--- | Log | opened Mon Feb 22 00:00:49 2021 |
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04:14 | <TrueBrain> | a bit sad that the OpenGL branch now has less impact on game performance :P |
04:14 | <TrueBrain> | it is still a huge difference |
04:14 | <TrueBrain> | just .. harder to measure :P |
04:17 | <@peter1138> | Stop making everything faster! |
04:18 | <TrueBrain> | I am sorry, we are just horrible people, we have to :P |
04:19 | * | andythenorth should try a nightly on the M1 |
04:19 | <TrueBrain> | hmm, on SDL in VMWare I cannot move around with my rmb |
04:19 | <TrueBrain> | but I think that is VMWare acting up |
04:20 | <@peter1138> | You might need to fiddle with the mouse-scrolling option. Scrolling that relies on mouse warping generally doesn't work properly with remote/virtual desktops. |
04:25 | <TrueBrain> | yeah, I was told what to change, but I forgot :D |
04:27 | <TrueBrain> | owh, on Wayland I now finally have a top bar with SDL |
04:27 | <TrueBrain> | that is new |
04:28 | <FLHerne> | supermop_Home: Depends what vehicle type they're for, and/or what callback you used for what type :-/ |
04:28 | <FLHerne> | grfspecs are crazy |
04:28 | <FLHerne> | (NML should hide that all from you) |
04:49 | <TrueBrain> | awh, macOS via VMWare doesn't give me an OpenGL context |
04:49 | <TrueBrain> | booooo |
04:56 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtHro |
04:57 | <LordAro> | TrueBrain: something i've been meaning to ask, does it fallback to non-opengl gracefully? |
04:57 | <TrueBrain> | michi_cc: I tried to break it, I could not. SDL works on Linux just fine for me, fallbacks etc work fine. Also tested Windows, couldn't find any issues. It is faster, and feels snappier, so yeah ... |
04:57 | <TrueBrain> | LordAro: absolutely |
04:57 | <TrueBrain> | see WSL2 in my last comment |
04:57 | <LordAro> | :) |
04:57 | <TrueBrain> | in general, our driver system is pretty solid |
04:57 | <TrueBrain> | it can just try multiple without any problems |
04:57 | <LordAro> | it would be irritating to have to reboot on linux after a graphics driver upgrade, like i do with certain other programs |
04:58 | <TrueBrain> | I see no reason why you should with OpenTTD :) |
04:58 | <TrueBrain> | michi_cc: code also looks good to me .. so maybe we can ask 2 or 3 people more to give it a spin, to make sure we don't have a regression .. but I think we should consider merging this :) |
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04:58 | <TrueBrain> | so LordAro , if you are bored, please check out that PR :) |
04:59 | <TrueBrain> | the rendering difference between SDL and Win32 are insane btw |
04:59 | <TrueBrain> | no clue why they are this different |
04:59 | <TrueBrain> | especially as I run Win32 native, and SDL via VMWare :P |
05:06 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge commented on pull request #8720: Remove remaining Windows 95 support https://git.io/JtHov |
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05:16 | <TrueBrain> | what(): Resource deadlock avoided |
05:17 | <TrueBrain> | how cute :) |
05:20 | <@peter1138> | Reboot after a driver update? How strange ;) |
05:21 | <LordAro> | that's arch for you |
05:21 | <LordAro> | only has one kernel |
05:23 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtHKn |
05:24 | <TrueBrain> | who cares about msys :P |
05:24 | <LordAro> | well it's the only compile environment i have while i'm in windows :p |
05:28 | <TrueBrain> | src/window.cpp:2992: void HandleMouseEvents(): Assertion `HasModalProgress() || IsLocalCompany()' failed. <- when I try to put gameloop in a thread and do drawing in the main thread |
05:29 | <TrueBrain> | while ... the code I currently have it either runs one thread or the other .. (basically made them fibers) |
05:29 | <TrueBrain> | hmm |
05:29 | <TrueBrain> | interesting .. what is causing that :D |
05:31 | <TrueBrain> | pretty sure that instance of that assert does nothing for the code following |
05:31 | <TrueBrain> | but there are other places where it is important :D |
05:43 | <TrueBrain> | lol .. some details of our video-drivers are a bit weird :) |
05:45 | <TrueBrain> | hihi, some results are fun .. by accident, I now made that the game-tick wins from the draw-tick |
05:45 | <TrueBrain> | so if you FF |
05:45 | <TrueBrain> | your FPS drops to like 20 or so |
05:46 | <TrueBrain> | and the game is even faster :P |
05:46 | <LordAro> | ha |
05:46 | <TrueBrain> | a year takes ~4 seconds |
05:46 | <LordAro> | might actually have to fix the "money underflows" issue at this rate |
05:47 | <TrueBrain> | anyway, what is a bit shitty about our video drivers ... PollEvent can only be run if GameLoop is not running |
05:47 | <TrueBrain> | which is a rather odd thing to have |
05:48 | <TrueBrain> | mouse actions are processed immediately .. lets see what happens if I postpone it till the next draw frame |
05:48 | <@peter1138> | Lagface McLagface |
05:49 | <FLHerne> | TrueBrain: At this point, there needs to be a "sane FF" button that people can use to fast-forward their game and not arrive in the year 2451 |
05:49 | <TrueBrain> | FLHerne: see my draft PR, yes :) |
05:49 | <TrueBrain> | haha, the game doesn't like it when you postpone mouse events .. rmb doesn't do anything :D |
05:55 | <TrueBrain> | SDL_WarpMouseInWindow triggers a new SDL_MOUSEMOTION |
05:55 | <TrueBrain> | so if the delta is not processed right there and then, it is invalidated soon after :D |
05:55 | <TrueBrain> | cute |
06:15 | <TrueBrain> | Wolf01: mind testing a custom build? https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:gameloop-thread . It is very rough, for example, Fast-Forward is shit. But I am curious if this resolves the tearing you see. |
06:15 | <TrueBrain> | You can easiest get this version with "git fetch https://github.com/TrueBrain/OpenTTD gameloop-thread && git checkout FETCH_HEAD" , and build like normally |
06:15 | <TrueBrain> | LordAro: maybe you can give it a spin too? |
06:15 | <TrueBrain> | before I clean up the code and make it PR-able, I first would like to know if it solves anything :D |
06:24 | <Wolf01> | TrueBrain: yes, just aminute |
06:25 | <TrueBrain> | no rush, when ever you have a moment :) |
06:27 | <Wolf01> | How do I select that patch in VS? |
06:27 | <TrueBrain> | that I sadly cannot help you with .. I only know how to do it via CLI :( |
06:27 | <TrueBrain> | making a new checkout of my fork in another folder would work, I guess |
06:31 | <Wolf01> | Cloning |
06:32 | <Wolf01> | Btw, I'll continue in the afternoon, got to go now |
06:32 | <TrueBrain> | no worries, tnx |
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06:34 | <TrueBrain> | hmm .. if I can get PollEvent to not influence the game-state, I can make it so the mouse stays responsive no matter what, I think |
06:34 | <TrueBrain> | by using a timed_mutex, I can just timeout if I don't get the lock in time, and draw the same frame as the last, but with the mouse moved |
06:44 | <@peter1138> | If only the OS could handle drawing the mouse itself. |
06:52 | <Wolf01> | Integrate cometcursors (that nasty malware) in OpenTTD :P |
06:58 | <Wolf01> | TrueBrain: in 5 minutes I tried with 30/60/144, it's almost the same on all, no lagging, micro jumps when moving the pointer even slowly |
06:58 | <LordAro> | yeah, no real change for me |
06:59 | <Wolf01> | If I move fast, the pointer almost disappear and I need to look for it... I think it's the lack of the ghosting |
07:00 | <Wolf01> | Maybe OpenTTD is too much optimised :P |
07:05 | <TrueBrain> | No lagging is an improvement not? |
07:05 | <TrueBrain> | And microjumps .. what does that mean for you? That you cannot move the mouse for 1 pixel, or? |
