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Log for #openttd on 22nd February 2021:
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00:02:37  <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #8706: Feature: rail station class name filtering https://git.io/JtHqd
00:02:50  <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #8722: Change: Make road & rail pathfinders account for maximum order speed, if set https://git.io/JtHqF
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00:16:46  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8722: Change: Make road & rail pathfinders account for maximum order speed, if set https://git.io/JtHmd
00:22:59  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ
00:25:50  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8722: Change: Make road & rail pathfinders account for maximum order speed, if set https://git.io/JtHqF
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01:38:28  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev
01:39:06  <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8706: Feature: rail station class name filtering https://git.io/JtHGQ
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01:49:04  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev
01:58:01  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #8706: Feature: rail station class name filtering https://git.io/Jt9ev
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03:58:23  <supermop_Home> are speed and power callback multiplied by some value?
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09:14:31  <TrueBrain> a bit sad that the OpenGL branch now has less impact on game performance :P
09:14:37  <TrueBrain> it is still a huge difference
09:14:41  <TrueBrain> just .. harder to measure :P
09:17:24  <peter1138> Stop making everything faster!
09:18:19  <TrueBrain> I am sorry, we are just horrible people, we have to :P
09:19:22  * andythenorth should try a nightly on the M1
09:19:26  <TrueBrain> hmm, on SDL in VMWare I cannot move around with my rmb
09:19:31  <TrueBrain> but I think that is VMWare acting up
09:20:54  <peter1138> You might need to fiddle with the mouse-scrolling option. Scrolling that relies on mouse warping generally doesn't work properly with remote/virtual desktops.
09:25:15  <TrueBrain> yeah, I was told what to change, but I forgot :D
09:27:00  <TrueBrain> owh, on Wayland I now finally have a top bar with SDL
09:27:01  <TrueBrain> that is new
09:28:22  <FLHerne> supermop_Home: Depends what vehicle type they're for, and/or what callback you used for what type :-/
09:28:31  <FLHerne> grfspecs are crazy
09:28:46  <FLHerne> (NML should hide that all from you)
09:49:11  <TrueBrain> awh, macOS via VMWare doesn't give me an OpenGL context
09:49:13  <TrueBrain> booooo
09:56:24  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtHro
09:57:02  <LordAro> TrueBrain: something i've been meaning to ask, does it fallback to non-opengl gracefully?
09:57:07  <TrueBrain> michi_cc: I tried to break it, I could not. SDL works on Linux just fine for me, fallbacks etc work fine. Also tested Windows, couldn't find any issues. It is faster, and feels snappier, so yeah ...
09:57:09  <TrueBrain> LordAro: absolutely
09:57:15  <TrueBrain> see WSL2 in my last comment
09:57:20  <LordAro> :)
09:57:28  <TrueBrain> in general, our driver system is pretty solid
09:57:34  <TrueBrain> it can just try multiple without any problems
09:57:52  <LordAro> it would be irritating to have to reboot on linux after a graphics driver upgrade, like i do with certain other programs
09:58:05  <TrueBrain> I see no reason why you should with OpenTTD :)
09:58:33  <TrueBrain> michi_cc: code also looks good to me .. so maybe we can ask 2 or 3 people more to give it a spin, to make sure we don't have a regression .. but I think we should consider merging this :)
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09:58:48  <TrueBrain> so LordAro , if you are bored, please check out that PR :)
09:59:01  <TrueBrain> the rendering difference between SDL and Win32 are insane btw
09:59:07  <TrueBrain> no clue why they are this different
09:59:14  <TrueBrain> especially as I run Win32 native, and SDL via VMWare :P
10:06:04  <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8720: Remove remaining Windows 95 support https://git.io/JtHov
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10:16:59  <TrueBrain>   what():  Resource deadlock avoided
10:17:01  <TrueBrain> how cute :)
10:20:50  <peter1138> Reboot after a driver update? How strange ;)
10:21:17  <LordAro> that's arch for you
10:21:22  <LordAro> only has one kernel
10:23:54  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtHKn
10:24:15  <TrueBrain> who cares about msys :P
10:24:31  <LordAro> well it's the only compile environment i have while i'm in windows :p
10:28:46  <TrueBrain> src/window.cpp:2992: void HandleMouseEvents(): Assertion `HasModalProgress() || IsLocalCompany()' failed. <- when I try to put gameloop in a thread and do drawing in the main thread
10:29:10  <TrueBrain> while ... the code I currently have it either runs one thread or the other .. (basically made them fibers)
10:29:10  <TrueBrain> hmm
10:29:13  <TrueBrain> interesting .. what is causing that :D
10:31:11  <TrueBrain> pretty sure that instance of that assert does nothing for the code following
10:31:17  <TrueBrain> but there are other places where it is important :D
10:43:39  <TrueBrain> lol .. some details of our video-drivers are a bit weird :)
10:45:53  <TrueBrain> hihi, some results are fun .. by accident, I now made that the game-tick wins from the draw-tick
10:45:55  <TrueBrain> so if you FF
10:45:59  <TrueBrain> your FPS drops to like 20 or so
10:46:02  <TrueBrain> and the game is even faster :P
10:46:16  <LordAro> ha
10:46:27  <TrueBrain> a year takes ~4 seconds
10:46:58  <LordAro> might actually have to fix the "money underflows" issue at this rate
10:47:03  <TrueBrain> anyway, what is a bit shitty about our video drivers ... PollEvent can only be run if GameLoop is not running
10:47:16  <TrueBrain> which is a rather odd thing to have
10:48:11  <TrueBrain> mouse actions are processed immediately .. lets see what happens if I postpone it till the next draw frame
10:48:59  <peter1138> Lagface McLagface
10:49:03  <FLHerne> TrueBrain: At this point, there needs to be a "sane FF" button that people can use to fast-forward their game and not arrive in the year 2451
10:49:14  <TrueBrain> FLHerne: see my draft PR, yes :)
10:49:52  <TrueBrain> haha, the game doesn't like it when you postpone mouse events .. rmb doesn't do anything :D
10:55:17  <TrueBrain> SDL_WarpMouseInWindow triggers a new SDL_MOUSEMOTION
10:55:27  <TrueBrain> so if the delta is not processed right there and then, it is invalidated soon after :D
10:55:29  <TrueBrain> cute
11:15:18  <TrueBrain> Wolf01: mind testing a custom build? https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:gameloop-thread . It is very rough, for example, Fast-Forward is shit. But I am curious if this resolves the tearing you see.
11:15:19  <TrueBrain> You can easiest get this version with "git fetch https://github.com/TrueBrain/OpenTTD gameloop-thread && git checkout FETCH_HEAD" , and build like normally
11:15:24  <TrueBrain> LordAro: maybe you can give it a spin too?
11:15:49  <TrueBrain> before I clean up the code and make it PR-able, I first would like to know if it solves anything :D
11:24:36  <Wolf01> TrueBrain: yes, just aminute
11:25:01  <TrueBrain> no rush, when ever you have a moment :)
11:27:11  <Wolf01> How do I select that patch in VS?
11:27:29  <TrueBrain> that I sadly cannot help you with .. I only know how to do it via CLI :(
11:27:47  <TrueBrain> making a new checkout of my fork in another folder would work, I guess
11:31:25  <Wolf01> Cloning
11:32:31  <Wolf01> Btw, I'll continue in the afternoon, got to go now
11:32:38  <TrueBrain> no worries, tnx
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11:34:15  <TrueBrain> hmm .. if I can get PollEvent to not influence the game-state, I can make it so the mouse stays responsive no matter what, I think
11:34:57  <TrueBrain> by using a timed_mutex, I can just timeout if I don't get the lock in time, and draw the same frame as the last, but with the mouse moved
11:44:09  <peter1138> If only the OS could handle drawing the mouse itself.
