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Log for #openttd on 14th May 2018:
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05:57:08  <peter1138> Oh dear, there actually *is* a railtype for removed rails...
06:00:21  <peter1138> And why does anyone need "Modern high-speed mainline, crushed stone ballast, concrete ties, electrified (200 km/h)" and "... (220 km/h)"?
06:09:27  <Eddi|zuHause> there is also a "planning track"
06:13:51  <V453000> peter1138: no PURR, 0/10
06:13:52  <V453000> G_G
06:14:10  <peter1138> :-(
06:14:23  <V453000> also I have NO idea what should I use from that list :D
06:14:52  <V453000> I was also surprised to see RAWR in the background :)
06:15:43  <V453000> also I guess if you try to build them it's a serious recognizing challenge to see which one is which
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06:18:20  <peter1138> http://fuzzle.org/~petern/ottd/64lol2.png?1
06:18:25  <peter1138> I think it ran out of types ;(
06:22:47  <V453000> :)
06:23:20  <V453000> at least everyone would probably use PURR from this list because it's most visible :P
06:23:22  <V453000> win
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06:52:14  <peter1138> Eddi|zuHause, also, I did actually do it. Extended the map array :p
06:52:31  <peter1138> Although for some reason bridges don't build correctly. Hmm.
06:53:56  <peter1138> Oh, found it :)
06:59:21  <LordAro> i thought extending thrme map array was supposed to be difficult?
07:03:33  <peter1138> https://github.com/PeterN/OpenTTD/commit/905a94717fc5c88001ee5371d2f961e8606da57c
07:03:40  <peter1138> No, extending the map array is piss easy.
07:03:59  <peter1138> It's just not done without a very good reason.
07:04:28  <peter1138> On the other hand, computers have moved along quite a bit in 10 years.
07:05:00  <peter1138> Memory-wise at least.
07:05:08  <__ln__> in 10 years, but not in the latest 10 years
07:08:03  <peter1138> LordAro, might be better to add 2 uint8s rather than 1 uint16 though.
07:08:45  <peter1138> Also, UINT64_MAX is actually valid, despite being the marker for invalid :S.
07:08:54  <peter1138> uint64 bitmasks not fun.
07:09:06  <peter1138> Probably wants a different way of handling that.
07:10:46  <peter1138> LordAro, but I ran out of railtypes when I loaded them all!!!111
07:12:24  <LordAro> haha
07:12:58  <LordAro> why not just make it an array of 16 uint8s? or 2 uint64s?
07:13:10  <peter1138> LordAro, I'm not changing the existing array!
07:13:28  <peter1138> Just 2 * uint8 might make some things simpler.
07:13:42  <peter1138> But 1 * uint16 might be useful for something else. I dunno.
07:13:54  <peter1138> Hmm, maybe it should be 256 rail types.
07:14:14  <peter1138> And then when there are far too many for the user to pick, just blame the GRF authors.
07:14:26  <peter1138> (tbh, even 32 or 64 is too many, imho)
07:14:40  <peter1138> (and that is humble, not honest)
07:34:26  <SpComb> need scrollable dropdowns
07:35:36  <Eddi|zuHause> dropdowns should not be longer than 7 entries without some kind of separators or other groupings
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07:49:07  <V453000> that makes a bunch of sense Eddi|zuHause :)
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07:57:34  <peter1138> SpComb, we have scrollable dropdowns.
07:57:48  <peter1138> But it's still a horrible UI when there's that many.
07:58:23  <peter1138> And when you have multiple types that are the same but by different authors so they're not actually the same.
07:59:04  <peter1138> Hmm, if it's limited to 63 types then the invalid marker becomes distinct again.
07:59:17  <peter1138> But OMG! Artificial limits!
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08:16:23  <peter1138> It's funny how tt-forums now has the smallest font ever used on a website, as all other sites have increased font size...
