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00:03:55 *** Wolf01 has quit IRC 00:08:25 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLNy 00:11:39 <glx> that should stop the message box flood 00:20:07 *** Smedles has quit IRC 00:23:20 *** Smedles has joined #openttd 00:26:36 <Samu> thanks, mucho appreciated 00:30:06 *** tokai has joined #openttd 00:30:06 *** ChanServ sets mode: +v tokai 00:30:51 *** HerzogDeXtEr1 has quit IRC 00:36:59 *** tokai|noir has quit IRC 00:37:47 <Samu> oh, it's not merged yet t.t 00:37:58 <Samu> just made a pointless rebase 00:42:29 *** Flygon has joined #openttd 00:55:20 *** Progman has quit IRC 01:40:59 *** Gustavo6046 has quit IRC 01:53:54 *** Thedarkb-X40 has joined #openttd 02:24:08 *** glx has quit IRC 02:33:28 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 02:40:05 *** D-HUND has joined #openttd 02:43:29 *** debdog has quit IRC 03:00:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fhxNg 03:02:47 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 03:10:45 <Samu> why is graphics rendering so slow in master 03:10:57 <Samu> and 1.9.0 03:12:29 <Samu> normal zoom level is fine 03:12:36 <Samu> fully zoomed out is soo slow 03:13:49 <Samu> it didn't use to be this slow in 1.8 03:16:18 *** Supercheese has quit IRC 03:16:39 *** Supercheese has joined #openttd 03:19:06 *** Gustavo6046 has joined #openttd 03:57:29 *** Samu has quit IRC 04:28:27 *** tycoondemon has quit IRC 04:40:36 *** erratic has joined #openttd 06:09:44 *** tycoondemon has joined #openttd 06:30:13 *** tycoondemon has quit IRC 06:36:49 *** andythenorth has joined #openttd 06:37:11 <andythenorth> moin 06:43:00 *** tycoondemon has joined #openttd 06:46:42 *** nielsm has joined #openttd 07:09:59 <peter1138> Hello 07:23:26 *** sla_ro|master has joined #openttd 07:23:39 <andythenorth> carbon black 07:24:45 *** Progman has joined #openttd 07:25:46 <LordAro> black carbon 07:25:51 *** Supercheese has quit IRC 07:25:55 * LordAro bike 07:26:37 <peter1138> Idea good. 07:26:44 <peter1138> Hmm, should I go out alone or with the group. 07:29:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7483: Fix #7478: Don't remove NewGRF objects on company take-over. https://git.io/fjLp6 07:32:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLp1 07:43:54 <andythenorth> oof 07:44:07 <andythenorth> makefile isn't seeing changes in src/graphics 07:44:08 <andythenorth> https://github.com/andythenorth/firs/blob/master/Makefile 07:44:14 <andythenorth> should trigger a rebuild of the grf 07:51:28 <peter1138> Hmm. When you want to use features from another PR that isn't merged yet... :p 07:53:43 <dwfreed> merge it, or base your branch on that one 07:54:20 <dwfreed> (of which there are two ways to do it: pull the github-special PR branch, or add the other contributor's repo as a remote and pull their branch) 07:58:26 <andythenorth> just merge it all in with merge commits :P 07:58:36 <andythenorth> branch-of-doom 08:06:50 <dwfreed> have you ever done an octopus merge? 08:22:12 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka opened pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3 08:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka commented on pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLhG 08:27:29 *** synchris has joined #openttd 08:29:49 <andythenorth> nielsm: so how is mail generated then? o_O 08:30:07 <nielsm> exactly the same, houses actually have two numbers, population and mail_generation 08:35:05 *** HerzogDeXtEr has joined #openttd 08:50:48 *** gelignite has joined #openttd 08:59:20 *** Wolf01 has joined #openttd 08:59:25 <Wolf01> o/ 09:00:57 <Eddi|zuHause> "sprite sorting optimization" sounds like a corner case bugfest waiting to happen 09:01:31 <Eddi|zuHause> (haven't looked at the thing yet) 09:04:16 <nielsm> we did merge and later revert an earlier version of that patch 09:15:30 <andythenorth> nielsm: does mail grow quadratically? o_O 09:15:34 * andythenorth could just read the code :P 09:15:43 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fjLh7 09:15:44 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7330: Feature: Add autosave and sendmap save formats https://git.io/fhxNg 09:15:52 <TrueBrain> I hate it when stalebot is bypassed .. means I have to be the bad guy :( 09:18:49 <andythenorth> outsource it to me 09:19:09 <TrueBrain> nah; I am rather the focus of the agression 09:19:11 <TrueBrain> its fine 09:19:27 <andythenorth> I have bad guyed about 900 issues now 09:19:38 <andythenorth> remember when Flyspray count was about 970? 09:19:39 <andythenorth> such lolz 09:20:23 <andythenorth> Cryo Plant improved https://dev.openttdcoop.org/attachments/download/9388/cryo_plant_2.png 09:20:25 <andythenorth> still crap 09:20:34 <andythenorth> better than https://dev.openttdcoop.org/attachments/download/9387/cryo_plant_1.png 09:20:38 <Eddi|zuHause> i need to rework some of this river stuff, not sure if i get stalebotted first 09:21:13 <andythenorth> the river stuff looked really promising 09:22:33 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #7470: Runs as windows admin from installer https://git.io/fjLhx 09:22:49 <Eddi|zuHause> yes, but it's all not quite right 09:23:03 <TrueBrain> Eddi|zuHause: even if stalebot hits, you can just reopen it :) 09:23:10 <TrueBrain> or remove the 'stale' label :P 09:23:34 <Eddi|zuHause> i have never found the option to edit labels 09:24:22 <TrueBrain> there you go 09:25:37 <Eddi|zuHause> that doesn't help :p 09:26:07 <nielsm> I can try making an MSI installer with WiX, those do handle elevation and "run after install" situations correctly I know 09:26:11 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain requested changes for pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fjLje 09:26:30 <TrueBrain> nielsm: if you can do that with CPack, please do 09:26:43 <TrueBrain> checkout the CMake branch, and give it a crack :) 09:28:08 <TrueBrain> (CPack does support WiX btw; we just need to set the right settings, basically :D) 09:31:44 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 09:41:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7481: Fast forwarding very fast can cause window.cpp/kdtree.hpp crash https://git.io/fjLjW 09:47:04 <V453000> so funny story, I did the checker-alpha for tubular bridges just like TTD does ... and it works great in x4 and x1! Except to my surprise x2 zoom gets scaled down from x4 and only uses the opaque pixels XD 09:48:34 <V453000> works now, I just doubled the size of the grid in x4 of course :) 09:48:38 <V453000> because fuck defining x2 09:49:16 <nielsm> totally tubular 09:49:53 <Eddi|zuHause> i'd be leaning towards defining x2 then :p 09:50:13 <V453000> me too, but that's just so much work 09:50:28 <V453000> doing it properly that is 10:03:20 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 10:03:21 <TrueBrain> from 205 commits to 8 .. 10:03:25 <TrueBrain> that sounds more reasonable 10:04:38 <TrueBrain> CMake introduction is ~2500 lines of code 10:04:40 <TrueBrain> lol 10:06:08 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjLj5 10:07:50 <TrueBrain> it will break master for 5 commits or so, but I guess that is better than a single big blob doing stuff :P 10:08:21 <Xaroth> 2500 lines of code? you've been busy 10:09:59 <TrueBrain> me and glx, yes 10:10:05 <TrueBrain> think the LoC are 50/50 10:24:02 <andythenorth> less crap now https://dev.openttdcoop.org/attachments/download/9389/cryo_plant_3.png 10:40:11 <zuzak> nice 10:40:53 <andythenorth> still not good enough 10:44:10 *** pnda has joined #openttd 11:03:29 <pnda> Is there any file/list of all available SPR? 11:03:30 <Eddi|zuHause> ... what did we need this for again? 