Log for #openttd on 7th June 2020:
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00:03:46  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8196: Fix: Adjust .gitignore to CMake build system.
00:04:30  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8184: Cleanup: More code comment and doxygen fixes.
00:04:45  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8184: Cleanup: More code comment and doxygen fixes.
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00:25:28  <GT> make: *** No targets specified and no makefile found.  Stop.
00:25:28  <GT> So how do I compile? I did a git pull and gmake like in the old days. Also cmake. .configure is gone.
00:26:24  <glx> there's a readme, but basically it's "mkdir build; cd build; cmake ..; make"
00:29:16  <GT> well, the readme is also gone, but I'll try this
00:31:44  <GT> CMake Error: The source directory ... OpenTTD" does not appear to contain CMakeLists.txt.
00:32:20  <GT> ls
00:33:50  <glx> ah yes the "readme" is
00:35:27  <GT> find . -name
00:35:42  <GT> ~/ottdsvn/trunk/OpenTTD $
00:36:45  <GT> no readme, no
00:37:44  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8196: Fix: Adjust .gitignore to CMake build system.
00:38:21  <glx> <-- but there is one GT
00:43:19  <GT> git reset --hard
00:44:02  <GT> ~/ottdsvn/trunk/OpenTTD $  cd build; cmake ..; make
00:44:03  <GT> -- The C compiler identification is GNU 8.2.0
00:44:03  <GT> -- The CXX compiler identification is GNU 8.2.0
00:44:03  <GT> -- Check for working C compiler: /usr/bin/cc
00:44:03  <GT> -- Check for working C compiler: /usr/bin/cc -- works
00:44:04  <GT> -- Detecting C compiler ABI info
00:44:04  <GT> -- Detecting C compiler ABI info - done
00:44:06  <GT> -- Detecting C compile features
00:44:06  <GT> -- Detecting C compile features - done
00:44:08  <GT> -- Check for working CXX compiler: /usr/bin/c++
00:44:08  <GT> -- Check for working CXX compiler: /usr/bin/c++ -- works
00:44:10  <GT> -- Detecting CXX compiler ABI info
00:44:10  <GT> -- Detecting CXX compiler ABI info - done
00:44:12  <GT> -- Detecting CXX compile features
00:44:12  <GT> -- Detecting CXX compile features - done
00:44:14  <GT> -- Detecting Personal Data directory - .openttd
00:44:14  <GT> -- Detecting Shared Data directory - (not set)
00:44:16  <GT> -- Detecting Global Data directory - /usr/local/share/games/openttd
00:44:16  <GT> -- Looking for pthread.h
00:44:18  <GT> -- Looking for pthread.h - found
00:44:18  <GT> -- Looking for pthread_create
00:44:20  <GT> -- Looking for pthread_create - not found
00:44:20  <GT> -- Looking for pthread_create in pthreads
00:44:22  <GT> -- Looking for pthread_create in pthreads - not found
00:44:22  <GT> -- Looking for pthread_create in pthread
00:44:32  <glx> use a paste service next time
00:44:40  <glx> but cmake seems to work
00:45:18  <GT> Seems I messed up my local repo. git reset --hard did the trick
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00:50:42  <GT> [ 98%] Linking CXX executable openttd
00:50:42  <GT> [ 98%] Built target openttd
00:50:42  <GT> Scanning dependencies of target regression_files
00:50:42  <GT> [ 98%] Copying regression/info.nut regression file
00:50:42  <GT> [ 98%] Copying regression/main.nut regression file
00:50:44  <GT> [ 98%] Copying regression/require.nut regression file
00:50:44  <GT> [ 98%] Copying regression/result.txt regression file
00:50:46  <GT> [100%] Copying regression/test.sav regression file
00:50:46  <GT> [100%] Copying stationlist/info.nut regression file
00:50:48  <GT> [100%] Copying stationlist/main.nut regression file
00:50:48  <GT> [100%] Copying stationlist/result.txt regression file
00:50:50  <GT> [100%] Copying stationlist/test.sav regression file
00:50:50  <GT> [100%] Copying stationlist/test.sav regression
00:50:52  <GT> Yes, that's a lot better
00:51:33  <glx> and you don't need to run cmake each time
00:51:49  <glx> it's like configure
00:53:22  <dwfreed> if it's more than 3-5 lines, please for the love of everything, use a pastebin
00:54:06  <GT> You're right, I messed up. Sorry about that.
