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Log for #openttd on 2nd December 2023:
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02:26:03  <_pruple> hmmm... nightlies are not nightlying?
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02:36:54  <Rubidium> they somewhat are, but something vcpkg related is broken for Linux I guess, and that also prevents the other builds from being deployed
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03:11:55  <johnfranklin> Do TaI and UK town sets limit population? It seems that the population could not exceed 1000 in very early era
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03:13:23  <emperorjake> TaI does, yes
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03:20:41  <_pruple> the ancient one (that uses modified original TTD graphics) limits towns to a preset size per year. The newer one (with the big coloured block placeholder graphics) limits yearly growth to a configurable percentage.
03:21:22  <_pruple> both only work if they're the only town set loaded, because of course the way they limit growth is by not building any buildings - if another set can build buildings instead, it will.
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07:43:11  <peter1138> Those build actions are above my paygrade :o
07:50:29  <peter1138> Such -2Β°C
07:50:39  <peter1138> locosage,
07:50:40  <peter1138> ,..
07:50:44  <peter1138> LordAro, am I riding today?
07:51:01  <peter1138> Sorry, stupid keyboard :/
07:51:50  <_pruple> are you riding today?
07:52:18  <_pruple> the sun's going down and it's dropped below 30 here, so I'm going to the shop
07:56:12  <andythenorth> I am selling christmas trees at the school fair today
07:56:16  <andythenorth> -2
08:01:35  <_pruple> Sounds fair enough
08:03:23  <andythenorth> hmm
08:03:42  <andythenorth> why don't Horse railcars carry pax + mail combined?
08:03:48  <johnfranklin> generation x still in school? πŸ˜›
08:04:11  <andythenorth> does Sunshine have combined pax + mail DMU?
08:05:38  <peter1138[d]> You can't flip them
08:06:30  <emperorjake> andythenorth: They did in Horse 1, iirc
08:06:43  <andythenorth> Sunshine doesn't combine them
08:06:45  <andythenorth> hmm
08:07:36  <dwfreed> andythenorth: security reasons :D
08:07:36  <johnfranklin> andy should be in southern england according to weather forecast
08:08:19  <LordAro> peter1138: nah
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08:22:28  <_pruple> andythenorth: No it does not (unless you build the metcam as two separate heads and refit one)
08:23:04  <alfagamma7> andythenorth: that's awfully high
08:45:39  <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1180429564518871110/St._Preedfield_Transport_1989-03-14.png?ex=657d63b3&is=656aeeb3&hm=f2c4384d745171c9d68fa793f01120e5401d091767234d584c355a6ec0709d4c&
08:45:39  <_pruple> _pruple: building metcam heads separately was added to allow this (somewhat prototypical) formation
08:49:08  <andythenorth> tail loads
08:49:31  <andythenorth> https://www.railcar.co.uk/topic/tail-loads/
08:50:28  <andythenorth> in "I pretend I'm not a foamer" news, sometimes a single-ended cab car (motor or trailer) was added to an existing formation also
08:54:30  <Eddi|zuHause> <andythenorth> why don't Horse railcars carry pax + mail combined? <-- wasn't there a problem with autoreplace when combining cargos?
08:54:55  <andythenorth> JGR might have fixed that
08:55:04  <andythenorth> I think that was one reason though
08:55:21  <andythenorth> the other is that multi-cargo can only be done with articulated vehicles
08:55:38  <andythenorth> so no depot flip
08:56:02  <andythenorth> and it's unpleasant to compose an 8/8 sprite over a 7/8 + 1/8 articulated vehicle
08:56:12  <Eddi|zuHause> we never developed a spec for articulated flip
08:56:24  <andythenorth> offsets and turning gets more complicated when a sprite extends over an invisible vehicle
08:56:38  <Eddi|zuHause> it's easier to do 1+6+1
08:57:03  <andythenorth> yes, Horse 1 did that
08:57:13  <andythenorth> I imagine....a 0/8 vehicle is out of the question?
