Log for #openttd on 9th May 2019:
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05:41:27  <peter1138> Morning
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06:50:26  <Eddi|zuHause> in what kind of keyboard layout can you mistype ² for /?
06:59:57  <DorpsGek_II> [OpenTTD/website] agentw4b opened issue #89: Obsolete form for adding Newgrf to
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08:28:48  <Samu> hi
08:33:52  <Artea> hi
08:34:02  <Artea> shit
08:34:18  <Artea> made 4 road coal vehicles
08:34:26  <Artea> 8M euros each
08:34:32  <Artea> giving me 141k
08:34:37  <Artea> awful :(
08:35:09  <Artea> dont even can for running
08:35:15  <Artea> * pay for
08:37:33  <Artea> almost year 4137
08:37:40  <Artea> time for AroAI
08:41:54  <peter1138> Inflation does go mad after a while :-)
08:42:23  <Artea> yeah
08:42:30  <Artea> 450k last year
08:42:32  <Artea> it sux
08:42:44  <Artea> takes time to increase profits
08:43:37  <Artea> huhu
08:43:38  <peter1138> You need a NewGRF with ultra-efficient vehicles, but (probably) nobody making NewGRFs is interested in playing with inflation enabled.
08:43:43  <Artea> 15 vehicles from AroAI
08:44:04  <Artea> yeah
08:44:07  <peter1138> (And they tend to focus on 1900 to present)
08:44:13  <Artea> I saw 2 companies like 2 or 3 days before
08:44:23  <Artea> didnt last long
08:44:38  <Artea> also capped loan sux with inflation
08:45:19  <peter1138> Loan increases with inflation so inflation is largely irrelevant there.
08:45:44  <Artea> but get capped at 818,100,000 euros
08:46:45  <Artea> not sure if is good number or not
08:46:50  <peter1138> When did it stop increasing?
08:47:03  <Artea> don't know
08:47:10  <Artea> but for 1500 years at least
08:47:29  <Artea> let me check the logs
08:47:34  <peter1138> As far as I know, there's no cap beyond the initial max loan setting.
08:48:20  <peter1138> Hmm, tt-forums broken?
08:49:50  <Artea> [11:58:28] <Artea> sad max loan is capped
08:50:08  <Artea> Session Time: Sat Apr 27 00:00:00 2019
08:50:27  <Artea> so long ?
08:50:29  <Artea> wow
08:50:30  <peter1138> ?
08:50:49  <Artea> was when I noticed the max loan cap was there
08:50:54  <Artea> at 27th April
08:51:00  <peter1138> I meant when in game...
08:51:33  <Artea> it was before 1000 years passed
08:51:34  <peter1138> Maybe inflation stops too, in which case it would make sense.
08:53:03  <peter1138> Yeah, inflation stops after 170 years of gameplay, so that's why your max-loan does not increase. But also your costs are not increasing.
08:53:27  <Artea> yeah
08:53:39  <Artea> I can see why Inflation can sux
08:54:21  <Artea> 170 years is nothing :(
08:54:32  <peter1138> Inflation is there to make the game harder.
08:54:47  <Artea> special when map started at 1984 and 2 companies started at 2040
08:55:05  <peter1138> If it didn't stop, your costs would increase faster than your income for ever, and you'd've given up much sooner.
08:55:16  <Artea> I know
08:55:22  <Artea> Dinger 200 costs 80M euros
08:55:27  <Artea> and giving like 11M
08:55:47  <peter1138> Per year?
08:55:50  <Artea> luckly some of aircrafts gives me 100M per year
08:55:55  <Artea> no, per deploy
08:56:02  <Artea> but some gives me 5M
08:56:06  <Artea> which is very low
08:56:07  <peter1138> What's a "deploy"?
08:56:26  <peter1138> Life time of the aircraft?
08:56:28  <Artea> when unload passengers
08:56:31  <peter1138> Or do you mean per journey?
