IRC logs for #openttd on OFTC at 2024-10-12
            
01:41:55 <DorpsGek> [OpenTTD/OpenTTD] aquagnawt updated pull request #12989: Fix OpenTTD#12968, d20df82: Added back ability to create unremovable houses https://github.com/OpenTTD/OpenTTD/pull/12989
01:47:53 <DorpsGek> [OpenTTD/OpenTTD] aquagnawt commented on pull request #12989: Fix OpenTTD#12968, d20df82: Added back ability to create unremovable houses https://github.com/OpenTTD/OpenTTD/pull/12989#issuecomment-2408296170
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06:16:23 <soylent_cow[m]> this city up above spreads by building super-long tunnels
06:16:24 <soylent_cow[m]> https://postimg.cc/xk4Jmfvy
06:17:25 <soylent_cow[m]> 👷
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07:11:18 <_pruple> did the town build those tunnels? It's quite unusual...
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08:32:31 <peter1138> Okay but what tunnels.
08:36:42 <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1294579490445459457/ndyy375g.png?ex=670b869a&is=670a351a&hm=67f30133d75bb47cea8bd2adf074f82cf5651d5024e2c2b1f37ed713e56ae696&
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08:59:43 <peter1138> Fancy.
09:02:17 <_pruple> not particularly.
09:02:41 <peter1138> No.
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09:49:15 <xarick> whats the hotkey for bringing up the framerate window?
10:18:52 <kuhnovic> Check hotkeys.cfg in your openttd folder
10:23:11 <xarick> oh, there isn't
10:32:19 <peter1138> I changed my code to use a StrongType.
10:32:22 <peter1138> It failed to compile.
10:32:26 <peter1138> Because... I'd used the wrong type.
10:48:15 <xarick> i'm in a chicken egg situation way too often
10:51:50 <xarick> testing this:
10:51:50 <xarick> `if (IsDockingTile(n.GetTile()) && Yapf().GetVehicle()->current_order.IsType(OT_GOTO_STATION)) {`
10:52:37 <xarick> but I think it's insuficient
10:55:32 <xarick> but CheckIfShipNeedsService doesn't change the order until it actually finds a depot. The pathfinder checking current order may detect a goto station order while transitioning to a goto depot order 😦
11:27:52 <xarick> Which order should I place this?
11:27:52 <xarick> `IsDockingTile(n.GetTile())` &&
11:27:52 <xarick> `m_max_cost == 0` &&
11:27:52 <xarick> `Yapf().GetVehicle()->current_order.IsType(OT_GOTO_STATION)`
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11:28:15 <xarick> for performance
11:29:16 <xarick> I reckon PfCalcCost is called a massive amount of times
11:29:25 <xarick> where his belongs
11:41:47 <_glx_> Check m_max_cost first
11:59:34 <peter1138> HS2 is looking a bit damp at the moment...
12:00:19 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1294630727761264731/image.png?ex=670bb652&is=670a64d2&hm=f282c932d97e3696c01753fcf78375be0f1f63ebae5f2c19834c1ccfc6cf0d1a&
12:00:36 <peter1138> Maybe they're doing it as a canal?
12:16:14 <xarick> can i build openttd with debug info and asserts disabled?
12:16:51 <xarick> a release build with debuginfo and asserts disabled
12:17:47 <xarick> oh btw, 12977 merge?
12:17:49 <xarick> 😛
12:37:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #12984: Cleanup: remove some unused #defines https://github.com/OpenTTD/OpenTTD/pull/12984#pullrequestreview-2363905301
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14:51:36 <xarick> no!! assert again... I'm losing my mind
15:39:54 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
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16:12:54 <soylent_cow[m]> <_pruple> "did the town build those tunnels..." <- Yes!
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16:39:54 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
16:41:03 <wensimehrp> LC-ZorgviaGitHub: well
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16:50:08 <LordAro> wensimehrp: nice
16:50:56 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
16:51:46 <truebrain> Tnx for making my life easier 🙂
16:52:08 <wensimehrp> that's rapid
17:00:25 <kuhnovic> "you always have interesting points of view, but you don't have to write it down." . That gave me a good chuckle.
17:12:50 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic opened pull request #12992: Codechange: Simplified YAPF ship region node https://github.com/OpenTTD/OpenTTD/pull/12992
17:13:14 <kuhnovic> YAPF's templating stuff is just madness..
17:14:32 <truebrain> it actually is madness, yes
17:15:40 <LordAro> sad clang
17:30:16 <peter1138> We could do with enforcing some standardisation on template parameter naming.