11:23:25 *** gelignite has quit IRC 11:24:59 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjtv6 11:35:05 <pnda> Apart from it not selecting the first option, I quite like the way this turned out https://cdn.discordapp.com/attachments/442748131898032138/564412741620727848/unknown.png 11:35:32 <pnda> visually selecting the first option* 11:38:07 <michi_cc> Any other opinions besides LA's for https://github.com/OpenTTD/OpenTTD/pull/7453#discussion_r271173304 ? 11:42:49 *** Thedarkb-X40 has quit IRC 12:01:11 <planetmaker> michi_cc, generally I prefer to do "the right thing", if it is not an enormous detour. Technical debt is aquired quickly anyway 12:06:56 <_dp_> are we using c++14 already? iirc c++11 still needs raw pointers sometimes 12:07:21 <pnda> I've noticed that in the build rail gui the tracks are not always the same, but they never show the actual track get placed (at least for current master that is) 12:07:35 <pnda> which get placed* 12:09:52 <_dp_> pnda, you mean image on button is not the same? 12:09:59 <pnda> Yes 12:10:44 <pnda> Here using NuTracks https://cdn.discordapp.com/attachments/442748131898032138/564421769964945429/unknown.png 12:13:14 <pnda> Also in my toolbar_gui.cpp, I can't seem to find the code which automatically marks the first option of the DropDownList as selected. Though I have found the code that even if nothing is selected it defaults to the first option 12:18:35 <michi_cc> planetmaker: The "right thing" is the current state of the PR. You may argue with LordAro about approving it :p 12:18:50 <peter1138> pnda, it's selected by value. 12:19:28 <pnda> peter1138 so that would be MenuClickBuildRoad(int index)? 12:19:53 <peter1138> Each list item has a specified value, and there's a value chosen when opening the list. 12:20:33 <pnda> Well I have set that. And it does open one window by default. But it never has that black background, indicating it's not actually selected 12:22:07 <peter1138> Third parameter to ShowDropDownList() is the default selected value 12:22:42 <pnda> Oh thanks. I for some reason passed a string there... lol 12:23:23 <peter1138> And the button image is different to the on-map track, because one is the track, and one is an icon for it. 12:24:13 *** pnda has quit IRC 12:41:09 *** sla_ro|master has quit IRC 12:42:38 *** andythenorth has quit IRC 12:47:05 *** gareppa has joined #openttd 12:53:18 *** gareppa has quit IRC 12:53:24 *** Alberth has joined #openttd 12:53:24 *** ChanServ sets mode: +o Alberth 12:53:30 <Alberth> moin 12:55:30 <peter1138> Hmm, okay, feet cold, need socks. 12:55:37 <peter1138> Or I could put the heating on 13:03:46 *** pnda has joined #openttd 13:11:58 *** Samu has joined #openttd 13:19:32 <pnda> Why is it, that when opening the landscaping tool, you've got 2 options to perform actions also accessible by the drop down menu? 13:20:20 <peter1138> HystericalRaisins 13:22:29 <pnda> Also, I think there should be a change in what rail gets shown in the build menu. It should always resemble the track being built. Also the drop down menu with these sprites is very bugged https://cdn.discordapp.com/attachments/477434889508093952/564418051626237972/unknown.png 13:22:52 <peter1138> It uses the icon that the rail set provides. 13:23:26 <peter1138> Not our fault rail set authors were lazy and didn't bother providing good icons./ 13:23:27 <nielsm> specifically it uses the icon the rail set provides _for the build window_, not the landscape graphics 13:23:43 <peter1138> Yup. Using landscape graphics would be the wrong thing to do. 13:23:43 <pnda> Why are those two different things 13:24:48 <peter1138> The game has always had different images for landscape and icons. 13:27:06 <_dp_> they're used in entirely different places, what looks good on ground doesn't automatically look good on button 13:27:15 <pnda> Well, if the set doesn't provide an icon, why not set a fallback to the default track icon? (or catenary, depending on track type) 13:28:57 *** erratic has quit IRC 13:30:39 <peter1138> We use the icon that is provided. 13:31:24 <peter1138> Better to focus your attention on getting set authors to actually provide decent icons :p 13:32:06 <peter1138> I bet LordAro's done something crazy like 130 miles to make up for not going out yesterday. 13:32:49 <pnda> I don't go out on saturday/sunday 13:33:12 <pnda> And what do you mean with 130miles? walking? 13:33:17 <peter1138> Cycling. 13:35:13 <pnda> walking would be impossible on one day I just noticed.... I thought 130miles were like 50km.. 200km as it turns out 13:35:16 <pnda> And yes that's quite crazy 13:35:43 <peter1138> Indeed. It's doable on a bike. 13:38:21 *** pnda has quit IRC 13:39:39 *** pnda has joined #openttd 13:52:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjIo3 13:57:06 <Samu> gamescripts are bad 13:57:28 <Samu> newgrfs are a mess 13:58:28 <_dp_> fork it! 13:59:07 <Samu> can only have 1 gamescript running at a time 14:00:54 <Samu> and newgrfs... honestly... I have no other word for it, it's a big pile of mess 14:01:04 <Samu> i dont know what to download from that list 14:01:17 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3 14:01:26 <Samu> several versions of the same thing 14:01:38 <Samu> hard to know which one is current, which one is obsolete 14:01:58 <Samu> and some are dependant of other newgrfs 14:02:03 <Samu> and which ones? 14:02:14 <peter1138> So you mean that authors organizational skells are a mess, rather than NewGRF. I get you. 14:02:33 <peter1138> *Skills 14:04:35 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3 14:05:03 <Samu> it's lacking 14:06:10 <Samu> from my perspective, the newgrf list scares me 14:06:53 <peter1138> Sucks to be you then. 14:08:24 <Samu> telling me to do my stuff via newgrf feels like sending my suggestion to the dumpster :( 14:08:29 <Samu> oh well 14:09:29 <peter1138> There's lots of content. That's a good thing. It's just not all organised nicely because it's controlled by... the authors. 14:13:30 <Samu> https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F 14:14:17 <Samu> some gamescript addons could really be part of the main game imo 14:15:41 <Samu> subsidies, disabling or enabling 14:15:45 <Samu> the distance 14:15:52 <Samu> the duration 14:15:58 <Xaroth> Make a PR? 14:16:13 <Samu> oh? what for? it's already an add-on 14:16:33 <Samu> i'm just gonna be told to use a gamescript instead 14:18:00 <peter1138> Xaroth, it's easier to moan about things :-) 14:18:21 <TrueBrain> and so much more fun! 14:18:27 <Xaroth> Agreed. 14:18:27 <TrueBrain> especially for others in the same channel! 14:18:38 <TrueBrain> they .. really cheer up when they read those things 14:18:40 <TrueBrain> so motivational! 14:19:29 <pnda> Also, I left a game in the background while in VS, hasn't crashed yet, already year 2950... strange 14:19:30 <Samu> :( 14:19:55 <peter1138> TrueBrain, isn't it! 14:20:12 <peter1138> TrueBrain, "hey guys, this thing you spent 15 years of your life on... it's shit" 14:20:34 <pnda> come on, it's not 14:20:49 <Xaroth> pnda: I think it was meant sarcastically, or at least, a bit. 14:21:07 <Samu> eh, 15 years ago, newgrfs were probably fine, they weren't so many 14:21:07 <pnda> Well, it's what Samu basically said 14:21:17 <Samu> but now... :( 14:21:35 <TrueBrain> how dense can a person be, holy crap 14:21:42 <peter1138> He keeps digging this hole. 14:22:16 <pnda> woah I am at -600000000000000€ dept 14:22:24 <Samu> what hole? 14:22:44 <Samu> so you think looking through the list of newgrfs is fine? 14:22:53 <Samu> just take a look at it 14:23:29 <pnda> You've got a search bar, what else do you really need? 14:23:36 <pnda> For the rest you can just scroll through 14:24:14 <pnda> Oh and btw why is there a minimum number a graph can display? Mine is completely glitching out just now 14:25:26 <pnda> Bug report: I went so far in dept, I gained 1 trillion euros and the operating profit graph is at -50.000€ 14:25:27 <Samu> speaking of mess... i have a newgrf there that I want to make it disappear from 1.9.0, and I can't 14:25:37 <Samu> and I'm the author 14:25:45 <pnda> remove from the folder? 