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00:39:14 *** HerzogDeXtEr has quit IRC 00:42:25 *** Progman has quit IRC 01:06:28 *** jottyfan has quit IRC 01:17:55 *** qwebirc80285 has joined #openttd 01:18:43 <qwebirc80285> hi 01:18:59 <qwebirc80285> im trying to add a new video driver based on "dedicated" 01:19:21 <qwebirc80285> but the memory pointed to _screen.dst_ptr is never updated 01:19:49 <qwebirc80285> i get "MakeDirty" rectangles that are always the full screen size 01:20:03 <qwebirc80285> any hints or tips to get something rendering? 01:22:34 <FLHerne> qwebirc80285: I think nearly everyone active here is in a European timezone (it's 1am for me) 01:23:25 <FLHerne> Either leave your IRC client open and await a reply, or ask again some other time, or on github ;-) 01:23:46 <FLHerne> michi_cc: ^ ping for video-driver question 01:24:09 * FLHerne sleeps 01:24:58 *** Flygon has joined #openttd 01:40:58 *** DasPoseidon has quit IRC 01:42:04 <qwebirc80285> i also just confirmed this behavior happens in the "dedicated" driver too 01:42:51 <qwebirc80285> using github master (pulled today) 01:58:59 <snail_UES_> if you also live in the US, there’s very few of us as FLHerne said 01:59:15 <snail_UES_> you’ll probably have a better chance if you reconnect tomorrow morning 02:15:24 <Eddi|zuHause> qwebirc80285: may very well be that the "dedicated" driver takes some shortcuts because all the screen updates are discarded anyway 02:19:28 *** jellyknight has joined #openttd 02:21:54 <qwebirc80285> im gonna try with the 1.7.1 version since its the same as the one used in the ubuntu distro 02:22:11 <qwebirc80285> i am not sure how important matching content packs with version is 02:22:15 <Eddi|zuHause> i don't think anyone made any changes to that in like a decade 02:22:40 <qwebirc80285> but that should guarantee that i have a matching content pack to eliminate that as a possible issue 02:22:40 <Eddi|zuHause> i mean the dedicated driver, not the content pack 02:22:59 <qwebirc80285> fwiw, i also looked through the SDL/Allegro drivers 02:23:14 <qwebirc80285> and could not find anything significantly different that would make the display work 02:23:17 <Eddi|zuHause> what exactly are you trying to do? 02:23:41 <qwebirc80285> im looking into adding a video driver to support a handheld device 02:23:50 <Eddi|zuHause> well, the dedicated driver is for servers that do not display anything 02:25:04 <Eddi|zuHause> you're probably best off trying to look for an SDL library port for your device 02:25:22 *** WormnestAndroid has quit IRC 02:25:40 *** WormnestAndroid has joined #openttd 02:26:10 <qwebirc80285> the SDL version fails because the device resolution is smaller than 640x480 02:26:31 <qwebirc80285> so i gotta send the frame buffer through the hardware blitter to scale it 02:26:38 <qwebirc80285> hence the custom video driver 02:26:39 <Eddi|zuHause> that's going to be tricky then, many windows will not fit 02:26:53 *** gelignite has quit IRC 02:28:14 <Eddi|zuHause> you can probably hack out the check for 640x480, but the game might not be playable 02:28:29 <Eddi|zuHause> as in, you'll have trouble getting through the main menu 02:28:46 <Eddi|zuHause> as some buttons might be off-screen 02:31:46 <qwebirc80285> well, i thought this would be a quick test to find out if was playable 02:35:12 *** jellyknight has quit IRC 03:14:04 *** glx has quit IRC 03:17:54 <qwebirc80285> k compiled 1.7.1 with my custom video driver and it works without issue 03:18:10 *** Wormnest has quit IRC 03:25:37 *** D-HUND has joined #openttd 03:28:58 *** debdog has quit IRC 04:45:57 *** qwebirc80285 has quit IRC 06:00:42 *** snail_UES_ has quit IRC 06:16:10 *** sla_ro|master has joined #openttd 06:37:34 *** Gustavo6046 has quit IRC 06:49:11 *** GroovyNoodle has joined #openttd 07:26:23 *** andythenorth has joined #openttd 07:29:59 <andythenorth> moin 07:30:08 <andythenorth> is it lunch? 