IRC logs for #openttd on OFTC at 2019-12-24
            
00:00:10 <glx> of course as pre_process progress, there's more existing stuff to check, so it's slowing
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00:03:11 <andythenorth> I tried to write a python duplicate checker this morning
00:03:26 <andythenorth> it basically choked on finding dupes in 55k lines
00:03:32 <andythenorth> oof :)
00:03:57 <glx> most duplicates are nested
00:07:48 <Eddi|zuHause> andythenorth: usually you find duplicates by sorting
00:08:10 <andythenorth> I called set, which was fast
00:08:17 <glx> Preprocessing ... 585.2 s but still 45000 duplicates :(
00:08:18 <andythenorth> then tried count of the items in the set
00:08:25 <andythenorth> but that was horrific
00:08:47 <andythenorth> I didn't read more than one SO page about how to do it right :P
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00:09:23 <Eddi|zuHause> that works, if you can calculate a hash value of each entry
00:10:01 <Eddi|zuHause> but counting in a set is pointless, each entry is in a set at most once
00:10:26 <andythenorth> I used the set to get the items to count in the original list
00:10:27 <Eddi|zuHause> the second insert is just ignored (or overwrites the first, depends...)
00:10:29 <andythenorth> it didn't work
00:10:36 <frosch123> glx: it won't get better, most of the duplicates are only half duplicates
00:10:53 <Eddi|zuHause> if you want to show the duplicates, you need a hashmap
00:11:02 <Eddi|zuHause> i.e. a dict of lists
00:11:27 <frosch123> andy's flip feature requires to use the same sprite with different sprite offset
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00:11:52 <andythenorth> Eddi|zuHause: I abandoned the attempt as the frosch line runs in 3s :P
00:11:53 <andythenorth> grep generated/graphics iron-horse.nfo | sed 's/^[0-9]*//' | grep -v ' 1 1 0 0 normal' | sort | uniq -c | sort -n > dups.txt
00:11:53 <frosch123> "same sprite" means "identical for nml cache, i.e. duplicate", but "different sprite offsets" means different in grf
00:12:07 <andythenorth> ^ that is what I was going to try and tackle
00:12:18 <andythenorth> I wanted to parse to find blocks of realsprites
00:12:26 <andythenorth> and see if they're really duplicates or not
00:12:56 <Eddi|zuHause> that's what i said first... you just sort
00:13:03 <andythenorth> yes
00:13:54 <andythenorth> It's probably 5 lines of python
00:14:00 <andythenorth> I just wrote 3 of them wrong
00:14:34 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/JeFoC
00:15:21 <andythenorth> oh, when you search random stuff and find your own product in the results :P
00:15:23 <andythenorth> oof
00:15:28 <glx> now running master nmlc, to compare
00:20:34 <glx> master: nmlc info: 84191 sprites, 35525 cached, 434 orphaned, 48666 duplicates, 0 newly encoded (native)
00:20:34 <glx> patched: nmlc info: 81130 sprites, 35525 cached, 434 orphaned, 45605 duplicates, 0 newly encoded (native)
00:21:29 <glx> and I don't check duplicates for spritegroups or switches yet
00:23:04 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7248 <-- I wonder how to best test whether this is actually a performance benefit everywhere? just make builds with and without the change on various platforms and observe total game ticks time on some heavy saves?
00:23:48 <nielsm> (also it will need rewriting after the iterators change)
00:27:23 <nielsm> https://github.com/OpenTTD/OpenTTD/issues/7592#issuecomment-546629800 <- anyone want to try backporting JGR's patches here?
00:31:11 <frosch123> usually i just go with valgrind and let it count number of instructions
00:31:35 <frosch123> measuring cache performance is pointless, as it changes chaotically with memory layout
00:31:59 <frosch123> s/valgrind/callgrind/
00:32:31 <nielsm> frosch123: I think it's as much about the platform specific cost of getting a high-resolution timer value
00:33:01 <frosch123> yeah, but callgrind does not measure, it counts
00:36:37 <Samu> check this out:
00:36:39 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:World-Generation-GUI?expand=1
00:37:13 <Samu> tweaks to world generation gui, trying to be "smart" about snow_line_height, but hopefully not too intrusive
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00:43:53 <Samu> who's gonna test?
00:44:35 <andythenorth> is bed
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00:46:12 <Samu> it should be able to generate farms and forests on most cases
00:47:58 <Samu> except on tiny map size
00:48:05 <Samu> but that's to be expected
00:49:40 <Samu> I removed Very Flat terrain_type choice because it was only able to generate farms/forests when map size was 4096x4096
00:50:00 <Samu> I figured... well, very flat is bad for sub-arctic, so I disabled that choice
00:50:36 <Samu> off to bed, hope to get feedback, cyas
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00:54:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7843: Industry directory cargo filtering https://git.io/JeFox
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01:43:02 <hythlodaeus> hi guys, a little help with strgen?
