--- | Log | opened Tue Feb 23 00:00:51 2021 |
00:11 | <@DorpsGek> | [OpenTTD/OpenTTD] perezdidac opened pull request #8733: Feature: Build train locomotive filter https://git.io/Jt7eH |
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02:03 | <@DorpsGek> | [OpenTTD/OpenTTD] EratoNysiad commented on issue #8686: Unable to change townnames in Scenario editor after pr8566 https://git.io/JtMyZ |
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04:46 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7sg |
05:25 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh merged pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY |
05:34 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge 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/Jt7nA |
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07:30 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt70C |
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07:41 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7EZ |
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07:48 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7EA |
07:48 | <TrueBrain> | I like these small steps to change the GUIs :) |
07:49 | <TrueBrain> | means we can focus on a few small things, instead on EVERYTHING :D |
07:53 | <andythenorth> | big UI change usually fails IMHO |
07:53 | <andythenorth> | so +1 |
08:04 | <TrueBrain> | michi_cc: https://github.com/OpenTTD/OpenTTD/issues/8731 <- any clue why 40bpp-anim is not selected? (totally unrelated to the report, but it stood out) |
08:05 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7zt |
08:07 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/Jt7zn |
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08:15 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8732: Change: Improve graph period markings https://git.io/JtQjQ |
08:19 | <TrueBrain> | frosch123: assuming you read your backlog, ^^, is that the way to do it with language files? :) |
08:19 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7g3 |
08:20 | <@DorpsGek> | [OpenTTD/OpenTTD] ldpl commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7gn |
08:21 | <TrueBrain> | what I kinda miss with GitHub, is a place to work on bigger things, like this UI stuff |
08:21 | <TrueBrain> | all these changes are iterations of each other |
08:21 | <_dp_> | ui scaling makes these graphs noticeable worse :( |
08:21 | <TrueBrain> | now the conversation continues in an PR, which is nice |
08:21 | <TrueBrain> | but not the place .. but we don't have another place |
08:21 | <TrueBrain> | creating a branch or fork alone is not enough |
08:21 | <TrueBrain> | as it is just a continues conversation, basically |
08:22 | <TrueBrain> | not sure if there is a solution .. just something I have noticed more often lately |
08:22 | <TrueBrain> | guess it is mostly because I am a huge fan of small iterations :D |
08:22 | <TrueBrain> | _dp_: I can imagine that breaking these graphs, yes :P |
08:23 | <TrueBrain> | hmm, I guess if you could push new commits to an existing PR that you can merge again too, or something .. but I guess that would be rather messy .. hmm |
08:23 | <_dp_> | btw, I'm fine with that pr even the way it is |
08:24 | <_dp_> | it's definitely an improvement either way |
08:24 | <TrueBrain> | yeah, I got that. Yours is a nice addition on top of that |
08:24 | <TrueBrain> | I am just a bit annoyed GitHub doesn't really allow that workflow :) |
08:24 | <TrueBrain> | I want to merge the current work, while you continue the conversation to further improve it, basically |
08:25 | <_dp_> | yeah, that's fine |
08:26 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7gS |
08:26 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7gH |
08:26 | <TrueBrain> | _dp_: well, I am just annoyed GitHub basically tells us: fuck you, that won't happen :P |
08:27 | <TrueBrain> | I just noticed the dots in that graph are VERY oddly placed |
08:27 | <TrueBrain> | I have no clue if the dot is the start of the quarter |
08:27 | <TrueBrain> | the end |
08:27 | <TrueBrain> | the average |
08:27 | <TrueBrain> | the maxt |
08:27 | <TrueBrain> | the min |
08:27 | <TrueBrain> | it sits somewhere in the middle of the grid, for no clear reason |
08:27 | <_dp_> | btw, I'm starting to think that it would be better to make bg under labels black as well |
08:27 | <_dp_> | dot is the whole quarter so it's in the middle |
08:28 | <_dp_> | it's a quarterly chart basically, not monthly |
08:28 | <TrueBrain> | yeah, but measured at some point |
08:28 | <TrueBrain> | now it feels like it is measured half-way through the quarter |
08:28 | <TrueBrain> | if you get what I mean :) |
08:28 | <TrueBrain> | highcharts does this better :P |
08:28 | <_dp_> | well, highcharts one is monthly |
08:29 | <LordAro> | michi_cc: https://pasteboard.co/JPGOjq6.png i hate that i love this |
08:29 | <TrueBrain> | well, honestly, it shouldn't be a point |
08:29 | <TrueBrain> | LordAro: what are we looking at here? :D |
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08:29 | <LordAro> | michi_cc's upscale branch |
08:29 | <_dp_> | TrueBrain, you'd have to rename it to C1-C4 or smth to do like highcharts |
08:29 | <LordAro> | (with a couple of tweaks to make it compile) |
08:30 | <_dp_> | it's quarterly income/profit, it's not rly measured at any point |
08:30 | <TrueBrain> | LordAro: now the question, is it an improvement without :) |
08:30 | <TrueBrain> | _dp_: exactly why the dots are the problem for me :D |
08:30 | <@peter1138> | urgh 1) lime pickle, hot burning lips 2) doing an interactive rebase and finding some obsolete code hidden in it |
08:30 | <TrueBrain> | it is not their location, but the fact it is a dot :P |
08:31 | <LordAro> | i think it might be fun to have as an option, but definitely not default |
08:31 | <TrueBrain> | LordAro: well, I do like how it looks :) |
08:31 | <@peter1138> | LordAro, I did upscaling like that once, this looks a bit tidier though. |
08:32 | <_dp_> | TrueBrain, idk, imo having a dot makes no difference |
08:32 | <TrueBrain> | _dp_: the problem is with you centering the label, it becomes more fuzzy to me :) |
08:32 | <@peter1138> | https://fuzzle.org/~petern/ottd/ez9.png Still ther |
08:32 | <TrueBrain> | but as I said .. it just highlights that the dot is the weird thing |
08:33 | <LordAro> | peter1138: noice |
08:33 | <TrueBrain> | peter1138: looks cartoonish :) |
08:33 | <TrueBrain> | or aqua-paint |
08:33 | <LordAro> | cell-shaded OTTD when? |
08:34 | <@peter1138> | Hmm, that was from November. 20. 11. |
08:34 | <TrueBrain> | _dp_: some more looking at it .. I even wonder why it only makes a dot every 3 months, and why not just every month :P |
08:34 | <@peter1138> | It's good job nobody got paid for working on OpenTTD because, uh, nobody would get paid... |
08:35 | <_dp_> | TrueBrain, more noise |
08:35 | <_dp_> | unless you want moving average |
08:35 | <TrueBrain> | the more I look at it, the more I release why I never open these graphs |
08:35 | <_dp_> | well, not avg I guess but overlapping periods |
08:35 | <TrueBrain> | they are just freakinglish weird |
08:36 | <_dp_> | or actually avg because quartely income makes even less sense when displayed monthly xD |
08:36 | <TrueBrain> | just monthly income |
08:36 | <TrueBrain> | instead of quarterly is what I meant, ofc ;) |
08:36 | <FLHerne> | peter1138: You're back! |
08:36 | <_dp_> | monthly is just too much noise to be useful |
08:36 | <TrueBrain> | I don't see how it would be more or less noise than quarterly |
08:36 | <FLHerne> | peter1138: I apologise for being inconsiderate and bloody annoying :-( |
08:37 | <_dp_> | TrueBrain, monthly jumps average a bit over the quarter, no ? |
08:37 | <TrueBrain> | sorry, I don't understand what you wrote there :( |
08:38 | <_2TallTyler> | An OpenTTD month is so short I imagine it would be quite jumpy, yes. It's already all over the place quarterly if you have long-distance train routes or ships. |
08:38 | <TrueBrain> | that is a valid point |
08:38 | <_2TallTyler> | I suspect there's a reason it's quarterly |
08:39 | <TrueBrain> | be careful with suspicions there :P |
08:39 | <TrueBrain> | :D |
08:39 | <TrueBrain> | but okay, I should just stop looking at that graph, and it annoys me more every minute :D |
08:39 | <TrueBrain> | https://www.bea.gov/system/files/gdp1q20_3rd-chart-01.png |
08:39 | <TrueBrain> | such graphs are more what I would expect |
08:40 | <TrueBrain> | or, if you want more information density: https://i.insider.com/54457adc6bb3f7c33ca2a6aa |
08:41 | <_2TallTyler> | Bar graphs would definitely be a separate PR :P |
08:41 | <TrueBrain> | owh, for sure |
08:41 | <TrueBrain> | we already agreed your current work is just fine :) |
08:41 | <TrueBrain> | the next addition, now that is the question :D |
08:41 | <_2TallTyler> | Isn't part of the point of these graphs to compare your company's performance with that of other players? Bar graphs wouldn't work with that. |
08:41 | <_dp_> | bar charts would be an interesting change indeed |
08:41 | <_dp_> | not so much for the percent increase though imo :p |
08:42 | <TrueBrain> | no, not the percentage :) |
08:42 | <TrueBrain> | _2TallTyler: I guess .. |
08:42 | <TrueBrain> | it is just weird, to have a box of "3 months" and put a single dot somewhere in there to indicate: that month |
