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#openttd IRC Logs for 2021-02-28

---Logopened Sun Feb 28 00:00:58 2021
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03:00<LordAro>this is mostly wrong, no?
03:00<LordAro>leaving aside the whole cmake vs configure mismatch
03:10<LordAro>it's also basically just a straight copy of the wiki page
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03:22<TrueBrain>Mostly what would be wrong is download the source while you can also download the binary
03:23<TrueBrain>But what is wrong otherwise?
03:26<LordAro>isn't macports not recommended?
03:26*LordAro uses "wrong" as "not optimal"
03:27<TrueBrain>Macports vs brew is like via vs emacs
03:28<TrueBrain>I ain't touching that :p
03:29<TrueBrain>Our local mac users had issues with Macports
03:29<TrueBrain>But that might just be a local issue really ;)
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04:02<TrueBrain>so, beta2 .. what do we want to do for that ..
04:02<TrueBrain>I guess a code-review of and merge it, would be nice
04:02<TrueBrain>merge (or fix) in
04:06<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8688: Feature: Hide block signal GUI by default
04:09<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8688: Feature: Hide block signal GUI by default
04:09<TrueBrain>I don't know about ^^. I get what it is trying to solve, but it feels like a hack on a hack on a hack now
04:10<TrueBrain>3 settings with nearly identical meaning, but all doing slightly different things
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04:13<TrueBrain>owh, there is another PR that came to the same conclusion
04:14<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8688: Feature: Hide block signal GUI by default
04:14<Wolf01>Related to the signal UI default, could we have some gameplay/ux presets like "original TTDlx behavior (or close as possible)", "simplified", and "everything available, play as you want"?
04:15<TrueBrain>new game presets are going to help a lot for many of these things :D
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04:15<Wolf01>You set it in game options and forget about it, if you change anything touched by preset you get "custom"
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04:15<TrueBrain>we went a bit further with "presets" already ;)
04:18<TrueBrain>LordAro: okay, so the above 2 PRs should ideally be merged, but otherwise I think we are good for a beta2; if you can PR the changelog etc, would be lovely :D
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04:25<TrueBrain>ugh, I hate this "expected", "actual" stuff in issues
04:25<TrueBrain>it makes for such bullshit reports
04:28<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened issue #8763: [OpenGL] Dragging train cursor disappears when close to left / top border
04:28<TrueBrain>expected result: see the mouse. Actual result: the mouse is not shown
04:28<TrueBrain>I mean, it is such redundant information
04:28<_dp_>it's kind of ok for unclear bugs but for obvious stuff it's totally redundant
04:29<TrueBrain>but okay, a lovely bug for michi_cc to fix I am afraid :D I tried fixing it, but I got lost in: how do I not draw the left side of a sprite ..
04:31<@peter1138>TrueBrain, it's bullshit for us but for... certain repeat offenders, it helps.
04:32<TrueBrain>doesn't mean I hate it any less :P
04:32<@peter1138>Anyway I don't have to use it now because you've just done what I was going to.
04:32<@peter1138>So thanks.
05:00<+michi_cc>TrueBrain: You've been thinking much too complicated :D
05:00<@DorpsGek>[OpenTTD/OpenTTD] michicc opened pull request #8764: Fix #8763: [OpenGL] Cursor sprite origin can be negative.
05:01<TrueBrain>did not spot that :D
05:01<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8764: Fix #8763: [OpenGL] Cursor sprite origin can be negative.
05:02<TrueBrain>I did debug in the caller
05:02<TrueBrain>not the callee
05:02<TrueBrain>silly :D
05:02<+michi_cc>In general, you set a viewport for OpenGL and OpenGL will do all the necessary clipping for you.
05:04<TrueBrain>good :)
05:05<+michi_cc>And if you need even more clipping, there's the scissor test for that.
05:07<TrueBrain>okay, this way of mockup might be more useful than wireframes
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05:07<TrueBrain>I just don't have text-color support yet
05:09<@DorpsGek>[OpenTTD/OpenTTD] ldpl opened pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
05:12<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8764: Fix #8763: [OpenGL] Cursor sprite origin can be negative.
05:12<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
05:12<@DorpsGek>[OpenTTD/OpenTTD] michicc closed issue #8763: [OpenGL] Dragging train cursor disappears when close to left / top border
05:12<TrueBrain>silly _dp_
05:12<_dp_>I had no motivation :/
05:13<_dp_>and didn't want to copypaste old pr
05:13<_dp_>I honestly though it's been merged ages ago
05:14<TrueBrain>which is my problem ... you make N people do work, because you didn't want to :P
05:14<TrueBrain>we cannot read your mind
05:14<TrueBrain>I am sure your motivation is good etc, but I cannot know that :D
05:14<_dp_>clicking a link doesn't count as "work" :p
05:15<TrueBrain>well, if you would read that other link, you would know it doesn't answer any of the templates questions either :D
05:15<_dp_>for all I care about this pr i can just close it :P
05:15<TrueBrain>it just states a few things I will read in the diff too
05:15<TrueBrain>we need to know what we are looking at, what you tried to solve :(
05:16<TrueBrain>please don't make us do the work .. we are already short on resources as it is :(
05:17<_dp_>you say like I'm rich on "resources" :p
05:17<_dp_>here, I copied the image :p
05:17<TrueBrain>moving the problem to us is not fair
05:17<TrueBrain>but you understand that as well as I do :)
05:21<TrueBrain> <- bit better spacing etc
05:35<Eddi|zuHause>my take on simplifying signals: 1) hide block signals by default, 2) always show signal guy, 3) never cycle through hidden signal types, 4) pick the first non-hidden signal type as default 5) remember the last placed signal type on reopening the gui
05:35<LordAro>TrueBrain: nice
05:36<LordAro>wouldn't work well with the trunk opntitle though :p
05:36<TrueBrain>LordAro: we will figure it out :)
05:36<_dp_>I'd also put one-way pbs first as that's the most useful one
05:37<Eddi|zuHause>not sure about that. at least for me personally, i tend to prefer the two-way one
05:38<_dp_>why? except for few usecases they just add more mess
05:39<_dp_>especially with breakdowns
05:39<Eddi|zuHause>the "pass signal from the back" pathfinder penalty usually does the job pretty well, it's rare that i really need to force trains out
05:39<+michi_cc>I would like to request a "hide pre-signals" option :P I like using block signals on open tail stretches, though purely for the optics of the default green lights.
05:41<TrueBrain> <- that too looks better than the wireframe .. I like this way of mockups :D
05:41<_dp_>noobgrf idea: change pbs graphics into regular signals and block signals into ugly mosters xD
05:41<TrueBrain>I just have to implement dropdown .. lol
05:43<@peter1138>Oh, the vehicle viewport button got moved...
05:44<Eddi|zuHause>yeah, someone "unified" it
05:44<_dp_>Eddi|zuHause, you know how to build stuff properly, new players just spam it randomly and get confused why trains go backwards
05:45<_dp_>also I remember I tried using two way pbs at some point but quickly switched back
05:45<_dp_>don't remember why thought
05:45<Eddi|zuHause>anyway, you need two-way signals at stations.
05:45<_dp_>probably because with two-way pbs there are more options for stuff to go wrong
05:46<_dp_>Eddi|zuHause, yeah, stations and two-way branches, that's the two usecases I mentioned
05:46<Eddi|zuHause>(unless you only build ro-ro stations, which i'd call "advanced")
05:47<_dp_>it feels like "advanced" these days is actually terminus
05:47<_dp_>every noob builds hellish-style roros everywhere :/
05:49<@peter1138>Eddi|zuHause, turns out I don't look at the icons, just by "muscle memory" position. So I keep sending vehicles to depot ;(
05:49<Eddi|zuHause>i'd postulate that "noobs" still build point-to-point lines with only 1 train :p
05:50<andythenorth>it's the most optimum
05:50<Eddi|zuHause>depends on what value you optimize for :p
05:53<Eddi|zuHause>peter1138: request an option to put it back to the old place. i'm sure that will be added :p
05:57<@peter1138>Sometimes when I ffwd the game gets really laggy.
05:58<_dp_>Eddi|zuHause, well I guess on servers that I frequent noobs like that couldn't even place hq to start the game :p
05:59<@peter1138>I usually don't bother with an HQ.
05:59<_dp_>you have to put hq in citybuilder
05:59<Eddi|zuHause>_dp_: you have a pretty heavy sampling bias
06:01<_dp_>Eddi|zuHause, whatever :p
06:01<_dp_>anyway, you only need two-way pbs for roro terminus
06:01<_dp_>regular one is just fine without
06:03<_dp_>well, "through station" wiki calls them
06:03<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
06:04<@peter1138>ro-ro is a term that refers to ferries in real life, not stations...
06:05<_dp_>LordAro, any better ideas?
06:05<_dp_>it's not the first gui to use magic width numbers :p
06:06<+michi_cc>Make a named const out of it, at the very least.
06:06<LordAro>any sort of indication about how you came up with 146 would be a start
06:07<_dp_>probably from here:
06:10<@peter1138>I think I had a patch once that scaled those minimums by gui scale...
