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00:19:08 <Speeder_> can newgrf customize what information shows up when you query an industry? 00:35:50 <Eddi|zuHause> it can show additional info, but not hide any 00:42:22 <Speeder_> Eddi|zuHause, can you point me to the docs about that? I tried finding but failed 00:43:24 <Eddi|zuHause> my brain wants to call it CB23 but i'm not sure if that is the correct one... something about extra newgrf text callback 00:43:25 <glx> https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Show_additional_text_in_industry_window_.283A.29 00:44:15 <glx> CB23 is for vehicles 00:44:34 <Eddi|zuHause> right, that makes sense 00:45:41 <glx> extra_text_industry and extra_text_fund in nml 00:47:43 <glx> CB37 CB38/15C too 00:49:26 <glx> cargo_subtype_display is CB37, extra_text_industry is CB3A and extra_text_fund is CB38 00:52:33 *** m1cr0man has joined #openttd 01:02:14 *** Flygon has joined #openttd 01:27:42 *** adikt has quit IRC 02:05:37 *** blathijs has quit IRC 02:38:09 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8192: Change: Always generate API files at build time https://git.io/Jf1KV 02:39:31 *** D-HUND has joined #openttd 02:42:50 *** debdog has quit IRC 02:50:07 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8192: Change: Always generate API files at build time https://git.io/Jf1KV 02:52:23 *** blathijs has joined #openttd 03:28:11 *** glx has quit IRC 03:39:53 *** Wormnest has quit IRC 03:50:02 *** Wormnest has joined #openttd 04:09:16 *** keoz has joined #openttd 04:29:08 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz dismissed a review for pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/Jf1Ts 04:29:08 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz updated pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/JfXst 04:32:53 *** WormnestAndroid has quit IRC 04:34:22 *** WormnestAndroid has joined #openttd 04:36:11 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/Jf1Ss 04:37:22 *** WormnestAndroid has joined #openttd 04:38:03 *** WormnestAndroid has joined #openttd 04:40:46 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8009: Change #8001: Don't add docking tile cost when ships are still too far from their destination https://git.io/Jf1SC 04:47:08 *** WormnestAndroid has quit IRC 04:47:25 *** WormnestAndroid has joined #openttd 04:50:41 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8009: Change #8001: Don't add docking tile cost when ships are still too far from their destination https://git.io/Jf1Su 05:29:18 *** Wormnest has quit IRC 05:34:08 *** Gustavo6046 has quit IRC 05:34:21 *** Gustavo6046 has joined #openttd 05:47:37 *** andythenorth has joined #openttd 05:54:57 <andythenorth> moin 06:00:47 *** Progman has joined #openttd 06:04:37 *** sla_ro|master has joined #openttd 06:47:41 <andythenorth> 28,448 checks of var 61 per vehicle -> 254 checks 06:47:49 <andythenorth> super optimised now, right? :P 06:59:14 *** Wolf01 has joined #openttd 07:48:46 *** nielsm has joined #openttd 07:51:58 *** Samu has joined #openttd 07:52:03 <Samu> hi 07:52:43 <Samu> what are these .log and .tlog files? 07:53:13 <Samu> actually, 1327 files 07:54:02 <Samu> [img]https://i.imgur.com/0JhhRB6.png[/img] 07:54:08 <Samu> can i discard them? 07:55:59 <Samu> it's everything in objs folder 07:57:57 <LordAro> yes 07:58:47 <Samu> there is no visual studio file now? i'm slightly confused 08:04:55 <Samu> rip openttd 08:05:14 <LordAro> correct, the build system has been replaced with cmake 08:05:33 <LordAro> (which will then generate the visual studio projects) 08:05:42 <LordAro> presumably you'll need to install it 08:09:11 <nielsm> if you have visual studio 2019 you don't need to install anything extra 08:09:17 <nielsm> you just use Open Folder (I think it's called) 08:10:00 *** EER has joined #openttd 08:12:53 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8185: Cleanup: StationCargoList::AreMergable doxygen comment references Veh… https://git.io/Jf1Qg 08:13:32 <Samu> ah, i see 08:14:54 <Samu> building cmake project 08:15:09 <Samu> i think i got it 08:15:57 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/Jf1QV 08:17:25 <Samu> do i have to configure CMake? Get started with CMake, Open the CMake Settings Editor 08:19:43 <Samu> openttd is built without zlib support? hmm things are different 08:20:54 <nielsm> I remember having some trouble getting cmake and vcpkg to detect things correctly at first 08:44:56 *** EER has quit IRC 08:49:48 *** iSoSyS has joined #openttd 09:03:09 *** iSoSyS has quit IRC 09:04:15 *** keoz has quit IRC 09:35:04 *** keoz has joined #openttd 09:35:53 <andythenorth> I wish this was a newgrf lib, not a GS https://www.tt-forums.net/viewtopic.php?f=65&t=87029 09:36:11 <andythenorth> it's useless as a GS, assuming you want to use an actual GS 09:36:12 <andythenorth> which I do 09:39:22 <andythenorth> it also doesn't work :( 09:41:27 <andythenorth> well it does, but date cheat is an unfair test of it :) 09:47:43 <andythenorth> maybe I do it in newgrf 09:48:03 <andythenorth> action D read the parameters from a newgrf lib 09:51:10 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8185: Cleanup: StationCargoList::AreMergable doxygen comment references Veh… https://git.io/Jf15l 10:07:37 <FLHerne> Speeder_: > any newgrf adds more landmarks? 