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#openttd IRC Logs for 2017-03-11

---Logopened Sat Mar 11 00:00:19 2017
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03:02<andythenorth>isn’t it
03:12<Supercheese>a bit
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03:35<@Alberth>hi hi
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03:47<ZirconiumX>Hi Alberth
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05:40<Samu>hey ST2
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05:41<Samu>ST2: bridge over rail is easier than i thought
05:43<Samu>i ought to be careful not to ruin rail construction for the player
05:43<Samu>shouldn't be too hard
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06:58<Samu>i think i found a bug with town bridges
06:59<Samu>when a town wants to build a bridge and that bridge is nearer to another town, the owner of the bridge will not belong to the town that builds it
07:00<Samu>affects scenario editor mostly
07:00<Samu>when deleting the town, that bridge will stay, even if it's not connected to the other town
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07:18<frosch123>hoi
07:20<@DorpsGek>Commit by frosch :: r27773 /trunk/bin/baseset (no_music.obm orig_win.obm) (2017-03-11 13:20:50 +0100 )
07:21<@DorpsGek>-Update: Baseset translations
07:24<Eddi|zuHause>is anyone planning to do an actual release?
07:25<frosch123>rc1 should be this evening
07:25<LordAro>hype
07:25<frosch123>just after the voting closes
07:25<frosch123>two more fixed from jgr, then it's done
07:31<Eddi|zuHause>and then we can go back to rapid development :p
07:32<frosch123>i want to do more nml for weeks
07:32<frosch123>but it seems like people now actually use nrt
07:33<frosch123>for completely different purposes than railtypes
07:33<frosch123>which is a good thing, since about none of the railtype grfs look interesting to me
07:52<@DorpsGek>Commit by frosch :: r27774 /trunk/src (blitter/32bpp_anim.hpp video/sdl_v.cpp) (2017-03-11 13:52:26 +0100 )
07:52<@DorpsGek>-Fix [FS#5889]: Enabling palette animation for 32bpp blitters while paused skipped initialisation of the palette and resulted in black windows.
07:52<@DorpsGek>-Revert (r23978): No SDL-specific fix required anymore. The new fix applies to all backends.
07:56<@peter1138>nrt?
07:59<ZirconiumX>NotRoadTypes
08:00<ZirconiumX>So what's new in 1.7-rc1?
08:01<frosch123>stuff from the nightly
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08:06<@DorpsGek>Commit by frosch :: r27775 /trunk/src (6 files in 2 dirs) (2017-03-11 14:05:54 +0100 )
08:06<@DorpsGek>-Fix [FS#6510]: Insufficient thread synchronisation when switching blitters. (JGR)
08:07<Samu>nice fix
08:07<andythenorth>o/
08:08<frosch123>moi
08:08<ZirconiumX>Hi ATN
08:09<@peter1138>so does anyone else get a weird mouse cursor in openttd on windows?
08:09<Samu>with 27775? must try, brb
08:09<andythenorth>frosch123: so the black redraw regions are gone? :o
08:10<andythenorth>or is that unrelated :P
08:10<@peter1138>dunno, it's been around a while
08:11<frosch123>andythenorth: i hope so :) i reverted a sdl-specific fix for the issue, which also made it reproducible easily for me. then JGR's new fix fixed it again
08:11<andythenorth>previously I had black regions when switching full animation on/off
08:11<andythenorth>they’re currently gone
08:11<andythenorth>but it might be an intermittent issue, and just isn’t triggering right now :P
08:12<Samu>black is gone!
08:12<Samu>switching full animation while on fullscreen mode, however, causes screen refreshes :(
08:12<Samu>monitor goes into switching mode
08:13<Samu>about weird mouse cursor, what you mean? bad behaviour?
08:13<Samu>jerkiness while dragging?
08:14<frosch123>you need to pause the game
08:14<@peter1138>for me it seems like bits of it are erased before it is drawn at a new position
08:15<frosch123>peter1138: there are bug reports about flickering cursors for years
08:15<frosch123>port to sdl2 and enable os cursors :)
08:17<Samu>never noticed anything glitchy about cursor graphics
08:17<andythenorth>yay SDL 2
08:18<frosch123>i would also welcome a harfbuzz patch :p
08:18<andythenorth>flickering cursor / disappearing cursor / laggy cursor are pretty standard issue here :)
08:18<Samu>on windows?
