IRC logs for #openttd on OFTC at 2023-01-26
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00:01:32 <petern> Huh, we still build on OS/2 ?!
00:03:40 <JGR> If that actually compiles and runs, I will be amazed
00:04:08 <LordAro> iirc orudge compiled it not *too* long ago
00:04:28 <LordAro> might be a few years ago now though...
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09:26:57 <andythenorth[d]> wonder if towns could request bridge building, rather than do bridge building
09:27:04 <andythenorth[d]> then GS could handle the event and build fancy bridges
09:27:26 <andythenorth[d]> I want town bridges that have extra spans, not just the water tiles
09:27:40 <andythenorth[d]> then they don't block building routes following the water line
09:27:47 <andythenorth[d]> but that's hardly a base game concern
09:27:50 <andythenorth[d]> and grf can't do it
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11:06:25 <FLHerne> andythenorth[d]: you mean the bridge a level higher with the ramps set back from the shore?
11:06:45 <FLHerne> how would the town know when and where to ask GS for a bridge in that case?
11:07:29 <FLHerne> I guess it could ask in the normal bridge location, and GS could remove/alter the approach roads as required
11:10:19 <andythenorth[d]> that sort of thing
11:11:13 <andythenorth[d]> I tested it a couple of years ago
11:11:28 <andythenorth[d]> tried to patch it in the game, but unreliable results due to Lack Of Skill
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11:35:56 <Merni> Thing is there is often a road already running along the shore one tile away from it
11:36:20 <Merni> and if that happens you can't bridge off that road with a gap
11:42:52 <andythenorth[d]> stuff like this is hard to solve in the base game, so many settings and preferences
11:43:01 <andythenorth[d]> towns should be scripted
11:51:13 <petern> Okay, I nearly cleared up enough space to install Linux. Unfortunately it's still all spread out over 6 different drives...
11:52:50 <petern> I still don't know where all the space goes... 😮
11:55:29 <petern> 750GB in Ortho4XP. I don't place X-Plane 11 since MSFS came out.
12:05:21 <petern> I uninstalled War Thunder, but it's still left 25GB of content.
12:14:09 <petern> Not played it for years.
12:14:14 <andythenorth[d]> my friend plays it, but describes it as 20 mins of driving to the battle, then getting killed
12:14:15 <petern> How can some background image be 49MB?
12:14:33 <petern> Oh, it's 8801x4950 pixels. That's a bit pointless.
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12:26:29 * andythenorth[d] has no idea what 4k means
12:31:20 <petern> "32bpp extra zoom", around here...
12:48:52 <petern> Okay I nearly have a 2TB SSD free of stuff.
12:49:07 <petern> That's how many random Steam games I had left installed but never played.
12:49:36 <petern> Well no, I had about 10TB of storage that was pretty full, not just that 2TB SSD.
12:53:16 <petern> Speaking of storage, if I buy this recumbent trike I have nowhere to keep it. Oh dear.
12:54:11 <TonyPixel> petern: xd, I catch people on this even nowadays and even the old folks
12:54:59 <TonyPixel> Place it vertically to the wall
12:55:12 <petern> I think I need to move my greenhouse then replace the tiny shed (no room for a bike) with a giant shed.
12:55:25 <FLHerne> it doesn't need to be flat :p
12:56:22 <petern> Single garage with flat roof (avg £22,000)
13:04:29 <petern> 255 local branches, Oops.
13:35:16 <Samu> disaster zeppeliner crashed, always picks the same station, that's odd
13:36:26 <andythenorth[d]> there's an issue or PR about UFOs favouring low tile indexes
13:36:34 <andythenorth[d]> might be the same root cause, might not
13:38:57 <Rubidium> Samu: you're not restarting the same game to test your script, right? Because then that would be expected...
13:40:09 <petern> Not low indexes, just being useless on larger maps, but that was rewritten.
13:41:50 <andythenorth[d]> deterministic random for repeatable testing 😄
13:41:52 <Samu> ah, Disaster_Zeppeliner_Init
13:42:12 <Samu> iterates all station indexes till it finds an airport
13:42:44 <Samu> and thus it always picks the same airport everytime it spawns
13:46:31 <Rubidium> I think all disasters should be reviewed, as some others look suspect as well. For example Disaster_Airplane_Init where the first one seems to have the lowest chance of getting hit, compared to the later ones
13:52:45 <andythenorth[d]> I made new 'disasters' in GS
13:52:56 <andythenorth[d]> if nuking random cities on the map can be counted as a disaster
13:53:07 <andythenorth[d]> I know we don't want war themes, it was a GS test 😛
13:53:18 <andythenorth[d]> GS would be ideal for disasters
13:53:22 <andythenorth[d]> although I just turn them off
13:53:45 <petern> You can do what you like in a GS.
13:56:34 <Rubidium> also don't build your industry with attack behaviour south west of other industries with the same behaviour, because if they get targeted you will still be blown up instead
13:58:09 <petern> Hmm, I guess moving my source tree and vcpkg will probably upset VS Code.