14:26:04 <Samu> sec 14:26:47 <Samu> http://binaries.openttd.org/bananas/newgrf/Improved_Oil_Rig_Layout-3.tar.gz 14:26:51 <Samu> ok it's this 14:27:01 <Samu> i want to make it unavailable from 1.9.0 onwards 14:27:33 <Samu> otherwise, it's just another newgrf that's adding to the mess 14:27:49 <Samu> currently, 1.9.0 solved the problem 14:27:57 <Samu> newgrf is no longer needed 14:28:06 <Samu> it's obsolete 14:29:19 <Alberth> some people may be playing an older version 14:29:26 <pnda> Samu https://media.discordapp.net/attachments/442748131898032138/564456665941016578/unknown.png?width=720&height=673 14:29:39 *** Wormnest has joined #openttd 14:29:58 <Samu> doesn't let me pick 1.8.0 14:30:05 <peter1138> Okay so the specific issue is that bananas does not know about recent versions. 14:30:06 <Samu> typing in 1.8.0 doesn't work 14:30:17 <pnda> Samu there's a custom option 14:30:26 <Samu> custom didn't work, but i can try again 14:30:56 <Samu> Invalid value. 14:30:58 <Samu> doesn't work 14:31:15 * _dp_ accidentally noticed newgrf.com/org are free 14:31:30 <_dp_> not often to see 6-letter free com nowadays 14:32:29 <peter1138> _dp_, even better, newgrf.store ;) 14:32:41 <pnda> new bananas? 14:33:21 <peter1138> I could buy both and put all my NewGRFs on there. 14:33:30 <peter1138> That'd be disappointing, I only have test files. 14:33:44 <Samu> custom 0 was accepted 14:33:49 <Samu> what would 0 do? 14:34:57 <Samu> well, it disappeared, that's better than nothing 14:35:12 <Samu> problem solved (kinda) 14:46:05 *** andythenorth has joined #openttd 14:50:02 <peter1138> He's here. 14:52:32 <andythenorth> who? 14:52:45 <Xaroth> Santa? 14:59:09 <andythenorth> newgrf santa 14:59:16 <andythenorth> newgrfs are frigging awful btw 15:03:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjtTG 15:03:55 <peter1138> Oh you and your backlog reading skills. 15:05:39 <pnda> What was the git command again to remove a commit (commit from yesterday, I already have new ones) 15:05:43 <andythenorth> uncanny 15:05:59 <andythenorth> I had to drive for a bit 15:06:04 <andythenorth> has anyone finished this cryo plant in my absence? 15:06:05 *** Flygon has quit IRC 15:06:27 <Alberth> o/ 15:06:31 <andythenorth> lo Alberth 15:08:02 <peter1138> pnda, rebase -i allows you drop commits. 15:10:18 <pnda> can I specify a particular one? 15:10:44 <Alberth> you get dropped in an editor so you can pick what to do with each commit 15:11:14 <Alberth> you may want to read about interactive rebase if you don't know 15:13:39 <peter1138> -i means interactive, you can chop and choose all over the place. 15:15:01 <pnda> if I say "git rebase master toolbaricons", wouldn't that take master, and put it on the branch toolbaricons? 15:16:36 <Alberth> that's the non-interactive rebase 15:16:43 <pnda> yes I am aware 15:17:24 <Alberth> I always use it with one branch name, no idea what happens if you use 2 branch names 15:17:55 <Alberth> but moving master sounds like a bad idea 15:17:57 <pnda> And from what I understand, all commits would disappear. I want only the bottom one (def5d99) to disappear: https://media.discordapp.net/attachments/442748131898032138/564468419873865758/unknown.png 15:18:42 <Alberth> non-interactive rebase doesn't make commits disappear unles they're duplicates 15:20:38 <Alberth> clone the repo, and you can simply try it without risk 15:21:42 <milek7> you can always undo the changes with hard reset (from reflog) 15:21:51 * andythenorth has a broken makefile :) 15:22:12 <peter1138> I have pull requests. 15:23:11 <andythenorth> all needs are met 15:23:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7394: Add: Demolish tree tool https://git.io/fjfPR 15:23:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjtTX 15:24:48 <pnda> error: cannot rebase: You have unstaged changes. I just cloned? 15:27:03 <peter1138> You have changes apparentlky. 15:27:05 <peter1138> -k 15:27:39 <pnda> well I don't that's the thing 15:28:23 <peter1138> git diff, git diff --cached, etc... 15:28:34 <Alberth> git status 15:28:55 <pnda> i apparently changed every single file wut 15:29:06 <peter1138> crlf conversion then. 15:30:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7464: Fix: Industry coverage area is no longer rectangular. https://git.io/fjtT5 15:32:56 <peter1138> Mmm, earl grey IPA 15:33:09 <peter1138> andythenorth, peter1138patchpack? 15:33:15 <andythenorth> super 15:33:22 <Samu> how do i get the minimum or maximum value of a setting? 15:33:22 <andythenorth> get a forum thread 15:33:23 <andythenorth> do support 15:33:53 <LordAro> peter1138: is 80 miles close enough? 15:33:57 <LordAro> it was very fast 15:34:07 <peter1138> See! 15:34:21 <peter1138> That's about 130km so close to 130 miles ;) 15:34:25 <LordAro> :p 15:34:36 <peter1138> Only a measily 55.55 for me. 15:34:49 <pnda> still quite a lot 15:38:21 <supermop_Home> peter1138 a bergamot ipa does sound good 15:39:33 <supermop_Home> I've been so sick of the double, triple, and quad-hopped ipa dick-measuring race in English, American, and Australian craft beers over the past 5 years that i typically no longer drink ipa at all 15:40:41 <supermop_Home> unless its something nice and refreshing rather than a bitterness bomb 15:40:48 <supermop_Home> and i like bitter beers 15:43:31 <pnda> I've got a better idea. Copy all changed files, delete the branch, create a new branch from old master without the commit and then add the edited files to the branc 15:44:41 <Samu> hmm so Kerli is/was a Björk wannabe 15:44:45 <Samu> interesting 15:46:15 <peter1138> Never heard of Kerli. 15:46:31 <Samu> https://www.youtube.com/watch?v=K_uBHkUnzJM&list=PLRGwump0eyytrIhG-fhV-T9y8pjtyiGjN&index=3 15:46:33 <Samu> there 15:47:43 <andythenorth> cryo plant haps 15:47:43 <andythenorth> https://dev.openttdcoop.org/attachments/download/9390/cryo_plant_4.png 15:47:59 <andythenorth> vertical storage tank sprite is crap 15:48:00 <peter1138> Doesn't sound much like Bjork to me., 15:48:01 <andythenorth> rest is ok 15:48:06 <Samu> ok, track number 3 ain't much like björk 15:48:09 <Samu> 1 and 2 are 15:48:10 <peter1138> Heh 15:48:20 <peter1138> andythenorth, looks good to me. 15:49:08 <andythenorth> tar plant next 15:49:14 <Samu> aha, the creationist got a björk vibe to it on about 3 minute mark 15:49:15 <peter1138> Larks! 15:49:16 <andythenorth> just paint the cryo plant black probs 15:54:20 <Alberth> inverse all colours :p 15:55:26 <Alberth> hmm, have B&W buildings up to 2000? :p 16:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #7484: Codechange: Sprite sorting optimization https://git.io/fjLh3 16:04:58 <andythenorth> Alberth: just a recolour sprite option :P 16:10:10 <Samu> SettingDesc got it 16:11:48 <Alberth> hmm, yeah, would even be simple eh? 16:12:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7051: Feature: Moveable depots #6328 https://git.io/fjtkV 16:13:19 <andythenorth> so what disturbing limitation remove next shall we? 16:14:06 <andythenorth> 'throw out' 16:17:47 <Alberth> take-over by RVs 16:18:14 <Alberth> one-cargo shipping 16:19:07 <Alberth> use both lanes at one-way roads 16:19:42 <andythenorth> goes it throw out? 16:20:09 <andythenorth> how hard can it be, really? 16:20:14 <Alberth> you wanted to remove limitations, right? 