IRC logs for #openttd on OFTC at 2019-01-08
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00:14:44 <DorpsGek_II> [OpenTTD/OpenTTD] odisseus commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGHq
00:30:15 <Samu> well, aqueducts can be excluded from this equation
00:31:07 <Samu> dealing with coastal tiles and no possible aqueduct on level 0
00:34:57 <Samu> locks are important to account for
00:35:25 <Samu> especially when dealing with tight body waters inside towns
00:35:35 <Samu> same as ship depots, similar in nature
00:36:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/vpDSL
00:37:51 <Samu> rails with water still need to be accounted
00:38:14 <peter1138> Accounted for in what?
00:38:39 <peter1138> Are you still working on town expansion?
00:39:04 <Samu> yes, i'm too slow, i know
00:39:15 <peter1138> All seems very complicatd :/
00:39:43 <peter1138> Eh, I didn't mean it like that, you could've been working on something else.
00:41:04 <Samu> a coastal tile with rail on the opposite halftile is not a coast tile :(
00:41:21 <Samu> because game logic says so
00:42:47 <peter1138> What do you need to know about the opposite half tile?
00:43:00 <peter1138> If it's simply "can a ship traverse it", won't GetTileTrackStatus work?
00:43:42 <Samu> I was advised not to use trackbits :p
00:43:53 <Samu> but in the end I think i have to
00:51:11 <peter1138> I advised you against it for the first part.
00:51:23 <peter1138> The water slope check.
00:54:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhGHy
01:07:56 <Samu> the first one isn't needed
01:08:30 <Samu> Slope slope = GetTileSlope(tile);
01:08:30 <Samu> if (IsSlopeWithOneCornerRaised(slope) && IsCoastTile(tile)) {
01:08:30 <Samu> Corner corner = GetHighestSlopeCorner(slope);
01:09:06 <Samu> with the corner i can work out the rest
01:11:15 <Samu> unless i can get to the tile offset by another means
01:12:25 <Samu> as for computing the correct offsets for next_tile_1 and next_tile_2, I'm still figuring it out
01:25:36 <Eddi|zuHause> "PeterN" always reminds me of "PeterT"...
01:25:47 <peter1138> I was definitely here first.
01:26:01 <Eddi|zuHause> but not with that nick
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01:47:18 <Samu> if freeform edges is disabled, ships have more tiles to walk?
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03:40:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
04:21:42 <Samu> it cannot expand any more
04:44:55 <Samu> something not quite right with bridge heads
04:45:12 <Samu> should be 90 degrees aware
04:58:49 <Samu> well i guess im seeing things
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05:17:20 <Samu> have yet to test depots, but so far I'm liking what i see
05:22:13 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
05:24:06 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhG5n
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08:20:48 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGFs
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10:11:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGbC
10:30:20 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGb6
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12:54:11 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGxm
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13:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGx8
13:48:31 <DorpsGek_II> [OpenTTD/OpenTTD] btzy opened pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
14:17:48 <Samu> ship depots and locks are apparently working good
14:18:42 <Samu> im unsure about the 90 degrees setting
14:19:22 <Samu> if it was forbidden, towns could have built houses where the ship is located
14:19:38 <Samu> but the way it is now, it doesn't build
14:21:10 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
14:24:29 <peter1138> I'd ignore the setting.
14:25:54 <Samu> well, then I have nothing else do to
14:26:24 <Samu> merge, accept or confirm, that stuff
15:31:58 <Samu> perhaps it's not as ready as I think :(
15:34:50 <Samu> doesn't grow on those slope configuration
15:35:38 <peter1138> Have you actually made a complex system that prevents growing on water at all?
15:35:58 <Samu> i uploaded the new code this night
15:36:08 <peter1138> Shouldn't it have been expanding off to the North-East as well?
15:36:48 <Samu> i think the 90 degrees turns are making it so that it doesn't grow there
15:37:23 <Samu> it doesn't expand more, for some weird reason
15:38:45 <Samu> the road going towards the depot in the middle... should be expanded
15:39:53 <Samu> the tile just NW of the south depot tile
15:40:23 <Samu> bah i need to place signs
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15:45:16 <Samu> the town not expanding towards the northeast side is something I don't quite understand
15:45:34 <Samu> there's no reason not to
15:46:38 <peter1138> Well, as I said, is it expanding on water at all?