08:56:32  <peter1138> LOL
08:56:47  <peter1138> Are you expecting a vehicle to make back its cost on a single journey?
08:56:57  <Artea> no
08:57:14  <peter1138> You spend 80M and get back 100M a year? I don't see the issue.
08:57:22  <Artea> that is some of them
08:57:34  <peter1138> orudge, tt-forums seems upset
08:57:35  <Artea> depends where I route them
08:57:49  <peter1138> Well yes, you need to give them profitable routes.
08:58:15  <Artea> tt-forums seems to work to me
08:58:35  <peter1138> Hmm.
08:58:42  <Artea> I stopped to make more aircrafts
08:58:51  <Artea> I stuck with 21 aircrafts
08:58:57  <peter1138> You stopped what?
08:59:04  <Artea> construct
08:59:12  <Artea> since town grow too large
08:59:14  <peter1138> Oh. English doesn't work like that.
08:59:18  <peter1138> You stopped making more aircraft.
08:59:30  <Artea> yeah
08:59:36  <Artea> towns are biggers than I ever saw
08:59:37  <peter1138> "Stopped to make" means you stopped doing something, so that you could make...
09:00:05  * peter1138 restarts Firefox.
09:00:11  <Artea> is hard now
09:00:20  <Artea> unless I demolish part of towns
09:01:00  <Artea> * parts
09:01:25  <Artea> I need a maker planet to test it out
09:01:51  <Artea> :P
09:02:20  <Artea> 500k per coal truck
09:02:32  <Artea> the path is so small :(
09:02:43  <planetmaker> andythenorth, yes, the new changes with production (and NRT?) should go in 0.5 NML. anything 0.4.x is just legacy
09:02:57  <planetmaker> should... be made to work with devzone
09:03:04  <Artea> hello pm :)
09:03:37  <planetmaker> hi
09:04:29  <Artea> my server needs your pro skills :P
09:06:03  <Artea> zing
09:06:14  <Artea> AroAI just used all loan money
09:06:26  <Artea> let's see how much time needs to blow that up
09:07:53  <planetmaker> sorry, it will need to work some time without mine... RL hits hard
09:08:04  <Artea> 80 road vehicles in 3 years
09:08:12  <Artea> awwww
09:08:17  <Artea> I hope you get all resolved
09:08:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7575: Feature: Add industry production graph
09:09:01  <Artea> yeah
09:09:22  <Artea> the truck profit got increase
09:09:29  <Artea> last year reach 700k
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10:19:56  <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph
10:20:24  <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph
10:21:09  <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph
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10:35:48  <Xaroth> .. there is a GRF that introduces 'world city names' ... and it named one "Netherlands" :facepalm:
10:38:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7575: Feature: Add industry production graph
10:38:14  <planetmaker> outch. Kinda gives away the origin of the author :P
10:38:53  <peter1138> Does it?
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10:39:32  <planetmaker> to some degree at least ;)
10:42:31  <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph
10:42:50  <peter1138> Okay, well I'm still none-the-wiser.
10:43:00  <peter1138> But I guess it doesn't matter in the scheme of things.
10:44:00  <peter1138> Hmm, is it possible to remove PR builds from the website?
10:44:12  <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph
10:44:24  <peter1138> I suppose I should look at the website github :p
10:44:50  <peter1138> Hmm, so it's not a commit.
10:47:40  <LordAro> peter1138:
10:47:51  <LordAro> as per
10:47:54  <peter1138> Yeah.
10:47:57  <LordAro> i'm not sure where that file is generated from
10:48:27  <LordAro> it could well be "on AWS"
10:48:43  <LordAro> which i really rather hope someone other than TB has access to
10:48:59  <peter1138> Hmm, did that news-ticker on the opening screen idea get anywhere?
10:50:17  <peter1138> < I guess this is a complex PR? :p
10:51:01  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7566: Fix #7565: Incorrect cursor used for placing road/tram tunnels.
