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00:02:01 <glx> on build with untouched source, it just runs the settings vbs 00:02:20 <Samu> https://imgur.com/xnPVn6k 00:02:44 <glx> hmm no it's the version vbs 00:03:08 <Samu> ehm, i need paint 00:03:10 <Samu> brb 00:05:46 <Samu> paint won't do it 00:07:40 <nielsm> now the vs2019 preview installer wants to reboot 00:07:48 <glx> hehe 00:07:49 <nielsm> just going to shut down then 00:07:57 <nielsm> should be sleeping anyway 00:08:08 <glx> for windows update shutdown is not a reboot 00:08:29 <nielsm> yea... 00:08:32 <glx> cost me hours when I did it for 1803 upgrade 00:08:52 <glx> had to redo the upgrade from start 00:09:09 <nielsm> yea you can tell it to "update and shut down", but that's only the preparation phase it does then 00:09:15 <nielsm> still has to do more work on next bot 00:09:18 <nielsm> +o 00:09:31 <nielsm> anway, gn 00:09:34 *** nielsm has quit IRC 00:22:32 *** Progman has quit IRC 00:23:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuG0 00:23:59 <Samu> omg, so small 00:38:12 *** Thedarkb-T60 has joined #openttd 00:59:28 *** Wormnest has joined #openttd 01:45:59 *** Wormnest has quit IRC 02:05:39 *** Speedyn has quit IRC 02:10:17 *** Speedy` has joined #openttd 02:28:06 *** glx has quit IRC 02:54:14 *** Samu has quit IRC 03:55:24 *** D-HUND has joined #openttd 03:58:47 *** debdog has quit IRC 04:05:00 *** Thedarkb1-T60 has joined #openttd 04:11:09 *** Thedarkb-T60 has quit IRC 05:30:11 *** HerzogDeXtEr has joined #openttd 05:43:13 *** triolus has joined #openttd 06:01:57 *** sla_ro|master has joined #openttd 06:02:10 *** triolus has quit IRC 06:18:53 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #6173: Add support for SDL2 https://git.io/fhuR3 06:20:06 *** triolus has joined #openttd 07:19:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6173: Add support for SDL2 https://git.io/fhuRx 07:22:04 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6173: Add support for SDL2 https://git.io/fhuRh 07:25:13 *** andythenorth has joined #openttd 07:26:17 <peter1138> Morning. 07:26:48 <andythenorth> moin 07:27:07 <peter1138> LordAro, I thought someone (a dev) had already made an SDL2 patch. 07:27:56 <peter1138> Just, incomplete. About 5-6 years ago, too. And it wasn't me. 07:28:24 <andythenorth> oof 07:28:34 <andythenorth> big diff, but I want this feature https://github.com/OpenTTD/OpenTTD/pull/7073 07:28:39 * andythenorth tests it 07:29:11 <peter1138> It's not that big, but does need review. 07:29:40 <peter1138> Has some weirdly named functions and variables. 07:29:45 <peter1138> FlowsLock 07:29:47 <peter1138> t_2dm 07:30:37 <Gustavo6046> looks pretty cool 07:31:00 <andythenorth> I just worry about side effects 07:31:27 <peter1138> What sort of side effects. 07:31:48 <andythenorth> for example, it seems to modify town behaviour for bridges 07:31:53 <andythenorth> so do towns fail to grow? 07:31:56 <andythenorth> etc 07:32:15 <andythenorth> it's not just fixing isolated behaviours one at a time 07:32:42 <peter1138> *nod* 07:32:57 <andythenorth> it also plants extra river tiles 07:33:07 * andythenorth tests it anyway 07:34:24 <Gustavo6046> 150 wpm gang 07:34:29 <Gustavo6046> ops wrong channel 07:35:42 <andythenorth> eh the 7073 patch works really well 07:35:58 <andythenorth> the extra river tiles make rivers more random and interesting 07:38:32 <peter1138> It sounds like 2 separate features combined. 07:40:14 <andythenorth> hmm 07:40:20 <andythenorth> no way to know if the patch causes this https://dev.openttdcoop.org/attachments/download/9242/Unnamed,%2001-01-2000%233.png 07:40:47 <andythenorth> river generation is imperfect anyway, but more seem to be failing to find a route to sea 07:40:57 <andythenorth> 'more' is very subjective :( 07:42:04 <andythenorth> same map https://dev.openttdcoop.org/attachments/download/9243/Unnamed,%2001-01-2000%234.png 07:43:54 <andythenorth> pretty reproducible actually 07:44:06 * andythenorth tries master 07:44:57 <LordAro> peter1138: yeah, i seem to recall something like that as well. maybe rubidium? 07:45:35 <andythenorth> probs this thread if any https://www.tt-forums.net/viewtopic.php?f=32&t=69650 07:46:37 <andythenorth> presumably we're discussing this? o_O https://github.com/nikolas/OpenTTD/tree/sdl2 07:50:31 <andythenorth> hmm samu's patch 07:50:36 * andythenorth had better read it 07:50:47 <andythenorth> I guess it's banning rivers from contiguous slopes 07:52:51 <andythenorth> I'm guessing this https://github.com/OpenTTD/OpenTTD/pull/7073/commits/04bcae89d4ddece7d5730f739e4550fae363dba5#diff-2ade113f29822f3daae5176be52a7e6eL1012 07:53:09 <peter1138> I was going to try to make a GLFW driver at one point. 07:54:05 <andythenorth> :o 07:54:08 <andythenorth> :) 07:54:49 <andythenorth> oof 7073 is really frustrating 07:55:05 <andythenorth> it produces rivers that are (1) more navigable and (2) mostly look better 07:55:18 <peter1138> But? 07:55:19 <andythenorth> but also (3) are too often broken, with no route to sea 07:55:29 <peter1138> Ah. 07:55:30 <andythenorth> and look stupid because they stop at the top of a hill 07:56:25 <andythenorth> https://dev.openttdcoop.org/attachments/download/9244/Unnamed,%2001-01-2000%235.png 07:56:57 <andythenorth> https://dev.openttdcoop.org/attachments/download/9245/Unnamed,%2001-01-2000%236.png 07:57:03 <peter1138> Yers 07:57:10 <andythenorth> so yeah, another useful looking patch, that tries to boil the ocean and fails 07:58:03 <andythenorth> samu is 28% of open PRs 07:58:13 <andythenorth> there's not one that I can try and push through yet 08:00:06 <LordAro> preferring the navigable paths might help? 08:00:23 <LordAro> rather than only 08:01:24 <peter1138> Urgh, this laptop display... Keep having to change the angle of it. TN panels :( 08:03:06 <andythenorth> does anybody make a decent laptop anymore? 08:10:50 <peter1138> Eh, this one is about 8 years old :p 08:11:42 <andythenorth> probably has working keys 08:11:46 <andythenorth> a feature mine lacks 08:16:50 * peter1138 hungers. 08:17:44 <peter1138> But there's not a lot of food here. Ketchup on weetabix is a bit weird. 08:18:55 <andythenorth> deliveroo 08:19:00 <andythenorth> order porridge 08:22:48 <LordAro> peter1138: that's literally the worst thing i've ever heard of 08:23:08 *** Wolf01 has joined #openttd 08:23:18 <Wolf01> o/ 08:23:29 * LordAro aways on a bike 08:23:56 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth requested changes for pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuEu 08:31:45 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuEo 08:32:50 <peter1138> :D 08:33:01 <peter1138> I didn't try it either. 08:33:17 <peter1138> I did have just plain weetabix, though. 08:34:17 <peter1138> + hot water. 