06:10<_dp_>hm, looks like ui scales on its own nowadays so I can probably just remove that line completely
06:12<@DorpsGek>[OpenTTD/OpenTTD] ldpl updated pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
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06:22<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8744: Change: Clarify what effect town interactions have
06:23<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
06:24<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8715: Fix: Vehicle list windows did not update when this year's profit changed
06:24<LordAro>oh no, i forgot to squash
06:25<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8755: Fix: several bugs related to joining a network server
06:26<LordAro>TrueBrain: what about #8693 ? would be really good to have that done before doing another release
06:26<TrueBrain>LordAro: meh ...
06:26<TrueBrain>that is what I think about that
06:26<TrueBrain>maybe I can muster some energy tomorrow
06:27<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8751: Disconnecting clients affect other clients in the queue
06:27<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8755: Fix: several bugs related to joining a network server
06:30<_dp_>#8693 works kinda weird, at least in preview
06:31<_dp_>I'm totally confused when ff button is pressed and when not and what it means
06:31*_dp_ didn't read any comments
06:33<LordAro>_dp_: be less lazy :p
06:33<_dp_>I mean... It's not a good unterface when you need to read the docs to use it :p
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07:24<TrueBrain> <- my suggestion for new load Scenario / AI / Heightmap / GS :)
07:24<TrueBrain>mostly so frosch123 also sees it, as he isn't on discord :P :P
07:25<TrueBrain>I have to implement a few things in my HTML viewer to fix some of the ugly colouring and placeholders :D
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07:31<Eddi|zuHause>TrueBrain: how do i distinguish from starting a new game from a scenario, or editing a scenario from that window?
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07:47<@peter1138>Having 60fps updates does mean that having a viewport following a vehicle moving at 33fps is no longer smooth.
07:48<TrueBrain>was it ever? :)
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07:48<TrueBrain>Eddi|zuHause: I do not know yet; not up to this window, I think :)
07:51<@peter1138>No, seems I was imagining it.
07:52<@peter1138>Might depend on the exact speed of the vehicle matching something.
07:54<@peter1138>Now there is OpenGL do we get PBR and raytracing? :D
07:56<TrueBrain>most fun when 2 vehicles go nearly the same speed .. you see the other being all weird :P
07:56<TrueBrain>I want to make subpixel animation real bad ... :D
07:56<LordAro>^ i noticed that earlier too
07:57<TrueBrain>has been in the game for a long time, to be clear
07:57<TrueBrain>but it is more noticeable now for some reason :P
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08:12<TrueBrain>next iteration:
08:12<TrueBrain>(Check online content will be gone once clicked, and "Download & Play" entries won't show till you press it)
08:12<TrueBrain>2 states of the same window mocked in 1, basically
08:14<LordAro>what does the '+' do?
08:15<TrueBrain>add filters
08:15<TrueBrain>no sure that is the best visual queue for that
08:15<TrueBrain>but I am trying out filters :D
08:15<LordAro>ah right
08:15<LordAro>yes, not particularly clear :p
08:15<+michi_cc>LordAro: "Fix #8734: [OpenGL]..." shouldn't be in the changelog while #8518 should be on it.
08:17<TrueBrain>LordAro: to pick your brain a bit, GameSpeed .. what I have most issue with .. "infinite" is not really a mode that is all that useful other than debugging, I guess. But .. how often would you change between x2, x4, x8, etc?
08:17<TrueBrain>its a fun niche thing to add, but does it really add to the game?
08:18<_dp_>filters could use smth like this
08:18<LordAro>michi_cc: "Change: [macOS] Native font rendering" ?
08:18<LordAro>TrueBrain: i have no idea
08:18<TrueBrain>_dp_: it was what I had in mind, but ... we don't have widgets for that yet :P
08:18<+michi_cc>Yeah, good enough.
08:18<LordAro>in general i fast forward "until i have x amount of money", i suppose
08:18<TrueBrain>I was thinking about time-steps, as the suggested: step 1 tick forward
08:19<TrueBrain>maybe it is more likely that you want: go to the next month
08:19<TrueBrain>go to the next year
08:19<LordAro>you'd probably need to ask actual players :p
08:19<_dp_>TrueBrain, yeah, those are some pretty rare widgets
08:19<_dp_>would be interesting if it could be merged with search somehow
08:19<TrueBrain>_dp_: it should, if we do it like that
08:22<TrueBrain>LordAro: asked Discord; lets see what they reply, if anything
08:22<TrueBrain>difficult question to ask
08:22<TrueBrain>but it is also why I got a bit stuck on the GUI
08:22<frosch123>TrueBrain: game speed is like signal densitiy
08:22<frosch123>you set it once, and then never change it again
08:22<TrueBrain>so make it a setting, you say ;)
08:22<TrueBrain>which is by far the easiest solution
08:22<frosch123>if you want to switch between fast and slow, you use pause
08:23<frosch123>the gamespeed is just to configure your reaction time :p
08:24<frosch123>maybe controversial, but i like ctrl+click :)
08:24<TrueBrain>what do you expect that to do?
08:25<frosch123>ctrl+click on ff to open the game-speed-toolbar
08:25<frosch123>siilar to "x" and "ctrl+x"
08:25<TrueBrain>from the idea that you set it once, I agree with you there
08:25<frosch123>you can also put it into the settings tree, but that is an extra
08:26<frosch123>i like having all settings in the settings tree for filtering "different than default". but i also like having the settings in the context where they apply
08:27<TrueBrain>okay, so first a PR to make it into a setting, that has to happen anyway
08:27<TrueBrain>after that, a PR to make a GUI for it
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08:46<TrueBrain>should I allow changing game-speed on multiplayer servers? It also influences lag-calculation etc
08:46<TrueBrain>lot of weird things in network is tick-based atm .. not always things you expect :D
08:47<_dp_>you can make it a hidden setting for now
08:47<_dp_>so I can experiment with it xDD
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08:47<TrueBrain>I will put the hidden setting in the code, okay? :D
08:48<_dp_>well, kinda but not really
08:48<_dp_>I would have to add config one myself then
08:48<TrueBrain>owh, right, I had to understand this odd _fast_forward flag, which could carry more than 1 bit ..
08:49<TrueBrain>I think originally the idea was that if you pressed the button and pressed tab, releasing tab would not release the button or something
08:49<TrueBrain>I dunno
08:49<TrueBrain>it is weird
08:50<_dp_>mb it just copied pause that has multiple sources
08:50<TrueBrain>I guess
08:55<_dp_>mallocAndLoadFile_orDie ... what are they even smoking at facebook xD
08:57<TrueBrain>so settings have a way that "0" is special, not?
08:58<_dp_>yeah, some do
09:00<TrueBrain>owh, multiplayer doesn't really work, now I come to think of it
09:00<TrueBrain>_game_speed is not synced
09:01<TrueBrain>so that is not a problem for now
09:02<TrueBrain>sorry _dp_ ; guess it would need a savegame bump to make it work in multiplayer
09:03<TrueBrain>not sure that is a good idea without making sure it works :P
09:03<_dp_>why does it need to be synced? can't server just send frames faster?
09:04<TrueBrain>but the clients will run them slower
09:04<TrueBrain>so they will constantly have to catch up
09:05<_dp_>oh, so they expect a certain speed huh
09:05<TrueBrain>ofc, they run their gameloops too :)
09:06<_dp_>well, it's not about gameloop rly but a delay in it
09:06<_dp_>wouldn't making _game_speed a setting solve it all?
09:06<TrueBrain>which .. requires a savegame bump :P
09:06<TrueBrain>(if it would be syncd)
09:07<_dp_>I mean for 1.11
09:07<_dp_>it bumped much already :p
09:07<TrueBrain>I am not going to bump the savegame so you can experiment with something :)
09:08*_dp_ sad noises
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09:09<LordAro>TrueBrain: perhaps a decent first step would be to always make tab/shift/button just toggle FF as long as it's held down
09:09<LordAro>since there's almost no reason to leave it on anymore, outside of testing scenarios
09:10<LordAro>s/testing scenarios/dev testing/
09:10<LordAro>scenarios bad word in this context :)
09:10<_dp_>mwahaha you can't stop me, I can sync it myself and vanilla plebs can just catch up all they want :p
09:10<TrueBrain>LordAro: not sure what you mean, "decent first step" to what?
09:10<LordAro>well, changing how FF operates as a whole
09:10<TrueBrain>owh, making it a setting is not much trouble
09:10<TrueBrain>if I could figure out how the hell I get my setting visible
09:10<TrueBrain>I have that working :P
09:11<TrueBrain>and shift/tab only work as long as you press them
09:11<LordAro>if we can't get a "slower" FF in place before 1.11, at least mitigate the possibility that people skip 10 years of gametime by accident :)
09:11<TrueBrain>doing it for the button too would be weird I think :)
09:11<andythenorth>free Dial with every OpenTTD
09:11<TrueBrain>so the setting will be done in a few LordAro :)
09:12<_dp_>andythenorth, to rotate the map? :p
09:13<frosch123>can you also turn it backwards?