01:43:23 <hythlodaeus> whenever I try to create english.lng, the file is generated with a bunch of warnings
01:43:47 <hythlodaeus> and then the game says 393 strings are missing, although the file appears to load just fine
01:45:50 <hythlodaeus> warning look like this
01:45:51 <hythlodaeus> https://pastebin.com/6vz5hwHV
01:47:56 <Eddi|zuHause> dunno what you're trying to do there
01:48:33 <Eddi|zuHause> seems like it's trying to compile english as a "slave" language instead of the "master" language
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01:49:21 <Eddi|zuHause> things like "{STRING1}" are only allowed in the master language
01:51:32 <hythlodaeus> Well I'm editing the main english.txt
01:51:41 <hythlodaeus> I need to turn it into an English.lng file
01:52:27 <hythlodaeus> so I'm just doing ./strgen english.txt
01:54:03 <planetmaker> $(LANGS): %.lng: $(LANG_DIR)/%.txt $(STRGEN) lang/english.txt
01:54:03 <planetmaker> $(E) '$(STAGE) Compiling language $(*F)'
01:54:03 <planetmaker> $(Q)./$(STRGEN) $(STRGEN_FLAGS) -s $(LANG_DIR) -d $(LANG_OBJS_DIR) $< $(LANG_ERRORS) && cp $@ $(BIN_DIR)/lang || true # Do not fail all languages when one fails
01:55:12 <planetmaker> but... the source code of table/strings.h depends on english.txt
01:55:41 <planetmaker> but likely just adds a list of strings there by name
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01:59:08 <hythlodaeus> so in order to get the a properly edited english.lng
01:59:17 <hythlodaeus> I have to compile the whole thing every time?
02:00:45 <planetmaker> I don't think so. But if you add or remove strings or shuffle them in english.txt
02:00:58 <planetmaker> changing their text should not require that
02:02:09 <hythlodaeus> i mean like i said, it makes the english.lng just fine but
02:02:19 <hythlodaeus> it prints a warning message in the main menu
02:03:11 <glx> english.txt compilation should not generate these warnings
02:03:24 <planetmaker> other english translations might though :)
02:03:32 <planetmaker> do you use British English locale?
02:04:41 <hythlodaeus> how so? in my OS?
02:05:10 <planetmaker> well, yes. OpenTTD defaults to what is your system default. Unless you explicitly change the language ingame
02:12:53 <hythlodaeus> I'm using US locale right now
02:13:15 <hythlodaeus> but that shouldn't affect how strgen does things
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02:21:59 <glx> "strgen english.txt" should work
02:23:51 <hythlodaeus> it does but
02:23:56 <hythlodaeus> warnings are still there
02:24:00 <hythlodaeus> it's just odd
02:25:05 <glx> is english.txt in the current directory ?
02:26:44 <hythlodaeus> I made make install and put it usr/local/share/openttd/lang
02:28:22 <glx> what's the exact command you type ?
02:31:05 <hythlodaeus> oh wait, english.txt
02:31:19 <hythlodaeus> that's in obj/lang/
02:31:35 <hythlodaeus> I type ./strgen english.txt
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02:38:17 <glx> ok it's silly, indeed ./strgen english.txt warns
02:39:36 <glx> but "./strgen ../<dir>/english.txt" works
02:42:50 <glx> oh ./strgen ./english.txt also works
02:44:54 <glx> oh of course, it's the way strgen detects input being english.txt, it needs a PATHSEPCHAR ie '/'
02:46:27 <hythlodaeus> that fixed it, thanks!
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07:11:36 <DorpsGek_III> [OpenTTD/OpenTTD] janisozaur commented on pull request #7853: Improve MSVC ARM64 support https://git.io/JeF14
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08:53:13 <andythenorth> o/
09:01:53 <Pikka> o/
09:06:50 <andythenorth> moin pikka bob
09:06:52 <andythenorth> what is haps?
09:07:13 <Pikka> tinkering with civi
09:07:25 <Pikka> release this afternoon, then other people can find me bugs for christmas
09:08:01 <andythenorth> huzzah
09:08:20 <andythenorth> think I've nearly finished Horse engine decision
09:08:38 <andythenorth> 16 hours non-stop pondering :P
09:08:48 <andythenorth> NO GARRATT
09:08:58 <Pikka> good choice
09:09:05 <andythenorth> I had a look at UKRS 2
09:09:18 <andythenorth> going to continue the proven pattern of Iron Horse = UKRS99
09:09:28 <andythenorth> I need a jubilee
09:10:08 <Pikka> everyone needs a jubilee
09:10:11 <Eddi|zuHause> i think i need to customize the wine version that runs in steam, but i really don't want to
09:10:34 <andythenorth> also going to....hmm counting on fingers
09:10:38 <Eddi|zuHause> andythenorth: tried the jubilee line instead?
