--- | Log | opened Tue Sep 17 00:00:17 2019 |
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02:40 | <DorpsGek_III> | [OpenTTD/OpenTTD] nielsmh commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JeOul |
02:56 | <DorpsGek_III> | [OpenTTD/OpenTTD] LordAro approved pull request #7746: Fix #7742, 66dd7c3: widget position can be negative https://git.io/JeOug |
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05:36 | <dihedral> | Hello |
05:36 | <dihedral> | How is everybody |
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06:15 | <andythenorth> | oh eh |
06:15 | <andythenorth> | I've triggered 22fps instead of 33fps |
06:16 | <andythenorth> | this is a transient issue that has no obvious repro |
06:16 | * | andythenorth looks at it to see if it disappears :P |
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07:04 | <@peter1138> | I'm wondering about lunch. |
07:08 | <andythenorth> | also |
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08:00 | <andythenorth> | did we conclude lunch? |
08:00 | * | andythenorth had coffee to stay alive |
08:19 | <DorpsGek_III> | [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/JeOVC |
08:55 | <@peter1138> | I had lunch, and a green tea. |
08:55 | <LordAro> | i had lunch, and mince pies |
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08:58 | <andythenorth> | scrambled eggs |
08:59 | <DorpsGek_III> | [OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support https://git.io/JeOVj |
08:59 | <DorpsGek_III> | [OpenTTD/OpenTTD] Milek7 closed pull request #7510: Emscripten support https://git.io/fjm0r |
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09:50 | <DorpsGek_III> | [OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 |
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09:54 | <DorpsGek_III> | [OpenTTD/OpenTTD] LordAro commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 |
09:57 | <DorpsGek_III> | [OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 |
09:59 | <DorpsGek_III> | [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 |
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10:01 | <nielsm> | moo |
10:01 | <andythenorth> | syo |
10:01 | <andythenorth> | or just yo |
10:03 | <DorpsGek_III> | [OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 |
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10:11 | <LordAro> | meow |
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10:12 | <andythenorth> | wish I could write with more clarity :) |
10:13 | <andythenorth> | something goes missing brain -> screen |
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11:16 | <Samu> | making towns a nightmare for pathfinders |
11:19 | <Samu> | pathfinders and islands/holes https://github.com/OpenTTD/OpenTTD/pull/7745 |
11:20 | <Samu> | or in this case, finding a spot for a station |
11:22 | <Samu> | i should actually rework my build station code |
11:23 | <Samu> | it's been working based on assumptions |
11:23 | <Samu> | that roads are always connected to the center of town |
11:26 | <Samu> | i should perhaps pathfind from a center of a town to the center of the other town |
11:27 | <Samu> | if this succeeds in test mode, then i should try finding a station spot |
11:29 | <Samu> | almost all AIs have 1 road depot per town, or 2 per route |
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11:29 | <Samu> | i currently don't share road depots,hmm |
11:29 | <Samu> | only 1 depot per route |
11:32 | <Samu> | I have more control with a unique depot per route, than I would with shared depots |
11:33 | <Samu> | shared depots would be troublesome, I wouldn't know how to remove them if I want to terminate a route |
11:33 | <nielsm> | well just don't remove them? |
11:34 | <nielsm> | or, when removing a station, check if any depots are nearby, and if there are, check if any other stations are nearby and if not then remove the depot |
11:34 | <andythenorth> | 2.0 also |
11:36 | <Samu> | must find my code about sending a road vehicle to a depot |
11:37 | <Samu> | ah, I remember, it goes to any random depot that happens to be nearby |
11:38 | <Samu> | when I renew a vehicle, i sell it from the depot it went to, and build it back on the route's specific depot |
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11:38 | <Samu> | kind of teleporting |
11:40 | <Samu> | but what happens if I terminate a route where I have a road vehicle currently heading to that route depot? |
11:42 | <Samu> | interesting, this has never happened to me |
11:42 | <Samu> | i wonder what happens |
11:42 | <Samu> | lost road vehicle? |
11:42 | <Samu> | road vehicle goes to another depot automatically? |
11:43 | <Samu> | i re-order the vehicle to another depot? I actually dont know |
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13:57 | <Wolf01> | How is elite dangerous compared to X? |