08:42 | <TrueBrain> | that, in my head, only works if you call it Q1 .. Q4 |
08:43 | <TrueBrain> | but I agree with your reasoning there, people have different opinions throughout the world what Q1 .. Q4 means :D |
08:43 | <_2TallTyler> | I mean, comparing company performance is mostly useless beyond bragging rights, but when I play with my younger brothers (teenagers) they love to rag on me whenever they manage to get a quarter higher than mine. |
08:43 | <TrueBrain> | s/that month/that quarter/ |
08:44 | <_dp_> | not that line chart works perfectly for comparing either... |
08:44 | * | _dp_ had some "let's disable dP transport so we can see other companies" moments |
08:44 | <TrueBrain> | haha, non-linear scales coming when? :D |
08:45 | <_dp_> | idk, I kinda gave up on improving ingame charts too much :p |
08:45 | <TrueBrain> | anyway, centered years, absolutely an improvement for me :) |
08:45 | <_dp_> | just make them look ok and move on |
08:45 | <TrueBrain> | "acceptance", yes :) |
08:46 | <TrueBrain> | browser plugin and run highcharts, you say? :D |
08:46 | <_dp_> | yep :p |
08:46 | <_dp_> | http://dpointer.org/data/ttd/stats27/ |
08:47 | <_2TallTyler> | _dp_ How did you get centered years? Just put the year in the July string instead of Jan? |
08:48 | <_dp_> | _2TallTyler, yep, but it would be better to draw year separately |
08:48 | <_dp_> | to fix clipping bug |
08:51 | <_dp_> | there is a diff in my comment btw |
08:51 | <_2TallTyler> | What settings did you use to get clipping? I can't reproduce it. |
08:52 | <_dp_> | well, I just changed my ui size to double from quad but I have it all custom |
08:52 | <_dp_> | try making window smaller |
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08:53 | <_dp_> | oh, and mb up the font scaling |
08:53 | <_dp_> | https://i.imgur.com/ct2UKLH.png |
08:53 | <_dp_> | may or may not only happen with custom fonts as well |
08:54 | <_dp_> | basically, your year has to be wider than a column |
08:54 | <_2TallTyler> | Looks like an issue of text wrapping, not with reserving enough vertical space |
08:54 | <_dp_> | it wraps because it's to narrow |
08:55 | <_dp_> | and it's too narrow because for months it's correct or they'll overlap |
08:55 | <_dp_> | but year has space |
08:56 | <_2TallTyler> | It's not possible with default font. The window can't be made narrow enough. |
08:58 | <_dp_> | yeah, looking at it mb it's just my changes that did it |
08:58 | <_dp_> | I forgot to change UpdateWidgetSize |
08:58 | <_dp_> | I'll test more |
08:59 | <_dp_> | though rendering year separately makes more sense anyway |
09:01 | <_2TallTyler> | Yes, separately drawn year will be necessary with left-aligned months and center-aligned years. Still don't like centered months, sorry :) |
09:02 | <_dp_> | _2TallTyler, oh, looks like you forgot UpdateWidgetSize as well :p |
09:03 | <_dp_> | so it's actually your bug :p |
09:05 | <_2TallTyler> | Holy duplicate code, Batman |
09:09 | <_dp_> | that UpdateWidgetSize is kinda weird though in general |
09:09 | <_dp_> | it sums up all the label widgth but then draw divides them equally |
09:09 | <_2TallTyler> | I actually find the periods slightly disorienting without vertical grid lines, since the dots don't correspond to a month label. I think I will keep vertical grid lines in this PR. |
09:09 | <_dp_> | so it may only work ok-ish because of that year reserving some extra space |
09:12 | <_dp_> | ah, no, nvm, it doesn't su |
09:12 | <_dp_> | *sum |
09:30 | <supermop_Home> | yo |
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09:41 | <FLHerne> | oy |
09:43 | <@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/Jt7KS |
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09:51 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8732: Change: Improve graph period markings https://git.io/JtQjQ |
09:57 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler updated pull request #8732: Change: Improve graph period markings https://git.io/JtQjQ |
09:58 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8732: Change: Improve graph period markings https://git.io/Jt7iY |
10:01 | <Wolf01> | https://www.thedrive.com/news/39378/how-canadians-derailed-a-train-and-drove-it-to-city-hall-for-power-after-a-brutal-ice-storm wow |
10:02 | <_2TallTyler> | "According to accounts from a train forum" is such an unreliable reference :P |
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10:07 | <_dp_> | _2TallTyler, how is centered year any more problematic than a left one? especially on the left side |
10:08 | <sugarman> | every1 i have questn |
10:08 | <sugarman> | how 2 put passengr in2 boat? |
10:08 | <sugarman> | :D |
10:08 | <sugarman> | _dp_: |
10:08 | <_dp_> | also I don't think that's important at all, just having full years show is more than enough to navigate the chart imo |
10:09 | <sugarman> | plz help do i need put truck lodin bay or bus stop by? |
10:09 | <sugarman> | _dp_: |
10:10 | <sugarman> | it no working |
10:11 | <sugarman> | it says passengr but no can put bus go to bay |
10:11 | <sugarman> | dock bay |
10:11 | <sugarman> | boat |
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10:11 | <sugarman> | argh asdf |
10:14 | <Wolf01> | sugarman: try with transfer orders or enable passengers destinations |
10:15 | <sugarman> | dose that reqiure vehicle? |
10:15 | <sugarman> | or take from town without? |
10:15 | <sugarman> | Wolf01: Wolf01 |
10:16 | <sugarman> | i think i misunderstande |
10:16 | <sugarman> | do u must put bus up 2 the dock or must not need? can dock take town people no bus? |
10:17 | <sugarman> | argh game is 2 hard!!!!!!! |
10:18 | <_dp_> | coop players are sure different nowadays... |
10:20 | <sugarman> | plz i am newe gamer i play game not good |
10:20 | <sugarman> | D:<<<<<<<<<<<<< |
10:20 | <sugarman> | no hate must only love |
10:21 | <@peter1138> | When you find a performance problem, spend time fixing it, and then refactor something else which makes that all irrelevant... |
10:22 | <FLHerne> | sugarman: Your question is hard to understand |
10:22 | <sugarman> | FLHerne: sir |
10:22 | <sugarman> | when you get |
10:22 | <sugarman> | boat dock |
10:22 | <sugarman> | yes?? |
10:22 | <sugarman> | when u get boat dock, how get people in dock? |
10:22 | <sugarman> | u need road with bus? |
10:22 | <FLHerne> | sugarman: A dock can receive passengers from a town without any other transfers, if it's near enough houses |
10:22 | <FLHerne> | You don't need a road |
10:22 | <sugarman> | does road help people get? |
10:22 | <sugarman> | or no need no whatsoever |
10:22 | <sugarman> | ? |
10:23 | <sugarman> | and what if i want person to be |
10:23 | <sugarman> | moved from 1 town to another town, den i put them on a boat |
10:24 | <FLHerne> | sugarman: https://www.flherne.uk/files/ottd_catchment_dock1.png |
10:24 | <FLHerne> | sugarman: Notice that "Coverage area highlight" is "On", so some tiles have a blue outline |
10:25 | <FLHerne> | Those are the ones that the dock will collect people from |
10:25 | <sugarman> | HOW DO I RESOURCE |
10:25 | <sugarman> | then |
10:25 | <sugarman> | how put oil in a boat? |
10:26 | <sugarman> | if oil in middle of big land |
10:26 | <FLHerne> | If enough houses are in the area, it'll show "Supplies: Passengers, ..." |
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10:26 | -!- | nielsm is "Niels Martin Hansen" on #openttd |
10:26 | <sugarman> | wut about oil FLHerne |
10:26 | <sugarman> | oil is not passenger |
10:26 | <sugarman> | lolololol |
10:27 | <FLHerne> | Either build a canal, or use a truck or train and then transfer orders |
10:27 | <FLHerne> | https://wiki.openttd.org/en/Manual/Feeder%20service#how-to-set-up-a-transfer-route |
10:27 | <FLHerne> | Most things in OpenTTD work similarly for any cargo |
10:28 | <sugarman> | WOWZERS |
10:28 | <sugarman> | THANKS UR SO GOOD AT OPENTTD |
10:28 | <sugarman> | FLHerne: wanna play openttd war even though id lose?? |
10:29 | <FLHerne> | Not right now, sorry |
10:29 | <sugarman> | its okay you cant be good at everything |
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10:31 | <FLHerne> | well ok |
10:39 | <LordAro> | "LIBLZMA not found; compiling OpenTTD without LIBLZMA is strongly disencouraged" |
10:39 | <LordAro> | disencouraged |
10:41 | <FLHerne> | We have the best words |
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10:45 | -!- | Progman is "Peter Henschel" on #openttdcoop.dev #openttd |
10:46 | <TrueBrain> | Disencode :D |
10:49 | <FLHerne> | Of course, 'disenfranchise' is the correct word |
10:49 | <FLHerne> | And 'disengage' |
10:49 | <FLHerne> | English is a silly language |
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10:50 | -!- | Tirili is "realname" on #openttd |
10:51 | <TrueBrain> | Yes it is |
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11:00 | -!- | arikover is "arikover" on #openttd |
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11:06 | <@peter1138> | Disemcombobulation |
11:07 | <Wolf01> | Rise to ruins? ^ |
11:10 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh updated pull request #8716: Fix #8713: Change OTTD2FS and FS2OTTD to return string objects https://git.io/Jt9Ha |
11:18 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh updated pull request #8716: Fix #8713: Change OTTD2FS and FS2OTTD to return string objects https://git.io/Jt9Ha |
