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#openttd IRC Logs for 2021-01-02

---Logopened Sat Jan 02 00:00:37 2021
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01:43<Flygon>I gotta say
01:43<Flygon>Playing OpenTTD on a 1440p monitor feels weird as heck.
01:43<Flygon>Having to play on 2x zoom for the graphics to look the correct 'size'.
01:50<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8477: Fix: prevent clients making emergency saves twice if server disconnects https://git.io/JL5WS
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02:46<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8477: Fix: prevent clients making emergency saves twice if server disconnects https://git.io/JL5ld
03:13<andythenorth>yo
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06:49<azulcosta>morning to all. good year
06:50<azulcosta>i don't know if someone answered my question 12h ago...
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06:52<azulcosta>my problem, is 4 out of 11 buses, in sprites 1 and 5 (vertical sprites), only show the masked colors ok.... the original roof and windows and all original 32bpp sprite bus are invisible only in these 2 vertical sprites... i'm using windows ottd palette...
06:52<azulcosta>screenshot example: https://prnt.sc/weddj1
06:53<azulcosta>look bus at right corner
06:55<azulcosta>befor the masked colors, the buses showed up ok....
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07:19<andythenorth>Timberwolf the 32bpp Foden is on the left?
07:20<azulcosta>are you talking to me ?
07:21<Timberwolf>andythenorth: yes :)
07:21<andythenorth>yeah the 8bpp version is a better game sprite
07:22<andythenorth>good choice
07:22<andythenorth>lot of 32bpp stuff looks muddy to me
07:22<@DorpsGek>[OpenTTD/OpenGFX] Mailaender commented on issue #47: nmlc ERROR: Image file "sprites/png/infrastructure/locks_normal.gimp.png": cannot identify image file https://git.io/JL7wG
07:25<Timberwolf>azulcosta: could you gist your code (particularly the templates and alternative sprites) and upload the 32bpp and mask files somewhere?
07:27<azulcosta>the masks aren't uploaded yet on github...
07:27<azulcosta>the buses pack are the already availabe for download in game... i have a video presentation (32bpp with 4x zoom), buses from 1915-2010
07:27<azulcosta>https://www.youtube.com/watch?v=tEhzN8cw2OM
07:28<azulcosta>i'll make a zip right away, of the 4 problem buses
07:28<azulcosta>can i send it here ?
07:28<azulcosta>or pm message ?
07:29<Timberwolf>make a branch on github with the source, I'll see if there's anything obvious I can see from my 32bpp days.
07:29<azulcosta>ok
07:33<azulcosta>how can i add a branch ?... github is a bit complicated yet to me...
07:36<azulcosta>found it.
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07:39<azulcosta>Timberwolf: here it is: https://github.com/azulcosta/Portuguese-Road-Buses/tree/2cc-version
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07:56<azulcosta>woops, i think i've discovered the problem
07:56<azulcosta>original vertical sprites were converted to 24bpp... a not 32
07:57<Timberwolf>Oh, there we go... so yes, they'd have a weird alpha channel.
07:57<azulcosta>i must make more tests now
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07:59<azulcosta>it's weird, because i can't save png to 32bpp ? only 16/24 ?
08:00<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JIWz8
08:00<LordAro>TrueBrain: ^
08:02<azulcosta>timberwolf: i'll re-save all problem graphics in 32bpp now... paintshop pro doesnt have 32, but photoshop does... i'll re-export and re-save and test again.... thanks for the time helping me... cheers to all
08:03<Timberwolf>np... yeah, I've only ever used 32-bit ARGB graphics files.
08:03<Timberwolf>I didn't really help, I just downloaded the files while you fixed it yourself :)
08:07<LordAro>Timberwolf: TimberRubberDuck
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08:38<+michi_cc>Timberwolf: If just seen you nice Road vehicle preview image, and I noticed a possible improvement for the roads in it.
08:38<+michi_cc>The roads, especially the pure asphalt one, look a lot like pasted or floating above the grass and not really embedded in the landscape.
08:39<+michi_cc>If one carefully looks at the original road and rail graphics, one notices that they all have a tiny border (like 1-2 pixels) of slightly varied greens and yellows along.
08:40<+michi_cc>Having just a single pixel border of darker greenish colours might make your roads much better at meshing with the grass below.
08:57<Timberwolf>That's an interesting idea, I should have a try of that at some point.
08:58<Timberwolf>Finding a green that GoRender won't mess with in at least one orientation may be a challenge, I could end up adding some new lighting/shading options.
08:58<Timberwolf>Also needs snow/town awareness so you don't get random green next to town pavements.
09:04<+michi_cc>Yeah, you'd need to provide different version for that indeed.
09:09<andythenorth>post process composition
09:09<andythenorth>PIL is really easy, probably ImageMagick also the same
09:42<Samu>i just discovered towns can terraform land to sea level
09:43<Samu>have ocean water fill in
09:43<Samu>unsure if the water destroys roads or houses, have to check it out
09:46<supermop_Home>speaking of grass borders.. do you have to make separate groundsprites for houses for each climate to get the correct grass to show through?
09:48<Eddi|zuHause>i think you can make the default grass show through, which will automatically change to snow, etc.
