IRC logs for #openttd on OFTC at 2019-01-20
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00:00:09 <Samu> I can't make terragenesis generate the kind of terrain that would showcase best my PRs
00:00:30 <Samu> either single level rivers with tons of sea water
00:00:45 <Samu> or multi-level rivers with too little sea water
00:02:56 <Samu> terragenesis showcases #7073 best, original generator showcases #6931 best
00:03:26 <Samu> i wanted to showcase both changes applied in a single screenshot
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00:18:19 <LordAro> peter1138: if you're going to be doing extra stuff - how much extra effort would it be to make dest_tile a private variable? would protect against future abuses
00:18:51 <peter1138> Not sure, it's read from quite a lot.
00:19:25 <peter1138> C#'s accessors make that easy, heh.
00:19:42 <glx> yeah get and set are easy
00:22:54 * LordAro slepify, in an attempt to go cycling tomorrow
00:24:06 <peter1138> LordAro, is #7040 still needing changes?
00:24:11 <nielsm> argh, visual studio keeps insisting that strgen and settingsgen need to be relinked, and the OPL emulator code I imported needs to rebuild all the time
00:24:34 <peter1138> I'm having a day off tomorrow, given that I'm in the wrong town without a bike (nor cycle clothing)
00:24:42 <nielsm> I've tried dleting all things I can find that seem to relate to the project data, and it's still happening
00:25:01 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached https://git.io/fhnl2
00:27:03 <peter1138> Bought a Graze "oat millionaire" bar. Totally not worth it.
00:27:14 <peter1138> Very disappointing for £1.99!
00:27:27 <peter1138> (Hospital shop, may be more expensive than normal.)
00:33:49 <nielsm> most ceral bar type stuff seems massively overpriced for what it's supposed to be
00:34:19 <nielsm> unless it's half coated in chocolate then it sells for cheap
00:34:27 <nielsm> but leaving out the chocolate makes it expensive, somehow
00:37:48 <nielsm> I've deleted the entire obj directory, all .vs directories, the project database (intellisense and stuff), and anything else I could find being generated by opening/building it
00:38:06 <glx> intellisense seems broken to me
00:38:28 <nielsm> maybe I should just go ahead and install a newer VS version anyway
00:38:36 <nielsm> (currently using 2015)
00:38:37 <glx> it doesn't like some comments (says broken XML)
00:38:37 <peter1138> It had chocolate on it, but yes.
00:38:55 <peter1138> Should really be not-lazy and try making my own. Or just do without.
00:39:09 <glx> doesn't find definition for static inline functions in .h
00:39:57 <glx> I switched to VS2017 recently
00:42:01 <peter1138> Do the files somehow have a weird modified date on them?
00:42:52 <nielsm> last modified 9 hours ago according to my system clock
00:44:01 <glx> relinking exe without having recompiled anything is weird
00:45:23 <glx> I knew I should not start the vs2017 update, it now wants me to reboot
00:45:55 <glx> ok launching 2015 instead :)
00:48:52 <glx> but 2015 is so slow to launch
00:54:01 <glx> trying a rebuild all then build to compare
01:02:01 <glx> on build with untouched source, it just runs the settings vbs
01:02:44 <glx> hmm no it's the version vbs
01:07:40 <nielsm> now the vs2019 preview installer wants to reboot
01:07:49 <nielsm> just going to shut down then
01:07:57 <nielsm> should be sleeping anyway
01:08:08 <glx> for windows update shutdown is not a reboot
01:08:32 <glx> cost me hours when I did it for 1803 upgrade
01:08:52 <glx> had to redo the upgrade from start
01:09:09 <nielsm> yea you can tell it to "update and shut down", but that's only the preparation phase it does then
01:09:15 <nielsm> still has to do more work on next bot
01:23:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuG0
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08:27:07 <peter1138> LordAro, I thought someone (a dev) had already made an SDL2 patch.
08:27:56 <peter1138> Just, incomplete. About 5-6 years ago, too. And it wasn't me.
08:29:11 <peter1138> It's not that big, but does need review.
08:29:40 <peter1138> Has some weirdly named functions and variables.
08:30:37 <Gustavo6046> looks pretty cool
08:31:00 <andythenorth> I just worry about side effects
08:31:27 <peter1138> What sort of side effects.
08:31:48 <andythenorth> for example, it seems to modify town behaviour for bridges
08:31:53 <andythenorth> so do towns fail to grow?
08:32:15 <andythenorth> it's not just fixing isolated behaviours one at a time
08:32:57 <andythenorth> it also plants extra river tiles
08:34:29 <Gustavo6046> ops wrong channel
08:35:42 <andythenorth> eh the 7073 patch works really well
08:35:58 <andythenorth> the extra river tiles make rivers more random and interesting
08:38:32 <peter1138> It sounds like 2 separate features combined.
08:40:47 <andythenorth> river generation is imperfect anyway, but more seem to be failing to find a route to sea
08:40:57 <andythenorth> 'more' is very subjective :(
08:43:54 <andythenorth> pretty reproducible actually
08:44:57 <LordAro> peter1138: yeah, i seem to recall something like that as well. maybe rubidium?
