IRC logs for #openttd on OFTC at 2019-04-07
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00:00:16 <pnda> peter1138 I would still exclude the tile inside the lock.
00:00:50 <peter1138> A lock tile at the end of a dock is currently (in stable releases) a valid location.
00:01:32 <peter1138> andythenorth, unrelated.
00:01:49 <peter1138> But feel free to bring up random unrelated pictures all evening.
00:02:40 <peter1138> So think I'm guess just keep the current (stable) behaviour, and leave the extra fancy stuff to newgrf docks.
00:02:54 <peter1138> So I guess just keep the current (stable) behaviour, and leave the extra fancy stuff to newgrf docks.
00:04:51 <supermop_Home> andythenorth hovercraft can do that, but don't necessarily need to do that
00:04:58 <supermop_Home> as they do have a hull
00:05:57 <supermop_Home> also bad feature idea: hovercraft count towards the noise limit
00:08:51 <glx> ok founded an oil platform, let's wait it's closure
00:09:34 <andythenorth> makes oxygen gas etc from air
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00:11:13 <LordAro> glx: looking at the code, i *think* the issue is relating to the kdtree deleting the station before (finishing) removing the industry
00:11:20 <LordAro> but i know very little about how the kdtree works
00:11:54 <glx> I don't really know how it works either ;)
00:12:49 <pnda> Which file handles the dropdown menus from the toolbar?
00:13:14 <glx> search for DropDown I think
00:14:11 <LordAro> pnda: in general, *_gui.cpp
00:14:38 <LordAro> so maybe toolbar_gui.cpp? ;)
00:14:47 <pnda> yeah that's what I assume
00:14:54 <pnda> Can't find reference to what I am looking for though
00:15:02 <LordAro> being able to properly search the codebase is a good skill to learn
00:16:32 <glx> it's under widgets in MSVC
00:17:18 <pnda> DropDownListIconItem::DropDownListIconItem() is what I was looking for. Thanks glx
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00:19:42 <pnda> Someone on Discord just found a daylength and clock per ticks setting that make the game realtime
00:19:53 <glx> ok funding another platform, I think the last one can't close
00:20:46 <pnda> At line 1224 in newgrf_engine.cpp there's a typo in the comment. "Deternine"
00:21:11 <glx> not the only one you'll find ;)
00:21:37 <LordAro> a single typo is not something anyone's much concerned about
00:21:44 <LordAro> a single comment typo*
00:36:31 <pnda> Why are these menus coded differently.... just annoying
00:37:17 <glx> hmm even if I "hack" using breakpoint to activate platform closing, no crash
00:42:12 <peter1138> Damn, I was only intending to fix a weird issue with normal docks, not revert all the adjacent docking tile change :/
00:45:21 <_dp_> working with goals is a nightmare :(
00:45:30 <_dp_> re-creating them from scratch each time is fine
00:45:53 <_dp_> but try anything more effective and all hell breaks loose
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00:47:56 <pnda> *first time having generated working code let's see*
00:48:18 <pnda> First try coding anything in C++ and it works
00:48:47 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLNY
00:52:52 <peter1138> "Oh wow! GRF scanning at startup is very much faster"
00:52:58 <peter1138> So did we optimize that at all? :p
00:53:52 <Samu> for me grf scanning is slow
00:53:57 <Samu> that's why I delete them
00:55:19 <Samu> maybe he installed openttd in a SSD
00:56:20 <pnda> I don't have any NewGRFs installed to test. But I've got it on my nVME SSD, so it would be quite quick
00:58:40 <glx> hmm I have an idea to reproduce window.cpp spam
01:01:49 <Samu> is this a good variable name?
01:01:51 <Samu> uint company_id_from_mask;
01:01:51 <Samu> FOR_EACH_SET_BIT(company_id_from_mask, ais_to_start) {
01:02:03 <Samu> ais_to_start is the mask
01:02:11 <Samu> company_id already exists
01:06:53 <Samu> but it's a uint at that place
01:16:48 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
01:17:18 <Samu> my first visual studio 2019 pr
01:18:23 <glx> ok I can trigger window.cpp assert, but it happens only once
01:18:35 <glx> anyway I see what can be wrong in the code
01:21:45 <peter1138> The kdtree part or the other part?
01:23:34 <glx> MessageBox is supposed to be modal and block every messages set to the window, but seems it's not fully working
01:24:06 <glx> I suspect GetActiveWindow()
01:29:32 <glx> yeah I managed to get the assert flood
01:32:55 <Samu> CCA_NEW_AI comes first before CCA_DELETE
01:33:05 <Samu> wrong comment order, not too important
01:33:17 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLNV
01:34:04 <peter1138> This is your own comment...
01:34:19 <glx> ok that's it, if openttd window is not active on first assert, a message box is created but not linked to the main window, then when the mouse moves over the main window new message box is created, linked to the first message box, etc.
01:34:26 <Samu> yes, i made an order mistake :(
01:34:35 <glx> let's see if I can fix that
01:37:10 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
01:46:12 <Samu> is this line correct? CompanyMask ais_to_start = GB(p1, 12, 16);
01:46:34 <Samu> I wonder if it should be CompanyMask ais_to_start = (CompanyMask)GB(p1, 12, 16);
01:47:01 <Samu> visual studio didn't complain, but...
01:47:53 <Samu> let's see what clang and lixus dudes say
01:51:06 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner closed issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLSG
02:08:25 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLNy
02:11:39 <glx> that should stop the message box flood
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02:26:36 <Samu> thanks, mucho appreciated
02:30:06 *** ChanServ sets mode: +v tokai
02:37:47 <Samu> oh, it's not merged yet t.t
02:37:58 <Samu> just made a pointless rebase
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04:33:28 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
05:00:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fhxNg
05:02:47 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1
05:10:45 <Samu> why is graphics rendering so slow in master
05:12:29 <Samu> normal zoom level is fine
05:12:36 <Samu> fully zoomed out is soo slow
05:13:49 <Samu> it didn't use to be this slow in 1.8
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09:26:44 <peter1138> Hmm, should I go out alone or with the group.