07:11 | <TrueBrain> | Wolf01: so basically, I am mostly interested if anything improved against master .. I cannot really get that from what you said, sorry :D |
07:14 | <@DorpsGek> | [OpenTTD/OpenTTD] spnda commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E |
07:14 | <TrueBrain> | okay, I can reproduce the blinking away from the cursor when I switch my screen to 60Hz |
07:14 | <TrueBrain> | so that helps |
07:28 | <TrueBrain> | well, in good news, with OpenGL that problem is totally gone |
07:31 | <TrueBrain> | okay, the problem has to do with the rect we send to Windows to repaint |
07:31 | <TrueBrain> | if I repaint the whole screen, the problem is gone |
07:34 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E |
07:36 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E |
07:45 | <TrueBrain> | funny, if you move at the exact right speed, the mouse is never visible to the eye :D |
07:45 | <TrueBrain> | this is pretty cool :P |
07:45 | <TrueBrain> | but Windows is having difficulties with that we say: only redraw this area |
07:47 | <TrueBrain> | I cannot see any performance issue between redrawing everything and only redrawing a partial |
07:47 | <TrueBrain> | funny |
07:47 | <TrueBrain> | issue = difference |
07:48 | <Wolf01> | <TrueBrain> Wolf01: so basically, I am mostly interested if anything improved against master .. I cannot really get that from what you said, sorry :D <- at 30 there is an improvement, no more lag, in all the tests I can't see anymore tearing |
07:49 | <TrueBrain> | so the only remaining problem is the mouse not always showing up, right? |
07:50 | <Wolf01> | Yes, the jumps while moving |
07:50 | <TrueBrain> | okay, I found out what causes that, so that is good :) |
07:50 | <TrueBrain> | tnx! |
07:52 | <Wolf01> | Whan you want I'm available to test it :) |
07:53 | <TrueBrain> | <3 |
07:54 | <TrueBrain> | we do this: 1) set region to draw, 2) draw, repeat 1) and 2). It feels like Windows is doing this: draw the image of the last round when 1) happens |
07:55 | <TrueBrain> | so basically, it updates the rect of the last frame |
07:55 | <TrueBrain> | instead of the upcoming |
07:55 | <TrueBrain> | that is how it feels |
07:55 | <Wolf01> | :D |
07:55 | <TrueBrain> | as that would explain why you see it "jump" or at certain speeds, don't see the mouse at all |
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08:03 | <TrueBrain> | owh, when pausing it is easier to reproduce the problem btw :) |
08:11 | <TrueBrain> | Wolf01: can you try disabling full animation; does that solve the problem? |
08:12 | <TrueBrain> | nevermind, it doesn't |
08:13 | <TrueBrain> | it does have to do with palette animation, but full animation doesn't disable that :P |
08:17 | <@peter1138> | In theory OpenTTD is drawing an update which contains the moved mouse cursor. However it feels like it is drawing an update to remove the cursor, and then another update to draw it in the new location. |
08:18 | <TrueBrain> | the mouse is on every scene send to GDI |
08:18 | <TrueBrain> | but what is being redrawn by the OS seems to be the trouble |
08:18 | <TrueBrain> | but only during palette animation :D |
08:19 | <@peter1138> | Palette animation update happening without the mouse cursor somehow? |
08:19 | <TrueBrain> | I think this happens on every object that moves at a certain speed |
08:20 | <TrueBrain> | hmm., 32bpp-simple should not do palette animation .. hmm |
08:20 | <TrueBrain> | the win32 driver code is a bit weird |
08:20 | <TrueBrain> | it changes palette, marks whole screen dirty, while in the paint function already |
08:20 | <TrueBrain> | but okay, that is a problem for another day :D |
08:23 | <TrueBrain> | setting _cur_palette.count_dirty to zero causes the problem, lol |
08:24 | <TrueBrain> | lol, no, misleading as fuck .. keeping that non-zero repaints the screen completely |
08:24 | <TrueBrain> | which indeed solves the problem |
08:24 | <TrueBrain> | cause .. effect .. :D |
08:25 | <TrueBrain> | so the problem remains, doing an intersection with GetDCEx causes weirdness |
08:27 | <TrueBrain> | totally unrelated assert while testing something, w00p |
08:27 | <TrueBrain> | depot_map.h:55 |
08:28 | <TrueBrain> | make 2 airports, make plane, create orders, click both airports, press delete |
08:28 | <TrueBrain> | bam |
08:28 | <TrueBrain> | ah, already happens when plane viewport is open |
08:29 | <TrueBrain> | lets see if that is my handywork :D |
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08:29 | <andythenorth> | quite a nice read, on the community stuff also |
08:29 | <andythenorth> | https://www.theregister.com/2021/02/20/happy_birthday_python_youre_30/ |
08:29 | <@peter1138> | Spams |
08:33 | <LordAro> | TrueBrain: just need to press delete with a hangar open |
08:33 | <LordAro> | i did touch some stuff with depots recently... |
08:33 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened issue #8724: Pressing delete with open airplane crashes the game https://git.io/JtHdi |
08:33 | <TrueBrain> | in that case, here, an issue ^^ for you to work on :P :D |
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08:34 | <TrueBrain> | owh, closing the window is enough |
08:34 | <TrueBrain> | lol |
08:35 | <LordAro> | must be recent, no one else has reported it :) |
08:35 | <TrueBrain> | yeah, it is kinda game-breaking, so indeed :D |
08:37 | <TrueBrain> | okay, windows "jumping" issue also happens with things like aircrafts |
08:37 | <TrueBrain> | so it is not as much related to the mouse |
08:37 | <TrueBrain> | more that updating small regions acts up |
08:38 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro commented on issue #8724: Closing airport hanger window crashes the game https://git.io/JtHdi |
08:39 | <LordAro> | i tested road vehicles & rail, what more could you need? |
08:40 | <TrueBrain> | :D |
08:48 | <supermop_Home> | hello |
08:52 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro opened pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHbZ |
08:54 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHb0 |
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09:18 | <TrueBrain> | tempted to just redraw the whole screen for windows |
09:18 | <TrueBrain> | doesn't seem to impact performance in any way |
09:18 | <TrueBrain> | and solves this whole issue :P |
09:20 | <TrueBrain> | from all observations it looks like there is a queue of what is marked "dirty" (or clipped, what-ever) |
09:20 | <TrueBrain> | but it always uses the last bmp |
09:20 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro merged pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHbZ |
09:20 | <TrueBrain> | so while catching up with clipped regions, it is showing that of newer frames |
09:20 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro closed issue #8724: Closing airport hanger window crashes the game https://git.io/JtHdi |
09:20 | <TrueBrain> | tnx LordAro for the quick fix |
09:20 | <Wolf01> | Probably, with monogame I found that is better redrawing the whole viewport instead of parts of it, video cards now are powerful enough to not even bother... and you can just prepare all the stuff to draw in the right order and send it to buffer at whole |
09:23 | <TrueBrain> | I just hate that I know something fishy is going on with the clipping, but I cannot put my fingers on it |
09:24 | <TrueBrain> | Wolf01: I pushed a new version to my branch; mind trying again? |
09:24 | <TrueBrain> | and LordAro too ofc, if you have the time :) |
09:25 | <TrueBrain> | I changed it so only the dirty rect is copied from buffer to screen, but the whole screen is marked as dirty |
09:25 | <Wolf01> | Yup |
09:25 | <TrueBrain> | (well, I don't decrease the clipping region, more accurate) |
09:26 | <TrueBrain> | always using 144Hz makes your eys hurt when you switch to 60Hz for a while :D You get spoiled real quick |
