--- | Log | opened Fri Feb 19 00:00:45 2021 |
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03:56 | <andythenorth> | yo |
03:56 | <Xaroth> | oy |
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04:26 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8603: Feature: Object class selection string filtering https://git.io/JtyzG |
04:26 | <TrueBrain> | not the first time he makes us read: yes, ok, sure, done, fixed, ... :P :D |
04:26 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8603: Feature: Object class selection string filtering https://git.io/Jts3i |
04:27 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8616: Add: Currency: Indonesian Rupiah (IDR) https://git.io/Jt4LH |
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04:31 | <TrueBrain> | now, how the fuck do I merge those video drivers .. they are slightly different enough for that to be tricky :P |
04:39 | <TrueBrain> | LordAro: what would you prefer .. that I make a new PR out of merging the video drivers (given you already reviewed the 60fps PR), or that I attach it to that PR? |
04:39 | <TrueBrain> | I was thinking of doing that in the PR already, but it is far less trivial than I expected :P |
04:40 | <TrueBrain> | so just a sanity check :D |
04:40 | <andythenorth> | I wish zsh ran at 60fps for tab auto-complete :P |
04:40 | <andythenorth> | it's always just a bit behind, and slower than bash was |
04:41 | <LordAro> | TrueBrain: maybe another PR indeed |
04:42 | <TrueBrain> | the main issue is that we have 1 driver where the mainloop is unrolled .. |
04:42 | <TrueBrain> | you already disliked that when the PR was there |
04:42 | <TrueBrain> | and now I dislike it too :D |
04:43 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8680: Feature: configurable refresh-rate and change default to 60fps https://git.io/Jt1ur |
04:46 | <andythenorth> | \o/ |
04:46 | <TrueBrain> | let the issue rain in :P |
04:47 | <andythenorth> | nightly builds when? :P |
04:47 | <andythenorth> | 7pm? |
04:47 | <TrueBrain> | 20:00 CE(S)T |
04:47 | <TrueBrain> | you do your local math |
04:47 | <TrueBrain> | in 9 hours, basically |
04:49 | <_dp_> | so they're eveningly builds then? :p |
04:51 | <TrueBrain> | I find all these small bugs |
04:51 | <TrueBrain> | when you press shift in debug builds to fastforward |
04:51 | <TrueBrain> | it always starts 1 tick after you pressed it |
04:51 | <TrueBrain> | because .. weird control logic |
04:56 | <andythenorth> | TB forum post maybe? |
04:56 | <andythenorth> | I mean I could |
04:56 | <andythenorth> | I am so winning at community relations currently |
04:57 | * | andythenorth coffee |
04:57 | <TrueBrain> | meh .. maybe after the nightly |
04:57 | <TrueBrain> | oh-oh .. it seems I introduced a build-error with allegro |
04:57 | <TrueBrain> | which is weird, as I am sure I fixed that one |
04:58 | <TrueBrain> | clearly, I did not |
04:58 | <TrueBrain> | oops .. seems I forgot to push :( |
04:58 | <LordAro> | oh no |
04:58 | <TrueBrain> | I will fix that in a sec :) |
04:59 | <TrueBrain> | our CI is not building allegro :P |
04:59 | <TrueBrain> | it is an easy fix |
04:59 | <TrueBrain> | so I might as well do that |
05:04 | <TrueBrain> | we add libsdl1.2 and libsdl2 as deps for the CI |
05:04 | <TrueBrain> | but CMake only always picks either one |
05:05 | <TrueBrain> | still no clue what to do with SDL1 honestly |
05:06 | <andythenorth> | I can't decide if LC is mad or not |
05:06 | <andythenorth> | yet another post of rambling bug reports mixed in with passive insults |
05:07 | <andythenorth> | I tried testing some of the reported bugs, but I can't repro |
05:07 | <andythenorth> | getting a bit old |
05:07 | <andythenorth> | "yes I know I could just ignore" |
05:07 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8694: Several fixes related to merging 60fps PR https://git.io/Jty2O |
05:07 | <andythenorth> | but there is a high chance of TGP being oddly broken...because TGP, so I have to check |
05:07 | <TrueBrain> | I like that he couldn't win it on GitHub, so he went to the forums :) |
05:08 | <andythenorth> | I don't like that instead of bug reports we get dummy spits |
05:08 | <andythenorth> | but presented as bug reports |
05:08 | * | LordAro goes looking for the drama |
05:08 | <Timberwolf> | I think there is something in the "low snow levels / high maximum height" thing. |
05:09 | <TrueBrain> | I like how he says "default settings", while clearly those are not default settings :D |
05:10 | <Timberwolf> | It does appear to generater much flatter maps than temperate does for the same max height. |
05:10 | <TrueBrain> | its cute how I tell him nobody understands what max-height does, and he goes on to proof he doesn't understand it |
05:10 | <andythenorth> | I am generating maps comparing 1.10 |
05:10 | <TrueBrain> | it is just a horrible setting to have in that window :) |
05:10 | <_dp_> | drama incoming... |
05:10 | <andythenorth> | but the problem is that TGP is fucking mysterious |
05:10 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl requested changes for pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/Jty2G |
05:10 | <_dp_> | :p |
05:10 | <andythenorth> | so I don't know what settings to test |
05:10 | <andythenorth> | like...nothing works in any way I've ever understood |
05:11 | <Timberwolf> | There's also a case when you have really high industry density and snowline/max heights at something like 11 and 12 respectively, all the snowy peaks will be taken by other industries before forests can be placed. |
05:11 | <TrueBrain> | basically, in my opinion, max-height should be hidden in the settings as "expert" |
05:11 | <TrueBrain> | and we should default it to 200 or something |
05:12 | <Timberwolf> | But that's more of a, "well what did you expect?" situation. |
05:12 | <TrueBrain> | as really, it does nothing people think it does, it is just so incredibly dumb |
05:12 | <LordAro> | _dp_: ta :) |
05:12 | <andythenorth> | we've flat-topped the mountains for certain combinations, compared to 1.11 |
05:12 | <TrueBrain> | max-height never INCREASES the amount of hills you get, but can only REDUCE the amount you get, basically .. I mean .. wuth? :P |
05:12 | <TrueBrain> | it so pisses me off :D |
05:12 | <andythenorth> | to be clear: I only what to know *which* eggs we've broken |
05:13 | <andythenorth> | TGP has been a minor tyre fire for years |
05:13 | <TrueBrain> | "Found Allegro: /usr/lib/x86_64-linux-gnu/liballeg.so (found version "4.4.3") " |
05:13 | <TrueBrain> | \o/ |
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05:26 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge approved pull request #8694: Several fixes related to merging 60fps PR https://git.io/Jty27 |
05:28 | <andythenorth> | shame we don't have a QA obsessive :) |
05:29 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/Jty2p |
05:29 | <andythenorth> | we could script the UI to generate terrains for wide combinations of settings, then save them as heighmap |
05:29 | <andythenorth> | then use standard visual diff tools to compare |
05:29 | <andythenorth> | then we'd be able to find significant 'regressions' |
05:30 | <andythenorth> | I use 'regression' in scare quotes, because it's not clear (1) what TGP is quite supposed to do or (2) if it has ever done it :D |
05:34 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8694: Several fixes related to merging 60fps PR https://git.io/Jty2O |
05:46 | <TrueBrain> | I wrote prozy |
05:46 | <TrueBrain> | proza |
05:46 | <TrueBrain> | now I am late :P |
05:46 | <TrueBrain> | I thought it would be good to remove a bit of the fake news going on in that thread :) |
05:47 | <Eddi|zuHause> | since when was fake news susceptible to good arguments? :p |
05:51 | <TrueBrain> | that is also why I am not trying to tell LC that it is fake news :) |
05:52 | <TrueBrain> | the goal should not always be to convince the person starting the fire, but instead convincing everyone around the fire they shouldn't be there :) |
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05:56 | <LordAro> | it's always fun looking at TB's forum posts from a (actual physical) distance |
05:56 | <LordAro> | the smileys just stand out :) |
05:56 | <TrueBrain> | :D |
05:56 | <TrueBrain> | I am rather known for that yes, and I refuse to change to become "normal" :P |
