IRC logs for #openttd on OFTC at 2025-01-31
            
00:31:01 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13073: Add: NewGRF Badges feature https://github.com/OpenTTD/OpenTTD/pull/13073
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04:42:01 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/ebc57634e43abda8bb2fc7ae18cef4b7dfead84d
04:42:02 <DorpsGek> - Update: Translations from eints (by translators)
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05:22:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10835: Codechange: Use std::vector for GRFConfig lists. https://github.com/OpenTTD/OpenTTD/pull/10835#pullrequestreview-2585687841
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08:16:35 <andythenorth> michi_cc: "asset" πŸ˜›
08:16:41 <andythenorth> thanks though πŸ™‚
08:27:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10835: Codechange: Use std::vector for GRFConfig lists. https://github.com/OpenTTD/OpenTTD/pull/10835
08:29:29 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #10835: Codechange: Use std::vector for GRFConfig lists. https://github.com/OpenTTD/OpenTTD/pull/10835#pullrequestreview-2585967764
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09:50:38 <xarick> hi
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09:52:22 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334823582534074449/image.png?ex=679deed5&is=679c9d55&hm=d8aab57db9eb4c54d6c2339ef12407f6a3887ebeee111ad04f1f408a1918d70a&
09:52:22 <xarick> am I misunderstanding something, or shouldn't the bus head to depot by now?
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09:53:20 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334823824449081405/image.png?ex=679def0f&is=679c9d8f&hm=89aec98fd44d09888dbfea424e3690c1de16b1fbac266550cb0c5b867e3fcac9&
09:53:20 <xarick> he's not going...
09:54:02 <xarick> let me check breakdowns setting...
09:54:24 <peter1138> Do AIs treat cargo classes as a mask or individual values?
09:54:50 <xarick> oh crap, that was it, breakdowns set to none 😐
09:54:55 <xarick> he's in the depot now
09:55:10 <xarick> they treat as individual values
11:02:52 <xarick> I'm having a hard time with order flags again
11:08:12 <xarick> stuff I have already fixed and still not merged..
11:12:02 <xarick> print(" AreOrderFlagsValid(): " + AIOrder.AreOrderFlagsValid(33662, AIOrder.OF_NON_STOP_DESTINATION));
11:12:02 <xarick> this returns true on a waypoint
11:13:36 <peter1138> It's a valid destination, yes.
11:14:48 <xarick> Do not stop at the destination station. Only for trains and road vehicles. */
11:15:16 <xarick> i mean... it has no effect
11:15:26 <peter1138> That is not what Non-Stop means.
11:16:09 <peter1138> Or is it.
11:16:18 <peter1138> Okay, AI has OF_NON_STOP_INTERMEDIATE as well.
11:17:42 <xarick> let me try this on an InsertOrder
11:18:52 <peter1138> Anyway, it should be fine, it's the just default behaviour for waypoints anyway.
11:19:29 <peter1138> There's been confusion in the past from non-native English speakers as to what "non-stop" means.
11:20:36 <xarick> there's been disagreements between AreOrderFlagsValid vs the Command that checks the flags outside of script
11:21:43 <xarick> InsertOrder(): true
11:21:53 <xarick> so, no disagreement this time
11:36:33 <xarick> very interesting find... AI can set these flags, they are saved in the order, they're not fact checked in OpenTTD's side
11:36:50 <xarick> human players can't set some of these
11:41:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334850948895473685/Captura_de_ecra_2025-01-31_114025.png?ex=679e0852&is=679cb6d2&hm=a2d7d0aa3a652632ac1b65a9a09f55c32c492b9419ceb0a1404ba1e08cf9ab24&
11:41:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334850949314777159/Captura_de_ecra_2025-01-31_114048.png?ex=679e0852&is=679cb6d2&hm=8f1e29ae62ee653225ce89cf5370bdd75fb972030860069ae6e5d4a109ba703d&
11:41:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334850949692526592/Captura_de_ecra_2025-01-31_114044.png?ex=679e0852&is=679cb6d2&hm=7e16400beaf537425ae7f9ea0bcdb0c2bd41b72511f137d3d40ef064d60e6d2a&
11:41:59 <xarick> need to check 0
11:42:52 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on pull request #13395: Fix #13392: Signs of removed stations are no longer visible. https://github.com/OpenTTD/OpenTTD/pull/13395#issuecomment-2627008498
11:47:43 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334852612914413589/image.png?ex=679e09df&is=679cb85f&hm=8be3dc8cd9269eb979e686405f79fd3821d5dab37521c319a86da6333ce9c591&
11:47:43 <xarick> so, it's also valid
11:50:20 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334853269943746633/image.png?ex=679e0a7b&is=679cb8fb&hm=fc4dc4a21a3fbb6b952e26d8e9fd4e64c8525d6169baa480bcf4fe6aa7af3144&
11:50:20 <xarick> We, humans, only have 2 options, AIs get 4.
