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#openttd IRC Logs for 2019-04-07

---Logopened Sun Apr 07 00:00:46 2019
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03:23<andythenorth>carbon black
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03:25<@LordAro>black carbon
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03:25*LordAro bike
03:26<@peter1138>Idea good.
03:26<@peter1138>Hmm, should I go out alone or with the group.
03:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7483: Fix #7478: Don't remove NewGRF objects on company take-over.
03:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens
03:44<andythenorth>makefile isn't seeing changes in src/graphics
03:44<andythenorth>should trigger a rebuild of the grf
03:51<@peter1138>Hmm. When you want to use features from another PR that isn't merged yet... :p
03:53<dwfreed>merge it, or base your branch on that one
03:54<dwfreed>(of which there are two ways to do it: pull the github-special PR branch, or add the other contributor's repo as a remote and pull their branch)
03:58<andythenorth>just merge it all in with merge commits :P
04:06<dwfreed>have you ever done an octopus merge?
04:22<DorpsGek_II>[OpenTTD/OpenTTD] jmakovicka opened pull request #7484: Codechange: Sprite sorting optimization
04:24<DorpsGek_II>[OpenTTD/OpenTTD] jmakovicka commented on pull request #7484: Codechange: Sprite sorting optimization
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04:29<andythenorth>nielsm: so how is mail generated then? o_O
04:30<nielsm>exactly the same, houses actually have two numbers, population and mail_generation
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05:00<Eddi|zuHause>"sprite sorting optimization" sounds like a corner case bugfest waiting to happen
05:01<Eddi|zuHause>(haven't looked at the thing yet)
05:04<nielsm>we did merge and later revert an earlier version of that patch
05:15<andythenorth>nielsm: does mail grow quadratically? o_O
05:15*andythenorth could just read the code :P
05:15<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7330: Feature: Add autosave and sendmap save formats
05:15<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7330: Feature: Add autosave and sendmap save formats
05:15<TrueBrain>I hate it when stalebot is bypassed .. means I have to be the bad guy :(
05:18<andythenorth>outsource it to me
05:19<TrueBrain>nah; I am rather the focus of the agression
05:19<TrueBrain>its fine
05:19<andythenorth>I have bad guyed about 900 issues now
05:19<andythenorth>remember when Flyspray count was about 970?
05:19<andythenorth>such lolz
05:20<andythenorth>Cryo Plant improved
05:20<andythenorth>still crap
05:20<andythenorth>better than
05:20<Eddi|zuHause>i need to rework some of this river stuff, not sure if i get stalebotted first
05:21<andythenorth>the river stuff looked really promising
05:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #7470: Runs as windows admin from installer
05:22<Eddi|zuHause>yes, but it's all not quite right
05:23<TrueBrain>Eddi|zuHause: even if stalebot hits, you can just reopen it :)
05:23<TrueBrain>or remove the 'stale' label :P
05:23<Eddi|zuHause>i have never found the option to edit labels
05:24<TrueBrain>there you go
05:25<Eddi|zuHause>that doesn't help :p
05:26<nielsm>I can try making an MSI installer with WiX, those do handle elevation and "run after install" situations correctly I know
05:26<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain requested changes for pull request #6926: Change: Allow dock to be constructed in more locations
05:26<TrueBrain>nielsm: if you can do that with CPack, please do
05:26<TrueBrain>checkout the CMake branch, and give it a crack :)
05:28<TrueBrain>(CPack does support WiX btw; we just need to set the right settings, basically :D)
05:31<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
05:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7481: Fast forwarding very fast can cause window.cpp/kdtree.hpp crash
05:47<V453000>so funny story, I did the checker-alpha for tubular bridges just like TTD does ... and it works great in x4 and x1! Except to my surprise x2 zoom gets scaled down from x4 and only uses the opaque pixels XD
05:48<V453000>works now, I just doubled the size of the grid in x4 of course :)
05:48<V453000>because fuck defining x2
05:49<nielsm>totally tubular
05:49<Eddi|zuHause>i'd be leaning towards defining x2 then :p
05:50<V453000>me too, but that's just so much work
05:50<V453000>doing it properly that is
06:03<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
06:03<TrueBrain>from 205 commits to 8 ..
06:03<TrueBrain>that sounds more reasonable
06:04<TrueBrain>CMake introduction is ~2500 lines of code
06:06<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7270: Introduce CMake (and removing all other project-related code)
06:07<TrueBrain>it will break master for 5 commits or so, but I guess that is better than a single big blob doing stuff :P
06:08<Xaroth>2500 lines of code? you've been busy
06:09<TrueBrain>me and glx, yes
06:10<TrueBrain>think the LoC are 50/50
06:24<andythenorth>less crap now
06:40<andythenorth>still not good enough
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07:03<pnda>Is there any file/list of all available SPR?
07:03<Eddi|zuHause>... what did we need this for again?
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07:24<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7484: Codechange: Sprite sorting optimization
07:35<pnda>Apart from it not selecting the first option, I quite like the way this turned out
07:35<pnda>visually selecting the first option*
07:38<+michi_cc>Any other opinions besides LA's for ?
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08:01<@planetmaker>michi_cc, generally I prefer to do "the right thing", if it is not an enormous detour. Technical debt is aquired quickly anyway
08:06<_dp_>are we using c++14 already? iirc c++11 still needs raw pointers sometimes
08:07<pnda>I've noticed that in the build rail gui the tracks are not always the same, but they never show the actual track get placed (at least for current master that is)
08:07<pnda>which get placed*
08:09<_dp_>pnda, you mean image on button is not the same?
08:10<pnda>Here using NuTracks
08:13<pnda>Also in my toolbar_gui.cpp, I can't seem to find the code which automatically marks the first option of the DropDownList as selected. Though I have found the code that even if nothing is selected it defaults to the first option
08:18<+michi_cc>planetmaker: The "right thing" is the current state of the PR. You may argue with LordAro about approving it :p
08:18<@peter1138>pnda, it's selected by value.
08:19<pnda>peter1138 so that would be MenuClickBuildRoad(int index)?
08:19<@peter1138>Each list item has a specified value, and there's a value chosen when opening the list.
08:20<pnda>Well I have set that. And it does open one window by default. But it never has that black background, indicating it's not actually selected
08:22<@peter1138>Third parameter to ShowDropDownList() is the default selected value
08:22<pnda>Oh thanks. I for some reason passed a string there... lol
08:23<@peter1138>And the button image is different to the on-map track, because one is the track, and one is an icon for it.