08:19<@peter1138>never used to do it
08:19<@peter1138>mind you i've not properly played for years
08:19<andythenorth>Samu: OS X of course :)
08:19<Samu>laggy cursor is probably a DPI setting issue
08:19<andythenorth>?
08:20<Samu>but i don't have the other symptoms
08:20<Samu>flickering or disappearing
08:20<andythenorth>why DPI related? o_O
08:20<Samu>it's not really laggy, it's just behaving bad
08:21<Samu>sec, i had a bug report about it
08:21<Samu>let me find
08:22<Samu>https://bugs.openttd.org/task/6366
08:24<andythenorth>ha ha
08:24*andythenorth has the emoji bar, so now I can’t use the function key shortcuts in ottd :D
08:26<andythenorth>although pause (f1) is the only one I actually use :P
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08:34<@DorpsGek>Commit by frosch :: r27776 /trunk (6 files in 3 dirs) (2017-03-11 14:34:01 +0100 )
08:34<@DorpsGek>-Merge: Documentation updates from 1.6 branch
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08:34-!-Alberth is "purple" on @#openttd
08:35<frosch123>o/
08:35<andythenorth>lo Alberth
08:36<@Alberth>hi hi
08:37<frosch123>https://devs.openttd.org/~frosch/backport.txt <- want to grab some typos?
08:38<LordAro>frosch123: you can pipe it through aspell, can't you? :p
08:40<frosch123>that doesn't check fs numbers and formatting
08:40<frosch123>and semantics
08:41<frosch123>and what should be a feature, change or fix
08:41<frosch123>and sorting
08:41<frosch123>and ...
08:41<LordAro>:p
08:42<frosch123>LordAro: you are lucky, you have still some purpose :)
08:42<@Alberth>:)
08:45<@Alberth>Reenable seems the strangest word today :) Perhaps make it "Re-enable" ? (line21)
08:45<andythenorth>new auto-replace gui ships :)
08:46<andythenorth>it’s much better imo
08:47<@Alberth>descriptive names to threads <- feature? doesn't seem very user-oriented to me :)
08:47<andythenorth>NRT for 2018? o_O :)
08:47<frosch123>"[Debug]" :)
08:47<frosch123>Alberth: no idea where else to put it
08:48<frosch123>we also add haiku compilation as feature and such
08:48<frosch123>andythenorth: if someone finishes it :p
08:48<andythenorth>and we find the bugs
08:48<@Alberth>fair enough :)
08:49<@Alberth>Limit waypoint area by maximum station spread already when dragging s/already when/during/ ?
08:50<@Alberth>Rearrange -> Re-arrange, if you change Re-enable
08:52<@Alberth>otherwise looks fine
08:55<frosch123>ok, applied everything :)
08:56<@Alberth>I am working on the aircraft-type display +sort patch by samu
08:56<LordAro>is the merge window closed yet? :p
08:57<@Alberth>you have other last-minute features? :)
08:58<frosch123>well, i am going to get some food before the shopping window closes
08:58<@Alberth>good plan :p
08:58<@Alberth>I don't mind either way, I never use aircraft anyway :)
08:58*LordAro needs to do that also
08:58<LordAro>Alberth: i mean, i wouldn't mind getting the clang warning fixed..
08:59<LordAro>probably doesn't count as a feature though
08:59<@Alberth>well, thread names count as feature.... :p
09:00<LordAro>i did actually make another patch that fixed a (previously disabled) warning as well
09:00<frosch123>LordAro: no clang fixes without a nightly inbetween
09:01<frosch123>i would rate the chance at 90% that any changes in that area will break some compilation platform
09:01<LordAro>i'd be very surprised if was that high
09:02<LordAro>(the other one was writing http://hg.openttd.org/trunk.hg/file/b96f2552c85f/src/screenshot.cpp#l140 as a literal)
09:06<andythenorth>so who wants to fix FIRS with me? o_O
09:07<@Alberth>hmm, BMP format eh?
09:07<@Alberth>/me applies andy-fix to FIRS
09:07<andythenorth>just me then :P
09:07<@Alberth>:)
09:08<LordAro>(and reenabling the relevant warning)
09:08<LordAro>andythenorth: don't you have a couple of personal playtesters? :p
09:09<@Alberth>probably by the time you explained what needs to be done, you could have done the fix?