08:34:50 * andythenorth wants porridge 08:38:06 <peter1138> Turns out plain weetabix with hot water is actually nice. Who knew? 08:39:52 <andythenorth> basically porridge :P 08:41:25 <peter1138> Wheat rather than oats. 08:43:25 <andythenorth> "details" 08:43:32 * andythenorth has porridge 08:50:40 *** nielsm has joined #openttd 08:51:40 <nielsm> morning 08:51:48 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuEb 08:52:38 <nielsm> I've come closer to why VS is constantly rebuilding some files, set msbuild logging level to "detailed" and found this: 08:52:39 <nielsm> ..\src\music\emu\opl_ks.cpp will be compiled because it was not found in the tracking log. 08:52:39 <nielsm> ..\src\music\emu\opl_nuked.cpp will be compiled because it was not found in the tracking log. 08:53:14 <nielsm> the tracking log is one of those .tlog files it writes, has name of a compilation unit on one line, followed by line of all other files it references on the following lines 08:53:28 <nielsm> for some reason those two files are never written to the tracking log as compilation units 08:54:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhuEA 08:58:55 *** gelignite has joined #openttd 09:08:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuum 09:09:29 *** Progman has joined #openttd 09:10:47 <peter1138> I looked at caching NPF, it needs to delve much deeper due to how NPF works. 09:13:17 *** andythenorth has quit IRC 09:15:49 *** andythenorth has joined #openttd 09:25:15 <andythenorth> wow 09:25:22 <andythenorth> once again I am surprised by reddit 09:25:41 <andythenorth> https://www.reddit.com/r/openttd/ is mostly full of nice people asking reasonable questions 09:25:51 <andythenorth> what happened to 'reddit is the sewer of the internet' 09:25:52 <andythenorth> ?? 09:28:45 *** tokai|noir has joined #openttd 09:28:45 *** ChanServ sets mode: +v tokai|noir 09:35:24 *** tokai has quit IRC 09:49:51 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuuH 09:50:24 <andythenorth> michi_cc: you don't have merge rights? :o 09:51:40 <michi_cc> I have, but then my name is attached to the commit :) Devs with commit rights can generally eat their own dog food :p 09:52:13 <michi_cc> Especially if it's apparent they are around. 10:06:36 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuum 10:06:44 <michi_cc> andythenorth: Happy now? ^^^ 10:06:49 <andythenorth> :D 10:12:22 <andythenorth> BBL 10:12:24 *** andythenorth has quit IRC 10:40:19 *** sla_ro|master has quit IRC 10:44:37 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhugs 10:47:29 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7072: Change: Add path cache for ships https://git.io/fhugW 10:56:00 *** frosch123 has joined #openttd 11:49:00 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuaI 11:52:09 * peter1138 returns. 11:52:34 <peter1138> I was around ;) 11:53:12 <peter1138> No wait. I *wasn't* around. 11:54:22 <nielsm> https://0x0.st/sFrZ.jpg stop perching on my phone... silly bird 12:00:50 * LordAro reappear 12:00:52 <LordAro> it brr 12:01:09 <nielsm> 1>------ Up-To-Date check: Project: strgen_vs141.vcxproj, Configuration: Debug Win32 ------ 12:01:09 <nielsm> 1>Project is not up-to-date: build input 'C:\Users\nielsm\Dev\vcpkg\scripts\buildsystems\msbuild\vcpkg.targets' is missing. 12:01:29 <nielsm> no what? why? that file exists and is readable and has a modify date in the past 12:07:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhuwY 12:09:21 *** andythenorth has joined #openttd 12:09:51 <peter1138> Andy returns. 12:11:57 <peter1138> Hmm, liveries... 12:12:18 <peter1138> Need to fix that GUI. 12:14:23 <andythenorth> innit 12:14:30 <andythenorth> or I could just redesign it all 12:14:37 <andythenorth> :o I could learn the GUI code :P 12:16:04 <nielsm> more wtf https://0x0.st/sFrw.png 12:16:27 <nielsm> 1. why does it uppercase the path 12:16:34 <nielsm> 2. why does that prevent it from being opened? 12:18:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuwA 12:18:14 <peter1138> andythenorth, it was redesigned :p 12:18:29 <peter1138> andythenorth, just my plan of having a resizable matrix didn't quite work. 12:18:34 * andythenorth finds the fork 12:18:40 <andythenorth> eh I have you upstream anyway 12:19:03 <andythenorth> group-livery? 12:19:16 <peter1138> It's out of date. 12:19:17 <andythenorth> ugh fucking .obs files :| 12:19:30 <peter1138> I have a local one with the sprite updates split up. 12:19:38 <peter1138> Maybe I should force-push. Hmm. 12:19:39 *** Thedarkb1-T60 has quit IRC 12:20:25 <peter1138> andythenorth, I have a fix for that but it'll break VS builds, and whatever other builds we have that don't use the Makefiles. 12:20:45 <andythenorth> oof 12:21:03 <peter1138> What methods of building are there on OSX? 12:21:15 <andythenorth> I only know about make? 12:21:18 <peter1138> I just need to translate the awk file into a vbs. 12:21:47 <andythenorth> awk is available for me 12:21:53 <andythenorth> dunno if it's installed by default 12:22:08 <peter1138> It probably is. 12:22:10 <andythenorth> probs 12:22:13 *** Thedarkb-T60 has joined #openttd 12:23:07 <peter1138> If not we could just write a helper program in C++ that does the work, and that should work on any platform. 12:23:26 <peter1138> The issue is if grfcodec is necessary. 12:25:36 <peter1138> Was there an xcode project file at some point or something? 12:26:23 <peter1138> Ah, looks like if there was, xcode called make anyway, so it's just Windows that needs tweaking. 12:26:49 <peter1138> It'll build without the .obs files but won't run. 12:32:22 <andythenorth> :P 12:35:14 <peter1138> Core 2 Duo laptops are slow :/ 12:35:25 <peter1138> That NoCab save still runs horribly slow :D 12:35:37 <peter1138> Haven't tried it without the cache though. 12:37:04 <peter1138> Hmm, I'm missing a nice non-sample-based GM synth on Linux :/ 12:37:39 <peter1138> There is a 100MB OPL3 soundfont which is not quite what I want. 12:37:52 <nielsm> merge my adlib-music branch? :3 12:38:00 <nielsm> it (mostly) works now 12:38:40 <nielsm> of course that needs adlib.cat 12:43:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhuro 12:43:37 <peter1138> Yeah I only have OpenMSX here. 12:45:59 <andythenorth> I need a tame train nerd 12:46:04 <andythenorth> for advice 12:47:12 <nielsm> gah nope can't find anything showing why devenv.exe likes to uppercase specifically that vcpkg.targets filename 12:48:36 <nielsm> wtf-isms https://0x0.st/sFr5.png 12:50:12 <LordAro> how odd 12:50:21 * andythenorth had forgotten about windows 12:50:25 <andythenorth> C: and stuff 12:50:58 <andythenorth> probably the wrong tool to build civilisation with :P 12:52:28 <nielsm> okay, it seems to be caused by the git checkout having been made with WSL 12:52:59 <nielsm> which makes some weird case-sensitivity things in ntfs 12:53:23 <nielsm> I now made new directories for every level of the path and moved the contents into the new dirs 12:53:35 <nielsm> deleted the old now empty dirs, and renamed the new to the old names 12:53:38 <nielsm> then it works 12:53:47 <nielsm> it was not good enough to rename the original dirs 12:54:16 <nielsm> I'm going to submit a bug report for vs2019 preview 12:55:59 <LordAro> nice. 13:05:09 *** Thedarkb-T60 has quit IRC 13:07:30 <nielsm> and the issue was similar with the two CPP files constantly being rebuilt 13:07:46 <nielsm> moved them to a new dir and renamed that to match the old name 13:07:52 <nielsm> now they don't fail all the time 13:18:44 <peter1138> o_O 13:26:19 *** Thedarkb-T60 has joined #openttd 13:28:16 *** Thedarkb-T60 has joined #openttd 13:28:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhWk0 13:30:07 *** gelignite has quit IRC 13:33:48 * LordAro continues being a webdev https://i.imgur.com/Lt8jvyl.png 13:34:56 <peter1138> Fix the underline on the top right! 