IRC logs for #openttd on OFTC at 2024-10-13
            
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04:46:19 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/79c8eac2eed582c0af1d8d42d1c1e60b9bf0dbbf
04:46:20 <DorpsGek> - Update: Translations from eints (by translators)
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09:13:37 <xarick> hi
09:21:40 <peter1138> Uhh
10:11:45 <mnhebi> also, unlike people think, writing Assembly, code doesn't look like disassembly here `mov [bp+di],dl`, instead you'd have register names etc. No one sane writes assembly code with no variable etc names.
10:13:40 <mnhebi> https://www.transporttycoon.com/transportgame you notice it in Chris Sawyer's examples of Transport Tycoon alpha code
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10:18:36 <reldred> divs and movs
10:18:41 <reldred> div mov div div mov
10:19:13 <mnhebi> friggin love the design document dissing the graphics of the original Railroad Tycoon btw xD
10:20:24 <mnhebi> then it also throws diss on A-Train and Simcity 2000 and I'm like whaaa
10:22:49 <mnhebi> reldred: don't forget add.
10:22:59 <mnhebi> or push!
10:23:04 <reldred> eh old in joke
10:23:19 <mnhebi> or my favorite, cmp!
10:24:43 <mnhebi> but yeah, looking at this 179k line disassembly of C.E.O or AIV Networks and I just can't help but feel in awe how Ludde did shit like this all alone to get OpenTTD started..
10:25:41 <reldred> well he also did scumm vm
10:25:44 <mnhebi> gotta see where one function starts, and ends...name it etc.
10:36:08 <peter1138> All it takes is for a commercail product to include some debug information and bam, you've got a whole load of symbols to make your disassembly make much more sense.
10:36:20 <peter1138> It's still assembly though πŸ˜„
10:37:42 <mnhebi> yeah, if only all old games included their .pdb's...
10:38:50 <peter1138> Hmm, hopper are so slow 😦
10:47:01 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain opened pull request #150: Fix: [CI] bump Python version to 3.12 https://github.com/OpenTTD/BaNaNaS/pull/150
10:48:50 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain updated pull request #150: Fix: [CI] bump Python version to 3.12 https://github.com/OpenTTD/BaNaNaS/pull/150
10:48:51 <truebrain> okay, that doesn't work .. let's try this
10:49:55 <truebrain> and now it is missing libpng-dev .. lolz
10:50:38 <truebrain> ah, Ubuntu 24.04
10:50:40 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain updated pull request #150: Fix: [CI] update actions to latest version https://github.com/OpenTTD/BaNaNaS/pull/150
10:51:24 <truebrain> spam spam spam spam
10:51:25 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain updated pull request #150: Fix: [CI] update actions to latest version https://github.com/OpenTTD/BaNaNaS/pull/150
10:52:17 <truebrain> there we go πŸ™‚
10:52:44 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain merged pull request #150: Fix: [CI] update actions to latest version https://github.com/OpenTTD/BaNaNaS/pull/150
10:53:18 <truebrain> another repo, being all happy again
11:07:25 <peter1138> Hmm
11:18:01 <kuhnovic> https://cdn.discordapp.com/attachments/1008473233844097104/1294982473880698910/image.png?ex=670cfde9&is=670bac69&hm=0ff0b20308b5e9c9691953610f2a3580beaeae4255555a894bde6287b4956623&
11:22:03 <DorpsGek> [OpenTTD/team] glx22 commented on issue #592: [uk_UA] Translator access request https://github.com/OpenTTD/team/issues/592
11:23:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12992: Codechange: Simplified YAPF ship region node https://github.com/OpenTTD/OpenTTD/pull/12992#pullrequestreview-2364896172
11:24:42 <peter1138> YAPF used `m_...` for 'member' variables before we had established that we use `this->...` for those.
11:25:12 <xarick> google chrome killing adblocks, funny
11:25:48 <peter1138> I actually think it might be worth going through removing `m_` from the names and using `this->`, through ALL of YAPF first. With no other changes.