13:58 | <Eddi|zuHause> | whatever to *shrugs*? |
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14:01 | <Wolf01> | It's discounted, but I don't want to get another everspace |
14:02 | <Wolf01> | (not that everspace is bad, but not really my kind of game, it's like a coin op) |
14:03 | <Eddi|zuHause> | dunno, never played any of those games. |
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14:04 | <Wolf01> | peter1138? |
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14:11 | <DorpsGek_III> | [OpenTTD/OpenTTD] nielsmh merged pull request #7746: Fix #7742, 66dd7c3: widget position can be negative https://git.io/JeOBd |
14:11 | <DorpsGek_III> | [OpenTTD/OpenTTD] nielsmh closed issue #7742: Cannot select partially visible station items https://git.io/JeOTK |
14:15 | <LordAro> | anyone opposed to me merging SDL2 PR? |
14:15 | <LordAro> | i'd like to get it in before -beta1 |
14:16 | <LordAro> | and what did we decide to do regarding #7630 & #7680 ? merge the latter into the former? |
14:16 | <nnyby> | ^_^ |
14:25 | <andythenorth> | SLD2 is unmerged, not in nightlies? |
14:29 | <nnyby> | correct, sdl2 is unmerged, not in nightlies. and yeah, if that's still planned for 1.10, then it would be good to get it in before any sort of beta release. |
14:30 | <andythenorth> | merge it, see what reports come from nightlies? |
14:30 | <LordAro> | that's the idea |
14:31 | <andythenorth> | boom boom |
14:31 | * | andythenorth waiting for visual diff to run, for work purposes |
14:31 | <andythenorth> | visual diff needs to be faster |
14:31 | <LordAro> | nnyby: can i be really really annoying? |
14:32 | <LordAro> | can the commit history be cleaned up? pretty much everything before "Separate SDL2 code into a new video driver" can be removed |
14:32 | <LordAro> | or squashed down |
14:32 | <LordAro> | and a few things after that as well |
14:33 | <nnyby> | sure.. i will squash that rn |
14:33 | <nnyby> | i did make a few small changes after separating it into a new video driver... which may complicate the rebase.. i'll see what i can do |
14:33 | <LordAro> | thanks :) |
14:39 | <DorpsGek_III> | [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ |
14:40 | <nnyby> | it's now three commits |
14:51 | <LordAro> | nnyby: ...which has missed out on what i actually wanted :> i don't like the fact that the PR changes sdl_v.cpp, then changes it back again |
14:51 | <LordAro> | might as well squash it into 1 commit, really |
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14:51 | <Samu> | CivilAI seems to shine past superbus era |
14:51 | <nnyby> | alright |
14:52 | <DorpsGek_III> | [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ |
14:53 | <nnyby> | yeah, much cleaner history if it just doesn't touch sdl_v.cpp at all |
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15:00 | <Samu> | testing different AIs on desert tileset without industries, just towns |
15:01 | <Samu> | and limited to road vehicles only |
15:01 | <Samu> | aka pass + mail |
15:03 | <Samu> | NoNoCAB leads in profits, year 2024 |
15:03 | <Samu> | mine is 2nd |
15:03 | <Samu> | cluelessplus 3rd |
15:03 | <Samu> | and the surprise, civilai 4th |
15:05 | <Samu> | i have yet to find the best perfect optimal profit distance between 2 points |
15:05 | <Samu> | compute it the correct way |
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15:23 | <DorpsGek_III> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/JeO16 |
15:24 | <TrueBrain> | sorry, you triggered my OCD. You only have yourself to blame :P (I like how small the PR became :D) |
15:27 | <DorpsGek_III> | [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ |
15:28 | <TrueBrain> | shouldn't it be #elif defined() ? |
15:28 | <andythenorth> | TRUEBRAIN! |
15:28 | <andythenorth> | hi :) |
15:29 | <TrueBrain> | IT WASNT ME |
15:29 | <TrueBrain> | I PROMISE |
15:29 | <andythenorth> | sounds like a famous song |
15:31 | <TrueBrain> | LordAro most likely knows if it should be #elif defined(X) or if #elif X works ... I am too rusty with C++ |
15:31 | <LordAro> | it should be #elif defined() |
15:31 | <LordAro> | alas, #elifdef is not a thing |
15:32 | <DorpsGek_III> | [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ |
15:33 | <DorpsGek_III> | [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B |
15:33 | <+michi_cc> | Let's see if that cloud Visual Studio will behave now :) |
15:34 | <TrueBrain> | NEVAH |
15:36 | <Samu> | what's the difference between SDL and OpenGL |
15:37 | <TrueBrain> | https://nl.lmgtfy.com/?q=sdl+vs+opengl&p=1 |
15:37 | <TrueBrain> | https://lmgtfy.com/?q=sdl+vs+opengl&p=1 for the non-dutchies :P |
15:39 | <nnyby> | they are different layers of abstraction. SDL can actually use OpenGL |
15:43 | <DorpsGek_III> | [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B |
15:44 | <Samu> | hum.. what of Vulcan? |