08:57:19  <Eddi|zuHause> correct
08:57:25  <andythenorth> length -> null
08:57:38  <_pruple> by the time you've done articulated flipping, you may as well do full reversing of consists πŸ™‚
08:58:07  <_pruple> unless your spec for articulated flipping is "set a flag and let the grf author work it out"
08:58:40  <Eddi|zuHause> _pruple: i think the implementation problem was that you need to go forward and backward through the vehicle chain
09:00:07  <_pruple> yes, but if you worked out reversing the vehicle chain for [these vehicles built as an articulate], you may as well expand it as a feature to apply to the entire train.
09:00:44  <_pruple> I'm not suggesting either would be easy or should be done πŸ˜›
09:01:45  <andythenorth> /me considers a super realistic DMU building thing with variants
09:02:32  <andythenorth> also brake coaches with 50:50 split mail / pax
09:02:56  <andythenorth> or I could finish one of the many many other unfinished projects instead πŸ˜›
09:03:15  <andythenorth> I failed the ADHD clinical screening tests
09:10:17  <Eddi|zuHause> _pruple: i'm definitely suggesting both should be done. but if it were easy, someone would have done it already :)
09:11:16  <johnfranklin> Is sunshine trains in NFO?
09:11:24  <_pruple> yes
09:11:40  <johnfranklin> real man
09:12:22  <johnfranklin> Using PNML to define functions and definitions helps me to save lots of work
09:13:12  <johnfranklin> Although you might think my "GRF mechanics" as "bad features"
09:13:40  <_pruple> newgrf is bad features all the way down
09:13:49  <andythenorth> bad turtles
09:13:59  <andythenorth> https://tenor.com/view/bad-cat-naughty-cats-turtle-gif-23813932
09:14:00  <johnfranklin> https://cdn.discordapp.com/attachments/1008473233844097104/1180436696400134154/image.png?ex=657d6a57&is=656af557&hm=3b982ae0006477e4a0d44cd00abb07be1ee80429bea3ca9e5a101b16944cac1d&
09:14:18  <andythenorth> johnfranklin: it's a rite of passage
09:14:25  <andythenorth> in future, when you delete all that code, you will be enlightened
09:15:00  <_pruple> yes
09:15:36  <johnfranklin> I am turning 20 in two days:P
09:16:05  <_pruple> or 2 in 20 days?
09:16:41  <johnfranklin> My openttd experience, say, is turning 2 in ~20 days, maybe
09:19:37  <johnfranklin> And for trains I have more hellish things, although it is not as hellish as NFO language...
09:20:28  <johnfranklin> https://cdn.discordapp.com/attachments/1008473233844097104/1180438325958545438/functions.pnml?ex=657d6bdc&is=656af6dc&hm=54a25563f3ab876d56c8466430932aa8ff40c492655d9b11d592a35decd2dd96&
09:21:59  <johnfranklin> running cost, cargo age period, only attach MU wagons to MUs, MUs can only start with some lengths...
09:22:55  <andythenorth> yes, there is a spec, you must explore it πŸ™‚
09:23:24  <andythenorth> when you are twice as old, you will know why
09:23:40  <_pruple> and at least you're not reducing the hp of the locomotive to simulate the drag of the dynamos on the passenger cars
09:23:53  <_pruple> nobody would be that silly
09:24:41  <andythenorth> I am considering class 31/4 and 37/4 variants for Horse πŸ˜›
09:25:01  <andythenorth> variants mean all BAD FEATURES are now ok?
09:25:06  <andythenorth> because they're just action 0 props?
09:25:25  <_pruple> almost certainly
09:26:02  <johnfranklin> I don't want to use variants... There are some still using pre 13.1 since they only have phones, no PCs
09:26:25  <andythenorth> _pruple: what if we got peter1138 to add a UI  for editing props in game?
