Log for #openttd on 21st January 2020:
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01:26:22  <Hazzard> Can a newgrf change vanilla cargo rates?
01:26:57  <Hazzard> *payment rates
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02:27:12  <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph
02:29:47  <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph
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03:27:07  <Eddi|zuHause> Hazzard: sorta, you technically have to make an industry newgrf
03:28:39  <Eddi|zuHause> meaning, it won't be compatible with other industry grfs
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07:37:52  <andythenorth> o/
07:45:26  <peter1138> Is that so?
07:45:43  <peter1138> I succumbed... eat "granola" for breakfast.
07:54:18  <andythenorth> oof
07:54:21  <andythenorth> what is it?
07:54:25  <andythenorth> was it nice?
08:01:40  <peter1138> Oh... popcorn granola.
08:02:15  <peter1138>
08:02:22  <peter1138> Super-sugars...
08:06:32  <Eddi|zuHause> i like how it contains sugar, but each of the other components also contain sugar
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09:51:40  <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles commented on issue #7889: [Request] Company rating via Server Admin Port
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10:24:04  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7889: [Request] Company rating via Server Admin Port
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11:49:17  <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles opened issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew
11:53:05  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew
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11:58:50  <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles commented on issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew
11:58:58  <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles closed issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew
11:59:31  <LordAro> fair enough
12:00:20  <andythenorth> Pikka bob
12:00:33  <Pikka> oui
12:00:49  <andythenorth> how many carbon black hoppers are you including? o_O
12:00:52  <andythenorth> 0?
12:02:09  <Pikka> approximately
12:07:27  <Pikka> should I make my covered hoppers black when fitted to carbon black? I already have a black recolour sprite in the set for the steam locos :)
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12:19:04  <Sacro>  we need more DMUs
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12:25:56  <Pikka> more than what?
12:27:19  <andythenorth> Pikka: you doing cargo recolours? o_O
12:27:34  <andythenorth> I keep adding those, then deleting them :P
12:32:09  <Pikka> not using recolour maps, no
12:32:22  <andythenorth> I have tankers that change colour with cargo
12:32:29  <andythenorth> but when applied to hoppers, it looked weird
12:32:49  * andythenorth goes out to figure :P
12:33:09  <Pikka> oh.. yep, no, haven't been doing that
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12:52:53  <peter1138> Is it lunch?
12:53:19  <peter1138> Recolours how? RGB colours might... upset that :p
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13:08:05  <Pikka> with a recolour map
13:10:17  <Pikka> recolour sprite
13:10:23  <Pikka> how else? :)
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13:19:32  <planetmaker> andythenorth, don't cargo recolours make sense for like coal/sand/ore to quickly get a plethora of granular stuff in hoppers?
13:19:43  <planetmaker> Or is it easier to just draw it several times in different colours?
13:19:58  <planetmaker> Honestly, I don't know what I would do... probably the latter :P
13:20:01  <andythenorth> easier to recolour it in Pillow
13:20:26  <spnda> I always repaint it by hand. Gives it a bit more variation per cargo.
13:20:29  <planetmaker> hm, yeah
13:20:54  <andythenorth> such many though
13:20:57  <planetmaker> thought so. Also it feels a bit more intuitive to me... better visual feed-back during sprite creation
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13:46:17  <peter1138> Pikka, yeah, that messes up when I do more than 16 colours or RGB-ness :/
13:46:27  <peter1138> At least, if it's a custom remap.
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14:26:40  <supermop_work> yo
14:28:21  <andythenorth> yo
14:37:41  <nielsm> yo
14:43:14  <Pikka> yoyo
14:44:58  <andythenorth> mange tout michael
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14:49:31  <peter1138> I manged tout.
14:50:07  <andythenorth> chaussee deforme
14:50:44  <spnda> Nice I edited a window and I reduced the framerate to 12-15fps... How the hell did I do this lmao
14:50:47  <peter1138> Oui
14:52:16  <andythenorth> allemagne dix points my son
14:54:28  <marimeireles> hey, just out of curiosity any devs from berlin here? :p
14:54:45  <peter1138> Salad, banana, pear, protein bar, alpen light bar... no wonder I'm fat.
