18:08:47 <TrueBrain> solution: delete scenario editor 18:09:20 <LordAro> nope, still disagree 18:10:07 <LordAro> anyone with linux confirm? 18:10:22 <TrueBrain> works fine on WSL2 18:10:27 <TrueBrain> (Ubuntu 20.04 18:10:54 <LordAro> with the actual RC1 release deb? :p 18:11:12 <TrueBrain> with master, which is really close :P 18:11:18 <LordAro> not a release build though! 18:11:21 <LordAro> presumably 18:11:39 <_dp_> self-compiled rc1 exits fine on ubuntu 18:11:43 <TrueBrain> no clue if I can install buster deb .. lets see 18:12:09 <_dp_> I do remember some issues exiting network server but they're almost certainly not related 18:12:19 <TrueBrain> cannot test buster :P 18:13:07 <TrueBrain> Ubuntu deb package works :P 18:15:16 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8889: Quit function in disk toolbar menu doesn't work https://git.io/JYUFY 18:16:32 <DorpsGek> [OpenTTD/OpenTTD] LifWirser commented on issue #8889: Quit function in disk toolbar menu doesn't work https://git.io/JYUFY 18:16:51 <milek7_> lol 18:16:53 <LordAro> oh dear 18:17:41 <LordAro> tempted to just lock the issue 18:18:04 <TrueBrain> when people do not talk English, it is always a bit difficult 18:18:12 <LordAro> mm 18:18:59 <frosch123> at least i learned there is a hidden autosave_on_exit setting 18:19:20 <TrueBrain> TIL 18:19:21 <TrueBrain> :D 18:21:59 <TrueBrain> desert is funny .. a line at 3 is often enough to have almost no desert 18:22:11 <TrueBrain> so my algorithm kept getting confused if you wanted no desert :P 18:24:03 <DorpsGek> [OpenTTD/OpenTTD] planetmaker commented on issue #8889: Quit function in disk toolbar menu doesn't work https://git.io/JYUFY 18:28:02 <spnda> I love how the first answer just was "I disagree" when it's literally just empty lol 18:28:54 <spnda> The best thing is, it's not even the first time they've done it: https://github.com/vegastrike/Vega-Strike-Engine-Source/issues/22 18:29:25 <LordAro> just a misunderstanding of the GH UI, i guess 18:29:33 <spnda> yeah probably 18:34:49 <DorpsGek> [OpenTTD/OpenTTD] LifWirser commented on issue #8889: Quit function in disk toolbar menu doesn't work in scenario editor https://git.io/JYUFY 18:34:52 <glx> video doesn't work for me planetmaker 18:35:50 <LordAro> video on the GH page works for me 18:35:57 <LordAro> though i'm not sure you meant to record both screens :p 18:36:08 <TrueBrain> it seems "scenario" already changed in "new game" :P 18:36:12 <spnda> glx: It didn't work in Firefox for me, try Chrome, worked for me there 18:36:13 <glx> it says corrupted file 18:36:23 <spnda> yes same 18:36:25 <TrueBrain> glx: same here, FF refuses :) 18:36:47 <Wolf01> It works for me 18:37:06 <Wolf01> Edge chromium btw 18:37:25 <glx> yup it's ok with edge 18:37:41 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8889: Quit function in disk toolbar menu doesn't work in scenario editor https://git.io/JYUFY 18:37:42 <spnda> yeah might just be some special codec version or something that firefox doesn't like 18:38:14 <LordAro> yeah, no FF 18:38:29 *** qwebirc16545 has joined #openttd 18:38:38 <Wolf01> Since when a "you can't just quit scenario editor" issue became a github tutorial? XD 18:39:01 <LordAro> since i got accused of calling someone a liar 18:40:00 <TrueBrain> not sure he understood what it means in English, "liar" :) 18:40:08 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JYTet 18:40:09 <DorpsGek> - Update: Translations from eints (by translators) 18:40:11 <TrueBrain> as in, doubt he grasps how harsh it is :) 18:40:26 <Wolf01> Ahaha link wordreference 18:40:38 <LordAro> TrueBrain: i will try to emulate your optimisitic worldview :p 18:40:44 <glx> is it me or drift is getting worse ? 