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00:38:32 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049847344570576907/5d85528db986ccd1.jpeg 00:38:32 <petern> AIs eh? 00:38:52 <petern> I wonder if it can make a good OpenTTD AI. 00:40:46 *** _aD has joined #openttd 00:53:09 <TallTyler> petern: can you open an issue about the rivers and assign it to me? Iโm currently driving 1,700 miles across the country for a move but can work on it next week. 01:01:55 <glx[d]> I think there's already an issue (the one about graphics) 01:02:27 <glx[d]> https://github.com/OpenTTD/OpenTTD/issues/10218 01:05:09 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10218: [Bug]: Graphics bug - banks of wide rivers near sloped terrain https://github.com/OpenTTD/OpenTTD/issues/10218 01:07:43 <glx[d]> TallTyler: I assigned you to that one, title says graphic bug but it's the same issue 01:09:09 <reldred> at the very least it probably needs to not generate coast tiles 01:15:01 *** Elouin8 has joined #openttd 01:20:25 *** Wormnest has quit IRC 01:20:54 *** Elouin has quit IRC 01:20:54 *** Elouin8 is now known as Elouin 01:32:44 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on issue #10218: [Bug]: Graphics bug - banks of wide rivers near sloped terrain https://github.com/OpenTTD/OpenTTD/issues/10218 01:37:03 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10218: [Bug]: Graphics bug - banks of wide rivers near sloped terrain https://github.com/OpenTTD/OpenTTD/issues/10218 01:57:30 *** Wormnest has joined #openttd 02:09:50 <CplBurdenR3294> petern: Minecraft dodgy water physics when? ๐ 02:37:43 *** Wormnest has quit IRC 03:57:13 *** _aD has quit IRC 04:00:27 *** D-HUND has joined #openttd 04:02:23 *** Flygon has joined #openttd 04:03:52 *** debdog has quit IRC 04:36:44 *** D-HUND is now known as debdog 05:24:11 <DorpsGek> [OpenTTD/OpenTTD] kulkom commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1340391252 07:32:10 *** sla_ro|master has joined #openttd 07:33:50 <iddi> petern: I suppose that if you make rivers get wider much slower, it won't be "weird" anymore 07:59:27 <petern> No that's not the reason 08:20:49 <andythenorth> imagine 1 million unique vehicles 08:20:56 <andythenorth> I'll need a better generator 08:21:42 <petern> Use an AI to munge them all 08:22:19 <andythenorth> I was thinking Dall-E for the sprites 08:22:24 <andythenorth> and GPT3 to manage the IDs 08:27:40 <petern> Remember when I did OpenGL? I loaded each sprite into a separate texture. Such lols 08:42:36 <petern> Nobody wants 3CC do they? 08:55:58 <Pruple> yes 08:56:00 <Pruple> nobody 08:58:40 <petern> Ok 08:59:09 <petern> Sorry no-andy 09:10:40 <andythenorth> what would we use it for though? 09:10:42 <andythenorth> the lolz? 09:12:38 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049976723522977803/image.png 09:12:38 <andythenorth> I could add 3CC here ๐ 09:14:07 <Rubidium> why just 3? 09:17:21 <andythenorth> 16 09:18:18 <petern> There's only so many palette indices ๐ 09:19:41 <petern> I forget I'm about 1km away from a railway line. Occasionally hear train horns, but infrequently enough to 'surprise' me. 09:27:15 <andythenorth> why was 3 company colours a thing? 09:27:18 <andythenorth> was it for NSE? 09:27:25 <andythenorth> or something about wagon colours in groups? 09:39:09 <petern> Just somebody wanted it. 09:39:26 <petern> Probably before variants. 09:39:26 <andythenorth> I think it was those unused pinks that give the idea ๐ 09:39:29 <andythenorth> probably 09:39:36 <andythenorth> we need the pinks for water anyway 09:39:45 <andythenorth> at least until someone thinks of magic 09:40:02 <andythenorth> we know the slope of each tile? ๐ 09:40:05 <andythenorth> hmm 09:40:20 <petern> Well you can layer sprites I believe. 09:40:39 <andythenorth> 32bpp sprites with alpha 09:41:29 <petern> Have a second part that overlays the first with a different 2CC map. "4CC for free" 09:42:05 <andythenorth> how about colour blending? 09:42:27 <andythenorth> might be exciting 09:42:44 <andythenorth> I've forgotten what a brightness map is called in CGI 09:42:46 <andythenorth> UV map? 09:42:46 <andythenorth> o 09:43:07 <andythenorth> there used to be 3 layers: the texture(s), the bump map, and the brightness map 09:43:09 <petern> UV is mapping texture coordinates. 