Log for #openttd on 27th December 2019:
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01:20:24  <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #113: Change: semantic HTML-elements for the pages main sections
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07:52:26  <andythenorth> o/
07:54:15  <andythenorth> Pikka: a release!
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08:32:37  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7850: Change: [hotkeys] add missing keycodes for hotkeys.cfg
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09:16:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
09:24:05  <peter1138> You've released?
09:26:28  <LordAro> peter1138: you haven't?
09:26:33  <LordAro> everyone is doing it
09:27:03  <LordAro> peter1138: any further thoughts on #7248? i'm tempted to rebase it and get it in
09:27:14  <andythenorth> 3 company colours then? o_O
09:27:16  * andythenorth wonders
09:27:32  <LordAro> andythenorth: shush now
09:28:13  <andythenorth> oh yes
09:28:14  <andythenorth> ok
09:28:19  <peter1138> I released a poo.
09:28:21  * andythenorth back to Horsing
09:28:31  <andythenorth> peter1138: release early, release often
09:28:33  <peter1138> LordAro, I don't know what it is.
09:28:38  <andythenorth> not too early, that's awkward
09:28:47  <peter1138> Do I have to log in to github?
09:28:58  <LordAro>
09:29:22  <peter1138> Oh, no. There were reports that it is slower in some instances.
09:29:33  <peter1138> So it needs more thought.
09:30:07  <peter1138> I considered maintaining separate lists instead of iterating a massive one 5 times...
09:30:25  <LordAro> mm
09:31:09  <peter1138> May be more work but spread out better. Don't know.
09:31:45  <peter1138> I guess such a list would be modified only on vehicle creation/destruction, so less work.
09:36:14  <LordAro> tricky bit would be actually splitting the engine pool, as best as i can tell
09:39:00  <peter1138> Not sure how that is relevant.
09:39:53  <peter1138> It's all a lot of work "just" for some benchmarking features ;-)
09:41:37  <LordAro> well Engine is currently declared as a single _engine_pool . The pool stuff is how it's iterated over. So to have separate lists, you'd need separate pools
09:41:59  <LordAro> unless you do something with another level of abstraction, of course
09:44:11  <peter1138> I meant additional lists, pointing to the main list, indeed.
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11:26:34  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
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11:50:13  <andythenorth> quak etc
11:50:28  <frosch123> hoi
11:51:38  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #7877: Fix: Farms could be generated at sea level
11:51:38  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 closed pull request #7877: Fix: Farms could be generated at sea level
11:52:46  <LordAro> hoihoi
11:53:24  <LordAro> frosch123: tbf, he often does ask here first whether it would be a good PR
11:53:30  <LordAro> doesn't normally get a response
11:54:29  * andythenorth wonders about PR-ing 3 company colours :P
11:55:14  <frosch123> andythenorth: isn't win32 paintbrush open source or something? maybe add it as "paint on your own vehicles"
11:55:26  <andythenorth> voxels
11:55:27  <frosch123> s/win32/win 3.11/
11:56:06  <andythenorth> I did a PR once
11:56:07  <andythenorth>
11:56:11  <andythenorth> but it got closed
11:56:56  <frosch123> for valid reasons, it's almost a samu pr
11:57:45  <frosch123> i had a coworker at my old job
11:58:25  <frosch123> whenever there was a bug, he determined where each if would need to branch to get to the desired result, and then just add "not" to all ifs that did not match
11:59:22  <frosch123> actually, it's kind of similar to training neural networks. is it "reinforment coding"?
11:59:30  <frosch123> +ce
12:00:03  <Pikka> andythenorth, zounds!
12:00:31  <andythenorth> Pikka: it's good eh?
12:00:34  <andythenorth> no more bugs found
12:00:51  <Pikka> hooray!
