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00:03:49 *** snail_UES_ has quit IRC 00:24:36 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 00:49:41 *** Progman has quit IRC 01:00:54 *** karoline[m] has quit IRC 01:00:57 *** karoline[m] has joined #openttd 01:07:50 *** gelignite_ has joined #openttd 01:14:26 *** glx has quit IRC 01:15:08 *** gelignite has quit IRC 01:57:27 *** Flygon has joined #openttd 02:07:32 *** snail_UES_ has joined #openttd 02:11:31 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 02:13:57 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP https://git.io/Jf9yI 02:26:51 *** D-HUND has joined #openttd 02:30:18 *** debdog has quit IRC 02:55:23 *** gelignite_ has quit IRC 03:31:12 *** Wormnest has quit IRC 03:44:12 *** einar[m] has quit IRC 03:44:13 *** einar[m]1 has joined #openttd 04:08:30 *** snail_UES_ has quit IRC 04:17:58 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8213: Crash while maximizing the window on first run after compilation https://git.io/JfyF0 04:23:44 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8213: Crash while maximizing the window on first run after compilation https://git.io/JfyF0 04:45:48 *** Flygon_ has joined #openttd 04:52:36 *** Flygon has quit IRC 05:13:48 *** dihedral has quit IRC 05:13:53 *** dihedral has joined #openttd 05:25:53 *** Gustavo6046 has quit IRC 05:27:01 *** Speeder__ has joined #openttd 05:34:10 *** Speeder_ has quit IRC 05:51:09 *** Corns[m] has quit IRC 05:51:10 *** Corns[m] has joined #openttd 05:58:15 *** nielsm has quit IRC 06:05:39 *** sla_ro|master has joined #openttd 06:16:26 *** arikover has joined #openttd 06:22:12 *** andythenorth has joined #openttd 06:22:35 *** lastmikoi has quit IRC 06:22:46 <arikover> hi 06:25:30 *** lastmikoi has joined #openttd 06:28:27 <andythenorth> o/ 06:28:40 *** keoz has joined #openttd 06:51:17 <andythenorth> oof 07:04:53 <LordAro> good oof 07:11:09 *** Exec has quit IRC 07:11:11 *** Exec has joined #openttd 07:39:57 *** welterde has quit IRC 07:40:31 *** welterde has joined #openttd 08:04:33 *** iSoSyS has joined #openttd 08:30:11 *** Progman has joined #openttd 08:35:11 <FLHerne> andythenorth, LordAro: In British English, can you "cheese a pizza" in the same sense as salt, sugar, batter, etc... ? 08:35:38 <FLHerne> (survey to inform an argument in a different channel :p) 08:36:07 <LordAro> i wouldn't claim it to be any sort of proper English 08:36:08 <FLHerne> Not that battered pizza is a thing anywhere except, presumably, Glasgow 08:36:14 <LordAro> but i'd understand what you meant 08:36:42 <FLHerne> Yeah 08:36:54 <FLHerne> I understand it, but to me it just sounds wrong 08:37:15 <FLHerne> Of course, there's clearly no explicable reason /why/ it should be wrong when the others are fine 08:37:27 <LordAro> it's the whole "verbing a noun" thing 08:38:27 <andythenorth> you can cheese out 08:38:36 <andythenorth> in Jeeves and Wooster 08:38:52 <andythenorth> not sure you can currently cheese a pizza 08:39:51 <andythenorth> my kids find it ridiculous that anyone would say 'cheese a pizza' 08:39:55 <andythenorth> so that's categorical 08:40:07 <FLHerne> haha 08:40:13 <LordAro> ha 08:43:08 <EER> (non-native speaker) If you asked me to cheese your pizza, I would prepare a bechemel-like cheese sauce and throw your pizza in it until it was properly cheesed. 08:43:50 <EER> Depending on the size of pizza and pot it may have to be folded to undergo cheesing 08:44:06 <andythenorth> also we reached peak everything 08:44:08 <andythenorth> peak peak 08:44:09 <andythenorth> https://www.youtube.com/watch?v=uLTDuGhqE2w 08:44:15 <andythenorth> fake solar power calculators 08:44:21 <andythenorth> peak peak peak 08:45:50 <EER> fake solar power?! I am aghast 08:45:59 <LordAro> andythenorth: have you seen Matt Parker's calculator reviews? 