13:35:02 <LordAro> already done :p 13:36:02 <peter1138> Ship it! 13:36:17 <LordAro> it looks a lot worse at the bottom of the page :p 13:37:45 <peter1138> The whole thing looks a bit dated these days. 13:38:04 <peter1138> Right, off to visit the MiL again. 13:38:09 <LordAro> F 13:43:29 *** Flygon has quit IRC 13:51:03 <nielsm> btw has ottd been Elfring'd yet? https://github.com/numpy/numpy/issues/12673 13:51:49 <LordAro> oh yes 13:56:13 <frosch123> oh, there is a verb for that guy :p 13:57:28 <LordAro> https://lkml.org/lkml/2017/11/28/690 "That said, I'm considering Markus Elfring being a human." "Thanks for this view." 13:57:31 <LordAro> heh 13:58:24 <LordAro> nielsm: https://github.com/OpenTTD/OpenTTD/issues?utf8=%E2%9C%93&q=is%3Aissue+author%3Aelfring+ but yes 13:59:28 <LordAro> istr they appeared here as well 14:01:01 <LordAro> http://webster.openttdcoop.org/index.php?channel=openttd&date=1523836800#1523908299 indeed 14:01:34 <LordAro> it honestly could just be a well trained markov chain 14:03:22 *** Thedarkb-T60 has quit IRC 14:27:46 *** Thedarkb-T60 has joined #openttd 14:27:57 <nnyby> elfring on sourceforge as well >_< https://sourceforge.net/p/cppcheck/discussion/development/thread/e325c49216/ what a truly annoying bot 14:35:47 *** Samu has joined #openttd 14:37:24 <Samu> gi 14:47:43 <andythenorth> so I have to draw this for Horse 14:47:45 <andythenorth> but 14:47:49 <andythenorth> it's ugly AF https://photos.smugmug.com/Trains/Daves-APT-P-travels/i-GHx9Hg3/0/cbde1531/L/APT-P_Quintinshill_10-83-L.jpg 14:47:58 <andythenorth> and I am not motivated to do it :P 14:48:13 <nielsm> that's a dirty train 14:49:32 <Samu> Data type of TileOffsByDiagDir. 14:49:36 <Samu> data type? 14:51:27 <Samu> ah, TileIndexDiff? 15:06:03 <Samu> Split into two functions. I.e. one that does the above tile checks and the main recursive function. 15:06:08 <Samu> but but... 15:06:15 <Samu> i'm gonna repeat variables 15:06:35 <Samu> gonna repeat delta_mid and dir 15:06:41 <Samu> i thought repetition was bad 15:10:09 <andythenorth> of vars? 15:11:23 <Samu> https://paste.openttdcoop.org/pvjabr0nl 15:11:49 <Samu> 3 and 6 are repeated at 23 24 15:12:33 <Samu> i will use them for the main function 15:23:18 *** dvim has joined #openttd 15:29:14 <LordAro> "OpenTTD is officially supported on the following operating systems." ... "Solaris" 15:29:17 <LordAro> hmm. 15:29:32 <LordAro> also missing MacOS 15:36:44 <Samu> michi_cc what do you mean by variable name? https://github.com/OpenTTD/OpenTTD/pull/7073#discussion_r249269002 15:40:41 <LordAro> Samu: presumably not descriptive enough 15:41:24 <Samu> i need more names? 15:41:39 <LordAro> "t2_dm" does not say what the variable is for 15:41:45 <LordAro> t_2dm* 15:41:54 <Samu> tile_2 times delta middle 15:43:31 <LordAro> regardless, i think you should look at the comments further down first, before making minor modifications like this 15:44:06 *** Wormnest has joined #openttd 15:45:34 <andythenorth> So cab car as engine? Or middle car as engine? https://www.apt-p.com/APTConfigurations.htm 15:45:35 <andythenorth> I have code for either 15:46:32 <nielsm> you mean which actually provides power? 15:46:54 <nielsm> is it modular or single-part articulated? 15:47:46 *** sla_ro|master has joined #openttd 15:47:57 <andythenorth> it's built as cabs + middle cars 15:49:36 <andythenorth> http://bundles.openttdcoop.org/iron-horse/nightlies/v6957-3007/docs/html/trains.html#helm_wind_cab 15:50:54 <nielsm> zero-capacity power cars in the middle are more "interesting" perhaps 15:51:04 <nielsm> question is whether any AI would be able to build the train 15:51:18 <andythenorth> hmm I hadn't thought about the capacity :D 15:52:02 <nielsm> I'd say just be traditional with zero-capcity powered driving cars at each end and unpowered cars along the entire rest of the train 15:52:39 <andythenorth> yeah 15:53:20 <andythenorth> hmm, less ugly train I could draw https://c1.staticflickr.com/4/3734/10926416136_d6cb59dd9c_b.jpg 15:53:23 <andythenorth> never got built IRL 15:53:37 <Samu> are these names better https://imgur.com/uMLQvtf 15:55:33 <nielsm> maybe the later versions of the train could also get limited and then full capacity in the cabs, to reflect minituarization or whatever you'd call it 15:56:21 <andythenorth> yes 15:56:28 * andythenorth wondering if 2 generations are enough 15:56:36 <andythenorth> horse generations are usually 30-40 years 15:56:45 <andythenorth> but these trains are 20 years for some reason I forget :P 15:56:55 <andythenorth> less drawing = win 15:57:46 <nielsm> maybe a tick-tock upgrade path? 15:58:02 <nielsm> where a better passenger car becomes available halfway before the major cab upgrade 15:58:27 <andythenorth> higher capacity? 15:58:35 <andythenorth> TGV-Duplex style 15:59:07 <nielsm> for example 16:02:40 <nielsm> imo you should make one of the later generation have all-axles-powered configuration :) 16:02:58 <nielsm> less power on each individual unit, but even power per weight regardless of length 16:03:14 <andythenorth> yeah they're coded that way on all 16:03:27 <andythenorth> it's unrealistic for the early one, but eh 16:03:33 <andythenorth> game world 16:06:33 <andythenorth> hmm 16:06:48 <andythenorth> the middle cars aren't necessarily introduced at same time as cabs :x 16:07:15 <nielsm> right I think we talked about that earlier too :/ 16:08:42 <Samu> making the river walk to the sea means i need to touch mode code 16:09:06 <Samu> unrelated to mine 16:09:11 <nielsm> Samu, not necessarily make it always go to the sea 16:09:22 *** Thedarkb-T60 has quit IRC 16:09:30 <nielsm> not don't kill the previous behavior 16:09:36 <andythenorth> the point of the comments is that rivers already go to the see 16:09:39 <andythenorth> sea * 16:09:43 <andythenorth> so let's not regress 16:11:18 <nielsm> https://user-images.githubusercontent.com/1780327/51436871-eab15480-1c8c-11e9-85cf-4c0340265c56.png 16:11:22 <nielsm> that one's a good example 16:11:25 <Samu> on more difficult terrain, rivers simply end up into lakes or are not created at all 16:11:40 <nielsm> the river just sort of flows around the top of the hill 16:11:49 <nielsm> that looks really dumb 16:12:54 <andythenorth> I didn't post the most pathological 16:13:04 <nielsm> but really, river generation is really bad in general imo 16:13:09 <nielsm> they should be wider 16:13:13 <nielsm> they should erode