15:47:29 <Samu> how would I know where it's trying to expand? it's quite complicated to follow town build decisions
15:47:41 <peter1138> You could add some debugging to show where it's tested.
15:48:00 <peter1138> Either some console output, or maybe make it place some signs somehow?
15:52:25 <nielsm> placing signs is probably much harder
15:54:34 <Eddi|zuHause> clear tile where it tests?
16:01:08 <Samu> it's trying to build house
16:01:20 <Samu> in the sign i have named 'no house?'
16:02:49 <Samu> and rarelly trying to build a house next to the top of the top depot
16:03:02 <Samu> that is okay to fail, but not the first one
16:04:28 <Samu> so, yeah, dont even see it trying to expand with roads
16:04:37 <Samu> it really wants to build a house :(
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16:06:55 <Samu> let me put breakpoints somewhere else
16:29:32 <Gabda> does someone explain me how the _m[] and _me[] work storing data on the map?
16:30:04 <Gabda> i saw the docs/landscape file, but nothing on _me in that
16:30:59 <Gabda> and the _m variable always has only one of those types (like railway, station,...)?
16:32:08 <nielsm> _m is the original map array and _me is the extended map array
16:32:29 <nielsm> some of the data is in _m and the rest in _me at the same index
16:32:50 <Gabda> and _me has type as well?
16:33:58 <Gabda> oh, so that one is universal, and not depending on what is on the tile
16:34:43 <Gabda> does _me have a doc on which byte is what?
16:35:33 <nielsm> for e.g. tile 692 you will find some of the data in _m[692] and the rest in _me[692]
16:35:55 <nielsm> type, height, m1, m2, m3, m4, m5 are in _m, and m6, m7, m8 are in _me
16:37:25 <Gabda> i thought all of these were in _m
16:37:48 <nielsm> no, they're separated for historical reasons
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16:38:38 <Gabda> but the ladscape grid shows a tile type dependence on the meaning of the bits in _me
16:40:57 <nielsm> the type of a tile does not depend on anything but the type field
16:41:13 <nielsm> the contents of the tile depends on all the data in every field
16:42:08 <Gabda> so if I want to store data on the m8 F bit (whether to show a spriz
16:42:29 <Gabda> sprite to indicate town boundary)
16:43:20 <nielsm> and update the documentation to indicate that use
16:43:49 <Gabda> would it be possible, or it is not encouraged to use _me to store not that useful things :)
16:45:36 <Gabda> ok, thanks, it help a lot to fill the gaps in the picture I had about m and me
16:45:46 <nielsm> the landscape array is precious space
16:46:50 <peter1138> 15:37 < nielsm> no, they're separated for historical reasons
16:46:59 <peter1138> It's way better for performance.
16:47:05 <Gabda> I realized. in a 1024*1024 map, even these few bytes are a lot of data
16:47:41 <peter1138> It's to do with alignment.
16:48:24 <nielsm> ah, one array of 64 bit elements and one of 32 bit elements, instead of a single of 96 bit or 128 bit elements
16:48:25 <peter1138> Also, originally each part was a separate array anyway.
16:48:44 <nielsm> (from following ttdpatch discussions back in 2000)
16:48:55 <peter1138> Not quite, one is 8 bytes, the other is ... probably 4 bytes now?
16:49:37 <peter1138> It was 2 bytes until I added m8.
16:49:56 <peter1138> So yeah, an 8 byte and 2 byte array is much better than an 10 byte array.
16:50:43 <Gabda> ok, then I will try to use one bit in that, and see if I get scolded :D
16:51:06 <peter1138> Yeah, so, what do you need to store?
16:52:21 <Gabda> have a look at pr 7025 (i cannot link from mobile)
16:52:29 <nielsm> <Gabda> so if I want to store data on the m8 F bit (whether to show a sprite to indicate town boundary)
16:52:50 <nielsm> that sounds like it has no bearing on game logic, just a presentation thing
16:53:01 <nielsm> which excludes it from the map array imo
16:53:32 <peter1138> Seems an odd thing to store.
16:54:11 <Gabda> yes, but calculating it every time a tile gets dirty is not a good thing either
16:54:34 <nielsm> it would not make sense to store in a savegame
16:54:44 <nielsm> since you can calculate it
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16:55:08 <peter1138> Quick, hide, before andythenorth closes all the things!