18:40:48 <LordAro> -i 18:40:53 <TrueBrain> glx: it is very low today, I guess 18:41:11 <TrueBrain> it is only 4 minutes today 18:41:13 <TrueBrain> which is shocking 18:41:14 <LordAro> worth asking GH support about it, perhaps? 18:43:14 <TrueBrain> go for it 18:43:27 <glx> https://github.blog/2021-03-18-how-we-found-and-fixed-a-rare-race-condition-in-our-session-handling/ <-- oh it's a nice one ;) 18:45:16 <Wolf01> Oh that's why I found my account disconnected 18:47:59 <TrueBrain> frosch123: did you see the backlog about "auto" heightlevel being a true pita? :D 18:48:10 <TrueBrain> NewGRFs initialize before mapgen starts .. 18:48:23 <TrueBrain> best thing I could come up with: estimate the height before doing the terraingen 18:48:28 <TrueBrain> should be okay-ish 18:50:04 *** gelignite has joined #openttd 18:50:11 <DorpsGek> [OpenTTD/OpenTTD] LifWirser commented on issue #8889: Quit function in disk toolbar menu doesn't work in scenario editor https://git.io/JYUFY 18:50:33 <DorpsGek> [OpenTTD/OpenTTD] LifWirser closed issue #8889: Quit function in disk toolbar menu doesn't work in scenario editor https://git.io/JYUFY 18:50:59 <TrueBrain> PEBKAC 18:51:00 <TrueBrain> right 18:51:03 <frosch123> TrueBrain: yes, i read it. it's bad, yes :p 18:51:05 <LordAro> goodo 18:51:41 <TrueBrain> frosch123: what I don't know, and why I didn't try my suggestion yet, if NewGRFs can't be delayed to do these actions 18:51:44 <TrueBrain> 0 idea if that is possible :D 18:52:07 <frosch123> well, you could try to load newgrf after you generate the heights 18:52:20 <frosch123> but you certainly need to load newgrf before generating towns, industires, objects, ... 18:52:36 <TrueBrain> I do not know if NewGRFs can do funky stuff before terrain gen :P 18:52:45 <frosch123> but in general, adding these dependencies is a sign there is something wrong :p 18:53:04 <glx> they should not influence terrain generation IIRC 18:53:07 <TrueBrain> well, NewGRFs that have absolute and relative snow-line-height, that is what is wrong :D :D 18:53:12 <TrueBrain> if it was either one, there wasn't any issue 18:53:29 <frosch123> i disagree :) 18:53:32 <TrueBrain> or if I could smell the intention :P 18:53:41 <frosch123> the problem is that that stuff is done at loading 18:53:46 <TrueBrain> I am sure you find more things wrong :D But that is the only thing I run into :P 18:53:53 <TrueBrain> yeah .. I was afraid you would say that :) 18:53:56 <frosch123> the intention is just that you need a "unit" for heightlevels 18:54:00 <TrueBrain> I only see the surface .. plenty scary for me :D 18:54:17 <frosch123> what is heightlevel 17? is it high altitute, or is it not? 18:54:35 <TrueBrain> and that is what I am trying to indicate: 2 GRFs at least have different opinions about what it means :P 18:54:45 <frosch123> the only intention of exposing max-height to newgrf is to give them a chance to know what the hell "height level 17" means 18:55:32 <frosch123> so, anyway, max-height does not need to be accurate. if you have an upper estimate, that is not as bad as 255, it's also fine :p 18:55:59 <TrueBrain> it is a hack on yet another hack 18:56:01 <TrueBrain> that is my only issue with it 18:56:14 <TrueBrain> so I wanted to pass it by you first, see if you have another solution that is .. less dirty :D 18:56:22 <frosch123> it's not a hack. you are just obsessing about snow line 18:56:35 <TrueBrain> wow, don't point the finger at me now :'( 18:57:02 <TrueBrain> I cannot help that other people are being really: BUT IT SHOULD WORK LIKE THIS OR I WILL