12:00:59  <andythenorth> it's built a narrow gauge train
12:01:05  <Pikka> I found one or two but I'll hold on to them until someone else finds more. ;)
12:01:07  <Pikka> ooh :D
12:01:16  <andythenorth> it's really quite civil about building trains
12:01:31  <andythenorth> I've upped the route limit to 256 tiles to see if it builds more
12:01:40  <andythenorth> and gave each AI £10m to play with
12:01:47  <Pikka> :)
12:02:15  <Pikka> as far as industries go, it will only build to
12:02:20  <Pikka> a) industries that produce nothing
12:02:26  <Pikka> b) industries that produce goods or food
12:02:41  <Pikka> c) industries that happen to be in the catchment area of a station it already built
12:02:55  <Pikka> so it tends to stay out of the way of complex industry chains like FIRS has
12:03:01  <andythenorth> I gave it FIRS Tropic Basic to play, it's mostly food
12:03:17  <Pikka> :D
12:03:37  <andythenorth>
12:03:46  <andythenorth> it does alcohol quite well
12:04:39  <andythenorth> frosch123: I thought it was a valid 'fix' for tropic landscape :)
12:04:46  <andythenorth> it doesn't address the root cause :P
12:05:14  <LordAro> frosch123: are you sure he wasn't actually a neural network? :p
12:06:23  <andythenorth> Pikka: can I fork it as UncivilAI? :)
12:06:34  <andythenorth> it's good for testing Horse, but needs to be more aggressive
12:07:00  * andythenorth probably as enough projects
12:07:15  <Pikka> ya
12:07:32  <Pikka> you do tend to end up just watching the game and not playing it when you're developing AIs :P
12:09:10  <andythenorth> FFWD with 6 AIs :P
12:09:16  <andythenorth> my battery dies quick :)
12:10:32  <andythenorth> although the 6 AIs don't use much game loop time
12:10:36  <andythenorth> it's graphics rendering
12:10:50  <andythenorth> FFWD is running at the fantastic speed of 1.3x
12:11:42  <andythenorth> oh I opened a news window, now it's back up to 2.5x
12:11:48  <andythenorth> such a weird optimisation tactic
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12:13:45  <andythenorth> oh window-shading the fps window gets me 3.5x
12:14:08  * peter1138 ponders switching to Garmin from Fitbit.
12:14:26  <andythenorth>
12:17:11  <andythenorth> 3.65x if I make the ottd window really small
12:18:44  <andythenorth> @calc 1.65 / 2.65
12:18:44  <DorpsGek> andythenorth: 0.622641509434
12:19:07  <andythenorth> @calc 1 / 2.65
12:19:07  <DorpsGek> andythenorth: 0.377358490566
12:19:28  <andythenorth> ok so windowshading fps window causes the game to run ~37% faster on ffwd
12:19:54  <andythenorth> I'm probably wrong, but is updating that window really expensive?
12:30:29  <andythenorth>
12:33:40  <Pikka> andythenorth, when I want it to ff as fast as possible I zoom right in on a patch of water :)
12:34:56  <andythenorth> I get highest fps at 1x zoom
12:35:29  <Pikka> oh
12:35:31  <andythenorth> usually in southern corner of map, with mostly blac
12:35:33  <andythenorth> black
12:35:50  <Pikka> I guess my landscape tiles are 4x, it runs fastest when it doesn't have to resize them?
12:36:06  <andythenorth> probably yes
12:36:43  <andythenorth> hmm my laptop now smells of lightbulb
12:36:47  <andythenorth> or electrical heater
12:41:13  <DorpsGek_III> [OpenTTD/website] Smatchcube opened pull request #120: Add HTML lang attribute
13:19:42  <Samu> ewm... PR was closed
13:25:35  <andythenorth> ok so for coal and similar stuff, these are the wagon choices
13:25:36  <andythenorth>
13:25:58  <andythenorth> all perform the same [only difference is capacity varies by length]
13:26:52  <andythenorth> for industrial liquids / petrochemical stuff, these are the wagon choices :P
13:26:52  <andythenorth>
13:27:02  <andythenorth> but they recolour to suit the cargo
13:27:56  <Pikka> noice
13:28:00  <andythenorth> localised feedback is that recolouring is weird
13:28:08  <andythenorth> feedback is very in my face here
13:28:16  <andythenorth> 9 year olds are persistent
13:28:21  <Pikka> yes
13:28:47  <andythenorth> I tried splitting up the tank cars by cargo, with different colours
13:29:00  <andythenorth> but they're all still just cylinders
13:29:16  <andythenorth> the mineral wagons look quite different, to me at least
13:31:13  * andythenorth will find an answer :P
13:33:53  <Samu> out of 20480, 4 were generated at height 0
13:34:07  <Samu> @calc 4/20480
13:34:07  <DorpsGek> Samu: 0.0001953125
13:36:53  <andythenorth> hmm
13:37:02  <andythenorth> I basically want black, grey and CC tankers
13:37:06  <andythenorth> and no recolour
13:37:30  <andythenorth> but 'Class B Tanker' and 'Class A Tanker' is very UK-specific railway stuff
13:37:38  <andythenorth> as names
13:42:34  <DorpsGek_III> [OpenTTD/website] glx22 commented on pull request #120: Add HTML lang attribute
13:46:38  <Pikka> oil tanker, petrol tanker, chemical tanker, etc?