08:50:31 <andythenorth> hmm samu's patch
08:50:36 * andythenorth had better read it
08:50:47 <andythenorth> I guess it's banning rivers from contiguous slopes
08:53:09 <peter1138> I was going to try to make a GLFW driver at one point.
08:54:49 <andythenorth> oof 7073 is really frustrating
08:55:05 <andythenorth> it produces rivers that are (1) more navigable and (2) mostly look better
08:55:19 <andythenorth> but also (3) are too often broken, with no route to sea
08:55:30 <andythenorth> and look stupid because they stop at the top of a hill
08:57:10 <andythenorth> so yeah, another useful looking patch, that tries to boil the ocean and fails
08:58:03 <andythenorth> samu is 28% of open PRs
08:58:13 <andythenorth> there's not one that I can try and push through yet
09:00:06 <LordAro> preferring the navigable paths might help?
09:01:24 <peter1138> Urgh, this laptop display... Keep having to change the angle of it. TN panels :(
09:03:06 <andythenorth> does anybody make a decent laptop anymore?
09:10:50 <peter1138> Eh, this one is about 8 years old :p
09:11:42 <andythenorth> probably has working keys
09:11:46 <andythenorth> a feature mine lacks
09:17:44 <peter1138> But there's not a lot of food here. Ketchup on weetabix is a bit weird.
09:22:48 <LordAro> peter1138: that's literally the worst thing i've ever heard of
09:23:56 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth requested changes for pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuEu
09:31:45 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuEo
09:33:01 <peter1138> I didn't try it either.
09:33:17 <peter1138> I did have just plain weetabix, though.
09:38:06 <peter1138> Turns out plain weetabix with hot water is actually nice. Who knew?
09:39:52 <andythenorth> basically porridge :P
09:41:25 <peter1138> Wheat rather than oats.
09:51:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuEb
09:52:38 <nielsm> I've come closer to why VS is constantly rebuilding some files, set msbuild logging level to "detailed" and found this:
09:52:39 <nielsm> ..\src\music\emu\opl_ks.cpp will be compiled because it was not found in the tracking log.
09:52:39 <nielsm> ..\src\music\emu\opl_nuked.cpp will be compiled because it was not found in the tracking log.
09:53:14 <nielsm> the tracking log is one of those .tlog files it writes, has name of a compilation unit on one line, followed by line of all other files it references on the following lines
09:53:28 <nielsm> for some reason those two files are never written to the tracking log as compilation units
09:54:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhuEA
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10:08:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuum
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10:10:47 <peter1138> I looked at caching NPF, it needs to delve much deeper due to how NPF works.
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10:25:22 <andythenorth> once again I am surprised by reddit
10:25:51 <andythenorth> what happened to 'reddit is the sewer of the internet'
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10:49:51 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuuH
10:50:24 <andythenorth> michi_cc: you don't have merge rights? :o
10:51:40 <michi_cc> I have, but then my name is attached to the commit :) Devs with commit rights can generally eat their own dog food :p
10:52:13 <michi_cc> Especially if it's apparent they are around.
11:06:37 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhuum
11:06:44 <michi_cc> andythenorth: Happy now? ^^^
11:44:37 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7074: Change 81330b8d6e: Cached path only needs to be cleared if it was found to be invalid. https://git.io/fhugs
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12:49:00 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuaI
12:53:12 <peter1138> No wait. I *wasn't* around.
13:01:09 <nielsm> 1>------ Up-To-Date check: Project: strgen_vs141.vcxproj, Configuration: Debug Win32 ------
13:01:09 <nielsm> 1>Project is not up-to-date: build input 'C:\Users\nielsm\Dev\vcpkg\scripts\buildsystems\msbuild\vcpkg.targets' is missing.
13:01:29 <nielsm> no what? why? that file exists and is readable and has a modify date in the past
13:07:35 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhuwY
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13:12:18 <peter1138> Need to fix that GUI.
13:14:30 <andythenorth> or I could just redesign it all
13:14:37 <andythenorth> :o I could learn the GUI code :P
13:16:27 <nielsm> 1. why does it uppercase the path
13:16:34 <nielsm> 2. why does that prevent it from being opened?
13:18:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuwA
13:18:14 <peter1138> andythenorth, it was redesigned :p
13:18:29 <peter1138> andythenorth, just my plan of having a resizable matrix didn't quite work.
13:18:40 <andythenorth> eh I have you upstream anyway
13:19:17 <andythenorth> ugh fucking .obs files :|
13:19:30 <peter1138> I have a local one with the sprite updates split up.
13:19:38 <peter1138> Maybe I should force-push. Hmm.
13:20:25 <peter1138> andythenorth, I have a fix for that but it'll break VS builds, and whatever other builds we have that don't use the Makefiles.
13:21:03 <peter1138> What methods of building are there on OSX?
13:21:16 <andythenorth> I only know about make?
13:21:18 <peter1138> I just need to translate the awk file into a vbs.
13:21:47 <andythenorth> awk is available for me
13:21:53 <andythenorth> dunno if it's installed by default
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13:23:07 <peter1138> If not we could just write a helper program in C++ that does the work, and that should work on any platform.
13:23:26 <peter1138> The issue is if grfcodec is necessary.
13:25:36 <peter1138> Was there an xcode project file at some point or something?
13:26:23 <peter1138> Ah, looks like if there was, xcode called make anyway, so it's just Windows that needs tweaking.