08:46:57 <andythenorth> not so much 08:47:12 <LordAro> andythenorth: https://www.youtube.com/watch?v=eaJtjJNrWf0 08:47:21 <Eddi|zuHause> man, i haven't watched those in years 08:47:23 *** Samu has joined #openttd 08:50:34 <andythenorth> there is only one calculator, Casio FX82B 08:50:36 <andythenorth> https://www.ebay.co.uk/p/1224001493?iid=283449463102&chn=ps&norover=1&mkevt=1&mkrid=710-134428-41853-0&mkcid=2&itemid=283449463102&targetid=909953938039&device=c&mktype=pla&googleloc=9045634&poi=9045623&campaignid=10199419189&mkgroupid=101401896665&rlsatarget=pla-909953938039&abcId=1145983&merchantid=9649844&gclid=EAIaIQobChMI5Pin9buI6gIViKztCh38zwCuEAQYBiABEgJFKvD_BwE 08:50:51 <andythenorth> ideally with the metal cover ripped off and everything covered in marker pen 08:51:24 <LordAro> glorious 08:57:45 <Eddi|zuHause> i have a fx7400G, with 20 year old batteries in it that are probably not very healthy 08:58:32 *** Aileen[m] has quit IRC 08:58:37 *** Aileen[m] has joined #openttd 08:59:15 <andythenorth> I had one a bit like this https://www.sighup.org/~gollingj/oldpage/casio/casio.jpg 08:59:32 <andythenorth> can't remember if it was 3 colour display or not 09:00:08 <andythenorth> oh this http://www.sighup.org/~gollingj/oldpage/casio/casio77.jpg 09:00:16 *** Wormnest has joined #openttd 09:00:27 <andythenorth> retro 09:01:18 <Eddi|zuHause> yes, that looks like a successor to mine 09:02:01 <DorpsGek_III> [OpenTTD/nml] mathias-meyer opened issue #157: Bridges management https://git.io/JfdTo 09:04:44 <b_jonas> How close to the edge of the map can new oil rigs spawn? I'm wondering if I should sink some unused land to make them more likely to appear 09:06:19 <_dp_> b_jonas, it's configurable in settings 09:06:48 <Eddi|zuHause> no, that setting is for refineries 09:07:10 <_dp_> pretty sure rigs use it as well 09:07:12 <Eddi|zuHause> oil rigs can go anywhere, but they need a large enough body of water with no obstructions around it 09:08:07 <b_jonas> oh nice 09:08:33 <Eddi|zuHause> https://newgrf-specs.tt-wiki.net/wiki/IndustryDefaultProps#Industry_Layouts <-- there is a visualisation vor the size of the oil rig 09:08:41 <_dp_> Eddi|zuHause, https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L1285 09:09:19 <Eddi|zuHause> _dp_: ok, that's news to me 09:14:23 <b_jonas> Eddi|zuHause: nice 09:14:47 <b_jonas> thank you 09:16:59 <b_jonas> then sinking some land on the northeast side of my map could help 09:19:31 <b_jonas> whereas I should raise some land on the southeast to give more space for the city to grow, because I don't care for oil rigs there 09:54:52 *** Wormnest has quit IRC 10:05:53 *** DorpsGek has quit IRC 10:06:07 *** DorpsGek has joined #openttd 10:06:07 *** ChanServ sets mode: +o DorpsGek 10:27:02 *** gelignite has joined #openttd 10:48:18 *** iSoSyS has quit IRC 10:57:17 *** karl[m] has quit IRC 10:57:20 *** karl[m] has joined #openttd 11:06:53 *** vanessa[m] has quit IRC 11:06:56 *** vanessa[m] has joined #openttd 11:20:31 *** andythenorth_ has joined #openttd 11:26:25 *** andythenorth has quit IRC 11:51:04 *** Wormnest has joined #openttd 11:58:52 <supermop_Home> andythenorth_ to cheese implies to me it must be something absurd beyond the normal application of cheese to a pizza 11:59:22 <supermop_Home> as the bizarre wording hints at some kind of 90s marketing campaign 11:59:28 <andythenorth_> sz:D 12:00:01 <supermop_Home> also the only calculator in my house growing up was 12c 12:00:03 *** gelignite has quit IRC 12:00:30 <supermop_Home> dad insisted i learn rpn for some reason 12:01:42 <supermop_Home> he would tell stories of how when he was in grad school he bought a '57 BelAire for 0 and his first HP calculator for 0 12:04:54 <supermop_Home> https://en.wikipedia.org/wiki/HP-35 12:05:12 <supermop_Home> i think he still has that somewhere around the house 12:08:35 <andythenorth_> supermop_Home so basically that evolved from https://en.wikipedia.org/wiki/Hewlett-Packard_9100A#/media/File:Electronic_calculator_prototype,_made_by_Thomas_E._Osborne_for_Hewlett-Packard,_1964,_view_2_-_National_Museum_of_American_History_-_DSC00028.jpg 12:08:46 <andythenorth_> innovation is remarkable 12:13:21 <supermop_Home> did you see my pacer andy? 12:14:26 *** glx has joined #openttd 12:14:26 *** ChanServ sets mode: +v glx 12:14:50 <andythenorth_> supermop_Home no o_O 12:17:25 <supermop_Home> https://imgur.com/a/RLLViNK 12:20:57 <supermop_Home> i need a way to put a bounty out on the RES design manual binder 12:21:12 <supermop_Home> sure those turn up for sale from time to time 12:23:50 <andythenorth_> double arrow disturbs me greatly there :) 12:37:46 <supermop_Home> ha 12:43:42 *** Wormnest has quit IRC 12:59:06 *** WormnestAndroid has quit IRC 12:59:19 *** WormnestAndroid has joined #openttd 12:59:26 <_dp_> these bloody desyncs are getting to a point where 80 or so ticks that pass till server gets the message completely hide all the evidence :( 13:00:12 *** snail_UES_ has joined #openttd 13:02:24 <DorpsGek_III> [OpenTTD/nml] glx22 commented on issue #157: Bridges management https://git.io/JfdTo 13:10:49 *** WormnestAndroid has quit IRC 13:11:02 *** WormnestAndroid has joined #openttd 13:11:38 <_dp_> hmm.. I wonder if I saved random state for every frame and forced it back for those 80 frames would it make a difference... 13:29:59 *** Progman has quit IRC 13:39:57 <DorpsGek_III> [OpenTTD/nml] werbfred opened pull request #158: - Add : Bridge management in NML of OpenTTD https://git.io/JfdZd 13:41:31 <DorpsGek_III> [OpenTTD/nml] werbfred commented on issue #157: Bridges management https://git.io/JfdTo 13:41:32 <DorpsGek_III> [OpenTTD/nml] werbfred closed issue #157: Bridges management https://git.io/JfdTo 13:43:04 *** nielsm has joined #openttd 13:47:47 <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #158: Bridge management https://git.io/Jfdns 13:50:16 <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #158: Bridge management https://git.io/Jfdn8 13:52:11 <DorpsGek_III> [OpenTTD/nml] werbfred commented on pull request #158: Bridge management https://git.io/Jfdnu 13:57:40 <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #158: Bridge management https://git.io/Jfdn1 14:02:36 <DorpsGek_III> [OpenTTD/nml] werbfred commented on pull request #158: Bridge management https://git.io/Jfdnd 14:05:43 <supermop_Home> oooooh bridges 14:05:51 <supermop_Home> exciting! 14:16:05 *** arikover has quit IRC 14:30:45 <nielsm> newbridges would still be good tho 14:32:30 <supermop_Home> yes 14:32:47 <supermop_Home> anyway to make a bridge in nml would be nice thouh 14:33:05 <supermop_Home> likewise with stations 14:35:59 <nielsm> have anyone worked on newbridges before? 14:36:20 <nielsm> even just a spec proposal 14:45:00 <glx> current bridge spec seems to use the very old way without action1 14:45:05 <supermop_Home> maybe like 8 years ago i probably rambled on about a wishlist of ponies i'd like to see in bridges 14:46:01 <supermop_Home> mostly about beable to have different patterns of sprites than the current hardcoded ones 14:46:36 <supermop_Home> different costs / types per waytype as well 14:46:50 <supermop_Home> (TTO monorail bridge) 14:53:25 *** Wormnest has joined #openttd 14:53:43 <nielsm> my current idea is that each bridge type has