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Log for #openttd on 14th September 2023:
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01:10:32  <xplusc> You would think!
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06:25:12  <andythenorth> definitely want build-while-paused for IRL
06:25:27  <andythenorth> woke up at 04.50
06:25:40  <andythenorth> went to sleep at midnight πŸ˜›
06:29:35  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1151766679802613820/image.png
06:29:35  <andythenorth> such articulated truck πŸ™‚
06:29:57  <andythenorth> can I fake that so it's a single vehicle, checking turning angle and using pre-composed 'turn' sprites?
06:35:54  <peter1139> Why?
06:43:33  <andythenorth> eliminates all this boring balancing crap about articulated RVs
06:43:53  <andythenorth> just make them all non-articulated, but fake articulated so players don't keep asking for them
06:44:02  <andythenorth> might not work for long trucks πŸ˜›
06:45:21  <andythenorth> ha, maybe I just figure out what the stupid balance things are supposed to be, and do grf parameters πŸ˜„
06:46:04  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1151770825935040512/image.png
06:46:04  <andythenorth> there is precedent πŸ˜„
06:46:25  <peter1139> "It's unbalanced" sounds like you've been reading Reddit again.
06:46:36  <andythenorth> yes
06:46:39  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1151770975701041152/image.png
06:46:39  <andythenorth> see also
06:47:20  <andythenorth> TL;DR articulated vehicles can only use 1/3 of the roadstops, so they should get something to make them more effective
06:48:12  <andythenorth> but non-articulated trucks have lower capacity (according to RL), so they should get something to make them more effective
06:48:14  <andythenorth> ok
06:48:24  <andythenorth> so parameter for non-articulated truck capacity
06:48:34  <andythenorth> job done
06:48:35  <locosage> You probably still need articulation to detect turns
06:48:39  <peter1139> 1/3? What?
06:48:58  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1151771557958520833/image.png
06:48:58  <andythenorth> 4 out of 6 stop types can't be used
06:49:30  <andythenorth> and the drive-in stop is superior because it has more placement options (4) and more bays (3)
06:49:33  <peter1139> That is a ridiculous reason to say they are unbalanced.
06:49:53  <peter1139> What are these stupid conditions you are making up... :/
06:50:07  <peter1139> Drive-in stops only have 2 bays.
06:50:17  <andythenorth> there are 3 drawn
06:50:34  <peter1139> Nope.
06:50:46  <peter1139> Two bays and the exit road.
06:50:55  <andythenorth> ha
06:51:02  <andythenorth> we have roadstop grfs now?
06:51:06  <andythenorth> I might redraw them
06:51:10  <locosage> Though maybe you can detect turns based on subtile coordinates. But mapping them will be quite a pita
06:51:27  <andythenorth> I suspect that if drive-in roadstops looked bad and drive-through roadstops looked cool
06:51:36  <andythenorth> this silly issue would disappear
06:52:01  <andythenorth> also if drive-through came first in the build menu
06:52:55  <andythenorth> yes πŸ˜„ https://github.com/OpenTTD/OpenTTD/pull/10144
06:53:07  <andythenorth> stealth newgrf additions
06:53:17  <andythenorth> might need some docs https://newgrf-specs.tt-wiki.net/wiki/Action0/Road_Stops
06:54:39  <andythenorth> ok so merged, but don't think it's in a 13.x release, so 14.x?
06:54:44  * andythenorth updating newgrf spec
07:01:12  <LordAro> that's a very busy evening you all had
07:01:38  <peter1139> I didn't even try to catch up.
07:02:59  <DorpsGek> [OpenTTD/nml] andythenorth commented on pull request #279: Add: Road stops (feature 0x14) https://github.com/OpenTTD/nml/pull/279#issuecomment-1718876591
07:03:08  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#issuecomment-1718876786
07:04:11  <LordAro> i skimmed through
07:04:44  <peter1139> Hmm, going to need lights tonight. Do I take the winter bike and not care about trying to be fast...
07:05:19  <andythenorth> such seasons
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07:18:48  <andythenorth> ok this roadstop stuff πŸ™‚
07:19:08  <andythenorth> docs are all written already by jgr
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07:44:49  <andythenorth> roadstops don't have to be in the roadtypes grf, I assume?
07:44:57  <andythenorth> I mean for road surfaces and stuff
07:45:18  <andythenorth> "CHIPS, roadstop edition"
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07:54:34  <truebrain> that moment you rebase our oldest PR, and it has so many conflitcs ... maybe I am faster in just looking at the diff and typing it in again πŸ˜›
07:56:17  <andythenorth> ask GPT
07:56:18  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11296: Codechange: Pass by reference and use emplace-at-end for CargoSummary. https://github.com/OpenTTD/OpenTTD/pull/11296
07:56:26  <peter1139> truebrain, happens.