09:13<frosch123>undo know -> backwards dial
09:13<frosch123>sounds like a natural next step :p
09:14<_dp_>oh, I'd expected something like this:
09:16<TrueBrain>default of 16x or infite, for game_speed with FF?
09:17<_dp_>infinite is a very niche usecase
09:17<frosch123>not infinite :)
09:17<TrueBrain>so I added a setting .. I looked at other settings ... it is not showing up in the setting menu
09:18<TrueBrain>what am I doing wrong ...
09:18<frosch123>for what game size can it keep up 16x ?
09:18<_dp_>TrueBrain, settings_gui?
09:18<TrueBrain>what about it _dp_ ?
09:18<_dp_>TrueBrain, did you add it there?
09:18<TrueBrain>frosch123: on my machine? Or the average? :)
09:18<frosch123>just to avoid a flood of: i play on a 4kx4k map with 5k ships, how can this 1994 game not keep up on my threadripper?
09:21<TrueBrain>owh my ... here I was thinking settings.ini would be read from the settings GUI too
09:22<TrueBrain>settings -> limitations?
09:22<TrueBrain>where does this belong :P
09:22<@peter1138> < such chunky
09:22<_dp_>TrueBrain, how else would they be randomly shuffled between categories ;)
09:22<TrueBrain>_dp_: by marking that in settings.ini?
09:22<TrueBrain>I mean .. it is already a generated file
09:22<@peter1138>Such nasty defines
09:23<frosch123>TrueBrain: interface
09:24<TrueBrain>when is something in interface -> general and when just in interface?
09:25<frosch123>"general" applies to all windows
09:25<frosch123>the rest does not apply to any windows, or to specific ones
09:25<_dp_>TrueBrain, yeah, tbh I also think that would be better
09:25<frosch123>i just made that up :p
09:26<TrueBrain>and I believe everything you tell me about this stuff :P
09:27<TrueBrain>so how can I make that "0" becomes a text
09:27<TrueBrain>I have seen other things do that .. hmm .. but which ...
09:27<+glx>there's a flag for that
09:27<+glx>0DISABLE or something
09:28<TrueBrain>meh, I don't want disabled :D
09:28<TrueBrain>I want my own text :P
09:28<+glx>well the flag does the text
09:28<_dp_>I'd say game speed in limitations, ff limiter in interface
09:29<+glx>your setting value can mean anything on usage I think
09:29<TrueBrain>glx: I don't want to disable it at 0
09:29<TrueBrain>I want to show a different text
09:30<frosch123>TrueBrain: i think you define a string for it in settings.ini
09:31<@peter1138>Oh, inset frames not right
09:31<frosch123>TrueBrain: 0ISDISABLES is more like 0ISSPECIAL
09:31<TrueBrain>this is one of those special: string-id + 1, isn't it?
09:32<+glx> SetDParam(first_param++, sdb->str_val + ((value == 0 && (sdb->flags & SGF_0ISDISABLED) != 0) ? 1 : 0));
09:32<TrueBrain>was about to copy the same line :D
09:32<TrueBrain>okay, tnx glx :D
09:32<TrueBrain>I did not expect that :P
09:32<+glx>someone asked recently about that, so I knew what to search
09:33<frosch123>what? how long have you been here? it's okay if you did not know it, but that you did not expect it? :p
09:33<andythenorth>peter1138 bring chunky back :P
09:33<TrueBrain>frosch123: haha, touche :D
09:34<TrueBrain>playing at 3.33fps like there is no tomorrow
09:34<TrueBrain>like seriously
09:35<TrueBrain>this is slow
09:35<TrueBrain>is it still "fast forward" if it is below 100
09:39<@peter1138>How is my OpenTTD binary 157MB? o_O
09:40<+glx>hmm that's huge
09:40<TrueBrain>pretty normal
09:40<@peter1138>20MB when stripped.
09:40<TrueBrain>Debug builds
09:41<+glx>MSVC debug is 28MB
09:41<frosch123>and the pdb?
09:45<_dp_>TrueBrain, faster than pause :p
09:46<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler commented on pull request #8688: Feature: Hide block signal GUI by default
09:46<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8766: Add: settings to change your fast-forward game speed
09:47<TrueBrain>LordAro: ^^; next week I will check out a GUI, but at least for beta2 that is no longer important, I think :D
09:48<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8688: Feature: Hide block signal GUI by default
09:49<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler commented on pull request #8688: Feature: Hide block signal GUI by default
09:50<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on pull request #8766: Add: settings to change your fast-forward game speed
09:50<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8766: Add: settings to change your fast-forward game speed
09:56<TrueBrain>people will complain that their fast-forward became incredibly slow, I know that already now :D
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09:57<nielsm>make default FF cap at maybe 25x or 50x speed? it's fast but not uncontrollable
09:57<TrueBrain>I did 16x now
09:58<TrueBrain>not sure you read the PR and suggesting to increase that, or just pitching in the IRC conversation :D
09:58<nielsm>I just saw one line in IRC and wanted to chip in
09:59<TrueBrain>no clue what a good value is .. just know what-ever we pick, someone will complain, so I accepted that already :)
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10:02<supermop_Home>good morning
10:02<@peter1138>Randomise it.
10:03<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on pull request #8766: Add: settings to change your fast-forward game speed
10:03<TrueBrain>speed limit, nice
10:04<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8766: Add: settings to change your fast-forward game speed
10:05<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on pull request #8766: Add: settings to change your fast-forward game speed
10:05<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8766: Add: settings to change your fast-forward game speed
10:06<TrueBrain>nielsm didn't even read my tooltip! :'( :P
10:08<supermop_Home>do the construction icons and cursors really need an x and y offset?
10:09<@peter1138>Every sprite needs an X and Y offset.
10:10<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8766: Add: settings to change your fast-forward game speed
10:10<TrueBrain>tnx nielsm , speed limit is a much better way of wording this!
10:10<@peter1138>0, 0 being a valid offset...
10:10<supermop_Home>i mean, shouldn't they be 0 as the are basically squares? or do i still need to 'center' the sprite
10:11<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8766: Add: settings to limit your fast-forward game speed
10:11<supermop_Home>i guess the cursors need to be centered on the tip of the arrow
10:11<@peter1138>For GUI sprites then 0,0 should be top-left.
10:16<TrueBrain>so ... people are making "universal" binaries now ... binaries that work on both Linux and Windows
10:19<supermop_Home>it works!
10:19<supermop_Home>except for those bus stop gui buttons
10:20<+glx>TrueBrain: any OS it seems
10:20<TrueBrain>even from BIOS :P
10:20<+glx>that's crazy
10:20<+glx>of course it's CLI only
10:20<TrueBrain>dynamically load video drivers etc, and we have 1 binary that runs on all you say? :P
10:20<TrueBrain>I doubt he implemented C++ .. seems C only :)
10:21<TrueBrain>means I can port OpenDUNE! :D
10:21<TrueBrain>what a weird concept .. "just download this one binary"
10:21<TrueBrain>no matter your OS
10:21<TrueBrain>well, CLI / C only isn't a real problem ofc, just make every OS a payload, and embed those :P
10:21<+glx>but it's for x64_64 only
10:21<TrueBrain>becomes a bit big, but meh
10:22<TrueBrain>awh :(
10:22<TrueBrain>okay, it is rubbish, nevermind :P
10:22<TrueBrain> :D
10:22<supermop_Home>nml specs enumerate just 6 buttons and 6 cursors for road and tram types:
10:23<supermop_Home>does this mean i cannot replace the bus/truck stop sprites?
10:23<+glx>just in case someone want's to see what we are talking about
10:28<+glx>supermop_Home: bus/truck stop sprites are the same for all types
10:28<supermop_Home>hm ok
10:31<supermop_Home>well then log flume grf is pretty much finished except for catenary bug
10:32<@peter1138>"String too long for destination buffer" is mildly annoying. I should just delete the offending music packs.
10:33<+glx>maybe one day everything will use std::string
10:45<supermop_Home>i guess i should make gui sprites for all of the unspooled roads
10:49<frosch123>supermop_Home: for cursors the offset defines the position of the click
10:49<frosch123>so, pretty imporant if your cursor extends to any other direction than southeast
10:50<supermop_Home>frosch123 i just matched the base set cursor, it seems to work!
10:51<supermop_Home>i am pretty happy with everything except the part where the flume sprites cover up the logs!
10:51<supermop_Home>TrueBrain you mentioned an opengfx nightly yesterday?
10:53<+glx>hmm seems it's not up to date
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10:56<+glx>but there was a workflow run yesterday
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11:02<+glx>TrueBrain: I don't see any update_cdn run for opengfx, seems the trigger failed
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11:19<TrueBrain>owh, I forgot to rename it
11:20<+glx>huhu I didn't spot the incorrect name
11:20<TrueBrain>update-cdn vs update_cdn
11:21<+glx>yup noticed it when you mentioned renaming
11:21<TrueBrain>I am getting some dinner, would you mind PRing that in OpenGFX repo?
11:21<TrueBrain>I got annoyed one day with all the mixing _ and -
11:21<TrueBrain>clearly I forgot one :D
11:21<Wolf01>Oww... still positive, fuck my life :S
11:22<+glx>once positive, you stay positive for at least a month IIRC
11:22<supermop_Home>Wolf01 antibody or pcr?