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17:35:15 <xarick> mass renaming
17:35:35 <peter1138> (Not just across YAPF)
18:26:18 <kuhnovic> Honestly, YAPF could use some general cleaning up. Something with inheritance or maybe just function pointers (or std::function), not this CRTP-on-cocaine
18:28:12 <LordAro> knock yourself out
18:42:24 <peter1138> CRTP should be fine but the way YAPF does it is kinda... obscured.
18:44:40 <peter1138> Avoiding virtual functions when performance is a concern can be worthwhile.
18:45:14 <peter1138> But also, it was written years and years ago.
18:47:01 <xarick> YAPFR
18:48:16 <xarick> okay, so this assert is because of ship pos on tile
18:49:20 <xarick> need some mental gymnastics to understand this... GetNewVehiclePosResult
18:52:30 <xarick> when the pf is called, ship is at (v->x_pos, v->y_pos). GetNewVehiclePosResult tells me the position the ship will be after it advances 1 subtile
18:53:06 <xarick> advancing 1 subtile could put the ship in a new tile
18:54:23 <xarick> ShipController is called next which may or may not actually make the ship advance
18:54:58 <xarick> what I'm really worried about is whether the ship will be at the "entry position" of a ship depot
18:56:55 <xarick> i need to detect that beforehand so that I return the tile of the depot the ship is under at the moment, or to call the pathfinder depending if it's been past that "entry position"
18:57:48 <xarick> pathfinder already deals with "ship already at destination" problem
18:58:45 <xarick> and will generate either a roundabout path to itself or a new depot
19:02:52 <xarick> code seems correct
19:03:41 <xarick> something is failing though
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19:38:18 <kuhnovic> I might have a stab at refactoring YAPF at some point. Not at the top of my to do list though.
19:39:28 <xarick> is there a way to know ship position with drawing boxes or something?
19:39:36 <kuhnovic> And you make fair points PeterN. I will have to do some profiling to see how much it actually matters with modern hardware / compilers
19:40:12 <xarick> not entirely newgrf related, but i need the ship to be exactly in a subtile position
19:44:00 <xarick> ah, got it!
19:59:09 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1294751231582928926/2024-10-12_20-58-18.mp4?ex=670c268c&is=670ad50c&hm=622b63292aed002504996c5150da05aedc98ea1a4c8ea5478966cf1672a84385&
19:59:09 <xarick> The problem I am having, in video
20:00:50 <xarick> I wonder if it's a battle of costs
20:04:28 <xarick> nop, it's a deeper problem 😦
20:05:20 <xarick> cost to depot on the left 1910, cost to depot under the ship, 1584
20:10:19 <xarick> it's the pathfinder...
20:10:39 <xarick> the problem I thought I had resolved, is not resolved
20:12:04 <xarick> something something about node already tested as unfit, something
20:12:44 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
20:15:30 <xarick> the origin node is tile 1, trackdir_x_sw, it is the origin and the destination. this node runs a IsDestination, and my "fix" was to return false. What happens when it is tested again after doing the roundabout? it's again tile 1, trackdir_x_sw... kuhnovic sorry for bothering u
20:17:25 <xarick> I dont understand open lists and closed lists yet
20:22:51 <kuhnovic> Hehe you'll figure it out eventually, the A* algorithm is quite fascinating
20:24:16 <kuhnovic> Keep in mind that a node on the closed list is really closed, it will never be added to the search again.
20:25:52 <kuhnovic> Meanwhile I just do the usual thing: wait a little until you figure out what the real issue is 😛
20:26:17 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
20:27:29 <wensimehrp> 😮 I think should've kept silent
20:28:03 <LordAro> probably
20:28:13 <xarick> kuhnovic: crap! that's my problem
20:28:15 <truebrain> nah; you are doing fine 🙂
20:28:28 <truebrain> normally they use the tt-forums as a community-bug-tracker
20:28:37 <truebrain> not sure what made them use the OpenTTD's this time
20:29:50 <LordAro> do we record newgrf usage?
20:30:08 <LordAro> in the surveys, that is
20:30:11 <wensimehrp> number of NewGRF used in game
20:30:13 <LordAro> can't see it in the summary
20:30:35 <truebrain> it is tracked; just not published
20:30:51 <truebrain> only the count is
20:42:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN reopened issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
20:42:28 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
20:42:31 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
20:42:45 <truebrain> You are such a troll 🙂
20:43:38 <peter1138> It's okay, everyone else hates me anyway.
