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Log for #openttd on 19th December 2022:
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10:44:18  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054348446313754665/image.png
10:44:18  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054348446708023366/image.png
10:44:18  <petern> Wut?
10:44:33  <petern> Where do the pylons and wire go on the right?
10:44:49  <Pruple> it's a magic thing for non-continuing electric rail
10:44:59  <Pruple> to allow for junctions between el and non el to look nice
10:45:18  <petern> It's broken :/
10:45:36  <Pruple> it's not
10:45:37  <petern> I guess it checks for "does elrail continue"
10:45:50  <petern> When really it should check for "does non-elrail continue"
10:46:14  <Pruple> maybe
10:46:23  <petern> Even then
10:46:40  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054349042357907557/image.png
10:46:40  <petern> That first corner piece is elrail
10:46:59  <petern> Anyway, this is not the bug I was looking for lol
10:51:49  <petern> Pruple: removing rail needs to mark its neighbouring tiles dirty then, if it's intentional.
10:52:19  <Pruple> yes
10:52:30  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054350510834077696/image.png
10:52:30  <petern> hm
10:54:27  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054350999709569036/image.png
10:54:27  <petern> I wonder who came up with these wire bounding boxes? 😄
10:54:53  <petern> Probably trial & error and preventing flickering.
10:56:19  <petern> Does railtypes have custom signal sprites?
10:59:32  <Pruple> yes
10:59:49  <Pruple> do you want signals in the test grf?
11:00:22  <petern> Nah... do they get varacts for things like under bridges?
11:00:29  <Pruple> no
11:00:31  <petern> Damn
11:01:00  <petern> Stupid spec 😄
11:01:02  <Pruple> no variables for rail and roadtypes because ItS tOo ExPeNsIvE
11:04:46  <petern> it probably isn't ;D
11:04:53  <andythenorth> buy a faster computer 😛
11:04:57  <andythenorth> do smaller maps
11:05:05  <petern> I'm not sure I ever tested it
11:27:20  <dP> ha, I just tried to autopilot my testing routine, build depot, build station, buy train...
11:27:27  <dP> got pretty confused when I couldn't build station
11:27:35  <dP> problems came sooner than expected xD
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12:39:22  * petern breaks all offset bounding boxes :D
12:39:33  <dP> hm, I guess cmclient could hijack callback field and use it to id commands...
12:39:38  <dP> only 27 possible values though
12:41:41  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054377986473861151/image.png
12:41:41  <petern> That's kinda better right?
12:50:29  <Pruple> kinda!
13:01:45  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054383033827999814/image.png
13:01:45  <petern> Meh
13:01:57  <dP> diagonal bounding boxes when? :p
13:14:46  <andythenorth> lunch?
13:14:50  <Pruple> what if you make the pole boxes even taller? what's the worst that could happen? 🤔
13:14:59  <Pruple> andythenorth: yes
13:15:40  <petern> I'm perplexed why that one is so wide 🙂
13:15:58  <Pruple> the wire? hmm...
13:16:12  <arikover> So I tested the engine variant groups (PR #10220), really nice. I noticed 2 small problems: 1. cargo-filtering vehicles now only works for trains (RVs, boats and planes can't be filtered by cargo) and 2. small GUI problem. Should I comment the PR or open an issue?
13:16:44  <Pruple> probably to avoid a train clipping through it at the bottom of the slope. 🙂
13:17:23  <petern> Ah probably
13:17:27  <petern> I bet it does anyway
13:18:05  <dP> also catenary bb probably interacts witth vehicle effects in some way
13:18:10  <dP> like smoke
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13:37:11  <LordAro> arikover: comment on PR
13:43:26  <DorpsGek> [OpenTTD/OpenTTD] NyanGoat opened issue #10260: [Bug]: Visual bug in Road Vehicle Details window https://github.com/OpenTTD/OpenTTD/issues/10260
13:45:52  <LordAro> petern: ^ that looks like one you already fixed?
13:47:23  <petern> Nope.
13:47:26  <petern> Blah
13:47:31  <petern> Simple fix.