09:49<supermop_Home>just by leaving parts of the groundsprite transparent?
09:57<Samu>i have a vague that in the ideal scenario, towns terraforming to sea level may end up flooding industries build on height 0
09:57<Samu>this is interesting, let's see if i can detect that
09:57<supermop_Home>are industries regularly built at height 0?
09:57<Samu>nop, that's rare
09:57<Eddi|zuHause>oil rigs
09:57<Samu>i don't mean oil rigs in this case
09:58<Eddi|zuHause>other industries can as well, if you terraform the right way
10:00<Samu>town expand command in the scenario editor builds multiple times
10:00<Samu>and the result may become flooded roads and houses
10:01<Samu>i wonder if this happens in a real game
10:02<supermop_Home>not really enough wood colors... out of a range of 8, using 2-6 for SE and 3-7 for SW
10:02<Samu>just detected a house being flooded during world generation
10:03<supermop_Home>sounds very biblical
10:06<Samu>a road was flooded during the "run tile loop"
10:17<@DorpsGek>[OpenTTD/team] gerardnll opened issue #117: [ca_ES] Translator access request https://git.io/JL5oi
10:31<supermop_Home>andythenorth is there an easy way to recolor from the 58-5f greens to the 68-6f browns?
10:31<supermop_Home>or should i just make 2 sets or sprites?
10:31<Samu>during world generation, on the "run tile loop" phase: https://i.imgur.com/YOC2JZU.png
10:31<Samu>a road and a house were flooded
10:32<andythenorth>supermop_Home there's no recolouring set up in FIRS, I'd just make 2 sets and paint bucket I think :)
10:32<Eddi|zuHause>supermop_Home: theoretically that is super easy
10:33<Eddi|zuHause>you define a recolour map for 58->68, 59->69 etc.
10:33<Eddi|zuHause>and in the recolour callback, you return that new recolour map
10:34<Eddi|zuHause>sprinkle in a bit of old fashioned GRM
10:35<Eddi|zuHause>if you use sprite stacking, each sprite can have its own recolour map
10:38<andythenorth>not so much in ogfx
10:38<andythenorth>but yes
10:40<Samu>finally got proof that towns can create water holes: https://i.imgur.com/p8nAj8y.png
10:40<Samu>a terraform command was executed at that tile
10:45<Samu>https://i.imgur.com/BrscjSQ.png
10:46<Samu>so far the terraform hasn't exposed a road or house
10:46<Samu>to the flood
10:47<Samu>well, it did during world gen, but after that it hasn't yet
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10:56<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL561
10:58<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL56A
10:59<TrueBrain>pfft, LordAro points to a PR which fails CI .. not sure :D :P :D
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11:00<TrueBrain>always this stupid MacOS :D
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11:06<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7920: Purchase land tool lacks by-area https://git.io/JveBj
11:06<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7920: Purchase land tool lacks by-area https://git.io/JveBj
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11:41<LordAro>TrueBrain: it hadn't failed when i pointed to it :p
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11:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL5Xp
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11:58<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL51a
11:58<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JIWz8
12:01<LordAro>...forgot to add
12:01<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JIWz8
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12:22<J0anJosep>Hi! I have a branch in my repo which I would like to have binaries to distribute.
12:23<J0anJosep>Is it possible to create them from the current infrastructure of the OpenTTD organization?
12:23<FLHerne>TrueBrain would be the person to ask
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12:25<FLHerne>You should probably be using the GH actions from https://github.com/OpenTTD/OpenTTD/pull/8371
12:26<J0anJosep>Thanks! I will read it. I'll wait in IRC to see what TrueBrain says about it too.
12:29<FLHerne>J0anJosep: Basically, if you have a GitHub fork of OTTD and you do <something> to trigger that 'release' workflow, GitHub should compile a set of binaries for you
12:31<J0anJosep>FLHerne: I did it some time ago, but not sure about how to do it now.
12:37<@DorpsGek>[OpenTTD/team] frosch123 commented on issue #116: [de_DE] Translator access request https://git.io/JL7QW
12:37<@DorpsGek>[OpenTTD/team] frosch123 commented on issue #117: [ca_ES] Translator access request https://git.io/JL5oi
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12:45<LordAro>frosch123: quak
12:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro opened pull request #8478: Add: [CMake] Explicitly support txz for Arch Linux https://git.io/JL5DX
12:54<frosch123>hmm, are discussions supposed to stay there forever? it worked fine when there were only 3, but now :p i guess "beta"
12:54<frosch123>LordAro: moo
12:55<LordAro>frosch123: good yuletide period?
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12:56<frosch123>i am too far south for that
13:04<@DorpsGek>[OpenTTD/OpenTTD] michicc opened pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5yD
13:04<+michi_cc>^^^ might incidentally fix the recently reported SetPortAlphaOpaque problem.
13:05<+michi_cc>frosch123: I think you are supposed to give some mustard to PR#7000 whenever convenient :)
13:15<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5SO
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13:18<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5SC
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13:20<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5SR
13:22<+michi_cc>LordAro: #ifdef for what?