16:20:40 <Alberth> those are quite silly to have, I think 16:21:25 <andythenorth> so multi-lane roads isn't the same as articulated RVs overtaking 16:21:29 <andythenorth> related, but not same 16:24:24 <Alberth> it's probably very different even 16:25:59 <peter1138> Wut 16:28:40 <andythenorth> what even is multi-lane roads? 16:28:48 <peter1138> Le highway 16:28:50 <andythenorth> slower vehicles stay on drive side? 16:29:04 <andythenorth> 2 ROADTYPES, 1 PER LANE!!!! 16:29:06 <andythenorth> oof no 16:29:06 <peter1138> But I don't think NRT has anything like that. 16:29:11 <andythenorth> NRT has nothing like that 16:29:18 <andythenorth> its NotNRT 16:29:56 <pnda> So I made a branch including a edited toolbar_gui.cpp to have Icons in the dropdown menus for water, air and landscaping. Will that be accepted? Don't remember who, but someone said it wouldn't make much sence 16:30:28 <peter1138> Well submit a PR and we can find out. 16:30:39 <Eddi|zuHause> we can't make any promises either direction 16:31:36 <Samu> horizontal coding! https://paste.openttdcoop.org/pz2hnzzxc 16:31:45 <Samu> need to make it more vertical 16:31:50 <Samu> help* 16:32:29 <Samu> lines 1-13 aren't mine, it's from 15 and below 16:34:00 <peter1138> I don't think anyone is going to help you and nobody else thinks it's a good idea. 16:34:19 <peter1138> But yes, that's pretty damn messed up. 16:34:49 <Samu> but it works ! :p 16:35:28 <pnda> Why the hell did removing one comment give git the thought that I replaced the whole file 16:36:06 <milek7> your editor did space/tab or line end conversion? 16:36:07 <Alberth> it's smart software 16:36:50 <Eddi|zuHause> pnda: try to show the diff with "no whitespace changes" 16:37:11 <Eddi|zuHause> and then find out why your editor changed those 16:38:21 <Samu> woah, track 13 is very björky 16:39:15 <Samu> track 14 also 16:40:42 <Samu> but some other stuff in it 16:40:46 <Samu> so, not totally 16:41:58 <Samu> a bit of ladytron 16:42:51 <Samu> track 15 more bjork 16:42:52 <Samu> kek 16:43:52 <Samu> aww it was the last track 16:47:09 <pnda> I think I'll draft this request, to see if any changes are requested, or any optimizations can be done. Or is there any way? 16:47:13 <pnda> other way* 16:49:52 <DorpsGek_II> [OpenTTD/OpenTTD] spnda opened pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt 16:54:42 <Eddi|zuHause> pnda: "draft" usually means "don't bother reviewing this yet" 16:55:24 <Eddi|zuHause> pnda: that's probably not what you want 16:55:50 <pnda> yeah I don't think so either 16:57:05 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7340: Change: Replace tropic landscape map generator rules https://git.io/fjtI0 16:57:07 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7339: Fix #7311: External configuration file does not change directories https://git.io/fjtIE 16:57:18 <peter1138> Easy enough to change. 16:59:19 <Eddi|zuHause> ... i wanted to do something, but got totally lost 16:59:53 <peter1138> Hmm, literally can't review it? heh 17:00:04 <peter1138> Oh, I'm not logged in. Hmm 17:01:16 *** guru3 is now known as guru3_ 17:02:06 *** guru3_ is now known as guru3 17:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIz 17:04:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIg 17:05:39 *** guru3 is now known as guru3_ 17:07:36 <DorpsGek_II> [OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIa 17:08:20 *** Smedles has quit IRC 17:08:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIr 17:08:52 *** guru3_ is now known as guru3 17:10:43 *** Smedles has joined #openttd 17:11:08 *** Wormnest has quit IRC 17:13:02 <DorpsGek_II> [OpenTTD/OpenTTD] spnda commented on pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtI6 17:13:32 <Samu> why changing strings already translated creates so many warnings :( 17:13:47 <peter1138> It doesn't unless you did it wrong. 17:14:19 <Samu> STR_FRAMERATE_GAMESCRIPT :{BLACK} GS {RAW_STRING} 17:14:34 <Samu> STR_FRAMERATE_GAMESCRIPT :{BLACK} Game script: 17:15:14 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt 17:16:05 <peter1138> You removed the {RAW_STRING} 17:17:32 <peter1138> Definitely falls under the 'did it wrong' category. 17:17:43 <Samu> no, i added it 17:17:55 <Samu> it was without 17:17:58 <peter1138> Same difference. 17:18:30 <LordAro> Samu: a translation having a different number of parameters than the original (english) is an issue 17:18:30 <pnda> ahh why did one check fail 17:19:00 <peter1138> pnda, comment message style rules. 17:19:24 <peter1138> *commit 17:20:12 <pnda> Is it "Add:", "Fix:" or "Feature:"? 17:20:41 <LordAro> add, probablt 17:20:43 <LordAro> y 17:20:47 <milek7> hm 17:20:48 <milek7> dbg: [net] getaddrinfo for hostname "content.openttd.org", port 3978, address family either IPv4 or IPv6 and socket type tcp failed: NAME or SERVICE is unknown 17:20:59 <pnda> Or rather CodeChange 17:21:08 <peter1138> Codechange for the second commit. 17:22:16 <supermop_Home> andythenorth you need those tall aluminum extrusion things that always seem present at medical gas storage areas: 17:22:18 <supermop_Home> http://www.medimax.co.kr/en/images/sub/pro_04_01.jpg 17:22:47 <andythenorth> I considered drawing those 17:22:58 <andythenorth> but they're inside the building eh :P 17:23:00 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7485: Add: Dropdown build menus from toolbar have icons https://git.io/fjtIt 17:23:19 <supermop_Home> oh hmm they are vaporizors 17:23:27 <pnda> peter1138: changed to Codechange 17:23:48 <supermop_Home> for turing the liquid oxygen into gas so the hospital doesn't just freeze everyone 17:24:24 <supermop_Home> i usually see them by the loading docks of any lab / hospital / university chemistry building 17:24:53 <supermop_Home> so i guess the oxygen factory wants the opposite of that thing 17:26:21 <supermop_Home> http://www.chartindustries.com/Industry/Industry-Products/Vaporizers/Ambient-Air-Vaporizers 17:26:47 *** sla_ro|master has joined #openttd 17:27:47 <andythenorth> is it like a reverse fridge? 17:27:53 <supermop_Home> basically 17:28:40 <supermop_Home> allow the gas to absorb outside heat and boil in a controlled way 17:30:12 <supermop_Home> i guess if you had a big room you wanted to cool you could kill two birds with one stone and put it in there, but it's probably a safety issue 17:30:35 <Samu> https://imgur.com/PiGKKCr game script name is displayed now 17:30:45 <Samu> all that's missing in this picture is 17:31:07 <Samu> display the ops in the main frame rate window 17:31:10 *** Corns343434 has joined #openttd 17:36:09 <Samu> how to do it :( 17:42:17 <Samu> i have a strange feeling GS frame capture isn't working as expected 17:42:25 <andythenorth> cryo ops eh https://dev.openttdcoop.org/attachments/download/9391/cryo_plant_5.png 17:42:31 <andythenorth> 5 layouts 17:42:43 <andythenorth> nobody ever drew a decent storage tank though 17:42:55 <andythenorth> not as good as the original oil refinery ones anyway 17:43:15 <peter1138> Draw one? 17:43:22 <peter1138> 2x 17:43:22 <andythenorth> going to 17:45:00 <Samu> nevermind, it's working 17:45:11 <Samu> RealGrowth is being adjusted 17:45:20 <Samu> maybe my GS is too light 17:45:55 <peter1138> Reheating yesterday's left-over dinner, turns out I made enough for 4 meals (but ate 2 meals worth already ;/) 17:46:27 <andythenorth> hmm dinner 17:46:39 <peter1138> Yeah, early for me. 17:58:28 *** gelignite has joined #openttd 18:05:10 <Samu> breaking the whole frame rate widgets :( it was built so tightly, touching it in 1 place breaks almost everything else 18:06:05 <pnda> Also just heated up some pasta 18:15:06 *** Corns343434 has quit IRC 18:16:57 *** Corns343434 has joined #openttd 18:17:33 <peter1138> Oil refinery explosion! Woo 18:18:33 <andythenorth> cryo plant explosion! 