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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) 00:45:00 *** Flygon has joined #openttd 00:50:18 *** didac has joined #openttd 01:07:09 *** gelignite has quit IRC 01:07:28 *** Wuzzy has joined #openttd 01:21:41 *** didac has quit IRC 02:10:37 *** _dp_ has quit IRC 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 02:12:38 *** dP has joined #openttd 02:12:40 *** dP is now known as _dp_ 02:13:33 <reldred> Fucken ship it 02:13:55 <reldred> 🚢 02:13:58 <reldred> :) 02:26:40 *** jgx has quit IRC 02:27:46 *** jgx has joined #openttd 02:29:24 *** jgx has joined #openttd 02:33:01 *** Wormnest has quit IRC 02:33:52 *** jgx has quit IRC 02:35:57 *** jgx has joined #openttd 02:37:27 *** jgx has quit IRC 02:38:18 *** jgx has joined #openttd 02:43:24 *** jgx has quit IRC 02:44:39 *** jgx has joined #openttd 03:02:39 *** Speedy` has quit IRC 03:12:54 *** jgx_ has joined #openttd 03:12:54 *** jgx has quit IRC 03:38:45 *** debdog has joined #openttd 03:42:07 *** D-HUND has quit IRC 04:08:00 *** Maarten^ has joined #openttd 04:08:08 *** Maarten has quit IRC 04:08:08 *** Maarten^ is now known as Maarten 04:24:25 *** jgx_ has quit IRC 04:25:24 *** jgx has joined #openttd 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 05:24:52 *** snail_UES_ has quit IRC 06:17:02 *** Wuzzy has quit IRC 06:31:04 *** andythenorth has joined #openttd 07:05:59 *** andythenorth has quit IRC 07:12:19 *** sla_ro|master has joined #openttd 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. 07:48:41 *** nielsm has quit IRC 07:51:04 *** andythenorth has joined #openttd 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 08:05:37 *** iSoSyS has joined #openttd 08:06:38 *** iSoSyS has quit IRC 08:15:34 *** andythenorth has quit IRC 08:17:19 *** andythenorth has joined #openttd 08:20:14 <TrueBrain> lol 08:25:56 *** Wolf01 has joined #openttd 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? 08:45:52 *** HerzogDeXtEr has joined #openttd 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 09:42:24 *** Venemo has joined #openttd 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 09:58:05 *** roadt_ has joined #openttd 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 10:04:39 *** roadt has quit IRC 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 10:32:21 *** orudge` has joined #openttd 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 10:34:18 *** orudge has quit IRC 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 10:41:25 *** guru3 has joined #openttd 10:42:08 *** guru3_ has quit IRC 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 10:51:37 *** _2TallTyler has joined #openttd 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 11:07:38 *** andythenorth has joined #openttd 11:21:50 *** Samu has joined #openttd 11:31:34 *** _2TallTyler has quit IRC 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 11:51:17 *** andythenorth has quit IRC 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 12:43:16 *** snail_UES_ has joined #openttd 12:52:38 *** FLHerne has joined #openttd 12:55:06 *** snail_UES_ has quit IRC 13:05:28 *** _2TallTyler has joined #openttd 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 13:24:04 *** Gustavo6046 has quit IRC 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 13:28:40 *** _2TallTyler has quit IRC 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 13:32:05 *** nielsm has joined #openttd 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 14:15:09 *** WormnestAndroid has quit IRC 14:15:30 *** WormnestAndroid has joined #openttd 14:29:06 <TrueBrain> \o/ 15:44:06 *** Flygon has quit IRC 15:51:55 *** Wormnest has joined #openttd 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 16:18:36 *** Gustavo6046 has joined #openttd 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 16:37:38 *** FLHerne has quit IRC 16:37:50 *** FLHerne has joined #openttd 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 17:16:25 *** Progman has joined #openttd 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 17:23:36 *** gnu_jj_ has quit IRC 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 17:41:43 *** Gustavo6046_ has joined #openttd 17:42:19 *** Gustavo6046_ has joined #openttd 17:44:47 *** Gustavo6046 has quit IRC 17:44:47 *** Gustavo6046_ is now known as Gustavo6046 17:53:40 <DorpsGek> [OpenTTD/OpenTTD] Berbe commented on issue #8878: Dedicated server slow to stop while generating map https://git.io/Jm9IY 18:03:10 *** Progman has quit IRC 18:25:38 *** WormnestAndroid has quit IRC 18:25:52 *** WormnestAndroid has joined #openttd 18:39:22 *** WormnestAndroid has quit IRC 18:39:43 *** WormnestAndroid has joined #openttd 18:47:21 *** frosch123 has joined #openttd 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) 18:55:47 *** andythenorth has joined #openttd 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 19:21:33 *** sla_ro|master has quit IRC 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 20:06:37 *** jottyfan has joined #openttd 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 20:13:26 *** jottyfan has quit IRC 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 20:25:03 *** gelignite has joined #openttd 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 20:42:52 *** HerzogDeXtEr has quit IRC 20:52:32 *** Gustavo6046 has quit IRC 20:53:31 *** Gustavo6046 has joined #openttd 20:58:31 *** glx has joined #openttd 20:58:31 *** ChanServ sets mode: +v glx 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 21:40:28 *** Progman has joined #openttd 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 21:47:53 *** Gustavo6046 has quit IRC 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? 21:55:32 *** Samu has quit IRC 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? 22:18:02 *** jottyfan has joined #openttd 22:18:12 <TrueBrain> well, okay, people told me it did that 22:18:16 <TrueBrain> so lets see what it really does :D 22:18:35 *** jottyfan has quit IRC 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 22:30:06 *** Progman has quit IRC 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 23:09:57 *** frosch123 has quit IRC 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 23:14:16 *** andythenorth has quit IRC 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 23:27:23 *** gelignite has quit IRC 23:33:32 *** Wolf01 has quit IRC