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08:55<@peter1138>Hmm, okay, feet cold, need socks.
08:55<@peter1138>Or I could put the heating on
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09:19<pnda>Why is it, that when opening the landscaping tool, you've got 2 options to perform actions also accessible by the drop down menu?
09:22<pnda>Also, I think there should be a change in what rail gets shown in the build menu. It should always resemble the track being built. Also the drop down menu with these sprites is very bugged
09:22<@peter1138>It uses the icon that the rail set provides.
09:23<@peter1138>Not our fault rail set authors were lazy and didn't bother providing good icons./
09:23<nielsm>specifically it uses the icon the rail set provides _for the build window_, not the landscape graphics
09:23<pnda>Why are those two different things
09:23<@peter1138>Yup. Using landscape graphics would be the wrong thing to do.
09:24<@peter1138>The game has always had different images for landscape and icons.
09:27<_dp_>they're used in entirely different places, what looks good on ground doesn't automatically look good on button
09:27<pnda>Well, if the set doesn't provide an icon, why not set a fallback to the default track icon? (or catenary, depending on track type)
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09:30<@peter1138>We use the icon that is provided.
09:31<@peter1138>Better to focus your attention on getting set authors to actually provide decent icons :p
09:32<@peter1138>I bet LordAro's done something crazy like 130 miles to make up for not going out yesterday.
09:32<pnda>I don't go out on saturday/sunday
09:33<pnda>And what do you mean with 130miles? walking?
09:35<pnda>walking would be impossible on one day I just noticed.... I thought 130miles were like 50km.. 200km as it turns out
09:35<pnda>And yes that's quite crazy
09:35<@peter1138>Indeed. It's doable on a bike.
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09:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7464: Fix: Industry coverage area is no longer rectangular.
09:57<Samu>gamescripts are bad
09:57<Samu>newgrfs are a mess
09:58<_dp_>fork it!
09:59<Samu>can only have 1 gamescript running at a time
10:00<Samu>and newgrfs... honestly... I have no other word for it, it's a big pile of mess
10:01<Samu>i dont know what to download from that list
10:01<DorpsGek_II>[OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization
10:01<Samu>several versions of the same thing
10:01<Samu>hard to know which one is current, which one is obsolete
10:01<Samu>and some are dependant of other newgrfs
10:02<Samu>and which ones?
10:02<@peter1138>So you mean that authors organizational skells are a mess, rather than NewGRF. I get you.
10:04<DorpsGek_II>[OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization
10:05<Samu>it's lacking
10:06<Samu>from my perspective, the newgrf list scares me
10:06<@peter1138>Sucks to be you then.
10:08<Samu>telling me to do my stuff via newgrf feels like sending my suggestion to the dumpster :(
10:08<Samu>oh well
10:09<@peter1138>There's lots of content. That's a good thing. It's just not all organised nicely because it's controlled by... the authors.
10:14<Samu>some gamescript addons could really be part of the main game imo
10:15<Samu>subsidies, disabling or enabling
10:15<Samu>the distance
10:15<Samu>the duration
10:15<Xaroth>Make a PR?
10:16<Samu>oh? what for? it's already an add-on
10:16<Samu>i'm just gonna be told to use a gamescript instead
10:18<@peter1138>Xaroth, it's easier to moan about things :-)
10:18<TrueBrain>and so much more fun!
10:18<TrueBrain>especially for others in the same channel!
10:18<TrueBrain>they .. really cheer up when they read those things
10:18<TrueBrain>so motivational!
10:19<pnda>Also, I left a game in the background while in VS, hasn't crashed yet, already year 2950... strange
10:19<@peter1138>TrueBrain, isn't it!
10:20<@peter1138>TrueBrain, "hey guys, this thing you spent 15 years of your life on... it's shit"
10:20<pnda>come on, it's not
10:20<Xaroth>pnda: I think it was meant sarcastically, or at least, a bit.
10:21<Samu>eh, 15 years ago, newgrfs were probably fine, they weren't so many
10:21<pnda>Well, it's what Samu basically said
10:21<Samu>but now... :(
10:21<TrueBrain>how dense can a person be, holy crap
10:21<@peter1138>He keeps digging this hole.
10:22<pnda>woah I am at -600000000000000€ dept
10:22<Samu>what hole?
10:22<Samu>so you think looking through the list of newgrfs is fine?
10:22<Samu>just take a look at it
10:23<pnda>You've got a search bar, what else do you really need?
10:23<pnda>For the rest you can just scroll through
10:24<pnda>Oh and btw why is there a minimum number a graph can display? Mine is completely glitching out just now
10:25<pnda>Bug report: I went so far in dept, I gained 1 trillion euros and the operating profit graph is at -50.000€
10:25<Samu>speaking of mess... i have a newgrf there that I want to make it disappear from 1.9.0, and I can't
10:25<Samu>and I'm the author
10:25<pnda>remove from the folder?
10:26<Samu>ok it's this
10:27<Samu>i want to make it unavailable from 1.9.0 onwards
10:27<Samu>otherwise, it's just another newgrf that's adding to the mess
10:27<Samu>currently, 1.9.0 solved the problem
10:27<Samu>newgrf is no longer needed
10:28<Samu>it's obsolete
10:29<@Alberth>some people may be playing an older version
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10:29<Samu>doesn't let me pick 1.8.0
10:30<@peter1138>Okay so the specific issue is that bananas does not know about recent versions.
10:30<Samu>typing in 1.8.0 doesn't work
10:30<pnda>Samu there's a custom option
10:30<Samu>custom didn't work, but i can try again
10:30<Samu>Invalid value.
10:30<Samu>doesn't work
10:31*_dp_ accidentally noticed are free
10:31<_dp_>not often to see 6-letter free com nowadays
10:32<@peter1138>_dp_, even better, ;)
10:32<pnda>new bananas?
10:33<@peter1138>I could buy both and put all my NewGRFs on there.
10:33<@peter1138>That'd be disappointing, I only have test files.
10:33<Samu>custom 0 was accepted
10:33<Samu>what would 0 do?
10:34<Samu>well, it disappeared, that's better than nothing
10:35<Samu>problem solved (kinda)
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10:50<@peter1138>He's here.
10:59<andythenorth>newgrf santa
10:59<andythenorth>newgrfs are frigging awful btw
11:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7484: Codechange: Sprite sorting optimization
11:03<@peter1138>Oh you and your backlog reading skills.
11:05<pnda>What was the git command again to remove a commit (commit from yesterday, I already have new ones)
11:05<andythenorth>I had to drive for a bit
11:06<andythenorth>has anyone finished this cryo plant in my absence?