09:10:54 <andythenorth> hmm...at least 6 more wagon types
09:11:12 <andythenorth> seems there's no upper limit :P
09:11:23 <Pikka> one wagon!
09:11:28 <Pikka> everything in a mineral truck!
09:11:46 <Pikka> or a van! then no cargo graphics to draw!
09:11:50 <andythenorth> the irony
09:12:00 <andythenorth> I will screenshot
09:13:37 <andythenorth> containers, refit 'any available' https://dev.openttdcoop.org/attachments/download/9552/van-madness.png
09:13:55 <andythenorth> this is the main route in my current game :P
09:14:18 <SpComb> has anyone documented how the Infrastructure Sharing patches in jgrpp interact with cargodist for pax? I've seen trains in shared stations pick up transfer passengers, but the link graph looks kinda weird
09:14:36 * andythenorth should do container platforms for CHIPS
09:14:38 <andythenorth> oof
09:14:47 <Eddi|zuHause> SpComb: the linkgraph should have no real problems
09:14:55 <Eddi|zuHause> mabe the display is wrong?
09:17:20 <SpComb> hm, the overlay had an option to show the link graph for other companies, I guess I only need to enable that? It was only showing the outgoing edge for my shared station
09:17:51 <Pikka> andythenorth, if you're revisiting CHIPS, callback 18 please so the AI can build the platforms too :)
09:18:29 <andythenorth> noted :)
09:18:41 <andythenorth> although I can't CHIPS, it uses nfo I don't understand :)
09:18:48 <andythenorth> I just cargo cult new tiles into it
09:19:09 <SpComb> and I assume that the only way to get pax to transfer between companies is to have a shared station owned by one company? There's no way for me to connect a tram stop to a different player's train station, they would need to build the tram stop instead?
09:24:07 <andythenorth> there are not many active JGRPP users here SpComb :)
09:24:26 <andythenorth> the forum thread is better, JGR is very responsive
09:30:18 <Pikka> infrastructure sharing seems such an obsolete idea
09:30:32 <Pikka> these days you can play in the same company and colour your vehicles differently, even ;)
09:31:32 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7853: Improve MSVC ARM64 support https://git.io/JeFDa
09:35:12 <andythenorth> oof
09:35:15 * andythenorth has terrible ideas
09:35:24 <andythenorth> maybe breakfast first though
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09:38:48 <Eddi|zuHause> @calc 23/0.42
09:38:48 <DorpsGek> Eddi|zuHause: 54.7619047619
09:54:21 <andythenorth> what's the upper limit on station size?
09:54:44 <andythenorth> child #1 wants to make a station covering the entire map, with a captive train in it
09:55:15 <andythenorth> so that it can pickup / deliver without traveling
09:56:20 <peter1138> Hands up who's in the office today?
09:56:22 <peter1138> o/
09:56:30 <andythenorth> o\
09:56:45 <andythenorth> I closed the office Friday :P
09:58:37 <Eddi|zuHause> andythenorth: there's a station spread setting, iirc max is 64
09:58:57 <Eddi|zuHause> andythenorth: but you can't deliver to the same station that you picked up
09:59:09 <Eddi|zuHause> so you need to have two interlocking stations
09:59:09 <andythenorth> I'll pass on the news
10:05:52 <andythenorth> thanks
10:07:26 <LordAro> peter1138: oh no
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10:55:33 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7850: Change: [hotkeys] add missing keycodes for hotkeys.cfg https://git.io/JeFyN
11:03:04 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7852: Feature: Show the name of the NewGRF in the build vehicle window. https://git.io/JeFSk
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11:08:49 <Samu> no! no feedback
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11:08:55 <Samu> insert sad face
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11:15:29 <hythlodaeus> hi everyone
11:17:03 <hythlodaeus> I just finished a new version of my revised English.txt, and I would like to make a new draft PR. do you think it would be best for me to amend the old one I did before?
11:20:37 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7424#discussion_r360958983 - how do i use a pointer? never was able to use std::blabla
11:28:47 <Samu> well, it doesn't complain about std::unique_ptr<TileIterator> copy(it.Clone());
11:28:59 <Samu> but is that correct? I really have no idea here
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11:36:59 <DorpsGek_III> [OpenTTD/OpenTTD] janisozaur commented on pull request #7853: Improve MSVC ARM64 support https://git.io/JeF9f
11:41:11 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #7424: Add: Kdtree for AirportGetNearestTown https://git.io/fjU1d
11:41:27 <Samu> oops, it's already PR'ed
11:42:23 <LordAro> Samu: ideally you would read about it and learn what you're doing, but in this case yes, you've done the right thing
11:42:37 <Samu> lol, blind shot!
11:42:40 <Samu> thx
11:42:41 <LordAro> hythlodaeus: amend the old one please
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11:57:21 <andythenorth> yo
11:57:48 <nielsm> morning
11:58:44 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7424: Add: Kdtree for AirportGetNearestTown https://git.io/JeF9w
12:01:13 <andythenorth> is nml procedures safe to merge?