08:17:00  <peter1138> And it's not even computer screens that have increased in resolution (unless you go 4K)
08:29:18  <orudge> [20:56:55] <TrueBrain> orudge: I know we asked this 10 years too, but how many cookies do we have to give for patchpacks to get their own subforum? Is that possible? <-- I don't recall anybody asking for any recently, but it can potentially be done, yes. (People have tended to ask for new forums for random 3rd party games that have a 3-post topic in Off-Topic, which tend not to happen. A
08:29:24  <orudge> general 'Patch Packs' forum or specific forums for individual patch packs could happen though.)
08:31:28  <peter1138> There's currently only JGR's Patch Pack.
08:31:49  <peter1138> And maybe he doesn't want it separate.
08:32:16  <peter1138> Dunno about Juanjo, doesn't seem to be an active thread.
08:32:48  <orudge> Mm
08:32:57  <peter1138> Oh, cirdan is active too.
08:33:03  <peter1138> "New map features"
08:33:18  <peter1138> "Joker's Patch Pack" is the guy who flounced off the other day.
08:33:19  <orudge> Well, if it's worthwhile separating them out then we can, but don't want to create a new forum for it to end up with just 5 topic in it, we've got enough forums like that already ;)
08:33:49  <peter1138> Transport Empire turned out good, eh?
08:34:04  <peter1138> (There appears to be a mobile/web game with that name now)
08:35:15  <LordAro> peter1138: juanjo is thr one with the open PR, right?
08:35:22  <orudge> Indeed
08:35:36  <peter1138> LordAro, he is active in getting things into master, yes. Which is really good.
08:35:44  <LordAro> indeed :)
08:36:08  <peter1138> p1sim is kinda... what.
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10:17:48  <peter1138> Hmm
10:27:07  <LordAro> hMM
10:28:14  <peter1138> So should I do this?
10:28:40  <peter1138> Me so bad ;P
10:29:04  <peter1138> I had a flexible bitmask class once. Hmm.
10:30:12  <peter1138> Ooh, 2008.
10:30:55  <peter1138> Ah forget that, the diff doesn't include new files, lol..
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10:52:00  <peter1138> Also, std::bitset.
10:55:35  <LordAro> ^
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11:28:31  <peter1138> http://fuzzle.org/~petern/ottd/255lol.png
11:29:06  <LordAro> ono
11:29:06  <peter1138> Is that enough?
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11:39:32  <peter1138> SpComb,
11:39:34  <peter1138> oops
11:39:35  <peter1138> snail_UES_,
11:39:39  <peter1138> http://fuzzle.org/~petern/ottd/255lol.png
11:39:40  <peter1138> ^^ :p
11:40:00  <snail_UES_> hmm
11:40:21  <snail_UES_> why keep making jokes like that :p
11:41:05  <snail_UES_> seriously, 256 is an overkill, but many people would find it useful if we had 32
11:41:21  <snail_UES_> could this feature be misused? yes...
11:41:31  <snail_UES_> but that’s true of any feature
11:42:32  <peter1138> I ran out of types when I added a few railtype newgrfs when I had it at 64.
11:42:45  <peter1138> Obviously someone will want to do that ;(
11:43:18  <snail_UES_> yes, it’s a way people would misuse of this
11:43:41  <snail_UES_> but I don’t think it’s the number… I could make a senseless trackset even we had only 8 or 4
11:45:06  <peter1138> Your IRC client is doing something wrong with ' symbols.
11:45:14  <peter1138> I bet you use a mac :S
11:46:21  <snail_UES_> yes...
11:46:24  <peter1138> Btw, these are not jokes, they are real working patches.
11:46:25  <snail_UES_> I use Colloquy
11:46:29  <__ln__> ’wrong’ as in using the correct quotes?
11:46:38  <__ln__> instead of ASCII quotes
11:46:53  <peter1138> (Although the railtype bitmask is wrong for the 256 version)
11:46:58  <snail_UES_> if they’re real, why can’t we optimize the code and have them in trunk?