11:51:20 <xarick> I understand the dilema
11:52:07 <peter1138> IMHO, if the command allows it but the UI does not then there's a problem there, regardless of AI involvement.
11:54:02 <xarick> it's about accessibility
11:54:38 <xarick> but on the OpenTTD's side there should be a corrective measure
11:56:01 <peter1138> The command could reject values that the GUI doesn't allow, or convert them to suitable equivalent values.
11:56:27 <peter1138> (The problem with the latter is if there aren't any.)
12:10:18 <xarick> maybe it shouldn't initialize as 0 ?<https://github.com/OpenTTD/OpenTTD/blob/master/src/order_cmd.cpp#L107>
12:10:32 <xarick> just thinking
12:18:28 <xarick> need to test ships
12:19:38 <xarick> found a very interesting line, where I suspect ships will pass on the script side but fail on openttd side
12:20:17 <xarick> <https://github.com/OpenTTD/OpenTTD/blob/master/src/order_cmd.cpp#L850>
13:39:49 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13379: Codechange: Remove unnecessary return type from AllocHeightMap https://github.com/OpenTTD/OpenTTD/pull/13379#pullrequestreview-2586788480
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13:44:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13409: Change: [Script] GetStationID can no longer return the StationID of waypoints https://github.com/OpenTTD/OpenTTD/pull/13409#issuecomment-2627389463
13:54:08 <xarick> TallTylerviaGitHub: I looked at a few AIs that use ships and buoys, but it's difficult to discern they're affected. GetStationID is that kind of function that is used massively...
13:54:36 <xarick> I don't feel like investigating the code one by one 😦
13:54:58 <xarick> maybe I should?
14:02:08 <andythenorth> was it lunch?
14:02:09 <andythenorth> I am hungry
14:03:09 <xarick> there's at least 13 AIs
14:03:16 <xarick> that could be affected
14:07:12 <andythenorth> definitely hungry
14:09:00 <andythenorth> the food is downstairs though
14:32:59 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #362: Fix: 'pip install nml' fails to build from source https://github.com/OpenTTD/nml/pull/362
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15:02:58 <xarick> noob question, can a road and rail waypoint be part of the same station?
15:03:30 <_glx_> you can try
15:04:24 <xarick> apparently they can't
15:04:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334902208696815749/image.png?ex=679e380f&is=679ce68f&hm=bda0fb1038495636e7e3d14de62f60a71bf31e3d8c5d99cc30b9b4c9a740d972&
15:05:12 <xarick> that solves a headache
15:07:30 <xarick> TileBelongsToRoadStation does not exist, I am disappointed πŸ™‚
15:09:35 <xarick> there's missing stuff in waypoint_base.h
15:18:59 <andythenorth> oh
15:19:04 <andythenorth> maybe I need a ConsistFactory
15:19:06 <andythenorth> lol
15:19:09 <andythenorth> Patterns
15:28:38 <kuka_lie> was the newgrf loading thing down few days ago or was the issue in my pc?
15:29:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13413: Codechange: Use EnumBitSet for callback masks. https://github.com/OpenTTD/OpenTTD/pull/13413#pullrequestreview-2587088898
15:35:24 <andythenorth> oof, now just going to do a massive refactor of Iron Horse, in the middle of doing badges
15:35:34 <andythenorth> 'side quest accepted?'
15:43:01 <peter1138> I think I should fix up the user's badge configuration to be nicer.
15:43:41 <peter1138> And then it could be ready in a minimalist form. No need to have default badges, nor all the features, at once.
15:47:03 <andythenorth> I wondered about doing variants as badges πŸ˜›
15:47:16 <andythenorth> variant/group_name/[recursive]
15:47:27 <andythenorth> "terrible"
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16:22:14 <andythenorth> side quests go in branches?
16:22:20 <andythenorth> or unnamed stashes?
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16:37:03 <talltyler> Harder to misplace branches πŸ™‚
16:38:49 <andythenorth> yeah
16:38:53 <andythenorth> git branch consistfactoryyolo
16:48:51 <peter1138> talltyler, no comment.
16:55:38 <ahyangyi> Why, if the alternative is unnamed stashes?