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11:06<andythenorth>lo Alberth
11:08<@peter1138>pnda, rebase -i allows you drop commits.
11:10<pnda>can I specify a particular one?
11:10<@Alberth>you get dropped in an editor so you can pick what to do with each commit
11:11<@Alberth>you may want to read about interactive rebase if you don't know
11:13<@peter1138>-i means interactive, you can chop and choose all over the place.
11:15<pnda>if I say "git rebase master toolbaricons", wouldn't that take master, and put it on the branch toolbaricons?
11:16<@Alberth>that's the non-interactive rebase
11:16<pnda>yes I am aware
11:17<@Alberth>I always use it with one branch name, no idea what happens if you use 2 branch names
11:17<@Alberth>but moving master sounds like a bad idea
11:17<pnda>And from what I understand, all commits would disappear. I want only the bottom one (def5d99) to disappear:
11:18<@Alberth>non-interactive rebase doesn't make commits disappear unles they're duplicates
11:20<@Alberth>clone the repo, and you can simply try it without risk
11:21<milek7>you can always undo the changes with hard reset (from reflog)
11:21*andythenorth has a broken makefile :)
11:22<@peter1138>I have pull requests.
11:23<andythenorth>all needs are met
11:23<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed pull request #7394: Add: Demolish tree tool
11:23<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool
11:24<pnda>error: cannot rebase: You have unstaged changes. I just cloned?
11:27<@peter1138>You have changes apparentlky.
11:27<pnda>well I don't that's the thing
11:28<@peter1138>git diff, git diff --cached, etc...
11:28<@Alberth>git status
11:28<pnda>i apparently changed every single file wut
11:29<@peter1138>crlf conversion then.
11:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular.
11:32<@peter1138>Mmm, earl grey IPA
11:33<@peter1138>andythenorth, peter1138patchpack?
11:33<Samu>how do i get the minimum or maximum value of a setting?
11:33<andythenorth>get a forum thread
11:33<andythenorth>do support
11:33<@LordAro>peter1138: is 80 miles close enough?
11:33<@LordAro>it was very fast
11:34<@peter1138>That's about 130km so close to 130 miles ;)
11:34<@peter1138>Only a measily 55.55 for me.
11:34<pnda>still quite a lot
11:38<supermop_Home>peter1138 a bergamot ipa does sound good
11:39<supermop_Home>I've been so sick of the double, triple, and quad-hopped ipa dick-measuring race in English, American, and Australian craft beers over the past 5 years that i typically no longer drink ipa at all
11:40<supermop_Home>unless its something nice and refreshing rather than a bitterness bomb
11:40<supermop_Home>and i like bitter beers
11:43<pnda>I've got a better idea. Copy all changed files, delete the branch, create a new branch from old master without the commit and then add the edited files to the branc
11:44<Samu>hmm so Kerli is/was a Björk wannabe
11:46<@peter1138>Never heard of Kerli.
11:47<andythenorth>cryo plant haps
11:47<andythenorth>vertical storage tank sprite is crap
11:48<@peter1138>Doesn't sound much like Bjork to me.,
11:48<andythenorth>rest is ok
11:48<Samu>ok, track number 3 ain't much like björk
11:48<Samu>1 and 2 are
11:48<@peter1138>andythenorth, looks good to me.
11:49<andythenorth>tar plant next
11:49<Samu>aha, the creationist got a björk vibe to it on about 3 minute mark
11:49<andythenorth>just paint the cryo plant black probs
11:54<@Alberth>inverse all colours :p
11:55<@Alberth>hmm, have B&W buildings up to 2000? :p
12:02<DorpsGek_II>[OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization
12:04<andythenorth>Alberth: just a recolour sprite option :P
12:10<Samu>SettingDesc got it
12:11<@Alberth>hmm, yeah, would even be simple eh?
12:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7051: Feature: Moveable depots #6328
12:13<andythenorth>so what disturbing limitation remove next shall we?
12:14<andythenorth>'throw out'
12:17<@Alberth>take-over by RVs
12:18<@Alberth>one-cargo shipping
12:19<@Alberth>use both lanes at one-way roads
12:19<andythenorth>goes it throw out?
12:20<andythenorth>how hard can it be, really?
12:20<@Alberth>you wanted to remove limitations, right?
12:20<@Alberth>those are quite silly to have, I think
12:21<andythenorth>so multi-lane roads isn't the same as articulated RVs overtaking
12:21<andythenorth>related, but not same
12:24<@Alberth>it's probably very different even
12:28<andythenorth>what even is multi-lane roads?
12:28<@peter1138>Le highway
12:28<andythenorth>slower vehicles stay on drive side?
12:29<andythenorth>2 ROADTYPES, 1 PER LANE!!!!
12:29<andythenorth>oof no
12:29<@peter1138>But I don't think NRT has anything like that.
12:29<andythenorth>NRT has nothing like that
12:29<andythenorth>its NotNRT
12:29<pnda>So I made a branch including a edited toolbar_gui.cpp to have Icons in the dropdown menus for water, air and landscaping. Will that be accepted? Don't remember who, but someone said it wouldn't make much sence
12:30<@peter1138>Well submit a PR and we can find out.
12:30<Eddi|zuHause>we can't make any promises either direction
12:31<Samu>horizontal coding!
12:31<Samu>need to make it more vertical
12:32<Samu>lines 1-13 aren't mine, it's from 15 and below
12:34<@peter1138>I don't think anyone is going to help you and nobody else thinks it's a good idea.
12:34<@peter1138>But yes, that's pretty damn messed up.
12:34<Samu>but it works ! :p
12:35<pnda>Why the hell did removing one comment give git the thought that I replaced the whole file
12:36<milek7>your editor did space/tab or line end conversion?
12:36<@Alberth>it's smart software
12:36<Eddi|zuHause>pnda: try to show the diff with "no whitespace changes"
12:37<Eddi|zuHause>and then find out why your editor changed those
12:38<Samu>woah, track 13 is very björky
12:39<Samu>track 14 also
12:40<Samu>but some other stuff in it
12:40<Samu>so, not totally
12:41<Samu>a bit of ladytron
12:42<Samu>track 15 more bjork
12:43<Samu>aww it was the last track
12:47<pnda>I think I'll draft this request, to see if any changes are requested, or any optimizations can be done. Or is there any way?
