IRC logs for #openttd on OFTC at 2026-08-27
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00:54:00 <talltyler> I can try a probability for slopes tomorrow.
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06:56:36 <_zephyris> Hmm, OpenGFX2 rock homework then.
07:07:54 <peter1138> Could be worse, could be zBase.
07:08:08 <peter1138> 159 sprites missing.
07:15:33 <peter1138> What if rough tiles generated in clusters like rocks?
07:21:31 <peter1138> Forgot to mention in the coastal rocks change there's actually a random seed collision bugfix, previously on maps larger than 256x256, the tile index bits overlapped with the number of rocks bits, so the number of rocks would depend on where they started.
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07:44:50 <utrain> _jgr_: Out if curiosity, what's up with the API that sucks?
07:50:22 <_jgr_> utrain: It turns "iterate all the tiles in this area" into "fill in an expensive/inefficient data structure with every tile index in this area", which has very different performance characteristics
07:50:37 <_jgr_> In general it encourages inefficient code which performs badly
08:02:13 <peter1138> A couple of simple for-loops in squirrel would be better.
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10:24:01 <peter1138> I guess we could come up with an actual iterator-based system that is independent from ScriptList.
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10:26:45 <LordAro> what would that look like?
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10:38:15 <peter1138> Something like `area = TileArea(start, end); for (tile = area->Begin(); !area->End(); it = area->Next()) { ... }`
10:39:02 <peter1138> Different objects for things like indsutry layouts.
10:40:03 <peter1138> Then you could have a modifiable one with things like AddRectangle() that uses a std::vector<TileIndex> to store tiles, which is inefficient but not as inefficient as a ScriptList.
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10:40:21 <peter1138> And then clearly define rules that if you modify it while iterating you screwed up.
10:40:32 <peter1138> (current iterators allow stupid things)
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10:50:23 <peter1138> A BitmapTileArea is even more memory efficient, but harder to resize.
10:51:58 <peter1138> std::vector<bool> is always fun :p
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11:35:38 <talltyler> Rough tile clusters look nice
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16:11:07 <talltyler> Sloped tiles now have a 3/4 probability to make rocks.
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17:23:28 <exceptik> talltyler: Random events of rocks falling?
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17:50:50 <utrain> does it destroy just vehicles or also infrastructure?
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19:15:25 <kuhnovic> talltyler: I like it, looks much more organic compared to everything being covered in rocks
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19:19:54 <talltyler> Feel free to review 😛
19:20:38 <talltyler> It'll be good for your rocky Southern Norway map 😄
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19:29:08 <kuhnovic> I am currently on holiday though, nowhere near a computer
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