12:01:37 <andythenorth> I am having to rebase a lot between multiple Horse branches :)
12:01:48 <andythenorth> can't commit to master if it won't compile with vanilla nmlc :)
12:02:09 <andythenorth> https://github.com/OpenTTD/nml/pull/66
12:03:52 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7853: Improve MSVC ARM64 support https://git.io/JeF9M
12:09:41 <peter1138> Blah.
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12:09:49 <peter1138> So I'm at the office, but I have a glass of prosecco...
12:15:29 <andythenorth> cycling home?
12:16:14 <LordAro> after a single glass? pfft.
12:18:34 <Samu> there is a bug with terragenesis max height, but I must have failed to explain it
12:18:43 <Samu> and the PR was closed
12:18:55 <Samu> what do I do now?
12:19:01 <nielsm> the approach was completely wrong
12:19:51 <nielsm> you have empirically tested that there appears to be a problem, but you haven't proven there is a problem. you need to do an algorithmmic analysis of the code in question to prove there is a problem, first of all.
12:20:15 <nielsm> and after proving there is a problem, you correct the algorithm
12:21:35 <andythenorth> oh, is it the season for closing PRs? :D
12:21:35 * andythenorth likes to play
12:21:35 <andythenorth> oh peter1138 said 'glass', for some reason I read 'bottle'
12:21:47 <Samu> okay, must see where in tgp, max height is enforced
12:22:02 <Samu> I thought it was there
12:22:04 <peter1138> Well, presumably there is a bottle, to fill the glass.
12:22:11 <peter1138> And it's before lunch, so glass has quite an effect.
12:22:22 <peter1138> Stupid, I had 3 quality street chocolates, so that's my snack carolies used up :/
12:22:38 <peter1138> How do normal people do this?
12:22:52 <LordAro> peter1138: i had about 20 yesterday evening
12:23:12 <peter1138> I had 5 yesterday. Still ended up over eating :/
12:23:28 <peter1138> And that was with grilled veg for dinner, so only sod all.
12:24:25 <andythenorth> just develop a digestive disorder, then you can eat as much as you want
12:24:29 <andythenorth> except not of anything fun
12:24:35 <andythenorth> and it's a bit shit
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12:45:21 <peter1138> Literally.
12:45:37 <peter1138> When I was fat I could eat anything and stay the same weight!
12:57:42 <LordAro> so, anything else really want to be in beta2?
12:59:01 <nielsm> my callback profiling :3
13:00:19 <nielsm> and this or something else that fixes the bug: https://github.com/OpenTTD/OpenTTD/pull/7628
13:01:20 <nielsm> this is not happening this year either I guess: https://github.com/OpenTTD/OpenTTD/issues/6922
13:02:12 <andythenorth> I'd say not
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13:05:55 <LordAro> mm
13:06:26 <LordAro> nielsm: i think #7628 can be trivially modified my one of us
13:10:18 <nielsm> possibly, though not me, I have to leave soon
13:10:37 <nielsm> I guess beta2 can go out without it as long as it gets handled before rc
13:11:35 <andythenorth> release earlier and oftener :)
13:11:41 <andythenorth> or something
13:15:54 <DorpsGek_III> [OpenTTD/OpenTTD] grossws commented on pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/JeFHo
13:34:15 <nielsm> I'm off, probably not back before tomorrow
13:34:26 <nielsm> happy celebrations to everyone who does that
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13:48:50 <LordAro> andythenorth: we're trying, dammit
13:56:12 <andythenorth> LordAro :)
13:58:52 <andythenorth> is there a list of PRs to try and get in? I only found https://github.com/OpenTTD/OpenTTD/pull/7867
14:04:17 <DorpsGek_III> [OpenTTD/OpenTTD] janisozaur updated pull request #7853: Improve MSVC ARM64 support https://git.io/JeM6l
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14:13:33 <LordAro> andythenorth: several things are milestoned as 1.10
14:13:43 <LordAro> other than that...
14:14:03 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7853: Improve MSVC ARM64 support https://git.io/JeFQB
14:14:15 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7853: Improve MSVC ARM64 support https://git.io/JeM6l
14:16:25 <andythenorth> is 1.10.0 April?
14:16:52 <LordAro> ¯\_(ツ)_/¯
14:17:10 <LordAro> if we continue the release schedule as normal, i guess so
14:17:18 <andythenorth> beta, 4 months play test, release stable
14:17:23 * andythenorth doesn't know either :)
14:17:42 <LordAro> we did plan to increase the tempo, but then that didn't happen
14:17:52 <andythenorth> probably fine
14:18:08 * andythenorth trying to understand what moves https://github.com/OpenTTD/OpenTTD/pull/7000
14:18:32 <andythenorth> Eddi|zuHause: ^ what was needed to finish that?
