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Log for #openttd on 11th March 2017:
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08:02:26  <andythenorth> isn’t it
08:12:29  <Supercheese> a bit
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08:35:55  <Alberth> hi hi
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08:47:56  <ZirconiumX> Hi Alberth
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10:40:47  <Samu> hey ST2
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10:41:08  <Samu> ST2: bridge over rail is easier than i thought
10:43:27  <Samu> i ought to be careful not to ruin rail construction for the player
10:43:38  <Samu> shouldn't be too hard
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11:58:52  <Samu> i think i found a bug with town bridges
11:59:43  <Samu> when a town wants to build a bridge and that bridge is nearer to another town, the owner of the bridge will not belong to the town that builds it
12:00:15  <Samu> affects scenario editor mostly
12:00:37  <Samu> when deleting the town, that bridge will stay, even if it's not connected to the other town
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12:18:52  <frosch123> hoi
12:20:59  <DorpsGek> Commit by frosch :: r27773 /trunk/bin/baseset (no_music.obm orig_win.obm) (2017-03-11 13:20:50 +0100 )
12:21:00  <DorpsGek> -Update: Baseset translations
12:24:47  <Eddi|zuHause> is anyone planning to do an actual release?
12:25:12  <frosch123> rc1 should be this evening
12:25:31  <LordAro> hype
12:25:31  <frosch123> just after the voting closes
12:25:55  <frosch123> two more fixed from jgr, then it's done
12:31:34  <Eddi|zuHause> and then we can go back to rapid development :p
12:32:10  <frosch123> i want to do more nml for weeks
12:32:29  <frosch123> but it seems like people now actually use nrt
12:33:18  <frosch123> for completely different purposes than railtypes
12:33:43  <frosch123> which is a good thing, since about none of the railtype grfs look interesting to me
12:52:33  <DorpsGek> Commit by frosch :: r27774 /trunk/src (blitter/32bpp_anim.hpp video/sdl_v.cpp) (2017-03-11 13:52:26 +0100 )
12:52:34  <DorpsGek> -Fix [FS#5889]: Enabling palette animation for 32bpp blitters while paused skipped initialisation of the palette and resulted in black windows.
12:52:35  <DorpsGek> -Revert (r23978): No SDL-specific fix required anymore. The new fix applies to all backends.
12:56:28  <peter1138> nrt?
12:59:30  <ZirconiumX> NotRoadTypes
13:00:43  <ZirconiumX> So what's new in 1.7-rc1?
13:01:24  <frosch123> stuff from the nightly
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13:06:00  <DorpsGek> Commit by frosch :: r27775 /trunk/src (6 files in 2 dirs) (2017-03-11 14:05:54 +0100 )
13:06:01  <DorpsGek> -Fix [FS#6510]: Insufficient thread synchronisation when switching blitters. (JGR)
13:07:51  <Samu> nice fix
13:07:57  <andythenorth> o/
13:08:06  <frosch123> moi
13:08:12  <ZirconiumX> Hi ATN
13:09:28  <peter1138> so does anyone else get a weird mouse cursor in openttd on windows?
13:09:47  <Samu> with 27775? must try, brb
13:09:48  <andythenorth> frosch123: so the black redraw regions are gone? :o
13:10:04  <andythenorth> or is that unrelated :P
13:10:05  <peter1138> dunno, it's been around a while
13:11:11  <frosch123> andythenorth: i hope so :) i reverted a sdl-specific fix for the issue, which also made it reproducible easily for me. then JGR's new fix fixed it again
13:11:30  <andythenorth> previously I had black regions when switching full animation on/off
13:11:34  <andythenorth> they’re currently gone
13:11:48  <andythenorth> but it might be an intermittent issue, and just isn’t triggering right now :P
13:12:10  <Samu> black is gone!
13:12:28  <Samu> switching full animation while on fullscreen mode, however, causes screen refreshes :(
13:12:56  <Samu> monitor goes into switching mode
13:13:45  <Samu> about weird mouse cursor, what you mean? bad behaviour?
13:13:54  <Samu> jerkiness while dragging?
13:14:37  <frosch123> you need to pause the game
13:14:51  <peter1138> for me it seems like bits of it are erased before it is drawn at a new position
13:15:36  <frosch123> peter1138: there are bug reports about flickering cursors for years
13:15:52  <frosch123> port to sdl2 and enable os cursors :)
13:17:38  <Samu> never noticed anything glitchy about cursor graphics
13:17:42  <andythenorth> yay SDL 2
13:18:13  <frosch123> i would also welcome a harfbuzz patch :p
13:18:17  <andythenorth> flickering cursor / disappearing cursor / laggy cursor are pretty standard issue here :)
13:18:53  <Samu> on windows?