18:20:22 <pnda> mind explosion! 18:20:56 <peter1138> Hmm would be nice if industry catchment was fixed for AIs. 18:21:10 <pnda> peter1138 friendly reminder that I have infact resolved changes you requested :) 18:21:27 <peter1138> pnda, I marked them as resolved, too. 18:21:47 <pnda> Ah thanks 18:22:05 <peter1138> pnda, that doesn't mean I'm going to approve the PR, that needs concensus from other devs. 18:22:13 <peter1138> Coding-style is less subjective :-) 18:22:44 <pnda> I am aware that it needs to be approved by multiple devs. Just wanted to get that out of the way first :) 18:34:53 <Samu> let's see what happens 18:37:12 <Eddi|zuHause> i think we need to move the first change of the move depot patch queue, so the intermediate parts compile :/ 18:40:15 <Eddi|zuHause> "OpenTTD/trunk/src/viewport.cpp:1243:13: warning: ‘void ViewportAddDepotNames(DrawPixelInfo*)’ defined but not used [-Wunused-function]" <-- an oversight in your changes, nielsm? 18:41:30 <milek7> i need websocket->udp proxy 18:42:02 <nielsm> Eddi|zuHause huh I thought I added it 18:42:08 <nielsm> oh wait 18:42:11 <nielsm> I forgot to remove it 18:42:13 <nielsm> right 18:42:19 <nielsm> uh just amend my commit or something 18:42:24 <Eddi|zuHause> yeah 18:42:32 <Eddi|zuHause> not going to be a big issue, i guess :) 18:43:07 <Eddi|zuHause> we can probably reorder stuff a bit so it makes more sense as a "do it properly the first time" way 18:43:34 <nielsm> hiding the sausage making 18:44:20 <Eddi|zuHause> like you moved a "inline" function out somewhere else that was added in an earlier patch. that can probably be cut short 18:46:02 <pnda> Where in ProduceIndustryGoods() does it factor in the prod_level or production_rate from industry.h? Also is i->produced_cargo_waiting[j] = .... responsible to increase the cargo waiting to get transported? 18:46:38 <nielsm> pnda: the production rate is calculated when the industry changes production rate 18:46:55 <nielsm> so there are no modifiers to it during the actual production call 18:47:54 <pnda> I read + i->production_rate[j] at the end of that very line changing the cargo waiting 18:48:53 <pnda> But I guess the spot I am looking for is DoCreateNewIndustry() to change what a industry produces 18:50:03 <peter1138> You should probably explain what you are trying to achieve. 18:50:24 <pnda> Industry production rate changing based on location 18:50:44 <pnda> So if a mine is located on a mountain it produces more than on a plain 18:50:46 <peter1138> That seems... odd. 18:51:07 <Eddi|zuHause> pnda: that sounds more like a NewGRF 18:51:13 <nielsm> yeah that's a thing for newgrf 18:51:32 <pnda> how would that work in a NewGRF though? 18:51:47 <Eddi|zuHause> there's a production callback 18:53:14 <pnda> Can you even get the location of a industry in a newgrf? 18:53:27 <nielsm> I don't know if an industry can get its height above sea level, actually 18:54:43 *** Supercheese has joined #openttd 18:54:45 <pnda> It's not only mines, it's also for example farm produces more on a large plain near rivers for example (maybe if it's on more fertile land, if that's a thing in ttd) 18:55:34 <pnda> or oil wells produce more if they are lower, closer to oil. 18:55:49 <pnda> Not sure yet what would affect each industry 18:55:50 <nielsm> that's pretty much what the "zones" concept we've been discussing recently is about 18:56:13 <peter1138> Either way, sounds like NewGRF stuff :) 18:57:08 <pnda> How would those zones work/look like? 18:57:35 <Samu> aha, finally, got it into the right spot! 18:57:54 <nielsm> something defines zones on the map, industries can query which zone they are in and may require/reject certain zones when they are constructed 18:58:07 <pnda> Oh ok cool 18:58:54 <Samu> https://imgur.com/anpQ7U2 18:59:13 <Eddi|zuHause> pnda: there's no "more fertile land" concept. just desert, which should already prevent construction of farms. also, currently the production of farms is unrelated to the amount of fields planted around them 18:59:36 <pnda> that could be a thing to change 19:00:52 <Samu> now it needs colours :) 19:01:02 <Eddi|zuHause> pnda: still, that would be a NewGRF change. i.e. at max you can change the code to export the relevant information to the NewGRF (via a 40+ variable) 19:01:31 *** erratic has joined #openttd 19:02:00 <pnda> Why would you want that as a NewGRF callback though? 19:02:10 <Eddi|zuHause> pnda: be aware that you're going to run into an older suggestion to more flexibly define the type of fields around industry (like, extend it to different crops, trees, power lines, ...) 19:02:44 <pnda> so... this is already being worked on, in some way? 19:02:48 <Eddi|zuHause> no 19:03:05 <Eddi|zuHause> as far as i can tell, it never left the "suggestion" phase 19:03:21 <nielsm> pnda: one of the main goals of OTTD is to keep the core gameplay the same, and as far as possible make all changes to it mod territory 19:04:10 <Eddi|zuHause> pnda: if you change the behaviour of the default industries, you risk changing the behaviour of existing NewGRFs in unintended ways 19:04:21 <pnda> that is true... 19:04:51 <Eddi|zuHause> pnda: so it's better to keep these new behaviours optional, so the NewGRF authors can incorporate them into their GRFs 19:05:17 <pnda> ok it does make sence now 19:05:28 <pnda> now I need another idea to work on 19:05:48 <Eddi|zuHause> pnda: well, you can perfectly well work on this idea :) 19:06:31 <Eddi|zuHause> pnda: like, add the suggested newgrf interfaces, and provide a "demo" GRF with the modified default industries 19:06:54 <pnda> oh no does that mean NFO 19:07:18 *** synchris has quit IRC 19:07:20 <Eddi|zuHause> you can use an existing GRF like OpenGFX+Industries as base 19:07:41 <Eddi|zuHause> but some knowledge of NFO would be helpful if you're going to add NewGRF features :) 19:07:44 <pnda> Though when compiling and I have a new cb it would complain 19:07:58 <Eddi|zuHause> that might happen 19:08:09 <peter1138> I don't see why you'd need a new callback. 19:08:22 <Eddi|zuHause> yeah, but you're probably only be adding a variable 19:08:25 <Eddi|zuHause> that is easier to use 19:08:26 <pnda> ok well let's say I have never done industries in neither nfo nor nml 19:08:32 <peter1138> Yeah. 19:08:51 <peter1138> So industry production is already controlled by NewGRFs 19:09:15 <peter1138> So whether a mine produces more or less is down to them. 19:09:28 <pnda> as prod_multiplier you mean? 19:09:35 <Eddi|zuHause> pnda: i'd suggest reading through the NML tutorial, and then picking out relevant bits of Opengfx+Industries 19:09:46 <peter1138> They can directly control how much cargo is accepted and produced, afaik. 19:09:52 <pnda> I am already reading through just now 19:10:09 <peter1138> Lots of complex (too complex, andythenorth?) things can be done. 19:10:28 <Eddi|zuHause> pnda: just forcing the prod_multiplier based on your new variable would probably be the easiest 19:10:45 <Eddi|zuHause> as a proof-of-concept 19:10:59 <Eddi|zuHause> more complicated behaviours can be done once you got the hang of it 19:11:04 <pnda> so something like "prod_multiplier: AFFECT_BY_HEIGHT" or something similar? 19:11:22 <peter1138> In industrytype.h there's a list of existing industry behaviours. 19:11:49 <Eddi|zuHause> pnda: something like that, yes 19:12:14 <peter1138> So you could perhaps add it as a behaviour, then default and newgrf industries can use it selectively. 