15:44 | <TrueBrain> | life long |
15:44 | <TrueBrain> | live long? |
15:44 | <TrueBrain> | live long and prosper |
15:45 | <Wolf01> | I think I'll sleep |
15:45 | <TrueBrain> | granted |
15:45 | <TrueBrain> | you may leave |
15:45 | <TrueBrain> | :D Night Wolf01 :) |
15:46 | * | Wolf01 fires up netflix |
15:46 | <nnyby> | that's not how you sleep |
15:46 | <TrueBrain> | no, you have just been doing it wrong :D |
15:47 | <Samu> | https://www.khronos.org/vulkan/ |
15:47 | <Eddi|zuHause> | i'm in the annoying part of civ again, where everything takes ages, but nothing i do is ever the correct way to do it :/ |
15:48 | <Eddi|zuHause> | ... has somebody pointed andythenorth to the log of last night yet? |
15:48 | <Wolf01> | I usually sleed withing 15 minutes while watching netflix, I call it sleepflix |
15:49 | <Eddi|zuHause> | netflix and sleep? |
15:50 | <Samu> | CivilAI is attempting 3rd place |
15:51 | <andythenorth> | cities? ) |
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15:53 | <Samu> | has a better profit/veh ratio than my AI |
15:54 | <Samu> | why don't some AIs get 500 road vehicles as fast as they can? |
15:54 | <Samu> | they wait too much |
15:54 | <nielsm> | samu have you ever heard of the saying "perfect is the enemy of good"? |
15:54 | <nielsm> | because I think you're falling into that trap |
15:54 | <milek7> | if this is only backend driver, wouldn't it be essentially the same as SDL_HWACCEL? |
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16:15 | <+michi_cc> | milek7: If you assume that SDL knows how to accelerate OTTD specific RGBA palette remapping... |
16:16 | <milek7> | hmm, right |
16:17 | <+michi_cc> | And before you say that: yes, using libs like GLEW could probably reduce the code size a lot, but half the motivation to do this was for me to get more familiar with OpenGL. And just slapping in a library doesn't do that. |
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16:19 | <+michi_cc> | Also, I have thought about how to accelerate the drawing further than that, even if it's not done so far. |
16:21 | <milek7> | opengl is annoying, too much version segmentation :( |
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16:23 | <milek7> | and you either end with doing thing old way (cumbersome api and potentially slow), new way (cut off half of userbase), or have dozens of codepaths supporting both |
16:24 | <nnyby> | hmmm, it looks like SDL is kind of on the same level as GLFW. except glfw doesn't handle sound |
16:24 | <milek7> | oh, and there is that GLES thing, which is almost the same... but not exactly |
16:25 | <andythenorth> | Eddi|zuHause: I am intending to try your patch btw |
16:26 | <milek7> | and of course API that end in core are frequently different than EXT predecessor, even more codepaths... |
16:31 | <milek7> | azure CI doesn't publish compiled binaries? |
16:31 | <LordAro> | only if specially(tm) specified |
16:31 | <nielsm> | the regular PR builds don't no |
16:31 | <nielsm> | since that could publish un-reviewed code |
16:32 | <milek7> | well, it is not codesigned :P |
16:34 | <Eddi|zuHause> | andythenorth: it might not be immediately obvious/properly explained what the settings do. |
16:34 | <LordAro> | milek7: we don't really want to have to check every PR for bitcoin miners/botnets/etc |
16:36 | <andythenorth> | or worse, new features for Toyland |
16:36 | <nnyby> | toyland hurts my eyes o_o |
16:37 | <Eddi|zuHause> | andythenorth: the original patch that the screenshot was done with was just a one-liner, btw. |
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17:04 | * | andythenorth compiling |
17:08 | <andythenorth> | Eddi|zuHause: interesting |
17:08 | <andythenorth> | did we always allow buildings to build non-adjacent to roads? |
17:17 | <LordAro> | wasn't there something relatively recently to do with putting buildings on corners? |
17:17 | <LordAro> | or did that never get merged |
17:17 | <LordAro> | also presumably some special cases for 3x3 layouts |
17:19 | <andythenorth> | anyway the new grid options are appealing |
17:19 | <andythenorth> | towns just look better |
17:20 | <andythenorth> | somewhat like the breadth-first rivers patch :D |
17:20 | <andythenorth> | doesn't create more room for big stations, but more chance of getting tunnels or bridges in |
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17:32 | <andythenorth> | we should probably ship it |
17:32 | <andythenorth> | settings text need a bit more info |
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18:02 | <Eddi|zuHause> | we've had special code for 3x3 grid fillings for ages, the corner thing is new |
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22:06 | <supermop_Home_> | yo |
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--- | Log | closed Wed Sep 18 00:00:19 2019 |