13:23<LordAro>michi_cc: for 10.10 or newer
13:23<LordAro>oh wait
13:23<+michi_cc>Look one line above
13:23<LordAro>yes, runtime requirement, not build time
13:24<+michi_cc>"#if (MAC_OS_X_VERSION_MIN_REQUIRED < MAC_OS_X_VERSION_10_10)" is built-time. We don't target 10.10 on the CI though.
13:24<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JL5Sg
13:24<@DorpsGek> - Update: Translations from eints (by translators)
13:25<+michi_cc>We target 10.9 by default as that is the first version with the proper c++ runtime lib.
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13:26<+michi_cc>Incidentally, Gestalt was deprecated in 10.9 but the replacement only introduced in 10.10, making this an awkward thing.
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13:27<Samu>towns can't autoslope on their own roads
13:28<LordAro>michi_cc: sounds like apple
13:28<Samu>i mean, the terraform command where the resulting road is not autosloped
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13:36<+michi_cc>LordAro: Yeah, that's why I just said screw the warnings.
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13:44<Samu>making town terraforming around town roads a bit more permissive
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13:44<Samu>slopefoundation issues
13:44<Samu>let's see what happens
13:45<Samu>also houses
13:48<andythenorth>Samu ever considered making content? :)
13:50<Samu>looks like it's a bad idea
13:50<Samu>194 cases of flooded houses
13:50<Samu>ok let's not have it happen for houses then
13:53<+glx>michi_cc: there's still 1 warning :)
13:55<TrueBrain>J0anJosep: currently, we can create binaries from PRs created .. if you want to build binaries in your own fork, that is also possible, but would require setting up some infrastructure yourself (mostly, an S3 account and some other AWS configuration)
13:55<TrueBrain>I do plan on supporting building other repositories which are published inside our infrastructure, but I have not yet figured out how to do this in a clean way with regards to secrets
13:56<TrueBrain>basically, GitHub Actions needs some secrets to know where to publish binaries and with what credentials ..
13:56<TrueBrain>so it depends a bit on what that branch is and what you intend to do with it
13:59<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8478: Add: [CMake] Explicitly support txz for Arch Linux https://git.io/JL595
14:00<TrueBrain>LordAro: Arch has no package manager or something?
14:00<snail_UES_>can I use the “git” command from the Mac OS Terminal?
14:00<snail_UES_>I’m trying to run it, but the command doesn’t work
14:00<LordAro>TrueBrain: of course, it just uses tar.xz :p
14:01<LordAro>https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=openttd-git#n27
14:01<J0anJosep>TrueBrain: It is a branch in my repository: MultitileDepots. I don't have time to play with it and check it. So I would like to create binaries and ask people to try the PR and get some feedback.
14:02<TrueBrain>J0anJosep: open up a draft PR and we can do that for you :)
14:02<snail_UES_>when I try to revert to a previous version, I get the following:
14:02<TrueBrain>otherwise I don't currently have a solution
14:02<snail_UES_>error: could not revert bd3a5876b0... Fix #7644: [Cocoa] Manually set colorspace to sRGB
14:02<snail_UES_>hint: after resolving the conflicts, mark the corrected paths
14:02<snail_UES_>hint: with 'git add <paths>' or 'git rm <paths>'
14:02<snail_UES_>any ideas?
14:02<J0anJosep>TrueBrain: Thank you
14:02<TrueBrain>LordAro: what is that URL suppose to show me?
14:03<snail_UES_>the above happens if I run “ git git revert -n bd3a5876 “
14:03<LordAro>TrueBrain: actually, i've misread things
14:03<TrueBrain>besides the URL being wrong :P
14:03<TrueBrain>(http vs https)
14:03<J0anJosep>TrueBrain: By the way, today I pushed master to my repository and in triggered the CI.
14:03<TrueBrain>J0anJosep: yup; that is GitHub Actions for you :)
14:03<TrueBrain>snail_UES_: that happens because the revert is too old and cannot be done cleanly; means you have to manually do so
14:04<TrueBrain>snail_UES_: but maybe better to try out https://git.io/JL5SR
14:04<TrueBrain>J0anJosep: basically, your fork is identical to our repository; everything we do, yours will do too. So pushes to master trigger a CI .. same as creating a PR to your own fork :)
14:04<TrueBrain>LordAro: what kind of things did you misread? :D
14:05<TrueBrain>(having 3 conversations at once, LIKE A BOSS)
14:06<J0anJosep>TrueBrain: Ok, but I triggered the CI for a useless case... :P
14:06<TrueBrain>you can disable the CI workflow in your fork manually, if it annoys you enough :)
14:07<J0anJosep>TrueBrain: It doesn't anoy me at all, but it does something useless. Don't worry.