12:47<pnda>other way*
12:49<DorpsGek_II>[OpenTTD/OpenTTD] spnda opened pull request #7485: Add: Dropdown build menus from toolbar have icons
12:54<Eddi|zuHause>pnda: "draft" usually means "don't bother reviewing this yet"
12:55<Eddi|zuHause>pnda: that's probably not what you want
12:55<pnda>yeah I don't think so either
12:57<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7340: Change: Replace tropic landscape map generator rules
12:57<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7339: Fix #7311: External configuration file does not change directories
12:57<@peter1138>Easy enough to change.
12:59<Eddi|zuHause>... i wanted to do something, but got totally lost
12:59<@peter1138>Hmm, literally can't review it? heh
13:00<@peter1138>Oh, I'm not logged in. Hmm
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13:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7485: Add: Dropdown build menus from toolbar have icons
13:04<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons
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13:07<DorpsGek_II>[OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons
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13:08<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons
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13:13<DorpsGek_II>[OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons
13:13<Samu>why changing strings already translated creates so many warnings :(
13:13<@peter1138>It doesn't unless you did it wrong.
13:15<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons
13:16<@peter1138>You removed the {RAW_STRING}
13:17<@peter1138>Definitely falls under the 'did it wrong' category.
13:17<Samu>no, i added it
13:17<Samu>it was without
13:17<@peter1138>Same difference.
13:18<@LordAro>Samu: a translation having a different number of parameters than the original (english) is an issue
13:18<pnda>ahh why did one check fail
13:19<@peter1138>pnda, comment message style rules.
13:20<pnda>Is it "Add:", "Fix:" or "Feature:"?
13:20<@LordAro>add, probablt
13:20<milek7>dbg: [net] getaddrinfo for hostname "", port 3978, address family either IPv4 or IPv6 and socket type tcp failed: NAME or SERVICE is unknown
13:20<pnda>Or rather CodeChange
13:21<@peter1138>Codechange for the second commit.
13:22<supermop_Home>andythenorth you need those tall aluminum extrusion things that always seem present at medical gas storage areas:
13:22<andythenorth>I considered drawing those
13:22<andythenorth>but they're inside the building eh :P
13:23<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons
13:23<supermop_Home>oh hmm they are vaporizors
13:23<pnda>peter1138: changed to Codechange
13:23<supermop_Home>for turing the liquid oxygen into gas so the hospital doesn't just freeze everyone
13:24<supermop_Home>i usually see them by the loading docks of any lab / hospital / university chemistry building
13:24<supermop_Home>so i guess the oxygen factory wants the opposite of that thing
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13:27<andythenorth>is it like a reverse fridge?
13:28<supermop_Home>allow the gas to absorb outside heat and boil in a controlled way
13:30<supermop_Home>i guess if you had a big room you wanted to cool you could kill two birds with one stone and put it in there, but it's probably a safety issue
13:30<Samu> game script name is displayed now
13:30<Samu>all that's missing in this picture is
13:31<Samu>display the ops in the main frame rate window
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13:36<Samu>how to do it :(
13:42<Samu>i have a strange feeling GS frame capture isn't working as expected
13:42<andythenorth>cryo ops eh
13:42<andythenorth>5 layouts
13:42<andythenorth>nobody ever drew a decent storage tank though
13:42<andythenorth>not as good as the original oil refinery ones anyway
13:43<@peter1138>Draw one?
13:43<andythenorth>going to
13:45<Samu>nevermind, it's working
13:45<Samu>RealGrowth is being adjusted
13:45<Samu>maybe my GS is too light
13:45<@peter1138>Reheating yesterday's left-over dinner, turns out I made enough for 4 meals (but ate 2 meals worth already ;/)
13:46<andythenorth>hmm dinner
13:46<@peter1138>Yeah, early for me.
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14:05<Samu>breaking the whole frame rate widgets :( it was built so tightly, touching it in 1 place breaks almost everything else
14:06<pnda>Also just heated up some pasta
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14:17<@peter1138>Oil refinery explosion! Woo
14:18<andythenorth>cryo plant explosion!
14:20<pnda>mind explosion!
14:20<@peter1138>Hmm would be nice if industry catchment was fixed for AIs.
14:21<pnda>peter1138 friendly reminder that I have infact resolved changes you requested :)
14:21<@peter1138>pnda, I marked them as resolved, too.
14:21<pnda>Ah thanks
14:22<@peter1138>pnda, that doesn't mean I'm going to approve the PR, that needs concensus from other devs.
14:22<@peter1138>Coding-style is less subjective :-)
14:22<pnda>I am aware that it needs to be approved by multiple devs. Just wanted to get that out of the way first :)
14:34<Samu>let's see what happens
14:37<Eddi|zuHause>i think we need to move the first change of the move depot patch queue, so the intermediate parts compile :/
14:40<Eddi|zuHause>"OpenTTD/trunk/src/viewport.cpp:1243:13: warning: ‘void ViewportAddDepotNames(DrawPixelInfo*)’ defined but not used [-Wunused-function]" <-- an oversight in your changes, nielsm?
14:41<milek7>i need websocket->udp proxy
14:42<nielsm>Eddi|zuHause huh I thought I added it
14:42<nielsm>oh wait
14:42<nielsm>I forgot to remove it
14:42<nielsm>uh just amend my commit or something
14:42<Eddi|zuHause>not going to be a big issue, i guess :)
14:43<Eddi|zuHause>we can probably reorder stuff a bit so it makes more sense as a "do it properly the first time" way
14:43<nielsm>hiding the sausage making
14:44<Eddi|zuHause>like you moved a "inline" function out somewhere else that was added in an earlier patch. that can probably be cut short
14:46<pnda>Where in ProduceIndustryGoods() does it factor in the prod_level or production_rate from industry.h? Also is i->produced_cargo_waiting[j] = .... responsible to increase the cargo waiting to get transported?
14:46<nielsm>pnda: the production rate is calculated when the industry changes production rate
14:46<nielsm>so there are no modifiers to it during the actual production call
14:47<pnda>I read + i->production_rate[j] at the end of that very line changing the cargo waiting
14:48<pnda>But I guess the spot I am looking for is DoCreateNewIndustry() to change what a industry produces
14:50<@peter1138>You should probably explain what you are trying to achieve.
14:50<pnda>Industry production rate changing based on location
14:50<pnda>So if a mine is located on a mountain it produces more than on a plain
14:50<@peter1138>That seems... odd.
14:51<Eddi|zuHause>pnda: that sounds more like a NewGRF
14:51<nielsm>yeah that's a thing for newgrf
14:51<pnda>how would that work in a NewGRF though?