09:10<andythenorth>not in this case
09:11<andythenorth>it’s code I didn’t write, so first I have to learn what it does :)
09:11<andythenorth>slope aware ground tiles
09:11*andythenorth wonders if baseset ground tiles conveniently increment the sprite number per slope
09:11<andythenorth>i.e. base_sprite + slope_number
09:19*ZirconiumX is very annoyed at their AI.
09:20<Samu>i might return to testing the new AIs, i didn't because my system was locking up, but it appears to be running fine now
09:20<Samu>would like to see yours if you upload it to banana server
09:24<Eddi|zuHause>andythenorth: if by "slope number" you mean tileh, then that's probably what they do
09:27*andythenorth wondering whether to magic the slope handling
09:27<andythenorth>currently every sprite is declared for every slope
09:27<andythenorth>which is explicit, but a lot of declaration :P
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09:41<ZirconiumX>I'm gonna have to steal from somebody's code, aren't I? Unless maybe SuperLib has something.
09:41<ZirconiumX>Essentially, I'm trying to write some code to make sure we don't build another bus stop in this town if we've already built one.
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09:45<Eddi|zuHause>andythenorth: can't you combine all the slopes into one template?
09:45<andythenorth>Eddi|zuHause: I would have thought so yes
09:47<@Alberth>one busstop for a while city?
09:47<Eddi|zuHause>sounds like LA :p
09:47<ZirconiumX>At the moment, yeah
09:47<ZirconiumX>Better than building 5 bus stops in a small town
09:47<ZirconiumX>All directly next to each other, too
09:48<Eddi|zuHause>ZirconiumX: a circular tile search whether you've already built one in this area?
09:48<ZirconiumX>Yeah, I have tried that - it doesn't seem to work. Hang on, let me upload my code.
09:48<Eddi|zuHause>ZirconiumX: alternatively 2D-bisecting the list of stations
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09:50<Eddi|zuHause>and if that's still too complicated, a simple loop over the list of stations
09:51<ZirconiumX>https://github.com/ZirconiumX/Electron/blob/master/route_road.nut#L126-L132
09:51<ZirconiumX>This is the logic to avoid repeating ourselves.
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09:51<ZirconiumX>(Testing it is a pain because OpenTTD has no option to change the rate of subsidies)
09:53<Eddi|zuHause>ZirconiumX: add some debug output which tiles it's actually checking?
09:54<@Alberth>save a game with the AI, then hard-code building stations in a known city
09:54<@Alberth>or even just pick the first city
09:54<@Alberth>ie don't wait for subsidy
09:55<Eddi|zuHause>yeah, just hard-code a scenario
09:55<Samu>town bridges over rails - http://imgur.com/a1HDKtf
09:55<Samu>yay or nay?
09:57<@Alberth>or city with a sign nearby or so
09:58<ZirconiumX>Do town ids start from 1 or 0?
09:59<ZirconiumX>Okay, so
09:59<Wormnest>Can´t you use AIStation.GetNearestTown and then excluse towns you already used
09:59<ZirconiumX>Circular search is not working
10:00<Wormnest>exclude
10:01<ZirconiumX>Also, what happens if you try to build a sign over another sign?
10:02<ZirconiumX>Okay, so
10:02<ZirconiumX>AIRoad.IsDriveThroughStation() works correctly
10:03<ZirconiumX>But AITile.GetOwner() is returning something other than me
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10:03<ZirconiumX>Unless I misunderstand AICompany.COMPANY_SELF
10:04<Eddi|zuHause>there's 3 owners to a road station
10:04<Eddi|zuHause>owner of the station, owner of the road, and owner of the tram
10:04<Eddi|zuHause>there's probably a different function for each
10:04*ZirconiumX sighs
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10:06<ZirconiumX>Well, AITile.GetOwner() is the most obvious one.
10:06<ZirconiumX>AIStation has nothing, so far as I can tell
10:07<ZirconiumX>Any ideas, Alberth?