14:56:15  <nielsm> spnda, invalidating too much too often?
14:58:02  <spnda> nielsm: I don't think I am invalidating anything... I'll finish off the window first, though
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15:10:54  <spnda> I don't quite see how the default stations are put into the game. I only found the ::InsertDefault method for NewGRFClasses... Is there anything else?
15:13:14  <nielsm> they just exist
15:14:09  <spnda> Well they need to be added to a StationClass somehow, don't they?
15:14:23  <nielsm> I don't think no
15:14:30  <spnda> huh
15:14:30  <nielsm> go read DrawTile_Station() in station_cmd.cpp
15:19:19  <andythenorth> 93% Horse
15:21:03  <spnda> nielsm: I see that there seems to be a check if the station is custom, else it does nothing. Is there anything I'm missing? I can't find anything
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15:28:50  <nielsm> okay right, it's tables/station_land.h you want to see for the original station tile data
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15:29:10  <nielsm> but it's not quite something that "gets added", rather just something that exists always
15:30:08  <glx> spnda: more text in the window ?
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15:30:36  <spnda> glx: do you mean that the text may be overlapping the window?
15:31:28  <glx> text drawing lowers the fps for some reasons, try opening the console :)
15:32:23  <spnda> I'm not adding more text that I can see. Maybe I have something glitching out and it's drawing something where it shouldn't. dunno
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15:33:01  <nielsm> also the framerate window will tell you if lots of time is being spent in drawing
15:33:12  <spnda> 60ms
15:33:16  <spnda> I already looked
15:33:25  <glx> 60ms in drawing is a lot
15:33:31  <spnda> yeah it is
15:33:36  <nielsm> (time spent drawing that's not in drawing viewports is drawing text and GUI graphics)
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15:35:33  <glx> we probably have a bug somewhere causing huge drawing times
15:36:20  <glx> I think
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15:54:49  <DorpsGek_III_> [OpenTTD/OpenTTD] vineet131 opened issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes
15:57:16  <Pikka> andythenorth, what's the other 7%?
15:57:26  <andythenorth> Carbon Black Hoppers!
15:57:28  <andythenorth> nah
15:57:43  <andythenorth> I have to draw a Jubilee / Royal Scot type thing
15:57:47  <andythenorth> torpedo wagons
15:58:09  <andythenorth> a Wessex EMU
15:58:23  <andythenorth> and a bunch of covered hoppers, which I really want to make look good, but failed
15:58:25  <Pikka> I have an old 10CC Jubilee I drew if that's any use as a base
15:58:31  <andythenorth> anything is welcome :)
15:58:56  <andythenorth> Horse seems to have converged on vanilla game :P
15:59:50  <andythenorth> Jubilee, 25, 37, HST, 86, slammer
15:59:56  <andythenorth> no 8P or 47 though
16:00:02  <andythenorth> no A4!
16:00:41  <Pikka> it happens
16:00:48  <Pikka> UKRS is very basegame
16:01:24  <Pikka> although that might partly be because my train tastes as a youngling were heavily influenced by TTD :P
16:02:24  <Pikka>
16:03:10  <andythenorth> thanks
16:03:55  <andythenorth> most Horse steamers are one of your A3s copy-pasted :P
16:04:00  <andythenorth> traditiona continues
16:05:11  <Pikka> o/
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16:08:24  <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 updated pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
16:08:30  <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
16:10:53  <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
16:12:39  <andythenorth> Horse 94% ;P
16:13:02  <andythenorth> pikka got covhops?
16:13:02  <andythenorth> :P
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16:14:14  <Pikka> not in that style, sorry :)
16:14:14  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
16:18:15  <andythenorth> it should be easy, just a normal hopper with a lid :P
16:18:25  <andythenorth> mine didn't look right yet though
16:19:15  <andythenorth> quite a lot of catwalk
16:23:02  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes
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17:03:14  <spnda> Well, I fixed that issue by not drawing random strings in the background lol
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17:17:29  <spnda> Do I need to call "InsertDefaults" for my NewGRFClass?
