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00:07:44 *** lpx has joined #openttd 00:31:17 *** WormnestAndroid has quit IRC 00:33:20 *** WormnestAndroid has joined #openttd 00:37:29 *** WormnestAndroid has joined #openttd 00:47:41 *** Thedarkb-X40 has quit IRC 00:48:02 *** Flygon has joined #openttd 02:06:14 *** glx has quit IRC 02:32:31 *** D-HUND has joined #openttd 02:35:57 *** debdog has quit IRC 03:14:39 *** Wormnest has quit IRC 03:19:30 *** WormnestAndroid has quit IRC 03:20:05 *** WormnestAndroid has joined #openttd 03:32:14 *** WormnestAndroid has quit IRC 03:33:04 *** WormnestAndroid has joined #openttd 04:45:23 *** WormnestAndroid has quit IRC 04:47:18 *** WormnestAndroid has joined #openttd 06:40:32 *** andythenorth has joined #openttd 06:52:34 <andythenorth> yo 07:01:37 *** moll has quit IRC 07:21:08 *** Wormnest has joined #openttd 07:49:03 *** Thedarkb has joined #openttd 07:55:09 *** WormnestAndroid has quit IRC 08:06:34 *** Thedarkb has quit IRC 08:07:06 *** Thedarkb has joined #openttd 08:08:04 *** Thedarkb has quit IRC 08:08:30 *** andythenorth has quit IRC 08:13:02 *** Thedarkb has joined #openttd 08:14:11 *** Thedarkb has joined #openttd 08:19:03 *** WormnestAndroid has joined #openttd 08:22:37 <Arveen> yO to you too sir 08:51:38 *** Wormnest_ has joined #openttd 08:55:09 *** WormnestAndroid has quit IRC 08:58:29 *** Wormnest has quit IRC 09:19:15 *** WormnestAndroid has joined #openttd 09:37:40 *** berndj-blackout has joined #openttd 09:38:17 *** DDR has joined #openttd 09:38:38 *** berndj has quit IRC 09:46:39 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeZlF 09:49:19 <peter1138> ttps://i.redd.it/0nji0y55q0r31.png 09:49:27 <peter1138> Oh, andy isn't here. 09:57:02 *** andythenorth has joined #openttd 10:05:16 *** andythenorth has quit IRC 10:25:53 *** andythenorth has joined #openttd 11:03:09 *** HerzogDeXtEr has joined #openttd 12:24:06 *** Flygon has quit IRC 13:14:50 <supermop_work> hello 13:30:33 <supermop_work> regarding configurable end date https://github.com/OpenTTD/OpenTTD/pull/7747 13:30:45 <supermop_work> what about configurable start date 13:31:12 <supermop_work> so you can start in july not january 13:31:55 <supermop_work> (if you have a low snowline then you could have fames that would later get snowed in at game start? 13:31:58 <Eddi|zuHause> same issue, we don't have useful ui for inputting dates? 13:32:11 <supermop_work> the timetable start date UI? 13:33:05 <supermop_work> i end up using that 10s to 100s of times per game, its certainly useable of not perfect 13:33:14 <supermop_work> *if not 13:36:56 <andythenorth> NotTrees 13:37:02 <andythenorth> NotTreeTypes 13:37:54 <supermop_work> maguey plants in Oaxaca, Joshua trees in Joshua tree? 13:38:09 <supermop_work> newgrf trees should be slope aware 13:39:23 <Eddi|zuHause> the tree problem could be addressed with a shader? 13:39:29 <supermop_work> exactly 13:39:55 <supermop_work> shade tree by some amount based on slopr 13:40:55 <supermop_work> or better slope averaged over some amount of neighbors 13:41:29 <andythenorth> height level 13:42:22 <supermop_work> heightlevel is good for changing forest type but not shading for contour 13:45:28 <andythenorth> +1 13:58:03 <nielsm> we don't have any general "remap slightly briighter/darker" pallettes do we 13:58:10 <nielsm> which probably makes that difficult 13:58:18 <nielsm> could maybe support it on 32bpp blitters 13:59:06 <nielsm> is there even a canonical sun position in the game? 13:59:35 <supermop_work> yes 13:59:58 <supermop_work> but it is disobeyed in a few places in the original and ogfx sets 14:00:16 <nielsm> hmm, SE it looks like 14:00:31 <nielsm> maybe even ESE 14:01:22 <nielsm> or... huh yeah 14:02:10 <nielsm> ESE is probably most accurate 14:02:23 <Eddi|zuHause> i think adhering to the one used for ground sprites should probably be advised 14:15:14 <supermop_work> yeah 14:16:10 <supermop_work> for hill recognition, following the hill shading is best and easiest 14:20:24 <supermop_work> basically just follow "trees on the brightest slope(or average to brightest slope) are brightest. Trees on the darkest slope/average are darkest" 14:22:59 <supermop_work> 8bpp version could be "flat or bright side -> normal. dark side -> use station glass effect" 14:24:07 <Eddi|zuHause> supermop_work: better make new tree shader remaps 14:24:43 <peter1138> Do we support Vulkan yet? 14:24:54 <Eddi|zuHause> do you have a patch for that? :p 14:25:09 <peter1138> I may have deleted all my patches. 14:25:17 <nielsm> trying to make a PoC with the 32bpp-simple blitter 14:25:23 <peter1138> (I haven't...) 14:25:38 <supermop_work> poc? 14:25:45 <peter1138> Proof of concept. 14:25:57 <peter1138> We really should drop all the blitter variants and switch to modern rendering. 14:26:42 <peter1138> OpenGL I suppose as DirectX is a bit limiting and Vulkan may be too new? 14:27:14 <nielsm> opengl isn't disappearing for the foreseeable future 14:27:16 <nielsm> I don't think 14:28:16 <peter1138> I think it may be on OS X, actually. 14:28:46 <peter1138> Mac OS's new thing is Metal. 14:28:51 <nielsm> and even then if the engine is reworked to a sprites-in-texture-atlas rendered-as-individual-quads it'd be much easier to add a different backend 14:29:21 <nielsm> microsoft didn't manage to force OpenGL off their platform despite best efforts :) 14:29:26 <peter1138> Creating that atlas is kinda... meh. 14:31:18 <nielsm> also uh wow I didn't know the rendering pipeline from "I want this sprite on the screen" to it actually being painted in the blitter involved this many steps 14:31:41 <peter1138> Yup. There's all that caching stuff. 14:32:55 <nielsm> also... sprite combining? it's not like it creates a single image of the overlaid sprites is it? 14:33:13 <nielsm> is it just a sprite sorter trick? 14:33:17 <peter1138> No, it just draws multiple sprites together. 14:33:38 *** moll has joined #openttd 14:35:00 <peter1138> The real issue is the game is literally pushing pixels individually... (Probably the SSE blitters improve that but it's still all software) 14:36:05 <nielsm> yeah 14:39:16 <peter1138> My ancient OpenGL patch was... weird :p 14:39:41 <peter1138> It suffered from not using texture atlases, each sprite was an individual OpenGL texture. 14:40:03 <peter1138> Also everything was direct. 14:40:55 <peter1138> These days (since about 15-20 years ago, heh) you'd probably be using vertex buffers for chunks of terrain. 14:43:50 <nielsm> should you perhaps even model the world in 3D in the renderer? drawing the terrain as a 3D model-ish thing, and everything else as billboards with 3D coordinates? 14:44:15 <nielsm> and get sprite sorting that way 14:44:33 <nielsm> hmm actually would still need to sort back to front, for alpha 14:45:11 <peter1138> If you use 3D geometry, that's almost automatic. 14:46:01 <peter1138> But when you start to delve into it you see how backwards it all is for a modern renderer. 14:47:03 <peter1138> You want to be notified of when things change. OpenTTD sort of... polls every tile to draw. 14:54:45 <nielsm> hmm, like game objects owning "sprite on screen" objects maybe 14:55:07 <nielsm> and those automatically insert/remote themselves from the draw list when the owning object is created/destroyed 14:56:17 <nielsm> and then you get into questions about how to handle landscape and if the classic landscape array needs to be replaced 14:56:49 <andythenorth> 2.0 14:58:19 <nielsm> programming is difficult when a bird insists on perching on your fingers 14:59:42 <andythenorth> problem exists between keyboard and chair 15:00:39 <nielsm> well, I didn't break things completely, it still draws trees 15:01:37 <andythenorth> procedural trees! 