MAKE A FORUM POST ABOUT IT :P 18:57:45 <frosch123> well, i am sure i stated the intention of max-height at least 3 times by now. no idea how to do better 18:58:03 <TrueBrain> but that is exactly what I am trying to say :) It is your intentions .. but some GRFs took it differently :P 18:58:08 <TrueBrain> and I am fine if we say: fuck those guys 18:58:30 <TrueBrain> as we know by now .. give people some room, and they find a way to do what-ever niche they can come up with 18:58:41 <frosch123> you told me about ogfx+landscape, but i do not see how that would break 18:58:54 <TrueBrain> it doesn't if I estimate the height 18:58:58 <TrueBrain> and I have to overestimate it 18:59:15 <TrueBrain> the reason I consider it a hack, is that it is done really early in the process, hooks into TGP and the old gen to get a value out of it 18:59:18 <frosch123> all ogfx+landscape does is scale the snowline by max-height, and then ottd scales it back 18:59:20 <TrueBrain> just to make snowline happy :P 18:59:24 <TrueBrain> feels .. the wrong approach 18:59:28 <TrueBrain> but I don't know any better 18:59:34 <frosch123> it does not matter what value max-height has at that point 18:59:44 <frosch123> there were rounding issues before, there will be the same afterwards 19:00:05 <TrueBrain> as max-height needs to be set crazy early, basically 19:01:30 <TrueBrain> ideal there would be a NewGRF callback like "worldgen done", where it could act on that kind of information 19:01:43 <TrueBrain> but I guess that would be very hard to implement at this stage of NewGRFs 19:06:06 <TrueBrain> I really do not know enough about NewGRF to have any sense of what is right and wrong, it is funny :D 19:06:56 <frosch123> you have this type of chicken-egg problems with all kinds of add-ons 19:07:37 <TrueBrain> yup 19:07:51 <frosch123> there were plenty of them at by old work-place, and there was certainly no newgrf there :p 19:08:15 <TrueBrain> most addons systems I designed over the years are multi-staged 19:08:18 <TrueBrain> which mitigate most of these problems 19:08:25 <TrueBrain> just .. people are always scared shitless to add a stage 19:08:32 <TrueBrain> so they still manage to get themselves in this trouble :P 19:08:42 <TrueBrain> which always makes me giggle 19:08:45 <frosch123> newgrf are also multi-staged :p 19:09:50 <frosch123> actually, ttdp did some of those stages in main menu 19:09:53 <TrueBrain> I really want to read up on it, but people keep distracting me with other non-sense 19:10:18 <frosch123> it's just ottd which does them all at once 19:10:57 <TrueBrain> now .. where do I set this height level before any NewGRF does anything .. hmmmmmm ... finding the right place in this codebase is a challenge sometimes :D 19:12:17 *** glx has quit IRC 19:12:27 *** glx has joined #openttd 19:13:42 <TrueBrain> did this max height level stuff change how original map generator works? Or is it always < 16, basically? 19:14:37 <DorpsGek> [OpenTTD/nml] rexxars updated pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYftm 19:14:59 <frosch123> i think the latter, but probably noone cared either way 19:15:23 <DorpsGek> [OpenTTD/nml] rexxars commented on pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYTkw 19:16:09 <TrueBrain> hmm .. early estimation will be off a lot when sea level is very high 19:16:13 <TrueBrain> but .. can't fix them all 19:16:26 <andythenorth> multi-staged? 