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00:04:02 *** nielsm has quit IRC 00:16:40 *** spnda has quit IRC 00:41:19 *** tokai has joined #openttd 00:41:19 *** ChanServ sets mode: +v tokai 00:48:09 *** tokai|noir has quit IRC 00:57:48 *** Progman has quit IRC 01:08:12 *** Wormnest has joined #openttd 01:14:18 *** Wormnest__ has quit IRC 01:20:44 *** Wormnest has quit IRC 01:59:56 *** Wormnest has joined #openttd 02:05:01 *** tokai|noir has joined #openttd 02:05:01 *** ChanServ sets mode: +v tokai|noir 02:11:39 *** tokai has quit IRC 02:31:49 *** Pikka has joined #openttd 03:51:14 *** Wormnest has quit IRC 03:59:15 *** D-HUND has joined #openttd 04:02:37 *** debdog has quit IRC 05:07:49 *** glx has quit IRC 05:27:08 *** Laedek has quit IRC 05:58:46 *** marimeireles has joined #openttd 06:12:23 *** marimeireles is now known as el3ktr4 06:40:48 *** el3ktr4 has quit IRC 06:44:20 *** tokai has joined #openttd 06:44:20 *** ChanServ sets mode: +v tokai 06:50:39 *** tokai|noir has quit IRC 07:08:48 <DorpsGek_III_> [OpenTTD/OpenTTD] joestringer commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqG7 07:25:04 *** el3ktr4 has joined #openttd 07:28:22 *** gnu_jj has quit IRC 08:01:48 *** el3ktr4 has quit IRC 08:04:16 *** nielsm has joined #openttd 08:04:29 *** andythenorth has joined #openttd 08:10:59 *** sla_ro|master has joined #openttd 08:14:42 *** tokai|noir has joined #openttd 08:14:42 *** ChanServ sets mode: +v tokai|noir 08:15:24 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqZX 08:19:33 *** gnu_jj has joined #openttd 08:20:27 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg https://git.io/JvqkN 08:21:39 *** tokai has quit IRC 08:21:54 <andythenorth> o/ 08:28:31 *** gnu_jj has quit IRC 08:33:21 *** gnu_jj has joined #openttd 08:39:19 *** andythenorth has quit IRC 08:39:43 *** Progman has joined #openttd 08:44:50 *** el3ktr4 has joined #openttd 08:47:22 *** andythenorth has joined #openttd 08:53:31 <andythenorth> well 08:53:41 <andythenorth> what haps Pikka? 08:54:52 <peter1138> Sup 08:55:05 <peter1138> Me too lazy to bike ride 08:55:26 <peter1138> Instead I will eat several people's worth of food. 08:56:24 <Pikka> doing a house sprites or something 08:56:33 <Pikka> they need trees, I'll have to do some of those 08:58:51 <andythenorth> such tree! 08:59:00 <andythenorth> peter1138: will it be tank games? o_O 08:59:22 <peter1138> Quake again, for the moment. I tried Netflix but got bored. 09:13:24 <peter1138> Alright. OpenTTD? 09:15:16 <peter1138> Hmm, wonder what's better for Quake, trilinear or unfiltered textures. It's a no-brainer with Doom, but not so sure with Quake. 09:18:50 * andythenorth OpenTTDs 09:24:43 <peter1138> So, uh, did anyone develop a nice OpenTTD control panel? :p 09:26:23 <LordAro> peter1138: i decided not to do today either, need a little recovery time 09:26:25 <nielsm> I prefer quake 1 original maps with unfiltered 09:26:53 <nielsm> since they're low res textures that gain nothing from filtering, and often have details that partly disappear if you do filter 09:27:26 <peter1138> Yeah. I think I want anti-aliasing though. Hmm. 09:27:37 <nielsm> AA is probably fine 09:28:04 <peter1138> Don't see an option in QuakeSpasm for though :/ 09:29:33 <nielsm> vid_samples maybe ? I found an old patch that mentions that cvar name 09:29:53 <peter1138> Nope. I could just force it in nvidia control panel I guess. 09:30:29 <peter1138> Or go retro and use vanilla ;) 09:30:34 <DorpsGek_III_> [OpenTTD/OpenTTD] danielplaumann opened issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp 09:31:21 <nielsm> quake.exe or winquake or glquake are not really good ideas nowadays, at least not if you want to use any mods from the past 15 years 09:32:02 <peter1138> True. 09:32:45 <peter1138> I think most of the 'enhanced' source ports died out long ago as well. 09:33:28 <nielsm> quakespasm, darkplaces, fteqw, are the serious options today 09:33:53 <nielsm> quakespasm for modern singleplayer maps, fteqw if you want multiplayer, darkplaces for ??? 