10:51:07  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7566: Fix #7565: Incorrect cursor used for placing road/tram tunnels.
10:51:13  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7565: [NRT] The 'build tunnel' tool displays the wrong cursor for road and tram
10:51:42  <LordAro> does it need backporting? given it was mentioned to be an issue in 1.8
10:53:24  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7575: Feature: Add industry production graph
10:54:34  <peter1138> It's not an issue in 1.8, it's only since NRT.
10:54:40  <peter1138> I don't know what that comment is about :p
10:56:02  <LordAro> fair enough, i shall ignore :p
10:56:23  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7559: Backport marked PRs to 1.9 branch
10:57:43  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
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11:09:33  <peter1138> Hmm, nearly lunch time.
11:20:06  <andythenorth> long past
11:20:13  <andythenorth> I have failed at lunch and breakfast
11:20:14  <andythenorth> all my wrongs
11:24:34  <Artea> oh great
11:24:41  <Artea> now my pc can't hold OTTD
11:24:43  <Artea> WTF
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11:49:18  <peter1138> Failed how?
11:49:27  <peter1138> I just ate my salad, and a apple fruity bake, and a kiwi fruit.
11:49:34  <peter1138> So I'm... replete for now.
11:55:14  <andythenorth> failed to remember if I ate them
11:57:57  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
12:01:14  <V453000> so, hypothetically
12:01:24  <V453000> if I draw a vehicle in layers
12:01:36  <V453000> can I use a different recolour for each of the layers?
12:01:41  <V453000> I guess I could, but how? :d
12:01:54  <V453000> can I somehow use a switch which reads which layer it's for?
12:03:31  <andythenorth> yes
12:03:34  <andythenorth> that
12:03:59  <andythenorth> you can use a switch checking the layer whenever you want
12:04:07  <V453000> do you do that somewhere?
12:04:11  <andythenorth> yes
12:04:16  <V453000> iz complicated or just access variable with 0-3 as outcomes?
12:04:25  <andythenorth> the switch is simple 0-3
12:04:36  <andythenorth> my example code would be frigging complicated because $reasons
12:05:07  <andythenorth> hmm, recolour sprites are a callback?
12:05:09  * andythenorth looks
12:05:46  <V453000> yes
12:06:17  <V453000> colour_mapping
12:06:22  <andythenorth> ok, I don't know if you can check the layer in that callback
12:06:28  * andythenorth looks in docs
12:07:27  <planetmaker> you very likely have access to vehicle variables, do you? And as long as you have at least access to temp storage... it should be feasible
12:07:33  <andythenorth> eh looks like recolouring is built in
12:07:53  <andythenorth> you can't check current layer in colour_mapping cb afaict
12:08:08  <andythenorth> but there seems to be a recolouring option provided in the graphics cb
12:08:20  <V453000> built in but does that not mean it's the same recolour for all layers?
12:08:34  <andythenorth> no
12:08:56  <andythenorth> a result is returned for each layer, and it looks like recolouring is an option for each result
12:09:34  <V453000> are you talking about the PALETTE_USE_DEFAULT in the layering switch?
12:09:35  <andythenorth> so I am just using "STORE_TEMP(PALETTE_USE_DEFAULT, 0x100)"
12:09:45  <andythenorth> but replace that with a recolour sprite (dunno how)
12:10:12  <V453000> haz
12:10:56  <andythenorth> super :)
12:11:24  * andythenorth must to lunch sorry
12:48:38  <supermop_work> yo
12:52:22  <supermop_work> so what new flags do i need in unspooled?
12:52:31  <supermop_work> are there new nrt docs?
12:59:24  <andythenorth> WIP
13:00:09  <supermop_work> rather, is there any new or different functionality i should be aware of? like for town building
13:00:35  <supermop_work> spool.grf is basically untouched since 2017
13:10:13  <andythenorth> docs will get done at some point
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13:42:32  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
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17:06:42  <andythenorth> is it lunchtime?