13:47:33  <LordAro> :o
13:49:40  <petern> Just needs a WIthHeight() call to limit to the top instead of the whole panel.
13:51:23  <petern> Potentially ship & aircraft too, although it might even be the same function.
14:03:06  <petern> Yeah, will fix tonight 🙂
14:18:35  <petern> Error reading configuration from file: The JSON value could not be converted to DartSassHost.OutputStyle. Path: $.CompilerSettings.Sass.OutputStyle | LineNumber: 16 | BytePositionInLine: 29.
14:19:03  <petern> When your CI fails because your tools update :/
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14:20:42  <petern> Hmm, there is a line 16 but there isn't a byte 29.
14:21:57  <petern> > The underlying SASS compiler is changed from libsass to dart-sass. This is a necessary change, as libsass is discontinued. There are two breaking changes when working with the config json file:
14:22:00  <petern> I guess it is documented at least.
14:47:01  <petern> I have tea.
14:57:05  <petern> Something is going wonky with my VS Code recently, presumably I've enabled some extension I shouldn't've.
15:18:42  <DorpsGek> [OpenTTD/OpenTTD] arikover commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1357829054
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16:20:53  <petern> Maybe I'll try de-duping
16:21:09  <petern> (In fact it's explicitly added, so should be easy to do)
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17:13:49  <TallTyler> Time to fix #7575, I think (abandoned PR for industry production graph)
17:22:42  <petern> Oops, I only meant to touch one sprite offset...
17:23:55  <petern> But then I realised that how bb offsets are applied is dumb.
17:25:08  <petern> It doesn't flicker in stations, that's normal right?
17:32:34  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358006310
17:39:34  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358013469
17:45:34  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054454462728634399/image.png
17:45:35  <petern> poo
17:46:27  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575
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17:48:34  <TallTyler> Now to see if it builds or if I somehow pushed an older version
17:48:51  <TallTyler> Updating other people's PRs is extra confusing for my rookie git knowledge
17:49:23  <Pruple> petern: dohhhhhhhh
17:49:45  <TallTyler> It seems I took ownership of the commit, but there's still updating to be done so that might be up to the contributor to fix when they update it 🙂
17:49:56  <petern> Diagonals are a pain 🙂
17:51:02  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054455833972461588/image.png
17:51:02  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054455834303799426/image.png
17:51:02  <petern> Over all...
17:51:31  <petern> Top is tweaked, bottom is vanilla.
17:52:03  <petern> Signal goes behind the bridge wall on diagonal track :/.
17:52:49  <petern> Goes it throw out wonky offsets?
17:53:05  <petern> BB for the bridge wall is right at the end of the tile
17:53:27  <Pruple> v. wonk
17:54:24  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054456683138666686/image.png
17:54:24  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054456683591643258/image.png
17:54:24  <petern> New vs Old again
17:54:55  <MnHebi> dmu missing, unable to make comparison
17:54:57  <MnHebi> :P
17:55:10  <petern> Maybe if I pull the bridge wall in it will all magically come together?
17:55:26  <Pruple> the dmu clipping behind the foundation in the first image 🙂
17:55:33  <petern> MnHebi, houses too 😄
17:55:51  <Pruple> definitely looks like an improvement in the poles and wires 🙂
17:56:54  <petern> That clipping happens in vanilla too
17:57:07  <Pruple> yes, I didn't think it was new 😉
17:58:11  <petern> With the changes I've made it could easily be :p
17:58:33  <Pruple> 😄
18:02:06  <petern> So currently when you set up a bounding box of 0, 0 -> 16, 16, and then apply an bb_offset of 8, 8, the bounds become 8,8 -> 16,16
18:02:29  <petern> bb_offset of -8,-8 would become -8,-8 -> 16,16
18:03:00  <petern> This is... fine but a little awkward. There are some places where the code applies the bb offset to the bb size to compenstate.
