IRC logs for #openttd on OFTC at 2025-02-19
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00:00:21 <peter1138> Yeah, type is still instance.
00:00:27 <peter1138> But that doesn't help the script which uses typeof.
00:05:10 <_glx_> and doing compat for all classes will be annoying
00:06:28 <_glx_> oh a maybe with a foreach, let's try
00:18:40 <_glx_> well it could work if we allowed `getroottable()`
01:45:10 <peter1138> Somehow make typeof() behave the old way with pre-15 scripts... dunno.
01:45:38 <_glx_> that's what the gist does
01:46:36 <_glx_> because I like the new typeof(), it's more useful that way
01:48:04 <_glx_> even if squirrel use type() for internal errors so it will still say 'instance'
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04:34:25 <Speedy`> any plans for an Android update?
04:43:35 <reldred> The Android port isnβt done in house, itβs done by a third party.
04:45:08 <DorpsGek> - Update: Translations from eints (by translators)
04:59:35 <Speedy`> reldred: m'kay, but waiting ,-)
05:01:34 <reldred> jump on the discord, isosys has a thread in the development forum regarding the unofficial android port. I don't know if they're on the IRC.
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08:38:52 <LordAro> peter1138: does that cover 'Road owner' as well? can't immediately see where that's coming from
08:48:47 <peter1138> It's a loop for all the tile's owners.
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09:16:04 <quast65> I believe this is the right place to report odd things in the nightlies?
09:16:04 <quast65> I am testing out the ingame housepicker and I noticed that the produced cargo's listed in the menu are different from what the houses actually produce when built:
09:16:37 <quast65> In this case I used FIRS industryset, but it also happens vanilla
09:18:36 <quast65> Unrelated, is there a setting that allows the menu's to adapt to the size of graphics and/or amount of text?
09:18:36 <quast65> As you can see, the left side of the menu is not large enough to show all of the information.
09:18:36 <quast65> I guess its some setting I am missing? (I ususally use JGRpp)
09:30:11 <peter1138> The right place is github.
09:30:46 <peter1138> But I can see what the issue here, the list isn't properly initialised.
09:31:31 <peter1138> `CargoArray production;` β `CargoArray production{};`
09:31:48 <peter1138> I guess I could rewrite it anyway to just use a CargoMask.
09:32:51 <peter1138> CargoTypes, rather.
09:40:42 <quast65> peter1138: If it helps with testing, I can PM you a beta-release of OTIS as Houses.
09:40:42 <quast65> It has the 7 landbased industries of OTIS as houses.
09:40:42 <quast65> So you can test then with houses that have different cargos than the standard pax/mail/etc
09:41:35 <peter1138> No, thanks, I can see the cause.
09:54:28 <quast65> One final remark/suggestion.
09:54:28 <quast65> I use a lot of different House-GRFs, to find a specific house, it could be handy if the house-picker also filters per GRF
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10:00:01 <asasnat> is the "grow, but only spread in rainforests" option for tree growth meant to affect non-tropical climates as well? (as in, completely prevent tree spread in those climates)
10:02:57 <LordAro> `return ((_settings_game.game_creation.landscape == LandscapeType::Tropic && GetTropicZone(tile) == TROPICZONE_RAINFOREST) ? (_settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL || _settings_game.construction.extra_tree_placement == ETP_SPREAD_RAINFOREST) : _settings_game.construction.extra_tree_placement == ETP_SPREAD_ALL);`
10:03:15 <LordAro> which is a not very nice way of saying "yes"
10:05:17 <asasnat> it took me a while to decipher what the hell this meant but I understand now
10:06:24 <LordAro> easiest way is to run the game and find out :D
10:06:45 <LordAro> ETP_SPREAD_RAINFOREST is also used in OnTick_Trees...
10:06:50 <peter1138> xarick, as I said in my comment.
10:16:20 <xarick> rocks on desert also poof
10:18:45 <peter1138> That's nothing new. There are no desert rocks graphics.
10:20:05 <xarick> rough land i guess too
10:20:55 <xarick> there's no direct way to place rough land with scenario editor?
10:24:28 <peter1138> Basically these are not bugs, they are design limitations.
10:24:57 <peter1138> To get past design limitions, especially when new graphics are needed to support it, new features need to be designed.
11:47:28 <talltyler> Iβm glad the TileDesc error is string handling, I saw it while playing last night and thought I might have created it when adding house protection π
11:49:42 <peter1138> Uh oh, two releases deployed today already :(
12:04:04 <xarick> which SettingFlag do I need to set for a setting changeable in game in singleplayer but also in multiplayer if I am the server and not a client?
12:06:46 <xarick> in other words... i wanna make a setting where only the host can change
12:15:40 <xarick> oh, guiflags doesn't even exist anymore?
12:26:37 <peter1138> Okay, that merge happened nearly 4 years ago...
12:29:53 <xarick> oh rats... scripts crashing
12:30:01 <xarick> need to wait for the string fix
12:39:35 <peter1138> Or go back to before the change.
13:47:45 <_glx_> after some thinking the new typeof() is not that useful except for debug output is scripts, my idea was to be able to do `typeof(obj) == "<classname>"` but `obj instanceof <classname>` has the same effect (even better as it can go through parents)
14:07:42 <peter1138> Urgh. Getting annoyed by "nothing happened" or "it didn't work" type error reports.