17:11:41  <peter1138> Yes
17:12:22  <V453000> andythenorth: could you link me where you have a switch which layer iz?
17:12:29  <V453000> please sir? :)
17:13:44  <andythenorth> V453000:
17:13:47  <andythenorth> and more in there
17:14:37  <V453000> ooh
17:14:45  <V453000> so 1 2 3 will return layers 1 2 3?
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17:15:58  <V453000> sllight side-question: you do not have a default value defined. Is that strictly because you are not stupid and absolutely sure that you only defined 2 layers? I always defiine a default even when it's clearly stupid
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17:27:31  <Wolf01> o/
17:27:50  <andythenorth> yeah I just am sure I won't need the default
17:28:09  <andythenorth> if it's in default, something is wrong, so no point handling it here
17:28:15  <kiwitree> hello
17:28:19  <kiwitree> I found a typo on newgrf specs, could anyone fix it?
17:28:32  <kiwitree>
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17:28:48  <kiwitree> Roadtypes should be feature 0x12..
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17:44:20  <V453000> hm, both the layers recolour to yellow which is 0: in the second switch... does that mean the switch does not have access to the callback?
17:46:51  <V453000>
17:47:25  <V453000> the question is whether the recolour line is right, but it's exactly pasted from rainbow slugs and itworks there, and yellow shows as expected so that shouldn't be it
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18:07:44  <Eddi|zuHause> guys... the office supplies... they achieved nothing!
18:08:11  <Eddi|zuHause> you people give bad advice. 0/10
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18:19:41  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
18:19:51  <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
18:20:46  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
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19:02:54  <andythenorth> quak
19:03:32  <peter1138> Heh, you can fix #7573 with fewer changes by just multiplying running cost by 1000 or so first.
19:03:32  <frosch123> hoi
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19:05:55  <Eddi|zuHause> peter1138: but what if that overflows? :p
19:06:10  <peter1138> Then you couldn't afford the engine :D
19:06:44  <peter1138> Hmm, 7573 sorts wagons incorrectly.
19:06:59  <Eddi|zuHause> wagons with running costs?
19:07:08  <peter1138> Yes. 0 power, of course.
19:07:08  <andythenorth> sometimes I wonder if it's finished :)
19:07:19  <andythenorth> it's kind of pretty good when I play OpenTTD
19:07:45  <peter1138> It's never finished. If it was, you'd just go around telling everyone it's unmaintained.
19:07:52  <andythenorth> I have nothing :(
19:08:04  <andythenorth> did we finish the 16 cargo industry docs yet
19:08:40  <andythenorth> I guess nml 0.5 is also needed to be done
19:08:51  <andythenorth> is NRT going in 0.5, or waiting?
19:08:56  <V453000> BTW hm, both the layers recolour to yellow which is 0: in the second switch... does that mean the switch does not have access to the callback?
19:08:56  <V453000> :d
19:09:03  <V453000> any ideas?
19:09:07  <V453000>
19:09:30  <andythenorth> V453000: afaik you can't check layers in colour_mapping
19:09:36  <andythenorth> frosch123 will know though
19:09:36  <glx> if 0 power it sorts by id in 7573 IIRC, maybe it should just use cost in this case but inverting the test
19:10:46  <Eddi|zuHause> V453000: can you elaborate on what we're looking at?