14:07<LordAro>TrueBrain: so i'm not entirely wrong - arch uses tar.xz for packages, but "installing" is just putting things into a particular folder, which is then bundled into a tar.xz by the package creator (`makepkg`)
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14:08<LordAro>so there's no meaningful package format for arch
14:08<snail_UES_>thanks, posted it on JGR’s thread
14:09<TrueBrain>LordAro: cool; so yeah, leave the comment out, or add something like "Arch uses .tar.xz for packaging" or what-ever :)
14:09<LordAro>TrueBrain: thinking about it, i think it might have largely switched to .tar.zst now
14:10<LordAro>but regardless, nothing worth worrying about for us
14:10<LordAro>no metadata or anything
14:11<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL5Hl
14:11<TrueBrain>and some minor stuff there :)
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14:11<TrueBrain>so many code in `fileio.cpp` is confusing as fuck ... :P
14:11<TrueBrain>not your fault :D
14:11<LordAro>:)
14:11<TrueBrain>but really, calling a variable "tmp" is just stupid
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14:12<LordAro>mhm
14:12<TrueBrain>reading it more closely, it is just lazyness
14:13<TrueBrain>"lets make a variable we reuse for many things similar but not really because I want to type 3 lettes"
14:13<TrueBrain>or something
14:13<TrueBrain>guess it was true when it was tmp[1024]
14:13<TrueBrain>I guess
14:13<TrueBrain>now it just looks weird :D
14:14<LordAro>TrueBrain: https://i.imgur.com/h44sV0o.jpg oh, here's bug8295.sav with ReleaseDisastersTargetingVehicle only called for road vehicle destruction, rather than all vehicle
14:14<TrueBrain>so it is now twice as fast! :P
14:15<LordAro>presumably!
14:15<TrueBrain>it will still be shitty slow, but at least slightly less slow :D
14:15<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8478: Add: [CMake] Explicitly support txz for Arch Linux https://git.io/JL5DX
14:16<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5yD
14:16<+michi_cc>glx: Should be gone now :)
14:16<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8478: Add: [CMake] Explicitly support txz for Arch Linux https://git.io/JL5H6
14:19<LordAro>TrueBrain: don't quite follow what you want me to do regarding .clear()
14:19<TrueBrain>I love that I found out you can do: git fetch https://github.com/LordAro/OpenTTD remove-xdg-basedir-dep
14:19<TrueBrain>without adding remotes :D
14:19<LordAro>:o
14:20<TrueBrain>LordAro: https://gist.github.com/TrueBrain/dc96836147cf2f52622c26b0a849339d is what other places do, kinda
14:20<TrueBrain>it makes it more explicit, that is all
14:21<TrueBrain>owh, I failed in being consistent, one sec
14:21<TrueBrain>there
14:21<TrueBrain>you see the same in the block below, with SP_PERSONAL_DIR
14:21<TrueBrain>and lower, with SP_BINARY_DIR
14:22<TrueBrain>because "tmp" is being reused like crazy like that, if someone moves blocks around, your code all of a sudden does something different
14:22<LordAro>mm
14:22<TrueBrain>so I guess you could also add: else { tmp.clear(); }
14:22<TrueBrain>which does the same, I guess :P
14:22<LordAro>marginally redundant, but not in a meaningful way
14:23<TrueBrain>that sentence .. wtf are you saying? :D :P
14:23<LordAro>.clear
14:23<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JIWz8
14:23<LordAro>anyway
14:23<TrueBrain>it is just the "tmp" variable really
14:23<TrueBrain>if that would be scoped better, clear() is not needed
14:24<TrueBrain>you see that a bit later in that function too, where there is an else{} clearing tmp, just .. because you don't know the content :P
14:25<TrueBrain>I am still not used to "return {}" statements :D
14:25<TrueBrain>I love that it is valid :)
14:25<LordAro>cheaper than `return "";` :)
14:25<TrueBrain>and better, even
14:25<TrueBrain>but when you write too much Python ... it looks even funnier :D
14:26<LordAro>all the empty dicts!
14:27<TrueBrain>lol @ hs.dat being written in .config/openttd/
14:27<TrueBrain>that is not a config file :P
14:27<LordAro>hysterical raisins
14:27<TrueBrain>okay ... both the old folders and the new work for me
14:27<TrueBrain>I guess that is good enough, right? :D
14:27<LordAro>iirc this came up when you were on your journey of discovery last time
14:27<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep opened pull request #8480: Multitile depots https://git.io/JL5Hh
14:28<TrueBrain>I am just happy everyone will now use XDG :)
14:28<TrueBrain>instead of having 2 formats on Linux :)
14:29<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JL5Qf
14:29<TrueBrain>J0anJosep: wow,that is a lot of work :o nice :)
14:30<TrueBrain>I started a release build here: https://github.com/OpenTTD/OpenTTD/actions/runs/458096555
14:34<@DorpsGek>[OpenTTD/OpenTTD] michicc approved pull request #8477: Fix: prevent clients making emergency saves twice if server disconnects https://git.io/JL5Qs
14:35<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8477: Fix: prevent clients making emergency saves twice if server disconnects https://git.io/JL5mn
14:35<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Multitile depots https://git.io/JL5Hh
14:39<J0anJosep>TrueBrain: I'm sorry I divided it into so many commits. Do you think it is necessary next time I push to a draft PR to squash it into one single commit?