14:51<Eddi|zuHause>there's a production callback
14:53<pnda>Can you even get the location of a industry in a newgrf?
14:53<nielsm>I don't know if an industry can get its height above sea level, actually
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14:54<pnda>It's not only mines, it's also for example farm produces more on a large plain near rivers for example (maybe if it's on more fertile land, if that's a thing in ttd)
14:55<pnda>or oil wells produce more if they are lower, closer to oil.
14:55<pnda>Not sure yet what would affect each industry
14:55<nielsm>that's pretty much what the "zones" concept we've been discussing recently is about
14:56<@peter1138>Either way, sounds like NewGRF stuff :)
14:57<pnda>How would those zones work/look like?
14:57<Samu>aha, finally, got it into the right spot!
14:57<nielsm>something defines zones on the map, industries can query which zone they are in and may require/reject certain zones when they are constructed
14:58<pnda>Oh ok cool
14:59<Eddi|zuHause>pnda: there's no "more fertile land" concept. just desert, which should already prevent construction of farms. also, currently the production of farms is unrelated to the amount of fields planted around them
14:59<pnda>that could be a thing to change
15:00<Samu>now it needs colours :)
15:01<Eddi|zuHause>pnda: still, that would be a NewGRF change. i.e. at max you can change the code to export the relevant information to the NewGRF (via a 40+ variable)
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15:02<pnda>Why would you want that as a NewGRF callback though?
15:02<Eddi|zuHause>pnda: be aware that you're going to run into an older suggestion to more flexibly define the type of fields around industry (like, extend it to different crops, trees, power lines, ...)
15:02<pnda>so... this is already being worked on, in some way?
15:03<Eddi|zuHause>as far as i can tell, it never left the "suggestion" phase
15:03<nielsm>pnda: one of the main goals of OTTD is to keep the core gameplay the same, and as far as possible make all changes to it mod territory
15:04<Eddi|zuHause>pnda: if you change the behaviour of the default industries, you risk changing the behaviour of existing NewGRFs in unintended ways
15:04<pnda>that is true...
15:04<Eddi|zuHause>pnda: so it's better to keep these new behaviours optional, so the NewGRF authors can incorporate them into their GRFs
15:05<pnda>ok it does make sence now
15:05<pnda>now I need another idea to work on
15:05<Eddi|zuHause>pnda: well, you can perfectly well work on this idea :)
15:06<Eddi|zuHause>pnda: like, add the suggested newgrf interfaces, and provide a "demo" GRF with the modified default industries
15:06<pnda>oh no does that mean NFO
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15:07<Eddi|zuHause>you can use an existing GRF like OpenGFX+Industries as base
15:07<Eddi|zuHause>but some knowledge of NFO would be helpful if you're going to add NewGRF features :)
15:07<pnda>Though when compiling and I have a new cb it would complain
15:07<Eddi|zuHause>that might happen
15:08<@peter1138>I don't see why you'd need a new callback.
15:08<Eddi|zuHause>yeah, but you're probably only be adding a variable
15:08<Eddi|zuHause>that is easier to use
15:08<pnda>ok well let's say I have never done industries in neither nfo nor nml
15:08<@peter1138>So industry production is already controlled by NewGRFs
15:09<@peter1138>So whether a mine produces more or less is down to them.
15:09<pnda>as prod_multiplier you mean?
15:09<Eddi|zuHause>pnda: i'd suggest reading through the NML tutorial, and then picking out relevant bits of Opengfx+Industries
15:09<@peter1138>They can directly control how much cargo is accepted and produced, afaik.
15:09<pnda>I am already reading through just now
15:10<@peter1138>Lots of complex (too complex, andythenorth?) things can be done.
15:10<Eddi|zuHause>pnda: just forcing the prod_multiplier based on your new variable would probably be the easiest
15:10<Eddi|zuHause>as a proof-of-concept
15:10<Eddi|zuHause>more complicated behaviours can be done once you got the hang of it
15:11<pnda>so something like "prod_multiplier: AFFECT_BY_HEIGHT" or something similar?
15:11<@peter1138>In industrytype.h there's a list of existing industry behaviours.
15:11<Eddi|zuHause>pnda: something like that, yes
15:12<@peter1138>So you could perhaps add it as a behaviour, then default and newgrf industries can use it selectively.
15:12<nielsm>probably more like in production cb or prod level change cb query a property on the industry that returns the height
15:12<@peter1138>nielsm, yeah, that's the way to do it if you are writing a NewGRF :)
15:12<nielsm>(height of lowest or highest tile of the industry? or of some kind of center tile in it?)
15:12<andythenorth>should I read back?
15:13*andythenorth was drawing
15:13<@peter1138>Drawing. Don't fib. You were deciding what to delete.
15:14<Eddi|zuHause>pnda: simple thing to keep in mind: lines in the "properties" section are only evaluated once on GRF load, and then used for all industries on the map, while lines in the "callback" section will be evaluated during the game for each industry individually (and probably repeatedly)
15:14<pnda>nielsm: well I don't want the height difference between the lowest and highest tile, I want the height difference between the center tile and the sea level to get a approximate of if its on a mountain or not for example.
15:14<Eddi|zuHause>err... the "graphics" section
15:16<pnda>aand i'll write down some notes first...
15:16<andythenorth>what eh?
15:16<andythenorth>just get the tile height of the north tile (0, 0)
15:17<andythenorth>job done
15:18<pnda>andythenorth but i've decided to make the height a cb, so it *can* be used by a newgrf, but it doesn't have to.
15:18<andythenorth>o_O ??
15:18<andythenorth>height is a var
15:19*andythenorth looks it up
15:19<nielsm>I don't think it is no
15:19<andythenorth>var 60
15:19<andythenorth>course it is :)
15:19<pnda>andythenorth there's snowline_height
15:19<andythenorth>never read the nml spec
15:20<andythenorth>the real spec is the nfo
15:20<pnda>well var 60 checks for surrounding tiles, not height
15:20<andythenorth>it's an offset
15:20<andythenorth>0,0 is self
15:20<andythenorth>second byte has the tile height
15:20<@peter1138>height is one of the values in var 60
15:21<andythenorth>I have not found any lack of industry vars for years
15:21<andythenorth>they're pretty comprehensive
15:21<andythenorth>as long as one looks in *both* industry and industry tiles docs
15:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7475: Fix #6618: Viewport vehicle draw flickering
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15:22<pnda>ok.... well then height is not a needed cb/var anymore... can you check how many fields are surrounding a farm for example?