19:10:58  <frosch123> V453000: colouir_mapping is deprecated when using layers
19:11:03  <frosch123> don't use it
19:11:06  <V453000> oh
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19:11:17  <glx> or just sort by cost in normal order, I think cheaper wagon is "better" when there's no power
19:11:18  <V453000> sooo how can I recolour layers independently of each other? :)
19:11:39  <frosch123> you insert a switch before the graphics for each layer
19:11:41  <V453000> Eddi|zuHause: wagons consisting of wagon + cargo layers, they should be recoloured by different things
19:11:42  <frosch123> which sets a recoloring
19:12:15  <V453000> ah
19:12:22  <Eddi|zuHause> unfortunately, i haven't actually looked at layering. it's "too new"
19:12:52  <V453000> wait but how do I do that without colour_mapping? :D
19:12:53  <Wolf01> Hurray, my fritz box arrived, and I gained even 12MBit in download, it's about 50% more of what I had before
19:13:20  <Eddi|zuHause> they use fritz boxes outside of germany?
19:13:25  <Wolf01> Yes
19:13:55  <Wolf01> And "a lot" is not enough
19:14:46  <V453000> frosch123: so a normal sprite can somehow use the recolour tables/things without colour_mapping somewhere?
19:14:58  <V453000> is that PALETTE_USE_DEFAULT?
19:15:03  <V453000> or something around that?
19:16:36  <frosch123> V453000:
19:17:19  <frosch123> "PALETTE_USE_DEFAULT" means, "use color from colour_mapping", but same for all layers
19:17:44  <frosch123> you can also set PALETTE_USE_DEFAULT for some layers
19:17:56  <peter1138> Why did vehicles gain layers?
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19:18:28  <frosch123> to reduce spritecache usage when people combine 8 engiens with 100 cargo types
19:18:35  <frosch123> 108 sprites, instead of 800 sprites
19:18:44  <frosch123> and to support layers with company colour and alpha
19:18:45  <peter1138> So memory vs CPU.
19:19:11  <frosch123>
19:19:48  <frosch123> it's less cpu expensive than what people do with 3 articulated parts for single wagon
19:20:08  <Eddi|zuHause> i wonder who came up with such crazy ideas...
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19:20:19  <frosch123> cets-style wagons are more cpu expensive than sprite layers
19:20:25  * V453000 is silent
19:20:40  <V453000> frosch123: it works! :D
19:20:57  <V453000> thank you very much (: I''ll go think what horrible mess can I make out of this
19:21:25  <Eddi|zuHause> also, does 3 parts really matter, if other people make 5 parts?
19:21:36  <V453000> BTW is it possible that I added so many draw switches that a game with 700 trains is using 100% of my 4GHz CPU?
19:21:47  <frosch123> i guess i should adjsut the sprite stack examples
19:22:01  <frosch123> people keep copy&pasting the 4 layer code, when using only 2  or 3 layers
19:22:22  <V453000>,%2019th%20Jun%202025.sav
19:22:35  <frosch123> V453000: when you do, give me the save, so i can optimise it
19:22:40  <V453000> there
19:22:48  <V453000> ah you mean the layeri recolouring
19:22:49  <frosch123> "not resolving invisible sprites" is on the todo list for long :p
19:22:55  <V453000> haha
19:23:21  <V453000> anyway the save I just posted somehow became completely unusable in multiplayer and in SP it consistently eats 100% of one core
19:23:22  <V453000> idk why
19:23:58  <V453000> and seems to run at 0.78x speed
19:24:00  <V453000> :0
19:24:00  <andythenorth> so should I use layers for intermodal containers or not?
19:24:07  <V453000> oh tehre's acategories
19:24:14  <V453000> graphics rendering 10ms :)
19:24:16  <peter1138> Train ticks is at ~ 30ms.
19:24:21  <V453000> iz lots?
19:24:37  <V453000> oh there
19:24:47  <V453000> so I guess that's caused by the switches?
19:24:48  <frosch123> V453000: that probably doe snot incluide the newgrf time
19:25:01  <V453000> oh
19:25:06  <V453000> so that should be just pathfinding etc?
19:25:38  <frosch123> currently vehicle sprites are resolved whenever a vehicle moves, indepened of visibility
19:25:52  <frosch123> that's probably good when you zoom out
19:26:12  <frosch123> but it's bad when the map is way bigger than what you can see
19:26:18  <V453000> zooming out seems slower
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19:26:40  <peter1138> Zooming out is slower because it has tons more to draw.
