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02:02:43 *** Tirili has quit IRC 02:35:36 *** Gustavo6046 has quit IRC 02:35:54 *** Gustavo6046 has joined #openttd 02:57:04 *** debdog has joined #openttd 03:00:26 *** D-HUND has quit IRC 03:11:07 *** glx has quit IRC 03:38:23 *** Flygon has joined #openttd 05:51:24 *** nielsm has joined #openttd 06:15:55 *** sla_ro|master has joined #openttd 06:31:28 *** HerzogDeXtEr has joined #openttd 06:35:58 *** crem has quit IRC 06:37:35 *** crem has joined #openttd 07:03:15 *** HerzogDeXtEr has quit IRC 07:14:49 *** Wolf01 has joined #openttd 07:25:13 *** andythenorth has joined #openttd 07:30:42 <andythenorth> yo 07:31:35 <andythenorth> Timberwolf I'd probably just pretend the current stock model doesn't exist :P 07:31:49 <andythenorth> it's a minor horrorshow 07:41:47 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #9468: Fix 8706dcd9: [Script] Byte-swap grfids to match normal expectations. https://git.io/JRivW 08:28:36 <andythenorth> hmm 08:29:44 <andythenorth> for GS to place industry I have to give a tile index 08:29:59 <andythenorth> seems I need to write some kind of tile search function 08:33:09 <andythenorth> I need a tile that (1) belongs to specific town (2) contains houses (industry replaces houses) 08:37:14 <andythenorth> can I just index all the tiles on the map? 08:38:17 <andythenorth> then do random tile from list? 08:40:17 <andythenorth> GSTileList.AddRectangle((0,0,), (max_x, max_y)) ? 08:40:36 <andythenorth> then walk every tile checking town, and index those 08:40:46 <andythenorth> 'this is fine' right? 08:41:27 <andythenorth> GS can probably log timing info :P 09:22:55 <DorpsGek> [OpenTTD/team] CptMcWill opened issue #238: [fa_IR] Translator access request https://git.io/JRiED 09:30:07 *** andythenorth has quit IRC 10:02:43 *** Samu has joined #openttd 11:00:11 <DorpsGek> [OpenTTD/team] Calvitix opened issue #239: [fr_FR] Translator access request https://git.io/JRi5g 11:03:30 *** virtualrandomnumber has joined #openttd 11:05:25 *** virtualrandomnumber has quit IRC 11:38:38 <DorpsGek> [OpenTTD/team] glx22 commented on issue #237: [id_ID] Translator access request https://git.io/JRwsn 11:39:41 <DorpsGek> [OpenTTD/team] glx22 commented on issue #238: [fa_IR] Translator access request https://git.io/JRiED 11:41:06 <DorpsGek> [OpenTTD/team] glx22 commented on issue #239: [fr_FR] Translator access request https://git.io/JRi5g 12:46:15 *** glx has joined #openttd 12:46:15 *** ChanServ sets mode: +v glx 13:11:51 <peter1138> Urgh so unfit 14:13:40 *** andythenorth has joined #openttd 14:21:46 <andythenorth> yo 14:21:53 <Wolf01> oy 14:23:20 <LordAro> lo 14:24:53 <andythenorth> in which I now try deliberately stupid things in GS 14:25:02 <andythenorth> can the number of map tiles even fit into uint 32? 14:25:31 <glx> your lucky numbers are 64bits in scripts 14:25:37 <glx> *you're 14:26:51 <andythenorth> @calc 16 * 16 14:26:51 <DorpsGek> andythenorth: 256 14:27:04 * andythenorth should know that 14:27:09 <andythenorth> jgrpp has 16 ^ 2 maps 14:27:22 * andythenorth has discovered GetTick() for timing 14:29:08 <andythenorth> hmm can't find docs, I'm assuming tile index is an (x, y) pair 14:29:59 <glx> https://docs.openttd.org/gs-api/classGSMap.html#af6f67891630768b10eda045c6def5aaa 14:30:28 <andythenorth> thanks 14:30:31 <glx> tile