11:52:11  <Wolf01> Integrate cometcursors (that nasty malware) in OpenTTD :P
11:58:02  <Wolf01> TrueBrain: in 5 minutes I tried with 30/60/144, it's almost the same on all, no lagging, micro jumps when moving the pointer even slowly
11:58:53  <LordAro> yeah, no real change for me
11:59:01  <Wolf01> If I move fast, the pointer almost disappear and I need to look for it... I think it's the lack of the ghosting
12:00:27  <Wolf01> Maybe OpenTTD is too much optimised :P
12:05:14  <TrueBrain> No lagging is an improvement not?
12:05:43  <TrueBrain> And microjumps .. what does that mean for you? That you cannot move the mouse for 1 pixel, or?
12:11:50  <TrueBrain> Wolf01: so basically, I am mostly interested if anything improved against master .. I cannot really get that from what you said, sorry :D
12:14:22  <DorpsGek> [OpenTTD/OpenTTD] spnda commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E
12:14:31  <TrueBrain> okay, I can reproduce the blinking away from the cursor when I switch my screen to 60Hz
12:14:33  <TrueBrain> so that helps
12:28:20  <TrueBrain> well, in good news, with OpenGL that problem is totally gone
12:31:32  <TrueBrain> okay, the problem has to do with the rect we send to Windows to repaint
12:31:49  <TrueBrain> if I repaint the whole screen, the problem is gone
12:34:56  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E
12:36:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E
12:45:06  <TrueBrain> funny, if you move at the exact right speed, the mouse is never visible to the eye :D
12:45:09  <TrueBrain> this is pretty cool :P
12:45:19  <TrueBrain> but Windows is having difficulties with that we say: only redraw this area
12:47:17  <TrueBrain> I cannot see any performance issue between redrawing everything and only redrawing a partial
12:47:18  <TrueBrain> funny
12:47:30  <TrueBrain> issue = difference
12:48:47  <Wolf01> <TrueBrain> Wolf01: so basically, I am mostly interested if anything improved against master .. I cannot really get that from what you said, sorry :D <- at 30 there is an improvement, no more lag, in all the tests I can't see anymore tearing
12:49:31  <TrueBrain> so the only remaining problem is the mouse not always showing up, right?
12:50:02  <Wolf01> Yes, the jumps while moving
12:50:34  <TrueBrain> okay, I found out what causes that, so that is good :)
12:50:39  <TrueBrain> tnx!
12:52:35  <Wolf01> Whan you want I'm available to test it :)
12:53:03  <TrueBrain> <3
12:54:51  <TrueBrain> we do this: 1) set region to draw, 2) draw, repeat 1) and 2). It feels like Windows is doing this: draw the image of the last round when 1) happens
12:55:01  <TrueBrain> so basically, it updates the rect of the last frame
12:55:04  <TrueBrain> instead of the upcoming
12:55:06  <TrueBrain> that is how it feels
12:55:37  <Wolf01> :D
12:55:57  <TrueBrain> as that would explain why you see it "jump" or at certain speeds, don't see the mouse at all
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13:03:35  <TrueBrain> owh, when pausing it is easier to reproduce the problem btw :)
13:11:51  <TrueBrain> Wolf01: can you try disabling full animation; does that solve the problem?
13:12:41  <TrueBrain> nevermind, it doesn't
13:13:19  <TrueBrain> it does have to do with palette animation, but full animation doesn't disable that :P
13:17:36  <peter1138> In theory OpenTTD is drawing an update which contains the moved mouse cursor. However it feels like it is drawing an update to remove the cursor, and then another update to draw it in the new location.
13:18:19  <TrueBrain> the mouse is on every scene send to GDI
13:18:29  <TrueBrain> but what is being redrawn by the OS seems to be the trouble
13:18:34  <TrueBrain> but only during palette animation :D
13:19:15  <peter1138> Palette animation update happening without the mouse cursor somehow?
13:19:32  <TrueBrain> I think this happens on every object that moves at a certain speed
13:20:22  <TrueBrain> hmm., 32bpp-simple should not do palette animation .. hmm
13:20:31  <TrueBrain> the win32 driver code is a bit weird
13:20:44  <TrueBrain> it changes palette, marks whole screen dirty, while in the paint function already
13:20:50  <TrueBrain> but okay, that is a problem for another day :D
13:23:14  <TrueBrain> setting _cur_palette.count_dirty to zero causes the problem, lol
13:24:35  <TrueBrain> lol, no, misleading as fuck .. keeping that non-zero repaints the screen completely
13:24:37  <TrueBrain> which indeed solves the problem
13:24:41  <TrueBrain> cause .. effect .. :D
13:25:38  <TrueBrain> so the problem remains, doing an intersection with GetDCEx causes weirdness
13:27:14  <TrueBrain> totally unrelated assert while testing something, w00p
13:27:18  <TrueBrain> depot_map.h:55
13:28:01  <TrueBrain> make 2 airports, make plane, create orders, click both airports, press delete
13:28:07  <TrueBrain> bam
13:28:59  <TrueBrain> ah, already happens when plane viewport is open
13:29:03  <TrueBrain> lets see if that is my handywork :D
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13:29:31  <andythenorth> quite a nice read, on the community stuff also
13:29:32  <andythenorth> https://www.theregister.com/2021/02/20/happy_birthday_python_youre_30/
13:29:44  <peter1138> Spams
13:33:14  <LordAro> TrueBrain: just need to press delete with a hangar open
13:33:34  <LordAro> i did touch some stuff with depots recently...
13:33:36  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #8724: Pressing delete with open airplane crashes the game https://git.io/JtHdi
13:33:47  <TrueBrain> in that case, here, an issue ^^ for you to work on :P :D
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13:34:49  <TrueBrain> owh, closing the window is enough
13:34:50  <TrueBrain> lol
13:35:07  <LordAro> must be recent, no one else has reported it :)
13:35:22  <TrueBrain> yeah, it is kinda game-breaking, so indeed :D
13:37:28  <TrueBrain> okay, windows "jumping" issue also happens with things like aircrafts
13:37:33  <TrueBrain> so it is not as much related to the mouse
13:37:42  <TrueBrain> more that updating small regions acts up
13:38:42  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8724: Closing airport hanger window crashes the game https://git.io/JtHdi
13:39:13  <LordAro> i tested road vehicles & rail, what more could you need?
13:40:52  <TrueBrain> :D
13:48:01  <supermop_Home> hello
13:52:41  <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHbZ
13:54:03  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHb0
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14:18:03  <TrueBrain> tempted to just redraw the whole screen for windows
14:18:12  <TrueBrain> doesn't seem to impact performance in any way
14:18:15  <TrueBrain> and solves this whole issue :P
14:20:02  <TrueBrain> from all observations it looks like there is a queue of what is marked "dirty" (or clipped, what-ever)
14:20:10  <TrueBrain> but it always uses the last bmp
14:20:25  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8725: Fix #8724: Got wrong DepotID/StationID for airports, causing crash https://git.io/JtHbZ
14:20:26  <TrueBrain> so while catching up with clipped regions, it is showing that of newer frames
14:20:28  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8724: Closing airport hanger window crashes the game https://git.io/JtHdi
14:20:33  <TrueBrain> tnx LordAro for the quick fix
14:20:56  <Wolf01> Probably, with monogame I found that is better redrawing the whole viewport instead of parts of it, video cards now are powerful enough to not even bother... and you can just prepare all the stuff to draw in the right order and send it to buffer at whole
14:23:36  <TrueBrain> I just hate that I know something fishy is going on with the clipping, but I cannot put my fingers on it
14:24:07  <TrueBrain> Wolf01: I pushed a new version to my branch; mind trying again?