16:55:20 <andythenorth> is there anything left to close?
16:55:32 <Gabda> that is true, but so far it was the only thing I found to store data on the map tiles
16:55:32 <andythenorth> have we stopped towns blocking ships yet?
16:55:40 <nielsm> if you want to cache the calculation, have a dedicated cache imo
16:56:08 <peter1138> That might be a bit much for a 4096x4096 map.
16:56:38 <andythenorth> it's funny what sucks people in
16:56:56 <andythenorth> towns have ruined my ship routes...at least twice in my life
16:57:04 <peter1138> andythenorth, looks like towns don't expand at all now :p
16:57:14 <andythenorth> well that solves it
16:57:22 <andythenorth> just don't expand them, job done
16:58:58 <Gabda> ok, so not in me, not is cache, and not calculating it
16:59:20 <peter1138> Bung it in the map for testing ;p
16:59:36 <Gabda> so I just have to make it so only 1 town can show its boundaries at a time
16:59:39 <peter1138> m8 is kinda wasted most of the time at the moment.
17:00:10 <Gabda> for testing the calculating method works as well
17:00:43 <Gabda> and I want to find a solution that fits into the current logic
17:00:54 <peter1138> I guess even with the cache you need to recalculate whenever the city changes size.
17:00:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
17:01:51 <Gabda> yes, and even wheb someone delets a house or road if it is out of the towns original border
17:03:05 <peter1138> Hmm, and of course, it's irrelevant if the user is not displaying town borders.
17:03:18 <peter1138> That really tells me it isn't meant to be in the map array.
17:04:20 <andythenorth> we need a tile overlay layer :P
17:04:29 <andythenorth> 'but why andythenorth?'
17:04:47 <Samu> must be something peculiar with the way 2x2 builds?
17:05:21 <Gabda> this tile overlay would be good for debug purposes as well
17:05:24 <Samu> gonna test without any changes
17:05:26 <peter1138> 1 byte array with overlay cache... would be 16MB for the largest map.
17:05:35 <peter1138> Not too huge I suppose.
17:05:43 <Gabda> just like how Samu wants to see where the town wants to expand
17:05:57 * andythenorth had lots of ideas
17:05:59 <andythenorth> station catchment
17:06:03 <andythenorth> accepts / produces
17:06:08 <nielsm> could make it sparse by superblocks of some kind?
17:06:53 <peter1138> Well, Gabda wanted 1 bit...
17:07:15 <Gabda> station catchment display is the next on the list, if I manage to do the town boundary
17:08:03 <Samu> how do i stash changes for later use? without having to push
17:08:14 <Samu> and how would i get back to where I left it?
17:08:47 <Samu> meh ok, if i lose stuff it's ur fault :p
17:08:50 <peter1138> git help stash for anything more complex.
17:13:26 <Gabda> storing an amorph set of tiles can be a headache as well...
17:14:38 <Gabda> is there a logical max for the size of a town apart from the map size?
17:17:26 <planetmaker> probably not logical. But practical. It will grow ever slower as size increases
17:18:01 <planetmaker> Growth is linear, Size goes with sqrt(size). And houses are also replaced so that reduces growth even further
17:18:08 <planetmaker> But yes, you can have it cover a whole map
17:19:38 <Gabda> so in the end I would still need a map sized overlay cache
17:23:38 <planetmaker> I recall a game where we had 3 cities which then jointly covered the whole map. Population count 750k+ each
17:55:50 <Samu> if this is a 2x2 specific issue, then it really is very specific, i dont really know where to look at
17:56:31 <DorpsGek_II> [OpenTTD/OpenTTD] ThePNDA commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZvi
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18:07:22 <Samu> looks like I need to check if the connection via main tile is closed
18:07:54 <Samu> i was only checking if there was a connection via the opposite tile
18:09:33 <Samu> how to mirror trackbits?
18:09:48 <Samu> is there a magic way to do it, or must I compute?
