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#openttd IRC Logs for 2019-03-05

---Logopened Tue Mar 05 00:00:30 2019
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01:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
01:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7321: RailTypes: Introduction date not enforced
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03:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7328: Improve restart
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04:31<@peter1138>Pikka returns.
04:32<@peter1138>Pikka, there's some new AI calls that may interest you.
04:32<@peter1138>Unless you already saw them.
04:32<Pikka>I did not, I'll look
04:40<Pikka>no group liveries? :)
04:42<@peter1138>Did I miss that? :(
04:43<Pikka>just at a glance, I don't see it...
04:44<@peter1138>Yeah you're right.
04:44<Pikka>even so, being able to set 2cc is really going to improve the looks of AIs with NewGRF :D
04:45<Pikka>thank you
04:45<Pikka>will it make it into 1.9?
04:45<@peter1138>If you'd responded when I kept poking you to test it, other the past couple of months, you'd've had Group colours too :p
04:46<@peter1138>So you shouldn't keep going away.
04:46<@peter1138>It's already in 1.9.
04:47<Pikka>sorry... uni started back - I'm sitting in the library right now :P I'll fo sho test it tonight though
05:23<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7328: Improve restart
05:26<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7328: Improve restart
05:26<@planetmaker>he :)
05:26<@peter1138>Should `restart` use the current running game settings, or the new-game settings?
05:27<@peter1138>It seems to do the latter.
05:27<@planetmaker>well... what would use the new-game settings, if not restart?
05:27<@planetmaker>so ... newgame, restart and reload?
05:27<@peter1138>Getting overloaded, but yeah.
05:28<@peter1138>I dunno :)
05:28<@planetmaker>so the difference between restart and reload is the random seed (and maybe version differences)?
05:28<@peter1138>No, reload would load the current savegame again.
05:28<@peter1138>restart would start it afresh.
05:28<@peter1138>In that patch, restart loads the current savegame.
05:28<@planetmaker>yes, but I'm thinking server: I upload a virtually virgin savegame
05:28<@peter1138>(or scenario)
05:28<@planetmaker>and load that
05:29<@peter1138>Is that for the map, or for the settings?
05:29<@planetmaker>then restart would regenerate the same map from settings. and reload reload it from file
05:29<@planetmaker>it *should* result in the same, all other things being equal
05:30<@planetmaker>on a complete tangent: I have got reports, that the zoom-level of loaded maps in 1.9.0-xx is different than for 1.8.0
05:30<@planetmaker>I didn't yet investitgate
05:31<@planetmaker>first things first though: lunch :) l8r
05:31<@peter1138>Zoomed in or out? heh
05:33<@peter1138>Tried with 1.6.1 and master... absolutely no difference.
05:34<@peter1138>Other than the savegame was horribly slow in pre-1.9 :)
05:49<@peter1138>Towns building bridges over rail/one-way roads is quite cool.
05:49<@peter1138>And it was a Samu-patch :p
05:52<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
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06:30<@planetmaker>maps were said to be too far zoomed-out
06:40<@peter1138>Well I can't replicate tha.
06:55<Eddi|zuHause>it kinda makes sense for "restart" to load the original scenario, if it was started from one
06:56<Eddi|zuHause>no idea how you would keep the reference to that scenario file
07:01<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7328: Improve restart
07:05<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7328: Improve restart
07:08<Eddi|zuHause>planetmaker: i would think "reload" would load the previous saved game, not the game i originally loaded.
07:12<@planetmaker>Eddi|zuHause, what would you expect, a game running and typing 'reload'? A savegame which was played *before* the current one?
07:12<Eddi|zuHause>but if i made a save inbetween
07:12<@planetmaker>I'd expect the current map being reloaded from the starting save
07:12<Eddi|zuHause>i want it to reload that
07:12<Eddi|zuHause>not the original one
07:13<@planetmaker>you mean an arbitrary save made in between?
07:13<Eddi|zuHause>yes. the last time i saved this game
07:13<@planetmaker>no... that's load
07:13<@planetmaker>and you specify which file
07:13<@planetmaker>reload is loading something you loaded once before at least
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08:00<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups
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08:48<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7328: Improve restart
08:53<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7328: Improve restart
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10:07<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7328: Improve restart
10:10<Samu>min max opcodes made it into RC1
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10:25<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened issue #7329: Occasional hang on game exit (GUI)
10:27<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7329: Occasional hang on game exit (GUI)
10:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7329: Occasional hang on game exit (GUI)
10:31<Beerbelott>nielsm: -h gives a list of what's available
10:31<Beerbelott>How do I know what's in use?