00:55:51  <GT> I think the openttd target is now also in the build dir. It used to be in the bin dir, so I guess if I replace the build in the commands above by bin, things are like they used to be again?
00:57:26  <glx> we should document about that I guess
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00:57:54  <glx> but you can run build/openttd from bin
00:58:03  <glx> and he's gone
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01:21:58  <supermop_Home_> helicopters are back
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01:42:56  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8184: Cleanup: More code comment and doxygen fixes.
02:14:11  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8196: Fix: Adjust .gitignore to CMake build system.
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03:04:33  <spnda> might be a little late, ik, but i am trying on my NRS patch again. So, anyone know why when I use DrawNewGRFTileSeqInGUI(x, y, dts, view, palette);, and view is a uint8 between 0-5, that each sprite is offset by 2, so that I get sprite IDs for 49, 51, 53, 55, 57, 59 instead of 49, 50, 51, 52, 53, 54?
03:04:55  <spnda> This has been bugging me quite a bit and I just am completely clueless on why this is happening and I really want to finish of my NRS patch.
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07:37:47  <andythenorth> yo
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09:00:27  <andythenorth> FLHerne FIRS parameter to adjust base primary production amounts?  I think it's probably quite easy to do
09:03:40  <nielsm> that would make sense yes
09:08:26  <andythenorth> not sure what bounds to give it, 0-100% is easy for reduction, but there would have to be an upper limit for increase
09:08:56  <nielsm> why would there?
09:09:11  <nielsm> if players want to challenge themselves with transporting absurd amounts of cargo let them
09:09:25  <andythenorth> well practically I have to define one in action 14
09:09:49  <andythenorth> it's not a gameplay issue, just implementation detail
09:10:20  <nielsm> just go for 64x
09:11:59  <nielsm> 64x, 32x, 24x, 16x, 12x, 8x, 6x, 4x, 3x, 2x, Standard, 3x/4, 2x/3, x/2, x/3, x/4, x/6, x/8
09:12:10  <nielsm> I'd like that list
09:12:12  <nielsm> :P
09:15:32  <andythenorth> seems plausible
09:15:38  <andythenorth> not sure the reductions are fine-grained enough
09:16:11  <andythenorth> I wonder if some would want 7/8 or so
09:16:23  <nielsm> or just a scale figure, default 100, min 8, max 6400
09:17:13  <andythenorth> also works
09:17:36  <nielsm> the actual production isn't perfectly scaleable anyway, since you can only produce whole units of cargo
09:18:23  <nielsm> so you have some quantisation going on that could also eventually cause a non-zero production scale to produce zero
09:20:15  <andythenorth> yes
09:21:12  <andythenorth> I should write this into my FIRS 'to do' notes
09:21:25  <andythenorth> if it's written down, it might get done :)
09:23:25  <andythenorth> 55 years into Steeltown game
09:24:04  <andythenorth> still got 4 cargo connections to make
09:26:00  <andythenorth> connections get dense,%2009-01-1978%232.png
09:26:55  <andythenorth>,%2009-01-1978%233.png
09:27:52  <andythenorth> boats are saviour :P
09:43:38  <_dp_> hm... I have a suspicion that clients sometimes don't fully sync command queue when connecting, but I don't see why.