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11:22<+glx>similar to pcr then
11:23<supermop_Home>hmm those sometimes have higher false positives tho
11:23<supermop_Home>still symptomatic?
11:24<Wolf01>Dunno if covid related, but a lot of back pain, I can't sit for more than some minutes
11:24<supermop_Home>oof that sucks
11:24<supermop_Home>I've heard that the long-term cases here do have chronic pain
11:24<Wolf01>Yeah, specially when you have that pain for more than a month
11:25<supermop_Home>would a nice log flume help you feel better?
11:25<@DorpsGek>[OpenTTD/OpenGFX] glx22 opened pull request #55: Fix: Update CDN event type has been renamed
11:26<@DorpsGek>[OpenTTD/OpenGFX] TrueBrain approved pull request #55: Fix: Update CDN event type has been renamed
11:27<@DorpsGek>[OpenTTD/OpenSFX] glx22 commented on pull request #19: Replace Mercurial code with Git code
11:28<TrueBrain>Wolf01: you need to get tested every N days or something?
11:28<Wolf01>Btw the week before I was "positive with low viral load" (or something like that, I don't know the exact english terminology), which seemed I were recovering good... today "positive"
11:28<Wolf01>TrueBrain yes, once a week
11:28<TrueBrain>I was reading our guideline of all of this, and they say: when you no longer have any of the symptoms, you can no longer spread, so you are good, basically
11:28<+glx>yeah same here
11:29<+glx>because you can stay positive for a long time, while not being contagious
11:29<Wolf01>As I said, we (I and my doctor) don't kow if the pain is a symptom
11:29<TrueBrain>ah, like that, makes sense glx
11:29<TrueBrain>so why do you need to get tested every week Wolf01 ?
11:30<TrueBrain>to confirm what you already know :D
11:30<Wolf01>Because here things don't work as you might expect
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11:30<Wolf01>I asked that too
11:30<TrueBrain>fair enough :)
11:30<+glx>I had to do a test las friday, didn't like it
11:31<Wolf01>Here if one has ALS and is pinned to a bed need to be visited every N months because they must be sure he is not faking it
11:32<Wolf01>Also they call the visit, so you have plenty of time to prepare
11:33<+glx>so easy to "hide" fraud if they warn before coming
11:34<@DorpsGek>[OpenTTD/OpenGFX] glx22 merged pull request #55: Fix: Update CDN event type has been renamed
11:35<Wolf01>Yup, we have a lot of frauds, and with "a lot" I mean that sometimes one which really needs healthcare support might not receive it because they try to not give it to everybody
11:35<Wolf01>Like my father with a lot of back problems and some surgeries too, only 74 points where the minimum is 75 to receive support
11:37<+glx>oh and OpenSFX repo will need some secrets after #19 merge
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11:49<Wolf01>supermop_Home thx, is it compatible with 1.10 or do I need 1.11?
11:57<supermop_Home>1.10 is fine
11:57<supermop_Home>that's what i have
12:00<supermop_Home>just need a few tiles of hill at the start
12:02<Wolf01>It's really nice, waiting for the catenary fix to avoid the glitches but it's amazing what you did :)
12:02<FLHerne>supermop_Home: There's
12:02<Wolf01>I love the details and the animation
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12:10<supermop_Home>Wolf01 i should probably get rid of the sparks, but i kind of like them as ridiculous splashes
12:10<Wolf01>Oh, I thought you did it on purpose :O
12:10<@peter1138>Rebasing year-old code is less fun.
12:11<supermop_Home>i did - i thought they might look like splashes, but they are a little over the top!
12:11<supermop_Home>FLHerne that would be neat
12:13<@peter1138>"allow-tick-catchup" I guess that's redundant
12:13<@peter1138>"chrono-timer" too
12:16<@peter1138>32 company colours? Why?
12:16<+michi_cc>House cleaning time, peter-i-have-a-patch-for-that-1138? :D
12:16<andythenorth>so that we can have 1cc, 2cc, 3cc, 4cc per player
12:16<andythenorth>without running out of colours :P
12:16*andythenorth makes things up
12:18<@peter1138>Definitely making things up
12:19<@peter1138>This adds the well known colours "New Red" and "New Purple"
12:20<@peter1138>A traditional naming scheme, I suppose.
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12:21<@peter1138>I believe it's based on a NewGRF which modifies the default recolour maps to give different (but not extra) company colours that way.
12:23<+michi_cc>You mean the NewCC set?
12:24<@peter1138>Ok, all this stuff is 2019. Have I been out that long?
12:24<+michi_cc>We might have collectively erased 2020.
12:24<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8766: Add: settings to limit your fast-forward game speed
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12:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8766: Add: settings to limit your fast-forward game speed
12:37<TrueBrain>at least, I assumed you meant there LordAro :D
12:37<LordAro>i did, yes :)
12:37<TrueBrain>good :D
12:40<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8766: Add: settings to limit your fast-forward game speed
12:40<TrueBrain>that was exactly what I did, filter out the driver-specific stuff :D
12:41<LordAro>still very duplicatey though :p
12:41<TrueBrain>yeah ... you need to get the signals in the end
12:41<TrueBrain>not much you can do about that
12:41<TrueBrain>and this is just one annoying thing, as it is different for debug/release
12:41<TrueBrain>why, no clue
12:42<TrueBrain>but it is :P
12:42<LordAro>suppose a IsTabPressed() function would not be worth it?
12:42<TrueBrain>not possible for all drivers
12:42<TrueBrain>some need to fetch the pressed keys first
12:42<TrueBrain>the same reason this looks for ctrl and shift etc
12:42<_dp_>holy crap zstd is fast
12:42<TrueBrain>I will move it in the ifdefs for now
12:43<LordAro>yeah, i see
12:43<_dp_>that 15 second 4k map takes barely a second now
12:43<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8765: Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts
12:43<LordAro>_dp_: :o
12:43<LordAro>zstd save compression when?
12:44<_dp_>is there some code I can use to compare compression levels?
12:44<TrueBrain>_dp_: too bad it is a Facebook product; not so much that it is Facebook, but their way of working is horrible
12:44<TrueBrain>the first few versions broke APIs left and right
12:44<TrueBrain>with no regard for any product using it
12:44<TrueBrain>gave it a bad name
12:45<_dp_>LordAro, soon (tm)
12:45<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8766: Add: settings to limit your fast-forward game speed
12:47<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8766: Add: settings to limit your fast-forward game speed
12:51<_dp_>I've seen some compression comparisons for openttd but I don't remember where...
12:51<TrueBrain>that really was Rbs thing
12:51<LordAro>probably about the same time xz support was added :p
12:52<LordAro>which i feel might predate 4k maps
12:52<TrueBrain>you would be wrong :P
12:52<TrueBrain>4k is a 2004 thing
12:52<TrueBrain>I remember clearly
12:52<TrueBrain>it is the reason I am here :P
12:52<LordAro>haha, nice
12:52<TrueBrain>OpenTTD did not like change, not even back then
12:53<TrueBrain>owh, no, I am wrong
12:53<TrueBrain>2k I did
12:53<TrueBrain>4k was considered "too much"
12:54<TrueBrain>but people were recompiling OpenTTD to have 4k :p
12:55<TrueBrain>in the time that every MB of RAM was a discussion
12:58<FLHerne>4k is definitely too much
12:58<TrueBrain>and 64 too little
12:58<TrueBrain>it sounded cute
12:58<TrueBrain>it is useless :P
12:58<FLHerne>The gameplay is meaningless
12:58<FLHerne>I kind of like 64 maps
12:58<FLHerne>They're like dioramas
12:58<FLHerne>You can optimise every tile to look perfect
12:59<FLHerne>Whereas using any fraction of 4k in single-player is virtually impossible, and in multiplayer people just use the space to avoid it actually being multiplayer :p
13:03<supermop_Home>Wolf01 if you find a decent hill, the logs are a little overpowered
13:04<Wolf01>Ehehe, the problem is to find a forest which is above the sawmill :P
13:04<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8766: Add: settings to limit your fast-forward game speed
13:05<TrueBrain>what a service LordAro
13:06<@DorpsGek>[OpenTTD/OpenTTD] LordAro opened pull request #8767: Doc: 1.11.0-beta2 changelog
13:06<LordAro>i wanted to make that
13:06<TrueBrain>LordAro: knownbugs :)
13:07<LordAro>that was updated recently
13:07<LordAro>i decided it was misleading to update the date without it actually being updated :p
13:07<TrueBrain>well, bad luck for you, as it was updated, and the header was not bumped :)
13:08<_dp_>I'm tempted to just check compression speeds in python and call it a day
13:08<TrueBrain>so not changing it now, would be misleading ;)
13:08<LordAro>wait, really?
