IRC logs for #openttd on OFTC at 2024-10-30
⏴ go to previous day
01:06:12 *** Smedles has joined #openttd
03:41:08 *** debdog has quit IRC (Ping timeout: 480 seconds)
03:59:31 *** gnu_jj_ has joined #openttd
04:02:54 *** gnu_jj has quit IRC (Ping timeout: 480 seconds)
04:47:08 *** D-HUND is now known as debdog
07:39:04 *** Guest7922 has joined #openttd
08:32:20 *** Smedles_ has joined #openttd
08:35:30 *** Smedles has quit IRC (Ping timeout: 480 seconds)
08:38:16 *** mindlesstux has joined #openttd
08:53:20 <truebrain> Lol; how do they find out .. amazing 😄
09:13:22 <peter1138> There's several attached savegames on the issue that is mentioned only in the title and is therefore not clickable.
09:13:24 <belajalilija> I didn’t know TTO save games even worked in OpenTTD
09:13:49 <peter1138> Sadly someone thought it would be cool to try to loading them. Now we have to forever support it :p
09:15:31 <belajalilija> What happens with the different vehicles?
09:25:41 <peter1138> There's some mapping.
09:29:35 <xarick> trees are complicated 🙂
09:30:17 <xarick> my line of thought was... make the code similar to what a shore do
09:31:11 <xarick> hence the move from on placing tree to on clearing tree shore and the move of continue_flooding to below tree shore
09:35:22 <xarick> otherwise trees are going to leave a lot of water tiles without the nonflooding state disabled
09:43:19 <xarick> hmm i've been thinking...
09:44:52 <xarick> ... whether the other tile types such as rail, roads, objects, etc... should be also added to the neighbour checking, before `continue_flooding = true;`
09:59:04 *** asymptotically2 has quit IRC (Ping timeout: 480 seconds)
10:08:08 *** asymptotically2 has joined #openttd
10:28:45 <xarick> ``` /* do not try to flood water tiles - increases performance a lot */
10:28:45 <xarick> if (GetFloodingBehaviour(dest) == FLOOD_ACTIVE) continue;```
10:28:58 <xarick> and get rid of all the special handlings
10:36:04 <xarick> if (IsTileType(dest, MP_WATER)) DoFloodTile(dest); maybe
10:55:39 *** kunet_android has joined #openttd
10:55:39 <kunet_android> Hi everyone, I've joined this server with the intention of getting the game's development documentation so I can understand how to contribute to a community of programmers. Could you please point me to where I can access and consult the documentation?
11:00:45 <LordAro> the source is the best documentation :)
11:01:49 <xarick> there's some weird overlapping happening
11:02:04 <xarick> because it's checking 8 adjacent tiles
11:03:42 <xarick> does it really require checking all 8?
11:04:17 <peter1138> There's probably some edge-case that requires flooding diagonally.
11:05:45 <xarick> whichever tile came first into checking can determine whether the nonflooding state is set
11:07:58 <xarick> im getting this kind of stuff
11:08:19 <xarick> at the bottom, trees were there first, then canals were placed
11:08:33 <xarick> at the top right, canals were there first, then trees were placed
11:10:08 <xarick> and placing trees need to reset the nonflooding state of nearby tiles
11:16:26 <xarick> `if (GetFloodingBehaviour(dest) != FLOOD_NONE) continue;`
11:29:15 <xarick> there are water tiles that don't flood
11:31:47 <xarick> water tiles need to be checked
11:31:57 <xarick> because some don't flood
11:38:29 <kunet_android> LordAro: May be, also i need read all doc libraries used instead it. If i know all about it, i use and may be understand how used it in the flow.
11:43:30 <LordAro> I'm not sure what you mean by "doc libraries"
11:49:42 <kunet_android> LordAro: Lo voy a decir en español, que se me da mejor:
11:49:42 <kunet_android> La documentacion de las librerias usadas. La relacion de todo, se llama bibliotecas. El uso de las mismas y el motivo por el que se han programado. Lugares de insercion en el flujo principal y demas.
11:49:42 <kunet_android> Ahora, le pido a Gemini que me lo traduzca:
11:49:42 <kunet_android> The documentation of the libraries used. The collection of all these elements is referred to as a library. The purpose and use of libraries, along with the reasons behind their creation. Integration points within the main program flow and other related topics.
11:49:53 *** aperezdc has quit IRC (Ping timeout: 480 seconds)
11:50:04 *** asymptotically2 has quit IRC (Ping timeout: 480 seconds)
11:51:49 <LordAro> are you talking about external libraries like SDL, libpng, etc? They're listed in the readme, and you go can go look them up from there
11:52:50 *** aperezdc has joined #openttd
11:53:04 <LordAro> Their usage within OTTD varies depending on what they're actually used for and isn't particularly documented outside of just searching for the library's functions within the source
11:53:15 <kunet_android> And the flow diagrams?