09:43:38 <andythenorth> I haven't touched CGI since about 2002 09:43:40 <petern> bump mapping is just a texture on top. 09:43:55 <EmperorJake> 3cc would be nice but the entire 2cc set would need to be redrawn ๐ 09:43:57 <petern> And normals are where all the lighting happens. 09:44:02 <petern> I think. 09:44:05 *** ag has joined #openttd 09:44:05 <ag> 3CC sounds amazing 09:44:19 <andythenorth> in 2002, there was a lot more emphasis on e.g. fake lighting etc 09:44:26 <andythenorth> pre-creating shadow effects etc 09:44:38 <andythenorth> to keep polys low and render times plausible 09:44:44 <petern> Yes but you do that by baking it into the texture. 09:45:00 <andythenorth> yeah so the tools I used had a specific texture designer tool 09:45:10 <andythenorth> where you stacked up textures and shadow maps 09:45:20 <andythenorth> so you could have a texture of brick with a window 09:45:26 <andythenorth> and then make the window lit or not 09:45:26 <petern> Gourand eh? 09:45:40 <andythenorth> instead of modelling a window properly ๐ 09:47:15 <petern> 4096 mostly unused palette remaps is fine right? 09:47:30 <petern> It's only 1MB. 09:47:34 <andythenorth> Iron Horse? 09:47:39 <andythenorth> the generated ones? 09:47:39 <petern> 3CC 09:47:45 <andythenorth> oh probably fine 09:47:56 <andythenorth> do it twice 09:48:10 <andythenorth> our Acorn A3000 had 2MB 09:48:24 <andythenorth> people probably have more RAM these days? 09:50:08 <petern> RGB CC generated remaps as needed, so that's also possible, although it the spritecache injection would need to be fixed. 09:51:34 <petern> There's also a bit in RGB CC that creates a reverse map, but I can't remember what it's for. 09:51:45 <petern> Where 1st and 2nd CCs are swapped. 09:52:31 <andythenorth> is it for swapping 1 CC and 2 CC? 09:52:34 <andythenorth> ๐ 09:56:43 <petern> Well yes of course. 09:58:24 <petern> Ah the code detects when callback 2D is used to reverse the colour scheme. 10:00:16 <petern> Fun, so the NewGRF can use var 43 to get the chosen colour, and then reverse it. 10:00:29 <petern> I'm not sure why I handled this case. 10:01:25 <petern> If the 2 colours match the underlying non-RGB colours, then RGB CC will substitute with the RGB map, either normal or reversed. 10:42:18 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened issue #10222: [Bug]: Even-width horizontal/vertical lines have intial 'head' in wrong place. https://github.com/OpenTTD/OpenTTD/issues/10222 10:56:59 <DorpsGek> [OpenTTD/OpenTTD] fastFox2 commented on issue #10077: [Bug]: Incorrect loan limit amount - other than what the player selected https://github.com/OpenTTD/OpenTTD/issues/10077 11:08:43 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #10077: [Bug]: Incorrect loan limit amount - other than what the player selected https://github.com/OpenTTD/OpenTTD/issues/10077 11:16:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1340819701 11:42:23 *** WormnestAndroid has quit IRC 11:44:10 *** Samu has joined #openttd 11:45:13 <Samu> hi 11:45:44 <Samu> I'm working on #8492 11:46:47 <Samu> something changed related to rivers that is now doing weird results on it 11:46:52 <Samu> i'm investigating 11:47:37 <Samu> wide rivers 11:48:07 <LordAro> Samu: possibly related to #10218 ? 11:51:01 <Samu> i saw those graphical issues too 11:51:35 <petern> Those are not graphical issues ๐ 11:52:14 <Samu> but my problem is the debug version of #8492 is now marking some more tiles than intended, and they're all near the wide rivers 11:52:30 <Samu> so now I'm investigating 12:07:03 <Samu> need to see how rivers are now created 12:07:29 <Samu> the debug is marking those tiles that get flooded with a "c", meaning it's flooding MP_CLEAR tiles 12:07:46 <Samu> I have no detection against that 12:08:34 <Samu> or do I? 12:16:41 <petern> I'm not sure what your focus is on in that changeset. 