05:56 | <TrueBrain> | I am rereading LCs posts, and I cannot believe how much he is misrepresenting what is going on :) |
05:56 | <LordAro> | was not suggesting that there was anything wrong with it at all :p |
05:57 | <Eddi|zuHause> | LordAro: i think i see what you mean :) |
05:58 | <TrueBrain> | I also cannot believe how many people reply in that thread without starting the game and building conclusions on it :) |
05:58 | <TrueBrain> | "someone wrote this on the internet, IT MUST BE TRUE" |
05:59 | <TrueBrain> | but lets see if we can make the thread a bit more constructive |
05:59 | <TrueBrain> | who knows |
05:59 | <andythenorth> | I mean people used to literally die from this shit |
05:59 | <Timberwolf> | TrueBrain: "path-based signals are more computationally expensive" |
05:59 | <andythenorth> | so at least we've moved civilisation on...right? |
05:59 | <TrueBrain> | Timberwolf: que? And that sentence is silly ... "I am taller!" |
06:00 | <TrueBrain> | You are breathing more! |
06:00 | * | andythenorth tried playing an unwinnable Warcraft 1 map |
06:00 | <TrueBrain> | :D |
06:00 | <andythenorth> | no archers, and 3 enemy knights turn up before I can build a barracks |
06:00 | <Timberwolf> | TrueBrain: It's a Reddit/Discord thing, comes up a lot when people talk signalling. |
06:00 | <TrueBrain> | yeah ... the unfounded bullshit people write |
06:00 | <TrueBrain> | fake-news is not new |
06:00 | <TrueBrain> | it now just has a name |
06:00 | <andythenorth> | well it used to just be called propaganda |
06:01 | <andythenorth> | or sometimes...news |
06:01 | <TrueBrain> | right, I am off |
06:01 | <andythenorth> | don't go TrueBrain ! |
06:01 | <andythenorth> | we will miss you! |
06:02 | * | andythenorth procrastinating drawing pixels |
06:02 | <Eddi|zuHause> | fake news is probably as old as civilization itself |
06:03 | <Eddi|zuHause> | it's probably how religions form |
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06:10 | * | andythenorth tests some more |
06:10 | <andythenorth> | the problem is there are too many settings that have influence |
06:10 | <andythenorth> | like...variety distribution will affect perceived flatness (or unflatness) |
06:10 | <andythenorth> | amount of sea affects max height of hills / mountains |
06:12 | <_dp_> | pbs are slow! I have a single pbs and it lags like crazy :P https://i.imgur.com/bMxU4lQ.png |
06:12 | <andythenorth> | _dp_ drawing newgrf trains is slow :P |
06:12 | <andythenorth> | andythenorth is slow! |
06:12 | <_dp_> | no newgrfs :P |
06:12 | <andythenorth> | no I mean, literally, drawing them, pixels :) |
06:12 | * | andythenorth is just being a twat |
06:12 | <Timberwolf> | I love the Dutch aphorisms, they're so often uncanny valley versions of the English ones. |
06:13 | <Timberwolf> | e.g. "storm in a glass of water" vs. "storm in a teacup" |
06:13 | <andythenorth> | we're practically Dutch |
06:13 | <andythenorth> | apart from the Viking and Celtic parts |
06:13 | <andythenorth> | more trade across the North Sea than within England, historically |
06:13 | <andythenorth> | or something |
06:14 | * | andythenorth says things on the internet that might not be true |
06:16 | * | andythenorth watching https://www.youtube.com/watch?v=DU7wg_mRc3s |
06:16 | <_dp_> | find the pbs xD https://i.imgur.com/6HLhiuV.png |
06:17 | <LordAro> | oh my |
06:17 | <LordAro> | NE middle |
06:19 | <andythenorth> | _dp_ you are madder than me even |
06:19 | <andythenorth> | what a world |
06:20 | <_dp_> | it's kinda fun to watch xD https://i.imgur.com/BT4gUVV.png |
06:20 | <andythenorth> | it's like primitive life! |
06:20 | <andythenorth> | you should YouTube that |
06:21 | <LordAro> | :D |
06:21 | <Xaroth> | Something something 2k x 2k map with this |
06:22 | <andythenorth> | teach a GS to build them |
06:22 | <andythenorth> | or an AI |
06:22 | <Xaroth> | or... use a copy/paste patch :P |
06:23 | <andythenorth> | https://demonstrations.wolfram.com/2DCellularAutomatonAnimations/ |
06:23 | <_dp_> | Xaroth, and how do you think I ended up building that? |
06:23 | <_dp_> | I was testing copy-paste patch :p |
06:23 | <Xaroth> | go big or go home then :D |
06:24 | <_dp_> | buying all the vehicles was a pita though |
06:24 | <_dp_> | also untill I think of a way to make them chose more interesting paths going bigger is kinda pointless |
06:27 | <andythenorth> | custom orders patch |
06:27 | <andythenorth> | give each train preferences |
06:28 | <andythenorth> | 'try to turn left' etc |
06:28 | <andythenorth> | generative art in OpenTTD |
06:28 | <andythenorth> | then we can do an art show! https://www.artnome.com/news/2020/7/12/the-game-of-life-emergence-in-generative-art |
06:28 | <Xaroth> | Ideally you'd want to place down a few dozen stations spaced apart, then have each train different orders |
06:29 | <andythenorth> | generative patterns, Iron Horse Train Whack trading cards |
06:29 | <Xaroth> | (i.e. different order of stations) |
06:29 | <andythenorth> | and 3D printed vehicles |
06:29 | <andythenorth> | we can get a gallery show |
06:37 | <_dp_> | pathfinder totally freaks out on such map https://i.imgur.com/UfiBDD8.png |
06:37 | <_dp_> | https://i.imgur.com/WYlKr4e.png |
06:41 | <_dp_> | first train reserved THAT but then decided fuck it and went to kill itself xD |
06:42 | <andythenorth> | ha |
06:42 | <Eddi|zuHause> | trains can't kill themselves. need a minimum of 2 trains |
06:45 | <_dp_> | well, it found some lost soul to crash into :p |
06:47 | <_dp_> | the fact that it actually went off the reserved path is the most curious |
06:48 | <Xaroth> | Maybe he got scared from all the crossings and decided to seek shelter with his buddy train? |
06:49 | <Eddi|zuHause> | somethingsomething stalereservation something notreversing something |
07:05 | <andythenorth> | drawing certain train liveries is is soooo boring :) |
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07:14 | <andythenorth> | did someone want a livery feature? |
07:14 | <andythenorth> | could we...not? |
07:17 | <Eddi|zuHause> | we already have multiple livery features |
07:17 | <Eddi|zuHause> | you asked for at least 3 more :p |
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07:30 | <andythenorth> | 'livery' |
07:31 | <andythenorth> | I think ctrl-click remains my favourite |
07:31 | <andythenorth> | we should make it increment a byte |
07:31 | <andythenorth> | designing GUIs is hard :P |
07:31 | <andythenorth> | ctrl-click is easy |
07:32 | <Eddi|zuHause> | you know this is a case of https://xkcd.com/927/ |
07:33 | <Eddi|zuHause> | (aside from all the other reasons why ctrl+click is a bad idea) |
07:34 | <andythenorth> | I suspect you're correct |
07:34 | <andythenorth> | but sometimes being wrong offers more learning potential |
07:35 | <andythenorth> | I would patch ctrl-click myself, but I give a low chance that I can correctly migrate the existing bool in savegames |
07:35 | <andythenorth> | there's probably some elegant bit maths way to do that, which I would never think of |
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07:51 | <NGC3982> | uhm |
07:52 | <NGC3982> | im pretty sure the last episode of the tv show 'the young doctos notebook' uses a train whistle sample that is - if not the same - extremely similar to the new-train-started sample in openttd |
07:52 | <NGC3982> | it's uncanny |
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08:12 | <andythenorth> | might be from https://www.discogs.com/No-Artist-Fun-With-100-Sound-Effects/release/7550610 |
08:12 | <andythenorth> | we all used that in the 90s / early 2000s |
08:13 | <andythenorth> | I used it for Flash games a lot, but it shows up in other games and I think it's in KLF songs as well |
08:14 | <andythenorth> | no steam train though |
08:15 | <andythenorth> | there were a few other effects CD compilations :) |
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09:14 | * | andythenorth diligently painting pixels |
09:17 | <Samu> | you no longer seem to care about coding style? |
09:21 | <Timberwolf> | One of the YouTube series my OH watches keeps using the same sound sample as Total Annihilation did for "unit under attack". |
09:22 | <Timberwolf> | I'm not sure I like spending my day with the mild underlying tension that somewhere a single AI kbot is boldy attacking a metal extractor I built an hour ago and forgot about. |