13:59:10 <petern> But I nearly have a 250GB SSD and a 2TB SSD free. I've not run Linux on my desktop for ~5 years...
14:00:30 <andythenorth[d]> Rubidium: do missiles overshoot or something? Or is this about tile array wraparound?
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14:07:44 <Rubidium> andythenorth[d]: no, it uhm... "randomly" chooses an industry with attack behaviour, then determines a point at the edge of the map where to start and starts in NE direction. But the first industry with attack behaviour it passes gets blown up
14:08:45 <Rubidium> "randomly" as in: last industry has 50% chance, second to last industry 25%, third to last industry 12.5% etc.
14:08:56 <petern> 50,000 items in my source tree, off.
14:12:21 <Samu> std::queue<ScriptEvent *> stack; ///< The actual queue. how large can the std::queue be? i feel like testing the limit
14:12:28 * andythenorth[d] had wrong context :)
14:12:40 <petern> Samu, how much memory do you have?
14:13:30 <glx[d]> Yeah the limit is the ram
14:15:05 <Samu> Game::NewEvent(new ScriptEventEnginePreview(e->preview_company, i));
14:16:41 <LordAro> i imagine it will take a while
14:16:56 <glx[d]> Oh and when ram is full OS while use HDD space usually
14:17:04 <andythenorth[d]> am I the only one terrified by do...while ?
14:17:09 <andythenorth[d]> burnt so many times in prod by it
14:17:28 <andythenorth[d]> some languages don't have 'max loops' etc either by design, or by omission
14:17:42 <andythenorth[d]> some / most 😛
14:17:51 <LordAro> petern: git ls-files says 103977 for me
14:18:11 <LordAro> andythenorth[d]: they're occasionally useful
14:18:31 <LordAro> but it's more of a "oh, i need this to be a do-while", rather than starting out with one
14:18:44 <andythenorth[d]> it's hard to fail to close a `for i in range`
14:18:55 <andythenorth[d]> it's trivial to fail to close a `do...while`
14:18:56 <petern> Nice. Okay, it's building on my E: drive instead of my I: drive now.
14:21:39 <petern> But it's after my C: drive...
14:25:03 <andythenorth[d]> I have one drive 😦
14:25:05 <andythenorth[d]> I feel left out
14:25:48 <andythenorth[d]> my 1TB HD seems to have stopped filling up
14:26:05 <andythenorth[d]> I guess I don't download movies or play AAA games
14:26:06 <petern> Because no-one makes software for Macs.
14:26:15 <andythenorth[d]> lol yes, that's why 🙂
14:26:24 <Samu> + data->stack { size=27898524 } std::queue<ScriptEvent *,std::deque<ScriptEvent *,std::allocator<ScriptEvent *>>>
14:26:31 <andythenorth[d]> it used to fill up with random pictures my kids were taking
14:26:51 <petern> That's bigger than a regular stack 😄
14:29:32 <Samu> i thouht there was an imposed limit
14:29:44 <Samu> the older stuff would be removed or so, but nah...
14:32:23 <Samu> is this information saved in a savegame?
14:38:33 <Samu> AIs won't know what events they had waiting after a load game
14:41:31 <Rubidium> ... unless they save them for later processing
14:42:20 <FLHerne> I seem to have 150GB of stuff
14:55:43 <glx[d]> If an AI as so many events in the queue it probably doesn't care about them
15:00:09 <LordAro> glx[d]: but what if it *does* ?
15:06:44 <petern> Urgh, I want to migrate this to Postgres.
15:35:39 <petern> Oh, something I wrote over 2 years ago has never worked. Oops.
15:49:32 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10376: Fix: [Script] Ensure building/removing rail lines can't be backwards and allow building/removing rail lines coming from or heading to the void https://github.com/OpenTTD/OpenTTD/pull/10376
15:58:06 <Samu> identifier MapSize() is undefined... what is it named now?
16:04:02 <Samu> not gonna rebase that one
16:04:31 <LordAro> Samu: still a good idea to do so
16:04:35 <LordAro> given the recent changes
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17:15:37 <frosch> Does anyone want to talk with a researcher from them about open-source games? (no further scope or context)
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18:13:44 <andythenorth[d]> frosch: quite like their site
18:13:54 <andythenorth[d]> do we want me to talk to them? or will that go badly?
18:14:07 <andythenorth[d]> am I now community relations? 😛
18:14:20 <andythenorth[d]> I just got temp-banned on a train forum
18:15:04 <frosch> i have no idea what they want to research 🙂 they probably ask how we pay our developers, using in-game transactions, etc :p
18:15:21 <frosch> if you want, i'll forward you the mail
18:16:35 <andythenorth[d]> are they not on discord? 😛
18:16:51 <frosch> they are on linkedin :p
18:17:02 <andythenorth[d]> ideal, I've been using it all day
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18:25:38 <andythenorth[d]> frosch: I'll reply 🙂
18:27:46 <andythenorth[d]> will see if it happens
18:29:58 <andythenorth[d]> I haven't made any more GS minigames this week 😛
18:30:01 <andythenorth[d]> been all work
18:33:34 <Eddi|zuHause> how is train whack gs coming along?