16:57:10 <talltyler> Not all of us have your skill at managing stashes πŸ™‚
16:59:59 <ahyangyi> I can only remember my stashes for about 7 minutes
17:00:19 <ahyangyi> in which I might do some commit/merge/rebase actions then stash pop
17:00:32 <ahyangyi> longer than that and I forget my stashes 😒
17:04:50 <michi_cc> talltyler: You sure? 🀣 newmap, newmap_pre-rt, old, pre-cmake, roadstop_old, temp_2, wip, ....
17:05:51 <peter1138> You can name stashes, but there's no much point. And the syntax is fiddlier than just creating a branch.
17:06:31 <peter1138> $ git branch | wc -l
17:06:33 <peter1138> 550
17:06:35 <peter1138> Eh
17:08:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13413: Codechange: Use EnumBitSet for callback masks. https://github.com/OpenTTD/OpenTTD/pull/13413
17:09:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10835: Codechange: Use std::vector for GRFConfig lists. https://github.com/OpenTTD/OpenTTD/pull/10835
17:11:33 <peter1138> Although I just deleted 5 branches for various versions of that last PR.
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17:20:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13418: Codechange: Use EnumBitSet for engine-related enums. https://github.com/OpenTTD/OpenTTD/pull/13418
17:21:14 <andythenorth> NewMap?
17:21:17 <andythenorth> NewLandscape?
17:21:36 <xarick> There are two TileBelongsToRailStation
17:22:03 <xarick> station_base.h:561
17:22:31 <xarick> waypoint_base.h:39
17:23:12 <xarick> base_station_bast.h:105
17:23:15 <xarick> 3
17:24:13 <peter1138> That's how virtual functions work, yes.
17:25:06 <xarick> but it's a waypoint
17:25:48 <peter1138> Waypoints are stations.
17:25:54 <xarick> kinda surprised it picks the right one
17:26:09 <peter1138> It picks the right one because that's how virtual functions work.
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17:28:54 <ahyangyi> subtype polymorphism.
17:29:17 <xarick> very misleading name but it works so... fine
17:36:05 <xarick> > Fix: [Script] ScriptOrders functions unaware of road waypoints
17:36:05 <xarick> English good?
17:36:14 <andythenorth> hmm Horse ConsistFactory conversion underway
17:36:20 <andythenorth> await more news πŸ˜›
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17:50:06 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13419: Fix: [Script] Make ScriptOrder functions aware of road waypoints https://github.com/OpenTTD/OpenTTD/pull/13419
18:04:50 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13418: Codechange: Use EnumBitSet for engine-related enums. https://github.com/OpenTTD/OpenTTD/pull/13418#pullrequestreview-2587475041
18:31:28 <xarick> how do I reset hard again? i forgot
18:31:49 <xarick> i wanna reset to what's in the internet
18:32:06 <xarick> cancel my recent changes
18:35:01 <andythenorth> git reset --hard?
18:35:09 <andythenorth> or git checkout [paths]
18:35:12 <andythenorth> ?
18:39:40 <xarick> git reset --hard origin/add-IsRoadWaypointTile ?
18:40:22 <andythenorth> ask GPT πŸ™‚
18:40:25 <andythenorth> it's good at git
18:40:40 <xarick> it did what i want
18:42:13 <truebrain> I was thinking: let's see if I can find one or two easy bugs to fix. But .. all open bugs require more than "just fixing", from what I can tell πŸ˜›
18:42:20 <truebrain> You guys did a too good of a job to fix the easy fixes πŸ˜„
18:42:50 <_glx_> hehe easy fix are done almost instantly
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18:44:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #13375: [Crash]: Scenario Editor Does not work and it crashes the game. https://github.com/OpenTTD/OpenTTD/issues/13375
18:46:28 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #13369: Codechange: use -fno-strict-enums instead of -fno-tree-vrp https://github.com/OpenTTD/OpenTTD/pull/13369
18:46:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #13369: Codechange: use -fno-strict-enums instead of -fno-tree-vrp https://github.com/OpenTTD/OpenTTD/pull/13369#issuecomment-2628068316
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18:48:45 <peter1138> I guess I should split up the thingumyjig PR.
18:48:59 <truebrain> the thingywhat? πŸ˜›
18:49:01 <peter1138> (Which was always my intention, just didn't get around to it.)
18:49:07 <peter1138> Eh... the big one.
18:49:10 <peter1138> You know.
18:49:11 <peter1138> That one.
18:49:19 <truebrain> Ah, yes, ofc!
18:49:21 <truebrain> (has no clue πŸ˜› )
18:49:34 <peter1138> Removing global string parameters :-)
18:49:40 <peter1138> Part of it was stuck somewhere though.