19:19:58 <TrueBrain> ugh, generating big maps on debug builds is no fun 19:20:02 <frosch123> andythenorth: 1. decide which grf will be active; 2. decide which cargo/rail/road/tram types are known; 3. decide which industries/houses/vehicles are known 19:21:36 <supermop_Home> andythenorth i really like the new chips tiles 19:22:53 <TrueBrain> wauw, big maps are spot-on the % coverage for arctic 19:22:55 <TrueBrain> that is scary 19:23:13 <TrueBrain> I made a map with 40% snow .. it really feels like more 19:23:17 <TrueBrain> but math doesn't lie? 19:24:13 <TrueBrain> owh, lalala, I am a fucking idiot 19:24:17 <TrueBrain> I still had a NewGRF loaded 19:24:18 <TrueBrain> lol 19:24:20 <frosch123> i guess the measurement precision is defined by the amount of void tiles :) 19:24:47 *** qwebirc16545 has quit IRC 19:25:02 <TrueBrain> damn, alpinist maps look ugly as fuck 19:25:12 <TrueBrain> they are exactly as advertised, but brrr 19:25:22 <TrueBrain> well, don't play 1kx1k 19:29:17 <andythenorth> supermop_Home me too :) 19:29:20 <andythenorth> and I hate everything I make 19:30:09 <andythenorth> frosch123 oh like an initialisation pipeline 19:31:09 <TrueBrain> okay, so all that is left is a "Custom" option for Terrain Type 19:31:52 <supermop_Home> i need to update docklands to match 19:32:28 <supermop_Home> trying to resist the temptation to redraw the ogfx RAIL station to be more York-like 19:42:00 <TrueBrain> owh, next issue .. eeeeuuuuhhh .. loading heightmaps ... 19:42:08 <TrueBrain> to what should they scale when "auto"? :D 19:42:46 <frosch123> keep the setting in the mapgen window for them, and disallow "auto" 19:42:59 <TrueBrain> the Play Heightmap has no window 19:43:12 <frosch123> sure it does 19:43:22 <TrueBrain> not on my screen 19:43:42 <frosch123> you set number of industries, towns, ... all mapgen stuff that is not altitude 19:44:04 <TrueBrain> https://user-images.githubusercontent.com/1663690/112373800-a8a75180-8ce1-11eb-9a5a-e61a243372bc.png 19:44:05 <TrueBrain> is all I get 19:44:24 <frosch123> now select one, and press load 19:44:37 <TrueBrain> crashes, as it has no max height :D 19:45:20 <supermop_Home> andythenorth red area maybe could be opaque? https://imgur.com/a/JINVFtB 19:45:25 <TrueBrain> okay, it is suppose to give a window first 19:45:35 <TrueBrain> right, did not know that 19:45:37 <frosch123> TrueBrain: https://gist.githubusercontent.com/frosch123/889b6478a6d5d7b10f89d9b014845331/raw/60c6a4c7017e433b57b6da37a14c13dfc3c64d1a/guiplan202012.png <- second window from left 19:46:01 *** erle- has joined #openttd 19:46:40 <TrueBrain> frosch123: got it, tnx :) 19:47:49 <DorpsGek> [OpenTTD/team] frosch123 commented on issue #166: [sr_RS] Translator access request https://git.io/JmhVy 19:48:00 <DorpsGek> [OpenTTD/team] frosch123 commented on issue #167: [hr_HR] Translator access request https://git.io/JmhVS 19:48:12 <DorpsGek> [OpenTTD/team] frosch123 commented on issue #168: [ja_JP] Translator access request https://git.io/JmhrQ 19:48:15 <supermop_Home> it seems a little off to be that the tiny mullions on the rail roof are CC, but the big arch structure is grey 19:48:29 <DorpsGek> [OpenTTD/team] frosch123 commented on issue #169: [zh_TW] Translator access request https://git.io/JYv8P 19:49:39 <supermop_Home> also that the vertical bits on the arch are 2px wide, but the arched part is thin 19:49:47 <frosch123> i didn't know there is a readme.md for users 19:57:49 *** Compu has joined #openttd 20:18:13 <TrueBrain> damn, this PR will not be a few lines of code 20:18:31 <TrueBrain> but I think I untangled some settings at least 20:19:53 <LordAro> i warned you :p 20:20:22 <DorpsGek> [OpenTTD/OpenTTD] SMCA25 opened issue #8890: Panning extremely laggy as of 1.11 beta2 https://git.io/JYTZ2 20:21:27 <TrueBrain> https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:fix-heights?expand=1 <- almost there .. only missing "overwrite TGP max height" 20:21:48 <TrueBrain> now if you load a heightmap, you have some room above the highest mountain 20:21:52 <TrueBrain> instead of it being the limit 20:21:55 <TrueBrain> which is rather nice 20:22:22 <TrueBrain> so many renaming .. 