13:08<LordAro>dammit, nielsm
13:08<TrueBrain>LordAro: my last commit was an "add", not a "feature"
13:08<TrueBrain>I changed it after the first push
13:08<TrueBrain>sorry :)
13:09<LordAro>it felt more like a feature than an 'add'
13:09<TrueBrain>you should have said so before you merged it :D
13:09<TrueBrain>hihihihi :)
13:09<LordAro>the commit wasn't wrong
13:09<LordAro>changelog doesn't necessarily match the commit :p
13:09<TrueBrain>you are the changelog master, what-ever you want boss-man :)
13:10<TrueBrain>otherwise, looks good :)
13:10<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8767: Doc: 1.11.0-beta2 changelog
13:10<TrueBrain>poor nielsm ; he was just blaming you he now has to do more work, nothing else :)
13:10<TrueBrain>he wanted to be cheap, he failed :D
13:10<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8767: Doc: 1.11.0-beta2 changelog
13:11<TrueBrain>so ... guess we should do socials too in a bit ..
13:11<LordAro>someone else can write the news post
13:11<TrueBrain>I was afraid you would say that :P
13:12<LordAro>but in my head are: opengl testing, super fast video drivers, translator poke, imminent feature freeze
13:14<TrueBrain>I will cook something
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13:21<_dp_>hm, apparently there is also lz4 compression that focuses on speed
13:21<_dp_>so may be worth adding...
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13:23<LordAro>i think lz4 is what zfs by default uses these days
13:24<supermop_Home>is there any chance someone might look at #8647 so i can release log flume for april 1? or should i put it on back burner?
13:25<LordAro>seems like the sort of problem that's extremely hard to fix
13:26<LordAro>but i'll add it to the list anyway
13:26<supermop_Home>hopefully its not too bad
13:27<@peter1138>I wonder if the branch "custom-bridge-heads" does anything...
13:28<LordAro>if it's anything like most of my branches, it's empty
13:28<_dp_>hm.. can we mb add #7941 while at it? ;)
13:28<_dp_>it undermines the supremacy of path signals :p
13:29<LordAro>i fear that fixing that would be quite a large breaking change
13:30<LordAro>not really something that wants to be stuck in at the last minute
13:31<_dp_>hm... there can always be 1.11.1 ;)
13:32<LordAro>not with those sort of changes, there wouldn't ;)
13:33<_dp_>damn, well, presignals take this round I guess xD
13:35<@DorpsGek>[OpenTTD/website] TrueBrain opened pull request #193: Add: 1.11.0-beta1 announcement
13:36<LordAro>TrueBrain: wrong beta :p
13:37<@DorpsGek>[OpenTTD/website] TrueBrain commented on pull request #193: Add: 1.11.0-beta2 announcement
13:38<@DorpsGek>[OpenTTD/nml] matthijskooijman commented on pull request #188: Fix broken regression PCX and enable pillow 8.1.0 with an improved error message
13:38<_dp_>btw, it case it's not clear that bug is pretty important as it causes incoming trains to stop even when there are empty platforms
13:38<_dp_>effectively reducing the throughput of the station
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13:38<TrueBrain>LordAro: ssstttt
13:39<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:40<@DorpsGek>[OpenTTD/website] LordAro commented on pull request #193: Add: 1.11.0-beta2 announcement
13:42<@DorpsGek>[OpenTTD/website] TrueBrain commented on pull request #193: Add: 1.11.0-beta2 announcement
13:42<TrueBrain>LordAro: you can just edit this yourself :P
13:42<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:42<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:42<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:42<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:42<TrueBrain>now I need to spam this channel :P
13:42<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:43<+glx>oh I see, you commited each suggested changes
13:44<TrueBrain>there really isn't an easier way :)
13:44<+glx>and each one needs a manual update of default commit message
13:45<TrueBrain>nah, squash does that :P
13:45<+glx>because there's no commit checker ;)
13:45<TrueBrain>exactly for this reason :D
13:46<TrueBrain>LordAro: could you proofread my twitter/discord text too pretty please? :D
13:46<TrueBrain>I made changes :)
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13:46<dwfreed>TrueBrain: you can batch suggestions
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13:46<dwfreed>unless you really want them as separate commits
13:47<LordAro>TrueBrain: reddit would just be a link to the post, no?
13:47<TrueBrain>dwfreed: owh, now you mention that, wauw
13:47<LordAro>no additional text
13:47<TrueBrain>LordAro: also the second part of my comment
13:47<dwfreed>There's a button labeled "Add to batch" or similar
13:47<TrueBrain>hence the caption mentioning "reddit" :P
13:47<LordAro>TrueBrain: yes, there's a load of extra text with it
13:47<LordAro>that's the point
13:47<TrueBrain>huh? I lost you, sorry :)
13:47<LordAro>unless you want to do a text post
13:47<TrueBrain>I do :)
13:47<TrueBrain>I did so far ..
13:47<TrueBrain>you can indeed also post links .. I always forget that :P
13:48<LordAro>i'd just do that
13:48<TrueBrain>meh, I guess ....
13:49<TrueBrain>bit boring :P
13:49<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8767: Doc: 1.11.0-beta2 changelog
13:49<TrueBrain>text otherwise okay?
13:50<LordAro>remove the first 'really', imo
13:50<LordAro>otherwise fine
13:50<LordAro>last check of open stuff before i tag
13:50<TrueBrain>I just did the same :D
13:51<TrueBrain>no blockers from my side
13:51<LordAro>hopefully we'll get the remaining filter stuff into 1.11
13:51<TrueBrain>give them the milestone plz :)
13:52<TrueBrain>next week I shall prioritize anything in the milestone :)
13:54<TrueBrain>I forgot to mention the title game
13:54<TrueBrain>but the post was already really busy
13:54<TrueBrain>so not sure
13:54<@DorpsGek>[OpenTTD/OpenTTD] LordAro created new tag: 1.11.0-beta2
13:54<LordAro>now for CI watching
13:55<TrueBrain>approve the website PR while waiting would you :P
13:55<TrueBrain>I have all the socials open and logged in, pam pam pammm
13:57<@DorpsGek>[OpenTTD/website] LordAro commented on pull request #193: Add: 1.11.0-beta2 announcement
13:57<LordAro>sorry, noticed some more singulars
13:57<TrueBrain>just change it yourself :P
13:57<TrueBrain>dwfreed: batching only works from "Files changed" tab
13:57<TrueBrain>really annoying :P
13:58<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:58<TrueBrain>makes sense
13:58<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #193: Add: 1.11.0-beta2 announcement
13:58<TrueBrain>but explains why I didn't see it first time
13:58<LordAro>oh, you got there first
13:58<@DorpsGek>[OpenTTD/website] LordAro approved pull request #193: Add: 1.11.0-beta2 announcement
13:59<TrueBrain>you sure? :P
13:59<LordAro>we've got another 20 minutes before the website updates :p
14:00<LordAro>hmm, should probably add bullseye to release for next time
14:00-!-didac [] has quit [Remote host closed the connection]
14:00<TrueBrain>I considered the alternative: remove all .debs :P
14:00<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
14:01<@DorpsGek> - Update: Translations from eints (by translators)
14:01<LordAro>the issue is that bullseye isn't going to get 1.11.0 at all
14:01<LordAro>it'll be stuck on 1.10.3
14:01<TrueBrain>or we need to find a CVE :P
14:01<TrueBrain>but our linux-generic works fine on bullseye
14:01<LordAro>yeah, but it's nicer to use a deb
14:02<TrueBrain>(to be clear, we used to do that, file CVEs so we can get our newer OpenTTD in Debian :P)
14:02<TrueBrain>I mean, CVEs for a game like OpenTTD is not -that- useful
14:02<TrueBrain>but it was very useful to get newer versions in
14:02<TrueBrain>we did it for a while even
14:03<TrueBrain>sometimes they only backported the fix itself
14:03<TrueBrain>that was sad
14:03<@DorpsGek>[OpenTTD/website] TrueBrain merged pull request #193: Add: 1.11.0-beta2 announcement
14:03<LordAro>TrueBrain: Q from elsewhere - has anyone actually downloaded the Windows arm64 build?
14:03<TrueBrain>downloaded? Hmm, let me see
14:04<LordAro>suppose they'd be more likely to get it from the windows store anyway
14:04<LordAro>and probably not a prerelease either
14:05<TrueBrain>last 2 weeks has seen 1500i beta1 downloads
14:05<TrueBrain>for win64
14:05<TrueBrain>but I cannot find arm in the list with popular objects
14:06<TrueBrain>lowest on the list is downloaded 150 times
14:06<TrueBrain>so < 150 times
14:06<TrueBrain>would have to go to raw logs to give that number; no tnx :P
14:06<TrueBrain>"not many"
14:07<TrueBrain>1.5.2 is surprisingly popular
14:07<TrueBrain>on all 3 platforms
14:07<TrueBrain>well, grfcodec and catcodec are also being downloaded
14:07<TrueBrain>so what does it mean, really
14:09<TrueBrain>curious if this build is pushed on the Steam testing branch
14:09<TrueBrain>it should
14:09<TrueBrain>stupid macOS taking for-ever :P
14:10<_dp_>there are more links to 1.5.2 in the wild?
14:10<@peter1138>This game is not yet available on Steam
14:10<TrueBrain>post available on staging, for a proof-read
14:10<TrueBrain>peter1138: 32 more days!
