Config
Log for #openttd on 9th July 2020:
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00:58:11  <supermop_Home> yes
00:58:26  <supermop_Home> that's also the largest a town building can be
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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14:31:41  <glx> other option is to cd into vcpkg dir and git pull
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14:41:17  <dP> well, whatever I did seems to have fixed it
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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?
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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. But no other spam
15:11:57  <planetmaker> thus hard to miss :)
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17:14:49  <andythenorth> yo
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17:20:17  <LordAro> yoo
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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
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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
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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
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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
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20:17:18  <Eddi|zuHause> variety off and smoothness very rough
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