10:33<nielsm>-d driver=1
10:33<nielsm>should print a bunch
10:36<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on issue #7329: Occasional hang on game exit (GUI)
10:43<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7328: Improve restart
10:51<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7328: Improve restart
11:03<DorpsGek_II>[OpenTTD/website] claman opened pull request #68: Update first monthly dev post
11:09<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7328: Improve restart
11:13<Eddi|zuHause>so the website typo thing is valid, but do we want to bother?
11:17<nielsm>integrate it but don't release a new site version until next actual update?
11:18<nielsm>merge it but don't integrate *
11:19<Eddi|zuHause>i can approve, but not merge
11:20<DorpsGek_II>[OpenTTD/website] Eddi-z approved pull request #68: Update first monthly dev post
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11:46<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7330: Feature: Add autosave and sendmap save formats
11:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7330: Feature: Add autosave and sendmap save formats
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11:52<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed pull request #7047: Add #6887: Highlight tiles within local authority of towns
12:16<nielsm>:( derail valley job ruined by falling through the terrain
12:16<@Alberth>a bit of quicksand found eh? :p
12:17<@Alberth>or quick-rock, perhaps :p
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12:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
12:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
12:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
12:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
12:32<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
12:35<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
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12:47<@peter1138>At least it built this time :p
12:48<DorpsGek_II>[OpenTTD/website] nielsmh merged pull request #68: Update first monthly dev post
12:59<Samu>whos responsible for bananas?
13:01<Samu>hmm do I post on the forum?
13:02<@peter1138>Send an email to
13:02<@peter1138>Or indeed post to the forum.
13:02<@peter1138>That's not hard.
13:02<@peter1138>Pretty sure you've posted there before :p
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13:36<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7328: Improve restart
13:37<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7328: Improve restart
13:38<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7328: Improve restart
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13:45<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7328: Improve restart
13:46<Beerbelott>I relly need to check my commits better before pushing :\
13:46<Beerbelott>and I really need to check my typos better before writing :p
13:50<@Alberth>I used to read the diffs, it's amazing how many errors you find then
13:51<nielsm>I had a thought about making a system for adding more company rating part scores, having different sets of rating parts selectable, and then making a system for having a GS set the company ratings
13:51<nielsm>so a GS could for instance rate companies on how many GS-set goals they have completed in the past 5 years, and such
13:54<nielsm>and for things like coop servers, you could have a GS that measures how well the shared goal is progressing
13:54<@Alberth>I wondered whether being able to set a price-policy for a company could work
13:55<nielsm>like per-company base costs?
13:56<@Alberth>more tuned I think, eg policy for cargo from an area or to an area, or by kind of cargo
13:56<nielsm>that's almost veering into callback-ish territory
13:56<nielsm>which GS can't support in the current model
13:56<@Alberth>that's why I said policy rather than payouts :)
13:57<@Alberth>current payout model has a few parameters to compute the actual pyment, one could tune those parameters
13:58<@Alberth>or be able to switch between different payment models (which are all coded in c++ of course
13:58<@Alberth>GS then only says "for this area, payment is 0"
13:59<@Alberth>ie players don't get any money for it
13:59<@Alberth>or favor high speed by making that paraneter more important, eg 300% instead of 100%
14:01<nielsm>so basically define one or more areas (as orthogonal tile areas, circular radial areas, or perhaps even bitmap tile areas) and when cargo is delivered to a station? industry? in that area a payment modifier is applied
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14:01<@Alberth>something in that direction
14:02<@Alberth>somewhat related: the biggest problem with Busy Bee is that it can see arriving cargo, and see obtained cargo, but there is no connection.
