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00:01:43 *** Wormnest has quit IRC 00:04:54 *** arikover has quit IRC 00:30:47 *** Wormnest has joined #openttd 00:47:40 *** tokai has joined #openttd 00:47:40 *** ChanServ sets mode: +v tokai 00:54:45 *** tokai|noir has quit IRC 00:58:11 <supermop_Home> yes 00:58:26 <supermop_Home> that's also the largest a town building can be 01:23:23 *** Wormnest has quit IRC 01:47:47 *** Flygon has joined #openttd 02:00:55 *** Wormnest has joined #openttd 03:00:05 *** debdog has joined #openttd 03:02:56 *** glx has quit IRC 03:03:32 *** D-HUND has quit IRC 03:09:00 *** Wormnest has quit IRC 03:24:23 *** Gustavo6046 has quit IRC 03:25:36 *** Wormnest has joined #openttd 04:18:03 *** Wormnest has quit IRC 04:33:57 *** WormnestAndroid has quit IRC 04:34:14 *** WormnestAndroid has joined #openttd 04:36:10 *** Gustavo6046 has joined #openttd 04:45:29 *** Wormnest has joined #openttd 04:53:55 *** keoz has joined #openttd 05:02:31 *** sla_ro|master has joined #openttd 05:08:06 <CornsMcGowan[m]> dP: do u mean for the search nodes? 05:29:56 <CornsMcGowan[m]> b_jonas: theres a pull request for that but no progress on it lately 05:34:15 *** supermop_Home has quit IRC 05:37:58 *** Wormnest has quit IRC 06:03:14 <CornsMcGowan[m]> do rivers on slopes have a special tiletype? 06:03:50 <CornsMcGowan[m]> seems to fail IsCoastTile() 06:09:00 <CornsMcGowan[m]> IsWaterTile() should cover my bases 06:13:26 *** snail_UES_ has quit IRC 06:19:49 *** Wormnest has joined #openttd 06:35:13 *** andythenorth has joined #openttd 06:42:56 *** nielsm has joined #openttd 07:43:53 *** Wormnest has quit IRC 08:08:49 *** Wormnest has joined #openttd 08:20:18 *** Borg has joined #openttd 08:20:26 *** b_jonas has quit IRC 08:59:45 *** cHawk- has quit IRC 09:01:18 *** Wormnest has quit IRC 09:34:57 *** Lejving has quit IRC 09:40:40 *** Wormnest has joined #openttd 10:33:13 *** Wormnest has quit IRC 10:35:24 *** Lejving has joined #openttd 10:57:07 *** Wormnest has joined #openttd 11:01:04 *** cHawk- has joined #openttd 11:10:08 *** gelignite has joined #openttd 11:50:08 *** Wormnest has quit IRC 11:55:02 *** snail_UES_ has joined #openttd 12:27:59 *** Wormnest has joined #openttd 12:40:04 <dP> ffs, why can't stupid windows builds just work :( 12:40:20 <dP> by any chance does someone know what happened here? 12:40:24 <dP> https://dev.azure.com/citymania-org/cmclient/_build/results?buildId=83&view=logs&j=ee6869de-e302-56bd-b863-099b73446fd7&t=d2f03deb-1e0e-55a9-8b1a-d9d5766f8353 12:44:40 <LordAro> looks like png.h is missing :p 12:45:40 <dP> no shit sherlock :p 12:46:06 <CornsMcGowan[m]> vcpkg version too new maybe 12:46:14 *** sadger has joined #openttd 12:46:15 <LordAro> https://dev.azure.com/citymania-org/cmclient/_build/results?buildId=83&view=logs&j=ee6869de-e302-56bd-b863-099b73446fd7&t=1b3b205d-d648-58a5-6dcd-3c8663c0435c&l=310 dunno why though 12:46:27 <CornsMcGowan[m]> missing zlib and lzo and all that jazz 12:46:56 <LordAro> mm, it does seem very confused 12:47:04 <dP> it's the same 1.10.2 I already built there, I just changed some code 12:47:10 <CornsMcGowan[m]> not using static triplet 12:47:23 <CornsMcGowan[m]> https://dev.azure.com/citymania-org/cmclient/_build/results?buildId=83&view=logs&j=ee6869de-e302-56bd-b863-099b73446fd7&t=d2f03deb-1e0e-55a9-8b1a-d9d5766f8353&l=51 12:47:33 <CornsMcGowan[m]> did u install static or dynamic triplets with vcpkg? 12:47:52 <dP> ok, some shit just broke, it can't even build the same commit now 12:47:57 <CornsMcGowan[m]> spooky 12:48:09 <CornsMcGowan[m]> u could try changing the vcpkg settings in visual studio to use static libraries 12:48:26 *** sadger has left #openttd 12:48:42 <LordAro> CornsMcGowan[m]: what about the above suggests to you that interacting with visual studio is possible? 