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#openttd IRC Logs for 2019-04-28

---Logopened Sun Apr 28 00:00:16 2019
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04:27<V453000>which one is betterer ?
04:28<V453000>got conflicting answers so far :D
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05:42<Artea>year 2991
05:43<Artea>1, 10^12 euros
05:43<Artea>6 aircraft crashed :(
05:45<Artea>good morning
06:04<@peter1138>But is it?
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06:12<Wolf01>Meh, snowing at 60km from here
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06:16<andythenorth_>so if we had arbitrary tracks on road tiles
06:17<andythenorth_>I could do really big mining trucks
06:17<andythenorth_>single one-way track
06:18<andythenorth_>and feldbahn could have 4 tracks on a tile
06:19<andythenorth_>cargo transport rate per tile is key game mechanic :D
06:22<@peter1138>Yeah but how?
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06:26<andythenorth_>dunno :)
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07:08<@peter1138>So a road type lists what lane combos it supports?
07:08<frosch123>merging rail and roadtypes into one?
07:09<@peter1138>Ideas for more than just two lanes.
07:10*Wolf01 with Eddi's voice: state machine
07:10<@peter1138>Yes, that's lovely.
07:10<@peter1138>Guess what. That's what we need to define.
07:10<@peter1138>Just saying "state machine" doesn't make it happen.
07:11<Wolf01>I would make one way roads make use of both lanes first
07:11<frosch123>i guess then we need extra-zoom for world coordinates
07:11<@peter1138>Wolf01, that's pretty orthogonal to this.
07:12<@peter1138>frosch123, possibly, possibly not.
07:12<Wolf01>Yes, you need to change the same bits of code
07:12<@peter1138>Wolf01, yeah, so you'd be doing it twice.
07:13<Wolf01>Or at steps
07:14<@peter1138>Wolf01, but without thinking ahead as to the final solution, you end up with a half-assed interim that limits your final solution, or at least requires a load of otherwise unnecessary conversion.
07:14<Wolf01>Yes, that's what happened with NRT
07:14<@peter1138>So you might have a good solution that works, only for it to be ripped out again.
07:16<Wolf01>We need to define a fully flexible system which also allow dedicated lanes and how to assign them, the interface might be really complicate
07:19<Wolf01>And, which will be the target? From 1 lane per tile to 4 lanes per tile?
07:22<@peter1138>frosch123, current lanes are at position 5 and 9, that leaves some room.
07:23<frosch123>you have less room on horizontal and vertical tracks or curves
07:24<frosch123>but i see andy's strategy to draw less pixels :p
07:34<Artea>year 2999
07:34<Artea>1015 years has pass :D
07:43<@peter1138>There's just enough room for 'curves'
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07:53<@peter1138>Wolf01, any further thoughts on that?
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07:58*Artea invites peter to try year 3001 and 818,100,000 euros loan
07:59<Wolf01>Different speed limits per lane
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08:02<Wolf01>Also... diagonal roads, while we are at it
08:03<Wolf01>Only introduced by grfs
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08:03<Wolf01>He flew panicked?
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08:39<@peter1138>The issue with diagonal roads is the transitions.
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08:43<@peter1138>Bah, managed to get a blister on my hand from 40 minutes work :p
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08:46*Artea on Infected Mushroom - I Wish (Accoustic Live Remix) @
08:46<andythenorth>so the problem is how to define a list of directed edges between points on a tile?
08:47<andythenorth>isn't defining vectors on a 2D plane a well solved problem?
08:47<andythenorth>where would we even start to define tracks?
08:48<andythenorth>how are they currently defined?
08:48*andythenorth will read src
08:48<@peter1138>I love it when people suggest random things and say it's solved.
08:51<andythenorth>usually I say it, and Eddi tells me why I'm wrong
08:51<andythenorth>then sometimes we make progress :P
08:53<andythenorth>so roadveh_movement.h has a load of pairs defined for stuff
08:53<andythenorth>am I starting in a roughly correct place?
09:08<Eddi|zuHause>that's the current hardcoded state machines
09:09<@peter1138>So a new "state machine" needs to know how to go from lane A to lane B.
09:09<Eddi|zuHause>these probably need ripping out and redoing with the hypothetical new state machine engine
09:09<@peter1138>It needs to know what lanes are available.