10:09<ZirconiumX>I think I found the bug
10:09<Eddi|zuHause>https://www.tt-forums.net/viewtopic.php?t=44686
10:09<ZirconiumX>AITile.GetOwner() == COMPANY_SELF
10:09<ZirconiumX>is not the same as AICompany.IsMine(AITile.GetOwner())
10:10*ZirconiumX sighs
10:10<Eddi|zuHause>that was like the first google result of "aitile getowner"
10:10<ZirconiumX>Thanks, anyway, Eddi|zuHAuse
10:10<ZirconiumX>...Close enough
10:10<frosch123>andythenorth: https://newgrf-specs.tt-wiki.net/wiki/NML:Builtin_functions <- slope_to_sprite_offset is the built-in nml function to get the baseset sprite offset for a sope
10:10<Eddi|zuHause>even before the documentation of the actual function
10:11<andythenorth>interesting
10:11<andythenorth>FIRS uses nearby_tile_slope(0,0)
10:11*andythenorth is scratching head currently
10:12<andythenorth>slope has trees on it, they need the offsets changed w.r.t each slope
10:12<frosch123>that is a variable, not a fucntion
10:12<andythenorth>yes
10:13<andythenorth>it’s in a switch, with each value handled explicitly
10:13<Eddi|zuHause>the (0,0) should be the offset to the current tile
10:13<andythenorth>it is
10:13<andythenorth>the nml all works, but there is a *lot* of declaration for it :P
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10:14*andythenorth would prefer less, even if the cost of that is living with magic
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10:16*andythenorth has ideas
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10:22<supermop>Ir with the pen is a bit of a pain
10:22<supermop>Irc
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10:23<supermop>How hard would it be for trees to be slope aware
10:24<Eddi|zuHause>what kind of tree and what kind of aware?
10:32<supermop>Tree. In game to. Have a switch based on slope at of tile
10:32<supermop>Damn pen
10:33<supermop>Computer folded so cannot use keyboard bc easier to draw on
10:34<frosch123>is is the type of device, which you can only fold once?
10:34<supermop>Hahaha
10:34<supermop>Like xc
10:34<supermop>Xkcd phone
10:34<frosch123>exactly :)
10:36<andythenorth>Lines 9-62 are terrain aware expressions http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/spritelayouts.pynml
10:36<andythenorth>those hide:sprite queries are expanded for every sprite layout
10:36<andythenorth>and there are ~32 sprite layouts for an industry
10:37<andythenorth>can I just substitute a couple of switches at the start of the tile graphics chain? :o
10:37<andythenorth>surely storing a numeric constant in a register gets the same result, with a lot less nml and nfo?
10:38*andythenorth wonders if a sprite can even be read from a register :P
10:38<supermop>Shading tress on hills would make it so much easier for my eyes to make sense of landscape
10:39<supermop>Termite metro depot door not wide enough
10:40<andythenorth>nope
10:40<supermop>Not sure if I want to widen the whole building or just the door
10:40<andythenorth>depots have quite inconsistent widths
10:40<andythenorth>in newgrfs
10:40<andythenorth>slightly irritates me :P
10:41<supermop>64 px in MLSS is the answer
10:41<supermop>Should have used an Lau plant building
10:41<supermop>Ali
10:41<supermop>Alu
10:42<andythenorth>example shows registers used for sprite num https://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout
10:42<supermop>Handwriting input doesn't trust me
10:42*andythenorth thinks this should work
10:42<ZirconiumX>supermop: or your handwriting is bad
10:51<andythenorth>ach the tile chain already stores the ground type
10:51<andythenorth>http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/tile_ground_sprite.pnml
10:51<andythenorth>the imperfection of FIRS :D
10:52<ZirconiumX>Dear lord
10:54<ZirconiumX>By the way
10:55<ZirconiumX>https://gist.github.com/ZirconiumX/54f23a873adba7e6d93c7d0376bdd84b
10:55<ZirconiumX>Does this do what I think it does?
10:56<ZirconiumX>(Not complete, of course, but do successive Valuate() calls use the value of the last call?)
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11:03<ZirconiumX>By the way
11:03<ZirconiumX>There seems to be no way for the AI to get what the subsidy multiplier is.
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11:17<@Alberth>frosch123: https://devs.openttd.org/~alberth/diffs/aircraft_type/
11:19<frosch123>ZirconiumX: if there is no specific function, then there is still the GetSetting function to read any game setting
11:19<andythenorth>was auto-signal of auto-rail ever tried? o_O
11:19*andythenorth just noticed how boring it is to signal two-track lines
11:20<ZirconiumX>Welcome to 2007, andythenorth
11:20<@Alberth>two small drags?
11:20<andythenorth>~128 tile route?