09:35:12 <nielsm> I think darkplaces is the go-to if you want to pimp it up with texture, model and sound replacements and wild effects, maybe 09:35:37 <peter1138> Heh, Windows Defender says fteqw is a threat... 09:40:45 <peter1138> Urgh, a trap with two shamblers :( 09:52:39 <peter1138> Damn, another shitty trap. 09:59:15 *** Samu has joined #openttd 10:07:41 <TrueBrain> it is a trap .. a trap of getting addicted! 11:00:12 *** el3ktr4 has quit IRC 11:04:10 <peter1138> Okay so I have to kill 2 shamblers and I only have 43 shells. This is not going to work :-( 11:04:41 <nielsm> have to kill, there's a trigger on them so you're locked in? 11:05:12 <peter1138> Yes. Also only 50 health, and no armour. 11:05:24 <nielsm> axe time 11:12:30 <peter1138> Axe is hard enough on the easiest enemies... 11:14:24 * andythenorth plays OpenTTD more 11:14:59 <peter1138> Well that was anticlimactic. I cheated and put god mode on, killed them both with the axe (eventually) went through the portal and... got dumped straight into the difficulty selection level :p 11:18:59 <peter1138> Hmm, might play Arcane Dimensions now. 11:20:18 <peter1138> https://www.quaddicted.com/reviews/ < I get my addons from there. 11:20:34 <peter1138> Sort by size to get full episodes. 11:20:52 <peter1138> Although Episode 5 was a link on twitter of all places o_O 12:03:19 * peter1138 wonders if it's feasible to parse settings.ini to make a control panel... 12:06:50 <TrueBrain> Feasible, yes; feasible for you .. who knows :p 12:07:10 <TrueBrain> <3 12:25:50 *** Laedek has joined #openttd 12:35:55 <andythenorth> hmm, my game is on track to £1bn cash in my company 12:36:01 <andythenorth> not even trying :P 12:59:36 *** andythenorth has quit IRC 13:06:51 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern opened pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvqlk 13:08:44 <nielsm> well, I ended up also playing Dimension of the Past now, completed it on normal 13:08:49 <nielsm> with lots of savescumming :P 13:10:30 * LordAro completed The Witness 13:10:42 <LordAro> the ending is nice, it flys you through the map resetting everything 13:10:45 <LordAro> then quits. 13:17:18 *** spnda has joined #openttd 13:50:16 <TrueBrain> you only now finished The Witness? :D 13:50:19 <TrueBrain> it is such a pretty game ... 13:51:50 <LordAro> TrueBrain: i wouldn't say i've been playing it constantly :p 13:53:15 <TrueBrain> Otherwise I would doubt your sanity :) 13:54:58 *** andythenorth has joined #openttd 13:57:33 <peter1138> nielsm, lots of saving, yes. I was just not ready for the end and ended up with not enough ammo :-( 13:59:52 <peter1138> The Witness... I wonder if I have that. 14:00:22 <peter1138> Hmm, apparently not. Looks pretty. 14:04:21 *** Flygon has quit IRC 14:05:46 <TrueBrain> it is really pretty, and the puzzles are very well done 14:06:27 <peter1138> And it's on sale. 14:06:41 <TrueBrain> :D 14:06:43 <LordAro> would very much recommend 14:07:14 <peter1138> Oh, I do have it, just not on Steam. 14:07:36 <TrueBrain> creator of that game made a few nice blog posts how he made sure you cannot glitch through walls etc 14:07:41 <TrueBrain> nice reads 14:09:02 <peter1138> Looks like I installed it but never loaded it. Must have got it for free on the Epic store. 14:09:17 <TrueBrain> like so many free games :P 14:09:55 <peter1138> I really like this art style. Super detailed but not super realistic. 