14:24:13  <TrueBrain> and LordAro too ofc, if you have the time :)
14:25:21  <TrueBrain> I changed it so only the dirty rect is copied from buffer to screen, but the whole screen is marked as dirty
14:25:32  <Wolf01> Yup
14:25:34  <TrueBrain> (well, I don't decrease the clipping region, more accurate)
14:26:44  <TrueBrain> always using 144Hz makes your eys hurt when you switch to 60Hz for a while :D You get spoiled real quick
14:31:53  <TrueBrain> hmm .. not sure that sending only the dirty part to the screen is such a good idea ..
14:32:41  <TrueBrain> yeah, no, that was a terrible choice
14:33:10  <TrueBrain> pushed yet another version, sorry Wolf01
14:33:20  <TrueBrain> I noticed that on-pause it was still terrible ... should be a lot better now
14:34:40  <Wolf01> Compiling
14:37:10  <TrueBrain> in the meantime, lets play the game: how many wishlists are we on? :D
14:37:36  <Wolf01> 50k?
14:38:02  <TrueBrain> if the page ever loads, I can tell ... :D
14:38:46  <Wolf01> Title screen: 60=>jumping a lot more than before, 144=>it totally disappear when moving
14:38:55  <Wolf01> Game: 60/144 not so much change
14:39:03  <TrueBrain> you sure you have the latest? Sorry, that is a bit messy with 1 branch :)
14:39:18  <Wolf01> Yup, I just pulled
14:39:32  <Wolf01> g39e731b9ca
14:40:02  <TrueBrain> f363494 is latest
14:40:19  <Wolf01> Wut... it says there are no changes
14:40:27  <peter1138> "3 friends want this game"
14:40:41  <TrueBrain> Wolf01: it is a forced push, that might be related?
14:40:42  <Wolf01> Still gameloop-thread?
14:40:45  <TrueBrain> yes
14:40:53  <TrueBrain> https://github.com/TrueBrain/OpenTTD/commits/gameloop-thread
14:41:33  <TrueBrain> I noticed that what you can do with git in MSVC is a rather limited workflow :P
14:41:41  <TrueBrain> "Wishlists 	18,747"
14:42:15  <Wolf01> Oh, wait, I told you the version shown in the title bar of the game
14:42:28  <TrueBrain> those should be the same
14:42:42  <TrueBrain> assuming it did not merge or something stupid :P
14:43:13  <TrueBrain> otherwise, src/video/win32_v.cpp line 219 should read BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
14:43:31  <Wolf01> Maybe I did something weird by switching the branch at beginning, VS2019 is totally different
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14:43:41  <Wolf01> It shows I have 2 edits
14:45:02  <TrueBrain> euh, sorry, I meant src/video/win32_v.cpp line 364 should read BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
14:45:08  <TrueBrain> wrong line number :D
14:45:08  <TrueBrain> oops
14:46:55  <Wolf01> Nice, I see totally different ids in the local graph compared to github
14:47:10  <TrueBrain> and this is why I use the CLI :D
14:47:20  <TrueBrain> if you fetch the remote, you can often do a new branch checkout
14:47:28  <TrueBrain> just to a random new name
14:47:32  <TrueBrain> that should reset everything
14:48:52  <Wolf01> Oooook deleted and re-extracted the branch, right id
14:48:58  <TrueBrain> \o/
14:49:10  <TrueBrain> lets hope that fixes it a bit
14:49:18  <TrueBrain> as I fixed what I could reproduce :D
14:51:50  <Wolf01> Funny that it's still compiling and the output window is stuck
14:52:00  <Wolf01> Maybe I broke it
14:52:37  <Wolf01> WOW, it's perfect now at 144
14:52:46  <Wolf01> Trying at 60 and 30
14:52:48  <TrueBrain> hopefully also at 60 :)
14:54:40  <Wolf01> Yup, perfect at 60 too
14:54:50  <TrueBrain> okay, so at least I now know for sure where the problem comes from
14:54:55  <TrueBrain> and that it has nothing to do with vsync :D
14:55:09  <TrueBrain> not sure I like the solution, as really understanding it ... I do not
14:55:10  <Wolf01> 30 is really noticeable that is slower, but no artifacts
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14:55:32  <TrueBrain> yeah .. 30 is a bit too low for the commoner :)
14:55:36  <TrueBrain> cool, tnx Wolf01
14:55:41  <TrueBrain> hopefully this also fixes what LordAro was seeing
14:55:47  <Wolf01> :)
14:56:39  <TrueBrain> but yeah, enjoying silky smooth movement is a joy to play with :)
14:56:45  <Wolf01> Yeah
14:58:55  <TrueBrain> just ... DO NOT PRESS FAST FORWARD :P
15:00:28  <TrueBrain> planes always look slightly better
15:00:28  <TrueBrain> not good
15:00:30  <TrueBrain> but better
15:00:32  <TrueBrain> (fast planes, that is)
15:01:49  <TrueBrain> their movement is still a bit jumpy, but that is because of pixels
15:11:50  <LordAro> TrueBrain: yeah, much better :)
15:11:55  <supermop_Home> here is a dumb question that i am sure is basic CS knowledge … can i take my 0-255 random number and instead make it two 0-16 random numbers?
15:12:08  <supermop_Home> 0-15
15:12:10  <supermop_Home> sorry
15:12:18  <LordAro> rand() % 16
15:12:29  <TrueBrain> LordAro: awesmoe!
15:12:30  <LordAro> oh, 2 numbers
15:12:57  <TrueBrain> a = rand(); b1 = a >> 4; b2 = a % 0xF;
15:12:59  <TrueBrain> I guess? :)
15:13:08  <TrueBrain> euh, % = &
15:13:08  <TrueBrain> oops
15:13:12  <supermop_Home> like one switch tht picks what cars are on trailer, and one that picks what colors to recolor the cars
15:13:22  <LordAro> what TB said
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15:16:01  <FLHerne> Doesn't nml have a builtin for that?
15:16:13  <supermop_Home> does it?
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15:16:47  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8726: Change: [Win32] don't use clipping, but draw whole screen every frame https://git.io/JtQeL
15:16:53  <TrueBrain> Wolf01: one more time, I am sorry, but would you mind testing ^^ too?
15:17:02  <FLHerne> getbits(value, first, amount) <- basically maps to what TrueBrain wrote
15:17:28  <FLHerne> i.e. you'd do getbits(value, 0, 4) and getbits(value, 4, 4)
15:17:29  <TrueBrain> it contains only the part about the win32 that is acting up, hopefully that fixes enough to already make it playable; but I would like to know if my other code fixes any more problems :)
15:17:39  <FLHerne> Whether you think that's more readable or not is pretty arbitrary
15:21:11  <supermop_Home> FLHerne do i need to write somewhere else that the bits im trying to get are random?
15:24:07  <FLHerne> supermop_Home: ^ assuming that `value` is the random number you got somewhere, getbits() just takes some bits from it
15:24:18  <FLHerne> So, yes
15:27:14  <supermop_Home> like this? https://pastebin.com/Z2CRFX7g
15:32:16  <Wolf01> TrueBrain: as soon as I learn how to test pull requests, yeah :P
15:32:31  <TrueBrain> just in my fork, get the right branch :)
15:32:40  <TrueBrain> win32-clip-region
15:32:41  <Wolf01> Ok then :P
15:33:04  <FLHerne> supermop_Home: Where does `value` come from?
