Log for #openttd on 17th June 2020:
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00:24:36  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP
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02:11:31  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP
02:13:57  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP
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04:17:58  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8213: Crash while maximizing the window on first run after compilation
04:23:44  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8213: Crash while maximizing the window on first run after compilation
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06:22:46  <arikover> hi
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06:28:27  <andythenorth> o/
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06:51:17  <andythenorth> oof
07:04:53  <LordAro> good oof
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08:35:11  <FLHerne> andythenorth, LordAro: In British English, can you "cheese a pizza" in the same sense as salt, sugar, batter, etc... ?
08:35:38  <FLHerne> (survey to inform an argument in a different channel :p)
08:36:07  <LordAro> i wouldn't claim it to be any sort of proper English
08:36:08  <FLHerne> Not that battered pizza is a thing anywhere except, presumably, Glasgow
08:36:14  <LordAro> but i'd understand what you meant
08:36:42  <FLHerne> Yeah
08:36:54  <FLHerne> I understand it, but to me it just sounds wrong
08:37:15  <FLHerne> Of course, there's clearly no explicable reason /why/ it should be wrong when the others are fine
08:37:27  <LordAro> it's the whole "verbing a noun" thing
08:38:27  <andythenorth> you can cheese out
08:38:36  <andythenorth> in Jeeves and Wooster
08:38:52  <andythenorth> not sure you can currently cheese a pizza
08:39:51  <andythenorth> my kids find it ridiculous that anyone would say 'cheese a pizza'
08:39:55  <andythenorth> so that's categorical
08:40:07  <FLHerne> haha
08:40:13  <LordAro> ha
08:43:08  <EER> (non-native speaker) If you asked me to cheese your pizza, I would prepare a bechemel-like cheese sauce and throw your pizza in it until it was properly cheesed.
08:43:50  <EER> Depending on the size of pizza and pot it may have to be folded to undergo cheesing
08:44:06  <andythenorth> also we reached peak everything
08:44:08  <andythenorth> peak peak
08:44:09  <andythenorth>
08:44:15  <andythenorth> fake solar power calculators
08:44:21  <andythenorth> peak peak peak
08:45:50  <EER> fake solar power?! I am aghast
08:45:59  <LordAro> andythenorth: have you seen Matt Parker's calculator reviews?
08:46:57  <andythenorth> not so much
08:47:12  <LordAro> andythenorth:
08:47:21  <Eddi|zuHause> man, i haven't watched those in years
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08:50:34  <andythenorth> there is only one calculator, Casio FX82B
08:50:36  <andythenorth>
08:50:51  <andythenorth> ideally with the metal cover ripped off and everything covered in marker pen
08:51:24  <LordAro> glorious
08:57:45  <Eddi|zuHause> i have a fx7400G, with 20 year old batteries in it that are probably not very healthy
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08:59:15  <andythenorth> I had one a bit like this
08:59:32  <andythenorth> can't remember if it was 3 colour display or not
09:00:08  <andythenorth> oh this
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09:00:27  <andythenorth> retro
09:01:18  <Eddi|zuHause> yes, that looks like a successor to mine
09:02:01  <DorpsGek_III> [OpenTTD/nml] mathias-meyer opened issue #157: Bridges management
09:04:44  <b_jonas> How close to the edge of the map can new oil rigs spawn? I'm wondering if I should sink some unused land to make them more likely to appear
09:06:19  <_dp_> b_jonas, it's configurable in settings
09:06:48  <Eddi|zuHause> no, that setting is for refineries
09:07:10  <_dp_> pretty sure rigs use it as well
09:07:12  <Eddi|zuHause> oil rigs can go anywhere, but they need a large enough body of water with no obstructions around it
09:08:07  <b_jonas> oh nice
09:08:33  <Eddi|zuHause> <-- there is a visualisation vor the size of the oil rig
09:08:41  <_dp_> Eddi|zuHause,
09:09:19  <Eddi|zuHause> _dp_: ok, that's news to me
09:14:23  <b_jonas> Eddi|zuHause: nice
09:14:47  <b_jonas> thank you
09:16:59  <b_jonas> then sinking some land on the northeast side of my map could help
09:19:31  <b_jonas> whereas I should raise some land on the southeast to give more space for the city to grow, because I don't care for oil rigs there
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11:58:52  <supermop_Home> andythenorth_ to cheese implies to me it must be something absurd beyond the normal application of cheese to a pizza
11:59:22  <supermop_Home> as the bizarre wording hints at some kind of 90s marketing campaign
11:59:28  <andythenorth_> sz:D
12:00:01  <supermop_Home> also the only calculator in my house growing up was 12c
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12:00:30  <supermop_Home> dad insisted i learn rpn for some reason
12:01:42  <supermop_Home> he would tell stories of how when he was in grad school he bought a '57 BelAire for 0 and his first HP calculator for 0
12:04:54  <supermop_Home>
12:05:12  <supermop_Home> i think he still has that somewhere around the house
12:08:35  <andythenorth_> supermop_Home so basically that evolved from,_made_by_Thomas_E._Osborne_for_Hewlett-Packard,_1964,_view_2_-_National_Museum_of_American_History_-_DSC00028.jpg
12:08:46  <andythenorth_> innovation is remarkable
12:13:21  <supermop_Home> did you see my pacer andy?