14:02<@Alberth>so no way to find whether a player has set a specific route
14:02<@Alberth>my model idea wouldn't solve that either though
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14:03<@Alberth>but such routes would basically be the subsidized routes
14:04<@Alberth>but under GS control then, I think
14:04<nielsm>yeah, I think GS can create subsidies in the original subsidy system
14:05<@Alberth>:o it can? that's nice
14:05<nielsm>for something like this to be really interesting, I think you'd need some interactive tools for the GS in the scenario editor, to let the scenario designer paint tile areas for the GS to use
14:06<@Alberth>yeah, could also be used for industry creation, ie coal mines in this area
14:06<nielsm>so you could e.g. make areas of separate islands or whatever
14:06<nielsm>kind of similar to railroad tycoon 2 territories, actually
14:07<nielsm>you could even have construction restrictions on them then
14:08<@Alberth>would nicely fit in the new scenario file format; I started that, but got stuck in tar-file handling
14:08<nielsm>how about adding a new 8 bit map array, storing the territory index, then have territories defining some base rules possibly per company
14:09<nielsm>that would also allow "ocean can't be raised" implementation
14:09<nielsm>since you could define the ocean as territory not allowing landscape mods
14:09<@Alberth>are you familiar with the new scenario format?
14:09<LordAro>nEw MaP aRrAy?!
14:09<nielsm>don't think so
14:09<@Alberth>LordAro: no
14:10<nielsm>well, this vague idea for a new map array would already be fully occupied by any and all tile types, so no contention about it :P
14:11<@Alberth>basically, a scenario is not a saved game, it's a description of how to generate a new map
14:11<@Alberth>so you can change map-size, newgrfs, and what not
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14:14<@Alberth>new map array is simple, remove the rail tiles, and possibly the road tiles, and move them to a separate area with specialized storage.
14:14<@Alberth>big question, what does that specialized area look like :p
14:17<nielsm>want rct style terrain
14:21<Eddi|zuHause>i seem to have trouble using solar power near the north pole
14:21<nielsm>solar power has no future
14:21<nielsm>haven't you heard, the sun is going to go boom at some point in the future?
14:22<Eddi|zuHause>but, solar power will increase until that point :p
14:26<@Alberth>then you end up in multi-layer maps I think?
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14:50<TrueBrain>awh, DJGPP doesn't 'just compile' :(
14:51<nielsm>has djgpp even been receiving updates at all? I have the idea that it might be stuck pre-c++11
14:55<TrueBrain>currently the issue is that STRICT_ANSI is enabled
14:55<TrueBrain>in no surprise to anyone ever, things fail after that :P
14:55<nielsm>what does that mean? :|
14:56<TrueBrain>-ansi -pedantic does that too
14:56<TrueBrain>just never knew you could do that with C++
14:59<TrueBrain>okay, gnu++11 vs c++11
15:00<TrueBrain>compiled and linked :o
15:00<nielsm>if you get a binary I can test it on some bare metal dos
15:00<TrueBrain># file bin/openttd.exe
15:00<TrueBrain>bin/openttd.exe: MS-DOS executable, COFF for MS-DOS, DJGPP go32 DOS extender
15:01<TrueBrain> <- has no video driver
15:01<TrueBrain>so dedicated only
15:01<TrueBrain>but has no network
15:01<TrueBrain>so .. euh ..
15:01<TrueBrain>yeah .. I am merely curious if it starts :P
15:01<TrueBrain>no clue yet how to get Allegro on it
15:01<@peter1138>btw is it safe to ignore c++11 warnings from the objc parts on osx?
15:01<nielsm>hueg binary too
15:02<TrueBrain>static, DOS ..
15:02<TrueBrain>but 25 MiB is a bit excessive
15:02<TrueBrain>possibly debug stuff
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15:03<nielsm>transferring via ws_ftp in win95...
15:05<TrueBrain>Allegro dropped DOS support since 4.2 :D
15:06<nielsm>which version is this built from?
15:07<nielsm>can't visit in internet explorer 3.0, it doesn't support TLS :(
15:08<TrueBrain>wow .. that works ..
15:08<TrueBrain>and build from my branch with the removal of OSes and fixes of Haiku
15:08<nielsm>it can sufficiently to create the base dir structure
15:08<TrueBrain>if I can fix allegro
15:08<TrueBrain>I can create a bundle
15:11<TrueBrain>but Allegro is being annoying :P
15:11<TrueBrain>makefile.all:248: *** recipe commences before first target. Stop.
15:11<nielsm>much better with ansi.sys loaded:
15:14<TrueBrain>no clue how to do Allegro for DOS
15:14<TrueBrain>not sure I want to know either :P
15:15<nielsm>they don't have some kind of prebuilt libraries from the last dos-supporting version?
15:15<TrueBrain>not what I can find
15:15<TrueBrain>and compiling myself .. seems I dont have the right make
15:16<nielsm> <-- too old?