11:47:47  <peter1138> __ln__, hmm, strange. My ‘ and “ are correct, but ’ and ” are wrong.
11:48:12  <peter1138> But sorry, yes, it's my side, not snail_UES_'s
11:48:41  <snail_UES_> no idea my ‘ and “ were wrong
11:48:50  <peter1138> They're not.
11:49:01  <peter1138> Forget about it :-)
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11:53:46  <snail_UES_> gtg
11:53:47  <snail_UES_> bye
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11:59:02  <peter1138> assert(IsNormalRoad(t)); // XXX incomplete
11:59:04  <peter1138> I wonder...
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12:24:08  <peter1138> Hmm, so NRT uses m4 for roadtype & tramtype.
12:24:45  <peter1138> With the extended array it could use m4 for roadtype and m9 for tramtype (m8 for railtype on level crossings)
12:25:09  <peter1138> That would get around the 15 limit.
12:27:08  <peter1138> Standard-size map uses 128KB more. Not much.
12:31:59  <LordAro> i feel like that's managable :p
12:32:11  <LordAro> how much are you extending it by? 16 bits?
12:32:52  <peter1138> Yes.
12:33:29  <peter1138> I prepared an alternative version that adds 2 * uint8s.
12:34:02  <peter1138> Becuase there is "enough space" it means some mapaccessors don't need bit stuffing at all.
12:34:07  <peter1138> Because...
12:35:03  <peter1138> So GetRailType(t) becomes "return (RailType)_me[t].m8;"
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12:36:04  <peter1138> Probably some other limits could be increased as well.
12:36:10  <peter1138> Industry tile, house tile...
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13:55:22  <peter1138> Hmm, JGRPP doesn't increase the map array.
13:55:42  <peter1138> I guess it doesn't have NRT though.
13:56:29  <peter1138> Ah yeah, it just borrows an extra bit in the map array to go to 32 railtypes. Same bit I did :p
13:57:40  <peter1138> 2 railtypes on 1 tile will be possible.
13:57:50  <peter1138> For those awkard diagonal tiles.
14:10:41  <LordAro> can you have 4 roadtypes on a tile?
14:12:03  <V453000> omg 2 railtypes on 1 tile is so much bigger feature than 32 railtypes :D
14:19:07  <peter1138> V453000, i'm only considering the parallel diagonal case.
14:19:26  <peter1138> I believe someone had a patch for that anyway. May already be in master? :p
14:19:27  <V453000> right
14:19:37  <V453000> you mean no junctions
14:19:43  <peter1138> Yes
14:20:06  <peter1138> That does make changing rail layout "interesting" though, if they're incompatible.
14:20:18  <peter1138> Hmm, well, not really, just the same as any other incompatible combo.
14:28:39  <peter1138> Hmm, wonder what else would benefit from map storage.
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14:50:32  <peter1138> andythenorth
14:51:03  <peter1138> Check the logs ;p
14:53:21  <andythenorth> peter1138: you woke up early :P
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14:54:18  <peter1138> Hmm, normal time for me.
14:56:48  <andythenorth> peter1138: 255 or bust
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15:06:08  <andythenorth> actually, 32 is enough for any sensible case
15:06:12  <andythenorth> 32 cargos is enough
15:06:46  <andythenorth> 64 should be plenty
15:10:47  <LordAro> 640k
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15:13:30  <andythenorth> who could need more?
15:18:15  <peter1138> :/
15:18:21  <peter1138> Well I ran out with 64 ;-)
15:18:27  <andythenorth> 64 is good
15:18:48  <andythenorth> it's well beyond any kind of 80:20 limit
15:18:57  <peter1138> Any what?
