Log for #openttd on 26th April 2018:
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00:22:23  <Eddi|zuHause> reminds me of the bug with very old games which ran way too fast on "modern" computers (386 with 25MHz), and the "solution" was to run them under windows, because that slowed everything down :p
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06:50:46  <Pikka> o/
06:55:36  <andythenorth> lo bird
06:57:00  <Pikka> lo
07:01:21  <andythenorth> is it done? o_O
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07:03:03  <Eddi|zuHause> depends on your definition of "is", "it", "done" and possibly "o_O"
07:03:51  <andythenorth> words
07:06:51  * Pikka got distracted watching
07:10:17  <andythenorth> lawks
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08:27:30  <peter1138> larks
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08:55:27  <andythenorth> oops
08:55:45  <andythenorth> I removed lots of sprites, because symmetric trains
08:55:53  <andythenorth> then I drew some of them asymmetric :P
09:11:16  <V453000>  \
09:11:17  <V453000> or
09:11:20  <V453000>  /
09:11:23  <V453000> FUCKING windows
09:11:42  <V453000> I iz making pythony things and it's such a mess
09:14:46  <peter1138> So anyone rendering vehicle sprites but using a good amount of sharpening so it's not blurry?
09:15:14  <peter1138> Also, when do we get 3D models in game :D
09:16:07  <andythenorth> they are 3D
09:16:11  <andythenorth> they have x, y, z :P
09:16:19  <peter1138> Yeah no.
09:16:21  <andythenorth> V453000: WHAT ARE YOU DOING
09:16:22  <andythenorth> ??
09:16:47  <peter1138> andythenorth, i'm sure a modern game that wasn't in C++ could do it easily, without specs.
09:16:58  <andythenorth> peter1138: probably just use a unity plugin
09:17:05  <andythenorth> don't worry about the CVEs
09:17:17  <andythenorth> I could rebuild OpenTTD in Flash if you want
09:17:19  <V453000> making a drop-folder-on-python-script, 32bpp x4, 32bpp x1, 8bpp x4, 8bpp x1 comes out automatically
09:17:25  <andythenorth> although my skills are a bit 15 years ago
09:17:26  <peter1138> javascript
09:17:31  <andythenorth> that's done isn't it?
09:17:35  <andythenorth> use node.js
09:17:41  <peter1138> Natively though
09:17:44  <V453000> making spritesheet, scaling, converting with the other tool
09:17:46  <andythenorth> because even unskilled developers can write highly performant apps
09:18:22  <peter1138> Do you still use spritesheets or individual images?
09:18:39  <V453000> spritesheets for each vehicle in each rotations
09:18:44  <V453000> but not the giant things I had before
09:19:02  <peter1138> Yeah, giant one-image-for-the-whole-set is silly.
09:19:20  <V453000> it wasn't so silly when I didn't have the automatic 8bpp converter
09:19:28  <peter1138> Heh
09:19:36  <andythenorth> kind of unwieldy to QA
09:19:53  <andythenorth> V453000: what is this 'drop folder' shit?
09:20:09  <peter1138> I'd probably use individual sprites if I was rendering. Image at 0,0, only thing to set is the offset.
09:20:10  <andythenorth> why do you have to manually intervene?
09:20:10  <andythenorth> if you use a mouse while compiling, that's wrong
09:20:16  <V453000> andythenorth: not having to use any commands to launch the thing
09:20:33  <peter1138> Have one command and double click :D
09:20:36  <V453000> just select folder(s) and it does the thing
09:20:45  <andythenorth> peter1138: that's inefficient to QA
09:20:48  <V453000> hey, it's useful for me :P
09:20:50  <peter1138> That's not particularly automated.
09:20:59  <peter1138> andythenorth, probably but easier to rendering.
09:21:01  <V453000> it's able to run from a command too peter1138
09:21:04  <peter1138> andythenorth, hand-drawn, no.
09:21:23  <andythenorth> well
09:21:32  <peter1138> V453000, then I'd script it so it's repeatable rather than relying on a drag&drop operation that could go wrong with misclicks.
09:21:33  * andythenorth back to automating spritesheets :P
09:21:38  <peter1138> Yay
09:21:41  <andythenorth> I am using the word 'gestalt' a lot
09:21:45  <peter1138> Let's just make tools instead of doing the thing.
09:21:59  <andythenorth> it is quite satisfying
09:21:59  <peter1138> Cubicles!
09:22:02  <V453000> ^ :)
09:22:11  <andythenorth> 'boom' look at my automation
09:22:20  <andythenorth> "with one shell command I can script my entire editor"
09:22:22  <andythenorth> or something
09:22:22  <V453000> the players love it andy
09:22:36  <andythenorth> they love the automated compile? o_O
09:22:40  <V453000> sure
09:22:50  <andythenorth> they'll love it if we ever ship anything :P
09:22:54  <andythenorth> remember how we used to ship?
09:22:54  <V453000> it's the n1 feature for them
09:22:56  <andythenorth> often?
09:23:04  <andythenorth> now we don't ship, all hype machines
09:23:14  <V453000> yes I had like 4 nuts releases per week :D
09:23:21  <andythenorth> I haven't shipped anything for months
09:23:27  <V453000> me neither
09:23:28  <andythenorth> except three fixes to FIRS
09:23:34  <andythenorth> 2 of the 3 were fixes to the fix
09:23:46  <andythenorth> V453000: it's because it's C++
09:23:50  <peter1138> Let's use minecraft with a custom graphics set to create voxel models and then screenshot them to pngs...
09:23:52  <andythenorth> and the need for specs
09:23:57  <andythenorth> peter1138: plausible
09:24:01  <andythenorth> also we can make MC mods
09:24:06  <V453000> my current plan is to make the prototype with mostly placeholder graphics, let people play it, do updates and make graphics at the same time
09:24:09  <andythenorth> they're compiled to a JIT and super reliable
09:24:10  <V453000> it's basically what I did with NUTS
09:24:22  <andythenorth> and it doesn't matter if they don't work, because change is what players want
09:24:25  <andythenorth> new things
09:24:26  <V453000> when I realize how unfinished NUTS 0.0.1 was compared to latest, it's ridiculous
09:24:28  <andythenorth> they don't have to work
09:24:30  <andythenorth> just be new
09:24:36  <peter1138> but it worked!
09:24:38  <V453000> but of course when designing I am aiming for latest level immediately
09:24:44  <peter1138> (except those bugs, but we ignore those)
09:24:50  <andythenorth> I have a TouchBar mac because Players need New Things
09:24:53  <andythenorth> It Doesn't Work
09:24:56  <andythenorth> but that's secondary
09:25:02  <V453000> :D
09:25:02  <andythenorth> tech bloggers were being mean to Apple
09:25:03  <V453000> great.
09:25:10  <andythenorth> so now I have a stupid thing that doesn't work
09:25:12  <peter1138> Is it lunch time yet? I'm going with no but my tummy is grumbling.
09:25:17  <andythenorth> coffee
09:25:20  <andythenorth> then gaviscon
09:25:21  <peter1138> I have tea.
09:25:22  <V453000> drugs
09:25:23  <andythenorth> the ultimate combo
09:25:32  <peter1138> I don't need Gaviscon, yay.
09:25:32  <V453000> I'm on python now, it's a good trip
09:25:40  <andythenorth> V453000 you should make a grf called 'drugs'
09:25:47  <andythenorth> I can't let my kids play though
09:25:53  <peter1138> I was on it for about a year, pointlessly, because it was my bloody gall-bladder that was being a cunt.
09:25:59  <peter1138> Silly doctors.
09:26:03  <andythenorth> I just eat it for fun
09:26:15  <peter1138> They whipped it out in hospital last year.
09:26:28  <andythenorth> do you have trouble processing fatty foods now?
09:26:31  <peter1138> And Gaviscon tastes a bit nasty.
09:26:32  <peter1138> Nope.
09:26:35  <andythenorth> k
09:26:41  <andythenorth> someone I know had gall bladder out
09:26:58  <andythenorth> digressing, will Net Nanny stuff ban kids from FIRS?
09:27:03  <peter1138> Yes, me.
09:27:12  <andythenorth> someone else than you
09:27:21  <peter1138> But fattiest stuff I eat anyway tends to be gourmet hipster style burgers.
09:27:57  <andythenorth> FIRS has Coke, Slag, Acid
09:28:01  <andythenorth> also Alcohol
09:28:04  <andythenorth> Explosives
09:28:05  <peter1138> Antacid.
09:28:07  <andythenorth> think of the children
09:28:13  <peter1138> NO VIOLENCE
09:28:15  <andythenorth> even Fertiliser and Oil
09:28:19  <dihedral> greetings
09:28:23  <peter1138> Mr dihedral!
09:28:31  <dihedral> hi
09:28:39  <dihedral> Mr peter1138
09:28:40  <andythenorth> allegedly, in early internet days, searching for 'Fertiliser' and 'Diesel' got you flagged on Echelon
09:28:49  <andythenorth> due to the desire to blow things up that way
09:29:08  <andythenorth> 'allegedly'
09:29:24  <andythenorth> also there are Reefers in my newgrfs
09:29:37  <V453000> if you had a vehicle which can run on road and rail, how would you expect it's performance to change based on these tracks?
09:29:47  <andythenorth> and there's an engine called Northcock, which is zero euphemism, but someone is inevitably going to think it is
09:29:56  <V453000> road for more tractive effort, rail for more speed? vice versa?
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09:30:40  <andythenorth>
09:30:54  <andythenorth> V453000: this is railtype hax?