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18:50:06 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #13305: Fix #13304: Add documentation about fonts and correct error message https://github.com/OpenTTD/OpenTTD/pull/13305#issuecomment-2628073603
18:50:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13190: Codechange 4f9c10d: Water tile type reduced to 2 bits in the map array https://github.com/OpenTTD/OpenTTD/pull/13190
18:50:33 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13190: Codechange 4f9c10d: Water tile type reduced to 2 bits in the map array https://github.com/OpenTTD/OpenTTD/pull/13190#issuecomment-2628074276
18:53:22 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #13411: Codechange: replace MAX_UVALUE with std::numeric_limits::max https://github.com/OpenTTD/OpenTTD/pull/13411#pullrequestreview-2587555463
18:54:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles https://github.com/OpenTTD/OpenTTD/pull/8492
18:54:59 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles https://github.com/OpenTTD/OpenTTD/pull/8492#issuecomment-2628084293
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18:55:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13418: Codechange: Use EnumBitSet for engine-related enums. https://github.com/OpenTTD/OpenTTD/pull/13418
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18:56:17 <peter1138> Oh no
18:56:35 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #12877: Add: Ukrainian Hryvnia currency https://github.com/OpenTTD/OpenTTD/pull/12877#pullrequestreview-2191545445
18:56:38 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #12877: Add: Ukrainian Hryvnia currency https://github.com/OpenTTD/OpenTTD/pull/12877
18:56:43 <peter1138> Kylie Minoque came up on my playlist.
18:56:56 <xarick> my stuff is moving at last
18:56:58 <peter1138> Minogue even.
18:57:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #12877: Add: Ukrainian Hryvnia currency https://github.com/OpenTTD/OpenTTD/pull/12877#pullrequestreview-2587565174
18:59:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13420: Enum bitset houses https://github.com/OpenTTD/OpenTTD/pull/13420
18:59:35 <truebrain> nice branch-name πŸ˜›
18:59:54 <peter1138> Oh fudge
19:00:04 <_glx_> someone clicked a button too quickly
19:00:35 <peter1138> Nah, just didn't notice it this time.
19:00:37 <xarick> #13190 was misunderstood 😦
19:00:59 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #13263: Change: When player joins network company, use its name instead of number in chat https://github.com/OpenTTD/OpenTTD/pull/13263#pullrequestreview-2587571053
19:01:37 <truebrain> I see talltyler just added 15.0 tag to all his own PRs πŸ˜›
19:01:43 <truebrain> I see what you did there! πŸ˜„
19:02:00 <talltyler> I invited the rest of you to tag your own, but nobody did πŸ˜„
19:02:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #13420: Codechange: Use EnumBitSet for house-related enums. https://github.com/OpenTTD/OpenTTD/pull/13420#pullrequestreview-2587572709
19:02:09 <truebrain> ghehe πŸ™‚
19:02:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #13263: Change: When player joins network company, use its name instead of number in chat https://github.com/OpenTTD/OpenTTD/pull/13263
19:02:30 <talltyler> (I did test, yeah)
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19:04:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13420: Codechange: Use EnumBitSet for house-related enums. https://github.com/OpenTTD/OpenTTD/pull/13420#pullrequestreview-2587577184
19:05:41 <truebrain> funny, `ShutdownGame()` calls `ResetNewGRFData()` calls `SetupEngines()`
19:05:57 <truebrain> when closing down the game
19:06:19 <peter1138> Yeah, some things have got out of control.
19:06:45 <truebrain> (I noticed as ASAN triggered on shutting down, on the fact the Engine Pool is not free'd)
19:07:11 <peter1138> There's so much going on :(
19:07:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #12269: Add: [Script] GetExtraLastError and GetExtraLastErrorString https://github.com/OpenTTD/OpenTTD/pull/12269
19:07:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12269: Add: [Script] GetExtraLastError and GetExtraLastErrorString https://github.com/OpenTTD/OpenTTD/pull/12269#issuecomment-2628104215
19:08:40 <LordAro> just call exit()
19:09:35 <truebrain> but shutdowns have to be clean!! πŸ˜›
19:10:18 <peter1138> Well at least the NewGRF debug stuff is deleted now :)
19:10:20 <truebrain> anyway, we call `PoolBase::Clean(PT_ALL)`, followed by `ResetNewGRFData`, which initializes the engine-pool, which makes ASAN complain there is a direct leak of memory. I can live with that.
19:11:03 <peter1138> Or we could make it behave properly.
19:11:21 <peter1138> I once did some diagnosis on the window initialisation path.
19:11:36 <peter1138> It is scary how many things get initialised and then reinitialised... several times.
19:11:57 <truebrain> ghehe; I am not all that surprised, I have to admit πŸ˜›
19:12:16 <peter1138> Too many interdependencies.