09:31 | <TrueBrain> | hmm .. not sure that sending only the dirty part to the screen is such a good idea .. |
09:32 | <TrueBrain> | yeah, no, that was a terrible choice |
09:33 | <TrueBrain> | pushed yet another version, sorry Wolf01 |
09:33 | <TrueBrain> | I noticed that on-pause it was still terrible ... should be a lot better now |
09:34 | <Wolf01> | Compiling |
09:37 | <TrueBrain> | in the meantime, lets play the game: how many wishlists are we on? :D |
09:37 | <Wolf01> | 50k? |
09:38 | <TrueBrain> | if the page ever loads, I can tell ... :D |
09:38 | <Wolf01> | Title screen: 60=>jumping a lot more than before, 144=>it totally disappear when moving |
09:38 | <Wolf01> | Game: 60/144 not so much change |
09:39 | <TrueBrain> | you sure you have the latest? Sorry, that is a bit messy with 1 branch :) |
09:39 | <Wolf01> | Yup, I just pulled |
09:39 | <Wolf01> | g39e731b9ca |
09:40 | <TrueBrain> | f363494 is latest |
09:40 | <Wolf01> | Wut... it says there are no changes |
09:40 | <@peter1138> | "3 friends want this game" |
09:40 | <TrueBrain> | Wolf01: it is a forced push, that might be related? |
09:40 | <Wolf01> | Still gameloop-thread? |
09:40 | <TrueBrain> | yes |
09:40 | <TrueBrain> | https://github.com/TrueBrain/OpenTTD/commits/gameloop-thread |
09:41 | <TrueBrain> | I noticed that what you can do with git in MSVC is a rather limited workflow :P |
09:41 | <TrueBrain> | "Wishlists 18,747" |
09:42 | <Wolf01> | Oh, wait, I told you the version shown in the title bar of the game |
09:42 | <TrueBrain> | those should be the same |
09:42 | <TrueBrain> | assuming it did not merge or something stupid :P |
09:43 | <TrueBrain> | otherwise, src/video/win32_v.cpp line 219 should read BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY); |
09:43 | <Wolf01> | Maybe I did something weird by switching the branch at beginning, VS2019 is totally different |
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09:43 | <Wolf01> | It shows I have 2 edits |
09:45 | <TrueBrain> | euh, sorry, I meant src/video/win32_v.cpp line 364 should read BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY); |
09:45 | <TrueBrain> | wrong line number :D |
09:45 | <TrueBrain> | oops |
09:46 | <Wolf01> | Nice, I see totally different ids in the local graph compared to github |
09:47 | <TrueBrain> | and this is why I use the CLI :D |
09:47 | <TrueBrain> | if you fetch the remote, you can often do a new branch checkout |
09:47 | <TrueBrain> | just to a random new name |
09:47 | <TrueBrain> | that should reset everything |
09:48 | <Wolf01> | Oooook deleted and re-extracted the branch, right id |
09:48 | <TrueBrain> | \o/ |
09:49 | <TrueBrain> | lets hope that fixes it a bit |
09:49 | <TrueBrain> | as I fixed what I could reproduce :D |
09:51 | <Wolf01> | Funny that it's still compiling and the output window is stuck |
09:52 | <Wolf01> | Maybe I broke it |
09:52 | <Wolf01> | WOW, it's perfect now at 144 |
09:52 | <Wolf01> | Trying at 60 and 30 |
09:52 | <TrueBrain> | hopefully also at 60 :) |
09:54 | <Wolf01> | Yup, perfect at 60 too |
09:54 | <TrueBrain> | okay, so at least I now know for sure where the problem comes from |
09:54 | <TrueBrain> | and that it has nothing to do with vsync :D |
09:55 | <TrueBrain> | not sure I like the solution, as really understanding it ... I do not |
09:55 | <Wolf01> | 30 is really noticeable that is slower, but no artifacts |
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09:55 | <TrueBrain> | yeah .. 30 is a bit too low for the commoner :) |
09:55 | <TrueBrain> | cool, tnx Wolf01 |
09:55 | <TrueBrain> | hopefully this also fixes what LordAro was seeing |
09:55 | <Wolf01> | :) |
09:56 | <TrueBrain> | but yeah, enjoying silky smooth movement is a joy to play with :) |
09:56 | <Wolf01> | Yeah |
09:58 | <TrueBrain> | just ... DO NOT PRESS FAST FORWARD :P |
10:00 | <TrueBrain> | planes always look slightly better |
10:00 | <TrueBrain> | not good |
10:00 | <TrueBrain> | but better |
10:00 | <TrueBrain> | (fast planes, that is) |
10:01 | <TrueBrain> | their movement is still a bit jumpy, but that is because of pixels |
10:11 | <LordAro> | TrueBrain: yeah, much better :) |
10:11 | <supermop_Home> | here is a dumb question that i am sure is basic CS knowledge … can i take my 0-255 random number and instead make it two 0-16 random numbers? |
10:12 | <supermop_Home> | 0-15 |
10:12 | <supermop_Home> | sorry |
10:12 | <LordAro> | rand() % 16 |
10:12 | <TrueBrain> | LordAro: awesmoe! |
10:12 | <LordAro> | oh, 2 numbers |
10:12 | <TrueBrain> | a = rand(); b1 = a >> 4; b2 = a % 0xF; |
10:12 | <TrueBrain> | I guess? :) |
10:13 | <TrueBrain> | euh, % = & |
10:13 | <TrueBrain> | oops |
10:13 | <supermop_Home> | like one switch tht picks what cars are on trailer, and one that picks what colors to recolor the cars |
10:13 | <LordAro> | what TB said |
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10:16 | <FLHerne> | Doesn't nml have a builtin for that? |
10:16 | <supermop_Home> | does it? |
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10:16 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8726: Change: [Win32] don't use clipping, but draw whole screen every frame https://git.io/JtQeL |
10:16 | <TrueBrain> | Wolf01: one more time, I am sorry, but would you mind testing ^^ too? |
10:17 | <FLHerne> | getbits(value, first, amount) <- basically maps to what TrueBrain wrote |
10:17 | <FLHerne> | i.e. you'd do getbits(value, 0, 4) and getbits(value, 4, 4) |
10:17 | <TrueBrain> | it contains only the part about the win32 that is acting up, hopefully that fixes enough to already make it playable; but I would like to know if my other code fixes any more problems :) |
10:17 | <FLHerne> | Whether you think that's more readable or not is pretty arbitrary |
10:21 | <supermop_Home> | FLHerne do i need to write somewhere else that the bits im trying to get are random? |
10:24 | <FLHerne> | supermop_Home: ^ assuming that `value` is the random number you got somewhere, getbits() just takes some bits from it |
10:24 | <FLHerne> | So, yes |
10:27 | <supermop_Home> | like this? https://pastebin.com/Z2CRFX7g |
10:32 | <Wolf01> | TrueBrain: as soon as I learn how to test pull requests, yeah :P |
10:32 | <TrueBrain> | just in my fork, get the right branch :) |
10:32 | <TrueBrain> | win32-clip-region |
10:32 | <Wolf01> | Ok then :P |
10:33 | <FLHerne> | supermop_Home: Where does `value` come from? |
10:33 | <supermop_Home> | ….. i don't know |
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10:34 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY |
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10:35 | <supermop_Home> | in other switches i use 'extra callback info' |
10:35 | <FLHerne> | supermop_Home: |
10:35 | <Wolf01> | <TrueBrain> win32-clip-region <- is it private? I see many others but not that |
10:36 | <FLHerne> | supermop_Home: If you don't care about where the value comes from, you might as well use random_switch |
10:36 | <TrueBrain> | Wolf01: https://github.com/TrueBrain/OpenTTD/tree/win32-clip-region |
10:36 | <FLHerne> | Now that frosch fixed it, anyway :p |
10:36 | <Wolf01> | Strange, VS can't see shit :P |
10:36 | <TrueBrain> | fetch first? |
10:36 | <TrueBrain> | pull? |
10:36 | <TrueBrain> | dunno |
10:37 | <TrueBrain> | the MSVC GUI was weird as fuck |
10:37 | <Wolf01> | Yes, it's weird, a fetch on gameloop made win32-clip to appear |
10:37 | <Wolf01> | Compiling |
10:38 | <Wolf01> | Hmmm, protected void __cdecl VideoDriver::Tick(void) not resolved |
10:39 | <TrueBrain> | make sure you have no pending changes? |
10:39 | <supermop_Home> | FLHerne the only part i really care about is that the switch to pick the cargo uses a different number than the one that picks the color |