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14:32:06 <Samu> I can't figure out why TG max height is 1 level below requested
14:32:12 <Samu> i'm following the code
14:32:52 <Samu> feels like it's using the max height as a limit [a, b[
14:32:55 <Samu> not inclusive
14:37:13 <Samu> is it because double / double can never be 1?
14:37:27 <Samu> fheight = (double)(*h - h_min) / (double)(h_max - h_min);
14:37:52 <Samu> if 1 isn't reached, the top height isn't used?
14:51:08 <TrueBrain> right, I think I am ready to migrate the current DO stuff (except for the CDN) to AWS .. bit scary thing to do tbh :P
14:51:15 <TrueBrain> lot more complex, so hard to see if I am not forgetting anything
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14:52:11 <TrueBrain> and if I make mistakes, downtimes are not minutes, but all of a sudden a lot longer :P (takes roughly 30 minutes to spin up the whole AWS infrastructure :P)
14:55:03 <andythenorth> TrueBrain: also ideal to do just before christmas day :)
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14:56:29 <peter1138> Seems thing.
14:56:30 <peter1138> ..
14:56:31 <peter1138> Seems fine.
14:58:10 <Eddi|zuHause> andythenorth: at this point? motivation mostly to clean it up, and leave out the unwanted stuff
14:59:10 <Eddi|zuHause> i think all the questions i had were either answered or were unanswerable
15:00:30 <andythenorth> can we get it into 1.10?
15:00:42 <andythenorth> lack of it definitely causes bug reports for me :)
15:00:58 <Eddi|zuHause> not today.
15:03:32 <Samu> changing these lines here seems to also solve the problem https://i.imgur.com/kXQJILZ.png
15:04:46 <Samu> gonna retest
15:09:11 <Samu> a 512x512 very flat should generate a max height of 3 according to the table, let's see
15:09:21 <peter1138> Is it beer o'clock?
15:09:26 <peter1138> Or prosecco?
15:10:07 <Samu> correct, it generated a map with max height 3, now let me try the limit of 15 by user input
15:10:54 <andythenorth> peter1138: probably
15:11:17 <Samu> 512x512 alpinist with max height level of 15. The table says 31, min between 31 and 15 is 15
15:11:42 <Samu> 15!
15:11:48 <peter1138> I mean, the prosecco at the office was nice but...
15:11:56 <peter1138> I'm no longer there.
15:12:01 <peter1138> Maybe mulled wine.
15:12:07 <peter1138> Or just regular wine.
15:12:11 <peter1138> Or whisky?
15:14:23 <Samu> however, this still means all the limits imposed by the table are now +1
15:15:07 <Samu> previously, if table says 3, max height is in reality 2
15:15:40 <Samu> with the changeg, if table says 3, reality is also 3
15:15:44 <Samu> what do I do?
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15:18:32 <frosch123> Samu: did you consider that the behaviour you observe may actually be no bug, but the intentional behaviour
15:18:52 <frosch123> the max_height setting restricts the landscaping of players
15:19:11 <frosch123> so it sounds pretty reasonable to me that the map generator would not use that limit to 100%
15:19:29 <andythenorth> shall we do a dev blog post? :D
15:19:34 <frosch123> so that players can still raise the landscape by one level at any point, if useful for track building
15:20:18 <frosch123> andythenorth: a recording of the devs singing chuck berrie's "rudolph" via scype?
15:20:24 <andythenorth> ooh
15:20:40 <andythenorth> we could record ourselves twitch streaming the skype
15:20:45 <andythenorth> whilst live developing
15:21:28 <frosch123> developing? but we only chat all day?
15:22:44 <andythenorth> some people write code
15:22:48 <andythenorth> I've even seen evidence
15:23:16 <frosch123> are you sure your kids would back you up on that?
15:23:35 <Samu> frosch123, what about the original land generator
15:23:45 <frosch123> i think it's just your excuse to eat cookies on your own
15:24:55 <Samu> 15 is 15 with original, but im not sure how the original sets max height, gonna investigate
15:25:50 <andythenorth> other people write the code
15:25:52 <andythenorth> I see the commits
15:28:19 <Samu> anything higher than 15, still 15, seems that's a coincidence
15:31:43 <Samu> shouldn't the original max out at 14 according to that logic?
15:32:26 <frosch123> maybe that's how PR reviews should look like
15:32:42 <frosch123> the author has to stream on twitch and explain every line of their patch
15:38:23 <TrueBrain> lead by example frosch123! :D
15:46:31 <andythenorth> frosch123 is busy patching reversed vehicle offsets TrueBrain
15:46:35 <andythenorth> don't disturb him
15:49:09 <frosch123> i am?
15:49:45 <frosch123> that's 2017 stuff
15:56:29 <TrueBrain> okay, AWS seems to be costing around 2,21 dollar per day .. that is less than expected I guess
15:57:52 <frosch123> for website? for binaries? for bananas? for wiki? all of that?
