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#openttd IRC Logs for 2017-11-23

---Logopened Thu Nov 23 00:00:35 2017
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02:55<PressureLine>much tanx
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05:45<Samu>why doesn't ttd send deleted files to recycle bin :(
05:45<Samu>openttd
05:46<LordAro>because no one ever made that functionality, probably
05:47<__ln__>do you know what's at least an equally likely explanation?
05:48<Samu>i deleted a save thinking i wouldn't need it anymore... I regret it :(
05:49<__ln__>an equally likely explanation is that someone made that functionality and created a patch, but it was never accepted.
05:55<LordAro>__ln__: i wouldn't say it's *equally* likely
05:55<LordAro>a little bit likely, perhaps
06:35<Samu>there's no FOR_ALL_TILES function :(
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06:39<@peter1138>Hmm, cross-platform "recycle bin" support?
06:41<LordAro>Samu: that seems unlikely
06:41<LordAro>probably a define somewhere
06:41<LordAro>peter1138: do you have a patch for that?
06:41<Samu> for (uint tile = 0; tile != MapSize(); tile++) { if (IsValidTile(tile)
06:42<Samu>will this suffice?
06:43<Samu>i wanna locate everywhere on the map river tiles on an inclined slope
06:43<Samu>if (IsValidTile(tile) && IsTileType(tile, MP_WATER) && IsRiver(tile) && IsInclinedSlope(GetTileSlope(tile)))
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06:44<Samu>I decided, instead of connecting the rivers while generating them, I would do that after all rivers are placed
06:45<Samu>so i need to go through the whole map
06:48<Samu>at least I am no longer working with imaginary non-existant water tiles
06:49<__ln__>*non-existent
06:49<Samu>oh
06:49<Samu>ty
06:49<__ln__>yw
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07:43<Samu>hi
07:43<Samu>Create additional river tiles around possible lock locations to connect them.
07:43<Samu>around "possible lock locations", aka the imaginary lock
07:44<Samu>how do I specify
07:44<Samu>something that doesn't exist, but could exist?
07:44<Samu>in a comment
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07:52<Samu>https://paste.openttdcoop.org/pduluvw6w
07:52<Samu>line 4 is to be removed in the final edit
07:52<Samu>is there a way to simplify that code?
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08:05<Samu>no?
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08:29<Samu>code experts! is there a way to simplify that code?
08:30<Samu>https://paste.openttdcoop.org/pduluvw6w
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11:46<@Alberth>o/
11:57<Samu>hi
11:57<Samu>can you revise this piece of code? https://paste.openttdcoop.org/pxyftsh2y
11:57<Samu>can it be simplified in some way?
11:58<Samu>readability and such
12:02<@Alberth>Can't you make an array with fixed offset counts?
12:02<@Alberth>dynamically creating an array is pretty much killing performance
12:11<@Alberth>At the very least the first triple and the second triple seem the same, except for the sign of delta_mid
12:12<@Alberth>if you fold handling a triple in a function, you can just call that function 2 times
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12:34<Samu>fixed offset counts?
12:34<Samu>sorry, was a bit busy with my cats
12:36<Samu>the tiles to check if it needs to make a river are 6
12:36<Samu>3 at the upper part, 3 at the lower part
12:37<Samu>sometimes I don't want it to make a river at some of them
12:42<Samu>do you mean multiple for's?
12:45<@Alberth>https://paste.openttdcoop.org/pv4c4cemb
12:45<@Alberth>that way the arrays are constant
12:46<Samu>performance wise took 1252ms to complete the entire for cycle on a 4k x 4k map
12:46<Samu>generating rivers took way... way more time
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13:05<Thedarkb>OpenTTD isn't that well optimized.
13:07<Samu>https://imgur.com/IHW1GbF
13:08<Samu>the bareland tiles are where river is to be placed
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13:10<@peter1138>Thedarkb, it is very well optimized.
13:10<@peter1138>Just, vertically, not horizontally.
13:10<Thedarkb>By badly optimized, I mean it uses twice as much CPU as GLQuake.