09:29:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7483: Fix #7478: Don't remove NewGRF objects on company take-over. https://git.io/fjLp6
09:32:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLp1
09:44:07 <andythenorth> makefile isn't seeing changes in src/graphics
09:44:14 <andythenorth> should trigger a rebuild of the grf
09:51:28 <peter1138> Hmm. When you want to use features from another PR that isn't merged yet... :p
09:53:43 <dwfreed> merge it, or base your branch on that one
09:54:20 <dwfreed> (of which there are two ways to do it: pull the github-special PR branch, or add the other contributor's repo as a remote and pull their branch)
09:58:26 <andythenorth> just merge it all in with merge commits :P
10:06:50 <dwfreed> have you ever done an octopus merge?
10:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka commented on pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLhG
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10:29:49 <andythenorth> nielsm: so how is mail generated then? o_O
10:30:07 <nielsm> exactly the same, houses actually have two numbers, population and mail_generation
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11:00:57 <Eddi|zuHause> "sprite sorting optimization" sounds like a corner case bugfest waiting to happen
11:01:31 <Eddi|zuHause> (haven't looked at the thing yet)
11:04:16 <nielsm> we did merge and later revert an earlier version of that patch
11:15:30 <andythenorth> nielsm: does mail grow quadratically? o_O
11:15:34 * andythenorth could just read the code :P
11:15:43 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fjLh7
11:15:44 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fhxNg
11:15:52 <TrueBrain> I hate it when stalebot is bypassed .. means I have to be the bad guy :(
11:18:49 <andythenorth> outsource it to me
11:19:09 <TrueBrain> nah; I am rather the focus of the agression
11:19:27 <andythenorth> I have bad guyed about 900 issues now
11:19:38 <andythenorth> remember when Flyspray count was about 970?
11:20:38 <Eddi|zuHause> i need to rework some of this river stuff, not sure if i get stalebotted first
11:21:13 <andythenorth> the river stuff looked really promising
11:22:49 <Eddi|zuHause> yes, but it's all not quite right
11:23:03 <TrueBrain> Eddi|zuHause: even if stalebot hits, you can just reopen it :)
11:23:10 <TrueBrain> or remove the 'stale' label :P
11:23:34 <Eddi|zuHause> i have never found the option to edit labels
11:25:37 <Eddi|zuHause> that doesn't help :p
11:26:07 <nielsm> I can try making an MSI installer with WiX, those do handle elevation and "run after install" situations correctly I know
11:26:11 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain requested changes for pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fjLje
11:26:30 <TrueBrain> nielsm: if you can do that with CPack, please do
11:26:43 <TrueBrain> checkout the CMake branch, and give it a crack :)
11:28:08 <TrueBrain> (CPack does support WiX btw; we just need to set the right settings, basically :D)
11:31:44 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
11:41:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7481: Fast forwarding very fast can cause window.cpp/kdtree.hpp crash https://git.io/fjLjW
11:47:05 <V453000> so funny story, I did the checker-alpha for tubular bridges just like TTD does ... and it works great in x4 and x1! Except to my surprise x2 zoom gets scaled down from x4 and only uses the opaque pixels XD
11:48:34 <V453000> works now, I just doubled the size of the grid in x4 of course :)
11:48:38 <V453000> because fuck defining x2
11:49:54 <Eddi|zuHause> i'd be leaning towards defining x2 then :p
11:50:13 <V453000> me too, but that's just so much work
11:50:28 <V453000> doing it properly that is
12:03:20 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
12:03:21 <TrueBrain> from 205 commits to 8 ..
12:03:25 <TrueBrain> that sounds more reasonable
12:04:38 <TrueBrain> CMake introduction is ~2500 lines of code
12:06:08 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjLj5
12:07:50 <TrueBrain> it will break master for 5 commits or so, but I guess that is better than a single big blob doing stuff :P
12:08:21 <Xaroth> 2500 lines of code? you've been busy
12:10:05 <TrueBrain> think the LoC are 50/50
12:40:53 <andythenorth> still not good enough
13:03:29 <pnda> Is there any file/list of all available SPR?
13:03:30 <Eddi|zuHause> ... what did we need this for again?
13:24:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjtv6
13:35:32 <pnda> visually selecting the first option*
14:01:11 <planetmaker> michi_cc, generally I prefer to do "the right thing", if it is not an enormous detour. Technical debt is aquired quickly anyway
14:06:56 <_dp_> are we using c++14 already? iirc c++11 still needs raw pointers sometimes
14:07:21 <pnda> I've noticed that in the build rail gui the tracks are not always the same, but they never show the actual track get placed (at least for current master that is)
14:09:52 <_dp_> pnda, you mean image on button is not the same?
14:13:14 <pnda> Also in my toolbar_gui.cpp, I can't seem to find the code which automatically marks the first option of the DropDownList as selected. Though I have found the code that even if nothing is selected it defaults to the first option
14:18:35 <michi_cc> planetmaker: The "right thing" is the current state of the PR. You may argue with LordAro about approving it :p
14:18:50 <peter1138> pnda, it's selected by value.
14:19:28 <pnda> peter1138 so that would be MenuClickBuildRoad(int index)?
14:19:53 <peter1138> Each list item has a specified value, and there's a value chosen when opening the list.
14:20:33 <pnda> Well I have set that. And it does open one window by default. But it never has that black background, indicating it's not actually selected
14:22:07 <peter1138> Third parameter to ShowDropDownList() is the default selected value
14:22:42 <pnda> Oh thanks. I for some reason passed a string there... lol
14:23:23 <peter1138> And the button image is different to the on-map track, because one is the track, and one is an icon for it.
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14:55:30 <peter1138> Hmm, okay, feet cold, need socks.
14:55:37 <peter1138> Or I could put the heating on
15:19:32 <pnda> Why is it, that when opening the landscaping tool, you've got 2 options to perform actions also accessible by the drop down menu?
15:22:52 <peter1138> It uses the icon that the rail set provides.
15:23:26 <peter1138> Not our fault rail set authors were lazy and didn't bother providing good icons./
15:23:27 <nielsm> specifically it uses the icon the rail set provides _for the build window_, not the landscape graphics
15:23:43 <peter1138> Yup. Using landscape graphics would be the wrong thing to do.
15:23:43 <pnda> Why are those two different things
15:24:48 <peter1138> The game has always had different images for landscape and icons.
15:27:06 <_dp_> they're used in entirely different places, what looks good on ground doesn't automatically look good on button
15:27:15 <pnda> Well, if the set doesn't provide an icon, why not set a fallback to the default track icon? (or catenary, depending on track type)
15:30:39 <peter1138> We use the icon that is provided.