14:20:11 <LordAro> just don't be dissuaded if you end up staring at the same puzzle for 30 minutes 14:29:15 <TrueBrain> :D 14:30:48 <TrueBrain> 250 lines of Python later, I can generate manifest.yaml, and index.html/index.yaml .. that is a start :) 14:30:48 *** heffer has quit IRC 14:33:28 *** heffer has joined #openttd 14:39:05 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvq48 14:56:25 *** Thedarkb-X40 has joined #openttd 15:02:56 <TrueBrain> hmm .. changelog.txt for nightlies are empty for almost a year now ... why ... 15:03:17 <TrueBrain> it should contain the log of the last 7 days 15:03:37 *** Pikka has quit IRC 15:05:38 <peter1138> Damn, I missed some free games on the Epic store :( 15:07:28 <TrueBrain> lol, the changelog script always things we are a tag .. interesting :D 15:08:13 <TrueBrain> it runs "git describe --tags" to check if the current commit is a tag 15:08:17 <TrueBrain> which is obvious wrong 15:08:37 <TrueBrain> owh well, something for someone else to figure out :D #stay-focused #dont-follow-the-rabbit-this-time 15:09:20 <peter1138> Too late 15:10:39 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened issue #7960: Changelog for nightlies is empty https://git.io/JvqBL 15:20:08 <spnda> I'm kinda confused by this error. "struct DrawTileSprites const * const _station_display_datas_rail" (?_station_display_datas_rail@@3QBUDrawTileSprites@@B) already defined in station_cmd.obj". 15:20:37 <spnda> This happened as soon as I added "const DrawTileSprites *sprites = GetStationTileLayout(STATION_BUS, tile + axis);" 15:20:47 <peter1138> It means it's already defined. Are you including one of the table files twice? 15:21:17 <spnda> Maybe I have something doubled somewhere.. I'll check 15:21:19 <_dp_> spnda, I bet you added that in h file 15:21:26 <_dp_> spnda, definitions should be in cpp 15:21:41 <spnda> _dp_: It's ofcourse cpp 15:21:56 <spnda> And yes, I think I might have included a tables file more than once... 15:22:03 <TrueBrain> https://www.openttd-cdn.org/ <- this is started to get shape, I guess :) Anyone any input before I start to finalize this? 15:23:02 <peter1138> I don't really know what you have been doing, heh. 15:23:06 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on issue #7960: Changelog for nightlies is empty https://git.io/JvqBL 15:23:23 <TrueBrain> making our binaries browseable again :) 15:23:34 <TrueBrain> index.html and index.yaml are now generated 15:24:19 <TrueBrain> I see mister obvious also left a comment #sometimes-I-am-just-confused 15:24:45 <peter1138> Meh, surprise teleport traps that are totally obvious the second time :/ 15:25:34 <TrueBrain> I don't like that index.html/index.yaml are listed as zero-size .. hmm .. maybe just not list index.html, as that is a bit weird 15:32:24 <TrueBrain> w00p, that is a lot better .. so now I only need to have a file that indicates what is the "latest" in an easy-to-read-for-computers-format :) 15:40:53 <spnda> I think I did something wrong lol: https://media.discordapp.net/attachments/495228944719544324/670654053944131602/unknown.png?width=424&height=268 15:42:40 <peter1138> Yeah, you linked to Discord. 15:42:53 <spnda> No, not that 15:47:04 *** Wormnest has joined #openttd 15:50:09 <peter1138> Urgh, jumping/timing puzzle :( 15:50:54 *** glx has joined #openttd 15:50:54 *** ChanServ sets mode: +v glx 15:53:04 <glx> testing something for #7960 https://pastebin.com/7pijbH5S 15:53:31 <TrueBrain> don't we already have code for this in find_version.sh? 15:53:43 <planetmaker> oh lovely screenshot @spnda :) 15:54:05 <planetmaker> (you get that result when a sprite is undefined) 15:54:12 <spnda> I know, thanks :) 15:54:27 <spnda> I've fixed it already. I was giving my draw function slightly wrong numbers 15:54:34 <spnda> Wasn' 15:54:35 <planetmaker> I guess we've all been there one time or another :) 