20:22:22 <glx> hmm isn't 1.11-RC1 better on this point ? 20:23:14 <LordAro> only in that it has a way to disable opengl 20:23:58 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8890: Panning extremely laggy as of 1.11 beta2 https://git.io/JYTZ2 20:24:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8890: Panning extremely laggy as of 1.11 beta2 https://git.io/JYTZ2 20:36:51 <DorpsGek> [OpenTTD/OpenTTD] SMCA25 commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA 20:41:31 <LordAro> TrueBrain: do you think it might be worth publishing builds for #8876? 20:41:38 <LordAro> would be helpful to get some testing 20:41:41 <DorpsGek> [OpenTTD/OpenGFX] supermop opened pull request #63: Revised infra06.png with embellished Monorail and Maglev roof sprites https://git.io/JYTCr 20:41:41 <TrueBrain> link? 20:41:44 <TrueBrain> (Sorry, really lazy) 20:41:48 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/8876 20:41:50 <LordAro> :p 20:42:02 <TrueBrain> sure, build them ! :D 20:42:35 <LordAro> i was thinking for the CI ;) 20:42:45 <TrueBrain> yeah, you can start that too :P 20:42:46 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA 20:42:48 <TrueBrain> will show you in a bit when I am death 20:42:51 <TrueBrain> (in DOTA) 20:43:48 <TrueBrain> death? dead ... 20:44:20 <michi_cc> You don't want to become Death? :D 20:46:15 <TrueBrain> LordAro: https://github.com/OpenTTD/OpenTTD/actions/workflows/release.yml <- click Run workflow, and follow the breadcrumbs 20:47:29 <supermop_Home> i think i did my pr wrong 20:49:41 * LordAro presses buttons 20:52:49 <TrueBrain> nice :D 20:54:15 <TrueBrain> well, it is that simple LordAro :D it will publish under https://cdn.openttd.org/openttd-branches/ 20:54:32 <TrueBrain> well, nicer URL: https://www.openttd.org/downloads/openttd-branches/pr8480/latest.html 20:54:36 <TrueBrain> with the correct PR, ofc 20:57:33 *** Westie has joined #openttd 21:00:59 *** erle- has quit IRC 21:03:20 <LordAro> supermop_Home: github makes it very difficult to diffs in graphics (i'm sure it used to be better?), but other than the commit message being "wrong", looks fine 21:19:19 <TrueBrain> LordAro: binary is cooked 21:19:54 <TrueBrain> well, website needs to update now :D 21:26:03 <DorpsGek> [OpenTTD/nml] frosch123 approved pull request #195: Add: Ground sprite constants for partially cleared tiles https://git.io/JYTRr 21:35:50 *** spnda has quit IRC 21:41:09 <TrueBrain> LordAro: https://www.openttd.org/downloads/openttd-branches/pr8876/latest.html 21:41:10 <TrueBrain> there :D 21:56:01 *** Samu has quit IRC 22:00:00 *** Progman has quit IRC 22:10:47 <TrueBrain> generating maps with 254 height are fun 22:10:49 <TrueBrain> not reachable 22:10:50 <TrueBrain> but fun 22:10:57 <TrueBrain> one big slope 22:10:59 <TrueBrain> I want to snowboard now 22:11:36 *** frosch123 has quit IRC 22:14:18 * andythenorth will be excited by super exciting maps 22:14:33 <TrueBrain> on Discord an example :P 22:15:16 <andythenorth> 'the pyramid' 22:19:56 <supermop_Home> sounds like a log flume wonderland 22:26:33 <TrueBrain> right ... its done .. time to PR this 22:26:36 <TrueBrain> that will be interesting 22:30:42 *** jgx has quit IRC 22:31:30 *** jgx has joined #openttd 22:32:37 <andythenorth> so excite 22:33:36 <andythenorth> I can lay flowers on the grave of this