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12:14:50  <andythenorth_> supermop_Home no o_O
12:17:25  <supermop_Home>
12:20:57  <supermop_Home> i need a way to put a bounty out on the RES design manual binder
12:21:12  <supermop_Home> sure those turn up for sale from time to time
12:23:50  <andythenorth_> double arrow disturbs me greatly there :)
12:37:46  <supermop_Home> ha
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12:59:26  <_dp_> these bloody desyncs are getting to a point where 80 or so ticks that pass till server gets the message completely hide all the evidence :(
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13:02:24  <DorpsGek_III> [OpenTTD/nml] glx22 commented on issue #157: Bridges management
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13:11:38  <_dp_> hmm.. I wonder if I saved random state for every frame and forced it back for those 80 frames would it make a difference...
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13:39:57  <DorpsGek_III> [OpenTTD/nml] werbfred opened pull request #158: - Add : Bridge management in NML of OpenTTD
13:41:31  <DorpsGek_III> [OpenTTD/nml] werbfred commented on issue #157: Bridges management
13:41:32  <DorpsGek_III> [OpenTTD/nml] werbfred closed issue #157: Bridges management
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13:47:47  <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #158: Bridge management
13:50:16  <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #158: Bridge management
13:52:11  <DorpsGek_III> [OpenTTD/nml] werbfred commented on pull request #158: Bridge management
13:57:40  <DorpsGek_III> [OpenTTD/nml] glx22 commented on pull request #158: Bridge management
14:02:36  <DorpsGek_III> [OpenTTD/nml] werbfred commented on pull request #158: Bridge management
14:05:43  <supermop_Home> oooooh bridges
14:05:51  <supermop_Home> exciting!
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14:30:45  <nielsm> newbridges would still be good tho
14:32:30  <supermop_Home> yes
14:32:47  <supermop_Home> anyway to make a bridge in nml would be nice thouh
14:33:05  <supermop_Home> likewise with stations
14:35:59  <nielsm>  have anyone worked on newbridges before?
14:36:20  <nielsm> even just a spec proposal
14:45:00  <glx> current bridge spec seems to use the very old way without action1
14:45:05  <supermop_Home> maybe like 8 years ago i probably rambled on about a wishlist of ponies i'd like to see in bridges
14:46:01  <supermop_Home> mostly about beable to have different patterns of sprites than the current hardcoded ones
14:46:36  <supermop_Home> different costs / types per waytype as well
14:46:50  <supermop_Home> (TTO monorail bridge)
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14:53:43  <nielsm> my current idea is that each bridge type has one or more segment types, a segment type has a length in tiles and each tile has a tilelayout
14:54:18  <nielsm> a tile can also indicate that it has pylons and how they should be drawn, and the maximum height those pylong can be built over
14:55:21  <nielsm> (can also be extended to support maximum water depth pylons can be built in, if I ever finish deepwater)
14:55:56  <nielsm> and then a cost per tile or per segment, perhaps per pylon height level
14:57:09  <nielsm> building a bridge could allow two modes, automatic or manual, in automatic the game selects an appropriate combination of segments to construct the bridge, in manual the player selects which segments in which order
14:58:36  <nielsm> I suppose having manual construction would need more data in the map array to store those, or have bridges as a new object type with extra data outside the map array=
15:04:40  <supermop_Home> that all sounds good
15:05:04  <supermop_Home> with maybe a deck thickness
15:05:20  <nielsm> you mean tile height of bridge deck?