09:30:58  <andythenorth> or you patching core? :P
09:31:13  <V453000> well I have rails which look like water, roads are next
09:31:14  <andythenorth> child #1 wants to know when we're doing trains that go on road too
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09:31:54  <V453000> this is pretty much that, and it has the bonus feature of diagonal roads :P
09:31:55  <V453000> boom
09:31:59  <andythenorth> Pikka: shall I streamline my 2-8-2 and please the crowd? o_O
09:32:02  <andythenorth> crowd of one
09:32:08  <andythenorth> ^^^^ link above
09:40:39  <Pikka> maybe, maybe not
09:41:07  <andythenorth> only if it looks hench
09:41:28  <andythenorth> Pikka: is your pendolino done yet? :P
09:41:42  <Pikka> oh, that pendolino
09:42:03  <andythenorth> am I on a pendolino?
09:42:06  * andythenorth looks
09:42:17  <andythenorth> no I'm on a Super Voyager thing
09:42:26  <Pikka> handy
09:42:39  <andythenorth> or maybe it's not Super
09:42:46  <andythenorth> doesn't seem to tilt
09:43:06  <Pikka> maybe they turned the tilting off
09:43:09  <Pikka> or it broke
09:43:17  * Pikka tracking tabled Av32, because that was a useful thing to do
09:43:26  <andythenorth> seems to be locked out according to wikipedia
09:43:34  <andythenorth> it's always nice to design a new one
09:43:41  <andythenorth> rather than draw the current one
09:43:47  <Pikka> yes
09:43:58  <andythenorth> I am thinking about NARS3
09:44:08  <andythenorth> GP38, caboose, done?
09:46:29  <Pikka> 4-4-0, Big Boy, F7, GP38, SD40-2, ES44AC. That's probably about right.
09:47:02  <andythenorth> can I ignore the cabbage?
09:47:13  <Pikka> definitely
09:47:14  <andythenorth> "Just say no to DVTs"
09:47:32  <andythenorth> some of this train is missing...
09:47:45  <andythenorth> that's what happens when the sides are stuck on in the compile
09:47:48  <andythenorth> and they're not drawn yet
09:47:57  <Pikka> nice
09:48:02  <andythenorth> I thought so
09:51:39  <peter1138> Skeleton Horses in Minecraft were pretty scary.
09:51:44  <peter1138> Briefly.
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09:59:22  <Sacro> Where is UKRS7 :(
09:59:31  <Pikka> mmm, minecraft. now there's a game that gets it right when it comes to modern scripting language, half-finished features with no coherent design, and not caring about backwards compatibility
09:59:41  <andythenorth> Sacro: it's UKRSn+1 now
09:59:51  <Pikka> ukrs half-past-nine
09:59:56  <andythenorth> Pikka: but look at the community!!
10:00:04  <andythenorth> there are only two industry sets for OpenTTD
10:00:08  <Pikka> such active modding
10:00:11  <andythenorth> one is dead, and the other has only made tiny improvements
10:00:26  <Pikka> never mind the fact that it's only active because every time the game is updated, all the mods need to be rewritten
10:00:37  <andythenorth> and as child #1 keeps pointing out, there are no mods on Minecraft PE, despite it being most popular platforn
10:00:39  <Pikka> (see also KSP)
10:00:43  <andythenorth> lolz
10:01:05  <andythenorth> it's change that matters
10:01:07  <andythenorth> not results
10:01:13  <andythenorth> like bad therapy
10:01:26  <Pikka> wot laffs
10:01:36  <andythenorth> the problem is that out attitudes are from 30 years ago
10:01:37  <Sacro> I'll stick with Factorio
10:01:41  <andythenorth> and I can't keep up
10:01:47  <Pikka> tut tut
10:01:51  <Sacro> WHERE ARE THE PONG MODS
10:02:00  <andythenorth> I learnt everything about software when I was 10
10:02:08  <andythenorth> also I played loads of TTD in 1988
10:02:11  <andythenorth> loads
10:02:42  <V453000> 88?
10:02:47  <andythenorth> yair
10:02:51  <andythenorth> V453000: just bitching
10:02:57  <V453000> :D
10:03:22  <andythenorth> I would actually like to have sensible debates with the relevant OP every year when the latest version of the thread is born again
10:03:32  <andythenorth> like I think KK has some sensible points
10:03:51  <andythenorth> but it's all just expressed in so much wah wah
10:03:57  <andythenorth> and so much wrong
10:04:24  * andythenorth back to making trains not appear the wrong way round in -> view
10:04:31  <Pikka> o/
10:04:36  * Pikka back to making dinner
10:05:22  <andythenorth> shall I add a steam engine to Horse for 2020?
10:05:25  <andythenorth> it's total realism
10:06:04  <V453000> YES
10:06:14  <V453000> steamers are fun, case closed.
10:06:25  <andythenorth> it would be the one from 1930, back again
10:06:27  <andythenorth> upgraded, faster
10:06:46  <andythenorth> it is a conundrum
10:06:52  <andythenorth> player feedback is that realism is better
10:07:03  <andythenorth> but the UK has stopped buying new locomotives and stuff
10:07:10  <andythenorth> so when I just repeat the old ones (like realism)
10:07:12  <andythenorth> they are unhappy
10:07:17  <andythenorth> such
10:07:27  <andythenorth> FLHerne: I blame you :D
10:07:32  <andythenorth> unfair
10:08:55  <FLHerne> andythenorth: Mm
10:09:11  <andythenorth> I am on a train
10:09:18  <andythenorth> maybe I can look out the window for new trains
10:09:26  <andythenorth> and draw them quick
10:10:18  <andythenorth> I can see some now
10:10:23  <andythenorth> all Cargo Sprinters though
10:11:44  <FLHerne> Aw, you renamed the Raven :-(
10:11:59  <FLHerne> I know it was 'realistic' before, but it was also a cool name. The new one is silly :P
10:12:24  <FLHerne> (the new tank names are nice, though)
10:15:30  <andythenorth> I could unrename the Raven
10:15:37  <andythenorth> Raven is a bird, animal names are possible
10:15:46  <andythenorth> it's also named after the designer
10:15:52  <andythenorth> it just didn't sound very hench
10:16:01  <andythenorth> 'Super Raven' :P
10:16:14  <andythenorth> NUTS Horse
10:18:05  <FLHerne> Looking at your revised linear speed bands, I still think they're wrong ;-)
10:18:23  <andythenorth> that's ok, the possibility of a parameter still
10:18:30  <andythenorth> I just make one step at a time, cleaner
10:18:31  <FLHerne> You have 60mph locos from 1860-1900, then nothing, then 1930-1950
10:18:45  <andythenorth> do I?
10:18:50  * andythenorth checks
10:19:08  <FLHerne> Then 75mph from 1900-1930, nothing, 1960-1990
10:19:16  <andythenorth> that looks like errors
10:19:23  <andythenorth> let's check
10:20:06  <FLHerne> No, it's because freight and pax are still two bands apart, but you only move up one each generation, so there's no overlap
10:20:16  <FLHerne> (except the first one because it's a bit different)
10:21:15  <andythenorth> branch engines are bugged though
10:21:28  * andythenorth fixes
10:21:30  <FLHerne> (90mph 1930-1960, nothing, 1990-2020, etc.)
10:21:55  <FLHerne> Oh, right, those were meant to be pax speed
10:22:12  <andythenorth> yes
10:22:45  <FLHerne> I still think the smaller freight loco, and maybe also the branch loco? should be in the middle band that's currently empty in each gen
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10:22:56  <FLHerne> Latter might be annoying if they have to share tracks with expresses ever
10:22:57  <andythenorth> k biab, change trains
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14:18:07  <nielsm> okay, back from vacation and most major troubles that occurred in the meantime are resolved... time to try to rebase those patchsets I worked on before
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14:29:05  <andythenorth_> o/
14:29:19  <andythenorth_> there are trains
14:29:25  <andythenorth_> irl
14:29:31  <andythenorth_> I can see one
14:35:15  <peter1138> I can see... sunshne.
14:35:20  <peter1138> With an i.
14:35:27  <peter1138> Seems it is going to piss down tomorrow though :(
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14:36:32  <peter1138>
14:36:33  <peter1138> Oh
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14:39:16  <andythenorth_> even more trains
14:39:22  <andythenorth_> how rare
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14:56:08  <nielsm> okay managed to rebase one patchset correctly!
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15:41:07  <nielsm> :( jenkins fails to merge my pull request, somehow
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15:47:24  <LordAro> nielsm: it's very particular about commit messages
15:47:38  <LordAro> and you appear to have merge conflict
15:48:01  <LordAro> (there's also a an svn commit in your branch, somehow)
15:48:28  <nielsm> ugh so I did make a mistake when rebasing after all?
15:48:32  <LordAro> nope
15:48:34  <LordAro> you're nearly there
15:48:41  <LordAro> well, you may have made a mistake :p
15:48:49  <nielsm> ah right
15:48:49  <LordAro> but just re-rebasing onto HEAD should do the job
15:49:04  <LordAro> the hardest bit will be squashing/moving/merging commits
15:49:18  <nielsm> what I did was rebase onto the commit in the new github repo that matched the one my old branch was based on
15:49:28  <nielsm> then afterwards merge master into the branch
15:49:40  <nielsm> should have rebased onto master instead?
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15:51:08  <nielsm> that svn commit that somehow sneaks in is probably from something that happened during merge master
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15:56:51  <LordAro> nielsm: yeah, no merge commits in this repo pls
16:00:55  <LordAro> nielsm: also, force pushing means you don't need to create new pull requests
16:01:18  <LordAro> oh wait, i misread
16:01:20  <LordAro> carry on
16:01:36  <nielsm> trying to make sense of things locally atm :)
16:02:35  <nielsm> git UI is annoying, I'm pretty sure I understand the graph and objects stuff behind the scenes correctly, and I know how I want things to look, but I just don't know the commands to make it happen
16:07:26  <LordAro> git rebase master, probably
16:07:37  <LordAro> upstream/master or origin/master, depending on your checkout
16:07:53  <LordAro> and then git rebase -i master to reword/reorganise commits
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16:18:32  <nielsm> force pushed now
16:19:17  <nielsm> will have to do that again after changing all commit messages though...