11:20<andythenorth>with many corners
11:20<frosch123>Alberth: what is the "Display" in GetDisplayAircraftType supposed to mean?
11:20*andythenorth is using the 7 year old user tester
11:21<frosch123>in other cases "Display" refers to GUI units instead of internal units, like speed
11:21<frosch123>though i guess it is also fine for strings
11:21<@Alberth>it's the string for display purposes of the type, but that is somewhat implicit by string, I guess
11:22<supermop>Ctrl drag signal goes through corners Andy
11:22<@Alberth>GetAircraftType doesn't fit the bill either
11:22<frosch123>+STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Max. speed: {LTBLUE}{VELOCITY} {BLACK}Aircraft Type: {LTBLUE}{STRING} <- lowercase "Aircraft type:"?
11:22<@Alberth>:o good point
11:23<@Alberth>GetAircraftTypeText ?
11:23<supermop>Brb
11:23<andythenorth>supermop: eh?
11:23<frosch123>sounds better
11:23<@Alberth>or GetAircraftTypeString, but meh-ish
11:23<frosch123>personally i would have put the "Range" at the end, since it is optionally added
11:24<supermop>corners don't stop the auto signals
11:24<andythenorth>ctrl-drag is insane :o
11:24<supermop>only a junction or station does
11:24<andythenorth>who’d have ever guessed
11:24<andythenorth>that is the most wtf? I have seen in the game
11:25<andythenorth>that is absolutely 100% unintuitive
11:25<frosch123>Alberth: 40: same capitalisation issue in the text
11:25<andythenorth>:)
11:25<supermop>I'm imagining andy placing signals individually for the past 7 years
11:25<andythenorth>it takes the prize from company colours for worst UI element
11:25<andythenorth>supermop yes
11:25<@Alberth>yeah, I guess so frosch123, I didn't check that, but I'd expect it everywhere
11:25<frosch123>Alberth: 40: also same comment on the order :)
11:25<andythenorth>why do you think I like ships?
11:25<supermop>haha
11:25<andythenorth>trains are crap to build, I never understood the obsession
11:26<andythenorth>it’s endless yak-shaving with signals
11:26<frosch123>Alberth: 40: engine_number lacks a @param
11:26<@Alberth>frosch123: I didn't add range :)
11:26<supermop>ctrl drag one way pbs gets you 99% of the way
11:27<@Alberth>I can move it, but in a new patch at the end then. Personally, I am not bothered by it
11:27<frosch123>Alberth: i mean, show "aircraft type" before "aircraft range", the former is always shown, the latter only if enabled
11:27<frosch123>what moving? i mean only inserting the new stuff in a different place
11:28<@Alberth>oh, you said "range at the end"
11:28<@Alberth>ie last displayed item
11:28<frosch123>yes, it was the last one before, wasn't it?
11:29<@Alberth>oh, maybe you're talking of a specific window :)
11:29<@Alberth>but ok, before range can be arranged
11:29<@Alberth>just different point of insertion, as you say
11:29<frosch123>is there any schema when strings say "max speed" and when they say only "speed"?
11:30<supermop>ok now brb
11:30<@Alberth>not that I am aware of, I was just shortening string names
11:30<@Alberth>although trains do show current speed in their bar
11:31<@Alberth>don't know what got used there
11:32<@Alberth>just shortening CAPACITY may be enough, I haven't tried that
11:32<frosch123>70 adds AircrafType before running cost, while it is after running cost in the other cases
11:33<@Alberth>I'll add it before range in all cases, seems the simplest
11:35<@Alberth>I wondered about moving all 'other languages' changes into one commit at the end
11:35<@Alberth>current is easier to debug, but I rename some strings that I later remove
11:37<frosch123>eints would also remove them :)
11:37<@Alberth>I know, but it seems nice to do it explicitly :)
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11:49<@DorpsGek>Commit by frosch :: r27777 /trunk (62 files in 5 dirs) (2017-03-11 17:49:51 +0100 )
11:50<@DorpsGek>-Doc: Yearly increment
11:53<Eddi|zuHause>bit late?
11:54<andythenorth>bbl
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13:23<Eddi|zuHause>hm, https://xkcd.com/446/ needs amendment for the "Holz" song... (https://www.youtube.com/watch?v=wjXUBG15eZ8)
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13:38<andythenorth>such unused CPP defines :)
13:38*andythenorth deleting
13:46<supermop>andy: should I sophisticate my means of compiling and versioning these grfs?
