IRC logs for #openttd on OFTC at 2017-11-23
            
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01:19:26 <Samu> @calc 14/8196
01:19:26 <DorpsGek> Samu: 0.00170815031723
01:21:13 <Samu> that's an incredibly low chance
01:21:19 <Samu> something's fishy...
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08:55:15 <PressureLine> much tanx
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11:45:08 <Samu> why doesn't ttd send deleted files to recycle bin :(
11:45:12 <Samu> openttd
11:46:37 <LordAro> because no one ever made that functionality, probably
11:47:31 <__ln__> do you know what's at least an equally likely explanation?
11:48:46 <Samu> i deleted a save thinking i wouldn't need it anymore... I regret it :(
11:49:03 <__ln__> an equally likely explanation is that someone made that functionality and created a patch, but it was never accepted.
11:55:06 <LordAro> __ln__: i wouldn't say it's *equally* likely
11:55:12 <LordAro> a little bit likely, perhaps
12:35:33 <Samu> there's no FOR_ALL_TILES function :(
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12:39:36 <peter1138> Hmm, cross-platform "recycle bin" support?
12:41:36 <LordAro> Samu: that seems unlikely
12:41:41 <LordAro> probably a define somewhere
12:41:52 <LordAro> peter1138: do you have a patch for that?
12:41:58 <Samu> for (uint tile = 0; tile != MapSize(); tile++) { if (IsValidTile(tile)
12:42:10 <Samu> will this suffice?
12:43:27 <Samu> i wanna locate everywhere on the map river tiles on an inclined slope
12:43:31 <Samu> if (IsValidTile(tile) && IsTileType(tile, MP_WATER) && IsRiver(tile) && IsInclinedSlope(GetTileSlope(tile)))
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12:44:57 <Samu> I decided, instead of connecting the rivers while generating them, I would do that after all rivers are placed
12:45:22 <Samu> so i need to go through the whole map
12:48:54 <Samu> at least I am no longer working with imaginary non-existant water tiles
12:49:37 <__ln__> *non-existent
12:49:45 <Samu> oh
12:49:50 <Samu> ty
12:49:54 <__ln__> yw
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13:43:10 <Samu> hi
13:43:18 <Samu> Create additional river tiles around possible lock locations to connect them.
13:43:55 <Samu> around "possible lock locations", aka the imaginary lock
13:44:13 <Samu> how do I specify
13:44:28 <Samu> something that doesn't exist, but could exist?
13:44:37 <Samu> in a comment
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13:52:21 <Samu> https://paste.openttdcoop.org/pduluvw6w
13:52:36 <Samu> line 4 is to be removed in the final edit
13:52:48 <Samu> is there a way to simplify that code?
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14:05:02 <Samu> no?
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14:29:59 <Samu> code experts! is there a way to simplify that code?
14:30:11 <Samu> https://paste.openttdcoop.org/pduluvw6w
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17:46:17 <Alberth> o/
17:57:29 <Samu> hi
17:57:39 <Samu> can you revise this piece of code? https://paste.openttdcoop.org/pxyftsh2y
17:57:53 <Samu> can it be simplified in some way?
17:58:10 <Samu> readability and such
18:02:29 <Alberth> Can't you make an array with fixed offset counts?
18:02:53 <Alberth> dynamically creating an array is pretty much killing performance
18:11:35 <Alberth> At the very least the first triple and the second triple seem the same, except for the sign of delta_mid
18:12:14 <Alberth> if you fold handling a triple in a function, you can just call that function 2 times
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18:34:46 <Samu> fixed offset counts?
18:34:56 <Samu> sorry, was a bit busy with my cats
18:36:12 <Samu> the tiles to check if it needs to make a river are 6
18:36:22 <Samu> 3 at the upper part, 3 at the lower part
18:37:08 <Samu> sometimes I don't want it to make a river at some of them
18:42:00 <Samu> do you mean multiple for's?
18:45:25 <Alberth> https://paste.openttdcoop.org/pv4c4cemb
18:45:42 <Alberth> that way the arrays are constant
18:46:36 <Samu> performance wise took 1252ms to complete the entire for cycle on a 4k x 4k map
18:46:58 <Samu> generating rivers took way... way more time
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19:05:44 <Thedarkb> OpenTTD isn't that well optimized.
19:07:51 <Samu> https://imgur.com/IHW1GbF
19:08:24 <Samu> the bareland tiles are where river is to be placed
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19:10:11 <peter1138> Thedarkb, it is very well optimized.
19:10:25 <peter1138> Just, vertically, not horizontally.