15:31:24 <peter1138> Better to focus your attention on getting set authors to actually provide decent icons :p
15:32:06 <peter1138> I bet LordAro's done something crazy like 130 miles to make up for not going out yesterday.
15:32:49 <pnda> I don't go out on saturday/sunday
15:33:12 <pnda> And what do you mean with 130miles? walking?
15:35:13 <pnda> walking would be impossible on one day I just noticed.... I thought 130miles were like 50km.. 200km as it turns out
15:35:16 <pnda> And yes that's quite crazy
15:35:43 <peter1138> Indeed. It's doable on a bike.
15:52:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjIo3
15:59:07 <Samu> can only have 1 gamescript running at a time
16:00:54 <Samu> and newgrfs... honestly... I have no other word for it, it's a big pile of mess
16:01:04 <Samu> i dont know what to download from that list
16:01:17 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3
16:01:26 <Samu> several versions of the same thing
16:01:38 <Samu> hard to know which one is current, which one is obsolete
16:01:58 <Samu> and some are dependant of other newgrfs
16:02:14 <peter1138> So you mean that authors organizational skells are a mess, rather than NewGRF. I get you.
16:04:35 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3
16:06:10 <Samu> from my perspective, the newgrf list scares me
16:06:53 <peter1138> Sucks to be you then.
16:08:24 <Samu> telling me to do my stuff via newgrf feels like sending my suggestion to the dumpster :(
16:09:29 <peter1138> There's lots of content. That's a good thing. It's just not all organised nicely because it's controlled by... the authors.
16:14:17 <Samu> some gamescript addons could really be part of the main game imo
16:15:41 <Samu> subsidies, disabling or enabling
16:16:13 <Samu> oh? what for? it's already an add-on
16:16:33 <Samu> i'm just gonna be told to use a gamescript instead
16:18:00 <peter1138> Xaroth, it's easier to moan about things :-)
16:18:21 <TrueBrain> and so much more fun!
16:18:27 <TrueBrain> especially for others in the same channel!
16:18:38 <TrueBrain> they .. really cheer up when they read those things
16:19:29 <pnda> Also, I left a game in the background while in VS, hasn't crashed yet, already year 2950... strange
16:19:55 <peter1138> TrueBrain, isn't it!
16:20:12 <peter1138> TrueBrain, "hey guys, this thing you spent 15 years of your life on... it's shit"
16:20:49 <Xaroth> pnda: I think it was meant sarcastically, or at least, a bit.
16:21:07 <Samu> eh, 15 years ago, newgrfs were probably fine, they weren't so many
16:21:07 <pnda> Well, it's what Samu basically said
16:21:35 <TrueBrain> how dense can a person be, holy crap
16:21:42 <peter1138> He keeps digging this hole.
16:22:16 <pnda> woah I am at -600000000000000€ dept
16:22:44 <Samu> so you think looking through the list of newgrfs is fine?
16:23:29 <pnda> You've got a search bar, what else do you really need?
16:23:36 <pnda> For the rest you can just scroll through
16:24:14 <pnda> Oh and btw why is there a minimum number a graph can display? Mine is completely glitching out just now
16:25:26 <pnda> Bug report: I went so far in dept, I gained 1 trillion euros and the operating profit graph is at -50.000€
16:25:27 <Samu> speaking of mess... i have a newgrf there that I want to make it disappear from 1.9.0, and I can't
16:27:01 <Samu> i want to make it unavailable from 1.9.0 onwards
16:27:33 <Samu> otherwise, it's just another newgrf that's adding to the mess
16:27:49 <Samu> currently, 1.9.0 solved the problem
16:27:57 <Samu> newgrf is no longer needed
16:29:19 <Alberth> some people may be playing an older version
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16:29:58 <Samu> doesn't let me pick 1.8.0
16:30:05 <peter1138> Okay so the specific issue is that bananas does not know about recent versions.
16:30:06 <Samu> typing in 1.8.0 doesn't work
16:30:17 <pnda> Samu there's a custom option
16:30:26 <Samu> custom didn't work, but i can try again
16:31:15 * _dp_ accidentally noticed newgrf.com/org are free
16:31:30 <_dp_> not often to see 6-letter free com nowadays
16:32:29 <peter1138> _dp_, even better, newgrf.store ;)
16:33:21 <peter1138> I could buy both and put all my NewGRFs on there.
16:33:30 <peter1138> That'd be disappointing, I only have test files.
16:34:57 <Samu> well, it disappeared, that's better than nothing
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16:59:16 <andythenorth> newgrfs are frigging awful btw
17:03:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjtTG
17:03:55 <peter1138> Oh you and your backlog reading skills.
17:05:39 <pnda> What was the git command again to remove a commit (commit from yesterday, I already have new ones)
17:05:59 <andythenorth> I had to drive for a bit
17:06:04 <andythenorth> has anyone finished this cryo plant in my absence?
17:08:02 <peter1138> pnda, rebase -i allows you drop commits.
17:10:18 <pnda> can I specify a particular one?
17:10:44 <Alberth> you get dropped in an editor so you can pick what to do with each commit
17:11:14 <Alberth> you may want to read about interactive rebase if you don't know
17:13:39 <peter1138> -i means interactive, you can chop and choose all over the place.
17:15:01 <pnda> if I say "git rebase master toolbaricons", wouldn't that take master, and put it on the branch toolbaricons?
17:16:36 <Alberth> that's the non-interactive rebase
17:17:24 <Alberth> I always use it with one branch name, no idea what happens if you use 2 branch names
17:17:55 <Alberth> but moving master sounds like a bad idea
17:18:42 <Alberth> non-interactive rebase doesn't make commits disappear unles they're duplicates
17:20:38 <Alberth> clone the repo, and you can simply try it without risk
17:21:42 <milek7> you can always undo the changes with hard reset (from reflog)
17:21:51 * andythenorth has a broken makefile :)
17:22:12 <peter1138> I have pull requests.
17:23:11 <andythenorth> all needs are met
17:24:48 <pnda> error: cannot rebase: You have unstaged changes. I just cloned?
17:27:03 <peter1138> You have changes apparentlky.
17:27:39 <pnda> well I don't that's the thing
17:28:23 <peter1138> git diff, git diff --cached, etc...
17:28:55 <pnda> i apparently changed every single file wut
17:29:06 <peter1138> crlf conversion then.
17:30:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjtT5
17:33:09 <peter1138> andythenorth, peter1138patchpack?