10:08:09 <FLHerne> You mean like radio masts and lighthouses? https://newgrf-specs.tt-wiki.net/wiki/NML:Objects , see count_per_map256 10:11:48 *** WormnestAndroid has quit IRC 10:12:00 *** WormnestAndroid has joined #openttd 10:12:08 *** WormnestAndroid has quit IRC 10:12:15 <andythenorth> hmm 10:12:25 *** WormnestAndroid has joined #openttd 10:12:29 * andythenorth consider removing progression from grfs 10:16:36 *** Smedles_ has joined #openttd 10:17:51 *** Smedles has quit IRC 10:26:28 <FLHerne> andythenorth: You keep saying that, it's still a bad idea :p 10:26:50 <andythenorth> hmm 10:26:56 <andythenorth> should I switch to JGRPP? 10:27:03 <andythenorth> I'd have to re-engineer FIRS 10:27:11 <andythenorth> but if JGRPP is default now... 10:27:31 <LordAro> andythenorth: see FLHerne's last 10:27:50 <andythenorth> pikka has locked progression in UKRS3 10:28:33 <FLHerne> andythenorth: (a) it isn't, (b) why does that require FIRS changes? 10:28:57 <andythenorth> daylength breaks industry production 10:29:09 <FLHerne> Oh, that 10:29:12 <andythenorth> because daylength can never work 10:29:48 <andythenorth> I think this Technology Advancement script does everything I (maybe other people too) want 10:29:49 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=65&t=87029 10:29:56 <andythenorth> but it's a GS so no dice eh 10:30:27 <nielsm> assuming the "production: X units of cargo per month" means that it should produce that in a month of calendar time is misinterpreting the game mechanics 10:30:52 <nielsm> the industry production has always been producing X units per 256 ticks 10:31:05 <nielsm> regardless of the period of calendar time those ticks are presented as 10:31:12 <andythenorth> how many parameters do I need for a newgrf to scale intro dates? 10:31:18 <andythenorth> 1 for scale factor 10:31:35 <andythenorth> do I also need a start date, or can I just assume 1860, and do maths if it's a 1960 game start 10:32:13 <nielsm> a start date would be fine I think, but don't make it "real start" but rather make it a point somewhere in the middle 10:32:22 <nielsm> like "diesel transition year" 10:32:35 <nielsm> the year where diesel overtakes steam 10:32:55 <andythenorth> oddly enough, that's 1950, which is very TTD 10:32:55 <nielsm> so steam engines scale backwards from that and diesel scale forward 10:32:57 <nielsm> more or less 10:33:07 <Eddi|zuHause> nielsm: for as long as daylength patches have existed, there has been disagreement whether industry production should be scaled or not 10:33:25 <FLHerne> nielsm: Tell that to the developer of the current daylength patch 10:33:42 <andythenorth> Horse covers 1860-2050 10:33:48 <nielsm> my argument against scaling industry production is that it assumes the game has a scale 10:33:50 <andythenorth> call it 2060, and pin to 1960 as epoch? 10:33:57 <nielsm> because it also implies there is a natural scale to distance in the game 10:34:04 <andythenorth> I am bored of setting the date back 10:34:08 <andythenorth> I keep losing my savegames that way 10:34:24 <andythenorth> I attempt to reload newest, and it's not 10:34:43 <nielsm> the game is balanced around being able to transport X amount of cargo Y distance in tiles over T ticks 10:35:00 <Eddi|zuHause> no, the game has many scales, and if you tune one (length of a day in ticks) you have to tune others as well 10:35:00 <andythenorth> I could just be less bad at computering 10:35:01 <nielsm> if you change the amount of cargo produced per tick you break that balance 10:35:45 <Eddi|zuHause> and calling the game "balanced" is even more of a stretch than assuming a scale 10:37:50 <Eddi|zuHause> ultimately it comes down to the fact that different people want different things out of a daylength patch, and some of these things would benefit from scaling industry production, others would not 10:38:19 <andythenorth> I don't want a daylength patch 10:38:23 <andythenorth> I want to freeze time 10:38:35 <Eddi|zuHause> imho, a daylength patch which misses this switch is incomplete 10:40:26 <andythenorth> my preference is to solve this in newgrf 10:40:33 <andythenorth> ~everything is best solved in newgrf 10:40:42 <andythenorth> I just don't