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Log for #openttd on 25th March 2021:
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00:00:03  <supermop_Home> i got a peak at 89!
00:00:47  <TrueBrain> nice :D
00:01:01  <TrueBrain> I expect at least one person to complain it is not exactly 100 :P
00:01:02  <Timberwolf> That is so much more logical to me than the old version.
00:01:16  <TrueBrain> yeah, it is crazy how much more sense it makes
00:01:52  <Timberwolf> The only thing I can find that doesn't work as I'd like is that sub-tropic, variety distribution "medium" seems to kill all peaks even with custom height. (It's fine in temperate)
00:02:14  <TrueBrain> ugh, variety distribution ..
00:02:14  <Timberwolf> But that's the same as 1.10, variety distribution always took out the hills (and it's way better for temperate than it was)
00:02:16  <supermop_Home> this height setting is much better than before
00:02:19  <TrueBrain> yes, it kills arctic :P
00:02:39  <TrueBrain> what variety does is a bit against what arctic wants
00:02:55  <TrueBrain> I would guess tropic has the same issue
00:03:10  <TrueBrain> supermop_Home: no, the height setting is now a height setting :D
00:03:32  <TrueBrain> there is no before :P
00:03:33  <TrueBrain> :D
00:03:53  <TrueBrain> sorry, still annoyed that we added a setting to the GUI which did something completely different than any sane human would expect
00:04:06  <Timberwolf> Weirdly arctic isn't too bad, but tropic loses most of its hills.
00:04:10  <TrueBrain> reading the MHL thread, I understand why, but pfffffft
00:04:36  <TrueBrain> Timberwolf: I guess we could also add a warning to variety with these climates
00:04:48  <TrueBrain> just to hint people that it will be "broken"
00:05:23  <TrueBrain> but in very short words: arctic / tropic have their height distribution different from the other two: more % of  the map is above 75%
00:05:25  <Timberwolf> Arctic seems okay for me, I don't know why it's giving different results to subtropic.
00:05:35  <TrueBrain> variety does the opposite: it events it out
00:05:36  <Timberwolf> Let me get some actual heightmaps.
00:05:45  <TrueBrain> events = evens
00:06:13  <TrueBrain> but variety is also 100% random; it does not care what is already a mountain or not
00:06:28  <Timberwolf> Will preview publish OS binaries or is it just the wasm version?
00:06:40  <TrueBrain> just WASM; I can publish other binaries if you like
00:07:02  <Timberwolf> If it's trivial to make a win64 that'd be useful, otherwise I can download and build.
00:07:58  <TrueBrain> https://github.com/OpenTTD/OpenTTD/actions/runs/684837268 <- its building. Will be published https://www.openttd.org/downloads/openttd-branches/pr8891/latest.html when it is done
00:08:01  <TrueBrain> takes ~30 minutes
00:10:56  <TrueBrain> off to bed for me; I would love to read your feedback in the Pull Request; the good the bad the ugly :)
00:11:13  <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYTD4
00:12:34  <TrueBrain> Changing the title is a good idea. Also trivial.
00:20:34  <Timberwolf> https://i.imgur.com/MGmvOak.png generates some fantastic-looking maps.
00:43:20  <supermop_Home> what is variety distribution worked like the terrain type?
00:43:25  <supermop_Home> *what if
00:44:04  <supermop_Home> so tropic, arctic etc are set to whatever value is best for them, and then you can change it to like Custom (Low)
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02:12:29  <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYTNH
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02:13:33  <reldred> Fucken ship it
02:13:55  <reldred> 🚢
02:13:58  <reldred> :)
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04:31:49  <DorpsGek> [OpenTTD/OpenTTD] RoqueDeicide commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA
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07:15:26  <DorpsGek> [OpenTTD/OpenTTD] numanumaa commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA
07:20:38  <LordAro> excellent.
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07:56:31  <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYk5N
08:00:15  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYkdQ
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08:20:14  <TrueBrain> lol
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08:43:06  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
08:43:22  <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/JYIeI
08:45:35  <LordAro> TrueBrain: have you spent any time checking the worldgen via the scenaeio editor?
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08:46:05  <TrueBrain> LordAro: I actually did, yes. I added in "Testing" the things I tested
08:46:10  <TrueBrain> I found a new love for Flat World
08:47:10  <LordAro> :)
08:47:50  <TrueBrain> but testing all this is such a complex matrix, I am 100% sure I forgot something somewhere
08:48:56  <DorpsGek> [OpenTTD/team] JohnBoyFan opened issue #170: [es_ES] Translator access request https://git.io/JYIvJ
08:53:05  <TrueBrain> LordAro: so sadly, I am afraid, it is now up to you to review this :P
08:53:20  <TrueBrain> I did my best to keep it as friendly as possible, but it is not a 10 minute review
09:06:01  <LordAro> hehe
09:06:03  <LordAro> yeah...
09:07:07  <TrueBrain> I fully understand why, but adding things to the GUI tends to blow up in terms of lines-of-code :P
09:07:43  <reldred> Yeah that’s why I only touch the settings menu
09:07:53  <reldred> Game creation screen scares me
09:07:59  <reldred> Widgets scare me
09:08:07  <reldred> C++ scares me
09:08:14  <TrueBrain> life scares me!
09:09:57  <reldred> I take little 20mg Tablets every day for that. Work pretty good actually. First two weeks were like a bad shroom trip though.
09:10:39  <TrueBrain> :D Should have been fun for others to watch, I can imagine :)
09:12:28  <reldred> Nah spent a lotta time in bed or in my computer chair working from home trying to hold onto myself because the world wouldn’t stop spinning and I wanted to throw up.
09:12:45  <reldred> Recreational drug use prepared me well for it.
09:15:09  <DorpsGek> [OpenTTD/OpenTTD] Xaroth commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYIku
09:24:49  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
09:30:53  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYIt1
09:34:50  <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/JYIq2
09:36:23  <TrueBrain> ugh, C++ ... I was happy I could just copy/paste this! Tssk ..
09:42:11  <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/JYIYu
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09:49:18  <TrueBrain> I cannot believe you suggest a std::vector .. it is a fixed size array! :P
09:49:24  <DorpsGek> [OpenTTD/team] glx22 commented on issue #170: [es_ES] Translator access request https://git.io/JYIvJ
09:49:28  <TrueBrain> std::array works fine
09:49:52  <LordAro> std::vector + .reserve :p
09:50:34  <LordAro> i didn't look closely at the function itself to see whether which one would be more beneficial
09:50:34  <TrueBrain> you were the one telling me off on using std::vector where a std::array works fine :P
09:50:37  <TrueBrain> :D
09:50:42  <TrueBrain> I am trolling you, no worries :P
09:51:32  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
09:51:34  <TrueBrain> I think I didn't break anything :)
09:51:47  <TrueBrain> that is one downside of such a PR .. the more you fiddle with it, the more chance something unexpected breaks
09:51:53  <TrueBrain> which you did test a while ago, but not recently :D
09:52:13  <TrueBrain> tnx for that review LordAro , much appreciated
09:52:19  <TrueBrain> especially the english.txt part :D
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10:01:47  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
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10:24:20  <LordAro> "Custom (50 height)" is ... oddly worded
10:24:41  <LordAro> perhaps "Custom (height: 50)" ?