15:05:28  <nielsm> i.e. depth below bridge that can not be obstructed
15:05:34  <supermop_Home> exactly
15:05:57  <supermop_Home> for objects/stations that allow bridge above a certain height
15:06:54  <supermop_Home> so underdeck truss or similar 'thick' bridge could not be built over a station where an overdeck truss could
15:07:12  <nielsm> that could also solve the issue of the thin aqueducts looking silly
15:07:18  <supermop_Home> yeah
15:07:46  <supermop_Home> either cannot build under 'thick' bridges, or must allow extra clearance
15:08:08  <nielsm> hm maybe always require at least one free tile height below a bridge
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15:22:24  <spnda> I just tried building my NRS patch and uh.... "Windows headers require the default packing option. Changing this can lead to memory corruption. This diagnostic can be disabled by building with WINDOWS_IGNORE_PACKING_MISMATCH defined."
15:22:38  <spnda> New error, never seen this before. Does anyone here know that?
15:23:17  <nielsm> I think we need more context
15:23:29  <nielsm> and did you try making a full clean and rebuild?
15:24:04  <spnda> yeah, didn't help
15:24:22  <nielsm> is it building one particular file, or all files?
15:24:27  <spnda> it's throwing this error from a static_assert in winnt.h, which from what I see is part of the Windows SDK
15:24:39  <spnda> the error comes from multiple files that seem to refernce that
15:26:05  <nielsm> go nuclear then: toggle the build option to make the compiler dump the full preprocessed source along the object file
15:26:23  <nielsm> and then search for "pragma pack" in that preprocessed source
15:26:28  <nielsm> and you can hopefully trace it from there
15:27:06  <glx> check if master builds fine first
15:27:11  <nielsm> also a good idea
15:28:22  <spnda> it also fails on master
15:28:35  <glx> because I know we change packing at some places, but usually we restore the old one right after
15:29:53  <spnda> hmm maybe this is just a issue with my windows sdk or so....
15:39:04  <spnda> also weird that this is ONLY happening on release config
15:39:43  <glx> release uses different optimisations
15:41:36  <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
15:42:33  <spnda> wait what the hell did I do? "This branch is 391 commits ahead, 644 commits behind OpenTTD:master. "
15:44:22  <LordAro> heh
15:44:22  <nielsm> merge instead of rebase?
15:44:51  <spnda> i don't ever remember rebasing/merging whatever
15:44:56  <spnda> but I must've done something at some point
15:44:58  <nielsm> no merge should also not make that kind of divergence
15:46:43  <spnda> i apparently commited all of them... what... should I force rmeove all commits that shouldn't belong to my PR?
15:46:50  <glx> spnda: rebase HEAD~1 --onto master
15:47:44  <spnda> I have to resolve some conflicts... never done this before. how should i resolve the conflicts?
15:48:24  <nielsm> edit the conflicted code so it does the right thing, add the merged file, then continue the rebase
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15:49:12  <glx> I configured winmerge as mergetool, but the manual way works too
15:50:59  <glx> oh of course you'll have conflicts in all project files
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15:54:37  <spnda> glx: I just did that rebase and now in "git status" I see a LOOOOOOOONG list of various object files inside OpenTTD/objs/Win32/Debug. What's this?
15:55:03  <glx> you can delete objs
15:55:46  <glx> it's where build happened before the cmake switch
15:56:03  <spnda> ah  right
16:01:59  <spnda> uh did I break the commit checker on my PR?
16:05:10  <spnda> can I not remove changes that I don't want in my commit with "git stash" when rebasing?
16:05:26  <LordAro> not if they're already staged
16:05:33  <spnda> i've rebased and I've commited all the changes I want
16:05:51  <spnda> they're not staged
16:06:10  <LordAro> is your master branch actually up to date?