11:53:33 <LordAro> i don't think we have any of those
11:54:20 <LordAro> there's the docs folder, but i'm not aware of any overall program flow diagram or otherwise
11:56:35 <kunet_android> thank you, then only see overall, and if i can evaluate how to proceed, then do it.
12:02:55 *** aperezdc has quit IRC (Remote host closed the connection)
12:08:13 *** merni has quit IRC (Quit: User went offline on Discord a while ago)
12:09:26 *** aperezdc has joined #openttd
12:09:43 *** asymptotically2 has joined #openttd
12:11:32 <peter1138> Yeah, this is not a corporate business solution with design documents describing everything. It's a game that volunteers have contributed to for 20 years.
12:13:21 *** aperezdc has quit IRC (Remote host closed the connection)
12:14:11 <kunet_android> i love that game.
12:15:53 <xarick> master vs pr13013 vs pr13013 with my own touch
12:20:17 *** aperezdc has joined #openttd
12:32:43 <xarick> can you do testings of your own to see if I didn't screw anything up
12:45:14 <_glx_> You're focusing too much on getting 100% accurate flooding state
12:45:53 <_glx_> It can be more expensive to get it, than having some tiles flooding when they should not
12:56:34 <peter1138> Remember a tile that is flooding doesn't do it every tick, it's every 256 ticks.
12:57:38 <peter1138> I also intended to match JGRPP's behaviour, becuase it's been around there and tested for a lot longer. I already messed that up by 1) trying to tweak it and 2) misapplying due to other differences.
13:05:38 *** Lukas[m]12 has joined #openttd
13:23:54 *** ialokin has quit IRC (Ping timeout: 480 seconds)
13:26:01 *** toktik is now known as Guest7959
13:26:36 *** Artea has quit IRC (Ping timeout: 480 seconds)
13:27:36 *** jinks has quit IRC (Ping timeout: 480 seconds)
13:27:36 *** jinks_ is now known as jinks
13:28:28 *** FLHerne has quit IRC (Ping timeout: 480 seconds)
13:29:57 *** ialokin has joined #openttd
13:30:09 *** Guest7959 has quit IRC (Remote host closed the connection)
13:32:44 *** FLHerne has joined #openttd
13:33:16 *** FLHerne is now known as Guest7968
14:29:20 *** toktik is now known as Guest7976
14:35:11 *** Guest7976 has quit IRC (Ping timeout: 480 seconds)
15:26:25 *** Wormnest has joined #openttd
15:27:21 <xarick> why are vehicle x_pos and y_pos signed ints?
15:29:54 <xarick> I'm doing some `& 0xF` to `% TILE_SIZE`
15:30:05 <xarick> but i worry about the sign
15:31:12 <xarick> maybe TILE_UNIT_MASK would be appropriate, didn't notice it existed
15:32:56 *** Smedles has joined #openttd
16:02:27 <peter1138> Aircraft can fly outside the bounds of the map.
16:13:34 *** HerzogDeXtEr has joined #openttd
16:42:50 <_glx_> they are not outside, it's the perspective 🙂
16:43:19 <_glx_> oh unless airport is close to border
16:48:19 <truebrain> Just happy it doesn't appear on the other side of the map 😛
16:48:46 <_glx_> I'm sure it did at some point
16:48:47 <peter1138> A map that wraps around would be... interesting.
16:51:37 <LordAro> just stick someone in the middle of 4k map and don't tell them
16:52:31 <peter1138> Better, when they request a 4kx4k map, generate a 256x256 map that wraps.
16:52:45 <peter1138> "Improved performance of large maps"
17:47:53 <peter1138> God damn it. "Why are these coast tiles not affecting the flooding state"
17:57:43 *** Smedles has joined #openttd
18:05:06 *** Flygon has quit IRC (Quit: A toaster's basically a soldering iron designed to toast bread)
18:06:25 <peter1138> LordAro, HS2 has made one of my KOMs impossible to beat. New road alignment. Of course that means a new challenge...
18:12:25 <johnfranklin> Apple Map started to show Thai train timetables.
18:14:51 <johnfranklin> I should try train travel Lands End John O Groats this Christmas holiday.
18:18:18 <peter1138> Bike travel did you say?
18:19:53 <johnfranklin> There are bike manias here.