10:39 | <Wolf01> | Nothing there, is updated to 3c2fb784 |
10:40 | <supermop_Home> | so first one pick: car truck or hatchback, 2nd one pick red blue or green |
10:40 | <FLHerne> | supermop_Home: Then add `independent: my_other_switch;` to at least one of them (doc https://newgrf-specs.tt-wiki.net/wiki/NML:Random_switch) |
10:41 | <supermop_Home> | if the random value was just 1-3 i don't want only red cars, blue trucks, and green hatchbacks |
10:41 | <FLHerne> | I don't think extra_callback_info1 should work for you in road vehicles anyway... |
10:41 | <TrueBrain> | Wolf01: rebuild? |
10:41 | <supermop_Home> | FLHerne i use that for sprite stacks.. seems to work |
10:41 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/JtQJv |
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10:44 | <Wolf01> | Ok, maybe the first recompile didn't clean all |
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10:46 | <nielsm> | hmm... known-bugs.txt references a number of things regarding video drivers that might not be relevant any longer |
10:46 | <nielsm> | or even testable |
10:46 | <TrueBrain> | a good problem to have :D |
10:47 | <Wolf01> | It seem to run fine, pointer is ok too at 60fps, FFWD still go fast |
10:47 | <TrueBrain> | is the other branch better, or equal? |
10:48 | <TrueBrain> | (subjective, btw) |
10:49 | <Wolf01> | Looks equal to me, maybe some more fps drops in FFWD |
10:50 | <Wolf01> | But may be map related (more/less snow and trees) |
10:50 | <TrueBrain> | yeah, and FFWD is hard to compare, because the other branch is a bit rough still |
10:50 | <TrueBrain> | k, cool, tnx :) |
10:50 | <TrueBrain> | always good to boil stuff to their essence :D |
10:52 | <@DorpsGek> | [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL |
10:54 | <+glx> | haha I broke everything using "openttd(2++)" dir name |
10:54 | <supermop_Home> | the 2cc recolor things at the bottom of this page: |
10:54 | <supermop_Home> | https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_default_colour_translation_palettes |
10:55 | <supermop_Home> | so i just write instead of PALETTE_CC_BLUE, "palette_2cc(0, 1)" |
10:55 | <supermop_Home> | for dark blue 1cc and pale green 2cc? |
10:55 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh opened pull request #8727: Update known-bugs.txt https://git.io/JtQUC |
10:59 | <FLHerne> | supermop_Home: You should be able to write that as palette_2cc(COLOUR_DARK_BLUE, COLOUR_PALE_GREEN) |
10:59 | <TrueBrain> | gratz glx :D |
10:59 | <TrueBrain> | now fix it :P |
10:59 | <+glx> | first thing to fix: a regex |
11:00 | <FLHerne> | supermop_Home: What you wrote also works, if you really want inscrutable numbers |
11:05 | <supermop_Home> | OK |
11:05 | <+glx> | string(REGEX REPLACE "^${CMAKE_SOURCE_DIR}/regression/" "${CMAKE_BINARY_DIR}/ai/" REGRESSION_BINARY_FILE "${REGRESSION_SOURCE_FILE}") <-- for some reason it doesn't like (2++) ;) |
11:06 | <+glx> | but it's easy to fix |
11:07 | <@DorpsGek> | [OpenTTD/OpenTTD] James103 commented on pull request #8727: Update known-bugs.txt https://git.io/JtQTC |
11:15 | <supermop_Home> | FLHerne still not sure i get it: https://pastebin.com/3GkChtJr |
11:20 | <FLHerne> | supermop_Home: You should probably use TRIGGER_VEHICLE_NEW_LOAD instead of that bitmask |
11:20 | * | FLHerne keeps reading |
11:23 | <FLHerne> | I don't think line 34 works |
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11:26 | <Wolf01> | https://www.hanselman.com/blog/free-windows-10-development-virtual-machines-for-hyperv-parallels-virtualbox-and-vmware uhm... maybe I could get rid of the entire VS stuff from my machine |
11:28 | <supermop_Home> | hmm |
11:28 | <supermop_Home> | yeah idk about it |
11:29 | <FLHerne> | supermop_Home: If you use `switch_color_vehs_a()`, I think it should work with current NML |
11:29 | <FLHerne> | glx: ^ NML procedure call thing |
11:29 | <supermop_Home> | with empty ()? |
11:29 | <FLHerne> | yes |
11:30 | <supermop_Home> | keep the 0x100 or no? |
11:31 | <FLHerne> | Yes |
11:31 | <FLHerne> | I can't help feeling there should be a better way to do that |
11:31 | <+glx> | you don't change the STORE_TEMP but as you call a switch it needs () |
11:33 | <+glx> | in pre-procedure version I think it was implicit, but I made it explicit |
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11:58 | <supermop_Home> | well andy i was just going to release an update that fixes my messed up grain hoppers, with a little rally car easter egg.. and now i'm sucked into randomizing the colors of vehicles cargo on flatbeds |
11:59 | <supermop_Home> | as once there are little cars in the grf it makes no sense to not have drawn vehicles cargo sprites |
11:59 | <Timberwolf> | Heh. Road Vehicles does that. Trains I use company colour. |
11:59 | <Timberwolf> | But... have you thought about year-appropriate vehicles? :D |
12:00 | <supermop_Home> | Timberwolf no wrxs before 92 |
12:00 | <supermop_Home> | before that you only get pickup trucks and hatchbacks |
12:00 | <Timberwolf> | Road Vehicles has a nice little cheat here, it uses Minis from 1959 through to 1990. |
12:01 | <supermop_Home> | and new minis from 98 onwards? |
12:04 | <@DorpsGek> | [OpenTTD/team] 2TallTyler opened issue #142: [en_US] Translator access request https://git.io/JtQmC |
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12:06 | <@DorpsGek> | [OpenTTD/team] LordAro commented on issue #142: [en_US] Translator access request https://git.io/JtQmC |
12:06 | <TrueBrain> | you denied that, I hope? :P |
12:07 | <LordAro> | i saw no reason to :p |
12:07 | <TrueBrain> | FIND ONE! :D |
12:07 | <TrueBrain> | :D :D |
12:07 | <TrueBrain> | nah |
12:14 | <+glx> | add_custom_command is weird in quoting |
12:15 | <+glx> | from openttd(2++) it doesn't quote the path and compile fail because ( in commands |
12:16 | <+glx> | from openttd (2++) it quotes (because space) and everything works |
12:16 | <+glx> | and I still can't trigger the || thing |
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12:32 | <Timberwolf> | supermop_Home: MX-5, similar reasons (at TTD scale there's not really much difference between an NA and an ND) |
12:34 | <@DorpsGek> | [OpenTTD/OpenTTD] btzy commented on pull request #8715: Fix: Vehicle list windows did not update when this year's profit changed https://git.io/JtQ30 |
12:40 | <+glx> | TrueBrain: I think I now where the || come from https://gist.github.com/glx22/bf47f06ec1f143e72ced2375e03785ca |
12:40 | <supermop_Home> | oops left the headlights on on this sprite |
12:48 | <+glx> | ok solved the || issue |
12:53 | <supermop_Home> | getting car sprites in, plus fixing messed up hoppers would be enough things fixed that i could just about call this 1.0 |
12:53 | <supermop_Home> | but my next sequential version is 0.6.8 |
12:54 | <supermop_Home> | is it wrong that i want to release this as 0.6.9? |
13:00 | <supermop_Home> | Timberwolf nice title game |
13:07 | <Timberwolf> | Mostly hoping to inspire the people who are good at these things. |
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13:16 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 opened pull request #8728: Cmake fixes https://git.io/JtQZh |
13:19 | <Timberwolf> | The maglev line is deadlockable if you add enough trains, needs a signal removed :/ |
13:19 | <+glx> | oh and the funny part is || is supposed to trigger an error if command fails, but the command fails because cmd decided to pass || to our command |
13:20 | <+glx> | and of course it didn't trigger the error in this case |
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13:23 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E |
13:24 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8728: Cmake fixes https://git.io/JtQnX |