19:10:53 <Thedarkb> By badly optimized, I mean it uses twice as much CPU as GLQuake.
19:15:51 <Samu> there's only 2 mid counts... i'm confused
19:15:55 <Samu> i fail
19:19:37 <peter1138> GLQuake is the benchmark of optimized?
19:21:28 <Alberth> Thedarkb: no wonder if you compare with rendering vs without rendering
19:22:33 <peter1138> Yeah man, compare with plain Quake, then it's totally valid ;)
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19:29:38 <Samu> the middle tiles can't be processed the same way as the side tiles, what can I do?
19:32:32 <peter1138> Differently, I guess.
19:44:00 <Samu> is this gonna work?
19:44:00 <Samu> &t + delta_side
19:44:14 <Samu> CircularTileSearch(&t + delta_side, 5, RiverModifyDesertZone, NULL);
19:49:36 <Samu> CircularTileSearch(&t + delta_side * side_counts[i], 5, RiverModifyDesertZone, NULL);
19:49:45 <Samu> i dont think this is doing right
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19:54:53 <Wolf01> o/
19:54:57 <Wolf01> Fuck steam sales
19:56:08 <Wolf01> Why not friday yet?
19:56:42 <Wolf01> Lolwhat 13 games updating on steam
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19:59:27 <Wolf01> Boiler
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20:08:52 <Samu> terrible coding skills
20:16:58 <andythenorth> o/
20:19:58 <V453000> evening gentle huminz
20:20:35 <Wolf01> 50 coffees gone on steam
20:20:44 <V453000> what
20:20:55 <Wolf01> Eh, I had to purchase something
20:21:07 <V453000> :D I like the usage of had to
20:21:32 <Wolf01> 4 games and all the dlcs
20:22:10 <Wolf01> Mmmh 784 games now
20:22:54 <Samu> https://paste.openttdcoop.org/pyxuf1a7i my code so far
20:23:05 <Samu> didn't become that much better
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20:24:04 <Samu> Alberth: anything to say?
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20:26:39 <V453000> remember that crazy slovakian guy asking about mouse scrolling problem after windows update?
20:26:47 <Wolf01> Yep
20:26:49 <Wolf01> Quak
20:26:52 <V453000> now there is one crazy czech guy to confirm it
20:27:00 <Wolf01> Good
20:27:10 <V453000> was there any solution?
20:27:29 <Wolf01> Yes, don't upgrade to FCU
20:27:58 <V453000> interesting, left click scrolling fixes it
20:28:30 <V453000> well don't upgrade ... it's not so easy to revert
20:28:38 <frosch123> V453000: https://bugs.openttd.org/task/6629
20:28:59 <Wolf01> Just uninstall the upgrade
20:29:06 <V453000> yeah that's it frosch123
20:29:13 <V453000> can haz fix pls? :)
20:29:21 <frosch123> can haz time pls?
20:29:25 <V453000> Wolf01: then windows will try to reinstall it
20:29:32 <V453000> frosch123: a little bit :P
20:29:54 <Wolf01> No, I think you won't be able to reinstall it without forcing it from the media creation tool
20:31:06 <V453000> well I'm not going to do it anyway
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20:54:20 <Implosive_> Hey everyone, are any branches of OTTD actually working towards new content? I've been wanting to contribute, but nothing seems active
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20:57:44 <planetmaker> what stops you from contributing?
20:58:15 <Implosive_> Nothing, but I'd like to join something that has more planned than bugfixes and supporting addons
20:58:39 <Implosive_> otherwise Ill probably just continue my opengl voxel engine experiments and see where that takes me
20:58:55 <planetmaker> so a buggy programme which crashes and desyncs but has many new features? :)
20:59:12 <Implosive_> sorry?
20:59:30 <planetmaker> OpenTTD was never really planned to have this or that feature
20:59:50 <planetmaker> Feature were added when people made an idea for a feature reality
21:00:16 <Implosive_> I was led to believe that ottd was mostly feature complete, and that the mains devs have moved on to other projects
21:00:18 <planetmaker> and made it reality such that it didn't break the many play styles OpenTTD can be played
21:01:26 <planetmaker> Well... that might possibly be true. But what is the definition of "feature complete"? It succeeded in being able to completely replace the game it is inspired from
21:01:45 <planetmaker> But it has also many features which were never there - and which were not exactly planned in any road map
21:01:57 <planetmaker> So yes, new features are a possibility
21:02:17 <Eddi|zuHause> nobody ever said OpenTTD was "feature complete"
21:02:32 <planetmaker> ^^
21:02:37 <Eddi|zuHause> how could it be?