13:47:45  <andythenorth> I think that's where it's head yair
13:47:48  <andythenorth> headed *
13:48:06  <andythenorth> NARS 3 ones can be black and white
13:48:20  <andythenorth> NARS 3 or riot!
13:48:28  <Samu> 1 out of 20480 now
13:49:05  <Samu> so, it's not a bug, it's only rare
13:49:15  <Samu> hmm ok, time to move on
13:57:57  <Samu> that means snowline level at 3
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14:13:02  <Samu> I have this ready again, now accounting for the intended rarity
14:13:08  <Samu> should I PR?
14:14:11  <Samu> all its missing is removing strings from foreign languages, which is boring to do
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14:22:08  <LordAro> Samu: 6 seems quite high
14:22:16  <LordAro> why is it so high?
14:23:03  <Samu> it's the only way to have both farms and forests on the map
14:24:00  <LordAro> farms don't need 6 levels...
14:24:02  <Samu> and it's not really a 6, terragenesis apparently maxes out at that value - 1
14:24:44  <Samu> farms can only be below snowline - 2
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14:26:12  <LordAro> hmm
14:26:20  <LordAro> still feels like the wrong solution
14:26:47  <LordAro> nielsm: thoughts on the above?
14:27:52  <Samu> nielsm wanted a histogram, but i dunno how to do that, i made it the way I know
14:29:15  <LordAro> unfortunately "hacking at stuff you don't understand" is rarely a good answer
14:31:51  <nielsm> uh just a moment, pulling up logs...
14:35:01  <nielsm> my birds decree it unimportant
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14:47:39  <andythenorth> what was the goal?
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14:54:13  <Samu> have snow on the map and not fail to generate industries
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14:59:04  <nielsm> I still hold that the solution to that problem is to change the map generation rules so you cannot generate a map without mountains
14:59:26  <nielsm> make it always generate a mix of mountains and whatever else you select
15:03:04  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7852: Feature: Show the name of the NewGRF in the build vehicle window.
15:04:22  <Samu> how would it respect max height?
15:04:25  <Samu> :(
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15:14:00  <andythenorth> hmm
15:14:11  * andythenorth tries to work out how to take a vector across a heightmap png
15:14:27  <andythenorth> that's represented as a linear list of values :P
15:14:52  * andythenorth considering a naive erosion-based terrain generator
15:20:56  <andythenorth> hmm
15:21:23  <andythenorth> I can understand the computational efficiency of perlin noise, but it doesn't actually look good
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15:28:53  <andythenorth>
15:30:47  <nielsm> next crazy idea: integrate a WASM VM and use for future extension, allow GS and AI to be written in it, and allow it to supply terrain generators
15:31:07  <nielsm> and allow it to add every kind of object newgrf does
15:31:21  <nielsm> (deprecating squirrel and newgrf for new projects)
15:31:28  <andythenorth> o_O
15:32:20  <_dp_> nielsm, haven't I mentioned that idea before?
15:32:27  <nielsm> you have?