18:20:33 <LordAro> i mean, less than 2 if you're actually good
18:36:51 *** gelignite has joined #openttd
18:38:19 <johnfranklin> Have you eaten pumpkins today?
18:51:31 <xarick> eh, some more magic numbers could be replaced with
18:57:04 <xarick> not sure about replacing magic numbers in AddSortableSpriteToDraw
19:17:12 <Rubidium> please, only replace a magic number with a constant when it is actually that constant by meaning and not merely by value
19:26:15 <LordAro> Rubidium: ONE = 1, TWO = 2, THREE = 3
19:26:49 <LordAro> FOUR_THOUSAND_AND_NINTY_SIX = 4096
19:54:14 *** yiffgirl has joined #openttd
19:54:52 <LordAro> i'll be honest it's not a word i have to spell very often
19:56:54 <xarick> I see some 32's that are meant to be TILE_PIXELS
20:02:03 <peter1138> Not if they are passed as arguments to AddSortableSpriteToDraw.
20:03:41 <xarick> how do i reach landscape:695
20:05:42 <Rubidium> LordAro: #define SIX FIVE + 1, #define SEVEN SIX + 1, #define FOURTY_TWO SIX * SEVEN ? ;)
20:06:46 <dwfreed> fun fact: that won't work correctly
20:07:48 <dwfreed> assuming FIVE is defined as 5, you'd get 5 + 1 * 5 + 1 + 1, which would be 12
20:10:46 <xarick> ah, I got it, tile area clear
20:14:25 <xarick> peter, what grf has large objects that go on water? i wanna test
20:29:06 <peter1138> I'm not sure about that last change, but it's that in JGRPP.
20:29:13 <peter1138> At least, as far as I can tell.
20:29:18 <peter1138> The function is a bit different.
20:30:54 <xarick> holy crap, objects can be this large?
20:34:43 <LordAro> Rubidium: prime factors, surely
20:35:18 <LordAro> gotta think about that efficency
20:36:26 *** nielsm has quit IRC (Ping timeout: 480 seconds)
20:36:42 <xarick> i can't overbuild the giant cat object or terraform through ...
20:46:21 <Rubidium> just modify the NewGRF so you can?
20:56:54 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
21:00:46 <xarick> I wanted to test this...
21:01:07 <xarick> not sure what are the requisites
21:04:35 <xarick> well, found a bug in the meanwhile
21:05:19 <xarick> demolished a large tile area with a big cat built on top of canals
21:05:39 <xarick> only the first canal was bulldozed
21:06:10 <xarick> all of them should be clear land, isn't it?
21:08:46 <xarick> _glx_: I think you know how to solve this
21:08:54 <xarick> you did it for the lock
21:09:09 <xarick> this is in the same vein, but for objects
21:11:39 *** gelignite has quit IRC (Quit: Stay safe!)
21:19:03 <LordAro> silly ship, what are you doing there?
21:21:07 <peter1138> The language in that issue is... weird thouhg
21:21:20 <peter1138> "Crash ... due to a regression"
21:24:00 <peter1138> (Removal of non-YAPF probably has a part in t)
21:46:18 *** Wormnest has joined #openttd
21:52:01 *** tokai|noir has joined #openttd
21:52:01 *** ChanServ sets mode: +v tokai|noir
21:58:49 *** tokai has quit IRC (Ping timeout: 480 seconds)
22:06:15 <xarick> this is more complicated to do than I though
22:10:13 <xarick> i bulldozed a straight line
22:10:22 <xarick> but everything got dirt
22:11:03 <xarick> think I'm gonna leave this for someone who can do it better
22:12:57 <johnfranklin> I found a new IRL person who knows openttd but haven’t played it…
22:13:27 <LordAro> IRL person? impossible
22:26:21 <johnfranklin> And it was in a pub. “More impossible”
22:31:24 <peter1138> Alright, if I remove the assert it does just "work"
22:32:45 <_glx_> xarick: could actually be due to object handling in CmdLandscapeClear
22:33:13 <_glx_> any part of an already cleared object is ignored
22:37:01 *** keikoz has quit IRC (Ping timeout: 480 seconds)
22:43:14 <xarick> IsWaterTile is also excluding coasts... hmm
22:44:43 <xarick> IsWaterTile is fine for checking against canal, which can't be placed on half-coast, half-water tiles
22:44:53 <xarick> but not for checking nonflooding state
22:48:47 <xarick> I still don't think the ClearNeighbourNonFloodingStates is required anyway
23:03:03 *** Wolf01 has quit IRC (Quit: Once again the world is quick to bury me.)
23:07:29 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
23:43:17 *** Wormnest has joined #openttd
continue to next day ⏵