IRC logs for #openttd on OFTC at 2024-11-30
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00:37:12 <de_schmitt> Mail trucks cannot share order list with buses. That is very sad. And I see no reason why this is the case for situations where there are only stations which have bus stops and truck stops.
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03:03:15 <gadg8eer> Even though they use roads, busses and trucks have very different unloading requirements and required it in the original game (TTD).
03:05:42 <gadg8eer> Also, you know that you can build road stations with both bus and truck bays, right? Lastly, iirc the only NewGRFs that restricted whether a road stop would be passenger or freight have a parameter to allow every stop to be used for both. If you're not using roadtypes, then just build a bus station and truck station next to each other.
03:12:16 <wensimehrp> gadg8eer: I don't think there are such GRFs
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03:15:14 <gadg8eer> Hold on, I can prove there is but this laptop isn't cooperating...
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03:16:28 <gadg8eer> wensimehrp: There. That's the one.
03:24:00 <wensimehrp> gadg8eer: I thought you mean there are newgrfs that restrict merging lorries and bus stops
03:24:20 <wensimehrp> gadg8eer: That certainly not the case 😐
03:37:18 <gadg8eer> wensimehrp: Fair enough. As far as I remember, the pictured GRF can provide bus and truck stops as truck stops, and all others don't usually make a distinction either.
03:38:57 <gadg8eer> But it is a bit confusing, I know. It's realistic, but restrictive. Normally that's a "bad feature" but this one came from Chris Sawyer's original version itself so it was grandfathered in.
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04:46:25 <DorpsGek> - Update: Translations from eints (by translators)
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06:35:24 <gwyd4016> gadg8eer: You can see from the station signs that most stations have both a bus and truck stop
06:35:55 <gwyd4016> de_schmitt: I'd say most likely you've just missed a truck stop from the bus stops, I thought you could do this
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07:15:24 <emperorjake> You can copy orders but not share them
08:31:38 <de_schmitt> emperorjake: Exactly. This is what I currently do. But this way the buses and trucks dont share orders and thus I always have to handle them separately. For all cities. I have no problem with building bus stop+truck stop for each stop. But the "not share feature" is really annoying.
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09:37:39 <mnhebi> You could always just write a ChatGPT station naming patch yknow.
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11:08:20 <xarick> I accidentally `if (current_length != 1 and other_length != 1) {`
11:13:42 <johnfranklin> I tasted some blue cheese for the first time.
11:13:42 <johnfranklin> It was just a little “strange smell”, but more delicious than I thought.
11:32:25 <mnhebi> Try blue cheese on kebab.
11:32:43 <mnhebi> works great on hamburgers and stuff
11:34:29 <mnhebi> haven't tried blue cheese lasagna cause I cannot be bothered to go to the lengths it takes to make lasagna..but I bet it would be great
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11:51:39 <xarick> copilot understands my shenanigans, so awesome
12:05:27 <peter1138> Overlapping widgets, which order should be used, first on top, or last on top?
12:06:31 <peter1138> Although this is just a detail of the definition, rather than using it.
12:14:46 <mnhebi> makes it easier to arrange
12:15:01 <mnhebi> first on top is just an exercise in frustration
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12:39:23 <peter1138> I'll need to shuffle widgets around then. The main thing is that click order is opposite to draw order.
12:42:57 <peter1138> Top to bottom I can just reverse drawing. Bottom to top I have to reversing clicking, and reorder the widgets. Hmm.
12:50:12 <peter1138> "reorder the widgets" meaning actually moving them in the nwidgetpart source code. Not std::sort 🙂
12:55:40 <mnhebi> ah yes, std::sort the source of all solutions.
12:56:10 <peter1138> Hmm, But I'm already shuffling widgets around, so it's no problem.
13:05:52 <mnhebi> what about std::shuffle tho have you thought of that ehhh
13:06:11 <peter1138> On source code? Hmm.
13:18:33 <kuhnovic> Is there a way to set string colors via the SetDParam etc commands? It's for debugging purposes, it doesn't have to be pretty
13:21:04 <peter1138> No, but you can give it as a parameter to DrawString.
13:21:50 <peter1138> Hmm, actually there is {COLOUR}
13:22:04 <peter1138> But of course your string needs to start with {COLOUR}.
13:23:37 <kuhnovic> I already created a new string so that's ok, I can add it. I will check that out, thanks!
13:30:12 <xarick> how do i use std::swap on a range of values
13:30:54 <xarick> std::ranges::swap does not exist, I am disappointed
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13:33:35 <xarick> oh this kinda works std::swap(sloped_rivers[0], sloped_rivers[1]);
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13:36:05 <_glx_> peter1138: it can start with any colour code, and you can also use {PUSH_COLOUR}{COLOR}{POP_COLOUR} to change then restore to original
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13:37:18 <peter1138> Okay, I should've written "contain" rather than "start".