14:40<TrueBrain>I don't care one way or the other :)
14:40<TrueBrain>I would suspect that the PR is currently too big for any review, if that is what you are after
14:40<TrueBrain>but creating releases works just fine no matter how you structure your PR :)
14:41<TrueBrain>one note: previews (the HTML version) are done every time you push something new. Releases (which I will give you the URL when the run is done) are only created on demand
14:41<TrueBrain>so you have to poke me (or any other dev) if you want a new version to be build
14:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7462: Server exiting to main menu hangs client https://git.io/fjIgM
14:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7462: Server exiting to main menu hangs client https://git.io/fjIgM
14:44<TrueBrain>J0anJosep: building fails because Windows fails to compile; let me know when you looked into it / fixed it, so I can build you a new release :)
14:46<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8357: Codechange: Drop libxdg-basedir dependency in favour of finding the directories ourselves https://git.io/JIWz8
14:47<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
14:47<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
14:47<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8478: Add: [CMake] Explicitly support txz for Arch Linux https://git.io/JL5DX
14:48<TrueBrain>I have the feeling the search-paths are getting there ... now for the "content_download" folder issue ...
14:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8475: Docs: indicate where to find an excellent tutorial on using CMake https://git.io/JL5QH
14:50<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8463: Change: Default settings improved for new players https://git.io/JL5QN
14:50<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8463: Change: Default settings improved for new players https://git.io/JL96K
14:51<J0anJosep>TrueBrain: Thanks.
14:51<J0anJosep>Bye!
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14:55<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8465: Documentation: COMPILING.md does not describe how to make a non-debug build on non-Windows https://git.io/JLHTh
14:55<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8475: Docs: indicate where to find an excellent tutorial on using CMake https://git.io/JL79j
14:56<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8465: Documentation: COMPILING.md does not describe how to make a non-debug build on non-Windows https://git.io/JLHTh
14:56<TrueBrain>and indeed, not being able to close discussions is annoyingggggg
14:57<TrueBrain>I can lock it .. guess we should lock the settings discussion, as it came to an end?
14:57<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8471: Fix #8462: Don't check whether to grow a town road on water https://git.io/JL57n
14:57<frosch123>yes, nothing worse than someone continueing a discussions that is done
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14:59<frosch123>"done" category is probably weird :p
14:59<FLHerne>TrueBrain: Well, now it uses .tar.zst, but whatever
15:00<TrueBrain>clearly someone is still processing his backlog :)
15:00<TrueBrain>frosch123: yeah .. people do ask for that, a "locked" category
15:00<FLHerne>LordAro: That's not quite true, pkgs also have metadata files
15:00<LordAro>FLHerne: mm true, but it's not something that anything that's not makepkg is expected to create
15:01<FLHerne>Now I have to read more backlog to find out what the question was :p
15:02<FLHerne>Then we should probably add a CMake module for calling makepkg?
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15:06<TrueBrain>created https://github.com/github/feedback/discussions/3097
15:07<_2TallTyler>Timberwolf: Your post about parameters in your RV set should be required reading for new grf authors. Good stuff. I'll be referring back to it whenever I need the courage to change something big in my own sets.
15:07<TrueBrain>"1,686 contributions in the last year " <- oops ... (my GitHub profile)
15:08<LordAro>busy bee
15:09<TrueBrain>locked the settings discussion
15:09<TrueBrain>so .. "content_download" .. it is a weird one .. it is always based on where-ever your "config" file is (or ".local" stuff for XDG), and it has only (and exactly) 1 place
15:09<TrueBrain>it does not use normal search-paths ..
15:10<TrueBrain>2 ways to solve it: add more search-paths, or change the code that it uses the normal search-paths to find content_download content
15:10<TrueBrain>the first is easy, the second is annoyingly difficult :P
15:12<TrueBrain>mainly it is annoying because of how MidiFile is implemented, ironicly
15:13<TrueBrain>welcome back btw frosch123 ; I am a bit slow, I know :D
15:15<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8457: Change: Ability to convert between road types for town roads and bridges now indi… https://git.io/JL55t
15:16<TrueBrain>if I am not reading the code wrong, midi playback only works from "content_download/baseset" folder, not "baseset" .. odd
15:17<TrueBrain>ah, no, it is written there
15:17<TrueBrain>SMF conversion
15:20<frosch123>TrueBrain: https://github.com/github/feedback/discussions/20 <- how weird. they want PRs to close discussions, but only the comments surface that discussions cannot be closed?
15:20<TrueBrain>I got lost in that discussion :P
15:21<TrueBrain>but discussions are stateless yes ... which is an annoying fact
15:21<Samu>LordAro, CMD_BUILD_ROAD also ends up running CMD_LANDSCAPE_CLEAR and inherits the DC flags from the source
15:26<+michi_cc>Discussions really is beta for now. While it's nice that the discussions list shows how long ago the discussion started, the time of the last comment would make much more helpful.
15:26<TrueBrain>michi_cc: leave it as feedback :) (if nobody has already)
15:27<LordAro>Samu: ah, fair
15:27<TrueBrain>GitHub has the tendency to listen to feedback .. shocker, I know :)
15:28<frosch123>aren't they sorted by last comment added?