09:44:36  <_dp_> e.g. I have a desync where client didn't get stations that were built while he was downloading the map
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10:11:07  <DorpsGek_III> [OpenTTD/OpenTTD] fsimonis opened pull request #8198: Fix: [CMake] Error when SDL2 provides SDL2Config
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10:19:26  <DorpsGek_III> [OpenTTD/OpenTTD] fsimonis opened pull request #8199: CMake always export compile commands
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10:46:45  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8198: Error when SDL2 provides SDL2Config
10:55:09  <DorpsGek_III> [OpenTTD/OpenTTD] fsimonis opened issue #8200: Consider upgrading to C++17
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10:59:23  <arikover> Hi!
11:00:10  <andythenorth> hi
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11:02:58  <arikover> I noticed the CMake branch was merged to master. Nice! I gave it a try.
11:03:28  <arikover> Compiles well, except for some reason I have no sound effects. MIDI works fine though.
11:04:28  <arikover> I'm sure there is some parameter for cmake to be entered, but which?
11:04:48  <arikover> (I run Ubuntu 18.04)
11:05:16  <nielsm> depends on how you're testing (running the built program), the search locations for baseset data might be different
11:05:29  <nielsm> since the output files are placed in different directories
11:07:33  <andythenorth> hmm
11:07:43  * andythenorth curious
11:07:54  <andythenorth> what if there was a framework like GS, but in newgrf?
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11:09:39  <Samu> hi
11:11:49  <Samu> this cmake thing creates a lot of files
11:12:06  <Samu> github desktop catches 1329 changes
11:12:12  <nielsm> you don't have to look at all the files
11:12:16  <arikover> nielsm: Thank you!
11:12:47  <nielsm> there's an updated .gitignore file on the way that should ignore all the generated "junk"
11:13:16  <Samu> oh, nice to know
11:14:18  <Samu> how do i build openttd with zlib png etc support
11:14:30  <andythenorth> hmm, what if I actually just learnt GS :P
11:15:07  <nielsm> andythenorth: that might be an idea
11:15:36  <nielsm> the issue with GRF is that the language and machine it executes is weird and impractical
11:15:54  <andythenorth> I got disillusioned with GS when I worked on Busy Bee with alberth
11:16:15  <nielsm> and otherwise you'd just be embedding squirrel code textually in the GRF
11:18:31  <andythenorth> I found I was committing state-destroying bugs to the repo with no clue that would happen
11:18:40  <andythenorth> and no real way to test
11:18:59  <andythenorth> it's almost impossible to commit those kind of bugs in newgrf
11:19:36  <andythenorth> can reload anything any time except cargo IDs
11:19:40  <DorpsGek_III> [OpenTTD/OpenTTD] fsimonis opened issue #8201: Consider upgrading CMake to latest release
11:19:56  <andythenorth> and no need to handle saveload in newgrf
11:20:35  <nielsm> I think GS would be able to handle saveload easily, if you're careful how you design your internal data
11:20:38  <andythenorth> I don't expect a solution to that, GS is programming where newgrf just isn't
11:20:50  <andythenorth> newgrf is basically markup
11:22:08  <Samu> is there an updated guide to build openttd with lzma zlib, png support, im still unable to do it
11:22:23  <nielsm> not yet no
11:22:43  <andythenorth> somewhat I think I want to combine Silicon Valley and Busy Bee
11:22:53  <andythenorth> and generate it as part of the FIRS compile
11:23:16  <andythenorth> arbitrary goals about specific cargos and industries
11:23:27  <Samu> can't even load savegames :|
11:25:22  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8201: Consider upgrading CMake to latest release
11:26:09  <nielsm> I think the issue is setting the correct VCPKG_TARGET_TRIPLET variable in the CMakeSettings.json
11:26:14  <nielsm> here's my settings:
11:27:19  <nielsm> but I also remember messing around a lot with vcpkg itself, but maybe that was only to get clang-cl working (and that's a silly experiment not necessary for anything)
11:29:58  <nielsm> also, after changing the cmake settings you may need to clear the cache and stuff (right-click CMakeLists.txt in the solution explorer in visual studio)
11:33:37  <DorpsGek_III> [OpenTTD/OpenTTD] embeddedt commented on issue #8200: Consider upgrading to C++17
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11:37:00  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8198: Error when SDL2 provides SDL2Config
11:39:11  <andythenorth> hmm sandbox mode would also solve a cargodist problem
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11:42:39  <andythenorth> currently, in cdist game, it takes ~12 months for cargo to be assigned when a 2nd route is added to a station
11:42:54  <andythenorth> so I tend to run the game on ffwd, then reset the year back 12 months
11:43:15  <andythenorth> with sandbox, I could just skip resetting the date back
11:55:10  <Samu> i think it works now
11:55:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8196: Fix: Adjust .gitignore to CMake build system.