09:09<@peter1138>And that is about it :p
09:10<@peter1138>If someone wants to tackle converting TILE_SIZE from 16 to 64, that's... a big job.
09:11<@peter1138>How many lanes do you get on diagonal roads? o_O
09:11<andythenorth>diagonal roads are scary
09:11<@peter1138>Easy, diagonal roads can't have junctions.
09:11<@peter1138>So only 2 trackbits can be set.
09:12<@peter1138>If it has 4 trackbits set, it's a 4-way junction.
09:12<Eddi|zuHause>that's quite some limitation
09:12<@peter1138>Disturbs me very sprites.
09:12<andythenorth>I can't even begin to imagine how diagonal roads look like to build
09:12<andythenorth>when I try to visualise it, I just get
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09:13<@peter1138>Let's see if I can complete MAP07 without dying. I am... using save/load, though.
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09:16<Eddi|zuHause>we currently have 4 trackbits, diagonal would add 8 more? (4 tile edges)x(3 exit directions)
09:18<@peter1138>I think trackbits would stay the same
09:18<Eddi|zuHause>road vehicle movement would have some defined width, which imposes an effective minimum spacing of parallel lanes, but if there's nothing to stop you from setting the lane offsets narrower, the pathfinding needs ways to handle this
09:19<Eddi|zuHause>peter1138: i can't imagine how that works
09:19<@peter1138>Current 4 trackbits control 2 lanes.
09:19<@peter1138>4 trackbits can thus be used to control 1, 2, 3 or whatever lanes.
09:20<@peter1138>A trackbit effectively means road exits that edge.
09:21<Eddi|zuHause>so the trackbit gets ways to define not only lane offset, but also lane direction?
09:21<@peter1138>Eh, no?
09:21<Eddi|zuHause>how would it then allow diagonal road bits?
09:21<@peter1138>exits perhaps not the right word? road enters/exits/
09:22<@peter1138>You just have a state machine (lol) that moves vehicles diagonally instead of around a corner. And then show that... er... visually.
09:23<Eddi|zuHause>there's two problems with that: a) people will want predefined state machines for the most common situations, and b) you need to combine the state machines from the 4 road bits somehow
09:23<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames
09:24<@peter1138>There won't be anything other than predefined 'state machines'
09:24<Eddi|zuHause>that's quite some limitation
09:24*andythenorth wonders when the world will invent the irc collaborative equivalent of whiteboards, or fag packets in the pub
09:25<andythenorth>it will be carnage, but often words don't cut it :P
09:25<@peter1138>NewGRF airports got stuck on state machine definition. Why would we want to get stuck again?
09:25<@peter1138>andythenorth, discord or slack probably has them.
09:25<andythenorth>also, how else can keep up the required rate of rage quits?
09:25<andythenorth>other than over-reaching and making people grumpy and stressed :P
09:26<andythenorth>what's the worst thing we can do?
09:27<Eddi|zuHause>peter1138: iirc the problem with airport state machines was allowing a way to write them (in NewGRF) while preserving the author's sanity
09:27<@peter1138>Yes. What's the difference?
09:27<andythenorth>what are the available options?
09:27<andythenorth>[newgrf defined state machines | pre-defined state machines]
09:28<andythenorth>[other] ?
09:28<Eddi|zuHause>maybe this is where truebrain comes in and tell us we're thinking too closely in existing solutions? :)
09:28<andythenorth>TB is gonne
09:28<Eddi|zuHause>over the jordan?
09:30<andythenorth>possibly not that extreme
09:30<Eddi|zuHause>(does that even translate?)
09:36<andythenorth>if you mean 'is TB dead?' then yes
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09:37<@Alberth>I think you can compute them, but it's far from standard practice
09:40<@Alberth>basically model what can happen, and where the decision points are, then compute where stuff goes wrong and chop off that part of behavior at the decision point before it
09:43<Eddi|zuHause>andythenorth: yes, that's the meaning i intended. my 30 seconds of googling only came up with origin explanations that i'd file under "bullshit"
09:43<Eddi|zuHause>so i wasn't sure how "international" it is
09:43<andythenorth>yeah I googled to check, but I'd heard it before
09:54<andythenorth>turns out 60w is a lot more than 30w when it comes to USB-C PD
09:55<andythenorth>30w reduces the rate of battery consumption, 60w charges it quickly :P
09:55<@peter1138>It's almost double!