12:49:49 <CornsMcGowan[m]> oh 12:49:51 <CornsMcGowan[m]> i am a fool 12:49:57 <dP> even if it is vcpkg how did it broke if I'm using a 3 year old image? 12:51:01 <LordAro> depends if vcpkg gets updated separately, perhaps? 12:51:11 <LordAro> glx did mention something about vcpkg not working with non-cmake builds, right? 12:51:17 <LordAro> i don't think he elaborated... 12:51:35 <LordAro> we'll need whatever fix is needed for the 1.10 branch anyway 12:54:27 <CornsMcGowan[m]> i remember he linked the vcpkg github issue about it 13:01:49 <dP> hm, dowloading latest windows-dependencies.zip in ci is probably not the right move but latest is 2018 so shouldn't be an issue here 13:02:53 <LordAro> vcpkg isn't from windows-dependencies.zip anyway 13:03:02 <dP> hmmm it says 2018 on github, but files inside zip are jun 2020... 13:03:52 <dP> LordAro, is it? looks very much like the case to me 13:04:09 <dP> LordAro, mv windows-dependencies/installed /c/vcpkg/ 13:04:37 <LordAro> dP: those are the specific dependencies, not vcpkg itself 13:04:55 <dP> LordAro, script: c:\vcpkg\vcpkg.exe integrate install 13:05:26 *** glx has joined #openttd 13:05:26 *** ChanServ sets mode: +v glx 13:06:43 <dP> right on time xD 13:06:56 <LordAro> hmm, looks like you're right about vcpkg.exe being in the zip 13:06:57 <dP> glx, hi, do you know how to fix ci for pre-cmake builds? 13:07:12 <glx> yes 13:07:28 <LordAro> (the mv command doesn't necessarily show that) 13:07:41 <glx> ci is broken ? 13:08:55 <dP> glx, dunno about vanilla ci, but I'm trying to build cmclient and something is broken 13:08:59 <dP> https://dev.azure.com/citymania-org/cmclient/_build/results?buildId=84&view=results 13:09:13 <LordAro> dP: seems like the windows dependency build does rerun regularly, but reuses the same release 13:09:16 <LordAro> which is a bit weird 13:09:32 <glx> we use master 13:09:36 <LordAro> https://dev.azure.com/openttd/OpenTTD/_build?definitionId=2&_a=summary 13:09:47 <glx> and vcpkg master currently has a bug 13:10:03 <LordAro> glx: if we do another 1.10.x, we're going to need the fix anyway 13:10:40 <dP> glx, why does it even use new vcpkg now for old builds? did windows-dependencies.zip change? 13:11:02 <dP> it says 2018 here https://github.com/OpenTTD/CompileFarm/releases/tag/latest 13:11:16 <dP> and if it did how do I get the old one? 13:14:29 <LordAro> dP: the CI runs weekly(?) in the background, just updates the latest release 13:14:42 <LordAro> i don't think there is a way to get old ones 13:14:47 <glx> https://github.com/microsoft/vcpkg/issues/12062 <-- that's the issue, seems it's now fixed, let me test 13:15:58 <LordAro> i do agree though, constantly using the "latest" is perhaps not the best idea 13:16:29 <glx> but sometimes we can't update libs without updating vcpkg 13:17:08 <glx> especially when they add new tags in lib descriptions 13:17:39 <dP> glx, just use specific version of windows-dependencies.zip in windows-dependencies.yml so it doesn't break old stuff 13:18:29 <glx> in theory it should not break old stuff 13:19:20 <dP> well, it just did :p 13:21:03 *** Wormnest has quit IRC 13:30:21 *** sla_ro|master has quit IRC 13:39:38 <glx> ok just checked and vcpkg is fixed 13:40:00 <glx> just need to trigger a new CF build, or wait until sunday 13:58:11 <glx> dP: should work now 14:03:33 *** sla_ro|master has joined #openttd 14:04:30 <dP> glx, doesn't look like that https://dev.azure.com/citymania-org/cmclient/_build/results?buildId=85&view=results 14:07:20 <glx> hmm CF only copies the libs it seems 14:08:54 <LordAro> glx: vcpkg.exe is at the bottom