15:19:02  <andythenorth> probably covers everybody but the lunatic fringe
15:19:20  <andythenorth> anyone who asks for more is literally weird
15:19:37  <peter1138> 21:49 < frosch123> i would approve 64k railtypes :)
15:19:44  <peter1138> Sounds like a challenge :-)
15:20:10  <andythenorth> I can make a railtype grf generator
15:20:12  <andythenorth> it's not hard
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15:20:23  <andythenorth> I already generate, e.g. trains and boats :P
15:20:33  <andythenorth> let's see
15:20:45  <andythenorth> 4 types of ground
15:20:52  <andythenorth> 4 types of sleepers
15:21:06  <andythenorth> 4 'rustiness' states
15:21:23  <andythenorth> 4 electrification types
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15:21:35  <andythenorth> 4 speed limits
15:22:04  <andythenorth> hmm no, it's getting hard :P
15:22:22  <peter1138> Well actually.
15:23:03  <peter1138> GetRandomBits() could be improved.
15:23:41  <LordAro> andythenorth: bad.
15:23:54  <peter1138> We could use the original bits to make map-persistent random data. Not that anything probably uses it.
15:24:14  <andythenorth> LordAro: found some more
15:24:22  <andythenorth> 2 states of allow crossings or not
15:24:42  <peter1138> I found at least one XXX in NRT, too.
15:26:19  <LordAro> andythenorth: well that's 11 bits
15:26:34  <LordAro> i think only 4 speed limits is pretty low :p
15:26:38  <andythenorth> yeah
15:26:40  <andythenorth> let's do 8
15:26:47  <peter1138> Did you  see the list...
15:27:04  <andythenorth> also 3rd rail is 2 bits
15:27:10  <peter1138> "Modern high-speed mainline, crushed stone ballast, concrete ties, electrified (200 km/h)" and "... (220 km/h)"
15:27:11  <andythenorth> and 4th rail
15:27:39  <nielsm> why not unify road and rail entirely? :D
15:27:53  <andythenorth> because I told my 8 yr old it can't be done
15:27:57  <andythenorth> and I don't want to be wrong :P
15:28:10  <LordAro> haha
15:30:34  <peter1138> Why not!
15:30:44  <peter1138> Basically trams are an abomination.
15:31:26  <peter1138> I think it's way too late to consider trying to merge road and rail.
15:33:15  <peter1138> Different properties, different behaviours.
15:33:42  <andythenorth> way too late
15:33:47  * andythenorth makes double-track canals
15:33:55  <peter1138> o_O
15:34:26  <andythenorth> looks better
15:34:42  <andythenorth> not wetrail hax :P
15:34:44  <andythenorth> actual canals
15:36:42  <peter1138> Wasn't someone using NRT to make wetroads?
15:36:49  <peter1138> I'm sure I saw a pic.
15:38:07  <peter1138> https://www.tt-forums.net/viewtopic.php?f=26&t=76017&start=20#p1206537
15:38:26  <peter1138> Apart from docks being shitty, you can do that with normal canal anyway, I guess.
15:40:27  <peter1138> Hmm, well, amphibious road vehicle is slightly different and... hmm..
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15:44:57  <andythenorth> mostly hmm
15:45:22  <peter1138> Great for gameplay :p
15:45:35  <peter1138> Is 16 rail types bad for gameplay?
15:45:41  <andythenorth> potato
15:46:02  <andythenorth> it's bad
15:46:06  <andythenorth> too many, or not enough
15:46:10  <andythenorth> no goldilocks
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16:06:37  <LANJesus> i'd say anything more than 5 is annoying
16:06:46  <LANJesus> especially if they're mutually exclusive
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16:08:14  <LANJesus> incompatible i mean
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16:45:34  <peter1138> Quite.
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16:58:15  <andythenorth> pikka's AI is planting trees :P
17:03:39  <peter1138> Improving its rating?
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17:07:15  <andythenorth> yup
17:08:11  <Wolf01> o/
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17:11:07  <peter1138> Oh jesus
17:11:23  <Wolf01> They tell me that all the time
17:12:04  <peter1138> North American Track Set : v1.0.1
17:12:28  <peter1138> Has 29 GRF parameters...