12:17:56 <petern> Seems to be you check if a tile can possibly flood and prevent the command from executing if so. 12:18:46 <petern> Isn't it more logical to check if terraform will actually flood, and then not terraform if so? I suppose there's a cascade effect with terraforming that might be tricky 12:24:16 <Samu> what was the PR that made rivers wide, need to see something there 12:27:11 <TallTyler> Just search Wide Rivers ๐ 12:27:19 <TallTyler> Thatโs what itโs called 12:28:13 <TallTyler> It was originally a JGRPP feature that I upstreamed but I added a bunch of slope terraforming. It needs a bit more to fix the current wide rivers issue, which Iโll add next week 12:29:45 <TallTyler> It just traverses the river path after making the river, and as it goes along makes it wider up to a radius of 3 tiles 12:30:44 <Samu> i think it needs more instances of RunTileLoop() 12:31:00 <Samu> or just water them instantly, i think there's a command for that 12:31:06 <Samu> a function 12:31:11 <Pruple> http://www.bom.gov.au/products/IDR663.loop.shtml golly 12:31:23 <Samu> lunch time, brb 12:43:25 <TallTyler> It waters them instantly IIRC 12:43:52 <TallTyler> If youโre seeing extra ocean flooding calls it might be from the terraforming 12:44:20 <TallTyler> I donโt know exactly what your PR does ๐ 12:44:48 <TallTyler> And Iโm driving across Kansas and Missouri today with no cell service so I wonโt be consistently able to respond to anything 12:45:34 <TallTyler> (Well, my partner is driving, I donโt Discord and Drive) 12:56:08 <petern> Hmm, in my Explorer windows files are grouped by date, even when sorting by name. 12:56:22 <petern> I know I turned that on for someone a long time ago, so I can't remember how to turn it off ๐ฆ 12:56:39 <petern> Thanks, writing that helped, I found it ๐ 13:05:05 <Pruple> that's funny.... if a vehicle's only order is a "service at", it will drive around with a blank info bar ๐ 13:05:58 <petern> Uh oh 13:06:46 <Pruple> I suppose technically it doesn't have "no orders", it just doesn't have a current one. ๐ 13:22:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10222: [Bug]: Even-width horizontal/vertical lines have intial 'head' in wrong place. https://github.com/OpenTTD/OpenTTD/issues/10222 14:05:47 <Samu> what is this run tile loop supposed to be doing https://github.com/OpenTTD/OpenTTD/blob/master/src/landscape.cpp#L1463 14:06:21 *** Tirili has joined #openttd 14:07:49 <petern> Maybe it increases ground density. 14:08:48 <LordAro> maybe 14:09:44 <Samu> i see it was to get desert land on grass, due to rivers in the proximity 14:10:52 <Samu> or the opposite 14:10:57 <Samu> get grass on desert land 14:15:52 <Samu> i wonder if it's really required? 14:16:00 <Samu> seems that code can be deleted 14:19:17 <Samu> okay, it is required for something, there are differences 14:25:13 <petern> You know an article is old when it contains "benchmark consisting of 1 million lines on standard Pentium III machines." 14:47:03 <DorpsGek> [OpenTTD/OpenTTD] legitalk opened issue #10223: [Crash]: Error: Assertion failed https://github.com/OpenTTD/OpenTTD/issues/10223 14:55:04 *** nielsm has joined #openttd 15:11:16 *** WormnestAndroid has joined #openttd 15:19:06 <petern> ... 15:19:14 <petern> Every single variable I try to look at is optimized away ๐ฆ 15:28:01 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10223: [Crash]: Error: Assertion failed https://github.com/OpenTTD/OpenTTD/issues/10223 15:28:56 *** sla_ro|master has quit IRC 15:29:05 <glx[d]> Strange, after the assert it should show the crash window 15:29:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10223: [Crash]: Error: Assertion failed https://github.com/OpenTTD/OpenTTD/issues/10223 15:35:54 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10223: [Crash]: Error: Assertion failed https://github.com/OpenTTD/OpenTTD/issues/10223 15:42:14 *** supermop_toil has joined #openttd 16:00:01 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9807: [Bug]: Error message when trying to order articulated vehicles to non-drive-thru stop is unclear https://github.com/OpenTTD/OpenTTD/issues/9807 16:11:26 <DorpsGek> [OpenTTD/OpenTTD] DjHaski opened issue #10224: [Bug]: Fast forward is toggling on after autosave even if Tab isn't pressed https://github.com/OpenTTD/OpenTTD/issues/10224 16:12:30 <LordAro> heh 16:12:39 <LordAro> found andy's alt 16:41:20 *** Flygon has quit IRC 16:44:33 *** HerzogDeXtEr has joined #openttd 17:02:42 <petern> ๐ 17:14:27 <andythenorth> hurrah I didn't have to file that 17:14:38 <andythenorth> now I can just link the issue every time I complain 17:17:41 <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1341304444 17:32:17 <petern> Chunky Docks? 