know what the implementation should be yet 10:40:50 <DorpsGek_III> [OpenTTD/OpenTTD] stormcone updated pull request #7886: Group management enhancements https://git.io/JeAdk 10:40:54 <nielsm> but you can't send a signal to a newgrf that you want to start or stop the pace of invention 10:41:02 <nielsm> you can only configure it before game start 10:41:15 <andythenorth> I have reload_newgrfs 10:41:25 <andythenorth> and I can change params on a running game 10:41:54 <andythenorth> I was thinking of making a utility newgrf 10:42:04 <andythenorth> which sets a couple of parameters 10:42:16 <Eddi|zuHause> and the way you should talk about "balance" is: a game is "balanced" if it arrives at an equilibrium, and "unbalanced" if it has exploits that scale towards infinity. it is perfectly valid for a switch like daylength or industry production to come to a different equilibrium 10:42:17 <andythenorth> or how about newgrf control of global state? 10:42:32 <andythenorth> 'advance calendar date' could be a newgrf callback 10:43:59 <andythenorth> ha 10:44:17 <andythenorth> someone had the idea of fake month names 10:44:37 <andythenorth> just specify 'how many months per calendar year' newgrf 10:44:43 <andythenorth> and set up fake names, like a town name grf 10:45:05 <andythenorth> probably works 10:46:08 <Eddi|zuHause> can we just ban andy already? :p 10:47:21 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8001: Ship finds path but reports it is lost https://git.io/JvlVp 10:49:01 <andythenorth> so how do we get an outcome, not an implementation? 10:49:25 <andythenorth> the obsession with daylength confuses outcome and implementation 10:49:57 <andythenorth> I just want to tinker with a train network for 60 game years before all the trains get replaced, not 30 10:50:13 <andythenorth> seeing as I control the trains, the RVs the ships, the industries and the stations, it seems within reach 10:50:32 <andythenorth> I only don't control planes (AV9) and towns 10:53:08 <LordAro> i feel like a proper "sandbox" mode would go a long way to solve this 10:53:14 <LordAro> no money & no expiry 10:53:51 <LordAro> remap from 1950 to year 1 10:54:00 <Eddi|zuHause> we need to acknowledge that the game hs many scales, and if possible identify and isolate these scales, so each one can be tweaked independently without offsetting too much of the balance 10:56:13 <andythenorth> Eddi|zuHause seems fair 10:56:17 <andythenorth> but also what LordAro said 10:56:22 <andythenorth> full sandbox 10:56:44 <andythenorth> preferably with an option for progression, but via explicit research 10:56:57 <LordAro> that's not full sandbox :p 10:57:03 <LordAro> you can't have both 10:57:06 <andythenorth> what eddi said, many scales 10:57:15 <andythenorth> tech tree is a dimension 10:57:31 <andythenorth> full sandbox is one end of the multi-dimensional matrix :P 10:57:42 <andythenorth> everything else is somewhere in the hyperspace 11:22:27 *** EER has joined #openttd 11:41:53 *** Tirili has joined #openttd 12:06:36 <andythenorth> hmm 12:06:43 <andythenorth> Iron Horse tar isn't bananas compatible 12:06:49 <andythenorth> always a new bit of housekeeping :) 12:24:51 <EER> Finally got my old mac to compile OpenTTD, and it works perfectly fine (after changing some minor code to fix a compiler issue). 12:25:16 <EER> 1.10.2 however still crashes, but I just tried the latest nightly, and it appears that works fine :) 12:25:38 <EER> 20200604-master-gcdd2892c49-macosx 12:29:22 *** otetede has joined #openttd 12:29:24 *** virtualrandomnumber has joined #openttd 12:32:12 <EER> now trying to build from branch release/1.10, if that does crash, I'm satisfied that either a code change or the buildchain change has solved it 12:35:53 *** otetede has quit IRC 12:37:45 *** glx has joined #openttd 12:37:45 *** ChanServ sets mode: +v glx 12:38:10 <FLHerne> Well that's weird 12:41:32 *** WormnestAndroid has quit IRC 12:42:15 *** WormnestAndroid has joined #openttd 12:43:01 <Timberwolf> Does NML/NewGRF have a value for "don't draw anything for this vehicle", or do I need to have a spriteset that is a 1x1 transparent sprite if I want to have a "vehicle" that doesn't have any graphics? 12:43:02 *** WormnestAndroid has quit IRC 12:44:28 * Timberwolf is pondering fixing some glitches with trailers being >8 units in length by adding an extra invisible articulated part on the end. 12:45:41 *** WormnestAndroid has joined #openttd 12:51:17 *** Tirili has quit IRC 12:52:13 *** WormnestAndroid has quit IRC 12:52:30 *** WormnestAndroid has joined #openttd 13:08:42 *** sla_ro|master has quit IRC 13:19:07 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8192: Change: Always generate API files at build time https://git.io/Jf1KV 13:27:44 <glx> wow silly, I finally found why compile fails on linux CI 13:28:42 <glx> wrong file is included 13:29:57 <EER> is that different on CI vs local? 