08:06:26 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLH4j 08:07:57 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLHBJ 09:07:50 <andythenorth> hmm Euro Horse 09:07:53 <andythenorth> 'Pferd'? 09:07:57 <andythenorth> 'Cheval'? 09:08:02 <andythenorth> oof 09:14:03 <andythenorth> hmm GS idea 09:14:09 <andythenorth> unify this lot, using trains :P https://en.wikipedia.org/wiki/Peace_of_Westphalia#/media/File:Holy_Roman_Empire_1648.svg 09:37:23 <andythenorth> also Netherlands GS idea! 09:37:37 <andythenorth> deliver spices to HQ of Dutch East India Company 09:37:51 <andythenorth> for each goal met, GS will reclaim some sea and build a dyke round it 09:38:10 <andythenorth> until the King of France invades, then the GS floods 50% of the land again 09:51:18 *** DasPoseidon has joined #openttd 09:54:08 <DorpsGek> [OpenTTD/OpenTTD] condac opened issue #8467: Maglev train stuck in deadlock on title screen https://git.io/JLHEx 10:17:08 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8467: Maglev train stuck in deadlock on title screen https://git.io/JLHEx 10:17:11 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8467: Maglev train stuck in deadlock on title screen https://git.io/JLHEx 10:17:24 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z updated pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhI7h 10:17:56 <LordAro> omg, andy pull request 10:18:03 <andythenorth> annual 10:19:18 <LordAro> looks fine, but needs someone who actually knows newgrf to review :) 10:21:17 <Eddi|zuHause> that's gonna need some careful rules lawyering of the specs 10:23:09 <Eddi|zuHause> "This property sets the multiplier to the curve speed advantage which all trains running on this track type get." i admit, it reads pretty clear 10:30:57 <Timberwolf> "something wrong in title screen game" is a Transport Tycoon tradition, we should keep it up :p 10:31:30 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLHgv 10:31:45 <Timberwolf> Doesn't either TTO or TTD have a level crossing collision if you leave it long enough? 10:32:44 <Eddi|zuHause> yeah, some title screen had that, but i don't remember which one 10:33:19 <LordAro> Timberwolf: :D 10:33:49 <Eddi|zuHause> also, iirc there were different title screens for the TTO demo, TTO release version, and TTO mars expansion 10:34:14 <Timberwolf> Yes, early TTO demos have flat land with no vehicles. 10:34:27 <Timberwolf> I think there might also be some intermediate variations between that and final. 10:34:29 <Eddi|zuHause> no, i meant a later demo, which had an actual title screen 10:34:57 <Eddi|zuHause> it was distributed on a gaming magazine in germany 10:35:10 <Timberwolf> I wonder if I still have my demo disk. 10:35:12 <Eddi|zuHause> somewhen 1993-ish 10:35:43 <Timberwolf> Have a feeling a lot of the floppy disk collection got culled, and it may have been early enough someone in the house thought, "you have the full game, why do you need the demo disk?" 10:36:01 <Eddi|zuHause> you can probably find it here http://www.tt-ms.de/downloads/ 10:36:50 <Timberwolf> My demo came from a game shop, they were giving them away free with purchased games. 10:37:23 <Eddi|zuHause> i think it was probably this one i remember http://www.tt-ms.de/downloads/ttodemo105126.gif 10:37:24 <Timberwolf> Not sure what I was buying at the time, although I could probably narrow it down given the limited number of pre-1994 games in my collection. 10:38:01 <andythenorth> BIAB 10:38:02 *** andythenorth has quit IRC 10:39:24 *** Samu has joined #openttd 10:44:02 <Samu> hi 10:47:12 *** Heiki has quit IRC 11:00:10 *** WormnestAndroid has quit IRC 11:00:23 *** WormnestAndroid has joined #openttd 11:00:33 *** Progman has joined #openttd 11:10:08 *** WormnestAndroid has quit IRC 11:10:21 *** WormnestAndroid has joined #openttd 11:19:32 <Samu> i got a question 11:20:12 <Samu> can someone else create a pull request of stuff that is not theirs? 