terrain 16:13:14 <andythenorth> https://dev.openttdcoop.org/attachments/download/9242/Unnamed,%2001-01-2000%233.png 16:13:27 <andythenorth> ^ just looks broken 16:13:37 <andythenorth> rivers don't hang around at the top of hills :) 16:13:46 <andythenorth> nor do they fail to connect when 1 tile apart 16:14:21 <Samu> that last screenshot, it's 4 rivers 16:14:59 <Samu> hmm not sure what I can do 16:15:28 <Samu> it's part due to pathfinder and part my demands 16:15:36 <andythenorth> I didn't post it to github because it's too pathological 16:15:56 <andythenorth> the ridge on the hill makes it very hard for the pathfinder 16:16:14 <nielsm> instead of trying to find a path that allows locks to be built everywhere 16:16:16 <andythenorth> but I was able to trigger many many others in testing that *should* have gone to sea :) 16:16:37 <nielsm> keep pathfinding as it is, but try to place some additional river tiles to make locks possible 16:16:41 <andythenorth> what we don't know is whether rivers should be able to terradorm 16:16:45 <andythenorth> terraform * 16:16:54 <Samu> rivers don't terraform 16:17:16 <Samu> I wouldn't even know how to do that 16:17:23 <Samu> it would be during pathfinding 16:17:32 <andythenorth> hmm, how handy, I already drew an unused sprite for this high speed train :P 16:19:47 <Samu> someone with more experience is needed if pathfinding while terraforming occurs 16:21:20 <Samu> i don't know if that is possible nielsm 16:21:42 <Samu> i already place additional river tiles to make locks possible, but that alone isn't enough 16:22:13 <Samu> i had to ensure there's a path to the next lock nearby 16:22:32 <Samu> terrain slopes are heavily conditioned 16:22:51 <Samu> and that's for 90 degrees allowed 16:23:09 <Samu> haven't done anything if 90 degrees are forbidden, it would be even worse 16:24:00 *** Thedarkb-T60 has joined #openttd 16:26:39 <Samu> i had fat rivers in an old version of the patch, sec let me find 16:28:57 <Samu> http://i.imgur.com/jTxft7U.png 16:29:01 <Samu> they looked like that 16:32:53 <nielsm> I kind of like that 16:33:04 <Samu> https://dev.openttdcoop.org/attachments/download/9242/Unnamed,%2001-01-2000%233.png rivers aren't connected because they're 2 rivers, I only ensure the connection per river 16:33:26 <andythenorth> yes 16:33:35 <andythenorth> but it only looks weird because neither reached the sea 16:33:42 <andythenorth> but it's a hard case on that hill 16:33:43 *** gelignite has joined #openttd 16:33:48 <nielsm> the entire production of rivers needs to be rethought imo 16:33:55 <andythenorth> +1 16:34:36 <nielsm> I usually just play with them off in landscape generation because they're just thin squiggles of annoyance littered around, not actually useful for anything 16:35:29 <Samu> locks make everything hard 16:35:58 <andythenorth> well locks should be 1 tile 16:36:09 <andythenorth> but nobody wants to commit to that, because savegames 16:36:12 <nielsm> are rivers produced via pathfinding? 16:36:12 <Samu> if they're 1 tile, my patch wouldn't even be needed 16:36:16 <Samu> yes 16:36:34 <nielsm> then make routes that produce lock-capable cost less 16:36:49 <nielsm> or rather, penalize downward flow that doesn't allow lock placement 16:37:23 <nielsm> so you'll still get a path from spring to sea, just with preference for paths that allow locks 16:37:27 <Samu> well, ok, must understand then what exactly how the pathfinder works in this case 16:37:47 *** Gustavo6056 has joined #openttd 16:37:59 <Samu> i dont think it pathfinds from start to end 16:38:10 <Samu> it pathfinds from a slope to the next slope flowing down 16:38:33 <Samu> and continues to do so, until it reaches the sea or gets stuck, then transforms the last part into a lake 16:38:40 *** Gustavo6046 has quit IRC 16:38:40 *** Gustavo6056 is now known as Gustavo6046 16:39:01 <Samu> it's not only 1 pathfind 16:39:02 <Samu> call 16:39:19 <nielsm> oh well 16:39:44 <nielsm> that's just more material in favor of scrapping current river generation completely 16:40:46 <andythenorth> there was a big rainfall rivers patch 16:40:50 <andythenorth> but eh 16:40:56 <andythenorth> what I am curious about 16:41:01 <andythenorth> is why we start at springs and pathfind down 16:41:09 <andythenorth> why don't we start at coast, and pathfind up>? 16:41:11 <Samu> but maybe turning the pathfind into 1 entire call would be a good idea 16:41:39 <andythenorth> we don't need to go between two points 16:41:40 <nielsm> andythenorth I think it only becomes harder to produce a river in reverse 16:41:46 <andythenorth> why? o_O 16:41:52 <andythenorth> it's just a turning algorithm 16:43:01 <andythenorth> don't need a fixed destination 16:43:04 *** dvim has quit IRC 16:43:16 <andythenorth> just dice roll for a turn, weight by surrounding tile heights 16:44:06 <andythenorth> also, above height level 1, occasionally lower the next tile if ascending 16:44:21 <nielsm> by pathfinding upwards you somewhat lose the ability for multiple rivers to merge, for example 16:44:42 <nielsm> which is imo something you really want to have 16:44:43 <andythenorth> nah, just cache a tile as a fork point 16:44:46 <andythenorth> and then come back to it 16:45:14 <andythenorth> a river is just a tree 16:45:28 <andythenorth> easier to start from top node and work down 16:45:35 <andythenorth> cache the nodes 16:45:44 <andythenorth> iterate each branhc 16:45:46 <andythenorth> branch * 16:47:11 <nielsm> I think you've signed up for this now :P 16:47:35 <andythenorth> I am not a good enough programmer :P 16:48:05 <andythenorth> the current rivers got done because Rubidium crudely repurposed existing pathfinder 16:48:15 <andythenorth> ruthlessly :) 16:48:30 <andythenorth> all the other attempts I have seen are boil-the-ocean reality simulators 16:48:37 <andythenorth> faffing about with flow and gravity and stuff 16:49:00 <andythenorth> but we just want to generate a tree, and render it into tiles 16:52:42 <andythenorth> oh :) https://en.wikipedia.org/wiki/Strahler_number#River_networks 16:53:03 <andythenorth> https://en.wikipedia.org/wiki/Stream_order 16:55:20 <andythenorth> now we just need someone who likes trees :P 16:55:49 <nielsm> to make a river you need a tree, eh 16:56:06 <nielsm> sounds like a beaver thing 16:57:12 <andythenorth> :P http://www.thecodelesscode.com/case/233 17:06:52 <Samu> RIVER_HASH_SIZE 17:06:56 <Samu> what is a hash :( 17:07:12 <Samu> static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have. 17:07:21 <nielsm> a sum of something 17:07:39 <nielsm> which is usually difficult to bring back to the original input value to the hash function 17:07:59 <nielsm> but is useful to quickly compare whether two large inputs are likely to be identical 17:08:44 <nielsm> hash tables and cryptographic hashes 17:08:51 <nielsm> are the most common 17:13:46 <Samu> @calc 1 << 8 17:13:46 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 17:13:53 <nielsm> 256 17:14:13 *** Thedarkb-T60 has quit IRC 17:14:18 <Samu> :) ty 17:14:25 <nielsm> 1 2 4 8 16 32 64 128 256 <- 8 doublings 17:14:34 *** Thedarkb-T60 has joined #openttd 17:14:45 <planetmaker> @calc 1>>8 17:14:45 <DorpsGek> planetmaker: Error: Something in there wasn't a valid number. 