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13:25 | <+glx> | hmm weird compile fails for all targets while it's ok locally |
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13:25 | <+glx> | ok looks like my regexp fix is broken |
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13:30 | <FLHerne> | Did the 'fixed' version still have regexps? :p |
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13:34 | <+glx> | hmm files are copied, so regexp worked |
13:43 | <+glx> | oups <src>/regression/regression matches incorrectly in my regexp |
13:43 | <LordAro> | what if i call my OTTD checkout "regression" ? :p |
13:43 | <Wolf01> | Ha :D |
13:43 | <+glx> | yeah that's the issue |
13:44 | <+glx> | let's rewrite the regexp |
13:44 | <LordAro> | are there not path altering function in cmake? would be better to use those instead, no? |
13:53 | <supermop_Home> | well STORE_TEMP(switch_color_vehs_a(), 0x100), doesn't work |
13:54 | <supermop_Home> | nmlc says, "value to store must be an integer |
13:55 | <+glx> | hmm a call is an integer IIRC |
13:58 | <supermop_Home> | hmm |
13:58 | <+glx> | https://github.com/OpenTTD/nml/blob/2e0273fc8c44a9990f478bf470d0d7f8888c92b7/nml/expression/spritegroup_ref.py#L101-L104 |
13:58 | <+glx> | unless there's a bug a call should mark it as a procedurre |
13:59 | <FLHerne> | glx: There seems to have been a merge conflict or something? |
13:59 | <FLHerne> | glx: You added it in 38070a878c, but the current version is back to ` if value.type() != Type.INTEGER:` in storage_op.py |
14:00 | * | FLHerne looks for where that happened |
14:00 | <supermop_Home> | nmlc has a problem with line 34 here: https://pastebin.com/9hGfCDL6 |
14:01 | <@DorpsGek> | [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtQWb |
14:01 | <@DorpsGek> | - Update: Translations from eints (by translators) |
14:01 | <FLHerne> | glx: Oh, you changed how that works in "simplify code and enforce ()", so that might not be relevant |
14:07 | <FLHerne> | supermop_Home: Can you upload the full source somewhere? |
14:11 | <+michi_cc> | TrueBrain: For OpenGL under VMware you need to use "-v cocoa-opengl:software" as a command argument. In general, using OpenGL with software fallback is pointless over using the normal cocoa driver. |
14:11 | <TrueBrain> | yeah ... so someone else should validate that the driver works and if this should gain priority over others :D |
14:12 | <supermop_Home> | FLHerne forum pm? |
14:12 | <FLHerne> | I guess? |
14:12 | <FLHerne> | glx might be interested too |
14:13 | <+michi_cc> | Indeed, some OSX validation would be sweet. I'd still tend to put cocoa-opengl below cocoa priority-wise. |
14:14 | <TrueBrain> | from what I got from others, that sounds like the right thing to do |
14:14 | <TrueBrain> | michi_cc: if you have time, I would love your opinion on https://github.com/OpenTTD/OpenTTD/pull/8726 |
14:15 | <+michi_cc> | TrueBrain: Let me get a bit to eat first, but I'll look at it afterwards. |
14:15 | <TrueBrain> | sweet |
14:18 | <supermop_Home> | is there a way i can share it on my GitHub? |
14:21 | <supermop_Home> | FLHerne do you need the sprites too? |
14:22 | <FLHerne> | Shouldn't |
14:22 | <FLHerne> | (might help to see if it actually works...) |
14:22 | <supermop_Home> | ok sent forum pm |
14:27 | <FLHerne> | I don't seem to have received one |
14:28 | <FLHerne> | oh, now I have |
14:28 | <supermop_Home> | yay |
14:29 | <TrueBrain> | now also spam in info@ because of Twitch? |
14:29 | <TrueBrain> | boy ... |
14:30 | <TrueBrain> | spam spam spammmmmmm |
14:31 | <TrueBrain> | michi_cc: btw, https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:gameloop-thread works surprisingly well, and should work on all platforms .. code still needs cleaning, ofc, but it also allows to slowly move more and more stuff out of the lock, I think :D Feels a lot less dirty, doing it this way :) |
14:32 | <TrueBrain> | need to test it with some extreme games to tune it a bit :) |
14:37 | <FLHerne> | supermop_Home: I don't get your problem, but I get different problems :p |
14:38 | <supermop_Home> | :( |
14:38 | <supermop_Home> | maybe my nml is old? |
14:43 | <frosch123> | TrueBrain: why twitch? pretty sure it is because of steam |
14:44 | <supermop_Home> | FLHerne any other issues you see i should fix? |
14:45 | <supermop_Home> | what if i change the color names to the color numbers? maybe that will held |
14:45 | <supermop_Home> | help |
14:47 | <@DorpsGek> | [OpenTTD/nml] FLHerne opened pull request #192: Fix visual_effect https://git.io/JtQBb |
14:48 | <+michi_cc> | TrueBrain: #8726 seems to fix the issue and causes no noticeable performance issues. It has a wrong commit message though, it should read "Fix #6319: ..." (Yes, that issue is not open, but was never resolved :D) |
14:48 | <@DorpsGek> | [OpenTTD/nml] FLHerne updated pull request #192: Fix visual_effect https://git.io/JtQBb |
14:49 | <TrueBrain> | frosch123: because they mention Twitch and Youtube, so I guess one of the two :P |
14:49 | <+michi_cc> | Ha, was even closed by you :) |
14:49 | <FLHerne> | supermop_Home: The problems I have are ^ that bug, and that nmlc doesn't find enough bits to make the random_switches independent |
14:49 | <TrueBrain> | wait, we fix closed issues now, dammit :P |
14:49 | <FLHerne> | Which might be another bug, because there are only a couple of them... |
14:49 | <supermop_Home> | huh |
14:49 | <+michi_cc> | TrueBrain: I'll reopen it just so you can close it with a commit :P |
14:49 | <FLHerne> | If I temporarily comment out the `independent:` constraints, it compiles |
14:50 | <FLHerne> | supermop_Home: Oh, and I replaced spritegroup_w_s_c_vehs_d to ... _c on line 4174 |
14:50 | <TrueBrain> | michi_cc: I am sure DorpsGek doesn't mind either way ;) |
14:50 | <FLHerne> | Because there is no _d |
14:51 | <supermop_Home> | oops |
14:51 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8726: Change: [Win32] don't use clipping, but draw whole screen every frame https://git.io/JtQeL |
14:51 | <TrueBrain> | there, now fixes that ancient ticket :P |
14:52 | <TrueBrain> | I just hate that I do not understand why it fails :( |
14:53 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc reopened issue #6319: Cursor: mousepointer flickers when moving the mouse https://git.io/JtQRl |
14:53 | <supermop_Home> | brb |
14:54 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc approved pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQRB |
14:54 | <TrueBrain> | you really reopened it :D Ghehe :D |
14:56 | <TrueBrain> | this also mostly addresses #7006, I think |
14:57 | <TrueBrain> | as in, the reports he refer to should be fixed now. Of course any change in fps will still be noticeable, but yeah |
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15:03 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQ0L |
15:03 | <TrueBrain> | fixing bugs reported in 2014, sweet. |
15:04 | <TrueBrain> | michi_cc: anything else I can do to help get OpenGL in "Ready to review" state? |
15:04 | <+michi_cc> | Merge #8726 so I can rebase? :D |
15:05 | <TrueBrain> | stupid macOS CI |
15:05 | <TrueBrain> | taking for-ever |
15:05 | <TrueBrain> | vcpkg had a cache-miss again |
15:05 | <TrueBrain> | I can't wait till we ditch those GitHub Actions |
15:06 | <+michi_cc> | #8076 also refers to the problem, just in a "I'm completely missing the point" comment and not the issue proper. |
15:06 | <TrueBrain> | the dude tried hard to get it to work, but it feels like it is now doing everything in a single action, and none of it particularly well :( |
15:07 | <TrueBrain> | the original report is interesting .. |
15:07 | <TrueBrain> | sadly, the chances of reproducing that are next to zero :P |
15:09 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game https://git.io/JvhZm |