one or more segment types, a segment type has a length in tiles and each tile has a tilelayout 14:54:18 <nielsm> a tile can also indicate that it has pylons and how they should be drawn, and the maximum height those pylong can be built over 14:55:21 <nielsm> (can also be extended to support maximum water depth pylons can be built in, if I ever finish deepwater) 14:55:56 <nielsm> and then a cost per tile or per segment, perhaps per pylon height level 14:57:09 <nielsm> building a bridge could allow two modes, automatic or manual, in automatic the game selects an appropriate combination of segments to construct the bridge, in manual the player selects which segments in which order 14:58:36 <nielsm> I suppose having manual construction would need more data in the map array to store those, or have bridges as a new object type with extra data outside the map array= 15:04:40 <supermop_Home> that all sounds good 15:05:04 <supermop_Home> with maybe a deck thickness 15:05:20 <nielsm> you mean tile height of bridge deck? 15:05:28 <nielsm> i.e. depth below bridge that can not be obstructed 15:05:34 <supermop_Home> exactly 15:05:57 <supermop_Home> for objects/stations that allow bridge above a certain height 15:06:54 <supermop_Home> so underdeck truss or similar 'thick' bridge could not be built over a station where an overdeck truss could 15:07:12 <nielsm> that could also solve the issue of the thin aqueducts looking silly 15:07:18 <supermop_Home> yeah 15:07:46 <supermop_Home> either cannot build under 'thick' bridges, or must allow extra clearance 15:08:08 <nielsm> hm maybe always require at least one free tile height below a bridge 15:18:59 *** spnda has joined #openttd 15:22:24 <spnda> I just tried building my NRS patch and uh.... "Windows headers require the default packing option. Changing this can lead to memory corruption. This diagnostic can be disabled by building with WINDOWS_IGNORE_PACKING_MISMATCH defined." 15:22:38 <spnda> New error, never seen this before. Does anyone here know that? 15:23:17 <nielsm> I think we need more context 15:23:29 <nielsm> and did you try making a full clean and rebuild? 15:24:04 <spnda> yeah, didn't help 15:24:22 <nielsm> is it building one particular file, or all files? 15:24:27 <spnda> it's throwing this error from a static_assert in winnt.h, which from what I see is part of the Windows SDK 15:24:39 <spnda> the error comes from multiple files that seem to refernce that 15:26:05 <nielsm> go nuclear then: toggle the build option to make the compiler dump the full preprocessed source along the object file 15:26:23 <nielsm> and then search for "pragma pack" in that preprocessed source 15:26:28 <nielsm> and you can hopefully trace it from there 15:27:06 <glx> check if master builds fine first 15:27:11 <nielsm> also a good idea 15:28:22 <spnda> it also fails on master 15:28:35 <glx> because I know we change packing at some places, but usually we restore the old one right after 15:29:53 <spnda> hmm maybe this is just a issue with my windows sdk or so.... 15:39:04 <spnda> also weird that this is ONLY happening on release config 15:39:43 <glx> release uses different optimisations 15:41:36 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 15:42:33 <spnda> wait what the hell did I do? "This branch is 391 commits ahead, 644 commits behind OpenTTD:master. " 15:44:22 <LordAro> heh 15:44:22 <nielsm> merge instead of rebase? 15:44:51 <spnda> i don't ever remember rebasing/merging whatever 15:44:56 <spnda> but I must've done something at some point 15:44:58 <nielsm> no merge should also not make that kind of divergence 15:46:43 <spnda> i apparently commited all of them... what... should I force rmeove all commits that shouldn't belong to my PR? 15:46:50 <glx> spnda: rebase HEAD~1 --onto master 15:47:44 <spnda> I have to resolve some conflicts... never done this before. how should i resolve the conflicts? 