18:33:42 <andythenorth[d]> I have not made it yet
18:33:57 <andythenorth[d]> I see no reason it can't be made though
18:34:11 <andythenorth[d]> given that Train Whack! was inspired by Pikka's CivilAI
18:34:18 <andythenorth[d]> and how it chooses trains
18:34:35 <andythenorth[d]> making GS is fun, other people should try 😄
18:35:48 <Eddi|zuHause> my last GS calculated which towns neighbour each other via a voronoi partition
18:36:13 <andythenorth[d]> did you release it as a library?
18:36:18 <andythenorth[d]> sounds like a thing
18:37:34 <Eddi|zuHause> i don't think so, but i also don't remember what held me back
18:37:54 <supermop_toil_> voronoi towns sounds useful
18:38:23 <supermop_toil_> though i guess you might want the topology to be a little weirder in some cases?
18:38:49 <supermop_toil_> like dont link to a close town if its on the opposite side of a tall mountain
18:41:40 <Eddi|zuHause> in theory you can make a voronoi partition like that, but not with the approach i did, which relied on an euclidean metric
18:44:30 <Eddi|zuHause> i used the triangulation-approach, which relies on things like right angles to exist, but if you want to distort the metric to take account of tography, then you need to fall back on the flood-fill approach
18:45:19 <Eddi|zuHause> essentially you make a BFS starting with each town center, and whoever reaches a tile first claims that tile for that town
18:45:42 <DorpsGek> - Update: Translations from eints (by translators)
18:45:45 <Eddi|zuHause> that has the drawback that you need an array of whole-map size that stores a town id
18:46:03 <Eddi|zuHause> and you have to do everything all over when you add a new town
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18:47:45 <Eddi|zuHause> whereas the triangulation only needs to store a few values per town, and the calculation is incremental, so you can add new towns for low cost
18:48:29 <andythenorth[d]> these are the things that we should have GS libraries for 😛
18:48:58 <andythenorth[d]> then we could, if they are used, move them into OpenTTD methods, which are probably faster and more RAM efficient
18:49:30 <andythenorth[d]> I had the idea we should take over Superlib and extend it
18:49:44 <andythenorth[d]> it appears to be really well documented, and probably useful
18:50:23 <andythenorth[d]> I wouldn't mind doing some of the maintaining, but TBH, the point of libraries is that I *can't* write the proper algorithmic code 😛
18:50:39 <andythenorth[d]> so I could add much in the way of useful functions
19:17:01 <petern> £580 for a Windows Dev Kit 2023.
19:19:51 <petern> Heh, seems to be a surface board in a different case.
19:40:08 <Samu> since when was this possible?
19:40:39 <Samu> and who's paying for it?
19:40:57 <LordAro> same as the rest of the CI
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20:16:22 <petern> It means you don't have an authentication token.
20:16:33 <Rubidium> good question, that also always fails on my fork but doesn't fail on main. Based on the error there's some authentication token that is missing in your repository's configuration
20:17:46 <Samu> it didn't fail the first time
20:18:28 <Samu> or maybe it didn't even start? can't remember if that test was run
20:22:33 <glx[d]> it's not important anyway, it's the check for preview label
20:23:00 <glx[d]> and this one is ran on push
20:23:36 <Samu> it was a force pushed, btw
20:36:09 <Samu> i'm still a noob on github
20:40:01 <glx[d]> proabably because your master branch is outdated samu
20:40:34 <Samu> how do i fix this now? :(
20:41:25 <glx[d]> the PR just shows the differences between your master and your branch
20:42:49 <Samu> i updated master, then tried rebasing the pr, the translator commit didn't go away :(
20:47:50 <Rubidium> the comment I knew would be coming
20:49:58 <Samu> aha, i had to change fork behaviour, now it's gone
20:52:28 <Samu> nice, if i want to rebase prs to my fork, i gotta switch fork behaviour, between SamuXarick/OpenTTD and OpenTTD/OpenTTD
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20:53:31 <Samu> github desktop now has popups
20:53:42 <Samu> notifications on the side
20:54:06 <Samu> about what's happening with my pr's and whatnot
20:54:48 <Samu> one via email, other via github desktop
20:57:22 <Samu> they really wanna integrate everything into that app
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21:33:14 <TonyPixel> does 32bpp support alpha channel&
21:33:31 <TonyPixel> So I can only develop compatibility for RGBA and indexed
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21:49:25 <Pruple> what else did you have in mind?
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22:43:13 <TonyPixel> Pruple: going full bananas and developing PNG librar
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22:48:59 <petern> That elrail one is nice 🙂
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23:11:05 <TonyPixel> I'll have two completely different interfaces for indexed and RGBA
23:11:17 <TonyPixel> like byte array for canvas in one and uint in other
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