16:19:31  <peter1138> yup
16:20:00  <peter1138> Problem is lots of commits like "WIP" and "now working"
16:20:28  <LordAro> rebasing is love, rebasing is life
16:21:31  <peter1138> "untested" whew, brave.
16:21:45  <LordAro> it compiles, ship it
16:22:30  <peter1138> Who needs reviews :p
16:23:40  <nielsm> commits like "update visual studio project files" should they be squashed into the previous? since that previous actually removes some source files
16:24:18  <LordAro> i'd say so
16:24:31  <peter1138> Don't commit project file changes.
16:24:42  <peter1138> Always edit source.list and run projects/generate
16:24:58  <peter1138> It's made a right mess
16:25:05  <LordAro> well you still need to commit the project file changes :p
16:25:09  <peter1138> Yes
16:25:15  <peter1138> But not like this
16:25:27  <LordAro> ah, i haven't looked at the actual changes
16:25:42  <peter1138> LordAro, and source.list hasn't been touched
16:25:48  <LordAro> ah
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16:26:07  <nielsm> I am certainly updated source.list and running generate.vbs
16:26:15  <nielsm> not editing the VS project files by hand
16:26:28  <peter1138> What's with the xml change to every file then?
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16:27:03  <peter1138> Maybe generate.vbs doesn't work properly. Hmm.
16:27:09  <nielsm> the source.list change is in the commit that deletes the old source files
16:27:46  <peter1138> So to answer your original question , yes :P
16:27:52  <nielsm> the generate_vs14[01].vcxproj change to xml declaration would seem to be something with UTF8 BOM
16:28:26  <nielsm> but why it changes the order of spanish.txt and spanish_MX.txt around everywhere, no clue
16:28:43  <peter1138> Thing is, you didn't review what was changed in the project file commit.
16:29:31  <nielsm> does the unix projects/generate script also update the VS project files?
16:29:41  <peter1138> Yes
16:29:46  <nielsm> I can run that in WSL then
16:30:06  <nielsm> marking that commit as 'edit' then
16:30:12  <peter1138> I don't actually know how to run generate.vbs
16:30:38  <nielsm> cscript generate.vbs
16:30:46  <nielsm> that simple actually
16:30:49  <nielsm> and it does things
16:30:57  <peter1138> Roger.
16:31:01  <peter1138> cscript wasn't obvious
16:31:10  <peter1138> Ok, Yeah, running that fucks all the proejct files up :p
16:31:17  <peter1138> Ish
16:31:22  <peter1138> I don't get the utf-8 bom change
16:31:29  <peter1138> but there is the reordering
16:31:46  <peter1138> Actually the reordering is the only thing.
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16:31:57  <peter1138> So something odd happened with yours for it to mess with the BOM
16:31:58  <peter1138> Hmm.
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16:32:36  <peter1138> WIPs should be squashed together into something that works :p
16:33:12  <nielsm> then I have this "code style" where I fix up all previous changes to follow the style conventions.... spreading that out will be a major pain :(
16:33:26  <peter1138> SHould've got it right in the first place ;)
16:35:29  <peter1138> Also probably too many things going on in one PR
16:36:01  <nielsm> I tried separating things, I really did
16:36:04  <nielsm> at first
16:36:28  <nielsm> and just kept getting all the changes intertwined
16:36:45  <peter1138> feature to change music set during gameplay
16:36:48  <peter1138> seems unrelated
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16:37:14  <peter1138> Nice separate PR, that one.
16:42:31  <nielsm> projects/generate run on WLS on my system also changes the order of the spanish/spanish_MX language files
16:42:33  <nielsm> wth
16:43:08  <Rubidium> sounds like different sorting on file system level between OSes
16:43:48  <nielsm> the generate script should probably do an ASCII sort of filenames before adding them?
16:44:05  <nielsm> instead of depending on filesystem randomness
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16:53:35  <nielsm> this seems to cause generate to keep the ordering:
16:53:52  <nielsm> and I think it is portable across different unices/compatibles?
16:55:56  <glx> I guess it's about mx lang file in projects
16:56:01  <nielsm> yes
16:57:47  <nielsm> made a PR for that generate script fix
16:58:43  <peter1138> Needs more than that.
16:58:57  <peter1138> With sort -d, spanish_MX comes before spanish for me
16:59:04  <peter1138> as it does in our project files
16:59:15  <peter1138> it's generate.vbs that does it the other way
17:00:44  <LordAro> shouldn't be using ls anyway
17:00:59  <peter1138> probably
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17:01:31  <LordAro>
17:01:35  <Wolf01> Moin
17:02:31  <Wolf01> Lol
17:03:13  <glx> generate on mingw changes the order too
17:03:22  <glx> so it's not only the vbs
17:03:30  <glx> it's more related to the OS
17:03:38  <peter1138> Yeah
17:03:51  <LordAro> LC_ALL=C?
17:03:54  <nielsm> yes it seems to be windows' FS driver that returns files in another order
17:04:03  <Wolf01> I can confirm
17:04:24  <nielsm> and of course VBS doesn't have any built-in sorting
17:04:40  <nielsm> so enjoy writing a little bubblesort or whatever for it
17:05:01  <nielsm> of course, comparing the filenames exactly like 'sort -d' would
17:05:03  <nielsm> :(
17:05:16  <peter1138> on linux it seems to sort by alphanumerics
17:05:40  <peter1138> so windows is right :p
17:06:20  <peter1138> spanish.txt comes after spanish_mx on linux cos t > m
17:06:46  <peter1138> english_au comes before english.txt on linux cos a < t
17:07:11  <peter1138> egnlish_us comes after english cos u > t
17:07:14  <peter1138> fun :p
17:07:23  <peter1138> so it needs the opposite of sort -d
17:07:44  <glx> but it should sort based on what is before the . :)
17:07:50  <Wolf01> If you select a list of files and copy them on windows, it copies first the last one, then back from the first, and that causes a LOT of problems where you need to have files placed sequentially independent of the filename... like my car radio and some dvd players I use to see old photo albums on dvd
17:07:59  <peter1138> glx, yeah. windows does, linux doesn't.
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17:08:27  <peter1138> Wolf01, yeah, screw those systems that can't understand filenames :(
17:08:45  <peter1138> Wolf01, there's even a tool specifically for reordering the file list on a dos partition
17:08:46  <Wolf01> They just read in the fs order
17:08:53  <glx> Wolf01: it's also funny when you drag a selection in vlc, you won't know the order in the playlist
17:09:05  <Wolf01> Ah, yes, I noticed that too
17:09:42  <Wolf01> I now use teracopy which does the copy in the right order and so no more problems :P
17:21:25  <peter1138> (Interesting that only spanish shows up differently, though)
17:22:08  <Wolf01> Oh, that, it is a pita every time I regenerate the projects :D
17:22:48  <peter1138> Thanks for reporting it as a bug :p
17:23:18  <Wolf01> You are welcome :p
17:23:42  <peter1138> Actually there probably is one in there, a few years ago ;)
17:30:19  <glx>  <peter1138> (Interesting that only spanish shows up differently, though) <-- because the other file that could cause problem is english.txt but it's skipped by generate
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17:31:16  <peter1138> k
17:31:32  <nielsm> looking at generate.vbs now, changing it to sort the files in "linux ordering" would be rather troublesome
17:31:48  <nielsm> since it loops directly on the FileSystemObject data rather on a copy of an array
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17:32:21  <nielsm> so it'd have to first copy out all the filenames to a new array, then sort them (using a custom sorting function), then do the current stuff
17:34:45  <peter1138> ls -1 src/lang | sed 's/.txt//g' | sort | sed 's/$/.txt/g'
17:34:45  <peter1138> ;(
17:35:14  <nielsm> question is whether you can depend on windows always returning the files in this particular order ;)
17:35:29  <peter1138> Indeed.
17:35:41  <glx> windows tends to be conservative
17:35:45  <nielsm> (in which case changing the shell script to produce that ordering would be the easier)
17:36:17  <glx> because a lot of existing stuff relies on 'defined' behaviour
17:36:26  <peter1138> And also do it for the other ls.
17:37:43  <nielsm> afk, dinner
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18:11:31  <TrueBrain_> w00p, lets see if I can make a 64bit Windows binary :D SO MUCH HYPE
18:11:54  *** TrueBrain_ is now known as TrueBrain
18:11:57  <TrueBrain> weird name
18:12:24  <TrueBrain> okay, so supybot is no longer really supported I see
18:14:22  <peter1138> GET HYPED
18:14:46  <TrueBrain> 235 warnings
18:14:47  <TrueBrain> 0 errors
18:14:49  <TrueBrain> w00p!
18:14:51  <TrueBrain> 3 minute and 45 seconds
18:14:58  <TrueBrain> that is a lot faster than I expected tbfh
18:15:29  <TrueBrain> binary of 32 MiB?!
18:15:30  <TrueBrain> holy crap
18:15:35  <TrueBrain> why is OpenTTD so hugggeeeeeee
18:16:44  <peter1138> Hmm, I've been building 32 bit all this time :p
18:16:53  <TrueBrain> last build it was only 13 MiB .. so why is this so much bigger ..
18:17:10  <peter1138> Is it a debug build?
18:17:31  <TrueBrain> did /p:Configuration=Release
18:17:44  <TrueBrain> I did use static libraries
18:17:50  <TrueBrain> and I see libpng.lib is 2 MiB ..