15:33:35  <supermop_Home> ….. i don't know
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15:34:45  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY
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15:35:05  <supermop_Home> in other switches i use 'extra callback info'
15:35:17  <FLHerne> supermop_Home:
15:35:56  <Wolf01> <TrueBrain> win32-clip-region <- is it private? I see many others but not that
15:36:10  <FLHerne> supermop_Home: If you don't care about where the value comes from, you might as well use random_switch
15:36:16  <TrueBrain> Wolf01: https://github.com/TrueBrain/OpenTTD/tree/win32-clip-region
15:36:27  <FLHerne> Now that frosch fixed it, anyway :p
15:36:47  <Wolf01> Strange, VS can't see shit :P
15:36:53  <TrueBrain> fetch first?
15:36:54  <TrueBrain> pull?
15:36:55  <TrueBrain> dunno
15:37:00  <TrueBrain> the MSVC GUI was weird as fuck
15:37:24  <Wolf01> Yes, it's weird, a fetch on gameloop made win32-clip to appear
15:37:58  <Wolf01> Compiling
15:38:47  <Wolf01> Hmmm, protected void __cdecl VideoDriver::Tick(void) not resolved
15:39:05  <TrueBrain> make sure you have no pending changes?
15:39:26  <supermop_Home> FLHerne the only part i really care about is that the switch to pick the cargo uses a different number than the one that picks the color
15:39:34  <Wolf01> Nothing there, is updated to 3c2fb784
15:40:31  <supermop_Home> so first one pick: car truck or hatchback, 2nd one pick red blue or green
15:40:41  <FLHerne> supermop_Home: Then add `independent: my_other_switch;` to at least one of them (doc https://newgrf-specs.tt-wiki.net/wiki/NML:Random_switch)
15:41:12  <FLHerne> I don't think extra_callback_info1 should work for you in road vehicles anyway...
15:41:12  <supermop_Home> if the random value was just 1-3 i don't want only red cars, blue trucks, and green hatchbacks
15:41:21  <TrueBrain> Wolf01: rebuild?
15:41:32  <supermop_Home> FLHerne i use that for sprite stacks.. seems to work
15:41:43  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/JtQJv
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15:44:31  <Wolf01> Ok, maybe the first recompile didn't clean all
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15:46:35  <nielsm> hmm... known-bugs.txt references a number of things regarding video drivers that might not be relevant any longer
15:46:39  <nielsm> or even testable
15:46:48  <TrueBrain> a good problem to have :D
15:47:08  <Wolf01> It seem to run fine, pointer is ok too at 60fps, FFWD still go fast
15:47:33  <TrueBrain> is the other branch better, or equal?
15:48:20  <TrueBrain> (subjective, btw)
15:49:29  <Wolf01> Looks equal to me, maybe some more fps drops in FFWD
15:50:09  <Wolf01> But may be map related (more/less snow and trees)
15:50:27  <TrueBrain> yeah, and FFWD is hard to compare, because the other branch is a bit rough still
15:50:29  <TrueBrain> k, cool, tnx :)
15:50:36  <TrueBrain> always good to boil stuff to their essence :D
15:52:10  <DorpsGek> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL
15:54:15  <glx> haha I broke everything using "openttd(2++)" dir name
15:54:44  <supermop_Home> the 2cc recolor things at the bottom of this page:
15:54:45  <supermop_Home> https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_default_colour_translation_palettes
15:55:40  <supermop_Home> so i just write instead of PALETTE_CC_BLUE, "palette_2cc(0, 1)"
15:55:51  <supermop_Home> for dark blue 1cc and pale green 2cc?
15:55:52  <DorpsGek> [OpenTTD/OpenTTD] nielsmh opened pull request #8727: Update known-bugs.txt https://git.io/JtQUC
15:59:09  <FLHerne> supermop_Home: You should be able to write that as palette_2cc(COLOUR_DARK_BLUE, COLOUR_PALE_GREEN)
15:59:20  <TrueBrain> gratz glx :D
15:59:24  <TrueBrain> now fix it :P
15:59:42  <glx> first thing to fix: a regex
16:00:24  <FLHerne> supermop_Home: What you wrote also works, if you really want inscrutable numbers
16:05:42  <supermop_Home> OK
16:05:48  <glx>         string(REGEX REPLACE "^${CMAKE_SOURCE_DIR}/regression/" "${CMAKE_BINARY_DIR}/ai/" REGRESSION_BINARY_FILE "${REGRESSION_SOURCE_FILE}") <-- for some reason it doesn't like (2++) ;)
16:06:02  <glx> but it's easy to fix
16:07:24  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #8727: Update known-bugs.txt https://git.io/JtQTC
16:15:23  <supermop_Home> FLHerne still not sure i get it: https://pastebin.com/3GkChtJr
16:20:48  <FLHerne> supermop_Home: You should probably use TRIGGER_VEHICLE_NEW_LOAD instead of that bitmask
16:20:51  * FLHerne keeps reading
16:23:17  <FLHerne> I don't think line 34 works
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16:26:20  <Wolf01> https://www.hanselman.com/blog/free-windows-10-development-virtual-machines-for-hyperv-parallels-virtualbox-and-vmware uhm... maybe I could get rid of the entire VS stuff from my machine
16:28:26  <supermop_Home> hmm
16:28:36  <supermop_Home> yeah idk about  it
16:29:15  <FLHerne> supermop_Home: If you use `switch_color_vehs_a()`, I think it should work with current NML
16:29:32  <FLHerne> glx: ^ NML procedure call thing
16:29:33  <supermop_Home> with empty ()?
16:29:42  <FLHerne> yes
16:30:00  <supermop_Home> keep the 0x100 or no?
16:31:15  <FLHerne> Yes
16:31:24  <FLHerne> I can't help feeling there should be a better way to do that
16:31:45  <glx> you don't change the STORE_TEMP but as you call a switch it needs ()
16:33:57  <glx> in pre-procedure version I think it was implicit, but I made it explicit
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16:58:56  <supermop_Home> well andy i was just going to release an update that fixes my messed up grain hoppers, with a little rally car easter egg.. and now i'm sucked into randomizing the colors of vehicles cargo on flatbeds
16:59:20  <supermop_Home> as once there are little cars in the grf it makes no sense to not have drawn vehicles cargo sprites
16:59:35  <Timberwolf> Heh. Road Vehicles does that. Trains I use company colour.
16:59:52  <Timberwolf> But... have you thought about year-appropriate vehicles? :D
17:00:05  <supermop_Home> Timberwolf no wrxs before 92
17:00:37  <supermop_Home> before that you only get pickup trucks and hatchbacks
17:00:45  <Timberwolf> Road Vehicles has a nice little cheat here, it uses Minis from 1959 through to 1990.
17:01:06  <supermop_Home> and new minis from 98 onwards?
17:04:34  <DorpsGek> [OpenTTD/team] 2TallTyler opened issue #142: [en_US] Translator access request https://git.io/JtQmC
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17:06:40  <DorpsGek> [OpenTTD/team] LordAro commented on issue #142: [en_US] Translator access request https://git.io/JtQmC
17:06:53  <TrueBrain> you denied that, I hope? :P
17:07:12  <LordAro> i saw no reason to :p
17:07:22  <TrueBrain> FIND ONE! :D
17:07:24  <TrueBrain> :D :D
17:07:25  <TrueBrain> nah
17:14:49  <glx> add_custom_command is weird in quoting
17:15:39  <glx> from openttd(2++) it doesn't quote the path and compile fail because ( in commands
17:16:06  <glx> from openttd (2++) it quotes (because space) and everything works
17:16:35  <glx> and I still can't trigger the || thing
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17:32:58  <Timberwolf> supermop_Home: MX-5, similar reasons (at TTD scale there's not really much difference between an NA and an ND)
17:34:56  <DorpsGek> [OpenTTD/OpenTTD] btzy commented on pull request #8715: Fix: Vehicle list windows did not update when this year's profit changed https://git.io/JtQ30
17:40:11  <glx> TrueBrain: I think I now where the || come from https://gist.github.com/glx22/bf47f06ec1f143e72ced2375e03785ca
17:40:11  <supermop_Home> oops left the headlights on on this sprite
17:48:15  <glx> ok solved the || issue
17:53:37  <supermop_Home> getting car sprites in, plus fixing messed up hoppers would be enough things fixed that i could just about call this 1.0
17:53:55  <supermop_Home> but my next sequential version is 0.6.8
17:54:16  <supermop_Home> is it wrong that i want to release this as 0.6.9?