19:26:47  <V453000> yez
19:26:52  <V453000> graphics rendering grew to 35
19:26:53  <peter1138> (Regardless of layers)
19:27:22  <Eddi|zuHause> i've never been able to zoom out without pausing first
19:27:27  <V453000> hm, but what is going on here? 700 trains in total isn't that much
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19:28:32  <V453000> osfgho; got to go
19:28:34  <V453000> gnight
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19:29:00  <peter1138> The framerate accumulator costs about 5-6 ms in this game.
19:29:05  <peter1138> Which is not insignificant.
19:30:06  <Eddi|zuHause> it's not the first time people complained that it's eating performance to measure performance
19:30:22  <peter1138> It's usually me complaining, tbh.
19:30:26  <peter1138> Other people have no issue.
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19:38:18  <nielsm> it would probably cost less to not use std::chrono::high_precision_timer, since microsoft's implementation seems to be doing more work than necessary
19:38:30  <nielsm> (I don't know about other systems)
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19:57:00  <Eddi|zuHause> hm, i clicked "first unread post" on the MB thread... landed at a post from 2017
19:57:32  <peter1138> Hmm, my Windows build is broken :S
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20:00:20  <Eddi|zuHause> what else is new?
20:00:30  <peter1138> And... a debug build works. Hmm.
20:02:15  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
20:06:01  <Eddi|zuHause> so, youtoube... why would you think i want to learn german with amazon's alexa?
20:07:15  <peter1138> Hmm, it's failing on writing to a const... but the code doesn't write to the const.
20:07:25  <peter1138> And the line that's failing is the initialization of it.
20:07:42  <Eddi|zuHause> optimizer fail?
20:08:01  * peter1138 tries a rebuild
20:08:08  <peter1138> Maybe it's just confused.
20:09:05  <Eddi|zuHause> also, i unsubscribed from a channel, but the videos still come up in my subscription feed...
20:15:25  <frosch123> usually people complain about the reverse situation :p
20:17:53  <peter1138> Yup, works after a rebuild.
20:22:19  <Eddi|zuHause> frosch123: no, that's people who only use the main page
20:22:36  <Eddi|zuHause> frosch123: and nothing ever shows up on the main page
20:23:13  <Eddi|zuHause> well, except for a dozen random "suggested videos" that are all the same video as the last 5 you watched
20:37:52  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7484: Codechange: Sprite sorting optimization
20:40:39  <Eddi|zuHause> i think i'm leaning towards hating stalebot
20:44:46  <LordAro> how about if we remove the "stale timeout" ? i.e. someone has to deliberately apply the stale label
20:49:59  <LordAro> which i'm not sure is possible, actually
20:50:44  <LordAro> other than setting it to something silly high
20:53:37  <nielsm> don't mark PRs stale, but if they're manually marked "waiting for author" for 30 days they close
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21:01:04  <Eddi|zuHause> here's my not-very-well-worked-out-and-probably-fleeting opinion: 1) apply the stale label, 2) don't leave generic comment, 3) don't close
21:02:54  * andythenorth wonders what to do now
21:02:57  <andythenorth> probly sleep
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21:08:34  <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
21:09:08  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
21:13:28  <milek7> well, then 'stale' label means nothing?
21:16:26  *** Supercheese has quit IRC
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21:19:27  <Eddi|zuHause> well, anyone who cares could filter the stale label
21:19:52  <Eddi|zuHause> bonus points if github would allow storing a default search
21:29:56  *** nielsm has quit IRC
21:37:52  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7340: Change: Replace tropic landscape map generator rules
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21:58:37  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2)
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23:06:49  <DorpsGek_II> [OpenTTD/OpenTTD] Diesel-powerUK opened issue #7576: Crash When bombing level crossing

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