09:25 | <Samu> | static bool NameSorter(const ObjectClass *const& a, const ObjectClass *const& b) |
09:25 | <Samu> | isn't this style wrong? |
09:25 | <LordAro> | technically yes |
09:25 | <LordAro> | but it's 4 misplaced spaces |
09:25 | <LordAro> | it's not the worst thing in the world |
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09:28 | <+glx> | finally trying to add msys2/mingw to CI |
09:28 | <Samu> | static bool NameSorter(const ObjectClass * const &a, const ObjectClass * const &b) |
09:28 | <+glx> | will be a long trial and error |
09:33 | <andythenorth> | time for Horse release? |
09:38 | <Samu> | what's the correct style for this? typedef GUIList<const ObjectClass *, StringFilter &> GUIObjectClassList; |
09:38 | <Samu> | or typedef GUIList<const ObjectClass*, StringFilter&> GUIObjectClassList; |
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09:47 | <Xaroth> | Timberwolf: I have the same with all kinds of sound samples.. like slack/discord notifications |
09:47 | <Xaroth> | and don't get me started on the EVE hull alarm.. that still freaks me out |
09:52 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8693: Feature: allow changing the game-speed other than 1x and warp-speed https://git.io/JtyQk |
10:07 | <@DorpsGek> | [OpenTTD/OpenTTD] SamuXarick opened pull request #8695: Codechange: Apply coding style https://git.io/JtyQy |
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10:12 | <@DorpsGek> | [OpenTTD/OpenTTD] James103 opened issue #8696: Add: Allow stepping the game forward by a tick at a time https://git.io/JtyQb |
10:18 | <andythenorth> | ^ interesting idea |
10:20 | <nielsm> | yeah I tried hacking that in once but gave up |
10:20 | <nielsm> | but it'll be useful for debugging newgrfs and stuff |
10:25 | <_dp_> | oh, I have that in cmclient :p |
10:27 | <_dp_> | https://github.com/citymania-org/cmclient/commit/5ce2d21223a96934a83b8da43434c7a81f001ef0 |
10:27 | <_dp_> | quite a hacky implementation though |
10:29 | <@DorpsGek> | [OpenTTD/OpenTTD] JGRennison commented on issue #8696: Add: Allow stepping the game forward by a tick at a time https://git.io/JtyQb |
10:32 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on issue #8696: Add: Allow stepping the game forward by a tick at a time https://git.io/JtyQb |
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11:13 | <Wuzzy> | Can someone please review this OpenSFX PR?: https://github.com/OpenTTD/OpenSFX/pull/14 |
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11:31 | <supermop_Home> | yo |
11:32 | <andythenorth> | yo! |
11:33 | <supermop_Home> | awaiting hotel sprite pitchforks |
11:36 | <@DorpsGek> | [OpenTTD/OpenTTD] JGRennison opened issue #8697: GRF scanner progress updating no longer works due to _realtime_tick changes https://git.io/JtydV |
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12:36 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on issue #8697: GRF scanner progress updating no longer works due to _realtime_tick changes https://git.io/JtydV |
12:37 | <+glx> | wow mouse is fast in debug build now |
12:40 | <LordAro> | :D |
12:42 | <+glx> | and it seems openttd fails to build for 32bit mingw |
12:42 | <+glx> | https://github.com/glx22/OpenTTD/pull/8/checks?check_run_id=1937219399 |
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12:59 | <LordAro> | glx: those are some weird error messages |
12:59 | <+glx> | yeah, I need to try locally |
12:59 | <+glx> | but at least I now why it fails only for 32 bit |
13:00 | <+glx> | it's in #if defined(__MINGW32__) && !defined(__MINGW64__) |
13:00 | <LordAro> | ah, lol |
13:00 | <+glx> | need to search why we did that though |
13:00 | <+glx> | maybe it was a missing define at some point |
13:00 | <+glx> | in old mingw |
13:03 | <LordAro> | maybe |
13:08 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 opened pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/Jtyp5 |
13:09 | <+glx> | anyway these checks won't be required to merge |
13:10 | <+glx> | like VS2017, it will be a safety run and tell we broke something before someone notice it by "accident" |
13:22 | <TrueBrain> | booooo, I checked map generation modal window, assuming it would also fix grf scanner ... |
13:22 | <TrueBrain> | glx: so now we have 6 (!) Windows targets :P |
13:22 | <TrueBrain> | it starts to feels a bit excessive :) |
13:24 | <+glx> | it's just testing with 3 different compilers (and 2 arch) |
13:24 | <TrueBrain> | I have no problems approving it once you fixed the errors btw :) |
13:24 | <TrueBrain> | "just" testing a 3x2 |
13:24 | <TrueBrain> | I love how you used the word "just" there :D |
13:25 | <+glx> | I could add clang on MSVC too ;) |
13:25 | <+glx> | but not really used |
13:28 | <TrueBrain> | I still would like to add an sdl1 target |
13:28 | <TrueBrain> | but that is tricky without a lot of copy/paste |
13:28 | <+glx> | you can add it to the matrix |
13:28 | <TrueBrain> | not easily |
13:29 | <TrueBrain> | as it needs to install a different dependency |
13:29 | <TrueBrain> | if you have a good idea, I am all ears :) |
13:29 | <+glx> | that's easy, you put the dependency name in the matrix, and pass it to apt step |
13:29 | <TrueBrain> | smart! |
13:30 | <+glx> | I use a similar trick with msys2 |
13:31 | <Wolf01> | <TrueBrain> it starts to feels a bit excessive :) <- at least one or another should compile and run fine, not like some other os projects I tried where the only target (win32) did not even compile |
13:33 | <+glx> | ok the breaking define was added 14 years ago, I think it should be fine to remove it as it's now unneeded |
13:37 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8699: Fix d437445c: also use std::chrono for the GRFFileScanner modal window https://git.io/Jtyhw |
13:37 | <dwfreed> | yeah, you can have arbitrary things in your matrix in GH Actions |
13:37 | <TrueBrain> | my PR makes all the "required" things break again :P |
13:37 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8699: Fix d437445c: also use std::chrono for the GRFFileScanner modal window https://git.io/Jtyhw |
13:38 | <TrueBrain> | dwfreed: there is a difference between knowing the capabilities of a system and thinking of using it a certain way :) |
13:38 | <+glx> | oh of course |
13:38 | <+glx> | like I broke it when adding VS2017 to the matrix |
13:38 | <TrueBrain> | glx: can you test my PR to see if I really fixed the issue? I don't have that many NewGRFs to really notice it :D |
13:39 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8697: GRF scanner progress updating no longer works due to _realtime_tick changes https://git.io/JtydV |
13:39 | <andythenorth> | supermop_Home now we are going meta :) |
13:44 | <TrueBrain> | Found SDL: /usr/lib/x86_64-linux-gnu/libSDLmain.a;/usr/lib/x86_64-linux-gnu/libSDL.so;-lpthread (found version "1.2.15") |
13:44 | <TrueBrain> | w00p, that works :D |
13:45 | <+glx> | nice |
13:45 | <TrueBrain> | yeah .. we now test all our video drivers again :) |
13:45 | <TrueBrain> | which has value :P |
13:45 | <+glx> | well we don't test if driver works, but it should at least build ;) |
13:48 | <LordAro> | we don't test if any of them work :p |
13:51 | <+glx> | hmm I removed the define, and now it fails to link on something unrelated (at least locally) |
13:53 | <@DorpsGek> | [OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Multitile depots https://git.io/JL5Hh |
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13:56 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 approved pull request #8699: Fix d437445c: also use std::chrono for the GRFFileScanner modal window https://git.io/Jtyjg |
13:56 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain closed issue #8697: GRF scanner progress updating no longer works due to _realtime_tick changes https://git.io/JtydV |
13:56 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8699: Fix d437445c: also use std::chrono for the GRFFileScanner modal window https://git.io/Jtyhw |
13:56 | <TrueBrain> | tnx glx ! |
13:57 | <TrueBrain> | very happy bugs are reported before the first nightly |
13:57 | <TrueBrain> | that is just \o/ |
13:57 | <andythenorth> | :) |
13:57 | <TrueBrain> | I disabled the Linux CI targets for now as required, and enabled the VS2017 |