11:55:51  <Samu> VCPKG_TARGET_TRIPLET had x64-windows, i changed to x64-windows-static
11:56:02  <Samu> building to see
11:57:32  <andythenorth> these trains should have crashed
11:57:43  <andythenorth> due to 'mistakes were made' by me
11:57:48  <andythenorth> they didn't, which is interesting
11:58:30  <Samu> confirmed, main menu savegame was loaded
11:58:32  <Samu> thx
12:07:56  <Wolf01> So... if I still use VS2017, what do I need to compile OTTD?
12:09:15  <nielsm> cmake
12:10:35  <Wolf01> Extension or something I need to download and install from some third party?
12:11:29  <nielsm> it's a program that will load the CMakeLists and associated config and generate VS project files from it
12:11:49  <nielsm> there might also be an extension to VS 2017 that streamlines things
12:12:02  <LordAro> is there any particular reason you wouldn't be able to upgrade to VS2019?
12:12:12  <Wolf01> SSD space
12:12:39  <Wolf01> Also I don't know if 2019 still support the old SDK version I use for windows 10 mobile
12:12:56  <LordAro> that's fair
12:13:00  <LordAro> also, windows mobile? ouch
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12:13:52  <Wolf01> Heh... I still use it and will do until I'll switch to the next surface duo (not sure I will buy the first batch of devices)
12:14:55  <Wolf01> Hmmm, the only extensions which seem related are a cmake project wizard and a vc solution to cmake (which seem the opposite of what I need)
12:16:03  <glx> too old VS ?
12:16:16  <Wolf01> 2017
12:16:35  <glx> cmake is included in 2017
12:16:43  <Wolf01> Hmm
12:17:05  <glx> maybe needs to be enabled in VS installer
12:17:11  <glx> (not sure)
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12:17:16  <Wolf01> I'll try
12:17:46  <Wolf01> Maybe I didn't enable it when I installed the C++ components
12:18:02  <glx>
12:19:10  <glx> and that was in RC
12:20:49  <glx>
12:20:55  <glx> official doc :)
12:21:44  <Wolf01> Oook, it was deselected
12:23:05  <Wolf01> Yep, works now
12:23:52  <Wolf01> 1>   LZO not found; compiling OpenTTD without LZO is strongly disencouraged
12:24:34  <Wolf01> Hmmm, PNG and ZLIB too
12:24:48  <glx> ha yes you need to add stuff to the settings
12:25:03  <Wolf01> Oh, yes.. I had the old vcproj.user
12:25:14  <Wolf01> I think it's not valid anymore
12:25:17  <LordAro> glx: have you updated/rewritten the compile instructions on the wiki yet?
12:26:09  <glx> no, and I think the VCPKG_TARGET_TRIPLET trick is not in either
12:27:19  <glx> Wolf01: VS probably have created a CMakeSettings.json file in openttd root
12:27:28  <nielsm> is it possible to set something in CMakeLists.txt to set a default VCPKG_TARGET_TRIPLET for windows?