19:12:54 <peter1138> I wonder if that was branch or a stash...
19:14:48 <LordAro> peter1138: how do you analyse that sort of thing, ooi?
19:14:58 <LordAro> presumably cleverer than a load of print statements
19:15:14 <peter1138> Actually, not much more, to be honest.
19:15:44 <peter1138> RAII was involved.
19:16:04 <LordAro> i see
19:17:02 <peter1138> Well, can't find it.
19:18:38 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 dismissed a review for pull request #13411: Codechange: replace MAX_UVALUE with std::numeric_limits::max https://github.com/OpenTTD/OpenTTD/pull/13411#pullrequestreview-2587555463
19:18:41 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13411: Codechange: replace MAX_UVALUE with std::numeric_limits::max https://github.com/OpenTTD/OpenTTD/pull/13411
19:19:10 <Rubidium> I should've enabled automerge on that one, there I wouldn't have had to solve the conflicts ;(
19:23:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13261: Codechange: Optimize MakeLake https://github.com/OpenTTD/OpenTTD/pull/13261
19:23:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13261: Codechange: Optimize MakeLake https://github.com/OpenTTD/OpenTTD/pull/13261#issuecomment-2628128285
19:26:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13275: Codechange: Optimize CreateRivers https://github.com/OpenTTD/OpenTTD/pull/13275
19:26:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13275: Codechange: Optimize CreateRivers https://github.com/OpenTTD/OpenTTD/pull/13275#issuecomment-2628132395
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19:29:09 <peter1138> RIP.
19:29:48 <debdog> some bridge died?
19:30:02 <debdog> hmm, or a server
19:32:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13258: Codechange: Optimize FindSpring https://github.com/OpenTTD/OpenTTD/pull/13258
19:32:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13258: Codechange: Optimize FindSpring https://github.com/OpenTTD/OpenTTD/pull/13258#issuecomment-2628173215
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19:33:54 <truebrain> poor server
19:34:57 <truebrain> `Exit Code: 137, Exit Message: "OOM Killed"`
19:35:01 <truebrain> even worse!
19:36:37 <debdog> OOM == out of memory?
19:36:52 <truebrain> So a Discord gateway went AWOL on us, which caused the bridge to go: wasn't there suppose to be a gateway here? Let me try again .. no, I can't find it. Wait. Really? Let me check again. And it turns out, the Python library we use for Discord, has a memory leak in that routine πŸ˜›
19:37:06 <truebrain> so after 10 minutes of doing that, it got killed, a new instance pop'd up, and that was like: LOOK! GATEWAY!
19:37:10 <truebrain> and the world was happy again πŸ™‚
19:37:18 <truebrain> always fun to read back those chain of events πŸ™‚
19:38:01 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #12877: Add: Ukrainian Hryvnia currency https://github.com/OpenTTD/OpenTTD/pull/12877
19:39:27 <LordAro> truebrain: yay!
19:39:52 <LordAro> you should fix the leak
19:40:02 <truebrain> I should test-drive my reimplementation in Go
19:40:12 <truebrain> but I haven't had the time to write the required Docker + deployment scripts for it πŸ™‚
19:40:36 <LordAro> alas
19:40:49 <truebrain> I suspect, it will be a lot more stable πŸ™‚
19:41:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13365: Codefix c05ffb2: Scale river generation max_search_nodes https://github.com/OpenTTD/OpenTTD/pull/13365
19:41:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13365: Codefix c05ffb2: Scale river generation max_search_nodes https://github.com/OpenTTD/OpenTTD/pull/13365#issuecomment-2628236037
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19:44:34 <xarick> 😐
19:45:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #13369: Codechange: use -fno-strict-enums instead of -fno-tree-vrp https://github.com/OpenTTD/OpenTTD/pull/13369
19:46:08 <xarick> basically breadth first search finds end target, then aystar runs out of nodes
19:46:16 <xarick> river is now broken
19:46:55 <LordAro> "now"
19:47:23 <LordAro> as per usual, you need to start by raising issues that clearly and reproducibly demonstrate a problem
19:47:47 <LordAro> then one of us can determine whether it's an actual issue, and then whether it's worth fixing
19:48:01 <LordAro> at that point you can start work on a solution
19:48:37 <LordAro> sometimes deep understanding of the code is required to reliably demonstrate a problem, but it shouls not be used in describing the issue itself
19:49:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13163: Change: Optimize tree placement at same height https://github.com/OpenTTD/OpenTTD/pull/13163
19:49:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13163: Change: Optimize tree placement at same height https://github.com/OpenTTD/OpenTTD/pull/13163#issuecomment-2628250273
19:50:49 <LordAro> rivers are not perfect, but they're not "perfect" in real life either :)
19:52:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed pull request #13330: Change: Make Action 2 set-ids unique per feature. https://github.com/OpenTTD/OpenTTD/pull/13330
19:52:37 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13330: Change: Make Action 2 set-ids unique per feature. https://github.com/OpenTTD/OpenTTD/pull/13330#issuecomment-2628260436
19:52:57 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144
19:53:00 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144#issuecomment-2628261938
19:53:39 <xarick> 😦
19:53:51 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13049: Codefix 30fe0015: Preserve sea water class when building locks on shores https://github.com/OpenTTD/OpenTTD/pull/13049#issuecomment-2628264817