11:27:14 <peter1138> And then also standardising the template parameter naming. All those `_` is not normal πŸ˜„
11:27:49 <kuhnovic> I use resharper on my work PC. It really good for renaming things across entire inheritance trees. But I wonder if it's able to track those member names across all the CRTP voodoo.
11:28:53 <xarick> what is CRTP?
11:29:03 <peter1138> Curiously recursive template parameters.
11:29:14 <kuhnovic> "magic". But quite cool magic.
11:29:25 <peter1138> Oh, recurring, not recursive.
11:29:33 <peter1138> And pattern not parameters.
11:29:38 <peter1138> So I'm all wrong πŸ˜„
11:29:45 <peter1138> Curiously Recurring Template Pattern.
11:29:58 <kuhnovic> Just abbreviate it, you'll never get it wrong πŸ˜›
11:29:58 <peter1138> Perhaps Cursed, depending how you feel.
11:30:00 <peter1138> I like it.
11:30:20 <kuhnovic> https://en.cppreference.com/w/cpp/language/crtp . "CRTP may be used to implement "compile-time polymorphism", when a base class exposes an interface, and derived classes implement such interface." . That's essentially what's going on in YAPF.
11:30:21 <peter1138> I used something similar to CRTP for dropdown list items, but I think technically that is the wrong way around.
11:30:54 <peter1138> I have no idea what the dropdown list items compile down to, but it makes adding bits and extending them very easy.
11:31:29 <xarick> any hope for reverting 30e1a61? or add some of its functionality as a parameter choice?
11:31:47 <peter1138> You need to properly explain why.
11:32:03 <peter1138> In your PR that does it.
11:32:20 <peter1138> (i.e. don't bother writing it here)
11:34:37 <kuhnovic> I see absolutely no reason to revert that change
11:36:00 <kuhnovic> It removes some strange, incorrect behavior and replaces with correct A* behavior. And no, we're not going to revert things just becase they are inconvenient for your contrived use cases.
11:37:35 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #12992: Codechange: Simplified YAPF ship region node https://github.com/OpenTTD/OpenTTD/pull/12992#pullrequestreview-2364898506
11:39:29 <kuhnovic> And optionally enabling/disabling this behavior is even worse. Adding modes and options turns testing into a nightmare.
11:51:05 <peter1138> Hmm, I wonder best to do threaded sound loading.
11:51:51 <peter1138> +how
11:52:37 <peter1138> I think I'd need to read the binary data into memory first, and then handle it.
11:53:01 <peter1138> Otherwise it's very likely to have multiple sounds playing together trying to read from a file at the same time.
11:54:06 <peter1138> And if the sound is in NewGRF, possibly trying to read sound data and sprite data at the same time, which means that using a queue and only loading one sound at a time is not useful.
11:55:52 <peter1138> It is mostly moot. Sound loading does not take much time, but with Opus compression and Soxr resampling it can encroach into noticeable stutter (on first load, the sounds are only loaded once)
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13:21:24 <LordAro> peter1138: protip: all-out effort in 5C makes your throat hurt
13:21:46 <peter1138> Oof.
13:21:54 <peter1138> I am going to struggle getting back into it.
13:22:18 <DorpsGek> [OpenTTD/OpenTTD] jomppe123 opened issue #12993: [Bug]: Known bugs tab https://github.com/OpenTTD/OpenTTD/issues/12993
13:24:26 <peter1138> Easy fix
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13:25:09 <Borg> howdy, any GRF guruz around? espacially industry and tiles
13:25:39 <Borg> I have problem changing IndustryTiles properties.. I mean I can change them, but sounds and tile animation defaults are wiped.
13:25:49 <Borg> is there a way to prevent it.. or at least rebuild them?
13:27:28 <Borg> I didnt not yet done RTFS :)
13:28:42 <LordAro> peter1138: oh no?