07:56:28  <andythenorth> GPT loves typing
07:57:14  <peter1139> It needs to compile and work though.
07:57:28  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #11296: Codechange: Pass by reference and use emplace-at-end for CargoSummary. https://github.com/OpenTTD/OpenTTD/pull/11296#pullrequestreview-1626247203
07:57:46  <truebrain> peter1139: don't forget you still have some minor work for https://github.com/OpenTTD/OpenTTD/pull/11289 πŸ™‚
07:59:09  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11289: Codechange: Shuffle class members around to reduce size. https://github.com/OpenTTD/OpenTTD/pull/11289
07:59:12  <peter1139> Yeah "git push"
07:59:43  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #11289: Codechange: Shuffle class members around to reduce size. https://github.com/OpenTTD/OpenTTD/pull/11289#pullrequestreview-1626254182
07:59:48  <truebrain> no worries, I help you get your open-PR count down πŸ™‚
08:03:11  <ahyangyi> andythenorth: Most train stations don't come with railtype newGRFs either πŸ˜›
08:03:24  <truebrain> don't use logic on andy
08:04:19  <andythenorth> we'll see when I make the grf
08:04:27  <andythenorth> roadtypes seemed to be needed for eye candy decor stuff
08:04:54  <andythenorth> hey, can all those decor roadtypes be replaced by road waypoints?
08:07:04  <peter1139> I thought the "plan" was just make everything an object...
08:07:24  <andythenorth> I don't know if that's a plan, or me throwing mud at walls to see what sticks
08:07:32  <peter1139> Indeed.
08:07:41  <ahyangyi> I just want longer-looking road stations to accomodate for those road trains
08:07:48  <andythenorth> I mean I thought 3CC was a good idea for a while
08:09:26  <peter1139> ahyangyi, that can be done with NewGRF road stops.
08:09:27  <ahyangyi> I want black as a selectable company color
08:09:38  <andythenorth> grf for that
08:09:51  <peter1139> RGBCC allows that :D
08:10:07  <truebrain> I want to get paid for developing on OpenTTD
08:10:16  <andythenorth> we could sell something
08:10:17  <andythenorth> DLC
08:10:18  <truebrain> (let's see if they have an answer to that!)
08:10:40  <andythenorth> sell the ability to have more roadtypes πŸ˜›
08:10:52  <ahyangyi> Sell bananas
08:11:58  <ahyangyi> to everywhere in the world
08:12:01  <ahyangyi> and become a transport tycoonβ„’
08:14:47  <osswix> andythenorth: I'd pay for a game that's kinda like almost exactly openttd but a bit more free in roads and decorating.
08:15:15  <truebrain> well, we do allow for donations
08:15:21  <truebrain> as you are very free in roads and decorating the game πŸ˜›
08:16:02  <osswix> Yes. But more free. Like functional diagonals and curves and more stackable objects n stuff.
08:16:22  <truebrain> "more free" is something that will never be reached, so basically you said: I will never pay
08:16:25  <truebrain> fine fine, be like that πŸ˜›
08:18:35  <osswix> Rework a new new game with that ability but also the ability to use newgrf files and I'll pay 😹
08:20:01  *** Smedles_ is now known as Smedles
22:45:02  <truebrain> frosch123: And what if you enable shadow parameter? At least I assume it would trigger there
22:46:19  <blindvt> michi_cc[d]: unnamed parameters are fine "nowadays" and way better than void foo(struct baz* __attribute__((__unused__))you_name_it){stuff();}; Just say void foo(struct baz*) {stuff();} an be done.
22:46:31  <blindvt> truebrain: really?
22:46:46  <peter1139> Wshadow is probably useful to add... lots of warnings from that.
22:47:23  <peter1139> In fact, so many, I'm not sure it's doing what I'd expect :D
22:47:38  <blindvt> truebrain: shadow would be if you shadow the param, i.e. if you use the name of the incoming stack area's name of the param to scope the param differently, as you certainly know
22:48:04  <truebrain> Wow, that attitude is really uncalled for
22:48:32  <peter1139> shadowing was the exact cause of this problem.
22:49:51  <blindvt> truebrain: meh, didn't mean to sound rude, sorry for that. But is it really shadowing in C++? Not sure about the C++ rules but i thought that not, no?
22:50:35  <peter1139> https://github.com/OpenTTD/OpenTTD/pull/11299/files < Yes. It was shadowing.