17:34:39 <TallTyler> Thatโs up to you, I think ๐ค 17:35:04 <Samu> i detected an Object tile being flooded somehow 17:35:05 <TallTyler> Iโd love to see it though ๐ 17:35:26 <Samu> and now i can't reproduce it, :( should have saved generation seed 17:37:24 <Samu> btw i find many tunnels to the sea 17:40:04 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1341332689 17:43:05 <Samu> i have a question, is it possible to place a tower object or lighthouse on tile height 0? it's the only way I can see it being flooded 17:47:56 <LordAro> don't see why not 17:48:06 <LordAro> if not those, then some newgrf object 17:51:25 <Samu> just tested using scenario editor, i placed lighthouses and transmiters on clear land height 0, then the sea came and flooded it 17:51:30 <Samu> them 17:51:45 <Samu> so yes, it happened, i wasn't hallucinating 17:51:47 <petern> Answered your own question ๐ 17:53:14 <Samu> trying to make it happen again, i've been through 25 newgames 17:53:18 <Samu> and didn't repeat 17:56:11 <Samu> it's very rare it seems! it needs a river to be widened, using terraform command, leaving bareland tiles that don't get watered during the tileloop in CreateRivers, and then an object is placed there, before the final tileloop happens 18:09:54 <petern> Hmm, I guess docks are more useful than rgb cc 18:12:09 <andythenorth> welll 18:12:14 <andythenorth> what is more fun though? ๐ 18:12:53 <andythenorth> eh this is sort of interesting, might read later, after endless life admin https://asahilinux.org/2022/11/tales-of-the-m1-gpu/ 18:13:09 *** sla_ro|master has joined #openttd 18:40:33 <supermop_toil> rgb ceo faces 18:55:14 <petern> You can do that anyway 19:06:16 <supermop_toil> no i mean adjust the face with rgb sliders 19:06:40 <supermop_toil> what if i want 16 different shades of purple ceo 19:10:04 <Eddi|zuHause> you mean like skin colour, eye colour, earring colour? 19:12:06 *** Wormnest has joined #openttd 19:32:20 <petern> Why is nearly bed time already. 19:36:00 <Eddi|zuHause> it's always bedtime somewhere 19:48:46 <supermop_toil> Eddi|zuHause: suit color, tie color 19:49:37 <supermop_toil> oddly the sprites i spent the most work on in my Hale base set I think never got noticed... 20:02:01 <petern> Well, docks does not compile. Hmm. 20:06:35 *** Wolf01 has joined #openttd 20:14:54 <supermop_toil> no one seemed to ever find the aloha shirts 20:27:09 <reldred> supermop_toil: Oh I did, I love those 20:55:42 <Samu> [img]https://i.imgur.com/HueNdC0.png[/img] - okay, finally got proof that my #8492 fix is broken after the wide rivers was implemented 20:58:03 <Samu> chronological order: the tile was flattened to accomodate for a sloped river in front, leaving bareland. the tile wasn't flooded in time and town growth algorithm placed a road there. In the end, the road is flooded 20:58:19 <Samu> my code doesn't detect that 21:00:41 <Samu> an ez fix is to insta-water right after wide rivers doing terraforming, with ConvertGroundTilesIntoWaterTiles() 21:01:21 <Samu> a more localized fix is to fix wide rivers so they don't leave bareland behind 21:01:27 <Samu> as they're created 21:02:59 <Brickblock1> georgues 21:06:22 <Samu> a harder fix is me trying to figure out how to detect that so i can fix it on my side of the code 21:06:58 <TallTyler> The first sounds cleaner assuming Iโm understanding the code correctly on my phone 21:07:44 <TallTyler> Samu: Does this run on the entire map? 21:07:48 <Samu> yes 21:08:03 <TallTyler> And is called from the main genworld function? 21:08:54 <petern> So anyone notice/care that some NewGRF data is in memory twice? 21:08:58 <Samu> my fixes are called from town growth algorithm 21:09:07 <Samu> still part of world gen 21:09:20 <Samu> happens after rivers are generated 21:09:54 <petern> Samu: This actually looks more like the bug caused by wide rivers, not really a bug in your stuff. 21:10:02 <TallTyler> Right, could you just call that conversion function between generating rivers and generating towns? 21:10:43 <TallTyler> The wide rivers bug as I understand is insufficient checks for if rivers should flow down a slope 21:10:57 <TallTyler> Based on whatโs at the bottom of said slope 21:11:27 <petern> <https://user-images.githubusercontent.com/91337649/205629922-74bcaf09-d675-414e-8563-537223fc752c.PNG> is river banks where they shouldn't be... I think that could lead to unexpected flooding, in terms of what Samu is looking at. 21:11:53 <glx[d]> yeah based on the picture I'd say it's the same bug as #10218 21:12:23 <petern> andythenorth: goes it rewrite docks? 