17:18:13  <spnda> I don't think my InsertDefaults function is ever called...
17:19:28  <nielsm> newgrf.cpp => ResetNewGRFData()
17:20:04  <glx> hmm #7952 is a nasty one
17:20:07  <spnda> Ok I thought so. But I never see my data appear I feel like...
17:20:13  <nielsm> I'm giving you wrong information despite I should know better
17:20:33  <nielsm> did you add your own call to reset/insert the default data to that function?
17:20:36  <glx> QueryStrings are accessed after their deletion
17:20:38  <LordAro> glx: how so?
17:20:46  <LordAro> ah.
17:20:59  <nielsm> std::shared_ptr<std::string> time? :(
17:21:23  <LordAro> would rather not
17:21:37  <spnda> nielsm: I don't call the function anywhere. I'd assume it's only called during Reset().
17:21:40  <glx> just need to clean querystrings map I think
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17:22:27  <Samu> hi
17:25:05  <spnda> nielsm: I just added a quick DEBUG() into the function and I don't see anything in console. I guess it's not being called at all...
17:25:41  <nielsm> well if you aren't calling it anywhere then it's not getting called
17:25:56  <glx> or the debuglevel is too high
17:26:23  <nielsm> ResetNewGRFData is the function that gets called when a game is started/loaded just before newgrfs begin loading
17:26:29  <spnda> I put it to 0. Other DEBUGs I have placed are printing in console.
17:26:39  <glx> so yes function not called
17:26:43  <nielsm> and it's where you should put anything that needs to init things to a default state that works with no GRFs loaded
17:27:11  <spnda> Oh I forgot to add it in this repo... Had it in my other editor in another repo...
17:27:20  <spnda> Yeah no wonder it isn't being called lol
17:29:43  <spnda> Yeah it prints now. Stupid me again lol
17:31:41  <glx> hmm ok crash moved
17:35:08  <LordAro> progress!
17:56:37  <glx> oh some functions don't work as intended
17:57:17  <glx> because the new crash should happen sooner
18:01:13  <spnda> Huh I can't get my NWID_MATRIX to work. I have 2 WWT_PANELs in that matrix, and when I click the second Panel the OnClick function doesn't run... Only when I click the first. Anything I should specifically do for Matrixes?
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18:05:43  <Wolf01> Finally arrived the 3rd book from Randall Munroe... 3 books, same author, 3 different formats...
18:06:27  <peter1138> Hah! Yes, they are all very different sizes... no way to line them up :(
18:06:35  <nielsm> I never used NWID_MATRIX myself, but isn't its purse to repeat a single control many times in an MxN pattern?
18:06:42  <peter1138> "control"
18:06:46  <nielsm> well
18:07:28  <Wolf01> Widget
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18:33:28  <spnda> nielsm: Station selection uses it...
18:34:28  <nielsm> yes
18:37:37  <spnda> And they can handle a different Image being clicked at different positions. I tried its code and it's still always only doing OnClick on the first WWT_PANEL
18:38:00  <nielsm> there is no WWT_PANEL inside the WWT_MATRIX in _nested_station_builder_widgets
18:38:38  * LordAro currently using 170G RAM
18:38:46  <LordAro> well, 50G of that is swap
18:38:51  <spnda> nielsm: There is for me
18:40:09  <spnda> look at WID_BRAS_MATRIX. That has a WID_BRAS_IMAGE as WWT_PANEL inside of it.
18:41:47  <nielsm> are you setting the count for the matrix widget?
18:42:06  <nielsm> are you checking the high 16 bits of the clicked widget number for the matrix item clicked?
18:42:51  <spnda> In the OnClicked for WID_BROS_IMAGE: "int y = GB(widget, 16, 16);"
18:42:52  <peter1138> spnda, only one WID_BRAS_IMAGE though.
18:43:16  <peter1138> Not two WWT_PANELs.