index is the same as openttd 14:33:17 <andythenorth> oof 4k map generation is soooooo slow 14:37:53 <Timberwolf> I got a bug report once for an 8k * 8k with high industry and town density. (JGR, natch) 14:38:26 <andythenorth> super :) 14:38:36 <glx> high town density may have issue with town names 14:38:41 <andythenorth> ok now I need some kind of table or something 14:39:07 <andythenorth> for every town, I need to store a list of the tiles 14:39:15 <andythenorth> can I nest a list in a list or something? 14:40:04 <glx> hmm a table of arrays 14:41:48 <Timberwolf> I definitely have an optimal map size/density combination. 14:42:17 <Timberwolf> Those enormous and dense maps I get bored quickly because I feel like I'm never going to connect even a tiny amount of what's there. 14:42:59 <Timberwolf> But I'm playing one of the original game scenarios at 256x256 currently, and that's getting too much, "er... okay, so is there anything left to do now?" 14:43:38 <Timberwolf> I blame all those quality of life features. 14:44:14 <andythenorth> so I can't store a list a in list? 14:44:19 <Timberwolf> The standard maps were fine when you couldn't clone anything, auto-signal or indeed place diagonal track more than one tile at a time :) 14:44:27 <andythenorth> '2nd parameter must be integer' 14:44:29 <andythenorth> meh 14:44:45 <glx> yes lists use integers only 14:44:55 <glx> for key and value 14:45:15 <andythenorth> hmm 14:45:56 <glx> on list creation only keys are set, to fill value you use a valuator 14:46:07 <glx> then you can apply filters on the values 14:46:47 <andythenorth> so for this I need a squirrel table? {} 14:46:58 * andythenorth just wants the tiles belonging to a town 14:47:01 <glx> https://wiki.openttd.org/en/Development/Script/Lists 14:47:20 <andythenorth> oh this is useful 14:47:22 <andythenorth> the missing docs :) 14:52:30 <andythenorth> searching 'squirrel' stuff on google gets me a lot of rodents :P 14:52:32 <andythenorth> oof 14:53:02 <andythenorth> 'slots have to be created' wtf? 14:53:17 <glx> there's also http://squirrel-lang.org/doc/squirrel2.html (not the best doc, but well) 14:57:14 <andythenorth> ach my brain 14:57:47 <andythenorth> I think I play solitaire for a bit 15:03:02 <andythenorth> so I see no way to use the town ID as a key in the table 15:03:15 <andythenorth> keys seem to be literals 15:03:30 <andythenorth> so there's no way to have arbitrary keys 15:03:39 <andythenorth> only the ones you define in advance 15:03:43 <andythenorth> https://developer.electricimp.com/squirrel/squirrel-guide/variables-collections#tables 15:04:20 <glx> http://squirrel-lang.org/doc/squirrel2.html#d0e1326 15:04:46 <andythenorth> wow that's an exciting notation :) 15:07:20 <andythenorth> "Can't create a local slot" 15:07:24 *** Tirili has joined #openttd 15:07:25 * andythenorth must read docs better 15:08:56 <glx> local t = {}; t[townID] <- your list; 15:14:37 <andythenorth> https://gist.githubusercontent.com/andythenorth/ab47c69b1d2883ed4b44af123055b285/raw/b1c8be937a62034a17e52c65cf0bd68ffaa9f695/gistfile1.txt 15:14:47 <andythenorth> I've got lists of length 0 currently :P 15:16:14 <andythenorth> this is lol mistake 15:16:15 <andythenorth> GSTile.GetClosestTown() 15:16:29 <andythenorth> might help to give that a tile 15:17:49 <andythenorth> hmm 15:17:56 <andythenorth> my