16:06:19  <LordAro> you should be rebasing against origin/master to ensure it
16:06:29  <LordAro> because that's a huge mess right now
16:07:46  <spnda> yes, my master branch is even with OpenTTD:master
16:10:47  <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
16:12:27  <spnda> I guess it's fixed now? pfew
16:15:23  <glx> almost, you forgot to edit src/CMakeFiles.txt
16:15:29  <glx> to add your new files
16:23:40  <spnda> ok, done that. Now, from where would I build the game? I don't see any VS Project files anywhere anymore and I have no idea how to really use CMake
16:24:03  <glx> just open folder in VS
16:24:37  <LordAro> glx: really need those updated build docs
16:25:00  <glx> well contains basic instructions
16:28:20  <glx> oh you failed to fix a conflict in road_gui.cpp
16:33:15  <spnda> 1) when opening the folder cmake does get detected but I have no extra build buttons or whatever
16:33:28  <spnda> 2) glx: which conflict, I don't see any in the PR or in git
16:34:00  <glx> road_gui.cpp:324-339
16:34:31  <spnda> oh right, I see it now
16:36:05  <glx> once cmake step passed you build like before
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16:37:12  <spnda> either im missing out on something or nope
16:37:19  <nielsm> VS 2019?
16:37:28  <spnda> I don't have the options anywhere in VS 2019 to build or whatever
16:37:31  <spnda> And I get CMake errors
16:37:51  <nielsm> find the CMakeLists.txt file in the solution browser in VS
16:37:54  <nielsm> and right click it
16:38:03  <nielsm> there's a bunch of things to configure the project then
16:40:20  <spnda> inside the cmake settings i have one config, which seems to have found all of my tools etc
16:40:26  <spnda> still don't see any build options anywhere
16:40:37  <glx> generate menu
16:41:12  <spnda> I only see Generate Cache
16:41:25  <spnda> And even that throws CMake errors in CreateRegression.cmake
16:41:45  <glx> generate cache is in project menu
16:43:07  <spnda> huh im confused
16:46:03  <glx>
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17:05:48  <spnda> where does CMake look for vcpkg packages?
17:05:56  <spnda> I've got all packages installed but it can't find them
17:11:42  <glx> it just asks vcpkg
17:11:50  <glx> oh you need to set the triplet
17:12:28  <spnda> wdym
17:12:34  <spnda> i just copied what you've got in
17:12:46  <spnda> "vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static"
17:13:04  <spnda> (I've had these packages for a while and they've never caused problems"
17:14:04  <glx> open cmake settings
17:15:07  <glx> you need to add VCPKG_TARGET_TRIPLET
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17:36:18  <andythenorth_> yo
17:37:38  <glx> spnda: CMakeSettings.json should look like
17:41:28  <spnda> glx: would the value of that not be a path to the vcpkg dir or installation?
17:41:48  <glx> no just the triplet
17:41:59  <glx> VS knows where VCPKG is
17:42:39  <glx> as it worked before cmake
17:43:26  <spnda> hmm ok
17:43:30  <spnda> doesn't work though
17:43:54  <glx> what does it say ?
17:45:22  <spnda> glx: This
17:45:34  <spnda> Can't find the packages and also has a bunch of Regex compilation errors
17:47:49  <glx> hmm ok regex errors are weird
17:49:02  <glx> oh spaces in path
17:50:10  <glx> something to look at later :)
17:50:37  <glx> first clear cmake cache
17:51:57  <spnda> yews
17:51:59  <spnda> yes
17:52:19  <glx> hmm ok VCPKG doesn't seem to be detected by VS
17:53:19  <glx> you probably need to run "vcpkg integrate install"
17:54:08  <spnda> ok that seems to have worked, I think
17:54:35  <spnda> Probably should add that to the
17:55:59  <glx> well it's in vcpkg quick start instructions, link is in ;)
17:56:37  <spnda> eh i didn't see it and i doubt many others will, but sure.
17:56:56  <spnda> so uh, what's with these regex errors now. You say that they come from spaces inside the path?
