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Log for #openttd on 1st January 2026:
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06:16:11  *** WormnestAndroid has quit IRC
06:16:12  *** WormnestAndroid has joined #openttd
06:16:17  *** WormnestAndroid has quit IRC
06:16:33  *** WormnestAndroid has joined #openttd
08:27:22  <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14926: Codechange: Add GitHub workflow that checks new doxygen warnings. https://github.com/OpenTTD/OpenTTD/pull/14926#pullrequestreview-3621677346
08:48:09  <peter1138> Morning, happy new year.
08:50:06  <andythenorth> 365 lunches to go
08:53:26  *** Borg has joined #openttd
08:55:12  <_zephyris> 15.0 next year?
08:59:53  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #15007: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15007
09:00:03  <Rubidium> _zephyris: are you in Hawaii or Alaska? Then I'd guess so, otherwise... seems a bit long :D
09:07:55  <reldred> Might make april 1st release date 😄
09:09:51  <andythenorth> new Horse this year?
09:13:03  <Borg> anyone can shred me info when NewGRF are instantiated? after all save chunks has been loaded? or on fly?
09:13:39  <Borg> I suspect its the first.. since code loading chunks is sequental.. and after that there is AfterLoad()
09:37:26  <Rubidium> I think it's hidden in the call to GfxLoadSprites in AfterLoadGame
09:42:03  <peter1138> After all chunks have been loaded, but before most (but not all) savegame conversions.
09:42:03  <Borg> okey found it
09:42:11  <Borg> yeah...
09:42:22  <Borg> GRFListCompatibility gcf_res = IsGoodGRFConfigList(_grfconfig);
09:42:27  <Borg> damn.. this complicates thing..
09:42:53  <Borg> I need temporary storage for chunk loading and then copy data to grf storage
09:42:58  <peter1138> Savegame changes in chunk handlers should only be for structural changes.
09:43:07  <andythenorth> was it lunch yet?
09:43:32  <Borg> peter1138: well, maybe I did it wrong.. but I added psa right into GRFFile class ;)
09:43:33  <peter1138> Is this for Persistent Storage storage?
09:43:38  <Borg> easiest.. and works
09:43:44  <Borg> yep
09:43:50  <peter1138> Because PersistentStorage is already stored in a pool.
09:43:58  <Borg> peter1138: yeah, but pools are for Town storages
09:44:06  <peter1138> Not at all.
09:44:14  <Borg> hmm?
09:44:17  <peter1138> The pool stores all persistent storage, for towns and industries.
09:44:31  <Borg> yeah.. this part I dont understand at all
09:44:38  <Borg> that new (index) PersistentStorage()
09:44:40  <Borg> magickery
09:44:54  <peter1138> Well maybe you should understand it instead of butchering it :)
09:45:02  <peter1138> It's a pool item.
09:45:03  <Borg> bah :D
09:45:08  <peter1138> It automagically gets created on the pool.
09:45:17  <Borg> okey, so whats the index thing? Industry ID and Town ID?
09:45:23  <Borg> and those are guaranteed to be unique?
09:45:28  <peter1138> You can then store the resultant pointer, but the pool owns that pointer.
09:45:51  <peter1138> index is the persistent storage id.
09:45:56  <andythenorth> was this global storage?
09:45:59  <peter1138> You don't need to use that constructor.
09:46:08  <andythenorth> grf-global or map-global?
09:46:14  <andythenorth> or map-grf-global?
09:46:23  <andythenorth> or grf-feature-global?
09:47:03  <Borg> andythenorth: grf-world.. aka map-grf-global
09:47:26  <Borg> every GRF loaded (grfid) have its own persistent world (global) storage
09:47:31  <andythenorth> so accessible by any feature?
09:47:45  <Borg> theoretically... for now. only Industries support it
09:47:47 

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