14:12<@DorpsGek>[OpenTTD/website] TrueBrain opened pull request #194: Fix: the link that is no link can't be considered a link till it links
14:13<_dp_>oh, I can easily cve some dos
14:13<_dp_>actually, #8755 probably counts
14:13<@DorpsGek>[OpenTTD/website] LordAro approved pull request #194: Fix: the link that is no link can't be considered a link till it links
14:13<TrueBrain>LordAro: it looks HUGE on the frontpage, but I cannot find what I could cut out without it losing value/meaning :)
14:14<TrueBrain>the second paragraph, I guess
14:14<TrueBrain>but I don't want to :P
14:14<LordAro>yeah, everything after "please see changelog"
14:14<TrueBrain>we want to highlight the translators part, I guess
14:14<LordAro>we shoudl get some new screenshots
14:14<TrueBrain>on the other hand ... lets just add a more-tag there
14:15<LordAro>release done \o/
14:15<@DorpsGek>[OpenTTD/website] TrueBrain dismissed a review for pull request #194: Fix: the link that is no link can't be considered a link till it links
14:15<@DorpsGek>[OpenTTD/website] TrueBrain updated pull request #194: Fix: the link that is no link can't be considered a link till it links
14:15<TrueBrain>published on the testing branch on steam, wow
14:15<TrueBrain>that was smooth
14:16<@DorpsGek>[OpenTTD/website] LordAro approved pull request #194: Fix: the link that is no link can't be considered a link till it links
14:16<TrueBrain>now to wait for website etc ..
14:16<TrueBrain>oef, manifest error
14:17<TrueBrain>I was afraid of that
14:17<TrueBrain>stupid failed OpenGFX release :P
14:17<TrueBrain>fixing that is annoying as ...
14:17<LordAro>oh no
14:17<TrueBrain>a grumpy TrueBrain will be right back :P
14:20<TrueBrain>okay ... that should fix it
14:21<TrueBrain>almost flawless victory :P
14:22<TrueBrain>still, the amount of shit we have to do for releases is really low :D Mostly managing socials :P
14:22<@DorpsGek>[OpenTTD/website] James103 commented on pull request #194: Fix: the link that is no link can't be considered a link till it links
14:23<TrueBrain>not sure I agree with James
14:23<TrueBrain>"always" is such a hard word
14:23<TrueBrain>from socials we link directly to the posts
14:24<TrueBrain>so it is only for people visiting the frontpage that they won't see it
14:24<TrueBrain>how do you judge LordAro ?
14:24<LordAro>it doesn't really matter
14:25<LordAro>i suppose we could reorder the post so that those links are above the <!----> line
14:25<TrueBrain>it would look really odd
14:26<@DorpsGek>[OpenTTD/website] TrueBrain commented on pull request #194: Fix: the link that is no link can't be considered a link till it links
14:26<TrueBrain>I do like that James explains how the system works to me :D
14:26<@DorpsGek>[OpenTTD/website] TrueBrain merged pull request #194: Fix: the link that is no link can't be considered a link till it links
14:27<LordAro>he does that often
14:27<TrueBrain>I like James
14:27<TrueBrain>I wonder how he is this quick
14:27<LordAro>i guess it's quite nice that no one gets preferential treatment :)
14:27<TrueBrain>is he GPT-3?
14:28<TrueBrain>I could have moved the language list back in the middle of the text now
14:28<TrueBrain>owh well, missed oppurtunity
14:29<TrueBrain>beta1 is ~10% of the downloads for this month
14:30<TrueBrain>that is a lot more than I expected
14:30<TrueBrain>ugh, I need to look into caching for the website
14:30<TrueBrain>but it is inside a docker .. no clue if that is already possible
14:32<frosch123>@topic set 1 1.11.0-beta2, 1.10.3
14:32-!-DorpsGek changed the topic of #openttd to: 1.11.0-beta2, 1.10.3 | Website: * (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
14:32<frosch123>ha, i contributed!
14:32<TrueBrain>now fix catenaries, and you made 1.11 a success! :D
14:33<TrueBrain>me hides in a corner
14:33<frosch123>i have a stash for that
14:33<frosch123>but ogfx is first
14:33<TrueBrain>LordAro: the nightly also just finished, lol
14:33<TrueBrain>okay, that addition with "Read more" link is a lot better
14:33<TrueBrain>I am fine with this
14:34<@DorpsGek>[OpenTTD/website] TrueBrain created new tag: 1.4.17
14:34<TrueBrain>doesn't always have to be perfect :)
14:35<TrueBrain>supermop_Home: <- now updated
14:35<TrueBrain>hmm .. that 0.6.0 folder in there is weird, and shouldn't be there :P
14:37<TrueBrain>should be gone after next nightly it produces now :)
14:38<@peter1138>TrueBrain, with your gameloop threading reorganisation, would it become easier to separate slow tasks from the gui thread as well, or not affect it at all?
14:38<TrueBrain>I already made some proof-of-concept code to do sprite sorting and blittering in another thread
14:38<TrueBrain>works really well
14:39<TrueBrain>just glitchy, as everything in OpenTTD LOVES to use globals
14:39<TrueBrain>so yes, yes that is possible
14:39<@peter1138>One example I can see is selecting savegames on the Load Game window.
14:39<TrueBrain>also threading stuff in the gameloop should be easier
14:40<TrueBrain> if you are interested in what I did there
14:40<@peter1138>As it opens the file to see what's in it, and what newgrfs are needed, that can take some time where the screen freezes for a second or so.
14:40<TrueBrain>yeah, those screen freezes are a lot harder to fix for now
14:40<TrueBrain>as our InputLoop needs a lock on the game-stae
14:40<TrueBrain>like .. wuth?!, but yes, really
14:40<TrueBrain>so moving your mouse needs a lock on the game-state
14:41<TrueBrain>there is lots of work to do here, basically :D
14:41<TrueBrain>most of the work involves: removing globals :P
14:41<@peter1138>I don't think this test load that it does affects game state forutnately.
14:41<TrueBrain>_sl is a global
14:41<TrueBrain>so be careful with that assumption :D
14:41<TrueBrain>but it is an easy fix ;)
14:42<TrueBrain>(and with game-state I btw mean every global involved with the state of the game that can only be accessed by a single thread at the time)
14:43<LordAro>game from early 90s is not designed with threading in mind
14:44<LordAro>i am shocked
14:44<TrueBrain>right, did all the socials
14:45<TrueBrain>the moment likes your tweet as one of the first
14:46<TrueBrain>I like that the list of changes in beta2 is almost as big as beta1 .. :P
14:47<LordAro>about 280 commits, apparently
14:49<LordAro>also 27 commits off 25k
14:49<LordAro>according to github
14:50<@DorpsGek>[OpenTTD/team] Xapitoun opened issue #145: [fr_FR] Translator access request
14:51<LordAro>that was quick
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14:57<frosch123>pretty sure the own name of "thai" is wrong
14:58<LordAro>PRs accepted!
14:58<frosch123>i can copy&paste it from wikipedia :) but that is as dangerous as copying shell scripts from the internet
15:00<Wolf01>I should make a script which updates my chan topic when the topic on this one changes :P
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15:11<frosch123>pff, the palette in /docs is still the windows palette :p
15:12<@DorpsGek>[OpenTTD/OpenTTD] James103 opened issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:14<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:14<TrueBrain>lol indeed
15:15<TrueBrain>our clamping does seem to do something weird
15:15<andythenorth>frosch123 the .act?
15:16-!-rptr [~rptr@2a00:801:3f2:4b56:e93e:1663:ff0c:6c42] has quit [Quit: Leaving]
15:16<LordAro> what makes these strings "invalid" ?
15:16<LordAro>many of the (largely untranslated) languages have 2 invalid strings
15:17<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:17<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:17<frosch123>andythenorth: at least the .gpl
15:17<LordAro>TrueBrain: i feel like you've misunderstood
15:17<andythenorth>I suppose we could fix the palettes
15:18<LordAro>it's definitely a bug that when you set it to 80355% it actually comes back as 14819%
15:18<TrueBrain>but that is not the bug he reports
15:18<TrueBrain>so I will open a new one soon for that :)
15:18<LordAro>eh, semantics
15:18<LordAro>you're basically complaining about the title
15:18<TrueBrain>also the ticket itself
15:18<TrueBrain>he wants a 32bit , in expected result :D
15:18<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:19<LordAro>perhaps a release build does get you 650x speed, i only ever tried debug builds
15:19<TrueBrain>it is not how fast it can be, it is when it stops being useful :P
15:19<LordAro>1 year per second could be useful :p
15:20<LordAro>not for playing the game, but...
