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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 00:06:41 *** glx has quit IRC 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 01:20:15 *** HerzogDeXtEr has quit IRC 01:24:07 *** mirrorbird has quit IRC 01:29:25 *** JGR has quit IRC 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 01:42:10 *** Flygon has joined #openttd 01:45:57 *** WormnestAndroid has quit IRC 01:46:13 *** WormnestAndroid has joined #openttd 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 02:07:14 *** k-man has quit IRC 02:07:29 *** k-man has joined #openttd 02:11:16 *** mirrorbird has joined #openttd 02:40:06 *** WormnestAndroid has quit IRC 02:40:11 *** JGR has joined #openttd 02:41:17 *** WormnestAndroid has joined #openttd 02:43:39 *** JGR has quit IRC 03:08:39 *** Wormnest has quit IRC 03:24:30 *** debdog has joined #openttd 03:27:50 *** D-HUND has quit IRC 03:36:55 *** muffindrake1 has joined #openttd 03:38:45 *** muffindrake has quit IRC 03:58:23 <supermop_Home> are speed and power callback multiplied by some value? 04:50:40 *** mirrorbird has quit IRC 05:21:27 *** snail_UES_ has quit IRC 05:29:15 *** Wuzzy has quit IRC 05:39:56 *** mirrorbird has joined #openttd 06:00:12 *** k-man has quit IRC 07:17:52 *** sla_ro|master has joined #openttd 07:51:24 *** NGC3982 has quit IRC 08:05:21 *** Wolf01 has joined #openttd 08:09:20 *** mirrorbird has quit IRC 08:23:54 *** heffer has quit IRC 08:24:08 *** heffer has joined #openttd 08:36:18 *** andythenorth has joined #openttd 08:38:58 *** HerzogDeXtEr has joined #openttd 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 :) 09:58:44 *** andythenorth has quit IRC 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 10:16:43 *** gelignite has joined #openttd 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 11:33:40 *** Samu has joined #openttd 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 13:00:26 *** snail_UES_ has joined #openttd 13:01:28 *** WormnestAndroid has quit IRC 13:01:40 *** WormnestAndroid has joined #openttd 13:03:26 *** Wuzzy has joined #openttd 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 13:29:16 *** andythenorth has joined #openttd 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 13:34:24 *** andythenorth has quit IRC 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 14:11:59 *** GroovyNoodle has joined #openttd 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 14:43:35 *** nielsm has joined #openttd 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 14:55:13 *** GroovyNoodle has quit IRC 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 15:15:45 *** roadt__ has quit IRC 15:16:01 <FLHerne> Doesn't nml have a builtin for that? 15:16:13 <supermop_Home> does it? 15:16:19 *** roadt__ has joined #openttd 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 15:34:02 *** Wuzzy has quit IRC 15:34:45 <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8720: Remove remaining Windows 95 support https://git.io/Jt9hY 15:34:47 *** Wuzzy has joined #openttd 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 15:43:57 *** Flygon has quit IRC 15:44:31 <Wolf01> Ok, maybe the first recompile didn't clean all 15:46:18 *** glx has joined #openttd 15:46:18 *** ChanServ sets mode: +v glx 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 16:26:13 *** Progman has joined #openttd 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 16:36:44 *** Wormnest has joined #openttd 16:50:43 *** andythenorth has joined #openttd 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 17:06:20 *** gelignite has quit IRC 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 17:23:26 *** Tirili has joined #openttd 17:32:27 *** Progman has quit IRC 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. 18:15:07 *** frosch123 has joined #openttd 18:15:11 *** Tirili has quit IRC 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 18:20:48 *** qwebirc6765 has joined #openttd 18:22:51 *** gelignite has joined #openttd 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 18:24:43 *** jottyfan has joined #openttd 18:25:15 <glx> hmm weird compile fails for all targets while it's ok locally 18:25:58 *** jottyfan has quit IRC 18:25:59 <glx> ok looks like my regexp fix is broken 18:29:34 *** qwebirc6765 has quit IRC 18:30:50 <FLHerne> Did the 'fixed' version still have regexps? :p 18:33:25 *** peter1138 has left #openttd 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 20:03:10 *** Progman has joined #openttd 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 21:06:50 *** jottyfan has joined #openttd 21:07:04 *** jottyfan has joined #openttd 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 :/ 21:54:23 *** nielsm has quit IRC 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 ;) 21:56:14 *** Samu has quit IRC 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. 22:24:09 *** mirrorbird has joined #openttd 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 22:39:35 *** moll has quit IRC 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 22:42:43 *** moll has joined #openttd 22:42:46 <glx> and pressed start 22:42:48 <glx> let's see 22:43:30 *** k-man has joined #openttd 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 22:46:47 *** jjavaholic has joined #openttd 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 22:50:34 *** andythenorth has quit IRC 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 22:52:48 *** frosch123 has quit IRC 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. 23:04:34 *** HerzogDeXtEr has quit IRC 23:04:35 <LordAro> not even an empty map 23:07:54 *** Wolf01 has quit IRC 23:16:40 *** Tirili has joined #openttd 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 23:46:37 *** sla_ro|master has quit IRC 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) 23:53:15 *** jottyfan has joined #openttd 23:53:48 *** glx has quit IRC 23:54:15 *** jottyfan has quit IRC 23:59:08 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #8730: Codechange: [OpenGL] Load all OpenGL functions dynamically. https://git.io/JtQSw