09:56*andythenorth can only think in terms of lightbulbs
09:56<andythenorth>very confusing comparing lightbulbs to laptops
09:56<Eddi|zuHause>one lightbulb equals 10 LEDs
09:57<andythenorth>also BIAB
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10:23<Wolf01>Rise to ruins is giving me headaches
10:46<Artea>MU Online just made me mad
10:46<Artea>died in Devil's Square :(
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11:03<@peter1138>We didn't get far. NRT is still unmerged.
11:03<andythenorth>merge it?
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11:17<@peter1138>Ok, how many lanes should be permitted?
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11:26<Artea>I can see someone already asked for mp3/ogg player
11:30<@peter1138>Nah, 7 different lanes.
11:30<@peter1138>Then it's possible to have 3 centred.
11:31<@peter1138>Of course more than 4 at one time would be a little... cramped.
11:32<@peter1138>Also means you can have 1 centred lane.
11:33<Artea><andythenorth_> bbl, phone irc :p
11:34<Artea>2 years ago
11:34<andythenorth>7 makes sense
11:34<andythenorth>but it would be weird to use all 7 :P
11:34<Artea>readling logs is funny sometimes
11:34<andythenorth>2, 3, or 4 on differing offsets :P
11:36<@peter1138>So current roads would be lanes 2 and 4
11:40<Eddi|zuHause>i think you should be able to give each lane any exit point along the edge
11:41<Eddi|zuHause>so, existing roads would have the lane configuration like {(5,NE),(9,SW)}
11:42<Eddi|zuHause>generating a state machine on any random combination might be a pain
11:43<Eddi|zuHause>and then we still haven't tackled overtaking
11:45<+michi_cc>Eddi|zuHause: So basically you want OTTD to have ?
11:49<DorpsGek_II>[OpenTTD/OpenTTD] YJSoft commented on issue #7511: Loading font from game folder not works at some windows version
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11:54<Eddi|zuHause>michi_cc: not quite. what i have in mind right now, is that the NewGRF provides a list of lane patterns, and the 4 road bits on the tile each specify which list entry they are referring to. the tile must then come up with a state machine connecting the 4 road bits
11:54<+michi_cc>But traffic lights :D
11:54<@peter1138>Yikes, how large do you think our map array is?
11:56<Eddi|zuHause>peter1138: how else are you going to have transition tiles?
11:58<@peter1138>Not like that.
11:58<Eddi|zuHause>(also, we will need to double that, as road and tram can have different lane patterns)
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12:02<Eddi|zuHause>the other option is prefab transition and crossing tiles ("traffic objects"), then with NewGRF state machine support.
12:03<Eddi|zuHause>which will be subject to serious combinatorial explosion
12:03<@peter1138>And this is why we need limits.
12:04<@peter1138>Otherwise you end up with 1KB per map tile...
12:04<@peter1138>But at least it's a solved problem!
12:05<Artea>(wondering if peter likes Brutal DooM)
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12:06<Eddi|zuHause>if you allow 2^X lane patterns per road type, you need X*4*2 map bits
12:07<Eddi|zuHause>with X=4 that's 32bits
12:07<@peter1138>And that is not happening.
12:08<Eddi|zuHause>just supporting the current one-way roads would already be 4 lane patterns
12:10<Eddi|zuHause>i'm having trouble imagining another system that is flexible enough to be useful
12:11<Eddi|zuHause>maybe you should explain your thoughts then?
12:11<V453000>hm the forums seem to prefer the second one, IRC so far prefers first one :D
12:11<V453000>lesson learned: don't ask people if you want a decisive answer :D
12:11<V453000>what's the opinion here?
12:11<@peter1138>Who on IRC prefers the first one?
12:11<@peter1138>They're wrong.
12:11<@peter1138>And i@ve not seen anything about it here.
12:11<V453000>is 2nd one that much better?