22:50:57  *** robamd64 has joined #openttd
22:50:57  <robamd64> Is it possible to cross-compile OpenTTD for RISC-V?
22:51:05  <blindvt> this always is confusing for i'm most intimately familiar with C and other langs apart from C++ for some aspects :)
22:52:04  <peter1139> Okay, the exact problem is using the wrong variable, but Wshadow would've helped. Wunused-parameter would help if we didn't have so many.
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22:52:33  <blindvt> robamd64: there are some hand-written blitters, but i guess there are plain fallbacks, so sure, why not?
22:53:59  <robamd64> So, it's possible, but with a lot of work
22:54:18  <peter1139> Hmm, constructors with parameter names the same as their members... oh well.
22:54:24  <blindvt> robamd64: you could try to use target_clones tagged unto the fallback for your cores to get some if not most of the benefit back, lacking hand-written specializations for the implementations you want to target
22:54:51  <truebrain> robamd64: Why cross compile? But kinda depends on the OS
22:55:12  <robamd64> I'm cross-compiling for a buildroot install
22:55:16  <truebrain> Does Debian already support the target?
22:55:22  <michi_cc[d]> If the target has OpenGL, the specialized SSE blitters are mostly meaningless.
22:55:26  <blindvt> robamd64: no, not a lot of work. It should work out of the box if written well (didn't look).
22:55:57  <truebrain> If there is an SDL version, you will be fine
22:56:07  <robamd64> Can you walk me through it then? Kind of a noob here at this whole thing
22:56:16  <truebrain> Or build a dedicated server, ofc
22:57:36  <truebrain> What compiler do you have available to you? Is there cmake available? Do you have SDL dependency ready?
22:58:23  <truebrain> Debian riscv64 is getting there pretty nice I see .. sweet
22:58:54  <peter1139> Widget code shadows a lot. `width` and `height` etc for a start... :)
22:59:16  <truebrain> https://packages.debian.org/sid/riscv64/openttd/filelist
22:59:19  <blindvt> robamd64: i maintained buildroot for a decade long before Loongson or RISC-V manifested, so wouldn't know the current state of affairs, but just give it a try. Consider anything non-working as bug and tell us, please. I'm pretty sure there's interest to help improving any eventual mishaps you may encounter.
22:59:29  <robamd64> I'm targeting some odd hardware, but I do have some cross-compilation tools available to me but not cmake from what I can tell
22:59:51  <truebrain> OpenTTD needs a compiler that can do C++17, and needs CMake
23:00:04  <truebrain> Without that, you won't get anywhere
23:00:14  <truebrain> All other dependencies are kinda optional
23:00:53  <truebrain> From there on, cmake will tell you what to focus on next πŸ™‚
23:01:24  *** palmito has joined #openttd
23:01:54  <truebrain> Debian didn't apply any additional patches for riscv64, so one can assume it "just works" after that
23:02:03  <blindvt> robamd64: there's a cmake package in buildroot, i'm pretty sure. And there are several, or at least 2 C++17 Compilers available in there, so you should be set. I _think_ that cmake rules are supported too, for building cross packages.
23:02:53  <_glx_> a recent enough cmake and a recent enough compiler
23:03:14  <truebrain> robamd64: Depending how odd the hardware is, realise OpenTTD needs a bit of memory. It won't run on an ESP32-C3 πŸ˜›
23:03:26  *** palmito has quit IRC
23:03:51  <kamnet> FLHerne: Welcome back!  A similar thing happened in the US in 1980. An oil rig that was being prepared to drill had not properly surveyed the lake it was in, and instead of drilling into an oil reserve it drilled into the top of one of the caverns of the Diamond Crystal Salt Company mine 460 m below the surface. This resulted in fresh water rushing in, dissolving the pillars within minutes and
23:03:51  <kamnet> triggering a mine collapse. The sinkhole then opened up and sucked down the oil right platform, 11 barges, a tugboat, and 65 acres of farmland. That then triggered the reversal of a drainage canal, leading to sea water from the Gulf of Mexico to flow upstream and back into the drained lakebed. After a week the air trapped in the mines escaped in huge 120 m guysers, and it burped up the 11 barges.
23:03:51  <kamnet> Everybody in the mine and on the oil rig, and one fisherman in the lake escaped safely. The remaining caverns of the salt mine are now used to store natural gas.
23:04:09  <robamd64> truebrain: 64mb of onboard and an extra 256mb of swap
23:04:11  <blindvt> robamd64: cmake had trouble to cross-compile several years ago when it only worked quasi-natively, but IIRC that was fixed since then so just assume it should work flawlessly. Please tell the buildroot list if you experience trouble, i'm sure folks will help you through.