10:25:01  <reldred> Or Custom Height (50)
10:25:09  <LordAro> mm
10:25:28  <TrueBrain> height is a weird unit, period :)
10:25:50  <TrueBrain> I removed it in many places already, calling it "highest peak" etc
10:26:04  <TrueBrain> Could just do: "Custom (50)"
10:27:21  <LordAro> ooh, game crash
10:27:25  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
10:27:25  <TrueBrain> did that for now, but better ideas are welcome
10:27:32  <TrueBrain> how did you crash it? :D
10:27:45  <LordAro> generated trees in scenario editor
10:27:50  <LordAro> i think it might be unrelated
10:28:03  <TrueBrain> can reproduce
10:28:09  <LordAro> more likely related to the modal progress window stuff
10:28:27  <TrueBrain> lol, it wants to update it
10:29:02  <TrueBrain> how did this use to work ..
10:29:57  <TrueBrain> ah, by accident, basically
10:30:10  <LordAro> excellent
10:30:13  <LordAro> the best sort of working
10:31:05  <TrueBrain> if (!IsGenerateWorldThreaded() && !_network_dedicated) return;
10:31:13  <TrueBrain> and the first is false if it currently is not generating a world
10:31:18  <TrueBrain> but .. that is not what that function does :P
10:31:32  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler dismissed a review for pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmbh2
10:31:35  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmd3N
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10:32:48  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYI4w
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10:34:47  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8892: Fix: placing random trees in SE crashes the game https://git.io/JYIBJ
10:34:49  <TrueBrain> specially for you LordAro ^^
10:34:58  <LordAro> :)
10:35:45  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8892: Fix: placing random trees in SE crashes the game https://git.io/JYIBc
10:35:55  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmd3N
10:36:16  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #8892: Fix: placing random trees in SE crashes the game https://git.io/JYIBc
10:36:16  <TrueBrain> sorry, the comment annoyed me
10:36:19  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8892: Fix: placing random trees in SE crashes the game https://git.io/JYIBJ
10:37:24  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYIBD
10:40:22  <DorpsGek> [OpenTTD/team] JohnBoyFan opened issue #171: [gl_ES] Translator access request https://git.io/JYIR0
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10:48:29  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYIEU
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10:57:32  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8892: Fix: placing random trees in SE crashes the game https://git.io/JYIBJ
10:57:44  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
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11:40:45  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYIKC
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11:52:45  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYIiX
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13:09:48  <_2TallTyler> LordAro: I'm in over my head regarding pointers on #8880. I thought it was a simple upstream commit. Would the current tile iterator leak and unnecessary cast also be a problem with other uses of diagonal selectors, in landscape, rail_cmd, and terraform_cmd?
13:12:25  <LordAro> possibly!
13:19:36  <supermop_Home> is there a guide somewhere on a 'correct' way to do a pr for a graphic file?
13:21:18  <_2TallTyler> I don't fully understand this use of pointers and tile iterators, so I'm not sure I'll be able to fix this on my own.
13:21:47  <_2TallTyler> But if the problem exists elsewhere and needs to be fixed by someone else anyway, I can copy their code over. :)
13:23:41  <milek7_> other uses are currently doing `delete iter;` explictly
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13:24:08  <FLHerne> supermop_Home: Shouldn't be any different from a PR for not-a-graphic files
13:24:11  <milek7_> but for unique_ptr usage, probably something like that:
13:24:14  <milek7_> std::unique_ptr<TileIterator> iter; if (HasBit(p2, 2)) iter = std::make_unique<DiagonalTileIterator>(tile, p1); else iter = std::make_unique<OrthogonalTileIterator>(tile, p1);
13:24:47  <supermop_Home> FLHerne i don't know how to do that either... and i got a red x saying a check failed
13:24:54  <supermop_Home> https://github.com/OpenTTD/OpenGFX/pull/63
13:26:11  <FLHerne> supermop_Home: It doesn't like the title of your commit, which is "Add files via upload"
13:27:16  <_2TallTyler> That seems to work. I'll update the PR.
13:27:19  <_2TallTyler> Thanks!
13:27:55  <FLHerne> supermop_Home: Commit titles need to have a prefix from Add|Feature|Change|Remove|Codechange|Cleanup|Fix|Revert|Doc|Update|Prepare
13:28:20  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmd3N
13:28:25  <FLHerne> So in this case probably "Change: Improved station roof sprites for monorail and maglev" or something
13:28:35  <supermop_Home> ah hm
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13:29:20  <FLHerne> Seems fine to me otherwise
13:29:30  <supermop_Home> if it gets commited idk if the png will end up in the right folder as i couldn't figure out how to change what folder it was in
13:30:06  <FLHerne> Oh, hm
13:30:42  <FLHerne> You're right, that isn't right
13:30:56  <FLHerne> How exactly did you do this?
13:31:08  <supermop_Home> well i made a brance
13:31:10  <supermop_Home> branch
13:31:20  <supermop_Home> and then tried to upload a png
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13:32:24  <DorpsGek> [OpenTTD/OpenGFX] supermop updated pull request #63: Change: Improved infra06.png Monorail and Maglev roof sprites https://git.io/JYTCr
13:32:47  <FLHerne> Through the web UI?