15:01:39 * andythenorth words 15:01:44 <andythenorth> birds in trees :P 15:01:50 <andythenorth> flocks of birds 15:07:16 <nielsm> wonder how long this has been there https://0x0.st/zwtQ.png 15:09:55 <Eddi|zuHause> that's only a problem if the newgrf overrides the recolourings? 15:14:49 <andythenorth> so....we need stations on ships https://tpc.googlesyndication.com/pagead/imgad?id=CICAgKDH-9DnVRABGAEyCEwvP4sePEZ9 15:14:52 <andythenorth> (look closely) 15:17:13 <Eddi|zuHause> doesn't look like a trustworthy link 15:17:26 <andythenorth> oh there is that yes :P 15:18:00 <andythenorth> http://cfvod.kaltura.com/p/895641/sp/89564100/thumbnail/entry_id/1_efp0xufc/version/100031/width/1040 15:18:07 <andythenorth> different path, same image 15:19:13 <FLHerne> Doesn't ISR/DWE have those? 15:19:31 <Eddi|zuHause> that's just a "flat dock"? 15:19:39 <FLHerne> Oh, I guess it doesn't have actual docks yet, just overlapping-tiles 15:20:29 <andythenorth> I was looking at the helipad on the ship 15:20:30 <andythenorth> :P 15:21:20 <Eddi|zuHause> that's basically the same as a vehicle ferry? 15:21:29 <andythenorth> conceptually maybe 15:21:35 <andythenorth> moving stations? o_O 15:22:33 *** firewire1394 has joined #openttd 15:25:40 <FLHerne> http://www.flherne.uk/files/isr-dwe-oil-transfer.png 15:25:46 <FLHerne> Oh, right 15:26:03 <Eddi|zuHause> andythenorth: in case you want to add font glyphs, here is an example: https://dev.openttdcoop.org/projects/cets/repository/entry/src/glyphs.pnml 15:27:02 <FLHerne> Ship helipads aren't used for customer cargo/passengers though, so they're not Really Needed? 15:33:44 <andythenorth> Sadly You Are Correct 15:33:49 <andythenorth> it would be lolz, briefly 15:33:57 <andythenorth> imagine the routing headaches :P 15:34:02 <andythenorth> helicopter chasing a ship 15:34:06 <andythenorth> reminds me of a flash game I made 15:34:34 <FLHerne> Train ferries would be a lot of fun 15:34:55 <FLHerne> They'd make it painfully obvious how badly OTTD lacks any sense of scale, though... 15:35:14 <FLHerne> Helicopters on ships would be the same, but not quite so bad 15:37:22 * peter1138 is attempting to teach/train a couple of developers on version control... 15:37:45 <Eddi|zuHause> andythenorth: any sane implementation of intermodal transport would likely imply that one of the two vehicles needs to be stationary :p 15:42:48 <andythenorth> peter1138 how's it going? :) 15:48:13 <nielsm> https://0x0.st/zwtw.jpg 15:53:01 <nielsm> https://0x0.st/zwtg.jpg 15:54:30 <andythenorth> nielsm: o_O 15:54:42 <andythenorth> what rules is it applying? 15:54:58 <nielsm> https://0x0.st/zwtE.png 15:56:43 <nielsm> behold, the hacks: https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:tree-slope-brightness 16:00:21 <andythenorth> it's pretty subtle eh 16:00:23 <andythenorth> and pretty cool 16:00:39 <nielsm> pondering whether to close #7759 and just make a PR of the "real" indproclayout patch 16:00:42 <nielsm> which is still WIP 16:01:10 <nielsm> yeah I actually like that tree effect a lot 16:01:39 <nielsm> with some tweaking to the exact shading and implementation in the fast 32bpp blitters it might make a good addition 16:02:03 <nielsm> and then a better way to pass the data along 16:02:46 <andythenorth> unrelated: a set of pre-computed tree tiles, instead of fucking around with random 16:02:59 <andythenorth> thereby