IRC logs for #openttd on OFTC at 2024-10-31
            
00:07:46 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #13045: Codefix: Immediately return invalid rail/road type when looking for label 0. https://github.com/OpenTTD/OpenTTD/pull/13045#pullrequestreview-2406665278
00:10:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13046: Codechange: Simplify initialisation and Invalidation of rail/road toolbars https://github.com/OpenTTD/OpenTTD/pull/13046
00:11:19 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13045: Codefix: Immediately return invalid rail/road type when looking for label 0. https://github.com/OpenTTD/OpenTTD/pull/13045
00:21:51 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1301340324035035267/image.png?ex=67241f1e&is=6722cd9e&hm=2bd07b7f5f643c56d8af2e8dac6e9c0dad26e33813e64a046e53691d78f132f2&
00:21:51 <peter1138> Graphs eh?
00:47:46 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13046: Codechange: Simplify initialisation and Invalidation of rail/road toolbars https://github.com/OpenTTD/OpenTTD/pull/13046#pullrequestreview-2406708588
00:50:37 <talltyler> peter1138: Industry production graph?
00:50:49 <peter1138> That one.
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01:26:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10541: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/10541#issuecomment-2448816166
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01:31:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10541: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/10541#issuecomment-2448825764
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09:10:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13046: Codechange: Simplify initialisation and Invalidation of rail/road toolbars https://github.com/OpenTTD/OpenTTD/pull/13046
09:10:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13021: Add: Implement road type label conversion https://github.com/OpenTTD/OpenTTD/pull/13021
09:12:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13021: Add: Implement road type label conversion https://github.com/OpenTTD/OpenTTD/pull/13021#issuecomment-2449382437
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10:04:25 <LordAro> peter1138: does that not need a save version bump?
10:06:13 <peter1138> Probably. "Broken savegame - Unknonw chunk type"
10:08:29 <peter1138> But with the w in the right place.
10:08:58 <peter1138> I remember when we used to try to avoid bumping the version at all 🙂
10:09:31 <peter1138> We've had 9 bumps since 14.1
10:10:20 <peter1138> 13.4..14.1 had a LOT of changes mind you.
10:12:03 <peter1138> 32 bumps between 13.4 and 14.1, nice.
10:14:59 <peter1138> 3 bumps between 12 and 13.
10:15:30 <peter1138> I'm dealing with the important tasks today...
11:30:11 <xarick> hi
11:30:45 <xarick> I didn't explain myself clear
11:33:19 <xarick> > PeterN 12 hours ago
11:33:19 <xarick> > This is there to re-enable flooding behaviour of neighbouring tiles when replacing a water tile with an object. If it is not re-enabled then the tiles are not flooded when the object is removed.
11:33:19 <xarick> IsWaterTile doesn't check for coast tiles with water. It's going to return false for those cases.
11:34:36 <xarick> many of these water checking functions are really confusing, you need to dig into them to see what they're doing
11:41:29 <xarick> oh snap
11:41:35 <xarick> oh my gawwwd
11:41:49 <xarick> why is it a clear type tile?
11:43:02 <xarick> wow... they're not water coasts at that point in the code...
11:43:07 <xarick> they're MP_CLEAR
11:43:19 <xarick> I can't believe I was wrong
11:47:43 <xarick> oh I see... they're half land, half water, and it has to make a tough decision
11:47:54 <xarick> to consider it fully land or fully water
11:48:04 <xarick> and it goes with fully land 😦
11:56:11 <peter1138> There's an off-by-one in viewport rendering, it seems.
11:59:39 <xarick> i found a Do Command clearing water tiles without the nonflooding invalidation
11:59:47 <xarick> i also found a possibly cause for desync
11:59:53 <xarick> need to verify
12:00:11 <xarick> docking tiles are not being updated here
12:00:13 <xarick> i think
12:01:12 <xarick> what's the debuglevel to test docking tiles?
12:01:17 <xarick> forgot
12:06:46 <xarick> ah! no desyncs!
12:06:54 <xarick> DoClearSquare does the DockingTile stuff
12:07:30 <peter1138> It's only a desync if client and server do it differently.
12:08:12 <xarick> peter, here's an idea
12:08:36 <xarick> move the NonFloodingState into DoClearSquare, much like docking tile and invalidate water region already do?
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12:33:37 <xarick> dang, how does it feel when you're wrong?