21:13:47 <TallTyler> The fix for wide rivers will be more terraforming to flatten those slope tiles when they shouldnโt flow downwards yet 21:14:04 <TallTyler> (Flatten by raising two corners) 21:15:17 <glx[d]> I think you don't need to try to handle that in #8492 samu, as it's really something that should be prevented even without your PR 21:15:28 <petern> ^ Yup 21:17:30 <TallTyler> If anything my river fix will terraform land the other way - I believe the tile in question that samu found originally had one corner raised, which was lowered for the river slope on the tile to its northwest. With my change, it will end up with two corners raised so that the tile to its northwest is a flat river tile. 21:20:01 <TallTyler> Because we donโt have river tiles at sea level, my fix wonโt result in any more tiles be lowered to flat sea level, although itโs possible that existing terraforming may still cause this if it happens to a tile adjacent to where the river should flow downhill 21:26:29 <Samu> TallTyler> Right, could you just call that conversion function between generating rivers and generating towns? 21:26:30 <Samu> yes 21:26:35 <Samu> that's the ez fix 21:27:01 <Samu> i tried it after all rivers are generated, before the tileloop in CreateRivers 21:27:34 <Samu> but it iterates the whole map 21:28:15 <petern> Samu, don't bother trying to fix anything until #10218 is fixed. 21:28:24 <petern> Or at least, not that particular issue ๐ 21:28:53 <petern> Ah yes, of course, Gnome 3 does not run over xrdp in Debian ๐ฆ 21:30:46 <supermop_toil> i always kinda wished river at level 0 = shallow water (beach/tidal flat etc) 21:32:59 <Samu> I questioned the tileloop's purpose at CreateRivers, turns out it's for setting grass density after switching from desert to grass. Somehow it requires a loop to run, otherwise it would still be detect as desert. 21:33:24 <Samu> it wasn't meant for flooding tiles after all 21:34:03 <Samu> but now, it kinda is, and does an incomplete job at it 21:34:50 <Samu> ConvertGroundTilesIntoWaterTiles() does it better 21:34:52 <petern> Are you even reading? 21:34:56 <Samu> yes i am 21:35:01 <petern> Are you even understanding? 21:37:50 <Samu> not sure I understand the fixes TallTyler is coming up with would solve leaving bareland behind that is flooded after. 21:39:32 <Samu> im gonna just submit the suggested changes posted in the pr 21:39:57 <Samu> and then wait for wide rivers fixes 21:40:32 <petern> TallTyler: It's a bit like being Zorged. 21:42:02 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles https://github.com/OpenTTD/OpenTTD/pull/8492#pullrequestreview-1174606559 21:42:05 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles https://github.com/OpenTTD/OpenTTD/pull/8492 21:49:13 <TallTyler> I actually think my changes wonโt solve it entirely, although they would make it even more rare than it already is 21:50:08 <andythenorth> petern: :gui_boats: 22:19:55 *** _aD has joined #openttd 22:26:58 <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #10225: Fix #10223: Crash when vehicle cloning fails on order cloning. https://github.com/OpenTTD/OpenTTD/pull/10225 22:31:30 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #10225: Fix #10223: Crash when vehicle cloning fails on order cloning. https://github.com/OpenTTD/OpenTTD/pull/10225#pullrequestreview-1209212508 22:39:13 <Pruple> moon river, wider than a tile... 23:05:34 *** Samu has quit IRC 23:09:17 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10225: Fix #10223: Crash when vehicle cloning fails on order cloning. https://github.com/OpenTTD/OpenTTD/pull/10225 23:09:20 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #10223: [Crash]: Error: Assertion failed https://github.com/OpenTTD/OpenTTD/issues/10223 23:34:21 *** sla_ro|master has quit IRC 23:38:58 <petern> Urgh, C++ initializers ๐ฆ 23:42:30 *** Wolf01 has quit IRC 23:49:14 <petern> Unhandled exception at 0x00007FFD24F61400 (vcruntime140.dll) in openttd.exe: 0xC0000005: Access violation reading location 0x0000000000000000. 23:49:15 <petern> Oops ๐ 23:52:30 *** nielsm has quit IRC 23:57:36 <TallTyler> Chunky docks are that low-level?