reducing savegame sizes (allegedly) 16:03:50 <nielsm> it would also make the world more boring to look at, more samey 16:03:58 <nielsm> it's already very simplified 16:04:43 <nielsm> it only stores the type and position of the first tree on a tile, and then a count of "additional trees" whose position and type are generated from the first by some series 16:07:38 <nielsm> trees only enlarge savegames in the sense that they add "random noise" to the landscape array, thus making it compress worse with the gz/lzma/whatever algorithm 16:08:03 <nielsm> what they really do is make the rendering slower since it's a lot of additional sprites to be considered every frame 16:09:40 *** WormnestAndroid has quit IRC 16:10:46 *** WormnestAndroid has joined #openttd 16:18:41 <andythenorth> we could have them precomputed :P 16:19:15 <andythenorth> I think 128 would be substantially above the threshold for 'this does not look random' 16:19:23 <andythenorth> * 128 variations 16:19:28 <supermop_work> nielsm: amazing 16:19:48 <supermop_work> something i've been craving for 20+ years 16:20:13 <andythenorth> but if the game is already generating a series from the first tree, isn't that effectively just pre-computed? 16:20:15 * andythenorth puzzling 16:20:44 <nielsm> yeah 16:23:03 <nielsm> well as far as I can tell from the landscape data there's about 11 or 12 bits worth of information about the trees on a tile 16:23:14 <nielsm> so still somewhere around 1024-4096 combinations 16:23:46 <nielsm> and that's across all climates 16:25:39 <nielsm> and then there's additional combinations possible via ground (grass) growth state and such 16:27:03 <supermop_work> how many trees fit on a tile? 16:27:36 <nielsm> 4 16:28:30 <andythenorth> hmm 4 climates 16:28:32 <supermop_work> if newgrf trees, can a tree be a bush 16:28:33 <andythenorth> but still 16:28:50 <supermop_work> or even just a 1/4 tile worth of tall grass 16:29:48 <nielsm> check docs/landscape.html 16:30:27 <andythenorth> based on making FIRS industries with combinations of trees, the number to trigger 'looks random to me' isn't high 16:30:50 <andythenorth> FIRS has a special tree generating template 16:30:52 * andythenorth looks 16:32:43 <andythenorth> yeah, 3 combinations 16:32:58 <andythenorth> comprising 4 trees per tile 16:33:11 <andythenorth> and then repositioned to suit the slope, so 16 or so slope computations 16:33:41 <andythenorth> looks pretty random 16:35:01 <planetmaker> <nielsm> it only stores the type and position of the first tree on a tile, and then a count of "additional trees" whose position and type are generated from the first by some series <-- just as a thought on compression: 16:35:45 <planetmaker> in principle the trees trees are eye-candy only (ignoring their random spawn, thus state and number per tile are state-senstitive only) 16:36:05 <planetmaker> so one could add randomness which is not network-sensitive (and which not necessarily need to be saved either) 16:36:06 <nielsm> actually, the position of the tree on the tile isn't stored, I think it's determined by the tile's coordinate 16:36:21 <planetmaker> same could actually apply to ground tiles. Making landscape look slightly more diverse 16:36:38 <planetmaker> yes, but the number of trees and their growth state(s). 16:36:48 <nielsm> there is just one growth state :P 16:36:55 <planetmaker> really? 16:37:02 <nielsm> the remaining trees are all full grown 16:37:22 <nielsm> which is why the first tree becomes full grown when you plant a second tree on a tile 16:37:26 <planetmaker> hm... one tree with growth 1-4. And then #trees 1-3(?) ? 