18:17:58  <TrueBrain> that is a huge number right there
18:18:44  <TrueBrain> ICU is also BIIGGGGG
18:18:51  <peter1138> And buggy
18:20:24  <TrueBrain> yeah, those libraries should be a lot smaller
18:20:27  <peter1138> my debug was 33MB
18:20:30  <peter1138> my release is 14MB
18:20:43  <peter1138> So I think you've got a debug build.
18:20:44  <TrueBrain> libpng.lib should be around 400 kib
18:21:03  <TrueBrain> if /p:Configuration=Release doesnt give a release, than yes
18:21:04  <peter1138> Hmm, or debug builds of the libs?
18:21:10  <TrueBrain> otherwise, I think my libs are wrong
18:21:12  <peter1138> I dunno :p
18:21:35  <peter1138> libpng.lib is 497KB for me.
18:21:41  <peter1138> ICU is... lots.
18:22:34  <TrueBrain> I think the libraries are static too
18:22:36  <TrueBrain> which is fine
18:22:40  <LordAro> pretty sure i read somewhere recently that vcpkg gets 32bit libs by default
18:22:41  <TrueBrain> no clue why the executable is so big
18:22:43  <LordAro> might have been here
18:22:54  <TrueBrain> nope; vcpkg does what it should do
18:22:57  <TrueBrain> nicely has the targets split
18:23:02  <LordAro> fair
18:23:05  <TrueBrain> but also totally irrelevant; 32bit libraries dont work for a 64bit binary
18:23:06  <TrueBrain> and I have a binary
18:23:15  <LordAro> not tried it myself
18:23:19  <LordAro> does it run? :p
18:23:52  <TrueBrain> running a Headless windows; no clue how to check that
18:24:22  <LordAro> i had to work around missing this fix today;h=ddff3d84be42fa80c2c9aaa635f2b9269e74e4f9
18:25:00  <TrueBrain> the executable runs fine; pretty smooth even for a VM it runs in
18:27:01  <TrueBrain> guess it is time to try the non-static vcpkg files
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18:28:41  <peter1138> group icons eh?
18:29:04  <peter1138> God, VS is annoying to use.
18:29:43  <TrueBrain> still no word from AWS .. really think they put me on their ignore list :(
18:29:58  <andythenorth> yo
18:30:04  <TrueBrain> yo yo yoooooo
18:30:12  <Zuu> yo
18:30:12  <andythenorth> how does int(foo/2) work then?
18:30:19  <Wolf01> TrueBrain: write at Bezos directly
18:30:20  <andythenorth> seems to round down
18:30:24  <TrueBrain> owh no, its a Zuu
18:30:42  <TrueBrain> andythenorth: depending on the language, it tends to round down, yes
18:30:47  <andythenorth> python
18:30:56  <TrueBrain> never do that in Python .... Python2 or Python3?
18:31:10  <Zuu> A git topic got me here.
18:31:24  <TrueBrain> took you long enough :P
18:31:24  <andythenorth> python3
18:31:41  <andythenorth> does it reliably round down?
18:31:43  <TrueBrain> andythenorth: 3 / 2 -> 1.5      3 // 2 -> 1
18:31:45  <andythenorth> or should I floor it
18:31:47  <TrueBrain> never use int()
18:31:55  <TrueBrain> just never ever use int() ....
18:31:55  <andythenorth> I need the result as an int
18:32:01  <TrueBrain> so foo // 2
18:32:06  <TrueBrain> always returns an int, always rounded down
18:32:13  <andythenorth> nice
18:32:14  <Zuu> I actually read the topic when it was quite new, but took me some time to get here yes.
18:32:30  <TrueBrain> andythenorth: internally, // is called 'floordiv'
18:32:36  <andythenorth> ok
18:32:39  <andythenorth> worth knowing
18:32:44  <TrueBrain> Zuu: the travels on the web is long :D
18:33:05  <TrueBrain> andythenorth: it is very nice of Python to have 2 operators for it :) int / int -> float, int // int -> int
18:33:10  <TrueBrain> makes so much code so much nicer
18:33:22  <peter1138> int / (float)int
18:33:23  <peter1138> yeah
18:33:31  <peter1138> Hmm, my jenkins has blown up again :(
18:33:57  <TrueBrain> peter1138: no need for (float). what I wrote is correct. No casting. dont cast in Python. Never
18:34:09  <TrueBrain> (well, holds for Python3)
18:34:22  <TrueBrain> int / int -> float in Python 3 .. well, or int
18:34:43  <TrueBrain> if you are casting in Python, you are really doing it wrong
18:34:54  <TrueBrain> cast with (bytes), learn how to do decode/encode
18:35:02  <TrueBrain> cast with int/float, learn the rules :)
18:35:19  <peter1138> TrueBrain, yeah i was refering to C :p
18:35:30  <TrueBrain> yes, as we were talking about C. Sorry. My mistake.
18:35:32  <TrueBrain> (silly goose)
18:35:50  <peter1138> As in "that's the not so much nicer way"
18:36:01  <peter1138> i may have optimised that bit away
18:36:10  <TrueBrain> .
18:36:20  <TrueBrain> optmizations give for bad conversations :D
18:36:21  <TrueBrain> haha
18:36:24  <TrueBrain> we just all talk empty-space and dots
18:36:26  <TrueBrain> .
18:36:28  <TrueBrain> :P
18:36:29  <TrueBrain> :D
18:36:31  <TrueBrain> ?
18:36:32  <TrueBrain> :D
18:36:47  <LordAro> D:
18:36:54  <TrueBrain> your smile is wrong :s
18:36:56  <TrueBrain> you scare me
18:37:02  <LordAro> ):
18:37:18  <andythenorth> 7 hours on trains today :P
18:37:27  <TrueBrain> I normally ride in trains
18:37:31  <TrueBrain> but I guess on can also be fun
18:37:34  <TrueBrain> did you go to India?
18:37:58  <TrueBrain> I just imagine andythenorth sitting on a train. His son walks in: DAD! GET OFF THAT TRAIN!
18:38:38  <TrueBrain> or maybe he is not walking on eggs, but he is walking on trains
18:38:48  <TrueBrain> does have another vibe to it ... "I have been walking on trains today"
18:38:48  <nielsm> okay patchset is starting to be a bit more sensible now?
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18:39:05  <TrueBrain> even his connection lost it
18:39:20  <TrueBrain> nielsm: note that none of these commit messages will be accepted by the CI :)
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18:39:29  <LordAro> nielsm: see the list of approved prefixes
18:39:32  <nielsm> TrueBrain I think two of them will! :)
18:39:35  <LordAro> but otherwise yes
18:39:35  <TrueBrain> andythenorth: dont go offline when I am talking trash to you!
18:39:49  <andythenorth> sorry, Apple think it's good to turn off TCP/IP
18:39:52  <nielsm> I'm fixing things bit by bit, shuffling around code between commits is tricky to get right
18:39:54  <andythenorth> it saves battery
18:39:59  <TrueBrain> nielsm: in general we have to think about how to process your PR .. as there is no way we can keep working on it till the whole set gets an approval :)
18:40:05  <andythenorth> so they micro-sleep the network connection constantly
18:40:10  <andythenorth> which is crap for irc
18:40:35  <TrueBrain> yes, as the network negotiation and TCP negotiation are so cheap ..
18:40:36  <TrueBrain> fucking wankers
18:40:51  <nielsm> if I separate the GUI changes and the playlist/title screen logic out into separate patchsets, is it fine to keep the win32 music driver and dos music support as a single PR?
18:40:57  <andythenorth> just waiting for a better alternative...
18:41:01  <andythenorth> tick tock
18:41:04  <nielsm> since those are very closely intertwined
18:41:26  <TrueBrain> yeah, there should be a balance of work vs reward :D
18:41:43  <TrueBrain> but I am mostly interested in the music driver .. as I really dont want to findout how to get dmusic working ...
18:41:47  <TrueBrain> its horrible ......
18:41:56  <TrueBrain> does win64 currently have midi support?
18:42:55  <andythenorth> oops forgot to 'make install'
18:43:04  <andythenorth> that's why my grf still is broken in-game :P
18:43:13  <TrueBrain> I had that many times today
18:43:18  <andythenorth> how do I even tie my shoelaces? :P
18:43:20  <TrueBrain> WHY DOESNT THIS WORK! Wait ... 'make' ....
18:43:25  * andythenorth has shoes without shoelaces
18:43:31  <TrueBrain> has no shoes
18:43:33  <TrueBrain> and no pants
18:43:34  <TrueBrain> hmmm
18:43:46  <Zuu> gulp watch => make?
18:45:17  <TrueBrain> real men don't automate!
18:45:30  <nielsm> TrueBrain yes win64 has full midi support
18:45:41  <TrueBrain> then why does win32 need DirectX for?
18:45:42  <nielsm> (professional music software depends on that too)
18:45:49  <TrueBrain> no, I meant OpenTTD :D
18:45:51  <TrueBrain> OpenTTD win64 :)
18:45:58  <nielsm> oh
18:46:05  <TrueBrain> OpenTTD win32 needs DirectX dmusic shit
18:46:12  <TrueBrain> OpenTTD win64 doesn't ... made me wonder if MIDI worked at all
18:46:15  <nielsm> the current two music drivers in openttd are more properly called directmusic and mci
18:46:19  <nielsm> rather than directmusic and win32
18:46:27  <nielsm> since the "win32" driver uses the ancient MCI interface
18:46:38  <TrueBrain> yes; for which is no win64 from what I understood
18:46:43  <TrueBrain> but so why do we still have it?
18:46:48  <TrueBrain> or does your patch fixes all that?