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13:48<andythenorth>*_latest.grf
13:48<andythenorth>then _latest_latest.grf
13:48<andythenorth>then final_final.grf
13:48<supermop>final(1)(1)
13:48<andythenorth>you should version them ‘properly’
13:48<andythenorth>starting at 1, 1.0, or 1.0.0
13:48<andythenorth>or so
13:49<supermop>_proper version
13:49<andythenorth>compiling is more a personal choice
13:49<andythenorth>if
13:49<supermop>_proper_proper
13:49<andythenorth>if using nmlc with nothing else is working, keep doing that
13:49<supermop>_no really proper this time
13:49<supermop>_ok now I mean it
13:49<andythenorth>_final_final_amends
13:50<andythenorth>_final_final_reversioned_for_EMEA
13:50<andythenorth>_final_final_cinema_edit
13:50*andythenorth used to make films and flash games
13:57<Eddi|zuHause>_real_proper?
13:57<Eddi|zuHause>or is it _proper_real?
13:57<ZirconiumX>Why not both?
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14:10<andythenorth>come back snail
14:11<andythenorth>OS X compile needs sorted out :P
14:11*ZirconiumX remembers the day when they filed a bug report for Mac OS X 10.4 on a PowerPC chip.
14:15<andythenorth>I’m not even that old
14:17<ZirconiumX>Neither am I, and yet
14:17<ZirconiumX>My dad had a thing for retro tech
14:20*andythenorth is that old :)
14:20<supermop>I collect 70s sony radios
14:21<supermop>actually need to get to Ginza this year to see the sony building before it gets demolished - they are holding a retrospective exhibit
14:21<andythenorth>riddle me this
14:22<andythenorth>the FIRS compile uses defines for *temp* register numbers
14:22<andythenorth>which is useful
14:22<andythenorth>but all kinds of wrong
14:22<andythenorth>temp register numbers may or may not be unique in any given scope
14:22<andythenorth>so defining them globally is very dangerous
14:23<andythenorth>yes / no?
14:23<andythenorth>http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/defines.pypnml
14:25<ZirconiumX>Devs: https://www.reddit.com/r/openttd/comments/5yb3ji/an_actual_roadmap_of_ottd_development/
14:26<ZirconiumX>It's a pretty good question
14:27<andythenorth>it is
14:28<andythenorth>it’s funny how much people think software is developed according to plans
14:28<andythenorth>rather than in response to events
14:28<@Alberth>hehe :)
14:29<@Alberth>or annoyances :p
14:33<@peter1138>hmm?
14:34<@peter1138>oh well reddit is full of crazies
14:37*andythenorth is always surprised to find reason on reddit
14:42*peter1138 ponders booting up linux and going in ... openttd ...
14:42<@peter1138>Firefox can’t find the server at www.openttd.org.
14:42<@peter1138>Thanks internet.
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14:46<@peter1138>hmm, wasn't someone else doing a patch for docks?
14:46<+glx>you don't have a patch for that already ? ;)
14:46<@peter1138>sort of
14:46<@peter1138>but its messy
14:46<@peter1138>and rgb company colours
14:47<@peter1138>but what's the point of that
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14:52<andythenorth>peter1138: there’s a patch in new map features
14:52<andythenorth>but that’s quite forked
14:53*andythenorth still baffled by globally defined local things
14:54<supermop>rgb colors hmm
14:54<andythenorth>should I join reddit?
14:54<supermop>no
14:56<supermop>am I missing something here? I save png from my psd, and then have to open png to set it to indexed with palette
14:57<supermop>why cant PS just "save as png(index)" or some such
14:58<supermop>I am willing to accept that it wont let me have an indexed layered file for who knows what reason, but at least let me choose the color mode when I am exporting a flat png then
14:58<Eddi|zuHause>it probably can do that
14:58<supermop>I am hoping v or andy have figure out a way
14:58<supermop>or anyone else who uses PS for sprites
15:00<Eddi|zuHause>just do 32bpp sprites, and get an auto-convert tool
15:00<supermop>hmmm
15:00<supermop>have yet to read up on 32bpp in nml
15:00<Eddi|zuHause>nml probably should get one builtin, if you only provide 32bpp, it generates the 8bpp versions
15:01<V453000>wot
15:01<supermop>I mean its a 32bpp file using only 256 colors so I am willing to trust whatever auto conversion
15:01<V453000>supermop: want to convert 32bpp to palette?