11:23:34 <Samu> what happens when you click this? https://github.com/SamuXarick/OpenTTD/pull/new/industry-sort-by-production-with-cargo-filter 11:28:47 <LordAro> yes, that would create a pull request 11:29:47 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLHa0 11:31:19 *** gelignite has joined #openttd 11:37:07 *** Heiki has joined #openttd 11:38:21 *** andythenorth has joined #openttd 11:38:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #8468: Fix #8316: Make sort industries by production with a cargo filter possible https://git.io/JLHah 11:39:01 <Samu> well 11:39:06 <Samu> inb4 reject 11:39:29 <Samu> I am 99% sure 11:40:18 *** GroovyNoodle has quit IRC 11:45:10 <Samu> 'this' may only be used inside a nonstatic member function. 11:46:13 <Samu> CargoID cargo = this->cargo_filter[this->produced_cargo_filter_criteria]; 11:46:21 <Samu> it does not like 'this' 11:48:25 <LordAro> correct 11:50:47 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on pull request #8144: Change: Improved English texts - capitalization. https://git.io/JLHVw 11:53:32 <FLHerne> Samu: In a context that isn't a nonstatic member function, what do you expect 'this' to be? 11:54:56 <FLHerne> static members aren't attached to a particular object, and of course nor are non-member functions 11:59:31 <andythenorth> what shall we do today Brain? 12:10:41 <Eddi|zuHause> the same thing we do every night, pinky 12:11:59 <andythenorth> why did I buy a full size bluetooth keyboard? 12:12:03 <andythenorth> it's too big :P 12:12:04 <andythenorth> oops 12:12:47 <andythenorth> ok so are regions just lists of towns? 12:12:54 <andythenorth> with a bit of extra sugar? 12:13:17 <andythenorth> or we could start from 'why?' not 'how?' 12:14:19 <andythenorth> hmm turns out a bluetooth keyboard is a DoS vector if I've let my kids pair it with their devices 12:15:08 <andythenorth> or rather, if I let them turn it on even 12:15:30 <Eddi|zuHause> yes, conceptually, a region would be a "list of towns", but that is an implementation detail, not a concept to base a feature around 12:15:54 <andythenorth> yeah I didn't want to get stuck in the implementation 12:16:13 <andythenorth> I just wonder if there are any use cases for regions that aren't met by 'list of towns' 12:16:42 <andythenorth> what if a region was used to modify part of a town zone, but not all of it? 12:16:50 <andythenorth> 'this industry is polluting' 12:16:59 <andythenorth> so nearby towns demolish houses around it 12:17:24 <Eddi|zuHause> that's an area, not a region 12:17:32 <andythenorth> 'this region has flooded' 12:17:42 <Eddi|zuHause> again, an area 12:18:13 <Eddi|zuHause> "area" here meaning "a list of tiles" 12:18:31 <andythenorth> implementation :) 12:18:33 <andythenorth> but ok 12:18:40 <Eddi|zuHause> where "list" is not the right word, but a standin for some other implementation detail 12:18:51 <andythenorth> are regions always contiguous (all tiles are joined)? 12:19:23 <Eddi|zuHause> a region (as list of towns) wouldn't be concerned with tiles at all 12:19:56 <andythenorth> yes but that assumes the implementation defines the 'what it is' no? :) 12:20:11 <Eddi|zuHause> a town could cover one or more areas (e.g. town zones and stuff) 12:20:21 <andythenorth> or rather, what alternative definitions of a region might there be? 12:20:38 <Eddi|zuHause> but between a tile and a region would be at least one level of indirection 12:21:34 <andythenorth> what if regions weren't contiguous, but could be composed of multiple bounded areas? 12:21:51 <andythenorth> picture is easier TBH https://en.wikipedia.org/wiki/Peace_of_Westphalia#/media/File:Holy_Roman_Empire_1648.svg 12:22:04 <Eddi|zuHause> if the region has no concept of tiles, the concept of continguousness has no meaning 12:22:17 <andythenorth> +1 12:22:32 <andythenorth> if the region has no concept of tiles, how does it manifest on a tile-based map? 12:23:07 <Eddi|zuHause> you can run a voronoi partition over the map, with the town centers as origin tiles 12:23:18 <Eddi|zuHause> that would assign each tile to exactly one town 12:23:51 <andythenorth> this sounds too silly, but region must have some fundamental concept of location and/or extent? 