20:43:45 <truebrain> I do? 😦
20:54:10 <johnfranklin> should someone re-release the bugfix of 0.8 as "URaTT Classic"?
20:55:01 <LordAro> the author is welcome to
20:55:05 <LordAro> anyone else, not so much
21:05:24 <peter1138> IIRC the issue is only apparent before a certain date as well.
21:06:31 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1294768184892854312/image.png?ex=670c3656&is=670ae4d6&hm=c6041b5132a8b395f025a65986dcf4648ec089d837acb9638d0e114f6a55489a&
21:06:31 <peter1138> We added this message specially to stop the whole drama of generating a map only to have it fail at the end.
21:12:02 <LordAro> it would be helpful to put that in the issue
21:12:04 <LordAro> then lock it
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21:48:43 <xarick> okay, to fix this issue, I had to revert 30e1a61
21:49:01 <xarick> what could possibly go wrong now if it's reverted?
21:49:47 <xarick> trains will collapse? what was the train issue?
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22:04:25 <xarick> leaving this running overnight, see if i get more asserts
22:04:29 <xarick> cyas good night
22:06:18 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #12991: [Bug]: Cities can't build roads / game can't generate new cities (concerns U&Ratt set) https://github.com/OpenTTD/OpenTTD/issues/12991
22:07:44 <wensimehrp> Yeah black hole
22:10:35 <andythenorth[d]> was it cats?
22:10:43 <andythenorth[d]> also did we discuss lunch?
22:32:23 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1294789796597600358/GZtvS-cb0AAyB8M.png?ex=670c4a77&is=670af8f7&hm=da4dada9c48a4ea542309f239c41efccd3e9015f4222976ae1769d4dcdfc7507&
22:32:23 <peter1138> This appeared
22:33:17 <LordAro> lol
22:33:46 <johnfranklin> How does Assembly look like? NFO?
22:34:10 <wensimehrp> https://www.google.com/search?client=firefox-b-d&q=assembly+code+samples
22:34:35 <wensimehrp> it does no
22:37:34 <johnfranklin> Hmm, it has other characters than 0-9A-F.
22:38:17 <peter1138> That isn't assembly. That is disassembly.
22:39:37 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1294791616149590150/image.png?ex=670c4c29&is=670afaa9&hm=ac45a6cd2e8ff50a6f7fcbe274f13e5049cae70dcd7c7c8bf183c8550f2262db&
22:39:37 <peter1138> This is assembly.
22:41:03 <peter1138> x86 assembly. Other instruction sets are availalbe.
22:42:40 <andythenorth[d]> it's a text adventure
22:42:44 <andythenorth[d]> but each room is a register
22:44:02 <peter1138> You can of course write machine code in hexadecimal instead. You just need to look up the byte representations of the instructions, and forego useful things like names.
22:44:51 <johnfranklin> So assembly is like YAGL?
22:45:23 <_glx_> I won't recommend using hexadecimal 🙂
22:45:43 <LordAro> peter1138: names? pah, looxury
22:45:54 <peter1138> Look up the Z80 MPF-1.
22:46:38 <peter1138> I had lessons programming with them.
22:47:15 <peter1138> It was out of date even then mind you, but back then we were taught basics of computing.
22:48:02 <_glx_> z80 is fun, I wrote some for ti85
22:48:03 <peter1138> That was in '94-95, which is a bit mad as the BBC Micro we had in the 80s had a full assembler built in to BASIC.
22:48:19 <_glx_> but never tried on cpc
22:48:38 <_glx_> except pages of DATA and POKES
22:48:41 <peter1138> But it was about learning how instructions work, what they are, etc etc. The goals would've been something very simple.
22:49:18 <peter1138> https://clrhome.org/table/
22:50:01 <_glx_> 6502 is simple too
22:50:12 <peter1138> (Instructions are variable byte length in the z80)
22:50:27 <peter1138> Yeah, 6502 was simpler. And only 3 registers.
22:50:48 <_glx_> z80 is a 8bit/16bit hybrid
22:51:39 <johnfranklin> I am too young…
22:52:16 <peter1138> Although 6502 has zero-page, fast access to the first 256 bytes of memory to use as temporaries.
22:54:51 <johnfranklin> I was born near the midpoint between badger mushroom and openttd 0.1.
22:59:09 <peter1138> So yeah, writing assembly isn't writing hexadecimal bytes, although you might have hexadecimal values in places.
23:00:00 <peter1138> Disassembly is taking the machine code bytes and displaying it as the relevant instructions. That's why you get the hex on one side and the instructions next to it.