IRC logs for #openttd on OFTC at 2024-10-29
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07:36:11 <kuhnovic> Thanks for fixing my branch rubidium 👍
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07:48:01 <Sedrowow> Hi... So i looked at the wiki at the portable devices section and found an issue: the links to get the PocketPc Download is kinda broken, it leads to a website not containing the download
07:50:29 <dwfreed> I mean, the company probably got bought out some time ago
07:52:47 <Sedrowow> Probs... Thats really something that sucks... Since i have a pocketpc with Windows Mobile 5.0.0 (got also an older one that had a working openttd, but one time the battery went empty, and it lost the files)
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07:59:31 <andythenorth> Pff, half the problem with cargo classes is just the names.
07:59:31 <andythenorth> In a few cases there’s a mismatch between names that make sense when used for cargo, and names that make sense when applied to vehicles
08:00:01 <andythenorth> But it’s all just bits, and nml now has arbitrary constants….
08:11:40 <andythenorth> Hmm away from laptop…but an nml const can’t expand to a full property declaration in an item block, I assume? (Or 2 properties)
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10:58:30 <xarick> should all floats be double for precision?
11:06:15 <peter1138> No, precision isn't needed.
11:07:56 <xarick> yapf_base.hpp has a float
11:10:14 <LordAro> replace it with a goto
11:10:56 <xarick> I'm searching for floats in the code: linkgraph_gui.cpp has a float
11:11:09 <peter1138> I started writing some 6502 assembly in BBC Basic the other dya.
11:11:18 <peter1138> Then I came to my senses and closed the browser tab.
11:12:06 <xarick> genworld.cpp has 2 floats
11:12:18 <andythenorth> OpenTTD, but in Basic?
11:12:35 <peter1138> But in 6502 assembly written in Basic?
11:12:57 <xarick> multiple widget related files with float
11:17:56 <johnfranklin> The new eink device arrived along with some ebooks in multiple languages: English, German, Spanish, Czech, Russian…
11:17:56 <johnfranklin> I bought it from a German website where it was 100£ cheaper, but I payed 50£ custom tax and 20£ delivery fee before I got it. Brexit effect?
11:20:42 <peter1138> Colour e-ink though, fancy.
11:22:51 <johnfranklin> Oh, it is benefit to UK gov…
11:27:29 <ketsuban[d]> On the plus side you now know the profit margin for the domestic company selling it. They have to pay the same fees you did, so their margin is about £30.
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12:01:25 <xarick> this is what happens when you put microtransactions in your game...
12:05:41 <peter1138> Sounds like a lot of excuses for "we fucked up our schedule"
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12:25:37 <peter1138> NewGRF microtransactions? Buy your variants here.
12:25:58 <peter1138> "Cosmetic only, not pay to win."
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12:29:50 <exceptik> peter1138: suddenly turning openttd into 4k graphics isometric experience
12:33:55 <peter1138> Damn, do we need charge for making the window fullscreen on 4K monitors?
12:51:36 <_glx_> xarick: There's no issue with float/double, as long as you don't have to sync results between clients
13:27:21 <xarick> > E:\OpenTTD Visual Studio\SamuXarick\OpenTTD\src\town_cmd.cpp:2168: Backed-up value was not restored!
13:28:01 <xarick> ah, i triggered the no space for more towns
13:32:46 <blathijs> yeah_its_gloria: Hi! I saw a highlight wrt to app ids. I am indeed the maintainer for the OpenTTD Debian packages. From reading back the discussion quickly, I couldn't immediately tell what the issue was, but if you have suggestions for changes to make in the Debian package, I'm happy to hear them.
13:36:00 <blathijs> Oh, I just saw a bug report on the Ubuntu package, maybe you reported that? 425267820232
13:38:33 <LordAro> definitely looks like the same person reporting though
13:44:46 <FLHerne> xarick: why are you looking for floats
13:45:07 <FLHerne> all the values in mapgen are arbitrary, and most of them are randomly-generated
13:45:52 <FLHerne> precisely calculating arbitrary random numbers is not useful or desirable
13:46:13 <LordAro> FLHerne: fLoAtS aRe BaD
14:06:43 <xarick> would it be a good fit?
14:07:01 <yeah_its_gloria> blathijs: I have no idea how debian packages work, but flatpak uses `org.openttd.OpenTTD` as an `app id` and snapcraft uses `openttd`
14:08:24 <yeah_its_gloria> the debian packages use `openttd` as well so I assume if anything is failing here it's probably those "awesome software centers"
14:12:56 <_glx_> xarick: if done properly yes
14:17:02 <_glx_> but indeed a return between Backup() and Restore() is an issue to be fixed
14:22:12 <yeah_its_gloria> why does the flatpak image list `info@openttd.org` as the contact for updates (?)
14:22:23 <yeah_its_gloria> or say this was made by "The OpenTTD Team"
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14:22:27 <audigex> yeah_its_gloria: The biggest curse of Linux… needing to have 8 different alternative versions of literally everything
14:22:46 <yeah_its_gloria> at least the snap despite being dead for 3 years mentions it is not official
14:24:45 <yeah_its_gloria> does any developer here even have access to the flatpak package's repo
14:27:28 <yeah_its_gloria> the person responsible for openttd in Ubuntu's repos is a KiCAD developer???
14:27:37 <yeah_its_gloria> why are all the people involved in this R&D engineers
14:27:51 <yeah_its_gloria> wait no that's blathijs
14:27:57 <yeah_its_gloria> I'm not reading enough oops
14:28:20 <yeah_its_gloria> I'll assume these are identical save for being on ubuntu and debian's servers respectively
14:30:43 <yeah_its_gloria> all those packages use the same description with the caveat of the Debian/Ubuntu packages mentioning the additional opengfx and etc packages, and snapcraft mentioning it isn't official and also comes packed with opengfx and friends (?)