15:58:22 <TrueBrain> not sure yet; this is just the bare infrastructure, in which containers can run
15:58:37 <TrueBrain> website + dorpsgek consume < 1% CPU, so there is a bit of room :P
15:58:53 <Samu> original doesn't enforce max height, it just takes it directly from "sprites"
15:58:59 <Samu> template
15:59:12 <TrueBrain> but honestly I haven't thought about how to run BaNaNaS and wiki :)
16:02:45 <TrueBrain> especially the wiki is going to be horrible to migrate ... one thing at the time ... one thing at the time :P
16:11:34 <andythenorth> presumably transforming the offsets of reversed vehicles is non-trivial?
16:11:58 <andythenorth> in newgrf, it's just swap first 4 items of list with last 4 items
16:12:29 <andythenorth> I imagine in OpenTTD there's zoom level, 28px vs 32px, context (depot, buy menu, game) etc
16:12:36 <andythenorth> ??
16:12:46 * andythenorth did look in src, but eh
16:14:05 <frosch123> in ottd the real offset is already at the vehicle center for some years, it just transforms the newgrf offsets to remain compatible
16:17:50 <andythenorth> oh, compatibility :(
16:18:01 <andythenorth> we can't fix this in openttd, because it will break existing newgrfs?
16:18:13 <andythenorth> oops
16:18:44 <frosch123> it's essentially adding some vehicle flag somewhere: traditional/sane offsets
16:19:13 <andythenorth> ok so non-trivial
16:19:28 * andythenorth would campaign to change the meaning of ctrl-click, but I lost that pitch :)
16:19:42 <frosch123> for good reasons
16:19:59 <frosch123> i still don't know why you do not just use cargo subtypes
16:20:12 <andythenorth> I really dislike the interface
16:20:17 <andythenorth> it's very non-tactile
16:20:59 <andythenorth> I should start a YT channel about it :D
16:20:59 <andythenorth> https://dev.openttdcoop.org/attachments/download/9533/horse-flip-liveries.m4v
16:21:10 <andythenorth> https://dev.openttdcoop.org/attachments/download/9534/liveries-subtypes.m4v
16:22:57 <andythenorth> but eh, I am actually changing how that works for wagons, due to highly localised feedback :P
16:23:33 <frosch123> 1) you need to click on every wagon to achieve something
16:23:52 <frosch123> 2) could benefit from previewing the sprites when selecting a row, but otherwise looks better an 1
16:24:19 <frosch123> *than
16:25:04 <andythenorth> none of the solutions are optimal
16:25:45 <andythenorth> https://dev.openttdcoop.org/attachments/download/9551/liveries.png :P
16:26:08 <andythenorth> for the actual painted wagon liveries, I am adding more wagons to the buy menu
16:26:17 <andythenorth> the flip will just toggle 1CC / 2CC
16:26:49 <frosch123> isn't flipping 1cc/2cc done via group liveries?
16:29:17 <andythenorth> no fine-grained control over wagons there
16:31:21 <Samu> original land generator not using height limit at 100%, code change + screenshot https://i.imgur.com/2x0jR2F.png
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16:32:14 <Pikka> Samu, is this because aircraft originally flew at ~ height 15?
16:33:06 <Samu> no, it's about map generator generating the max heights
16:33:18 <Samu> terragenesis vs original
16:34:48 <Samu> frosch said it's perhaps intended that the generator doesn't max out on height and leave -1 level for the highest tile height
16:35:22 <Samu> then I went to original generator which doesn't do that, it maxes out to the limit
16:35:36 <Samu> now I changed the original, to leave -1 level as well
16:37:14 <Pikka> I see
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16:38:18 <Samu> i don't know what's to be intended
16:38:30 <Samu> I'm also trying to understand what to do
16:40:53 <Samu> in my view, if i set a max height of 15, then the generator maxing out at 15 is not wrong
16:42:23 <Samu> terragenesis however, has a table with max heights at different map sizes and terrain types
16:43:20 <Samu> the heights in the table are not what's then generated at max, it's always -1 level
16:45:30 <andythenorth> oh my VLC icon has a santa hat on it
16:45:34 <andythenorth> can we do that for OpenTTD?
16:47:08 <frosch123> i would not be surprised if nuts slugs have santa hats in december
16:47:15 <andythenorth> Christmas Horse
16:47:24 <andythenorth> oof
16:47:37 <andythenorth> I added two wagon types, and removed some complexity from two other types
16:47:46 <andythenorth> nml size has increased from 6.1MB to 7MB
16:48:17 <andythenorth> :D
16:49:34 <andythenorth> time to switch cargos to recolour sprites?
16:49:51 <andythenorth> [instead of pre-coloured pixels]
16:53:29 <Samu> fix original to generate max height limit - 1, or fix terragenesis to generate at max height limit? vote!
16:55:03 <Samu> im more inclined towards a terragenesis fix :P
16:58:15 <hythlodaeus> hey guys, learning git can be a bit overwhelming for a newbie non-programmer, and I'm trying to fix a previous PR I made. Would someone have the time and patience to give me a hand with it?