13:57 | <TrueBrain> | possibly we need some more forcing |
13:57 | <TrueBrain> | might as well add the new linux ones as required |
13:57 | <+glx> | I intentionnaly not enable VS2017 :) |
13:58 | <+glx> | 2019 should be enough to validate |
13:58 | <TrueBrain> | if you run it, make it required, tbfh |
13:58 | <TrueBrain> | otherwise people will miss it failing :) |
13:58 | <TrueBrain> | what is the point in CIing something if you don't care about the result :P |
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14:01 | <@DorpsGek> | [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtSeU |
14:01 | <@DorpsGek> | - Update: Translations from eints (by translators) |
14:01 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8693: Feature: allow changing the game-speed other than 1x and warp-speed https://git.io/JtSeL |
14:02 | <+michi_cc> | TrueBrain: I just rebased OpenGL and now I have to rebase and detangle again :P |
14:03 | <TrueBrain> | :D |
14:03 | <TrueBrain> | I promise you, it is not really a lot of work |
14:03 | <TrueBrain> | but you can also wait till I finish my "merge video drivers" PR |
14:03 | <TrueBrain> | as I will cherry-pick some OpenGL thingies in there already |
14:03 | <TrueBrain> | mostly the draw_lock unlock/lock stuff :) |
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14:03 | <+michi_cc> | In that case I will glady wait :) |
14:03 | <TrueBrain> | (I know it is not a lot of work, as I tested my changeset on top of the OpenGL branch :P) |
14:04 | <TrueBrain> | :D |
14:04 | <TrueBrain> | should be done tomorrow, so you don't even have to wait that long! :) |
14:04 | <TrueBrain> | its silly how the same all video drivers are now |
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14:04 | <TrueBrain> | for their main game loop |
14:05 | <andythenorth> | crazy russian snow eating train https://www.railpictures.net/photo/763731/ |
14:05 | <TrueBrain> | I just have to figure out a way to make it clean between all drivers, given SDL2 has a weird unrolled loop the others do not .. |
14:06 | <andythenorth> | it conveyors the snow into the wagons behind |
14:06 | <andythenorth> | supermop_Home see, the Arctic is Flat? :) https://www.railpictures.net/photo/763678/ |
14:06 | <andythenorth> | oh wait...that's Texas |
14:07 | <TrueBrain> | I love that "the thread" now derailed in MY ARCTIC IS FLAT |
14:07 | <TrueBrain> | which is a nice change of pace :) |
14:07 | <andythenorth> | I am intrigued why we don't have this climate https://www.railpictures.net/photo/763654/ |
14:07 | <_dp_> | I always felt that subarctic is more like alpine despite the name |
14:08 | <_dp_> | it's even called that way in code in some places |
14:08 | <TrueBrain> | _dp_: that is because that was the intention :) |
14:08 | <TrueBrain> | it needs from sea level to snow level |
14:08 | <_dp_> | like snowline isn't even a thing in subarctic |
14:08 | <_dp_> | permafrost is :p |
14:08 | <TrueBrain> | so the solution is .. rename the climate! |
14:08 | <TrueBrain> | I like your way of thinking :D |
14:10 | * | andythenorth reading https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification |
14:11 | <andythenorth> | we lack a cfa / cfb / csb mediterranean / californian climate |
14:11 | <TrueBrain> | its funny that it turns out, subarctic only has to do with the temp-range |
14:11 | <andythenorth> | I always forget to call it subarctic, instead of arctic |
14:11 | <TrueBrain> | not with type of landscape :P |
14:11 | <andythenorth> | but I thought it was https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification#Dfc/Dwc/Dsc:_Subarctic_or_boreal_climates |
14:11 | <andythenorth> | well the temp range affects the type of flora and fauna |
14:12 | <andythenorth> | but not the topology so much |
14:12 | <andythenorth> | so much |
14:13 | <TrueBrain> | I was shocked, the nightly triggered close to its intended time |
14:13 | <andythenorth> | anyway we could just bin it all off, invent 7 climates and super awesome presets for them |
14:13 | * | _dp_ lives in subarctic |
14:13 | <_dp_> | or, well, close enough :p |
14:13 | <TrueBrain> | andythenorth: that is one way of going, yes :) |
14:13 | <andythenorth> | temperate, mediterranean, alpine (temperate green with snow), subarctic, subtropic, toyland, mars |
14:13 | <TrueBrain> | but the game is a bit tight to the 4 climates |
14:13 | <TrueBrain> | for some reason, basesets |
14:13 | <andythenorth> | stuff and things :) |
14:14 | <andythenorth> | yes, I do not volunteer to draw mediterranean :P |
14:14 | <TrueBrain> | not sure if we can mix them :P |
14:14 | <andythenorth> | alpine was already done, there are sets of green-snow tiles |
14:14 | <andythenorth> | oh I forgot brickland |
14:15 | <TrueBrain> | well, presets can force certain NewGRFs |
14:15 | <andythenorth> | discord gravedug brickland today |
14:15 | <TrueBrain> | so strictly seen, your idea can work just fine |
14:15 | <TrueBrain> | if they can enforce a certain baseset, I guess |
14:15 | <andythenorth> | brickland revival! |
14:15 | <TrueBrain> | omg, I wrote brickland did I not? |
14:15 | <andythenorth> | apparently |
14:15 | <TrueBrain> | got really annoyed by all the people on the sidelines telling me what to do |
14:15 | <TrueBrain> | I remember vague :) |
14:16 | <andythenorth> | alpine https://www.railpictures.net/photo/763677/ |
14:16 | <andythenorth> | lacks snow in that picture |
14:16 | <andythenorth> | must be a variable snowline :) |
14:16 | <TrueBrain> | I still want to make a legocad -> NewGRF tool |
14:16 | <TrueBrain> | its just fun to design your own trains etc |
14:16 | <andythenorth> | found some snow https://www.railpictures.net/photo/763642/ |
14:16 | <_dp_> | yeah merge existing climates and split into new ones! :p |
14:17 | <_dp_> | or, well, I guess toyland can stay xDD |
14:17 | <andythenorth> | shard for different climates in same game |
14:17 | <andythenorth> | go big! |
14:17 | <TrueBrain> | with presets, I would think we get a bit more room to give people control over detailed settings in the terrain generator |
14:17 | <andythenorth> | if we knew how it worked :) |
14:17 | <andythenorth> | I patched it once |
14:17 | <andythenorth> | was funny |
14:17 | <TrueBrain> | which reminds me, tomorrow I will PR the removal of "max height" |
14:18 | <TrueBrain> | and just fix it to some value like 240 or what-ever |
14:18 | <_dp_> | funny fact - citymania has it's own max height setting |
14:18 | <_dp_> | because apparently default one was not enough :p |
14:18 | <TrueBrain> | or at the very least, remove it from the mapgen window |
14:18 | <TrueBrain> | and to settings |
14:18 | <TrueBrain> | as it is such an anti-setting |
14:19 | <TrueBrain> | I just hate that it has nothing to do with the mapgen |
14:19 | <TrueBrain> | its such bull |
14:19 | <LordAro> | not worth trying to make it actually affect mapgen? |
14:19 | <LordAro> | presumably that was the original intent |
14:19 | <TrueBrain> | we can always reintroduce a new "max height" |
14:19 | <TrueBrain> | but the current one already has a function, which is just bullshit to allow people to configure it :P |
14:20 | <TrueBrain> | at least, I could not come up with any use-case |
14:20 | <TrueBrain> | except for the very niche |
14:20 | <LordAro> | yeah |
14:20 | <TrueBrain> | what I would like to do, in presets, is allow a bit better tuning of height of mapgens, yes |
14:20 | <TrueBrain> | instead of this fixed table we have now |
14:20 | <TrueBrain> | depending on map-size |
14:21 | <TrueBrain> | as that would actually mean we have a "height" setting that does what people expect |
14:22 | <TrueBrain> | but yeah, possibly good to do that in 1 PR .. 1 commit removing the current bullshit |
14:22 | <TrueBrain> | 1 to add a new setting |
14:22 | <TrueBrain> | current problem is that it is a 2x2 table, depending on map-size and terrain type |
14:22 | <TrueBrain> | meh .. will figure something out I am sure :) |
14:23 | <andythenorth> | so it doesn't affect map max height? :O |
14:23 | <andythenorth> | explains why it never worked for me |
14:23 | <TrueBrain> | it does effect the MAP max height |
14:23 | <TrueBrain> | just not the map GEN max height |
14:23 | <andythenorth> | oh words |
14:23 | <andythenorth> | are so subtle |
14:24 | -!- | iSoSyS [~iSoSyS@ff2-84-90-95-208.netvisao.pt] has joined #openttd |