13:38:41 <_glx_> push and pop also work nice for "uncoloured" strings, ie when colour is defined at DrawString level
13:39:31 <peter1138> I am glad you find the codes I added useful 😉
13:40:34 <peter1138> (And nice it is too)
13:44:51 <peter1138> With Truetype fonts, centred text seems to not quite be centred. Presumably it's including the space.
13:45:35 <peter1138> Well, ICU/Harfbuzz layouter, I suppose 🙂
14:09:46 <peter1138> Is it time for a new andy yet?
14:22:55 <gwyd4016> peter1138: Anti aliasing? In your pixel game? It's might be more likely than you think
14:26:33 <peter1138> andythenorthviaGitHu: Are you sure?
14:27:06 <talltyler> When you force-push 0 commits it closes the PR, I think 🙂
14:34:19 <talltyler> What do we need to do to maintain backwards-compatibility with our current Andy? Maybe...this?
14:47:44 <_glx_> hmm yeah would be nice to prepare for a new nml release
14:49:22 <_glx_> but first let's test the release workflow on my fork
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15:01:17 <speeder> hello! can someone point me to what I would need if I attempt an "ancient start" gameplay? earliest date as possible the better. I need to know if any industry sets is working well for this. And also need to know if anyone found a solution to the problem where you end with 5000 (literally, hititng the patched limit) barges to connect one industry and it still closes because it doesn't get enough stuff on time.
15:01:30 <speeder> Also if possible I wanted to use some kind of citybuilder scripts.
15:03:22 <kuka_lie> manyally editing save files might work
15:06:26 <kuka_lie> them are in ~/.local/share/openttd/save
15:28:49 <peter1138> I now have some Stilton.
15:31:44 <peter1138> Edit and resave should fix it. Not sure why it breaks as... I've not looked.
15:32:15 <peter1138> Or something. It works if you are logged in.
15:32:52 <peter1138> Works now after editing and saving.
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15:48:19 <peter1138> andythenorth: are you going to fix #343?
16:10:44 <xarick> how is -1 even returned
16:17:35 <peter1138> When NPF used AyStar, that could return -1.
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17:12:32 <xarick> I think I'm making rivers uglier, let's see
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17:55:16 <mnhebi> yeah early circuits were noticeably cheaper if you went with smaller memory limits. At a certain point it was cheaper to stack 8-bit memory circuits instead of making 16-bit or 32-bit ones.
18:46:06 <xarick> aystar.h mentions "user_path" that doesn't exist
18:47:12 <xarick> and a user_data[10] thought user_data can be whatever I want
19:00:30 <kuhnovic> Amount of bits for the open and closed node. It determines their capacity.
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19:35:00 <xarick> I see, seems unrelated
19:41:20 <xarick> what's the difference between static_cast and reinterpret_cast
19:41:31 <xarick> how do i know when to use one over the other
19:55:16 <peter1138> Step 1, don't be using either.
19:55:38 <peter1138> Step 2, almost always static_cast.
19:55:55 <peter1138> Step 3, if you think you need reinterpret_cast, redesign.
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20:52:39 <xarick> what's more expensive? IsTileFlat or DistanceManhattan?
20:52:51 <xarick> for my optimization purposes
20:54:22 <xarick> ```/* A river, or lake, can only be built on flat slopes. */
20:54:22 <xarick> IsTileFlat(lake_center, &height_lake) &&
20:54:23 <xarick> /* We want the lake to be built at the height of the river. */
20:54:23 <xarick> height_lake == begin_height &&
20:54:23 <xarick> /* We only want a lake if the river is long enough. */
20:54:24 <xarick> DistanceManhattan(spring, lake_center) > min_river_length) {```
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21:05:36 <peter1138> Why don't you look at what the functions do, and then if you need to benchmark them.
21:46:56 <xarick> i hope I made rivers faster
21:48:02 <xarick> some tropic checks could be done before computing slopes
21:49:27 <xarick> I'm pretty sure I made FlowsDown faster
21:50:03 <xarick> some checks only require computing 1 slope to fail
21:50:24 <xarick> only compute the 2nd slope if the checks for the first slope pass
22:12:26 <xarick> apparently i failed, i am getting no rivers now
22:12:38 <peter1138> That could make it faster.
22:21:25 <xarick> oh yeah, I failed in FlowsDown 🙂
22:48:35 <xarick> yeah, gains confirmed!
22:50:32 <xarick> it doesn't generate the same rivers though, but oh well...
22:51:09 <xarick> it should end up with more rivers and faster
22:51:58 <xarick> is it possible to count how many rivers were build successfully?
22:52:57 <xarick> the code in master can return true that it built a river, even when it doesn't
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23:10:10 <xarick> I think I failed at lakes...
23:14:38 <xarick> maybe it's fine, there's the randomness factor too
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