09:26:29  <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1180439837405347880/St._Preedfield_Transport_1991-09-22.png?ex=657d6d44&is=656af844&hm=5168e515182c4310b2677483b30cc161287795510f8736edf4a380c3cdfa823e&
09:26:29  <_pruple> I'm just waiting for the nightlies to work again so I can add more bad features πŸ™‚
09:26:42  <andythenorth> per vehicle type, per vehicle, or both?
09:27:01  <andythenorth> then we can model exact trains
09:27:07  <_pruple> per vehicle, definitely
09:27:15  <andythenorth> some class 37s are faster than others
09:27:20  <_pruple> a full vehicle-customisation mechanic
09:27:26  <andythenorth> hmm
09:27:33  <andythenorth> arbitrary, or grf author sets the ranges?
09:28:03  <_pruple> also per-pixel rgb liveries. paint your wagon.
09:28:06  <andythenorth> different prime mover / alternator / traction motor / control gear / springs / fuel tanks / ballast
09:28:11  <andythenorth> also....gear ratio
09:28:24  <andythenorth> gear ratio is the most essential
09:28:39  <_pruple> greatest feature
09:28:43  <johnfranklin> I think with gear ratio we can potentially get 255^2 vehicles in TTDP
09:28:46  <andythenorth> it's sad that the game doesn't actually model acceleration curves
09:28:59  <andythenorth> TE and HP are not effective proxies for it
09:29:41  <_pruple> if OpenTTD is missing one essential feature, it's accurately modelled, animated wheelslip
09:29:48  <andythenorth> consumable sand?
09:29:58  <andythenorth> sand range, visit depot for refill
09:30:03  <andythenorth> or a sanding tower waypoint
09:30:23  <johnfranklin> Cities Skylines moment
09:30:49  <johnfranklin> Where sands are acquired and used by terraforming
09:31:05  <_pruple> johnfranklin: sounds like a job for gamescript
09:31:27  <andythenorth> aren't they all?
09:31:30  <andythenorth> regearing in GS?
09:34:07  <andythenorth> hmm
09:34:11  <andythenorth> Horse after 1990
09:34:13  <andythenorth> is weird
09:34:17  <andythenorth> for pax stuff
09:34:26  <andythenorth> speeds are very fragmented
09:34:28  <johnfranklin> Horse before 1900 is weird
09:34:35  <andythenorth> it barely exists before 1900
09:35:04  <johnfranklin> Because 60 mph was too fast in 1860
09:35:09  <_pruple> openttd before 1900 is weird
09:35:21  <andythenorth> it is
09:35:23  <andythenorth> I don't do it
09:35:31  <andythenorth> 1905 start is the best start in 1905
09:35:41  <andythenorth> or 1930
09:35:50  <andythenorth> 1930 isn't the best start in 1905 though
09:35:52  <johnfranklin> I always start openttd games in ~1880
09:36:02  <andythenorth> everyone has to make poor choices sometimes πŸ™‚
09:36:14  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1180442294550286356/image.png?ex=657d6f8e&is=656afa8e&hm=6947cca75b76665d47c8cf4f3767cfa24846f488be007d6d73582c89fb433299&
09:36:14  <andythenorth> _pruple: pls discuss vehicle speeds
09:37:12  <emperorjake> class 67 gotta go fast
09:37:38  <johnfranklin> Horse is very good
09:37:44  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1180442671186202674/image.png?ex=657d6fe8&is=656afae8&hm=3174622de5c2868e69fb211582e6d76b8cbf03e4415890735c2be3fa2c4a41ed&
09:37:50  <johnfranklin> With "bad features" is better
09:37:58  <andythenorth> all the other generations do 15mph speed increases, except gen 5 -> gen 6
09:38:13  <andythenorth> and there's a boring set of gen 6 mail and pax cars that are boring
09:38:41  <andythenorth> and there's a weird mix of engines available in gen 6, but only 115mph
09:38:52  <johnfranklin> I think speed should not increase linearly?