18:00:55  <supermop_Home> Timberwolf nice title game
18:07:54  <Timberwolf> Mostly hoping to inspire the people who are good at these things.
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18:16:51  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #8728: Cmake fixes https://git.io/JtQZh
18:19:36  <Timberwolf> The maglev line is deadlockable if you add enough trains, needs a signal removed :/
18:19:57  <glx> oh and the funny part is || is supposed to trigger an error if command fails, but the command fails because cmd decided to pass || to our command
18:20:20  <glx> and of course it didn't trigger the error in this case
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18:23:38  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8687: CMake include error when building new project. https://git.io/JtM7E
18:24:14  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8728: Cmake fixes https://git.io/JtQnX
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18:25:15  <glx> hmm weird compile fails for all targets while it's ok locally
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18:25:59  <glx> ok looks like my regexp fix is broken
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18:30:50  <FLHerne> Did the 'fixed' version still have regexps? :p
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18:34:04  <glx> hmm files are copied, so regexp worked
18:43:02  <glx> oups <src>/regression/regression matches incorrectly in my regexp
18:43:44  <LordAro> what if i call my OTTD checkout "regression" ? :p
18:43:53  <Wolf01> Ha :D
18:43:59  <glx> yeah that's the issue
18:44:10  <glx> let's rewrite the regexp
18:44:48  <LordAro> are there not path altering function in cmake? would be better to use those instead, no?
18:53:49  <supermop_Home> well STORE_TEMP(switch_color_vehs_a(), 0x100), doesn't work
18:54:09  <supermop_Home> nmlc says, "value to store must be an integer
18:55:29  <glx> hmm a call is an integer IIRC
18:58:07  <supermop_Home> hmm
18:58:21  <glx> https://github.com/OpenTTD/nml/blob/2e0273fc8c44a9990f478bf470d0d7f8888c92b7/nml/expression/spritegroup_ref.py#L101-L104
18:58:57  <glx> unless there's a bug a call should mark it as a procedurre
18:59:13  <FLHerne> glx: There seems to have been a merge conflict or something?
18:59:56  <FLHerne> glx: You added it in 38070a878c, but the current version is back to `            if value.type() != Type.INTEGER:` in storage_op.py
19:00:07  * FLHerne looks for where that happened
19:00:43  <supermop_Home> nmlc has a problem with line 34 here: https://pastebin.com/9hGfCDL6
19:01:25  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtQWb
19:01:26  <DorpsGek>   - Update: Translations from eints (by translators)
19:01:43  <FLHerne> glx: Oh, you changed how that works in "simplify code and enforce ()", so that might not be relevant
19:07:27  <FLHerne> supermop_Home: Can you upload the full source somewhere?
19:11:26  <michi_cc> TrueBrain: For OpenGL under VMware you need to use "-v cocoa-opengl:software" as a command argument. In general, using OpenGL with software fallback is pointless over using the normal cocoa driver.
19:11:53  <TrueBrain> yeah ... so someone else should validate that the driver works and if this should gain priority over others :D
19:12:05  <supermop_Home> FLHerne forum pm?
19:12:49  <FLHerne> I guess?
19:12:55  <FLHerne> glx might be interested too
19:13:43  <michi_cc> Indeed, some OSX validation would be sweet. I'd still tend to put cocoa-opengl below cocoa priority-wise.
19:14:01  <TrueBrain> from what I got from others, that sounds like the right thing to do
19:14:24  <TrueBrain> michi_cc: if you have time, I would love your opinion on  https://github.com/OpenTTD/OpenTTD/pull/8726
19:15:22  <michi_cc> TrueBrain: Let me get a bit to eat first, but I'll look at it afterwards.
19:15:27  <TrueBrain> sweet
19:18:31  <supermop_Home> is there a way i can share it on my GitHub?
19:21:49  <supermop_Home> FLHerne do you need the sprites too?
19:22:20  <FLHerne> Shouldn't
19:22:43  <FLHerne> (might help to see if it actually works...)
19:22:44  <supermop_Home> ok sent forum pm
19:27:29  <FLHerne> I don't seem to have received one
19:28:09  <FLHerne> oh, now I have
19:28:14  <supermop_Home> yay
19:29:57  <TrueBrain> now also spam in info@ because of Twitch?
19:29:59  <TrueBrain> boy ...
19:30:02  <TrueBrain> spam spam spammmmmmm
19:31:56  <TrueBrain> michi_cc: btw, https://github.com/OpenTTD/OpenTTD/compare/master...TrueBrain:gameloop-thread works surprisingly well, and should work on all platforms .. code still needs cleaning, ofc, but it also allows to slowly move more and more stuff out of the lock, I think :D Feels a lot less dirty, doing it this way :)
19:32:23  <TrueBrain> need to test it with some extreme games to tune it a bit :)
19:37:21  <FLHerne> supermop_Home: I don't get your problem, but I get different problems :p
19:38:33  <supermop_Home> :(
19:38:42  <supermop_Home> maybe my nml is old?
19:43:12  <frosch123> TrueBrain: why twitch? pretty sure it is because of steam
19:44:00  <supermop_Home> FLHerne any other issues you see i should fix?
19:45:05  <supermop_Home> what if i change the color names to the color numbers? maybe that will held
19:45:08  <supermop_Home> help
19:47:48  <DorpsGek> [OpenTTD/nml] FLHerne opened pull request #192: Fix visual_effect https://git.io/JtQBb
19:48:21  <michi_cc> TrueBrain: #8726 seems to fix the issue and causes no noticeable performance issues. It has a wrong commit message though, it should read "Fix #6319: ..." (Yes, that issue is not open, but was never resolved :D)
19:48:26  <DorpsGek> [OpenTTD/nml] FLHerne updated pull request #192: Fix visual_effect https://git.io/JtQBb
19:49:06  <TrueBrain> frosch123: because they mention Twitch and Youtube, so I guess one of the two :P
19:49:11  <michi_cc> Ha, was even closed by you :)
19:49:20  <FLHerne> supermop_Home: The problems I have are ^ that bug, and that nmlc doesn't find enough bits to make the random_switches independent
19:49:26  <TrueBrain> wait, we fix closed issues now, dammit :P
19:49:37  <FLHerne> Which might be another bug, because there are only a couple of them...
19:49:54  <supermop_Home> huh
19:49:54  <michi_cc> TrueBrain: I'll reopen it just so you can close it with a commit :P
19:49:58  <FLHerne> If I temporarily comment out the `independent:` constraints, it compiles
19:50:51  <FLHerne> supermop_Home: Oh, and I replaced spritegroup_w_s_c_vehs_d to ... _c on line 4174
19:50:54  <TrueBrain> michi_cc: I am sure DorpsGek doesn't mind either way ;)
19:50:55  <FLHerne> Because there is no _d
19:51:12  <supermop_Home> oops
19:51:22  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8726: Change: [Win32] don't use clipping, but draw whole screen every frame https://git.io/JtQeL
19:51:51  <TrueBrain> there, now fixes that ancient ticket :P
19:52:10  <TrueBrain> I just hate that I do not understand why it fails :(
19:53:51  <DorpsGek> [OpenTTD/OpenTTD] michicc reopened issue #6319: Cursor: mousepointer flickers when moving the mouse https://git.io/JtQRl
19:53:55  <supermop_Home> brb
19:54:00  <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQRB
19:54:14  <TrueBrain> you really reopened it :D Ghehe :D
19:56:29  <TrueBrain> this also mostly addresses #7006, I think
19:57:27  <TrueBrain> as in, the reports he refer to should be fixed now. Of course any change in fps will still be noticeable, but yeah
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20:03:24  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQ0L
20:03:45  <TrueBrain> fixing bugs reported in 2014, sweet.