12:12<@LordAro>i prefer the first one
12:12<@peter1138>Eddi|zuHause, prefabs
12:12<Eddi|zuHause>i would consider a 3rd option
12:12<V453000>Eddi|zuHause: ? :D
12:12<Eddi|zuHause>having the outer engines "rounded", and the middle ones "blocky"
12:13<V453000>yay, no :D
12:13<V453000>but yeah that would probably be nicest
12:13<Eddi|zuHause>it's an easy check whether a vehicle is the first or the last in the chain, to switch graphics :p
12:14<V453000>yes I already do that in many places
12:14<V453000>I just can't say I want to draw a middle sprite version for every rounded train I have at the moment :D
12:15<V453000>Also the 2nd option would probably be quite weird with 6 engines
12:15<V453000>though, how often do you really build 4, or even 6
12:16<Eddi|zuHause>if you don't know, then how would i? :p
12:16<@peter1138>Remind me what the axonometric grid angles should be?
12:16<Eddi|zuHause>if the vehicles are non-articulated, you can let the user handle it by ctrl+click flipping
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12:17<Eddi|zuHause>@calc atan(1/2)
12:17<@DorpsGek>Eddi|zuHause: 0.463647609001
12:17<Eddi|zuHause>@calc atan(1/2)*180/pi
12:17<@DorpsGek>Eddi|zuHause: 26.5650511771
12:17<Eddi|zuHause>is that what you were asking?
12:18<@peter1138>Bah, Inkscape rounds it to 26.57
12:18<Eddi|zuHause>probably close enough :p
12:19<frosch123>V453000: second one is way better
12:20<frosch123>engines can be either /¯\ or /¯¯, but not /¯/¯
12:23<pnda>How do I draw a Button inside a Window?
12:23<@peter1138>You don't.
12:23<@peter1138>You add a button to the nested widget list.
12:24<V453000>ok, 2nd one wins with overwhelming force :) thank you very much :)
12:24<V453000>now I have to rewrite how it draws (:
12:24*V453000 has the code generated from python :))))
12:24<V453000>much andy such wow
12:25<frosch123>do you use andy horse stuff
12:25<frosch123>or invent your own magic?
12:25<V453000>no not that much andy
12:25<V453000>just my own
12:26<V453000>it's not that complicated
12:26<V453000>I only use python to generate the first version and then fix bugs manually usually
12:26<V453000>also the unique switches I write manually
12:26<frosch123>yeah, i expected it to be easier to write your own magic nistead of using someone else's magic
12:26<V453000>so it's just helpful for mass things, but it's not like I press 1 button and everything generates itself and compiles
12:27<frosch123>uh, you edit the generated stuff?
12:27<V453000>well some parts
12:27<V453000>if something is a PITA to add to the code
12:27<pnda>What's the button thingy for NWidget?
12:27<V453000>but of course I try to avoid having to edit it at all
12:27<Eddi|zuHause>thats sounds like an antipattern
12:28<V453000>well no Eddi, it's just trying to be reasonably time efficient. I don't need the generation script to be absolutely perfect to every detail and edge case, like if the first switch would end up with 0..0 or something
12:28<Eddi|zuHause>i think the usual approach is to have some way to funnel the potential later edits into the generation process
12:28<V453000>but yes the latest version generates a perfect thing atm
12:29<Eddi|zuHause>well, the idea is to have the edits not lost if you run the generation again
12:29<V453000>that's the perfect world yes Eddi but then you can spend a lot of time on details to perfectionalize the generator
12:29<V453000>not always
12:29<V453000>again, in a perfectly full-scale generated thing yes
12:29<V453000>and I agree it's a nice thing
12:29<Eddi|zuHause>like in CETS i have a way to include hand-written switches from a separate file
12:30<Eddi|zuHause>like, if the generic articulation callback doesn't give the right result, i have a file with a custom one, and that gets used instead
12:31<V453000>well of course my setup isn't nearly as perfect
12:32<V453000>it's just a different approach :P
12:42<pnda>I don't really understand how to use a Button in a Window. Can anyone give some examples/help?
12:43<Eddi|zuHause>look for an existing window with a button?
12:43<pnda>I did but implementing what I saw there crashed the game
12:43<Eddi|zuHause>maybe tell us more what you did?
12:43<Eddi|zuHause>especially, what you did, and what you think you did.
12:45<pnda>NWidget(WWT_PUSHTXTBTN, COLOUR_GREY) is what I had. Thought it would add a Button. Also didn't see the function that gets executed when pressing from the windows I looked at.