13:26:49 <peter1138> It'll build without the .obs files but won't run.
13:35:14 <peter1138> Core 2 Duo laptops are slow :/
13:35:25 <peter1138> That NoCab save still runs horribly slow :D
13:35:37 <peter1138> Haven't tried it without the cache though.
13:37:04 <peter1138> Hmm, I'm missing a nice non-sample-based GM synth on Linux :/
13:37:39 <peter1138> There is a 100MB OPL3 soundfont which is not quite what I want.
13:37:52 <nielsm> merge my adlib-music branch? :3
13:38:40 <nielsm> of course that needs adlib.cat
13:43:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhuro
13:43:37 <peter1138> Yeah I only have OpenMSX here.
13:45:59 <andythenorth> I need a tame train nerd
13:47:12 <nielsm> gah nope can't find anything showing why devenv.exe likes to uppercase specifically that vcpkg.targets filename
13:50:21 * andythenorth had forgotten about windows
13:50:58 <andythenorth> probably the wrong tool to build civilisation with :P
13:52:28 <nielsm> okay, it seems to be caused by the git checkout having been made with WSL
13:52:59 <nielsm> which makes some weird case-sensitivity things in ntfs
13:53:23 <nielsm> I now made new directories for every level of the path and moved the contents into the new dirs
13:53:35 <nielsm> deleted the old now empty dirs, and renamed the new to the old names
13:53:47 <nielsm> it was not good enough to rename the original dirs
13:54:16 <nielsm> I'm going to submit a bug report for vs2019 preview
14:07:30 <nielsm> and the issue was similar with the two CPP files constantly being rebuilt
14:07:46 <nielsm> moved them to a new dir and renamed that to match the old name
14:07:52 <nielsm> now they don't fail all the time
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14:28:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhWk0
14:34:56 <peter1138> Fix the underline on the top right!
14:36:17 <LordAro> it looks a lot worse at the bottom of the page :p
14:37:45 <peter1138> The whole thing looks a bit dated these days.
14:38:04 <peter1138> Right, off to visit the MiL again.
14:56:13 <frosch123> oh, there is a verb for that guy :p
14:59:28 <LordAro> istr they appeared here as well
15:01:34 <LordAro> it honestly could just be a well trained markov chain
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15:47:43 <andythenorth> so I have to draw this for Horse
15:47:58 <andythenorth> and I am not motivated to do it :P
15:49:32 <Samu> Data type of TileOffsByDiagDir.
16:06:03 <Samu> Split into two functions. I.e. one that does the above tile checks and the main recursive function.
16:06:15 <Samu> i'm gonna repeat variables
16:06:35 <Samu> gonna repeat delta_mid and dir
16:06:42 <Samu> i thought repetition was bad
16:11:50 <Samu> 3 and 6 are repeated at 23 24
16:12:33 <Samu> i will use them for the main function
16:29:14 <LordAro> "OpenTTD is officially supported on the following operating systems." ... "Solaris"
16:40:41 <LordAro> Samu: presumably not descriptive enough
16:41:39 <LordAro> "t2_dm" does not say what the variable is for
16:41:54 <Samu> tile_2 times delta middle
16:43:31 <LordAro> regardless, i think you should look at the comments further down first, before making minor modifications like this
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16:45:34 <andythenorth> I have code for either
16:46:32 <nielsm> you mean which actually provides power?
16:46:54 <nielsm> is it modular or single-part articulated?
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16:47:57 <andythenorth> it's built as cabs + middle cars
16:50:54 <nielsm> zero-capacity power cars in the middle are more "interesting" perhaps
16:51:04 <nielsm> question is whether any AI would be able to build the train
16:51:18 <andythenorth> hmm I hadn't thought about the capacity :D
16:52:02 <nielsm> I'd say just be traditional with zero-capcity powered driving cars at each end and unpowered cars along the entire rest of the train
16:53:23 <andythenorth> never got built IRL
16:55:33 <nielsm> maybe the later versions of the train could also get limited and then full capacity in the cabs, to reflect minituarization or whatever you'd call it
16:56:28 * andythenorth wondering if 2 generations are enough
16:56:36 <andythenorth> horse generations are usually 30-40 years
16:56:45 <andythenorth> but these trains are 20 years for some reason I forget :P
16:56:55 <andythenorth> less drawing = win
16:57:46 <nielsm> maybe a tick-tock upgrade path?
16:58:02 <nielsm> where a better passenger car becomes available halfway before the major cab upgrade
16:58:27 <andythenorth> higher capacity?