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12:10 | <@DorpsGek> | [OpenTTD/OpenTTD] glx22 commented on pull request #8716: Fix #8713: Change OTTD2FS and FS2OTTD to return string objects https://git.io/Jt77E |
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12:11 | -!- | frosch123 is "frosch" on #openttd |
12:13 | <frosch123> | if you close 1.5 eyes, then "DBaaS" looks very similar to "BaNaNaS" |
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12:20 | <supermop_Home> | bananasaas |
12:20 | <frosch123> | TrueBrain: yes, if you can fix translations with a regex, it's the right thing to do |
12:21 | <TrueBrain> | Tnx frosch123 |
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12:33 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/Jt7Fk |
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12:43 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on issue #8686: Unable to change townnames in Scenario editor after pr8566 https://git.io/JtMyZ |
12:46 | <@DorpsGek> | [OpenTTD/OpenTTD] nielsmh commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/Jt7bZ |
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12:50 | <frosch123> | michi_cc: your PR works on my machine :) |
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12:56 | -!- | Progman is "Peter Henschel" on #openttdcoop.dev #openttd |
13:03 | <milek7_> | shouldn't things in video/cocoa/CMakeLists.txt be guarded with if(NOT OPTION_DEDICATED) like the ones in video/CMakeLists? |
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13:05 | <frosch123> | now that the CI dockers are defined inside GH actions, you can probably add a CI target for dedicated servers in a container with minimal dependencies |
13:05 | <frosch123> | though, probably a waste of cpu time |
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13:16 | <frosch123> | i like how i swapped # and ##, and nielsm then did the same |
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13:22 | <LordAro> | milek7_: i imagine no one's tried to make a dedicated server on macos before |
13:23 | <nielsm> | frosch123 I just went by your :D |
13:23 | <nielsm> | since I don't remember either |
13:23 | <+glx> | I guess all the subdirectory can be skipped |
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13:27 | <LordAro> | glx: it still needs the null video driver, right? |
13:28 | <+glx> | I mean the add_subdirectory(cocoa) |
13:28 | <LordAro> | oh, yes |
13:28 | <frosch123> | "dedicated" is a separate video driver |
13:29 | <+glx> | OPTION_DEDICATED is for dedicated only builds |
13:29 | <arikover> | Hi! |
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13:31 | -!- | sla_ro|master is "slamaster" on @#sla #openttd |
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13:31 | -!- | andythenorth is "andythenorth" on #openttd |
13:31 | <frosch123> | "null" runs ff-only |
13:31 | <frosch123> | pff, 3 minute lag spike |
13:33 | <@peter1138> | Disemcombobulati//@//on1141414411111141141414 |
13:33 | <LordAro> | are you ok |
13:34 | <arikover> | I am playing with 20210223-master-gcc465efa67, and I just noticed that when restarting a game (command "restart"), the map has everything except industries. Is that intended or is this a bug? |
13:35 | <@peter1138> | 25010223 |
13:37 | <LordAro> | arikover: that seems like a bug |
13:38 | <LordAro> | arikover: actually, maybe not |
13:38 | <LordAro> | what did you start the game from? |
13:39 | <arikover> | I started a fresh game. Not from a savegame, if that's what you mean. |
13:39 | <LordAro> | as in, new game -> play a bit -> restart command ? |
13:40 | <frosch123> | arikover: "restart" uses the current game settings. if you changed "industry density" to "funding only" in game, then it's expected |
13:40 | <LordAro> | `help restart` & `help reload` might explain it |
13:43 | <arikover> | Oh I guess I know what is happening. I start with low industries, but also use a GS (Think globally act locally), and this might be changing the industry setting at the start of the game. Is that possible? |
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13:59 | <@DorpsGek> | [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jt5ea |
13:59 | <@DorpsGek> | - Update: Translations from eints (by translators) |
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14:02 | -!- | sugarman is "A CIRC user" on #openttd |
14:08 | <sugarman> | hey sirs can some1 give me download 2 newist build of openttd with gfx tar insid? preferably by mega.nz |
14:08 | <sugarman> | openttd.org blocked 4me by org :( |
14:09 | <LordAro> | openttd.org is blocked one of the bigger filesharing sites on the internet is not? |
14:09 | <sugarman> | yeah 4some reason |
14:09 | <sugarman> | cuz is game, openttd |
14:09 | <arikover> | frosch123 LordAro: The GS changes the industry density during the game to funding only. So that's it. Thank you for the help! |
14:09 | <sugarman> | LordAro: |
14:09 | <LordAro> | arikover: nice |
14:10 | <sugarman> | if u be so kind sir ill make much gratitudinal LordAro |
14:10 | <LordAro> | sugarman: i'm feeling generous, win64? |
14:10 | <sugarman> | yesssirrr |
14:10 | <sugarman> | thank u uuuuu |
14:10 | <sugarman> | with gfx tar plox |
14:11 | <sugarman> | im stuck on archive.org version i culd find and it version mismatch :((( |
14:11 | <sugarman> | and preferably portable version but is no problm if installer prob LordAro |
14:11 | <sugarman> | <3333 |
14:12 | <TrueBrain> | Don't forget to add the coin miner |
14:12 | <sugarman> | lolol |
14:12 | <sugarman> | also plox keine RAT :) |
14:12 | <LordAro> | sugarman: https://www.lordaro.co.uk/~lordaro/sugarman/ |
14:13 | <sugarman> | so cool thank u sir |
14:13 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc commented on issue #8731: OpenGL font rendering https://git.io/JtQyz |
14:13 | <+michi_cc> | TrueBrain: Re #8731, it's not loading 40bpp-anim because a) it would only be loaded after the video driver is loaded (which is not in the debug output snippet), and because b) it is in fact loading 8bpp-optimized, as that is faster. |
14:13 | <LordAro> | i figured you'd probably want the portable version :p |
14:13 | <LordAro> | if your internet connection is locked down that much, you probably can't install things easily either ;) |
14:14 | <sugarman> | thank u very much sir ur veri kind |
14:15 | <TrueBrain> | michi_cc: ah, yes, right :) |
14:16 | <+michi_cc> | So, force a 32bpp with antialias enabled only for OpenGL or always? |
14:16 | <TrueBrain> | Most OSes already defaulted to a 32bpp blitter |
14:16 | <TrueBrain> | As I found out during testing |
14:16 | <TrueBrain> | So doing for OpenGL makes total sense to me |
14:17 | <LordAro> | isn't it all? |
14:17 | <+michi_cc> | Yeah, I explicitly changed that as, OpenGL not, only pushing a fifth of the data is always faster. |
14:17 | <+michi_cc> | +or |
14:18 | <TrueBrain> | I think we should start looking in deprecating 8bpp blitters in general :) .. more options towards the future with 32bpp :p |
14:19 | <sugarman> | can u chat in multi player ? |
14:20 | <nielsm> | yes, you just press Enter to open the chat box |
14:20 | <sugarman> | nice thanks nielsm ur very cool :) |
14:21 | <Eddi|zuHause> | is there magic command line option to turn off opengl? |
14:22 | <Eddi|zuHause> | also, the problem with LTO is that it's essentially like a full recompile even though you changed only 1 compile unit |
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14:22 | <LordAro> | sudo apt-get remove nvidia-driver |
14:22 | * | Eddi|zuHause slaps LordAro around a bit with a large trout |
14:23 | <LordAro> | :D |
14:23 | <FLHerne> | Timberwolf: Is this offset expected? https://www.flherne.uk/files/timberwolf_carriage_offset.png |
14:23 | <FLHerne> | Some of the corner angles look much more aligned than others |
14:24 | <FLHerne> | (this is 'Passenger Carriage' in 1.3.5) |
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14:26 | <Eddi|zuHause> | michi_cc: i see no real difference between commenting and uncommenting the define |
14:28 | <+michi_cc> | Okay, in that case I think I'll leave the code as is. Better being safe, especially if it isn't doing much. |
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14:28 | <Eddi|zuHause> | well, i haven't done too much testing... loading a large savegame, zooming out, and scrolling around a bit while paused |
14:29 | <Eddi|zuHause> | fps drops from 30 to around 18 in both cases |
14:29 | <Eddi|zuHause> | in the commented case it seemed rather constant, in the uncommented case a bit more jumpy, but seemed to average out |
14:30 | <Eddi|zuHause> | also, i'm starting to get annoyed that the game doesn't start on display 0 |
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14:32 | <TrueBrain> | have your mouse on display 0 when starting :) |
14:32 | <TrueBrain> | and you can start without OpenGL by using "-v sdl" :) |
14:32 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler opened issue #8734: Vehicles not rendered in 2CC when dragged inside a depot https://git.io/Jt5JC |
14:33 | <Wolf01> | Hmmm, I think I passed out for a hour or 2 |
14:33 | <Eddi|zuHause> | TrueBrain: i know that. but no other game does it like that, and that's the annoying part |
14:33 | <TrueBrain> | shrug |