15:48:24 <nielsm> edit the conflicted code so it does the right thing, add the merged file, then continue the rebase 15:48:51 *** HerzogDeXtEr has joined #openttd 15:49:12 <glx> I configured winmerge as mergetool, but the manual way works too 15:50:59 <glx> oh of course you'll have conflicts in all project files 15:52:35 *** Flygon_ has quit IRC 15:54:37 <spnda> glx: I just did that rebase and now in "git status" I see a LOOOOOOOONG list of various object files inside OpenTTD/objs/Win32/Debug. What's this? 15:55:03 <glx> you can delete objs 15:55:46 <glx> it's where build happened before the cmake switch 15:56:03 <spnda> ah right 16:01:59 <spnda> uh did I break the commit checker on my PR? 16:05:10 <spnda> can I not remove changes that I don't want in my commit with "git stash" when rebasing? 16:05:26 <LordAro> not if they're already staged 16:05:33 <spnda> i've rebased and I've commited all the changes I want 16:05:51 <spnda> they're not staged 16:06:10 <LordAro> is your master branch actually up to date? 16:06:19 <LordAro> you should be rebasing against origin/master to ensure it 16:06:29 <LordAro> because that's a huge mess right now 16:07:46 <spnda> yes, my master branch is even with OpenTTD:master 16:10:47 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 16:12:27 <spnda> I guess it's fixed now? pfew 16:15:23 <glx> almost, you forgot to edit src/CMakeFiles.txt 16:15:29 <glx> to add your new files 16:23:40 <spnda> ok, done that. Now, from where would I build the game? I don't see any VS Project files anywhere anymore and I have no idea how to really use CMake 16:24:03 <glx> just open folder in VS 16:24:37 <LordAro> glx: really need those updated build docs 16:25:00 <glx> well compiling.md contains basic instructions 16:28:20 <glx> oh you failed to fix a conflict in road_gui.cpp 16:33:15 <spnda> 1) when opening the folder cmake does get detected but I have no extra build buttons or whatever 16:33:28 <spnda> 2) glx: which conflict, I don't see any in the PR or in git 16:34:00 <glx> road_gui.cpp:324-339 16:34:31 <spnda> oh right, I see it now 16:36:05 <glx> once cmake step passed you build like before 16:36:35 *** Gustavo6046 has joined #openttd 16:37:12 <spnda> either im missing out on something or nope 16:37:19 <nielsm> VS 2019? 16:37:28 <spnda> I don't have the options anywhere in VS 2019 to build or whatever 16:37:31 <spnda> And I get CMake errors 16:37:51 <nielsm> find the CMakeLists.txt file in the solution browser in VS 16:37:54 <nielsm> and right click it 16:38:03 <nielsm> there's a bunch of things to configure the project then 16:40:20 <spnda> inside the cmake settings i have one config, which seems to have found all of my tools etc 16:40:26 <spnda> still don't see any build options anywhere 16:40:37 <glx> generate menu 16:41:12 <spnda> I only see Generate Cache 16:41:25 <spnda> And even that throws CMake errors in CreateRegression.cmake 16:41:45 <glx> generate cache is in project menu 16:43:07 <spnda> huh im confused 16:46:03 <glx> https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=vs-2019 16:50:26 *** spnda has quit IRC 16:52:31 *** spnda has joined #openttd 17:02:38 *** iSoSyS has joined #openttd 17:03:01 *** iSoSyS has quit IRC 17:05:48 <spnda> where does CMake look for vcpkg packages? 