16:58:35 <andythenorth> TGV-Duplex style
17:02:40 <nielsm> imo you should make one of the later generation have all-axles-powered configuration :)
17:02:58 <nielsm> less power on each individual unit, but even power per weight regardless of length
17:03:15 <andythenorth> yeah they're coded that way on all
17:03:27 <andythenorth> it's unrealistic for the early one, but eh
17:06:48 <andythenorth> the middle cars aren't necessarily introduced at same time as cabs :x
17:07:15 <nielsm> right I think we talked about that earlier too :/
17:08:42 <Samu> making the river walk to the sea means i need to touch mode code
17:09:11 <nielsm> Samu, not necessarily make it always go to the sea
17:09:30 <nielsm> not don't kill the previous behavior
17:09:36 <andythenorth> the point of the comments is that rivers already go to the see
17:09:43 <andythenorth> so let's not regress
17:11:22 <nielsm> that one's a good example
17:11:25 <Samu> on more difficult terrain, rivers simply end up into lakes or are not created at all
17:11:40 <nielsm> the river just sort of flows around the top of the hill
17:11:49 <nielsm> that looks really dumb
17:12:54 <andythenorth> I didn't post the most pathological
17:13:04 <nielsm> but really, river generation is really bad in general imo
17:13:13 <nielsm> they should erode terrain
17:13:27 <andythenorth> ^ just looks broken
17:13:37 <andythenorth> rivers don't hang around at the top of hills :)
17:13:46 <andythenorth> nor do they fail to connect when 1 tile apart
17:14:21 <Samu> that last screenshot, it's 4 rivers
17:14:59 <Samu> hmm not sure what I can do
17:15:28 <Samu> it's part due to pathfinder and part my demands
17:15:36 <andythenorth> I didn't post it to github because it's too pathological
17:15:56 <andythenorth> the ridge on the hill makes it very hard for the pathfinder
17:16:14 <nielsm> instead of trying to find a path that allows locks to be built everywhere
17:16:15 <andythenorth> but I was able to trigger many many others in testing that *should* have gone to sea :)
17:16:37 <nielsm> keep pathfinding as it is, but try to place some additional river tiles to make locks possible
17:16:41 <andythenorth> what we don't know is whether rivers should be able to terradorm
17:17:16 <Samu> I wouldn't even know how to do that
17:17:23 <Samu> it would be during pathfinding
17:17:32 <andythenorth> hmm, how handy, I already drew an unused sprite for this high speed train :P
17:19:47 <Samu> someone with more experience is needed if pathfinding while terraforming occurs
17:21:20 <Samu> i don't know if that is possible nielsm
17:21:42 <Samu> i already place additional river tiles to make locks possible, but that alone isn't enough
17:22:13 <Samu> i had to ensure there's a path to the next lock nearby
17:22:32 <Samu> terrain slopes are heavily conditioned
17:22:51 <Samu> and that's for 90 degrees allowed
17:23:09 <Samu> haven't done anything if 90 degrees are forbidden, it would be even worse
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17:26:39 <Samu> i had fat rivers in an old version of the patch, sec let me find
17:33:35 <andythenorth> but it only looks weird because neither reached the sea
17:33:42 <andythenorth> but it's a hard case on that hill
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17:33:48 <nielsm> the entire production of rivers needs to be rethought imo
17:34:36 <nielsm> I usually just play with them off in landscape generation because they're just thin squiggles of annoyance littered around, not actually useful for anything
17:35:29 <Samu> locks make everything hard
17:35:58 <andythenorth> well locks should be 1 tile
17:36:09 <andythenorth> but nobody wants to commit to that, because savegames
17:36:12 <nielsm> are rivers produced via pathfinding?
17:36:12 <Samu> if they're 1 tile, my patch wouldn't even be needed
17:36:34 <nielsm> then make routes that produce lock-capable cost less
17:36:49 <nielsm> or rather, penalize downward flow that doesn't allow lock placement
17:37:23 <nielsm> so you'll still get a path from spring to sea, just with preference for paths that allow locks
17:37:27 <Samu> well, ok, must understand then what exactly how the pathfinder works in this case
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17:37:59 <Samu> i dont think it pathfinds from start to end
17:38:10 <Samu> it pathfinds from a slope to the next slope flowing down
17:38:33 <Samu> and continues to do so, until it reaches the sea or gets stuck, then transforms the last part into a lake
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17:39:01 <Samu> it's not only 1 pathfind
17:39:44 <nielsm> that's just more material in favor of scrapping current river generation completely
17:40:46 <andythenorth> there was a big rainfall rivers patch
17:40:56 <andythenorth> what I am curious about
17:41:01 <andythenorth> is why we start at springs and pathfind down
17:41:09 <andythenorth> why don't we start at coast, and pathfind up>?
17:41:11 <Samu> but maybe turning the pathfind into 1 entire call would be a good idea
17:41:39 <andythenorth> we don't need to go between two points
17:41:40 <nielsm> andythenorth I think it only becomes harder to produce a river in reverse
17:41:52 <andythenorth> it's just a turning algorithm
17:43:01 <andythenorth> don't need a fixed destination
17:43:16 <andythenorth> just dice roll for a turn, weight by surrounding tile heights
17:44:06 <andythenorth> also, above height level 1, occasionally lower the next tile if ascending
17:44:21 <nielsm> by pathfinding upwards you somewhat lose the ability for multiple rivers to merge, for example
17:44:42 <nielsm> which is imo something you really want to have
17:44:43 <andythenorth> nah, just cache a tile as a fork point
17:44:46 <andythenorth> and then come back to it
17:45:14 <andythenorth> a river is just a tree
17:45:28 <andythenorth> easier to start from top node and work down
17:45:44 <andythenorth> iterate each branhc
17:47:11 <nielsm> I think you've signed up for this now :P
17:47:35 <andythenorth> I am not a good enough programmer :P
17:48:05 <andythenorth> the current rivers got done because Rubidium crudely repurposed existing pathfinder
17:48:30 <andythenorth> all the other attempts I have seen are boil-the-ocean reality simulators
17:48:37 <andythenorth> faffing about with flow and gravity and stuff
17:49:00 <andythenorth> but we just want to generate a tree, and render it into tiles
17:55:20 <andythenorth> now we just need someone who likes trees :P
17:55:49 <nielsm> to make a river you need a tree, eh
17:56:06 <nielsm> sounds like a beaver thing
18:07:12 <Samu> static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have.