12:23:56 <andythenorth> otherwise it's not really a region? 12:24:00 * andythenorth just checking 12:24:33 <Eddi|zuHause> voronoi partitions are a bit awkward to calculate on a grid 12:25:05 <Eddi|zuHause> as it doesn't automatically give you information like which towns are adjacent, which it would on a continuous plane 12:25:17 <andythenorth> hmm 12:25:52 <Eddi|zuHause> (with continuous and continguous being different concepts) 12:26:04 <andythenorth> if towns had, e.g. political allegiance, is that a 'region' or an 'alliance'? 12:26:18 <Eddi|zuHause> that's a region 12:27:12 * andythenorth contemplating Dice Wars clone in OpenTTD https://images.crazygames.com/dicewarsb.png?auto=format,compress&q=75&cs=strip&ch=DPR&w=1200&h=630&fit=crop 12:27:57 <Eddi|zuHause> next question would be: must regions be distinct? (a town can only be part of one region) or hierarchical (a region as a whole can be part of a superregion), or arbitrarily overlapping? 12:28:41 <andythenorth> if we force them to be distinct we repeat 'can only have 1 GS' issue 12:28:44 <andythenorth> but for regions 12:28:53 <andythenorth> different content types conflict about it 12:29:01 <andythenorth> geospatial maps have layers 12:29:12 <andythenorth> layers have a controlling entity 12:30:35 <andythenorth> hierarchy....dunno 12:32:15 <Eddi|zuHause> imagine a crusader kings GS :p 12:33:29 <andythenorth> is there anything so far that GS can't already do? 12:33:46 <andythenorth> not trying to shoot down regions, just wondering if they are actually a thing 12:35:16 <Eddi|zuHause> i once had a GS idea: a road builder GS, which runs a voronoi partition (or actually a delaunay triangulation, which is kind of the mirror universe twin), which gives you all adjacent towns, then it would build country roads between each adjacent town center, and highways would be built along the borderlines between towns, avoiding the town centers 12:35:38 <andythenorth> sounds like the Catan game board 12:35:51 * andythenorth doesn't play Catan much, but involves building roads 12:35:53 <andythenorth> along edges 12:36:09 <Eddi|zuHause> in a very abstract way, yes 12:37:50 *** HerzogDeXtEr has joined #openttd 12:37:56 <andythenorth> so currently GS can get town location 12:38:07 <andythenorth> and query locations of arbitrary tiles etc 12:38:14 <andythenorth> so is regions just a GS lib? 12:43:19 <Eddi|zuHause> depends, on what you actually want to DO with the regions 12:43:45 <andythenorth> change cargo payment rate, influence cargodist, help newgrf build industries 12:44:24 <andythenorth> also blockbusters 12:45:22 <andythenorth> (grid-crossing game) https://www.picclickimg.com/d/l400/pict/184337390488_/Blockbusters-Game-igloobooks-2018-Board-Game-Quiz.jpg 12:49:33 <andythenorth> regional power grid 13:19:13 <TrueBrain> _dp_: you had a script that analysis savegames, don't you? How ever rough it is .. mind sharing? :D 13:27:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8463: Change: Default settings improved for new players https://git.io/JLH6R 13:29:06 *** snail_UES_ has joined #openttd 13:37:52 *** DasPoseidon has quit IRC 13:49:47 *** Markk has quit IRC 13:50:11 <LordAro> TrueBrain: turns out updating newgrf airports is quite a lot of work 13:50:28 <LordAro> the first commit predates the newgrf airport stuff that is there 13:50:34 <LordAro> (rotations, etc) 13:51:35 <TrueBrain> LordAro: seen the date, I am not really surprised, I have to admit 13:51:41 <LordAro> :p 13:51:52 <TrueBrain> but it might give good inspiration how to do it 13:52:11 <LordAro> also just trying to apply the (resolved) diff isn't easy either 13:52:48 <LordAro> with NULL/nullptr, then