15:28<Samu>without DC_NO_WATER, CMD_BUILD_ROAD calls CMD_LANDSCAPE_CLEAR and reaches ClearTile_Water which say it is possible to clear the water. If the command was run in DC_EXEC mode, you would see rivers being demolished and replaced with roads
15:28<TrueBrain>they are sorted by last activity, it seems
15:29<TrueBrain>but it doesn't tell you when this activity was :)
15:30<frosch123>the tooltip shows the latest comment, so you can test your memory :)
15:30<LordAro>Samu: you know my feelings on PR comments in irc
15:32<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on pull request #8471: Fix #8462: Don't check whether to grow a town road on water https://git.io/JL55o
15:32<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8481: Add: always set PERSONAL_DIR "/content_download" in search path https://git.io/JL556
15:35<LordAro>TrueBrain: i did not realise there was an entirely separate DetermineBasePaths implementation
15:35<TrueBrain>LordAro: the question is .... did you want to know? :)
15:36<@DorpsGek>[OpenTTD/OpenTTD] LordAro requested changes for pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JL555
15:36<LordAro>probably not
15:37<TrueBrain>how do I load custom fonts in OpenTTD .. hmm ... lets find out!
15:37<TrueBrain>they ... require absolute paths?
15:38<TrueBrain>what is this madness?
15:39<+michi_cc>Not necessarily, unless you want to use something that is not known by the OS (respectivly Fontconfig).
15:39<TrueBrain>I was using my own ttf, yes
15:39<TrueBrain>was going by https://wiki.openttd.org/en/Archive/Manual/Settings/Unicode
15:40<+michi_cc>If it's not an absolute path, OTTD probably tries it as an OS font.
15:40<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Multitile depots https://git.io/JL5Hh
15:40<TrueBrain>let's find out what this "probably" is, and where this is done :)
15:40<TrueBrain>hard to find in the code ...
15:41<+michi_cc>For Linux, something something fontconfig
15:41<+michi_cc>Maybe fontdetection.cpp
15:41<TrueBrain>LoadFreeTypeFont!
15:41<TrueBrain>fontcache.cpp, it seems :)
15:42<TrueBrain>always a puzzle, if you cannot grep the setting itself :P
15:42<+michi_cc>Ah, fontdetection is for when just give the font name.
15:43<TrueBrain> * First type to load the fontname as if it were a path. If that fails,
15:43<TrueBrain> * try to resolve the filename of the font using fontconfig, where the
15:43<TrueBrain> * format is 'font family name' or 'font family name, font style'.
15:43<frosch123>TrueBrain: https://dpaste.org/UxQO <- from my config
15:43<TrueBrain>it suggests it should work, a relative path
15:43<TrueBrain>it doesn't :P
15:43<frosch123>both works, path and "font name, including font modifiers"
15:44<TrueBrain>absolute paths work, yes
15:44<TrueBrain>relative paths seem to be from the working dir
15:44<TrueBrain>not using the search path :)
15:44<TrueBrain>we use FT_New_Face
15:44<TrueBrain>without using our own FIOS system :)
15:44<frosch123>maybe the android port bundles a font for special ottd chars
15:45<frosch123>but pretty sure noone plans to put fonts on bananas :)
15:45<TrueBrain>(I am looking at https://github.com/OpenTTD/OpenTTD/issues/7830 btw, for context)
15:45<TrueBrain>I wonder if we should use our search-paths
15:46<TrueBrain>we could, I guess, by first checking if we can find the filename
15:46<TrueBrain>(and in what search-path)
15:46<TrueBrain>after that, hand it over to FT_New_Face
15:47<TrueBrain>would be more consistent, I guess?
15:47<frosch123>do modifiers like ", bold" work for paths?
15:47<TrueBrain>I doubt that; a ttf mostly is either bold or not
15:47<TrueBrain>the ones I have on disk are, anyway :)
15:47<frosch123>oh, i thought they were collections of fonts
15:48<TrueBrain>might be
15:48<TrueBrain>no ttf expert :P
15:48<TrueBrain>the only times I use it for webfonts, they have different files for different weights
15:58<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8482: Add: use our search-paths to find fonts based on relative filenames too https://git.io/JL5Fv
15:58<TrueBrain>that was easier than I expected honestly
16:03<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLyT1
16:03<TrueBrain>frosch123: we always load "face" 0 when you use a filename
16:03<TrueBrain>I think that means it won't do any ", bold" :)
16:03<TrueBrain>(this is what font-config resolves, from what I gather from the code)
16:06<Samu>should I create a PR that prevents this? https://i.imgur.com/YOC2JZU.png
16:07<frosch123>oh, i didn't know ottd had special code for font-by-path and font-by-name. i assumed fontconfig handled both
16:07<TrueBrain>I am surprising people left and right today with my PRs fixing weird bugs :P
16:07<TrueBrain>:D
16:08<Samu>a road and a house were flooded runing world generation "run tile loop" phase, because during town generation, terraform command is used and towns are grown multiple times, ending up building in tiles that are posteriorly flooded
16:09<TrueBrain>the Windows font-loader first checks if there is a "." in the name, before it checks for file-based approach
16:09<Samu>it happens very very rarely
16:09<TrueBrain>and does some custom "Bold" implementation too .. marked as "poor man's way"
16:10<Samu>in 12k towns, about 1 occurrence of flooding during tile loop
16:10<Samu>not sure if it's worth a pr
16:10<TrueBrain>okay, Windows does this font-stuff pretty different ... that is annoying :D
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16:15<+michi_cc>OSX does a third thing :)
16:16<TrueBrain>I am so not liking this bug now :P
16:16<TrueBrain>let me see if I can theo-craft this for Windows and OSX :D
16:16<TrueBrain>(as in, I cannot test it, so .. that will be fun :P)
16:17<TrueBrain>wait, no, I only have to fix _freetype
16:17<TrueBrain>as that is what small_font controls :)
16:18<+michi_cc>Ah, no, OSX still uses FreeType. It's not using Fontconfig, though, in case you are doing something there.