17:14:51 <planetmaker> hm 17:14:58 <planetmaker> @calc shift(1,8) 17:14:58 <DorpsGek> planetmaker: Error: 'shift' is not a defined function. 17:15:08 <planetmaker> @calc 2**8 17:15:08 <DorpsGek> planetmaker: 256 17:15:22 <nielsm> learning the series of powers of 2 is a good value in software dev :) 17:15:41 <planetmaker> it's something which simply sticks after a while, I think 17:15:45 <nielsm> yea 17:16:11 <planetmaker> I guess the values up to 2**16 are pretty commen :) 17:16:14 <planetmaker> *common 17:16:18 <nielsm> well, I have 1-17, 20, and 24 remembered, the rest are usually not that useful 17:16:28 <planetmaker> yepp 17:17:09 <planetmaker> though not sure I get every digit right for things > 2**12 17:17:14 <Samu> 1 << RIVER_HASH_SIZE becomes num_buckets inside AyStar 17:17:25 <Samu> 256 buckets 17:18:50 <nielsm> yea it's a hash table 17:22:05 <Samu> seems to be using NPF code 17:22:11 <Samu> not yapf 17:22:59 <planetmaker> @calc 3 + sqrt(-1) 17:22:59 <DorpsGek> planetmaker: 3+i 17:23:03 <planetmaker> :) 17:24:07 <planetmaker> @convert 1 mph to kph 17:24:07 <DorpsGek> planetmaker: 1.609344 17:25:06 <Samu> @convert 1 kph to 1 kp-ish h 17:25:06 <DorpsGek> Samu: Error: 1kp-ishh is not a valid unit. 17:25:11 <Samu> kek 17:27:54 <Samu> static inline uint TileHash(uint x, uint y) 17:27:54 <Samu> { 17:27:55 <Samu> uint hash = x >> 4; 17:27:55 <Samu> hash ^= x >> 6; 17:27:55 <Samu> hash ^= y >> 4; 17:27:55 <Samu> hash -= y >> 6; 17:27:55 <Samu> return hash; 17:27:57 <Samu> } 17:28:05 <Samu> too complex for me 17:28:37 <nielsm> it's not important what the hash is 17:28:48 <nielsm> it's just used to speed up certain lookups 17:29:08 <nielsm> it shouldn't have any bearing on the actual algorithm 17:38:49 *** dvim has joined #openttd 17:40:49 *** Thedarkb1-T60 has joined #openttd 17:42:56 <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuyh 17:46:34 *** Thedarkb-T60 has quit IRC 17:59:03 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhuSA 18:05:22 <Samu> xtree 18:06:13 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9s 18:06:24 <Samu> C:\Program Files (x86)\Microsoft Visual Studio17\Community\VC\Tools\MSVC.16.27023\include\xtree 18:06:31 *** Borg has joined #openttd 18:06:32 <Samu> doesn't look like it's part of openttd 18:06:37 <Borg> toskete!! I mean.. hi 18:06:52 <Borg> what 'unmasked' means in GRF debug window for callbacks? 18:07:06 <Borg> I changed some tiles via act0.. and now.. animations seems to not working at all 18:08:27 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9W 18:13:56 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9o 18:16:59 <Borg> ! *00 09 03 01 1D 08 1D 09 1D 0A 0A 08 18:17:12 <Borg> property 11 not touched... 18:17:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhu97 18:18:02 <Samu> what's a breadth first search 18:18:08 <Samu> another pathfinder? 18:18:12 <LordAro> Samu: sort of 18:18:39 <Samu> tile finder it seems, and it's marking tiles with xtree 18:18:43 <LordAro> https://en.wikipedia.org/wiki/Breadth-first_search reminder that OTTD does nothing especially original, in terms of algorithms 18:18:46 <Samu> what is xtree 18:19:06 <LordAro> i have no idea 18:19:17 <LordAro> other than it being part of VS, given the path you posted 18:19:22 <LordAro> i'm sure google will tell you 18:25:29 <Samu> class set 18:25:29 <Samu> : public _Tree<_Tset_traits<_Kty, _Pr, _Alloc, false>> 18:25:29 <Samu> { // ordered red-black tree of key values, unique keys 18:25:39 <Samu> now in english plz 18:25:49 <Samu> hehe 18:27:28 <Samu> std::set<TileIndex> marks; 18:28:16 <nielsm> LordAro: I don't see the alignment things you're pointing to, they look aligned to me? 18:28:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhuHI 18:28:36 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuqd 18:29:28 <TrueBrain> now it is up to andythenorth :P 18:29:56 <TrueBrain> btw, DigitalOcean mailed back .. basically, they response: look here, a ticket, vote for it if you want it. Owh, and here, a guide to do exactly what I said in my question that I did not want to do that 18:30:02 <TrueBrain> so .. not super useful reply :( 18:30:12 <LordAro> sounds about right 18:30:16 <TrueBrain> so I am doing it the most ugliest way I can think of, the IPv4/IPv6 bla 18:30:31 *** Zino_ has joined #openttd 18:31:25 <TrueBrain> at least they did read my questions; so at least it is a good support :) Just the answers .. I found those too by googling :) Was hoping a bit more in-depth, I guess 18:31:25 <andythenorth> oof 18:31:43 * andythenorth is going for drinks, no PRs for me :P 18:31:48 <andythenorth> soz 18:31:56 <LordAro> nielsm: https://i.imgur.com/c6pG9D4.png this is what github shows me (see the addition of the line) 18:31:57 *** Zino_ has quit IRC 18:31:59 <TrueBrain> no rush andythenorth 18:32:04 <LordAro> the review boxes make it hard to see 18:32:06 <TrueBrain> I wont fix the IPv6 stuff before next weekend anyway 18:32:19 <andythenorth> also... "unfinished" :P https://dev.openttdcoop.org/attachments/download/9247/high-speed-pax.png 18:34:03 *** glx has joined #openttd 18:34:04 *** ChanServ sets mode: +v glx 18:34:47 <nielsm> LordAro: https://0x0.st/sFiA.png 18:34:52 <TrueBrain> hmm .. Azure Pipelines broke .. "2019-01-20T18:34:35.2769753Z ##[error]Error: Moved Permanently" .. on GitHub release publish 18:34:54 <TrueBrain> that is just annoying 18:36:40 <LordAro> nielsm: how interesting, i shall blame GH 18:36:49 <LordAro> unless there's a hidden tab character in there or something silly 18:37:08 <nielsm> commit checker would have caught tabs 18:38:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhuH0 18:38:52 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhuHg 18:40:48 <Samu> how come there are conflicts? :( 18:42:06 <Samu> no conflicts here, only there? 18:42:19 <Samu> must test again 18:43:58 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz 18:44:48 <DorpsGek_II> [OpenTTD/website] LordAro dismissed a review for pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuyh 18:45:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fNanB 18:45:35 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHX 18:45:47 <Samu> why don't you use svn style revision? :| 18:45:56 <Samu> svn still exists 18:46:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHD 18:46:57 <Samu> At revision: 24318 18:47:09 <TrueBrain> LordAro: well ... it seems the redirect is a bit weird. Uploads failed now on the old URL, but still worked for a bit of time 18:47:12 <TrueBrain> not sure how they do that :P 18:47:18 <TrueBrain> better safe than sorry :D 18:47:20 <LordAro> interesting 18:47:45 <TrueBrain> only a dismissal of the README? Not even an approve? :P 18:48:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuH9 18:51:39 <LordAro> TrueBrain: have some patience! :p 18:51:50 <TrueBrain> NO! 18:51:51 <TrueBrain> :D 18:52:00 <LordAro> how rude 18:52:05 <TrueBrain> :( 18:52:07 <TrueBrain> I know :( 18:52:14 <LordAro> :p 18:52:24 <TrueBrain> its cold outside 18:53:22 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuQe 18:53:26 <TrueBrain> :D \o/ 18:53:29 <TrueBrain> tnx LordAro! 