13:19:10  <peter1138> never used to do it
13:19:17  <peter1138> mind you i've not properly played for years
13:19:31  <andythenorth> Samu: OS X of course :)
13:19:44  <Samu> laggy cursor is probably a DPI setting issue
13:19:49  <andythenorth> ?
13:20:03  <Samu> but i don't have the other symptoms
13:20:09  <Samu> flickering or disappearing
13:20:19  <andythenorth> why DPI related? o_O
13:20:55  <Samu> it's not really laggy, it's just behaving bad
13:21:16  <Samu> sec, i had a bug report about it
13:21:19  <Samu> let me find
13:22:13  <Samu> https://bugs.openttd.org/task/6366
13:24:29  <andythenorth> ha ha
13:24:46  * andythenorth has the emoji bar, so now I can’t use the function key shortcuts in ottd :D
13:26:35  <andythenorth> although pause (f1) is the only one I actually use :P
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13:34:07  <DorpsGek> Commit by frosch :: r27776 /trunk (6 files in 3 dirs) (2017-03-11 14:34:01 +0100 )
13:34:08  <DorpsGek> -Merge: Documentation updates from 1.6 branch
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13:35:43  <frosch123> o/
13:35:55  <andythenorth> lo Alberth
13:36:46  <Alberth> hi hi
13:37:38  <frosch123> https://devs.openttd.org/~frosch/backport.txt <- want to grab some typos?
13:38:33  <LordAro> frosch123: you can pipe it through aspell, can't you? :p
13:40:44  <frosch123> that doesn't check fs numbers and formatting
13:40:51  <frosch123> and semantics
13:41:07  <frosch123> and what should be a feature, change or fix
13:41:17  <frosch123> and sorting
13:41:18  <frosch123> and ...
13:41:35  <LordAro> :p
13:42:24  <frosch123> LordAro: you are lucky, you have still some purpose :)
13:42:59  <Alberth> :)
13:45:05  <Alberth> Reenable   seems the strangest word today :)    Perhaps make it "Re-enable" ?  (line21)
13:45:59  <andythenorth> new auto-replace gui ships :)
13:46:03  <andythenorth> it’s much better imo
13:47:03  <Alberth> descriptive names to threads <- feature?  doesn't seem very user-oriented to me :)
13:47:41  <andythenorth> NRT for 2018? o_O :)
13:47:43  <frosch123> "[Debug]" :)
13:47:50  <frosch123> Alberth: no idea where else to put it
13:48:00  <frosch123> we also add haiku compilation as feature and such
13:48:06  <frosch123> andythenorth: if someone finishes it :p
13:48:27  <andythenorth> and we find the bugs
13:48:33  <Alberth> fair enough :)
13:49:01  <Alberth> Limit waypoint area by maximum station spread already when dragging     s/already when/during/ ?
13:50:04  <Alberth> Rearrange   -> Re-arrange, if you change Re-enable
13:52:55  <Alberth> otherwise looks fine
13:55:01  <frosch123> ok, applied everything :)
13:56:24  <Alberth> I am working on the aircraft-type display +sort patch by samu
13:56:42  <LordAro> is the merge window closed yet? :p
13:57:30  <Alberth> you have other last-minute features? :)
13:58:03  <frosch123> well, i am going to get some food before the shopping window closes
13:58:12  <Alberth> good plan :p
13:58:39  <Alberth> I don't mind either way, I never use aircraft anyway :)
13:58:43  * LordAro needs to do that also
13:58:59  <LordAro> Alberth: i mean, i wouldn't mind getting the clang warning fixed..
13:59:07  <LordAro> probably doesn't count as a feature though
13:59:29  <Alberth> well, thread names count as feature.... :p
14:00:11  <LordAro> i did actually make another patch that fixed a (previously disabled) warning as well
14:00:58  <frosch123> LordAro: no clang fixes without a nightly inbetween
14:01:16  <frosch123> i would rate the chance at 90% that any changes in that area will break some compilation platform
14:01:42  <LordAro> i'd be very surprised if was that high
14:02:31  <LordAro> (the other one was writing http://hg.openttd.org/trunk.hg/file/b96f2552c85f/src/screenshot.cpp#l140 as a literal)
14:06:52  <andythenorth> so who wants to fix FIRS with me? o_O
14:07:03  <Alberth> hmm, BMP format eh?
14:07:31  <Alberth> /me applies andy-fix to FIRS
14:07:36  <andythenorth> just me then :P
14:07:47  <Alberth> :)
14:08:32  <LordAro> (and reenabling the relevant warning)
14:08:41  <LordAro> andythenorth: don't you have a couple of personal playtesters? :p
14:09:02  <Alberth> probably by the time you explained what needs to be done, you could have done the fix?