19:12:24 <nielsm> probably more like in production cb or prod level change cb query a property on the industry that returns the height 19:12:49 <peter1138> nielsm, yeah, that's the way to do it if you are writing a NewGRF :) 19:12:50 <nielsm> (height of lowest or highest tile of the industry? or of some kind of center tile in it?) 19:12:58 <andythenorth> should I read back? 19:13:01 * andythenorth was drawing 19:13:11 <peter1138> Drawing. Don't fib. You were deciding what to delete. 19:14:19 <Eddi|zuHause> pnda: simple thing to keep in mind: lines in the "properties" section are only evaluated once on GRF load, and then used for all industries on the map, while lines in the "callback" section will be evaluated during the game for each industry individually (and probably repeatedly) 19:14:30 <pnda> nielsm: well I don't want the height difference between the lowest and highest tile, I want the height difference between the center tile and the sea level to get a approximate of if its on a mountain or not for example. 19:14:38 <Eddi|zuHause> err... the "graphics" section 19:16:22 <pnda> aand i'll write down some notes first... 19:16:32 <andythenorth> what eh? 19:16:59 <andythenorth> just get the tile height of the north tile (0, 0) 19:17:00 <andythenorth> job done 19:18:22 <pnda> andythenorth but i've decided to make the height a cb, so it *can* be used by a newgrf, but it doesn't have to. 19:18:40 <andythenorth> o_O ?? 19:18:42 <andythenorth> :) 19:18:51 <andythenorth> height is a var 19:19:04 <pnda> waaait 19:19:04 * andythenorth looks it up 19:19:30 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Industry_Tiles 19:19:30 <nielsm> I don't think it is no 19:19:32 <andythenorth> var 60 19:19:35 <andythenorth> course it is :) 19:19:37 <pnda> andythenorth there's snowline_height 19:19:56 <andythenorth> never read the nml spec 19:20:01 <andythenorth> the real spec is the nfo 19:20:13 <andythenorth> ;) 19:20:31 <pnda> well var 60 checks for surrounding tiles, not height 19:20:42 <andythenorth> it's an offset 19:20:44 <andythenorth> 0,0 is self 19:20:56 <andythenorth> second byte has the tile height 19:20:58 <peter1138> height is one of the values in var 60 19:21:12 <andythenorth> I have not found any lack of industry vars for years 19:21:16 <andythenorth> they're pretty comprehensive 19:21:36 <andythenorth> as long as one looks in *both* industry and industry tiles docs 19:22:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7475: Fix #6618: Viewport vehicle draw flickering https://git.io/fjttH 19:22:10 *** sla_ro|master has quit IRC 19:22:25 <pnda> ok.... well then height is not a needed cb/var anymore... can you check how many fields are surrounding a farm for example? 19:23:22 <andythenorth> no, they're randomised 19:23:45 <andythenorth> you can inspect tiles in a circular search, and count them if the landscape type is fields 19:23:49 <andythenorth> probably unwise 19:24:17 <pnda> could make it easier to just make a cb which checks for how many fields the farm currently has, per tick maybe? 19:24:30 <nielsm> but yeah I think "destroying fields lowers farm production" is a common myth 19:24:57 <Samu> game pause matters 19:25:00 <andythenorth> the industry doesn't know how many fields it has 19:25:03 <Samu> opcodes only run for gs 19:25:10 <Samu> erm, i mean, thei nstance 19:25:15 <andythenorth> every so often, the game just converts a bunch of tiles to fields 19:25:35 <andythenorth> hmm the fields must know which industry though 19:25:44 <andythenorth> they're cleared if the industry closes / is bulldozes 19:26:17 <Samu> so it works! but i can't make pretty colours like the average times 19:26:21 <peter1138> That's describing current behaviour, not how to check how many fields there are. 19:26:41 <pnda> they are connected somehow 19:27:02 <Samu> https://imgur.com/a/1LFYLak I'm pretty happy with this for the moment, it's just that the opcodes are only displayed in light blue :( 19:27:35 <Eddi|zuHause> the fields store a "pointer" to the parent industry, but that can't be used to count them 19:28:20 <pnda> Maybe make the industry also know which fields are connected to it? 19:28:34 <Eddi|zuHause> if you encounter a field in the tileloop, you would need to know if it was there in the previous tile loop, or gone in the next, to change the counter 19:29:03 <peter1138> Eh? You can just count the number of field tiles owned by the industry? 19:29:14 <Eddi|zuHause> or, you change the counter in the creation/destruction function 19:30:08 <pnda> anyway, I like all these ideas/suggestions... doesn't help me sleep longer though. So it's bed time. gn 19:30:10 <Eddi|zuHause> peter1138: i would prefer an option that doesn't do a circular tile loop :p 19:30:27 *** pnda has quit IRC 19:30:45 <Eddi|zuHause> peter1138: so a cached field count seems more appropriate 19:30:45 *** glx has joined #openttd 19:30:45 *** ChanServ sets mode: +v glx 19:31:28 <Eddi|zuHause> so... git... how to properly iterate through revisions to compile them individually? 19:32:28 *** Smedles has quit IRC 19:33:55 *** Smedles has joined #openttd 19:34:07 <andythenorth> object fields :P 19:35:24 <andythenorth> working on big storage tank https://dev.openttdcoop.org/attachments/download/9392/cryo_plant_6.png 19:35:42 <milek7> Eddi|zuHause: git rebase -x 19:35:46 <Eddi|zuHause> "As of Git 1.7.12, the interactive rebase command can take an --exec <cmd> option" ... that sounds right 19:35:47 <andythenorth> looks like a massive retro radio switch right now :P 19:36:22 <peter1138> Much purple. 19:36:45 <nielsm> can industries be 2cc? :) 19:36:49 <Eddi|zuHause> i want to press one of the buttons :p 19:39:04 <andythenorth> they look so tactile 19:39:06 <andythenorth> nielsm: nope 19:39:38 <nielsm> :( 19:39:44 <andythenorth> it's fine :D 19:39:51 <andythenorth> 1CC keeps life simple 19:40:09 <andythenorth> also, please nobody add industry object fields 19:40:20 <andythenorth> FIRS is already Never Done 19:40:23 <Eddi|zuHause> NoIndustries branch when? :p 19:40:26 <peter1138> "(In fact, I can come up with a list of 37 tramtypes all of which have a reasonable usecase)" 19:40:30 <peter1138> Heh, I bet :p[ 19:40:47 <V453000> tramtypes? dam :D 19:40:51 <Eddi|zuHause> peter1138: it will never be enough :p 19:40:57 <nielsm> I still want to try doing sub-buildings for industries to have genuine random layouts 19:41:03 *** Alberth has left #openttd 19:41:08 <nielsm> for huge sprawling plants 19:41:15 <andythenorth> might work 19:41:23 <andythenorth> yeah those tanks look like http://www.saturn-sound.com/images%20-%20hi-fi/ferrograph%20f307%20-%20stereo%20amplifier.jpg 19:41:23 <Eddi|zuHause> import factorio blueprints? :p 19:42:12 <nielsm> anyway, getting a bit late, and I'm not feeling all too well, so gn 19:42:25 <Eddi|zuHause> andythenorth: not quite the association i had 19:42:27 <peter1138> No, fix your bugs! 19:42:45 <andythenorth> oh wat bugs now? 19:42:50 <peter1138> Hmm, do I have all the NRT NewGRFs? 19:43:05 <peter1138> Unspooled, country roads, U&RaTT 19:43:10 <peter1138> I'm sure there was more :/ 19:43:22 <andythenorth> Road Hog NRT edition>? 19:43:23 <peter1138> Would be nice if the newgrf scan listed the features used by each newgrf. 19:43:24 <Eddi|zuHause> andythenorth: i rather thought a button you push in rather than turn 19:43:31 <andythenorth> also plausible 19:43:35 <andythenorth> I should adjust them eh 19:43:36 <peter1138> Road hog is just vehicles? 19:43:51 <andythenorth> there is a fork that includes NRT types 19:44:01 <andythenorth> it's the original NRT grf 19:44:15 <Eddi|zuHause> it's probably a bad idea to include road types in the vehicle grf 19:44:23 <andythenorth> so I'm told 19:44:31 <Samu> max opcodes of 10000, and it's being respected https://imgur.com/s3knWuq 19:44:33 <andythenorth> meanwhile, in the first post https://www.tt-forums.net/viewtopic.php?f=33&t=75637 19:44:40 <peter1138> Nice URL. 19:44:47 <andythenorth> why malformed on paste? 