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12:28:28  <Wolf01> No json files there :(
12:28:28  <glx> if not set it defaults to <arch>-windows
12:28:43  <glx> ok manage configurations
12:29:23  <glx> oh there's a cmake menu in 2017
12:30:19  <glx>
12:31:26  <glx>
12:31:31  <glx> this link is better
12:33:24  <glx> so in the json you need to add a variable
12:33:56  <Wolf01> And change the build/install paths too, I don't want them in my user folder
12:34:07  <glx>       "variables": [
12:34:07  <glx>         {
12:34:07  <glx>           "name": "VCPKG_TARGET_TRIPLET",
12:34:08  <glx>           "value": "x64-windows-static",
12:34:08  <glx>           "type": "STRING"
12:34:09  <glx>         }
12:34:09  <glx>       ]
12:38:20  <glx> ha yes in 2019 it defaults to out\build and out\install in project root
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12:42:09  <Wolf01> I must go now, I'll try to fix it later
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13:00:50  <DorpsGek_III> [OpenTTD/OpenTTD] bl501 opened issue #8202: Crashes before opening on mac
13:02:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8202: Crashes before opening on mac
13:02:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8202: Crashes before opening on mac
13:03:04  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8202: Crashes before opening on mac
13:03:13  <nielsm> oh well
13:03:18  <LordAro> too slow :p
13:03:38  <nielsm> I went and did some bookeeping on #8066 as well
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13:05:01  <glx> 10.12.8 ?
13:05:50  <LordAro> .6, yes
13:06:17  <DorpsGek_III> [OpenTTD/OpenTTD] bl501 commented on issue #8066: 1.10.2 crashes on start in OS X 10.12.6
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13:21:03  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8203: Fix: Minor changes in bundle generation
13:23:28  <glx> oups I made a silly error
13:24:32  <LordAro> glx: is there a particular issue with generating an installer for nightlies?
13:25:31  <glx> not really but I think installer are better for stable release only
13:26:32  <LordAro> ¯\_(ツ)_/¯
13:29:22  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8203: Fix: Minor changes in bundle generation
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13:42:13  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8203: Fix: Minor changes in bundle generation
13:54:51  <michi_cc> LordAro: I think a nightly installer would actually not work properly at all, otherwise there wouldn't be a need to bump nstall.nsi each time.
13:55:18  <glx> we removed install.nsi
13:56:25  <michi_cc> Didn't check that yet. But still, how would the nightly a release track NSIS versions be distinguished?
14:02:09  <glx> and I think we don't set any "version", installer always use default 0.1.1
14:02:59  <michi_cc> Unless cmake/cpack does some behind-the-scenes magic, that should brake update installations as they depend on the installer/app version.
14:11:13  <spnda> anyone up to help debugging something with my NRS patch rendering seemingly random sprites?
14:11:17  <supermop_Home_> curfew lifted
14:13:29  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #8203: Fix: Minor changes in bundle generation
14:13:29  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8203: Fix: Minor changes in bundle generation
14:28:48  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8199: CMake always export compile commands
14:31:56  <supermop_Home_> andythenorth
14:32:36  <TrueBrain> michi_cc: as a FYI, and if nothing changed in the last year in regards to how CMake uses NSIS, there is no "update" functionality. You install what-ever version you install, and the latest you install, is the one that is on your disk :) In result, the NSIS "version" doesn't matter as such
14:33:21  <TrueBrain> so possibly a better word would be: a self-extractor
14:34:08  <TrueBrain> the reason we used to bump the version in the installer.nsi, as far as I am aware, was just so the right-click -> info tab shows the right version
14:34:40  <michi_cc> Okay, because I think NSIS could also give a warning when e.g. installing an older version over a newer version, but if we don't make use of that the version really doesn't matter that much.
