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#openttd IRC Logs for 2019-09-17

---Logopened 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
02:56<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7746: Fix #7742, 66dd7c3: widget position can be negative
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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.
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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
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
08:59<DorpsGek_III>[OpenTTD/OpenTTD] Milek7 closed pull request #7510: Emscripten support
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09:50<DorpsGek_III>[OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS
09:50-!-DorpsGek_III is "Irc bot based on irc3" on #openttd #dorpsgek
09:54<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on issue #7644: Mysteriously poor performance on macOS
09:57<DorpsGek_III>[OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS
09:59<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
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10:01<andythenorth>or just yo
10:03<DorpsGek_III>[OpenTTD/OpenTTD] Honza1987 commented on issue #7644: Mysteriously poor performance on macOS
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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
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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14:11<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh merged pull request #7746: Fix #7742, 66dd7c3: widget position can be negative
14:11<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh closed issue #7742: Cannot select partially visible station items
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?
14:25<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
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
14:52<DorpsGek_III>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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
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
15:28<TrueBrain>shouldn't it be #elif defined() ?
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
15:33<DorpsGek_III>[OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver
15:33<+michi_cc>Let's see if that cloud Visual Studio will behave now :)
15:36<Samu>what's the difference between SDL and OpenGL
15:37<TrueBrain> 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
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>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<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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---Logclosed Wed Sep 18 00:00:19 2019