17:33:22 <Samu> how do i get the minimum or maximum value of a setting?
17:33:22 <andythenorth> get a forum thread
17:33:53 <LordAro> peter1138: is 80 miles close enough?
17:34:22 <peter1138> That's about 130km so close to 130 miles ;)
17:34:36 <peter1138> Only a measily 55.55 for me.
17:38:21 <supermop_Home> peter1138 a bergamot ipa does sound good
17:39:33 <supermop_Home> I've been so sick of the double, triple, and quad-hopped ipa dick-measuring race in English, American, and Australian craft beers over the past 5 years that i typically no longer drink ipa at all
17:40:41 <supermop_Home> unless its something nice and refreshing rather than a bitterness bomb
17:40:48 <supermop_Home> and i like bitter beers
17:43:31 <pnda> I've got a better idea. Copy all changed files, delete the branch, create a new branch from old master without the commit and then add the edited files to the branc
17:44:41 <Samu> hmm so Kerli is/was a Björk wannabe
17:46:15 <peter1138> Never heard of Kerli.
17:47:59 <andythenorth> vertical storage tank sprite is crap
17:48:00 <peter1138> Doesn't sound much like Bjork to me.,
17:48:06 <Samu> ok, track number 3 ain't much like björk
17:48:20 <peter1138> andythenorth, looks good to me.
17:49:14 <Samu> aha, the creationist got a björk vibe to it on about 3 minute mark
17:49:16 <andythenorth> just paint the cryo plant black probs
17:54:20 <Alberth> inverse all colours :p
17:55:26 <Alberth> hmm, have B&W buildings up to 2000? :p
18:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3
18:04:58 <andythenorth> Alberth: just a recolour sprite option :P
18:11:48 <Alberth> hmm, yeah, would even be simple eh?
18:12:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7051: Feature: Moveable depots #6328 https://git.io/fjtkV
18:13:19 <andythenorth> so what disturbing limitation remove next shall we?
18:19:07 <Alberth> use both lanes at one-way roads
18:19:42 <andythenorth> goes it throw out?
18:20:09 <andythenorth> how hard can it be, really?
18:20:14 <Alberth> you wanted to remove limitations, right?
18:20:40 <Alberth> those are quite silly to have, I think
18:21:25 <andythenorth> so multi-lane roads isn't the same as articulated RVs overtaking
18:21:29 <andythenorth> related, but not same
18:24:24 <Alberth> it's probably very different even
18:28:41 <andythenorth> what even is multi-lane roads?
18:28:50 <andythenorth> slower vehicles stay on drive side?
18:29:04 <andythenorth> 2 ROADTYPES, 1 PER LANE!!!!
18:29:06 <peter1138> But I don't think NRT has anything like that.
18:29:11 <andythenorth> NRT has nothing like that
18:29:56 <pnda> So I made a branch including a edited toolbar_gui.cpp to have Icons in the dropdown menus for water, air and landscaping. Will that be accepted? Don't remember who, but someone said it wouldn't make much sence
18:30:28 <peter1138> Well submit a PR and we can find out.
18:30:39 <Eddi|zuHause> we can't make any promises either direction
18:31:45 <Samu> need to make it more vertical
18:32:29 <Samu> lines 1-13 aren't mine, it's from 15 and below
18:34:00 <peter1138> I don't think anyone is going to help you and nobody else thinks it's a good idea.
18:34:19 <peter1138> But yes, that's pretty damn messed up.
18:35:28 <pnda> Why the hell did removing one comment give git the thought that I replaced the whole file
18:36:06 <milek7> your editor did space/tab or line end conversion?
18:36:50 <Eddi|zuHause> pnda: try to show the diff with "no whitespace changes"
18:37:11 <Eddi|zuHause> and then find out why your editor changed those
18:38:21 <Samu> woah, track 13 is very björky
18:40:42 <Samu> but some other stuff in it
18:43:52 <Samu> aww it was the last track
18:47:09 <pnda> I think I'll draft this request, to see if any changes are requested, or any optimizations can be done. Or is there any way?
18:49:52 <DorpsGek_II> [OpenTTD/OpenTTD] spnda opened pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt
18:54:42 <Eddi|zuHause> pnda: "draft" usually means "don't bother reviewing this yet"
18:55:24 <Eddi|zuHause> pnda: that's probably not what you want
18:55:50 <pnda> yeah I don't think so either
18:57:05 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7340: Change: Replace tropic landscape map generator rules https://git.io/fjtI0
18:57:07 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7339: Fix #7311: External configuration file does not change directories https://git.io/fjtIE
18:57:18 <peter1138> Easy enough to change.
18:59:19 <Eddi|zuHause> ... i wanted to do something, but got totally lost
18:59:53 <peter1138> Hmm, literally can't review it? heh
19:00:04 <peter1138> Oh, I'm not logged in. Hmm
19:01:16 *** guru3 is now known as guru3_
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19:02:46 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIz
19:04:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIg
19:05:39 *** guru3 is now known as guru3_
19:07:36 <DorpsGek_II> [OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIa
19:08:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIr
19:08:52 *** guru3_ is now known as guru3
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19:13:02 <DorpsGek_II> [OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtI6
19:13:32 <Samu> why changing strings already translated creates so many warnings :(
19:13:47 <peter1138> It doesn't unless you did it wrong.
19:14:20 <Samu> STR_FRAMERATE_GAMESCRIPT :{BLACK} GS {RAW_STRING}
19:14:34 <Samu> STR_FRAMERATE_GAMESCRIPT :{BLACK} Game script:
19:15:14 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt
19:16:05 <peter1138> You removed the {RAW_STRING}
19:17:32 <peter1138> Definitely falls under the 'did it wrong' category.
19:18:30 <LordAro> Samu: a translation having a different number of parameters than the original (english) is an issue
19:18:30 <pnda> ahh why did one check fail
19:19:00 <peter1138> pnda, comment message style rules.
19:20:12 <pnda> Is it "Add:", "Fix:" or "Feature:"?
19:20:48 <milek7> dbg: [net] getaddrinfo for hostname "content.openttd.org", port 3978, address family either IPv4 or IPv6 and socket type tcp failed: NAME or SERVICE is unknown
19:21:08 <peter1138> Codechange for the second commit.
