Log for #openttd on 7th October 2019:
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06:52:34  <andythenorth> yo
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08:22:37  <Arveen> yO to you too sir
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09:46:39  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
09:49:19  <peter1138> ttps://
09:49:27  <peter1138> Oh, andy isn't here.
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13:14:50  <supermop_work> hello
13:30:33  <supermop_work> regarding configurable end date
13:30:45  <supermop_work> what about configurable start date
13:31:12  <supermop_work> so you can start in july not january
13:31:55  <supermop_work> (if you have a low snowline then you could have fames that would later get snowed in at game start?
13:31:58  <Eddi|zuHause> same issue, we don't have useful ui for inputting dates?
13:32:11  <supermop_work> the timetable start date UI?
13:33:05  <supermop_work> i end up using that 10s to 100s of times per game, its certainly useable of not perfect
13:33:14  <supermop_work> *if not
13:36:56  <andythenorth> NotTrees
13:37:02  <andythenorth> NotTreeTypes
13:37:54  <supermop_work> maguey plants in Oaxaca, Joshua trees in Joshua tree?
13:38:09  <supermop_work> newgrf trees should be slope aware
13:39:23  <Eddi|zuHause> the tree problem could be addressed with a shader?
13:39:29  <supermop_work> exactly
13:39:55  <supermop_work> shade tree by some amount based on slopr
13:40:55  <supermop_work> or better slope averaged over some amount of neighbors
13:41:29  <andythenorth> height level
13:42:22  <supermop_work> heightlevel is good for changing forest type but not shading for contour
13:45:28  <andythenorth> +1
13:58:03  <nielsm> we don't have any general "remap slightly briighter/darker" pallettes do we
13:58:10  <nielsm> which probably makes that difficult
13:58:18  <nielsm> could maybe support it on 32bpp blitters
13:59:06  <nielsm> is there even a canonical sun position in the game?
13:59:35  <supermop_work> yes
13:59:58  <supermop_work> but it is disobeyed in a few places in the original and ogfx sets
14:00:16  <nielsm> hmm, SE it looks like
14:00:31  <nielsm> maybe even ESE
14:01:22  <nielsm> or... huh yeah
14:02:10  <nielsm> ESE is probably most accurate
14:02:23  <Eddi|zuHause> i think adhering to the one used for ground sprites should probably be advised
14:15:14  <supermop_work> yeah
14:16:10  <supermop_work> for hill recognition, following the hill shading is best and easiest
14:20:24  <supermop_work> basically just follow "trees on the brightest slope(or average to brightest slope) are brightest. Trees on the darkest slope/average are darkest"
14:22:59  <supermop_work> 8bpp version could be "flat or bright side -> normal. dark side -> use station glass effect"
14:24:07  <Eddi|zuHause> supermop_work: better make new tree shader remaps
14:24:43  <peter1138> Do we support Vulkan yet?
14:24:54  <Eddi|zuHause> do you have a patch for that? :p
14:25:09  <peter1138> I may have deleted all my patches.
14:25:17  <nielsm> trying to make a PoC with the 32bpp-simple blitter
14:25:23  <peter1138> (I haven't...)
14:25:38  <supermop_work> poc?
14:25:45  <peter1138> Proof of concept.
14:25:57  <peter1138> We really should drop all the blitter variants and switch to modern rendering.
14:26:42  <peter1138> OpenGL I suppose as DirectX is a bit limiting and Vulkan may be too new?
14:27:14  <nielsm> opengl isn't disappearing for the foreseeable future
14:27:16  <nielsm> I don't think
14:28:16  <peter1138> I think it may be on OS X, actually.
14:28:46  <peter1138> Mac OS's new thing is Metal.
14:28:51  <nielsm> and even then if the engine is reworked to a sprites-in-texture-atlas rendered-as-individual-quads it'd be much easier to add a different backend
14:29:21  <nielsm> microsoft didn't manage to force OpenGL off their platform despite best efforts :)
14:29:26  <peter1138> Creating that atlas is kinda... meh.
14:31:18  <nielsm> also uh wow I didn't know the rendering pipeline from "I want this sprite on the screen" to it actually being painted in the blitter involved this many steps
14:31:41  <peter1138> Yup. There's all that caching stuff.
14:32:55  <nielsm> also... sprite combining? it's not like it creates a single image of the overlaid sprites is it?
14:33:13  <nielsm> is it just a sprite sorter trick?