12:39:21 <peter1138> "I wouldn't know"
12:46:12 <LordAro> lol
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13:30:31 <xarick> [Conclusion: `HasTileWaterGround` and `IsWaterTile` are fine here, but only because coast tiles have already been handled before reaching this point in execution.](https://github.com/OpenTTD/OpenTTD/blob/190838cd56d6c96b7a87b3d4a676724cadb0f750/src/object_cmd.cpp#L123-L124)
13:31:02 <xarick> you're lucky peter1138 🙂
13:31:22 <xarick> probably
13:32:32 <xarick> or maybe you were aware already... whatever, I was wrong
13:36:04 <xarick> The other part of the code that takes care of coasts already handles the docking tile and the water region invalidation, but... alas, not the NonFloodingState
13:37:55 <peter1138> print this->z_pos
13:37:55 <peter1138> (int32_t) 8
13:37:55 <peter1138> print GetSlopePixelZ(this->x_pos, this->y_pos, true)
13:37:55 <peter1138> (int) 10
13:37:57 <peter1138> Hmm.
13:46:03 <peter1138> Unhappy road vehicle on bridge end.
13:53:12 <xarick> oh, one more thing...
13:56:51 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13013: Change: Disable water flooding when water tiles have no floodable neighbours. https://github.com/OpenTTD/OpenTTD/pull/13013#pullrequestreview-2408057139
13:57:55 <xarick> I feel like I'm butchering the whole 13013 😦
14:02:46 <peter1138> Btw, I checked the diagonal flooding thing, and yeah... it's necessary.
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14:44:23 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13013: Change: Disable water flooding when water tiles have no floodable neighbours. https://github.com/OpenTTD/OpenTTD/pull/13013
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15:25:06 <xarick> uh oh!!!
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16:12:14 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13047: Codefix: Missing water region invalidation after flooding a rail on a half tile https://github.com/OpenTTD/OpenTTD/pull/13047
16:14:21 <peter1138> Your description doesn't match the title.
16:15:22 <xarick> 😦
16:18:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13047: Codefix: Missing water region invalidation after flooding a rail on a half tile https://github.com/OpenTTD/OpenTTD/pull/13047#issuecomment-2450288316
16:26:43 <xarick> that's a bit tricky
16:28:05 <xarick> nevermind, it's possible
16:28:58 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301583708943417354/image.png?ex=672501ca&is=6723b04a&hm=eb14fe91de2fd4ef94d70fd5f5b5f4f2875c6c04cc3f491570c57cb72b417e56&
16:28:58 <xarick> wow, I was exiting openttd
16:30:04 <peter1138> You're not meant to quit the game!
16:35:26 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301584394599006312/crash20241031162908.json.log?ex=6725026d&is=6723b0ed&hm=678f44a1aa20122b4c41d50e746756e8150def31a6783de97c91b62a5b61c1d9&
16:55:48 <LordAro> possibly #13000
16:56:14 <LordAro> but i suppose not if you're using master-derivatives
17:16:10 <xarick> invalidated water regions message isn't coherent
17:16:20 <xarick> bugs within bugs
17:16:30 <_glx_> #13000 is most likely related to non utf8 file names
17:16:57 <_glx_> and should be fixed in master
17:20:31 <xarick> ah, it's me
17:20:51 <xarick> it only alerts me once
17:21:07 <xarick> if it's already in an invalidated state, it won't tell me again
17:21:27 <xarick> but the query tool does a force update
17:21:36 <xarick> pff... not being helpful
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17:43:46 <peter1138> Oh I guess it needs more to test if invalidation changes anything
17:45:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301602961750757437/image.png?ex=672513b8&is=6723c238&hm=b0e942ef6959b1c6dc0ebc520ccea05ba53a7e4ff3b2a514e3bef47b95c9547f&
17:45:43 <xarick> ship can't go to the buoy
17:45:57 <xarick> this was hard to reproduce dang it
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17:46:37 <ahyangyi> In other words, this would make an excellent regression test after you fix it?
17:47:45 <xarick> i bet if i save game and load again it will be different
17:48:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301603798401421392/image.png?ex=67251480&is=6723c300&hm=65b3c4e60ea1fce35ec8eb693aaf5ee8860ed54bc7b88611a2fa36b32e6188c8&
17:48:48 <xarick> yep...
17:49:02 <xarick> now there's a row of 1's
17:49:26 <xarick> is this qualified as a desync in multiplayer?