14:24 | -!- | iSoSyS is "realname" on #/r/openttd #openttd |
14:24 | <andythenorth> | this is winning |
14:24 | <andythenorth> | I assumed I was using it wrong |
14:24 | <TrueBrain> | this is what I have been telling people for weeks now .. NOBODY understand what it does |
14:24 | <TrueBrain> | as what it does is bullshit |
14:24 | <TrueBrain> | it caps the technical max height level of the game to that value |
14:24 | <TrueBrain> | mapgen just does its thing |
14:24 | <TrueBrain> | and if it tries to go above it, it flattens it |
14:24 | <andythenorth> | you told me this before |
14:24 | <TrueBrain> | yes |
14:24 | <TrueBrain> | I did |
14:25 | <andythenorth> | it was just so lolz my brain discarded it |
14:25 | <TrueBrain> | with as much WTF?!?!?!?! as I do now |
14:25 | <TrueBrain> | its balony |
14:25 | <TrueBrain> | which made me giggle most this morning, as I say: nobody understand what the setting does |
14:25 | <TrueBrain> | LC goes: WITH THIS WINDOW IT WILL BE CLEAR |
14:25 | <TrueBrain> | showing he has no clue what it does |
14:25 | <TrueBrain> | I cannot blame him |
14:25 | <andythenorth> | I think you'll have to tell me a third time before I remember |
14:25 | <TrueBrain> | but that arrogance is amuzing |
14:25 | <TrueBrain> | if a dev tells you it doesn't do what anyone things .. take a hint :) |
14:25 | <andythenorth> | but it will impose a max height, for small values? |
14:25 | <andythenorth> | during gen? |
14:26 | <andythenorth> | or is that also bullshit? |
14:26 | <TrueBrain> | if you put it at 3, nothing will be above height level 3 |
14:26 | <frosch123> | oh wow, someone actually noticed the issue with town names in scenario editor :o |
14:26 | <TrueBrain> | what mapgen would have done above it, would be flat |
14:26 | <TrueBrain> | frosch123: yes; one of our only true scenario creators |
14:26 | <andythenorth> | oh so that's the plateau maker :D |
14:26 | <TrueBrain> | he asked me on Discord, I told him to make an issue |
14:26 | <frosch123> | i was wondering whether anyone would notice, and then it takes only a few days |
14:26 | <TrueBrain> | thought you could appreciate it :) |
14:27 | <frosch123> | TrueBrain: well, i was kind of aware of the issue. i just postponed it :) |
14:27 | <frosch123> | so, sorry to him :) |
14:27 | <andythenorth> | hmm |
14:27 | <andythenorth> | so delete all the cargo_age_period crap from Iron Horse? |
14:27 | <TrueBrain> | bewust onbewust, how we say in Dutch |
14:27 | <andythenorth> | it does nothing |
14:27 | <TrueBrain> | that is fine :) |
14:27 | <andythenorth> | is that a savegame bump yes/no? /me wonders |
14:28 | <frosch123> | is it hacktoberfest again? |
14:29 | <_dp_> | btw, it's mildly annoying to retune terragen settings for all the game modes each time new version comes out >:D |
14:29 | <_dp_> | though I guess I should just switch to custom terragens already |
14:35 | <frosch123> | TrueBrain: you could try setting max_height after map generation to max-generated-height + something |
14:35 | <TrueBrain> | what is the use? :) |
14:35 | <TrueBrain> | why not just 240 or something |
14:35 | <frosch123> | max_height is used to define relative heights |
14:35 | <frosch123> | snowline to 70% |
14:36 | <frosch123> | use a variable snowline height newgrf |
14:36 | <frosch123> | like opengfx+landscape |
14:36 | <TrueBrain> | snowline is an option, not? |
14:36 | <TrueBrain> | anyway, for those values we can use the max-generated-height, sure |
14:36 | <frosch123> | variable snowline height is defined as percentage of max height |
14:36 | <TrueBrain> | so there are 2 snowline heights in the game? |
14:36 | <frosch123> | no, 365 |
14:36 | <TrueBrain> | 2 variables :P |
14:37 | <andythenorth> | 365 / 2? |
14:37 | * | andythenorth pedant |
14:37 | <frosch123> | oh, it's also used to save heightmaps |
14:38 | <frosch123> | well, you can grep yourself |
14:38 | <frosch123> | but i think removing it is not as easy as it sounds |
14:38 | <TrueBrain> | as I mentioned, at the very least move it to settings, away from mapgen :) |
14:38 | <TrueBrain> | if one fails, the next will have to do :P |
14:39 | <TrueBrain> | and if that fails .. well .. something at least |
14:39 | <TrueBrain> | just to start untangling this web :P |
14:41 | * | andythenorth deleted cargo_age_period from everything except metro trains |
14:41 | <TrueBrain> | andythenorth: https://www.tt-forums.net/viewtopic.php?f=29&t=88547 as promised |
14:41 | <andythenorth> | now to see if it has made any difference to my savegame |
14:41 | <andythenorth> | (spoiler: it won't) |
14:41 | <andythenorth> | TrueBrain \o/ :D |
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14:43 | <andythenorth> | bye bye cargo again crap, and the need to maintain you :) |
14:44 | <andythenorth> | and the player requests to show it in buy menu, even though it will DO BUGGER ALL IN MOST CASES |
14:44 | <andythenorth> | another case of a thing that looks like it does a thing, in OpenTTD |
14:44 | <andythenorth> | but does nothing like the thing at all |
14:44 | <andythenorth> | why did I write 'again' not 'aging' |
14:45 | <andythenorth> | there is no hope :D |
14:46 | <milek7_> | >Well, at 60fps, I can hit a simulation rate of 9999.99 frames/sec (on an empty map, I know, cheating). It turns out, I found the upper-limit of the Framerate Window ... |
14:47 | <milek7_> | eeh, it's not that you need these patches to hit 9999fps limit ;P |
14:47 | <frosch123> | ottd speedrun? |
14:48 | <frosch123> | is there something like ender pearls in ottd? |
14:49 | <nielsm> | maintaining company rating 1000 for 5 years maybe |
14:49 | <andythenorth> | lol, removing the cargo aging 'bonus', all modified trains now make more money |
14:50 | * | andythenorth suspects confounding factors in the savegame :D |
14:50 | <TrueBrain> | frosch123: yesterday someone should me people are speed running OpenTTD ... where FF is allowed |
14:50 | <TrueBrain> | "winning" in 10 seconds |
14:50 | <TrueBrain> | no clue what people are smoking |
14:51 | <nielsm> | two years ago or something someone did post on tt-forums about speedrunning |
14:51 | <andythenorth> | hmm if pax route has multiple transfers, removing cargo aging bonus means some vehicles get less transfer credit penalty? |
14:51 | <_dp_> | frosch123, yes, sell the train after delivery and buy the new one near the pickup :p |
14:51 | <nielsm> | and I told them that ffwd makes no sense in that context because it depends on machine speed |
14:51 | <andythenorth> | speedruns now have different rules |
14:51 | <andythenorth> | using some custom grf |
14:52 | <andythenorth> | discord explained it to me :) |
14:52 | <andythenorth> | but I forgot :) |
14:53 | <nielsm> | why don't they use a GS that auto-pauses the game when the goal is reached and then shows the number of in-game days |
14:54 | <_dp_> | nielsm, too much sense :p |
14:54 | <_dp_> | add some more and you'll get citymania :p |
14:55 | <LordAro> | _dp_: that strategy is only effective if you're an AI |
14:55 | <andythenorth> | I think it's more of a Train Whack! style entertainment :) |
14:55 | <LordAro> | too much work for an actual person beyond a couple of vehicles |
14:55 | <LordAro> | rondje does it, iirc |
14:56 | <_dp_> | LordAro, pfft, I've seen actual person juggling 6 trains on a single line with depots :p |
14:56 | <_dp_> | selling train is nothing in comparison :P |
14:56 | <_dp_> | or single track I guess that's called... |
14:59 | <_dp_> | all to save a little bit of money on not doing passing loops |
15:12 | <andythenorth> | so how do station ratings work? :) |
15:12 | <andythenorth> | https://wiki.openttd.org/en/Manual/Game%20Mechanics/#station-rating |
15:12 | <andythenorth> | if I run a piglet vehicle constantly, AND autoreplace it aggressively, will I get max rating? |
15:13 | <andythenorth> | newgrf vehicle with 1 year life? |
15:13 | <_dp_> | aggressive autoreplace gives you +13% |
15:13 | <frosch123> | it also needs to look fast |
15:15 | <frosch123> | lol, player-written game-mechanics wiki are always silly |
15:15 | <andythenorth> | so 255km/h? |
15:15 | <frosch123> | i guess it's an approximation |
15:15 | <andythenorth> | I never 100% trust the wiki |
15:15 | <andythenorth> | what % is appropriate to trust wiki? :) |
15:15 | <frosch123> | use a ship with 127km/h |