16:18<TrueBrain>this happens before fontconfig, or what-ever OS-based version is there, is called
16:18<TrueBrain>so OSX should be good
16:18<TrueBrain>it is Windows that is just ... weird
16:19<+michi_cc>GetFontByFaceName is what is different with OSX
16:20<+michi_cc>Windows is not using FreeType as the Unicode layout stuff only works with fonts loaded through the OS and not FreeType.
16:20<TrueBrain>yeah ... which makes the _freetype variable a bit evil :D
16:22<+michi_cc>Hmm, I supposed OSX text layout will break horribly if you try a font that FreeType can read but OSX (for whatever reason) not.
16:22<TrueBrain>GetFontByFaceName is never called if you use a .ttf
16:23<+michi_cc>But deep in CoreTextParagraphLayoutFactory, we try to load the font through the OS.
16:24<TrueBrain>huh? Lol .. so FT_New_Face result is not used?
16:25<TrueBrain>that would be very odd, as why would it load it at all in that case?
16:26<+michi_cc>No, rendering is done by FreeType, but the layout needs various tables that are contained in the font file.
16:27<TrueBrain>I gave up on fonts long ago :)
16:27<+michi_cc>Basically, I think it is somewhat broken if you try to use a font that FreeType and OSX interpret differently.
16:28<TrueBrain>guess we should ask our in-house OSX user to test it :D
16:28<+michi_cc>Ideally, we would let OSX render the font, too, but when I looked at it getting the pixels was heaps more complicated than on Windows.
16:30<TrueBrain>hmm .. okay, I can compile under Windows
16:30<TrueBrain>now ... how to set the current working dir ... hmm
16:31<TrueBrain>hmm, guess I do not have to really
16:32<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened pull request #8483: Fix: Don't terraform during town generation https://git.io/JL5bM
16:32<TrueBrain>how to add parameters to running in MSVC ... eeuuhhhh
16:34<+michi_cc>It's easy if you go the project file route and somewhere totally buried on some json file if you do "open directory".
16:34<TrueBrain>the box that it should be in, is empty ...
16:35<TrueBrain>yippie, found it :D
16:40<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8482: Add: use our search-paths to find fonts based on relative filenames too https://git.io/JL5Fv
16:40<TrueBrain>now with Windows support :D
16:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7830: Load font from openttd config file directory, not from working directory. https://git.io/JewMG
16:42<+glx>in MSVC cwd is set do bin
16:44<TrueBrain>in Windows I now too could load ./myfont.ttf :D
16:44<Eddi|zuHause>unless you do weird stuff, windows almost always sets the cwd to the binary location
16:44<TrueBrain>(where myfont.ttf is only on the search-path, not in cwd)
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16:53<supermop_Home>where do you want these pngs uploaded andythenorth?
16:53<andythenorth>supermop_Home forums maybe?
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16:56<supermop_Home>brick variants: https://imgur.com/a/IRSIyQP
16:57<supermop_Home>module on far right is lobby / great room like this: https://images.app.goo.gl/BVL57dAbBSnTKHCt7
16:58<supermop_Home>needs some more timbers on outside, plus a chimney and awning
16:59<andythenorth>chalet!
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17:00<andythenorth>ok this needs an ogfx PR :)
17:01<andythenorth>"not tonight matthew" :P
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17:01<andythenorth>supermop_Home nice regularity of form btw :)
17:01<andythenorth>good building sprites rely a lot on rhythm, usually of windows
17:03<supermop_Home>its all modular in photoshop
17:04<supermop_Home>so i can stack more floors etc
17:04<supermop_Home>other than balconies poking out, you cant see but there is a floor slab for each floor too
17:05<supermop_Home>to help get everything lined up and to make construction stages easily
17:06<supermop_Home>ground tiles with greenery will have to wait a bit though.. don't feel like doing those yet, so these will just have grey concrete for now
17:06<supermop_Home>wood siding ill have done tonight, then idk... how about / angled versions?
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17:13<andythenorth>I like the regular grid placement personally
17:13<andythenorth>we need a portico and a pool :P
17:13<andythenorth>oof
17:14<supermop_Home>by / i mean facing SE instead of SW
17:15<supermop_Home>portico can go on front or back of lobby, or be a separate module?
17:15<andythenorth>have you tried a layout with them stacked?
17:15<andythenorth>portico might want a tile with a drive and some garden
17:16<andythenorth>not sure how big it would be though
17:16<andythenorth>sometimes trial and error is only way
17:16<supermop_Home>of the 4 guest room floorplates... is a particular one best for ogfx? thinking the ogfx sprite should be lobby on north tile and guest room on south
17:17<andythenorth>+1
17:17<supermop_Home>stacked like tall or just a 1x2 layout?