15:22<TrueBrain>lol @ 9999 times gamespeed
15:22<TrueBrain>that is a new one even for me :D
15:23<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:23<LordAro>i do feel like the framerate window should get an extra digit :p
15:26<LordAro>oh wow
15:26<LordAro>yeah, 9999x
15:27<LordAro>it's doing a century every 3 seconds
15:27<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Multitile depots
15:28<LordAro>well at least the money underflow is easy to reproduce now
15:29<TrueBrain>haha, yes
15:30<+glx>[20:15:57] <TrueBrain> published on the testing branch on steam, wow <-- wanted to see, but nightly triggered after release :)
15:31<TrueBrain>it is still in the testing branch
15:31<TrueBrain>so you can get that beta :)
15:31<+glx>well waiting to steam to finish update (as it asked me after I stopped openttd)
15:33<+glx>ah of course I was on nightly branch
15:33<LordAro>oh no, i have found bugs
15:34<TrueBrain>common issue of playing a game :P
15:34<+glx>steam overlay confirms 60fps ;)
15:35<LordAro>1) saveload dialogue hides hidden folders, which makes finding my games in ~/.local/share quite tricky
15:35<LordAro>2) scenario appears to collect all scenario folders together
15:37<LordAro>TrueBrain: with my all-water 64x64 map zoomed into a corner with full animation/details disabled, i am getting 1_000_000frames/s
15:37<TrueBrain>owh, I see what I did wrong
15:37<TrueBrain>I clamped the value to 100k
15:37<TrueBrain>instead of 60k
15:39<LordAro>oh, you didn't know? :p
15:40<TrueBrain>know what?
15:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8769: Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size
15:42<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8769: Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size
15:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8768: Fast-forward speed limit is stored as 16-bit integer instead of 32 bits.
15:43<_dp_>hm, apparently lzma is the worst choice for multiplayer
15:43<_dp_>but best compression
15:43<_dp_>it's just very, very slow
15:46<@DorpsGek>[OpenTTD/OpenTTD] James103 opened issue #8770: Start/stop icon in vehicle status bar is off-center vertically
15:46<TrueBrain>LordAro: LOL! 1 million? That is insane :D
15:46<TrueBrain>happy we added a limit :D
15:46<LordAro>(i'm not sure why there are limits in the framerate window, was trivial to remove)
15:47<TrueBrain>"nobody wants to go faster than ..."
15:48<TrueBrain>LordAro: I am pretty sure I saw the overflowing of settings before, so possibly we have more values that overflow .. I wonder if we can't detect that with the generated code
15:48<TrueBrain>some assert_compile between the max value and the storage size, or something
15:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on issue #8770: Start/stop icon in vehicle status bar is off-center vertically
15:48<LordAro>i'd have thought that wouldn't be too difficult
15:49<Heiki>LordAro: those invalid strings came about when the string parameters changed, for example STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD used to ask something like “Are you sure you want to exit OpenTTD and return to {STRING}?”, now it’s just “Are you sure you want to exit OpenTTD?”
15:49<LordAro>could close about 3 other james issues at the same time :p
15:49<LordAro>Heiki: interesting, i thought eints filtered them out on its own
15:50<supermop_Home>TrueBrain thanks!
15:51<TrueBrain>LordAro: yeah, I really still don't know if he was pointing out the overflow, or asking for a higher limit
15:51<TrueBrain>I dont like tickets with solutions, they are often really confusing :(
15:52<TrueBrain>intentions get lost in the solution :D
15:53<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8769: Fix c3dc27e3: put the max-value of fast-forward-speed-limit to within the storage size
15:53<TrueBrain>and as I had seen the clamping issue before going wrong, for a moment I assumed it was broken for all :P
15:53<TrueBrain>but it was just me being silly :D
15:54<@DorpsGek>[OpenTTD/team] glx22 commented on issue #145: [fr_FR] Translator access request
15:55<LordAro>hmm, hidden files are explicitly hidden from the saveload dialog
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15:57<@DorpsGek>[OpenTTD/OpenGFX] frosch123 opened pull request #56: Add: additional gui sprites for OpenTTD 1.11.
15:57<TrueBrain>and regarding your bug ... my new UIs solve that :D
15:57<frosch123>let's see which nml version the ogfx farm used
15:57<LordAro>mm :p
15:58<LordAro>the strange thing is that it's different behaviour for saves vs scenarios
15:58<LordAro>i'll leave hidden files alone for now :p
15:58<TrueBrain>yeah ... it is really annoying
15:58<TrueBrain>it looks the same, but works totally different
15:59<TrueBrain>most of our UIs have such feature creep that doesn't span all their sibling windows
15:59<TrueBrain>which is fun when you try to load stuff from console
15:59<TrueBrain>you realise what an utter mess it has become :D
16:00<+glx>I can see why all scenarios are merged in the same list
16:00<TrueBrain>it makes sense
16:00<+glx>but I hope it's not the case in scenario editor
16:01<TrueBrain>but as the windows look the same, it is frustrating for users
16:01<LordAro>i don't think the code is any different
16:01<TrueBrain>fios handles that stuff
16:01<LordAro>indeed it's not
16:03<TrueBrain>its the reason I denied one of those PRs for console commands :P
16:04<LordAro>alright, i won't raise bugs then :p
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16:04<TrueBrain>is it a bug, is the question :P
16:04<andythenorth>mac ffwd empty map, 1.11-0-beta-2 FPS caps at about 833
16:04<TrueBrain>annoying, for sure!
16:04<@DorpsGek>[OpenTTD/OpenGFX] glx22 approved pull request #56: Add: additional gui sprites for OpenTTD 1.11.
16:05<LordAro>@calc 33 * 25
16:05<@DorpsGek>LordAro: 825
16:05<LordAro>andythenorth: disable the setting :p
16:05<andythenorth>yeah that just runs at 9999fps
16:06<supermop_Home>if there is any more sprite drawing needed i can help with lmk
16:06<andythenorth>lol I like how it gets stuck on ffwd
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16:06<andythenorth>due to either autosave or news
16:06<LordAro>frosch123: the 2x 'location' icon is slightly offcentre in its box, i assume that's been accounted for?
16:06<andythenorth>I tab forward, but then it stays in ffwd
16:06<LordAro>actually, 1x too
16:07<LordAro>andythenorth: it applies while held down for me
16:07<LordAro>which is what i'd expect for tab-ffwd
16:07<andythenorth>well it has to wait for everything to catch up
16:07<LordAro>oh lol
16:07<andythenorth>either autosave or the 10000 news messages
16:07<andythenorth>not sure which
16:07<LordAro>probably autosave
16:07<LordAro>i turned that off
16:07<andythenorth>yeah it's autosave
16:08<+glx>yeah autosave "breaks" FFWD and fps
16:09<andythenorth>solid 9999fps with that off, empty map
16:10<andythenorth>on an actual savegame, it's a steady 230fps, but I tested that already over last few weeks
16:10<TrueBrain>had time to test my PR andythenorth ? :D
16:11*andythenorth might be able to tonight
16:11<andythenorth>lol if I stop vehicles, the fps increases to 1000 or so
16:11<TrueBrain>there should be no change with my PR, basically :P
16:11<andythenorth>but we know that 'pathfinding is slow' is a myth, right?
16:12<+glx>it's not that slow
16:12<+glx>it just has some cost
16:12<andythenorth>so how slow is newgrf?
16:12<andythenorth>Mr Impossible!
16:13<+glx>and of course the effect is more visible in FFWD because more calls
16:15<frosch123>LordAro: it's not possible to center the 2x icon. ottd demands that all zoom levels have the same size, so 2x gui sprites always have a even size
16:16<LordAro>just checking that it's not unintentional :)
16:16<frosch123>"nmlc warning: "sprites/extra/extra-openttd-gui.pnml", line 330: Exceeding the limit of 184 sprites for sprite replacement type 'OTTD_GUI', extra sprites may be ignored" <- ah, it's only a warning, so we need no nml release just for that
16:17<frosch123>unless it silently drops them...
16:17<andythenorth>TrueBrain is it a wrong result if 8741 is marginally faster in ffwd on mac than other recent builds of master (10-20% faster)
16:17<TrueBrain>a bit faster, that is possible
16:17<TrueBrain>means videooutput takes time
16:20<andythenorth>I noticed some weird UI scaling behaviours, but probably not 8741
16:21<TrueBrain>tnx andythenorth :)
16:21<TrueBrain>at least means we can do game-loop threading on macOS too \o/
16:21<andythenorth>yeah the weird scaling is not 8741
16:21<andythenorth>present in 1.11.0-beta-2 also
16:23<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on pull request #8741: Move GameLoop into a thread (and no longer run Paint in a thread)
16:32<LordAro>ok, i'm definitely getting into scenarios where the window has resized but the UI has not
16:33<LordAro>which makes it quite difficult to click on the UI
16:33<TrueBrain>enjoy :D
16:34<LordAro>ooh, and i just crashed the game
16:35<FLHerne>frosch123: Doesn't look like it drops them, just warns
16:36<@DorpsGek>[OpenTTD/OpenTTD] Rau117 opened issue #8771: Blur with new grpahics dirver support
16:37<@DorpsGek>[OpenTTD/OpenTTD] LordAro opened pull request #8772: Unlimit framerate window and fix pause behaviour
16:37<LordAro>nice title screen
16:38<LordAro>looks a bit like antialiasing where it shouldn't be?
16:40<@DorpsGek>[OpenTTD/OpenGFX] LordAro merged pull request #56: Add: additional gui sprites for OpenTTD 1.11.