14:34:50  <glx> TrueBrain: we also prevented installing over a more recent
14:34:56  <TrueBrain> no, we never used these things in NSIS, as far as I know :)
14:35:13  <glx> I remember seeing the message box
14:35:15  <TrueBrain> at least, during CMake development, I installed many different versions over and over and over and over again :P Never got a warning :D
14:35:34  <TrueBrain> but, my info is more than a year old, so much might have changed :P
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14:36:00  <andythenorth> supermop_Home_ +1
14:36:18  <TrueBrain> so yeah, I think a nightly NSIS version would be possible; even better if you allow both stable + nightly on your system ;) Would be more accessiable :)
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14:37:05  <TrueBrain> the other way would be to check NSIS and see if it indeed (can) warn(s) about older/newer versions :D
14:37:23  <TrueBrain> but NSIS is such a piece of crap ... wait, did I say that out loud? :P
14:38:17  <glx> ;)
14:38:46  <TrueBrain> glx: did that make it into CMake?
14:39:17  <glx> no, NSIS template doesn't have that
14:39:35  <TrueBrain> that explains why I never saw that :P
14:39:47  <TrueBrain> I honestly also think it is bullshit
14:39:54  <TrueBrain> if you want to downgrade, who is the installer to tell you not to
14:40:36  <michi_cc> Is the "copy TTD data from CD" option also gone then?
14:40:43  <glx> yes
14:40:46  <TrueBrain> yes; also the download opengfx part
14:40:48  <michi_cc> Not sure if anyone used it.
14:40:59  <TrueBrain> (as the bootstrap takes care of that)
14:41:46  <TrueBrain> with OpenGFX, I also think it is not the preferred method anymore :)
14:42:20  <TrueBrain> "try to find a CD which you won't have a drive for anymore .. or .. "buy" the game from an illegal website that makes money on distributing old games for money" .. not a fan :D
14:43:40  <supermop_Home_> andythenorth could go for one of these:
14:44:14  <andythenorth> supermop_Home_ is that Z scale?
14:45:02  * andythenorth wonders when the original base set copyright expires :P
14:45:04  <spnda> I need some serious help with drawing sprites. I'm using DrawCommonTileSeqInGUI. From the values I read in the VS Debugger, my sprites are properly passed and it doesn't look faulty. Then somewhere past DrawSprite *some* of my sprites get offset for some magic reason. Is there anything I need to know about DrawSprite?
14:45:07  <andythenorth> will it be before I'm dead?
14:45:17  <milek7> probably no
14:45:18  <supermop_Home_> i think it is N andy
14:46:12  <supermop_Home_> I have a push toy E200 i bought in Taipei in 2018
14:46:20  <supermop_Home_> very chibi
14:48:45  <supermop_Home_>
14:50:24  <supermop_Home_> a Japanese gauge N layout would be nice - maybe add Taiwanese, Korean, trains
14:52:09  <supermop_Home_> probably only have room for this:
14:54:52  <EER> spnda: I don't have time today, but if you can describe it in a bit more detail I can try to dive into it somewhere in the upcoming week? I'm not that well versed in newgrf, but I don't give up easily so happy to dive into the deep end :)
15:00:11  * andythenorth BIAB
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15:08:06  <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd opened issue #8204: cmake: make install DESTDIR="something" ignores GLOBAL_DIR option
15:14:17  <nielsm> this looks problematic:
15:18:04  <supermop_Home_> haha
15:18:12  <glx> as long as they're attached together it should be ok :)
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15:43:57  <spnda> so after 3 months of not finding the issue i finally fixed my NRS sprite loading... One step closer to NewGRF Roadstops
16:00:51  <EER> \o/
16:11:53  <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII opened issue #8205: Vehicles not sorted by cargo capacity when filtering specific cargo
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16:25:06  <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII opened issue #8206: Vehicle lists "Manage list" options inconsistent
16:26:01  <andythenorth> nielsm yugo cars on that wagon? o_O
16:28:49  <nielsm> it's the only model of passenger automobile that exists in derail valley
16:32:55  <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII commented on issue #8206: Vehicle lists "Manage list" options inconsistent
16:33:10  <Wolf01> Back
16:36:11  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8197: Fix: CPack source package creation
16:58:02  <DorpsGek_III> [OpenTTD/OpenTTD] telk5093 opened pull request #8207: Add: 'cheat' console command to open the cheat window
17:03:40  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #8207: Add: 'cheat' console command to open the cheat window
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17:21:27  <Wolf01> Hmmm, no compile errors but says it can't load the title game because ZLIB is not available, I installed all the packages with vcpkg for the correct architecture
17:22:08  <glx> you cleared cmake cache ?