13:31:05 <glx> locally I'm not on linux, and I don't have SDL2 headers 13:32:14 <EER> ah, I'm using WSL but didn't have any issues compiling the current master branch 13:32:28 <glx> master builds fine 13:32:36 <glx> the issue is in my PR 13:32:43 <FLHerne> Timberwolf: You could try just not defining the graphics callback 13:32:54 <FLHerne> But you might get some default sprite, idk 13:33:14 <Timberwolf> Indeed, I got a nice SH 8P for my troubles when I tried that :) 13:33:49 <EER> Also, on mac, I have tried compiling 1.10.2 and 1.10.0, no problems starting those builds. The release build 1.10.2 did not work, but latest nightly build does, so for now I can only assume that the mac os x (<10.13) crash is resolved in the latest nightly. 13:33:56 <Timberwolf> 1x1 transparant sprite seems to work well enough, it feels a bit hacky but then I guess the whole "your vehicle is longer than 8 units" idea is a bit hacky. 13:34:25 <EER> glx: ah that explains :) 13:34:47 <glx> hmm latest nightly ? 13:35:07 <EER> 20200604-master-gcdd2892c49-macosx <- works on mac os x 10.11.6 13:36:45 <EER> I haven't tested other nightlies so far, combing through the archives was a bit much for me at this point :) 13:37:17 <andythenorth> Timberwolf transparent sprite is accepted solution 13:38:06 <andythenorth> I think if you just do 'graphics: return;' you might get the right outcome, but I don't know if it's wise 13:38:18 <Timberwolf> Cheers. 13:38:32 <andythenorth> explicit transparent sprite safest 13:39:23 <glx> EER: https://cdn.openttd.org/openttd-nightlies/2020/20200601-master-g764497206a/ should work too then, but not https://cdn.openttd.org/openttd-nightlies/2020/20200530-master-g281d93f600/ 13:39:44 <glx> hmm or maybe not 13:39:49 <EER> glx: I'll try those and get back to you :) 13:40:37 <glx> if they both fail it will be a very useful info btw :) 13:41:10 *** frosch123 has joined #openttd 13:41:11 <EER> I was hoping I could contribute a fix, but new information is a good second ;) 13:43:15 <andythenorth> final version of code to replace var 41 :) https://gist.githubusercontent.com/andythenorth/92ad5e26ba4d3cc27f39eb6e497dc68d/raw/c9c1abb3d6f010f2131ed87d250fad1360d8d412/gistfile1.txt 13:43:24 <andythenorth> called once, passing up to 16 vehicle IDs 13:43:43 <andythenorth> stores into 3 registers, which can then be used like vars elsewhere 13:44:11 <andythenorth> procedures FTW :D 13:44:20 <andythenorth> so many things now possible without destroying compile time 13:48:05 <EER> glx: both start up. I re-downloaded 1.10.2 again just to verify that I am not entirely crazy, or that something has changed on my machine allowing it to start, and that (luckily) still fails. 13:49:29 <glx> ok that's really weird 13:50:44 <EER> Are both nightly and release versions built on the same server? Perhaps it's an optimization setting? 13:51:07 <glx> it's the exact same build system 13:52:21 <EER> I'm going to try some nightlies with one week intervals, starting from april 1st as that's the release of 1.10 13:56:56 <glx> I can see 2 commits in src/os/macosx from april 10th not included in release 14:00:40 <glx> and some from april 12th and may 21 in src/video/ 14:07:23 <andythenorth> is it time for next nml release? 14:07:31 <EER> I just tried a bunch of versions, interestingly: 1.10.0 works, 1.10.1 crashes. So I tried some nightlies in between, all worked: 31/03, 07/04, 08/04, 10/04, 12/04 and 26/04 14:08:26 <EER> right now I'm compiling the version that was released as 1.10.1, I doubt that will crash, but if it's something in the code rather than build environment hopefully it's reproducible 14:08:43 <glx> but 1.10.0 is supposed to fail 14:08:55 <EER> then perhaps I am having a different crash issue than the one reported 14:10:16 <EER> Stacktrace: 14:10:16 <EER> [00] openttd 0x00000001098499c8 (SelectCompanyLiveryWindow::GroupN ameSorter(Group const* const&, Group const* const&) + 68168) 14:10:37 <glx> yeah looks like the 1.10.0 crash 14:10:54 <glx> (and it's useless corrupted stack) 14:13:12 *** sla_ro|master has joined #openttd 14:13:42 <EER> I could attach lldb to the crashing process? I tried before but because it didn't have symbols I didn't really look into that any further. 