18:07:39 <nielsm> which is usually difficult to bring back to the original input value to the hash function
18:07:59 <nielsm> but is useful to quickly compare whether two large inputs are likely to be identical
18:08:44 <nielsm> hash tables and cryptographic hashes
18:13:46 <DorpsGek> Samu: Error: Something in there wasn't a valid number.
18:14:25 <nielsm> 1 2 4 8 16 32 64 128 256 <- 8 doublings
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18:14:45 <DorpsGek> planetmaker: Error: Something in there wasn't a valid number.
18:14:58 <DorpsGek> planetmaker: Error: 'shift' is not a defined function.
18:15:22 <nielsm> learning the series of powers of 2 is a good value in software dev :)
18:15:41 <planetmaker> it's something which simply sticks after a while, I think
18:16:11 <planetmaker> I guess the values up to 2**16 are pretty commen :)
18:16:18 <nielsm> well, I have 1-17, 20, and 24 remembered, the rest are usually not that useful
18:17:09 <planetmaker> though not sure I get every digit right for things > 2**12
18:17:14 <Samu> 1 << RIVER_HASH_SIZE becomes num_buckets inside AyStar
18:22:05 <Samu> seems to be using NPF code
18:22:59 <planetmaker> @calc 3 + sqrt(-1)
18:24:07 <planetmaker> @convert 1 mph to kph
18:24:07 <DorpsGek> planetmaker: 1.609344
18:25:06 <Samu> @convert 1 kph to 1 kp-ish h
18:25:06 <DorpsGek> Samu: Error: 1kp-ishh is not a valid unit.
18:27:54 <Samu> static inline uint TileHash(uint x, uint y)
18:28:37 <nielsm> it's not important what the hash is
18:28:48 <nielsm> it's just used to speed up certain lookups
18:29:08 <nielsm> it shouldn't have any bearing on the actual algorithm
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18:42:56 <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuyh
18:59:04 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhuSA
19:06:13 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9s
19:06:24 <Samu> C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include\xtree
19:06:32 <Samu> doesn't look like it's part of openttd
19:06:52 <Borg> what 'unmasked' means in GRF debug window for callbacks?
19:07:06 <Borg> I changed some tiles via act0.. and now.. animations seems to not working at all
19:08:27 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9W
19:13:56 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #6965: Add: Four alternative town cargo generation methods https://git.io/fhu9o
19:16:59 <Borg> ! *00 09 03 01 1D 08 1D 09 1D 0A 0A 08
19:17:12 <Borg> property 11 not touched...
19:17:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhu97
19:18:02 <Samu> what's a breadth first search
19:18:39 <Samu> tile finder it seems, and it's marking tiles with xtree
19:19:17 <LordAro> other than it being part of VS, given the path you posted
19:19:22 <LordAro> i'm sure google will tell you
19:25:29 <Samu> : public _Tree<_Tset_traits<_Kty, _Pr, _Alloc, false>>
19:25:29 <Samu> { // ordered red-black tree of key values, unique keys
19:27:28 <Samu> std::set<TileIndex> marks;
19:28:16 <nielsm> LordAro: I don't see the alignment things you're pointing to, they look aligned to me?
19:28:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhuHI
19:28:36 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuqd
19:29:28 <TrueBrain> now it is up to andythenorth :P
19:29:56 <TrueBrain> btw, DigitalOcean mailed back .. basically, they response: look here, a ticket, vote for it if you want it. Owh, and here, a guide to do exactly what I said in my question that I did not want to do that
19:30:02 <TrueBrain> so .. not super useful reply :(
19:30:16 <TrueBrain> so I am doing it the most ugliest way I can think of, the IPv4/IPv6 bla
19:31:25 <TrueBrain> at least they did read my questions; so at least it is a good support :) Just the answers .. I found those too by googling :) Was hoping a bit more in-depth, I guess
19:31:43 * andythenorth is going for drinks, no PRs for me :P
19:31:59 <TrueBrain> no rush andythenorth
19:32:04 <LordAro> the review boxes make it hard to see
19:32:06 <TrueBrain> I wont fix the IPv6 stuff before next weekend anyway
19:34:52 <TrueBrain> hmm .. Azure Pipelines broke .. "2019-01-20T18:34:35.2769753Z ##[error]Error: Moved Permanently" .. on GitHub release publish
19:34:54 <TrueBrain> that is just annoying
19:36:40 <LordAro> nielsm: how interesting, i shall blame GH
19:36:49 <LordAro> unless there's a hidden tab character in there or something silly
19:37:08 <nielsm> commit checker would have caught tabs
19:38:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhuH0
19:38:52 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhuHg
19:40:48 <Samu> how come there are conflicts? :(
19:42:06 <Samu> no conflicts here, only there?