13:32:52  <supermop_Home> yes
13:33:07  <FLHerne> I don't know anything about that :-/
13:34:10  <supermop_Home> ok i figure out how to add it to the right folder in my branch now
13:34:16  <FLHerne> My process would be `git clone https://github.com/supermop/OpenGFX.git`, make the changes you want in the folder, `git commit -a`, `git push`, then create a PR
13:34:39  <supermop_Home> but no idea how to remove the one from yesterday in the wrong folder
13:36:48  <FLHerne> That would be `git rebase -i @~2` and remove the offending commit from the list
13:37:02  <FLHerne> But presumably that's not how the web interface works :p
13:37:55  <supermop_Home> there is a … button with a 'delete file' option, but it is greyed out
13:39:33  <TrueBrain> supermop_Home: https://github.com/supermop/OpenGFX/blob/master/infra06.png <- on this page, I can click the trash-can icon
13:39:45  <TrueBrain> to the right of "Download" and a desktop icon
13:40:15  <DorpsGek> [OpenTTD/OpenGFX] supermop updated pull request #63: Change: Improved infra06.png Monorail and Maglev roof sprites https://git.io/JYTCr
13:41:00  <TrueBrain> what would really help in such PRs, if you can post a before and  after image of the sprites
13:41:08  <TrueBrain> GitHub makes it impossible to see what changed in that blob of a png :D
13:41:43  <TrueBrain> you can just drag images in GitHub issues, and it auto uploads and shows the image
13:41:48  <TrueBrain> or copy/paste them, that is what I do :)
13:44:53  <DorpsGek> [OpenTTD/OpenGFX] supermop commented on pull request #63: Change: Improved infra06.png Monorail and Maglev roof sprites https://git.io/JYLUR
13:57:51  <supermop_Home> i think i fixed it
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14:29:06  <TrueBrain> \o/
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16:00:27  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYLrX
16:04:10  <LordAro> TrueBrain: is emscripten simulation rate not being able to go any faster than graphics rate known?
16:04:57  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmd3N
16:05:57  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/Jmd3N
16:10:23  <LordAro> also, 200 peak height is great
16:10:32  <LordAro> looks hilarious
16:10:59  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYL6n
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16:19:22  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8885: Fix #8875: Filter string in station window breaks flow in user interface https://git.io/JmxgC
16:19:25  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8875: Filter string in station window breaks flow in user interface https://git.io/Jm1FY
16:19:47  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8880: Feature: Press ctrl to build diagonal rivers in Scenario Editor https://git.io/JYLPS
16:20:01  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8876: Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. https://git.io/JYLP5
16:22:23  <LordAro> https://pasteboard.co/JUgSqB2.png sand dunes!
16:32:43  <Wolf01> Looks nice
16:33:51  <TrueBrain> LordAro: emscripten cannot go faster than your display Hz, no .. not OpenTTDs, yours :)
16:35:22  <LordAro> is fine
16:35:38  <TrueBrain> Get better displays, basically :p
16:35:42  <LordAro> :p
16:35:53  <TrueBrain> :D
16:36:32  <LordAro> i had an idea about testing world gen - get all the combinations of worldgen, generate them and take a screenshot
16:36:39  <LordAro> compare with nightly & 8891
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16:38:15  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYLyf
16:39:24  <TrueBrain> Is comparing a goal?
16:39:48  <TrueBrain> (Between versions)
16:55:30  <TrueBrain> argh, that content listing .. what a horrible UI
16:55:34  <TrueBrain> I really never want to open it
16:55:42  <TrueBrain> its shit; there, I said it
16:55:52  <TrueBrain> it not only hangs your game for 20+ seconds or so
16:56:05  <TrueBrain> but it also shows you a huge list that makes it impossible to download "just any heightmap" .. or "browse"
17:09:14  <TrueBrain> okay, "snow line height" is a bit confusing to me ..
17:09:20  <TrueBrain> value of 2 also converts tiles on h=1
17:10:19  <TrueBrain> but OpenGFX does not render it
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17:16:59  <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/JYLFh
17:17:02  <TrueBrain> right, I need frosch123 :D
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17:31:04  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYLxf
17:31:59  <TrueBrain> finding bugs in OpenGFX ... always nice :P
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17:53:40  <DorpsGek> [OpenTTD/OpenTTD] Berbe commented on issue #8878: Dedicated server slow to stop while generating map https://git.io/Jm9IY
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18:47:42  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JYtLn
18:47:43  <DorpsGek>   - Update: Translations from eints (by translators)
18:51:21  <supermop_Home> TrueBrain seems like just maybe opengfx has a grass tile for the 1st level of snow? seems like that would be a super easy fix
18:52:26  <TrueBrain> well, the expert is in the house; very curious about his opinion on the matter :)
18:52:34  <TrueBrain> (talking about frosch123 , to be clear :P)
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18:57:47  <andythenorth> yo
18:58:05  <supermop_Home> yo
18:58:25  <supermop_Home> bought more old metabolism books andythenorth
18:58:29  <frosch123> TrueBrain: do you mean the "smooth snow transition" sprites?
18:58:34  <andythenorth> supermop_Home emoji
18:58:44  <TrueBrain> frosch123: I have no idea what that is
18:58:59  <supermop_Home> i do need an emoji of myself
18:59:03  <TrueBrain> Tylers screenshot with original graphics shows the problem best; that h=1 sprites are not in OpenGFX
18:59:16  <frosch123> yes, that is intentional
18:59:19  <frosch123> to make it look better
18:59:28  <TrueBrain> so should they be marked "snowed" tiles?
18:59:30  <supermop_Home> MetaBase base set?
18:59:40  <frosch123> original sprites have hard transitions between snow levels
19:00:10  <frosch123> then a clever newgrf came up to draw differetn slopes with different snowyness
19:00:10  <TrueBrain> it looks ugly as fuck :P
19:00:20  <frosch123> opengfx copied that idea, because it was a good idea
19:00:24  <TrueBrain> (the h=1 transition)
19:00:36  <frosch123> "snowline" is an ambiguous thing
19:00:48  <frosch123> different palces of code have different ideas of where snow starts
19:01:04  <TrueBrain> and that makes a coverage number difficult :D
19:01:09  <frosch123> most industries considered snow-density 2 as above-snow
19:01:18  <frosch123> check PlantFarmField() :)
19:01:29  <frosch123> if (GetTileZ(tile) + 2 >= GetSnowLine()) return; <- check for above-snow
19:01:29  <TrueBrain> suggestions for solutions?
19:01:58  <frosch123> if (GetTileZ(tile) < HighestSnowLine() + 2) { <- CheckNewIndustry_Forest: check for below-snow
19:03:21  <andythenorth> 'oof'
19:03:37  <frosch123> oh, those checks are not even inverse :p they account for some "transition levels"
19:04:05  <andythenorth> it's not even like it's simple to handle snow in newgrf :P
19:04:09  <andythenorth> it's faff there too
19:04:17  <andythenorth> situation goes it throw out?