of the extraction list 14:09:00 *** tokai|noir has joined #openttd 14:09:01 *** ChanServ sets mode: +v tokai|noir 14:09:25 <glx> the issue is in azure image I think 14:09:45 <glx> they updated vcpkg 3 days ago 14:12:05 <glx> mv windows-dependencies/installed /c/vcpkg/ <-- this line only copies the libs from zip without replacing any vcpkg files on the image 14:12:36 <glx> so azure provides a broken vcpkg 14:12:56 *** Wormnest has joined #openttd 14:13:11 <dP> hm, yeah, looks like it 14:14:25 <glx> well it's fixable in vc projects I can make you a patch 14:15:58 *** tokai has quit IRC 14:16:16 <dP> I just tried copying vcpkg from the zip that may fix it already 14:16:37 <glx> you also need to overwrite script dir I think 14:19:38 <glx> the bug is in scripts\buildsystems\msbuild\vcpkg.targets 14:26:16 *** supermop_Home has joined #openttd 14:31:41 <glx> other option is to cd into vcpkg dir and git pull 14:34:22 *** WormnestAndroid has quit IRC 14:34:35 *** WormnestAndroid has joined #openttd 14:41:17 <dP> well, whatever I did seems to have fixed it 14:42:52 *** EER has joined #openttd 14:43:41 *** WormnestAndroid has quit IRC 14:43:54 *** WormnestAndroid has joined #openttd 14:44:03 <glx> it should fix itself in a later azure image 14:46:44 <glx> probably in 2 weeks 14:49:08 <LordAro> guess that sets a date for 1.10.3 :p 14:49:50 <Borg> :( 14:50:00 <LordAro> an earliest date* 15:02:22 <glx> oh there's a workaround, but if we can wait ... 15:03:00 <dP> imo there no need for 1.10.3 yet 15:04:51 <dP> server threading fixes would be nice to test but not sure if anyone but me is interested in it and I can merge them on 1.10.2 :p 15:05:23 <LordAro> which were those? 15:05:30 *** Wormnest has quit IRC 15:06:39 <dP> LordAro, #8227-8229 15:07:35 <LordAro> ah yeah 15:08:05 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8227: Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE https://git.io/JfFcc 15:08:17 <dP> xD 15:09:57 <planetmaker> @TrueBrain, the DorpsGek access token is attached to a now deprecated endpoint, to be removed Oct 1st. The new one has same syntax, though. https://developer.github.com/changes/2020-04-15-replacing-create-installation-access-token-endpoint 15:10:24 <TrueBrain> yeah, I know :) But tnx for forwarding planetmaker ! 15:10:35 <planetmaker> good & np :) 15:10:36 <glx> ah yes received the email too :) 15:10:40 * LordAro too 15:10:47 <TrueBrain> all the owners got it :) 15:10:55 <TrueBrain> still want to be an owner? :D 15:11:22 <TrueBrain> it is really nice of GitHub they do this btw 15:11:30 <planetmaker> yes, that's good indeed 15:11:33 <TrueBrain> check their logs who uses their now deprecated endpoint, and email them 15:11:44 <planetmaker> you get the really relevant info. 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sets mode: +vov michi_cc orudge orudge 17:01:18 *** ChanServ sets mode: +v planetmaker 17:01:18 *** ChanServ sets mode: +v DorpsGek 17:09:14 *** johanna[m] has joined #openttd 17:11:23 *** b_jonas_ has joined #openttd 17:14:49 <andythenorth> yo 17:17:24 *** cyberjunkie[m] has joined #openttd 17:18:21 *** josef[m] has joined #openttd 17:20:17 <LordAro> yoo 17:20:47 *** einar[m]1 has joined #openttd 17:20:52 *** leward[m] has joined #openttd 17:20:53 *** b_jonas_ has quit IRC 17:20:59 *** dekeract[m] has joined #openttd 17:22:09 <andythenorth> is cat? 17:22:39 <Eddi|zuHause> haven't seen any in a while 17:31:24 <CornsMcGowan[m]> PR idea 17:31:34 <CornsMcGowan[m]> landscape tiles randomly flipped so it looks more random 17:32:01 <CornsMcGowan[m]> kinda like how its done in minecraft 17:33:10 <glx> very hard to do 17:34:47 <CornsMcGowan[m]> oh? 17:35:10 <CornsMcGowan[m]> wouldn't it just