15:16<TrueBrain>not sure what this is?
15:17<TrueBrain>source tarball
15:17<TrueBrain>yeah, finding sources is easy :P
15:17<TrueBrain>building them on the other hand .... :D
15:17<TrueBrain>possibly it is easier to build it on DOS
15:17<TrueBrain>but the crossbuilder doesn't want to work really
15:18<nielsm>looks like has libs and includes
15:18<TrueBrain>are we going to trust random binaries? :D
15:18<nielsm>it's listed as an official mirror from allegro's own site
15:19<TrueBrain>okay .. well, I can try
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15:20<nielsm>more official site:
15:20<TrueBrain>2007 .. lol
15:20<TrueBrain>should we be doing this? :D
15:21<TrueBrain>Allegro is at version 5 :P
15:22<nielsm>"Allegro 5 is not backwards compatible with Allegro 4."
15:22<nielsm>so I think ottd uses allegro 4 regardless?
15:25<TrueBrain>yeah .. so we can never upgrade :P
15:25<TrueBrain>or ... drop DOS :P
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15:26<TrueBrain>ugh .. that 'target vs build' and 'build vs host'
15:26<TrueBrain>build can be either your system of the cross compile system, depending if it is 'target' or 'host'
15:26<TrueBrain>fucking hate cross compiling :P
15:27<nielsm>I wonder how long it'll take to build on a 500 mhz via epia with 128 mb ram...
15:28<TrueBrain>long :P
15:28<nielsm>(yes it's a via cpu)
15:29<TrueBrain>almost no more BE systems alive
15:29<TrueBrain>means we also hav eno idea of BE still works :P
15:30<TrueBrain>k, link errors .. lets see ..
15:30<TrueBrain>midi ..
15:30<TrueBrain>i586-pc-msdosdjgpp/bin/ld: music/allegro_m.o: bad reloc address 0x1 in section `.gnu.linkonce.t._ZNK19MusicDriver_Allegro7GetNameEv'
15:32<TrueBrain>so what library has that .. hmm
15:35<TrueBrain>ah, the library is not understood
15:38<TrueBrain>got it
15:38<TrueBrain>nielsm: you got zip on that machine?
15:39<TrueBrain>video, sound, music
15:39<TrueBrain>should all work :P
15:42<nielsm>well lots of long file names there
15:42<nielsm>I wonder if those will be findable
15:46<TrueBrain>zlib support exists
15:46<TrueBrain>others will be more tricky I guess :P
15:47<nielsm>it's absurdly slow
15:47<TrueBrain>again, no cluei why we are doing this :P
15:47<TrueBrain>but it works, I guess :D
15:48<TrueBrain>so who dares to hit +2 on ? :D
15:51<TrueBrain>wow, allegro is not that quick :P
15:51<nielsm>maybe it's not using a good vesa mode or something
15:51<nielsm>trying under purer dos instead of a win95 dos box
15:51<nielsm>nope, it just makes the machine reboot
15:52<TrueBrain>sounds bad :P
15:52<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6887: Add layer showing boundaries for local authorities
15:57<nielsm>runs better after setting blitter = 8bpp-optimized
15:57<TrueBrain>and disable animation :D
15:57<TrueBrain>okay, it only requires one code fix, nice
15:58<TrueBrain>it has been broken for months, if not years btw :P But that is not a real surprise to anyone :D
15:59<nielsm>now it's running slow despite nothing obvious showing in the fps window :(
16:00<TrueBrain>that is .. odd
16:02<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7326: Remove MorphOS / AmigaOS / BeOS support and libtimidity support
16:03<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7326: Remove MorphOS / AmigaOS / BeOS support and libtimidity support
16:03<TrueBrain>tnx michi_cc :)
16:04<nielsm>this was painful to set up at that framerate :D
16:05<Eddi|zuHause>so, i fell into a cave, and so far every attempt at digging myself out has gotten me to fall deeper
16:05<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7331: Fix Haiku and DJGPP support
16:07<TrueBrain>Eddi|zuHause: so die already :P (okay, out of context this sounds weird)
16:07<TrueBrain>or keep going and hope you have the right stuff with you? :P
16:08<Eddi|zuHause>dieing sounds like a horrible idea, i'll never find my rover again
16:08<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7331: Fix Haiku and DJGPP support
16:08<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7331: Fix Haiku and DJGPP support
16:08<TrueBrain>create a new one :P
16:09<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:09<TrueBrain>nielsm: I hope someone debugs both Haiku and DOS to find out the issues on both
16:09<TrueBrain>but at least it compiles :P
16:09<nielsm>it may not run well, but at least it still runs :)
16:11<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #7331: Fix Haiku and DJGPP support
16:11<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7331: Fix Haiku and DJGPP support
16:11<TrueBrain>stupid # before tab rule :P
16:13<nielsm>so when's djgpp target entering the CI? :P
16:13<@peter1138>well that meal was nice but kinda excessive
16:13<TrueBrain>nielsm: I think I add both Haiku and DJGPP soon to the CompileFarm
16:13<TrueBrain>not sure it should run every CI
16:13<TrueBrain>possibly .. we just run it every week?