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17:03:31 <Samu> im not sure i can help
17:05:06 <SpComb> should there be a twitter hashtag for social media postings of playing OpenTTD while stuck somewhere for christmas without a proper gaming PC? :)
17:05:16 <SpComb> such marketing potential
17:06:49 <hythlodaeus> >not using a RaPi to play openttd
17:08:57 <Samu> if minimum snow line height is set to 2, then why am I getting snow at height 1?
17:09:46 <Samu> must investigate
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18:37:33 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7424: Add: Kdtree for AirportGetNearestTown https://git.io/fjU1d
18:55:43 <Samu> * @note Values should never be lower than 3 since the minimum snowline height is 2.
18:56:32 <Samu> minimum snowline height is a constant with a value of 2, but what happens in real game, is that there's snow at height 1 even when it's set to 2
18:57:15 <Samu> not visually, but it has a bit marking it as snow
18:59:19 <Samu> must find on industry tiles where the check against snow is done for farms
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19:45:49 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JeFxq
19:45:49 <DorpsGek_III> - Update: Translations from eints (by translators)
19:48:45 <Samu> What's your thought of farm fields being adjacent to snow? https://i.imgur.com/HDXbyQW.png
19:49:21 <Samu> I can make farms spawn on a tile height closer to snow
19:49:31 <Samu> closer aka adjacent
19:49:49 <Samu> reduces the failure rate of farms during world generation, but im not sure if it looks good
19:49:59 <Samu> opinions ?
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20:10:47 <hythlodaeus> hey guys, if converting signals to different variants of the same type is free, why does converting, for instance, from electric to semaphore comes at a cash cost?
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20:18:07 <frosch123> no idea, it has been like that ever since it is possible to convert between light and semaphore (2007)
20:18:33 <hythlodaeus> you think we can change so it's free for all?
20:18:35 <frosch123> maybe pre/exit signal is considered an administrative task, while light/semaphore is considered a construction task?
20:20:18 <hythlodaeus> freaky. I'll make an issue of it
20:22:03 <frosch123> anyway, it's no accidential behaviour. the comments in the code make it very clear, that it is intentional
20:27:32 <hythlodaeus> aha
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20:43:28 <Samu> same scenario gen settings, but on 1.10.0-beta1 https://i.imgur.com/czgd2gB.png
20:43:56 <Samu> generated 1 farm, and farm land barely exists
20:46:45 <Samu> with the changes, it generated 6 farms
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20:53:32 <Samu> wow
20:53:48 <Samu> no failure to generate every needed industry on 64x64 arctic
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20:55:20 <Samu> https://i.imgur.com/yQKxOCq.png - 1 industry type of everything
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21:00:46 <Samu> harder to generate every industry with water on 4 borders, but it's still possible with a few tries
21:01:16 <Samu> https://i.imgur.com/fo4lrWV.png
21:06:00 <Samu> is this a bad description note
21:06:01 <Samu> * @note Values should never be lower than 2 since the minimum snowline height is 2 (actually 1 in reality).
21:06:14 <Samu> the ( ) part
21:06:44 <Samu> static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
21:06:55 <Samu> it's 2, but in reality, once generated, it's 1
21:07:18 <Samu> how would I describe that note?
21:10:04 <Samu> i think i know
21:10:18 <Samu> minimum *generated* snowline height
21:12:26 <Samu> * @note Values should never be lower than 2 since the minimum, once generated, snowline height is 1.
21:12:28 <Samu> good english?
21:13:42 <Samu> grammar, punctuation?
21:15:19 <Markk> I don't see any particular issues with the grammar.
21:17:23 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #7843: Industry directory cargo filtering https://git.io/Jei1a
21:18:48 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:World-Generation-GUI?expand=1#diff-fac82c52a1b9d9ecae099292f0e61694L214
21:18:57 <Samu> here's where i'm editing
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21:23:36 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #7843: Industry directory cargo filtering https://git.io/JeFhq
21:27:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7843: Industry directory cargo filtering https://git.io/JeFhO
21:27:31 <LordAro> someone want to put together a news post for beta2?
21:32:13 <Samu> LordAro, have peter1138 fix the cache issue for road vehicles before beta2 :p
21:41:13 <Samu> #7670/#7822
21:42:01 <Samu> im now just checking out some odd alpinist numbers
21:42:17 <Samu> with max height of 255, just to look at the map
21:42:18 <Samu> :p
21:42:45 <Samu> water at level 0 will cascade weird holes on the map
21:43:26 <Samu> I guess I understand why the height is not above 86 now, it's because of water
21:53:49 <LordAro> Samu: i very much hope that's fixed before 1.10.0, but i can't see it being fixed this evening :p
22:09:38 <Samu> is it possible to generate 0% water, must experiment
22:15:35 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone commented on pull request #7843: Industry directory cargo filtering https://git.io/JeFh5
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22:18:31 <Samu> it's possible!