18:11:50 <Samu> mirror next_tile_1 of TRACK_BIT_RIGHT to become equal as next_tile_2 of TRACK_BIT_LEFT
18:13:03 <Samu> maybe i can reuse the table
18:13:55 <nielsm> uh the table should contain that information directly
18:21:28 <nielsm> that's the purpose of using a table, to not have to calculate things on the fly
18:41:23 <Samu> what is the Xor symbol? ^ ~ & |
18:42:40 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZfR
18:42:41 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZf0
18:42:53 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7024: Rail fences in snow or desert https://git.io/fhZfE
18:44:15 <andythenorth> anyone want to triage this before I close it?
18:44:20 <andythenorth> bet you it's ICU? o_O
18:44:53 <andythenorth> or it's an AI OOMing
18:45:24 <nielsm> first is using truetype, font is arial, but no AIs
18:45:41 <nielsm> but lang is ukrainian which shouldn't cause problems for the most part
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19:05:13 <nielsm> I hope I didn't scare them away :(
19:14:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfb
19:14:13 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfN
19:16:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6434: Localization of company and president name https://git.io/fhZfp
19:19:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJf
19:22:37 <andythenorth> someone kick Dorpsgek for a bit :(
19:24:56 <LordAro> have you considered not closing issuea? :p
19:29:49 <Gabda> this is the last memento of the dying issues
19:32:35 <andythenorth> issues are boring
19:32:40 <andythenorth> it's like having a job
19:33:51 <andythenorth> making stuff is fun
19:46:40 <Samu> damn it i got errors in the table :/
19:55:30 <Gabda> andythenorth Do you have a vision about the project?
19:59:14 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJE
19:59:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJu
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20:11:07 <Gabda> it really summarizes the goals well
20:16:33 <andythenorth> no TrueBrain today? o_O
20:17:13 <frosch123> there are two, do you want a third?
20:17:37 <andythenorth> I think two is enough
20:18:17 <andythenorth> anyone want to go bug hunting? o_O
20:18:33 * andythenorth will apply the 'stale' hammer otherwise
20:22:43 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJF
20:22:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJb
20:22:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJN
20:22:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJA
20:24:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJp
20:29:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUJ
20:29:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUU
20:31:15 <andythenorth> frosch123: how attached are you to old (5 years) patches or diagnostics you did?
20:31:20 <Eddi|zuHause> oh, it's that time again...
20:32:07 <andythenorth> I am finding a lot of stuff from 'frosch is the main active maintainer' phase of openttd :P
20:32:36 <LordAro> is that not the case now? :p
20:32:46 <andythenorth> fortunately for all not
20:33:00 <andythenorth> LordAro you are now main active maintainer, you didn't know? o_O
20:33:08 <frosch123> andythenorth: i committed what is done
20:33:13 <frosch123> if it is not committed it has issues
20:34:08 <frosch123> anyway, don't worry. i never use the tracker to look for stuff
20:34:22 <frosch123> i have bookmarks to everything i cared at some point
20:34:24 <andythenorth> it's more about not pissing you off by wasting a lot of work you did
20:34:38 <andythenorth> but eh, nobody else came along and reviewed it or advanced it
20:48:22 <Eddi|zuHause> uhm, i think he made a real mess of the PR
20:48:31 <Samu> alright, just made it build a bit more tightly
20:49:35 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZUR
20:49:36 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZU0
20:51:43 <andythenorth> why don't we just have generic tile vars? o_O
20:55:55 <Samu> it went to the other side
20:56:11 <Samu> but i still see a few cases where houses could've been built
20:56:44 <Samu> between the middle bridge and middle depot
20:56:50 <frosch123> we also have no valuator callback :)
20:57:40 <Samu> must compare with original openttd
20:58:16 <frosch123> that's an idea to add some kind of action2 that iterates over a train and calls another action2 for each part of the consist, which can then accumulate any data in temp registers for the main chain
20:59:15 <frosch123> we also do not have parallel callback execution :(
21:03:48 <andythenorth> frosch123: would that be idempotent? o_O
21:04:39 <frosch123> try to use a different word :p
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21:05:40 <Eddi|zuHause> andythenorth: new vars don't need grfv9
21:06:46 <andythenorth> how did the discussion end yesterday?
21:06:46 <andythenorth> those vars are possible or not?