16:37:39 *** firewire1394 has quit IRC 16:37:39 <planetmaker> ha, ok :) 16:46:06 <andythenorth> https://dev.openttdcoop.org/attachments/download/9512/trees_innit.png 16:46:26 <andythenorth> 3 combos of 4 trees :P ^ 16:49:27 <andythenorth> BIAB 16:49:32 *** andythenorth has quit IRC 16:52:24 *** WormnestAndroid has quit IRC 16:53:08 *** WormnestAndroid has joined #openttd 16:55:09 * peter1138 back. Slightly soggy. 16:55:13 <peter1138> Is it lunch time? 16:55:49 <supermop_work> it is here 16:57:06 <peter1138> Good enough! 16:58:45 <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7671: Fix #6407: Show snowy ground sprites for depots https://git.io/JeCNc 17:07:24 *** Wolf01 has joined #openttd 17:13:15 *** arikover has joined #openttd 17:22:46 *** Progman has joined #openttd 17:31:40 *** andythenorth has joined #openttd 17:34:51 <nielsm> tried making the brighter-at-bigger-heights effect more pronounced: https://0x0.st/zwvL.jpg 17:40:23 <andythenorth> nice...radiosity :D 17:40:38 <andythenorth> unrelated, we need fewer trees :P 17:41:30 <andythenorth> I did test this, but it culled all trees from map over time https://github.com/OpenTTD/OpenTTD/pull/6848 17:41:43 <andythenorth> it wasn't amazing visually either 17:47:27 <supermop_work> nielsm: looks good 17:47:41 *** firewire1394 has joined #openttd 17:54:37 *** Samu has joined #openttd 17:59:58 *** gelignite has joined #openttd 18:06:33 <nielsm> giant screenshots: without = https://0x0.st/zwvl.png with = https://0x0.st/zwvG.png 18:08:27 <Wolf01> :o 18:15:41 <peter1138> Nice! 18:16:18 <andythenorth> it reveals contours a lot eh :) 18:16:25 <peter1138> I don't know what you've done but it looks good. 18:16:53 <nielsm> peter1138: https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:tree-slope-brightness 18:17:22 <andythenorth> next pony, height-level biomes :D 18:17:24 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCAx 18:17:44 <LordAro> nielsm: i like it 18:18:04 <LordAro> andythenorth: snow levels good enough for you? :p 18:18:07 <supermop_work> looks great 18:18:24 <supermop_work> ship it! 18:18:54 <andythenorth> 2.0! 18:18:57 <andythenorth> LordAro: maybe 18:19:04 <peter1138> But does it work with 8bpp? ;) 18:19:12 <andythenorth> LordAro not so visible in temperate / tropic :P 18:19:26 * andythenorth wonders about toyland biomes 18:19:36 <peter1138> What should I watch on Netflix/ 18:20:22 <andythenorth> peter1138: the reddit image you linked earlier...? 18:20:25 <peter1138> Ash vs Evil Dead, maybe. 18:21:30 <peter1138> andythenorth, someone running high res at 1x, like normal, unlike you :p 18:21:46 <andythenorth> oh yeah 18:21:50 <andythenorth> someone with eyes :P 18:21:57 <andythenorth> srsly, how? 18:22:06 <peter1138> Maybe it's 49" screen 18:22:18 <peter1138> I don't think it's as high density as your screen. 18:22:42 <andythenorth> that screen is fricking huge 18:22:58 <peter1138> 3440x1440? It's ultrawide, certainly. 18:24:25 <planetmaker> hm, I like where that is going :) @ nielsm 18:24:50 <peter1138> I guess most things are already shaded, so it's just trees. 18:24:53 <planetmaker> Though I wonder whether it wouldn't make sense to make the shading depend solely on the slope 18:26:36 <planetmaker> he... either the server is slow with the images or they are REALLY huge 18:26:48 <nielsm> 32 and 48 MB 18:27:15 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCxE 18:27:43 <andythenorth> https://dev.openttdcoop.org/attachments/download/9513/lol.png 18:27:46 <andythenorth> 1x on my screen :P 18:27:48 <andythenorth> 13" 18:28:09 <planetmaker> :) 18:28:26 <andythenorth> I tried to take a picture, including a beer bottle for comparison 18:28:28 <peter1138> 13" is pretty small but that is about right. 