09:39:01  <andythenorth> and others in gen 5 + gen 6 that are 125mph
09:39:02  <johnfranklin> Say, HST 125 was 1970s thing
09:39:18  <andythenorth> and there's also 140mph in gen 5, with the high speed rail
09:39:29  <johnfranklin> Okay
09:39:41  <andythenorth> so gen 5 -> 120 mph unified
09:39:46  <andythenorth> no gen 6 speed bump
09:39:53  <andythenorth> remove the gen 6 pax + mail cars
09:40:07  <emperorjake> Or go 90-100-110-125
09:40:09  <andythenorth> expand the high speed range
09:40:25  <andythenorth> if you play from 1900 ish on
09:40:35  <johnfranklin> 90-100-110-125, yes, they are "reasonable" speeds
09:40:42  <andythenorth> there's a lot of needed micro-managing yak-shaving in 1930, upgrading trains
09:40:45  <andythenorth> then again in 1960
09:40:49  <andythenorth> then again in 1990
09:41:01  <andythenorth> by 2020, upgrading trains is old news in terms of game development
09:41:06  <_pruple> I guess the optimal upgrade cycle for locomotives is speed / power alternating, rather than both at the same time
09:41:11  <andythenorth> might be
09:41:19  <andythenorth> NARS Horse might work along those lines
09:41:22  <andythenorth> and Hog
09:41:27  <andythenorth> faster -> but not enough power
09:41:29  <_pruple> then once you reach a certain point, freight locomotives (which are limited by wagon speed) just go to power increases
09:41:33  <andythenorth> same speed -> more power
09:41:50  <_pruple> and express locomotives, which have hit the meaningful power limit, just go to speed increases
09:42:03  <andythenorth> gen 6 of Horse is about trying to jam in realistic trains to gameplay
09:42:13  <andythenorth> whereas IRL there's not much stats development
09:42:19  <_pruple> yes
09:43:01  <_pruple> sunshine has the neat trick of not doing 21st century, which avoids that problem πŸ™‚
09:44:37  <johnfranklin> Okay, I should work on my set again
09:45:33  <andythenorth> _pruple: ideal
09:45:43  <andythenorth> maybe with Super Daylength 2 I can do the same
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09:45:46  <andythenorth> 1960s forever
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09:48:49  <andythenorth> every type of class 37 ever built
09:49:15  <_pruple> every individual loco as a variant
09:49:27  <andythenorth> 309 individual class 37s, and sub-variants for each rebuild they got
09:49:39  <andythenorth> that's it, that's the entire grf
09:49:49  <andythenorth> generated from a spreadsheet
09:49:50  <andythenorth> or GPT
10:01:32  <andythenorth> ok so 120mph Horse from 1990 (gen 5)
10:01:47  <andythenorth> but add more engines that can use high-speed lines, at 140mph
10:22:09  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1180453846615605268/image.png?ex=657d7a50&is=656b0550&hm=c02ae59ff3c76e3199c7240b86caecd44e789c0e6f177ce08f3398ad02fd1cdf&
10:22:09  <andythenorth> 120mph class 20
10:22:11  <andythenorth> "probably fine"
11:00:27  <_glx_> _pruple: My fix was supposed to work (it did on my fork when testing) but unfortunately they updated the runner image so vcpkg is broken again
11:08:41  <_pruple> clearly linux is more trouble than its worth πŸ™‚
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11:17:46  <_glx_> Seems some sdl2 dependency tree modifications are causing it
11:22:00  <_glx_> <https://github.com/microsoft/vcpkg/issues/35311>
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13:48:56  <talltyler> New revenue stream everyone, let’s sell player’s data to Amazon. πŸ˜› (probably not what’s being suggested here, to be fair)
13:48:56  <talltyler> https://www.reddit.com/r/openttd/s/puk46y2yEb
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14:18:36  <peter1138> 'twas cold
14:35:25  <_pruple> 'tweren't it
14:48:33  <DorpsGek> [OpenTTD/team] Norberto327 opened issue #468: [lt_LT] Translator access request https://github.com/OpenTTD/team/issues/468
14:53:16  <andythenorth> can confirm coldness
15:09:20  <peter1138> Well
15:23:10  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11487: Feature: Show cargo icon on cargo filter lists. https://github.com/OpenTTD/OpenTTD/pull/11487
15:25:10  <peter1138> Such clutter.