19:54:11 <xarick> that one wasn't AI written
19:56:14 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #13144: Codechange: Algorithmic generation of desert and rainforest https://github.com/OpenTTD/OpenTTD/pull/13144#issuecomment-2628272803
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19:57:47 <xarick> okay, it was AI written at the comments only
19:57:56 <xarick> but the code, that wasn't AI
19:59:38 <peter1138> Hmm, I wonder what happened to that PR. Must've missed a bit :S
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20:02:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13420: Codechange: Use EnumBitSet for house-related enums. https://github.com/OpenTTD/OpenTTD/pull/13420
20:02:36 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13193: Fix 07fba75: Immediately convert terraformed ground tiles into water tiles during river generation https://github.com/OpenTTD/OpenTTD/pull/13193
20:02:39 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13193: Fix 07fba75: Immediately convert terraformed ground tiles into water tiles during river generation https://github.com/OpenTTD/OpenTTD/pull/13193#issuecomment-2628295009
20:04:12 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13049: Codefix 30fe0015: Preserve sea water class when building locks on shores https://github.com/OpenTTD/OpenTTD/pull/13049#issuecomment-2628300996
20:04:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13284: Codechange: Speed up ground density transition during river generation https://github.com/OpenTTD/OpenTTD/pull/13284#issuecomment-2628300999
20:07:39 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #13284: Codechange: Speed up ground density transition during river generation https://github.com/OpenTTD/OpenTTD/pull/13284
20:08:10 <xarick> sad
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20:08:46 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13366: Fix #10452: Support partially built rivers https://github.com/OpenTTD/OpenTTD/pull/13366#pullrequestreview-2587792439
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20:11:27 <xarick> > If a river can't be built fully-connected, it should fail, not build part of a river.
20:11:27 <xarick> That would require ... pretty much, a big rewrite of how rivers are done
20:13:07 <xarick> FlowRiver is complex
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20:13:35 <talltyler> I have never seen a disconnected river while playing OpenTTD πŸ™‚
20:13:55 <talltyler> (And I play with alpinist terrain and many rivers)
20:14:26 <xarick> it builds the river piece by piece (segment by segment)
20:14:40 <talltyler> Nor have I seen an artifact, as in 13374
20:14:47 <xarick> it starts the search from the top of a hill, but then it begins building from the sea up
20:15:25 <talltyler> I am aware of how rivers work, I’m just saying that I wouldn’t fix this bug in this way β€” not that I’ve ever seen this bug
20:15:38 <xarick> when a disconnection happens, it means one of the build ups has failed aystar
20:17:37 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic closed issue #11862: [Bug]: High level pathfinder passing patches with no water as the origin. https://github.com/OpenTTD/OpenTTD/issues/11862
20:17:40 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on issue #11862: [Bug]: High level pathfinder passing patches with no water as the origin. https://github.com/OpenTTD/OpenTTD/issues/11862
20:18:24 <xarick> the recursive nature of FlowRiver gives little room for improvements without doing major changes
20:23:54 <xarick> the only way to undo a partial river would require implementing a catalog of tiles that were build
20:23:54 <talltyler> Okay xarick, there’s some movement on your PRs. Sorry it wasn’t in the direction you wanted. πŸ™‚
20:24:35 <LordAro> more to the point, sorry it didn't happen a lot sooner
20:24:41 <talltyler> Someday I’ll keep working on tidying up old abandoned PRs (from other contributors, not Xarick πŸ™‚ ), there are some stale ones that haven’t been touched in years…
20:24:56 <xarick> detect a failure, and then go back to the built tiles and remove them
20:25:00 <LordAro> it's not really fair to you to leave them in limbo for long
20:25:49 <xarick> I still had some river fixes coming up, but they were heavily dependant on merges
20:25:59 <xarick> and they're not happening
20:26:00 <talltyler> Agreed. It’s just so easy to see a big PR and go β€œhmm, I will look at that later…” πŸ˜‰
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20:27:21 <xarothbrook> Can I report 2TT for spamming with all the PR updates? it's weird to see so much... work... being done πŸ˜›
20:27:35 <xarick> undone
20:27:50 <LordAro> xarick: from what you've said, it suggests that more significant rewrites are required to properly fix the issues you're seeing. which may well be too much work for too little benefit
20:29:38 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic closed pull request #12156: Fix #11862: Ships leaving docks could be momentarily lost https://github.com/OpenTTD/OpenTTD/pull/12156
20:29:41 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #12156: Fix #11862: Ships leaving docks could be momentarily lost https://github.com/OpenTTD/OpenTTD/pull/12156#issuecomment-2628347447
20:29:51 <peter1138> `error: no matching constructor for initialization of 'SettingVariant' (aka 'variant<IntSettingDesc, BoolSettingDesc, OneOfManySettingDesc, ManyOfManySettingDesc, StringSettingDesc, ListSettingDesc, NullSettingDesc>')`
20:29:55 <peter1138> Aww.
