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Log for #openttd on 25th January 2020:
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07:08:48  <DorpsGek_III_> [OpenTTD/OpenTTD] joestringer commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqG7
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08:15:24  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqZX
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08:20:27  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg https://git.io/JvqkN
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08:21:54  <andythenorth> o/
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08:53:31  <andythenorth> well
08:53:41  <andythenorth> what haps Pikka?
08:54:52  <peter1138> Sup
08:55:05  <peter1138> Me too lazy to bike ride
08:55:26  <peter1138> Instead I will eat several people's worth of food.
08:56:24  <Pikka> doing a house sprites or something
08:56:33  <Pikka> they need trees, I'll have to do some of those
08:58:51  <andythenorth> such tree!
08:59:00  <andythenorth> peter1138: will it be tank games? o_O
08:59:22  <peter1138> Quake again, for the moment. I tried Netflix but got bored.
09:13:24  <peter1138> Alright. OpenTTD?
09:15:16  <peter1138> Hmm, wonder what's better for Quake, trilinear or unfiltered textures. It's a no-brainer with Doom, but not so sure with Quake.
09:18:50  * andythenorth OpenTTDs
09:24:43  <peter1138> So, uh, did anyone develop a nice OpenTTD control panel? :p
09:26:23  <LordAro> peter1138: i decided not to do today either, need a little recovery time
09:26:25  <nielsm> I prefer quake 1 original maps with unfiltered
09:26:53  <nielsm> since they're low res textures that gain nothing from filtering, and often have details that partly disappear if you do filter
09:27:26  <peter1138> Yeah. I think I want anti-aliasing though. Hmm.
09:27:37  <nielsm> AA is probably fine
09:28:04  <peter1138> Don't see an option in QuakeSpasm for though :/
09:29:33  <nielsm> vid_samples maybe ? I found an old patch that mentions that cvar name
09:29:53  <peter1138> Nope. I could just force it in nvidia control panel I guess.
09:30:29  <peter1138> Or go retro and use vanilla ;)
09:30:34  <DorpsGek_III_> [OpenTTD/OpenTTD] danielplaumann opened issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp
09:31:21  <nielsm> quake.exe or winquake or glquake are not really good ideas nowadays, at least not if you want to use any mods from the past 15 years
09:32:02  <peter1138> True.
09:32:45  <peter1138> I think most of the 'enhanced' source ports died out long ago as well.
09:33:28  <nielsm> quakespasm, darkplaces, fteqw, are the serious options today
09:33:53  <nielsm> quakespasm for modern singleplayer maps, fteqw if you want multiplayer, darkplaces for ???
09:35:12  <nielsm> I think darkplaces is the go-to if you want to pimp it up with texture, model and sound replacements and wild effects, maybe
09:35:37  <peter1138> Heh, Windows Defender says fteqw is a threat...
09:40:45  <peter1138> Urgh, a trap with two shamblers :(
09:52:39  <peter1138> Damn, another shitty trap.
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10:07:41  <TrueBrain> it is a trap ..  a trap of getting addicted!
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11:04:10  <peter1138> Okay so I have to kill 2 shamblers and I only have 43 shells. This is not going to work :-(
11:04:41  <nielsm> have to kill, there's a trigger on them so you're locked in?
11:05:12  <peter1138> Yes. Also only 50 health, and no armour.
11:05:24  <nielsm> axe time
11:12:30  <peter1138> Axe is hard enough on the easiest enemies...
11:14:24  * andythenorth plays OpenTTD more
11:14:59  <peter1138> Well that was anticlimactic. I cheated and put god mode on, killed them both with the axe (eventually) went through the portal and... got dumped straight into the difficulty selection level :p
11:18:59  <peter1138> Hmm, might play Arcane Dimensions now.
11:20:18  <peter1138> https://www.quaddicted.com/reviews/ < I get my addons from there.
11:20:34  <peter1138> Sort by size to get full episodes.
11:20:52  <peter1138> Although Episode 5 was a link on twitter of all places o_O
12:03:19  * peter1138 wonders if it's feasible to parse settings.ini to make a control panel...