14:34 | <frosch123> | you can also pass the display via command line |
14:34 | <andythenorth> | Wolf01 you alive? |
14:34 | <Wolf01> | Not really |
14:34 | <TrueBrain> | Wolf01: should we be worried, call 112, or? |
14:34 | <Wolf01> | Nah |
14:34 | <TrueBrain> | would be fun "giving your address" :D |
14:34 | <andythenorth> | I had a (probably not Covid, probably another mystery virus with all the same symptoms) Jan 2019 |
14:34 | <Eddi|zuHause> | ok, so in the non-opengl case, fps is more like 12 |
14:34 | <andythenorth> | then I spent a lot of 2019 randomly falling asleep |
14:35 | <Wolf01> | Mononucleosis |
14:35 | <andythenorth> | don't only Americans get mono? |
14:35 | <andythenorth> | it's a thing in US sitcoms, but I know nobody in Europe who has ever mentioned it |
14:36 | <andythenorth> | oh we call it something else |
14:36 | <TrueBrain> | andythenorth: that is either local bias, or just not wanting to hear :P |
14:36 | <TrueBrain> | but many people get it really young here, which is a good thing |
14:37 | <andythenorth> | oh we call it glandular fever |
14:37 | <andythenorth> | names |
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14:38 | <TrueBrain> | "Ziekte van Pfeiffer" it is called here |
14:39 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler opened issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
14:39 | <LordAro> | mm, 31s fresh compile time |
14:39 | <LordAro> | 40 cores is quite nice |
14:39 | <TrueBrain> | Debug build, I assume :P |
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14:39 | <andythenorth> | 40 cores :P |
14:39 | <LordAro> | and yes, also debug build |
14:39 | <Wolf01> | Woop, windows crashed with netflix |
14:39 | <andythenorth> | outrage |
14:41 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8732: Change: Improve graph period markings https://git.io/Jt5Uq |
14:41 | <@DorpsGek> | [OpenTTD/OpenTTD] James103 commented on issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
14:41 | <TrueBrain> | how does he do that ... |
14:42 | <LordAro> | both issues are presumably opengl? |
14:42 | <Wolf01> | <andythenorth> don't only Americans get mono? <- I've got mono, but the development SDK, maybe they get the runtime :P |
14:42 | <andythenorth> | lol |
14:43 | <TrueBrain> | does OpenTTD has something you can click that puts something in your clipboard or something about what OpenTTD you are running, with all the settings etc? |
14:43 | <TrueBrain> | so debugging what is being used exactly is easier? |
14:43 | <LordAro> | TrueBrain: 2:20 for release build :( |
14:43 | <TrueBrain> | LordAro: yeah ... I stopped trying Release builds because of that |
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14:43 | <TrueBrain> | I just gave up |
14:43 | <TrueBrain> | happy Debug builds now run at 9999 fps simulation for me |
14:44 | <_2TallTyler> | I'm here if I can answer any of those questions for your TrueBrain |
14:44 | <TrueBrain> | _2TallTyler: nah, in your case I am pretty sure they are caused by OpenGL :) |
14:44 | <TrueBrain> | but I notice often we have to ask basic information of users |
14:44 | <TrueBrain> | most which they wouldn't know how to answer |
14:44 | <_2TallTyler> | I figured as much. I certainly don't know if I'm running OpenGL...just whatever it launched with automatically |
14:45 | <TrueBrain> | the current reports just show how bad of a tester I am :D |
14:46 | <+michi_cc> | I'd tend for it to be a bug in the 40bpp-anim blitter, not the OpenGL driver, as transparency is handled by the blitter. |
14:47 | <FLHerne> | Why is there a 40bpp blitter? |
14:47 | <FLHerne> | (macOS does high colour depth natively now?) |
14:48 | <+michi_cc> | Because letting the GPU do OTTD palette animation/CC overlay is better than letting your CPU do it. |
14:48 | <+michi_cc> | RGBAM |
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14:48 | <andythenorth> | oof I need to get the build working eh :P |
14:49 | <FLHerne> | M? |
14:50 | <FLHerne> | I assumed it was RGBA with 10 bits per channel, like Photoshop etc. |
14:51 | <FLHerne> | Google says RGBAM is + 'Mint', but only for very niche lighting things |
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14:55 | <+michi_cc> | M == mask in GRF speak. |
14:56 | <FLHerne> | ah |
14:59 | <TrueBrain> | LordAro: gave certbot any more attention? |
15:00 | <LordAro> | oh sorry, no |
15:00 | <LordAro> | completely forgot about it |
15:00 | <TrueBrain> | me too |
15:00 | <TrueBrain> | letsencrypt reminded me :D |
15:00 | <TrueBrain> | michi_cc: as a FYI, the above 2 tickets also happen with the 8bpp-optimized blitter |
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15:02 | <+michi_cc> | That almost rules out OpenGL, as the 8bpp case is really only applying our palette and nothing more. Maybe one of the video driver refactorings broke something with palette animation. |
15:02 | <TrueBrain> | the drag&drop is OpenGL only |
15:02 | <TrueBrain> | the transparency happens also on win32 |
15:03 | <LordAro> | bisect time! |
15:03 | <TrueBrain> | transparency only happens in 8bpp, so yeah, I will bisect what causes that |
15:04 | <TrueBrain> | drag&drop also happens with 40bpp-anim |
15:04 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8734: Vehicles not rendered in 2CC when dragged inside a depot https://git.io/Jt5JC |
15:05 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
15:05 | <TrueBrain> | right, lets see what broke transparency .. finding a known-good commit first :P |
15:06 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc opened pull request #8736: Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled. https://git.io/Jt5kG |
15:06 | <sugarman> | are signals important 4 makin trainz |
15:07 | <sugarman> | or can u ignore em |
15:07 | <sugarman> | they seem dumb |
15:09 | <TrueBrain> | Bisecting: 41 revisions left to test after this (roughly 5 steps) |
15:09 | <TrueBrain> | I love git |
15:09 | <LordAro> | sugarman: depends how complicated you want to make things |
15:10 | <sugarman> | if i make a big ring of tracks aroun a buncha townz |
15:10 | <sugarman> | n put a buncha trains on it |
15:10 | <sugarman> | is that cool? |
15:10 | <LordAro> | try it and see ;) |
15:10 | <sugarman> | yeah i will |
15:10 | <LordAro> | https://wiki.openttd.org/en/Manual/ you might wanna have a read of this though |
15:11 | <LordAro> | TrueBrain: why on earth did you decide on red(ish) for links on the wiki? |
15:11 | <TrueBrain> | that is orange darling |
15:11 | <TrueBrain> | like all openttd.org links are |
15:11 | <TrueBrain> | for like .. 15 years now :) |
15:11 | <LordAro> | yeah... but it's the wiki |
15:11 | <LordAro> | every wiki ever uses red links for "page does not exist" |
15:11 | <TrueBrain> | that is why it is not red |
15:12 | <TrueBrain> | but orange |
15:12 | <TrueBrain> | I just took the website CSS :) |
15:12 | <LordAro> | oh, well then |
15:12 | <LordAro> | no problems at all. |
15:12 | <TrueBrain> | you ask me why |
15:12 | <TrueBrain> | :) |
15:12 | <TrueBrain> | deadlinks are grey btw |
15:12 | <LordAro> | also, it is #DD6000, orange is rather lighter :p |
15:13 | <TrueBrain> | pretty sure with that much green you cannot consider it red either |
15:13 | <TrueBrain> | it left red like 0x003000 ago :P |
15:13 | <LordAro> | "mediumblue" is much better, imo |
15:14 | <TrueBrain> | pretty sure if we ask 10 people we get 10 different answers :D |
15:14 | <TrueBrain> | but the why is simple, I just copied the website CSS :) |
15:15 | <TrueBrain> | don't you hate that you are bisecting on a 32bpp blitter, where you wanted to test a 8bpp? |
15:15 | <LordAro> | oops |
15:15 | <TrueBrain> | LordAro: I kinda gave up debating "what colour should this link be" for openttd.org like 10 years ago |
15:16 | <TrueBrain> | for years people have been saying they will fix our CSS |
15:16 | <TrueBrain> | I think you put the most effort in it |
15:16 | <TrueBrain> | gives you a bit of an idea :P |
15:16 | <andythenorth> | it's fine |
15:16 | <andythenorth> | it works |
15:17 | <+glx> | hey some did fix parts of the CSS |
15:17 | <andythenorth> | nothing wrong with it |
15:17 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8736: Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled. https://git.io/Jt5If |
15:17 | <TrueBrain> | andythenorth: clearly that is a matter of opinion |
15:19 | <andythenorth> | mine is more valid of course |
15:19 | <andythenorth> | just not everyone recognises that yet |
15:21 | <TrueBrain> | now I come to think of it, the transparency .. is that not just 32bpp vs 8bpp |
15:21 | <TrueBrain> | lets compile 1.10.3 and check .. |
15:23 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
15:23 | <TrueBrain> | michi_cc: with ^^, I kinda vote on making 32bpp the default for OpenGL on all platforms too |
15:23 | <nielsm> | https://github.com/OpenTTD/OpenTTD/discussions/8737 fixing town names |
15:24 | <TrueBrain> | michi_cc: I think there will be more of those regressions for a lot of players, as they were used to how 32bpp does it |
15:24 | <TrueBrain> | 8bpp is just .. subpar :P |
15:31 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain commented on issue #8670: Crash on macOS Big Sur after downloading graphics to 200% https://git.io/JtiPZ |
15:34 | <TrueBrain> | frosch123: https://github.com/OpenTTD/OpenTTD/issues/8619 <- you did this right? |