17:12:41  <Wolf01> :D
17:12:46  <Wolf01> That's the way
17:12:52  <andythenorth> wow
17:12:58  <andythenorth> and the UI for parameters is so nice too :)
17:13:11  <peter1138> You can set max speed, cost, and introduction year for each time.
17:13:41  <LordAro> lol
17:13:56  <peter1138> There is Very Low Speed, Low Speed, Medium Speed, High Speed, Very High Speed, Low Speed Narrow, High Speed Narrow...
17:14:15  <LordAro> just make a GRF that does everything
17:14:56  <peter1138> I bet there'd be more, but it uses all 16 rail types.
17:17:06  <Wolf01> That's something I won't be able to use at all... I usually enable 3-6 railtypes
17:17:33  <peter1138> Is it me or is it only GRF authors demanding more types?
17:17:43  <peter1138> Do players actually use them all?
17:18:33  <andythenorth> [unknown]
17:18:42  <Wolf01> Don't hide away
17:18:57  <Wolf01> BBL
17:22:02  <peter1138> https://github.com/PeterN/OpenTTD/commit/a6547442a4c06cb6ef2514b704a5517bb74f950a
17:22:06  <peter1138> ^ 2 byte version
17:23:26  <andythenorth> it's a winner
17:23:46  <peter1138> andythenorth, it'll "solve" the NRT problem too ;p
17:24:34  <andythenorth> does NRT get 32 or 64 per type?
17:26:12  <LordAro> peter1138: now do the bitset version :p
17:26:35  <peter1138> LordAro :(
17:26:45  <peter1138> andythenorth, just 1 I reckon.
17:31:17  <peter1138> Gosh, it built.
17:32:10  <peter1138> Of course, all the commands could do with reshuffling :S
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17:36:15  <andythenorth> quak
17:37:00  <LordAro> quakers
17:41:22  <peter1138> Hmm, I didn't break it, at least.
17:43:48  <peter1138> Can't test beyond the 'old' limit cos there aren't enough NRT sets yet.
17:47:23  <andythenorth> :P
17:47:40  <frosch123> moi
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18:21:43  <Gwyd> https://cdn.discordapp.com/attachments/440080596329562112/445647756304842762/unknown.png can I get some help?
18:22:17  <Gwyd> I'm using Quast65's tutorial, but it doesn't explain how all the bits work
18:23:32  <Gwyd> Wait nvm I've just not been looking hard enough
18:26:41  <andythenorth> what's it supposed to be? o_O
18:30:22  <Gwyd> uh hold on
18:30:55  <Gwyd> https://cdn.discordapp.com/attachments/337701432230805505/445639840126599179/unknown.png Barnes station tiles, a station not far from me. I haven't even got to getting it laid out like this
18:32:01  * LANJesus waves at Gwyd
18:32:30  <Gwyd> Hello o/
18:33:38  <andythenorth> such station
18:35:48  <TrueBrain> nice work on PRs LordAro :)
18:35:52  <Gwyd> Even on closer inspection I can't find anything deeply explaining the purpose of every byte
18:36:38  <LordAro> TrueBrain: i should fix my own :)
18:37:09  <peter1138> I got distracted :(
18:37:18  <peter1138> But 64 road/tram types isn't enough?
18:37:40  <andythenorth> it's plenty
18:37:52  <andythenorth> 32 road, 32 tram?
18:37:55  <peter1138> No.
18:38:06  <peter1138> 64 each.
18:39:13  <Gwyd> If you can find a use case for each simultaneously I will be astounded
18:40:00  <peter1138> Apparently GRF authors can!
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18:40:09  <andythenorth> 64 each is plenty
18:40:25  <peter1138> That's what I said about 16.