19:04:17  <TrueBrain> do we just say: the game is weird, don't count those h=1 snow-like tiles for "snow", and leave everything as my PR is now
19:04:29  <frosch123> TileHeight(t->xy) >= GetSnowLine() <- that's the condition for towns to require food
19:04:33  <andythenorth> TrueBrain that's a plausible answer
19:04:36  <frosch123> i would go for that one
19:05:00  <andythenorth> it has the benefit that we understand that situation
19:05:26  <frosch123> so: "height < GetSnowLine"->no snow,  "height >= GetSnowLine" -> snow
19:06:22  <frosch123> the graphics are fuzzy, the gameplay-implications are more important :)
19:06:35  <TrueBrain> well, for some graphics, it is height < GetSnowLine - 1 -> no snow :P
19:06:38  <frosch123> "50% snow -> about 50% of towns require food" sounds good to me
19:07:13  <frosch123> TrueBrain: look at sloped tiles, instead of flat tiles
19:07:21  <frosch123> then you will notice how bonkers original graphics are
19:07:27  <TrueBrain> I fully agree
19:07:39  <TrueBrain> that is why I suggested to make the ones below snowline no longer snow tiles :P
19:07:47  <TrueBrain> solves both original graphics, zbase and OpenGFX!
19:07:49  <TrueBrain> (visually)
19:07:57  <frosch123> original graphics use the height of the snow corner, so the south-side of hills is snowier than the north-side
19:08:07  <frosch123> andythenorth has less snow than andythesouth
19:08:22  <andythenorth> lol
19:08:27  <TrueBrain> most ugly is that slopes tiles on lowest level have nothing on top
19:08:27  <andythenorth> but the sun is in the SE
19:08:30  <andythenorth> so that's mad
19:09:00  <TrueBrain> either way, frosch123 , mind spending some words on this in the PR?
19:09:09  <frosch123> TrueBrain: my opinion: ignore graphics, use the town food-requirement
19:09:30  <TrueBrain> the Show Info also says "snow" tiles, which was the original confusion
19:09:44  <andythenorth> also can we take a moment to say how much better arctic map gen now is?
19:09:50  <TrueBrain> funny enough, it does mean this was always the case :P Just never noticed it :D
19:09:59  <andythenorth> player choices
19:10:02  <andythenorth> 100% flat: check
19:10:07  <andythenorth> totally mountains: check
19:10:12  <andythenorth> snow only at the top of mountains: check
19:10:17  <andythenorth> snow on all of mountains: check
19:10:30  <andythenorth> alpinist with variety: check
19:10:31  <andythenorth> etc
19:11:53  <TrueBrain> yeah, snow coverage was an excellent idea
19:11:56  <TrueBrain> (not mine, so I can say that)
19:12:08  <TrueBrain> same with desert
19:12:16  <TrueBrain> very intuative
19:12:55  <andythenorth> not all combinations are pleasing
19:12:59  <andythenorth> some are cluster-fuck ugly
19:13:00  <andythenorth> but eh
19:13:06  <andythenorth> at least it's obvious what does what now
19:13:19  <andythenorth> custom 64, variety none, very smooth
19:13:22  <andythenorth> so ugly
19:14:03  <andythenorth> and I don't understand mountainous vs alpinist, but I'm sure wiki contains an answer
19:14:10  <andythenorth> might be wrong, but eh
19:14:12  <TrueBrain> higher :P
19:15:08  <andythenorth> oh someone drafted biomes https://wiki.openttd.org/en/Development/Design%20Drafts/Map%20zones
19:15:13  <andythenorth> dunno who that was :)
19:15:26  <andythenorth> niels
19:16:53  <andythenorth> so do we know why variety distribution tends to make rectangles? :)
19:17:11  <TrueBrain> I do; it is what it does, basically
19:18:14  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtY5
19:18:21  <frosch123> helpful?
19:18:29  <frosch123> it's just an opinion :p
19:21:10  <TrueBrain> I disagree with the part of your opinion that if I would implement what you suggest, the snowline will be a lot lower than it is now for 40%
19:21:11  <TrueBrain> and looks weird :P
19:21:18  <TrueBrain> but if we can agree that the current maps look good
19:21:20  <frosch123> also, the "smooth snow transition" was invented by a swiss guy. they know about snow
19:21:20  <TrueBrain> I am fine with it :D
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19:22:28  <TrueBrain> never could have imagined snow would be such a problem :P
19:23:30  <TrueBrain> owh, wait, no, towns accept earlier food, sorry, missed that
19:23:34  <TrueBrain> I thought it was also + 2
19:23:36  <TrueBrain> but no, it is >=
19:23:38  <TrueBrain> so this is fine
19:24:06  <frosch123> good, i was looking at your diff in confusion :)
19:24:22  <supermop_Home> what abt importing custom variety maps?
19:24:32  <supermop_Home> instead of the chunky noise
19:24:55  <supermop_Home> andythenorth yorkification ideas? https://imgur.com/a/JINVFtB
19:24:56  <frosch123> supermop_Home: use the original map generator
19:25:00  <TrueBrain> and that farms need -2 from snowline is just sufficient information to know farms will never be created on such high sea level maps; so I am fine with that :D
19:25:12  <frosch123> it uses sprites for landscape templates
19:29:10  <TrueBrain> anyway, tnx frosch123 , for learning me more snow-shit about OpenTTD :D
19:29:33  <frosch123> can we make a bingo game from this?
19:30:08  <frosch123> in every square we put a prediction for a complaint
19:31:06  <TrueBrain> haha
19:31:14  <frosch123> hmm, "complaint bingo"... i can't be the first to come up with that
19:32:59  <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYt3y
19:33:20  <DorpsGek> [OpenTTD/OpenTTD] SMCA25 commented on issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA
19:33:35  <frosch123> ugh.. it's hard to read gui diffs
19:33:43  <frosch123> is there a preview build?
19:33:59  <frosch123> yay, there is
19:34:54  <TrueBrain> you didnt read the PR at all, did you? :P First line :D
19:35:47  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtsL
19:36:21  <frosch123> i read the diff and the commit messages, isn't that enough?
19:36:51  <FLHerne> "String too long for destination buffer" ?
19:36:55  <frosch123> this switch between "snow coverage" and "desert coverage" is funny
19:37:29  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8790: Slowdowns when scrolling with OpenGL video drivers with AMD graphics cards https://git.io/JthtA
19:37:30  <frosch123> FLHerne: normal when starting ottd. it's the long git-hash in the version, which is too long for the gamelog
19:37:32  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8876: Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. https://git.io/Jm1Al
19:38:34  <TrueBrain> frosch123: define "funny" :)
19:38:55  <frosch123> how do you set snow-line in scenario editor?
19:39:10  <TrueBrain> same as always: not :D
19:39:13  <michi_cc> LordAro: Damn you, I *just* wanted to hit merge on that one :D
19:39:18  <LordAro> :D
19:42:33  <frosch123> TrueBrain: will it compute the snow-line when starting the scenario?