there's been some changes with "tile resolvers" 13:52:48 *** Gustavo6046 has joined #openttd 13:52:55 *** Markk_ has joined #openttd 13:53:06 <TrueBrain> I think it is easier to look at what it changed, and re-applying it 13:53:11 <LordAro> yeah 13:53:13 <TrueBrain> instead of trying to clean up the diff :D 13:54:47 <LordAro> yeah 13:54:53 <LordAro> wait, i said that already 13:56:25 <TrueBrain> repeating is the key to success, right? :D 13:56:33 <LordAro> yeah 13:56:38 <TrueBrain> haha 13:58:37 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8463: Change: Default settings improved for new players https://git.io/JLHPz 13:59:44 <TrueBrain> So LordAro starts a discussion outside of the Discussion page ... 13:59:47 <TrueBrain> what to think about that :P 13:59:53 <LordAro> fight! 14:00:09 <LordAro> would you like me to move it? :p 14:00:26 <TrueBrain> well, it would help for sure; but on the other hand, 10 people voted in favour, 1 against .. and frosch123 came up with the idea 14:10:11 <TrueBrain> 2 weeks he had the time to participate in the discussion .. and now he objects :P 14:10:40 <TrueBrain> but it seems you object not on a technical level, but on a "how it looks" .. that is preference, so that is good :) 14:10:47 <andythenorth> consensus by silence 14:10:58 <TrueBrain> I was scared a bit it was really a debug feature that happened to become a setting .. that would have been terrible :D 14:11:10 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8461: Feature: Permanent rivers https://git.io/JLHXk 14:12:15 *** iSoSyS has joined #openttd 14:13:50 <andythenorth> Eddi|zuHause how would regions work for areas where town is 'none'? :) 14:18:37 *** glx has joined #openttd 14:18:37 *** ChanServ sets mode: +v glx 14:22:08 <TrueBrain> $ python -m analyzer savegames/opntitle-1.9.sav 14:22:08 <TrueBrain> {'savegame-version': 207, 'compression': b'OTTX', 'map': {'width': 128, 'height': 128}} 14:32:07 <Samu> i need a NewGRF expert that teach a NewGRF noob to tell me how things are done 14:33:10 <Samu> taking my "canalized river" feature, I though of this special canal to have a somewhat different graphic than the ordinary canal 14:33:50 <Samu> how am I proceeding here? 14:34:23 <Samu> how do i make it visible for NewGRF 14:38:51 <TrueBrain> LordAro: please do make the balance of the fact that there was 2 weeks to comment on the Discussion, and that your remark is preference (if I understand you correct); should that block merging the PR? (honest question) 14:39:22 <LordAro> TrueBrain: no, just an additional opinion, nothing blocking 14:42:43 <TrueBrain> cool :) 14:43:03 <TrueBrain> I like how Factorio did it btw, but it can also be rather confusing :P 14:43:14 <TrueBrain> but, their segment highlight is very nice 14:49:01 <TrueBrain> LordAro: I did a thing .. https://github.com/TrueBrain/OpenTTD-savegames 14:49:10 <TrueBrain> I would rather have the savegames on an S3, but that is a lot of effort, so meh 14:49:18 <TrueBrain> mainly: https://github.com/TrueBrain/OpenTTD-savegames/blob/master/metadata/map-size.yaml 14:50:50 <TrueBrain> it would require either for people to clone that in the regression folder with your PR or with a git-submodule, so not sure yet what to think of this 14:50:55 <TrueBrain> input is welcome :) 14:52:46 *** nielsm has joined #openttd 14:56:00 *** Flygon has quit IRC 15:04:41 <TrueBrain> I plan to add stuff like: brackets for "amount of trains", stations, road vehicles, etc 15:04:58 <TrueBrain> and more of these metadata that I would like to know when looking for a suitable savegame to test N :) 15:06:00 <TrueBrain> Possibly convert it to html and publish with GitHub Pages 15:06:19 <TrueBrain> Something to try out tomorrow :D 15:07:07 <LordAro> intriguing 15:08:05 <andythenorth> :D 15:14:59 *** _2TallTyler has joined #openttd 15:29:02 <andythenorth> hmm now what? 15:29:05 <andythenorth> boats? 