12:46<Eddi|zuHause>i imagine there's a constructor somewhere that does things like specify which text is displayed, and which function is called
12:50<Eddi|zuHause>pnda: the examples of WWT_PUSHTXTBTN have another parameter to NWidget
12:50<Eddi|zuHause>and if you follow that parameter, you should find things
12:50<pnda>Which window did you look at?
12:51<Eddi|zuHause>none, just typed "grep WWT_PUSHTXTBTN src/*"
12:56<pnda>Ah so I can just have a enum for widgets in my header file and then reference it from OnClick and in the WWT_PUSHTXTBTN?
13:16<Samu>round 11 almost over
13:16<Samu>2 games remaining
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13:35<Samu>round 12 will be toyland
13:36<Samu>who can provide the openttd.cfg?
13:36<Samu>so that it's not always me
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13:39<@peter1138>Hmm, so...
13:39<andythenorth>eh what?
13:39*andythenorth should read back
13:40<andythenorth>automate everything!
13:41<andythenorth>V453000: option 1 vs 2 is potato / potato
13:41*Artea on Per Kristian Risvik - Evil Incarnate @ Liquiddoom Radio ->
13:42<andythenorth>V453000: make it realistic!
13:42<andythenorth>I find you a RL picture
13:43*Artea is curious about peter's opinion about Brutal DooM
13:49<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames
13:51<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames
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13:55<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7546: Fix #6507: Don't try to load invalid depots from older savegames
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13:56<andythenorth>V453000: just do realism
13:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7542: Fix #7255: Prevent crashlog corruption by only printing the 32 most recent news messages
13:57<@peter1138>Artea, been busy... playing it with NJDoom2
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13:59<Artea>never heard
13:59<Artea>I used to play in Zandronium
14:00<@peter1138>It's an ancient WAD that I used to play back in the day.
14:01<@peter1138>Got Hell Revealed II but that's way too hard, even without Brutal Doom.
14:02<Artea>I used to play HR II in ZDaemon
14:02<Artea>I miss Slaughterfest
14:03<V453000>well now what. :D
14:03<andythenorth>V453000: just do realism
14:03<V453000>realizm is already implemented, that's simple
14:03<@peter1138>Never got very far with Evilution and the Plutonia stuff.
14:03<andythenorth>V453000: random
14:03<V453000>alternating is just tiny bit more code
14:04<andythenorth>I always random if 2 equal choices :P
14:06<Artea>I done this map solo
14:07<@peter1138>That doesn't look fun :p
14:07<Artea>is ultra fun
14:07<Artea>always sprint
14:08<pnda>Do I have to make a comment describing every function even if it's a function used before in a window? e.g. DrawWidet(), OnClick()
14:08<V453000>andythenorth: random is of course another option but in this case I rather wouldn't do that
14:09<V453000>not to mention that it's handled by a rather long series of switches
14:11<Artea>done this map solo too
14:12<Artea>and so awesome having Lufia Song in DooM
14:13<Eddi|zuHause>... it would probably take me hours to go through that slaughterfest thing
14:15<Artea>takes alot of time to kill them all
14:18<Wolf01>So, 7 lanes, one-way/no-entry bits for every lane, point-to-point exit or point-to-multipoint (and reverse)?
14:20<Wolf01>For example, 3 entry points with 4 exits
14:22<Wolf01>Access ramps too or it's out of scope?
14:23<Wolf01>Bridges, tunnels?
14:23<@peter1138>I gave up.
14:24<@peter1138>Whatever I think of, Eddi|zuHause comes along and comes up with something way more flexible which just needs about 32 bytes per tile or something.
14:24<Eddi|zuHause>hehe :p
14:24<Eddi|zuHause>i said 32bit :p
14:24<nielsm> <- okay so the 1.9 releases running slow on macos 10.14 seem to run more like normal when run in fast-forward
14:24<nielsm>which could indicate that the problem is either in the timing or in the sleeping
14:27<pnda>So if I remove the position of a string somewhere and reuse it somewhere else, so from one window to another. Should I rename the string in every language to fit the new name or should I leave it as is (which could confuse some)?
14:30<nielsm>how much movement is it?
14:31<andythenorth>Eddi|zuHause came up with many problems for NRT :)
14:31<andythenorth>but 2 types per tile was 'enough' :)
14:33<nielsm>if you're moving an option out of a menu you should definitely rename the string and physically move it somewhere else in english.txt
14:33<pnda>Ok, only in english.txt?