17:57:36  <glx> it's probably because there are spaces in the path, but I need to test that
17:57:46  <spnda> wait i'll try
17:58:15  <glx> or it's the ++
17:59:43  <spnda> spaces aren't it either
17:59:57  <spnda> just checked
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18:37:05  <TrueBrain> w00p, I finally fixed my bug I had yesterday .... my gfx decoder is still not showing any useful renders .. but my decompiler is doing a lot more now :D Sweet :D
18:37:10  <TrueBrain> party \o/
18:55:53  <andythenorth_> rad
18:55:55  <andythenorth_> send beer
18:56:05  <andythenorth_> actually send tanks, I am playing Blitz
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19:03:02  <glx> spnda: I think it's the "+" they have meaning in regexp, and we should escape them I guess
19:05:15  <spnda> glx: sounds plausible
19:11:00  <spnda> yeah, removing the ++ fixes it yes. I can now build again. Thanks, and I hope you can find an easy fix
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19:15:10  <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
19:16:44  <spnda> So I think I've got it error-free now. Now it's really just adding some extra features for NRS
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19:52:45  <andythenorth_> shall we talk about newgrf ponies? o_O
19:53:31  <Wolf01> As usual
19:55:57  <supermop_Home> NotPonyTypes
19:57:16  <Wolf01> Holy shit, I linked all the platforms inb GoG Galaxy... I have so many games I don't know what to play
19:58:16  <Wolf01> An a lot of duplicated games too
20:14:18  <Eddi|zuHause> that's why i don't get bundles
20:14:19  <andythenorth_> I suspect a decimal point error
20:14:35  <Eddi|zuHause> and even most of the free games i got from <wherever> i haven't played
20:14:59  <supermop_Home> we need NewTrees
20:15:05  <Wolf01> Yes
20:17:45  <andythenorth_> in which case Iron Horse is mis-named
20:18:08  <andythenorth_> because Iron Horse would be more applicable to a USA version
20:18:22  <andythenorth_> I'd have to rename it to Iron Pont
20:18:25  <andythenorth_> Iron Pony *
20:19:06  <supermop_Home> are you just randomly picking up your conversation from 1-2 days ago in medias res?
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20:28:36  <andythenorth_> apparently
20:31:54  <nielsm> NewTrees is a risky endavour I think, it'll be very easy to make it too simple to be interesting, or too complex to be performant
20:32:33  <nielsm> and when talking vegetation the question of climate zones is almost inevitable
20:36:08  <nielsm> e.g. collecting stats on a 15x15 tile area around the tile you want to grow a tree on, just to figure out general things about elevation, proximity to water/snow/desert/built up areas
20:37:26  <nielsm> and possibly rules about kinds of vegetation that just don't grow together (e.g. "if tree type B is nearby in sufficient numbers then tree type A population should decrease" rules)
20:37:56  <nielsm> and if forest formation should somehow be controlled by it too
20:39:41  <nielsm> and what about recognising forestry/plantation industries and have those naturally spread trees of related types?
20:40:21  <supermop_Home> i mostly just want to know the average slope of a tile (based on 8 surrounding tiles)
20:40:58  <supermop_Home> to differentiate based on what side of the hill its on
20:41:56  <supermop_Home> which could be for like pines on the north slope etc
20:42:26  <supermop_Home> but i mostly want it to just the station transparency to shade trees on the shaded slopes of hills
20:42:30  <nielsm> my point is just that if you want to allow customisation of trees, the rabbit hole goes very deep and you will almost certainly have to choose somewhere to stop descending and inevitably disappoint someone :)
20:42:52  <supermop_Home> so you can still see the slope of land without turning off trees
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20:46:33  <_dp_> imo first thing to be done about trees should be savegame size fix
20:46:47  <_dp_> otherwise it will just end in "unfixable coz newgrf" state
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20:55:49  <nielsm> savegame size fix?