14:10:52  <andythenorth> not in this case
14:11:04  <andythenorth> it’s code I didn’t write, so first I have to learn what it does :)
14:11:11  <andythenorth> slope aware ground tiles
14:11:35  * andythenorth wonders if baseset ground tiles conveniently increment the sprite number per slope 
14:11:49  <andythenorth> i.e. base_sprite + slope_number
14:19:26  * ZirconiumX is very annoyed at their AI.
14:20:22  <Samu> i might return to testing the new AIs, i didn't because my system was locking up, but it appears to be running fine now
14:20:42  <Samu> would like to see yours if you upload it to banana server
14:24:21  <Eddi|zuHause> andythenorth: if by "slope number" you mean tileh, then that's probably what they do
14:27:07  * andythenorth wondering whether to magic the slope handling
14:27:24  <andythenorth> currently every sprite is declared for every slope
14:27:35  <andythenorth> which is explicit, but a lot of declaration :P
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14:41:06  <ZirconiumX> I'm gonna have to steal from somebody's code, aren't I? Unless maybe SuperLib has something.
14:41:43  <ZirconiumX> Essentially, I'm trying to write some code to make sure we don't build another bus stop in this town if we've already built one.
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14:45:34  <Eddi|zuHause> andythenorth: can't you combine all the slopes into one template?
14:45:49  <andythenorth> Eddi|zuHause: I would have thought so yes
14:47:02  <Alberth> one busstop for a while city?
14:47:18  <Eddi|zuHause> sounds like LA :p
14:47:21  <ZirconiumX> At the moment, yeah
14:47:33  <ZirconiumX> Better than building 5 bus stops in a small town
14:47:41  <ZirconiumX> All directly next to each other, too
14:48:03  <Eddi|zuHause> ZirconiumX: a circular tile search whether you've already built one in this area?
14:48:35  <ZirconiumX> Yeah, I have tried that - it doesn't seem to work. Hang on, let me upload my code.
14:48:42  <Eddi|zuHause> ZirconiumX: alternatively 2D-bisecting the list of stations
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14:50:06  <Eddi|zuHause> and if that's still too complicated, a simple loop over the list of stations
14:51:06  <ZirconiumX> https://github.com/ZirconiumX/Electron/blob/master/route_road.nut#L126-L132
14:51:18  <ZirconiumX> This is the logic to avoid repeating ourselves.
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14:51:55  <ZirconiumX> (Testing it is a pain because OpenTTD has no option to change the rate of subsidies)
14:53:01  <Eddi|zuHause> ZirconiumX: add some debug output which tiles it's actually checking?
14:54:28  <Alberth> save a game with the AI, then hard-code building stations in a known city
14:54:36  <Alberth> or even just pick the first city
14:54:58  <Alberth> ie don't wait for subsidy
14:55:31  <Eddi|zuHause> yeah, just hard-code a scenario
14:55:39  <Samu> town bridges over rails - http://imgur.com/a1HDKtf
14:55:43  <Samu> yay or nay?
14:57:38  <Alberth> or city with a sign nearby or so
14:58:10  <ZirconiumX> Do town ids start from 1 or 0?
14:59:54  <ZirconiumX> Okay, so
14:59:55  <Wormnest> Can´t you use AIStation.GetNearestTown and then excluse towns you already used
14:59:59  <ZirconiumX> Circular search is not working
15:00:06  <Wormnest> exclude
15:01:34  <ZirconiumX> Also, what happens if you try to build a sign over another sign?
15:02:41  <ZirconiumX> Okay, so
15:02:56  <ZirconiumX> AIRoad.IsDriveThroughStation() works correctly
15:03:08  <ZirconiumX> But AITile.GetOwner() is returning something other than me
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15:03:56  <ZirconiumX> Unless I misunderstand AICompany.COMPANY_SELF
15:04:06  <Eddi|zuHause> there's 3 owners to a road station
15:04:23  <Eddi|zuHause> owner of the station, owner of the road, and owner of the tram
15:04:31  <Eddi|zuHause> there's probably a different function for each
15:04:42  * ZirconiumX sighs
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15:06:33  <ZirconiumX> Well, AITile.GetOwner() is the most obvious one.
15:06:40  <ZirconiumX> AIStation has nothing, so far as I can tell
15:07:39  <ZirconiumX> Any ideas, Alberth?