19:22:16 <supermop_Home> andythenorth you need those tall aluminum extrusion things that always seem present at medical gas storage areas:
19:22:47 <andythenorth> I considered drawing those
19:22:58 <andythenorth> but they're inside the building eh :P
19:23:00 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt
19:23:19 <supermop_Home> oh hmm they are vaporizors
19:23:27 <pnda> peter1138: changed to Codechange
19:23:48 <supermop_Home> for turing the liquid oxygen into gas so the hospital doesn't just freeze everyone
19:24:24 <supermop_Home> i usually see them by the loading docks of any lab / hospital / university chemistry building
19:24:53 <supermop_Home> so i guess the oxygen factory wants the opposite of that thing
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19:27:47 <andythenorth> is it like a reverse fridge?
19:28:40 <supermop_Home> allow the gas to absorb outside heat and boil in a controlled way
19:30:12 <supermop_Home> i guess if you had a big room you wanted to cool you could kill two birds with one stone and put it in there, but it's probably a safety issue
19:30:45 <Samu> all that's missing in this picture is
19:31:07 <Samu> display the ops in the main frame rate window
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19:42:17 <Samu> i have a strange feeling GS frame capture isn't working as expected
19:42:44 <andythenorth> nobody ever drew a decent storage tank though
19:42:55 <andythenorth> not as good as the original oil refinery ones anyway
19:45:11 <Samu> RealGrowth is being adjusted
19:45:20 <Samu> maybe my GS is too light
19:45:55 <peter1138> Reheating yesterday's left-over dinner, turns out I made enough for 4 meals (but ate 2 meals worth already ;/)
19:46:39 <peter1138> Yeah, early for me.
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20:05:10 <Samu> breaking the whole frame rate widgets :( it was built so tightly, touching it in 1 place breaks almost everything else
20:06:05 <pnda> Also just heated up some pasta
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20:17:33 <peter1138> Oil refinery explosion! Woo
20:18:33 <andythenorth> cryo plant explosion!
20:20:56 <peter1138> Hmm would be nice if industry catchment was fixed for AIs.
20:21:10 <pnda> peter1138 friendly reminder that I have infact resolved changes you requested :)
20:21:27 <peter1138> pnda, I marked them as resolved, too.
20:22:05 <peter1138> pnda, that doesn't mean I'm going to approve the PR, that needs concensus from other devs.
20:22:13 <peter1138> Coding-style is less subjective :-)
20:22:44 <pnda> I am aware that it needs to be approved by multiple devs. Just wanted to get that out of the way first :)
20:37:12 <Eddi|zuHause> i think we need to move the first change of the move depot patch queue, so the intermediate parts compile :/
20:40:15 <Eddi|zuHause> "OpenTTD/trunk/src/viewport.cpp:1243:13: warning: ‘void ViewportAddDepotNames(DrawPixelInfo*)’ defined but not used [-Wunused-function]" <-- an oversight in your changes, nielsm?
20:41:30 <milek7> i need websocket->udp proxy
20:42:02 <nielsm> Eddi|zuHause huh I thought I added it
20:42:19 <nielsm> uh just amend my commit or something
20:42:32 <Eddi|zuHause> not going to be a big issue, i guess :)
20:43:07 <Eddi|zuHause> we can probably reorder stuff a bit so it makes more sense as a "do it properly the first time" way
20:43:34 <nielsm> hiding the sausage making
20:44:21 <Eddi|zuHause> like you moved a "inline" function out somewhere else that was added in an earlier patch. that can probably be cut short
20:46:02 <pnda> Where in ProduceIndustryGoods() does it factor in the prod_level or production_rate from industry.h? Also is i->produced_cargo_waiting[j] = .... responsible to increase the cargo waiting to get transported?
20:46:38 <nielsm> pnda: the production rate is calculated when the industry changes production rate
20:46:55 <nielsm> so there are no modifiers to it during the actual production call
20:47:54 <pnda> I read + i->production_rate[j] at the end of that very line changing the cargo waiting
20:48:53 <pnda> But I guess the spot I am looking for is DoCreateNewIndustry() to change what a industry produces
20:50:03 <peter1138> You should probably explain what you are trying to achieve.
20:50:24 <pnda> Industry production rate changing based on location
20:50:44 <pnda> So if a mine is located on a mountain it produces more than on a plain
20:51:07 <Eddi|zuHause> pnda: that sounds more like a NewGRF
20:51:13 <nielsm> yeah that's a thing for newgrf
20:51:32 <pnda> how would that work in a NewGRF though?
20:51:47 <Eddi|zuHause> there's a production callback
20:53:14 <pnda> Can you even get the location of a industry in a newgrf?
20:53:27 <nielsm> I don't know if an industry can get its height above sea level, actually
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20:54:45 <pnda> It's not only mines, it's also for example farm produces more on a large plain near rivers for example (maybe if it's on more fertile land, if that's a thing in ttd)
20:55:34 <pnda> or oil wells produce more if they are lower, closer to oil.
20:55:49 <pnda> Not sure yet what would affect each industry
20:55:50 <nielsm> that's pretty much what the "zones" concept we've been discussing recently is about
20:56:13 <peter1138> Either way, sounds like NewGRF stuff :)
20:57:08 <pnda> How would those zones work/look like?
20:57:35 <Samu> aha, finally, got it into the right spot!
20:57:54 <nielsm> something defines zones on the map, industries can query which zone they are in and may require/reject certain zones when they are constructed
20:59:13 <Eddi|zuHause> pnda: there's no "more fertile land" concept. just desert, which should already prevent construction of farms. also, currently the production of farms is unrelated to the amount of fields planted around them
20:59:36 <pnda> that could be a thing to change
21:01:03 <Eddi|zuHause> pnda: still, that would be a NewGRF change. i.e. at max you can change the code to export the relevant information to the NewGRF (via a 40+ variable)
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21:02:00 <pnda> Why would you want that as a NewGRF callback though?
21:02:10 <Eddi|zuHause> pnda: be aware that you're going to run into an older suggestion to more flexibly define the type of fields around industry (like, extend it to different crops, trees, power lines, ...)
21:02:44 <pnda> so... this is already being worked on, in some way?