16:13<TrueBrain>or upon request?
16:15<nielsm>weekly sounds fine, maybe with the friday nightly build
16:15<@peter1138>nightly dos builds?
16:15<nielsm>so the dedicated can spend the weekend fixing support for niche operating systems
16:15<TrueBrain>I guess it is not a good idea to add them to stable releases yet, given they are not stable :D
16:16<TrueBrain>meh; come to think ofit, adding them to the CI might be easiest .. DJGPP checks the NETWORK stuff
16:16<@peter1138>we should work on removing no network support
16:16<TrueBrain>depends on the build-times
16:16<TrueBrain>pfft, we did fix DOS, so ... pfffft
16:16<@peter1138>stub fubctions instead i guess?
16:17<TrueBrain>yes :)
16:17<TrueBrain>that would be a sane solution
16:17<TrueBrain>be careful now
16:17<nielsm>okay that train route I built
16:17<nielsm>it finally finished loading the train with coal now
16:17<nielsm>heading to the power station...
16:18<nielsm>so yeah about 12 minutes of real time to load 120 tonnes of coal on a train
16:18<TrueBrain>and on full speed?
16:18<TrueBrain>does it get better than?
16:18<nielsm>it runs no faster on ffwd
16:18<TrueBrain>so it really is something not timed
16:19<nielsm>something happening between GameLoop calls slows it down
16:19<TrueBrain>soon we have a Docker which builds OpenTTD .. so someone can debug ;)
16:19<nielsm>btw, docker images of dedicated server? :D
16:20<TrueBrain>CI or releases?
16:20<Beerbelott>I just tested in DOSBox, to no avail
16:20<nielsm>Beerbelott who cares about emulation :D
16:21<TrueBrain>LordAro: can you hit that approve button again pretty please? :D
16:21<Beerbelott>nielsm: Did not you say it was making your DOS true box rebooting?
16:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7331: Fix Haiku and DJGPP support
16:21<Beerbelott>I get back to the console :p
16:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7331: Fix Haiku and DJGPP support
16:22<TrueBrain>tnx not-LordAro :P
16:22<TrueBrain>nielsm: guess we can add a release target for linux-dedicated, if that is what you meant
16:23<TrueBrain>or .. hmm
16:23<TrueBrain>a Docker image
16:23<TrueBrain>like, as target?
16:23<TrueBrain>that is also a good idea
16:23<TrueBrain>and easy enough
16:23<LordAro>TrueBrain: lol
16:24<TrueBrain>we can publish it on Docker Hub, so that is easy too
16:24<milek7>tried it in freedos on qemu, didn't work
16:24<TrueBrain>the information: "doesn work" or "to no avail" is not really helping :P
16:24<TrueBrain>we need someone to check what is breaking exactly :D
16:27<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened issue #7332: Performance in DOS is terrible
16:28<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
16:28<TrueBrain>I labeled it for you nielsm :P
16:28<+glx>lol the labels
16:29<nielsm>second coal delivery being made now!
16:30<LordAro>TrueBrain: amazing
16:31<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
16:31<TrueBrain>I know right :D
16:32<TrueBrain>proudest moment of the day \o/ :)
16:34<TrueBrain>no other odd platforms we support, I think
16:34<TrueBrain>BSD, but you cannot run that in Docker ofc
16:34<TrueBrain>and crosscompiling to there is silly
16:34<nielsm>OS/2 ?