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15:41 | <frosch123> | oh, i thought that was already closed |
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15:41 | <TrueBrain> | :D You can have the pleasure of closing an issue :D |
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15:42 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 commented on issue #8619: Unused sounds https://git.io/Jt4Mc |
15:42 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 closed issue #8619: Unused sounds https://git.io/Jt4Mc |
15:42 | <frosch123> | i had to look up the pr |
15:42 | <TrueBrain> | it was already 3 days ago |
15:42 | <TrueBrain> | I mean |
15:42 | <frosch123> | it was the osfx issue that was closed |
15:43 | <TrueBrain> | E_TOO_MANY_TICKETS :D |
15:46 | <TrueBrain> | I like how our NewGRF Settings window shows "Palette" |
15:46 | <TrueBrain> | as that is the important piece of information to show our users :D |
15:46 | <frosch123> | it's toggleable |
15:46 | <frosch123> | it's important for newgrf older than 10 years |
15:47 | <TrueBrain> | as user, I have no clue what it means or what I have to do with the info, honestly :) |
15:47 | <frosch123> | like that vehicle grf that is almost as old as ottd, but people still talk abuot it |
15:47 | <TrueBrain> | I use to have 2 GRFs, that gave me a game with trams |
15:47 | <frosch123> | TrueBrain: rename the button to "if things look pink, click here" |
15:47 | <TrueBrain> | I now have 100 GRFs .. and I hav eno clue which gives me trams :D |
15:47 | <TrueBrain> | frosch123: no, not a button or anything .. "Detailed NewGRF information" show that piece of info |
15:47 | <frosch123> | use the text fitler for "tram" |
15:48 | <TrueBrain> | frosch123: tnx, that worked surprisingly well |
15:48 | <+glx> | haha only 100 GRFs, the scan should be fast for you |
15:48 | <frosch123> | TrueBrain: at the bottom there is a "toggle palette" button |
15:48 | <frosch123> | it toggles the thing in the details |
15:49 | <TrueBrain> | button is disabled :P |
15:49 | <frosch123> | yes, in-game with no dev-settings |
15:49 | <TrueBrain> | I am at the intro menu |
15:49 | <+glx> | opengfx uses windows palette only IIRC |
15:49 | <TrueBrain> | with a clean config |
15:49 | <@DorpsGek> | [OpenTTD/OpenTTD] orudge 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/Jt5tW |
15:49 | <frosch123> | we even allow toggling the palette when the newgrf sets it properly |
15:50 | <frosch123> | oh, maybe that is a dev-setting then |
15:50 | <TrueBrain> | so maybe we shouldn't show it for non-dev or something, dunno :) |
15:50 | <TrueBrain> | anyway, it just made me giggle, like: what do I have to do with this piece of intel :D |
15:50 | <frosch123> | ah, indeed |
15:51 | <frosch123> | newgrf-dev-tool allows you to toggle the palette unconditionally |
15:51 | <frosch123> | without them, you can only toggle them for old newgrf without palette information |
15:51 | <frosch123> | TrueBrain: what do you to with grfid and md5sum? |
15:51 | <TrueBrain> | frosch123: I was wondering the same, honestly |
15:51 | <TrueBrain> | but I could imagine the case where someone asks you for that, or what-ever |
15:51 | <TrueBrain> | but it is really thin too |
15:51 | <TrueBrain> | same with Parameters |
15:52 | <TrueBrain> | I get these bytes .. like .. euh .. okay, tnx? |
15:52 | <frosch123> | imo, there is the space, so show something |
15:52 | <frosch123> | i think md5sum is more useful than the "tags" on bananas |
15:52 | <frosch123> | sometimes you need the md5sum. the tags are always useless :p |
15:52 | <TrueBrain> | "View Details" button to show these things would work well too, I guess : |
15:53 | <TrueBrain> | but okay, that NewGRF interface is not for the faint of heart anyway :) |
15:53 | <frosch123> | and then? when i open the newgrf window, i have a lot of empty space on the right |
15:53 | <FLHerne> | frosch123: Could the palette be determined by heuristics? |
15:53 | <TrueBrain> | so the reason to add information most users don't know what to do with is because otherwise it is too empty? :D |
15:53 | <FLHerne> | "Everything is pink, we should use the other one" seems like something the game can know on its own :p |
15:54 | <frosch123> | FLHerne: not worth the effort |
15:54 | <frosch123> | every newgrf since 2012 sets it |
15:54 | <frosch123> | those people who use newgrf older than that, also know what palette means |
15:54 | <andythenorth> | what are 'parameters' |
15:54 | <andythenorth> | as we're playing this meta game :) |
15:54 | <TrueBrain> | I already asked! |
15:54 | <TrueBrain> | :P |
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15:55 | <andythenorth> | watwat? |
15:55 | <andythenorth> | I should stop playing Blitz |
15:55 | <andythenorth> | it just funds Putin anyway |
15:55 | <frosch123> | maybe ottd should ask "in what year did you play ottd first?" on start-up? |
15:55 | <andythenorth> | lol |
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15:55 | <andythenorth> | 'are you l33t?' |
15:55 | <frosch123> | then use that to disable/enable old silly features |
15:55 | <TrueBrain> | frosch123: well, it is funny to walk through the interface after having for years :) |
15:55 | <andythenorth> | or move 'toggle palette' to parameters |
15:55 | <TrueBrain> | haven't |
15:55 | <TrueBrain> | typing, hard |
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15:56 | <andythenorth> | rename parameters to settings |
15:56 | <andythenorth> | rename grfs to mods |
15:56 | <TrueBrain> | sometimes the audience indeed seems to be another group than me :) |
15:56 | <andythenorth> | you are not a group :) |
15:56 | <TrueBrain> | than I am in |
15:56 | <TrueBrain> | fine |
15:56 | <TrueBrain> | have it your way :P |
15:56 | <andythenorth> | oh dear andythenorth |
15:56 | <TrueBrain> | want more salt with that? |
15:57 | <Timberwolf> | frosch123: copy protection style quiz! List a feature and multiple choice answers of "this feature was first introduced by [ ] TTO [ ] TTD [ ] TTDPatch [ ] OpenTTD" |
15:57 | <andythenorth> | salty salty tears |
15:57 | <andythenorth> | oh wait, wrong game |
15:57 | <andythenorth> | this isn't Blitz |
15:57 | <TrueBrain> | or make a configuration setting: "I am old, give me back all my information nobody ever looked at" :P :P :P |
15:57 | <TrueBrain> | would work for the mapgen too! |
15:57 | <andythenorth> | can we rename another button pls? |
15:58 | <andythenorth> | View unreadableme |
15:58 | <andythenorth> | View badfontme |
15:58 | <frosch123> | TrueBrain: anyway, you can tie tha "show palette info" to the "enable palette toggle button" |
15:58 | <frosch123> | there is no point in showing it, if you can't toggle it |
15:58 | <frosch123> | you can probably also tie md5sum to some developer setting |
15:58 | <TrueBrain> | honestly, that confused me most, the distance between that text and the button |
15:58 | <TrueBrain> | I did not link those together :D |
15:58 | <@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/Jt5qI |
15:59 | <TrueBrain> | now you mentioned the button |
15:59 | <TrueBrain> | it makes more sense :) |
15:59 | <frosch123> | it's a classical gui :) display at the top, radio buttons at the bottom |
15:59 | <TrueBrain> | yeah .. it fits the style of the game :) |
15:59 | <frosch123> | a lot of ancient software follows the same pattern as ancient hardware |
15:59 | <TrueBrain> | but okay, just random observation while trying to load a tram NewGRF :) |
16:00 | <TrueBrain> | now lets look at the lovely bug: the tram is in front of the depot, going towards the depot .. yet, pressing the button: goto depot, says: unable to find depot :D |
16:01 | <frosch123> | that only applies to trams? not to other road vehicles? |
16:01 | <TrueBrain> | indeed |
16:02 | <andythenorth> | wat? |
16:02 | <andythenorth> | isn't this just pathfinder caching though? |
16:02 | <TrueBrain> | its a fun little bug :D |
16:03 | <frosch123> | sometimes the pathfinder starts searching on the next tile, maybe it has issues if the next tile is already the depot |
16:03 | <TrueBrain> | no, it has to do with half-tiles |
16:03 | <TrueBrain> | where it can turn around |
16:03 | <TrueBrain> | it seems the PF doesn't understand those |
16:03 | <TrueBrain> | while on that half-tile, it cannot find the depot |
16:03 | <TrueBrain> | when it leaves, it can |
16:04 | <TrueBrain> | busses etc never enter the half-tile |
16:04 | <TrueBrain> | it turns around before the half-tile happens |
16:04 | <TrueBrain> | I guess that is related |
16:04 | <+glx> | maybe exit direction is not properly detected for these |
16:05 | <TrueBrain> | the fun part: having to open follow_track.hpp :D |
16:05 | <+glx> | have fun :) |
16:06 | <TrueBrain> | if you don't hear from me in the next 2 days, call help |
16:06 | <+glx> | I think I opened it not too long ago for buses |
16:08 | <+michi_cc> | Okay, there's a very easy solution for #8734 and a quite hard one. |
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16:10 | <andythenorth> | is naptime yet? |
16:10 | <+glx> | https://github.com/OpenTTD/OpenTTD/commit/86818e5ae8a170951d00eb0060767c9d1687540c <-- ah yes, luckily it was solvable from outside, but I had to trace inside PF |
16:11 | <+michi_cc> | TrueBrain: You prefer to basically always use 32bpp I guess? |
16:11 | <TrueBrain> | michi_cc: I think it avoids a lot of annoyance by users, yes |