15:25:17  <peter1138> Now you need to make sure your cargo icons look nice ;)
15:29:22  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1180531161357893642/image.png?ex=657dc252&is=656b4d52&hm=6167fa021b727ea7e3226fa5d049489acd6945e33d9486a31a9e6db549193209&
15:29:27  <peter1138> Need a bigger monitor for FIRS 5
15:30:42  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1180531494851190924/image.png?ex=657dc2a1&is=656b4da1&hm=7967b98a6128c7b1b8648c277d52f356553383a317eaac8a85a8b1642adc8ce5&
15:30:50  <peter1138> Is that drop down list better than this button list?
15:34:35  <peter1138> Hmm, maybe I could do what andythenorth did and add a More... button.
15:35:22  <peter1138> By default only list the cargo types that have > 0 stations
15:36:19  <talltyler> Almost anything is better than that button list, mostly because the two-letter cargo code is incomprehensible
15:36:31  <rau117> Well... for vanilla I would still choose buttons. Especially if the drop-down list closes if you remove the mouse from its area.
15:38:11  <_jgr_> I'd sort of assumed that the full cargo name would be shown in the tooltip, but testing it now and it isn't
15:38:40  <_jgr_> Other places where cargo abbreviation buttons are used have useful tooltips
15:38:41  <rau117> Hmm... is it possible to make a list in 2 columns?
15:39:09  <peter1138[d]> Adding the name as a tooltip could be done but it still suffers from being a long list of buttons that makes the window very wide.
15:40:09  <peter1138[d]> Multiple columns might be worth trying.
15:44:02  <peter1138> Might benefit the rail/road type toolbars when they are very long too.
15:44:19  <peter1138> s/toolbars/dropdown menus/
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15:49:31  <rau117> It would be nice if it were switchable and not β€œsmart”. In some cases, several columns will be worse than one, and it is up to the player to decide which cases those will be.
15:50:06  <peter1138> Up-to-the-player seems like a bad UX decision, to be honest.
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16:02:29  <emperorjake> talltyler: AXIS changed it to 4 letters but it made that window even wider
16:03:11  <peter1138> lols
16:03:24  <peter1138> I guess the spec never enforced 2 letters :o
16:04:27  <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1180539991282176080/image.png?ex=657dca8b&is=656b558b&hm=72562217d244cd80519aa7e6b6a92a5e36a5db944f4a9f702db2e18b0d0c712e&
16:04:27  <emperorjake> It's needed with 64 cargo types
16:05:51  <emperorjake> I suppose I could have them all match the cargolabels but those don't always match the name in game
16:06:13  <peter1138> Well, let's see.
16:07:07  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1180540660269465682/image.png?ex=657dcb2a&is=656b562a&hm=5d15c9927c2b3277ee52130ccb9512d5487622fe51adfa3f9c1c2da4f5bc2869&
16:07:11  <peter1138> No ambiguity.
16:07:53  <peter1138> It's all greyed out because there's no stations in a fresh game ;)
16:08:24  <emperorjake> That makes so much more sense
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16:19:18  <rau117> peter1138[d]: Is it possible to switch gray cargo even without stations?
16:19:47  <peter1138> Yes.
16:20:28  <peter1138> It's the same grey as used on the main toolbar dropdowns for trains/rvs/ships/aircraft if the company does not have any of that type of vehicle.