finally https://github.com/OpenTTD/OpenTTD/pull/7340 22:34:24 <supermop_Home> hell yeah 22:39:32 <supermop_Home> hm if you search 'kx roof' from the us, you get 0 trainstation pictures 22:46:53 * andythenorth sleep 22:46:54 *** andythenorth has quit IRC 22:50:53 *** FLHerne has quit IRC 22:57:40 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA 23:02:07 *** sla_ro|master has quit IRC 23:11:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8891: Fix heights https://git.io/JYT6f 23:11:33 <TrueBrain> boem 23:11:42 <supermop_Home> ooh 23:11:55 <TrueBrain> took me only .. what .. 30+ minutes to write the description of that PR? 23:12:01 <TrueBrain> and I forget the subject 23:12:02 <TrueBrain> NICE 23:12:09 <glx> always the hardest part 23:12:45 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6O 23:12:52 <TrueBrain> there 23:12:53 *** jottyfan has quit IRC 23:12:57 <TrueBrain> enjoy the review 23:13:19 <TrueBrain> 4 features in 1 PR 23:13:30 <TrueBrain> I could split this in 2 or 3 PRs, but ... really, they should all go in at once :) 23:15:23 *** glx has quit IRC 23:19:45 <TrueBrain> the complexity of testing this is insane .. I tried a lot of settings .. we will see how others can break it :D 23:20:12 <TrueBrain> 0 warnings \o/ 23:20:29 <supermop_Home> looks like it will take forever to test every possible configuration 23:20:43 <supermop_Home> but good work on writing out an informative post! 23:20:49 <TrueBrain> it is the reason it took me ~6 hours longer than I expected :P 23:21:02 <TrueBrain> tnx :) Hopefully it helps future-us in case this ever comes up again 23:21:13 *** HerzogDeXtEr has quit IRC 23:21:18 <supermop_Home> i'm sure some bad-faith actors will still complain here and there 23:21:23 <supermop_Home> but it makes sense to me 23:21:38 <TrueBrain> it feels really good, the snow coverage etc 23:21:44 <TrueBrain> lot less icky 23:21:51 <supermop_Home> i could try to draw snow coast in the next 6 days but no gurantee 23:21:58 <supermop_Home> yes 23:22:47 <supermop_Home> i think some warning about settings that might make a lot of sheer / unbuildable mountain slopes would be good, but idk how you'd test for that 23:23:13 <TrueBrain> snow coast would be a separate change 23:23:17 <TrueBrain> that is not going to happen for 1.11 23:23:19 <TrueBrain> so there is no rush 23:23:56 <supermop_Home> like a 32 ht mountain on a 64x64 map is easy to warn, but a unbuildable mountain range in the middle of an otherwise flat 4kx4k map probably still looks flat? 23:24:31 <TrueBrain> yeah, I only want to warn about the easy stuff 23:24:45 <TrueBrain> all the other stuff, also things like a preview, need a huge change to how terrain is generated 23:24:50 <TrueBrain> it became such a mess 23:25:01 <supermop_Home> i really appreciate the "heightmap height" 23:25:34 <TrueBrain> I am happy :D 23:26:14 <LordAro> TrueBrain: nice work 23:26:28 <TrueBrain> tnx :) 23:26:54 <LordAro> have you tagged it preview yet? :p 23:27:01 <TrueBrain> it is building :) 23:30:47 *** Wolf01 has quit IRC 23:33:15 <TrueBrain> https://preview.openttd.org/pr8891/ 23:33:19 <TrueBrain> go test now plz yes yes? :D 23:41:13 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYTXD 23:50:33 *** Smedles_ has joined #openttd 23:50:33 *** Smedles has quit IRC 23:54:48 <supermop_Home> 40% snow coverage .. its less that 40 but seems like a reasonably close amt 23:56:15 <supermop_Home> map looks about like what i'd expect 23:56:52 <TrueBrain> the bigger the map, the better the estimation :D 23:58:32 <TrueBrain> 90% sea + 40% snow are cool maps :) 23:59:56 <supermop_Home> 256x256, custom height 100