23:04:57  <robamd64> To be specific, I'm using a Milk-V Duo with a graphical interface over X11VNC
23:05:08  <robamd64> https://milkv.io/duo
23:05:55  <truebrain> Yeah, don't expect too much πŸ˜›
23:06:12  <_glx_> that's not a lot of memory
23:07:21  <truebrain> Given you also need to run an X11 server  if you want a GUI .. Will not leave a lot for OpenTTD πŸ™‚
23:07:48  <robamd64> truebrain: I do have that lol
23:07:49  <truebrain> But don't let that stop you :S
23:07:54  <_glx_> IIRC VS showed near 200MB just after starting and in main menu
23:08:11  <robamd64> I just wanna see if it'll run for the hell of it
23:08:19  <truebrain> Nah, OpenTTD can run under 50MB
23:08:22  <FLHerne> You can play early OTTD with 64MB and no swap, I've done it
23:08:38  <truebrain> Just not 4kx4k πŸ˜„
23:08:43  <_glx_> I have a lot of newgrf to scan at start πŸ™‚
23:08:53  <FLHerne> on a PowerBook 1400, which was also... fun to compile for
23:09:02  <truebrain> Title games ran at 48 or so
23:09:12  <FLHerne> and needed some horrible out-of-tree kernel patches
23:09:50  <kamnet> robamd64: Looks like a fun project!
23:09:56  <truebrain> robamd64: Well, enjoy! πŸ˜„ If you can't get SDL to work, we also support Allegro
23:10:08  <FLHerne> _glx_: debug symbols will bloat it substantially if enabled
23:10:25  <_glx_> well it was a debug build πŸ˜‰
23:10:33  <FLHerne> also, has the default sprite cache size increased?
23:11:08  <robamd64> kamnet: I just rickrolled myself with it over MPV, it struggled to play a 360p MP4 lol
23:11:17  <FLHerne> it probably should have done because ~everyone has tons of RAM now
23:11:49  <blindvt> robamd64: i'm not really familiar with openTTD, but i suspect that it's merely an integer program, so 64MB RAM and one 1GHz CPU should be plenty for a lot of fun (if your video-core is able to pipe enough data to the display). Other than that, i take it you know that nowadays there are some vastly powerful RISC-V chips in the pipeline (if not already generally available), so you might try to get your hands on one of those and not such an IOT-kin
23:12:43  <truebrain> robamd64: Yeah, your fps won't be great in OpenTTD πŸ˜›
23:12:51  <truebrain> But who cares, its fun πŸ™‚
23:12:59  <FLHerne> truebrain: I don't think you technically *need* an X server, SDL can render direct to framebuffer if you tinker a bit
23:13:14  <FLHerne> it could years ago, anyway
23:13:17  <truebrain> FLHerne: Not with X11vnc πŸ˜›
23:13:29  <FLHerne> oh, ok
23:13:33  <blindvt> truebrain: is allegro nowadays competitive to DSL, performance-wise for constrained boxes? Back in the days, allegro was way behind in terms of efficiency. Did that somehow change?
23:13:59  <robamd64> Obviously the hardware isn't built for this type of intense application, it's meant for AI. But I love getting things to do what they're not supposed to
23:14:00  <blindvt> s/DSL/DSL/;# oh well :)
23:14:12  <_glx_> the only diff I can see is sdl support of opengl
23:14:15  <blindvt> SDL even.
23:14:40  <robamd64> So, how do I go about compiling OpenTTD again?
23:15:02  <robamd64> Sorry I was half paying attention to this convo and the VNC viewer on my laptop lol
23:15:21  <truebrain> robamd64: In my life I ported OpenTTD to the weirdest platforms, so I understand πŸ˜„ from PSP, to cross compiling to MacOS when it was considered "impossible" πŸ˜„ it is good fun!
23:15:46  <blindvt> muscle brain playing tricks on me. I was one of those who wrote the faster ancestor of SDL back then, so maybe that counts as an excuse for my inability to type 'em correctly ;)
23:15:47  <truebrain> robamd64: Get compiler that supports C++17, get CMake, get SDL
23:15:56  <_glx_> happy we now have native macos in CI πŸ˜‰
23:16:04  <_glx_> much simpler
23:16:08  <robamd64> truebrain: So I try to compile on the device itself?