18:40:44  <Gwyd> Well that's what railtypes tend to deal with
18:41:04  <andythenorth> most of the game is about being able to make mods for the game eh :P
18:41:16  <andythenorth> does anyone actually play it, except me? o_O
18:41:24  * andythenorth biab
18:41:31  <peter1138> So who wants to convince the other devs that extending the map array is okay? :p
18:41:41  <frosch123> peter1138: i see potential for 2 tram type s:p
18:41:53  <frosch123> imho tramtypes are entirely useless
18:41:58  <peter1138> There's already a NewGRF with 6.
18:42:15  <frosch123> which?
18:42:19  <frosch123> i only saw roadtypes
18:42:25  <peter1138> Unspooled?
18:42:38  <frosch123> wasn't that about trolley busses?
18:43:07  <peter1138> Apparently not.
18:43:42  <peter1138> Rough, Basic and Modern, in plain and electrified styles.
18:44:14  <frosch123> anyway, i liked that idea of an additional indirectional table
18:44:39  <frosch123> 256 or 64k combinations of road/tram/rail/ground/whatever types
18:45:19  <peter1138> It would still be limited to 16 for rail types.
18:46:18  <peter1138> Unless you mean something more involved than I was thinking.
18:46:37  <frosch123> i read you added m8 or m9 or something
18:46:50  <peter1138> Right.
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18:47:21  <peter1138> Currently I just moved railtype to m8 and unmerged road/tram type from m4 to m4 + m9.
18:47:53  <peter1138> Using all 8 bits for now but only 64 types because of bitmasks.
18:48:11  <frosch123> i think we already use std::bitmask in some places
18:48:15  <frosch123> possibly industry types
18:49:05  <peter1138> I don't see it anywhere.
18:49:40  <frosch123>  extern std::bitset<NUM_INDUSTRYTYPES> _displayed_industries; <- ok, there is exacly one usage :p
18:49:50  <peter1138> Ah, bitset.
18:50:00  <frosch123> ah, 2 even
18:50:19  <frosch123> yeah, sorry, i do not use it often enough to remember
18:50:24  <peter1138> Me neither :-)
18:50:49  <peter1138> If the map is extended, there's no much point to having indirection.
18:51:13  <peter1138> If the map isn't extended, then indirection (for rail types) gives you strange other limits
18:51:26  <peter1138> Less pronounced for road/tram due to it being 8 bits.
18:51:49  <frosch123> i did not follow nrt for a year, but last year it was all about visual differences like objects/stations, which did not care whether there was road or tram on top
18:51:49  <peter1138> I saw JGRPP just borrows a bit to get to 32 rail types.
18:52:25  <peter1138> I don't know how it works if you have electrified road and electrified tram, if that's possible.
18:52:48  <peter1138> Well, type wise it's meaningless, just graphical.
18:53:35  <frosch123> iirc at some point andy drew separate road catenary sprites, and they were drawn over each other. no idea whether that was finished/implemented though
18:54:45  <frosch123> but ok, with more bits indirection can be postponed
18:55:46  <peter1138> Well, there's another thing, managing the indirection list not necessarily simple, if it can change during game.
18:56:25  <peter1138> Not impossible just more code to be written.
18:56:40  <andythenorth> road has separate catenary sprites
18:56:42  <andythenorth> fyi
18:57:36  <frosch123> updatnig the list will likely desync in rare cases :) just like group and infra statistics still desync every now and then in unknown ways
19:05:31  <peter1138> Urgh.
19:05:57  <peter1138> Well, adding it simplish. Removing either needs a counter or a full map scan on every removal. Not nice.
19:06:07  <peter1138> Or if it's static, you gain nothing for railtypes
19:06:19  <peter1138> But you do gain slightly for road/tramtypes.
19:06:32  <peter1138> I think it's easier to just extend the array ;)
19:08:14  <frosch123> since 32bpp blitter is default and we deprecate 32bit builds, map size is hardly noticeable
19:08:39  <frosch123> if the arrays are mostly zero, they also do not affect multiplayer join times
19:08:55  <peter1138> Hmm, hadn't considered size.
19:09:00  <peter1138> Compressed size that is.