16:41<TrueBrain>you found how to fix the 0 frames/s
16:41<TrueBrain>NICE :D
16:41<TrueBrain>no clue if it is the proper fix .. but I like that it is fixed :D
16:42<LordAro>i could've called it at the same time as Paused()
16:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8772: Unlimit framerate window and fix pause behaviour
16:42<LordAro>but then i noticed that that's the only place that Paused() is called at all, so i just rolled it in
16:42<LordAro>nielsm might have thoughts about it
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16:44<frosch123>huh... what was the intention of the 9999 in the first place?
16:45<TrueBrain>"who is going to run faster than 9999x simulation rate anyway"
16:45<TrueBrain>I mean :P
16:48<nielsm>as far as I remember, the reason for the cap on frame/sim rate as 9999.99x is for window sizing calculations
16:48<nielsm>i.e. limiting the string length for when calculating the minimum window size
16:49<nielsm>and then clamping it when displaying to not exceed
16:49<TrueBrain>makes sense
16:49<LordAro>well there doesn't appear to be any issues with that
16:49<nielsm>but since the table below is already larger it doesn't really matter (any more)
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17:02<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on issue #8771: Blur with new grpahics dirver support
17:04<nielsm>TrueBrain: I think there is actually a difference in the water palette animation cycle with opengl? Not entirely sure, but the same savegame loaded up paused I see a difference in the water highlight colors but not in other colors
17:04<TrueBrain>honestly, no clue :) Maybe michi_cc knows :)
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17:07<TrueBrain>nielsm: also please try non-OpenGL to see if it is related to OpenGL or my rewrite of ... most other things :P
17:07<TrueBrain>(-v win32 or -v sdl, depending on your OS)
17:10<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on issue #8771: Blur with new grpahics dirver support
17:11<+michi_cc>nielsm: Palette is pushed to OpenGL directly before paint, it is possible (without having done any tests) that this results in a +/- one frame difference when the palette is applied.
17:12<@DorpsGek>[OpenTTD/OpenTTD] ldpl opened pull request #8773: Add: Support Zstandard(zstd) savegame compression
17:12<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on issue #8771: Blur with new grpahics dirver support
17:18<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #8773: Add: Support Zstandard(zstd) savegame compression
17:18<LordAro>_dp_: if i'm reading your numbers right (they're not the clearest...), zstd:9 could be quite decent
17:18<LordAro>25% isn't *terrible*
17:19<_dp_>zstd:9, it's not the best compression and it isn't the fastest
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17:19<LordAro>a reasonable compromise!
17:19<_dp_>may not be a bad choice for default but I kinda lack the metric
17:20<_dp_>I picked the best for connection time
17:20<_dp_>which ofc depends on assumed network speed
17:21<_dp_>there is also lzma:0 that is somewhat similar
17:21<nielsm>there would definitely be a tradeoff server owners should make about transfer versus compression speed
17:22<nielsm>did you test with that dictionary feature zstd has? if it makes a difference being "trained" on the data
17:22<_dp_>nielsm, no
17:23<_dp_>it makes quite a difficult question what to train on
17:24<_dp_>there is definitely some room for improvement, my intention was to add at least something to start with
17:25<TrueBrain>don't forget the compile farm ;)
17:26<_dp_>ehm... I've no idea what to do about it..
17:29<TrueBrain>you don't have to do it alone ;)
17:30<TrueBrain>what is currently default?
17:30<TrueBrain>a prettier (markdown) table might be nicer btw
17:31<_dp_>didn't know markdown had tables..
17:32<dwfreed>it doesn't, but most implementations of it include one
17:37<TrueBrain>would it be possible to normalize the other 3 columns to against the current?
17:37<TrueBrain>as extra column maybe
17:37<TrueBrain>I don't really care how much it compresses, just how it relates :)
17:37<TrueBrain>how long compression takes
17:37<TrueBrain>sorry :P
17:38<_dp_>I don't understand what you want at all
17:38<_dp_>connection time is kinda how it relates
17:39<_dp_>at least one way to measure it
17:39<TrueBrain>but is not normalized :P
17:39<_dp_>normalized to what?
17:39<_dp_>it's just seconds
17:39<TrueBrain>to default :)
17:41<TrueBrain>I assumed you already did that with the size :D
17:41<_dp_>lol, no
17:41<_dp_>it's just megabytes
17:43<TrueBrain>it was exactly 1.00?
17:43<TrueBrain>right :)
17:43<TrueBrain>anyway, normalizing tables like this is always useful, as the exact numbers are of little interest in most cases :)
17:44<TrueBrain>the "right" was not sarcasm btw .. reading it back it sounds aweful :P
17:44<TrueBrain>it was just the moment it clicked what you meant with those numbers :D
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17:47<TrueBrain>can't believe the default is exactly 1.00 :D That is just funny :)
17:47<_dp_>don't worry, my english doesn't parse sarcasm there anyway xD
17:47<_dp_>I added % to default
17:48<_dp_>though mb it would be better with inverse %
17:48<_dp_>ops, wrong default xD
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17:53<TrueBrain>nah, this is fine, easier to read for me :)
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18:07<_dp_>oh, I know what I could've based zstd dict on
18:08<_dp_>savegames from all active servers
18:08<TrueBrain>doubt servers are the average map :P
18:08<_dp_>yeah, but it's kind of a network compression anyway
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18:12<+glx>_dp_: for CI you can easily add zstd to vcpkg install
18:13<+glx>dunno for apt :)
18:13<_dp_>glx, I still have no idea where is that :p
18:14<+glx>in .github/workflows, ci-build.yml and release.yml
18:14<_dp_>grep only shows which I guess should be updated but I doubt will help the CI xD
18:16<+glx> and for CI
18:16<+glx> for linux CI
18:17<+glx>and there are similar commands in release
18:18<TrueBrain>apt and yum might be most difficult
18:18<+glx>I guess recent enough ubuntu should have zstd, but we still build for 18.04
18:19<+glx>but at least you will be able to check windows and mac
18:19<@DorpsGek>[OpenTTD/OpenTTD] ldpl updated pull request #8773: Add: Support Zstandard(zstd) savegame compression
18:21<_dp_>let's see if I guessed it right xD
18:21<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on issue #8771: Blur with new grpahics dirver support
18:21<+glx>missing linux generic for release ;)
18:24<_dp_>oh, because it misses lzma as well :p
18:24<_dp_>I searched for it xD
18:24<_dp_>ah, it's xz-devel there
18:24<+glx>hmm I wonder if cache will save the new lib as there was a match on primary key
18:26<@DorpsGek>[OpenTTD/OpenTTD] ldpl updated pull request #8773: Add: Support Zstandard(zstd) savegame compression
18:27<+glx>Cache hit occurred on the primary key win19-20210211.1-vcpkg-x86, not saving cache. <-- as I thought
18:37<TrueBrain>I see most people add a number behind cache-keys
18:37<TrueBrain>so they can increase that number when ever it needs invalidating
18:37<TrueBrain>I did that for preview workflows too
18:39<+glx>hmm as macos and windows needs the same libs, it should be possible to use a response file and hash it in the key
18:39<TrueBrain>just don't overcomplicate something extremely rare :D
18:40<+glx>yeah adding a number and restore-keys should be enough
18:42<+glx>I'll look at it later
18:44<+glx>I also may include restore-keys for macos release so it retrieves x64 when no cache exist for x64+arm64
18:57<+glx>btw CI failed for macos in #8773 with a weird error
18:57<+glx>looks like vcpkg does weird thing
19:01<_dp_>idk what am I doing wrong but with dict zstd compresses 2x slower and save is 2x larger
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19:02<_dp_>mb dict wasn't meant for so much data
19:03<+glx>haha and zstd is no found on windows
19:06<+glx>I'll check tomorrow
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19:19<Gustavo6046>There should be a loading order type where it just waits until the cargo amount is non-zero.
19:20<Gustavo6046>That is, if the cargo amount is zero, wait like in "full load any cargo"; otherwise, load more only if available.
19:26<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler opened issue #8774: Some screenshot buttons produce all-black screenshots
19:30<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler opened issue #8775: Fullscreen OpenTTD cannot be alt-tabbed back into
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19:43<Gustavo6046> :<
19:43<Gustavo6046>i could try impleemnting it
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21:35<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler opened pull request #8776: Change: Don't decrease vehicle reliability when stopped
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22:33<@DorpsGek>[OpenTTD/OpenTTD] Rau117 closed issue #8771: Blur with new grpahics dirver support
22:37<@DorpsGek>[OpenTTD/team] danidoedel opened issue #146: [de_DE] Translator access request
22:39<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on pull request #8772: Unlimit framerate window and fix pause behaviour
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23:19<@DorpsGek>[OpenTTD/OpenTTD] Limyx826 opened pull request #8777: Add: Malaysia Ringgit Currency
23:24<@DorpsGek>[OpenTTD/OpenTTD] Limyx826 updated pull request #8777: Add: Malaysia Ringgit Currency
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23:56<@DorpsGek>[OpenTTD/OpenTTD] bentley opened issue #8778: GTK theme icons no longer installed
---Logclosed Mon Mar 01 00:00:59 2021