18:03:25  <petern> I'm ripping that out to 0,0 -> 16,16 with offset 8,8 becomes 8,8 -> 24,24
18:04:22  <petern> I only meant to change the pole height lol
18:04:28  <Pruple> o/
18:05:01  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054459355333922877/image.png
18:05:07  <petern> I brought the walls in
18:06:38  <petern> Oh is this new...
18:07:14  <petern> Hm, no.
18:07:25  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054459959536001024/image.png
18:07:41  <petern> Vehicle drives under catenary under bridge when bridge is invisible 😄
18:09:34  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054460501750460497/image.png
18:09:34  <petern> Nooooooooooooooooo
18:23:01  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054463884804755638/image.png
18:23:01  <andythenorth> unintended side effect: spare coaches are neatly grouped in depot by variant 😛
18:23:23  <petern> Definitely deliberate 😄
18:23:36  <petern> So, giant depots when?
18:23:50  <andythenorth> in tile size?
18:23:52  <andythenorth> or window size?
18:24:12  <petern> Multi-tile
18:24:24  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358067268
18:24:36  <petern> Non-storage depot 😄
18:24:53  <TallTyler> Multi-tile depots is waiting on the author
18:25:08  <petern> I haven't looked at that yet.
18:26:09  <petern> Apparently I've tested the industry production graph patch.
18:26:26  <TallTyler> I broke industry production graph patch 😦
18:26:36  <petern> Oh you!
18:26:41  <TallTyler> Stupid trying to rebase
18:26:54  <TallTyler> Maybe I can just force-push the original commit
18:27:44  <glx[d]> you can always use `git reflog` then `git reset --hard`
18:28:03  <dP> btw, is uint16 really enough for monthly production in #7575?
18:28:24  <dP> to me it seems like industry can do up to uint16 in a cycle, so 9 times that a month
18:31:33  <dP> it uses uint16 for the last month though atm so maybe not
18:32:34  <TallTyler> Never used `reflog` but it just shows me what I've done
18:32:48  <andythenorth> I will miss old magical Horse
18:32:50  <petern> You can git reset to one of the refs in the reflog.
18:32:50  <TallTyler> Everything is extra confusing because I have someone else's branch as the upstream
18:32:54  <andythenorth> but not the hidden aspects of the magic 😛
18:33:53  <dP> hm, is that min even doing anything? I don't think uint16 + byte can ever exceed 0xffff https://github.com/OpenTTD/OpenTTD/blob/masterh/src/industry_cmd.cpp#L1160
18:34:38  <Pruple> "5,000 industries sounds like a stress-test more than a typical usecase."
18:34:38  <Pruple> I just generated a 4k map with "normal" towns, "normal" industries, and no newgrfs- you know, the standard new player experience 😉
18:34:43  <Pruple> 14k industries
18:35:02  <petern> 0xffff + 0x1 would be 0x10000
18:35:11  <petern> That URL is invalid.
18:35:23  <dP> petern: and 0x10000 in uin16 is 0 ;)
18:35:29  <TallTyler> Hot take: big maps can be an impediment to good features
18:35:52  <petern> I can't see the code, but int promotion is a thing.
18:35:55  <Pruple> shock.jpg
18:36:13  <petern> TallTyler: So are offsets 😄
18:37:03  <petern> Will a 0,0 size work? Hmm
18:37:15  <petern> Am I going to DIV0?
18:38:07  <dP> hm, weird, link broke somehow: <https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L1160>
18:38:17  <dP> largest type is uint16 in that +
18:39:03  <glx[d]> anyway regression fails when loading the save, that's a good indication about where to look
18:39:16  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054467976495104100/image.png
18:39:16  <andythenorth> would we say these are variants of same van?