18:53:29 <DorpsGek_II> [OpenTTD/website] LordAro closed issue #26: Update README https://git.io/fhutH 18:53:30 <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuqd 18:53:38 <nielsm> LordAro, types fixed for the house accepts :) 18:54:03 *** HerzogDeXtEr has quit IRC 18:54:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhu97 18:54:29 <LordAro> nielsm: still needs someone who actually knows GRFs to approve it, imo :> 18:54:40 <nielsm> meh! 18:54:52 <nielsm> !poke frosch123 18:54:52 <TrueBrain> so nobody? 18:54:53 <TrueBrain> :P 18:56:05 <planetmaker> I kinda feel the same. Though if you want I can become the "meh, I just approve it" guy :P 18:56:48 <LordAro> planetmaker: i thought that was my job 18:57:22 <nielsm> it's basically the same pattern as the industries 16 in/out patch which was already merged :) 18:57:37 <nielsm> except houses are simpler 18:57:43 <TrueBrain> "trust me, I know what I am doing" 18:57:46 <TrueBrain> :D 18:57:48 <nielsm> exactly! 18:58:38 <planetmaker> hehe. exactly that :P 18:59:40 <planetmaker> nielsm, does that work with town cargoes in all 16 slots? 19:00:08 * andythenorth wonders 19:00:16 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHX 19:00:23 <planetmaker> *town effect cargoes 19:00:23 <andythenorth> when will 'vehicle ctrl-click counter var' patch be done? :P 19:00:54 <andythenorth> pretty simple, it's just a byte, incrementing each type player ctrl-clicks the vehicle 19:01:02 <andythenorth> rolls over to 0 after 16 clicks 19:01:06 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fhuQs 19:01:07 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fxno7 19:01:25 <andythenorth> vehicle_is_flipped is then mod(2) of ctrl-click-counter 19:02:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuQc 19:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuQW 19:03:09 <TrueBrain> hmm .. GitHub has a bit of issues to show of branches if they are already merged 19:03:12 <TrueBrain> I guess because of the rebasing 19:03:16 <TrueBrain> it still thinks it is new 19:03:17 <TrueBrain> annoying 19:03:27 <LordAro> mm 19:05:01 <Samu> oh no LordAro :| 19:05:20 <Samu> ok, what about limiting it only to industries? 19:06:07 <Samu> they can automatically spawn with a 0.00001% chance to dead-lock ships 19:06:12 <Samu> kek 19:06:34 <LordAro> yeah... not worth the effort, i'm afraid :p 19:06:38 <Samu> usually firs industries 19:06:48 <andythenorth> why don't we cache contiguous blocks of water? 19:06:52 <andythenorth> in a pool? 19:06:57 <LordAro> andythenorth said in the original issue that he was unable to trigger it, so it must be something like a frame perfect issue 19:07:10 <LordAro> andythenorth: a swimming pool 19:07:14 <andythenorth> :P 19:07:32 <andythenorth> it would be expensive to compute once, but trivial to update 19:07:43 <andythenorth> there are n contiguous blocks on any map 19:07:58 <andythenorth> construction: adds, merges, or changes blocks 19:08:11 <LordAro> nielsm: any chance of a review for #7022 ? 19:08:27 *** Borg has left #openttd 19:08:29 <andythenorth> if a block is contiguous a ship can route to anything on it 19:08:39 <andythenorth> a ship is attached to a block 19:09:09 <andythenorth> ships can only route to depots, docks, bouys etc in their block 19:09:14 <andythenorth> any others, effectively don't exist 19:09:27 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhuQy 19:12:08 <andythenorth> hmm if some metadata about contiguous blocks could be exposed 19:12:17 <andythenorth> I could stop port industries building in tiny lakes :P 19:12:29 *** dvim has quit IRC 19:12:33 <andythenorth> the blocks could be calculated when placing the tiles 19:12:55 <andythenorth> also bye 19:12:56 *** andythenorth has quit IRC 19:16:20 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZ7Z 19:17:28 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fhu7f 19:22:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhu7t 19:23:41 <Samu> I don't understand how could there be conflicts 19:23:53 <Samu> just retested here, it built, didn't conflict 19:24:23 <LordAro> did you update your copy of master first? 19:24:42 <Samu> oh, no, ok let me try that 19:25:41 *** Gabda has joined #openttd 19:25:53 <Gabda> hello! 19:26:19 <Samu> ah, there are conflicts *now*, there weren't any before 19:26:22 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhu7c 19:26:29 <LordAro> Samu: almost as if master has been changing! 19:27:47 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhu78 19:28:31 <Gabda> Can I your opinion on PR 7025 vs 7047? 19:28:37 <Gabda> *ask your 19:28:53 <LordAro> @topic get 3 19:28:53 <DorpsGek> LordAro: Don't ask to ask, just ask 19:29:51 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhu7g 19:30:01 <nielsm> there :) 19:30:09 <LordAro> lol 19:30:45 <nielsm> going to study it in detail later 19:31:01 <Samu> ah 19:31:09 <Samu> v->dest_tile was changed 19:31:21 <Samu> v->SetDestTile 19:33:16 <Samu> the cache stuff was merged, i see 19:33:43 <Samu> im surprised there's only 1 conflict 19:33:55 <Samu> and it's not even yapf related 19:34:29 <TrueBrain> hmm ... how do I trigger a release based on the finishing of another release .. hmmmmmm 19:43:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached https://git.io/fhu5O 19:43:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached https://git.io/fhnn8 19:44:14 * peter1138 is home. 19:44:38 <Eddi|zuHause> it's not what it looks like 19:46:12 <Samu> wow, i can finally run openttd in debug mode with 5000 ships 19:46:16 <Samu> nice improvement 19:46:31 <peter1138> You're welcome. 19:46:47 <peter1138> And only with YAPF, of course. 19:47:25 <Samu> i need to check whether caching while searching for depot is worth it now 19:48:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7072: Change: Add path cache for ships https://git.io/fhu58 19:51:07 <Samu> it returns the depot location, which was just pathfound 19:51:16 <Samu> that path could have been cached 19:51:33 <Samu> otherwise, shipchosetrack will pathfind again next tile 19:51:46 <Samu> pathfinder is called again, and this time it caches path 19:51:58 <Samu> so i guess the answer is yes 19:53:06 <Samu> what if I was only interested in knowing the depot location 19:53:09 <Samu> hmm 19:53:24 <Samu> caching the path to depot would screw the ship 19:53:34 <Samu> must think 20:02:24 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7022 -- turns out it's because the vbscript doesn't handle unix line endings, and my copy is checked out with unix line endings 20:02:49 <nielsm> if I unix2dos the file it generates zero changes to the file 20:03:14 *** Thedarkb1-T60 has quit IRC 20:03:15 <LordAro> heh 20:03:28 <LordAro> both scripts should probably be able to cope with both 20:04:14 <nielsm> or at least have the vbscript abort if it looks fishy 20:04:26 *** Gabda has left #openttd 20:05:09 <Eddi|zuHause> i'm pretty sure you can force git to use windows line endings 20:05:33 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhu5Q 20:05:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhu55 20:06:04 <nielsm> Eddi|zuHause yea you can 20:06:07 <nielsm> I just haven't 20:06:11 <nielsm> but maybe I should :P 20:06:36 <glx> hmm nice noe 20:06:39 <glx> *one 20:09:17 <Samu> ok no need for me to do anything 20:10:28 <Samu> because sending a ship to depot is not just 1 simple step apparently 20:10:33 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhude 20:10:46 <peter1138> Samu, what are you trying to achieve? 