12:06:50  <TrueBrain> Feasible, yes; feasible for you .. who knows :p
12:07:10  <TrueBrain> <3
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12:35:55  <andythenorth> hmm, my game is on track to £1bn cash in my company
12:36:01  <andythenorth> not even trying :P
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13:06:51  <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern opened pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvqlk
13:08:44  <nielsm> well, I ended up also playing Dimension of the Past now, completed it on normal
13:08:49  <nielsm> with lots of savescumming :P
13:10:30  * LordAro completed The Witness
13:10:42  <LordAro> the ending is nice, it flys you through the map resetting everything
13:10:45  <LordAro> then quits.
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13:50:16  <TrueBrain> you only now finished The Witness? :D
13:50:19  <TrueBrain> it is such a pretty game ...
13:51:50  <LordAro> TrueBrain: i wouldn't say i've been playing it constantly :p
13:53:15  <TrueBrain> Otherwise I would doubt your sanity :)
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13:57:33  <peter1138> nielsm, lots of saving, yes. I was just not ready for the end and ended up with not enough ammo :-(
13:59:52  <peter1138> The Witness... I wonder if I have that.
14:00:22  <peter1138> Hmm, apparently not. Looks pretty.
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14:05:46  <TrueBrain> it is really pretty, and the puzzles are very well done
14:06:27  <peter1138> And it's on sale.
14:06:41  <TrueBrain> :D
14:06:43  <LordAro> would very much recommend
14:07:14  <peter1138> Oh, I do have it, just not on Steam.
14:07:36  <TrueBrain> creator of that game made a few nice blog posts how he made sure you cannot glitch through walls etc
14:07:41  <TrueBrain> nice reads
14:09:02  <peter1138> Looks like I installed it but never loaded it. Must have got it for free on the Epic store.
14:09:17  <TrueBrain> like so many free games :P
14:09:55  <peter1138> I really like this art style. Super detailed but not super realistic.
14:20:11  <LordAro> just don't be dissuaded if you end up staring at the same puzzle for 30 minutes
14:29:15  <TrueBrain> :D
14:30:48  <TrueBrain> 250 lines of Python later, I can generate manifest.yaml, and index.html/index.yaml .. that is a start :)
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14:39:05  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvq48
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15:02:56  <TrueBrain> hmm .. changelog.txt for nightlies are empty for almost a year now ... why ...
15:03:17  <TrueBrain> it should contain the log of the last 7 days
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15:05:38  <peter1138> Damn, I missed some free games on the Epic store :(
15:07:28  <TrueBrain> lol, the changelog script always things we are a tag .. interesting :D
15:08:13  <TrueBrain> it runs "git describe --tags" to check if the current commit is a tag
15:08:17  <TrueBrain> which is obvious wrong
15:08:37  <TrueBrain> owh well, something for someone else to figure out :D #stay-focused #dont-follow-the-rabbit-this-time
15:09:20  <peter1138> Too late
15:10:39  <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened issue #7960: Changelog for nightlies is empty https://git.io/JvqBL
15:20:08  <spnda> I'm kinda confused by this error. "struct DrawTileSprites const * const _station_display_datas_rail" (?_station_display_datas_rail@@3QBUDrawTileSprites@@B) already defined in station_cmd.obj".
15:20:37  <spnda> This happened as soon as I added "const DrawTileSprites *sprites = GetStationTileLayout(STATION_BUS, tile + axis);"
15:20:47  <peter1138> It means it's already defined. Are you including one of the table files twice?
15:21:17  <spnda> Maybe I have something doubled somewhere.. I'll check
15:21:19  <_dp_> spnda, I bet you added that in h file
15:21:26  <_dp_> spnda, definitions should be in cpp
15:21:41  <spnda> _dp_: It's ofcourse cpp
15:21:56  <spnda> And yes, I think I might have included a tables file more than once...
15:22:03  <TrueBrain> https://www.openttd-cdn.org/ <- this is started to get shape, I guess :) Anyone any input before I start to finalize this?
15:23:02  <peter1138> I don't really know what you have been doing, heh.