14:16:23 <glx> I fail to see how 1.10.0 works for you while 1.10.1 fails, the changelog between 1.10.0 and 1.10.1 is so short and contains nothing related 14:19:41 <EER> Just retried, and 1.10 just works ... My only guess would be "something changed in the build environment", but even that doesn't make sense since nightlies continue to work. 14:21:40 <glx> but 1.10.0 fails on 10.2.8 and all nigthlies since #8023 14:22:05 *** Wormnest has joined #openttd 14:22:07 <EER> I am running on Mac OS 10.11.6, so that might be another difference with the reporters 14:25:26 <glx> build env changed in #8028 but nigthlies built between this change and #8023 works on 10.12.8 14:25:43 <glx> and they start to fail with #8023 14:28:42 <Speeder_> FLHerne, I meant stuff like parks, capsule hotel "office" building, etc... 14:29:32 <EER> Perhaps I have something dev-related installed that allows these versions to run? 14:31:19 <EER> my home-compiled 1.10.1 also works btw, there is one change I did, which was necessary to workaround an issue with clang: 14:31:20 <EER> https://gist.github.com/erenes/771474cd0b563f37946968cffbe556cc 14:32:09 <EER> I really doubt that this would make the difference between a working and crashing setup, especially since the nightlies work on my mac. 14:33:52 <glx> yeah it seems specific to 10.12 15:13:05 <FLHerne> Speeder_: You can use HOUSE_FLAG_PROTECTED to prevent a building being replaced 15:14:15 <FLHerne> Speeder_: If you want to ensure there's only one, set HOUSE_FLAG_CHURCH or HOUSE_FLAG_STADIUM (only one of each can exist per town) 15:14:54 <FLHerne> Speeder_: Or set building_class and check for it in construction_check 15:15:13 <FLHerne> (or just check by id) 15:36:35 *** Gustavo6046 has joined #openttd 15:55:43 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8193: Fix: MacOS bundle creation https://git.io/JfMvZ 15:55:56 <Speeder_> FLHerne, thus, I am asking if any newgrf add more landmarks like that ;) 15:56:12 <Speeder_> the "improved town layouts" one use existing ones, don't add any 15:58:17 *** Wolf01 has quit IRC 16:03:05 <FLHerne> I think it's UK Town Set that has some very nice churches 16:10:18 <FLHerne> Speeder_: These ones https://www.tt-forums.net/download/file.php?id=166994 16:10:33 <FLHerne> Actually, I think they might be Swedish 16:10:46 <Speeder_> those look quite good 16:17:07 <FLHerne> Agh, or are they TaI? 16:17:15 <FLHerne> Too many town grfs :p 16:18:38 <andythenorth> oh that's interesting 16:18:48 <andythenorth> nmlc with #155 fails on FIRS 16:19:41 <glx> how ? 16:19:53 <andythenorth> I'm getting a repro 16:20:31 <glx> nielsm: when you tried clang in VS did it warn a lot ? 16:20:58 <nielsm> yeah 16:21:34 <andythenorth> https://gist.githubusercontent.com/andythenorth/b2a6d4825dc645197236b98cf65da9da/raw/7eaa0d561a1cc1869cfcbd1bfb43b54bed8c0561/gistfile1.txt 16:22:05 <andythenorth> doesn't happen with nml master, just 155 16:22:32 <glx> andythenorth: you know this is almost useless without -s 16:22:59 <andythenorth> hangon I'll re-paste 16:23:50 <andythenorth> hmm it's hung when it should be printing stacktrace 16:24:19 <glx> but looking at the line I have an idea of what the error is 16:24:25 <glx> just not why 16:24:53 <andythenorth> wow I think nml has crashed my mac 16:25:03 <andythenorth> got a runaway kernel process using 1000% of CPU now 16:25:15 <andythenorth> quite rare 16:26:39 <glx> nielsm: I guess I need to build all libs with clang too 16:27:57 <andythenorth> updated https://gist.github.com/andythenorth/b2a6d4825dc645197236b98cf65da9da 16:31:20 <nielsm> glx yeah I remember having some big issues making vcpkg use clang for build 16:31:21 <EER> glx: found the cause of the crash on my mac (but not a solution). It may or may not be the same as others have reported. When stepping through the release version with the debugger I saw that the crash is accompanied by the message "EXC_BAD_INSTRUCTION", the instruction that fails is `PINSRQ` which appears to be an SSE4 instruction and my processor does not support SSE4 yet. 16:31:55 <glx> oh 16:32:36 <Eddi|zuHause> so messed up SSE4 detection? 16:32:56 <glx> detection is done on build 16:33:04 <nielsm> more like the compiler might just be emitting SSE4 opcodes for float stuff 16:33:18 <EER> yeah, that explains why my own builds of the same code always work 16:34:02 <EER> and I suppose the nightly builds are not optimized so perhaps don't contain these instructions? If that's the case, then my crash is definitely not the same as the mac 10.12 users are having. 16:34:02 <glx> and detection is used only for blitters, we don't set any SSE flags for the rest of the source 16:34:03 <Eddi|zuHause> then why would that be solved by upgrading to 10.13? 16:34:49 <EER> Eddi, I don't think it's the same issue. I was hoping, but it looks like my mac is just too old to have the same problem. May be something 10.12 specific 16:37:25 <glx> andythenorth: FIRS master is enough to test ? 