18:39:26  <andythenorth> default refits are same, generally
18:39:31  <glx[d]> ok found it 🙂
18:39:46  <glx[d]> https://github.com/OpenTTD/OpenTTD/pull/7575/files#diff-0a4a8f4cf67739dd11dac4d6d41e262a9b4ac69c50fa952bbd0d402129a35108R347
18:40:24  <glx[d]> should be easy to fix TallTyler
18:40:42  <glx[d]> 292->303
18:41:11  <glx[d]> and we use groups of 5
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18:42:12  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/20129985635dc16705a30c02dc0c3fa490921a63
18:42:13  <DorpsGek>   - Update: Translations from eints (by translators)
18:42:18  <glx[d]> somehow the 3 latest increases didn't follow the rule
18:43:07  <TallTyler> I can make a cleanup PR later to fix that
18:45:38  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358090330
18:45:59  <petern> dP: it's promoted to int within std::min()
18:46:37  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054469826489372682/image.png
18:46:38  <andythenorth> oops
18:46:41  <andythenorth> broke a train or two
18:47:04  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575
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18:48:52  <petern> Well, promoted during the addition, then std::min works on int.
18:48:55  <JGR> TallTyler: Big or small, it's player choice
18:49:37  <andythenorth> "moar is not always better"
18:49:41  <andythenorth> -> 900 trains in one grf
18:49:48  <petern> I can have 0,0 bb size, but it doesn't fix the issue 😭
18:50:01  <JGR> No matter what your playing style is, you're only going to use a subset of available features at any one time
19:02:07  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054473726416146553/image.png
19:02:07  <andythenorth> fixed
19:03:19  <TallTyler> I'm not passing any judgement on the "right way" to play, just noticing the tradeoffs of past choices
19:03:34  <TallTyler> And maybe letting off a little steam 🙂
19:12:03  <TallTyler> Hmm, still broken, and I've just realized the title game doesn't load (it's all water)
19:21:26  <petern> Andy
19:21:58  <petern> <https://www.tt-forums.net/viewtopic.php?p=1256692#p1256692>
19:22:23  <petern> Oh lol they're metro 😄
19:22:27  <petern> Ignore me 😄
19:23:25  <andythenorth> smol
19:23:35  <petern> `DrawRailCatenaryOnTunnel()` is hilarious. It looks up its own unique set of data, then modifies that with another set of data.
19:23:41  <petern> Instead of just having the correct data in the first table.
19:24:31  <andythenorth> I always assume OpenTTD is coded to much higher standards than my grfs 😛
19:24:39  <andythenorth> but we know what assumptions make
19:25:52  <petern> It's from 15 years ago. The author if it wasn't a dev at the time.
19:26:17  <andythenorth> was it me? 😛
19:26:20  <andythenorth> it wasn't me
19:26:35  <andythenorth> hmm I have made bugs
19:26:38  <andythenorth> well done me
19:27:21  <andythenorth> 12.2 eh, not chunky
19:27:24  <andythenorth> so weirdly flat
19:28:03  <petern> It is.
19:28:29  <andythenorth> half my bug pre-exists these variants
19:28:32  <andythenorth> half does not 😛
19:30:21  <petern> petern: This is unwinnable 😦
19:30:41  <petern> Is it worse than all the existing bugs...
19:31:07  <petern> Can I get away with reducing the bb of the train...
19:32:53  <JGR> The sprite sorting algorithm is fundamentally nonsensical
19:32:57  <JGR> You can't win really
19:33:42  <petern> I've got it better...
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19:38:41  <petern> huh
19:39:18  <petern> Made the train bb smaller and it 'fixed' the foundation bug
19:40:17  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054483328398540911/image.png
19:40:17  <petern> Well
19:40:21  <petern> Not that one 😦
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19:46:26  <petern> Oh right, yes. Of course this clips.
19:48:11  <petern> Okay, new pylon rule.
19:48:30  <petern> It if's in front of a bridge it needs to be on the near side of the track.
19:48:44  <petern> Otherwise it's impossible to sort.
19:50:28  <petern> maybe we need a z-buffer 😄
19:51:53  <petern> Similar rule for tunnel heads would avoid issues too. Just the default design doesn't pose a problem.
19:54:39  <dP> z-buffer would probably solve a lot of issues
19:54:46  <dP> and may even improve performance
19:55:31  <petern> Goes very deep into the blitter though
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19:57:09  <petern> I've got a solution.