15:23:06  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on issue #7960: Changelog for nightlies is empty https://git.io/JvqBL
15:23:23  <TrueBrain> making our binaries browseable again :)
15:23:34  <TrueBrain> index.html and index.yaml are now generated
15:24:19  <TrueBrain> I see mister obvious also left a comment #sometimes-I-am-just-confused
15:24:45  <peter1138> Meh, surprise teleport traps that are totally obvious the second time :/
15:25:34  <TrueBrain> I don't like that index.html/index.yaml are listed as zero-size .. hmm .. maybe just not list index.html, as that is a bit weird
15:32:24  <TrueBrain> w00p, that is a lot better .. so now I only need to have a file that indicates what is the "latest" in an easy-to-read-for-computers-format :)
15:40:53  <spnda> I think I did something wrong lol: https://media.discordapp.net/attachments/495228944719544324/670654053944131602/unknown.png?width=424&height=268
15:42:40  <peter1138> Yeah, you linked to Discord.
15:42:53  <spnda> No, not that
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15:50:09  <peter1138> Urgh, jumping/timing puzzle :(
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15:53:04  <glx> testing something for #7960 https://pastebin.com/7pijbH5S
15:53:31  <TrueBrain> don't we already have code for this in find_version.sh?
15:53:43  <planetmaker> oh lovely screenshot @spnda :)
15:54:05  <planetmaker> (you get that result when a sprite is undefined)
15:54:12  <spnda> I know, thanks :)
15:54:27  <spnda> I've fixed it already. I was giving my draw function slightly wrong numbers
15:54:34  <spnda> Wasn'
15:54:35  <planetmaker> I guess we've all been there one time or another :)
15:54:47  <spnda> Yeah, just wasn't expecting that many undefined spritews
15:55:47  <glx> findversion.sh has     TAG="`git name-rev --name-only --tags --no-undefined HEAD 2>/dev/null | sed 's@\^0$@@'`"
15:59:04  <glx> and that works too
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16:31:01  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRr
16:33:06  <spnda> Maybe I didn't fix it.... https://media.discordapp.net/attachments/495228944719544324/670667251967459328/unknown.png?width=373&height=504
16:33:50  <glx> weird sprites everywhere :)
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16:38:37  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRM
16:48:47  <Eddi|zuHause> i've reached "the end" in baba is you, but i haven't finished all levels...
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17:33:31  <nielsm> I don't get the emission figures in trf2, there's barely any difference between steam, diesel, and electric locos
17:52:33  <spnda> I'm kinda lost right now... My function does successfully draw the sprites now, and they mostly look good. But they're always +2 offset from the original sprites. They show the first 2 dock sprites for the last 2 sprites... AndI have no idea why... I guess it's my offset? Don't know how to get the correct offset...
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18:04:08  <peter1138> Are you doing sprite substitution or full-on newgrf defined sprite layouts
18:05:48  <spnda> not sure what you mean exactly
18:08:24  <spnda> oh, it's full-on newgrf sprites
18:08:41  <spnda> I don't have sprite layouts defined though
18:10:02  <peter1138> So not full-on :p
18:10:09  <peter1138> Just sprite replacements.
18:10:11  <peter1138> How boring.
18:10:22  <spnda> :( wdym
18:11:39  <peter1138> I mean... any additions like this need to more flexible that just replacing sprites.
18:12:04  <spnda> Sure
18:12:47  <spnda> Though aren't sprite layouts like multiple different tiles? Or did I understand all of this wrong
18:14:38  <peter1138> You understood that wrong.
18:16:32  <spnda> oh :( so what are they then? Layouts of sprites on a single tile?
18:16:34  <peter1138> Eddi|zuHause will mention statemachines at some point :-)
18:16:52  <peter1138> Uh, yeah... a sprite layout.
18:17:26  <Eddi|zuHause> *cough*
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18:20:43  <spnda> Well okay then, that was my initial idea to have that
18:21:59  <snail_UES_> hi peter1138
18:22:30  <snail_UES_> I’m starting work on my SG set, and before I lay down a schema for my vehicles, I’d like to ask you something… any chance “purchase list variants” will ever be implemented?
