IRC logs for #openttd on OFTC at 2026-08-26
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07:17:28 <peter1138> Coast tiles look better to me.
07:18:24 <peter1138> Wondering about using the normal random generation for lighthouse rocks too. Hmm.
07:43:23 <peter1138> Gets rid of a `goto` as well :D
07:49:17 <_zephyris> Looking nice IMO. Can tweak, but I think that's a good representation of how it'll look
07:50:28 <peter1138> I think using the same rock generation algorithm for lighthouses works better than the original attempt.
07:50:36 <peter1138> It feels more "unified"
08:01:25 <alien_bunny_ninja> goddess_ishtar: I work at one of the bigger European investment banks in the Risk dept. We're also running python 2.7. The overall problem is that there's some 3mn lines of code that can't be switched out to python 3 without shutting down the whole shebang for a year. (Tho management wants some external AI company to do the job in a week or two, that will surely go well.)
08:01:50 <_zephyris> How modular is the placement code? Looking forward, would be nice to reuse the placement logic for scatter objects
08:02:42 <goddess_ishtar> alien_bunny_ninja: I'm certain it will
08:03:12 <alien_bunny_ninja> goddess_ishtar: Yeah. Risk department. Perfect risk management. What could possibly go wrong.
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08:16:06 <kuhnovic> peter1138[d]: Oh man I need to work this into my Southern Norway map. Almost all of Norway's coast looks like this (albeit slightly less isometric)
08:16:28 <LordAro> kuhnovic: click and drag across the entire map, done
08:28:06 <peter1138> _zephyris, the first commit in the series makes it modular (along with making it place rocks on water)
08:29:22 <peter1138> Anyway, I don't think anyone has code-reviewed it yet.
08:46:21 <_zephyris> Yeah, I haven't had a chance to look at the code, just looking at the pretty pictures
08:46:48 <_zephyris> Limited auto object scatter options always seemed like a limitation, great to address it
09:03:27 <peter1138> My "make lighthouses place rocks" stuff is hardcoded into the lighthouse placement routine.
09:03:39 <peter1138> As far as I know that's not something any other object can use.
09:05:03 <peter1138> But changing that is out of scope here, imho.
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14:32:41 <_zephyris> Totally, there's always space for dedicated hardcoded behaviour
14:36:00 <_zephyris> Co-placeemnt of objects is a way bigger NewGRF change than eg. adding a bitmask for placement behaviours.
14:53:44 <talltyler> Lighthouse placement is also hardcoded now π
15:00:11 <peter1138> Could easily be a flag.
15:02:56 <talltyler> Yes, although itβs not quite that simple as the lighthouse placement first checks towns and then looks for water, and always starts with the same tile north of the town. If you wanted to place an object near a town without requiring water, youβd probably want to randomize the starting tile on the outskirts of the town.
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15:24:29 <andythenorth> modular placement
15:50:56 <_zephyris> I was imaging something kinda dumb, like a bitmask setting which placement logic to use - single scatter, like rocks, like transmitters, like lighthouses.
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15:51:29 <_zephyris> A smarter one could be a bitmask of and requirements, and bitmask of not requiremnts. Could be near town, near water, on hills, etc.
15:51:31 <_zephyris> But all future stuff
15:52:01 <talltyler> Being able to place patches of NewGRF objects would be great.
15:53:12 <talltyler> "On hills" can be done with the placement callback, albeit it's probably faster to do with a flag. Transmitter placement is brute force iterating through random tiles and checking if their height is valid.
15:53:25 <talltyler> Or rather, if their height meets the requirement.
15:53:53 <_zephyris> Yeah, lots can be done with the existing callbacks
15:53:58 <_zephyris> Maybe I'm trying to solve the wrong problem
15:54:25 <_zephyris> Object layouts, like industry layouts. Multi-tile objects. Well, that might be overkill.
15:54:46 <_zephyris> 'Like rocks' would go a long way for landscapey objects
15:54:54 <talltyler> We have multi-tile objects already, unless I'm misunderstanding you.
15:55:16 <talltyler> Albeit they must be rectangular.
15:59:07 <_zephyris> Yeah, not super useful for trying to scatter rocks
15:59:35 <_zephyris> I should test trees properly first though, that's looking really promsing
16:05:44 * andythenorth hypothesies doing this in GS
16:06:00 <andythenorth> how do we do scatter? Pre-generated random patterns? (like noise brushes)?
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16:10:14 <talltyler> Why do it in GS if we can do it in OpenTTD?
16:10:52 <talltyler> I did not enjoy my one foray into writing Squirrel
16:12:09 <talltyler> Are actions not running on #15869 or is GitHub broken again? I want to test the preview to re-test the buoy crash. π
16:12:58 <andythenorth> GS is under-rated π
16:13:35 <andythenorth> but whole map operations are quite memory consuming π
16:13:48 <andythenorth> I cached every tile into a GS....briefly
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16:30:55 <peter1138> That sounds like something Samu would try.
16:31:46 <andythenorth> there is some similarity in our approach to programming
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16:37:17 <_glx_> andythenorth: everything in a GSList ?
16:37:28 <andythenorth> or a table, can't remember which
16:37:44 <andythenorth> I tried it in JGRPP on a very large map also, just to see what it did to RAM
16:41:00 <_zephyris> Object placement feels like one of those where full scripting in GS and basic NewGRF is useful
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17:08:31 <_jgr_> andythenorth: The GSTileList API is one of those unfortunate missteps which can't be got rid of now
17:09:13 <andythenorth> we could just break everything π
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17:10:45 <andythenorth> JGRPP can keep the old API π
17:43:11 <will_marshall_> andythenorth: help me not be depressed about it
17:44:33 <will_marshall_> the newgrf ecosystem has too many BAD GRFs
17:45:22 <talltyler> Add a flag to allow flipping? (not the old flag to allow flipping, which we now ignore π )
17:46:07 <talltyler> Alternative worse idea: buy locos and tenders separately π
17:47:33 <will_marshall_> talltyler: just wait for you to do the refactor that makes all vehicles equal in the eyes of the game π
17:48:02 <will_marshall_> i mean a flag to allow flipping the articulated vehicles is sort of where I'm arriving
17:48:09 <will_marshall_> if nothing works out of the box
17:48:52 <talltyler> Tenders have 1 hp, if we're doing a hack job we're not cutting corners and doing things properly
17:49:17 <will_marshall_> must go because i'm already eating into my workout time before the pool closes, but i'll have a think about flip-articulated over the upcoming **4 day weekend woo**
17:49:37 <will_marshall_> (work is half-closed on payday, on average)
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18:50:29 <andythenorth> what breaks? π
19:07:01 <peter1138> Logic error in buoy placement.
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20:39:48 <talltyler> Going back to #15822, when you dig away land to uncover rocks on slopes and some rocks on the flat land you've uncovered, should that include rocks that then get flooded by the ocean?
20:40:10 <talltyler> Or should I not uncover flat rocks when the new height is 0, and liable to flood?
20:47:41 <belajalilija> Sea rocks are cool
20:48:51 <belajalilija> I want sea rocks
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20:55:39 <belajalilija> This is a few towns from me
21:04:00 <peter1138> talltyler, needs to be a bit less probability
21:40:00 <talltyler> Updated to 1/10 probability.
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23:32:30 <tabytac> I like the idea of terraforming rocks, but imo it feels a bit odd at 100% probability for slopes and such
23:32:43 <tabytac> the sea ones are great at 1/10 tho
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