IRC logs for #openttd on OFTC at 2026-10-04
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04:58:33 <Rubidium> jfkuayue: use it to come up with reasons not to use it?
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05:04:58 <wensimehrp> > Linux is not one of those anti-AI projects, and if somebody has issues
05:04:58 <wensimehrp> > with that, they can do the open-source thing and fork it.
05:04:58 <wensimehrp> > Or just walk away.
07:57:34 <peter1138> /home/petern/src/openttd/src/core/pool_type.hpp:63:66: warning: β((const PoolID<unsigned int, VehicleIDTag, 1044480, 1048575>*)this)[21].PoolID<unsigned int, VehicleIDTag, 1044480, 1048575>::valueβ may be used uninitialized [-Wmaybe-uninitialized]
07:57:39 <peter1138> 63 | constexpr TBaseType base() const noexcept { return this->value; }
07:58:19 <peter1138> Other than removing -Wmaybe-uninitialized... what's needed to fix this :o
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09:28:09 <peter1138> Tree classes though.
09:28:37 <peter1138> I used a bitmask for convience, but that's not exactly friendly for NewGRFs.
09:32:26 <peter1138> A bitset is fixed length. A vector is variable length but can't be defined static constexpr (not a huge problem but)
09:34:55 <peter1138> The classes are only evaluated when generating tree tile types, so performance isn't a huge concern.
10:23:27 <peter1138> More memory though.
10:24:00 <reldred> my normal facetious response would be 'memory is cheap' but it really isn't anymore π’
10:24:47 <peter1138> It's a non-event here unless you were defining thousands of trees with thousands of classes :D
10:25:18 <reldred> depends how nuts zyliety goes with it once you get it into the general populations hands π
10:26:09 <peter1138> But 32-bit class mask is 4 bytes for every combination. 4-byte labels is 24 bytes for the vector, and then 4 bytes for each entry. There's 4 class lists per tree type so that's already 16 bytes -> 96 bytes, ZOMG!
10:27:46 <peter1138> Probably 32 different tree classes is fine anyway, but.
10:28:42 <peter1138> They're used to mix different but similar trees when building the tree tiles.
10:30:48 <peter1138> Might rename from class actually, as that traditionally is used for things like objects and stations to categorise in the UI.
10:44:46 <DorpsGek> - Update: Translations from eints (by translators)
11:00:21 <peter1138> Well, labels mean authors get to fight over what 4-byte labels mean instead of what limited individual bits mean.
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11:55:59 <andythenorth> "days since treetypes" π
12:22:19 <peter1138> Hmm, doesn't appear to work :o
12:23:16 <peter1138> Oh, probably the height thing!
12:50:08 <peter1138[d]> Something might've gone wrong :o
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12:50:48 <notluke2578> the landscape is just eepy
13:01:52 <peter1138> It was the NewGRF :)
13:57:07 <peter1138> Probably should do tree classes too.
13:57:24 <peter1138> To prepare for a Picker UI.
15:35:05 <peter1138> That's a word salad.
15:38:01 * peter1138 wonders how to classify the default trees. Or just go with "Default" like stations :)
15:38:26 <peter1138> Would be nice to split rainforest and normal trees though.
15:44:55 <talltyler> Split desert trees (cacti) too?
15:45:22 <peter1138> Hmm, setting classes for built-in stuff is a bit of a pain.
15:46:08 <talltyler> I guess this begs the question if you intend NewGRF authors to follow a similar pattern and split trees by where they can be planted. It does seem to follow the house picker showing town zones, but worth thinking about if you haven't.
15:47:24 <peter1138> No, classes are only for categorising within the picker UI. There are landscape and tropical zone flags to actually handle where things can be placed.
15:48:19 <peter1138> For houses I used town zones because there are no house classes (actually there is but it's entirely something different from the 4 byte labels)
15:48:46 <peter1138> We could add/have added house classes and use those instead.
15:50:54 <peter1138> Ah, we do wrangle classes for airports in a way that's workable for trees too.
15:57:05 <peter1138[d]> I haven't done flags for snow compatibility because only the arctic trees have snow versions, and all of them have snow versions.
15:57:22 <peter1138[d]> Variable snow-line would make things a bit awkward too.
16:23:51 <peter1138> Hmm, probably ought to add a badges property :p
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16:50:49 <babel_ttt> Is there any way to solve this problem?
16:51:41 <peter1138> Draw larger tunnel entrances.
16:52:37 <peter1138> And shorter catenary poles.
16:53:13 *** ChanServ sets mode: +v tokai
16:55:41 <peter1138> Original tunnels use tricks to make the tunnel entrance look larger. The catenary poles are also quite a bit shorter.
17:11:22 <andythenorth> oops ` nmlc info: Train items: 11282/65420`
17:11:45 <andythenorth> adding a1 livery to each wagon in Horse grows that number fast π
17:56:04 <peter1138[d]> Something something something trees
17:56:34 <peter1138[d]> I added trees and didn't set a class, so they default to the first class, which is "Temperate".
17:56:43 <peter1138[d]> So probably "Default" is a better bet.
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17:58:47 <talltyler> Yeah, probably. Also Cactus should be Desert, maybe?
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18:35:30 <_zephyris> Looks nice. "Default" and "desert" work well
19:50:33 <peter1138> Hmm, playing music from the ROLAND.CAT file, it's... a bit different.
20:10:51 <peter1138> Ah, maybe it's Roland MT-32.
20:13:56 <peter1138> Yeah, pretty sure it is.
20:35:06 <peter1138> Hmm, I guess ADLIB.CAT is a different format internally.
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