19:42:39  <TrueBrain> nope
19:42:47  <TrueBrain> I think I made it a fixed value atm
19:42:48  <TrueBrain> have to check
19:43:07  <frosch123> the "snow coverage" setting is editable in the scenario editor, but it does nothing
19:44:24  <TrueBrain> yeah, that has little effect after generation
19:44:33  <TrueBrain> so I guess they should have access to the snow line height instead
19:44:44  <TrueBrain> will fix that tomorrow
19:55:02  <TrueBrain> same with desert btw, I assume :D But both can be fixed similar, I guess
19:59:08  <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/JYtnl
20:04:28  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtce
20:04:30  <frosch123> so many commits
20:04:51  <frosch123> i had to press "save" somewhere :p
20:04:56  <frosch123> still one commit left to check
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20:09:00  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtco
20:09:10  <frosch123> this "quote" is not useful, i guess :p
20:11:19  <TrueBrain> nope; I need an opinion :D
20:11:26  <TrueBrain> do I bump the saveversion or not :P
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20:16:31  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtCo
20:17:36  <frosch123> I would store them for consistency, and some usage in "restart".
20:18:10  <frosch123> i think master is still on the same savegame version, alternatively you can also just store them in "master", and not backport that
20:19:02  <TrueBrain> I will store and backport it :)
20:19:03  <TrueBrain> its fine :P
20:19:11  <frosch123> hmm, i wanted to suggest to a RC2 on april 1st, but steam people would riot :p
20:19:20  <TrueBrain> yes :D
20:20:45  <LordAro> no, bad
20:23:21  <FLHerne> RC2 tomorrow, then release April 1st? :p
20:23:45  <LordAro> if we want an RC2 to test 8891, we really need it tonight
20:24:25  <frosch123> tomorrow is also good
20:24:31  <frosch123> we need time to prepare our bingo cards
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20:30:13  <LordAro> TrueBrain: #8056 can be closed now, right? (accidentally opened the list of issues raised by me :) )
20:33:04  <frosch123> did you make that screenshot yourself?
20:33:26  <TrueBrain> LordAro: no? It still isn't signed?
20:33:35  <frosch123> not sure what confuses me more: the language, or the colour
20:34:00  <LordAro> TrueBrain: oh, was it just the macos installer thing?
20:34:07  <TrueBrain> yeah, cert request for Windows failed
20:34:11  <LordAro> oh yeah
20:34:12  <TrueBrain> they were like: YOUR COMPANY IS TOO YOUNG
20:34:13  <TrueBrain> blabla
20:35:04  <LordAro> w
20:35:09  <LordAro> this is not vim
20:37:40  <frosch123> can we amend the licence of ottd? source must not be modified using vim?
20:38:56  <TrueBrain> +1
20:39:02  <DorpsGek> [OpenTTD/team] frosch123 commented on issue #171: [gl_ES] Translator access request https://git.io/JYIR0
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21:03:27  <TrueBrain> frosch123: why MAX_TILE_HEIGHT + 1? Isn't the array from 0 .. MAX_TILE_HEIGHT - 1? As this is the exact code we already use, hence me asking :D
21:03:44  <TrueBrain> [0 .. MAX_TILE_HEIGHT - 1] that is :) Or [0 .. MAX_TILE_HEIGHT)
21:07:34  <TrueBrain> owh, no, I am wrong; they did something weird
21:07:40  <TrueBrain> and tried to allocate the smallest possible array
21:07:45  <TrueBrain> which made the code horrible to read :P
21:08:16  <TrueBrain> so our map scaled from [0..MAX_TILE_HEIGHT] ?
21:08:37  <TrueBrain> (I gave up assuming anything about MHL)
21:09:15  <TrueBrain> assert(height <= MAX_TILE_HEIGHT);
21:09:18  <frosch123> MAX_TILE_HEIGHT is 255, i think 255 is a valid value
21:09:18  <TrueBrain> in SetTileHeight
21:09:20  <TrueBrain> guess it is
21:09:41  <andythenorth> snowline % is what? https://youtu.be/0xqWHr_UqQY?t=219
21:10:01  <frosch123> half of my review comments are about MAX_TILE_HEIGHT being a valid height :p
21:10:11  <frosch123> the other half is about that SGF_SCENEDIT_TOO flag :)
21:10:17  <TrueBrain> that flag is just a copy/paste
21:10:19  <TrueBrain> NO clue what it does :D
21:10:38  <TrueBrain> I just copy settings that are identical, and assume someone did their math :D
21:11:26  <frosch123> there is a flag to define whether a setting is read-only in-game, after map generation
21:11:37  <frosch123> and there is another flag to clarify that for scenario editor
21:12:21  <TrueBrain> I assumed, by the name, it means it was not available for the SE
21:12:45  <TrueBrain> assumptions ...
21:12:46  <TrueBrain> :P
21:13:11  <frosch123> yeah, it's a weird name :) first flag "available for newgames", second flag "but scenario editor too"
21:13:30  <andythenorth> history came to visit?
21:13:42  <TrueBrain> someone had fun with those names I am sure :)
21:14:41  <frosch123> andythenorth: "history was here"? :p
21:14:49  <TrueBrain> ugh, rebasing with string changes is annoying .. it starts to recompile everything every time
21:15:31  <glx> only if you "touch" english.txt ;)
21:15:45  <TrueBrain> which a rebase does, every time, if you made any string changes :)
21:15:58  <glx> means strings.h, means almost every file
21:17:23  <glx> maybe we need a smarter strgen, not writing strings.h if nothing changed
21:18:06  <andythenorth> hmm
21:18:23  <andythenorth> why are running costs 3x higher when vehicle is built
21:18:26  <andythenorth> compared to buy menu
21:18:30  * andythenorth investigates
21:18:36  <andythenorth> only if callback is used
21:18:57  <frosch123> 3 articulated parts?
21:19:14  <frosch123> just guessing :p
21:19:32  <TrueBrain> did you test btw a custom terrain type of 2
21:19:36  <TrueBrain> it generates a fully flat map
21:19:38  <TrueBrain> that annoys me :P
21:19:47  <TrueBrain> TGP never reaches the highest point
21:20:35  <frosch123> there were kids who requested completely flat maps
21:20:42  <frosch123> they were told off to use heightmaps :p
21:21:22  <TrueBrain> well, they will ike this change
21:21:28  <TrueBrain> I just don't get why TGP is this silly
21:21:32  <TrueBrain> I expected "1" to be fully flat
21:21:34  <TrueBrain> but it is "2"
21:21:40  <TrueBrain> so it is always "off by 1", basically
21:21:55  <TrueBrain> for the bingo card, I would like to put that one down :)
21:22:14  <andythenorth> no articulated parts
21:22:31  <frosch123> so another rounding obiwan somewhere?