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16:22:40  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1180544573936762991/image.png?ex=657dcecf&is=656b59cf&hm=f33d79b37e0f1779e3243795257b2308e996d32ca851f072eb40c418c11af014&
16:22:43  <peter1138> Might work
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17:00:39  <DorpsGek> [OpenTTD/OpenTTD] DefinitelyNotRau117 opened issue #11528: [Bug]: When building a path through an existing one, the path is also laid under bridges https://github.com/OpenTTD/OpenTTD/issues/11528
17:08:58  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #11528: [Bug]: When building a path through an existing one, the path is also laid under bridges https://github.com/OpenTTD/OpenTTD/issues/11528
17:11:11  <peter1138> Mmm, chocolate.
17:11:29  <andythenorth> Good idea
17:12:35  <peter1138> Oh, discord crashed.
17:12:47  <peter1138> It's a web page. Thanks modern SPA...
17:13:14  <peter1138> Presumably it was an opportunity to try to sell something else to me.
17:37:09  <peter1138> Need 210 miles more.
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18:02:40  <DorpsGek> [OpenTTD/OpenTTD] NicoBR333 opened issue #11529: [Bug?](WIN): KERNEL32.dll Problem that makes OpenTTD stop working https://github.com/OpenTTD/OpenTTD/issues/11529
18:06:39  <LordAro> wow
18:07:09  <peter1138> Vista.
18:07:28  <peter1138> SRW is minimum Windows 7
18:07:48  <peter1138> Not sure what is using that though.
18:14:55  <truebrain> Luckily we don't support Vista anymore .. download an older version πŸ˜›
18:16:10  <peter1138> It's listed on the Download page.
18:16:31  <truebrain> We should remove that πŸ˜›
18:17:01  <truebrain> Vista was EOL in 2012 ..
18:17:29  <truebrain> Most likely also the only person who tried it on Vista in.. 10 years πŸ˜„
18:18:54  <peter1138>       <!--This Id value indicates the application supports Windows Vista functionality -->
18:18:57  <peter1138>       <supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/>
18:19:00  <peter1138> :o
18:20:51  <truebrain> We never update that stuff ... well, when someone reports it is broken I guess
18:26:41  <_glx_> yeah we explicitely drop when needed
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18:28:03  <LordAro> would be interesting to know exactly what requires it
18:28:10  <_glx_> and sometime it's not a change in our code but in windows SDK
18:28:10  <LordAro> purely out of interest
18:28:19  <truebrain> If you are really bored πŸ˜›
18:31:13  <LordAro> :p
18:31:20  <peter1138> Just find an old Vista install...
18:37:41  <michi_cc[d]> Usually missing DLL functions are from whenever MS updates the C/C++ runtimes with the VS compiler versions. New VS versions don't usually consider system long out of support anymore.
18:38:27  <truebrain> Rightfully πŸ˜›
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18:40:55  <_glx_> Documentation even drops not supported versions
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18:45:09  <peter1138> Hmz
18:46:29  <Eddi|zuHause> i need a tool that i feel should exist but doesn't seem like it does... a disassemble->filter for SSE4 instructions->replace them with alternate code->reassemble tool
19:01:37  <peter1138> Resize drop down semi-working...
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20:48:47  <peter1138> Well, my thingy doesn't work.
21:01:10  <peter1138> 		InvalidateWindowData(WC_STATION_LIST, st->index);
21:01:16  <peter1138> Well, that's an old bug :-)
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21:16:50  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11530: Fix 67d071d: WC_STATION_LIST should be dirtied by owner, not station index. https://github.com/OpenTTD/OpenTTD/pull/11530
21:17:24  <peter1138> May have been tested by building the first station as the first company? :D
21:19:27  <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #11530: Fix 67d071d: WC_STATION_LIST should be dirtied by owner, not station index. https://github.com/OpenTTD/OpenTTD/pull/11530#pullrequestreview-1760963727
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21:43:01  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #11531: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/OpenTTD/pull/11531
21:46:47  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11530: Fix 67d071d: WC_STATION_LIST should be dirtied by owner, not station index. https://github.com/OpenTTD/OpenTTD/pull/11530
21:47:15  <peter1138> Hmm, should changing the station list cargo filter apply to all station list windows, or just the window it was changed in?