17:18<andythenorth>I mean just laid out yes :)
17:18*andythenorth words
17:25<@DorpsGek>[OpenTTD/team] gpalino opened issue #118: [sk_SK] Translator access request https://git.io/JL5xc
17:26<andythenorth>Sam 2 ships done, such progress
17:27<andythenorth>drawing ships more like drawing factories than trains
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17:30<supermop_Home>https://imgur.com/v9n2L2O
17:32<@DorpsGek>[OpenTTD/OpenTTD] michicc opened pull request #8484: Fix: [OSX] Register fonts loaded directly from disk for text layout https://git.io/JL5xV
17:32<+michi_cc>TrueBrain: This interacts with #8482, whichever is merged first causes the other to need updating.
17:38<TrueBrain>michi_cc: easy solution: approve and merge mine, and fix yours :D :D :P
17:42<@DorpsGek>[OpenTTD/OpenTTD] michicc approved pull request #8482: Add: use our search-paths to find fonts based on relative filenames too https://git.io/JL5pf
17:42<+michi_cc>Your fault if it breaks :P
17:44<TrueBrain>I promise I will fix it if it does :) can't merge atm, on mobile and not logged in :(
17:44<TrueBrain>So feel free to merge for me :)
17:44<@DorpsGek>[OpenTTD/OpenTTD] michicc closed issue #7830: Load font from openttd config file directory, not from working directory. https://git.io/JewMG
17:44<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8482: Add: use our search-paths to find fonts based on relative filenames too https://git.io/JL5Fv
17:44<TrueBrain>Cheers!
17:54<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8484: Fix: [OSX] Register fonts loaded directly from disk for text layout https://git.io/JL5xV
17:56<+michi_cc>It would still be better if OSX would also render the glyphs, but that is a while different thing.
18:02<TrueBrain>One issue at the time :D
18:03<@DorpsGek>[OpenTTD/OpenTTD] mattkimber opened pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
18:07<andythenorth>supermop_Home top left one best?
18:15<supermop_Home>lobby plus column 'A' guest rooms?
18:18<supermop_Home>also doubled up snow on chalet style roofs to make it 1px thicker
18:18<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5hB
18:19<supermop_Home>https://images.app.goo.gl/kdQTDiT28ibps1zu8
18:20<andythenorth>chalet!
18:20*andythenorth must to sleep soon
18:21<supermop_Home>ill send sprite sheet and psd via forums, unless via GitHub somehow is better
18:22<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8484: Fix: [OSX] Register fonts loaded directly from disk for text layout https://git.io/JL5xV
18:22<andythenorth>forums is fine :)
18:23<andythenorth>good night all
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18:25<Timberwolf>michi_cc: Thanks, that feels like a nice approach of collecting everything together as a MutableSpriteCache.
18:29<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5hb
18:33<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5hj
18:35<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8481: Add: always set PERSONAL_DIR "/content_download" in search path https://git.io/JL5jJ
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18:36<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8483: Fix: Don't terraform during town generation https://git.io/JL5jI
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18:37<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8484: Fix: [OSX] Register fonts loaded directly from disk for text layout https://git.io/JL5jY
18:39<LordAro>APPROVE ALL THE THINGS
18:40<Eddi|zuHause>quick! approve #7000 before frosch looks at it :p
18:40<LordAro>haha
18:40<LordAro>nice try
18:43<frosch123>pff, i am looking at it just now
18:47<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5j5
18:47<Eddi|zuHause>i think people are going crazy. now they're shooting at trains
18:49<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdee
18:49<@DorpsGek>[OpenTTD/OpenTTD] frosch123 requested changes for pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdev
18:51<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdek
18:52<frosch123>Eddi|zuHause: guis resolve the vehicle sprites every time, and do not use the cache. those guis can also show different sprites than the viewports due to var10
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18:53<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdeZ
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18:56<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLde2
18:57<LordAro>michi_cc: what do you think about #8452? seems broadly positive to me, but you've probably done more work with the map array than most
18:57<@DorpsGek>[OpenTTD/OpenTTD] stormcone commented on pull request #8483: Fix: Don't terraform during town generation https://git.io/JLdeV
18:59<+michi_cc>LordAro: I like the idea. I've not checked if all the descriptions actually match.
19:00<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8484: Fix: [OSX] Register fonts loaded directly from disk for text layout https://git.io/JL5xV
19:00<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdeX
19:00<@DorpsGek>[OpenTTD/OpenTTD] frosch123 commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdeM
19:05<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdeN
19:08<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdvJ
19:08<@DorpsGek>[OpenTTD/OpenTTD] frosch123 commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdvT
19:13<frosch123>michi_cc: if you want to know whether a vehicle is powered on the current tile, you can use var FE. you do not need a new variable for that at all
19:13<frosch123>but well, again, main problem with PRs. they do not state their intention
19:13<frosch123>you have to guess what those additions are meant for
19:14<frosch123>now i have to guess why "returning false" for undefined types is intentional
19:14<frosch123>when the PR does not describe any usecase
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19:18<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdvW
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19:21<Eddi|zuHause>i'm fairly certain i described a usecase for detecting railtypes
19:24<Eddi|zuHause>maybe i'm too deep in formal logic here, but comparing <undefined> to <undefined> should never return true
19:24<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdv5
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19:41<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLdfN
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---Logclosed Sun Jan 03 00:00:38 2021