20:04:01  <TrueBrain> michi_cc: anything else I can do to help get OpenGL in "Ready to review" state?
20:04:57  <michi_cc> Merge #8726 so I can rebase? :D
20:05:08  <TrueBrain> stupid macOS CI
20:05:11  <TrueBrain> taking for-ever
20:05:22  <TrueBrain> vcpkg had a cache-miss again
20:05:37  <TrueBrain> I can't wait till we ditch those GitHub Actions
20:06:45  <michi_cc> #8076 also refers to the problem, just in a "I'm completely missing the point" comment and not the issue proper.
20:06:47  <TrueBrain> the dude tried hard to get it to work, but it feels like it is now doing everything in a single action, and none of it particularly well :(
20:07:51  <TrueBrain> the original report is interesting ..
20:07:59  <TrueBrain> sadly, the chances of reproducing that are next to zero :P
20:09:13  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game https://git.io/JvhZm
20:09:17  <TrueBrain> lets ask if with all the latest changes, that problem still exists
20:12:04  <TrueBrain> 20 minutes in for macOS CI, and it is at "f" of the files to compile
20:12:05  <TrueBrain> ugh
20:12:09  <TrueBrain> this is like watching paint dry
20:13:41  <michi_cc> andythenorth: Is https://github.com/OpenTTD/OpenTTD/issues/8038 still an issue or was that fixed during the course of the cocoa video driver refactor?
20:14:38  <TrueBrain> the lovely toolbar issue :P
20:14:41  <TrueBrain> that looked odd as fuck :P
20:15:54  <michi_cc> It might have been fixed by my change of the used cursor tracking API.
20:16:26  <TrueBrain> I did not hear andythenorth complain about it lately .. and he normally always mentions it at least when testing macOS builds :P
20:16:38  <TrueBrain> :D
20:16:50  <andythenorth> I think you imagine that
20:16:54  <andythenorth> I never play full screen :P
20:17:05  <TrueBrain> it feels like the macOS runners in the GitHub farm are slow lately
20:17:55  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #8038: Fullscreen mode in MacOSX is almost unusable https://git.io/Jv1n7
20:17:58  <DorpsGek> [OpenTTD/OpenTTD] andythenorth closed issue #8038: Fullscreen mode in MacOSX is almost unusable https://git.io/Jv1n7
20:18:01  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8726: Fix #6319: [Win32] don't use clipping; draw whole screen every frame https://git.io/JtQeL
20:18:04  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #6319: Cursor: mousepointer flickers when moving the mouse https://git.io/JtQRl
20:18:07  <TrueBrain> there you go michi_cc  :)
20:20:12  <supermop_Home> ok
20:23:57  <DorpsGek> [OpenTTD/nml] frosch123 updated pull request #173: Fix: Access to persistent storage of towns https://git.io/JIYfQ
20:25:13  <frosch123> ah, forgot black again
20:25:56  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8019: AppImage support https://git.io/Jv0hG
20:25:59  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8019: AppImage support https://git.io/Jv0hG
20:26:03  <TrueBrain> again?! :P
20:26:06  <TrueBrain> I never do that
20:26:08  <TrueBrain> nevah!!!! :D
20:27:26  <andythenorth> \o/
20:31:10  <DorpsGek> [OpenTTD/nml] frosch123 updated pull request #173: Fix: Access to persistent storage of towns https://git.io/JIYfQ
20:31:59  <frosch123> FLHerne: i think you need to rebase 192 first. it also contains your previous PR
20:33:02  <frosch123> TrueBrain: it's probably a problem of old people
20:33:25  <TrueBrain> Ugh ... getting old sucks
20:35:40  <Timberwolf> You get wild eyebrows though, which is not to be underestimated.
20:36:33  <supermop_Home> FLHerne i still get that error about line 4162 even if i comment out the 'independent' parts of the switches
20:36:34  <andythenorth> Timberwolf you got any standard values for cargo aging, different vehicle types?
20:36:42  * andythenorth curious what other grfs are doing
20:37:11  <Timberwolf> Er... let me check my spreadsheet.
20:37:40  <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B
20:38:04  <michi_cc> Let me add a comment on what the latest state is and what specifically needs some testing.
20:39:03  <Timberwolf> 205 for express services, 222 for long distance express, 165 for suburban, 120 for tubes (and 185 as standard)
20:39:26  <andythenorth> thanks
20:39:38  <Timberwolf> Preservation railways start at 74 (!) but increase to 5*185 if the loco is old enough. That's balanced by max speed of 25mph though.
20:39:39  * andythenorth was wondering about standardising between grfs, was suggested in forum
20:40:05  <andythenorth> it's a flawed mechanic, because of wildly differing map sizes, but eh
20:40:27  <andythenorth> I have 35 for metro, 56 for high-capacity pax, and 185 for everything else
20:40:43  <Timberwolf> In terms of anything I've done, I'd suggest "find the values which actually work, let Timberwolf know so he can fix his broken set"
20:41:10  <andythenorth> there are no correct values :P
20:41:20  <andythenorth> it depends on map size, and preferred play style :P
20:41:26  <andythenorth> very 'oof'
20:42:19  <Timberwolf> I've been pleasantly surprised by how well most of my gameplay mechanics work - I've tweaked things a bit as a result of playing, but every so often I get an, "oh, that actually worked out rather well"
20:42:26  <andythenorth> good :)
20:42:45  <andythenorth> most things I add, I expect to delete a few years later :P
20:43:03  <Timberwolf> Well, I'm only 6 months in on the trains :)
20:43:13  <andythenorth> time yet
20:43:43  <supermop_Home> hmm changing all the color names to their numbers also does not work
20:46:10  <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtQzN
20:46:43  <michi_cc> Calling everybody with an AMD GPU to test point 2 from my last comment on the OpenGL PR.
20:47:05  <michi_cc> Otherwise, I'd declare it to not be a draft anymore.
20:47:42  <TrueBrain> W00p
20:50:31  <TrueBrain> michi_cc: did you fix the MSYS error btw?
20:50:43  <michi_cc> Yes, I think so :)
20:50:52  <TrueBrain> sweet
20:51:26  <supermop_Home> FLHerne my nml was too old
20:51:35  <supermop_Home> sorry
20:51:52  <supermop_Home> compiled now with independent bits commented out
20:54:00  <TrueBrain> michi_cc: the only thing that comes to mind when reviewing, is that we might want to split cocoa and win32 in different files too
20:54:04  <TrueBrain> like 1 class per file approach
20:54:12  <TrueBrain> but .. nothing that cannot be done later too
20:55:00  <michi_cc> Maintainer pushes are allowed :D
20:55:24  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #7744: Draft Feature: OpenGL video driver https://git.io/JtQgx
20:55:25  <TrueBrain> I might some day
20:56:15  <TrueBrain> up to you if you want to wait for feedback from AMD GPU users :)
20:56:23  <michi_cc> Eddi|zuHause: Didn't you have an AMD video card or did I misremember that?
