Log for #openttd on 19th July 2020:
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05:52:38  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz dismissed a review for pull request #8260: Codechange: Spell 'Viewport' consistently
05:52:41  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8260: Codechange: Spell 'Viewport' consistently
05:57:39  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8260: Codechange: Spell 'Viewport' consistently
05:57:49  <tamilguy> I have a sent a mail to translator week ago for Tamil translation. I haven't got reply back. Should I wait or send another one?
05:57:49  <tamilguy> I like to contribute to Translations.
06:20:26  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8260: Codechange: Spell 'Viewport' consistently
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07:11:57  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8260: Codechange: Spell 'Viewport' consistently
07:18:19  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8260: Codechange: Spell 'Viewport' consistently
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07:42:29  <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8217: Port GUI rendering improvements from JGRPP
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08:06:48  <Eddi|zuHause> a 14 year gravedig, is that a record?
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11:15:15  <_dp_> amount of nice tree grfs is pretty much 0 :(
11:15:59  <_dp_> well, japanese are ok I guess but too japanese :p
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11:41:08  <Flygon> So you're saying.
11:41:17  <Flygon> We need a good Australian Tree Pack.
11:41:24  <Flygon> Eucalyptus Nothing
12:05:56  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8260: Codechange: Spell 'Viewport' consistently
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12:11:17  <b_jonas> I've seen photos of Australia. they have normal trees like the ones we have here too, not only eucalyptus.
12:11:50  <frosch123> didn't they all burn down?
12:30:50  <b_jonas> ok wait, it's not *quite* normal, I found the reference:
12:30:55  <b_jonas>
12:31:10  <b_jonas> it says Australia mostly has evergreen trees
12:31:13  <b_jonas> so no, not quite normal trees
12:31:19  <b_jonas> but there are trees other than eucalyptus
12:31:29  <b_jonas> so yes, there might need to be a tree pack
12:32:49  <_dp_> one of the things I learned from geoguesser is that australia is big and diverse :p
12:33:12  <_dp_> # and has shitty stretview quality
12:35:00  <b_jonas> yeah, I know. let's say this is about the east coast.
12:49:25  <_dp_> is it possible to have objects autoremovable by anyone?
12:49:31  <_dp_> without magic bulldozer
12:50:03  <_dp_> I mean make newgrf object that acts that way
12:50:48  * _dp_ wants more trees
13:01:01  <frosch123> yes
13:02:31  <frosch123> OBJ_FLAG_ANYTHING_REMOVE <- that way it behaves like fields
13:04:33  <_dp_> frosch123, you sure? looks like that only works for same company
13:05:10  <_dp_> or OWNER_NONE with magic bulldozer
13:05:14  <frosch123> oh, yes. i thought you wanted to place them via mapgen
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13:07:25  <_dp_> frosch123, oh, I'm reading it wrong, it does work with OWNER_NONE
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14:42:06  <supermop_Home_> yo
14:43:04  <supermop_Home_> most non-eucalyptus trees in Australia are introduced / non-native
14:44:44  <supermop_Home_> certainly outside of towns you see mostly all eucalyptus species - but like lemurs in Madagascar or birds in NZ, there are lots of different types tht have evolved to fill various niches
14:45:23  <supermop_Home_> its not just all the same quintessential gum tree everywhere
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16:09:37  <_dp_> hm, I managed to make an object that crashes the game xD
16:09:46  <_dp_> that's a bug I suppose?
16:25:00  <nielsm> yeah it should at most generate a grf loader error and fail the entire file
16:39:07  <michi_cc> glx: CMake MSVC regression project fails for me with "(1 more lines were expected than found)". As far as I can determine by manually running the equivalent command,  the output is correct. Any idea how to debug that?
16:39:52  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl opened issue #8276: Crash when trying to use a newgrf object
16:41:21  <michi_cc> Also, even if I remember it working for me before, the lang files are not generated in a valid position in MSVC. Working dir (with AI compat files) is <foo>/bin, exe dir is <foo>/build/Debug, and langs are <foo>/build/lang, which is not in OTTD search path.
16:45:24  <michi_cc> Both problems do not occur if using Open directory/Ninja to build.
16:45:42  <frosch123> _dp_: when building over it?