13:40:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12994: Fix #12993: Replace known-bugs text with markdown version. https://github.com/OpenTTD/OpenTTD/pull/12994
13:42:05 <peter1138> LordAro, just fatigued after the last bout of possibly-that-virus-but-not-sure.
13:45:56 <johnfranklin> I have a running nose for a few days
13:48:10 <_glx_> oh breaking emscripten is so rare
13:54:05 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #12994: Fix #12993: Replace known-bugs text with markdown version. https://github.com/OpenTTD/OpenTTD/pull/12994#issuecomment-2408989235
14:00:07 <Borg> okey I found it myself, doing RTFS:
14:00:09 <Borg> A copied tile should not have the animation infos copied too.
14:00:46 <Borg> so now question is.. Can I easly recreate default tile animation and sounds somehow? possible?
14:06:09 <LordAro> peter1138: :((
14:15:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12994: Fix #12993: Replace known-bugs text with markdown version. https://github.com/OpenTTD/OpenTTD/pull/12994
14:15:56 <peter1138> Ah, my defailt search excludes .txt files, because lang files... πŸ˜„
14:49:08 <xarick> no asserts so far, I'm quite pleased
14:49:56 <xarick> but trackdir is noticeable slower, even with the change to 8x8
14:54:45 <DorpsGek> [OpenTTD/team] cookieMr opened issue #593: [pl_PL] Translator access request https://github.com/OpenTTD/team/issues/593
14:57:28 <xarick> i'mma test 4x4 for the lols
15:02:14 <xarick> wow, watching this stuff effortessly scale is magic
15:03:44 <truebrain> /me awaits the bug reports for changelog.txt (similar to known-bugs.txt πŸ˜› )
15:04:03 <xarick> seems to be doing 25 lookaheads
15:13:31 <xarick> very big performance impact with 2x2... turned worse than i expected
15:17:05 <xarick> 1x1 returns path not found πŸ˜›
15:19:17 <xarick> 32x32 not possible to test atm
15:27:01 <_glx_> of course when testing CI stuff on my fork it always picks 22.04
15:39:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12989: Fix OpenTTD#12968, d20df82: Added back ability to create unremovable houses https://github.com/OpenTTD/OpenTTD/pull/12989#pullrequestreview-2364942769
15:44:01 <peter1138> truebrain: Can if you want.
15:44:11 <peter1138> Or rather, if you don't object πŸ˜‰
15:46:48 <truebrain> I assume it shows the same issues πŸ˜„
15:46:59 <truebrain> But might be time to make that file markdown too, imo
15:48:51 <peter1138> Working on it πŸ˜‰
15:49:05 <truebrain> Nice πŸ˜„
15:59:23 <peter1138> Okay, a bit more to it.
16:00:32 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1295053571242594458/image.png?ex=670d4020&is=670beea0&hm=d110080af69015487ac3abc5dc74c357dbfa2ec646ea072a5a0f0ed69d2eac86&
16:00:32 <peter1138> Heh
16:01:15 <_glx_> the structure is present
16:01:34 <peter1138> Yeah, I had to disable some bits.
16:01:50 <peter1138> By default we only show the first 20 entries.
16:02:11 <peter1138> And changing the format breaks that test, so I'm changing that too πŸ˜„
16:03:29 <Borg> https://www.tt-forums.net/viewtopic.php?p=1266772#p1266772
16:03:41 <Borg> ^- oh lols :) now wonder I cannot recreate Power Plant Smoke
16:06:26 <_glx_> <https://github.com/glx22/OpenTTD/pull/31/files> <-- ugly workaround (only tested with 22.04 because 24.04 was never chosen)
16:07:52 <peter1138> Yeah, there does not seem to be a way to use the default animation handlers for custom graphics.
16:08:18 <peter1138> Chimney smoke only works for industry tile 8, and anything added is not 8.