21:03:05 <Eddi|zuHause> as far as i can tell, it never left the "suggestion" phase
21:03:21 <nielsm> pnda: one of the main goals of OTTD is to keep the core gameplay the same, and as far as possible make all changes to it mod territory
21:04:10 <Eddi|zuHause> pnda: if you change the behaviour of the default industries, you risk changing the behaviour of existing NewGRFs in unintended ways
21:04:52 <Eddi|zuHause> pnda: so it's better to keep these new behaviours optional, so the NewGRF authors can incorporate them into their GRFs
21:05:17 <pnda> ok it does make sence now
21:05:28 <pnda> now I need another idea to work on
21:05:48 <Eddi|zuHause> pnda: well, you can perfectly well work on this idea :)
21:06:31 <Eddi|zuHause> pnda: like, add the suggested newgrf interfaces, and provide a "demo" GRF with the modified default industries
21:06:54 <pnda> oh no does that mean NFO
21:07:20 <Eddi|zuHause> you can use an existing GRF like OpenGFX+Industries as base
21:07:41 <Eddi|zuHause> but some knowledge of NFO would be helpful if you're going to add NewGRF features :)
21:07:44 <pnda> Though when compiling and I have a new cb it would complain
21:07:58 <Eddi|zuHause> that might happen
21:08:09 <peter1138> I don't see why you'd need a new callback.
21:08:22 <Eddi|zuHause> yeah, but you're probably only be adding a variable
21:08:25 <Eddi|zuHause> that is easier to use
21:08:26 <pnda> ok well let's say I have never done industries in neither nfo nor nml
21:08:51 <peter1138> So industry production is already controlled by NewGRFs
21:09:15 <peter1138> So whether a mine produces more or less is down to them.
21:09:28 <pnda> as prod_multiplier you mean?
21:09:35 <Eddi|zuHause> pnda: i'd suggest reading through the NML tutorial, and then picking out relevant bits of Opengfx+Industries
21:09:46 <peter1138> They can directly control how much cargo is accepted and produced, afaik.
21:09:52 <pnda> I am already reading through just now
21:10:09 <peter1138> Lots of complex (too complex, andythenorth?) things can be done.
21:10:28 <Eddi|zuHause> pnda: just forcing the prod_multiplier based on your new variable would probably be the easiest
21:10:45 <Eddi|zuHause> as a proof-of-concept
21:10:59 <Eddi|zuHause> more complicated behaviours can be done once you got the hang of it
21:11:04 <pnda> so something like "prod_multiplier: AFFECT_BY_HEIGHT" or something similar?
21:11:22 <peter1138> In industrytype.h there's a list of existing industry behaviours.
21:11:49 <Eddi|zuHause> pnda: something like that, yes
21:12:14 <peter1138> So you could perhaps add it as a behaviour, then default and newgrf industries can use it selectively.
21:12:24 <nielsm> probably more like in production cb or prod level change cb query a property on the industry that returns the height
21:12:49 <peter1138> nielsm, yeah, that's the way to do it if you are writing a NewGRF :)
21:12:50 <nielsm> (height of lowest or highest tile of the industry? or of some kind of center tile in it?)
21:12:59 <andythenorth> should I read back?
21:13:11 <peter1138> Drawing. Don't fib. You were deciding what to delete.
21:14:19 <Eddi|zuHause> pnda: simple thing to keep in mind: lines in the "properties" section are only evaluated once on GRF load, and then used for all industries on the map, while lines in the "callback" section will be evaluated during the game for each industry individually (and probably repeatedly)
21:14:30 <pnda> nielsm: well I don't want the height difference between the lowest and highest tile, I want the height difference between the center tile and the sea level to get a approximate of if its on a mountain or not for example.
21:14:38 <Eddi|zuHause> err... the "graphics" section
21:16:22 <pnda> aand i'll write down some notes first...
21:16:59 <andythenorth> just get the tile height of the north tile (0, 0)
21:18:22 <pnda> andythenorth but i've decided to make the height a cb, so it *can* be used by a newgrf, but it doesn't have to.
21:19:30 <nielsm> I don't think it is no
21:19:37 <pnda> andythenorth there's snowline_height
21:19:56 <andythenorth> never read the nml spec
21:20:01 <andythenorth> the real spec is the nfo
21:20:31 <pnda> well var 60 checks for surrounding tiles, not height
21:20:56 <andythenorth> second byte has the tile height
21:20:58 <peter1138> height is one of the values in var 60
21:21:12 <andythenorth> I have not found any lack of industry vars for years
21:21:16 <andythenorth> they're pretty comprehensive
21:21:36 <andythenorth> as long as one looks in *both* industry and industry tiles docs
21:22:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7475: Fix #6618: Viewport vehicle draw flickering https://git.io/fjttH
21:22:25 <pnda> ok.... well then height is not a needed cb/var anymore... can you check how many fields are surrounding a farm for example?
21:23:22 <andythenorth> no, they're randomised
21:23:45 <andythenorth> you can inspect tiles in a circular search, and count them if the landscape type is fields
21:24:17 <pnda> could make it easier to just make a cb which checks for how many fields the farm currently has, per tick maybe?
21:24:30 <nielsm> but yeah I think "destroying fields lowers farm production" is a common myth
21:25:00 <andythenorth> the industry doesn't know how many fields it has
21:25:10 <Samu> erm, i mean, thei nstance
21:25:15 <andythenorth> every so often, the game just converts a bunch of tiles to fields
21:25:35 <andythenorth> hmm the fields must know which industry though
21:25:44 <andythenorth> they're cleared if the industry closes / is bulldozes
21:26:17 <Samu> so it works! but i can't make pretty colours like the average times
21:26:21 <peter1138> That's describing current behaviour, not how to check how many fields there are.
21:26:41 <pnda> they are connected somehow
21:27:35 <Eddi|zuHause> the fields store a "pointer" to the parent industry, but that can't be used to count them
21:28:20 <pnda> Maybe make the industry also know which fields are connected to it?
21:28:34 <Eddi|zuHause> if you encounter a field in the tileloop, you would need to know if it was there in the previous tile loop, or gone in the next, to change the counter
21:29:03 <peter1138> Eh? You can just count the number of field tiles owned by the industry?
21:29:14 <Eddi|zuHause> or, you change the counter in the creation/destruction function
21:30:08 <pnda> anyway, I like all these ideas/suggestions... doesn't help me sleep longer though. So it's bed time. gn
21:30:10 <Eddi|zuHause> peter1138: i would prefer an option that doesn't do a circular tile loop :p
21:30:45 <Eddi|zuHause> peter1138: so a cached field count seems more appropriate
21:31:28 <Eddi|zuHause> so... git... how to properly iterate through revisions to compile them individually?