be changing landscape.cpp or whichever draws the land tiles 17:35:57 <LordAro> hardest bit would probably be drawing the flipped tiles 17:36:11 <LordAro> you'd need to store the flip direction in the map as well 17:36:34 <glx> and mirroring can't be done automatically 17:37:00 <LordAro> mm, basically nothing in the way of graphics processing in OTTD 17:37:42 <CornsMcGowan[m]> oh theres no mirroring function in the code? 17:38:40 <CornsMcGowan[m]> LordAro: could make it deterministic based on tile location 17:38:59 *** linda[m] has joined #openttd 17:39:57 <LordAro> CornsMcGowan[m]: mm, true 17:46:48 <nielsm> can we scrap the remaining 8bpp blitters and just assume 32bpp blitter effects are possible? 17:47:08 <nielsm> I mean, we don't really support old systems any more 17:51:23 <Eddi|zuHause> how are you going to solve the "wrong" lighting in slope tiles? 17:56:06 <CornsMcGowan[m]> Eddi|zuHause: only for the flat files (slope 0) for now i guess 17:56:18 <CornsMcGowan[m]> also i dont think opengfx flat grass has any shadows as such 17:58:00 <CornsMcGowan[m]> existence of zoom implies its possible to transform sprites 17:58:05 <CornsMcGowan[m]> ..right? 18:01:06 <CornsMcGowan[m]> yeah okay im stuck at deciphering the blitter 18:01:26 <LordAro> but everyone loves reading sse4 code! 18:01:48 <nielsm> zoom occurs by pixel-doubling or pixel-skipping 18:02:01 <nielsm> there isn't any interpolation or dithering 18:03:26 <CornsMcGowan[m]> ahk 18:03:39 <CornsMcGowan[m]> oh 8bpp simple is easier to read lmao 18:04:02 <nielsm> and as far as I can tell, the zooming is done when the sprites are loaded 18:04:07 <CornsMcGowan[m]> oh this just just pointer manip? 18:04:18 <nielsm> the various zoom levels of each sprite are loaded or generated 18:04:35 <nielsm> and the appropriate zoomed version of the sprite is just used in the blitter 18:04:36 <CornsMcGowan[m]> oh heck 18:04:39 <CornsMcGowan[m]> and then cached? 18:04:44 <nielsm> at least that's my understanding 18:04:50 <nielsm> yes there is a sprite cache 18:06:00 <CornsMcGowan[m]> what happens when sprite cache is exceeded? 18:06:01 <CornsMcGowan[m]> or filled up 18:07:31 <nielsm> uh no idea... I think you can begin in gfx.cpp 18:07:59 <nielsm> I don't think the sprite cache is size limited as such, but otherwise it just begins evicting stuff I suppose? LRU? 18:09:13 <CornsMcGowan[m]> sprite cache is configurable in openttd.cfg 18:09:34 <CornsMcGowan[m]> hm i see, tyty 18:10:27 <Borg> cache_sprites = false <- hmmmm good or bad? 18:10:46 <Borg> sprite_cache_size = 4 <- for each sprite? for each zoom level? 18:11:10 <frosch123> you are using your openttd.cfg for very long 18:11:19 <Borg> yes... 18:11:38 <Borg> from 0.4.x times 18:12:01 <frosch123> sprite_cache_size_px is the only setting that exists 18:12:30 *** sadger has joined #openttd 18:12:30 <Eddi|zuHause> who ISN'T using his openttd.cfg for a long time? 18:12:32 <Borg> oh ok.. no concerns then ;) 18:12:34 <frosch123> it's the size in mega pixels, all zoom levels combined 18:12:37 <Eddi|zuHause> i still have settings from MiniIN 18:12:58 <Borg> sprite_cache_size_px = 128 18:13:33 <frosch123> the spritecache is still 32 bit technology, so 512 megapixels is max 18:13:47 <CornsMcGowan[m]> ah thats why its 512 max 18:14:09 <CornsMcGowan[m]> blitter->Draw invoked by gfx.cpp GfxBlitter 18:15:19 <nielsm> if you wanted to have random sprite variations for ground sprites, the place to start would really be in the landscape tile drawing code 18:15:25 <nielsm> to let it pick a different sprite 18:15:49 <nielsm> and have a way to indicate extra sprites to use for landscape variations 18:16:20 <CornsMcGowan[m]> hm thats true 18:16:33 <CornsMcGowan[m]> i didn't want to bother PR'ing opengfx on top of that :p 18:17:22 <Eddi|zuHause> it should probably be an action5 (or A, i never get this right) for landscape sprite variations... 