16:11 | <TrueBrain> | I do like your PR btw, so maybe "both" is the correct answer :) |
16:12 | <TrueBrain> | but really, if you are used to 32bpp transparency, you won't get used to 8bpp transparency anymore :P |
16:14 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler commented on issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
16:14 | <@DorpsGek> | [OpenTTD/OpenTTD] 2TallTyler closed issue #8735: Transparency of houses, etc., rendered too dark https://git.io/Jt5Jp |
16:14 | <+michi_cc> | Okay, lets merge #8736 then. Removing the prefer 8bpp altogether can be another commit. |
16:15 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc merged pull request #8736: Fix #8731: Always use a 32bpp blitter if font anti-aliasing is enabled. https://git.io/Jt5kG |
16:15 | <@DorpsGek> | [OpenTTD/OpenTTD] michicc closed issue #8731: OpenGL font rendering https://git.io/JtQyz |
16:15 | <TrueBrain> | michi_cc: exactly :) |
16:15 | <TrueBrain> | okay, GetTileTrackStatus() returns 0 on half-tiles |
16:16 | <TrueBrain> | and there is a "hack" there, which makes the PF think the tile is a full tile straight |
16:17 | <TrueBrain> | so that explains why the PF is like: DUDE WTF :D |
16:17 | <+michi_cc> | TrueBrain: Okay, so for #8734, I completely missed that the mouse cursor can have a company colour remap applied. Easy fix: just remove separate cursor drawing. It was mostly intended to allow fast mouse updates than the game loop, but you've made that obsolete :) |
16:17 | <+michi_cc> | The hard fix is to improve the GL shader code to cater for all the remaps. |
16:18 | <+glx> | oh but the hack was for buses I guess |
16:18 | <TrueBrain> | glx: no, the hack is for trams specific; and it is in the PF btw, not in GetTileTrackStatus, to be clear :D |
16:18 | <TrueBrain> | michi_cc: hmmmmm |
16:18 | <TrueBrain> | what I like about the OpenGL mouse handling |
16:18 | <TrueBrain> | that it doesn't snapshot the buffer for bytes |
16:18 | <TrueBrain> | end copy them back to "undraw" |
16:19 | <+glx> | ah then the hack feels wrong has half tile exit should be entrance in this case |
16:19 | <+glx> | s/has/as/ |
16:20 | <_2TallTyler> | Question about strings: When game_creation.ending_year is set to 0, the setting reads "Never". I see the string in english.txt, but can't find where that string is specified when the setting is 0. Any ideas? |
16:20 | <TrueBrain> | michi_cc: how "hard" is the hard fix? |
16:20 | <+michi_cc> | However hard it is to do Blitter_32bppOptimized::Draw as shader :) |
16:20 | <+glx> | searched for the string id _2TallTyler ? |
16:20 | <andythenorth> | can we have drive through stations from jgrpp? /me wonders |
16:22 | <TrueBrain> | michi_cc: :D Well, I think you can best estimate what solution is better .. having the mouse done by OpenGL is just better than the software solution OpenTTD uses, I think, but having to write complex shaders can break easily .. so yeah, nice problem to balance :D |
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16:23 | <frosch123> | michi_cc: the mouse cursor is also broken when if consists of multiple sprites |
16:23 | <frosch123> | do you need a screenshot, or do you know what i mean? |
16:23 | <+glx> | _2TallTyler: SettingEntry::SetValueDParams() I guess |
16:24 | <_2TallTyler> | Aha, figured it out. Thanks. |
16:24 | <+michi_cc> | frosch123: That is supposed to work as it is iterating over _cursor.sprite_count |
16:24 | <frosch123> | hmm, i think it draws both sprites, but the x-offset is off, they are overlapping |
16:25 | <frosch123> | oh, the mouse-cursor clipping does not account for gui zoom |
16:26 | <+michi_cc> | Do you have some example cursor what is multi-part? |
16:27 | <frosch123> | articulated vehicles |
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16:27 | <frosch123> | all the big engines in nuts |
16:30 | <frosch123> | maybe it misses the sprite-offsets for the secondary sprites |
16:36 | <TrueBrain> | I STRANDED A TRAM \o/ |
16:37 | <TrueBrain> | it derailed and got stuck |
16:37 | <TrueBrain> | nice |
16:37 | <_2TallTyler> | Easy, just pull the pole off the wire ;) |
16:38 | <TrueBrain> | so yeah, we don't have trackbits for halftiles |
16:38 | <TrueBrain> | they are a bit centered around rails :D |
16:38 | <+glx> | how surprising |
16:38 | <frosch123> | no, trains and ships have the same issue |
16:39 | <frosch123> | depots, tunnels, bridges |
16:39 | <frosch123> | all of them are enterable from one side only, and do not traverse |
16:39 | <frosch123> | they are all special-cased in the pathfinder |
16:39 | <TrueBrain> | but rails don't have half-tiles, do they? |
16:39 | <TrueBrain> | sorry, I am a bit confused :D |
16:39 | <frosch123> | depot are the same thing |
16:39 | <TrueBrain> | rails in depot, yeah, fair |
16:39 | <frosch123> | you can enter from one side, but only exit on the same one |
16:40 | <frosch123> | same for tunnels and bridges |
16:40 | <TrueBrain> | roads and trams just have it in many more places |
16:40 | <TrueBrain> | and for trams a single case is patched |
16:40 | <TrueBrain> | so that annoyed someone enough :D |
16:41 | <frosch123> | try grepping for depot in the pathfinder code :p then add the tram-special case in the same places |
16:41 | <frosch123> | actually, this sounds vaguely familar. i think i did that 12 years ago |
16:41 | <TrueBrain> | I really wonder if we shouldn't just add trackbits, but that might be a bit more work :D |
16:41 | <frosch123> | that does not solve anything |
16:42 | <frosch123> | then the pathfinder thinks it can enter from the other side |
16:42 | <TrueBrain> | huh? |
16:42 | <TrueBrain> | if we add half-trackbits |
16:42 | <TrueBrain> | how would it? |
16:42 | <frosch123> | gettiletrackstatus also already has a "enterdir" parameters |
16:42 | <frosch123> | i think bridges/tunnels/depots depend on that |
16:43 | <frosch123> | so, if anything, make trams more similar to depot/tunnel/bridges, they work well |
16:43 | <TrueBrain> | rvs have a similar issue |
16:43 | <TrueBrain> | so it is a lot of "exception" code |
16:43 | <frosch123> | rvs just ignore those single-bit tiles, they pretend they don't exist :p |
16:43 | <+glx> | so any half-road (tram or not) should be handled like a depot |
16:43 | <TrueBrain> | yeah, which is a bug on its own |
16:44 | <TrueBrain> | but for now, I am trying to understand what this hack for trams is suppose to do |
16:44 | <frosch123> | you can bulldoze single roadbits of competitors, but not single trambits |
16:44 | <+glx> | but RVs can't turn around on half tile, they would move on grass ;) |
16:44 | <TrueBrain> | if there is a half-tile, it acts like it is a full tile over either axis |
16:45 | <TrueBrain> | which feels like it tried to address this bug, but kinda failed or something |
16:45 | <TrueBrain> | glx: why wouldn't they be able to turn around earlier? :) |
16:45 | <+glx> | they actually do |
16:46 | <TrueBrain> | ah, wait, another place corrects the tram hack |
16:46 | <TrueBrain> | ish |
16:46 | <+glx> | hack to fix hack ? |
16:46 | <TrueBrain> | it is a two-for-one-hack |
16:47 | <TrueBrain> | single-bit trams act like they are x-axis or y-axis, but you cannot exit on the other side |
16:47 | <TrueBrain> | so .. half-tiles :D |
16:48 | <TrueBrain> | Some comments: /* sometimes the roadveh is not on the road (it resides on non-existing track) how should we handle that situation? */ |
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16:59 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain opened pull request #8738: Fix #8123: trams on half-tiles couldn't find depots https://git.io/Jt5Yr |
16:59 | <TrueBrain> | well, instead of fighting the system, I just extended the already "fix halftile issue" |
17:00 | <TrueBrain> | not sure what to think of it, honestly |
17:01 | <LordAro> | TrueBrain: have you tried pointing 2 half-tiles at each other? |
17:02 | <TrueBrain> | nope, let me try |
17:03 | <@DorpsGek> | [OpenTTD/OpenTTD] frosch123 opened pull request #8739: Fix: vehicle-cursor size-limit did not account for the interface zoom level. https://git.io/Jt5Y1 |
17:03 | <TrueBrain> | works as expected |
17:03 | <TrueBrain> | good test-case LordAro :D |
17:03 | <LordAro> | :) |
17:04 | <LordAro> | how about if there's a more favourable depot on the other side? |
17:04 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain approved pull request #8739: Fix: vehicle-cursor size-limit did not account for the interface zoom level. https://git.io/Jt5YM |
17:04 | <TrueBrain> | LordAro: exactly what I tried :D |
17:04 | <LordAro> | ah good :) |
17:04 | <TrueBrain> | the PF does that well :D |
17:05 | <TrueBrain> | it is just sad that this is needed to fix it .. |
17:05 | <TrueBrain> | but by the looks, fixing it properly takes ... more effort |
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17:05 | <frosch123> | TrueBrain: is it possible to deduplicate that code with QueryNewTileTrackStatus ? or is that impossible? |
17:05 | <TrueBrain> | hmm .. good question |
17:06 | <TrueBrain> | the C++ magic in follow_track is high |
17:06 | <LordAro> | follow_track is one of the more readable parts of the PF, imo |
17:06 | <TrueBrain> | the code inside, yes |
17:06 | <LordAro> | it's all the yapf stuff that is weird |
17:06 | <TrueBrain> | how it is constructed .. euh .. |