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21:34:07 <andythenorth> object fields :P
21:35:42 <milek7> Eddi|zuHause: git rebase -x
21:35:46 <Eddi|zuHause> "As of Git 1.7.12, the interactive rebase command can take an --exec <cmd> option" ... that sounds right
21:35:47 <andythenorth> looks like a massive retro radio switch right now :P
21:36:45 <nielsm> can industries be 2cc? :)
21:36:49 <Eddi|zuHause> i want to press one of the buttons :p
21:39:04 <andythenorth> they look so tactile
21:39:51 <andythenorth> 1CC keeps life simple
21:40:09 <andythenorth> also, please nobody add industry object fields
21:40:20 <andythenorth> FIRS is already Never Done
21:40:23 <Eddi|zuHause> NoIndustries branch when? :p
21:40:26 <peter1138> "(In fact, I can come up with a list of 37 tramtypes all of which have a reasonable usecase)"
21:40:51 <Eddi|zuHause> peter1138: it will never be enough :p
21:40:57 <nielsm> I still want to try doing sub-buildings for industries to have genuine random layouts
21:41:08 <nielsm> for huge sprawling plants
21:41:23 <Eddi|zuHause> import factorio blueprints? :p
21:42:12 <nielsm> anyway, getting a bit late, and I'm not feeling all too well, so gn
21:42:25 <Eddi|zuHause> andythenorth: not quite the association i had
21:42:45 <andythenorth> oh wat bugs now?
21:42:51 <peter1138> Hmm, do I have all the NRT NewGRFs?
21:43:05 <peter1138> Unspooled, country roads, U&RaTT
21:43:10 <peter1138> I'm sure there was more :/
21:43:22 <andythenorth> Road Hog NRT edition>?
21:43:23 <peter1138> Would be nice if the newgrf scan listed the features used by each newgrf.
21:43:24 <Eddi|zuHause> andythenorth: i rather thought a button you push in rather than turn
21:43:35 <andythenorth> I should adjust them eh
21:43:36 <peter1138> Road hog is just vehicles?
21:43:51 <andythenorth> there is a fork that includes NRT types
21:44:01 <andythenorth> it's the original NRT grf
21:44:15 <Eddi|zuHause> it's probably a bad idea to include road types in the vehicle grf
21:44:47 <andythenorth> why malformed on paste?
21:45:11 <Eddi|zuHause> the url even confuses the url parser
21:45:44 <Eddi|zuHause> so, it now compiles all intermediate revisions, just not finished with the cleanup
21:46:34 <peter1138> Oh, I already had it loaded, just didn't realise it had vehicles :p
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21:49:01 <Eddi|zuHause> uhm... did it eat nielsm's commit?
21:49:11 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjtqc
21:50:44 <peter1138> Eddi|zuHause, if you didn't have it locally, yes.
21:50:45 <Eddi|zuHause> oh, i think i messed up the rebase again with a commit-vs-add
21:50:52 <Eddi|zuHause> so it squashed it
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21:51:11 <Eddi|zuHause> peter1138: i pulled it
21:52:03 <Eddi|zuHause> it's probably fine squashed...
21:52:16 <Eddi|zuHause> just not what i intended to do
21:52:32 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLNy
21:52:59 <peter1138> So undo and redo it?
21:53:17 <Eddi|zuHause> i did a bunch of stuffs inbetween
21:55:37 <LordAro> glx: worth adding #7482 to the backport list?
21:56:45 <Eddi|zuHause> i think being squashed is the right thing to do, just now the attribution is wrong
21:57:28 <TrueBrain> glx: so fix it! :P (just make a new commit on top of the cmake branch, with the fixes .. I will fixup that all later :))
21:57:44 <TrueBrain> ideal, it is in the form up: Fix: fixup <commit that it fixes>
21:57:49 <V453000> On a scale from 0 to 10 how nice of a feature is it if depot graphics are tileable?
21:57:49 <TrueBrain> but .. I will figure that out :P
21:57:55 <V453000> So you can make longer depots visually
21:57:59 <TrueBrain> nicely spotted btw glx :)
21:58:14 <peter1138> V453000, ideally they'd actually work ;)
21:58:28 <V453000> is there a patch for that?
21:58:48 <V453000> yeah, well :) it could multiply the maximum train storage of a depot
21:58:49 <Eddi|zuHause> V453000: there exists a GRF like that
21:59:06 <Eddi|zuHause> (for the visual tiling, i mean, not the working)
21:59:06 <V453000> Eddi|zuHause: I know, I'm just making BRIX depots so I'm considering options in the design
21:59:15 <peter1138> Of course there does, but as V453000 is making graphics...
21:59:40 <Eddi|zuHause> there's no real disadvantage...
21:59:56 <V453000> visually there are some :)
22:00:02 <pnda> Ok new idea: a) height_of_industry switch variable, returning the average height of all tiles of an industry b) amount_of_sub_tiles switch variable, returninf the amount of sub tiles, e.g. fields for a farm (caching amount, decreasing/increasing when field is built/destroyed) c) distance_to_nearest_water switch variable, returning the minimum distance to any water tile (max 10 tiles) d) type_of_area switch variable, returning the type of area,
22:00:44 <V453000> and fill a tile in both x and y
22:00:51 <peter1138> -switch. switch is an NML thing, but they are just variables.
22:01:16 <peter1138> a) average height is most likely unnecessary. height of top corner should suffice.
22:02:13 <pnda> should also work, yes. But if you've got a farm with all fields, could be handy to get the average height of all of the fields
22:02:47 <peter1138> c) distance to nearest wear already exists (var 0x43) but might need tweaking
22:03:54 <peter1138> hmm, well, fields are technically separate from industries.
22:04:03 <peter1138> So "height of industry" means just the industry part.
22:04:12 <peter1138> So you want average height of fields.
22:04:43 *** frosch123 has joined #openttd
22:05:08 <pnda> could be a separate variable. Would be easier to have it just average height. So I guess having the height of the 0,0 tile is easier
22:08:31 *** AndroUser has joined #openttd
22:10:50 <andythenorth> d) already exists too
22:10:57 <andythenorth> assuming area = tiles
22:11:53 <planetmaker> nearby_tile_height(0, 0) at scope industry, if you use NML gives you height at relative coordinates...
22:12:06 <planetmaker> is the error much, if you assume that to be the average?