17:05:56 <spnda> I've got all packages installed but it can't find them 17:11:42 <glx> it just asks vcpkg 17:11:50 <glx> oh you need to set the triplet 17:12:28 <spnda> wdym 17:12:34 <spnda> i just copied what you've got in COMPILING.md 17:12:46 <spnda> "vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static" 17:13:04 <spnda> (I've had these packages for a while and they've never caused problems" 17:14:04 <glx> open cmake settings 17:15:07 <glx> you need to add VCPKG_TARGET_TRIPLET 17:31:11 *** Progman has joined #openttd 17:36:18 <andythenorth_> yo 17:37:38 <glx> spnda: CMakeSettings.json should look like https://pastebin.com/UDUi9n3b 17:41:28 <spnda> glx: would the value of that not be a path to the vcpkg dir or installation? 17:41:48 <glx> no just the triplet 17:41:59 <glx> VS knows where VCPKG is 17:42:39 <glx> as it worked before cmake 17:43:26 <spnda> hmm ok 17:43:30 <spnda> doesn't work though 17:43:54 <glx> what does it say ? 17:45:22 <spnda> glx: This https://pastebin.com/wcNtGAK1 17:45:34 <spnda> Can't find the packages and also has a bunch of Regex compilation errors 17:47:49 <glx> hmm ok regex errors are weird 17:49:02 <glx> oh spaces in path 17:50:10 <glx> something to look at later :) 17:50:37 <glx> first clear cmake cache 17:51:57 <spnda> yews 17:51:59 <spnda> yes 17:52:19 <glx> hmm ok VCPKG doesn't seem to be detected by VS 17:53:19 <glx> you probably need to run "vcpkg integrate install" 17:54:08 <spnda> ok that seems to have worked, I think 17:54:35 <spnda> Probably should add that to the COMPILING.md 17:55:59 <glx> well it's in vcpkg quick start instructions, link is in compiling.md ;) 17:56:37 <spnda> eh i didn't see it and i doubt many others will, but sure. 17:56:56 <spnda> so uh, what's with these regex errors now. You say that they come from spaces inside the path? 17:57:36 <glx> it's probably because there are spaces in the path, but I need to test that 17:57:46 <spnda> wait i'll try 17:58:15 <glx> or it's the ++ 17:59:43 <spnda> spaces aren't it either 17:59:57 <spnda> just checked 18:04:10 *** Speeder_ has joined #openttd 18:10:22 *** Speeder__ has quit IRC 18:37:05 <TrueBrain> w00p, I finally fixed my bug I had yesterday .... my gfx decoder is still not showing any useful renders .. but my decompiler is doing a lot more now :D Sweet :D 18:37:10 <TrueBrain> party \o/ 18:55:53 <andythenorth_> rad 18:55:55 <andythenorth_> send beer 18:56:05 <andythenorth_> actually send tanks, I am playing Blitz 19:00:33 *** cHawk_ has quit IRC 19:03:02 <glx> spnda: I think it's the "+" they have meaning in regexp, and we should escape them I guess 19:05:15 <spnda> glx: sounds plausible 19:11:00 <spnda> yeah, removing the ++ fixes it yes. I can now build again. Thanks, and I hope you can find an easy fix 19:13:34 *** jottyfan has joined #openttd 19:15:10 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 19:16:44 <spnda> So I think I've got it error-free now. Now it's really just adding some extra features for NRS 19:24:28 *** cHawk has joined #openttd 19:35:36 *** Wolf01 has joined #openttd 19:52:45 <andythenorth_> shall we talk about newgrf ponies? o_O 19:53:31 <Wolf01> As usual 19:55:57 <supermop_Home> NotPonyTypes 19:57:16 <Wolf01> Holy shit, I linked all the platforms inb GoG Galaxy... I have so many games I don't know what to play 19:58:16 <Wolf01> An a lot of duplicated games too 20:14:18 <Eddi|zuHause> that's why i don't get bundles 20:14:19 <andythenorth_> I suspect a decimal point error https://www.ebay.co.uk/itm/Bachmann-32-901-Network-Southeast-Class-108-2-Car-DMU-dcc-fitted/254628065773?hash=item3b4903f1ed:g:nhgAAOSwOWde6nVF 20:14:35 <Eddi|zuHause> and even most of the free games i got from <wherever> i haven't played 20:14:59 <supermop_Home> we need NewTrees 20:15:05 <Wolf01> Yes 20:17:45 <andythenorth_> in which case Iron Horse is mis-named 20:18:08 <andythenorth_> because Iron Horse would be more applicable to a USA version 20:18:22 <andythenorth_> I'd have to rename it to Iron Pont 20:18:25 <andythenorth_> Iron Pony * 20:19:06 <supermop_Home> are you just randomly picking up your conversation from 1-2 days ago in medias res? 20:27:58 *** arikover has joined #openttd 20:28:36 <andythenorth_> apparently 20:31:54 <nielsm> NewTrees is a risky endavour I think, it'll be very easy to make it too simple to be interesting, or too complex to be performant 20:32:33 <nielsm> and when talking vegetation the question of climate zones is almost inevitable 20:36:08 <nielsm> e.g. collecting stats on a 15x15 tile area around the tile you want to grow a tree on, just to figure out general things about elevation, proximity to water/snow/desert/built up areas 20:37:26 <nielsm> and possibly rules about kinds of vegetation that just don't grow together (e.g. "if tree type B is nearby in sufficient numbers then tree type A population should decrease" rules) 20:37:56 <nielsm> and if forest formation should somehow be controlled by it too 20:39:41 <nielsm> and what about recognising forestry/plantation industries and have those naturally spread trees of related types? 20:40:21 <supermop_Home> i mostly just want to know the average slope of a tile (based on 8 surrounding tiles) 20:40:58 <supermop_Home> to differentiate based on what side of the hill its on 20:41:56 <supermop_Home> which could be for like pines on the north slope etc 20:42:26 <supermop_Home> but i mostly want it to just the station transparency to shade trees on the shaded slopes of hills 20:42:30 <nielsm> my point is just that if you want to allow customisation of trees, the rabbit hole goes very deep and you will almost certainly have to choose somewhere to stop descending and inevitably disappoint someone :) 20:42:52 <supermop_Home> so you can still see the slope of land without turning off trees 20:45:41 *** Wolf01 has quit IRC 20:46:33 <_dp_> imo first thing to be done about trees should be savegame size fix 20:46:47 <_dp_> otherwise it will just end in "unfixable coz newgrf" state 20:50:07 *** jottyfan has joined #openttd 20:55:49 <nielsm> savegame size fix? 20:56:54 <nielsm> if you mean that trees are effectively noise in the map array that cause it to compress poorly and thus bloat the size of the save, I'm not sure how you'd fix that without removing trees entirely 20:57:04 <_dp_> nielsm, enabling trees increases savegame size like 3-4x 20:57:14 <FLHerne> nielsm: An exorbitant proportion of savegame space is taken up with storing the exact state of every tree 20:57:18 <_dp_> nielsm, procedural trees, move all randomness out of the map 20:57:23 <FLHerne> Which no-one cares about in the slightest 20:57:55 <_dp_> FLHerne, savegame size matters a lot in multiplayer 20:58:16 <FLHerne> _dp_: I mean they don't care about the tree state, not the size :p 20:58:33 <_dp_> oh, yeah 20:58:52 <FLHerne> You could just randomly place tree types on load, and literally no-one would notice 20:59:19 <FLHerne> Well, I'm sure there's some Simuscape person painstakingly choosing each tree... 20:59:50 <nielsm> well it has to be the same tiles that have trees, and trees on a tile could never be allowed to die out if the current tree simulation is kept but every client potentially has different trees 20:59:51 <_dp_> it's nice to have some trees just coz it looks better, but trees are those exactly doesn't matetr 21:02:20 <nielsm> you may as well then just make trees not exist as such and remove the trees affect town rating mechanics 21:02:24 *** jottyfan has quit IRC 21:02:26 <_dp_> nielsm, they can have same trees if all tree data is just a function of tile and tick for example 21:03:07 <_dp_> nielsm, so only a fact that tile has