all_map_tiles list might be empty :( 15:18:54 <andythenorth> yeah it is 15:19:09 <andythenorth> ouch 15:20:49 <andythenorth> hmm how do I add tiles to GSTileList then? 15:20:54 <glx> your last tileindex in AddRectangle is probably invalid 15:21:40 <andythenorth> so many syntax errors there :) 15:22:07 <glx> I think AddRectangle(0, GSMap.GetMapSize() - 1) should work 15:23:08 <glx> GSMap.GetTileIndex(GSMap.GetMapSizeX(), GSMap.GetMapSizeY()) <-- this one fails by precondition 15:24:06 <andythenorth> does this work? 15:24:07 <andythenorth> all_map_tiles.AddRectangle(0, GSMap.GetMapSize() -1); 15:24:11 <andythenorth> or do I have to do assignment? 15:24:22 <glx> should work 15:26:29 <andythenorth> hmm 15:26:50 <andythenorth> GSMap.GetMapSize() returns 65535 fine 15:26:53 <andythenorth> if logged 15:27:05 <andythenorth> but the list is not being extended 15:27:37 * andythenorth reads openttd src 15:28:13 <andythenorth> ScriptTileList::AddRectangle looks very simple 15:30:56 <andythenorth> do I need to valuate instead? 15:37:29 <glx> maybe 0 is not valid either 15:41:02 <andythenorth> I tried e.g. all_map_tiles.AddRectangle(10, 20) 15:41:53 <andythenorth> is TileIndex a specific type, not just an int? 15:42:22 <glx> it's just an int, but depending on settings there are invalid tiles around the map 15:46:44 * andythenorth looking how Industry_Constructor-3 does it 15:47:17 <glx> hmm I think it's easier to not use a TileList for this, you can just do for (tile = 0; tile < GSMap.GetMapSize(), tile++) { if !IsValidTile(tile) continue; <do your town stuff and add>; } 15:47:42 <andythenorth> ok 15:47:59 <andythenorth> Industry Constructor uses a spiral walk, I don't really want to do that 15:48:22 <andythenorth> seems to be a library function though SpiralWalker() 15:49:01 <andythenorth> maybe SpiralWalker() is more correct for this 15:49:09 <andythenorth> the case is forcing 1 industry into every town 15:49:20 <andythenorth> somewhere near the town sign tile 16:10:14 <andythenorth> python spoils me :P 16:19:18 <andythenorth> result :D 16:19:27 <andythenorth> got a GS that forces an industry into every town 16:26:24 <andythenorth> hmm 16:26:34 <andythenorth> move all industry placement from grf to GS? 16:31:59 <andythenorth> probably unwise :P 16:37:48 <andythenorth> so do GS have any uuid? 16:37:56 <andythenorth> my grf needs to disable if the GS is not present 16:38:03 <andythenorth> probably also using the GS version string 16:46:05 *** andythenorth has quit IRC 16:50:18 *** andythenorth has joined #openttd 16:50:22 *** Wormnest has joined #openttd 16:52:01 *** Progman has joined #openttd 17:00:03 *** bitdoer has joined #openttd 17:03:58 *** bitdoer has quit IRC 17:05:59 *** bitdoer has joined #openttd 17:17:58 <Samu> damn, i stumbled upon the capacity bug 17:18:32 <Samu> merge plz https://github.com/OpenTTD/OpenTTD/pull/9393 17:18:34 <Samu> :) 17:21:38 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #9392: AIVehicle.GetBuildWithRefitCapacity returns -1 when at the max num of vehicles https://git.io/JnPbi 17:21:41 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9393: Fix #9392: Return a valid value with GetBuildWithRefitCapacity when AIs are maxed out in vehicles https://git.io/JnXWb 17:21:50 <glx> totally forgot it was approved 17:23:05 <Samu> cool nice! 17:26:02 