15:54:47 <spnda> Yeah, just wasn't expecting that many undefined spritews 15:55:47 <glx> findversion.sh has TAG="`git name-rev --name-only --tags --no-undefined HEAD 2>/dev/null | sed 's@\^0$@@'`" 15:59:04 <glx> and that works too 16:30:22 *** tokai has joined #openttd 16:30:22 *** ChanServ sets mode: +v tokai 16:31:01 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRr 16:33:06 <spnda> Maybe I didn't fix it.... https://media.discordapp.net/attachments/495228944719544324/670667251967459328/unknown.png?width=373&height=504 16:33:50 <glx> weird sprites everywhere :) 16:37:12 *** tokai|noir has quit IRC 16:38:37 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRM 16:48:47 <Eddi|zuHause> i've reached "the end" in baba is you, but i haven't finished all levels... 17:02:52 *** Thedarkb-X40 has quit IRC 17:03:14 *** Wormnest has quit IRC 17:28:42 *** WormnestAndroid has quit IRC 17:29:35 *** WormnestAndroid has joined #openttd 17:33:31 <nielsm> I don't get the emission figures in trf2, there's barely any difference between steam, diesel, and electric locos 17:52:33 <spnda> I'm kinda lost right now... My function does successfully draw the sprites now, and they mostly look good. But they're always +2 offset from the original sprites. They show the first 2 dock sprites for the last 2 sprites... AndI have no idea why... I guess it's my offset? Don't know how to get the correct offset... 18:00:29 *** snail_UES_ has joined #openttd 18:04:08 <peter1138> Are you doing sprite substitution or full-on newgrf defined sprite layouts 18:05:48 <spnda> not sure what you mean exactly 18:08:24 <spnda> oh, it's full-on newgrf sprites 18:08:41 <spnda> I don't have sprite layouts defined though 18:10:02 <peter1138> So not full-on :p 18:10:09 <peter1138> Just sprite replacements. 18:10:11 <peter1138> How boring. 18:10:22 <spnda> :( wdym 18:11:39 <peter1138> I mean... any additions like this need to more flexible that just replacing sprites. 18:12:04 <spnda> Sure 18:12:47 <spnda> Though aren't sprite layouts like multiple different tiles? Or did I understand all of this wrong 18:14:38 <peter1138> You understood that wrong. 18:16:32 <spnda> oh :( so what are they then? Layouts of sprites on a single tile? 18:16:34 <peter1138> Eddi|zuHause will mention statemachines at some point :-) 18:16:52 <peter1138> Uh, yeah... a sprite layout. 18:17:26 <Eddi|zuHause> *cough* 18:18:12 *** andythenorth has quit IRC 18:20:43 <spnda> Well okay then, that was my initial idea to have that 18:21:59 <snail_UES_> hi peter1138 18:22:30 <snail_UES_> I’m starting work on my SG set, and before I lay down a schema for my vehicles, I’d like to ask you something… any chance “purchase list variants” will ever be implemented? 18:22:45 <snail_UES_> or, better, whatis the best way I can help to raise the chance it will be implemented? :p 18:23:24 <peter1138> Make a clear request of what you want it to do, rather than Andy's "unicorns" 18:25:35 <Samu> my current goal, have 15 AI's reach 5000 road vehicles each, https://i.imgur.com/SfFKSJs.png 18:26:00 <Samu> testing different number of ops 18:26:21 <Samu> which one will reach 5k in real time 18:27:09 <peter1138> snail_UES_, but I'm not working on OpenTTD anyway, I'm just in this channel. 18:27:11 <Samu> variable ops started 3 days ago though 18:27:17 <Samu> the one at the top left 18:28:03 <snail_UES_> peter1138: ok, is there an url to write and submit a request? 18:28:22 <peter1138> Isn't everything done via github? 18:30:44 <snail_UES_> “Pull requests"? 