20:56:54  <nielsm> if you mean that trees are effectively noise in the map array that cause it to compress poorly and thus bloat the size of the save, I'm not sure how you'd fix that without removing trees entirely
20:57:04  <_dp_> nielsm, enabling trees increases savegame size like 3-4x
20:57:14  <FLHerne> nielsm: An exorbitant proportion of savegame space is taken up with storing the exact state of every tree
20:57:18  <_dp_> nielsm, procedural trees, move all randomness out of the map
20:57:23  <FLHerne> Which no-one cares about in the slightest
20:57:55  <_dp_> FLHerne, savegame size matters a lot in multiplayer
20:58:16  <FLHerne> _dp_: I mean they don't care about the tree state, not the size :p
20:58:33  <_dp_> oh, yeah
20:58:52  <FLHerne> You could just randomly place tree types on load, and literally no-one would notice
20:59:19  <FLHerne> Well, I'm sure there's some Simuscape person painstakingly choosing each tree...
20:59:50  <nielsm> well it has to be the same tiles that have trees, and trees on a tile could never be allowed to die out if the current tree simulation is kept but every client potentially has different trees
20:59:51  <_dp_> it's nice to have some trees just coz it looks better, but trees are those exactly doesn't matetr
21:02:20  <nielsm> you may as well then just make trees not exist as such and remove the trees affect town rating mechanics
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21:02:26  <_dp_> nielsm, they can have same trees if all tree data is just a function of tile and tick for example
21:03:07  <_dp_> nielsm, so only a fact that tile has trees is stored
21:03:24  <DorpsGek_III> [OpenTTD/nml] spnda updated pull request #154: Add boolean constants
21:03:42  <spnda> wait
21:03:42  <spnda> no
21:03:46  <_dp_> nielsm, that way even existing gameplay can be kept intact
21:03:53  <_dp_> only spreading trees would be a bit tricky
21:03:56  <DorpsGek_III> [OpenTTD/nml] spnda commented on pull request #154: Add boolean constants
21:03:56  <DorpsGek_III> [OpenTTD/nml] spnda closed pull request #154: Add boolean constants
21:04:55  <nielsm> spnda: "git reflog" to see what your previous heads were (on that and other branches) so you can hard reset back to those and push the right thing back :)
21:05:00  <nielsm> to "save" that PR
21:05:44  <spnda> nah i've got no idea what you guys were talking about so idk, someone else can take that over
21:07:56  <spnda> i still think boolean values are quite a good addition but I don't have a clue how nml works internally so yeah, I would rather let someone else implement it
21:08:52  <spnda> i'll rather focus on finishing implementing my NRS GRF data into NML
21:09:42  <nielsm> I think making trees "virtual" would take away a lot of the charm the game has and would not be popular at all as a forced change. it's definitely not something that could be made reasonably controlled by newgrf, it would rather have to be a game setting then
21:09:49  <nielsm> but it's late and time to sleep
21:09:57  <nielsm> no more good arguments can be produced today
21:13:16  <supermop_Home> i certainly would care about the trees
21:13:17  <_dp_> nielsm, it can be optional, like just adding "random tree type" that will be placed by mapgen, but all manual trees will still work witthout changes
21:14:13  <supermop_Home> and what i'd want for treetypes would be things like 'pine trees go here' 'oak trees go there' which could maybe be procedural
21:14:16  <supermop_Home> but
21:14:48  <spnda> also is there something up with the OpenTTD commit checkers? They're all failing
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21:36:25  <supermop_Home> vendor presentation with wine
21:36:51  <supermop_Home> they sent each of us a bottle
21:37:00  <supermop_Home> but now i have to be on video
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22:18:39  <andythenorth_> 128 pre-baked tree arrangements
22:18:43  <andythenorth_> more than enough for anyone
22:18:57  <andythenorth_> then it's just one index in the map
22:28:26  <supermop_Home> ha
22:29:00  * andythenorth_ bed
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22:55:59  <glx> <spnda> also is there something up with the OpenTTD commit checkers? They're all failing <-- regression test fails,
23:02:13  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz opened pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:04:20  <spnda> glx: hmm, what could this mean? "ERROR: The script died unexpectedly.'"
23:04:54  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:05:14  *** spnda has quit IRC
23:18:34  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:22:33  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:24:14  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:26:46  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:34:39  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:35:44  *** sla_ro|master has quit IRC
23:40:08  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
23:58:19  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)

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