14:33<nielsm>since the menus often implicitly use series of strings
14:33<pnda>yes they do
14:33<Eddi|zuHause>pnda: generally, you only change the english.txt file
14:33<nielsm>well either delete or rename+move it in the other languages too
14:33<pnda>Ok, will do, thanks
14:34<@peter1138>Well anyway, we don't have 32 free bits.
14:35<Eddi|zuHause>peter1138: clearly, we need a more flexible map system :p
14:35<@peter1138>Bollocks to that.
14:35<andythenorth>'good enough'
14:35<andythenorth>this is only worth doing if it's fun
14:36<milek7>38fps still seems too slow with these timings
14:38<pnda>Will I have to edit strings.h or is that auto generated?
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14:39<andythenorth>38fps on any decent mac is frigging slow
14:39<pnda>ah, auto-generated
14:40<andythenorth>I can push through 2000fps easy
14:40<andythenorth>different OS though
14:40<pnda>I'm always at 40fps, Fast Forward sometimes over 10000
14:43<nielsm>milek7 yeah it's way too slow but at least it proves that it should be capable of outputting more frames per second than it does in non-ffwd
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14:53<andythenorth>I can't do it now, but I can upgrade an external boot drive to 10.14 and test
14:53<nielsm>ah that'd be useful
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14:55<pnda>I can't see how to change the font colour for a NWidget(WWT_PUSHTXTBTN). Does anyone know?
14:56<nielsm>tried putting colour codes in the string in english.txt?
14:57<pnda>Can I add a string myself right now for english.txt? I know other files have to be done through the webtranslator, but this is not translating
14:58<nielsm>yes just add new strings to english.txt when necessary
15:06<pnda>Where are the strings for the help dropdownlist defined? I can't find them
15:06<nielsm>probably right next to STR_ABOUT_MENU_SCREENSHOT
15:07<pnda>Using search all files I can only find that string inside of the language txt files
15:07<nielsm>oh you mean where in the code the menu is generated?
15:08<pnda>No, I found that
15:08<pnda>toolbar_gui.cpp:185 is the general function that gets used
15:08<nielsm>line 1052
15:08<nielsm>PopupMainToolbMenu(w, WID_TN_HELP, STR_ABOUT_MENU_LAND_BLOCK_INFO, _settings_client.gui.newgrf_developer_tools ? 13 : 10);
15:09<nielsm>the first string id in the menu, and then the count of consecutive string ids to use for the menu
15:09<pnda>Ahhhhhh right
15:09<nielsm>which is why you need to move the original string away if you're removing the item from the menu
15:09<pnda>Because STR_ABOUT_MENU_LAND_BLOCK_INFO gets +1 for each item in the menu
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15:20*peter1138 bacvk
15:23<pnda>I removed the button from the top right row but it's still there in a way
15:23<pnda>I already did a rebuild
15:24<pnda>This is the code:
15:24<nielsm>the "broken" space?
15:24<nielsm>SetFill(1, 1),
15:24<nielsm>on every button
15:25<nielsm>lets them stretch to fit width
15:25<pnda>thanks a lot
15:27<nielsm>(and it's important to put it on everything, since some translations may have unexpectedly long or short strings for some things :)
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15:27<nielsm>(unless of course the thing should not stretch)
15:46<@peter1138>Debian Stretch
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15:58<Samu>round 11 finally over
15:58<Samu>need a openttd cfg for round 12
15:59<Samu>plz provide
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16:01*andythenorth should Hog
16:01<andythenorth>but tanks
16:01*peter1138 should... something?
16:06<andythenorth>just merge NRT
16:06<V453000>getbits(extra_callback_info1, 8, 8) this is what does layer drawing stuff?
16:06<andythenorth>and await bug reports
16:06<V453000>from andy's paste :)
16:06<andythenorth>sunglasses emoticon? o_O
16:06<andythenorth>that's layers bollocks yes
16:06<andythenorth>I draw pantographs separate layer
16:06<andythenorth>is batshit
16:07<V453000>I had some completely batshit thing there that frosch showed me, but I don't even pretend to know what it was supposed to do back in the day
16:07<V453000>probably for some incredibly hideous plan I Had
16:09<V453000>also andythenorth [22:06] <@Happpy> Hi v no pax ships what the hell
16:09<V453000>unsinkable dude :D
16:12<andythenorth>eh wat?