13:15<Samu>there's only 2 mid counts... i'm confused
13:15<Samu>i fail
13:19<@peter1138>GLQuake is the benchmark of optimized?
13:21<@Alberth>Thedarkb: no wonder if you compare with rendering vs without rendering
13:22<@peter1138>Yeah man, compare with plain Quake, then it's totally valid ;)
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13:29<Samu>the middle tiles can't be processed the same way as the side tiles, what can I do?
13:32<@peter1138>Differently, I guess.
13:44<Samu>is this gonna work?
13:44<Samu>&t + delta_side
13:44<Samu>CircularTileSearch(&t + delta_side, 5, RiverModifyDesertZone, NULL);
13:49<Samu>CircularTileSearch(&t + delta_side * side_counts[i], 5, RiverModifyDesertZone, NULL);
13:49<Samu>i dont think this is doing right
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13:54<Wolf01>o/
13:54<Wolf01>Fuck steam sales
13:56<Wolf01>Why not friday yet?
13:56<Wolf01>Lolwhat 13 games updating on steam
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13:59<Wolf01>Boiler
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14:08<Samu>terrible coding skills
14:16<andythenorth>o/
14:19<V453000>evening gentle huminz
14:20<Wolf01>50 coffees gone on steam
14:20<V453000>what
14:20<Wolf01>Eh, I had to purchase something
14:21<V453000>:D I like the usage of had to
14:21<Wolf01>4 games and all the dlcs
14:22<Wolf01>Mmmh 784 games now
14:22<Samu>https://paste.openttdcoop.org/pyxuf1a7i my code so far
14:23<Samu>didn't become that much better
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14:24<Samu>Alberth: anything to say?
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14:26<V453000>remember that crazy slovakian guy asking about mouse scrolling problem after windows update?
14:26<Wolf01>Yep
14:26<Wolf01>Quak
14:26<V453000>now there is one crazy czech guy to confirm it
14:27<Wolf01>Good
14:27<V453000>was there any solution?
14:27<Wolf01>Yes, don't upgrade to FCU
14:27<V453000>interesting, left click scrolling fixes it
14:28<V453000>well don't upgrade ... it's not so easy to revert
14:28<frosch123>V453000: https://bugs.openttd.org/task/6629
14:28<Wolf01>Just uninstall the upgrade
14:29<V453000>yeah that's it frosch123
14:29<V453000>can haz fix pls? :)
14:29<frosch123>can haz time pls?
14:29<V453000>Wolf01: then windows will try to reinstall it
14:29<V453000>frosch123: a little bit :P
14:29<Wolf01>No, I think you won't be able to reinstall it without forcing it from the media creation tool
14:31<V453000>well I'm not going to do it anyway
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14:54<Implosive_>Hey everyone, are any branches of OTTD actually working towards new content? I've been wanting to contribute, but nothing seems active
14:54-!-chomwitt is "chomwitt" on #debian #debian-games
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14:57<@planetmaker>what stops you from contributing?
14:58<Implosive_>Nothing, but I'd like to join something that has more planned than bugfixes and supporting addons
14:58<Implosive_>otherwise Ill probably just continue my opengl voxel engine experiments and see where that takes me
14:58<@planetmaker>so a buggy programme which crashes and desyncs but has many new features? :)
14:59<Implosive_>sorry?
14:59<@planetmaker>OpenTTD was never really planned to have this or that feature
14:59<@planetmaker>Feature were added when people made an idea for a feature reality
15:00<Implosive_>I was led to believe that ottd was mostly feature complete, and that the mains devs have moved on to other projects
15:00<@planetmaker>and made it reality such that it didn't break the many play styles OpenTTD can be played
15:01<@planetmaker>Well... that might possibly be true. But what is the definition of "feature complete"? It succeeded in being able to completely replace the game it is inspired from
15:01<@planetmaker>But it has also many features which were never there - and which were not exactly planned in any road map
15:01<@planetmaker>So yes, new features are a possibility
15:02<Eddi|zuHause>nobody ever said OpenTTD was "feature complete"
15:02<@planetmaker>^^
15:02<Eddi|zuHause>how could it be?