20:11:14 <Samu> was wondering whether caching was worth it for my patch 20:11:21 <Samu> find ship depot using pathfinders 20:11:26 <Samu> but it's not 20:11:56 <peter1138> Ah for finding the depot. 20:12:07 <peter1138> Once it's found it, it'll be cached. 20:12:09 <Samu> it goes through some DoCommand stuff 20:12:09 <peter1138> So yeah, probably not. 20:12:14 <glx> nielsm: probably because line 179 20:12:30 <Samu> DoCommand stuff involves multiplayer crap 20:12:48 <glx> I though it was a smart idea to skip temporary file usage 20:13:13 <peter1138> If we can do that for the language files (.tmp) then that'd be good ;) 20:13:22 <peter1138> I don't really like that 25MB "temporary" file sitting around. 20:13:34 <Samu> speaking of multiplayer, is this multiplayer sync ready? :p 20:13:41 <peter1138> Is what? 20:14:00 <Samu> caching while joining a multiplayer game won't cause desync? 20:14:13 <peter1138> It should be fine, the cache is actually saved in the savegame. 20:14:30 <Samu> nice, nice 20:15:11 <LordAro> peter1138: i wonder whether it was worth caching such a thing 20:15:14 <LordAro> saving* 20:15:15 <peter1138> I suppose technically the caches could've been saved on saving, but... uh... I went overboard :p 20:15:25 *** Progman has quit IRC 20:15:25 <peter1138> LordAro, well it's done now. 20:15:28 <LordAro> indeed 20:16:15 *** Progman has joined #openttd 20:18:26 <Samu> what was the other request from LordAro 20:20:37 <Samu> how do I mention the commit conflicting with mine? 20:20:40 <Samu> 81330b8d6edee68c38717462737fbfca6420701d ? 20:20:54 <peter1138> Why do you need to mention it? 20:20:55 <LordAro> don't mention it 20:20:56 <Samu> https://github.com/OpenTTD/OpenTTD/commit/81330b8d6edee68c38717462737fbfca6420701d 20:21:03 <Samu> ok 20:21:31 *** dvim has joined #openttd 20:22:37 <peter1138> What do you do with conflicts is you resolve them. 20:23:14 <nielsm> when you rebase you resolve the conflict as part of the rebase, there is no additional commit 20:23:25 <nielsm> when you merge you resolve the conflict as part of the merge commit 20:23:38 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhud0 20:24:14 <LordAro> btw, i'm adding "needs-triage" labels to PRs that need discussion about whether they're a Good Feature 20:28:44 <peter1138> Should I revert the savegame change? 20:29:25 <LordAro> it is a quite a bit of code that perhaps isn't all that necessary 20:29:29 <LordAro> but ultimately up to you :p 20:31:01 <LordAro> nielsm: oh, i know what caused the alignment issue - github (or maybe firefox) uses ligatures in its monospace font... 20:31:52 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhudi 20:32:40 *** frosch123 has quit IRC 20:32:58 <Samu> so, a "blind search" is technically a first breadth search? 20:33:21 <LordAro> depends where you got "blind search" from :p 20:33:41 <Samu> breadth first search 20:33:57 <Samu> it searching all tiles for one that matches the condition "I am a depot" 20:34:03 <LordAro> but "breadth-first" search is, generally, a very suboptimal algorithm for finding the shortest path, though it is guaranteed to actually find the shortest path 20:35:15 <Samu> that's what i made then 20:35:37 <Samu> pathfind suboptimal for the shortest path to a tile that is "I am a depot" 20:35:43 <Samu> english 20:37:35 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa 20:38:23 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhudF 20:38:26 <peter1138> Heh, it saves about 1 second of high load ;/ 20:38:43 <peter1138> Oh well, at least we can saveload some std:: stuff if we ever need to. 20:38:44 <LordAro> peter1138: surprisingly high, how many ships? 20:38:49 <peter1138> 5000. 20:38:59 <LordAro> ah, lol 20:39:01 <peter1138> Yeah. 20:39:12 <LordAro> how long is the load in total? 20:39:38 <peter1138> Depends on the CPU :p 20:39:48 <peter1138> I'm a high-end CPU so.. 20:40:04 <LordAro> so does the amount of time saved :p 20:40:10 <LordAro> how much for you? 20:41:01 <peter1138> Hmm? 20:41:45 <peter1138> Anyway. 20:42:03 <peter1138> Now we *have* the path cache, I'm tempted to partially revert the change that lead to #7062. 20:42:04 <LordAro> what percentage of the loading time is "saved" by saving the ship paths in the save 20:42:13 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhudx 20:42:31 <LordAro> peter1138: good plan though 20:44:12 <Samu> I have a trash pentium cpu laptop from 2001 somewhere, can only run 32-bit versions of openttd on windows xp 20:44:29 <Samu> have it somewhere 20:44:35 <Samu> would have to find it 20:44:59 <LordAro> i suspect you're not going to win the "who has the oldest computer" argument amongst the people here :p 20:45:05 <LordAro> far too many greybeards 20:45:36 <glx> I still have working pentium 133MMX 20:46:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7061: Fix #6583: Rework Tileheight handling (patch by adf88) https://git.io/fhuFJ 20:46:40 <glx> well was working last time I used it ;) 20:48:36 <peter1138> I've got a Sun SparcStation in the loft. 20:48:40 <peter1138> Might be a 2. 20:49:00 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhuFO 20:49:13 <peter1138> 40 Mhz MIPS CPU. 20:49:25 <glx> hehe 20:49:33 <LordAro> very nice 20:54:45 <peter1138> Also a P90 laptop. Maybe a 486 laptop, not sure. 20:55:18 <Samu> oh well then u guys can test it 20:55:35 *** Wormnest has quit IRC 20:56:37 <glx> I'm not even sure we can still compile a win9x version 20:57:28 *** D-HUND is now known as debdog 20:57:41 <LordAro> i imagine it's been a while since anyone tried 20:57:53 <LordAro> hardest part is probably finding a new enough compiler 20:57:56 <glx> old MSYS used to work for that 20:59:16 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm 20:59:44 <glx> maybe MSYS2 could too with the right defines to force older win32 api 21:00:25 <glx> I think it defaults to XP SP2 21:00:59 <glx> but that may not be enough 21:01:18 <glx> might require an arch flag too 21:01:20 <Samu> the conflict has been solved https://github.com/OpenTTD/OpenTTD/pull/6928/files#diff-fa888affc2f63e5d03e59e88c34d30f3R214 21:01:22 *** gelignite has quit IRC 21:01:43 <glx> for older