16:37:51 <glx> well v4 16:39:58 <glx> of course deps are still broken, so manual make clean required 16:43:58 <andythenorth> glx v4 16:44:19 * andythenorth finds all the bugs :) 16:44:57 <EER> Just verified and my mac does not support an upgrade to 10.12, if it was my own mac I would happily try to upgrade anyway, but since I "borrowed" it from the office, I'd like to not accidentally brick it. So that concludes my mac saga for this week :) 16:46:02 <glx> andythenorth: crash confirmed :) 16:47:06 <Eddi|zuHause> glx: if deps are wrong, make -B :) 16:47:20 *** virtualrandomnumber has quit IRC 16:52:47 *** Flygon has quit IRC 16:53:08 <nielsm> glx: so should we fix things to make clang-cl compile cleanly? 16:53:48 <glx> maybe one day :) 16:54:07 <glx> but for now it doesn't even link for me ;) 16:55:11 <glx> I tried mingw64 targets too, but a fix in our cmake files is needed 16:56:09 <glx> mingw64 works fine from command line, but not from VS because some assumptions are made 16:56:26 <FLHerne> EER: It's not as if your crash *isn't* worth fixing 16:57:50 <EER> FLHerne: I agree, but it's quite certainly not the crash that other people are having :( 16:58:10 <FLHerne> Yeah :-/ 17:00:18 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game https://git.io/JvhZm 17:05:48 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8100: Empty game runs too slow on Windows https://git.io/JftD2 17:05:48 <DorpsGek_III> [OpenTTD/OpenTTD] James103 closed issue #8100: Empty game runs too slow on Windows https://git.io/JftD2 17:06:58 <DorpsGek_III> [OpenTTD/OpenTTD] erenes opened issue #8194: Releases from version 1.10.1 no longer work on mid-2007 iMac https://git.io/JfMJz 17:09:19 <nielsm> microsoft: "fopen() is deprecated because it's unsafe, use fopen_s() instead (which is not part of any defined standard)" 17:10:42 <nielsm> also microsoft: "do not use stricmp(), it is not a function defined in any standard, instead use _stricmp() which is an allowed name for it" 17:10:46 <glx> hmm I think we silence those in stdafx 17:11:00 <nielsm> yeah for some reason when building with clang those are ignored 17:11:26 <glx> probably no MSC_VER 17:11:41 <nielsm> nope, clang-cl does defined _MSC_VER 17:11:45 <nielsm> and also __clang__ 17:12:19 <glx> different pragma ? 17:12:20 <nielsm> oh, managed to shut it up 17:13:36 <nielsm> also the abort build button does not work for some reason 17:14:01 <glx> I usually use ctrl-break 17:15:34 <nielsm> yeah that does nothing 17:20:02 <glx> if I could merge #8193 before nightly it would be nice 17:21:11 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8193: Fix: MacOS bundle creation https://git.io/JfMJb 17:23:57 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8193: Fix: MacOS bundle creation https://git.io/JfMvZ 17:27:47 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #8195: Fix: Silence some warnings when building with clang-cl on VS 2019 https://git.io/JfMUv 17:39:11 <nielsm> I need to update my local commit checker scripts... they complain about the exact opposite thing with preprocessor indentation 17:40:40 *** arikover has joined #openttd 17:43:01 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #8195: Fix: Silence some warnings when building with clang-cl on VS 2019 https://git.io/JfMUv 17:43:21 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #155: Add: Support for parameters in switches https://git.io/Jfidi 17:43:30 <glx> andythenorth: should be ok now 17:50:52 <andythenorth> glx confirmed working, thanks :D 17:51:13 <glx> was again a stupid error I made :) 17:51:27 <glx> it failed for PARENT 17:54:11 <andythenorth> happy to help test :D 17:54:26 <andythenorth> if we built grfs on github actions 17:54:39 <andythenorth> and we built nmlc on github actions (oh wait...we do) 17:54:46 <andythenorth> we could build the grfs with a build of nmlc :P 17:55:29 <andythenorth> probably need a gate so it doesn't try to build grfs with nml head that are known to fail already in nml release (due to broken grf) 18:00:17 <andythenorth> or I can just build them locally :) 18:05:07 <Eddi|zuHause> <andythenorth> if we built grfs on github actions <-- if i moved CETS to github, would you set that up? :p 18:05:21 <andythenorth> I'd try to avoid it :) 18:05:33 <andythenorth> I am quite happy just making newgrfs at the moment 18:05:47 <andythenorth> I did a lot of tooling stuff this last year or so 18:05:57 <andythenorth> also, probably better at making grfs :P 18:06:11 <andythenorth> I did set up FIRS on Azure Pipelines 18:06:19 <Eddi|zuHause> build on push hasn't worked for years, in part because it failed to get eddi-nml 18:47:24 *** arikover has quit IRC 18:53:44 *** arikover has joined #openttd 18:57:53 <milek7> SDL autoconfig is broken 18:58:00 <milek7> is it known issue? 18:58:22 <nielsm> is it on the issue tracker? 