15:09 | <TrueBrain> | lets ask if with all the latest changes, that problem still exists |
15:12 | <TrueBrain> | 20 minutes in for macOS CI, and it is at "f" of the files to compile |
15:12 | <TrueBrain> | ugh |
15:12 | <TrueBrain> | this is like watching paint dry |
15:13 | <+michi_cc> | andythenorth: Is https://github.com/OpenTTD/OpenTTD/issues/8038 still an issue or was that fixed during the course of the cocoa video driver refactor? |
15:14 | <TrueBrain> | the lovely toolbar issue :P |
15:14 | <TrueBrain> | that looked odd as fuck :P |
15:15 | <+michi_cc> | It might have been fixed by my change of the used cursor tracking API. |
15:16 | <TrueBrain> | I did not hear andythenorth complain about it lately .. and he normally always mentions it at least when testing macOS builds :P |
15:16 | <TrueBrain> | :D |
15:16 | <andythenorth> | I think you imagine that |
15:16 | <andythenorth> | I never play full screen :P |
15:17 | <TrueBrain> | it feels like the macOS runners in the GitHub farm are slow lately |
15:17 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth commented on issue #8038: Fullscreen mode in MacOSX is almost unusable https://git.io/Jv1n7 |
15:17 | <@DorpsGek> | [OpenTTD/OpenTTD] andythenorth closed issue #8038: Fullscreen mode in MacOSX is almost unusable https://git.io/Jv1n7 |
15:18 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain merged pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQeL |
15:18 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain closed issue #6319: Cursor: mousepointer flickers when moving the mouse https://git.io/JtQRl |
15:18 | <TrueBrain> | there you go michi_cc :) |
15:20 | <supermop_Home> | ok |
15:23 | <@DorpsGek> | [OpenTTD/nml] frosch123 updated pull request #173: Fix: Access to persistent storage of towns https://git.io/JIYfQ |
15:25 | <frosch123> | ah, forgot black again |
15:25 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8019: AppImage support https://git.io/Jv0hG |
15:25 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain closed issue #8019: AppImage support https://git.io/Jv0hG |
15:26 | <TrueBrain> | again?! :P |
15:26 | <TrueBrain> | I never do that |
15:26 | <TrueBrain> | nevah!!!! :D |
15:27 | <andythenorth> | \o/ |
15:31 | <@DorpsGek> | [OpenTTD/nml] frosch123 updated pull request #173: Fix: Access to persistent storage of towns https://git.io/JIYfQ |
15:31 | <frosch123> | FLHerne: i think you need to rebase 192 first. it also contains your previous PR |
15:33 | <frosch123> | TrueBrain: it's probably a problem of old people |
15:33 | <TrueBrain> | Ugh ... getting old sucks |
15:35 | <Timberwolf> | You get wild eyebrows though, which is not to be underestimated. |
15:36 | <supermop_Home> | FLHerne i still get that error about line 4162 even if i comment out the 'independent' parts of the switches |
15:36 | <andythenorth> | Timberwolf you got any standard values for cargo aging, different vehicle types? |
15:36 | * | andythenorth curious what other grfs are doing |
15:37 | <Timberwolf> | Er... let me check my spreadsheet. |
15:37 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B |
15:38 | <+michi_cc> | Let me add a comment on what the latest state is and what specifically needs some testing. |
15:39 | <Timberwolf> | 205 for express services, 222 for long distance express, 165 for suburban, 120 for tubes (and 185 as standard) |
15:39 | <andythenorth> | thanks |
15:39 | <Timberwolf> | Preservation railways start at 74 (!) but increase to 5*185 if the loco is old enough. That's balanced by max speed of 25mph though. |
15:39 | * | andythenorth was wondering about standardising between grfs, was suggested in forum |
15:40 | <andythenorth> | it's a flawed mechanic, because of wildly differing map sizes, but eh |
15:40 | <andythenorth> | I have 35 for metro, 56 for high-capacity pax, and 185 for everything else |
15:40 | <Timberwolf> | In terms of anything I've done, I'd suggest "find the values which actually work, let Timberwolf know so he can fix his broken set" |
15:41 | <andythenorth> | there are no correct values :P |
15:41 | <andythenorth> | it depends on map size, and preferred play style :P |
15:41 | <andythenorth> | very 'oof' |
15:42 | <Timberwolf> | I've been pleasantly surprised by how well most of my gameplay mechanics work - I've tweaked things a bit as a result of playing, but every so often I get an, "oh, that actually worked out rather well" |
15:42 | <andythenorth> | good :) |
15:42 | <andythenorth> | most things I add, I expect to delete a few years later :P |
15:43 | <Timberwolf> | Well, I'm only 6 months in on the trains :) |
15:43 | <andythenorth> | time yet |
15:43 | <supermop_Home> | hmm changing all the color names to their numbers also does not work |
15:46 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtQzN |
15:46 | <+michi_cc> | Calling everybody with an AMD GPU to test point 2 from my last comment on the OpenGL PR. |
15:47 | <+michi_cc> | Otherwise, I'd declare it to not be a draft anymore. |
15:47 | <TrueBrain> | W00p |
15:50 | <TrueBrain> | michi_cc: did you fix the MSYS error btw? |
15:50 | <+michi_cc> | Yes, I think so :) |
15:50 | <TrueBrain> | sweet |
15:51 | <supermop_Home> | FLHerne my nml was too old |
15:51 | <supermop_Home> | sorry |
15:51 | <supermop_Home> | compiled now with independent bits commented out |
15:54 | <TrueBrain> | michi_cc: the only thing that comes to mind when reviewing, is that we might want to split cocoa and win32 in different files too |
15:54 | <TrueBrain> | like 1 class per file approach |
15:54 | <TrueBrain> | but .. nothing that cannot be done later too |
15:55 | <+michi_cc> | Maintainer pushes are allowed :D |
15:55 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtQgx |
15:55 | <TrueBrain> | I might some day |
15:56 | <TrueBrain> | up to you if you want to wait for feedback from AMD GPU users :) |
15:56 | <+michi_cc> | Eddi|zuHause: Didn't you have an AMD video card or did I misremember that? |
15:56 | <Eddi|zuHause> | correct |
15:57 | <+michi_cc> | I'd love if you could test my second point in the comment https://github.com/OpenTTD/OpenTTD/pull/7744#issuecomment-783663645 |
15:57 | <+michi_cc> | milek7_: You, too, if you have time. |
15:58 | <Eddi|zuHause> | i tested that before, yes |
15:58 | <+michi_cc> | The GL_CLIENT_STORAGE_BIT is new if you uncomment the #define. It might or might not improve performance. |
16:02 | <Eddi|zuHause> | try poking me tomorrow |
16:03 | <Eddi|zuHause> | then i can probably test it |
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16:13 | <+michi_cc> | TrueBrain: If I merge that now I'm hiding for the rest of the week :D GPU drivers are broken enough that the crash chance for at least somebody is 1000%. |
16:13 | <+michi_cc> | TrueBrain: Re-enabling persistent mapping on AMD is easy enough as an extra commit. |
16:15 | <TrueBrain> | It has to happen some day... :p |
16:15 | <TrueBrain> | And nobody tests nighties :D |
16:16 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc merged pull request #7744: Feature: OpenGL video driver https://git.io/JeO8B |
16:16 | <+michi_cc> | TrueBrain made me :) |
16:16 | <TrueBrain> | Hahaha |
16:16 | <TrueBrain> | Gratz!! |
16:17 | <nielsm> | guess I'll have to do some rebasing of the win9x cleansing now |
16:17 | <LordAro> | :o |
16:17 | <frosch123> | nielsm: adding support for minigl? |
16:19 | <milek7_> | michi_cc: I'm not sure what you want me to test? |
16:19 | <milek7_> | as you noted I tested GL_CLIENT_STORAGE_BIT previously, did you change anything that could influence the result? |
16:20 | <+michi_cc> | I would like a confirmation of that just in case some other unrelated change had some unintended consequences. |
16:20 | <milek7_> | ok, will check later |