20:56:30  <Eddi|zuHause> correct
20:57:12  <michi_cc> I'd love if you could test my second point in the comment https://github.com/OpenTTD/OpenTTD/pull/7744#issuecomment-783663645
20:57:25  <michi_cc> milek7_: You, too, if you have time.
20:58:00  <Eddi|zuHause> i tested that before, yes
20:58:57  <michi_cc> The GL_CLIENT_STORAGE_BIT is new if you uncomment the #define. It might or might not improve performance.
21:02:52  <Eddi|zuHause> try poking me tomorrow
21:03:00  <Eddi|zuHause> then i can probably test it
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21:13:44  <michi_cc> TrueBrain: If I merge that now I'm hiding for the rest of the week :D GPU drivers are broken enough that the crash chance for at least somebody is 1000%.
21:13:47  <michi_cc> TrueBrain: Re-enabling persistent mapping on AMD is easy enough as an extra commit.
21:15:11  <TrueBrain> It has to happen some day... :p
21:15:26  <TrueBrain> And nobody tests nighties :D
21:16:12  <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #7744: Feature: OpenGL video driver https://git.io/JeO8B
21:16:14  <michi_cc> TrueBrain made me :)
21:16:22  <TrueBrain> Hahaha
21:16:25  <TrueBrain> Gratz!!
21:17:07  <nielsm> guess I'll have to do some rebasing of the win9x cleansing now
21:17:07  <LordAro> :o
21:17:31  <frosch123> nielsm: adding support for minigl?
21:19:27  <milek7_> michi_cc: I'm not sure what you want me to test?
21:19:34  <milek7_> as you noted I tested GL_CLIENT_STORAGE_BIT previously, did you change anything that could influence the result?
21:20:24  <michi_cc> I would like a confirmation of that just in case some other unrelated change had some unintended consequences.
21:20:55  <milek7_> ok, will check later
21:22:36  <michi_cc> There's a "#define GL_MAP_PERSISTENT_AMD" at the top of src/video/opengl.cpp. If you remove the comment signs, it should use persistent buffer mapping even on AMD. I'm interesting if a) performance in okay and b) if there's any advantage over not using persistent mapping.
21:26:33  <nielsm> smoke test for sdl2-opengl on intel gpu on fedora 33 gnome is fine at least..
21:26:59  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8728: Cmake fixes https://git.io/JtQZh
21:27:10  <glx> redone without regexp
21:27:51  <LordAro> :)
21:27:56  <LordAro> now you have 98 problems!
21:32:28  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY
21:32:33  <nielsm> okay just one merge conflict that needed fixing
21:34:24  <supermop_Home> ok now to test these sprites i just need to get a whole vehicle chain going in steeltown
21:35:29  <andythenorth> lol
21:35:31  <andythenorth> oof
21:35:39  <andythenorth> there should be a savegame :P
21:36:08  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY
21:36:53  <andythenorth> supermop_Home DMed you
21:36:57  <andythenorth> dunno if it will work
21:37:12  <andythenorth> local openttd build, probably refuses to load in your client
21:39:55  <DorpsGek> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL
21:41:55  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7006: Hardware mouse cursor https://git.io/fhqLt
21:41:58  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #7006: Hardware mouse cursor https://git.io/fhqLt
21:44:21  <TrueBrain> always takes a bit of time to type out my thought-process :D
21:46:53  <TrueBrain> saying "no" takes more time than saying yes :P
21:47:25  <TrueBrain> glx: if you fix my comment, we can merge your PR :)
21:51:20  <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQoJ
21:51:37  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQok
21:54:18  <frosch123> meh, opengl does not work for me :/
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21:54:29  <LordAro> file a bug!
21:54:30  <frosch123> all glgetstring return nulltpr
21:54:43  <michi_cc> TrueBrain: Do you want to create the biggest shitstorm ever? https://github.com/michicc/OpenTTD/tree/upscale :D
21:54:45  <frosch123> internet says that happens when not properly initialised
21:55:05  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQoR
21:55:20  <TrueBrain> michi_cc: lolz :D Let me look at what you did ...
21:55:28  <TrueBrain> and michi_cc , we have the first 1000% chance user ;)
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21:56:19  <LordAro> opengl working here with msys (and 980Ti)
21:56:30  <michi_cc> frosch123: SDL is supposed to do that for us.
21:57:21  <TrueBrain> michi_cc: why would that branch give a shitstorm? :)
21:58:01  <michi_cc> "Change", and one that doesn't even look that much better.
21:58:06  <TrueBrain> besides it appears to be doing nothing currently .. "smooth" is added as parameter, but no callers give it :P
21:58:18  <supermop_Home> andythenorth ideas for a grf name?
21:58:54  <andythenorth> supermop_Home 'grf.grf'
21:58:57  <michi_cc> TrueBrain: Oops, looks like I didn't commit/push the remaining changes :)
21:58:57  <frosch123> supermop_Home: 4 letters
21:59:02  <TrueBrain> michi_cc: :D
21:59:06  <andythenorth> oh livestream lolz
21:59:08  <andythenorth> graph.grf
21:59:12  <andythenorth> or gruph.grf
21:59:16  <andythenorth> we need to call them gruphs now
21:59:26  <andythenorth> frosch123 have you seen rocket gronk btw?
21:59:27  <michi_cc> TrueBrain: It should be obvious what to change to see the effect, though.
21:59:37  <TrueBrain> it is :)
21:59:48  <supermop_Home> griff
22:00:06  <frosch123> another place suggested to make the sdlcontext current, i inserted a SDL_GL_MakeCurrent, which succeeds without error, but still no version numbers
22:02:43  <glx> # For MSVC CMake runs this script from a batch file using || to detect errors,
22:02:43  <glx> # depending on source path it may quote args, and cause cmd to not understand ||
22:02:43  <glx> # and pass it as argument to ourself.
22:02:51  <glx> TrueBrain: ^^ enough ?
22:03:10  <TrueBrain> very much so yes
22:03:15  <TrueBrain> a lovely facepalm for future-us :D
22:03:50  <frosch123> andythenorth: yes, we should play it as closing scene to the next livestream
22:04:07  <frosch123> andythenorth: music though :/
22:04:17  <andythenorth> oh yes, copyright problems
22:04:44  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8728: Cmake fixes https://git.io/JtQZh
22:04:57  <glx> anyway cmake and quoting is kind of silly
22:05:27  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8728: Cmake fixes https://git.io/JtQKR
22:05:40  <glx> "-DINCLUDES_SOURCE_FILE=D:/developpement/GitHub/glx22/OpenTTD - cmake error/src/script/api/script_includes.hpp.in" <-- seriously, who would quote like that ?
22:06:31  <glx> but I can understand why add_custom_command does it that way
22:07:00  <TrueBrain> okay, OpenTTD in browser is now a lot more enjoyable to play on a higher framerate .. that is nice
22:07:49  <TrueBrain> frosch123: what distro (and version) are you on?
22:08:01  <frosch123> debian stable
22:08:33  <TrueBrain> remind me what name stable carries?
22:08:34  <frosch123> x11 backend, no wayland
22:08:45  <frosch123> that's what i wanted to avoid to look up :p
22:09:16  <TrueBrain> lsb_release -c
22:09:17  <TrueBrain> :)
22:09:27  <frosch123> buster
22:09:27  <TrueBrain> or -a, and pick the right line
22:09:29  <LordAro> buster
22:09:29  <TrueBrain> tnx
22:09:39  <TrueBrain> LibSDL 2.0.9 .. a bit old, but not that old
22:09:58  <TrueBrain> thought, it might be related, but seems unlikely
22:10:03  <michi_cc> Some mesa or whatever component that is not installed by default?