18:46:48  <nielsm> and for some reason using MCI MIDI on newer versions of windows has massive delays when loading files
18:47:04  <nielsm> 5-7 second pauses between tracks
18:47:11  <nielsm> (or when looping the title song)
18:47:12  <peter1138> Whatever is there works for me.
18:47:12  <Zuu> But it is easy to just remove music support and compile without dmusic. At least that is what I used to do. Now I have to see if I can get VS up and runnig to compille OpenTTD.
18:47:31  <TrueBrain> removing music is never an option :D
18:47:39  <TrueBrain> and I am more worried how I should do the official binaries :P
18:47:42  <peter1138> Zuu, that's not useful for a compile farm :)
18:47:48  <TrueBrain> I really really really do not want to look into dmusic :(
18:48:04  <nielsm> my new driver on windows basically implements a brand new low-level midi file parser and timing control to second it to the system midi output...
18:48:20  <TrueBrain> and removes dmusic?
18:48:25  <nielsm> yes
18:48:26  <nielsm> completely
18:48:27  <TrueBrain> +1
18:48:29  <TrueBrain> approved
18:48:30  <TrueBrain> merged
18:48:32  <TrueBrain> wait ...
18:48:33  <TrueBrain> :P
18:48:43  <TrueBrain> so yeah, if you can split that off from the GUI changes and random README changes etc, would be lovely
18:48:58  <nielsm> dmusic has some neat ideas, honestly, but it was too late and no game developers wanted to use it anyway :D
18:49:33  <TrueBrain> especially if you can offer only the new MIDI driver .. makes reviewing a lot easier :)
18:49:52  <Zuu> peter1138: that put it in a different perspective yes.
18:50:08  <nielsm> just gonna make a force push again...
18:50:13  <TrueBrain> if supybot is no longer the standard .. what IRC bot is (in Python3)?
18:50:22  <TrueBrain> make all the force pushes you need nielsm :)
18:50:25  <TrueBrain> we can handle them! :)
18:51:43  <nielsm> 7f7c2d0 is the commit that contains the entire new music driver in the basic form, but there are some later fixes I haven't cleaned up yet
18:51:56  <nielsm> if you want to test it ;)
18:52:29  <TrueBrain> I wait for the cleanup :D
18:52:50  <TrueBrain> gives me some time to prepare the release binaries a bit more .. maybe I can try to build the PR with it so we can all test it on different systems :)
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18:53:33  <nielsm> I'd appreciate if someone could try out the dos music support on non-windows systems now, before the cleanup is done
18:53:43  <nielsm> so I don't have to go back and fix that later again
18:54:01  <nielsm> it's really simple, just decodes the song, dumps to a temp file, and loads the temp file
18:54:24  <nielsm> but I'm not sure whether it's an appropriate location I write the temp file to, and some other details
18:54:27  <TrueBrain> cheaty :D But MIDI on non-windows always has been a bit of a problem :)
18:54:41  <nielsm> (I don't have any non-windows systems on hand)
18:55:50  <TrueBrain> me neither :(
18:56:13  <nielsm> oh yeah, also the fix for music looping I've made, can only work with the new win32 driver if the windows-TTD music files are used, since they depend on low level control of playback
18:56:34  <nielsm> (this includes the fix for "can't get there from here" having the long silence at the end)
18:56:39  <TrueBrain> I think it will take a bit of time and a few PRs before we get your stuff in :D
19:00:17  <nielsm> please call it version 2.0 then ;)
19:01:00  <nielsm> (more like 7.0 with all the other features also introduced since 1.0, but version numbers are meaningless anyway)
19:06:40  <glx> I used MidiOut for opendune, but music playing was a lot more low level there than in openttd
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19:12:49  <nielsm> if anyone's interested, here's a win32 build:
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19:14:43  <TrueBrain> that is what OpenTTD needs ... auto-updating, and channels! So we can push test versions to a select few people
19:14:51  <TrueBrain> for that we need to get statistics how people use the game
19:14:53  <TrueBrain> so we can target them
19:15:01  <TrueBrain> of course than we can talk with companies to sell that data too
19:15:03  <TrueBrain> waitttttttttttt
19:15:08  <TrueBrain> (I AM JOKING! Ffs ...)
19:15:09  <peter1138> no not that.
19:15:18  <peter1138> Auto updating would be good.
19:15:28  <peter1138> I even had people request that.
19:15:37  <TrueBrain> yup; I am surprised that is not in yet :D
19:15:46  <TrueBrain> channels is also nice, for nightly/beta/release
19:15:58  <TrueBrain> statistics how peopleuse the game .... I rather burn the server to the ground
19:16:02  <Zuu> Then I could finally retire ottdau :-)
19:16:10  <peter1138> :-)
19:16:31  <peter1138> Hmm, wonder how to support it on non-Windows.
19:16:34  <TrueBrain> so why havent you added this to OpenTTD yet Zuu?! :P
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19:16:41  <TrueBrain> apt upgrade openttd? :P
19:16:42  <peter1138> Of course it's possible but package managers and shit.
19:16:42  <glx> so for now dmusic is disabled at compile time for win64, and win64 has music via mci
19:16:45  <peter1138> Haha
19:16:54  <glx> win32 has both
19:16:55  <Zuu> I don't relly have a compiler for it other than at work, but is to lazy to rewrite it.
19:17:02  <LordAro> some sort of notification is usually good enough
19:17:24  <peter1138> Nah, now that everyone is used to Steam auto updating everything...
19:17:33  <peter1138> (Let's not go on Steam though)
19:17:39  <LordAro> "a newer vsrsion is available at xyz, go get it"
19:18:15  * peter1138 attempts to find out how to make Jenkins parse gendarme reports.
19:18:25  <Zuu> TrueBrain: Good question. Maybe I got drowned to much into AIs and Game Scripts. :-)
19:20:34  * andythenorth would like to collect user data
19:20:50  <andythenorth> we can call it a fair trade for connecting people
19:21:50  <andythenorth> there is no sarcasm emoticon is there
19:21:57  <andythenorth> ^^ this is the kind of thing that came back to haunt Zuck
19:22:10  <andythenorth> except he maybe meant what he said 15 years ago :P
19:31:55  <TrueBrain> right, turns out that after a Plesk update, emails could no longer be recieved
19:31:56  <TrueBrain> lovely
19:32:42  <peter1138> :S
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19:32:58  <TrueBrain> and the emails telling me about it ... couldnt be sent :D
19:33:44  <glx> seems logic
19:34:22  <peter1138> :)
19:36:13  <TrueBrain> amazing how you dont really  notice if you dont receive any emails .. it is like: hmm .. weird .. but what-evah
19:38:06  <andythenorth> email is the inverse of a good alerting system :P
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19:42:50  <TrueBrain> now the binary is 4 MiB .. that seems too small
19:43:05  <TrueBrain> and, it is
19:43:09  <TrueBrain> now it needs dlls etc
19:43:10  <TrueBrain> I hate dlls :P
19:43:18  <TrueBrain> so either it is mega-fat .. or too-slim
19:44:43  <TrueBrain> error while loading shared libraries: ?: cannot open shared object file: No such file or directory
19:44:45  <TrueBrain> no shit ...
19:44:49  <TrueBrain> is ? not a valid file?!
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19:46:07  <glx> static is easier, else we need to distribute the dlls
19:46:12  <TrueBrain> yup
19:46:15  <TrueBrain> but static was 40+ MiB
19:46:21  <TrueBrain> which is a bit weird
19:47:04  <glx> I have 31,7MB for a debug x64 build
19:47:12  <TrueBrain> it was a release build ...
19:47:40  <glx> starting a release x64 build
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19:49:56  <andythenorth> so we're not adding depot flip for articulated vehicles, right?
19:49:57  <andythenorth> o_O
19:52:19  <nielsm> .... I _just_ now realized there's the files in media/baseset/ that are used to generate the bin/baseset/ files from with translations for descriptions
19:52:24  <nielsm> that's also a thing I'll have to fix
19:57:20  <andythenorth> we could allow flipping the bit if the vehicle permits it :P
19:57:21  <glx> ok release x64 is 13.4MB
19:57:30  <andythenorth> but not actually reversing the sprites in openttd
19:57:40  <andythenorth> although openttd doesn't seem to reverse the sprites for me anyway
19:57:47  <andythenorth> I had to handle it explicitly
19:58:25  <TrueBrain> glx: yeah, I think my issue is in the deps .. not using openttd-useful :)
19:58:38  <glx> ah, use them then
20:00:06  <TrueBrain> I was trying to avoid using some random libraries :)
20:00:13  <TrueBrain> vcpkg is a much cleaner way to drag them in
20:00:21  <TrueBrain> (and they are updated!)
20:04:45  <glx> oh yes vcpkg looks nice, I should try it
20:06:03  <glx> and I like the integration option
20:08:47  <TrueBrain> yes; it isa very clean solution; not as dirty as our current :)
20:10:55  <peter1138> Wonder why it's bigger with them. Hmm.
20:10:56  <TrueBrain> ah; despite the configuration settings, it did build a debug after all
20:10:58  <TrueBrain> so what is wrong here ..
20:10:59  <peter1138> Ahhh
20:11:03  <peter1138> :-)
20:11:23  <TrueBrain> ah, because this round I couldnt type
20:11:26  <TrueBrain> explains why the linker fails
20:13:34  <TrueBrain> right, now it links again
20:13:51  <TrueBrain> people keep telling me I should do /MT and DEFAULTNOLIB .. no clue how to do that via msbuild :D
20:14:20  <TrueBrain> I see MT is set in the project file anyway
20:14:50  <TrueBrain> 32 MiB is the RELEASE binary (I double checked :P)
20:16:09  <peter1138> Odd.
20:16:16  <peter1138> How big is the debug binary?