21:22:34  <andythenorth> what height is sea?
21:22:48  <TrueBrain> h=0
21:22:53  <TrueBrain> according to tile info tool
21:23:09  <andythenorth> somewhere in the MHL thread there was a thing about TGP trying to get to max height -1
21:23:14  <andythenorth> for [reasons I forget]
21:23:14  <TrueBrain> I was tempted to just do +1 for the value
21:23:17  <TrueBrain> just to make it pretty
21:23:48  <andythenorth> MHL thread was a lot of changes, so might be irrelevant
21:24:35  <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/JYtuI
21:25:50  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYtu8
21:26:28  <TrueBrain> who had this on their bingo card?
21:27:22  <TrueBrain> the worst part .. we didn't address any of his blabla about the map generator :P
21:27:29  <TrueBrain> but it seems to make him happy nevertheless?
21:27:30  <TrueBrain> lol
21:28:03  <andythenorth> this really makes no sense
21:28:24  <TrueBrain> you expected it to make sense? Really?
21:28:24  <TrueBrain> hmm
21:28:25  <TrueBrain> interesting
21:29:08  <TrueBrain> "From the beginning, I believed that You could create something much better. " <- from forums ... lolzzzz ... I don't even ..... this dude
21:29:17  <TrueBrain> one moment he is calling you names and all kind of other nasty things
21:29:33  <LordAro> what a lad
21:29:53  <andythenorth> my newgrf really makes no sense
21:30:00  <andythenorth> running cost in purchase menu is correct
21:30:10  <andythenorth> running cost when vehicle is built is multiplied by 3
21:30:33  <LordAro> inflation?
21:31:14  <andythenorth> nope
21:31:17  <andythenorth> use of callback
21:31:26  <andythenorth> but value is correct elsewhere
21:31:57  <andythenorth> as reported https://www.tt-forums.net/viewtopic.php?p=1242877#p1242877
21:32:08  <andythenorth> this will be some clown shoes error by me
21:32:09  <TrueBrain> right ... now I have to fight the widget system .. I was so happy I could copy the desert/snow stuff from another PR ..
21:32:43  <frosch123> don't fight it, it can be your friend :)
21:34:36  <TrueBrain> best friends are made after a good fight :P
21:35:43  <TrueBrain> SZSP_VERTICAL looks fine
21:36:24  <frosch123> the other one move the following widgets up?
21:37:05  <TrueBrain> didn't try, assumed it would do that
21:37:26  <TrueBrain> okay, heightmaps with limit of 2 do have 2 lines of land
21:37:29  <TrueBrain> so this is just wrong :P
21:37:31  <TrueBrain> I need to fix this now :D
21:37:55  <frosch123> sometimes you sound like samu
21:37:59  * frosch123 hides
21:38:02  <TrueBrain> I know .. it scares me too :P
21:39:29  <glx> at least you "know" what you are doing ;)
21:39:45  <TrueBrain> I am happy you have that illusion :P
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21:43:58  <TrueBrain> that moment you are in a rebase conflict and use commit --amend
21:43:59  <TrueBrain> grrr
21:44:11  <glx> oups
21:44:26  <glx> rebase --abort
21:44:30  <TrueBrain> yup
21:44:33  <TrueBrain> and redo your change
21:45:28  <andythenorth> FMFL
21:45:50  <andythenorth> I want to just delete this grf, but then it will cause forum drama
21:45:59  <andythenorth> * delete part of this grf
21:46:43  <andythenorth> meh
21:47:48  <andythenorth> I spent half a day testing run costs, but they're invalid because I didn't notice that they vary between purchase and vehicle
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21:48:08  <andythenorth> using a procedure in purchase menu appears to return 1 where 0 was expected
21:48:29  <andythenorth> (best I can diagnose)
21:48:32  <glx> not checking the right variable ?
21:49:03  <frosch123> or using an "unavailable" variable
21:49:17  <andythenorth> it will be an unavailable
21:49:20  <andythenorth> I assumed I'd get 0
21:49:27  <andythenorth> assumptions are expensive
21:49:45  <glx> don't unavailable return -1 ?
21:50:02  <frosch123> add some debug print in newgrf_spritegroup.cpp:234
21:50:11  <glx> (didn't check the code)
21:50:36  <andythenorth> glx that would explain my result satisfactorily I think
21:50:43  <frosch123> glx: no. that would be useable. someone in the past thought it was a great idea to use the "first case" in a switch for error handling
21:50:46  <andythenorth> bad coding habit costs me half a day?
21:50:56  <andythenorth> they did what now?
21:50:59  <frosch123> i shuold put that on the stream list
21:51:11  <frosch123> i forgot that one. it's definitely one of the worst parts of newgrf
21:51:14  <andythenorth> instead of maybe...default? or 0? or failed CB?
21:51:49  <frosch123> exactly :)
21:52:07  <andythenorth> so
21:52:08  <andythenorth> https://gist.githubusercontent.com/andythenorth/cd4b0b218a8bc46a7ac4a8f9159afb2b/raw/677ce0e2e0a5fcd9de2538c850c93d9f1d1f93da/gistfile1.txt
21:52:11  <frosch123> maybe nml should always put a case first, with max < min
21:52:17  <frosch123> so it catches errors properly
21:52:19  <andythenorth> ^ so that case will get me 1?
21:52:32  * andythenorth is now searching for sense of lol
21:52:33  <TrueBrain> hmm .. how does desert vs tropic work in SE ..
21:52:38  * andythenorth seems to have lost the lol :(
21:52:47  <frosch123> andythenorth: exactly :)
21:52:55  <TrueBrain> ah, you can drag/drop that yourself
21:52:55  <andythenorth> normally my coding mistakes are funny, because I'm an idiot
21:52:56  <TrueBrain> cool
21:53:01  <andythenorth> this one actually pisses me off
21:53:08  <andythenorth> that is half a day of very boring running cost testing
21:53:16  <andythenorth> with completely wrong values
21:53:22  <frosch123> TrueBrain: ctrl+drag to undesert :)
21:53:31  <andythenorth> then this moron gives me a 7 point list of every which way I'm an idiot https://www.tt-forums.net/viewtopic.php?p=1242877#p1242877
21:53:37  <frosch123> rainforest is defined by placing rainforesty trees
21:53:44  <frosch123> which is kind of insane :p
21:53:58  <TrueBrain> I will add it to the list of insane things :D
21:54:02  <andythenorth> at this point, I just want to delete the feature from the grf
21:54:09  <andythenorth> but if I do that and release, I'm going to get a forum warning
21:54:43  <andythenorth> or some other drama
21:54:46  <frosch123> glx: what do you think about adding a "2..1" case as first case for all switches in nml?