19:44:48 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=33&t=75637 19:44:50 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug 19:45:11 <Eddi|zuHause> the url even confuses the url parser 19:45:32 <andythenorth> ha ha stalebot found my PR https://github.com/OpenTTD/OpenTTD/pull/7340 19:45:39 <andythenorth> oh dear 19:45:44 <Eddi|zuHause> so, it now compiles all intermediate revisions, just not finished with the cleanup 19:46:34 <peter1138> Oh, I already had it loaded, just didn't realise it had vehicles :p 19:48:00 *** AndroUser has joined #openttd 19:49:01 <Eddi|zuHause> uhm... did it eat nielsm's commit? 19:49:11 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjtqc 19:50:17 *** nielsm has quit IRC 19:50:44 <peter1138> Eddi|zuHause, if you didn't have it locally, yes. 19:50:45 <Eddi|zuHause> oh, i think i messed up the rebase again with a commit-vs-add 19:50:52 <Eddi|zuHause> so it squashed it 19:50:52 *** AndroUser is now known as pnda 19:51:11 <Eddi|zuHause> peter1138: i pulled it 19:52:03 <Eddi|zuHause> it's probably fine squashed... 19:52:16 <Eddi|zuHause> just not what i intended to do 19:52:32 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7482: Fix: [Windows] OpenTTD window may be inactive when an error happens https://git.io/fjLNy 19:52:59 <peter1138> So undo and redo it? 19:53:16 <Eddi|zuHause> i did a bunch of stuffs inbetween 19:55:37 <LordAro> glx: worth adding #7482 to the backport list? 19:55:59 <glx> I added the label 19:56:05 <LordAro> ah right :) 19:56:45 <Eddi|zuHause> i think being squashed is the right thing to do, just now the attribution is wrong 19:57:28 <TrueBrain> glx: so fix it! :P (just make a new commit on top of the cmake branch, with the fixes .. I will fixup that all later :)) 19:57:44 <TrueBrain> ideal, it is in the form up: Fix: fixup <commit that it fixes> 19:57:49 <V453000> On a scale from 0 to 10 how nice of a feature is it if depot graphics are tileable? 19:57:49 <TrueBrain> but .. I will figure that out :P 19:57:55 <V453000> So you can make longer depots visually 19:57:59 <TrueBrain> nicely spotted btw glx :) 19:58:14 <peter1138> V453000, ideally they'd actually work ;) 19:58:28 <V453000> is there a patch for that? 19:58:30 <V453000> :> 19:58:31 <peter1138> Probably is. 19:58:48 <V453000> yeah, well :) it could multiply the maximum train storage of a depot 19:58:49 <Eddi|zuHause> V453000: there exists a GRF like that 19:59:06 <Eddi|zuHause> (for the visual tiling, i mean, not the working) 19:59:06 <V453000> Eddi|zuHause: I know, I'm just making BRIX depots so I'm considering options in the design 19:59:15 <peter1138> Of course there does, but as V453000 is making graphics... 19:59:40 <Eddi|zuHause> there's no real disadvantage... 19:59:56 <V453000> visually there are some :) 20:00:02 <pnda> Ok new idea: a) height_of_industry switch variable, returning the average height of all tiles of an industry b) amount_of_sub_tiles switch variable, returninf the amount of sub tiles, e.g. fields for a farm (caching amount, decreasing/increasing when field is built/destroyed) c) distance_to_nearest_water switch variable, returning the minimum distance to any water tile (max 10 tiles) d) type_of_area switch variable, returning the type of area, 20:00:11 *** gelignite has quit IRC 20:00:37 <V453000> yeah, should tile 20:00:43 <V453000> and fill a tile in both x and y 20:00:50 <peter1138> -switch. switch is an NML thing, but they are just variables. 20:01:16 <peter1138> a) average height is most likely unnecessary. height of top corner should suffice. 20:02:13 <pnda> should also work, yes. But if you've got a farm with all fields, could be handy to get the average height of all of the fields 20:02:47 <peter1138> c) distance to nearest wear already exists (var 0x43) but might need tweaking 20:03:21 <peter1138> wear? water... 20:03:54 <peter1138> hmm, well, fields are technically separate from industries. 20:04:03 <peter1138> So "height of industry" means just the industry part. 20:04:12 <peter1138> So you want average height of fields. 20:04:43 *** frosch123 has joined #openttd 20:05:08 <pnda> could be a separate variable. Would be easier to have it just average height. So I guess having the height of the 0,0 tile is easier 20:08:31 *** AndroUser has joined #openttd 20:08:31 *** pnda has quit IRC 20:10:50 <andythenorth> d) already exists too 20:10:50 *** AndroUser has quit IRC 20:10:57 <andythenorth> assuming area = tiles 20:11:53 <planetmaker> nearby_tile_height(0, 0) at scope industry, if you use NML gives you height at relative coordinates... 20:12:06 <planetmaker> is the error much, if you assume that to be the average? 20:12:20 <planetmaker> you usually know the allowed height variation by layout anyway 20:12:28 <andythenorth> you can walk all the tiles and get the average 20:12:31 <planetmaker> g'evening :) 20:12:32 <andythenorth> if you need to 20:12:37 <andythenorth> you know the layout number 20:13:22 *** pnda has joined #openttd 20:13:39 <planetmaker> eh 20:13:46 <peter1138> NML gives you relative height? Why? The variable gives you absolute. 20:13:59 <pnda> planetmaker: no, the difference shouldn't be to much, especially because most industries try to be on a flat piece of land 20:14:05 <planetmaker> no, it gives you absolute height, peter1138 20:14:26 <peter1138> Oh, I misread :-) 20:15:04 <planetmaker> https://paste.openttdcoop.org/pidmwbsbi @ pnda 20:15:18 <planetmaker> ah, you saw it, k 20:16:11 <pnda> andythenorth, no, the message was cut off, by are I mean: surrounding tiles are forest, snow, desert, coast 20:16:16 <glx> oh you don't know ECS tourist vector ;) 20:16:38 <planetmaker> pnda, generally I'd decide availability of industry based on height on industry level, using nearby_tile_height(0,0). And I'd decide for the actual sprite shown the tile height on tile level to take snowyness into account (or desert, whatever ground you care about) 20:17:01 <planetmaker> glx, yes. But then again: an industry knows its layout and height requirements for it 20:17:07 <andythenorth> BIAB 20:17:10 *** andythenorth has quit IRC 20:17:17 <planetmaker> so you immediately know the average when you know (0,0) 20:18:07 <planetmaker> One *can* probably make an industry very flexible in that regard... not sure anyone does, though. It gives graphical challanges 20:18:30 <planetmaker> when it has to look good irrespective of the tile slope and relative heights 20:18:41 <planetmaker> an improved wood might not care :) 20:19:18 <pnda> Sooo... The only thing which has not been done yet is to configure cb and variables for sub-industries (fields for a farm). Also maybe have zoning inside the game. I'd really love to see a map with zones, based on climates. 20:20:12 <pnda> But then those 2 things are probably far away from what I am capable of doing atm 20:22:23 <planetmaker> well, industries have no secondary related object currently, like objects which they could spawn for eyecandy reasons (like farm fields) 20:22:24 *** pnda has quit IRC 20:23:00 <planetmaker> such thing could be envisioned... farm fields could "simply" be objects which can be overbuild 20:23:27 <planetmaker> which is an existing property for objects already to allow one-click overbuilding 20:23:29 *** pnda has joined #openttd 20:23:52 <planetmaker> OBJ_FLAG_ANYTHING_REMOVE 20:24:12 <planetmaker> Anything can remove this object (owned land behavior). 20:24:29 <pnda> planetmaker, yes, that would be good. 20:24:31 <planetmaker> OBJ_FLAG_REMOVE_IS_INCOME 20:24:43 <planetmaker> Removal cost is actually income (owned land behaviour). might not be applicable though 20:25:07 <peter1138> Hmm. 20:25:22 <planetmaker> OBJ_FLAG_ALLOW_BRIDGE Allow bridge over the object taking the building height into account. 