18:31:04 <nielsm> pull request is when you have implemented a patch and want to suggest it getting merged 18:31:16 <nielsm> issues is general bug reports and improvement requests 18:32:41 <nielsm> and improvement/feature requests often just fall to the wayside, most coders just work on their own interest so your best bet really is to write a spec draft yourself and try to sell it to someone who can implement it and help you polish it 18:38:24 <Samu> my stuff is polished :)) 18:40:49 <Samu> usually collecting dust 18:40:56 <Samu> because no one approves 18:40:58 <Samu> :( 18:41:31 <snail_UES_> nielsm: hmm… I might then create a pull request and start a thread on the forums, linking the two… 18:41:51 <nielsm> don't open a pull request if you aren't going to program it 18:42:00 <snail_UES_> ah 18:42:02 <LordAro> you'd find it difficult to open a pull request without code 18:42:19 <snail_UES_> ok, so maybe just start a thread on the forums? 18:42:26 <nielsm> yeah 18:42:40 <nielsm> that's the better approach especially if you're in the ideas phase 18:44:36 <Samu> https://i.imgur.com/KSA9Utw.png better screenshot, showing number of vehicles 18:47:24 <Samu> which openttd will reach 5000 road vehicles for every company? 18:47:28 <Samu> first 19:17:01 <nielsm> hmm pretty good RoI here https://0x0.st/irwJ.png 19:18:54 <nielsm> modern games also have trouble with clippers :) https://0x0.st/irww.jpg 19:24:03 <peter1138> Gosh, you've made a nice GUI for OpenTTD there ;-) 19:30:38 <peter1138> Well, that's yet another device on my home network. 19:31:17 <peter1138> Although actually this one is pretty normal, if a little old fashioned... just a colour laser printer. 19:34:09 <milek7_> >would very much recommend 19:34:12 <milek7_> does it work on wine? 19:50:19 *** tokai|noir has joined #openttd 19:50:19 *** ChanServ sets mode: +v tokai|noir 19:51:07 <LordAro> https://appdb.winehq.org/objectManager.php?sClass=application&iId=17370 19:51:11 <LordAro> "unclear" 19:57:12 *** tokai has quit IRC 21:14:00 <spnda> Are road stops part of BaseStation or are they the RoadStop struct? They're quite different so I'm unsure 21:15:07 <nielsm> BaseStation is the base class for Station and Waypoint 21:15:28 <nielsm> Station is the class for all stations that can transfer cargo 21:17:06 <nielsm> so Station contains sub-structs for all the "station services" (vehicle types), and they are just empty if the station doesn't have any tiles for that type 21:18:05 <spnda> ah ok. that makes more sense now 21:23:29 <spnda> So Airports, Docks, Road Stops and all are all the same "Station" or are there specialized structures for those again? 21:24:56 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/station_base.h#L459-L466 21:25:46 <spnda> I saw that, but I have no idea what how to use those 21:36:46 *** el3ktr4 has joined #openttd 21:37:22 *** el3ktr4 has quit IRC 21:47:02 <nielsm> I'm not sure what you mean by "use" 21:48:54 <nielsm> RoadStop is a singly linked list 22:00:44 *** Eddi|zuHause2 has joined #openttd 22:01:12 *** snail_UES_ has quit IRC 22:01:15 <peter1138> Picard was pretty good. 22:06:16 *** Eddi|zuHause has quit IRC 22:11:41 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl opened pull request #7962: Sprite sorter optimization https://git.io/Jvqwk 22:17:09 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Sprite sorter optimization https://git.io/Jvqwk 22:21:15 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA 22:31:05 *** sla_ro|master has quit IRC 22:44:33 *** Feuersalamander is now known as grossing 23:06:37 *** nielsm has quit IRC 23:12:47 *** nielsm has joined #openttd 23:20:52 *** nielsm has quit IRC 23:29:38 *** snail_UES_ has joined #openttd 23:32:41 <milek7_> it works 23:47:36 <spnda> I just noticed that since JGR 0.32 the straight bus stop sprites are offset by +4 in SpriteIDs... Weird 23:54:56 *** Samu has quit IRC 23:59:29 *** Eddi|zuHause2 is now known as Eddi|zuHause 23:59:48 <Eddi|zuHause> spnda: if they added stuff to the baseset, the IDs might shift