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #8468: Fix #8316: Make sort industries by production and transported with a cargo filter possible https://git.io/JLHah 17:26:05 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #8316: Sorting of produced cargo for industries with multiple products are inaccurate https://git.io/JUaUm 17:26:09 <glx> oh this one was too 17:39:36 *** Tirili has quit IRC 17:48:26 <Samu> i think i may have conflicts on 2 PR's 17:48:47 <Samu> 9462 and 8390 17:48:52 <Samu> will check later 17:57:04 <andythenorth> so Action D or something to detect GS from grf? 18:03:00 *** Flygon has quit IRC 18:04:38 <TrueBrain> No 18:04:41 <TrueBrain> :p 18:12:38 <andythenorth> not even 'or something'? :P 18:22:46 *** Progman has quit IRC 18:30:21 <andythenorth> maybe there's a not-good way 18:32:18 <andythenorth> can GS run anything before grfs are instantiated? 18:34:05 <andythenorth> seems not 18:37:17 <andythenorth> hmm, that makes disabling the grf very hard 18:37:23 <andythenorth> uuf 18:45:15 <andythenorth> hmm how does OpenTTD handle deps for content? 18:45:25 <andythenorth> can a GS be a dep for a grf? 18:50:17 *** gelignite has joined #openttd 18:54:44 *** jottyfan has joined #openttd 19:22:24 <TrueBrain> A derp? :D 19:24:06 <andythenorth> duhp 19:31:08 *** Progman has joined #openttd 19:37:44 <TrueBrain> Invalid response 19:37:49 <TrueBrain> Resend entry 19:45:09 *** nielsm has quit IRC 19:48:25 <andythenorth> 404 19:57:57 *** gelignite has quit IRC 20:11:57 <andythenorth> what GS adventure shall I have next? :P 20:19:16 <Rubidium> control via IRC 20:19:49 <andythenorth> admin port? 20:19:55 <andythenorth> matrix bridge :P 20:20:20 <andythenorth> they can spend their m investment on a matrix <-> OpenTTD admin port 20:35:56 *** andythenorth has quit IRC 20:51:15 *** HerzogDeXtEr has joined #openttd 21:06:43 *** Progman has quit IRC 21:34:49 *** Samu has quit IRC 21:42:15 *** sla_ro|master has quit IRC 22:01:27 *** Wolf01 has quit IRC 22:04:10 *** V453000 has quit IRC 22:04:25 *** avdg has quit IRC 22:06:46 *** V453000 has joined #openttd 22:06:47 *** avdg has joined #openttd 22:12:42 *** SmatZ has quit IRC 22:12:55 *** XeryusTC has quit IRC 22:12:56 *** tneo has quit IRC 22:15:41 *** ^Spike^ has quit IRC 22:21:28 *** Webster has joined #openttd 22:23:04 *** Hazzard has joined #openttd 22:23:47 *** tneo has joined #openttd 22:26:00 *** SmatZ has joined #openttd 22:26:30 *** Yexo has joined #openttd 22:26:30 *** XeryusTC has joined #openttd 22:38:25 *** Ammler has joined #openttd 22:46:24 *** XeryusTC has quit IRC 22:47:00 *** planetmaker has quit IRC 23:01:45 *** HerzogDeXtEr has quit IRC 23:04:25 *** WormnestAndroid has quit IRC 23:05:07 *** WormnestAndroid has joined #openttd 23:08:22 *** planetmaker has joined #openttd 23:08:22 *** Hirundo has joined #openttd 23:08:22 *** ChanServ sets mode: +o planetmaker 23:11:51 *** virtualrandomnumber has joined #openttd 23:12:07 *** virtualrandomnumber has quit IRC 23:12:35 *** WormnestAndroid has quit IRC 23:12:43 *** ^Spike^ has joined #openttd 23:12:43 *** Osai has joined #openttd 23:12:59 *** WormnestAndroid has joined #openttd 23:15:11 *** avdg has joined #openttd 23:18:48 *** V453000 has joined #openttd 23:29:20 *** WormnestAndroid has quit IRC 23:29:45 *** WormnestAndroid has joined #openttd 23:41:56 *** XeryusTC has joined #openttd