14:33:17  <peter1138> No, it just draws multiple sprites together.
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14:35:00  <peter1138> The real issue is the game is literally pushing pixels individually... (Probably the SSE blitters improve that but it's still all software)
14:36:05  <nielsm> yeah
14:39:16  <peter1138> My ancient OpenGL patch was... weird :p
14:39:41  <peter1138> It suffered from not using texture atlases, each sprite was an individual OpenGL texture.
14:40:03  <peter1138> Also everything was direct.
14:40:55  <peter1138> These days (since about 15-20 years ago, heh) you'd probably be using vertex buffers for chunks of terrain.
14:43:50  <nielsm> should you perhaps even model the world in 3D in the renderer? drawing the terrain as a 3D model-ish thing, and everything else as billboards with 3D coordinates?
14:44:15  <nielsm> and get sprite sorting that way
14:44:33  <nielsm> hmm actually would still need to sort back to front, for alpha
14:45:11  <peter1138> If you use 3D geometry, that's almost automatic.
14:46:01  <peter1138> But when you start to delve into it you see how backwards it all is for a modern renderer.
14:47:03  <peter1138> You want to be notified of when things change. OpenTTD sort of... polls every tile to draw.
14:54:45  <nielsm> hmm, like game objects owning "sprite on screen" objects maybe
14:55:07  <nielsm> and those automatically insert/remote themselves from the draw list when the owning object is created/destroyed
14:56:17  <nielsm> and then you get into questions about how to handle landscape and if the classic landscape array needs to be replaced
14:56:49  <andythenorth> 2.0
14:58:19  <nielsm> programming is difficult when a bird insists on perching on your fingers
14:59:42  <andythenorth> problem exists between keyboard and chair
15:00:39  <nielsm> well, I didn't break things completely, it still draws trees
15:01:37  <andythenorth> procedural trees!
15:01:39  * andythenorth words
15:01:44  <andythenorth> birds in trees :P
15:01:50  <andythenorth> flocks of birds
15:07:16  <nielsm> wonder how long this has been there
15:09:55  <Eddi|zuHause> that's only a problem if the newgrf overrides the recolourings?
15:14:49  <andythenorth> so....we need stations on ships
15:14:52  <andythenorth> (look closely)
15:17:13  <Eddi|zuHause> doesn't look like a trustworthy link
15:17:26  <andythenorth> oh there is that yes :P
15:18:00  <andythenorth>
15:18:07  <andythenorth> different path, same image
15:19:13  <FLHerne> Doesn't ISR/DWE have those?
15:19:31  <Eddi|zuHause> that's just a "flat dock"?
15:19:39  <FLHerne> Oh, I guess it doesn't have actual docks yet, just overlapping-tiles
15:20:29  <andythenorth> I was looking at the helipad on the ship
15:20:30  <andythenorth> :P
15:21:20  <Eddi|zuHause> that's basically the same as a vehicle ferry?
15:21:29  <andythenorth> conceptually maybe
15:21:35  <andythenorth> moving stations? o_O
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15:25:40  <FLHerne>
15:25:46  <FLHerne> Oh, right
15:26:03  <Eddi|zuHause> andythenorth: in case you want to add font glyphs, here is an example:
15:27:02  <FLHerne> Ship helipads aren't used for customer cargo/passengers though, so they're not Really Needed?
15:33:44  <andythenorth> Sadly You Are Correct
15:33:49  <andythenorth> it would be lolz, briefly
15:33:57  <andythenorth> imagine the routing headaches :P
15:34:02  <andythenorth> helicopter chasing a ship
15:34:06  <andythenorth> reminds me of a flash game I made
15:34:34  <FLHerne> Train ferries would be a lot of fun
15:34:55  <FLHerne> They'd make it painfully obvious how badly OTTD lacks any sense of scale, though...
15:35:14  <FLHerne> Helicopters on ships would be the same, but not quite so bad
15:37:22  * peter1138 is attempting to teach/train a couple of developers on version control...
15:37:45  <Eddi|zuHause> andythenorth: any sane implementation of intermodal transport would likely imply that one of the two vehicles needs to be stationary :p
15:42:48  <andythenorth> peter1138 how's it going? :)
15:48:13  <nielsm>
15:53:01  <nielsm>
15:54:30  <andythenorth> nielsm: o_O
15:54:42  <andythenorth> what rules is it applying?