15:23<andythenorth>no, they're randomised
15:23<andythenorth>you can inspect tiles in a circular search, and count them if the landscape type is fields
15:23<andythenorth>probably unwise
15:24<pnda>could make it easier to just make a cb which checks for how many fields the farm currently has, per tick maybe?
15:24<nielsm>but yeah I think "destroying fields lowers farm production" is a common myth
15:24<Samu>game pause matters
15:25<andythenorth>the industry doesn't know how many fields it has
15:25<Samu>opcodes only run for gs
15:25<Samu>erm, i mean, thei nstance
15:25<andythenorth>every so often, the game just converts a bunch of tiles to fields
15:25<andythenorth>hmm the fields must know which industry though
15:25<andythenorth>they're cleared if the industry closes / is bulldozes
15:26<Samu>so it works! but i can't make pretty colours like the average times
15:26<@peter1138>That's describing current behaviour, not how to check how many fields there are.
15:26<pnda>they are connected somehow
15:27<Samu> I'm pretty happy with this for the moment, it's just that the opcodes are only displayed in light blue :(
15:27<Eddi|zuHause>the fields store a "pointer" to the parent industry, but that can't be used to count them
15:28<pnda>Maybe make the industry also know which fields are connected to it?
15:28<Eddi|zuHause>if you encounter a field in the tileloop, you would need to know if it was there in the previous tile loop, or gone in the next, to change the counter
15:29<@peter1138>Eh? You can just count the number of field tiles owned by the industry?
15:29<Eddi|zuHause>or, you change the counter in the creation/destruction function
15:30<pnda>anyway, I like all these ideas/suggestions... doesn't help me sleep longer though. So it's bed time. gn
15:30<Eddi|zuHause>peter1138: i would prefer an option that doesn't do a circular tile loop :p
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15:30<Eddi|zuHause>peter1138: so a cached field count seems more appropriate
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15:31<Eddi|zuHause>so... git... how to properly iterate through revisions to compile them individually?
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15:34<andythenorth>object fields :P
15:35<andythenorth>working on big storage tank
15:35<milek7>Eddi|zuHause: git rebase -x
15:35<Eddi|zuHause>"As of Git 1.7.12, the interactive rebase command can take an --exec <cmd> option" ... that sounds right
15:35<andythenorth>looks like a massive retro radio switch right now :P
15:36<@peter1138>Much purple.
15:36<nielsm>can industries be 2cc? :)
15:36<Eddi|zuHause>i want to press one of the buttons :p
15:39<andythenorth>they look so tactile
15:39<andythenorth>nielsm: nope
15:39<andythenorth>it's fine :D
15:39<andythenorth>1CC keeps life simple
15:40<andythenorth>also, please nobody add industry object fields
15:40<andythenorth>FIRS is already Never Done
15:40<Eddi|zuHause>NoIndustries branch when? :p
15:40<@peter1138>"(In fact, I can come up with a list of 37 tramtypes all of which have a reasonable usecase)"
15:40<@peter1138>Heh, I bet :p[
15:40<V453000>tramtypes? dam :D
15:40<Eddi|zuHause>peter1138: it will never be enough :p
15:40<nielsm>I still want to try doing sub-buildings for industries to have genuine random layouts
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15:41<nielsm>for huge sprawling plants
15:41<andythenorth>might work
15:41<andythenorth>yeah those tanks look like
15:41<Eddi|zuHause>import factorio blueprints? :p
15:42<nielsm>anyway, getting a bit late, and I'm not feeling all too well, so gn
15:42<Eddi|zuHause>andythenorth: not quite the association i had
15:42<@peter1138>No, fix your bugs!
15:42<andythenorth>oh wat bugs now?
15:42<@peter1138>Hmm, do I have all the NRT NewGRFs?
15:43<@peter1138>Unspooled, country roads, U&RaTT
15:43<@peter1138>I'm sure there was more :/
15:43<andythenorth>Road Hog NRT edition>?
15:43<@peter1138>Would be nice if the newgrf scan listed the features used by each newgrf.
15:43<Eddi|zuHause>andythenorth: i rather thought a button you push in rather than turn
15:43<andythenorth>also plausible
15:43<andythenorth>I should adjust them eh
15:43<@peter1138>Road hog is just vehicles?
15:43<andythenorth>there is a fork that includes NRT types
15:44<andythenorth>it's the original NRT grf
15:44<Eddi|zuHause>it's probably a bad idea to include road types in the vehicle grf
15:44<andythenorth>so I'm told
15:44<Samu>max opcodes of 10000, and it's being respected
15:44<andythenorth>meanwhile, in the first post
15:44<@peter1138>Nice URL.
15:44<andythenorth>why malformed on paste?
15:44<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
15:45<Eddi|zuHause>the url even confuses the url parser
15:45<andythenorth>ha ha stalebot found my PR
15:45<andythenorth>oh dear
15:45<Eddi|zuHause>so, it now compiles all intermediate revisions, just not finished with the cleanup
15:46<@peter1138>Oh, I already had it loaded, just didn't realise it had vehicles :p
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15:49<Eddi|zuHause>uhm... did it eat nielsm's commit?
15:49<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code)
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15:50<@peter1138>Eddi|zuHause, if you didn't have it locally, yes.
15:50<Eddi|zuHause>oh, i think i messed up the rebase again with a commit-vs-add
15:50<Eddi|zuHause>so it squashed it
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15:51<Eddi|zuHause>peter1138: i pulled it
15:52<Eddi|zuHause>it's probably fine squashed...
15:52<Eddi|zuHause>just not what i intended to do
15:52<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens
15:52<@peter1138>So undo and redo it?
15:53<Eddi|zuHause>i did a bunch of stuffs inbetween
15:55<@LordAro>glx: worth adding #7482 to the backport list?
15:55<+glx>I added the label
15:56<@LordAro>ah right :)
15:56<Eddi|zuHause>i think being squashed is the right thing to do, just now the attribution is wrong
15:57<TrueBrain>glx: so fix it! :P (just make a new commit on top of the cmake branch, with the fixes .. I will fixup that all later :))
15:57<TrueBrain>ideal, it is in the form up: Fix: fixup <commit that it fixes>
15:57<V453000>On a scale from 0 to 10 how nice of a feature is it if depot graphics are tileable?
15:57<TrueBrain>but .. I will figure that out :P
15:57<V453000>So you can make longer depots visually
15:57<TrueBrain>nicely spotted btw glx :)
15:58<@peter1138>V453000, ideally they'd actually work ;)
15:58<V453000>is there a patch for that?