22:10:15  <frosch123> well, factorio works :p
22:10:45  <frosch123> https://dpaste.org/0gSA <- glxinfo is also pretty happy
22:10:57  <glx> yeah a free hl
22:11:06  <glx> I love opengl discussions
22:11:07  <michi_cc> At least OTTD will fall back to non-gl video drivers.
22:11:17  <LordAro> lol
22:11:19  <frosch123> yes, i can confirm that works :)
22:11:27  <milek7_> oh no, nvidia driver
22:11:38  <frosch123> yep, non-free :p
22:12:14  <frosch123> i bought that card for factorio only
22:12:34  <TrueBrain> frosch123: if you use SDL_GL_GetProcAddress("glGetString") to get the proc
22:12:37  <TrueBrain> does that change anything?
22:15:41  <FLHerne> frosch123: I did rebase it, that's what the second push was
22:15:47  <FLHerne> Github seems unhappy
22:16:24  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQ60
22:16:36  <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #8727: Update known-bugs.txt https://git.io/JtQ6E
22:16:50  <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #8729: Fix 8706c36f: Change RELEASE code, too. https://git.io/JtQoJ
22:17:03  <milek7_> michi_cc: why it does request compat-profile by default?
22:17:26  <FLHerne> Oh, I know what happened
22:17:27  <michi_cc> It does not on Win32 and OSX. For SDL, ask SDL :)
22:17:49  <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #8687: CMake include error when building new project. https://git.io/JtM7E
22:17:52  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #8728: Cmake fixes https://git.io/JtQZh
22:18:13  <DorpsGek> [OpenTTD/nml] FLHerne updated pull request #192: Fix visual_effect https://git.io/JtQBb
22:18:35  <frosch123> TrueBrain: yay, that does work
22:18:52  <frosch123> ugly function pointer casts though :)
22:18:57  <TrueBrain> michi_cc: seems you need to wrap glGetString the same as glGetStringi :)
22:19:23  <TrueBrain> SDL uses it to dynamically load gl extensions, it seems
22:19:52  <michi_cc> If glGetString needs to be wrapped, I would expect everything needs to be wrapped, as that is OGL 1.0 or so.
22:20:37  <TrueBrain> https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_video.c#L237 <- lol  @ hardcoded vendor names :)
22:23:35  <michi_cc> frosch123: Does it display something then? It would feel really strange if only that singular call needs to be dynamically loaded.
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22:24:52  <frosch123> i have to replace all getstring first
22:25:08  <frosch123> when i only faked the version, it failed on no-textures next
22:26:49  <frosch123> but that's something for tomorrow to try
22:27:15  <michi_cc> Modern Linux OpenGL should use a central dispatch table that all calls (no matter if linked dynamically or statically) go through. The non-free NVidia driver might bypass that table somehow.
22:28:09  <michi_cc> And yes, technically we could dynamically load all functions, its just annoying to code :)
22:28:20  <frosch123> glGetIntegerv would be next :p
22:28:25  <TrueBrain> SDL does it in their codebase, it is absolutely annoying to read :P
22:28:44  <TrueBrain> but SDL loads everything dynamic, so for them it makes sense I guess :)
22:29:06  <TrueBrain> I can try and see what the non-free nvidia driver does for me tomorrow
22:29:11  <TrueBrain> might give one more datapoint :)
22:29:14  <frosch123> hmm, can i ld-preload something?
22:30:04  <frosch123> oh great, openttd links libwayland-egl
22:30:08  <frosch123> now i am confused
22:30:50  <milek7_> do you have libglvnd installed?
22:32:16  <milek7_> >its just annoying to code :)
22:32:20  <milek7_> I think using autogenerated loaders is nice
22:32:21  <milek7_> https://github.com/Dav1dde/glad
22:32:59  <TrueBrain> Hmm, I should check the linux-generic build tomorrow, see if that has blown up
22:33:39  <frosch123> i have a pkgconfig file for libglvnd, but can't find the lib
22:36:11  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/Jt959
22:37:42  <frosch123> yay, LD_PRELOAD worked :p
22:37:45  <frosch123> now i see stuff
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22:40:22  <TrueBrain> W00p
22:40:53  <frosch123> in my testcase non-opengl is at 7ms for video output, opengl is at 0.06ms
22:41:02  <frosch123> which results in 3x the simulation rate
22:41:16  <TrueBrain> Ain't that something :D
22:41:28  <frosch123> i wanted to buy a new cpu thoug
22:41:37  <TrueBrain> So how many game months go by per second?
22:41:46  <glx> compiling current master (debug build as always)
22:41:57  <frosch123> i never had a mainboard so old (11 years), i am scared it blows up somewhen
22:42:09  <TrueBrain> Haha, that is old
22:42:17  <TrueBrain> Impressive
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22:42:46  <glx> and pressed start
22:42:48  <glx> let's see
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22:44:53  <michi_cc> Okay, GL is officially annoying. OSX defines PFNGLGETSTRINGPROC, Windows does not. Debian Buster doesn't either, but who knows what other Linuxes/Unixes do.
22:45:26  <TrueBrain> Revert? :D
22:46:17  <glx> wow FFWD in debug build exists
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22:46:52  <TrueBrain> I have not tried Release yet ...
22:47:15  <glx> I get above 20x
22:48:07  <TrueBrain> Happy days :)
22:48:28  <glx> well mouse is still laggy with modal windows
22:48:56  <TrueBrain> Yeah .. I have plans for that :D
22:49:12  <TrueBrain> As that is solvable now :)
22:49:35  <glx> ah yes drawing is independant of input now
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22:50:51  <TrueBrain> Right, time to zzzzzz .. dream of sweet smooth mouse movement :)
22:52:04  <DorpsGek> [OpenTTD/nml] frosch123 approved pull request #192: Fix visual_effect https://git.io/JtQXt
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22:53:41  <DorpsGek> [OpenTTD/nml] FLHerne merged pull request #192: Fix visual_effect https://git.io/JtQBb
23:01:18  <milek7_> michi_cc: tbh, I feel trying to support opengl <2.0 is.. unreasonable ;P
23:02:25  <michi_cc> It does not support OpenGL < 2.0. What it does support is the equivalent of OpenGL 3.2 build up from the needed extensions.
23:03:03  <michi_cc> We only need a select few parts of 3.2.
23:03:35  <milek7_> yeah but it tries to use extensions all the way down to 1.3
23:03:46  <milek7_> like, selecting between glActiveTexture vs glActiveTextureARB
23:04:27  <LordAro> mm, 5000fps on release mode
23:04:33  <michi_cc> On Windows, anything above 1.1 has to be dynamically linked anyway, so that if doesn't hurt.
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23:04:35  <LordAro> not even an empty map
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23:25:13  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8727: Update known-bugs.txt https://git.io/JtQMQ
23:25:21  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8727: Update known-bugs.txt https://git.io/JtQUC
23:26:51  <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/JtQDe
23:26:56  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8720: Remove remaining Windows 95 support https://git.io/JtQDv
23:27:07  <michi_cc> Will Linux fail? Probably yes.
23:30:03  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8718: Change: [Actions] stop relying on external actions for trivial stuff, and rely on cmake tools to build, test and pack https://git.io/JtQDc
23:40:28  <milek7_> michi_cc: alternatively: https://github.com/Milek7/OpenTTD/commit/127aaa94f3f2300a6b286977c9b123bf8f8f5043
23:46:13  <DorpsGek> [OpenTTD/OpenTTD] stormcone opened issue #8731: OpenGL font rendering https://git.io/JtQyz
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23:49:06  <milek7_> (as system ogl headers are not used at all, I removed cmake opengl searching and linking)
23:49:38  <milek7_> (and for win32 it also needs your win32_v.cpp patch)
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23:59:08  <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/JtQSw

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