Log for #openttd on 23rd November 2017:
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00:19:26  <Samu> @calc 14/8196
00:19:26  <DorpsGek> Samu: 0.00170815031723
00:21:13  <Samu> that's an incredibly low chance
00:21:19  <Samu> something's fishy...
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07:55:14  <PressureLine> much tanx
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10:45:08  <Samu> why doesn't ttd send deleted files to recycle bin :(
10:45:12  <Samu> openttd
10:46:38  <LordAro> because no one ever made that functionality, probably
10:47:31  <__ln__> do you know what's at least an equally likely explanation?
10:48:46  <Samu> i deleted a save thinking i wouldn't need it anymore... I regret it :(
10:49:03  <__ln__> an equally likely explanation is that someone made that functionality and created a patch, but it was never accepted.
10:55:06  <LordAro> __ln__: i wouldn't say it's *equally* likely
10:55:12  <LordAro> a little bit likely, perhaps
11:35:33  <Samu> there's no FOR_ALL_TILES function :(
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11:39:36  <peter1138> Hmm, cross-platform "recycle bin" support?
11:41:36  <LordAro> Samu: that seems unlikely
11:41:41  <LordAro> probably a define somewhere
11:41:52  <LordAro> peter1138: do you have a patch for that?
11:41:58  <Samu> 	for (uint tile = 0; tile != MapSize(); tile++) { 		if (IsValidTile(tile)
11:42:10  <Samu> will this suffice?
11:43:27  <Samu> i wanna locate everywhere on the map river tiles on an inclined slope
11:43:31  <Samu> if (IsValidTile(tile) && IsTileType(tile, MP_WATER) && IsRiver(tile) && IsInclinedSlope(GetTileSlope(tile)))
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11:44:57  <Samu> I decided, instead of connecting the rivers while generating them, I would do that after all rivers are placed
11:45:21  <Samu> so i need to go through the whole map
11:48:54  <Samu> at least I am no longer working with imaginary non-existant water tiles
11:49:37  <__ln__> *non-existent
11:49:45  <Samu> oh
11:49:50  <Samu> ty
11:49:54  <__ln__> yw
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12:43:10  <Samu> hi
12:43:18  <Samu> Create additional river tiles around possible lock locations to connect them.
12:43:55  <Samu> around "possible lock locations", aka the imaginary lock
12:44:13  <Samu> how do I specify
12:44:28  <Samu> something that doesn't exist, but could exist?
12:44:37  <Samu> in a comment
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12:52:21  <Samu>
12:52:36  <Samu> line 4 is to be removed in the final edit
12:52:48  <Samu> is there a way to simplify that code?
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13:05:02  <Samu> no?
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13:29:59  <Samu> code experts! is there a way to simplify that code?
13:30:11  <Samu>
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16:46:17  <Alberth> o/
16:57:29  <Samu> hi
16:57:39  <Samu> can you revise this piece of code?
16:57:53  <Samu> can it be simplified in some way?
16:58:10  <Samu> readability and such
17:02:29  <Alberth> Can't you make an array with fixed offset counts?
17:02:53  <Alberth> dynamically creating an array is pretty much killing performance
17:11:35  <Alberth> At the very least the first triple and the second triple seem the same, except for the sign of delta_mid
17:12:14  <Alberth> if you fold handling a triple in a function, you can just call that function 2 times
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17:34:46  <Samu> fixed offset counts?
17:34:56  <Samu> sorry, was a bit busy with my cats
17:36:12  <Samu> the tiles to check if it needs to make a river are 6
17:36:22  <Samu> 3 at the upper part, 3 at the lower part
17:37:08  <Samu> sometimes I don't want it to make a river at some of them
17:42:00  <Samu> do you mean multiple for's?
17:45:25  <Alberth>
17:45:42  <Alberth> that way the arrays are constant
17:46:35  <Samu> performance wise took 1252ms to complete the entire for cycle on a 4k x 4k map
17:46:58  <Samu> generating rivers took way... way more time
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18:05:44  <Thedarkb> OpenTTD isn't that well optimized.
18:07:51  <Samu>
18:08:24  <Samu> the bareland tiles are where river is to be placed
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18:10:11  <peter1138> Thedarkb, it is very well optimized.
18:10:25  <peter1138> Just, vertically, not horizontally.
18:10:53  <Thedarkb> By badly optimized, I mean it uses twice as much CPU as GLQuake.