15:09:07  <ZirconiumX> I think I found the bug
15:09:21  <Eddi|zuHause> https://www.tt-forums.net/viewtopic.php?t=44686
15:09:29  <ZirconiumX> AITile.GetOwner() == COMPANY_SELF
15:09:44  <ZirconiumX> is not the same as AICompany.IsMine(AITile.GetOwner())
15:10:04  * ZirconiumX sighs
15:10:11  <Eddi|zuHause> that was like the first google result of "aitile getowner"
15:10:11  <ZirconiumX> Thanks, anyway, Eddi|zuHAuse
15:10:17  <ZirconiumX> ...Close enough
15:10:27  <frosch123> andythenorth: https://newgrf-specs.tt-wiki.net/wiki/NML:Builtin_functions <- slope_to_sprite_offset is the built-in nml function to get the baseset sprite offset for a sope
15:10:27  <Eddi|zuHause> even before the documentation of the actual function
15:11:06  <andythenorth> interesting
15:11:14  <andythenorth> FIRS uses nearby_tile_slope(0,0)
15:11:52  * andythenorth is scratching head currently
15:12:10  <andythenorth> slope has trees on it, they need the offsets changed w.r.t each slope
15:12:15  <frosch123> that is a variable, not a fucntion
15:12:40  <andythenorth> yes
15:13:07  <andythenorth> it’s in a switch, with each value handled explicitly
15:13:13  <Eddi|zuHause> the (0,0) should be the offset to the current tile
15:13:16  <andythenorth> it is
15:13:51  <andythenorth> the nml all works, but there is a *lot* of declaration for it :P
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15:14:13  * andythenorth would prefer less, even if the cost of that is living with magic
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15:16:51  * andythenorth has ideas
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15:22:48  <supermop> Ir with the pen is a bit of a pain
15:22:52  <supermop> Irc
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15:23:58  <supermop> How hard would it be for trees to be slope aware
15:24:35  <Eddi|zuHause> what kind of tree and what kind of aware?
15:32:41  <supermop> Tree. In game to. Have a switch based on slope at of tile
15:32:49  <supermop> Damn pen
15:33:37  <supermop> Computer folded so cannot use keyboard bc easier to draw on
15:34:25  <frosch123> is is the type of device, which you can only fold once?
15:34:35  <supermop> Hahaha
15:34:42  <supermop> Like xc
15:34:49  <supermop> Xkcd phone
15:34:59  <frosch123> exactly :)
15:36:06  <andythenorth> Lines 9-62 are terrain aware expressions http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/spritelayouts.pynml
15:36:28  <andythenorth> those hide:sprite queries are expanded for every sprite layout
15:36:40  <andythenorth> and there are ~32 sprite layouts for an industry
15:37:09  <andythenorth> can I just substitute a couple of switches at the start of the tile graphics chain? :o
15:37:35  <andythenorth> surely storing a numeric constant in a register gets the same result, with a lot less nml and nfo?
15:38:30  * andythenorth wonders if a sprite can even be read from a register :P
15:38:35  <supermop> Shading tress on hills would make it so much easier for my eyes to make sense of landscape
15:39:53  <supermop> Termite metro depot door not wide enough
15:40:07  <andythenorth> nope
15:40:19  <supermop> Not sure if I want to widen the whole building or just the door
15:40:29  <andythenorth> depots have quite inconsistent widths
15:40:33  <andythenorth> in newgrfs
15:40:39  <andythenorth> slightly irritates me :P
15:41:02  <supermop> 64 px in MLSS is the answer
15:41:41  <supermop> Should have used an Lau plant building
15:41:45  <supermop> Ali
15:41:47  <supermop> Alu
15:42:08  <andythenorth> example shows registers used for sprite num https://newgrf-specs.tt-wiki.net/wiki/NML:Spritelayout
15:42:12  <supermop> Handwriting input doesn't trust me
15:42:13  * andythenorth thinks this should work
15:42:55  <ZirconiumX> supermop: or your handwriting is bad
15:51:05  <andythenorth> ach the tile chain already stores the ground type
15:51:28  <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/tile_ground_sprite.pnml
15:51:33  <andythenorth> the imperfection of FIRS :D
15:52:31  <ZirconiumX> Dear lord
15:54:36  <ZirconiumX> By the way
15:55:10  <ZirconiumX> https://gist.github.com/ZirconiumX/54f23a873adba7e6d93c7d0376bdd84b
15:55:15  <ZirconiumX> Does this do what I think it does?
15:56:02  <ZirconiumX> (Not complete, of course, but do successive Valuate() calls use the value of the last call?)
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16:03:38  <ZirconiumX> By the way
16:03:53  <ZirconiumX> There seems to be no way for the AI to get what the subsidy multiplier is.
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16:17:34  <Alberth> frosch123:  https://devs.openttd.org/~alberth/diffs/aircraft_type/
16:19:24  <frosch123> ZirconiumX: if there is no specific function, then there is still the GetSetting function to read any game setting
16:19:29  <andythenorth> was auto-signal of auto-rail ever tried? o_O
16:19:44  * andythenorth just noticed how boring it is to signal two-track lines
16:20:11  <ZirconiumX> Welcome to 2007, andythenorth
16:20:13  <Alberth> two small drags?
16:20:39  <andythenorth> ~128 tile route?
16:20:42  <andythenorth> with many corners
16:20:43  <frosch123> Alberth: what is the "Display" in GetDisplayAircraftType supposed to mean?