20:35:37 <xarick> gonna check 11862
20:36:21 <xarick> wanna see what happens now
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20:36:41 <kuhnovic> Still a bit funny behavior, but the ship is definitely not lost
20:38:42 <xarick> 37260 is the slope
20:39:31 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic closed pull request #12303: Fix #12301: Update ship current order destination tile when relocating buoys https://github.com/OpenTTD/OpenTTD/pull/12303
20:39:34 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #12303: Fix #12301: Update ship current order destination tile when relocating buoys https://github.com/OpenTTD/OpenTTD/pull/12303#issuecomment-2628361219
20:41:34 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13049: Codefix 30fe0015: Preserve sea water class when building locks on shores https://github.com/OpenTTD/OpenTTD/pull/13049#issuecomment-2628363984
20:42:20 <xarick> oh, 11862 no longer seems valid indeed
20:42:23 <xarick> 😦
20:42:41 <kuhnovic> I actually like issues that fix themselves πŸ˜„
20:43:13 <xarick> "something" happened, but I suspect some passengers actually went into the ship before it could trigger the problem
20:44:23 <kuhnovic> Change the order to be "go to 1 if less than < 100"
20:44:46 <xarick> good idea
20:44:56 <kuhnovic> You'll see the ship bounce around a bit, which is definitely a bit silly. But it is not getting lost at any point.
20:45:52 <kuhnovic> The ship moves a single pixel and then discovers it's already at it's destination. I suppose there's something in the order handling code that makes it do that, but that stuff is complicated.
20:46:01 <peter1138> Hmm, does `friend struct x;` work...
20:46:42 <peter1138> Nope.
20:48:16 <peter1138> Oh, well that's irrelevant as it's not the struct accessing it anyway.
20:48:30 <xarick> I concede, it's fixed, ship can reverse
20:49:11 <xarick> reverses at the dock, then reverses pointing away from the dock, back into the dock
20:49:39 <xarick> so, OT_LEAVING isn't catch anymore by the pf
20:56:08 <kuhnovic> Indeed
21:00:26 <xarick> forgot how flood behaviour works exactly 😦 need to refresh my memory
21:00:54 <kuhnovic> Keep in mind you also need to refresh the memory of the ones reading your PR πŸ˜‰
21:01:12 <xarick> can't remember if it was my version of flood behaviour or peter's version
21:01:17 <xarick> that caught it
21:03:42 <xarick> it all boils down to the neighouring 8 tiles around it being cached or not
21:07:30 <peter1138> It's not a cache.
21:09:32 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334993997432754176/image.png?ex=679e8d8b&is=679d3c0b&hm=25b7881f94409f1a3a9839d424f8eb0f0672b2fee1a87953a907faf0ad4def36&
21:10:14 <xarick> this is the opntitle savegame, which has locks with sea waterclass in the middle
21:10:38 <xarick> then i build a lock below it, which is a lock that defines canal waterclass in the middle
21:10:45 <xarick> the caching is different
21:11:27 <xarick> seems more efficient with sea water class
21:12:43 <talltyler> That title save is ancient, who knows what’s happening in it
21:13:02 <peter1138> Again, it's not a cache.
21:13:04 <talltyler> The middle tile of a lock should be canal, right?
21:13:22 <xarick> it's whatever
21:14:05 <xarick> it can be river if it's placed on river
21:15:54 <xarick> oh snap, I'm looking at my version of flooding behaviour
21:16:12 <xarick> need to look at current's master, brb
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21:18:39 <andythenorth> was it badges?