16:46:20  <_dp_> frosch123, crash you mean? no, when building object
16:46:30  <frosch123> ok, that's new then
16:46:30  <_dp_> something with 0 size selection
16:47:09  <frosch123> there is a lot of special code for overbuilding multi-tile objects, so i was worried you found another case where it does not work
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16:50:53  <glx> michi_cc: IIRC compile farm uses MSVC project too and it works fine
16:51:00  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on issue #8276: Crash when trying to use a newgrf object
16:51:14  <michi_cc> But still 2017, right?
16:52:06  <michi_cc> I've looked into the CMake files, but it it all directly piped into some CMake variables, and I have no idea how to e.g. get debug output from them.
16:52:10  <glx> yes Visual Studio 15 2017
16:53:31  <michi_cc> 2019 here.
17:03:07  <michi_cc> glx: Problem is that REGRESSION_RESULT does not end with a newline (which I guess ERROR_STRIP_TRAILING_WHITESPACE ensures), while REGRESSION_EXPECTED does end with a newline.
17:03:59  <michi_cc> Well, replace newline with ";". Maybe some of the regexes before mess up.
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17:27:28  <_dp_> any good way to make smooth transition from object tiles to ground tiles?
17:27:32  <_dp_>
17:27:38  <_dp_> without making 256*19 sprites
17:41:43  <nielsm> just generate your way out of it, 5000 sprites is not a problem if you just have to write a loop!
17:47:23  <frosch123> _dp_: draw the ground tile first, then add your partial-transparent layers
17:47:37  <frosch123> i.e. use the ground tile of the baseset, not your own
17:48:18  <frosch123> ogfx industries draws fences around industries, by detecting associated neighbouring tiles
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17:50:30  <_dp_> frosch123, as childsprites you mean? won't that overdraw tile highlight?
17:51:45  <_dp_> nielsm, I feel bad doubling the amount of sprites in the game just for some silly eyecandy :p
17:52:26  <frosch123> _dp_: as secondary ground sprites
17:52:44  <frosch123> ground sprites can have child sprites themself, without adding a bounding box
17:54:30  <frosch123> worded differently. the highlight will be before the first building sprite, not after the first ground sprite
17:55:49  <glx> michi_cc: from command line regression works for me using project files (cmake, cmake --build ., ctest -C Debug .)
17:56:04  <_dp_> frosch123, oh, that's an interesting idea indeed
17:56:40  <_dp_> frosch123, how does it work though, will it render n sprites each time or compose them into same 5000 ?
17:57:03  <frosch123> it renders all sprites on their own
17:57:41  <_dp_> frosch123, so it kinda hurts rendering performance then?
17:58:08  <michi_cc> glx: Maybe it even depends on CMake version, no idea. is a fix/hack for me.
17:58:12  <frosch123> measure it :p
17:58:36  <frosch123> you have only one action 123 chain for each tile
17:58:44  <frosch123> and regular tree tiles also draw one sprite for each tree
17:59:07  <frosch123> so, why should your objects be more expensive than other other objects or standard trees?
17:59:41  <_dp_> frosch123, yeah, sounds about right
17:59:48  <_dp_> guess I'll try that then
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18:03:51  <_dp_> also probably can split tile in 4 and optimize amount of slopes it needs
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19:55:57  <glx> michi_cc: tried regression project inside VS and it also works, so I don't see what can be wrong (weird thing being Ninja doesn't show the issue for you)
20:05:23  <glx> michi_cc: but I can confirm the lang files issue
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20:22:05  <michi_cc> glx: If I let cmake write REGRESSION_RESULT directly back into a file, I see that the last line ("dbg: [script] The script died unexpectedly.") is not terminated by an end-of-line character. result.txt on the other has an EOL at the end.
20:22:46  <michi_cc> It is entirely possible that the EOL of the regression output depends on CMake version, VS version, Windows version and moon phase.
20:23:35  <glx> but result EOL is sent by openttd
20:24:33  <michi_cc> It has one if I remove the ERROR_STRIP_TRAILING_WHITESPACE directive from execute_process.
20:28:30  <michi_cc> I've generated the project files with CMake 3.17.3. Not sure which cmake version is shipped with VS itself, which would be the version used in Open Folder/ninja.
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