17:06 | <TrueBrain> | many template parameters |
17:06 | <TrueBrain> | and helpers functions that read them |
17:07 | <TrueBrain> | TT, IsRoadTT, etc |
17:07 | <LordAro> | like the costrail.hpp(?) has a base class which isn't used anywhere else |
17:07 | <LordAro> | true, but they're well enough named |
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17:07 | <TrueBrain> | yeah, just my C++ knowledge lacks here greatly :) |
17:07 | <LordAro> | you're not just calling proc() and hoping for the best :p |
17:08 | <TrueBrain> | so I think it could be deduplicated, I just don't know how :D |
17:08 | <TrueBrain> | I would have to create an instance of CFollowTrackT I think |
17:08 | <TrueBrain> | ah, no, wait |
17:09 | <TrueBrain> | if you follow that template, boy ... |
17:09 | <TrueBrain> | so many redirects to other names |
17:09 | <frosch123> | maybe pull out a c-style function that does the shared part, and call that one from both |
17:09 | <TrueBrain> | I do wonder what that if does in general, in that depot function |
17:10 | <TrueBrain> | like .. it only fails if the tram is not on any tram tracks |
17:10 | <TrueBrain> | is that .. realistic? |
17:10 | <TrueBrain> | so I could also just remove that check |
17:11 | <frosch123> | TrueBrain: i think that "sometimes the roadveh is not on the road" refers to the animation states when a rv is reversing |
17:11 | <TrueBrain> | no, the function, YapfRoadVehicleFindNearestDepot |
17:12 | <frosch123> | road-vehicle/tram reversing and their frame is really weird |
17:12 | <TrueBrain> | first checks if the RV is on any track |
17:12 | <TrueBrain> | before it does the pathfinding |
17:12 | <frosch123> | disable_node_optimization ? |
17:13 | <TrueBrain> | looking through the history |
17:13 | <TrueBrain> | added to check if the road below is compatible with vehicle |
17:13 | <TrueBrain> | otherwise refuse to do depot-pathfinding |
17:13 | <frosch123> | TrueBrain: that test it the same as in SetOriginFromVehiclePos |
17:13 | <frosch123> | pretty sure it refers to rv while reversing |
17:14 | <frosch123> | trains reverse instantly, roadvehicles have some weird animation states, that do not refer to trackbits |
17:14 | <frosch123> | so: reverse a road vehicle, wait till it is orthogonal to the road direction, then click find depot |
17:16 | <frosch123> | RoadVehicle::GetVehicleTrackdir() contains quite some magic |
17:16 | <TrueBrain> | works fine |
17:16 | <frosch123> | also, standard roadstops |
17:16 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/commit/96e2435aa82 |
17:16 | <TrueBrain> | was what introduced the if |
17:16 | <frosch123> | what trackbits do they have :p |
17:17 | <frosch123> | so, what happens when a roadvehicle is loading in a drive-in roadstop, and then you find a depot? |
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17:17 | <TrueBrain> | works fine |
17:19 | <TrueBrain> | https://pasteboard.co/JPKhRKm.png |
17:19 | <TrueBrain> | is what I am using to test |
17:19 | <TrueBrain> | but okay, lets not create more bugs by removing something I don't understand .. lets see if I can deduplicate it :) |
17:19 | <frosch123> | TrueBrain: https://github.com/OpenTTD/OpenTTD/commit/078399d3141e12013e5e9ad36f2581908415b029 |
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17:20 | <TrueBrain> | yeah, for sure that function can return wrong values :) |
17:20 | <TrueBrain> | well, "wrong" |
17:20 | <frosch123> | that added SetOriginFromVehiclePos, YapfRoadVehicleFindNearestDepot copied it from there |
17:20 | <TrueBrain> | can you remove a half-tile while a bus is on the tile .. |
17:21 | <TrueBrain> | no :D |
17:21 | <TrueBrain> | too bad they didn't leave a comment about when that happens |
17:21 | <TrueBrain> | just that it happens |
17:22 | <frosch123> | r5033 is about multistop handling |
17:23 | <TrueBrain> | but okay, I would love to clean up this code, but I guess fixing the problem is more useful .. so deduplicate, and use in a few more places, I guess? :) |
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17:28 | <frosch123> | hmm, no idea who yanek is |
17:28 | <frosch123> | dorpsgek logs start in 2007 |
17:29 | <frosch123> | tt-forums has only unrelated reports on that day |
17:29 | <TrueBrain> | flyspray? email? |
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17:29 | <frosch123> | https://www.tt-forums.net/viewtopic.php?f=33&t=24703&start=60 <- i expected it here, but only other stuff |
17:30 | <frosch123> | but when something is introduced at 11:00 and fixed at 17:00, i think irc |
17:30 | <frosch123> | there was not even a nightly inbetween |
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17:36 | <frosch123> | night, need more sleep |
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17:37 | <TrueBrain> | now I wonder what happens if I apply the same logic for RVs .. |
17:37 | <Beerbelott> | Hello! How do you configure AI script_settings on a headless instance? |
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17:43 | <TrueBrain> | possibly via openttd.cfg? Dunno .. you can always prepare a savegame and load that |
17:45 | <TrueBrain> | hmm, no, for RVs it is not as simple as duplicating the same tram trick .. guess there is more to it |
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17:55 | <@DorpsGek> | [OpenTTD/OpenTTD] TrueBrain updated pull request #8738: Fix #8123: trams on half-tiles couldn't find depots https://git.io/Jt5Yr |
17:55 | <TrueBrain> | okay, enough fiddling with trying to make RVs turn on half-tiles :P |
17:55 | <TrueBrain> | lets keep it at fixing trams :) |
17:56 | <TrueBrain> | ugh, I added the issue in the commit message again .... fucking spam in the issue now :P |
17:56 | <Beerbelott> | TrueBrain I set start_date for an AI to a specific value, but what AI::GetStartNextTime() returns is different |
17:56 | <TrueBrain> | it is always randomized a bit, I believe |
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17:56 | <Beerbelott> | I wonder if the value I set is being loaded of if any of the AI::START_NEXT_* are being used |
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17:59 | <TrueBrain> | yeah, it is always +/- 60 days from what you entered in start_date |
17:59 | <Beerbelott> | Hmmm I don't get where the value is being randomised when it's being read from GetSetting (either in AIConfig or ScriptConfig) |
17:59 | <TrueBrain> | well, [0, 60), I believe |
17:59 | <TrueBrain> | _start_date_config defines how the config behaves |
17:59 | <Beerbelott> | So I trust it's randomised on load from config files? |
17:59 | <TrueBrain> | which has a value int random_deviation; |
18:00 | <TrueBrain> | which is being added by AddRandomDeviation |
18:00 | <TrueBrain> | which is called on any config change |
18:00 | <TrueBrain> | so on load is the most likely situation, yes |
18:00 | <TrueBrain> | well, load of a game |
18:00 | <TrueBrain> | not of config |
18:00 | <TrueBrain> | wouldn't be much random if it was not per game :) |
18:01 | <Beerbelott> | hehe |
18:01 | <Beerbelott> | OK thx for all this |
18:01 | <TrueBrain> | np |
18:01 | <Beerbelott> | thought I was crazy |
18:02 | <Beerbelott> | Also, AI load doesnot work if you set it on the 1st line of the [ai_players] config block |
18:02 | <Beerbelott> | it *has* to be at least on the 2nd line |
18:02 | <Beerbelott> | It's a bit confusing |
18:02 | <TrueBrain> | that sounds like a worthy bug report :) |
18:02 | <TrueBrain> | https://github.com/OpenTTD/OpenTTD/issues |
18:02 | <Beerbelott> | Oh I know that place (: |
18:03 | <+glx> | first line is human :) |
18:03 | <+glx> | but for dedicated servers it should work |
18:03 | <TrueBrain> | so the entries also indicate which company slot? |
18:03 | <TrueBrain> | not exactly what I expected, but I guess that makes sense |
18:04 | <TrueBrain> | so not a bug Beerbelott ! :D |
18:04 | <+glx> | well it matches the GUI |
18:04 | <Beerbelott> | glx I confirm it doesnot work on dedicated server |
18:05 | <Beerbelott> | I set on the 1st line, GetStartNextTime() returns 730 |
18:05 | <Beerbelott> | Which is 2 years fro mthe defaults settings somewhere |
18:05 | <Beerbelott> | If* |
18:05 | <TrueBrain> | okay, I am going to close pathfinders and RVs ... so many places trams have code to allow them to reverse on half-tiles, I give up :D |
18:06 | <TrueBrain> | (not only in the PF, but also in the cmd of trams) |
18:06 | <Beerbelott> | I notice when the server runs, I notice there is always one "Server" client: I suppose it takes the 1st spot |
18:06 | <TrueBrain> | it should be a spectator |
18:06 | <TrueBrain> | there should be no company |
18:07 | <Beerbelott> | No, there is none indeed |
18:07 | <Beerbelott> | But the AI load is only triggered when the game runs... which occurs on my server only when there is at least one player connected, due to a setting |
18:08 | <TrueBrain> | yes, AIs start after a few game days |
18:08 | <TrueBrain> | so a paused game never starts an AI :) |
18:08 | <Beerbelott> | Hence the AI load seems to only be triggered after the 1st player company is created... SO I suppose that's where the problem comes from? COllision between real players and the AI? |
18:08 | <TrueBrain> | if company #1 exists, no AI can start on that company, no |
18:08 | <TrueBrain> | humans trump AIs |