17:22:39  <Wolf01> Yes, it compiled without the old errors about libraries not available, maybe I should redo it again
17:22:51  <glx> and vcpkg packages are the same as before cmake switch
17:23:19  <glx> so if they worked before they should work now
17:26:58  <Wolf01> Cleaned the cmake cache: 1> -- Could NOT find ZLIB (missing: ZLIB_LIBRARY ZLIB_INCLUDE_DIR)
17:27:02  <Wolf01> Etc
17:27:40  <glx> you added the VCPKG_TARGET_TRIPLET variables ?
17:27:43  <Wolf01> Yes
17:28:00  <glx> for all configurations ?
17:28:02  <Wolf01> 1> CMake Warning:
17:28:02  <Wolf01> 1>   Manually-specified variables were not used by the project:
17:28:02  <Wolf01> 1>
17:28:02  <Wolf01> 1>     VCPKG_TARGET_TRIPLET
17:28:29  <Wolf01> I only ran debug x64
17:30:01  <glx> ah, I think for 2017 you also need to add CMAKE_TOOLCHAIN_FILE pointing to "<vcpkg-dir>/scripts/buildsystems/vcpkg.cmake"
17:30:29  <Wolf01> As another variable?
17:30:32  <glx> yes
17:30:55  <glx> 2019 adds it implicitely
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17:32:35  <Wolf01> 1> CMake Warning:
17:32:35  <Wolf01> 1>   Manually-specified variables were not used by the project:
17:32:35  <Wolf01> 1>
17:32:35  <Wolf01> 1>     CMAKE_TOOLCHAIN_FILE
17:35:06  <glx> paste your CMakeSettings.json somewhere, there should be something wrong in it
17:36:00  <Wolf01>
17:39:24  <glx> json is correct
17:44:33  <andythenorth> hmm
17:44:40  <andythenorth> I should do bigger industries
17:45:03  <andythenorth> wouldn't look right though, TTD style is about 5x4 or so
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17:57:02  <glx> Wolf01: maybe replace all / with \
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17:59:05  <glx> but both should work, they are mixed in the command generated by VS for me
18:00:56  <Wolf01> I just tried with /, before they were all \
18:02:12  <Wolf01> vcpkg packages are there, but it seem it doesn't find them
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18:21:05  <Wolf01> Do I need to have vcpkg in path?
18:23:37  <TrueBrain> glx: nightly failed :(
18:26:29  <Wolf01> Yes, it was path, now it compiled fine
18:27:10  <Wolf01> Git shows a lot of changes, most of them should be ignored, if not all
18:27:19  <spnda> oh yes the NotRoadStops patch works now. Ayyy
18:28:20  <andythenorth> :)
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18:34:06  <Wolf01> spnda: pics or didn't happen :P
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18:37:56  <Speeder> how popular are stockpiling style industries?
18:38:04  <Speeder> specially ones that block excessive deliveries
18:41:07  <nielsm> I don't think anyone has numbers on popularity like that
18:52:30  <Speeder> changing the question then... does it break the game badly industries that have delivery limit?
18:54:44  <nielsm> I don't consider it breaking the game, but it does change some core mechanics and players not used to it will have to re-learn some things
18:57:02  <Speeder> I never played with stuff like that myself, so... what sort of things change? for example, how you change your trains orders so they don't freakout at the situation?
18:58:48  <frosch123> i doubt people who care about that would play with such industries
18:59:14  <frosch123> i think they are more a thing for model railway people
19:01:08  <Speeder> frosch123, what y ou mean?
19:02:25  <frosch123> <- some years ago i wrote an essay about 4 types of ottd players
19:02:55  <frosch123> it's the second itemization in that section
19:03:01  <michi_cc> PBI used to be quite popular, but probably not by people focused on optimizing their free-flowing, no-stopping super-mainline.