19:09:28  <peter1138> We can just leave it all as is. What do authors know? :D
19:11:00  <frosch123> was there a "devs dictate grf author what to do" vs "grf authors dictate devs what to do" discussion? :p
19:11:11  <andythenorth> kinda
19:11:24  <frosch123> i mostly skipped it :p
19:11:33  <andythenorth> it was somewhat more rational than your framing :)
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19:13:18  <andythenorth> snail has a good perspective on it
19:13:21  <peter1138> No but we did explain why splitting "electrification type" off from railtype was not a feasible route and didn't gain anythhing.
19:13:22  <andythenorth> hmm
19:13:40  <andythenorth> but I might have driven KK away with my 'but I need 33' comment in the thread
19:13:54  * andythenorth wrecking the community since 2008
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19:14:27  <frosch123> peter1138: haha, i think that was the first thing i removed from nrt when i joined :)
19:14:52  <andythenorth> it was
19:15:20  <andythenorth> if only I'd carried on my 'catenary' patch....
19:15:24  <andythenorth> :P
19:15:34  <peter1138> Don't think I was paying attention to ottd then :)
19:17:35  <frosch123> now that LA is active, i can focus on bananas at least
19:27:22  <andythenorth> peter1138: it was a flag for catenary on/off on tramways :P
19:27:28  <andythenorth> which is all I wanted anyway :P
19:38:56  <peter1138>  Heh
19:39:08  <peter1138> Hmm, is out of date film useful for anyone? :P
19:41:20  <nielsm> photographic film? yes
19:41:46  <nielsm> sell it as "lomo" and you can get higher price than new stock
19:41:59  <nielsm> (only slightly joking)
19:43:13  <Wolf01> Mmmh, must reboot
19:43:18  <Wolf01> BBL again
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19:46:04  <peter1138> this->railtypes != RAILTYPES_NONE
19:46:11  <peter1138> Hmm, wonder how to convert that to bitset style.
19:46:26  <frosch123> any() ?
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20:15:26  <peter1138> Hmm.
20:15:40  <peter1138> It looks like we load avail_railtypes from savegames for very old versions.
20:16:19  <peter1138> However, it's always recaculated anyway.
20:16:54  <Wolf01> Maybe it wasn't at that time
20:18:22  <peter1138> It predates railtypes, heh.
20:20:05  <Wolf01> Also, win10 1803, wow features, such glazed, much fast
20:20:34  <glx> I'll wait
20:20:59  <Wolf01> It was crying to install the update
20:22:18  <peter1138> Hmm, commit a4e045a3fbb04
20:22:32  <peter1138> "remove the need for saving some vehicle variables"
20:22:56  <peter1138> Looks like it actually slipped in there, cos it's not a vehicle variable, and nothing else in that commit touches that one.
20:33:11  *** frosch123 has quit IRC
20:42:35  <peter1138> Hmm, why was I converting it to a bitset? :p
20:43:11  <LordAro> because better!
20:43:49  <andythenorth> moar
20:44:36  <peter1138> I'm concerned that HasBit(bitset, f) still works somehow.
20:44:53  <peter1138> More likely it's undefined, but it doesn't error.
20:44:53  <LordAro> ha
20:45:12  <LordAro> overloaded operators? HasBit is templated, iirc
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20:46:46  <peter1138> Hmm, I see, it'll be comparing but at the wrong level. It'll work but be doing more than it needs to.
20:47:44  <LordAro> yeah
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20:52:59  <peter1138> Okay, manually overrode HasBit and found a load of warnings
20:53:07  <LordAro> hehe
20:55:58  <peter1138> I could just override HasBit to work.
20:56:08  <peter1138> Hmm.
21:00:20  <andythenorth> bye
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21:09:47  <GT> I am switching to git, having used svn and hg for openttd before. One question: I succeeded in cloning the repo, and git branch shows me the master. But according to https://github.com/OpenTTD/OpenTTD/branches there should also be a release/1.8 branch. I did a git fetch, but branch shows up. How can I get a remote branch?