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21:56:54  <frosch123> not sure whether to default it to "default" or to "CB_FAILED"
21:56:55  <glx> first match is used (in the spec)
21:57:51  <frosch123> "unavailable variable" is something special
21:58:19  <andythenorth> in this specific case I should have written my code more defensively I think
21:58:21  <andythenorth> sloppy habits
21:58:35  <glx> ah yes "When displayed in the purchase window, the game will always show the first range"
21:58:39  <andythenorth> no actually, I'm sticking with blaming nml
21:58:54  <frosch123> it's well hidden :)
21:58:58  <andythenorth> if nml wasn't so lol-bad on this point, I would have seen the expected result
21:58:59  <frosch123> it's easier to read the code :p
21:59:42  <glx> invalid range is the same as default ?
22:00:19  <frosch123> huh?
22:00:22  <TrueBrain> okay .. can I make a setting only editable in SE, nowhere else .. hmm
22:00:26  <frosch123> what is "invalid range"?
22:00:39  <glx> 2..1
22:01:14  <frosch123> is that a question or a suggestion?
22:01:55  <frosch123> i kind of prefermaking it return CB_FAILED now
22:02:02  <TrueBrain> say hello to SGF_SCENEDIT_ONLY
22:02:28  <glx> adding a 2..1 as first case will still be the chosen result for unavailable variable case
22:04:14  <frosch123> yes
22:04:20  <glx> but doing that for all switches feels extreme
22:04:32  <frosch123> ottd optimises it aways
22:04:37  <frosch123> no runtime impact
22:04:47  <glx> yes but grf size
22:05:23  <glx> it should be possible to add a "maybe unavailable" flag
22:06:06  <frosch123> TrueBrain: somehow i assumed it already existed
22:06:16  <TrueBrain> frosch123: sufficient if you can change snow line via settings in SE? No need for another GUI somewhere, right?
22:07:23  <glx> SE and GUI, not the best friends already
22:08:27  <TrueBrain> okay .. so a savegame bump ...
22:08:33  <TrueBrain> now testing if that all still works
22:09:00  <frosch123> TrueBrain: it was the same before :)
22:09:16  <frosch123> but i have "you cannot change snowline height in-game" on my bingo card
22:09:23  <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/JYtVi
22:09:35  <TrueBrain> there is strictly seen no reason to not allow it
22:09:41  <TrueBrain> but we will see how that goes first :P
22:11:26  <TrueBrain> right ... I think I have it all fixes up ...
22:11:30  <TrueBrain> this really needs some more testing :P
22:11:44  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
22:11:54  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
22:11:56  <TrueBrain> first push so people can see the diff, second is rebase
22:12:08  <frosch123> magic
22:12:36  <TrueBrain> you can now set heightmap height to 1
22:12:40  <TrueBrain> and TGP height to 1
22:12:47  <TrueBrain> both do what I expect them to do
22:13:22  <TrueBrain> I am scared shitless that I fucked up the saving part :D
22:15:29  <frosch123> during mhl there was some drame around exporting heightmaps from savegames, and then generating a new map with them keeping the same heightlevels
22:15:41  <frosch123> is that easy achieveable with the settings?
22:16:06  <TrueBrain> only if you enter the same peak height
22:16:15  <TrueBrain> which is notr a trivial fact about the map
22:16:52  <frosch123> actually, i think we recommended that export-heightmap-reimport several times, for peopel who want to free a scenario from the newgrfs it uses
22:17:10  <TrueBrain> but in 1.10 that also couldn't have worked, export + import to get the same map, I think
22:17:25  <TrueBrain> it exports based on map-height-limit
22:17:31  <TrueBrain> but import first finds the brightest spot
22:17:38  <TrueBrain> and scales that to map-height-limit
22:18:02  <frosch123> really? it searches for the brightest spot?
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22:18:12  <TrueBrain> well, okay, people told me it did that
22:18:16  <TrueBrain> so lets see what it really does :D
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22:19:26  <frosch123> heightmap_height = 1 + (heightmap_height - 1) * _settings_game.construction.max_heightlevel / 255; <- no, it just eses the max_heightlevel setting
22:19:38  <frosch123> typing is hard today
22:19:51  <TrueBrain> so yeah ... once again, misconceptions all around :D
22:20:21  <TrueBrain> I checked if map[] was normalized or something
22:20:28  <TrueBrain> but cannot find any evidence for that either
22:20:57  <andythenorth> tpying
22:21:00  <andythenorth> hard
22:21:17  <TrueBrain> so okay ..
22:21:32  <TrueBrain> that means export/import indeed worked
22:21:55  <TrueBrain> it now only works if you set the heightmap-height to what-ever the max-height-limit was
22:22:11  <frosch123> maybe it would be less magical, if "save heightmap" just asked for what level to use for white
22:22:57  <TrueBrain> can't we just always store the true height, and suggest people to use heightmap-height of 255 when importing
22:23:17  <TrueBrain> I don't disagree with your  suggestion btw, now I also get your comment more
22:23:22  <andythenorth> is the heightmap a png?
22:23:55  <TrueBrain> what we can do, is store it with heightmap-height
22:23:59  <TrueBrain> which they can change in the setting
22:24:00  <TrueBrain> ?
22:24:06  * andythenorth was curious about metadata
22:24:12  <TrueBrain> asking is nicer, but .. E_TOO_MUCH_STUFF_ALREADY_IN_THIS_PR :P
22:24:36  <frosch123> using that setting would allow adding the "asking" later :)
22:24:42  <TrueBrain> yup
22:24:56  <TrueBrain> just means I have to add the setting to the settings
22:24:58  <TrueBrain> it currently isn't :D
22:25:48  <frosch123> no idea what to do, if the actual height on the map exceed it :p
22:26:26  <frosch123> asking may be easier after all
22:27:46  <TrueBrain> yeah, I guess
22:27:52  <TrueBrain> just not really an idea how I should go about that
22:27:56  <TrueBrain> something with the ShowQuery thingy
22:28:59  <TrueBrain> we can also tell after saving the heightmap with which height level it was saved?
22:30:04  <TrueBrain> what I did create now btw, and I am not sure that is a good thing: export heightmap, import it, export again <- it now is different from the first export
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22:30:13  <TrueBrain> as the map-height-limit is increased every time you import it
22:30:34  <TrueBrain> so maybe drop the heightmap-height, and use map-height-limit again after all
22:30:55  <TrueBrain> can't, as it is "auto"
22:30:55  <TrueBrain> lol
22:31:21  <TrueBrain> why can't we just store heightmaps from 0 .. 255, no matter what?