15:54:58  <nielsm>
15:56:43  <nielsm> behold, the hacks:
16:00:21  <andythenorth> it's pretty subtle eh
16:00:23  <andythenorth> and pretty cool
16:00:39  <nielsm> pondering whether to close #7759 and just make a PR of the "real" indproclayout patch
16:00:42  <nielsm> which is still WIP
16:01:10  <nielsm> yeah I actually like that tree effect a lot
16:01:39  <nielsm> with some tweaking to the exact shading and implementation in the fast 32bpp blitters it might make a good addition
16:02:03  <nielsm> and then a better way to pass the data along
16:02:46  <andythenorth> unrelated: a set of pre-computed tree tiles, instead of fucking around with random
16:02:59  <andythenorth> thereby reducing savegame sizes (allegedly)
16:03:50  <nielsm> it would also make the world more boring to look at, more samey
16:03:58  <nielsm> it's already very simplified
16:04:43  <nielsm> it only stores the type and position of the first tree on a tile, and then a count of "additional trees" whose position and type are generated from the first by some series
16:07:38  <nielsm> trees only enlarge savegames in the sense that they add "random noise" to the landscape array, thus making it compress worse with the gz/lzma/whatever algorithm
16:08:03  <nielsm> what they really do is make the rendering slower since it's a lot of additional sprites to be considered every frame
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16:18:41  <andythenorth> we could have them precomputed :P
16:19:15  <andythenorth> I think 128 would be substantially above the threshold for 'this does not look random'
16:19:23  <andythenorth> * 128 variations
16:19:28  <supermop_work> nielsm: amazing
16:19:48  <supermop_work> something i've been craving for 20+ years
16:20:13  <andythenorth> but if the game is already generating a series from the first tree, isn't that effectively just pre-computed?
16:20:15  * andythenorth puzzling
16:20:44  <nielsm> yeah
16:23:03  <nielsm> well as far as I can tell from the landscape data there's about 11 or 12 bits worth of information about the trees on a tile
16:23:14  <nielsm> so still somewhere around 1024-4096 combinations
16:23:46  <nielsm> and that's across all climates
16:25:39  <nielsm> and then there's additional combinations possible via ground (grass) growth state and such
16:27:03  <supermop_work> how many trees fit on a tile?
16:27:36  <nielsm> 4
16:28:30  <andythenorth> hmm 4 climates
16:28:32  <supermop_work> if newgrf trees, can a tree be a bush
16:28:33  <andythenorth> but still
16:28:50  <supermop_work> or even just a 1/4 tile worth of tall grass
16:29:48  <nielsm> check docs/landscape.html
16:30:27  <andythenorth> based on making FIRS industries with combinations of trees, the number to trigger 'looks random to me' isn't high
16:30:50  <andythenorth> FIRS has a special tree generating template
16:30:52  * andythenorth looks
16:32:43  <andythenorth> yeah, 3 combinations
16:32:58  <andythenorth> comprising 4 trees per tile
16:33:11  <andythenorth> and then repositioned to suit the slope, so 16 or so slope computations
16:33:41  <andythenorth> looks pretty random
16:35:01  <planetmaker> <nielsm> it only stores the type and position of the first tree on a tile, and then a count of "additional trees" whose position and type are generated from the first by some series <-- just as a thought on compression:
16:35:45  <planetmaker> in principle the trees trees are eye-candy only (ignoring their random spawn, thus state and number per tile are state-senstitive only)
16:36:05  <planetmaker> so one could add randomness which is not network-sensitive (and which not necessarily need to be saved either)
16:36:06  <nielsm> actually, the position of the tree on the tile isn't stored, I think it's determined by the tile's coordinate
16:36:21  <planetmaker> same could actually apply to ground tiles. Making landscape look slightly more diverse
16:36:38  <planetmaker> yes, but the number of trees and their growth state(s).
16:36:48  <nielsm> there is just one growth state :P
16:36:55  <planetmaker> really?
16:37:02  <nielsm> the remaining trees are all full grown
16:37:22  <nielsm> which is why the first tree becomes full grown when you plant a second tree on a tile
16:37:26  <planetmaker> hm... one tree with growth 1-4. And then #trees 1-3(?) ?
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16:37:39  <planetmaker> ha, ok :)
16:46:06  <andythenorth>
16:46:26  <andythenorth> 3 combos of 4 trees :P ^
16:49:27  <andythenorth> BIAB
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16:55:09  * peter1138 back. Slightly soggy.