19:43:58 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz
19:44:48 <DorpsGek_II> [OpenTTD/website] LordAro dismissed a review for pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuyh
19:45:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fNanB
19:45:35 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHX
19:45:47 <Samu> why don't you use svn style revision? :|
19:46:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHD
19:47:09 <TrueBrain> LordAro: well ... it seems the redirect is a bit weird. Uploads failed now on the old URL, but still worked for a bit of time
19:47:12 <TrueBrain> not sure how they do that :P
19:47:18 <TrueBrain> better safe than sorry :D
19:47:45 <TrueBrain> only a dismissal of the README? Not even an approve? :P
19:48:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuH9
19:51:39 <LordAro> TrueBrain: have some patience! :p
19:53:22 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuQe
19:53:30 <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #27: Update: README.md is now more verbose and even contains a FAQ https://git.io/fhuqd
19:53:38 <nielsm> LordAro, types fixed for the house accepts :)
19:54:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhu97
19:54:29 <LordAro> nielsm: still needs someone who actually knows GRFs to approve it, imo :>
19:56:05 <planetmaker> I kinda feel the same. Though if you want I can become the "meh, I just approve it" guy :P
19:56:48 <LordAro> planetmaker: i thought that was my job
19:57:22 <nielsm> it's basically the same pattern as the industries 16 in/out patch which was already merged :)
19:57:37 <nielsm> except houses are simpler
19:57:43 <TrueBrain> "trust me, I know what I am doing"
19:58:38 <planetmaker> hehe. exactly that :P
19:59:40 <planetmaker> nielsm, does that work with town cargoes in all 16 slots?
20:00:16 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7075: Fix: [AzurePipelines] the repository OpenTTD-CF is renamed to CompileFarm https://git.io/fhuHX
20:00:23 <planetmaker> *town effect cargoes
20:00:23 <andythenorth> when will 'vehicle ctrl-click counter var' patch be done? :P
20:00:54 <andythenorth> pretty simple, it's just a byte, incrementing each type player ctrl-clicks the vehicle
20:01:02 <andythenorth> rolls over to 0 after 16 clicks
20:01:06 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fhuQs
20:01:07 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fxno7
20:01:25 <andythenorth> vehicle_is_flipped is then mod(2) of ctrl-click-counter
20:02:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuQc
20:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuQW
20:03:09 <TrueBrain> hmm .. GitHub has a bit of issues to show of branches if they are already merged
20:03:12 <TrueBrain> I guess because of the rebasing
20:03:16 <TrueBrain> it still thinks it is new
20:05:20 <Samu> ok, what about limiting it only to industries?
20:06:07 <Samu> they can automatically spawn with a 0.00001% chance to dead-lock ships
20:06:34 <LordAro> yeah... not worth the effort, i'm afraid :p
20:06:48 <andythenorth> why don't we cache contiguous blocks of water?
20:06:57 <LordAro> andythenorth said in the original issue that he was unable to trigger it, so it must be something like a frame perfect issue
20:07:10 <LordAro> andythenorth: a swimming pool
20:07:32 <andythenorth> it would be expensive to compute once, but trivial to update
20:07:43 <andythenorth> there are n contiguous blocks on any map
20:07:58 <andythenorth> construction: adds, merges, or changes blocks
20:08:11 <LordAro> nielsm: any chance of a review for #7022 ?
20:08:29 <andythenorth> if a block is contiguous a ship can route to anything on it
20:08:39 <andythenorth> a ship is attached to a block
20:09:09 <andythenorth> ships can only route to depots, docks, bouys etc in their block
20:09:14 <andythenorth> any others, effectively don't exist
20:09:27 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhuQy
20:12:08 <andythenorth> hmm if some metadata about contiguous blocks could be exposed
20:12:17 <andythenorth> I could stop port industries building in tiny lakes :P
20:12:33 <andythenorth> the blocks could be calculated when placing the tiles
20:16:20 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZ7Z
20:17:28 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fhu7f
20:22:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhu7t
20:23:41 <Samu> I don't understand how could there be conflicts
20:23:53 <Samu> just retested here, it built, didn't conflict
20:24:23 <LordAro> did you update your copy of master first?
20:24:42 <Samu> oh, no, ok let me try that
20:26:20 <Samu> ah, there are conflicts *now*, there weren't any before
20:26:22 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhu7c
20:26:29 <LordAro> Samu: almost as if master has been changing!
20:27:47 <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/fhu78
20:28:31 <Gabda> Can I your opinion on PR 7025 vs 7047?
20:28:53 <DorpsGek> LordAro: Don't ask to ask, just ask
20:29:51 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhu7g
20:30:45 <nielsm> going to study it in detail later
20:31:09 <Samu> v->dest_tile was changed
20:33:16 <Samu> the cache stuff was merged, i see
20:33:43 <Samu> im surprised there's only 1 conflict
20:33:55 <Samu> and it's not even yapf related
20:34:29 <TrueBrain> hmm ... how do I trigger a release based on the finishing of another release .. hmmmmmm
20:43:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached https://git.io/fhu5O
20:43:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached https://git.io/fhnn8
20:44:38 <Eddi|zuHause> it's not what it looks like
20:46:12 <Samu> wow, i can finally run openttd in debug mode with 5000 ships
20:46:47 <peter1138> And only with YAPF, of course.