16:20:58  * andythenorth is using the 7 year old user tester
16:21:00  <frosch123> in other cases "Display" refers to GUI units instead of internal units, like speed
16:21:29  <frosch123> though i guess it is also fine for strings
16:21:40  <Alberth> it's the string for display purposes of the type, but that is somewhat implicit by string, I guess
16:22:10  <supermop> Ctrl drag signal goes through corners Andy
16:22:13  <Alberth> GetAircraftType  doesn't fit the bill either
16:22:18  <frosch123> +STR_VEHICLE_INFO_MAX_SPEED_TYPE                                 :{BLACK}Max. speed: {LTBLUE}{VELOCITY} {BLACK}Aircraft Type: {LTBLUE}{STRING} <- lowercase "Aircraft type:"?
16:22:36  <Alberth> :o good point
16:23:08  <Alberth> GetAircraftTypeText ?
16:23:24  <supermop> Brb
16:23:28  <andythenorth> supermop: eh?
16:23:30  <frosch123> sounds better
16:23:45  <Alberth> or GetAircraftTypeString, but meh-ish
16:23:47  <frosch123> personally i would have put the "Range" at the end, since it is optionally added
16:24:30  <supermop> corners don't stop the auto signals
16:24:39  <andythenorth> ctrl-drag is insane :o
16:24:41  <supermop> only a junction or station does
16:24:45  <andythenorth> who’d have ever guessed
16:24:53  <andythenorth> that is the most wtf? I have seen in the game
16:25:07  <andythenorth> that is absolutely 100% unintuitive
16:25:08  <frosch123> Alberth: 40: same capitalisation issue in the text
16:25:14  <andythenorth> :)
16:25:27  <supermop> I'm imagining andy placing signals individually for the past 7 years
16:25:27  <andythenorth> it takes the prize from company colours for worst UI element
16:25:34  <andythenorth> supermop yes
16:25:35  <Alberth> yeah, I guess so frosch123, I didn't check that, but I'd expect it everywhere
16:25:37  <frosch123> Alberth: 40: also same comment on the order :)
16:25:41  <andythenorth> why do you think I like ships?
16:25:44  <supermop> haha
16:25:50  <andythenorth> trains are crap to build, I never understood the obsession
16:26:00  <andythenorth> it’s endless yak-shaving with signals
16:26:07  <frosch123> Alberth: 40: engine_number lacks a @param
16:26:23  <Alberth> frosch123: I didn't add range :)
16:26:33  <supermop> ctrl drag one way pbs gets you 99% of the way
16:27:03  <Alberth> I can move it, but in a new patch at the end then. Personally, I am not bothered by it
16:27:14  <frosch123> Alberth: i mean, show "aircraft type" before "aircraft range", the former is always shown, the latter only if enabled
16:27:43  <frosch123> what moving? i mean only inserting the new stuff in a different place
16:28:02  <Alberth> oh, you said "range at the end"
16:28:15  <Alberth> ie last displayed item
16:28:29  <frosch123> yes, it was the last one before, wasn't it?
16:29:15  <Alberth> oh, maybe you're talking of a specific window :)
16:29:28  <Alberth> but ok, before range can be arranged
16:29:44  <Alberth> just different point of insertion, as you say
16:29:56  <frosch123> is there any schema when strings say "max speed" and when they say only "speed"?
16:30:23  <supermop> ok now brb
16:30:25  <Alberth> not that I am aware of, I was just shortening string names
16:30:56  <Alberth> although trains do show current speed in their bar
16:31:12  <Alberth> don't know what got used there
16:32:01  <Alberth> just shortening CAPACITY may be enough, I haven't tried that
16:32:38  <frosch123> 70 adds AircrafType before running cost, while it is after running cost in the other cases
16:33:05  <Alberth> I'll add it before range in all cases, seems the simplest
16:35:05  <Alberth> I wondered about moving all 'other languages' changes into one commit at the end
16:35:30  <Alberth> current is easier to debug, but I rename some strings that I later remove
16:37:16  <frosch123> eints would also remove them :)
16:37:42  <Alberth> I know, but it seems nice to do it explicitly :)
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16:49:59  <DorpsGek> Commit by frosch :: r27777 /trunk (62 files in 5 dirs) (2017-03-11 17:49:51 +0100 )
16:50:00  <DorpsGek> -Doc: Yearly increment
16:53:07  <Eddi|zuHause> bit late?
16:54:05  <andythenorth> bbl
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18:23:41  <Eddi|zuHause> hm, https://xkcd.com/446/ needs amendment for the "Holz" song... (https://www.youtube.com/watch?v=wjXUBG15eZ8)
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18:38:56  <andythenorth> such unused CPP defines :)
18:38:58  * andythenorth deleting
18:46:26  <supermop> andy: should I sophisticate my means of compiling and versioning these grfs?