16:22 | <+michi_cc> | There's a "#define GL_MAP_PERSISTENT_AMD" at the top of src/video/opengl.cpp. If you remove the comment signs, it should use persistent buffer mapping even on AMD. I'm interesting if a) performance in okay and b) if there's any advantage over not using persistent mapping. |
16:26 | <nielsm> | smoke test for sdl2-opengl on intel gpu on fedora 33 gnome is fine at least.. |
16:26 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8728: Cmake fixes https://git.io/JtQZh |
16:27 | <+glx> | redone without regexp |
16:27 | <LordAro> | :) |
16:27 | <LordAro> | now you have 98 problems! |
16:32 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY |
16:32 | <nielsm> | okay just one merge conflict that needed fixing |
16:34 | <supermop_Home> | ok now to test these sprites i just need to get a whole vehicle chain going in steeltown |
16:35 | <andythenorth> | lol |
16:35 | <andythenorth> | oof |
16:35 | <andythenorth> | there should be a savegame :P |
16:36 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY |
16:36 | <andythenorth> | supermop_Home DMed you |
16:36 | <andythenorth> | dunno if it will work |
16:37 | <andythenorth> | local openttd build, probably refuses to load in your client |
16:39 | <@DorpsGek> | [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL |
16:41 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt |
16:41 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain closed issue #7006: Hardware mouse cursor https://git.io/fhqLt |
16:44 | <TrueBrain> | always takes a bit of time to type out my thought-process :D |
16:46 | <TrueBrain> | saying "no" takes more time than saying yes :P |
16:47 | <TrueBrain> | glx: if you fix my comment, we can merge your PR :) |
16:51 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc opened pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQoJ |
16:51 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQok |
16:54 | <frosch123> | meh, opengl does not work for me :/ |
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16:54 | <LordAro> | file a bug! |
16:54 | <frosch123> | all glgetstring return nulltpr |
16:54 | <+michi_cc> | TrueBrain: Do you want to create the biggest shitstorm ever? https://github.com/michicc/OpenTTD/tree/upscale :D |
16:54 | <frosch123> | internet says that happens when not properly initialised |
16:55 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQoR |
16:55 | <TrueBrain> | michi_cc: lolz :D Let me look at what you did ... |
16:55 | <TrueBrain> | and michi_cc , we have the first 1000% chance user ;) |
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16:56 | <LordAro> | opengl working here with msys (and 980Ti) |
16:56 | <+michi_cc> | frosch123: SDL is supposed to do that for us. |
16:57 | <TrueBrain> | michi_cc: why would that branch give a shitstorm? :) |
16:58 | <+michi_cc> | "Change", and one that doesn't even look that much better. |
16:58 | <TrueBrain> | besides it appears to be doing nothing currently .. "smooth" is added as parameter, but no callers give it :P |
16:58 | <supermop_Home> | andythenorth ideas for a grf name? |
16:58 | <andythenorth> | supermop_Home 'grf.grf' |
16:58 | <+michi_cc> | TrueBrain: Oops, looks like I didn't commit/push the remaining changes :) |
16:58 | <frosch123> | supermop_Home: 4 letters |
16:59 | <TrueBrain> | michi_cc: :D |
16:59 | <andythenorth> | oh livestream lolz |
16:59 | <andythenorth> | graph.grf |
16:59 | <andythenorth> | or gruph.grf |
16:59 | <andythenorth> | we need to call them gruphs now |
16:59 | <andythenorth> | frosch123 have you seen rocket gronk btw? |
16:59 | <+michi_cc> | TrueBrain: It should be obvious what to change to see the effect, though. |
16:59 | <TrueBrain> | it is :) |
16:59 | <supermop_Home> | griff |
17:00 | <frosch123> | another place suggested to make the sdlcontext current, i inserted a SDL_GL_MakeCurrent, which succeeds without error, but still no version numbers |
17:02 | <+glx> | # For MSVC CMake runs this script from a batch file using || to detect errors, |
17:02 | <+glx> | # depending on source path it may quote args, and cause cmd to not understand || |
17:02 | <+glx> | # and pass it as argument to ourself. |
17:02 | <+glx> | TrueBrain: ^^ enough ? |
17:03 | <TrueBrain> | very much so yes |
17:03 | <TrueBrain> | a lovely facepalm for future-us :D |
17:03 | <frosch123> | andythenorth: yes, we should play it as closing scene to the next livestream |
17:04 | <frosch123> | andythenorth: music though :/ |
17:04 | <andythenorth> | oh yes, copyright problems |
17:04 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8728: Cmake fixes https://git.io/JtQZh |
17:04 | <+glx> | anyway cmake and quoting is kind of silly |
17:05 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8728: Cmake fixes https://git.io/JtQKR |
17:05 | <+glx> | "-DINCLUDES_SOURCE_FILE=D:/developpement/GitHub/glx22/OpenTTD - cmake error/src/script/api/script_includes.hpp.in" <-- seriously, who would quote like that ? |
17:06 | <+glx> | but I can understand why add_custom_command does it that way |
17:07 | <TrueBrain> | okay, OpenTTD in browser is now a lot more enjoyable to play on a higher framerate .. that is nice |
17:07 | <TrueBrain> | frosch123: what distro (and version) are you on? |
17:08 | <frosch123> | debian stable |
17:08 | <TrueBrain> | remind me what name stable carries? |
17:08 | <frosch123> | x11 backend, no wayland |
17:08 | <frosch123> | that's what i wanted to avoid to look up :p |
17:09 | <TrueBrain> | lsb_release -c |
17:09 | <TrueBrain> | :) |
17:09 | <frosch123> | buster |
17:09 | <TrueBrain> | or -a, and pick the right line |
17:09 | <LordAro> | buster |
17:09 | <TrueBrain> | tnx |
17:09 | <TrueBrain> | LibSDL 2.0.9 .. a bit old, but not that old |
17:09 | <TrueBrain> | thought, it might be related, but seems unlikely |
17:10 | <+michi_cc> | Some mesa or whatever component that is not installed by default? |
17:10 | <frosch123> | well, factorio works :p |
17:10 | <frosch123> | https://dpaste.org/0gSA <- glxinfo is also pretty happy |
17:10 | <+glx> | yeah a free hl |
17:11 | <+glx> | I love opengl discussions |
17:11 | <+michi_cc> | At least OTTD will fall back to non-gl video drivers. |
17:11 | <LordAro> | lol |
17:11 | <frosch123> | yes, i can confirm that works :) |
17:11 | <milek7_> | oh no, nvidia driver |
17:11 | <frosch123> | yep, non-free :p |
17:12 | <frosch123> | i bought that card for factorio only |
17:12 | <TrueBrain> | frosch123: if you use SDL_GL_GetProcAddress("glGetString") to get the proc |
17:12 | <TrueBrain> | does that change anything? |
17:15 | <FLHerne> | frosch123: I did rebase it, that's what the second push was |
17:15 | <FLHerne> | Github seems unhappy |
17:16 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQ60 |
17:16 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc approved pull request #8727: Update known-bugs.txt https://git.io/JtQ6E |
17:16 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc merged pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQoJ |
17:17 | <milek7_> | michi_cc: why it does request compat-profile by default? |
17:17 | <FLHerne> | Oh, I know what happened |
17:17 | <+michi_cc> | It does not on Win32 and OSX. For SDL, ask SDL :) |
17:17 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 closed issue #8687: CMake include error when building new project. https://git.io/JtM7E |
17:17 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 merged pull request #8728: Cmake fixes https://git.io/JtQZh |
17:18 | <@DorpsGek> | [OpenTTD/nml] FLHerne updated pull request #192: Fix visual_effect https://git.io/JtQBb |
17:18 | <frosch123> | TrueBrain: yay, that does work |
17:18 | <frosch123> | ugly function pointer casts though :) |
17:18 | <TrueBrain> | michi_cc: seems you need to wrap glGetString the same as glGetStringi :) |