15:16 | <andythenorth> | so attach canal to every station :) |
15:16 | <frosch123> | set it's livespan to 2 years, so it is auto-renewed often |
15:16 | <andythenorth> | I think giving vehicles some property for 'affects rating' would be interesting :) |
15:16 | <andythenorth> | but as I don't understand rating mechanic :) |
15:16 | <andythenorth> | I can't propose |
15:17 | <frosch123> | did you try extreme values on loading speed? |
15:17 | <frosch123> | try changing vehicle properties, which players actually notice |
15:18 | <frosch123> | i think default is 5, so you could try making it 5 times slower |
15:18 | <_dp_> | andythenorth, what's the point? |
15:18 | <_dp_> | andythenorth, best case nothing changes, worst case you get a rating pushing exploit |
15:22 | <andythenorth> | _dp_ I'd like to get higher ratings |
15:22 | <_dp_> | advertise! :p |
15:23 | <andythenorth> | now I know about statues, I can get 82% |
15:23 | <andythenorth> | but not more |
15:23 | <andythenorth> | oh station with recently replaced trains has 84% |
15:24 | <andythenorth> | it's always bothered me that I can't win that |
15:24 | <_dp_> | well, you get easy 77 + 17 for speed |
15:24 | <_dp_> | other than that is only age and ads |
15:24 | <andythenorth> | I did have 100% in FIRS, but that was a bit weird |
15:24 | <andythenorth> | it de-incentivises providing regular service |
15:25 | <andythenorth> | and just lets cargo pile up with no consequence |
15:25 | <_dp_> | cargo pile gets you from +16 to -35 so it's quite important |
15:26 | <andythenorth> | not if the callback sets the value to 100% in grf :P |
15:26 | <_dp_> | ah, that yes |
15:26 | <andythenorth> | maybe I should restore the station rating to FIRS |
15:26 | <andythenorth> | losing is boring |
15:26 | <andythenorth> | 10/10 is always the score you want |
15:27 | <andythenorth> | what's the newagerating switch? |
15:28 | <_dp_> | newagerating? |
15:28 | <andythenorth> | If the newagerating switch is turned on, the calculation changes. You get 33 points for vehicles younger than 5 years, and get 0 points for vehicles older than 21 years. Between these two ages, score drops slowly, by 2 points per year. |
15:28 | <andythenorth> | https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Custom_station_rating_calculation_.28145.29 |
15:29 | <andythenorth> | no setting for that in OpenTTD |
15:29 | <_dp_> | yeah, that doesn't seem to be a thing in openttd |
15:30 | <andythenorth> | well maybe FIRS needs a new way to fix ratings |
15:30 | <andythenorth> | the speed thing is weird |
15:31 | <_dp_> | station ratings work kind of ok, you get about 70% normal rating, 80% with statue, 90% after replacement and 100% with regular advertisement |
15:31 | <_dp_> | so the more money and effort you spend the higher it gets |
15:32 | <andythenorth> | lots of slow vehicles in grfs I make |
15:32 | <andythenorth> | I never considered that they are crap for ratings |
15:32 | <andythenorth> | this might require a redesign |
15:32 | <andythenorth> | or maybe some explanation somewhere |
15:33 | <_dp_> | well, I'd say slow vehicles are crap for everything but looks :p |
15:33 | <andythenorth> | maybe in vehicle windows: "Station rating: poor" |
15:33 | <_dp_> | you want max speed for profit anyway |
15:33 | <andythenorth> | different game style |
15:34 | <andythenorth> | and lots of FIRS cargos are practically flat profit curve |
15:34 | <_dp_> | yeah, but you're not after max effeciency than maxing station ratings are also irrelevant |
15:34 | <andythenorth> | it's just like losing |
15:34 | <andythenorth> | if you're gonna get scored on a thing, you want 100% |
15:34 | <andythenorth> | anything else is ~failing |
15:34 | <_dp_> | x2 it :p |
15:35 | <_dp_> | so 50% becomes 100%, and 100% is 200% |
15:35 | <_dp_> | double win :p |
15:35 | <andythenorth> | how many ad campaigns do I need to buy to get 100%? |
15:35 | <andythenorth> | I bought like 10, but the rating hasn't moved yet |
15:35 | <_dp_> | one |
15:35 | <_dp_> | but it won't last long |
15:36 | <_dp_> | and it only works within a certain radius from town center |
15:36 | <andythenorth> | oh |
15:36 | <_dp_> | 20 tiles for large |
15:36 | <andythenorth> | yeah these are further than that |
15:36 | <andythenorth> | I have minimal towns, towns just get in the way and have no purpose |
15:37 | <_dp_> | well, it's always same radius so town size doesn't matter |
15:37 | <andythenorth> | yeah I've found a freight station near a town, now 99% |
15:37 | <andythenorth> | so is there a GS that will just buy ad campaigns for me? |
15:37 | <andythenorth> | or just deduct money and increase my rating? |
15:38 | <_dp_> | cmclient has auto advertisement |
15:38 | <andythenorth> | can it be included in vanilla? :) |
15:38 | <andythenorth> | hmm |
15:38 | <andythenorth> | but might as well just use grf |
15:38 | <andythenorth> | 'auto win' mechanics :P |
15:39 | <andythenorth> | ok so, adjust ratings calculation to account for slower vehicles in grf, nerf the age thing because it's stupid? |
15:39 | <_dp_> | it kinda should be included in vanilla imo |
15:39 | -!- | JGR [~jgr@2a00:23c6:62a0:c801:bfb6:fdf1:da92:509b] has joined #openttd |
15:39 | -!- | JGR is "realname" on #openttd |
15:39 | <_dp_> | not a bad mechanic |
15:39 | <andythenorth> | 'p2w' |
15:39 | <_dp_> | pay to win even more pay :p |
15:39 | <andythenorth> | 'advertising subscription' |
15:40 | <andythenorth> | hmm, this again precludes any role for 'special' vehicles |
15:40 | <JGR> | Ratings and such seems a bit too much like micromanagement hoop-jumping to me |
15:40 | <andythenorth> | cargo aging is junk |
15:41 | <andythenorth> | negative run cost isn't possible |
15:41 | <andythenorth> | rating bonus isn't possible |
15:41 | <andythenorth> | more ideas? |
15:41 | <JGR> | If you did manage to have negative run costs, I'm sure someone would just run an empty train full of restaurant cars in a circle :) |
15:41 | <andythenorth> | first thing I thought of :) |
15:41 | <_dp_> | andythenorth, make it sound funny? :p |
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15:42 | <andythenorth> | JGR I made this flash game for the launch of Railroad Tycoon 3, but I shipped it with a bug... |
15:42 | <andythenorth> | https://www.youtube.com/watch?v=Eq9FlcoXTkM |
15:43 | <andythenorth> | after launch players discovered you could just loop the train to win :) |
15:43 | <JGR> | Hehe |
15:44 | <andythenorth> | I should have made the train alpha shift to black when it crashed :P |
15:44 | <andythenorth> | flash could do that |
15:44 | <andythenorth> | tint, not alpha * |
15:45 | <_dp_> | what I like to do is just have a steady progression of vehicles with a faster one every few years |
15:45 | <_dp_> | no property shenanigans, no railtype conversions just simple and straightforward |
15:45 | <_dp_> | and make up for it in other places |
15:46 | <_dp_> | well, I guess engine goals are an option as well now |
15:47 | <andythenorth> | use it for daylength |
15:48 | <JGR> | I tend to run my network with trains at roughly the same speed for the whole game |
15:48 | <_dp_> | I don't need daylength :p |
15:48 | <JGR> | I don't usually bother with vehicle progression, except for things like separate high speed networks later in the game |
15:49 | <andythenorth> | so many playstyles :) |
15:49 | <andythenorth> | hmm |
15:50 | <andythenorth> | well maybe restaurant cars just halve the running costs of the other vehicles in conists |
15:50 | <andythenorth> | consist * |
15:51 | <_dp_> | yeah, drunk cows pay more! :p |
15:51 | <andythenorth> | cows buy sandwiches too |
15:52 | <andythenorth> | seems a bit limited, not sure other authors will be able to make use of it :) |
15:52 | <andythenorth> | I guess they'll just carry on setting pointless cargo_age_period values :) |
15:53 | <JGR> | As long as they don't cause desyncs or any other bugs it doesn't really matter |
15:53 | <_dp_> | yep, all is irrelevant but max speed :p |
15:53 | <JGR> | Money isn't that hard to come by once you've got started |
15:53 | <_dp_> | speed and powah!!! |
15:55 | <_dp_> | whenever I play unfamiliar set I just pick the fastest engine and add enough of it for a decent acceleration xD |
15:56 | <andythenorth> | there really aren't many dimensions to make vehicles 'interesting' |