18:43:28  <spnda> Well, yes?
18:43:47  <spnda> There's that one WWT_PANEL, WID_BRAS_IMAGE inside that matrix.
18:43:55  <peter1138> Yes.
18:44:15  <spnda> And from the "SetCount" from "matrix->SetCount(_roadstop.roadstop_count);" it should change the amount of images shown
18:44:47  <spnda> I do *see* the images, they're just unclickable
18:51:04  <nielsm> have you tried setting a breakpoint in the OnClick handler and see what happens?
18:55:02  <spnda> The first image has the ID "c", the second image has the ID of "1000c". So I guess it has some issue with the 1000c, but not with c...
18:55:19  <spnda> C is 12 in hex isn't it
18:55:27  <spnda> Because that would correspond...
18:56:13  <LordAro> @calc 0xC
18:56:13  <DorpsGek> LordAro: 12
18:56:43  <nielsm> check the switch in the BuildRailStationWindow::OnClick
18:57:01  <nielsm> it switches on GB(widget, 0, 16)
18:57:03  <spnda> Yeah I just did. Was wrong
18:57:12  <spnda> just had it as "switch(widget"
18:57:36  <spnda> yay that works
19:20:19  <peter1138> Grrr, bike light is playing silly buggers :(
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19:23:08  <andythenorth> yo
19:24:20  <peter1138> Is it lunch time?
19:24:49  <nielsm> is ice cream a lunch item?
19:24:56  <FLHerne> No, much too late
19:27:29  <andythenorth> I should have lunched
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19:45:09  <spnda> Just trying to recompile my NFO... "Error: invalid depth. While reading sprite:8". What does this mean? This is sprite 8 "8 graphics/test.png 0 0 09 70 64 -53 -50"
19:45:43  <nielsm> 8bpp picture?
19:45:48  <spnda> yes
19:46:42  <spnda> the image file looks absolutely file to me
20:00:38  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7953: Fix #7952: don't try to access destroyed QueryStrings
20:01:21  <nielsm> lol, so simple?
20:01:30  <glx> yup :)
20:02:20  <glx> clearing the map remove the references, so Window::GetQueryString() then returns nullptr
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20:06:51  <spnda> I changed some stuff up, now I have "8 src/graphics/test.png 8bpp 0 0 09 70 64 -53 -50 normal" and now I get "Error: invalid zoom. While reading srite:8"
20:06:58  <spnda> Dunno what this should even be
20:10:56  <glx> wrong info version ?
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20:12:04  <spnda> which info version would I need? I use 32 rn
20:12:27  <nielsm> 32 is right for multiple zooms and bit depths
20:12:36  <nielsm> (every sprite still needs an 8bpp normal version)
20:12:48  <spnda> I just want one normal zoom 8bpp sprite
20:13:12  <spnda> When I change the info version to 7 I get a metadata error
20:13:20  <glx> your line seems correct
20:14:01  <glx> hmm remove the 09
20:14:23  <glx> there's no compression field in version 32 :)
20:14:55  <spnda> same error, "invalid zoom"
20:15:14  <spnda> Actually no,
20:15:26  <spnda> I added the "normal" at the back again and it's compiled
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20:54:12  <LordAro> glx: guess that's always been an issue too, not like it was something introduced in the SmallVector stuff or anything
20:54:28  <LordAro> odd how no one's triggered it before
20:54:35  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7953: Fix #7952: don't try to access destroyed QueryStrings
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21:03:14  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river
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22:24:07  <Samu> LordAro, the lower and upper tiles of the lock are getting waterclass after the clear command
22:25:51  <Samu> waterclass in test and exec mode don't match
22:26:18  <Samu> though the costs match
22:26:22  <Samu> and won't assert
22:26:50  <LordAro> Samu: in the issue...
22:27:51  <Samu> ok, but I call it "cheating"
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22:54:58  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river
22:56:23  <Samu> terrible explanation perhaps
22:56:51  <Samu> but it's because it's WaterClassing after clearing
22:56:59  <Samu> now gonna sleep, tc
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