18:28:36 <andythenorth> but the lighting here is too poor 18:32:16 *** sla_ro|master has joined #openttd 18:33:32 *** lpx has quit IRC 18:35:06 <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCx5 18:37:43 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCxx 18:39:47 * firewire1394 is testing 18:50:40 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCpB 18:54:10 *** lpx has joined #openttd 18:54:48 *** glx has joined #openttd 18:54:48 *** ChanServ sets mode: +v glx 18:55:47 <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCp6 19:01:00 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCp9 19:02:11 <nielsm> andythenorth here's a person on the internet saying FIRS is boring: https://www.youtube.com/watch?v=l-J6DzYBeRk 19:05:32 <andythenorth> lovely 19:12:28 *** sla_ro|master has quit IRC 19:18:07 *** y2kboy23 has quit IRC 19:19:19 <planetmaker> he... I actually know that person :D 19:19:35 <planetmaker> didn't know he makes youtube videos now 19:20:36 *** y2kboy23 has joined #openttd 19:24:40 <andythenorth> is it V? :P 19:27:10 <planetmaker> no. but another regular from the coop community 19:31:29 <andythenorth> so anyone for NRT? 19:32:18 <andythenorth> lot of work done to put it in trunk, but the NML patch has gone away to rot https://github.com/OpenTTD/nml/pull/30 19:33:10 <peter1138> trunk? 19:33:41 <andythenorth> master 19:33:43 <andythenorth> game 19:33:46 <andythenorth> openttd 19:33:49 <andythenorth> thingummy 19:34:40 <planetmaker> omg... that's a ... lengthy patch series 19:34:45 <peter1138> Uhm. 19:34:46 <andythenorth> squash it 19:34:49 <peter1138> No. 19:35:12 <andythenorth> I can interactive rebase it and reduce the number of commits 19:35:20 <andythenorth> but eh 19:35:33 <planetmaker> no, not squashing... but honestly... I could just merge it so that people can test it... 19:35:34 <glx> don't, you'll break it :) 19:35:42 <andythenorth> I can't keep up with whether we want atomic commits or not :P 19:35:50 <planetmaker> I do want atomic, yes 19:35:54 <andythenorth> every commit I make, someone will tell me it's too big or too small :) 19:36:03 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCWC 19:36:19 <planetmaker> really... like... 3 years old are those patches? 19:36:24 <peter1138> Have you actually all forgotten that NRT was already merged? 19:36:44 <andythenorth> wait what, when? 19:36:52 <glx> it's in openttd yes 19:36:56 <andythenorth> https://github.com/OpenTTD/nml/commits/master 19:37:00 <andythenorth> I don't see it 19:37:10 <glx> not in nml 19:37:24 <peter1138> Ah, the nml changes. Sorry. 19:37:40 <andythenorth> 'probably fine' 19:37:46 <peter1138> Well 19:37:47 <andythenorth> I'd approve them, but I'm not allowed to approve own PR 19:37:53 <andythenorth> in the old days, we used to just commit 19:37:56 <andythenorth> :P 19:38:06 <glx> we still do :) 19:38:18 <glx> and fix 2 days later 19:38:24 <andythenorth> oh that 19:38:27 <planetmaker> meh... I just commit now 19:38:31 <andythenorth> quality :D 19:39:02 <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #30: Support for Not Road Types https://git.io/fjOO6 19:39:03 <DorpsGek_III> [OpenTTD/nml] planetmaker pushed 1 commits to master https://git.io/JeCjY 19:39:03 <DorpsGek_III> - Support for Not Road Types (#30) (by PeterN) 19:39:07 <glx> sometime we just miss the evident fail in the PR 19:39:38 <glx> 2 times in the error_gui.cpp change 19:39:43 <planetmaker> gah... I hate that default button is "squash and merge" :| 19:39:52 <andythenorth> super 0.5.0 :) 19:40:34 <planetmaker> but nice... the build of nml started automatically... so that works 19:41:20 <andythenorth> hurrah 19:41:55 <nielsm> so... https://github.com/OpenTTD/OpenTTD/pull/7759 19:42:19 <nielsm> should I close that and open a new PR with the actual procedural industry layouts thing? 