IRC logs for #openttd on OFTC at 2025-08-01
            
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00:42:33 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #14491: Fix #14490, 0455627d: Incorrect detection of final order when drawing timetable https://github.com/OpenTTD/OpenTTD/pull/14491
01:29:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14491: Fix #14490, 0455627d: Incorrect detection of final order when drawing timetable https://github.com/OpenTTD/OpenTTD/pull/14491#pullrequestreview-3077337853
01:39:05 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14491: Fix #14490, 0455627d: Incorrect detection of final order when drawing timetable https://github.com/OpenTTD/OpenTTD/pull/14491
01:39:08 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #14490: [Bug]: Incorrect rendering of timetable window when only one order in order list https://github.com/OpenTTD/OpenTTD/issues/14490
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04:49:23 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/4d03b4b618d1adcdedd7d6ed1d40f6a5b92b33c1
04:49:24 <DorpsGek> - Update: Translations from eints (by translators)
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06:38:44 <DorpsGek> [OpenTTD/team] Shawoll opened issue #654: [sk_SK] Translator access request https://github.com/OpenTTD/team/issues/654
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07:04:39 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1400735966510973041/image.png?ex=688db886&is=688c6706&hm=e2f34ddcf8ad08f1ab59161ae4eba79808ff9a41fc61de6728100b3b3fe81978&
07:04:39 <andythenorth> do we have anything to entirely remove a GS and all data from a savegame?
07:04:41 <andythenorth> then re-add it
07:04:59 <andythenorth> alternately, maybe I should make my GS less fragile 😛
07:15:14 <andythenorth> or I could fix the actual bug 😛
09:34:58 <peter1138> Well.
09:35:02 <peter1138> Hmm.
09:56:05 <DorpsGek> [OpenTTD/team] Shawoll commented on issue #654: [sk_SK] Translator access request https://github.com/OpenTTD/team/issues/654
10:25:05 <peter1138> Failed the test, 3 hours later.
10:27:48 <peter1138> Does the NewGRF spec say what happens if you map a sprite group to an entity more than once?
10:27:54 <peter1138> Action 3 for the same thing.
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10:59:22 <_glx_> andythenorth: Yes, change GS version and compatibility
10:59:46 <_glx_> Saved data will be discarded
11:01:47 <_glx_> Other option is to handle the changed data in the GS itself (check for the key before access)
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12:28:59 <LordAro> _glx_: actually use the version field for what it was intended? :o
12:30:15 <kuhnovic> peter1138: I vaguely remember you working on letting ships prefer odd or even tile coordinates depending on their orientation. Was that in one of your many patches?
12:31:14 <peter1138> I'll probably have a branch or stash somewhere local, but it'll be somewhat out of date.
12:31:19 <peter1138> Let me see.
12:31:49 <kuhnovic> I made my own implementation and suddenly I thought of your work
12:31:58 <peter1138> Oh okay, then I won't bother :)
12:32:03 <kuhnovic> Hehe
12:32:19 <kuhnovic> Just wondering if you shelved it for a particular reason
12:32:21 <peter1138> (I found it, it's in a branch)
12:32:38 <peter1138> Pushed it to github, "shi
12:32:44 <peter1138> "ship-pathfinding"
12:32:51 <peter1138> In case there's anything useful.
12:33:00 <kuhnovic> Thanks, I can take a look
12:33:12 <peter1138> Not really, it was just a quite idea and only ever experimental.
12:34:02 <peter1138> I also probably got sidetracked by other things like removing m_ prefixes...
12:34:19 <kuhnovic> Priorities 😛
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12:35:18 <kuhnovic> After some initial experimentation I must say that it looks quite promising. It makes ships looks a little less silly.
12:36:22 <peter1138> Yup.
12:36:57 <peter1138> At the rate we are going you might even get it into 15.0 ;-)
12:47:40 <talltyler> I thought I wrote an implementation for that too, but can't find it. Maybe I'm thinking of my patch to make ships stop when overlapping tiles with another ship, like trains in Railroad Tycoon 3.
12:50:48 <peter1138> Probably patch packs do something already, but.
12:51:13 <peter1138> Partly it's "kuhnovic is now our ships expert"...
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13:00:20 <kuhnovic> peter1138: I did that to myself didn't I 😛 ?
13:00:53 <kuhnovic> talltyler: Let me know if you find it, would be interesting to take a look
13:01:26 <andythenorth> _glx_: ha ha thanks 😳 you reminded me that I'd already written a migration framework for saveload to do just that 😮 https://github.com/andythenorth/firs/blob/v5-release-track/src/gs/templates/persistent_storage.pynut#L54
13:01:39 <andythenorth> I forget my own name next
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13:04:53 <LordAro> andythenorth: andy.
13:06:38 <peter1138> Yeah, my stuff was pretty crude so it wouldn't necessary pick the right side of something.
13:07:18 <peter1138> And it seems I also included "stay away from the coast", which is also quite nice.
13:26:08 <talltyler> kuhnovic: It's not in my remote branches, so it's gone 🙂
13:26:19 <talltyler> Looking forward to your PR though!
13:26:56 <talltyler> "Stay away from the coast" would also be welcome. I see people in eyecandy games placing objects which look like plain water tiles to force ships to avoid the coast... there should be a better way to do this!
13:29:11 <kuhnovic> Yes I've been thinking about that too. I just need to find a way to do it without introducing loads of additional checks as that has the potential to really bog down the ship pf.
13:30:35 <peter1138> Yup.