cpus 21:01:45 <Samu> the request was not attended 21:02:30 <Samu> i dont know what to do with nielsmh code, it does some weird thing 21:03:59 <Samu> a "never seen before" behaviour 21:04:42 <Samu> it displays the order it's following and it can change it suddenly into another 21:04:50 <glx> if it's really needed, we'll wait for a PR doing it 21:04:52 <Samu> it's by intention but it looks weird 21:05:05 <glx> and I won't do it :) 21:06:14 *** chomwitt has quit IRC 21:06:37 <Samu> then when searching for a depot where the pathfinder doesn't return "is lost" in that for loop, it's ... it's... suboptimal imo 21:07:47 <Samu> pathfinds N times, until it gets a "path found" from the pathfinder 21:08:14 <Samu> it's what I had at first for OPF, but i changed it, and there were gains in cpu usage 21:08:16 <nielsm> I'm not saying my suggestion is good code or correct, I'm not very acquiainted with the pathfinding 21:08:43 <nielsm> tried making something to demonstrate my idea 21:09:05 <nielsm> didn't get it working quite as intended 21:09:16 <nielsm> uploaded it regardless 21:09:40 <nielsm> didn't want to put too much effort into something I see as a non-issue 21:11:17 <Samu> i tested your approach with the 5000 savegame 21:11:47 <Samu> there were multiple stalls for at least 3 seconds each 21:12:03 <Samu> some 4-5 noticeable repeated stalls 21:16:49 <Samu> my old approach for opf was similar, it would pathfind for "every" depot 21:17:15 <Samu> and return the one with the smallest cost 21:17:53 <Samu> would stall once only, but would stall for 14,6 seconds 21:18:08 <glx> pathfind for every depot is intensive 21:18:28 <Samu> my new approach, the breadth first search stalls for 4.7 seconds 21:19:10 <Samu> if my prs weren't closed, i could make it go further down to 3.4 seconds 21:19:27 <Samu> or 2.1 seconds with 90 degrees forbidden :| 21:24:48 *** sla_ro|master has quit IRC 21:26:44 *** dvim has quit IRC 21:31:39 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhuby 21:35:20 <Samu> It is useful however to prefer 'lockable' slopes where possible. If none are available, allowing flow downslope is better than rejecting. 21:35:59 <Samu> andythenorth, that basically means, don't use the patch :( 21:37:12 <Samu> the river is generated without any terraform 21:37:21 <Samu> don't know what to do 21:37:56 <Samu> adapt the terrain by terraforming would probably be the answer, but how 21:39:08 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7072: Change: Add path cache for ships https://git.io/fhuNs 21:40:41 <Samu> i'd need a different set of terraformstate rules 21:40:52 <Samu> than the default one 21:41:55 <Samu> TerraLockForm 21:41:58 <Samu> kek 21:42:29 <Samu> and it would have to be done earlier 21:42:52 *** Gustavo6046 has quit IRC 21:42:56 <Samu> during the terrain formation, the first steps very much 21:43:01 <Samu> hmm 21:43:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement https://git.io/fhnon 21:43:08 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #6060: Allow drawing dropdown lists with scrollbars above the widgets https://git.io/fhuN4 21:44:16 <Samu> who's the TerraGenesis expert here? 21:44:36 <peter1138> richk 21:44:38 <Samu> that's where I need to touch 21:51:25 <Samu> Sprite 21:51:48 <Samu> there are terrain forms in form of Sprite template? 21:51:57 <Samu> or 21:52:33 <Samu> where's the original generator code? 21:52:55 <Samu> seems like pieces of puzzle that fit together 21:53:25 <Samu> maybe i can create a puzzle piece that is lock-friendly 21:53:41 <peter1138> Yes, there are. 21:54:27 <Samu> but then i'm touching the original generator and not terragenesis :( 21:54:33 <peter1138> Yup. 22:01:35 *** Gustavo6046 has joined #openttd 22:02:39 <Samu> base perlin noise generator 22:02:58 <Samu> it's a heightmap? 22:03:06 <Samu> funny how things work in detail 22:05:24 <Samu> static const double extrapolation_factors[] = { 3.3, 2.8, 2.3, 1.8 }; 22:05:30 <Samu> what's a double? 22:05:34 <Samu> first time i see it 22:05:47 <nielsm> :o 22:06:42 <nielsm> it's a IEEE 754 double precision floating point number 22:09:36 <peter1138> Shame I lost all my map tweaks :/ 22:10:50 <peter1138> Oh! I just found it. 22:15:22 *** Flygon has joined #openttd 22:40:35 <Samu> pow.asm not found :| 22:49:28 <nielsm> are you trying to step the debugger into the pow() function? 22:49:31 <nielsm> youi know what it does, right? 22:49:40 <nielsm> it calculates x to the power of y 22:49:48 <nielsm> exponentiation 22:50:16 <Samu> was following code sin.asm 22:50:26 <nielsm> why... 22:50:33 <nielsm> it's just standard math library functions 22:50:41 <nielsm> you can assume those do what it says on the tin 22:50:44 <LordAro> you know what trigonometry is, right, 22:50:52 <LordAro> *? 22:51:38 <Samu> ah, so that's it 22:52:16 <LordAro> for the love of god, read some documentation 22:52:18 <LordAro> or google 22:52:49 <LordAro> or at least notice when a function is external to ottd 22:55:08 <nielsm> the only time you should need to read assembly when working on ottd is if you need to reverse engineer something from the original game for some reason 22:55:35 <LordAro> (which was done entirely more than 15 years ago) 22:55:44 <nielsm> (except for the music drivers!!) 22:55:45 <LordAro> more or less 22:55:58 <LordAro> nielsm: yeah, and no one cared :p 22:56:02 <nielsm> :( 22:56:12 <LordAro> <3 23:03:29 *** Wolf01 has quit IRC 23:09:21 *** snail_UES_ has joined #openttd 23:16:47 <Samu> ah, interesting discovery 23:17:27 <Samu> apparently it does really pathfind from spring to end 23:17:57 <Samu> have to examine this better 23:19:43 <Samu> amdsecgs.asm this one appears too often 23:19:57 <Samu> __security_check_cookie 23:20:02 <Samu> let me google 23:20:08 <nielsm> it's a debug thing 23:20:12 <nielsm> in visual c++ 23:20:30 <nielsm> that checks whether there have been buffer overruns and such 23:22:44 *** Thedarkb1-T60 has joined #openttd 23:26:00 <Samu> return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length; 23:26:10 <Samu> distancemanhattan for determining river length? 23:26:41 <Samu> that's not right, imo 23:27:20 <Samu> should be number of tiles turned into river 23:27:24 <Samu> but.. k 23:30:12 <Samu> this is checked before pathfinder is called, hmm so it's a compromise 23:36:03 <Samu> FindSpring code is interesting, its not any random location where it decides to start a river 23:36:26 <Samu> must obey some tile heights of nearby tiles 23:47:09 <Samu> ah no, it doesn't pathfind from start to finish, it pathfinds in multiple segments 23:47:19 <Samu> I was right the first time 23:53:29 <Samu> on this river 23:53:32 <Samu> https://imgur.com/Ye07W4x 23:53:40 <Samu> the pathfinder is invoked 5 times 23:53:59 <Samu> and in 3 cases is to pathfind to the tile next door 23:54:02 <Samu> kek 23:55:52 <Samu> actually 2 case 23:55:54 <Samu> s 23:57:28 <Samu> pathfinds 4 times, not 5 23:57:40 <Samu> wait, 5 23:57:42 <Samu> it's 5 23:59:52 <peter1138> Okay, so I have a translations.vbs now