19:42:42 <nielsm> (which still needs a lot of polish and perhaps extra features for layout control) 19:43:39 <planetmaker> http://bundles.openttdcoop.org/nml/nightlies/LATEST/ <-- there we go 19:43:53 <andythenorth> oh bundles worked :o 19:43:59 <andythenorth> that's good 19:44:20 <andythenorth> I'm going to add a note in this thread https://www.tt-forums.net/viewtopic.php?f=68&t=86075 19:44:28 <planetmaker> hm... but... windows build...hm 19:44:38 <andythenorth> that :P 19:48:54 <andythenorth> how does bundles even github? 19:58:55 <planetmaker> it's built by coop jenkins. Which just gets notification from github to build 20:07:08 <planetmaker> he... seems I disabled windoze builds myself... oh well... due to §$%(§ python upgrade breaking it :| 20:16:01 <Hazzard> andythenorth: I didnt say FIRS is boring! 20:16:05 <Hazzard> Did I hmm lemme check 20:16:37 <andythenorth> oof planetmaker 20:19:59 <Hazzard> Yeah, I just didn't want that much complexity for a let's play with less experienced viewers :0 20:25:44 <Samu> there should be NewGRF packs 20:26:12 <Samu> I never know what to download alongside firs 20:26:42 *** nielsm has quit IRC 20:27:31 <Samu> something like: Download: FIRS then a list of suggestions, users that run FIRS also run *list of newgrfs 20:32:44 <supermop_work> Samu: use whatever you want with firs 20:33:39 <supermop_work> opengfx+ stuff works fine if you just want something like the basic vehicles. but many vehicle sets will work fine with firs 20:35:11 <nnyby> which FIRS is the main FIRS? https://0x0.st/zwwC.png 20:35:24 <supermop_work> most users seem to download all sorts of grfs so there is no meaningful way to correlate what is indicated by downloads alone 20:35:35 <nnyby> would be nice to have like a 'date released' field in the content downloader 20:36:20 <supermop_work> nnyby: FIRS 3 comes after FIRS 2, which comes after FIRS? 20:36:27 <nnyby> i guess so 20:37:36 <Samu> community ruined 20:38:08 <andythenorth> also FIRS Extreme sucks Hazzard 20:38:17 <andythenorth> the screenshot you showed of the cargo flow is lolz :D 20:38:47 <andythenorth> nnyby: also which CHIPS is the main CHIPS? :P 20:38:50 <andythenorth> there are loads of them 20:40:27 <Samu> the list of newgrfs is daunting 20:40:56 <Samu> if you don't know specifically which one it is, that list is useless for you 20:45:38 <planetmaker> Samu, but that will always be the case, whatever you do 20:45:59 <planetmaker> there's no foolproof way to present all available newgrfs without them being just that: many 20:46:11 <planetmaker> unless you start to curate the list... but that's then always a subjective choice 20:46:20 <planetmaker> anyone can do that. But not we as OpenTTD itself 20:48:30 <Samu> oh, FIRS Industry Replacement Set 3 is the most up to date? I thought it was FIRS 2 20:49:09 <Samu> why is the other ommiting Industry Replacement Set from the name 20:49:56 <andythenorth> because I made a mistake 20:50:00 <andythenorth> and Bananas cannot be fixed 20:50:56 *** gelignite has quit IRC 20:52:00 *** firewire1394 has quit IRC 20:53:25 <supermop_work> Samu: if you want a community recommendation as to what to use, that exists too where the user community is 20:54:06 <supermop_work> on forums people post screenshots of how they play the game, and in firs thread people ask and comment about vehicle sets they use 20:55:06 <supermop_work> on irc you can ask 'what is your favorite vehicle set to use with firs?" and get people's subjective opinions 20:55:21 <andythenorth> I make my own private bananas 20:55:24 <andythenorth> my grfs only :P 20:55:26 <andythenorth> and AV9.8 