17:19 | <TrueBrain> | SDL uses it to dynamically load gl extensions, it seems |
17:19 | <+michi_cc> | If glGetString needs to be wrapped, I would expect everything needs to be wrapped, as that is OGL 1.0 or so. |
17:20 | <TrueBrain> | https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_video.c#L237 <- lol @ hardcoded vendor names :) |
17:23 | <+michi_cc> | frosch123: Does it display something then? It would feel really strange if only that singular call needs to be dynamically loaded. |
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17:24 | <frosch123> | i have to replace all getstring first |
17:25 | <frosch123> | when i only faked the version, it failed on no-textures next |
17:26 | <frosch123> | but that's something for tomorrow to try |
17:27 | <+michi_cc> | Modern Linux OpenGL should use a central dispatch table that all calls (no matter if linked dynamically or statically) go through. The non-free NVidia driver might bypass that table somehow. |
17:28 | <+michi_cc> | And yes, technically we could dynamically load all functions, its just annoying to code :) |
17:28 | <frosch123> | glGetIntegerv would be next :p |
17:28 | <TrueBrain> | SDL does it in their codebase, it is absolutely annoying to read :P |
17:28 | <TrueBrain> | but SDL loads everything dynamic, so for them it makes sense I guess :) |
17:29 | <TrueBrain> | I can try and see what the non-free nvidia driver does for me tomorrow |
17:29 | <TrueBrain> | might give one more datapoint :) |
17:29 | <frosch123> | hmm, can i ld-preload something? |
17:30 | <frosch123> | oh great, openttd links libwayland-egl |
17:30 | <frosch123> | now i am confused |
17:30 | <milek7_> | do you have libglvnd installed? |
17:32 | <milek7_> | >its just annoying to code :) |
17:32 | <milek7_> | I think using autogenerated loaders is nice |
17:32 | <milek7_> | https://github.com/Dav1dde/glad |
17:32 | <TrueBrain> | Hmm, I should check the linux-generic build tomorrow, see if that has blown up |
17:33 | <frosch123> | i have a pkgconfig file for libglvnd, but can't find the lib |
17:36 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 updated pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/Jt959 |
17:37 | <frosch123> | yay, LD_PRELOAD worked :p |
17:37 | <frosch123> | now i see stuff |
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17:40 | <TrueBrain> | W00p |
17:40 | <frosch123> | in my testcase non-opengl is at 7ms for video output, opengl is at 0.06ms |
17:41 | <frosch123> | which results in 3x the simulation rate |
17:41 | <TrueBrain> | Ain't that something :D |
17:41 | <frosch123> | i wanted to buy a new cpu thoug |
17:41 | <TrueBrain> | So how many game months go by per second? |
17:41 | <+glx> | compiling current master (debug build as always) |
17:41 | <frosch123> | i never had a mainboard so old (11 years), i am scared it blows up somewhen |
17:42 | <TrueBrain> | Haha, that is old |
17:42 | <TrueBrain> | Impressive |
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17:42 | <+glx> | and pressed start |
17:42 | <+glx> | let's see |
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17:44 | <+michi_cc> | Okay, GL is officially annoying. OSX defines PFNGLGETSTRINGPROC, Windows does not. Debian Buster doesn't either, but who knows what other Linuxes/Unixes do. |
17:45 | <TrueBrain> | Revert? :D |
17:46 | <+glx> | wow FFWD in debug build exists |
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17:46 | <TrueBrain> | I have not tried Release yet ... |
17:47 | <+glx> | I get above 20x |
17:48 | <TrueBrain> | Happy days :) |
17:48 | <+glx> | well mouse is still laggy with modal windows |
17:48 | <TrueBrain> | Yeah .. I have plans for that :D |
17:49 | <TrueBrain> | As that is solvable now :) |
17:49 | <+glx> | ah yes drawing is independant of input now |
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17:50 | <TrueBrain> | Right, time to zzzzzz .. dream of sweet smooth mouse movement :) |
17:52 | <@DorpsGek> | [OpenTTD/nml] frosch123 approved pull request #192: Fix visual_effect https://git.io/JtQXt |
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17:53 | <@DorpsGek> | [OpenTTD/nml] FLHerne merged pull request #192: Fix visual_effect https://git.io/JtQBb |
18:01 | <milek7_> | michi_cc: tbh, I feel trying to support opengl <2.0 is.. unreasonable ;P |
18:02 | <+michi_cc> | It does not support OpenGL < 2.0. What it does support is the equivalent of OpenGL 3.2 build up from the needed extensions. |
18:03 | <+michi_cc> | We only need a select few parts of 3.2. |
18:03 | <milek7_> | yeah but it tries to use extensions all the way down to 1.3 |
18:03 | <milek7_> | like, selecting between glActiveTexture vs glActiveTextureARB |
18:04 | <LordAro> | mm, 5000fps on release mode |
18:04 | <+michi_cc> | On Windows, anything above 1.1 has to be dynamically linked anyway, so that if doesn't hurt. |
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18:04 | <LordAro> | not even an empty map |
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18:25 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8727: Update known-bugs.txt https://git.io/JtQMQ |
18:25 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro merged pull request #8727: Update known-bugs.txt https://git.io/JtQUC |
18:26 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc opened pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/JtQDe |
18:26 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8720: Remove remaining Windows 95 support https://git.io/JtQDv |
18:27 | <+michi_cc> | Will Linux fail? Probably yes. |
18:30 | <@DorpsGek> | [OpenTTD/OpenTTD] LordAro approved pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQDc |
18:40 | <milek7_> | michi_cc: alternatively: https://github.com/Milek7/OpenTTD/commit/127aaa94f3f2300a6b286977c9b123bf8f8f5043 |
18:46 | <@DorpsGek> | [OpenTTD/OpenTTD] stormcone opened issue #8731: OpenGL font rendering https://git.io/JtQyz |
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18:49 | <milek7_> | (as system ogl headers are not used at all, I removed cmake opengl searching and linking) |
18:49 | <milek7_> | (and for win32 it also needs your win32_v.cpp patch) |
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18:59 | <@DorpsGek> | [OpenTTD/OpenTTD] Milek7 commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/JtQSw |
19:02 | <milek7_> | and now persistent mapping makes practically no difference |
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19:44 | <hotgirl55> | hello? |
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20:37 | <FLHerne> | hotgirl55: Hi |
20:37 | <FLHerne> | (this channel is usually a bit quiet during EU nighttime) |
20:38 | <FLHerne> | supermop_Home: I looked at it a bit more, the probabilities in switch_color_vehs_a are just too complicated for the number of random bits available |
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20:39 | <FLHerne> | If you make them all `1` (i.e. equal probabilities) it works |
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20:42 | <FLHerne> | As it is, the chances are n/41, so NML needs 6 random bits, and the other one needs 4, while there are only 8 available |
20:42 | <FLHerne> | Making it even is a straight 1/16 chance, so it only takes 4 bits and is possible to implement |
20:45 | * | FLHerne sleeps |
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21:42 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on issue #8686: Unable to change townnames in Scenario editor after pr8566 https://git.io/JtMyZ |
21:54 | <supermop_Home> | FLHerne thanks! |
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23:46 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler opened pull request #8732: Change: Improve graph period markings https://git.io/JtQjQ |
--- | Log | closed Tue Feb 23 00:00:51 2021 |