18:17:26 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7924/files#diff-b09dd8e9871f743c088cfb195f08f7faR789 18:17:47 <nielsm> there's a starting point for how I hacked in depth-indicating water sprites 18:18:13 <nielsm> which could also be a candidate for alternate sprites 18:18:31 <CornsMcGowan[m]> Eddi|zuHause: whats an action5/actionA? 18:18:32 <CornsMcGowan[m]> nielsm: ah ty :) 18:18:56 <Eddi|zuHause> CornsMcGowan[m]: a "simple" way for NewGRFs/Basesets to provide additional sprites 18:19:20 <Eddi|zuHause> CornsMcGowan[m]: one is "add more sprites" and the other is "replace original sprite", and i never remember which is which 18:20:05 <CornsMcGowan[m]> ah i see 18:20:10 <CornsMcGowan[m]> i've 0 experience with newGRFs 18:20:15 <nielsm> action 5 is adding sprites for extra game features 18:21:03 <Eddi|zuHause> there's also a "complicated" way which is action1/2/3 chains, but we probably don't need that 18:22:31 <nielsm> yeah, an action 5 that allows supplying sets of alternate random sprites for the base landscape tiles would work well enough 18:22:54 <nielsm> and then it's up to the game code to select between the alternates in a sensible way 18:27:17 <CornsMcGowan[m]> sounds great 18:27:38 <CornsMcGowan[m]> where can i learn about working with newgrf 18:28:17 <nielsm> here 18:28:28 <CornsMcGowan[m]> :0 18:28:37 <Eddi|zuHause> 3 places: 1) the specs, 2) a grf using the specs, 3) a piece of code implementing the specs 18:28:45 <CornsMcGowan[m]> i'll head off for tonight but i'll be back for more 18:29:01 <nielsm> I learned as I went with implementing the 16 cargoes in/out for industries 18:29:08 <nielsm> and then some more with the waterdepth 18:29:14 <Eddi|zuHause> specs are here: https://newgrf-specs.tt-wiki.net/wiki/Main_Page 18:29:44 <nielsm> yeah you'll need to have some understanding of how the various concepts work together in use 18:29:53 <nielsm> to be able to write new features in the game code 18:30:19 <Eddi|zuHause> imho best to start from a patch/PR that implemented a similar thing 18:30:49 <Eddi|zuHause> for landscape stuff, that might be the additional shore sprites 18:33:52 *** sadger has quit IRC 18:35:45 *** supermop_Home has quit IRC 18:45:00 *** christoph[m] has joined #openttd 19:05:12 *** Wolf01 has joined #openttd 19:32:30 *** arikover has joined #openttd 19:40:20 *** jottyfan has joined #openttd 19:52:10 <andythenorth> 6x4 industries seem to work 19:52:19 <andythenorth> they get constructed enough afaict 19:52:34 <andythenorth> I can't remember how to get really uneven land 19:52:36 <andythenorth> variety? 19:52:44 <andythenorth> smoothness? 19:53:17 <andythenorth> also has something broken in map gen? 19:53:23 <andythenorth> 'mountainous' really isn't 19:53:26 <andythenorth> it's pretty flat 19:54:25 <andythenorth> maybe that's variety 19:55:31 <andythenorth> map gen is so confusing 19:58:16 *** sla_ro|master has quit IRC 19:59:57 *** sla_ro|master has joined #openttd 20:13:33 *** jottyfan has quit IRC 20:17:18 <Eddi|zuHause> variety off and smoothness very rough 20:48:44 *** Borg has quit IRC 20:53:50 *** Wolf01 has quit IRC 20:55:23 *** nielsm has quit IRC 21:02:33 *** Smedles has quit IRC 21:03:33 *** Smedles has joined #openttd 21:03:58 *** frosch123 has quit IRC 22:05:37 *** andythenorth has quit IRC 22:15:11 *** HerzogDeXtEr has quit IRC 22:22:21 *** sla_ro|master has quit IRC 22:43:19 *** arikover has quit IRC 22:44:43 *** Progman has quit IRC 22:45:50 *** gelignite has quit IRC 23:29:58 *** keoz has quit IRC