16:55:13  <peter1138> Is it lunch time?
16:55:49  <supermop_work> it is here
16:57:06  <peter1138> Good enough!
16:58:45  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7671: Fix #6407: Show snowy ground sprites for depots
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17:34:51  <nielsm> tried making the brighter-at-bigger-heights effect more pronounced:
17:40:23  <andythenorth> nice...radiosity :D
17:40:38  <andythenorth> unrelated, we need fewer trees :P
17:41:30  <andythenorth> I did test this, but it culled all trees from map over time
17:41:43  <andythenorth> it wasn't amazing visually either
17:47:27  <supermop_work> nielsm: looks good
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18:06:33  <nielsm> giant screenshots:   without =   with =
18:08:27  <Wolf01> :o
18:15:41  <peter1138> Nice!
18:16:18  <andythenorth> it reveals contours a lot eh :)
18:16:25  <peter1138> I don't know what you've done but it looks good.
18:16:53  <nielsm> peter1138:
18:17:22  <andythenorth> next pony, height-level biomes :D
18:17:24  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
18:17:44  <LordAro> nielsm: i like it
18:18:04  <LordAro> andythenorth: snow levels good enough for you? :p
18:18:07  <supermop_work> looks great
18:18:24  <supermop_work> ship it!
18:18:54  <andythenorth> 2.0!
18:18:57  <andythenorth> LordAro: maybe
18:19:04  <peter1138> But does it work with 8bpp? ;)
18:19:12  <andythenorth> LordAro not so visible in temperate / tropic :P
18:19:26  * andythenorth wonders about toyland biomes
18:19:36  <peter1138> What should I watch on Netflix/
18:20:22  <andythenorth> peter1138: the reddit image you linked earlier...?
18:20:25  <peter1138> Ash vs Evil Dead, maybe.
18:21:30  <peter1138> andythenorth, someone running high res at 1x, like normal, unlike you :p
18:21:46  <andythenorth> oh yeah
18:21:50  <andythenorth> someone with eyes :P
18:21:57  <andythenorth> srsly, how?
18:22:06  <peter1138> Maybe it's 49" screen
18:22:18  <peter1138> I don't think it's as high density as your screen.
18:22:42  <andythenorth> that screen is fricking huge
18:22:58  <peter1138> 3440x1440? It's ultrawide, certainly.
18:24:25  <planetmaker> hm, I like where that is going :) @ nielsm
18:24:50  <peter1138> I guess most things are already shaded, so it's just trees.
18:24:53  <planetmaker> Though I wonder whether it wouldn't make sense to make the shading depend solely on the slope
18:26:36  <planetmaker> he... either the server is slow with the images or they are REALLY huge
18:26:48  <nielsm> 32 and 48 MB
18:27:15  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
18:27:43  <andythenorth>
18:27:46  <andythenorth> 1x on my screen :P
18:27:48  <andythenorth> 13"
18:28:09  <planetmaker> :)
18:28:26  <andythenorth> I tried to take a picture, including a beer bottle for comparison
18:28:28  <peter1138> 13" is pretty small but that is about right.
18:28:36  <andythenorth> but the lighting here is too poor
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18:35:06  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7752: Prevent sounds being produced by inactive industries
18:37:43  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
18:39:47  * firewire1394 is testing
18:50:40  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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18:55:47  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7752: Prevent sounds being produced by inactive industries
19:01:00  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
19:02:11  <nielsm> andythenorth here's a person on the internet saying FIRS is boring:
19:05:32  <andythenorth> lovely
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19:19:19  <planetmaker> he... I actually know that person :D
19:19:35  <planetmaker> didn't know he makes youtube videos now
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19:24:40  <andythenorth> is it V? :P
19:27:10  <planetmaker> no. but another regular from the coop community
19:31:29  <andythenorth> so anyone for NRT?
19:32:18  <andythenorth> lot of work done to put it in trunk, but the NML patch has gone away to rot
19:33:10  <peter1138> trunk?
19:33:41  <andythenorth> master
19:33:43  <andythenorth> game
19:33:46  <andythenorth> openttd
19:33:49  <andythenorth> thingummy
19:34:40  <planetmaker> omg... that's a ... lengthy patch series
19:34:45  <peter1138> Uhm.
19:34:46  <andythenorth> squash it
19:34:49  <peter1138> No.