20:16:31  <glx> blame ICU I think :)
20:16:33  <TrueBrain> not tried to build that yet .. will try next
20:17:03  <glx> or we can compare your .lib sizes vs useful-6.0
20:17:18  <TrueBrain> I assume MSVC also does some optimizations, and prune unneeded stuff?
20:17:53  <orudge`> TrueBrain: I tried using vcpkg for ICU
20:17:58  <orudge`> but we use things in ICU that are no longer present
20:18:04  <TrueBrain> you have to downgrade to 57
20:18:15  *** ChanServ sets mode: +o orudge`
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20:18:41  <TrueBrain> I wish LordAro hurried up with Pango .. than you no longer have to
20:18:48  <nielsm> the TTO theme sounds bad on the MS GM synth after having heard it on a real roland sc-55 :(
20:18:49  <TrueBrain> (as in 61, even in 59, Layout is removed)
20:19:04  <glx> pango is a pain with deps
20:19:41  <glx> but it's probably better than icu ;)
20:20:14  <orudge> Maybe I should dust off my ancient MP3/Vorbis music patches for OpenTTD (I think they're so ancient they're still in C) - give you a few more libraries to have to support, TrueBrain :D
20:20:47  <orudge> To be fair, when I had the time to play OpenTTD, I tended to play with the various FM recordings up on my web site in Winamp, and mute the OpenTTD MIDI music itself
20:21:27  <TrueBrain> hmm .. this is interesting .. I guess openttd-useful is build with static library, but dynamic crt
20:21:33  <TrueBrain> in vcpkg, static means both library and crt static
20:21:34  <nielsm> do like GZDoom/other modern doom ports and include a bunch of different synthesizers right in the program
20:21:45  <nielsm> afaik they also have some FM synth emulators and more built in
20:21:56  <peter1138> Yeah, including a synth would be a nice option.
20:21:56  <orudge> TrueBrain: no, pretty sure OpenTTD.exe is entirely static CRT, at least the version that gets built on the server
20:22:23  <orudge> A new option for the content downloader, your prefered MIDI synth :)
20:22:40  <orudge> I think the OpenTTD Android port basically includes a copy of timidity
20:22:59  <nielsm> note: if you add softsynth support I'd also have to reverse the FM music from the dos version!
20:23:00  <peter1138> Oh god.
20:23:06  <peter1138> The patches...
20:23:13  <glx> checking in depends
20:23:20  <peter1138> Content Download: fluidsynth patches
20:23:33  <peter1138> Hmm, wonder if this is working.
20:24:10  <TrueBrain> orudge: not what I said at all :) I was talking about the libraries :)
20:24:10  <peter1138> Publishing gendarme results probably shouldn't take longer than actually running gendarme.
20:24:42  <peter1138> Does that mean you have copies of a static CRT for each static lib?
20:25:14  <andythenorth> made a train
20:25:20  <orudge> TrueBrain: so the libraries are built to use a dynamic CRT, but OpenTTD is linked statically? Or something? Either way it sounds wrong :)
20:25:36  <TrueBrain> not helping, but tnx for the letters :)
20:25:56  <peter1138> Oh, I think I didn't save that palette sprite sheet :(
20:26:09  <peter1138> And my history seems to be poor these days
20:26:10  <glx> my release build is linked against msvcrt.dll
20:26:21  <orudge> glx: that would be a mingw32 build then
20:26:28  <TrueBrain> glx: does the installer install msvcrt?
20:26:37  <glx> no it's an msvc release x64 build
20:26:41  <TrueBrain> glx: which tool to use on windows to look to deps ?
20:26:51  <glx> dependancy walker
20:27:03  <TrueBrain> I only have a PowerShell :D
20:27:07  <orudge> glx: and it's definitely msvcrt.dll, and not msvcr140.dll?
20:27:12  <orudge> That seems unusual
20:27:13  <TrueBrain> can you check the deps of the libpng.lib in openttd-uesful for me?
20:27:24  <orudge> since msvcrt.dll is the VC6 runtime library
20:27:47  <glx> it's the msvcrt.dll present in system32
20:28:21  <orudge> mingw uses msvcrt.dll, but you have to do some fun hacks to get MSVC 7+ to link against msvcrt.dll I believe
20:28:29  <TrueBrain> ugh, creating a debug build is painful ... vcpkg named the libs differently (and rightfully), but openttd-useful used a special way of writing them .. so they are not compatible :D
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20:31:20  <Zuu> In the new git commit style, there is no attribution field. Should I omit the patch author when making a PR for an flysplay patch?
20:31:30  <glx>
20:31:30  <TrueBrain> okay, building crt:dynamic, lib:static libraries .. see if that changes anything at all
20:31:42  <glx> and it doesn't work with .lib
20:31:51  <TrueBrain> Zuu: you mean the (patch by NN) at the end of commit messages?
20:31:58  <Zuu> Yep
20:32:02  <TrueBrain> Zuu: as I still do that. And mention the bug/patch
20:32:03  <Zuu> Or just (NN) at the end
20:32:10  <TrueBrain> check on of the older commits from last week
20:32:29  <michi_cc> TrueBrain: The openttd-useful libs are also for a static CRT.
20:32:48  <TrueBrain> michi_cc: than why is libpng.lib for me 2MiB, and 500 KiB in openttd-useful?
20:33:57  <TrueBrain> (well, I more tried to type: do you have any clue why :D)
20:34:39  <michi_cc> Is vcpkg defaulting to link time code generation? In that case, the .lib contains intermediate code and not real code. I never enabled that because it is compiler version dependant.
20:35:14  <TrueBrain> dunno, honestly
20:35:19  <TrueBrain> I just see my resulting .exe is HUGE
20:35:22  <TrueBrain> like twice as big
20:35:28  <TrueBrain> so I was hoping I could blame the libraries
20:35:47  <TrueBrain> I wish we used cmake, than things would go a bit more smooth
20:36:07  <michi_cc> The release build could still include symbols in the exe.
20:36:59  <orudge> Visual Studio 2017 is best buddies with cmake now apparently, although I haven't really tried it much myself
20:37:12  <TrueBrain> any suggestions I could try, are welcome michi_cc :) I have no clue what your sentence implies for me :D
20:39:32  <TrueBrain> lol, vcpkg adds *.lib in the linker command
20:39:43  <michi_cc> Are you building the project files or something different. If yes, it has to be caused by the libraries, but I have no idea how vcpkg operates under to hood.
20:40:13  <TrueBrain> are you doing A or B. if yes, .. ? :D
20:40:24  <michi_cc> The openttd-useful libs were always carefully hand-crafted from the original sources :)
20:40:27  <TrueBrain> but I am doing 'msbuild projects\openttd_vs141.sln'
20:40:37  <TrueBrain> yes; hand-crafted, and unmaintained :)
20:40:39  <TrueBrain> go us!
20:41:46  <TrueBrain> I would much rather switch to something upstream :)
20:42:38  <michi_cc> Unless a recent vs2017 update made it produce huge binaries, I'd very much suspect the libs somehow. The sln contains all compiler options for the exe itself.
20:43:10  <TrueBrain> I compile with vs141, and I get warnings during linking of missing vs140.pdb
20:43:13  <TrueBrain> *shrugs*
20:45:01  <michi_cc> A random older vs141 openttd.exe I have around is almost 32MB, and it is a DEBUG build. So double and tripple check that :)
20:45:12  <TrueBrain> did, did it again, and again
20:45:17  <TrueBrain> debug doesn't even compile :)
20:45:20  <TrueBrain> (well, not link)
20:45:23  <TrueBrain> as I am too lazy to rename libs
20:45:52  <TrueBrain> and if you know a way to find out if a library is compiled with release/debug, I would love to hear it. vcpkg says they are release, but .. *shrug*
20:45:53  <TrueBrain> cannot confirm that
20:46:09  <TrueBrain> openttd.exe is also in objs/x64/Release/
20:46:25  <TrueBrain> so if it is not a release, it is not because I didnt yell it to be a release :)
20:47:33  <glx> if it's in x64/Release it's a release
20:47:57  <glx> our project files are correct for that :)
20:48:02  <TrueBrain> some optimization? debug symbols left in there?
20:48:15  <glx> debug stuff is in the pdb
20:49:09  <TrueBrain> the .pdb is slightly bigger than the .exe :)
20:49:22  <michi_cc> I don't think there's any way to see how a lib was build. Especially as you could put the Debug options into Release and vice versa to anger people :)
20:50:06  <michi_cc> glx: There is also CodeView debug symbols that are embedded in the exe/libs, but I can't see any reason why vcpkg would use them by default.
20:50:53  <TrueBrain> the linker command has a /debug in there .. not sure why, or what it does
20:52:37  <glx> opened libpng.lib in notepad++, I see x64\Release Library\pngwutil.obj and stuff like that in it
20:53:10  <glx> maybe you can check your vcpkg libpng.lib in a text editor
20:53:25  <TrueBrain> okay, the /debug just makes the pdb
20:54:09  <andythenorth> peter1138:
20:54:16  <peter1138> Thanks.
20:54:19  <andythenorth> I should have PR-ed your repo eh :P
20:54:37  <peter1138> :p
20:54:41  <peter1138> Probably :)
20:54:43  <TrueBrain> what is the powershell command to grep in an output ..
20:54:43  <andythenorth> bureacracy
20:54:57  *** nielsm has quit IRC
20:56:22  <glx> Get-Content .\doc.txt | Select-String -Pattern (Get-Content .\regex.txt)
20:56:33  <glx> from
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20:57:07  <TrueBrain> tnx
20:57:55  <TrueBrain> hard to tell anything .. my paths are different, but duhh :D
20:58:53  <TrueBrain> ah, the compile flags are in the lib
20:58:55  <TrueBrain> funny
20:58:56  <TrueBrain> -MT is there
20:59:02  <TrueBrain> -O2
20:59:09  <TrueBrain> -DWIN32 .. silly libpng :D
20:59:26  <TrueBrain> -DNDEBUG
20:59:31  <TrueBrain> so yeah, sounds like a release lib :)
21:02:03  <TrueBrain> glx: would you mind installing something like libpng with vcpkg, and see what that does to your binary size of OpenTTD?