21:18:42 <peter1138> The water class of a lock is canal, unless it's placed on a tile that was previously river.
21:18:44 <andythenorth> no it was ConsistFactory
21:19:22 <peter1138> There is no need to preserve the water class of sea because that's the default state for a flooded tile.
21:21:30 <peter1138> :badger:
21:23:27 <peter1138> I think I've sorted it.
21:23:50 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13420: Codechange: Use EnumBitSet for house-related enums. https://github.com/OpenTTD/OpenTTD/pull/13420#pullrequestreview-2587902664
21:25:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334998090029072474/image.png?ex=679e915b&is=679d3fdb&hm=444a7abf0d2eb78eddc5579afe9513deb3fc36028565f2d9e866cf598c00f483&
21:25:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1334998090477731880/image.png?ex=679e915b&is=679d3fdb&hm=5a21d8ab4659437b3decc31eb82302ce7bdbd34a01215eaffbdc6ca9139d2b33&
21:26:10 <peter1138> Hmm, I did a bad :/
21:26:52 <andythenorth> me too!
21:33:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13421: Fix 5664b1e2f6: Missing sprite detection used the wrong filename. https://github.com/OpenTTD/OpenTTD/pull/13421
21:36:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #13421: Fix 5664b1e2f6: Missing sprite detection used the wrong filename. https://github.com/OpenTTD/OpenTTD/pull/13421#pullrequestreview-2587920708
21:48:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13421: Fix 5664b1e2f6: Missing sprite detection used the wrong filename. https://github.com/OpenTTD/OpenTTD/pull/13421
21:49:50 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #13421: Fix 5664b1e2f6: Missing sprite detection used the wrong filename. https://github.com/OpenTTD/OpenTTD/pull/13421#pullrequestreview-2587939013
21:52:34 <peter1138> Thanks.
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22:09:34 <xarick> I think I can see the possibility of a flooding spreading from a sea water class middle lock
22:10:21 <xarick> where it would not occur if it's canal or river
22:10:27 <xarick> might be wrong, let me check
22:11:06 <andythenorth> hmm 159 wagon modules to refactor
22:11:07 <andythenorth> oof
22:11:11 <andythenorth> maybe GPT can do it
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22:13:52 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1335010185344974970/image.png?ex=679e9c9f&is=679d4b1f&hm=22434e96755bb624e939782d04fd420bdd33604ce264200cb3000f899f21d5fb&
22:13:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed pull request #13049: Codefix 30fe0015: Preserve sea water class when building locks on shores https://github.com/OpenTTD/OpenTTD/pull/13049
22:13:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13049: Codefix 30fe0015: Preserve sea water class when building locks on shores https://github.com/OpenTTD/OpenTTD/pull/13049#issuecomment-2628488564
22:17:02 <xarick> πŸ™‚
22:18:04 <xarick> just tested, no flooding occurs from dryup
22:19:29 <xarick> it was restoring the original behaviour
22:20:14 <xarick> which I broke in 30fe0015 and which I was restoring now with 13049
22:21:12 <peter1138> Urgh.
22:21:49 <peter1138> Make it an enum clas β†’ crap, it's used as array indexes and for-loops...
22:22:41 <xarick> yay, my number of PR's now fit on a single page
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22:28:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13421: Fix 5664b1e2f6: Missing sprite detection used the wrong filename. https://github.com/OpenTTD/OpenTTD/pull/13421
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22:40:36 <peter1138> Phew, fixed before the next 'nightly'.
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22:44:06 <truebrain> πŸ₯³
22:54:00 <xarick> hmm...
22:56:14 <xarick> 13370 relied on 13193
22:57:13 <xarick> without 13193 it was extremelly difficult to debug rivers
22:57:58 <xarick> was always triggering false positives
22:58:34 <xarick> not sure how reliable 13370 is without 13193
23:01:33 <xarick> there were situations where it was trying to find a path from sea to sea
23:02:13 <xarick> because of terraform
23:02:25 <xarick> leaving a dirty tile at sea level
23:02:53 <xarick> occasionally a spring would start there
23:03:13 <xarick> at the not yet watered dirty tile at sea level
23:03:31 <xarick> meh, it's over
23:03:35 <xarick> move on
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23:47:25 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #13422: Codefix: access pool via PoolItem, not the pool itself https://github.com/OpenTTD/OpenTTD/pull/13422
23:57:19 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #13423: Codechange: [Script] replace some enums with constexpr values https://github.com/OpenTTD/OpenTTD/pull/13423
23:57:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #13402: Codechange: make pool item indices strongly typed https://github.com/OpenTTD/OpenTTD/pull/13402