19:35:12  <andythenorth> I can interactive rebase it and reduce the number of commits
19:35:20  <andythenorth> but eh
19:35:33  <planetmaker> no, not squashing... but honestly... I could just merge it so that people can test it...
19:35:34  <glx> don't, you'll break it :)
19:35:42  <andythenorth> I can't keep up with whether we want atomic commits or not :P
19:35:50  <planetmaker> I do want atomic, yes
19:35:54  <andythenorth> every commit I make, someone will tell me it's too big or too small :)
19:36:03  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64
19:36:19  <planetmaker> really... like... 3 years old are those patches?
19:36:24  <peter1138> Have you actually all forgotten that NRT was already merged?
19:36:44  <andythenorth> wait what, when?
19:36:52  <glx> it's in openttd yes
19:36:56  <andythenorth>
19:37:00  <andythenorth> I don't see it
19:37:10  <glx> not in nml
19:37:24  <peter1138> Ah, the nml changes. Sorry.
19:37:40  <andythenorth> 'probably fine'
19:37:46  <peter1138> Well
19:37:47  <andythenorth> I'd approve them, but I'm not allowed to approve own PR
19:37:53  <andythenorth> in the old days, we used to just commit
19:37:56  <andythenorth> :P
19:38:06  <glx> we still do :)
19:38:18  <glx> and fix 2 days later
19:38:24  <andythenorth> oh that
19:38:27  <planetmaker> meh... I just commit now
19:38:31  <andythenorth> quality :D
19:39:02  <DorpsGek_III> [OpenTTD/nml] planetmaker merged pull request #30: Support for Not Road Types
19:39:03  <DorpsGek_III> [OpenTTD/nml] planetmaker pushed 1 commits to master
19:39:03  <DorpsGek_III>   - Support for Not Road Types (#30) (by PeterN)
19:39:07  <glx> sometime we just miss the evident fail in the PR
19:39:38  <glx> 2 times in the error_gui.cpp change
19:39:43  <planetmaker> gah... I hate that default button is "squash and merge" :|
19:39:52  <andythenorth> super 0.5.0 :)
19:40:34  <planetmaker> but nice... the build of nml started automatically... so that works
19:41:20  <andythenorth> hurrah
19:41:55  <nielsm> so...
19:42:19  <nielsm> should I close that and open a new PR with the actual procedural industry layouts thing?
19:42:42  <nielsm> (which still needs a lot of polish and perhaps extra features for layout control)
19:43:39  <planetmaker> <-- there we go
19:43:53  <andythenorth> oh bundles worked :o
19:43:59  <andythenorth> that's good
19:44:20  <andythenorth> I'm going to add a note in this thread
19:44:28  <planetmaker> hm... but... windows
19:44:38  <andythenorth> that :P
19:48:54  <andythenorth> how does bundles even github?
19:58:55  <planetmaker> it's built by coop jenkins. Which just gets notification from github to build
20:07:08  <planetmaker> he... seems I disabled windoze builds myself... oh well... due to §$%(§ python upgrade breaking it :|
20:16:01  <Hazzard> andythenorth: I didnt say FIRS is boring!
20:16:05  <Hazzard> Did I hmm lemme check
20:16:37  <andythenorth> oof planetmaker
20:19:59  <Hazzard> Yeah, I just didn't want that much complexity for a let's play with less experienced viewers  :0
20:25:44  <Samu> there should be NewGRF packs
20:26:12  <Samu> I never know what to download alongside firs
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20:27:31  <Samu> something like: Download: FIRS then a list of suggestions, users that run FIRS also run *list of newgrfs
20:32:44  <supermop_work> Samu: use whatever you want with firs
20:33:39  <supermop_work> opengfx+ stuff works fine if you just want something like the basic vehicles. but many vehicle sets will work fine with firs
20:35:11  <nnyby> which FIRS is the main FIRS?
20:35:24  <supermop_work> most users seem to download all sorts of grfs so there is no meaningful way to correlate what is indicated by downloads alone
20:35:35  <nnyby> would be nice to have like a 'date released' field in the content downloader
20:36:20  <supermop_work> nnyby: FIRS 3 comes after FIRS 2, which comes after FIRS?