15:32:39  <_dp_> it's actually pretty reasonable way to do extensions imo
15:32:39  <nielsm> it's not a far grasp so I'm not surprised
15:32:58  <_dp_> yeah, I even did a bit of coding
15:33:05  <_dp_> tiny bit though, nothing useful so far
15:50:32  <nielsm> and step after that would be recompiling squirrel to wasm :P
15:50:54  <frosch123> tb kicked me when i suggested a html+js gui :p
15:51:03  <nielsm> :D
15:51:38  <Samu> i just noticed i have the snowline determined at the wrong place. I thought that location was the final stage of landscape generation, but there's some FixSlopes next :/
15:51:46  <_dp_> dunno about squirrel but moving newgrf stuff to wasm would be neat
15:52:09  <frosch123> what benefits do you expect?
15:52:13  <nielsm> I just fear that recompiling existing newgrf to something else might have weird results
15:52:44  <nielsm> (or rather, be difficult to do correctly)
15:53:15  <_dp_> not recompiling newgrf files but runtime than runs them
15:53:19  <_dp_> for backwards compatibility
15:53:40  <nielsm> actually, maybe that would be a useful exercise, translate newgrf to a sequence of instructions in another language
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15:54:54  <_dp_> nml2wasm?)
15:56:09  <nielsm> why not
15:59:25  <nielsm> sprite and sound data could probably also be included straight in a wasm module as static data
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16:04:53  <_dp_> static data is the least worry
16:05:23  <_dp_> though something like procedural sprites can be a neat feature
16:05:42  <nielsm> I fear what andy might do :P
16:06:01  <nielsm> really the entire pynml framework could be implemented right in the VM
16:06:58  <nielsm> distribute image processing and 3D rendering libraries as part of the addon
16:08:12  <_dp_> I fear what I've already done :p
16:15:08  <andythenorth> allow the insertion of C++ methods and classes via WASM :P
16:15:17  <andythenorth> extensibility-in-place via mods
16:15:22  <andythenorth> what could go wrong?
16:16:34  <frosch123> how about clojure?
16:18:15  * LordAro dislikes wasm
16:18:25  <LordAro> lua seems like a more sensible bet
16:18:45  <nielsm> luajit isn't bad either, I suppose
16:19:05  <frosch123> isn't that unmainteined for 5 years?
16:19:11  <nielsm> is it?
16:19:56  <nielsm> that makes wasm look even more like the pragmatic best bet for a system likely to be maintained and get high-quality implementations
16:20:23  <frosch123> is it a functional language though?
16:20:47  <nielsm> no, thoroughly stateful
16:21:10  <frosch123> so, not suitable :)
16:21:20  <nielsm> hm yeah I suppose that can actually be problematic for newgrf and reproducability
16:21:41  <nielsm> across network
16:22:02  <frosch123> can your browser run 4000 vms in parallel?
16:22:32  <frosch123> how do you map trains to vms?
16:22:59  <LordAro> lua itself isn't slow, last time i checked
16:23:51  <nielsm> this discussion came from terrain generators initially, I'm not sure I'd have lua generate a 2k or 4k map
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16:24:05  <nielsm> and newgrf became a bonus option
16:29:06  <frosch123> yexo wrote a squirrel mapgen some years ago
16:29:11  <frosch123> and abandoned it due to speed
16:29:54  <andythenorth> this makes an adequate heightmap
16:30:01  <andythenorth> it's processed version of
16:30:23  <frosch123>
16:30:27  <andythenorth> from fbm with domain warping
16:31:16  <nielsm> regarding wasm as a newgrf execution environment, I wonder if it wouldn't be possible to have a VM fault on memory writes
16:32:04  <nielsm> basically letting the newgrf have an init stage where it can set up its memory of data, and after init the memory becomes static data stored as part of the savegame
16:36:13  <_dp_> nielsm, what for? if there is wasm it makes more sense to use it for extensions directly in future and not develop newgrf runtime much further
16:37:16  <nielsm> the issue frosch123 hints at is the network game model of ottd, every client needs to execute the same, and two independent vehicles should not affect each other intentionally or through bugs in the add-on
16:37:50  <nielsm> if a vehicle procedure (callback) has access to mutable state then things quickly become weird and non-deterministic
16:39:10  <nielsm> like a vehicle acting differently on two clients because one client has the vehicle information window open and that causes a procedure to be called
16:40:23  <_dp_> you mean wasm will allow developers to make bad extensions?