18:15:51  <Samu> there's only 2 mid counts... i'm confused
18:15:55  <Samu> i fail
18:19:37  <peter1138> GLQuake is the benchmark of optimized?
18:21:28  <Alberth> Thedarkb: no wonder if you compare with rendering vs without rendering
18:22:33  <peter1138> Yeah man, compare with plain Quake, then it's totally valid ;)
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18:29:38  <Samu> the middle tiles can't be processed the same way as the side tiles, what can I do?
18:32:32  <peter1138> Differently, I guess.
18:44:00  <Samu> is this gonna work?
18:44:00  <Samu> &t + delta_side
18:44:14  <Samu> CircularTileSearch(&t + delta_side, 5, RiverModifyDesertZone, NULL);
18:49:36  <Samu> CircularTileSearch(&t + delta_side * side_counts[i], 5, RiverModifyDesertZone, NULL);
18:49:45  <Samu> i dont think this is doing right
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18:54:53  <Wolf01> o/
18:54:57  <Wolf01> Fuck steam sales
18:56:08  <Wolf01> Why not friday yet?
18:56:42  <Wolf01> Lolwhat 13 games updating on steam
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18:59:27  <Wolf01> Boiler
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19:08:52  <Samu> terrible coding skills
19:16:58  <andythenorth> o/
19:19:58  <V453000> evening gentle huminz
19:20:35  <Wolf01> 50 coffees gone on steam
19:20:44  <V453000> what
19:20:55  <Wolf01> Eh, I had to purchase something
19:21:07  <V453000> :D I like the usage of had to
19:21:32  <Wolf01> 4 games and all the dlcs
19:22:10  <Wolf01> Mmmh 784 games now
19:22:54  <Samu> my code so far
19:23:05  <Samu> didn't become that much better
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19:24:04  <Samu> Alberth: anything to say?
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19:26:39  <V453000> remember that crazy slovakian guy asking about mouse scrolling problem after windows update?
19:26:47  <Wolf01> Yep
19:26:49  <Wolf01> Quak
19:26:52  <V453000> now there is one crazy czech guy to confirm it
19:27:00  <Wolf01> Good
19:27:10  <V453000> was there any solution?
19:27:29  <Wolf01> Yes, don't upgrade to FCU
19:27:58  <V453000> interesting, left click scrolling fixes it
19:28:30  <V453000> well don't upgrade ... it's not so easy to revert
19:28:38  <frosch123> V453000:
19:28:59  <Wolf01> Just uninstall the upgrade
19:29:06  <V453000> yeah that's it frosch123
19:29:13  <V453000> can haz fix pls? :)
19:29:21  <frosch123> can haz time pls?
19:29:25  <V453000> Wolf01: then windows will try to reinstall it
19:29:32  <V453000> frosch123: a little bit :P
19:29:53  <Wolf01> No, I think you won't be able to reinstall it without forcing it from the media creation tool
19:31:06  <V453000> well I'm not going to do it anyway
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19:54:20  <Implosive_> Hey everyone, are any branches of OTTD actually working towards new content? I've been wanting to contribute, but nothing seems active
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19:57:44  <planetmaker> what stops you from contributing?
19:58:15  <Implosive_> Nothing, but I'd like to join something that has more planned than bugfixes and supporting addons
19:58:39  <Implosive_> otherwise Ill probably just continue my opengl voxel engine experiments and see where that takes me
19:58:55  <planetmaker> so a buggy programme which crashes and desyncs but has many new features? :)
19:59:12  <Implosive_> sorry?
19:59:30  <planetmaker> OpenTTD was never really planned to have this or that feature
19:59:50  <planetmaker> Feature were added when people made an idea for a feature reality
20:00:16  <Implosive_> I was led to believe that ottd was mostly feature complete, and that the mains devs have moved on to other projects
20:00:18  <planetmaker> and made it reality such that it didn't break the many play styles OpenTTD can be played
20:01:26  <planetmaker> Well... that might possibly be true. But what is the definition of "feature complete"? It succeeded in being able to completely replace the game it is inspired from
20:01:45  <planetmaker> But it has also many features which were never there - and which were not exactly planned in any road map
20:01:57  <planetmaker> So yes, new features are a possibility
20:02:17  <Eddi|zuHause> nobody ever said OpenTTD was "feature complete"
20:02:32  <planetmaker> ^^
20:02:37  <Eddi|zuHause> how could it be?