15:58<@peter1138>Probably is.
15:58<V453000>yeah, well :) it could multiply the maximum train storage of a depot
15:58<Eddi|zuHause>V453000: there exists a GRF like that
15:59<Eddi|zuHause>(for the visual tiling, i mean, not the working)
15:59<V453000>Eddi|zuHause: I know, I'm just making BRIX depots so I'm considering options in the design
15:59<@peter1138>Of course there does, but as V453000 is making graphics...
15:59<Eddi|zuHause>there's no real disadvantage...
15:59<V453000>visually there are some :)
16:00<pnda>Ok new idea: a) height_of_industry switch variable, returning the average height of all tiles of an industry b) amount_of_sub_tiles switch variable, returninf the amount of sub tiles, e.g. fields for a farm (caching amount, decreasing/increasing when field is built/destroyed) c) distance_to_nearest_water switch variable, returning the minimum distance to any water tile (max 10 tiles) d) type_of_area switch variable, returning the type of area,
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16:00<V453000>yeah, should tile
16:00<V453000>and fill a tile in both x and y
16:00<@peter1138>-switch. switch is an NML thing, but they are just variables.
16:01<@peter1138>a) average height is most likely unnecessary. height of top corner should suffice.
16:02<pnda>should also work, yes. But if you've got a farm with all fields, could be handy to get the average height of all of the fields
16:02<@peter1138>c) distance to nearest wear already exists (var 0x43) but might need tweaking
16:03<@peter1138>wear? water...
16:03<@peter1138>hmm, well, fields are technically separate from industries.
16:04<@peter1138>So "height of industry" means just the industry part.
16:04<@peter1138>So you want average height of fields.
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16:05<pnda>could be a separate variable. Would be easier to have it just average height. So I guess having the height of the 0,0 tile is easier
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16:10<andythenorth>d) already exists too
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16:10<andythenorth>assuming area = tiles
16:11<@planetmaker> nearby_tile_height(0, 0) at scope industry, if you use NML gives you height at relative coordinates...
16:12<@planetmaker>is the error much, if you assume that to be the average?
16:12<@planetmaker>you usually know the allowed height variation by layout anyway
16:12<andythenorth>you can walk all the tiles and get the average
16:12<@planetmaker>g'evening :)
16:12<andythenorth>if you need to
16:12<andythenorth>you know the layout number
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16:13<@peter1138>NML gives you relative height? Why? The variable gives you absolute.
16:13<pnda>planetmaker: no, the difference shouldn't be to much, especially because most industries try to be on a flat piece of land
16:14<@planetmaker>no, it gives you absolute height, peter1138
16:14<@peter1138>Oh, I misread :-)
16:15<@planetmaker> @ pnda
16:15<@planetmaker>ah, you saw it, k
16:16<pnda>andythenorth, no, the message was cut off, by are I mean: surrounding tiles are forest, snow, desert, coast
16:16<+glx>oh you don't know ECS tourist vector ;)
16:16<@planetmaker>pnda, generally I'd decide availability of industry based on height on industry level, using nearby_tile_height(0,0). And I'd decide for the actual sprite shown the tile height on tile level to take snowyness into account (or desert, whatever ground you care about)
16:17<@planetmaker>glx, yes. But then again: an industry knows its layout and height requirements for it
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16:17<@planetmaker>so you immediately know the average when you know (0,0)
16:18<@planetmaker>One *can* probably make an industry very flexible in that regard... not sure anyone does, though. It gives graphical challanges
16:18<@planetmaker>when it has to look good irrespective of the tile slope and relative heights
16:18<@planetmaker>an improved wood might not care :)
16:19<pnda>Sooo... The only thing which has not been done yet is to configure cb and variables for sub-industries (fields for a farm). Also maybe have zoning inside the game. I'd really love to see a map with zones, based on climates.
16:20<pnda>But then those 2 things are probably far away from what I am capable of doing atm
16:22<@planetmaker>well, industries have no secondary related object currently, like objects which they could spawn for eyecandy reasons (like farm fields)
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16:23<@planetmaker>such thing could be envisioned... farm fields could "simply" be objects which can be overbuild
16:23<@planetmaker>which is an existing property for objects already to allow one-click overbuilding
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16:23<@planetmaker> OBJ_FLAG_ANYTHING_REMOVE
16:24<@planetmaker> Anything can remove this object (owned land behavior).
16:24<pnda>planetmaker, yes, that would be good.
16:24<@planetmaker> OBJ_FLAG_REMOVE_IS_INCOME
16:24<@planetmaker> Removal cost is actually income (owned land behaviour). might not be applicable though
16:25<@planetmaker>OBJ_FLAG_ALLOW_BRIDGE Allow bridge over the object taking the building height into account.
16:25<pnda>This is just about what I am capable of doing though
16:25<@planetmaker>I started with less
16:26<pnda>Those 2 (maybe also the income flag) could be helpful here. Don't know yet how I would structure it. I am also not on my PC anymore to look for myself, so, yeah
16:26<Eddi|zuHause>planetmaker: i think in the last iterations, some things had like 5 related objects :p
16:27<Eddi|zuHause>("relation" as in "SELF", "PARENT", ...)
16:28<pnda>Can Industries currently create sub industries/tiles like fields in a GRF?
16:29<@peter1138>Only by setting the industry behaviour flag for fields.
16:29<@peter1138>If set, then OpenTTD will handle all the field stuff.
16:29<Eddi|zuHause>the industry itself cannot really control the fields
16:30<Eddi|zuHause>it can only set that it wants to have some
16:30<pnda>planetmaker: well, i have some experience in C#, JS and a bit of Python. So I am not really a newcomer to coding
16:30<pnda>Eddi|zuHause peter1138: so that means they have no affect on sprites for the fields?
16:31<pnda>Would be nice if that changed then
16:31<Eddi|zuHause>yeah, but that is a bit... involved...
16:31<pnda>What do you mean with involved
16:31<Eddi|zuHause>a rather large task
16:32<Eddi|zuHause>to make fields changable
16:32<pnda>well... yes
16:32<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
16:33<pnda>Just unsure of what I could do, which is simple enough for a slight challenge for me...
16:35<@peter1138>Just dive in at the deep end :)
16:35<pnda>deep end?