19:04:00  <Speeder> ok, got it a bit better what you mean, still not understanding it completely
19:04:33  <andythenorth> I enjoyed PBI
19:04:51  <frosch123> andythenorth: even the limited livespan of mines?
19:04:54  <andythenorth> somewhat
19:04:54  <Speeder> so to explain my goal first... I am trying to make a map that is a part of Brazil, but where most of the population live. (I think the map has about a third of Brazil's area, and something like 80% of the population)
19:05:01  <andythenorth> but FIRS was initially a collaborative project, and was oriented to coop style play
19:05:11  <Speeder> the scenario will start in 1700, and as it advances industries will be built in their historic locations
19:05:21  <andythenorth> frosch123 I wouldn't play it now, but it's nice that changing content keeps the game fresh
19:05:35  <andythenorth> there's no ultimate OpenTTD game mechanic :)
19:05:41  <frosch123> Speeder: did you ever play in 1700?
19:05:57  <Speeder> frosch123, I did some test runs of my map, and played a bit with the intended NewGRFs on a random map :)
19:06:10  <Speeder> on my map it was quite fun  with sailing ships available
19:06:16  <Speeder> because the map is river-heavy
19:06:37  <frosch123> sure, but isn't it enough to start in 1850 and have > 50 years of that?
19:07:23  <Speeder> I found it fun in this case, beacuse of drastic economic changes that happened, yet in a way that 1700 left a lasting legacy
19:08:09  <Speeder> brazil 1700 to 1850 resemble a lot the "in a hot country" economy of firs
19:08:57  <Speeder> but the 1950+ one resemble a lot "steeltown" Iwould say
19:08:57  <spnda> Wolf01:
19:09:07  <Speeder> yet... Brazil still exports heavily, same thing it did in 1700
19:09:13  <Speeder> I found that fascinating
19:09:20  <spnda> I have a few other screenshots. Also trams and lorries are also working fine.
19:09:25  <spnda> I've also added a few extra neat features
19:09:32  <spnda> One of them is yet to be fully finished
19:09:37  <spnda> It allows for one way stations
19:09:53  <spnda> So I am really hyped when this comes out
19:09:58  <spnda> What kind of GRFs people will make
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19:11:23  <spnda> Also I have a bool value that tells the game if it should render the roads or not, so that should allow for people to make some non-road stops, if they want.
19:11:29  <spnda> or some special roads.... who knows
19:12:59  <spnda> Also here for the trams: (yes the scrollbar is broken, ik)
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19:18:00  <Speeder> can someone explain to me how production_rate from nml5 works?
19:18:01  <glx> Wolf01: ah I don't have vcpkg in my path, but I used "vcpkg integrate install" which should have a similar effect
19:18:05  <glx> TrueBrain: how ?
19:18:05  <Speeder> the wiki is unclear
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19:24:38  <Wolf01> glx: I did that too, but it only started to work after adding vcpkg to path
19:25:55  <Wolf01> spnda: nice :D
19:31:16  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8207: Add: 'cheat' console command to open the cheat window
19:32:31  <spnda> Could it be, that "RoadTypeIsRoad()" only works for custom NRT roadtypes?
19:39:10  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #8207: Add: 'cheat' console command to open the cheat window
19:45:38  <spnda> huh the check for RoadTypeIsTram works, but it doesn't for RoadTypeIsRoad
19:45:50  <spnda> Is this some issue?
19:46:31  <Wolf01> spnda: I think it has a specific usage
19:47:05  <spnda> I'm using it the same way as in StationPickerDrawSprite for example. You can look at it in station_cmd.cpp#3059
19:47:07  <Wolf01> As always no documentation about it
19:47:15  <spnda> The if (RoadTypeIsTram(roadtype)) works
19:47:25  <spnda> The following (RoadTypeIsRoad(roadtype)) does not.