14:30:52 <yeah_its_gloria> and flatpak just rips the description from the website as-is
14:31:12 <yeah_its_gloria> just one more metadata format and I'm sure this'll be fixed
14:38:34 <andythenorth> Pff I thought only macOS had this packaging issue
14:40:39 <peter1138> Windows has Microsoft Store, Steam, Epic, Humble, Gog, Itch.io, plus all the developer-specific shit like uPlay, Origin and Battle.net.
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14:51:56 <andythenorth> @glx will nml cons expand only the assignment (value) side of an item property, or can I declare all of property with it (identifier:value)?
14:52:18 <andythenorth> I’d check but I’m away from laptop
14:53:52 <blathijs> yeah_its_gloria: Correct, I just upload to Debian and then Ubuntu just imports that (not sure if that is automatic or some Ubuntu devs reviews each import). Occiasionally some Ubuntu dev makes a patch or changes something in the package for Ubuntu, but I am not sure how that process works (usually I try to merge such changes back into the Debian package).
15:06:00 <Rubidium> _glx_: I would argue that neither is correct, as UpdateNearestTownForRoadTiles set all town owned road to INVALID_TOWN and only restores it when there is no error. Though I might be mistaken
15:07:19 <Rubidium> I'm also wondering why all town owned road needs to be set to INVALID_TOWN before creating the new town
15:10:06 <yeah_its_gloria> blathijs: thanks 🫡
15:10:26 <yeah_its_gloria> andythenorth: I mean macOS' only metadata change was entitlements and that's kinda Old™️ by now
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15:35:02 <andythenorth> Brew, macports, app store, binaries-if-notarised
15:55:49 <peter1138> Brew? Don't mind if I do.
16:18:11 <peter1138> I... have none of that.
16:19:59 <kuhnovic> Romanian stuff, it's quite good
16:25:04 <peter1138> "Craft-Quality Beer"
16:27:00 <peter1138> Craft is a code word for "more expensive".
16:40:49 <exceptik> yuengling is also considered "craft"
16:40:49 <exceptik> at least its better than budweisser 😆
16:53:01 <_glx_> Rubidium: it's for the player owned roads
16:54:39 <peter1138> I have a patch somewhere that implements a run-this-function-when-destructed, which would allow UpdateNearestTownForRoadTiles(false) to be called auomatically
16:54:50 <peter1138> But... _c looks nice and clear.
17:05:12 <Rubidium> _glx_: my question was not about what the final result is, but why it must first call SetTownIndex(t, INVALID_TOWN) for each of the tiles (because invalidate is true and the branch actually determining the town isn't taken) and then runs it again to call SetTownIndex(t, <possibly valid town>) (because invalidate is false and the branch is taken).
17:06:03 <Rubidium> I haven't found the reason why it must be set to INVALID_TOWN first, before being set to <possibly valid town>
17:11:02 <xarick> i triggered this in the scenario editor when placing a random town
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17:29:17 <andythenorth> peter1138: railtype variants? 😛
17:29:27 <andythenorth> Might not actually be trolling
17:47:01 <peter1138> Ah, I think I missed it because of the &
17:48:17 <peter1138> andythenorth: What.
17:48:51 <peter1138> Oh making a hierarchy.
17:49:23 <peter1138> Someone would want "headers"
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18:09:06 <andythenorth> peter1138: All those variations just for ground sprite…
18:09:13 <andythenorth> And that menu too
20:05:22 <xarick> shouldn't object tiles have flooding states?
20:15:45 <xarick> there's still some mysticism around flooding tiles
20:17:18 <peter1138> That error was because InvalidateWaterRegions is called in a different place in JGRPP,.
20:18:04 <xarick> InvalidateWaterRegion is in the wrong place
20:18:31 <xarick> should be only called if the object is really built on water
20:18:42 <xarick> well, it works, but...
20:20:27 <_glx_> oh I remember when this loop was added
20:21:32 <_glx_> I think it was suggested to put the invalidation in BuildObject
20:23:54 <xarick> I suspect `ClearNeighbourNonFloodingStates` isn't necessary in some parts
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20:35:05 <peter1138> The invalidation is, indeed, in BuildObject() in JGRPP.
20:36:01 <xarick> build/remove lock always need special treatment, I wonder why
20:41:26 <peter1138> If in doubt, it's safest to just invalidate.
20:42:23 <_glx_> yeah invalidation is just a marker for a possible update later
21:02:13 <xarick> MakeWater and alikes just sets t.m3() = 0;
21:02:44 <xarick> clears the nonflooding state
21:04:10 <peter1138> Similar to loads of Make* calls not calling Set functions and doing direct access.
21:12:01 <xarick> oh boy this thing is so close to not working in some obscure edge case
21:14:48 <xarick> why not put ClearNeighbourNonFloodingStates inside MakeWaterKeepingClass
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21:29:19 <peter1138> Because MakeWater should already become a flooding tile as appropriate.
21:29:53 <peter1138> And being water, it can't be flooded by its neighbour tiles, so they don't need to be reactivated.
21:35:57 <xarick> even if the neighbours don't flood it, they themselves can flood the other MadeWater neighbours
21:39:37 <xarick> hmm the lock removal doesn't seem to require ClearNeighbourNonFloodingStates apparently
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21:53:19 <xarick> I have a couple of improvements for that PR
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22:19:27 <xarick> ouch, i found an edge case 😦
22:27:06 <xarick> funny... i can't reproduce it
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22:33:05 <xarick> there is a point of failure, but i'm unable to make it happen again 😦
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