22:34:21  <frosch123> i think we had that at some point, but it was changed
22:34:48  <frosch123> possibly the idea was "heightmaps on bananas should not enforce a specific max-height"
22:34:58  <TrueBrain> right, query string + clamp to highest current peak and max-height, and good to go ..
22:35:03  <TrueBrain> but not tonight anymore
22:35:05  <TrueBrain> something for tomorrow
22:35:05  <frosch123> i like your idea of using max-peak, and showing it after saving
22:36:53  <TrueBrain> that means there is always a 255 pixel in the heightmap
22:37:04  <TrueBrain> so after import, it will be very big
22:37:23  <TrueBrain> well, no
22:37:28  <TrueBrain> import with same setting
22:37:31  <TrueBrain> ugh, brain doesn't work anymore :P
22:41:35  <TrueBrain> owh, the way heightmaps are saved, I don't have a local variable I can use
22:41:35  <TrueBrain> global it is
22:45:57  <TrueBrain> https://user-images.githubusercontent.com/1663690/112553127-39eef480-8dc4-11eb-82d3-729bb61cfab8.png
22:45:59  <TrueBrain> does make pretty heightmaps honestly
22:49:24  <TrueBrain> frosch123: one downside of scaling it to max-peak, is that you cannot easily compare the results of 2 generated worlds
22:49:31  <TrueBrain> now they have the same scale, so it compares easily
22:49:35  <TrueBrain> the only thing I can think off
22:50:03  <TrueBrain> frosch123: https://user-images.githubusercontent.com/1663690/112553437-cdc0c080-8dc4-11eb-8f75-e31cad219426.png
22:50:58  <frosch123> \o/
22:51:42  <frosch123> i think there is some CRITICAL flag to make these red windows not close after timeout
22:53:07  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
22:53:19  <TrueBrain> you want to change it into a critical?
22:53:41  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
22:53:43  <TrueBrain> done ^^
22:54:58  <TrueBrain> but yeah .. this needs more testing :D
22:55:52  <andythenorth> do we write the max height into the heightmap? :P
22:55:55  <TrueBrain> this is one of the weirdest rush-jobs I have done in a long time :P
22:55:56  * andythenorth looks
22:56:02  <TrueBrain> andythenorth: no, but that would be a good idea
22:56:11  <TrueBrain> and on load, default to that value, for example
22:56:13  <TrueBrain> but .. that is for another PR :D
22:57:05  * andythenorth checked the actual png
22:57:16  <andythenorth> can never be sure what good things we already did :)
22:57:34  <TrueBrain> given I just added the code to calculate the max peak, I was really hoping it was not in there :P
22:57:42  <andythenorth> yair yair :)
22:57:45  <andythenorth> I trusted you honest
22:57:53  <TrueBrain> no no, it is good to know it wasn't :)
22:57:55  <andythenorth> we could put all kinds of crap in there
22:57:56  <TrueBrain> I could have missed it completely :P
22:57:58  <andythenorth> max height
22:58:04  <andythenorth> climate type
22:58:13  <andythenorth> seed
22:58:20  <andythenorth> 'ideal first PR' :P
22:58:37  <TrueBrain> graphics sets, newgrfs and companies are only in there now
22:58:40  <TrueBrain> companies is a weird one
22:58:53  <TrueBrain> also only either Human or which AI
22:59:05  <andythenorth> I don't see those from saving a heightmap?
22:59:06  <andythenorth> maybe I look in wrong place
22:59:06  <andythenorth> I see them in normal screenshot
22:59:06  <TrueBrain> well, I guess it makes sense for normal screenshots
22:59:15  <andythenorth> oh yeah I see them
22:59:35  <TrueBrain> but yeah, a blob of settings wouldn't be the worst idea, especially for heightmaps
22:59:37  <andythenorth> can pngs be multilayered?
22:59:37  <TrueBrain> just ... not for this PR :D
22:59:40  * andythenorth looks
22:59:48  <TrueBrain> you can have multiple chunks, at least
22:59:57  <andythenorth> I think I looked before at this, photoshop can do them, but it's a proprietary extension
22:59:58  <TrueBrain> so you can hide the craziest shit in PNGs
23:00:10  <andythenorth> I was thinking of an image layer that plots all the industries
23:00:11  <andythenorth> and towns
23:00:22  <TrueBrain> I suggested that for importing of heightmaps :P
23:00:32  <andythenorth> or we could just go full on and convert the map to a GIS projection
23:00:33  <TrueBrain> giving areas where industries and towns could be
23:00:34  <andythenorth> :P
23:00:46  <TrueBrain> but yeah .. there are formats better suited for that :D
23:00:59  <andythenorth> geo-json or shapefiles for scenarios :P
23:00:59  <TrueBrain> anyway ... I think I did everything mentioned in that PR
23:01:00  <frosch123> TrueBrain: map_height_limit is still SC_BASIC, maybe make it SC_ADVANCED?
23:01:07  <andythenorth> imagine how long we could argue about scale then
23:01:30  <TrueBrain> frosch123: I guess .. it should no longer be relevant to anyone except some niche players
23:01:39  <andythenorth> max height would have to vary depending on whether tide was in or out locally
23:01:52  <andythenorth> and bigger mountains would create local gravitational variation
23:02:09  <TrueBrain> maybe even SC_EXPERT frosch123 ?
23:02:17  <andythenorth> do airplanes in OpenTTD fly manhattan, crow, or great circle?
23:02:32  <TrueBrain> nah, advanced is enough
23:02:35  <TrueBrain> it is also in the cheat menu
23:02:42  <andythenorth> https://en.wikipedia.org/wiki/Great-circle_navigation
23:03:04  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
23:06:47  <frosch123> gh still does not allow commenting on commit messages :p
23:07:07  <frosch123> the message in the last commit has some words too many for english
23:08:22  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
23:08:23  <TrueBrain> yeah, that was not something readable
23:08:31  <TrueBrain> happy you read my commit messages; means I don't write them for nobody :P
23:08:56  <TrueBrain> it still is garbage english
23:08:57  <TrueBrain> lol
23:09:51  <frosch123> looks good to me, but i wanted to get more sleep :p
23:09:56  <frosch123> night
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23:10:09  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8891: Introduce snow/desert-coverage and custom terrain type, and move "maximum map height" to settings only https://git.io/JYT6f
23:10:35  <TrueBrain> yes, sleep, excellent idea
23:14:14  <andythenorth> yes
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23:15:49  <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned https://git.io/Jv8Vk
23:24:35  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8006: Codechange: Increase scrollbar length limit to 32bits https://git.io/JYtX8
23:25:00  <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #8893: Fix #8886: Don't try to resolve folders within tars named '.' https://git.io/JYtXE
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