21:47:29  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #11529: [Bug?](WIN): KERNEL32.dll Problem that makes OpenTTD stop working https://github.com/OpenTTD/OpenTTD/issues/11529
21:49:00  <peter1138> As an aside, 8192 as buffer size is insane ;)
21:49:20  <truebrain> you can tell me anything! πŸ˜›
21:49:37  <peter1138> I might do a PR to change it.
21:50:07  <truebrain> I also have been thinking we maybe should drop win32
21:50:10  <truebrain> and only publish win64
21:50:54  <peter1138> "Wait for the survey" :o
21:51:13  <peter1138> Do Steam download stats give you a good indicatiohn?
21:51:16  <peter1138> -h
21:51:25  <truebrain> you are not wrong; but I see too many win32 downloads for the amount of actual 32bit Windows installations that should exist πŸ˜›
21:51:40  <DorpsGek> [OpenTTD/website] TrueBrain opened pull request #280: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/website/pull/280
21:53:03  <truebrain> if Steam is ever going to send me a 2FA code via email, I can check πŸ˜›
21:53:09  <truebrain> but for some reason, those always take FOR EVAH
21:53:20  <peter1138> The Pentium 4 2.8 GHz released in November 2002 was Intel's last desktop 32-bit CPU, apparently.
21:54:00  <truebrain> Steam only supports Windows 7+
21:54:05  <truebrain> and only Windows 7 has still a 32bit variant
21:54:17  <truebrain> it is 0.06% of the Steam population
21:54:43  <truebrain> https://store.steampowered.com/hwsurvey for source
21:54:44  <peter1138> Hmm, yeah, I guess Intel Atoms are not desktop CPUs and they were made after that...
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21:57:23  <truebrain> and where Steam mentions that 0.06% of the Windows users have an actual 32bit system
21:57:38  <truebrain> 233 out of the 1067 Windows downloads today were win32.exe
21:58:16  <truebrain> that is such a significant difference, that I suspect many players are on a 32bit version, where they should be on a 64bit version
22:00:47  <peter1138> Hmm "Remove ambivalent functions"
22:00:58  <peter1138> I would've gone with ambiguous I suppose.
22:01:14  <truebrain> you can remove after my PR merges, okay? πŸ˜›
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22:01:39  <truebrain> ugh, openttd.org and Steam are never friends when ti comes to emails ..
22:01:44  <truebrain> takes for ever to get through the greylisting
22:02:05  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #11531: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/OpenTTD/pull/11531#pullrequestreview-1760978766
22:02:32  <truebrain> cheers πŸ™‚
22:04:08  <truebrain> ugh, another 2FA before I can look into the detailed report of how OpenTTD is doing on Steam .. this will take another 5 minutes 😦
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22:05:10  <peter1138> Why use standard 2FA when you can invent your own, call it SteamGuard, and award you an achievement for activating it...
22:05:13  <truebrain> ah, here we go .. 1.8M (!) licenses ...
22:05:30  <peter1138> We're generous!