23:16:21  <_glx_> no you can cross compile
23:16:24  <truebrain> Nah, can be done in  buildroot if you like
23:17:03  <_glx_> we actually cross compile arm windows version
23:17:19  <_glx_> you can check the workflows
23:17:25  <truebrain> Buildroot will make cmake do the right thing too
23:17:26  <robamd64> Let me check the config, I've been using someone else's who's been running X over an SPI screen on their Duo
23:18:14  <_glx_> it's a 2 step process, first the tools for host, then the target with info about where to find the tools
23:18:31  <truebrain> Or else you can always try with OprnEmbedded πŸ™‚
23:19:07  <robamd64> So I need to try and find a supported cmake for RISCV"?
23:19:11  <truebrain> But if you have buildroot running already, just a matter of setting dependencies
23:19:34  <robamd64> The buildroot system already has SDL and SDL2
23:19:35  <_glx_> if you cross compile cmake just need to be supported by host
23:19:41  <truebrain> Buildroot should take care of that for you. But I start to have the impression you don't know how to work with buildroot πŸ˜„
23:19:47  <truebrain> Learning curve ahead!
23:19:55  <robamd64> truebrain: I have some idea
23:20:11  <robamd64> I've been working with mostly kernel and the defconfig for a while
23:20:37  <truebrain> Good! So just add OpenTTD, slap the dependencies on it, and let buildroot take care of the rest
23:21:03  <truebrain> SDL2 also uses cmake
23:21:08  <truebrain> So you will be fine πŸ™‚
23:21:37  <robamd64> truebrain: Wait like make a custom package?
23:22:01  <truebrain> Yes, ofc, what else did you expect?
23:22:11  <robamd64> No idea lol
23:22:13  <truebrain> You need to build OpenTTD at some point
23:22:42  <_glx_> there's still the important part of first building the tools (strgen and settingsgen) for the host
23:22:46  <robamd64> I was mostly expecting to somehow reconfigure and build openttd myself and just copy it over to the filesystem
23:22:57  <truebrain> Plenty of tutorials on the Web to tell you how to add a package to buildroot, including ones that use cmake πŸ™‚
23:23:11  <_glx_> but I guess it's configurable
23:23:11  <truebrain> Via a package is 20x easier
23:23:21  <truebrain> Let  buildroot do the work for you
23:23:48  <peter1139> 20x is quite specific...
23:23:54  <truebrain> But this is the toying part; I am off to bed, have fun with it πŸ™‚
23:24:19  <truebrain> peter1139: If it was OpenEmbedded it would have been 13.7x
23:24:54  <peter1139> Shall I sit here all night doing F2 refactor to prefix with `m_`? ;p
23:25:15  <_glx_> do we really want that ?
23:25:17  <truebrain> I will YOLO approve
23:25:26  <peter1139> _glx_, probably not :D
23:25:42  <_glx_> you'll need to update the wiki after
23:27:38  <peter1139> We should spend a few years bikeshedding over which prefix to use.
23:28:38  <_glx_> yeah and one prefix for other kind of variables too
23:28:48  <robamd64> _glx_: I should probably start with this
23:29:33  <robamd64> Actually, I have no idea how
23:29:41  <robamd64> Are they OpenTTD related tools?
23:32:53  <_glx_> yeah your build workflow will first run cmake for host with -DOPTION_TOOLS_ONLY=ON option, then build it, then it will run cmake for target with -DHOST_BINARY_DIR=<path_to_the_host_tools> and build openttd
23:32:53  <truebrain> peter1139: Compilers should just have a flag: don't allow member access without `this->`
23:33:15  <_glx_> but all that should be in the package
23:34:34  <robamd64> still trying to figure out config.ln lol
23:35:18  <_glx_> I guess openttd is not the easiest choice as first try πŸ™‚
23:35:59  <robamd64> Something like this maybe?
23:36:00  <robamd64> config BR2_PACKAGE_OPENTTD
23:36:00  <robamd64> bool "openttd"
23:36:00  <robamd64> default y
23:36:00  <robamd64> depends on BR2_PACKAGE_CMAKE
23:36:01  <robamd64> select BR2_PACKAGE_SDL2
23:36:01  <robamd64> help
23:36:03  <robamd64> OpenTTD package
23:36:16  <robamd64> Or does it need normal SDL
23:36:38  <_glx_> we support both SDL and SDL2
23:36:46  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #11298: [Crash]:  https://github.com/OpenTTD/OpenTTD/issues/11298
23:39:07  <robamd64> Someone already ported OpenTTD to buildroot, brb gonna try this lol
23:45:09  <_glx_> yeah always best to start from existing
23:45:16  *** Wormnest has quit IRC
23:58:28  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #11298: [Crash]:  https://github.com/OpenTTD/OpenTTD/issues/11298
23:58:31  <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #11298: [Crash]:  https://github.com/OpenTTD/OpenTTD/issues/11298

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