21:02:55 <planetmaker> it was when we called it 1.0. But everything since then is extensions beyond the original scope of the project
21:03:46 <Implosive_> im going off this
21:03:47 <Implosive_> https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F
21:03:57 <Implosive_> "What are the goals of the offical branch? The main goals of the offical branch are: Replicate the original gameplay. Improve the user interface. Allow extending the gameplay with add-ons."
21:04:15 <Implosive_> but if I'm mistaken please enlighten me
21:04:38 <Implosive_> maybe feature complete is inaccurate
21:05:01 <frosch123> what would you consider "new content"?
21:05:19 <Implosive_> but that certainly doesn't communicate that there is any greater vision for the projec
21:07:32 <Implosive_> map rotation, steep slopes and cliffs, expansion of the road systems.
21:07:54 <Implosive_> day/night cycles
21:08:09 <frosch123> map rotation, steep slopes, cliffs, day/night will never happen
21:08:11 <Implosive_> theres lots of stuff that could inject new life into the game
21:08:37 <Implosive_> no with that attitude :D
21:08:39 <frosch123> for road systems there is a add-on interface planned, though i have no idea whether that matches your expectations
21:09:02 <frosch123> Implosive_: well, it's simple. ottd is a old game, very complex, barely noone understands it.
21:09:14 <frosch123> if yuo want other slopes, you better start from scratch
21:09:29 <frosch123> which will likely fail, so better play one of the upcoming commerical games
21:09:52 <Implosive_> i figured. Just using sdl makes rotation very difficult
21:10:20 <Implosive_> and yeah a personal project with goals of being better than ottd is probably doomed to fail
21:10:31 <Implosive_> which is why i wanted to contribute to an existing project
21:10:51 <frosch123> yeah, but your intentions are completely beyond what is possible in ottd
21:10:52 <glx> sdl is not the problem, OpenTTD is tile based and rotating would mean redraw a lot of things
21:11:22 <Implosive_> thats what I mean. sdl is a 2d rendering library, so rotations will require something like x4 the assets
21:11:47 <glx> sdl is not used on windows version :)
21:12:33 <Implosive_> eh maybe i should poke around the source and come back then
21:13:29 <glx> and before you suggest it, using more threads is no too ;)
21:13:54 <Implosive_> i havent had any performance issues so I havent really thought about multithreading
21:14:30 <Implosive_> trust me its nowhere near the fps death dwarf fortress gets
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21:15:04 <glx> oh you try to run some ottdcoop saves then :)
21:15:09 <glx> +should
21:15:33 <Implosive_> its just sad that this game this game, and all the community work, is going to fade into obscurity eventually
21:15:56 <Samu> no one likes my patches
21:16:02 <Implosive_> :(
21:16:14 <Samu> then again, i'm terrible at coding
21:16:21 <Samu> maybe that's why
21:16:27 <LordAro> i think you're taking "no response" as a "negative response"
21:16:30 <LordAro> they're not the same
21:20:00 <Implosive_> well, this was less encouraging than I had hoped
21:20:08 <Implosive_> thanks for the help though
21:20:58 <LordAro> Implosive_: essentially, the answer is "do whatever you want, if the devs find it interesting they'll engage with you about it"
21:21:06 <LordAro> usually in the form of "that's wrong, do it that way"
21:21:11 <LordAro> but that's a positive thing :)
21:21:39 <Implosive_> oh yeah I'd defer to their judgment absolutely as they actually know whats going on somewhat
21:22:11 <Implosive_> but I was hoping that there was some secret active repository where people were still actively developing features
21:22:25 <frosch123> there are plenty of forks on github
21:22:44 <LordAro> there's a fair number floating around
21:22:47 <LordAro> just nothing official
21:22:55 <LordAro> closest i guess is notroadtypes
21:22:56 <frosch123> check jgr patchpack, if you don't know it
21:23:05 <LordAro> or whatever it's called now
21:23:19 <frosch123> LordAro: but that's "add-ons" :p
21:23:39 <crem> There are game projects which are more open to controversial patches. There is #pioneer (open source clone of Elite 2) for example, that's a good place to go to get some motivating appreciation of your work. :)
21:23:57 <Implosive_> at this point I think Im just going to poke around the map generation stuff and see whats actually possible
21:24:12 <Implosive_> and yeah but I like trains :B
21:24:29 <crem> You can send a patch to introduce trains there.
21:24:37 <Implosive_> truu lol
21:25:01 <crem> They were not sure they needed cows though, not sure about trains. :)
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22:32:17 <Wolf01> 'night
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