17:50:22 <_glx_> if the same happens on every client it's desync safe
17:51:01 <xarick> server has one state, player joining will have another state
17:51:04 <_glx_> but here seems to be an issue
17:51:18 <xarick> ship is lost on the server
17:51:23 <xarick> ship finds the way on client
17:52:21 <_glx_> looks like some water tiles are not seen as water in some case
17:54:46 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13047: Codefix: Missing water region invalidation after flooding a rail on a half tile https://github.com/OpenTTD/OpenTTD/pull/13047#issuecomment-2450489642
18:02:21 <xarick> help me with english
18:02:25 <xarick> > Codefix: Missing water region invalidation after flooding a half tile with rail at the highest corner
18:02:53 <xarick> maybe not Codefix, but fix
18:04:21 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13047: Codefix: Missing water region invalidation after flooding a rail on a half tile https://github.com/OpenTTD/OpenTTD/pull/13047
18:05:07 <johnfranklin> `fix`
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20:15:01 <xarick> interesting, i didn't know i could rebase and pick commits outside my branch
20:15:25 <xarick> just tried it out and to my surprise it works
20:19:04 <xarick> they're not only outside my branch, they're from another person's fork
20:19:12 <xarick> fantastic!
20:21:28 <xarick> tree_cmd.cpp has large portions of code without green text
20:21:54 <xarick> and many numbers
20:24:46 <xarick> comment says MP_CLEAR, and the first example is MP_WATER <https://github.com/OpenTTD/OpenTTD/blob/master/src/tree_cmd.cpp#L782-L784>
20:25:57 <peter1138> Originally it did.
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20:55:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10541: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/10541#issuecomment-2450800520
20:59:09 <talltyler> Merge time, or should I wait for other opinions?
21:14:31 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1301655566409531522/image.png?ex=672544b6&is=6723f336&hm=0f673f6c2c73471613a2fd83e6b56415afe7481ab6f8da990897c117867cb70f&
21:14:31 <peter1138> Literally unplayable.
21:18:39 <peter1138> I just typed "driver" into the search box of Gnome's file browser, and due to lag it treated the input as "revird"
21:35:57 <peter1138> xarick: Definitely a Fix:
21:51:36 <xarick> taking another look at
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21:52:11 <xarick> IsNonFloodingWaterTile
21:52:42 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301665177288048821/Gufingfield_Transport_1950-07-23.png?ex=67254daa&is=6723fc2a&hm=b021c9528d3b8ecfb406511c41155f1dd947644d8a4a0a44b1c652ac258edcfa&
21:56:10 <xarick> blue squares: `MP_WATER && FLOOD_ACTIVE && IsNonFloodingWaterTile`
21:56:10 <xarick> white squares: `MP_WATER && FLOOD_DRYUP && !IsNonFloodingWaterTile`
21:56:10 <xarick> red squares: `MP_WATER && FLOOD_ACTIVE && !IsNonFloodingWaterTile`
21:56:36 <xarick> i need a 4th colour
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22:01:37 <xarick> let me compare with yours
22:14:35 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301670685428682792/image.png?ex=672552cb&is=6724014b&hm=4a905ef9b6b85a16be46aba6e3e3159e6f45a9eb96249d2a8c6c6f2abb873aec&
22:14:35 <xarick> hmm "small" differences around trees and rivers
22:16:12 <xarick> wow Dronfingburg Springs spawned with a disconnected road
22:17:00 <xarick> this would fix it <https://github.com/OpenTTD/OpenTTD/pull/8492>
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22:28:24 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301674162368282725/image.png?ex=67255608&is=67240488&hm=d1f9e812cafc87d926965f9d730d035962edac4ed4a1508c68f8a2d700804dd0&
22:28:24 <xarick> more differences
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22:35:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10541: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/10541
22:36:07 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13021: Add: Implement road type label conversion https://github.com/OpenTTD/OpenTTD/pull/13021
22:36:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13021: Add: Implement road type label conversion https://github.com/OpenTTD/OpenTTD/pull/13021#issuecomment-2450968830
22:38:49 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301676782017052672/image.png?ex=67255878&is=672406f8&hm=5ebae1c2f0d2671dac739390b41fbeb6ef12b64ac6cb4d350322e52e46183d6c&
22:38:49 <xarick> a bit more differences
22:53:21 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1301680439110664334/image.png?ex=67255be0&is=67240a60&hm=cb56f132260fb6b59932d3bc16917edf472f7d72f73c5ee05d37e92c03812f6a&
22:53:21 <xarick> object tiles
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23:02:37 <xarick> I wish GS's could read information from the tile map array
23:02:49 <xarick> like directly in bit form
23:03:42 <xarick> GetTileInfo(t, m1)
23:04:02 <xarick> or m3 in this case
23:13:05 <peter1138> Very bad idea.
23:53:23 <_glx_> yeah best way to break compatibility
23:56:08 <peter1138> Testing #13021 by switching between U&Ratt 0.8 and 1.1 mid-game.
23:56:19 <peter1138> "My road types are changing, it's not working!"
23:56:37 <peter1138> Nope, 1.1 uses the same labels for different road types.