21:06:58 <andythenorth> I dislike these service-oriented tickets tbh
21:07:27 <andythenorth> I just want to give a factual reason for closue
21:07:29 <Eddi|zuHause> i think they're possible, and probably easy to implement (10LOC)
21:07:33 <andythenorth> 'not possible' or 'not interested'
21:07:36 <andythenorth> one or the other
21:07:38 <Eddi|zuHause> the question is the performance
21:07:55 <andythenorth> is measuring the performance even interesting?
21:08:14 <Eddi|zuHause> interesting for what?
21:09:05 <Eddi|zuHause> load a savegame, add test grf, let it run... not difficult
21:09:48 <Eddi|zuHause> i can imagine there exists a person who finds that interesting
21:09:58 <andythenorth> and patch nml, and both sets of docs
21:10:21 <Eddi|zuHause> don't need nml patch for a test grf
21:10:55 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZUj
21:16:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTU
21:16:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTT
21:16:31 <Gabda> what are your thoughts on a 1 or 2 bit / tile visual overlay cache for the whole map?
21:17:19 <Gabda> to store information like town boundaries and station catchments?
21:17:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTk
21:17:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTI
21:18:28 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTq
21:18:29 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTm
21:18:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTY
21:18:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTO
21:19:15 <andythenorth> fricking spammers
21:19:29 <andythenorth> I will quit the channel if this continues :(
21:20:20 <frosch123> Gabda: for what use case?
21:22:02 <frosch123> i would welcome a cache of nearest town for each tile, which is not stored in savegames and recomputed on load
21:22:19 <frosch123> townzones are easily computed from that, and nearest town is useful for a lot of other stuff
21:25:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTC
21:25:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTW
21:25:48 <andythenorth> hah < 150 issues
21:26:10 <Samu> Im starting to make comments
21:27:13 <Samu> it could be simplified a bit more, just noticed some repeating parts
21:28:54 <Gabda> frosch123: that would also solve my problem, and that is constant, unlike local authority
21:29:52 <Gabda> is it possible to found a new town midgame? (by some scripts or addons)
21:30:13 <andythenorth> there is a settings option to allow it in game
21:30:21 <andythenorth> I assume GS can do it as deity also
21:31:50 <Gabda> so it can be deleted as well
21:32:31 <Gabda> is there a hardcoded maximum number of cities?
21:33:04 <frosch123> yes, the size of the TownPool
21:33:22 <frosch123> anyway, you also need nearest town in scenario editor
21:33:38 <frosch123> so, you need to update the cache after every founding
21:33:59 <frosch123> i think there is already a similar hook to recompute ownership of town-owned roads and houses
21:33:59 <Gabda> can I work on this? it seems interesting :)
21:34:25 <frosch123> you may find some oddities around houses and roads
21:34:41 <andythenorth> this is how contributing should look ^ :D
21:34:46 <frosch123> they store a separate town reference for ownership, which is not necessarily the nearest town
21:34:50 <Gabda> yes, I already saw that part
21:38:46 <Eddi|zuHause> usually number of towns is limited by available town names
21:40:31 <Eddi|zuHause> <frosch123> so, you need to update the cache after every founding <-- but you can use that by "flood-filling" from the new town center in each direction, until you find a tile that is closer to another town
21:40:57 <Eddi|zuHause> it's not a "recompute the whole map" operation
21:42:07 <Eddi|zuHause> or you could maintain a voronoi partition of the map, which would need O(#towns) space instead of O(#tiles)
21:43:05 <Eddi|zuHause> i had started a GS once that calculated the neighbouring towns by a voronoi partition
21:44:46 <frosch123> you do not fund that many towns
21:45:02 <frosch123> Gabda: UpdateNearestTownForRoadTiles is likely a good start
21:45:11 <frosch123> it is called from all the places where stuff changes
21:45:40 <Eddi|zuHause> frosch123: but adding a town to a voronoi partition is trivial
21:45:49 <frosch123> voronoi is not trivial
21:46:12 <Eddi|zuHause> and determining which town is closest to a tile is also trivial with a voronoi partition
21:46:20 <frosch123> scanning every 16th tile on the map and filling everything inbetween if neighbouring ones agree, is easy
21:46:21 <Eddi|zuHause> i should still have the GS code somewhere
21:47:11 <Gabda> ok, I will look into the voronoi thing as well
21:47:23 <andythenorth> after 2 days of refactoring my sprite generator
21:47:27 <andythenorth> I am nearly ready to fix it
21:47:33 <andythenorth> how much time did I save? o_O
21:47:40 <frosch123> Gabda: read the wiki about voronoi, it's nice, but don't use it in production code :)
21:47:41 <Eddi|zuHause> it's a pretty well documented algorithm
21:49:24 <frosch123> andythenorth: don't worry, on sunday i decided to tear apart my flask app and to reassemble the pieces :p
21:50:02 <andythenorth> what else are Sundays for?