20:47:25 <Samu> i need to check whether caching while searching for depot is worth it now
20:51:07 <Samu> it returns the depot location, which was just pathfound
20:51:16 <Samu> that path could have been cached
20:51:33 <Samu> otherwise, shipchosetrack will pathfind again next tile
20:51:46 <Samu> pathfinder is called again, and this time it caches path
20:51:58 <Samu> so i guess the answer is yes
20:53:06 <Samu> what if I was only interested in knowing the depot location
20:53:24 <Samu> caching the path to depot would screw the ship
21:02:49 <nielsm> if I unix2dos the file it generates zero changes to the file
21:03:28 <LordAro> both scripts should probably be able to cope with both
21:04:14 <nielsm> or at least have the vbscript abort if it looks fishy
21:05:09 <Eddi|zuHause> i'm pretty sure you can force git to use windows line endings
21:05:33 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhu5Q
21:05:48 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhu55
21:06:04 <nielsm> Eddi|zuHause yea you can
21:09:17 <Samu> ok no need for me to do anything
21:10:28 <Samu> because sending a ship to depot is not just 1 simple step apparently
21:10:33 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhude
21:10:46 <peter1138> Samu, what are you trying to achieve?
21:11:14 <Samu> was wondering whether caching was worth it for my patch
21:11:21 <Samu> find ship depot using pathfinders
21:11:56 <peter1138> Ah for finding the depot.
21:12:07 <peter1138> Once it's found it, it'll be cached.
21:12:09 <Samu> it goes through some DoCommand stuff
21:12:09 <peter1138> So yeah, probably not.
21:12:14 <glx> nielsm: probably because line 179
21:12:30 <Samu> DoCommand stuff involves multiplayer crap
21:12:48 <glx> I though it was a smart idea to skip temporary file usage
21:13:13 <peter1138> If we can do that for the language files (.tmp) then that'd be good ;)
21:13:22 <peter1138> I don't really like that 25MB "temporary" file sitting around.
21:13:34 <Samu> speaking of multiplayer, is this multiplayer sync ready? :p
21:14:00 <Samu> caching while joining a multiplayer game won't cause desync?
21:14:13 <peter1138> It should be fine, the cache is actually saved in the savegame.
21:15:11 <LordAro> peter1138: i wonder whether it was worth caching such a thing
21:15:15 <peter1138> I suppose technically the caches could've been saved on saving, but... uh... I went overboard :p
21:15:25 <peter1138> LordAro, well it's done now.
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21:18:26 <Samu> what was the other request from LordAro
21:20:37 <Samu> how do I mention the commit conflicting with mine?
21:20:40 <Samu> 81330b8d6edee68c38717462737fbfca6420701d ?
21:20:54 <peter1138> Why do you need to mention it?
21:22:38 <peter1138> What do you do with conflicts is you resolve them.
21:23:14 <nielsm> when you rebase you resolve the conflict as part of the rebase, there is no additional commit
21:23:25 <nielsm> when you merge you resolve the conflict as part of the merge commit
21:23:38 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhud0
21:24:14 <LordAro> btw, i'm adding "needs-triage" labels to PRs that need discussion about whether they're a Good Feature
21:28:44 <peter1138> Should I revert the savegame change?
21:29:25 <LordAro> it is a quite a bit of code that perhaps isn't all that necessary
21:29:29 <LordAro> but ultimately up to you :p
21:31:01 <LordAro> nielsm: oh, i know what caused the alignment issue - github (or maybe firefox) uses ligatures in its monospace font...
21:32:58 <Samu> so, a "blind search" is technically a first breadth search?
21:33:21 <LordAro> depends where you got "blind search" from :p
21:33:57 <Samu> it searching all tiles for one that matches the condition "I am a depot"
21:34:03 <LordAro> but "breadth-first" search is, generally, a very suboptimal algorithm for finding the shortest path, though it is guaranteed to actually find the shortest path
21:35:37 <Samu> pathfind suboptimal for the shortest path to a tile that is "I am a depot"
21:37:35 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
21:38:23 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhudF
21:38:26 <peter1138> Heh, it saves about 1 second of high load ;/
21:38:43 <peter1138> Oh well, at least we can saveload some std:: stuff if we ever need to.
21:38:44 <LordAro> peter1138: surprisingly high, how many ships?
21:39:13 <LordAro> how long is the load in total?
21:39:39 <peter1138> Depends on the CPU :p
21:39:48 <peter1138> I'm a high-end CPU so..
21:40:04 <LordAro> so does the amount of time saved :p
21:42:03 <peter1138> Now we *have* the path cache, I'm tempted to partially revert the change that lead to #7062.
21:42:04 <LordAro> what percentage of the loading time is "saved" by saving the ship paths in the save
21:42:31 <LordAro> peter1138: good plan though
21:44:13 <Samu> I have a trash pentium cpu laptop from 2001 somewhere, can only run 32-bit versions of openttd on windows xp
21:44:59 <LordAro> i suspect you're not going to win the "who has the oldest computer" argument amongst the people here :p
21:45:05 <LordAro> far too many greybeards
21:45:36 <glx> I still have working pentium 133MMX
21:46:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7061: Fix #6583: Rework Tileheight handling (patch by adf88) https://git.io/fhuFJ
21:46:40 <glx> well was working last time I used it ;)
21:48:36 <peter1138> I've got a Sun SparcStation in the loft.