15:56 | <andythenorth> | it's why stats are very levelled across most of Iron Horse |
15:57 | <andythenorth> | waste of time trying to calculate exactly which vehicle is 'optimum' |
15:57 | <andythenorth> | just pick one with roughly correct power, that looks nice |
15:57 | <andythenorth> | and attach wagons that refit the cargo, that you like look of |
15:58 | <_dp_> | I don't even know what can be done to make them "interesting" |
15:58 | <_dp_> | they're just used to get cargo from a to b |
15:58 | <JGR> | Wagon capacity is even more a case of just pick the best one |
15:58 | <_dp_> | why buiyng the train suddenly needs to be a puzzle? :p |
15:58 | <JGR> | I don't know why some set authors include rubbish wagons |
15:58 | <andythenorth> | I've had multiple requests to make some wagons more 'advantageous' |
15:58 | <andythenorth> | but then the game is 'read stats, ignore all other wagons' |
15:58 | <andythenorth> | like...wow |
16:01 | <andythenorth> | but stupidly I did add 'luxury' pax coaches with lower capacity |
16:01 | <andythenorth> | on fallacy that cargo age period could be used to boost their income |
16:01 | <andythenorth> | now I have been trying to retcon that for about 2 years :P |
16:02 | <JGR> | That seems more like the sort of thing that should affect ratings |
16:02 | <JGR> | Station ratings, that is |
16:03 | <andythenorth> | I considered adding a new pax class 'first class' |
16:03 | <andythenorth> | but I think I'd have to do a house set |
16:04 | <JGR> | I tried playing ECS once. Having separate passengers and tourists was a bit awkward. |
16:05 | <andythenorth> | I think it would be horrible with cdist, balancing consists |
16:05 | <andythenorth> | cdist has quite nasty cascades in complex networks |
16:05 | <_dp_> | with how iron horse is I don't really see why would anyone use it for any kind of goal game |
16:05 | <andythenorth> | increase capacity on one link, another one gets overloaded soon |
16:06 | <_dp_> | has a lot of stuff with tons of nice details but 0 gamplay difference |
16:06 | <andythenorth> | NUTS for goal games surely? |
16:06 | <_dp_> | goal set imo should have few but very distinct trains |
16:06 | <_dp_> | nuts is too nuts :p |
16:06 | * | andythenorth is surprised |
16:06 | <JGR> | Cdist with passengers really requires that the generation rate is reduced a bit |
16:07 | <andythenorth> | I am playing with Improved Town Layouts grf, it helps a lot |
16:07 | <andythenorth> | by capping building sizes |
16:07 | <_dp_> | I did that thing once when I disabled everything but meow trains from nuts and adjusted some stats |
16:13 | <andythenorth> | maybe I just level the capacity on the 'luxury' vehicles |
16:13 | <andythenorth> | with the 'standard' vehicles |
16:13 | <andythenorth> | and the loading speed |
16:13 | <andythenorth> | just visual choices |
16:14 | <andythenorth> | or delete them, simpler |
16:14 | <JGR> | You could make them a livery option? :) |
16:15 | <andythenorth> | ooof |
16:15 | <andythenorth> | using cargo subtypes? :( |
16:16 | <_dp_> | give every third or so "luxury" skin randomly? :) |
16:16 | <andythenorth> | they have position->sprite rules already |
16:17 | <andythenorth> | 'restaurant' car sprites are faked in if the consist is long enough |
16:17 | <andythenorth> | :D |
16:18 | <andythenorth> | so...Luxury Pax Coach compared to Pax Coach :D |
16:18 | <andythenorth> | costs more |
16:18 | <andythenorth> | carries less |
16:18 | <andythenorth> | same speed |
16:18 | <andythenorth> | higher running cost |
16:18 | <andythenorth> | lower loading speed |
16:18 | <andythenorth> | GG? |
16:18 | <andythenorth> | delete? |
16:20 | <Wuzzy> | hey all. i noticed that there are some sounds defined in OpenTTD that are currently unused, like SND_22_CAR_HORN. are the planned to be used at all in future or can i consider those sounds to be "legacy" forever? |
16:21 | <_dp_> | andythenorth, I feel like you're following some real-life logic and expect it to have gameplay effect |
16:21 | <_dp_> | don't think that'll ever work in openttd :p |
16:21 | <andythenorth> | yes |
16:22 | <_dp_> | if you want gameplay effect just set whatever stats needed to achieve that however unreallistic they may be |
16:22 | <andythenorth> | this is why the arrow is flying towards 'delete' |
16:22 | <Xaroth> | andythenorth: perhaps finetune some of the stats.. perhaps not the carrying capacity, but the loading speed? |
16:23 | <Xaroth> | that way it might be a viable alternative |
16:23 | <Wuzzy> | am I just in everyone's ignore list or why am i always ignored? 🙁 |
16:23 | <Xaroth> | without making it better by default |
16:23 | <andythenorth> | I know that players report they like having a choice between 'luxury' and not |
16:23 | <andythenorth> | but they think it actually has a benefit on longer routes |
16:24 | <andythenorth> | Wuzzy you have strayed into the common position here |
16:24 | <andythenorth> | you are currently the only person on this whole planet interested in OpenTTD sounds |
16:24 | <andythenorth> | unless there are others, but not in irc / GitHub (possible) |
16:24 | <Wuzzy> | haha |
16:24 | <andythenorth> | this happens |
16:25 | <Xaroth> | OpenTTD has sounds? |
16:26 | <Wuzzy> | ... |
16:26 | <Wuzzy> | yes.. |
16:26 | <frosch123> | Wuzzy: i checked that. those sounds are not used in ttd. by defintiion they are thus intentionally unused in ottd |
16:26 | <Wuzzy> | frosch123: ah thanks |
16:26 | <frosch123> | i have some wip diff to rename them in the source |
16:26 | <Wuzzy> | so then i can close those issues then |
16:26 | <Wuzzy> | oh right |
16:27 | <Wuzzy> | yeah, better to add a source comment to avoid future confusion =) |
16:27 | <frosch123> | about half of them are mislabeled :p |
16:27 | <Wuzzy> | how? they seem correct to me |
16:27 | * | andythenorth looks into cargo payment curves |
16:27 | <Wuzzy> | except the unused ones |
16:27 | <andythenorth> | maybe I can make pax payment decay really aggressive |
16:27 | <Wuzzy> | https://wiki.openttd.org/en/Development/SoundIDs |
16:28 | <frosch123> | the sounds named "truck" are used by busses. the sounds named "plane crash" are regular toyland planes starting, ... and so on |
16:28 | <Wuzzy> | hrm |
16:28 | <Wuzzy> | oh you mean in source code? |
16:28 | <_dp_> | andythenorth, I can give you profit calc sources if you really want to dive into that xD |
16:29 | <andythenorth> | it's here https://newgrf-specs.tt-wiki.net/wiki/Action0/Cargos#Penalty_times_and_price_factor_.2810.2C11.2C12.29 |
16:29 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #18: Make sounds for "unused" empty sounds? https://git.io/JtrK4 |
16:29 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 closed issue #18: Make sounds for "unused" empty sounds? https://git.io/JtrK4 |
16:30 | <@DorpsGek> | [OpenTTD/OpenTTD] Wuzzy2 commented on issue #8619: Unused sounds https://git.io/Jt4Mc |
16:30 | <andythenorth> | _dp_ I think I tried before, and there is a limit to how steep the decay can be? |
16:31 | <frosch123> | Wuzzy: https://github.com/frosch123/OpenTTD/commit/26b0c561e18fbb91e3e43673fd97c5fafe5bf771 <- the comments are correct now, but i need to find nice names for the enum items |
16:31 | <_dp_> | andythenorth, I don't remember, haven't looked at cargo payments in a long long while |
16:31 | <andythenorth> | I think there's a floor under the initial time period |
16:32 | <andythenorth> | the formula breaks my brain :P |
16:32 | <Wuzzy> | https://wiki.openttd.org/en/Development/SoundIDs might be a good reference for names, i wrote it myself and i think the names are true |
16:33 | <Wuzzy> | i created this page while i was working on sound replacements for OpenSFX |
16:33 | <_dp_> | andythenorth, wiki has it better https://wiki.openttd.org/en/Manual/Game%20Mechanics/Cargo%20income |
16:34 | <_dp_> | andythenorth, yeah, looks like there isn't much you can do with that curve |
16:34 | <_dp_> | basically you can only move the middle point |
16:35 | <_dp_> | though mb you can effectively change steepnes with cargo aging |
16:35 | <_dp_> | stretch/compress it basically |
16:37 | <andythenorth> | for the distances I play, aging doesn't seem to have an effect |
16:37 | <andythenorth> | it will vary by speed of vehicles obvs. |
16:38 | <_dp_> | yeah, that's possible I guess |