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18:48:00  <andythenorth> *_latest.grf
18:48:06  <andythenorth> then _latest_latest.grf
18:48:18  <andythenorth> then final_final.grf
18:48:37  <supermop> final(1)(1)
18:48:45  <andythenorth> you should version them ‘properly’
18:48:52  <andythenorth> starting at 1, 1.0, or 1.0.0
18:48:54  <andythenorth> or so
18:49:05  <supermop> _proper version
18:49:13  <andythenorth> compiling is more a personal choice
18:49:16  <andythenorth> if
18:49:22  <supermop> _proper_proper
18:49:30  <andythenorth> if using nmlc with nothing else is working, keep doing that
18:49:37  <supermop> _no really proper this time
18:49:48  <supermop> _ok now I mean it
18:49:49  <andythenorth> _final_final_amends
18:50:02  <andythenorth> _final_final_reversioned_for_EMEA
18:50:09  <andythenorth> _final_final_cinema_edit
18:50:20  * andythenorth used to make films and flash games
18:57:05  <Eddi|zuHause> _real_proper?
18:57:13  <Eddi|zuHause> or is it _proper_real?
18:57:19  <ZirconiumX> Why not both?
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19:10:58  <andythenorth> come back snail
19:11:08  <andythenorth> OS X compile needs sorted out :P
19:11:59  * ZirconiumX remembers the day when they filed a bug report for Mac OS X 10.4 on a PowerPC chip.
19:15:38  <andythenorth> I’m not even that old
19:17:40  <ZirconiumX> Neither am I, and yet
19:17:55  <ZirconiumX> My dad had a thing for retro tech
19:20:16  * andythenorth is that old :)
19:20:38  <supermop> I collect 70s sony radios
19:21:16  <supermop> actually need to get to Ginza this year to see the sony building before it gets demolished - they are holding a retrospective exhibit
19:21:55  <andythenorth> riddle me this
19:22:14  <andythenorth> the FIRS compile uses defines for *temp* register numbers
19:22:18  <andythenorth> which is useful
19:22:20  <andythenorth> but all kinds of wrong
19:22:45  <andythenorth> temp register numbers may or may not be unique in any given scope
19:22:53  <andythenorth> so defining them globally is very dangerous
19:23:07  <andythenorth> yes / no?
19:23:38  <andythenorth> http://dev.openttdcoop.org/projects/firs/repository/entry/src/templates/defines.pypnml
19:25:51  <ZirconiumX> Devs: https://www.reddit.com/r/openttd/comments/5yb3ji/an_actual_roadmap_of_ottd_development/
19:26:04  <ZirconiumX> It's a pretty good question
19:27:30  <andythenorth> it is
19:28:02  <andythenorth> it’s funny how much people think software is developed according to plans
19:28:07  <andythenorth> rather than in response to events
19:28:59  <Alberth> hehe :)
19:29:10  <Alberth> or annoyances :p
19:33:47  <peter1138> hmm?
19:34:12  <peter1138> oh well reddit is full of crazies
19:37:46  * andythenorth is always surprised to find reason on reddit
19:42:31  * peter1138 ponders booting up linux and going in ... openttd ...
19:42:37  <peter1138> Firefox can’t find the server at www.openttd.org.
19:42:39  <peter1138> Thanks internet.
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19:46:03  <peter1138> hmm, wasn't someone else doing a patch for docks?
19:46:31  <glx> you don't have a patch for that already ? ;)
19:46:36  <peter1138> sort of
19:46:43  <peter1138> but its messy
19:46:57  <peter1138> and rgb company colours
19:47:01  <peter1138> but what's the point of that
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19:52:38  <andythenorth> peter1138: there’s a patch in new map features
19:52:45  <andythenorth> but that’s quite forked
19:53:24  * andythenorth still baffled by globally defined local things
19:54:42  <supermop> rgb colors hmm
19:54:55  <andythenorth> should I join reddit?
19:55:00  <supermop> no
19:56:55  <supermop> am I missing something here? I save png from my psd, and then have to open png to set it to indexed with palette
19:57:21  <supermop> why cant PS just "save as png(index)" or some such
19:58:24  <supermop> I am willing to accept that it wont let me have an indexed layered file for who knows what reason, but at least let me choose the color mode when I am exporting a flat png then
19:58:26  <Eddi|zuHause> it probably can do that
19:58:43  <supermop> I am hoping v or andy have figure out a way
19:58:57  <supermop> or anyone else who uses PS for sprites
20:00:03  <Eddi|zuHause> just do 32bpp sprites, and get an auto-convert tool
20:00:22  <supermop> hmmm
20:00:32  <supermop> have yet to read up on 32bpp in nml
20:00:52  <Eddi|zuHause> nml probably should get one builtin, if you only provide 32bpp, it generates the 8bpp versions
20:01:04  <V453000> wot
20:01:31  <supermop> I mean its a 32bpp file using only 256 colors so I am willing to trust whatever auto conversion
20:01:35  <V453000> supermop: want to convert 32bpp to palette?