16:35<nielsm>I haven't managed to install a copy of that anywhere yet
16:35<TrueBrain>orudge: you still supporting OS/2 :)
16:35<nielsm>but I've also only tried the old versions
16:35<nielsm>not any of the eComStation and later
16:36<TrueBrain>cant find a docker that produces OS/2 binaries
16:37<TrueBrain>SDL2 also no longer supports OS/2
16:38<nielsm>ahh, maybe the reboot outside of a win95 dos box has to do with long file name support, because it _can_ access LFNs when running under win95
16:38<nielsm>the save game I made has a long name
16:38<nielsm>in the file system
16:40<TrueBrain>that is sure possible
16:41<milek7>hm, it cannot find graphics set
16:42<nielsm>I suggest copying in some baseset files :P
16:42<TrueBrain>as always, you have to put opengfx in the right folder yourself :)
16:43<TrueBrain>k, off to bed for me; enjoy the old days :P
16:43<TrueBrain>tnx for testing nielsm :)
16:43<milek7>i did that
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16:47<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
16:48<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7332: Performance in DOS is terrible
16:49<m3henry>Hopefully that's the last rebase I need to do
16:58<Beerbelott>Got warnings building fro master: warning: macro "__DATE__" might prevent reproducible builds [-Wdate-time]
16:58<Beerbelott>same for __TIME__
16:58<Beerbelott>in rev.cpp
17:04<Samu>dos is still supported in this day and age? hmm
17:05<nielsm>transport tycoon was originally a DOS game, so ottd should strive to continually support DOS as a matter of principle
17:09<milek7>with doslfn it goes further, but segfaults
17:09<milek7>maybe it needs msdos
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18:55<Eddi|zuHause>Beerbelott: that seems pretty pedantic... we're probably not striving for bitwise reproducible binaries :p
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19:00<milek7>there is global trend for that
19:01<milek7>(eg. in debian)
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19:38<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
20:09<Samu>on a 4096x4096 map, what takes most time to advance in 1 tick?
20:20<@peter1138>Try asking a sensible question.
20:22<ST2>[01:20:40] <@peter1138> Try asking a sensible question. <<-- maybe asking Samu on what map size he thinks when he touches himself :D
20:22<@peter1138>What the heck?
20:23<ST2>nevermind... was too sensible :D
20:25<Eddi|zuHause>(i don't think i want to know)
20:28<Beerbelott>Eddi|zuHause: pedantic?
20:28<Beerbelott>sry just catching up w/ IRC
20:29<Samu>was checking if it was trees or houses
20:30<@peter1138>There's too many unspecified variables, Samu.
20:30<@peter1138>You can generate a 4096x4096 map without trees, without houses, without industries, without vehicles...
20:33<Samu>TileLoop_Clear (30.65%)
20:33<@peter1138>Forget about %ages.
20:34<Samu>TileLoop_Water (22.49%)
20:34<Samu>uuh, ok
20:35<Samu>what is that?
20:35<Samu>ah, farm land ?
20:37<Samu>house tiles waste most time with StationFinder
20:38<Samu>not what I expected
20:38<@peter1138>Try that with non-rect-catchment :-)
20:43<Samu>Blitter_32bppOptimized is heavy
20:44<Samu>let me try non-rect-catchment
20:51<@peter1138>Hmm, interesting.
20:51<@peter1138>On a fresh 4kx4k map, high towns, all cities * 10...
20:52<@peter1138>world ticks for master is 16ms/t, non-rect-catchment is 13ms/t
20:55<@peter1138>Not bad considering I was doing it for functionality, not performance.
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21:06<supermop_Home>whenever i use a real heightmap, it's always so noisey - particularly in valleys - that rivers cannot form
21:07<supermop_Home>nor is there any room for rails
21:07<supermop_Home>then i spend like 2 hours dendritically trying to fix all the valleys
21:07<supermop_Home>then i give up
21:08<supermop_Home>there are always just tones of pot holes etc that block the valley floor.
21:09<Samu>it took more time actually
21:09<Samu>it was about 7%, raised to 9%
21:09<supermop_Home>also all of my down town Honolulu is under water, and most of my pearl harbor is dry land
21:10<Samu>those was the test non-rect-catchment results
21:10<Samu>gotta go, cyas goodnight
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21:18<supermop_Home>i guess i can process these a bit in photoshop
21:19<supermop_Home>on max height 40, the tallest mountain on Oahu is level 28, which seems pretty good
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22:01<supermop_Home>even reducing noise in photoshp doesn't help the noisiness issue
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---Logclosed Wed Mar 06 00:00:31 2019