21:49:00 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fhuFO
21:54:45 <peter1138> Also a P90 laptop. Maybe a 486 laptop, not sure.
21:55:18 <Samu> oh well then u guys can test it
21:56:37 <glx> I'm not even sure we can still compile a win9x version
21:57:28 *** D-HUND is now known as debdog
21:57:41 <LordAro> i imagine it's been a while since anyone tried
21:57:53 <LordAro> hardest part is probably finding a new enough compiler
21:57:56 <glx> old MSYS used to work for that
21:59:16 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
21:59:44 <glx> maybe MSYS2 could too with the right defines to force older win32 api
22:00:25 <glx> I think it defaults to XP SP2
22:00:59 <glx> but that may not be enough
22:01:18 <glx> might require an arch flag too
22:01:45 <Samu> the request was not attended
22:02:30 <Samu> i dont know what to do with nielsmh code, it does some weird thing
22:03:59 <Samu> a "never seen before" behaviour
22:04:42 <Samu> it displays the order it's following and it can change it suddenly into another
22:04:50 <glx> if it's really needed, we'll wait for a PR doing it
22:04:52 <Samu> it's by intention but it looks weird
22:06:37 <Samu> then when searching for a depot where the pathfinder doesn't return "is lost" in that for loop, it's ... it's... suboptimal imo
22:07:47 <Samu> pathfinds N times, until it gets a "path found" from the pathfinder
22:08:14 <Samu> it's what I had at first for OPF, but i changed it, and there were gains in cpu usage
22:08:16 <nielsm> I'm not saying my suggestion is good code or correct, I'm not very acquiainted with the pathfinding
22:08:43 <nielsm> tried making something to demonstrate my idea
22:09:05 <nielsm> didn't get it working quite as intended
22:09:16 <nielsm> uploaded it regardless
22:09:40 <nielsm> didn't want to put too much effort into something I see as a non-issue
22:11:17 <Samu> i tested your approach with the 5000 savegame
22:11:47 <Samu> there were multiple stalls for at least 3 seconds each
22:12:03 <Samu> some 4-5 noticeable repeated stalls
22:16:49 <Samu> my old approach for opf was similar, it would pathfind for "every" depot
22:17:15 <Samu> and return the one with the smallest cost
22:17:53 <Samu> would stall once only, but would stall for 14,6 seconds
22:18:08 <glx> pathfind for every depot is intensive
22:18:28 <Samu> my new approach, the breadth first search stalls for 4.7 seconds
22:19:10 <Samu> if my prs weren't closed, i could make it go further down to 3.4 seconds
22:19:27 <Samu> or 2.1 seconds with 90 degrees forbidden :|
22:31:39 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhuby
22:35:20 <Samu> It is useful however to prefer 'lockable' slopes where possible. If none are available, allowing flow downslope is better than rejecting.
22:35:59 <Samu> andythenorth, that basically means, don't use the patch :(
22:37:12 <Samu> the river is generated without any terraform
22:37:56 <Samu> adapt the terrain by terraforming would probably be the answer, but how
22:40:41 <Samu> i'd need a different set of terraformstate rules
22:42:29 <Samu> and it would have to be done earlier
22:42:56 <Samu> during the terrain formation, the first steps very much
22:43:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement https://git.io/fhnon
22:43:08 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #6060: Allow drawing dropdown lists with scrollbars above the widgets https://git.io/fhuN4
22:44:16 <Samu> who's the TerraGenesis expert here?
22:44:38 <Samu> that's where I need to touch
22:51:48 <Samu> there are terrain forms in form of Sprite template?
22:52:33 <Samu> where's the original generator code?
22:52:55 <Samu> seems like pieces of puzzle that fit together
22:53:25 <Samu> maybe i can create a puzzle piece that is lock-friendly
22:54:27 <Samu> but then i'm touching the original generator and not terragenesis :(
23:01:35 *** Gustavo6046 has joined #openttd
23:02:39 <Samu> base perlin noise generator
23:03:06 <Samu> funny how things work in detail
23:05:24 <Samu> static const double extrapolation_factors[] = { 3.3, 2.8, 2.3, 1.8 };
23:06:42 <nielsm> it's a IEEE 754 double precision floating point number
23:09:36 <peter1138> Shame I lost all my map tweaks :/
23:10:50 <peter1138> Oh! I just found it.
23:49:28 <nielsm> are you trying to step the debugger into the pow() function?
23:49:31 <nielsm> youi know what it does, right?
23:49:40 <nielsm> it calculates x to the power of y
23:50:16 <Samu> was following code sin.asm
23:50:33 <nielsm> it's just standard math library functions
23:50:41 <nielsm> you can assume those do what it says on the tin
23:50:44 <LordAro> you know what trigonometry is, right,
23:52:16 <LordAro> for the love of god, read some documentation
23:52:49 <LordAro> or at least notice when a function is external to ottd
23:55:08 <nielsm> the only time you should need to read assembly when working on ottd is if you need to reverse engineer something from the original game for some reason
23:55:35 <LordAro> (which was done entirely more than 15 years ago)
23:55:44 <nielsm> (except for the music drivers!!)
23:55:58 <LordAro> nielsm: yeah, and no one cared :p
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