20:01:40  <V453000> right
20:01:42  <supermop> v yes
20:01:43  <V453000> photoshop can do that
20:01:51  <supermop> but not from rendered sprites
20:02:02  <V453000> you just set image - mode - indexed - select the palette, save as png
20:02:10  <supermop> pixel art in layered file
20:02:18  <supermop> that's the problem
20:02:31  <supermop> I have to save the png,
20:02:38  <V453000> if you want things without action colours, you need to convert to the palette without the extra colours first to assign indexes properly, and after that you convert to the final one
20:02:38  <supermop> then open it to set to indexed
20:02:52  <V453000> eh you can do it with psd as well but it will just flatten it and disable layers
20:02:58  <supermop> yeah
20:02:59  <V453000> I guess that's what you are trying to avoid
20:03:04  <supermop> that's the problem I have
20:03:10  <supermop> avoiding the extra step
20:03:10  <V453000> I should finish my python script :D
20:03:14  <V453000> yeah I understand
20:03:32  <V453000> tbh I never worked with layers with pixel art, I absolutely understand their benefits though
20:03:58  <supermop> currently I toggle layers to get the sprite sheet i want, then save as png, I just wish the save as dialog had option to set color mode
20:04:11  <supermop> maybe i can set up a batch
20:04:26  <V453000> right
20:04:32  <supermop> but when I am only updating a couple pngs its annoying
20:04:37  <V453000> yeah maybe some photosho pactions but I didn't really ever use those
20:06:28  <andythenorth> supermop: save for web, using the openttd palette
20:06:40  <supermop> oooh
20:06:43  <andythenorth> standard
20:06:46  <supermop> god damn it
20:06:49  <andythenorth> you can make a SFW preset for it
20:07:07  <supermop> I totally knew that in 2014-5 when I was messing around with stuff then
20:07:18  <supermop> and forgot it
20:07:29  <andythenorth> ach, I have some new photoshop
20:07:31  <andythenorth> SFW is gone
20:07:40  <andythenorth> fuck is that about?
20:07:50  <supermop> ... same here
20:07:57  <peter1138> sfw?
20:07:59  <supermop> should get old vaio back out
20:08:27  <supermop> peter1138: palette removes any boners in the png
20:08:36  <andythenorth> save for web
20:09:00  <peter1138> ah well everything is giant photos these days
20:09:48  <andythenorth> export -> save for web (legacy)
20:11:01  <supermop> nice
20:11:23  <supermop> no boners tho :(
20:11:46  <andythenorth> reddit is interesting https://www.reddit.com/r/openttd/comments/369ir8/improving_performance_on_retina_screens/crc9lfu/
20:11:49  <V453000> oh yeah save for web
20:11:57  <V453000> I use that only to save gifs :D
20:32:21  <supermop> have 3 chips depot styles, 2 for isr, and 4 for mlss
20:32:42  <supermop> objectively far more depot choice than anyone would need in a roadtype grf
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20:32:58  <supermop> still need one more chips style though
20:33:35  <supermop> currently it goes coal mine, ---, port building, termite metro shed
20:34:18  <supermop> need a brickworks or steelmill style one for ---
20:37:39  <DorpsGek> Commit by frosch :: r27778 trunk/src/saveload/saveload.cpp (2017-03-11 21:37:32 +0100 )
20:37:40  <DorpsGek> -Change [FS#6442-ish]: Convenience savegame bump to distinguish 1.7 savegames from 1.6 savegames.
20:38:32  <Eddi|zuHause> that's a clear sign that openttd is dying. there wasn't even a savegame bump in over a year
20:39:05  <peter1138> aw man
20:39:31  <peter1138> rgb colours needs a bump
20:39:45  <peter1138> totally needed
20:39:49  <peter1138> bright gay pink
20:40:12  <supermop> the default pink leaves a lot to be desired
20:40:42  <Eddi|zuHause> the default pink is not gay enough?
20:42:12  <supermop> andythenorth: do either of these building exist facing the other way? http://imgur.com/a/mh7Vf
20:42:31  <andythenorth> supermop: they do if you flip them :P
20:42:45  <andythenorth> very few FIRS buildings have both angles :P
20:42:48  <supermop> with shading preferably
20:42:53  <andythenorth> flip and paint
20:42:58  <supermop> do you want flipped ones?