15:55:36 <michi_cc> TrueBrain: Did you want to wait on frosch for #7000? 16:04:04 <Eddi|zuHause> do we lose anything by waiting? 16:04:08 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7924: Feature: Water tiles have a depth https://git.io/JLHQl 16:04:34 <snail_UES_> so, I’m trying to install libiconv using macports, but I’m getting an error on gtk3 16:04:38 <andythenorth> I think we lose nothing 16:04:44 <andythenorth> patience is a virtue etc 16:04:44 <TrueBrain> I think that is the best thing to do michi_cc, given he had a strong opinion about that PR 16:04:45 <Eddi|zuHause> how long did he say he was away for? 16:04:52 <snail_UES_> I tried “cleaning” it, but it didn’t work… any ideas anyone? 16:04:54 <andythenorth> till after new year 16:05:02 <andythenorth> but the PR is like what...2 years old? 16:05:16 <TrueBrain> Waiting a few more days won't kill anyone :) 16:05:29 <andythenorth> it has progression, that's the main thing :) 16:05:40 <michi_cc> snail_UES_: I think most people (person :) here use homebrew and not macports. 16:06:27 <andythenorth> I switched, it's not that macports is broken, it's just that homebrew seems to always work 16:06:56 <andythenorth> I tried running both, not advised :) 16:07:30 <andythenorth> snail_UES_ I have a different OS and probably different XCode, but I have to use this for a compile 16:07:32 <andythenorth> rm -rf build; mkdir build; cd build; CPLUS_INCLUDE_PATH="/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include" cmake ..; make 16:07:59 <andythenorth> specifically the SDK path is the significant part, the rest was just convenience stuff TB gave me 16:08:24 <andythenorth> but that was for library detection, not linker failures 16:08:35 <snail_UES_> andythenorth: yes, I had to use a specific cmake 16:08:49 <snail_UES_> but that didn’t help with the linker 16:08:50 <Eddi|zuHause> as a rule of thumb, i never trust any random online suggestion containing "rm -rf" 16:09:07 <andythenorth> well it's not * :) 16:09:46 <Samu> How to NewGRF? 16:10:12 <andythenorth> Samu start by writing one 16:10:30 <Samu> i made canalized river, and i thought it to be a good idea to add a graphic to it 16:10:43 <Samu> sprites or such 16:11:07 <_2TallTyler> Isn't a canalized river...just a canal? 16:11:14 <andythenorth> it's got a magic bit 16:11:17 <andythenorth> so it reverts to river 16:11:21 <andythenorth> if demolished 16:11:39 <_2TallTyler> Does it need to look different than a canal? 16:11:54 <andythenorth> dunno :) 16:11:57 <andythenorth> samu has an itch 16:12:05 <andythenorth> hmm - off-topic, why is ship progression? 16:12:06 <Samu> maybe, i don't know, I'm not in touch with the real world 16:12:24 <andythenorth> other than sprites, how do ships 'progress' in game? 16:12:52 <_2TallTyler> Bigger, more cargo. Maybe cheaper running costs as crew sizes decrease. 16:13:05 <_2TallTyler> Faster loading times thanks to containerization 16:13:52 <andythenorth> all valid 16:14:26 * andythenorth wondering whether to do 2 generations or 3 16:14:26 <_2TallTyler> I know any speed increase has been hashed out a million times on the forum 16:15:19 <andythenorth> I could just have 1 generation and magically change sprites by date 16:15:23 <andythenorth> but that's blearch I tried it 16:17:50 <andythenorth> I guess I need to vary the cranes for appearance https://grf.farm/images/3-generations-of-freighters.png 16:17:54 <andythenorth> kind of tedious work 16:18:43 <glx> andythenorth: you may want to add -DCMAKE_BUILD_TYPE=Release (or RelWithDebInfo) 16:19:00 <andythenorth> glx yes I should thanks 16:19:14 <glx> because debug builds are slow 16:19:22 <andythenorth> yes 16:28:52 <andythenorth> kinda hard to do much tech tree for ships 16:29:20 <andythenorth> start: ships, all sizes; later: add container ships branch, all sizes 16:29:21 <andythenorth> FIN 16:29:48 <_2TallTyler> Ships have gotten much larger though? 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