21:10:24  <GT> *no branch shows up obviously
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21:15:09  <peter1138> git checkout release/1.8 should do it.
21:15:31  <LordAro> git branch -a to show remote branches
21:16:22  <peter1138> git checkout -b release/1.8 "origin"/release/1.8 (where "origin" is the name of the github repo)
21:17:27  <LordAro> does the first not work? i'd expect it to
21:17:43  <peter1138> Doesn't for me.
21:18:03  <peter1138> Hmm, OpenTTD 1.8.0~1
21:19:05  <peter1138> It's possible that git doesn't actually like branches with / in?
21:19:23  <peter1138> error: pathspec 'release/1.8' did not match any file(s) known to git.
21:19:29  <LordAro> mm, possible
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21:23:11  <GT> git branch -a does indeed show the remotes/origin/release/x.x branches
21:24:26  <peter1138> Anyway, there's also tags. If you actually want to work with the 1.8 release, you might just want to checkout 1.8.0
21:25:11  <peter1138> (but less useful for making local changes)
21:25:18  <GT> git checkout release/1.8
21:25:18  <GT>  :Branch 'release/1.8' set up to track remote branch 'release/1.8' from 'origin'.
21:25:18  <GT> Switched to a new branch 'release/1.8'
21:25:38  <peter1138> Well then :-)
21:25:47  <GT> seems to work if the checkout is done, the branch is listed
21:25:56  <peter1138> Because the branch is now local.
21:26:44  <GT> Thank, I expected the fetch to make it available locally, but obviously the checkout is needed
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21:29:03  <peter1138> Oh, ETS 2 Italia is vaguely reduced... Hmm...
21:30:12  <peter1138> Hmm, it's more reduced as a bundle with just that in it :p
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21:31:22  <Wolf01> 'night
21:31:24  *** Wolf01 has quit IRC
21:31:25  <peter1138> Nighty
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21:42:39  <peter1138> I wonder how the range testing of std::bitset affects performance. Not enough to profile it :p
21:45:18  <glx> <peter1138> Hmm, it's more reduced as a bundle with just that in it :p <-- usual, and the bundle is indirectly findable
21:46:11  <glx> probably reduced because 1.31 is just released
21:48:19  <glx> indeed indirect, ets2 page -> italia dlc page -> bundle page
21:48:23  <peter1138> Ok, trying to play with keyboard was a bad idea.
21:48:42  <peter1138> Managing to roll my truck on a roundabout outside the garagea :p
21:49:04  <glx> never tried keyboard
21:49:19  <glx> I used gamepad then bought a g27
22:02:14  <peter1138> Can't be bothered putting the G27 on my desk. First-world problems.
22:13:51  <FLHerne> peter1138: If you want to rejig the map array, why not grab some of cirdan's work? He already did that :P
22:14:13  <FLHerne> (custom bridgeheads ftw)
22:16:20  <peter1138> Because it's very difficult to take *just* the map changes and nothing else.
22:17:40  <FLHerne> Ah, too much stuff on top of them?
22:18:37  <FLHerne> At least he seems to have a sane commit history, unlike a lot of the large patchsets
22:20:36  <FLHerne> I guess they depend on some of his other misc. cleanup changes, but aren't those worth having in their own right?
22:20:51  <peter1138> Just the map changes are massive, tbh.
22:22:46  <peter1138> The map accessors are now indirect to tile accessors.
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22:29:58  <peter1138> And anyway, the array isn't extended.
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22:55:59  <Eddi|zuHause> just a random entry from the "odd time signatures" collection: https://www.youtube.com/watch?v=dMELl2EVKnc
23:00:48  <peter1138> Just another Jay Foreman.
23:02:01  <peter1138> Seen him perform loads of times. Not seen his brother yet though.
23:03:33  <peter1138> https://www.youtube.com/watch?v=1JcWF5f2kbs < I'm in the front row, also recording for the video.
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