18:09 | <Beerbelott> | So if I set an AI on sport, say #3, and 3 players exist when the server tries to load the AI: it will never happen? |
18:09 | <Beerbelott> | spot* |
18:09 | <TrueBrain> | it appears so, yes |
18:09 | <Beerbelott> | Oof |
18:10 | <Beerbelott> | I thought this list was a dynamic one of AIs, but it actually is a fixed list of players spots |
18:10 | <TrueBrain> | company spots, it seems |
18:11 | <TrueBrain> | so you can just define all spots with the same AI if you like |
18:11 | <TrueBrain> | AIs start 1 after the other, with their delays |
18:11 | <TrueBrain> | just you would have more AIs :D |
18:11 | <+glx> | may be a bug btw |
18:11 | <TrueBrain> | well, the GUI works like that |
18:11 | <TrueBrain> | so I guess it is intended |
18:11 | <TrueBrain> | might not be very flexible, but .. |
18:11 | <Beerbelott> | Well I certainly don't wanna fill aserver with AI up. SOunds even less useful than cryptomining on that box :D |
18:11 | <TrueBrain> | btw, Beerbelott , setting start_date to 0 should start it from the moment a new game is created |
18:11 | <TrueBrain> | maybe that helps |
18:12 | <LordAro> | sounds like something in one of Samu's (closed) PRs |
18:12 | <Beerbelott> | Imagine a server full with AI. Do people watch that for fun? :D |
18:12 | <TrueBrain> | Beerbelott: there are tournaments, yes :) |
18:12 | <+glx> | GUI is also defines max AI and disable extra lines |
18:13 | <TrueBrain> | it is not really user friendly, the approach taken, honestly |
18:13 | <TrueBrain> | as in, singleplayer was considered |
18:13 | <TrueBrain> | not multiplayer |
18:13 | <Beerbelott> | glx There indeed is a max_no_competitors setting |
18:13 | <+glx> | yeah originaly AIs were SP only |
18:13 | <Beerbelott> | So the idea would be to spam the AI in all the spots with that setting? |
18:13 | <TrueBrain> | and the GUIs are build around the SP experience |
18:13 | <TrueBrain> | and the ini file is a representation of the GUI :D |
18:14 | <+glx> | then someone allowed them on the server |
18:14 | <Beerbelott> | Sounds awfully like a bypass |
18:14 | <TrueBrain> | another approach on a multiplayer server is to use the admin port to start AIs |
18:15 | <Beerbelott> | SOunds like a hack too: server confs are believed to be deterministic and self-sufficient |
18:15 | <+glx> | well AIs in MP are kind of a hack |
18:15 | <TrueBrain> | are we looking for solutions or principles? :D |
18:16 | <Beerbelott> | I think I got my hack, but a config solution would be nice (: |
18:16 | <TrueBrain> | requires GUI changes too |
18:16 | <TrueBrain> | so not an easy task ;) |
18:17 | <+glx> | you also have the option to use start script |
18:17 | <TrueBrain> | but that is the same as using start_date 0, I guess |
18:18 | <+glx> | AI management is not optimal (even in SP) |
18:19 | <TrueBrain> | 1.12 the big UI overhaul? :D |
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18:19 | <+glx> | start_date setting itself is implemented as a hack in the AI config |
18:19 | <TrueBrain> | it has more exceptions than I dare to count :) |
18:20 | <TrueBrain> | but would be nice to change the whole UI to be more for ... players, instead of developers / NewGRF authors / ... :D |
18:20 | <TrueBrain> | remove all the historical bla |
18:21 | <LordAro> | needs one of LC's new game guis :) |
18:21 | <LordAro> | with tabs |
18:21 | <LordAro> | i liked that one |
18:21 | <TrueBrain> | link or it didn't happen |
18:22 | <LordAro> | you're gonna make me search for it, aren't you? |
18:22 | <TrueBrain> | you brought it up :) |
18:22 | <TrueBrain> | you can't half-ass that :P |
18:24 | <+glx> | there was a suggestion with AI/GS and newgrf GUI "merge" |
18:24 | <LordAro> | https://www.tt-forums.net/viewtopic.php?p=1240204#p1240204 not this one, and not like this at all (this is a noisy mess), but tabs per content type is sorely needed |
18:25 | <TrueBrain> | frosch123 went a bit further, and I agree with him: merge it together into presets |
18:25 | <TrueBrain> | https://www.tt-forums.net/download/file.php?mode=view&id=215678 <- I like that more than tabs, personally |
18:25 | <TrueBrain> | also works well for settings etc |
18:26 | <TrueBrain> | tabs for online content is a bit annoying for when you are searching |
18:26 | <LordAro> | the idea is to reduce scrolling |
18:26 | <LordAro> | headers don't really help with that |
18:26 | <TrueBrain> | hence those kind of tabs, and collapse them by default |
18:26 | <TrueBrain> | works nearly the same as tabs :) |
18:26 | <+glx> | grouping newgrf by category seems nice, but load order matters for newgrf |
18:27 | <TrueBrain> | and what I would do, is always keep the categories visible |
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18:29 | <TrueBrain> | so, reasons to remove 8bpp: allow PNG loading, allow nicer shadows, allow (future) smoother news transitions |
18:29 | <TrueBrain> | well, they are all possible in 32bpp only |
18:29 | <+glx> | I think categories are ok for the available list, but not for the active config |
18:29 | <TrueBrain> | so no need to remove 8bpp, just you can't have it with 8bpp :D |
18:30 | <TrueBrain> | in general, most of those UIs are too busy |
18:30 | <TrueBrain> | too many things in there |
18:30 | <TrueBrain> | that doesn't work, not really |
18:30 | <TrueBrain> | less is more |
18:31 | <TrueBrain> | my idea would be to integrate online content with the screen you are at, as in: when you are looking at AIs, integrate the online content for AIs there |
18:31 | <TrueBrain> | having a single window with all online content, feels ... weird |
18:31 | <TrueBrain> | it was fun when there were like 100 things |
18:31 | <+glx> | opening online content by mistake is not fun ;) |
18:31 | <TrueBrain> | and sure, tabs solve that issue |
18:32 | <TrueBrain> | but .. there are other solutions too honestly, that just make the window not needed :P |
18:32 | <TrueBrain> | a single window with "Installed mods" would be sufficient |
18:33 | <TrueBrain> | server-side filtering |
18:33 | <TrueBrain> | that would also help a lot with the lag etc |
18:33 | <+glx> | yeah newgrf, ais, GS in mods config |
18:34 | <TrueBrain> | https://gist.github.com/TrueBrain/717ec940bb48d309747bffdc5b2e507e <- bottom image .. poorly visualised I now see |
18:34 | <TrueBrain> | I will see if I can work that out a bit tomorrow |
18:34 | <TrueBrain> | but just fluent integration of local and remote content |
18:34 | <TrueBrain> | also for savegames for when cloud-saves :P |
18:35 | <+glx> | yeah and get scenario from bananas when you want to start a scenario |
18:35 | <TrueBrain> | exactly |
18:35 | <TrueBrain> | just show the ones you have locally, and the first N best rated from remote |
18:35 | <TrueBrain> | when you type in a filter, allow fetching from remote when you click the "fetch from remote" |
18:36 | <TrueBrain> | rating system ... another problem :D |
18:36 | <TrueBrain> | giving stars has shown to not really work in this world |
18:36 | <TrueBrain> | but what does? |
18:36 | <TrueBrain> | upvote-only? |
18:37 | <LordAro> | searching thr forum with google is fun sometimes https://www.tt-forums.net/viewtopic.php?p=354250#p354250 |
18:37 | <LordAro> | https://www.tt-forums.net/viewtopic.php?f=33&t=57124 |
18:39 | <TrueBrain> | but yeah, if/when we make presets, we can redo AI settings etc too |
18:41 | <TrueBrain> | what is nice about people being able to upload presets, that we can see a bit what is popular :D |
18:41 | <TrueBrain> | gives a bit of telemetry at least :) |
18:42 | <TrueBrain> | right, time to get some sleep |
18:42 | <Beerbelott> | Alright, thx for your help (: |
18:48 | <LordAro> | #5147 contains some interesting ideas |
18:48 | <LordAro> | still haven't found what i've got in my head though |
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18:56 | <LordAro> | still not quite sure it's what i was originally thinking of, but https://github.com/OpenTTD/OpenTTD/issues/5147#issuecomment-379448533 seems quite close |
19:03 | <@peter1138> | There was PNG loading at some point, but it was removed for performance raisins. |
19:21 | <TrueBrain> | LordAro: not far off my mockup, so yes, that are tabs I can het behind :D |
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20:25 | -!- | rptr is "morbidgirl" on #openttd #C #debian #debian-next #dfri_se #linux #oftc #packaging #publiclab #realraum #rust |
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20:25 | -!- | Smedles is "Paul Smedley" on #openttd |
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20:49 | <Eddi|zuHause> | so... i managed to sneak -flto=6 into the CXX_FLAGS, not sure if that was the "correct" way to do it though |
20:51 | <Eddi|zuHause> | that just about cut the compile time in half |
20:52 | <Eddi|zuHause> | real 2m29,525s |
20:52 | <Eddi|zuHause> | user 11m24,565s |
20:52 | <Eddi|zuHause> | sys 1m0,263s |
21:10 | <supermop_Home> | unfortunately eddi I am your only audience, so your feat is wasted on me |
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21:28 | -!- | Smedles is "Paul Smedley" on #openttd |
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21:46 | -!- | rptr is "morbidgirl" on #openttd #C #debian #debian-next #dfri_se #linux #oftc #packaging #publiclab #realraum #rust |
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--- | Log | closed Wed Feb 24 00:00:52 2021 |