21:50:40 <Eddi|zuHause> ok, this is about 350 lines of squirrel code
21:51:13 <Gabda> frosch123: that every 16th tile thing is so unnatural at first, it is hard to think in Manhattan distances
21:53:05 <Eddi|zuHause> that is the main algorithm
21:53:46 <Gabda> I saved the link, thanks
21:53:52 <Eddi|zuHause> with some helper functions in other files
21:54:02 <frosch123> Gabda: it is not about manhattan distance. but you can only skip distances which are smaller than some fraction of the distance to the nearest town
21:54:40 <frosch123> hmm, ... maybe i am wrong
21:55:05 <Eddi|zuHause> voronoi partition and delaunay triangulation are dual operations, if you solve one, you also solve the other
21:55:34 <Gabda> I have to go now, we can continue the discussion tomorrow
21:56:15 <Eddi|zuHause> man, that was over 7 years ago
21:56:37 <Gabda> If you continue it now, pls save the conversation for me
21:56:39 * andythenorth watches Eddi|zuHause grapple with time
21:56:54 <Eddi|zuHause> function GetDate() { return "2011-11-28"; }
21:57:05 <andythenorth> I am on the next phase
21:57:10 <Gabda> or can it be checked with the log command lated?
21:57:21 <andythenorth> desperately trying to reduce the number of tasks before death :P
21:57:27 <andythenorth> there are more phases, I believe
21:58:00 <Eddi|zuHause> andythenorth: is that why you're so adamant about closing tickets?
21:58:14 <andythenorth> somewhat Eddi|zuHause
21:58:55 <andythenorth> partly I just like scorched earth
21:59:02 <andythenorth> if we could actually burn some stuff, I would be happy
21:59:19 <andythenorth> OpenTTD bonfire? That's an event I would come to
21:59:30 <andythenorth> would have to be big
21:59:30 <frosch123> burn nml? return to nfo?
21:59:44 <andythenorth> our annual company holiday is a very big bonfire
22:00:13 <frosch123> fires work less the less paper there is
22:01:08 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
22:01:18 <Eddi|zuHause> "// edge case: one town" <-- oh, i thought of that :p
22:08:37 * andythenorth can't find a good video of tar barrels
22:08:42 <andythenorth> probably the best thing I've ever been to
22:09:43 <Eddi|zuHause> not clicking on that
22:09:51 <andythenorth> it's not a rick roll
22:10:01 <andythenorth> LordAro: it failed CI :P
22:10:03 <Eddi|zuHause> not the thing i'm worried about :p
22:10:36 <LordAro> andythenorth: well of course
22:10:38 <Eddi|zuHause> i don't understand the CI errors
22:11:16 <andythenorth> well let's educate ourselves
22:11:45 <andythenorth> so there's an image missing?
22:12:03 <LordAro> that is a very bad error message
22:12:18 <LordAro> no, the commit checker failed
22:12:58 <Eddi|zuHause> yeah, but how is anyone supposed to read that out of a pile of "image not found" errors?
22:13:01 <andythenorth> the detailed log is annoying
22:13:05 <andythenorth> I can't deep link it
22:13:40 <andythenorth> it's just a weird interface
22:13:46 <andythenorth> bits of it flip my cursor for some reason
22:13:59 <nielsm> it has to be possible to supply a custom parser to pull out the actual error text?
22:14:10 <Eddi|zuHause> and is there no way to propagate the "main" error message back to GitHub, so you can immediately see on the CI task what was wrong?