13:30:46 <peter1138> Store it in the map array isn't the worst idea :)
13:31:44 <peter1138> (Just like deep oceans would be stored)
13:32:13 <kuhnovic> Thought of that too. Updating it would be my biggest concern, but that's something that could happen slowly over time using the tile loop
13:37:34 <peter1138> Yup, it doesn't need to be instant indeed.
13:38:07 <peter1138> (As long as it's consistent across clients)
13:38:36 <peter1138> The way I did it to check multiple tiles during pathfinding is going to end up costly.
13:46:43 <peter1138> (Especially if Xarick loads it up :p)
14:03:35 <_glx_> update by water region on PF runs ?
14:04:57 <_glx_> or maybe something like flooding
14:06:16 <peter1138> Yeah, probably something like flooding. Could maybe even use the same bits that control updates.
14:06:20 <peter1138> s/probably/possibly/
14:12:23 <_glx_> hmm windows-latest will soon switch to windows-2025, let's see if it breaks things
14:22:22 <LordAro> i too got that email
14:23:51 <talltyler> Maybe it would be best to combine coast avoidance with deep water, so ships avoid shallow water unless it’s the only option? (I don’t know how much more work that patch has before it’s done)
14:24:20 <talltyler> Or at least plan ahead to use the same map bits for shallow water, even if the rest of the deep water patch isn’t included
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15:06:32 <peter1138> Well, they're not entirely related.
15:06:53 <peter1138> For example you could have a bay that it's all shallow water, yet still want ships to avoid the coast.
15:08:33 <peter1138> With just 2 bits of information you can penalise ships to stop them going within 3 tiles of a coast, which seems like an ample enough distance.
15:09:02 <talltyler> Sure, but if you give shallow water a pathfinder penalty they'll still be able to go there, but will avoid it if an alternate route is available and the longer route is cheaper than the shallow water.
15:10:23 <peter1138> Say you loaded up an existing save game. All the ocean would probably by default be shallow.
15:10:51 <peter1138> There would then be no way to have ships avoid being too close to the coast.
15:11:23 <peter1138> Shallow and close are not equivalent.
15:20:36 <talltyler> True.
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16:06:53 <kuhnovic> We could retrofit such a savegame with ocean depth. Set a fixed pitch (say -1 height per 2 tiles) and set the depth as a function of the distance to the nearest coast.
16:22:12 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14489: Codechange: Use handler structs for NewGRF action map sprite groups. https://github.com/OpenTTD/OpenTTD/pull/14489
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16:24:07 <talltyler> kuhnovic: Are you volunteering to finish the deep water PR? 😛
16:24:39 <kuhnovic> Absolutely not 😆
16:24:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14489: Codechange: Use handler structs for NewGRF action map sprite groups. https://github.com/OpenTTD/OpenTTD/pull/14489#issuecomment-3145119138
16:24:54 <talltyler> Aww 🙁
16:24:56 <talltyler> (/s)
16:25:57 <kuhnovic> I think somebody else is already in way too deep
16:26:11 <kuhnovic> I don't feel like taking the plunge
16:26:40 <kuhnovic> There are so many other things to work on, so many fish in the sea
16:27:13 <kuhnovic> (Ok I'll stop it now. I will sea myself out...)
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16:51:22 <jfkuayue> https://cdn.discordapp.com/attachments/1008473233844097104/1400883617806160038/IMG_0558.jpg?ex=688e4209&is=688cf089&hm=d3d2c6098ef44aa64394ad2a35d786875085548e5811f49e39f7fa9b1a069863&
17:26:41 <peter1138> Well.
17:32:24 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14492: Codechange: Extract function to draw custom rail station foundations. https://github.com/OpenTTD/OpenTTD/pull/14492
17:35:01 <peter1138> Hmm, std::unique_ptr<std:;byte[]> is a bit awkward for holding non-POD objects.
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18:06:44 <peter1138> Yeah, required manual destruction defeats the purpose of a unique_ptr, so that's out :(
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20:41:32 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic opened pull request #14493: Change: separate ships travelling in opposite direction https://github.com/OpenTTD/OpenTTD/pull/14493
20:42:40 <kuhnovic> peter1138: I drew quite some inspiration from your code, and essentially copied the entire documentation part. Let me know if you're not ok with that, then I'll write my own 🙂
20:43:04 <peter1138> I don't remember it much, if it makes sense to you, sure :)
20:45:28 <andythenorth> such sleeping time
20:45:31 <kuhnovic> The limitations almost make it seem like it's not worth it, but IMO it does
20:46:33 <talltyler> If someone comes up with right-handed ships in the future, it would be easy to change over to that
20:47:00 <talltyler> And for 20 lines of code that looks quite cheap for performance… why not?
20:49:00 <LordAro> nice :)
20:49:28 <peter1138> Yeah, proper LR running is would be way more involved.
20:49:38 <peter1138> -is
20:50:36 <kuhnovic> Definitely. I think this PR is a nice visual touch that can be achieved with virtually zero performance hit. And that's all it is.
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21:21:48 <peter1138> Urgh, this is annoying me :(
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22:02:16 <peter1138> Oh. FFS. :(
22:03:44 <peter1138> Rewrote it to use a variable length array, and that worked, except I can't have an object of the correct size without dynamic allocation...
22:11:51 <DorpsGek> [OpenTTD/OpenTTD] Rau771 commented on pull request #13265: Change: Convert Magic Bulldozer to settings https://github.com/OpenTTD/OpenTTD/pull/13265#issuecomment-3145898976
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22:18:26 <peter1138> Maybe the half-arsed virtual stuff was okay :S
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22:44:45 <_zephyris> Road vehicle pathfinder penalty for level crossings?
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22:55:01 <exceptik> _zephyris: And traffic jams?
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