16:40:59  <_dp_> coz wasm runtime itself seems pretty deterministic
16:41:02  <nielsm> newgrf as designed makes it (in principle) impossible to make extensions that cause desyncs
16:41:06  <nielsm> apart from bugs in ottd itself
16:41:14  <peter1138> hahaa
16:42:54  <nielsm> wasm itself is deterministic, but even then if deterministic code that accesses mutable state can be run based on non-deterministic data (such as user inputs that differ on clients), the total system is non-deterministic
16:43:23  <milek7_> luajit seems maintained
16:43:24  <milek7_>
16:43:49  <milek7_> but for some reason it is stuck on 5.1 syntax
16:44:17  <_dp_> well, with great power comes great responsibility
16:44:33  <nielsm> lua syntax not being forward-compatible is a major issue imo, and probably a reason for luajit sticking to 5.1
16:44:39  <_dp_> if something like nml2wasm is made that can probably guarantee desync-safety
16:45:00  <_dp_> but when written directly it's coders responsibility
16:47:54  <_dp_> though it may be possible to isolate gui writeble memory from game state code within wasm idk
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16:49:23  <milek7_> wasm vm probably does bounds-check already, so it should be possible to disallow specific areas
16:50:17  <milek7_> code in luajit is fast itself, but I'm not sure how fast is c->lua transition
16:50:51  <milek7_> lua_call api is annoying, and luajit ffi callbacks are globally limited to few hundred functions or so
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16:51:56  <milek7_> 'Callbacks are slow! First, the C to Lua transition itself has an unavoidable cost, similar to a lua_call() or lua_pcall(). Argument and result marshalling add to that cost. And finally, neither the C compiler nor LuaJIT can inline or optimize across the language barrier and hoist repeated computations out of a callback function. '
16:52:15  <milek7_> 'Callbacks take up resources — you can only have a limited number of them at the same time (500 - 1000, depending on the architecture).'
16:53:02  <DorpsGek_III> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders
16:55:46  <DorpsGek_III> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders
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17:08:29  <milek7_> but lua works fine for my christmas tree decoration ;)
17:09:12  <frosch123> sounds like a complex decoration
17:09:19  <frosch123> what does it do? play darude?
17:10:39  <milek7_>
17:11:16  <andythenorth> [to the tune of darude]
17:11:56  <milek7_>
17:12:19  * andythenorth is hungry
17:13:01  * andythenorth wonders how many types of tank car to add
17:13:04  <frosch123> i think "christmas" is a weird excuse to have fun with light :)
17:13:14  <andythenorth> I add lights to my van this year :P
17:13:21  <andythenorth> we should all light our vehicles / bikes
17:14:13  <andythenorth> oof I had an idea
17:14:28  <frosch123> oh, i saw a car with (fake) elk horns on the external mirrors
17:14:48  <frosch123> i felt happy to not sit inside that car
17:16:26  <andythenorth>
17:16:35  <andythenorth> sulphur ^
17:16:35  <andythenorth>
17:16:42  <andythenorth> phosporic acid ^
17:16:55  <andythenorth> maybe I can do a cargo coloured stripe :P
17:17:07  <andythenorth> currently I recolour the whole sprite :P
17:17:16  * andythenorth pixels
17:17:30  <Samu> determine snow line height can be extended to Original land generator, just checking out
17:17:40  <Samu> instead of a constant 7
17:19:17  <frosch123> you can also do two sprite layers and recolour them independently
17:19:48  <andythenorth> I could
17:19:55  <andythenorth> I do that for containers
17:21:42  <Samu> hmm, not the result I expected
17:22:06  <Samu> that's 33% snow at the top you suggested ;p
17:23:20  <nielsm> yeah maybe a different amount is better
17:27:02  <andythenorth> this tank car is refittable to canadians!
17:31:29  <DorpsGek_III> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders
17:31:42  <frosch123> maple sirup tanker?
17:31:57  <Samu> with 50%, the result matches 7
17:32:06  <Samu> down from 12
17:32:29  <Samu> 7 was TTD's snowline height, right?