18:22:45  <snail_UES_> or, better, whatis the best way I can help to raise the chance it will be implemented? :p
18:23:24  <peter1138> Make a clear request of what you want it to do, rather than Andy's "unicorns"
18:25:35  <Samu> my current goal, have 15 AI's reach 5000 road vehicles each, https://i.imgur.com/SfFKSJs.png
18:26:00  <Samu> testing different number of ops
18:26:21  <Samu> which one will reach 5k in real time
18:27:09  <peter1138> snail_UES_, but I'm not working on OpenTTD anyway, I'm just in this channel.
18:27:11  <Samu> variable ops started 3 days ago though
18:27:17  <Samu> the one at the top left
18:28:03  <snail_UES_> peter1138: ok, is there an url to write and submit a request?
18:28:22  <peter1138> Isn't everything done via github?
18:30:44  <snail_UES_> “Pull requests"?
18:31:04  <nielsm> pull request is when you have implemented a patch and want to suggest it getting merged
18:31:16  <nielsm> issues is general bug reports and improvement requests
18:32:41  <nielsm> and improvement/feature requests often just fall to the wayside, most coders just work on their own interest so your best bet really is to write a spec draft yourself and try to sell it to someone who can implement it and help you polish it
18:38:24  <Samu> my stuff is polished :))
18:40:49  <Samu> usually collecting dust
18:40:56  <Samu> because no one approves
18:40:58  <Samu> :(
18:41:31  <snail_UES_> nielsm: hmm… I might then create a pull request and start a thread on the forums, linking the two…
18:41:51  <nielsm> don't open a pull request if you aren't going to program it
18:42:00  <snail_UES_> ah
18:42:02  <LordAro> you'd find it difficult to open a pull request without code
18:42:19  <snail_UES_> ok, so maybe just start a thread on the forums?
18:42:26  <nielsm> yeah
18:42:40  <nielsm> that's the better approach especially if you're in the ideas phase
18:44:36  <Samu> https://i.imgur.com/KSA9Utw.png better screenshot, showing number of vehicles
18:47:24  <Samu> which openttd will reach 5000 road vehicles for every company?
18:47:28  <Samu> first
19:17:01  <nielsm> hmm pretty good RoI here https://0x0.st/irwJ.png
19:18:54  <nielsm> modern games also have trouble with clippers :) https://0x0.st/irww.jpg
19:24:03  <peter1138> Gosh, you've made a nice GUI for OpenTTD there ;-)
19:30:38  <peter1138> Well, that's yet another device on my home network.
19:31:17  <peter1138> Although actually this one is pretty normal, if a little old fashioned... just a colour laser printer.
19:34:09  <milek7_> >would very much recommend
19:34:12  <milek7_> does it work on wine?
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19:51:07  <LordAro> https://appdb.winehq.org/objectManager.php?sClass=application&iId=17370
19:51:11  <LordAro> "unclear"
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21:14:00  <spnda> Are road stops part of BaseStation or are they the RoadStop struct? They're quite different so I'm unsure
21:15:07  <nielsm> BaseStation is the base class for Station and Waypoint
21:15:28  <nielsm> Station is the class for all stations that can transfer cargo
21:17:06  <nielsm> so Station contains sub-structs for all the "station services" (vehicle types), and they are just empty if the station doesn't have any tiles for that type
21:18:05  <spnda> ah ok. that makes more sense now
21:23:29  <spnda> So Airports, Docks, Road Stops and all are all the same "Station" or are there specialized structures for those again?
21:24:56  <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/station_base.h#L459-L466
21:25:46  <spnda> I saw that, but I have no idea what how to use those
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21:47:02  <nielsm> I'm not sure what you mean by "use"
21:48:54  <nielsm> RoadStop is a singly linked list
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22:01:15  <peter1138> Picard was pretty good.
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22:11:41  <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl opened pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
22:17:09  <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
22:21:15  <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
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23:32:41  <milek7_> it works
23:47:36  <spnda> I just noticed that since JGR 0.32 the straight bus stop sprites are offset by +4 in SpriteIDs... Weird
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23:59:48  <Eddi|zuHause> spnda: if they added stuff to the baseset, the IDs might shift

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