16:12<V453000>unsinkable sam has no passengers ships?
16:12<V453000>anyway, it keeps drawing a single layer for me :(
16:13<+glx>nielsm: seems macos and allegro both use gettimeofday to get ticks
16:13<andythenorth>V453000: there's a thing with register 101 iirc
16:13<andythenorth>has frosch gone?
16:13<andythenorth>if register 101 is used elsewhere, layers fail
16:14*andythenorth would have to check that
16:14<nielsm>glx yeah, I suspect it might lack precision for whatever reason
16:14<V453000>what do you mean register 101
16:14<V453000>item ID?
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16:16<V453000>well I was using item ID 101 but no that didn't help :)
16:17<andythenorth>temp storage
16:17<andythenorth>I am trying to find the docs
16:17<V453000>:0 wtf
16:17<+glx>and man page for gettimeofday says it's obsolete
16:18<V453000>well I do vaguely remember I was trying to make an experiment with NUTS and layering earlier and it did not work for reasons I didn't discover ... the layering switch seems identical to what doesn't work for me today as well.
16:18<andythenorth>ok so XXX_FLAG_SPRITE_STACK
16:18<andythenorth>means using temp storage 0x100
16:19<andythenorth>if anything else uses 0x100, sprite layers fail V453000
16:19<andythenorth>took me frigging ages to debug that one night
16:19<V453000>but what does any of thise mean
16:19<andythenorth>it's documented though
16:19<V453000>what is the flag :D
16:19<V453000>and where do I see 0x100 :D
16:19<andythenorth>that enables sprite layers
16:20<V453000>it's a flag in the item?
16:20<andythenorth>paste your code?
16:20<V453000>layer switch
16:20<V453000>no flags in vehicles
16:21<V453000>ooh found this in my old prototype misc_flags: bitmask(TRAIN_FLAG_SPRITE_STACK);
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16:24<V453000>misc_flags: bitmask(TRAIN_FLAG_SPRITE_STACK, TRAIN_FLAG_FLIP, TRAIN_FLAG_2CC);
16:24<V453000>added this to item
16:24<V453000>doesn't seem to work yet
16:24<andythenorth>V453000: there's a fancy switch you have to use
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16:29<V453000>what in the hell
16:32<V453000>why does this return the same for 0 and 1 and then something in return?
16:35<andythenorth>getbits(extra_callback_info1, 8, 8) is the var for count of layers
16:35<andythenorth>so I use 3 layers there
16:36<andythenorth>if it's layer 0 or 1 it keeps going up the graphics chain to another switch
16:36<andythenorth>if it's layer 2, it switches to draw rear lights
16:36<andythenorth>broke my brain making the pantograph stuff :|
16:39<V453000>well this is wrong, but there are some differences :D
16:39<V453000>I pasted some bits from your thing
16:39<V453000>not so easily I guess :)
16:41<V453000>I have this from frosch
16:42<V453000>which looks nasty but does seem to connect a lot of the things I see around
16:43<V453000>jesus fucking christ
16:43<V453000>it actually works
16:43<V453000>I was just missing the flag
16:43<V453000>in frosch we trust
16:43<andythenorth>frosch's thing makes total sense
16:43<andythenorth>really simples
16:43<V453000>yeah it makes the absolute definition of sense to me
16:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7485: Add: Dropdown build menus from toolbar have icons
16:44<V453000>but it works :) can fully implement tomorrow
16:44<andythenorth>counts up to 4, then stops
16:44<andythenorth>and you haz 4 layers
16:44<V453000>that's the <4 right
16:44<V453000>so if I were using 2 layers, I'd put <2 there instead
16:51<V453000>I'll try tomorrow :) thing works with 4 now, got it commited, saved :) I'll try to make it work with 2 or 3 layers tomorrow :) thank you super much andy
16:51<V453000>this stuff is bonkers wtf for me
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17:10<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7328: Improve restart
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17:14<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7328: Improve restart
17:14<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7328: Improve restart
17:23<Samu>round 12 started
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18:45<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
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---Logclosed Mon Apr 29 00:00:17 2019