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17:39:28  <andythenorth> canadian economy
17:39:33  <andythenorth> maple syrup, moose
17:40:22  <frosch123> it gets harder after that :)
17:40:53  <Samu> with 50% snow[img]
17:41:08  <Samu> on terragenesis
17:41:38  <Samu> it's quite damn good imo
17:47:03  <frosch123> apparently there are now official pieces to put lego on h0 tracks
17:48:34  <Samu> interesting find, seems to be that terragenesis is afraid of making too high terrain
17:48:43  <Samu> at least % wise
17:48:55  <Samu> original has more tiles higher than terragenesis on alpinist
17:50:55  <Samu> heh, snowline height even decreases when set to very rough
17:51:20  <Samu> smooth and very smooth generates more tiles higher
17:51:25  <Samu> than rough and very rough
17:54:57  <Samu> gonna test some real heightmaps
18:01:45  <Samu> eww first map i opened, looks really bad
18:01:55  <Samu> snow line set to 4, it was Europe 4k
18:07:57  <Samu> this thing wastes quite a bit of time to determine the right height, would the histogram be faster? maybe I wanna learn how to do it
18:11:37  <Samu> woah, heightmaps isn't afraid of throwing big heights
18:13:24  <Samu> i set a max height of 255, this europe map peaks at 135
18:14:39  <Samu> this peak is somewhere in spain
18:14:42  <Samu> heh,
18:14:55  <Samu> not sure if I buy that
18:19:42  <andythenorth> not tenerife?
18:22:54  <Samu> no, somewhere in main land
18:25:45  <Samu> I discovered something...
18:26:11  <Samu> FixSlopes is being run twice for heightmaps
18:26:18  <Samu> isn't one enough?
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18:47:58  <Samu> can I make a PR about this finding?
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18:49:12  <Samu> you have FixSlopes here:
18:49:57  <Samu> and here:
18:50:51  <Samu> the one on landscape should stay imo, and the other on heightmap should be removed, but then landscape needs to be removed of one extra step
18:51:21  <dwfreed> "Do not call IncreaseGeneratingWorldProgress() before FixSlopes()"
18:51:42  <dwfreed> there's a IncreaseGeneratingWorldProgress call right after LoadHeightmap
18:52:33  <Samu> this step needs remove
18:52:49  <Samu> and this line
18:52:53  <Samu> needs -1
18:53:00  <Samu> to the number of steps
18:53:58  <dwfreed> does the second FixSlopes make changes?
18:54:12  <dwfreed> before assuming it's redundant, perhaps you should check :P
18:55:36  <nielsm> I'd suggest tracing the code back through "blame" to figure out when the second was added and get an idea why
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19:15:02  <andythenorth> so I am pretty much at one wagon type per cargo :P
19:15:34  <andythenorth> in a context where FIRS Steeltown has 41 cargos :P
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19:32:21  <frosch123> oh dear, now you probably change firs to have less cargos...
19:33:14  <andythenorth> hmm
19:33:26  <andythenorth> minimalism doesn't seem to extend that far
19:33:37  <andythenorth> oof imagine if minimalism was really big :P
19:36:15  <andythenorth> hmm
19:36:32  <andythenorth> RL sulphur tanker fails to be yellow
19:36:36  * andythenorth deletes all plans
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19:41:21  <frosch123> that's sulphur acid
19:42:00  <andythenorth> for some reason I don't distinguish in game
19:42:22  <andythenorth> sulphuric acid / molten sulphur / sulphur rock all same
19:42:25  <andythenorth> maybe I should :P
19:44:03  <frosch123> <- quite yellow
19:44:59  <frosch123> <- if it was that yellow in ottd, people would call it unrealistic
19:46:35  <frosch123> anyway, i expected silo vans, but apparently it's more like coal
19:47:54  <andythenorth> it has been yellow in my sets for ages :)
19:47:57  <frosch123> oh dear... when you search for vehicle images, and factorio screenshots show up
19:48:03  <andythenorth> or OpenTTD :P
19:48:09  <andythenorth> often this channel
19:50:34  <frosch123> hmm, i wonder whether i have a misconception of how sulphur exists in nature
19:53:18  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #7852: Feature: Show the name of the NewGRF in the build vehicle window.