22:14:23 <andythenorth> dunno what we'd parse
22:14:36 <LordAro> Eddi|zuHause: i fear TB is the only one to have read the azure docs
22:14:49 <andythenorth> I am encouraging more of us to learn how this works :P
22:15:02 <Eddi|zuHause> "OpenTTD CI Failing after 7m — Build #20190108.8 has failed" is useless info, and the "details" link is leading to a horrible nightmare
22:15:17 <andythenorth> ok so the code is where
22:16:01 <LordAro> azure-pipelines.yml or whatever it is too
22:17:17 <Eddi|zuHause> LordAro: on first glance i'd say the commit checker must finish before all the other build tasks are started, so to not produce a pile of followup-errors
22:17:43 <andythenorth> is this artefacts or log ?
22:18:34 <andythenorth> but I don't know where in the pipeline it's parsing
22:21:31 <andythenorth> the job says there were 11 errors
22:21:41 <andythenorth> but there are 45 lines printed with error
22:43:45 <DorpsGek_II> [OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkP
22:47:53 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkS
22:49:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZkQ
22:49:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZk7
22:50:47 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZkd
22:52:42 *** Stimrol has joined #openttd
22:58:57 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIv
22:58:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIf
23:00:54 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIU
23:00:55 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIT
23:01:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6289: AIVehicleList_DefaultGroup fail to return vehicle in default group https://git.io/fhZIk
23:02:34 <milek7> doesn't github have some 'close all' button?
23:03:00 <andythenorth> can probably delete the whole project
23:03:19 <andythenorth> there is a mass close (set) option
23:04:08 <andythenorth> I am actually reading the issues though :P
23:05:17 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIn
23:05:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIc
23:19:20 *** andythenorth has left #openttd
23:21:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIa
23:22:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIV
23:24:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZI6
23:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZIi
23:25:49 <LordAro> dammit andy, you've left the channel and you're still spamming
23:27:17 <frosch123> and pushing to iron-horse at the same time
23:27:25 <frosch123> he probably is also brushing teeth
23:33:24 <Samu> TileIndexDiffC diffc = _tileoffs_by_dir[corner_to_direction[opposite_corner]];
23:33:59 <Samu> I can remove the corner to direction function
23:39:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIp
23:39:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIh
23:40:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6512: Different costs when building canal on object with water https://git.io/fhZLU
23:40:51 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6512: Different costs when building canal on object with water https://git.io/fhZLT
23:42:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLL
23:42:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLt
23:43:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLm
23:43:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLY
23:45:22 <glx> hehe he should have /nick instead leaving
23:48:09 <glx> 264 lines of vbs (empty lines included) and I only converted the bash part of squirrel_export, still have to convert the awk part
23:49:41 <LordAro> mass closing issues still concerns me. i think the idea that closing "stale" issues will force people to look at newer issues is flawed. pretty sure it will just result in duplication, likely that no one will ever know about, because no one ever looks at closed issues
23:50:18 <glx> I always search for closed issues before opening a new one
23:50:38 <LordAro> sure, but i suspect you're in the minority
23:50:55 <LordAro> and then what? close the new one and reopen the old one? you've still got a duplicate issue at that point
23:52:37 <LordAro> and even if people do, they might not understand why it's been closed, and open a new issue anyway
23:53:24 <frosch123> LordAro: i don't think there is anyone anymore who looks at issues and tries to fix one
23:53:38 <frosch123> people only fix issues when they run into them
23:53:54 <LordAro> perhaps? but closing them guarantees that no one will ever look at them
23:54:03 <frosch123> so, possibly issues are more likely to get fixed if they are created again
23:54:10 <nielsm> plain feature requests without attached patch should be treated as discussion and just buried
23:54:54 <frosch123> good issues return :)
23:54:55 <nielsm> crashes reproducible with an attached save should be triaged whether it's a corrupted save or an actual bug
23:54:59 <LordAro> nielsm: i don't disagree with that, most of my concern is closing crash reports without them being adequately explained/fixed
23:55:35 <nielsm> crashes that don't reproduce and are several years old are not worth keeping around
23:56:09 <nielsm> and other bugs should be qualified (if they aren't already) and kept around until a fix is provided
23:57:31 <LordAro> for instance, #6589 looks perfectly valid to me
23:57:40 <LordAro> and reproducible, according to adf
23:59:04 <LordAro> the fact that it's an "isolated issue" is meaningless - all of the easy to fix crashes have long since been solved
23:59:48 <nielsm> the way asf describes the issue makes it sound like it's a general issue, reported via a specific instance where it can cause a crash
continue to next day ⏵