21:02:11  <TrueBrain> if any change at all etc?
21:02:53  <TrueBrain> lol; now I get unresolved external symbols :D fdopen, strncpy, etc :D
21:02:54  <TrueBrain> cool
21:03:27  <TrueBrain> so MT is correct for the origin set I tried ..
21:03:30  <TrueBrain> this is a bit weird
21:04:06  <glx> I can't find the flags in .lib
21:04:06  <glx> but openttd-useful is built with vs140 so maybe it's just vs141
21:04:34  <TrueBrain> could you try locally by any chance?
21:06:31  <glx> ok cloned vspkg
21:06:35  <glx> let's try
21:07:07  <TrueBrain> libpng:x64-windows-static
21:07:12  <TrueBrain> to install the static versions
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21:08:43  <glx> bootstrapping
21:10:35  <TrueBrain> and I downloaded openttd-useful now, and put those libraries in there
21:10:38  <TrueBrain> see if that changes anything
21:10:53  <TrueBrain> they dont link :D
21:11:41  <glx> I hate when a tool changes the font size ;)
21:12:38  <glx> and powershell is not smart enough to add the .exe when I just type vcpkg
21:12:55  <TrueBrain> silly :D
21:13:03  <TrueBrain> okay, the include-files also changed ..
21:14:05  <TrueBrain> -R, nope; -Recursive, nope ... hmm .. -Recurse? YES!
21:14:06  <glx> A suitable version of git was not found (required v2.16.2). Downloading portable git v2.16.2...
21:14:08  <TrueBrain> fukcing dialects
21:14:13  <glx> and I'm in git-shell
21:14:22  <TrueBrain> older version? :)
21:14:33  <glx> ie the powershell opened via github
21:15:03  <andythenorth> SPRITE_STACK works on purchase menu, right?
21:15:04  <andythenorth> :)
21:15:23  <TrueBrain> @roll dice
21:15:26  <TrueBrain> grr @ donar
21:15:31  <TrueBrain> donar? Sorry
21:15:33  <TrueBrain> grr @ DorpsGek
21:15:41  <TrueBrain> trigger-happy-enter-key :(
21:16:56  <TrueBrain> cannot find sprintf
21:17:02  <glx> ah yes git-shell has 2.11.0
21:17:03  <TrueBrain> seems I cannot link against openttd-useful
21:17:31  <TrueBrain> should that work, with vs141?
21:17:37  <glx> ok installed, let's check the sizes
21:18:01  <TrueBrain> is anyone using VS2017? :D
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21:18:27  <glx> -a----       26/04/2018     23:16        2027948 libpng16.lib
21:18:27  <glx> -a----       26/04/2018     23:15         424940 zlib.lib
21:18:41  <glx> similar to yours I think
21:18:44  <TrueBrain> yup
21:18:53  <TrueBrain> what does compiling against those do for your openttd.exe?
21:18:56  <TrueBrain> and what VS do you use?
21:19:11  <glx> I use community 2015
21:19:47  <TrueBrain> ah
21:20:02  <TrueBrain> well, that at least means you can confirm if it is vcpkg, or 2017 indeed :D
21:20:07  <TrueBrain> so far it seems to be vcpkg :)
21:20:21  <TrueBrain> but yeah .. from what I can tell, openttd-useful, latest, doesn't work with VS2017 ..
21:21:49  <orudge> I wasn't able to get it to work
21:22:01  <orudge> I've been through pretty much what you've been doing tonight
21:22:03  <TrueBrain> legacy_stdio_definitions.lib is needed :D
21:22:24  <orudge> Think I eventually got something building after disabling ICU and installing the other packages with vcpkg
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21:23:48  <TrueBrain> I got it to compile; it is just huge when static
21:23:51  <TrueBrain> (and it even runs)
21:23:54  <TrueBrain> but .. ICU 57 :)
21:24:02  <TrueBrain> okay .. I did not install the 140 toolset
21:24:06  <TrueBrain> so I cannot try if that changes anything
21:24:29  <TrueBrain> I could install them; just takes for-ever ..
21:25:32  <TrueBrain> let me see .. what other things did I pick ..
21:25:33  <TrueBrain> 8.1 SDK
21:25:57  <TrueBrain> .NET 4 (instead of 4.6)
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21:26:33  <TrueBrain> Universal CRT SDK
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21:35:24  <glx> rebuilt openttd and it's still 13.4MB
21:36:10  <TrueBrain> cool; so it is 2017 ..
21:36:16  <TrueBrain> Optimization is set to Full
21:36:22  <TrueBrain> what is the setting in the project for Size?
21:36:43  <glx> but I'm not sure it used the vcpkg build
21:37:01  <TrueBrain> remove the openttd-useful files :P (or rename them ;))
21:38:26  <TrueBrain> manual say /O1 and /O2, but those are invalid values
21:38:29  <Zuu> Oh... I forgot to add to the script changelog. I knew I forgot something. Now how do I fix this in git?
21:38:31  <TrueBrain> it is now Full .. which is also not in the documentation
21:38:54  <TrueBrain> Zuu: git commit --amend and git rebase -i upstream/master, depending
21:39:02  <TrueBrain> some really good guides about this stuff on the interwebz :)
21:39:11  <TrueBrain> amend works for only the last patch
21:39:15  <TrueBrain> rebase -i for any other
21:39:22  <TrueBrain> git push -f, to force push your update
21:39:24  <Zuu> I'm sure there is a solution. I just need to learn how.
21:40:04  <TrueBrain> and of course, git GUIs :)
21:40:37  <Zuu> I also have a paperback git book.
21:40:41  <TrueBrain> glx: any hints what the correct entry for Optimization could be? :D
21:41:07  <Zuu> hm.. no it was an e-book.
21:41:48  <glx> hmm can't find libpng.lib
21:41:59  <glx> so it doesn't use vcpkg one
21:42:21  <peter1138> I'm using 2017, but with the useful pack obvs
21:42:38  <TrueBrain> peter1138: doesn't link for me without modifications
21:42:49  <TrueBrain> sprintf is no longer available, only with legacy settings on it is
21:42:55  <TrueBrain> (and openttd-useful is compiled with them)
21:42:57  <peter1138> Odd, no issues here.
21:43:07  <TrueBrain> anyway, can either of you please tell me what /O1 is in the project file?
21:43:13  <TrueBrain> the Optimization entry?
21:43:48  <TrueBrain> fucking crap documentation :(
21:43:52  <TrueBrain> ah! MinSpace!
21:44:00  <TrueBrain> after guess 200111 I finally guessed right ...
21:44:28  <peter1138> Uh
21:44:54  <peter1138> I don't know what O1 is.
21:45:04  <TrueBrain> its in the dropdown on the UI :)
21:45:08  <TrueBrain> but I dont have an UI :(
21:46:28  <TrueBrain> good news about OSX: seems the new build fixes issues people having :D \o/ :)
21:49:23  <peter1138> New build?
21:49:34  <Wolf01> 'night
21:49:35  <TrueBrain> the builds I can now make with the new docker
21:49:37  <TrueBrain> night Wolf01
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21:49:49  <peter1138> Are they published somewhere then?
21:49:56  <TrueBrain> experimental, yes
21:50:38  <TrueBrain> okay, MinSpace doesnt change the binary size :P
21:51:41  <Zuu> If I did push my faulty commits, I should not use rebase? Instead I should make a new branch?  (I have two commits and want to change the first one)
21:51:52  <TrueBrain> rebase
21:51:57  <TrueBrain> new branch means new PR, which is annoying :D
21:52:13  <TrueBrain> (I did already mention that above :P)
21:52:14  <Zuu> But git help page says I should not rewrite public history
21:52:21  <TrueBrain> yes; they say a lot of things :)
21:52:25  <Zuu> :-)
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21:52:29  <TrueBrain> and strictly seen, they are correct
21:52:36  <TrueBrain> just lets not assume someone forked your work :P
21:52:43  <TrueBrain> (otherwise they will be pissed I guess)
21:53:06  <TrueBrain> if there is only 1 commit in your PR you are fixing, you can just commit your fixes as new patches
21:53:09  <peter1138> Ish. It's not hard for them to rebase either.
21:53:11  <TrueBrain> but as you had 2 commits in your PR, you have to rebase
21:53:37  <TrueBrain> peter1138: seeing the rants I have gotten for forcing rebase of OpenTTD, I am not sure that is true :P
21:53:49  <peter1138> Well
21:54:02  <peter1138> Yeah, I guess it's tricky if they've been merging bits all over the place.
21:54:28  <Zuu> Now ... this works (rebase -i upstream/master, with the new change as a third commit that I moved and squashed)
21:55:22  <TrueBrain> now a push will tell you: OMG YOU REWROTE HISTORY WHAT ARE YOU DOING
21:55:26  <TrueBrain> so you just tell him: -f :)
21:55:36  <Zuu> Just did :-)
21:55:47  <TrueBrain> worked perfectly :)
21:55:55  <peter1138> TrueBrain, yeah, LC_ALL=C didn't solve anything.
21:56:05  <peter1138> Already tried that ;p
21:56:35  <TrueBrain> peter1138: it does solve any locale issue
21:56:39  <TrueBrain> all I was saying :P
21:56:47  <peter1138> Ok. It's not a locale issue :-)
21:56:56  <TrueBrain> :)
21:57:08  <TrueBrain> okay, disabled tons of stuff in the MSVC project, binary stays HUGE
21:57:32  <Zuu> Oh and I think this whole OpenTTD moving to git is a good thing by the way.