16:37<Eddi|zuHause>pnda: i mean, the "allow industries to check their height" thing can probably be done in a day or so, while the "allow customizing fields" thing probably needs more like half a year :p
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16:38<pnda>Eddi|zuHause: yes, probably. But a lot of people said it's already included with var 60
16:38<pnda>Also, I am rejoining/leaving because for some reason I keep disconnecting from the server and need to reload the page
16:39<Eddi|zuHause>get a real IRC client?
16:39<@planetmaker>Eddi|zuHause, indeed. now you mention it... there was something like that.
16:39<pnda>don't want to, this is enough for me and works 90% of the time
16:39<@planetmaker>Probably somewhere on a wiki page
16:39<Eddi|zuHause>planetmaker: probably frosch123 :)
16:40<@planetmaker>and... I found the case made quite convincingly
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16:44<DorpsGek_II>[OpenTTD/website] steffhip opened issue #77: Download links in header too long
16:45<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector
16:46<Eddi|zuHause>maybe someone should check whether #7100 (already merged) needs some adaptions for #7051?
16:46<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector
16:47<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
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16:55<frosch123>planetmaker: Eddi|zuHause: <- cb3b is the new newfields idea
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16:59<Samu>question, what if I create (yet another) game setting enabling or disabling the self-adjust max ops feature?
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16:59<Samu>so that regression doesn't fail
16:59<Samu>changes of being accepted increases or not really
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17:00<Samu>probably not
17:00<pnda>Ok these leaves)
17:01<pnda>These leaves/joines are probably getting annoying and there's no topic here anymore either just now. good night
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17:02<Samu>nvm, I think I get it
17:03<Samu>I only see pnda leaving in the log
17:04<DorpsGek_II>[OpenTTD/website] auge8472 commented on issue #77: Download links in header too long
17:07<@peter1138>That's what he meant.
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17:13<DorpsGek_II>[OpenTTD/website] PeterN commented on issue #77: Download links in header too long
17:13<Samu>i thought my AI was on the "cpu intensive" side, but it's keeping 10000 ops in a 4096x4096 map
17:15<Samu>world ticks is slower than 14 AIs
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17:18<Samu>soon they will all start building airports, that's when I expect slowdowns
17:18<Samu>patiently awaits
17:18<_dp_>effecient goals updating, take 5...
17:20<_dp_>btw, whoever does c++11 stuff conversion, having std::function callback for DoCommand would be awesome ;)
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17:24<DorpsGek_II>[OpenTTD/website] steffhip commented on issue #77: Download links in header too long
17:25<DorpsGek_II>[OpenTTD/website] PeterN commented on issue #77: Download links in header too long
17:27<DorpsGek_II>[OpenTTD/website] steffhip commented on issue #77: Download links in header too long
17:29<@peter1138>Well, none of that happens for me.
17:30<_dp_>mb some dpi thing
17:30<_dp_>or page zoom
17:31<@peter1138>Possibly DPI. Page zoom doesn't do it for me.
17:31<_dp_>yeah, same here, ff66 linux
17:32<_dp_>I mean everything's fine :) even with page zoom
17:33<DorpsGek_II>[OpenTTD/website] spnda commented on issue #77: Download links in header too long
17:33<DorpsGek_II>[OpenTTD/website] planetmaker commented on issue #77: Download links in header too long
17:35<_dp_>hm, font itself looks a bit different on his screenshot
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17:37<DorpsGek_II>[OpenTTD/website] Eddi-z commented on issue #77: Download links in header too long
18:12<DorpsGek_II>[OpenTTD/website] TrueBrain commented on issue #77: Download links in header too long
18:14<TrueBrain>glx: minor request, please don't use hashes for 'fixup'. Just mention something out of the commit message :) That would really help me out :D
18:14<TrueBrain>and tnx for fixing :)
18:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector
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18:55<@peter1138>Ok, so...
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19:53<@peter1138>And someone wants a Windows 9x build... o_O
19:58<Samu>if i multiply a double with a uint, what do I get? a uint or a double?
19:59<Samu> line in there
19:59<Samu>line 33, avg * active_scripts
20:00<Samu>active_scripts is the only uint there
20:00<Samu>the others are doubles
20:02<Samu>GL_RATE is 33.3333333333
20:03<Samu>maybe all > GL_RATE isn't triggering yet
20:04<Samu>over 30.00 ms is already displayed as red, but I'm only doing subtractions at 33.33
20:05<Samu>i fail to see why
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20:08<Samu>oh, interesting, target is actually 30.0000000
20:08<Samu>i thought it was the same as GL_RATE
20:08<Samu>where or how is this 30 coming from
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20:10<Samu>ah, I see, looks like that's it
20:11<Samu>so what I want is MILLISECONDS_PER_TICK, not GL_RATE
20:11<Samu>fixing, brb
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20:13<Samu>MILLISECONDS_PER_TICK is a uint, hmmm
20:14<Corns343434>What places can i ask somebody to help me draw a tool icon?
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20:28<Samu>strange, the parameters aren't loaded as they were set
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20:34<Samu>random deviation is broken
20:34<Samu>or maybe it's not that
20:34<Samu>must investigate
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20:38<Samu> the settings with CONFIG_RANDOM | CONFIG_INGAME are the ones affected
20:39<Samu>when i start a game, from main menu, no random occurs
20:39<Samu>if i save the game and then load it back, those settings are randomized on load
20:39<Samu>that's wrong
20:46<Samu>I think AnchorUnchangeableSettings should anchor CONFIG_RANDOM settings
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20:55<Samu>yep, that was it
21:31<Corns343434>How do i go about adding my own custom sprites to the game? Eg if i was making a pull request to trunk
21:33<nnyby>I think you can make changes to the OpenGFX sprite set here:
21:33<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
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21:45<Samu>there's still another problem, related
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21:52<Corns343434>nnyby thank you :)
21:57<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #7188: Both server and client crash, AI related
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22:44<nnyby>my ships keep saying they're lost but they're not >_<
22:50<nnyby>these ships are making a profit.. vehicles can recover from getting lost, but then get lost again following the same path? hmm..
22:57<Samu>from what I know, the "lost ship feature" was removed on master
22:58<Samu>it was a distance check between ship position and destination
22:59<Samu>it was done to prevent calling the pathfinder every tile
23:00<Eddi|zuHause>tried changing the pathfinder?
23:00<nnyby>i am playing on master. i havent tried changing the pathfinder
23:00<nnyby>i did see peter removed the ship max order distance, which is nice
23:01<Samu>this AnchorUnchangeableSettings fix is probably the wrong fix, I found another way
23:10<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
23:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame.
23:12<Samu>now im off to bed
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---Logclosed Mon Apr 08 00:00:47 2019