20:43:12  <peter1138> nothing is gay enough
20:43:14  <supermop> those are going to be my cobble depots I thing
20:43:17  <supermop> think
20:43:26  <andythenorth> flipped buildings aren’t much needed in FIRS :)
20:50:09  <DorpsGek> Commit by frosch :: r27779 branches/1.7/ (2017-03-11 21:50:03 +0100 )
20:50:10  <DorpsGek> [1.7] -Branch: for incrementing numbers
20:50:32  <DorpsGek> Commit by frosch :: r27780 /trunk (14 files in 11 dirs) (2017-03-11 21:50:26 +0100 )
20:50:33  <DorpsGek> -Update: Numbers
20:54:00  <__ln__> supermop: what's your opinion about ihop?
20:54:17  <supermop> nothing particularly positive
20:54:53  <supermop> although the buildings are interesting from a post modern architectural theory standpoint
20:55:00  <supermop> the old ones
20:55:50  <__ln__> their portions are huge
21:02:38  <DorpsGek> Commit by frosch :: r27781 /branches/1.7 (bin/baseset/opntitle.dat src/misc_gui.cpp) (2017-03-11 22:02:32 +0100 )
21:02:39  <DorpsGek> [1.7] -Change: New titlegame (HvS)
21:08:03  <DorpsGek> Commit by frosch :: r27782 /branches/1.7 (5 files in 3 dirs) (2017-03-11 22:07:57 +0100 )
21:08:04  <DorpsGek> [1.7] -Update: Documentation
21:11:05  <DorpsGek> Commit by frosch :: r27783 tags/1.7.0-RC1/ (2017-03-11 22:10:59 +0100 )
21:11:06  <DorpsGek> -Release: 1.7.0-RC1
21:12:08  <andythenorth> \o/
21:19:25  <ZirconiumX> And so it begins
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21:20:47  * andythenorth has got an intel thing that shows clock speed
21:21:03  <andythenorth> during FIRS compile it’s very spikey
21:21:35  <andythenorth> chameleon templating, and nml encoding step both peg the CPU at max clock, and use all of one core
21:21:54  <andythenorth> nml ‘parsing’ and ‘preprocessing’ swing wildly up and down
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21:31:42  <Eddi|zuHause> probably waiting for disk input
21:35:04  <andythenorth> dunno, not much IO going on there
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21:53:15  <frosch123> @topic set 1 1.7.0-RC1, 1.6.1
21:53:15  *** DorpsGek changes topic to "1.7.0-RC1, 1.6.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy"
21:54:38  <Supercheese> oh snap
22:04:28  <frosch123> https://twitter.com/codekiwicom/status/811011342941487104 <- 97 twitter notifications pending, at least one looks nice
22:05:23  <andythenorth>  neat
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22:05:28  <frosch123> apparently that is in czech rep
22:05:37  *** FLHerne has joined #openttd
22:07:07  <andythenorth> such bedtime
22:07:08  <andythenorth> :)
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23:02:53  <supermop> ok apparently save for web still keeps it rgb
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23:12:58  <peter1138> hurr
23:13:10  <peter1138> yeah, even on sdl on linux, my mouse cursor totally disappears
23:13:23  <peter1138> when did that ever start happening :S
23:13:34  * peter1138 ponders trying to bisect it
23:23:57  <peter1138> oh, apparently i can't compile old versions :(
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23:26:53  <frosch123> i compiled r22000 or something a few days ago
23:27:02  <frosch123> it just needed two lines changed
23:29:19  <Eddi|zuHause> yeah, it's one or two patches that need applying
23:29:24  <Eddi|zuHause> but i always forget which ones
23:30:00  <Eddi|zuHause> ones which say "fix compiling", probably :p
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23:30:52  <supermop> http://imgur.com/a/327gv
23:31:07  <supermop> I'm not 100% happy with the depot ground tiles
23:31:20  <supermop> but I think I might just go ahead and put this out
23:31:31  <peter1138> int/uint crap in fontcache
23:31:36  <peter1138> whichever dick came up with that
23:31:39  <peter1138> :(
23:32:08  <frosch123> add an explicit template argument
23:32:19  <frosch123> +       width  = max<int>(1, slot->bitmap.width + (size == FS_NORMAL));
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23:37:42  <peter1138> grfcodec shit in some revisions
23:38:24  <peter1138> i guess that is cos it needs an old grfcodec too. sigh.
23:42:24  <frosch123> grfcodec is optional, just hide it so that the makefile does not find it
23:42:43  <frosch123> maybe there is a configure option for that
23:42:46  <frosch123> --without-grfcodec
23:44:22  <peter1138> touch also works ;p
23:44:53  <peter1138> ugh, ai failure
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23:45:27  <peter1138> nonconst functions
23:45:28  <peter1138> well
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23:46:39  <peter1138> no idea how to fix that
23:48:13  <supermop> https://www.tt-forums.net/viewtopic.php?f=67&t=75941&p=1182980#p1182980
23:48:19  <supermop> parameters
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23:51:51  <peter1138> bloody computers
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