21:57:32  <TrueBrain> it ... just .. doesnt .. want ... to .. shrink ...
21:57:48  <peter1138> pkzip it :D
21:58:00  <TrueBrain> Zuu: I think so too :D
21:58:07  <TrueBrain> peter1138: yeah .. well, it is not the size itself that worries me
21:58:11  <TrueBrain> just to huge jump of 100%
21:58:23  <TrueBrain> the Mac OS X is also this size
21:58:39  <peter1138> Hmm
21:59:00  <peter1138> Using useful is out the question I guess.
21:59:11  <peter1138> Hmm, what's this other thing you used then? Maybe I can try it and see what I get.
21:59:18  <TrueBrain> vcpkg
21:59:28  <TrueBrain> supplied by Microsoft :D
21:59:43  <peter1138> What do I have to do to invoke that?
21:59:53  <peter1138> I'm too lazy to look anything up :p
22:00:01  <TrueBrain>
22:00:05  <TrueBrain> follow README
22:00:15  <peter1138> My brain is frazzled already from trying to get jenkins/warnings/gendarme to work.
22:02:54  <TrueBrain> peter1138: and I am not against openttd-useful; it is only a very old solution for an old problem :) Migrating to a modern solution does have my preference
22:03:01  <TrueBrain> (as I have been doing with the linux and OSX targets too)
22:03:06  <peter1138> TrueBrain, I agree.
22:03:22  <peter1138> I have no idea who compiled it, what versions are in there, etc...
22:03:25  <TrueBrain> it just means I am grumpy while figuring out what the heck it is doing :P
22:03:37  <TrueBrain> there is also a -source package, which has the 'what versions' question
22:03:46  <TrueBrain> and Rb compiled it :) No clue which VS :P
22:03:55  <TrueBrain> I did try to keep the loop as close as possible :)
22:04:22  <peter1138> mm
22:05:54  <TrueBrain> disabled GL, disabled other optimizations, MinSpace, etc .. no change in binary size
22:05:58  <TrueBrain> so I guess it is really the libraries
22:06:32  <peter1138> Well, that's installed cmake...
22:06:50  <TrueBrain> most of vcpkg is done via cmake
22:06:56  <TrueBrain> so much easier than a weird project file
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22:09:48  <Eddi|zuHause> why does it need to be static?
22:11:54  <peter1138> Habit?
22:14:18  <TrueBrain> no; compiling against DLLs is even more of a pain
22:14:30  <TrueBrain> both in distribution as in telling people about them .....
22:14:39  <TrueBrain> we used to do it with SDL.dll .. ugh ..
22:18:19  <TrueBrain> okay, I ran out of ideas :(
22:18:44  <peter1138> Hmm.
22:18:45  <TrueBrain> tomorrow I will build x86, see what that does
22:18:57  <TrueBrain> and I want to figure out how to run regressions again (totally forgot)
22:19:09  <peter1138> "All installed libraries are immediately ready to be #include'd and used in your project without additional configuration"
22:19:12  <TrueBrain> means I at least can fix the CI ..
22:19:13  <Eddi|zuHause> i don't think i have something useful to contribute here
22:19:13  <peter1138> Apparently not ;(
22:19:29  <TrueBrain> peter1138: ghehe, I had the same :D
22:19:35  <TrueBrain> did you install the static version?
22:19:43  <peter1138> I, er, what?
22:19:45  <TrueBrain> lol
22:19:52  <TrueBrain> vcpkg install zlib:x64-windows-static
22:19:56  <TrueBrain> installs the static version
22:20:06  <TrueBrain> either way, you can control if vcpkg is loaded in your projects by two settings
22:20:13  <TrueBrain> VcpkgEnabled (enables it, no shit)
22:20:25  <TrueBrain> VcpkgTriplet, this sets what version to use .. x64-windows, x64-windows-static, etc
22:20:29  <TrueBrain> this part is a bit poorly documented
22:20:39  <TrueBrain> no clue how it works with an UI :D
22:21:01  <peter1138> what's the magic to install icu 57?
22:21:20  <TrueBrain> open the ports file, change 61 to 57, (a few times .. 6 or so? I just used sed)
22:21:26  <peter1138> o_O
22:21:33  <TrueBrain> install icu, it yells that the sha no longer matches .. copy the sha in the ports file
22:21:56  <peter1138> oh dear
22:21:58  <TrueBrain> and this will become more and more a problem
22:22:04  <TrueBrain> and ICU 57 is the last one with Layout
22:22:07  <TrueBrain> and it is deprecated
22:22:12  <peter1138> so nothing actually useful like "-version 57" :(
22:22:18  <peter1138> hmm, isn't Layout all we use it for?
22:22:18  <TrueBrain> owh, no
22:22:25  <TrueBrain> no, we use ICU for more
22:22:28  <TrueBrain> but the Layout is the issue
22:22:32  <TrueBrain> ICU stopped doing that
22:22:46  <TrueBrain> we really really have to replace it soon
22:22:52  <TrueBrain> the next Debian cannot be compiled
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22:23:05  <peter1138> pango is easy to install with this
22:23:12  <peter1138> but shit, that's a ton of dependencies.
22:23:18  <TrueBrain> Ubuntu 18.04 won't work either
22:23:20  <peter1138> oh well, if it's static no matter
22:23:33  <TrueBrain> so the preasure to get pango done is getting higher and higher :)
22:23:53  <peter1138> Has anyone started it?
22:23:57  <TrueBrain> no clue
22:24:00  <peter1138> k
22:24:19  <TrueBrain> but 18.04 is ICU 60 ..
22:24:27  <TrueBrain> so yeah, we are in a bit of shit when 18.04 hits the market :)
22:24:37  <TrueBrain> as I think many Linux users use that :)
22:24:43  <peter1138> static build ;)
22:24:54  <peter1138> snap/flatpak!
22:25:04  <peter1138> distribute openttd as a docker image lol
22:25:35  <peter1138> hmm, i don't actually know what we use icu for
22:25:42  <peter1138> so converting it to pango won't be easy for me
22:26:41  <TrueBrain> something to do with fonts, I have been told :P
22:26:44  <peter1138> if it's even possible
22:26:47  <TrueBrain> but freetype and fontconfig? Dunno
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22:26:56  <TrueBrain> I have been told there is a drop-in replacement
22:27:07  <peter1138> a quick look at pango docs and it seems tightly coupled to gdk, which ... we don't use.
22:27:50  <TrueBrain> ICU suggests using HarfBuzz .. no clue what that is :D
22:28:25  <peter1138> hm
22:28:52  <peter1138>
22:28:57  <peter1138> interesting link at the bottom
22:29:05  <TrueBrain> they have icu-le-hb
22:29:09  <TrueBrain> that is a drop-in replacement
22:30:25  <TrueBrain> Google as copyright holder
22:30:41  <peter1138> Damn, no port for that
22:31:17  <TrueBrain> there is for HarfBuzz?
22:31:22  <peter1138> es
22:31:25  <peter1138> Yes
22:31:33  <TrueBrain> that is something I guess
22:31:48  <peter1138> It's a dependency of pango
22:31:55  <TrueBrain> I am guessing you want to vendor icu-le-hb anyway
22:32:29  <TrueBrain> mainly as it should be a temporary thing :)
22:32:45  <TrueBrain> either way, from what I understood, we use ICU for other things too .. so it would still mean we need ICU :P
22:32:54  <TrueBrain> just no clue about any of that :)
22:33:08  <peter1138> Indeed. I just know all randomly appeared "one day"
22:33:22  <peter1138> Wasn't there when I implemented freetype :)
22:34:08  <TrueBrain> but okay ... tomorrow Windows binary for 32bit/64bit .. getting it linked to CI ..
22:34:19  <TrueBrain> than I guess I have to try mingw32 and mingw64
22:34:23  <TrueBrain> or only the latter
22:34:27  <TrueBrain> and link that to CI
22:34:32  <TrueBrain> than I have to fix a new supybot ..
22:34:38  <TrueBrain> as I want to say: bot, make release
22:34:42  <TrueBrain> and that it makes a releasefor a PR
22:34:43  <peter1138> heh
22:34:47  <TrueBrain> as I want to test some of those .......
22:35:15  <peter1138> i guess compile farm is all separate to CI?
22:35:29  <TrueBrain> the CI dockers can also create release binaries
22:35:38  <TrueBrain> (in fact, they do, just not publish them)
22:35:42  <peter1138> mmm
22:36:05  <TrueBrain> peter1138: but if you have VS2017, possibly you can try all libraries except icu from vcpkg, and icu from openttd-useful
22:36:09  <TrueBrain> and see what your release binary size does
22:36:20  <peter1138> that's my plan :-)
22:36:40  <TrueBrain> any additional information of VS2015 / VS2017 with any combination would seriously help
22:37:02  <peter1138> dmusic hmm
22:37:07  <TrueBrain> as currently I have no clue if this is optimizations against speed, or just something being dipshit crazy
22:37:10  <TrueBrain> 64bit doesnt need dmusic
22:37:19  <TrueBrain> so if you need dmusic, you are doing the wrong target :D
22:37:29  <peter1138> Try
22:37:31  <peter1138> True
22:37:45  <TrueBrain> but I am off to bed :) Tnx both peter1138 and glx :)
22:37:45  <peter1138> vcpkg does 32 bit default and i couldn't be arsed to change it :p
22:37:59  <TrueBrain> vcpkg install libpng:x64-windows-static :)
22:38:07  <TrueBrain> anyway, night :)
22:38:48  <peter1138> night
22:39:06  <peter1138> wonder if you can put vcpkg install in the project :p
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