15:01<V453000>right
15:01<supermop>v yes
15:01<V453000>photoshop can do that
15:01<supermop>but not from rendered sprites
15:02<V453000>you just set image - mode - indexed - select the palette, save as png
15:02<supermop>pixel art in layered file
15:02<supermop>that's the problem
15:02<supermop>I have to save the png,
15:02<V453000>if you want things without action colours, you need to convert to the palette without the extra colours first to assign indexes properly, and after that you convert to the final one
15:02<supermop>then open it to set to indexed
15:02<V453000>eh you can do it with psd as well but it will just flatten it and disable layers
15:02<supermop>yeah
15:02<V453000>I guess that's what you are trying to avoid
15:03<supermop>that's the problem I have
15:03<supermop>avoiding the extra step
15:03<V453000>I should finish my python script :D
15:03<V453000>yeah I understand
15:03<V453000>tbh I never worked with layers with pixel art, I absolutely understand their benefits though
15:03<supermop>currently I toggle layers to get the sprite sheet i want, then save as png, I just wish the save as dialog had option to set color mode
15:04<supermop>maybe i can set up a batch
15:04<V453000>right
15:04<supermop>but when I am only updating a couple pngs its annoying
15:04<V453000>yeah maybe some photosho pactions but I didn't really ever use those
15:06<andythenorth>supermop: save for web, using the openttd palette
15:06<supermop>oooh
15:06<andythenorth>standard
15:06<supermop>god damn it
15:06<andythenorth>you can make a SFW preset for it
15:07<supermop>I totally knew that in 2014-5 when I was messing around with stuff then
15:07<supermop>and forgot it
15:07<andythenorth>ach, I have some new photoshop
15:07<andythenorth>SFW is gone
15:07<andythenorth>fuck is that about?
15:07<supermop>... same here
15:07<@peter1138>sfw?
15:07<supermop>should get old vaio back out
15:08<supermop>peter1138: palette removes any boners in the png
15:08<andythenorth>save for web
15:09<@peter1138>ah well everything is giant photos these days
15:09<andythenorth>export -> save for web (legacy)
15:11<supermop>nice
15:11<supermop>no boners tho :(
15:11<andythenorth>reddit is interesting https://www.reddit.com/r/openttd/comments/369ir8/improving_performance_on_retina_screens/crc9lfu/
15:11<V453000>oh yeah save for web
15:11<V453000>I use that only to save gifs :D
15:32<supermop>have 3 chips depot styles, 2 for isr, and 4 for mlss
15:32<supermop>objectively far more depot choice than anyone would need in a roadtype grf
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15:32<supermop>still need one more chips style though
15:33<supermop>currently it goes coal mine, ---, port building, termite metro shed
15:34<supermop>need a brickworks or steelmill style one for ---
15:37<@DorpsGek>Commit by frosch :: r27778 trunk/src/saveload/saveload.cpp (2017-03-11 21:37:32 +0100 )
15:37<@DorpsGek>-Change [FS#6442-ish]: Convenience savegame bump to distinguish 1.7 savegames from 1.6 savegames.
15:38<Eddi|zuHause>that's a clear sign that openttd is dying. there wasn't even a savegame bump in over a year
15:39<@peter1138>aw man
15:39<@peter1138>rgb colours needs a bump
15:39<@peter1138>totally needed
15:39<@peter1138>bright gay pink
15:40<supermop>the default pink leaves a lot to be desired
15:40<Eddi|zuHause>the default pink is not gay enough?
15:42<supermop>andythenorth: do either of these building exist facing the other way? http://imgur.com/a/mh7Vf
15:42<andythenorth>supermop: they do if you flip them :P
15:42<andythenorth>very few FIRS buildings have both angles :P
15:42<supermop>with shading preferably
15:42<andythenorth>flip and paint
15:42<supermop>do you want flipped ones?