22:12:20 <planetmaker> you usually know the allowed height variation by layout anyway
22:12:28 <andythenorth> you can walk all the tiles and get the average
22:12:37 <andythenorth> you know the layout number
22:13:46 <peter1138> NML gives you relative height? Why? The variable gives you absolute.
22:13:59 <pnda> planetmaker: no, the difference shouldn't be to much, especially because most industries try to be on a flat piece of land
22:14:05 <planetmaker> no, it gives you absolute height, peter1138
22:15:18 <planetmaker> ah, you saw it, k
22:16:11 <pnda> andythenorth, no, the message was cut off, by are I mean: surrounding tiles are forest, snow, desert, coast
22:16:16 <glx> oh you don't know ECS tourist vector ;)
22:16:38 <planetmaker> pnda, generally I'd decide availability of industry based on height on industry level, using nearby_tile_height(0,0). And I'd decide for the actual sprite shown the tile height on tile level to take snowyness into account (or desert, whatever ground you care about)
22:17:01 <planetmaker> glx, yes. But then again: an industry knows its layout and height requirements for it
22:17:17 <planetmaker> so you immediately know the average when you know (0,0)
22:18:07 <planetmaker> One *can* probably make an industry very flexible in that regard... not sure anyone does, though. It gives graphical challanges
22:18:30 <planetmaker> when it has to look good irrespective of the tile slope and relative heights
22:18:41 <planetmaker> an improved wood might not care :)
22:19:18 <pnda> Sooo... The only thing which has not been done yet is to configure cb and variables for sub-industries (fields for a farm). Also maybe have zoning inside the game. I'd really love to see a map with zones, based on climates.
22:20:12 <pnda> But then those 2 things are probably far away from what I am capable of doing atm
22:22:23 <planetmaker> well, industries have no secondary related object currently, like objects which they could spawn for eyecandy reasons (like farm fields)
22:23:01 <planetmaker> such thing could be envisioned... farm fields could "simply" be objects which can be overbuild
22:23:27 <planetmaker> which is an existing property for objects already to allow one-click overbuilding
22:23:52 <planetmaker> OBJ_FLAG_ANYTHING_REMOVE
22:24:12 <planetmaker> Anything can remove this object (owned land behavior).
22:24:29 <pnda> planetmaker, yes, that would be good.
22:24:31 <planetmaker> OBJ_FLAG_REMOVE_IS_INCOME
22:24:43 <planetmaker> Removal cost is actually income (owned land behaviour). might not be applicable though
22:25:22 <planetmaker> OBJ_FLAG_ALLOW_BRIDGE Allow bridge over the object taking the building height into account.
22:25:51 <planetmaker> I started with less
22:26:53 <pnda> Those 2 (maybe also the income flag) could be helpful here. Don't know yet how I would structure it. I am also not on my PC anymore to look for myself, so, yeah
22:26:56 <Eddi|zuHause> planetmaker: i think in the last iterations, some things had like 5 related objects :p
22:27:38 <Eddi|zuHause> ("relation" as in "SELF", "PARENT", ...)
22:28:41 <pnda> Can Industries currently create sub industries/tiles like fields in a GRF?
22:29:43 <peter1138> Only by setting the industry behaviour flag for fields.
22:29:52 <peter1138> If set, then OpenTTD will handle all the field stuff.
22:29:58 <Eddi|zuHause> the industry itself cannot really control the fields
22:30:14 <Eddi|zuHause> it can only set that it wants to have some
22:30:16 <pnda> planetmaker: well, i have some experience in C#, JS and a bit of Python. So I am not really a newcomer to coding
22:30:58 <pnda> Eddi|zuHause peter1138: so that means they have no affect on sprites for the fields?
22:31:04 <pnda> Would be nice if that changed then
22:31:15 <Eddi|zuHause> yeah, but that is a bit... involved...
22:31:42 <pnda> What do you mean with involved
22:31:49 <Eddi|zuHause> a rather large task
22:32:08 <Eddi|zuHause> to make fields changable
22:33:53 <pnda> Just unsure of what I could do, which is simple enough for a slight challenge for me...
22:35:34 <peter1138> Just dive in at the deep end :)
22:37:00 <Eddi|zuHause> pnda: i mean, the "allow industries to check their height" thing can probably be done in a day or so, while the "allow customizing fields" thing probably needs more like half a year :p
22:38:25 <pnda> Eddi|zuHause: yes, probably. But a lot of people said it's already included with var 60
22:38:52 <pnda> Also, I am rejoining/leaving because for some reason I keep disconnecting from the server and need to reload the page
22:39:16 <Eddi|zuHause> get a real IRC client?
22:39:43 <planetmaker> Eddi|zuHause, indeed. now you mention it... there was something like that.
22:39:50 <pnda> don't want to, this is enough for me and works 90% of the time
22:39:50 <planetmaker> Probably somewhere on a wiki page
22:39:58 <Eddi|zuHause> planetmaker: probably frosch123 :)
22:40:26 <planetmaker> and... I found the case made quite convincingly
22:45:03 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjk1R
22:46:27 <Eddi|zuHause> maybe someone should check whether #7100 (already merged) needs some adaptions for #7051?
22:46:40 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjtqF
22:47:17 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
22:59:05 <Samu> question, what if I create (yet another) game setting enabling or disabling the self-adjust max ops feature?
22:59:14 <Samu> so that regression doesn't fail
22:59:37 <Samu> changes of being accepted increases or not really
23:01:34 <pnda> These leaves/joines are probably getting annoying and there's no topic here anymore either just now. good night
23:03:04 <Samu> I only see pnda leaving in the log
23:07:34 <peter1138> That's what he meant.
23:13:39 <Samu> i thought my AI was on the "cpu intensive" side, but it's keeping 10000 ops in a 4096x4096 map
23:15:05 <Samu> world ticks is slower than 14 AIs
23:17:49 *** Supercheese has joined #openttd
23:18:05 <Samu> soon they will all start building airports, that's when I expect slowdowns
23:20:11 <_dp_> btw, whoever does c++11 stuff conversion, having std::function callback for DoCommand would be awesome ;)
23:29:48 <peter1138> Well, none of that happens for me.
23:31:18 <peter1138> Possibly DPI. Page zoom doesn't do it for me.
23:31:45 <_dp_> yeah, same here, ff66 linux
23:32:20 <_dp_> I mean everything's fine :) even with page zoom
23:35:22 <_dp_> hm, font itself looks a bit different on his screenshot
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