IRC logs for #openttd on OFTC at 2025-09-13
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04:06:55 <andythenorth> peter1138: And people choose Comic Sans willingly, canโt legislate for lack of taste ๐
04:08:34 <jfkuayue> comic sans good bad?
04:08:52 <jfkuayue> "children textbook font"
04:36:47 <DorpsGek> - Update: Translations from eints (by translators)
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08:51:15 <truebrain> Unuts ๐ (I am here just for the "making fun" part ๐ Sorry ๐ )
09:05:44 <truebrain> That is a nice size of units ๐
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11:31:11 <peter1138> Yes, now I remember.
11:31:43 <peter1138> I did try it with the height in the error (although it was in the main message, not a sub message) but "1050 ft" is pretty meaningless.
11:32:43 <peter1138> I decided it could be done later, which #14616 is :)
11:33:08 <peter1138> But also, it might be that only unconverted levels is the most useful metric.
11:33:32 <peter1138> I apparently don't have any coffee.
11:35:00 <peter1138> Oh yes, I need to solve this performance issue :o
11:36:10 <peter1138> Map-scanning for an empty slot when trying to find a slot is too slow on large maps.
11:36:47 <peter1138> Especially when drag & dropping a long line of track, becuase it is checking for each tile in test mdoe :o
11:48:25 <peter1138> I'm hoping I can use infrastructure statistics along with an extra one for unowned roads.
11:48:31 <peter1138> Trams always have an owner don't they?
11:48:40 <peter1138> Actually that doesn't matter, they're combined.
11:59:04 <peter1138> Ok, 1ยตs instead of 40ms is a bit better.
12:00:46 <peter1138> Fast enough to not care about drag & drop checking for each tile.
12:02:38 <rito12_51026> peter1138: 14616?
12:03:29 <jessicathegunlady> peter1138: Vehicles or tracks?
12:03:38 <_glx_> indeed, just need an extra `CompanyInfrastructure` for `nullptr` company
12:04:04 <jessicathegunlady> I'm not sure if GameScripts can create owner-less tram tracks, but even if they can, I'm not aware of one that does.
12:04:46 <peter1138> It won't matter, because road and tram types stored in the same structure they're handled the same at this point.
12:05:31 <_glx_> `Building a piece of road as deity (GSCompanyMode::IsDeity()) results in a piece of road owned by towns. `
12:05:34 <peter1138> _glx_, the code is shorter too, without a map scan :)
12:05:48 <_glx_> so yeah GS can build town owned tram
12:05:51 <jessicathegunlady> peter1138: Ah, right, makes sense.
12:06:07 <peter1138> [2025-09-13 13:00:06] dbg: [misc:0] [DrawTick] [FindUnusedMapType] 1 calls in 1 us [avg: 1.0 us]
12:06:08 <jessicathegunlady> _glx_: Interesting. Good to know.
12:06:10 <peter1138> [2025-09-13 13:00:09] dbg: [misc:0] [DrawTick] [FindUnusedMapType] 10 calls in 1 us [avg: 0.1 us]
12:06:14 <peter1138> (Not sure why it's DrawTick, but hey)
12:06:26 <peter1138> I think that's sufficiently fast.
12:06:33 <_glx_> will still need map scan on load, but it's a one time
12:06:59 <peter1138> That already happens.
12:10:04 <_glx_> IIRC it's DrawTick because input handling is during video loop
13:09:58 <peter1138> Now I can put the limits back to 64/63 instead of 4 ;D
13:15:13 <peter1138> Remove 255 limit now?
13:19:10 <peter1138> Also it probably needs an error message to explain.
13:19:18 <peter1138> > Can't build railway track here...
13:19:52 <peter1138> > ... you tried to use too many at once you silly sausage
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14:51:58 <peter1138> Error: Assertion failed at line 315 of /home/petern/src/openttd/src/road_cmd.cpp: pieces != ROAD_NONE
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17:07:15 <peter1138> With a debug build the bug doesn't occur :o
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18:10:51 <peter1138> Hmm, is it still happening or is my savegame bad.
19:28:53 <kuhnovic> So the river generator runs breadth first searches to find an end point for a river (start is known), and then uses A* to find a path between them. Seems like a rather roundabout way of doing things, A* could do it in one go.
19:34:00 <truebrain> But why do things right the first time?
19:35:13 <kuhnovic> Hence the use of AyStar ๐
19:37:12 <truebrain> And to split hears, I don't think you want A* here. A* implies you have a heuristic to base your work on, but finding the sea doesn't really give you a valid H-function. So it is more a Dijkstra at best, or just easier: a flooding. Which can use the same approach (and even code) as A*. Still ๐
19:37:15 <truebrain> (hihi, sorry ๐ )
19:40:55 <kuhnovic> Yes, Dijkstra is the way to go here, so a heuristic of 0. Flooding works too but dijkstra allows for adding some random costs to incentivise the river to meander a bit more.
19:41:23 <truebrain> Just poking fun of "everything is A*" ๐
19:41:33 <truebrain> There is no actual value in my comment ๐
19:41:40 <andythenorth> If we found the end point firstโฆ
19:41:57 <andythenorth> All rivers would reach the sea
19:42:24 <truebrain> not if you don't have any sea to start with!
19:42:28 <truebrain> Owh, I should stop talking ๐
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