15:43<@peter1138>nothing is gay enough
15:43<supermop>those are going to be my cobble depots I thing
15:43<supermop>think
15:43<andythenorth>flipped buildings aren’t much needed in FIRS :)
15:50<@DorpsGek>Commit by frosch :: r27779 branches/1.7/ (2017-03-11 21:50:03 +0100 )
15:50<@DorpsGek>[1.7] -Branch: for incrementing numbers
15:50<@DorpsGek>Commit by frosch :: r27780 /trunk (14 files in 11 dirs) (2017-03-11 21:50:26 +0100 )
15:50<@DorpsGek>-Update: Numbers
15:54<__ln__>supermop: what's your opinion about ihop?
15:54<supermop>nothing particularly positive
15:54<supermop>although the buildings are interesting from a post modern architectural theory standpoint
15:55<supermop>the old ones
15:55<__ln__>their portions are huge
16:02<@DorpsGek>Commit by frosch :: r27781 /branches/1.7 (bin/baseset/opntitle.dat src/misc_gui.cpp) (2017-03-11 22:02:32 +0100 )
16:02<@DorpsGek>[1.7] -Change: New titlegame (HvS)
16:08<@DorpsGek>Commit by frosch :: r27782 /branches/1.7 (5 files in 3 dirs) (2017-03-11 22:07:57 +0100 )
16:08<@DorpsGek>[1.7] -Update: Documentation
16:11<@DorpsGek>Commit by frosch :: r27783 tags/1.7.0-RC1/ (2017-03-11 22:10:59 +0100 )
16:11<@DorpsGek>-Release: 1.7.0-RC1
16:12<andythenorth>\o/
16:19<ZirconiumX>And so it begins
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16:20*andythenorth has got an intel thing that shows clock speed
16:21<andythenorth>during FIRS compile it’s very spikey
16:21<andythenorth>chameleon templating, and nml encoding step both peg the CPU at max clock, and use all of one core
16:21<andythenorth>nml ‘parsing’ and ‘preprocessing’ swing wildly up and down
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16:31<Eddi|zuHause>probably waiting for disk input
16:35<andythenorth>dunno, not much IO going on there
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16:53<frosch123>@topic set 1 1.7.0-RC1, 1.6.1
16:53-!-DorpsGek changed the topic of #openttd to: 1.7.0-RC1, 1.6.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy
16:54<Supercheese>oh snap
17:04<frosch123>https://twitter.com/codekiwicom/status/811011342941487104 <- 97 twitter notifications pending, at least one looks nice
17:05<andythenorth> neat
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17:05<frosch123>apparently that is in czech rep
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17:07<andythenorth>such bedtime
17:07<andythenorth>:)
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18:02<supermop>ok apparently save for web still keeps it rgb
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18:12<@peter1138>hurr
18:13<@peter1138>yeah, even on sdl on linux, my mouse cursor totally disappears
18:13<@peter1138>when did that ever start happening :S
18:13*peter1138 ponders trying to bisect it
18:23<@peter1138>oh, apparently i can't compile old versions :(
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18:26<frosch123>i compiled r22000 or something a few days ago
18:27<frosch123>it just needed two lines changed
18:29<Eddi|zuHause>yeah, it's one or two patches that need applying
18:29<Eddi|zuHause>but i always forget which ones
18:30<Eddi|zuHause>ones which say "fix compiling", probably :p
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18:30<supermop>http://imgur.com/a/327gv
18:31<supermop>I'm not 100% happy with the depot ground tiles
18:31<supermop>but I think I might just go ahead and put this out
18:31<@peter1138>int/uint crap in fontcache
18:31<@peter1138>whichever dick came up with that
18:31<@peter1138>:(
18:32<frosch123>add an explicit template argument
18:32<frosch123>+ width = max<int>(1, slot->bitmap.width + (size == FS_NORMAL));
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18:37<@peter1138>grfcodec shit in some revisions
18:38<@peter1138>i guess that is cos it needs an old grfcodec too. sigh.
18:42<frosch123>grfcodec is optional, just hide it so that the makefile does not find it
18:42<frosch123>maybe there is a configure option for that
18:42<frosch123>--without-grfcodec
18:44<@peter1138>touch also works ;p
18:44<@peter1138>ugh, ai failure
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18:45<@peter1138>nonconst functions
18:45<@peter1138>well
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18:46<@peter1138>no idea how to fix that
18:48<supermop>https://www.tt-forums.net/viewtopic.php?f=67&t=75941&p=1182980#p1182980
18:48<supermop>parameters
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18:51<@peter1138>bloody computers
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---Logclosed Sun Mar 12 00:00:21 2017