22:18:45 <andythenorth> oops
22:18:51 <andythenorth> I had to play original minecraft
22:19:01 <andythenorth> or warcraft
22:19:05 <andythenorth> or whatever it's called
22:19:07 <andythenorth> orcs and stuff
22:19:26 <andythenorth> crashes dosbox every time :D
22:19:33 <Samu> im doing trial and error to see if I can get a max height of 86 on a generated 4k map
22:19:51 <Samu> max i can get is 85, but that's because I forced a 0% water
22:21:26 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7843: Industry directory cargo filtering https://git.io/JeFhp
22:25:25 <Samu> yay, it did it!
22:25:30 <Samu> https://i.imgur.com/gZMJazk.png
22:25:35 <Samu> nearly outside the map
22:25:51 <Samu> height 86
22:30:57 <supermop_Home_> how do i get the dvts andythenorth?
22:41:57 <Samu> must be very rare to get 86, only got it once
22:42:41 <Samu> I usually get 83, 84, 85
22:42:50 <Samu> 86 only once :(
22:45:58 <andythenorth> supermop_Home_: just drink too much for days on end?
22:53:09 <Samu> height 86 is achievable with 0% water
22:53:31 <Samu> but with 1% water, i get height 85, or i didn't try enough to get a 86
22:53:50 <Samu> this is fishy..
22:53:56 <Samu> something else is going on
22:59:18 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/JediJ
22:59:18 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/Jed7f
22:59:31 <LordAro> hmm, now i need another dev...
23:01:27 <frosch123> - Feature: Easier access for vehicle's group window via Ctrl+Click (#7800) <- everyone will ask where to click
23:02:29 <LordAro> yeah, wasn't quite happy with shortening all the commits into that
23:02:30 <LordAro> will add
23:03:20 <frosch123> !define APPV_BUILD 0 <- you need to increment that
23:05:01 <Samu> yes, it did it! height 86 with 1% water
23:05:07 <Samu> took many tries
23:06:20 <Samu> https://i.imgur.com/BiabV9y.png
23:10:57 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/JediJ
23:11:12 <supermop_Home_> andythenorth: https://imgur.com/a/qzZcqG7
23:12:16 <andythenorth> supermop_Home_: dunno what that is, but it's epic
23:12:40 <andythenorth> the truck and tram are really nice
23:12:55 <supermop_Home_> maybe the tram should be a NG train
23:13:12 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/Jebet
23:13:12 <supermop_Home_> just docklands road and tramway
23:14:17 <supermop_Home_> RVs from my set
23:19:40 <DorpsGek_III> [OpenTTD/website] LordAro opened pull request #118: Add post for 1.10.0-beta2 https://git.io/Jebel
23:20:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7867: Update: Prepare for 1.10.0-beta2 release https://git.io/JediJ
23:20:43 <LordAro> right
23:20:54 <LordAro> absolute last chance for anything for beta2 release
23:22:00 <TrueBrain> Going once
23:22:04 <andythenorth> Going twice
23:22:16 <DorpsGek_III> [OpenTTD/website] frosch123 approved pull request #118: Add post for 1.10.0-beta2 https://git.io/Jebe4
23:22:47 <LordAro> (basically, i'll tag it after the master CI build succeeds)
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23:24:37 <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #118: Add post for 1.10.0-beta2 https://git.io/Jebel
23:26:04 <supermop_Home_> andythenorth - mind looking at docklands / spool / RVs before 1.10 happens to see if anything looks embarrassingly broken or bad?
23:28:05 * LordAro does the tag
23:28:23 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #7843: Industry directory cargo filtering https://git.io/JebeE
23:28:37 <LordAro> someone should make DorpsGek_III echo as such, as per the issue :p
23:30:47 <frosch123> beta does not need to be newer than the nightly
23:31:11 <frosch123> though i have no idea how many people use nightly these days
23:31:13 <Samu> okay, discovered what was fishy
23:31:38 <Samu> seems that my original fix, the one in the PR that got closed down, is still the better approach
23:31:47 <frosch123> @topic set 1 1.10.0-beta2, 1.9.3
23:31:47 *** DorpsGek changes topic to "1.10.0-beta2, 1.9.3 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only"
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23:52:18 <Samu> yep, confirmed, these tiny almost negligible differences
23:52:46 <Samu> the PR I had was right
23:53:31 <Samu> the approahc of changing heights on the water and sine transform result in these tiny differences in the map
23:53:43 <Samu> when using the same heights
23:58:02 <LordAro> aaand released!
23:58:04 <LordAro> huzzah
23:58:17 <LordAro> technically an hour early, but eh
23:59:29 <glx> 2 minutes here ;)
23:59:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7843: Industry directory cargo filtering https://git.io/JebeH
23:59:58 <LordAro> glx: the debian changelog says +0000 :p