20:25:25 <pnda> This is just about what I am capable of doing though https://github.com/OpenTTD/OpenTTD/commit/18ec34b4619e1252648ec1e5ed96ee7544666969 20:25:51 <planetmaker> I started with less 20:26:53 <pnda> Those 2 (maybe also the income flag) could be helpful here. Don't know yet how I would structure it. I am also not on my PC anymore to look for myself, so, yeah 20:26:56 <Eddi|zuHause> planetmaker: i think in the last iterations, some things had like 5 related objects :p 20:27:38 <Eddi|zuHause> ("relation" as in "SELF", "PARENT", ...) 20:28:41 <pnda> Can Industries currently create sub industries/tiles like fields in a GRF? 20:29:43 <peter1138> Only by setting the industry behaviour flag for fields. 20:29:52 <peter1138> If set, then OpenTTD will handle all the field stuff. 20:29:58 <Eddi|zuHause> the industry itself cannot really control the fields 20:30:14 <Eddi|zuHause> it can only set that it wants to have some 20:30:16 <pnda> planetmaker: well, i have some experience in C#, JS and a bit of Python. So I am not really a newcomer to coding 20:30:58 <pnda> Eddi|zuHause peter1138: so that means they have no affect on sprites for the fields? 20:31:04 <pnda> Would be nice if that changed then 20:31:15 <Eddi|zuHause> yeah, but that is a bit... involved... 20:31:42 <pnda> What do you mean with involved 20:31:49 <Eddi|zuHause> a rather large task 20:32:08 <Eddi|zuHause> to make fields changable 20:32:35 <pnda> well... yes 20:32:44 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug 20:33:53 <pnda> Just unsure of what I could do, which is simple enough for a slight challenge for me... 20:35:34 <peter1138> Just dive in at the deep end :) 20:35:42 <pnda> deep end? 20:37:00 <Eddi|zuHause> pnda: i mean, the "allow industries to check their height" thing can probably be done in a day or so, while the "allow customizing fields" thing probably needs more like half a year :p 20:37:00 *** pnda has quit IRC 20:37:07 <Eddi|zuHause> aww... 20:37:37 *** pnda has joined #openttd 20:38:25 <pnda> Eddi|zuHause: yes, probably. But a lot of people said it's already included with var 60 20:38:52 <pnda> Also, I am rejoining/leaving because for some reason I keep disconnecting from the server and need to reload the page 20:39:16 <Eddi|zuHause> get a real IRC client? 20:39:43 <planetmaker> Eddi|zuHause, indeed. now you mention it... there was something like that. 20:39:50 <pnda> don't want to, this is enough for me and works 90% of the time 20:39:50 <planetmaker> Probably somewhere on a wiki page 20:39:58 <Eddi|zuHause> planetmaker: probably frosch123 :) 20:40:03 <planetmaker> yo 20:40:26 <planetmaker> and... I found the case made quite convincingly 20:42:00 <planetmaker> https://wiki.openttd.org/Frosch/Secondary_Related_Objects 20:43:14 *** pnda has quit IRC 20:43:44 *** pnda has joined #openttd 20:44:32 <DorpsGek_II> [OpenTTD/website] steffhip opened issue #77: Download links in header too long https://git.io/fjtq5 20:45:03 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjk1R 20:46:27 <Eddi|zuHause> maybe someone should check whether #7100 (already merged) needs some adaptions for #7051? 20:46:39 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjtqF 20:47:17 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 20:55:17 *** pnda has quit IRC 20:55:49 <frosch123> planetmaker: Eddi|zuHause: https://wiki.openttd.org/Frosch/New_Results#CB_3B:_Control_special_industry_effect <- cb3b is the new newfields idea 20:56:58 *** pnda has joined #openttd 20:59:05 <Samu> question, what if I create (yet another) game setting enabling or disabling the self-adjust max ops feature? 20:59:05 *** pnda has quit IRC 20:59:14 <Samu> so that regression doesn't fail 20:59:37 <Samu> changes of being accepted increases or not really 20:59:41 <Samu> chances* 21:00:17 *** pnda has joined #openttd 21:00:28 <Samu> probably not 21:00:56 <pnda> Ok these leaves) 21:01:34 <pnda> These leaves/joines are probably getting annoying and there's no topic here anymore either just now. good night 21:01:47 *** pnda has quit IRC 21:01:54 <Samu> uh? 21:02:08 <Samu> nvm, I think I get it 21:02:26 <Samu> @logs 21:02:26 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd 21:03:04 <Samu> I only see pnda leaving in the log 21:04:44 <DorpsGek_II> [OpenTTD/website] auge8472 commented on issue #77: Download links in header too long https://git.io/fjtml 21:07:34 <peter1138> That's what he meant. 21:12:46 *** Progman has quit IRC 21:13:27 <DorpsGek_II> [OpenTTD/website] PeterN commented on issue #77: Download links in header too long https://git.io/fjtmV 21:13:39 <Samu> i thought my AI was on the "cpu intensive" side, but it's keeping 10000 ops in a 4096x4096 map 21:15:05 <Samu> world ticks is slower than 14 AIs 21:15:59 *** Heiki has quit IRC 21:17:27 *** Supercheese has quit IRC 21:17:49 *** Supercheese has joined #openttd 21:18:05 <Samu> soon they will all start building airports, that's when I expect slowdowns 21:18:14 <Samu> patiently awaits 21:18:49 <_dp_> effecient goals updating, take 5... https://paste.openttdcoop.org/paj53yiec 21:20:11 <_dp_> btw, whoever does c++11 stuff conversion, having std::function callback for DoCommand would be awesome ;) 21:22:30 *** Heiki has joined #openttd 21:22:47 *** frosch123 has quit IRC 21:24:13 <DorpsGek_II> [OpenTTD/website] steffhip commented on issue #77: Download links in header too long https://git.io/fjtmA 21:25:30 <DorpsGek_II> [OpenTTD/website] PeterN commented on issue #77: Download links in header too long https://git.io/fjtmh 21:27:49 <DorpsGek_II> [OpenTTD/website] steffhip commented on issue #77: Download links in header too long https://git.io/fjtYm 21:29:48 <peter1138> Well, none of that happens for me. 21:30:52 <_dp_> mb some dpi thing 21:30:56 <_dp_> or page zoom 21:31:18 <peter1138> Possibly DPI. Page zoom doesn't do it for me. 21:31:45 <_dp_> yeah, same here, ff66 linux 21:32:20 <_dp_> I mean everything's fine :) even with page zoom 21:33:08 <DorpsGek_II> [OpenTTD/website] spnda commented on issue #77: Download links in header too long https://git.io/fjtYC 21:33:22 <DorpsGek_II> [OpenTTD/website] planetmaker commented on issue #77: Download links in header too long https://git.io/fjtYW 21:35:22 <_dp_> hm, font itself looks a bit different on his screenshot 21:36:54 *** Wolf01 has quit IRC 21:37:20 <DorpsGek_II> [OpenTTD/website] Eddi-z commented on issue #77: Download links in header too long https://git.io/fjtYu 22:12:54 <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #77: Download links in header too long https://git.io/fjtOt 22:14:30 <TrueBrain> glx: minor request, please don't use hashes for 'fixup'. Just mention something out of the commit message :) That would really help me out :D 22:14:38 <TrueBrain> and tnx for fixing :) 22:37:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7453: Remove AutoDeleteSmallVector and AutoFreeSmallVector https://git.io/fjtO6 22:43:53 *** Corns343434 has quit IRC 22:45:25 *** Corns343434 has joined #openttd 22:55:43 <peter1138> Ok, so... 23:01:02 *** Corns343434 has quit IRC 23:01:55 *** Corns343434 has joined #openttd 23:05:54 *** Corns343434 has quit IRC 23:08:31 *** Corns343434 has joined #openttd 23:23:31 *** Corns343434 has quit IRC 23:53:22 <peter1138> And someone wants a Windows 9x build... o_O 23:58:06 <Samu> hi 23:58:54 <Samu> if i multiply a double with a uint, what do I get? a uint or a double? 23:59:16 <peter1138> double 23:59:26 <Samu> https://paste.openttdcoop.org/pz2hnzzxc line in there 23:59:45 <Samu> line 33, avg * active_scripts