15:02<@planetmaker>it was when we called it 1.0. But everything since then is extensions beyond the original scope of the project
15:03<Implosive_>im going off this
15:03<Implosive_>https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F
15:03<Implosive_>"What are the goals of the offical branch? The main goals of the offical branch are: Replicate the original gameplay. Improve the user interface. Allow extending the gameplay with add-ons."
15:04<Implosive_>but if I'm mistaken please enlighten me
15:04<Implosive_>maybe feature complete is inaccurate
15:05<frosch123>what would you consider "new content"?
15:05<Implosive_>but that certainly doesn't communicate that there is any greater vision for the projec
15:07<Implosive_>map rotation, steep slopes and cliffs, expansion of the road systems.
15:07<Implosive_>day/night cycles
15:08<frosch123>map rotation, steep slopes, cliffs, day/night will never happen
15:08<Implosive_>theres lots of stuff that could inject new life into the game
15:08<Implosive_>no with that attitude :D
15:08<frosch123>for road systems there is a add-on interface planned, though i have no idea whether that matches your expectations
15:09<frosch123>Implosive_: well, it's simple. ottd is a old game, very complex, barely noone understands it.
15:09<frosch123>if yuo want other slopes, you better start from scratch
15:09<frosch123>which will likely fail, so better play one of the upcoming commerical games
15:09<Implosive_>i figured. Just using sdl makes rotation very difficult
15:10<Implosive_>and yeah a personal project with goals of being better than ottd is probably doomed to fail
15:10<Implosive_>which is why i wanted to contribute to an existing project
15:10<frosch123>yeah, but your intentions are completely beyond what is possible in ottd
15:10<+glx>sdl is not the problem, OpenTTD is tile based and rotating would mean redraw a lot of things
15:11<Implosive_>thats what I mean. sdl is a 2d rendering library, so rotations will require something like x4 the assets
15:11<+glx>sdl is not used on windows version :)
15:12<Implosive_>eh maybe i should poke around the source and come back then
15:13<+glx>and before you suggest it, using more threads is no too ;)
15:13<Implosive_>i havent had any performance issues so I havent really thought about multithreading
15:14<Implosive_>trust me its nowhere near the fps death dwarf fortress gets
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15:15<+glx>oh you try to run some ottdcoop saves then :)
15:15<+glx>+should
15:15<Implosive_>its just sad that this game this game, and all the community work, is going to fade into obscurity eventually
15:15<Samu>no one likes my patches
15:16<Implosive_>:(
15:16<Samu>then again, i'm terrible at coding
15:16<Samu>maybe that's why
15:16<LordAro>i think you're taking "no response" as a "negative response"
15:16<LordAro>they're not the same
15:20<Implosive_>well, this was less encouraging than I had hoped
15:20<Implosive_>thanks for the help though
15:20<LordAro>Implosive_: essentially, the answer is "do whatever you want, if the devs find it interesting they'll engage with you about it"
15:21<LordAro>usually in the form of "that's wrong, do it that way"
15:21<LordAro>but that's a positive thing :)
15:21<Implosive_>oh yeah I'd defer to their judgment absolutely as they actually know whats going on somewhat
15:22<Implosive_>but I was hoping that there was some secret active repository where people were still actively developing features
15:22<frosch123>there are plenty of forks on github
15:22<LordAro>there's a fair number floating around
15:22<LordAro>just nothing official
15:22<LordAro>closest i guess is notroadtypes
15:22<frosch123>check jgr patchpack, if you don't know it
15:23<LordAro>or whatever it's called now
15:23<frosch123>LordAro: but that's "add-ons" :p
15:23<crem>There are game projects which are more open to controversial patches. There is #pioneer (open source clone of Elite 2) for example, that's a good place to go to get some motivating appreciation of your work. :)
15:23<Implosive_>at this point I think Im just going to poke around the map generation stuff and see whats actually possible
15:24<Implosive_>and yeah but I like trains :B
15:24<crem>You can send a patch to introduce trains there.
15:24<Implosive_>truu lol
15:25<crem>They were not sure they needed cows though, not sure about trains. :)
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---Logclosed Fri Nov 24 00:00:36 2017