20:36:27  <nnyby> i guess so
20:37:36  <Samu> community ruined
20:38:08  <andythenorth> also FIRS Extreme sucks Hazzard
20:38:17  <andythenorth> the screenshot you showed of the cargo flow is lolz :D
20:38:47  <andythenorth> nnyby: also which CHIPS is the main CHIPS? :P
20:38:50  <andythenorth> there are loads of them
20:40:27  <Samu> the list of newgrfs is daunting
20:40:56  <Samu> if you don't know specifically which one it is, that list is useless for you
20:45:38  <planetmaker> Samu, but that will always be the case, whatever you do
20:45:59  <planetmaker> there's no foolproof way to present all available newgrfs without them being just that: many
20:46:11  <planetmaker> unless you start to curate the list... but that's then always a subjective choice
20:46:20  <planetmaker> anyone can do that. But not we as OpenTTD itself
20:48:30  <Samu> oh, FIRS Industry Replacement Set 3 is the most up to date? I thought it was FIRS 2
20:49:09  <Samu> why is the other ommiting Industry Replacement Set from the name
20:49:56  <andythenorth> because I made a mistake
20:50:00  <andythenorth> and Bananas cannot be fixed
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20:53:25  <supermop_work> Samu: if you want a community recommendation as to what to use, that exists too where the user community is
20:54:06  <supermop_work> on forums people post screenshots of how they play the game, and in firs thread people ask and comment about vehicle sets they use
20:55:06  <supermop_work> on irc you can ask 'what is your favorite vehicle set to use with firs?" and get people's subjective opinions
20:55:21  <andythenorth> I make my own private bananas
20:55:24  <andythenorth> my grfs only :P
20:55:26  <andythenorth> and AV9.8
20:55:32  <andythenorth> and CHIPS objects
20:56:21  <supermop_work> but an Official/Curated/Subjective list of grfs on the in game UI will not be 'community' based by default
20:56:29  <supermop_work> or by nature
20:57:19  <Samu> i want to test ais with newgrfs
20:57:21  <andythenorth> I make an OpenTTD PP?
20:57:24  <Samu> so hmm
20:57:27  <andythenorth> nerf bananas filter
20:57:33  <andythenorth> NO PIKKA GRFS
20:57:33  <supermop_work> if you want suggestions as to what users think are good pairing, then ask the users
20:58:26  <supermop_work> bananas can't tell you what users actually use together, nor can it tell you what combinations are actually fun
20:58:39  <Samu> got av9.8, got firs 3.0.12
20:59:05  <andythenorth> when is FIRS 4?
20:59:07  <Samu> what am i missing? vehicle sets? maybe a town set?
21:00:06  <andythenorth> OpenGFX+ Airports, always
21:00:08  <supermop_work> i think you'll have more fun playing with at least a road vehicle set and a train set
21:01:01  <supermop_work> you yourself will have a better idea about what you think the AIs you use would like
21:01:07  <Samu> OpenGFX+ airports, hmm AI's have trouble handling the extra airports
21:01:13  <Samu> but can try
21:01:28  <supermop_work> ok well there is a data point you can use
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21:15:24  <Samu> av9.8 doesn't have a max range ?
21:16:35  <Samu> interesting
21:19:14  <Samu> hmm my AI is doing better than the rest, i think im missing some town newgrf
21:21:27  <Samu> either FIRS cargo payment is reduced compared to vanilla cargos
21:21:57  <Samu> or the vehicle sets im using compensate passengers the most
21:39:17  <andythenorth> FIRS probably nerfs payments dunno
21:39:32  <andythenorth> is it bedtime?
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21:49:55  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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22:04:41  <DorpsGek_III> [OpenTTD/nml] Eddi-z updated pull request #21: Eddi-nml branch for ActionC support
22:05:43  <Eddi|zuHause> (should i have tested stuff? :p)
22:08:41  <Eddi|zuHause> any sane way to deal with the 1 million warnings of "libpng warning: iCCP: known incorrect sRGB profile"?
22:09:38  <Eddi|zuHause> ok, CETS still builds for me.
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23:11:20  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7608: Codechange: Performance improvement in k-d tree FindNearest()
23:11:40  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7608: Codechange: Performance improvement in k-d tree FindNearest()
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23:20:18  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7699: Fix: Possible double path separator in FiosMakeFilename
23:21:06  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7652: Fix #7635: Game crash on exit scenario editor.
23:21:21  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7652: Fix #7635: Game crash on exit scenario editor.
23:21:21  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7635: Game crash on exit scenario editor when you build or demolish infrastructure
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23:24:06  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7671: Fix #6407: Show snowy ground sprites for depots
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