20:55:32 <andythenorth> and CHIPS objects 20:56:21 <supermop_work> but an Official/Curated/Subjective list of grfs on the in game UI will not be 'community' based by default 20:56:29 <supermop_work> or by nature 20:57:19 <Samu> i want to test ais with newgrfs 20:57:21 <andythenorth> I make an OpenTTD PP? 20:57:24 <Samu> so hmm 20:57:27 <andythenorth> nerf bananas filter 20:57:33 <andythenorth> NO PIKKA GRFS 20:57:33 <supermop_work> if you want suggestions as to what users think are good pairing, then ask the users 20:58:26 <supermop_work> bananas can't tell you what users actually use together, nor can it tell you what combinations are actually fun 20:58:39 <Samu> got av9.8, got firs 3.0.12 20:59:05 <andythenorth> when is FIRS 4? 20:59:07 <Samu> what am i missing? vehicle sets? maybe a town set? 21:00:06 <andythenorth> OpenGFX+ Airports, always 21:00:08 <supermop_work> i think you'll have more fun playing with at least a road vehicle set and a train set 21:01:01 <supermop_work> you yourself will have a better idea about what you think the AIs you use would like 21:01:07 <Samu> OpenGFX+ airports, hmm AI's have trouble handling the extra airports 21:01:13 <Samu> but can try 21:01:28 <supermop_work> ok well there is a data point you can use 21:07:25 *** Progman has quit IRC 21:15:24 <Samu> av9.8 doesn't have a max range ? 21:16:35 <Samu> interesting 21:19:14 <Samu> hmm my AI is doing better than the rest, i think im missing some town newgrf 21:21:27 <Samu> either FIRS cargo payment is reduced compared to vanilla cargos 21:21:57 <Samu> or the vehicle sets im using compensate passengers the most 21:39:17 <andythenorth> FIRS probably nerfs payments dunno 21:39:32 <andythenorth> is it bedtime? 21:39:55 *** Samu has quit IRC 21:49:55 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeWvz 21:52:42 *** andythenorth has quit IRC 22:02:40 *** arikover has quit IRC 22:04:41 <DorpsGek_III> [OpenTTD/nml] Eddi-z updated pull request #21: Eddi-nml branch for ActionC support https://git.io/fhpED 22:05:43 <Eddi|zuHause> (should i have tested stuff? :p) 22:08:41 <Eddi|zuHause> any sane way to deal with the 1 million warnings of "libpng warning: iCCP: known incorrect sRGB profile"? 22:09:38 <Eddi|zuHause> ok, CETS still builds for me. 22:36:09 *** Wolf01 has quit IRC 22:43:33 *** cHawk has quit IRC 23:09:40 *** rubenwardy has quit IRC 23:11:02 *** rubenwardy has joined #openttd 23:11:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7608: Codechange: Performance improvement in k-d tree FindNearest() https://git.io/JeWfF 23:11:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7608: Codechange: Performance improvement in k-d tree FindNearest() https://git.io/JeWfb 23:14:11 *** rubenwardy has quit IRC 23:15:52 *** rubenwardy has joined #openttd 23:19:34 *** WormnestAndroid has quit IRC 23:19:50 *** WormnestAndroid has joined #openttd 23:20:18 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7699: Fix: Possible double path separator in FiosMakeFilename https://git.io/JeWJk 23:21:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7652: Fix #7635: Game crash on exit scenario editor. https://git.io/JeWJq 23:21:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7652: Fix #7635: Game crash on exit scenario editor. https://git.io/fjXJZ 23:21:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7635: Game crash on exit scenario editor when you build or demolish infrastructure https://git.io/fjK1y 23:22:26 *** Thedarkb-X40 has joined #openttd 23:22:30 *** Wormnest_ has quit IRC 23:24:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7671: Fix #6407: Show snowy ground sprites for depots https://git.io/JeWJO 23:28:01 *** HerzogDeXtEr has quit IRC