16:08:26 <Borg> yep
16:08:47 <Borg> you could add some hack in property.. if industry tile was copied from industry tile 8
16:08:55 <Borg> but I guess its not worth the effort
16:09:05 <Borg> the same problem w/ bzz effect.. I managed to get animation.. no sound tho
16:09:13 <peter1138> Well, no, if you're adding a flag, you just create smoke if the flag is set.
16:09:33 <Borg> yeah.. thats other optio.
16:09:36 <peter1138> You can use base sounds effectsfor sure.
16:09:47 <Borg> oh..
16:09:59 <Borg> maybe I can live w/o smoke then :) If I will have bzz :D
16:11:59 <peter1138> A general way to add effect-vehicle smoke for industries (and perhaps even houses or objects) might be nice though.
16:12:30 <peter1138> Could save on the awkward tile animation that FIRS etc do.
16:13:20 <Borg> peter1138: looks like easy to do... just add extra bit to special flags (Property 12)
16:14:52 <Borg> or no so easy.. because X,Y is hard calculated for now
16:14:54 <peter1138> Kind-of. We then fall foul of "I want the smoke to look different" πŸ™‚
16:15:01 <Borg> yeah ;)
16:15:43 <truebrain> _glx_: or just force 24.04 for now, and we can change that into "latest" in a month or so
16:15:53 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1295057434154504272/image.png?ex=670d43b9&is=670bf239&hm=cae27a752013f95493a8efa42fdca0730d27a0bce73742148ffb474169a81d8e&
16:15:53 <peter1138> Limited to 20 versions like before...
16:40:28 <andythenorth[d]> peter1138: β€œPls subscribe me to your list”
17:03:23 <peter1138> Hardcoding to 24.04 temporarily is probably better than making it more complex to support 22.04 briefly?
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17:17:55 <peter1138> Assuming it all compiles with newer clang.
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17:34:32 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295077227687575623/image.png?ex=670d5628&is=670c04a8&hm=45179441c48132af2aab5305839de290593bea4cc4f79b6debdf89f26f7100a3&
17:34:32 <xarick> testing 32x32
17:34:43 <xarick> for some reason ship is not pathfinding correctly though
17:39:53 <xarick> ah, right, i see
17:40:14 <xarick> it's setting intermediate destination
17:40:24 <xarick> and there's only 1 region
17:40:32 <xarick> bad maths
17:41:44 <xarick> "ship is already there problem"
17:56:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295082748809056338/Captura_de_ecra_2024-10-13_163150.png?ex=670d5b4c&is=670c09cc&hm=fdb9981ac9966466b0344de749d46246d140fb89c19b1e41d4dfdc2c298fbe26&
17:56:29 <xarick> 8x8
17:56:47 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295082827171233856/Captura_de_ecra_2024-10-13_163321.png?ex=670d5b5f&is=670c09df&hm=ba3190a0561e8d6545a74860522951348a199243e51b0f48fee094e95da54226&
17:56:47 <xarick> 16x16
17:56:59 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295082875934212126/Captura_de_ecra_2024-10-13_163510.png?ex=670d5b6b&is=670c09eb&hm=5b1eef77b2eb8dba533056128db34c35fe1f47c0c1966cb11ecf91c3eb3e8a13&
17:56:59 <xarick> 4x4
17:57:08 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295082913112657981/Captura_de_ecra_2024-10-13_185430.png?ex=670d5b73&is=670c09f3&hm=e1027e10e1c30ac30548372cf51fe6288f86feab59f89cadb8dc32b3a58aa1bd&
17:57:08 <xarick> 32x32
17:57:58 <xarick> test: ship finding nearest depot on a 4096x4096 map from right corner to left corner
18:02:49 <peter1138> High-level pathfinders, all the way down.
18:02:53 <peter1138> MAP_SIZE / 2.
18:02:57 <peter1138> MAP_SIZE / 4
18:02:59 <peter1138> MAP_SIZE / 7
18:03:03 <peter1138> Ahem.