16:38 | * | andythenorth wonders if _dp_ has ticks vs vehicle speed vs tiles graph :) |
16:38 | <andythenorth> | in the magic graphs ? |
16:38 | <_dp_> | hard to tell without profit sim |
16:40 | <andythenorth> | I did have a malus set on 'normal' vehicles, but I'm not convinced it did much |
16:40 | <_dp_> | andythenorth, these 3 are connected |
16:40 | <_dp_> | andythenorth, you know 2 you can calc third |
16:40 | <_dp_> | s = v * t :p |
16:42 | <andythenorth> | that's why I thought it might have a graph already :) |
16:43 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #9: Sound cleanup roadmap https://git.io/JtEwS |
16:43 | <andythenorth> | I don't know over what distance the cargo aging property becomes effective |
16:43 | <andythenorth> | previous tests suggested it was about 64 tiles for say 100mph train |
16:43 | <andythenorth> | based on testing in a big savegame |
16:43 | <_dp_> | I only have https://citymania.org/tools/profit |
16:43 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #21: Update translations in 'lang' directory https://git.io/Jtozb |
16:43 | <_dp_> | but cargo aging is not implemented and it only have default vehicle and cargo stats |
16:44 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #10: Change legacy Mercurial code in scripts and README https://git.io/JtErk |
16:44 | <_dp_> | it's not that hard to add other stuff, mostly a ui issue |
16:45 | <@DorpsGek> | [OpenTTD/OpenSFX] Wuzzy2 commented on issue #2: Relicense OpenSFX under an actual FOSS license https://git.io/JtnIG |
16:45 | <_dp_> | but I don't have time to work on it atm |
16:45 | <andythenorth> | NP :) |
16:45 | * | andythenorth tests cargo age period 0 in current game |
16:45 | <_dp_> | I can give you sources if you want to play with it, shouldn't be that hard to get working |
16:46 | <_dp_> | cmclient should be able to export stats from the game as well |
16:46 | <andythenorth> | Timberwolf snowploughs...station rating bonus :P |
16:46 | <andythenorth> | or negative running costs :P |
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16:54 | <andythenorth> | I think I could keep the malus |
16:54 | <andythenorth> | on standard pax coaches |
16:54 | <andythenorth> | but I need to normalise it for speed maybe |
16:57 | <andythenorth> | hmm |
16:57 | <andythenorth> | lol |
16:57 | <andythenorth> | it would be much easier to just explain to players 'this vehicle earns a 50% premium per passenger' |
16:57 | <andythenorth> | instead of 'this requires routes of about 64 tiles to make any difference, and that also depends on vehicle speed' |
17:08 | <TrueBrain> | w00p, already have my first bug-report about the 60fps .. something to check out tomorrow :D |
17:08 | <TrueBrain> | forums can be useful :) |
17:08 | <andythenorth> | :) |
17:09 | <TrueBrain> | just no clue what would cause that, but okay |
17:09 | <TrueBrain> | that user did an hilarious experiment btw :P |
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17:21 | <NGC3982> | is it possible to redirect console output on dedicated server to file? |
17:22 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler opened pull request #8700: Change: Recolour windows for consistency https://git.io/JtSt9 |
17:23 | <TrueBrain> | whats the reason? CONSISTENCY! :D |
17:23 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtStQ |
17:26 | <_dp_> | I only suggested dark bg for graphs... how on earth did it turn into a 2 screen long list of changes? :/ |
17:26 | <TrueBrain> | I don't mind :) |
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17:28 | <JGR> | NGC3982, use the "script" console command, or just use normal shell redirection |
17:29 | <NGC3982> | i solved it by forking it and using a specifik config file |
17:29 | <andythenorth> | so...can we add train property 2E? |
17:29 | <NGC3982> | that makes openttd create the game files in config file directory, including openttd.log |
17:29 | <andythenorth> | 'cargo payment rate multiplier' |
17:30 | <_dp_> | ok, I can already imagine I won't like cream towns :p |
17:31 | <andythenorth> | well we can all do some nitpick replies right? |
17:31 | <andythenorth> | preferably contradictory ones? :) |
17:31 | <andythenorth> | contribs. love that :) |
17:32 | <andythenorth> | something like this, if it's net improvement, ship it, iterate |
17:32 | <JGR> | Cargodist might be a bit of an issue for a cargo payment rate multiplier. The actual payment only occurs on the final leg. |
17:32 | <andythenorth> | I think it's a bad idea |
17:33 | <andythenorth> | it's just the most direct way to make a trade between capacity per unit length, and 'some other factor' |
17:33 | <_dp_> | andythenorth, would be much easier to discuss as a 4 separate changes :/ |
17:33 | <andythenorth> | _dp_ probably, I am potato / potato :) |
17:42 | <andythenorth> | ha I think I try running cost lolz for luxury cars |
17:42 | <andythenorth> | tie it to load factor |
17:42 | <andythenorth> | 0% load, running coast 2x normal pax coach |
17:42 | <andythenorth> | 50% load, same running cost as normal pax coach |
17:43 | <andythenorth> | 100% load, running cost 0 (due to sale of sandwiches, teacakes and gin) |
17:44 | * | andythenorth to skeep |
17:45 | <andythenorth> | sleep |
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17:54 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/Jtyp5 |
17:57 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSmc |
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18:05 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8700: Change: Recolour windows for consistency https://git.io/JtSmg |
18:06 | <+glx> | I don't understand why it fails https://github.com/OpenTTD/OpenTTD/pull/8698/checks?check_run_id=1939059469#step:6:858 |
18:06 | <+glx> | but the 2 failing lines are similar |
18:07 | <+glx> | return std::min<uint>(IndustryPool::MAX_SIZE, ScaleByMapSize(numof_industry_table[difficulty])); |
18:07 | <+glx> | total = std::min<uint>(TownPool::MAX_SIZE, total); |
18:07 | <+glx> | both use std::min |
18:14 | <NGC3982> | openttd -D -c ~/openttd-1/openttd-1.cfg -f -x |
18:14 | <NGC3982> | that's neat |
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18:22 | <+glx> | ok adding some casts and it works, it's weird |
18:25 | <LordAro> | glx: something to do with inlining and mismatched types, from when i did the conversion to std::min |
18:25 | <LordAro> | the templated function means that types must be of the same signedness |
18:26 | <+glx> | size_t should work (in 32bit it's uint anyway) |
18:27 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/Jtyp5 |
18:29 | <LordAro> | mm |
18:29 | <+glx> | compiler probably does weird things |
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18:41 | <+glx> | if I use a temp auto var for ::MAX_SIZE and use the var in std::min it compiles fine too |
18:41 | <+glx> | I blame the compiler :) |
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18:58 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtS3R |
19:00 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8698: Add: [Actions] msys2/MinGW CI https://git.io/JtS32 |
19:00 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 opened pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS3o |
19:08 | <+glx> | frosch123: maybe also rename CcPlaySound_XXX callbacks |
19:10 | <frosch123> | good idea |
19:17 | <Timberwolf> | 60fps definitely enhances tge "ttain set" feel of sitting and watching stuff potter through a junction. |
19:17 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 updated pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS3o |
19:17 | <Timberwolf> | (mobile keyboard fail) |
19:19 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtSsZ |
19:20 | <frosch123> | aww, my sed failed |
19:21 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 updated pull request #8701: Codechange: rename sound ids to make more sense. https://git.io/JtS3o |
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22:01 | <@DorpsGek> | [OpenTTD/OpenTTD] joestringer updated pull request #8679: Fix: [Cygwin] Fix missing uint definition https://git.io/JtXAu |
22:01 | <@DorpsGek> | [OpenTTD/OpenTTD] joestringer commented on pull request #8679: Fix: [Cygwin] Fix missing uint definition https://git.io/JtSlt |
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--- | Log | closed Sat Feb 20 00:00:47 2021 |