22:05:44  <truebrain> 1.3M lifetime unique users
22:05:57  <peter1138> I bet some people would've paid to have it on Steam :)
22:06:30  <truebrain> we did, yes πŸ˜›
22:06:59  <truebrain> okay, our users, who did respond to the Steam HW survey, report 0 32bit users
22:07:21  <truebrain> owh, there is an "other" category
22:07:34  <truebrain> 0.11%, at best, have 32bit
22:08:16  <truebrain> SteamOS is used by 0.82% πŸ™‚
22:08:37  <truebrain> also 0.11% only has a single CPU core πŸ˜› That group might have overlap πŸ˜„
22:09:15  <truebrain> 0.08% has 4GB or less
22:09:34  <truebrain> 5.7% has 64GB! That is a larger group than I would expect
22:09:52  <truebrain> only 60% is English
22:10:33  <truebrain> everyone has SSE2 and SSE3, 99.7% has SSSE3, and 99.5% SSE4.1 πŸ˜›
22:11:37  <truebrain> anyway, too many people than realistic download win32 .. and we autoselect win64 when we detect it. So either our detection is bad, or people are silly πŸ™‚
22:11:40  <Eddi|zuHause> i'm 0.5% then
22:11:43  <peter1138> 0.5% is Eddi
22:11:45  <peter1138> Heh
22:11:53  <truebrain> but, as long as Windows 7 isn't EoL (almost!), we might as well keep win32
22:11:55  <truebrain> one more year πŸ˜›
22:12:30  <Eddi|zuHause> when has windows being EoL ever stopped anyone?
22:12:51  <truebrain> (well, Windows 7 is already EoL ofc, but they now also announced that they wouldn't focus on it anymore for things like MSVC)
22:12:54  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #11531: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/OpenTTD/pull/11531
22:12:57  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #11529: [Bug?](WIN): KERNEL32.dll Problem that makes OpenTTD stop working https://github.com/OpenTTD/OpenTTD/issues/11529
22:13:12  <peter1138> If that many people are playing on win32, it seems to mean it does at least still work (unlike Vista)
22:13:22  <truebrain> true true
22:13:31  <truebrain> and we are not likely to grow over 2GB of RAM
22:13:36  <truebrain> but still .. it is weird
22:13:53  <truebrain> anyway, also quick approval for https://github.com/OpenTTD/website/pull/280 and Vista is done πŸ˜›
22:15:13  <peter1138> Over 2GB? I could try :D
22:19:26  <truebrain> No quick approval? πŸ˜›
22:21:46  <DorpsGek> [OpenTTD/website] 2TallTyler approved pull request #280: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/website/pull/280#pullrequestreview-1760980389
22:21:49  <DorpsGek> [OpenTTD/website] TrueBrain merged pull request #280: Remove: officially mark Vista as no longer supported https://github.com/OpenTTD/website/pull/280
22:21:52  <talltyler> sneaky sneaky
22:22:14  <truebrain> Cheers πŸ™‚
22:22:30  <truebrain> Pretty sure this was not the result the bug reporter was hoping for.... πŸ˜„
22:24:17  <peter1138> Plague
22:29:52  <peter1138> How did we manage to make a gui filtering system, that uses global vars?
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22:30:15  <Eddi|zuHause> hysterical raisins
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22:32:23  <truebrain> That is how we rollllllll baby
22:32:52  <peter1138> :-)
22:33:18  <peter1138> Well :)
22:33:39  <peter1138> Lots of red in my VS Code, but I think that's because it's given up updating.
22:38:26  <DorpsGek> [OpenTTD/OpenTTD] DefinitelyNotRau117 commented on issue #11528: [Bug]: When building a path through an existing one, the path is also laid under bridges https://github.com/OpenTTD/OpenTTD/issues/11528
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22:42:09  <peter1138> Okay, tempted to believe it's easier to just make all station list windows have the same filter and just update them all at the same time. Seems bad.
22:42:23  <peter1138> Like each window has its own filter but really it's the same :p
22:56:53  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #11528: [Bug]: When building a path through an existing one, the path is also laid under bridges https://github.com/OpenTTD/OpenTTD/issues/11528
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22:59:40  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #11528: [Bug]: When building a path through an existing one, the path is also laid under bridges https://github.com/OpenTTD/OpenTTD/issues/11528
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