14:19:56 <peter1138> Melting power cables just works.
14:21:51 <peter1138> Hmm, do all these compatibility layers eat in to the available op-code limits for scripts?
14:21:57 <peter1138> I'm assuming they do.
14:23:42 <_glx_> yeah they do, it's just usual squirrel code
14:25:52 <LordAro> incentive to upgrade :D
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14:54:42 <peter1138> Hmm, so I created a dynamically sized BitSet class, but it's a bit unwieldy.
15:21:47 <xarick> it just works for 10 hours! then it melts
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15:41:37 <ahyangyi> Automatically restarts everything every 8 hours
15:42:00 <ahyangyi> keep everything just works forever
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16:58:34 <xarick> it's getting out of depot
16:58:42 <xarick> and picks reverse direction
16:58:48 <xarick> but direction is invalid
17:08:02 <peter1138> > Beyond this point, tile types which can be accessed by vehicles must be in a valid state.
17:08:12 <peter1138> Hmm, I think that is still very optimistic :(
17:27:59 <xarick> new Ship() v->rotation and v->direction are not set
17:33:17 <_glx_> they don't matter when the ship is in the depot wormhole
17:33:35 <_glx_> but they should be set when it goes out
17:35:05 <xarick> v->UpdateDeltaXY is looking at v->rotation
18:05:13 <xarick> it asks pathfinder for a direction
18:05:58 <xarick> okay, i have this atm:
18:11:03 <peter1138> Hmm. Configuration?
18:15:30 <kuhnovic> Do you have a savegame to reproduce the original issue. And NOT a 4K map.
18:16:20 <xarick> build a ship, let him out towards south = crash
18:24:19 <xarick> nice, scripts will work now
18:25:22 <_glx_> I tested as much as I could
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18:36:58 <xarick> snap! must disable ships for the time being
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18:51:20 <peter1138> I've reworked IsSnowTile a bit.
18:52:27 <peter1138> In a way that fixes #13454, and perhaps makes extending it easier.
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19:36:27 <_zephyris> Intriguing, say more things.
19:38:16 <peter1138[d]> Oh, not the same tile, heh.
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19:39:13 <peter1138> So this change affects tree generation as well. Hmm.
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19:57:50 <_zephyris> Probably because trees are no longer placed on those snow covered rock tiles?
19:59:46 <peter1138[d]> They aren't anyway.
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20:09:34 <_zephyris> Worth me making some ogfx snow covered rocks?
20:15:31 <peter1138> Ah, it's because I also made it so that fields don't remove rocks.
20:15:38 <peter1138> Undo that and it's the same.
20:19:51 <peter1138> Growth is different now. Bah.
20:25:57 <_glx_> rocks grow on fields anyway
20:48:46 <xarick> fix my ships ploz! :\1
20:49:38 <xarick> do you really need a savegame
20:50:53 <xarick> ok, let me add a savegame
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21:49:18 <xarick> what happened to the location of table/strings.h
21:49:40 <xarick> visual studio complaining it doesn't exist
21:51:28 <peter1138> Make sure that path is correct.
21:51:41 <peter1138> Add ../ as appropriate.
21:55:18 <xarick> it shouldn't be required
21:57:01 <xarick> nevermind, that's my crap
22:01:27 <peter1138> Oh right, it's a generated one, of course.
22:01:38 <peter1138> If it doesn't exist then VS didn't generate the file.
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22:04:20 <peter1138> (Or rather, strgen didn't)
22:05:48 <xarick> I'm getting (undefined strings) for some weird reason
22:07:56 <xarick> trying to find out the faulty commit
22:11:38 <_glx_> probably means you failed a rebase π
22:11:55 <_glx_> even if there were no conficts in the area
22:18:03 <xarick> found the faulty commit
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22:19:16 <xarick> oh I see why... i resolved the conflict but left behind part of the code
22:29:28 <_zephyris> Are those the sprites I quickly put together?
22:30:52 <peter1138> This does, of course, completely ignore all that other stuff I was bombing you with...
22:33:55 <peter1138> So the trees are a bit different for whatever reason.
22:35:22 <peter1138> Which is weird because they were the generated the same before I added this. Hmm.
22:35:50 <peter1138> Not that the precise generation matters, but it might mean I've done something wrong :)
22:40:01 <reldred> peter1138[d]: YESSSSSSSSS
22:40:18 *** ChanServ sets mode: +v tokai
22:40:21 <reldred> Now do desert rocks plz πππ
22:42:55 <belajalilija> i spy with my little eye snow covered vanilla rocks?
22:47:24 <peter1138> Hmm, okay, treegen is the same when towns is on low, differs when towns are on medium.
22:47:36 <peter1138> That means towngen is different, I guess.
22:47:47 <peter1138> But it looks the same. Hmm.
22:49:12 <peter1138> Can I do a map-diff? :D
22:51:34 <peter1138> Hmm, rough is different.
22:51:40 <talltyler> Love the snowy rocks!
22:51:47 <peter1138> Does that come before or after the trees... :D
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