19:57:32  <petern> ```    bool   disable_elrails;                  ///< when true, the elrails are disabled```
20:00:26  <dP> good for gamelplay too xD
20:01:19  <petern> Sprite sort but do it for every horizontal pixel.
20:01:42  <petern> (Something like Doom's renderer)
20:01:52  <dP> what's horizontal pixel?
20:02:24  <petern> I mean for each horizontal coordinate.
20:02:30  <petern> (screenspace)
20:02:43  <petern> Separate sort for each column
20:03:20  <dP> that seems weird
20:03:34  <petern> It was not a serious suggestion
20:04:35  <petern> Also z-buffer doesn't solve things where sprites overhang other things... like elrail pylons.
20:05:26  <dP> I does if sprites have z layer
20:09:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10261: Fix #10260: Incorrect rect height drawing image in vehicle details. https://github.com/OpenTTD/OpenTTD/pull/10261
20:10:02  <petern> Sprites having z layer themselves is... a big change 🙂
20:10:31  <petern> But er, not impossible...
20:10:58  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10261: Fix #10260: Incorrect rect height drawing image in vehicle details. https://github.com/OpenTTD/OpenTTD/pull/10261#pullrequestreview-1223476282
20:11:19  <TallTyler> Fastest review ever? 😛
20:11:30  <TallTyler> (Because you discussed it earlier)
20:15:58  <TallTyler> ```Exception thrown at 0x00007FF657FF0C7F in openttd.exe: 0xC0000005: Access violation writing location 0x0000000000000002.```
20:16:09  <petern> Uhhh
20:16:10  <TallTyler> Interesting that I broke something so low
20:16:21  <LordAro> null pointer dereference
20:16:30  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10258: Fix #10257: Incorrect wire position on sloped bridge heads. https://github.com/OpenTTD/OpenTTD/pull/10258
20:16:33  <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10257: [Bug]: overhead wire on front-facing sloped bridgeheads is drawn 1px too high https://github.com/OpenTTD/OpenTTD/issues/10257
20:17:29  <TallTyler> I'm adding a scrollbar to the company infrastructure window, and did something wrong with `this->count = num;`
20:19:52  <petern> Oh yes, I had that patch.
20:20:43  <petern> (For options window)
20:20:58  <dP> meanwhile, it's nice to be able to place stations again xD
20:21:10  <petern> huh?
20:21:11  <TallTyler> Okay question time, what are the new `vsep`s for EXP_SPACING and EXP_LINESPACE? `WidgetDimensions::scaled.vsep_wide` and `...vsep_normal`, respectively?
20:21:27  <TallTyler> Or do I have that backwards?
20:22:24  <dP> dP: this
20:22:30  <petern> LINESPACE was 2
20:22:35  <petern> BLOCKSPACE was 10
20:22:39  <petern> SPACING... i don't see
20:22:53  <dP> I use custom station joining in cmclient that got rekt by commandcontainer disappearance
20:22:58  <TallTyler> Spacing was 4
20:23:08  <petern> go for wide then
20:23:35  <TallTyler> What's LINESPACE then?
20:23:37  <petern> Yeah, there's no EXP_SPACING 🙂
20:24:08  <petern> vsep_normal for that one.
20:24:19  <TallTyler> Ha, I got it all right 🙂
20:24:23  <petern> static const uint EXP_LINESPACE  = 2;      ///< Amount of vertical space for a horizontal (sub-)total line.
20:24:30  <petern> wonder where you had EXP_SPACING.
20:24:35  <petern> Maybe you changed it in the patch.
20:24:39  <TallTyler> `company_gui.cpp`
20:26:03  <petern> It's not in pre-variable scaling so I dunno.
20:26:19  <TallTyler> Doesn't matter, it doesn't exist anymore 🙂
20:26:21  <petern> Anyway, doesn't matter.
20:26:22  <petern> Haha
20:26:46  <petern> Oh this patch touches english.txt. hah
20:26:55  <TallTyler> RIP
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20:29:52  <TallTyler> Ah, found the missing code
20:30:12  <TallTyler> Chunky Bevels introduced so ma

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