19:57:08  <andythenorth> in eggs
19:57:09  <andythenorth> mostly
19:57:55  <frosch123> apparently it exists in surface minnig
19:58:16  <frosch123> but i don't understand how that was created historically
19:58:27  <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #7852: Feature: Show the name of the NewGRF in the build vehicle window.
19:59:15  <frosch123> they say vulkans, but then it should have been burnt
19:59:59  <andythenorth> there are good pictures of it being mined
20:00:02  <andythenorth> historical
20:00:20  <andythenorth> isn't it a deposit from hot springs etc?
20:00:39  <frosch123> hmm, hot springs
20:04:11  <Samu> this is strange
20:04:36  <Samu> FixSlopes on the 2nd run still fixes slopes, is the algorythm wrong
20:04:40  <Samu> ?
20:06:59  <Samu> nevermind
20:07:04  <Samu> a bug with my code :o
20:07:09  <Samu> retesting
20:08:24  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7852: Feature: Show the name of the NewGRF in the build vehicle window.
20:08:47  <Samu> yep, nothing to fix on the 2nd run
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20:15:32  <Samu> blame says this
20:15:35  <Samu> 10 years ago lol
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20:17:38  <Samu>
20:17:40  <Samu> or this
20:17:45  <Samu> 11 years ago
20:19:47  <Samu> seems that it was a change to make it run only once
20:19:51  <Samu> :9
20:22:16  <Samu> MarkWholeScreenDirty is this needed?
20:22:28  <nielsm> probably not really
20:24:05  <Samu> ok removing it
20:26:16  <Samu> IncreaseGeneratingWorldProgress also has a MarkWholeScreenDirty
20:26:28  <Samu> guess it's safe to remove
20:26:57  <glx> this one force redraw of the progress window I think
20:27:34  <glx> so yes other are redondand probably
20:32:00  <Samu> Fix: Fixing the slopes was being done twice on heightmaps when one suffices
20:32:04  <Samu> good name?
20:36:45  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #7880: Fix: Fixing the slopes was being done twice on heightmaps when one suffices
20:39:41  <Samu> GLS_HEIGHTMAP    =  2 could even be removed as it's now the same as GLS_ORIGINAL, but too late
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20:46:57  <Samu> - I'm not sure where I'm going with this atm
21:04:07  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #7872: Default openttd.cfg world gen settings don't allow Forests in Sub-Arctic
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21:08:56  <Samu> oh, and i had an email from github, almost forgot
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21:26:17  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7872: Default openttd.cfg world gen settings don't allow Forests in Sub-Arctic
21:50:21  <Samu> - i can remove the retrieval of the name
21:50:24  <Samu> just tested
21:50:58  <Samu> it makes the commit description deprecated though
21:51:14  <Samu> :|
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22:23:28  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
22:24:25  <Samu> PR needs a rename
22:24:50  <glx> you can do it easily
22:25:09  <Samu> done
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22:36:45  <Samu> hmm
22:37:09  <Samu> James103 wants an auto as a choice
22:38:46  <Samu> hmmm, must think what to do
22:39:08  <Samu> 2 is the very minimum
22:39:18  <Samu> that widget displays numbers
22:39:32  <Samu> it isn't ready to display a text saying 'auto'
22:40:25  <andythenorth> the chances of removing snowline setting are zero
22:40:32  <andythenorth> if I was betting money
22:41:14  <Samu> the setting itself...
22:41:40  <Samu> is 2-253, how am I gonna make an auto here?
22:41:41  <Samu> 1?
22:41:44  <Samu> 254?
22:41:55  <Samu> both 1 and 254 are autos?
22:43:57  <Samu> or add another setting?
22:44:18  <Samu> call it auto_snow, enabled, disabled
22:44:30  <Samu> enabled, does the auto snow line
22:44:41  <Samu> disabled, uses the value of the other
22:45:10  <Samu> how then would I put this into the world gen ui
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22:48:44  <Samu> I think i'm off to bed to think better of this
22:48:59  <Samu> cyas
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