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18:51:33 <xarick> I'm learning something
18:51:48 <xarick> the smaller the area, the more accurate it is
18:53:05 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295096994943205498/Trennpool_Bridge_Transport_1971-10-17.png?ex=670d6891&is=670c1711&hm=14af5042e84892adf08972182b3aa41ff143d73258231406ac93ca411d0f33e5&
18:53:05 <xarick> 4x4
18:53:21 <xarick> best depot choice
18:54:45 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295097415577112587/Trennpool_Bridge_Transport_1971-03-03.png?ex=670d68f5&is=670c1775&hm=ff48a22c4aac2ecbf0f8878e7c38c76cf0e645678f57810efeda4c46e9ee3b1f&
18:54:45 <xarick> 8x8 - happens to pick the best depot choice again
18:56:22 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295097819312558241/Trennpool_Bridge_Transport_1971-03-07.png?ex=670d6955&is=670c17d5&hm=8437ece7d88e84d7bdb0ac022c7b3ee2dbbe81f10b8ba6cd9edec8341d5a20a9&
18:56:22 <xarick> 16x16 - not the best depot choice anymore, but also not the worst
18:57:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1295098141690957916/Trennpool_Bridge_Transport_1971-03-02.png?ex=670d69a2&is=670c1822&hm=7f55a42b238f8d1ff0802351fe160f3fdbb46fbf8aebebf8cfb79ef5f5ecdfc8&
18:57:39 <xarick> 32x32 - the worst depot choice
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19:10:35 <peter1138> BSP depot finding?
19:22:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12994: Fix #12993: Replace known-bugs text with markdown version. https://github.com/OpenTTD/OpenTTD/pull/12994
19:31:54 <_glx_> xarick: surprisingly I'm quite sure it has been said here last week πŸ™‚
19:32:45 <_glx_> because low level run is bound to patches found by high level
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19:41:13 <kuhnovic> Bigger water regions also have a higher chance to be invalidated, simply because they contain more tiles. And updating large water regions takes a lot longer than smaller ones.
19:41:24 <kuhnovic> So I think you are beginning to see that it's all a big trade-off
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20:11:43 <soylent_cow[m]> OMG lol this game has TRAM!!!
20:12:16 <soylent_cow[m]> i am hella digging the Czech one, it's purdy at 32bit
20:15:45 <soylent_cow[m]> ❓️ is it advisable to raise the 500 train limit in server config?
20:15:55 <soylent_cow[m]> what are the safe higher values?
20:38:31 <peter1138> Have you reached it as a limit?
20:54:42 <andythenorth[d]> lunch was not worth discussing today
21:09:46 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #12995: Cleanup: [CI] Inconsistent usage of runners in workflows https://github.com/OpenTTD/OpenTTD/pull/12995
21:19:26 <soylent_cow[m]> <peter1138> "Have you reached it as a limit?" <- ahaha no, one of the players did though
21:19:42 <soylent_cow[m]> i am at like 100 trains though, i can see how it's very possible
21:19:52 <soylent_cow[m]> playing 2k x 2k map
21:19:55 <peter1138> Isn't that a yes then?
21:19:57 <soylent_cow[m]> for a month
21:27:23 <soylent_cow[m]> hmmm giant screenshot option not there...
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21:35:23 <xarick> peter1138: what do you mean by that?
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21:36:21 <xarick> after 2 days of testing, no more asserts happening
21:36:50 <xarick> on my 70k ships tests :p
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22:13:29 <soylent_cow[m]> <peter1138> "Isn't that a yes then?" <- yes 😹
22:16:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #12995: Cleanup: [CI] Inconsistent usage of runners in workflows https://github.com/OpenTTD/OpenTTD/pull/12995#pullrequestreview-2365004086
22:17:43 <johnfranklin> What is Peter’s Avatar?
22:20:01 <johnfranklin> Tetsuwan Atomu?
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22:53:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #12995: Cleanup: [CI] Inconsistent usage of runners in workflows https://github.com/OpenTTD/OpenTTD/pull/12995
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