trees is stored 21:03:24 <DorpsGek_III> [OpenTTD/nml] spnda updated pull request #154: Add boolean constants https://git.io/JfiZK 21:03:42 <spnda> wait 21:03:42 <spnda> no 21:03:46 <_dp_> nielsm, that way even existing gameplay can be kept intact 21:03:53 <_dp_> only spreading trees would be a bit tricky 21:03:56 <DorpsGek_III> [OpenTTD/nml] spnda commented on pull request #154: Add boolean constants https://git.io/JfdoN 21:03:56 <DorpsGek_III> [OpenTTD/nml] spnda closed pull request #154: Add boolean constants https://git.io/JfiZK 21:04:55 <nielsm> spnda: "git reflog" to see what your previous heads were (on that and other branches) so you can hard reset back to those and push the right thing back :) 21:05:00 <nielsm> to "save" that PR 21:05:44 <spnda> nah i've got no idea what you guys were talking about so idk, someone else can take that over 21:07:56 <spnda> i still think boolean values are quite a good addition but I don't have a clue how nml works internally so yeah, I would rather let someone else implement it 21:08:52 <spnda> i'll rather focus on finishing implementing my NRS GRF data into NML 21:09:42 <nielsm> I think making trees "virtual" would take away a lot of the charm the game has and would not be popular at all as a forced change. it's definitely not something that could be made reasonably controlled by newgrf, it would rather have to be a game setting then 21:09:49 <nielsm> but it's late and time to sleep 21:09:57 <nielsm> no more good arguments can be produced today 21:13:16 <supermop_Home> i certainly would care about the trees 21:13:17 <_dp_> nielsm, it can be optional, like just adding "random tree type" that will be placed by mapgen, but all manual trees will still work witthout changes 21:14:13 <supermop_Home> and what i'd want for treetypes would be things like 'pine trees go here' 'oak trees go there' which could maybe be procedural 21:14:16 <supermop_Home> but 21:14:48 <spnda> also is there something up with the OpenTTD commit checkers? They're all failing 21:18:00 *** nielsm has quit IRC 21:36:25 <supermop_Home> vendor presentation with wine 21:36:51 <supermop_Home> they sent each of us a bottle 21:37:00 <supermop_Home> but now i have to be on video 21:41:37 *** jottyfan has joined #openttd 21:45:34 *** Samu has quit IRC 22:03:23 *** HerzogDeXtEr has quit IRC 22:18:39 <andythenorth_> 128 pre-baked tree arrangements 22:18:43 <andythenorth_> more than enough for anyone 22:18:57 <andythenorth_> then it's just one index in the map 22:28:26 <supermop_Home> ha 22:29:00 * andythenorth_ bed 22:29:02 *** andythenorth_ has quit IRC 22:43:43 *** keoz has quit IRC 22:48:31 *** arikover has quit IRC 22:55:59 <glx> <spnda> also is there something up with the OpenTTD commit checkers? They're all failing <-- regression test fails, https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=6082&view=logs&j=a5e52b91-c83f-5429-4a68-c246fc63a4f7&t=2dac33d1-b0ca-5feb-3c36-18b56319df50&l=18 23:02:13 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 23:04:20 <spnda> glx: hmm, what could this mean? "ERROR: The script died unexpectedly.'" 23:04:54 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 23:05:14 *** spnda has quit IRC 23:18:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdXO 23:22:33 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdXc 23:24:14 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdXC 23:26:46 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdX4 23:34:39 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 23:35:44 *** sla_ro|master has quit IRC 23:40:08 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/Jfd1J 23:58:19 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/Jfd1u