20:02:55  <planetmaker> it was when we called it 1.0. But everything since then is extensions beyond the original scope of the project
20:03:46  <Implosive_> im going off this
20:03:47  <Implosive_>
20:03:57  <Implosive_> "What are the goals of the offical branch? The main goals of the offical branch are: Replicate the original gameplay. Improve the user interface. Allow extending the gameplay with add-ons."
20:04:15  <Implosive_> but if I'm mistaken please enlighten me
20:04:38  <Implosive_> maybe feature complete is inaccurate
20:05:01  <frosch123> what would you consider "new content"?
20:05:19  <Implosive_> but that certainly doesn't communicate that there is any greater vision for the projec
20:07:32  <Implosive_> map rotation, steep slopes and cliffs, expansion of the road systems.
20:07:54  <Implosive_> day/night cycles
20:08:09  <frosch123> map rotation, steep slopes, cliffs, day/night will never happen
20:08:11  <Implosive_> theres lots of stuff that could inject new life into the game
20:08:37  <Implosive_> no with that attitude :D
20:08:39  <frosch123> for road systems there is a add-on interface planned, though i have no idea whether that matches your expectations
20:09:02  <frosch123> Implosive_: well, it's simple. ottd is a old game, very complex, barely noone understands it.
20:09:14  <frosch123> if yuo want other slopes, you better start from scratch
20:09:29  <frosch123> which will likely fail, so better play one of the upcoming commerical games
20:09:52  <Implosive_> i figured. Just using sdl makes rotation very difficult
20:10:20  <Implosive_> and yeah a personal project with goals of being better than ottd is probably doomed to fail
20:10:31  <Implosive_> which is why i wanted to contribute to an existing project
20:10:51  <frosch123> yeah, but your intentions are completely beyond what is possible in ottd
20:10:51  <glx> sdl is not the problem, OpenTTD is tile based and rotating would mean redraw a lot of things
20:11:22  <Implosive_> thats what I mean. sdl is a 2d rendering library, so rotations will require something like x4 the assets
20:11:47  <glx> sdl is not used on windows version :)
20:12:32  <Implosive_> eh maybe i should poke around the source and come back then
20:13:29  <glx> and before you suggest it, using more threads is no too ;)
20:13:54  <Implosive_> i havent had any performance issues so I havent really thought about multithreading
20:14:30  <Implosive_> trust me its nowhere near the fps death dwarf fortress gets
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20:15:04  <glx> oh you try to run some ottdcoop saves then :)
20:15:09  <glx> +should
20:15:33  <Implosive_> its just sad that this game this game, and all the community work, is going to fade into obscurity eventually
20:15:56  <Samu> no one likes my patches
20:16:02  <Implosive_> :(
20:16:14  <Samu> then again, i'm terrible at coding
20:16:21  <Samu> maybe that's why
20:16:27  <LordAro> i think you're taking "no response" as a "negative response"
20:16:30  <LordAro> they're not the same
20:20:00  <Implosive_> well, this was less encouraging than I had hoped
20:20:08  <Implosive_> thanks for the help though
20:20:58  <LordAro> Implosive_: essentially, the answer is "do whatever you want, if the devs find it interesting they'll engage with you about it"
20:21:06  <LordAro> usually in the form of "that's wrong, do it that way"
20:21:11  <LordAro> but that's a positive thing :)
20:21:39  <Implosive_> oh yeah I'd defer to their judgment absolutely as they actually know whats going on somewhat
20:22:11  <Implosive_> but I was hoping that there was some secret active repository where people were still actively developing features
20:22:25  <frosch123> there are plenty of forks on github
20:22:44  <LordAro> there's a fair number floating around
20:22:47  <LordAro> just nothing official
20:22:55  <LordAro> closest i guess is notroadtypes
20:22:56  <frosch123> check jgr patchpack, if you don't know it
20:23:05  <LordAro> or whatever it's called now
20:23:19  <frosch123> LordAro: but that's "add-ons" :p
20:23:39  <crem> There are game projects which are more open to controversial patches. There is #pioneer (open source clone of Elite 2) for example, that's a good place to go to get some motivating appreciation of your work. :)
20:23:57  <Implosive_> at this point I think Im just going to poke around the map generation stuff and see whats actually possible
20:24:12  <Implosive_> and yeah but I like trains :B
20:24:29  <crem> You can send a patch to introduce trains there.
20:24:37  <Implosive_> truu lol
20:25:00  <crem> They were not sure they needed cows though, not sure about trains. :)
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21:32:17  <Wolf01> 'night
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