18:58:29 <LordAro> i thought it was fixed 18:59:23 <milek7> -- SDL2 found -- -DWITH_SDL2 -- -- 18:59:27 <milek7> /home/milek7/OpenTTD/src/os/unix/unix.cpp:28:10: fatal error: SDL.h: Nie ma takiego pliku ani katalogu 19:00:26 <LordAro> sounds like something weird with your system 19:01:25 *** trendynick has joined #openttd 19:04:29 <milek7> $ pkg-config --cflags sdl2 19:04:29 <milek7> -I/usr/include/SDL2 -D_REENTRANT 19:04:42 <milek7> seems fine 19:04:47 <glx> that's not what use cmake 19:05:07 <glx> cmake use a cmake script provided by sdl2 19:09:30 *** trendynick has quit IRC 19:14:33 <milek7> target_link_libraries(openttd SDL2::SDL2) 19:14:43 <milek7> it needs that 19:15:08 <glx> target is created by the sdl2 script 19:16:16 <milek7> https://discourse.libsdl.org/t/arch-linux-cmake-find-package-sdl2-required-passes-but-doesnt-find-anything/24226/2 19:16:59 <milek7> seems related 19:17:41 <glx> it's probably a bug in the distrib 19:18:24 <glx> because cmake uses sdl2-config.cmake generated from http://hg.libsdl.org/SDL/file/aa9d7c43a982/sdl2-config.cmake.in when sdl2 is built and installed 19:23:06 <milek7> there's no sdl2-config.cmake, but there is SDL2Targets.cmake 19:23:07 <milek7> https://pastebin.com/raw/9vucLeB4 19:26:32 <Speeder_> al lcargos use same unit, and other units are just display effects? 19:26:51 <Speeder_> for example, 1oil in the nml code is same as 1 goods or whatever? 19:27:01 <Speeder_> but in game might show as 1000 litres, and 1 goods show as 1 ton? 19:27:29 <glx> milek7: in src/CMakeFiles.list, line 160 add "TARGET SDL2::SDL2" to link_package() 19:29:14 <milek7> it works too 19:32:11 *** gelignite has joined #openttd 19:32:52 <nielsm> Speeder_: yes 19:33:31 <Speeder_> another question then: there are any standard for amount of cargo in a generic train wagon? 19:34:19 <nielsm> no, but there are multipliers for how refittable cargos fit in space 19:35:01 <nielsm> e.g. a wagon that can refit between wood, goods, and mail, will hold 2x as many units of goods as units of wood, because goods has a 2x multiplier 19:35:12 <nielsm> and mail iirc. has a 4x multiplier 19:36:20 <FLHerne> Speeder_: The capacities for the default vehicles are on the wiki https://wiki.openttd.org/Trains 19:36:41 <Speeder_> and popular newgrfs are how c lose t o that? 19:37:50 <nielsm> close 19:38:31 <nielsm> most stick to having between 20 and 40 units of cargo per car 19:39:20 <nielsm> some having shorter cars (especially in earlier eras) with less capacity and bigger cars (later on) with more capacity 19:42:27 <frosch123> hmm, creating source packages takes longer than compiling :p 19:43:38 <andythenorth> what nielsm said 19:43:46 <andythenorth> 8/8 wagon is ideally 40 19:44:25 <Speeder_> what is 8/8? 19:44:42 <andythenorth> length of vehicle 19:44:52 <andythenorth> 8/8 = 32px 19:46:36 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8195: Fix: Silence some warnings when building with clang-cl on VS 2019 https://git.io/JfMI6 19:47:36 <FLHerne> Speeder_: Vehicle lengths are in 16ths of a tile, where the default vehicles are half a tile long 19:48:54 <Speeder_> so 8/8 is half a tile? 19:49:03 <Speeder_> thus you can fit theoretically, 80 cargo per tile? 19:49:13 <andythenorth> yes 19:49:22 <andythenorth> it's roughly what default game does 19:49:27 <Speeder_> I see 19:49:32 <Speeder_> any idea what is the most popular train size? 19:49:54 <Speeder_> I wanna figure out how many cargo you can haul, total, with the default 500 train limit, using typical sized trains. 19:50:18 <andythenorth> pure guessing, but I'd think TL5 or TL6 19:50:35 <andythenorth> spectate on the reddit servers if you want a better sample 19:50:38 <frosch123> ok, "bundle_source" is completely broken. it bundles the "build" directory 19:50:47 <frosch123> s/bundle_source/package_source/ 19:51:16 *** virtualrandomnumber has joined #openttd 19:52:08 <_dp_> TL7 ofc, that's the default 19:54:05 <glx> ok an installer is generated for windows nightly, probably not a good idea 19:54:26 <FLHerne> Speeder_: If you're trying to balance stuff, I'd say that FIRS has maybe 30% more production than would be ideal for a 'realistic' game 19:54:53 <FLHerne> And the default industry production can grow to ludicrous levels 19:55:33 <Speeder_> FLHerne, thing is... how much would be ideal for a 'realistic' game? 19:55:56 <FLHerne> Well, it depends :p 19:56:14 <FLHerne> The nice thing about FIRS' supply thing is that you can decide how much you want 19:56:24 <FLHerne> But I find the base production a bit high 19:56:51 <FLHerne> I think ~100t/month total for a primary industry would be ideal for what I want to do 19:57:08 <FLHerne> Of course, everyone plays in different ways, so ymmv 20:02:09 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMLt 20:24:06 *** arikover has quit IRC 20:24:06 *** sla_ro|master has quit IRC 20:24:06 *** glx has quit IRC 20:24:06 *** EER has quit IRC 20:24:06 *** Progman has quit IRC 20:24:06 *** m1cr0man has quit IRC 20:24:06 *** Hobbyboy has quit IRC 20:24:06 *** johanna[m] has quit IRC 20:24:06 *** gnu_jj has quit IRC 20:24:06 *** Alkel__U3 has quit IRC 20:24:21 *** arikover has joined #openttd 20:24:21 *** sla_ro|master has joined #openttd 20:24:21 *** glx has joined #openttd 20:24:21 *** EER has joined #openttd 20:24:21 *** Progman has joined #openttd 20:24:21 *** 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20:25:36 *** patrick[m]1 has joined #openttd 20:25:36 *** SpComb has joined #openttd 20:25:36 *** berndj has joined #openttd 20:25:36 *** funnel has joined #openttd 20:25:36 *** Eddi|zuHause has joined #openttd 20:25:36 *** rudolfs[m] has joined #openttd 20:25:36 *** menelaos[m] has joined #openttd 20:25:36 *** jeeg[m] has joined #openttd 20:25:36 *** DorpsGek_III has joined #openttd 20:25:36 *** dacia.oftc.net sets mode: +vov michi_cc orudge orudge 20:31:06 *** ChanServ sets mode: +v planetmaker 20:33:36 <andythenorth> supermop_Home_ https://www.flickr.com/photos/scottishlineside/30986299766/ 20:34:50 <glx> frosch123: I think I'll add more stuff to your PR if you don't mind 20:36:04 <frosch123> i am currently making "package_source" work, FYI 20:41:26 <andythenorth> this house grf is really nice https://dev.openttdcoop.org/attachments/download/9694/Teddybottom%20Transport,%2025-01-1973.png 20:41:44 <andythenorth> 'Improved Town Layouts' 20:42:13 <andythenorth> https://dev.openttdcoop.org/attachments/download/9695/Teddybottom%20Transport,%2025-01-1973%231.png 20:44:23 <supermop_Home_> hello 20:45:07 <supermop_Home_> the executive livery freight is nice 20:45:35 <andythenorth> the mountain 20:45:36 <andythenorth> the sky 20:48:28 <supermop_Home_> https://www.flickr.com/photos/scottishlineside/31022083545/in/photostream/ 20:48:35 <supermop_Home_> now this is a train 20:49:00 <andythenorth> that's wtf 20:49:23 <supermop_Home_> not familiar with the livery on the 2nd locomotive 20:49:49 <glx> hmm should we include a default CMakeSettings.json ? 20:50:11 <andythenorth> supermop_Home_ 'dutch' - nominally dedicated to civil engineering trains 20:50:19 <andythenorth> supposedly on reduced maintenance 20:50:41 <andythenorth> looks quite cool on most engines, not all 20:51:01 <andythenorth> train collecting obsession continues, this just arrived: https://hattonsimages.blob.core.windows.net/products/32-790ADS_3464775_Qty1_cat.jpg 20:51:34 <supermop_Home_> i'd like to get something N scale large logo 20:51:43 <supermop_Home_> never got super into 37s 20:51:54 <supermop_Home_> but i do find them very british looking 20:52:18 <andythenorth> also this, so crisp https://anticsonline.uk/Handlers/le.ashx?k=b7a36bdb-c7ad-4736-b1d0-19ceafe6769b 20:52:27 <supermop_Home_> to my mind i always think of large logo on 47s 20:52:39 <andythenorth> I am trying to limit purchases 20:52:43 <andythenorth> due to space in my house :P 20:53:00 <supermop_Home_> i had that problem with sneakers a couple months ago 20:53:11 <supermop_Home_> danger of wife getting a job at nike 20:53:55 <andythenorth> oof, I have a pre-montreal waffle obsession 20:53:58 <andythenorth> so many colourways 20:54:54 <supermop_Home_> the incongruity of the 'old fashioned' nose of a 37 etc with the supergraphic boldness of Large Logo is a nice wabi-sabi 20:55:18 <andythenorth> the black roof is best 20:55:25 <andythenorth> and the split box front 20:55:40 <supermop_Home_> well now that everyone is getting into 90s air maxes suddenly its like a new colorway ever fortnight that feels needed 20:56:39 <supermop_Home_> i could go for some large logo Cortezs 20:56:44 <andythenorth> I have stopped buying trainers as I have stopped wearing shoes :P 20:56:58 <supermop_Home_> i was a bit slow on that andy 20:57:12 <supermop_Home_> the first month of lockdown i still bought a couple 20:57:41 <supermop_Home_> then had to come to terms with the fact that i am not wearing any 20:58:09 <supermop_Home_> and not wearing any out as i no longer spend the weekends walking 8-12 miles around the island 20:58:25 <andythenorth> I am not making scenic model railways (it's an oval on bare wood) 20:58:31 <andythenorth> but if I did, I'd make this https://www.flickr.com/photos/scottishlineside/30720229950/in/photostream/ 20:58:46 <supermop_Home_> maybe railfreight Air Max 90s 20:59:13 <supermop_Home_> i don't have room for an oval 20:59:37 <supermop_Home_> i just have two tracks and some switches, about 4 feet long at my parents 20:59:45 <andythenorth> railfreight trainers 20:59:49 <andythenorth> the crossover needs to happen 20:59:58 <andythenorth> meanwhile, these clouds https://www.flickr.com/photos/scottishlineside/25385962939/in/photostream/ 21:00:12 <supermop_Home_> with a 225, 158, and 08 on them 21:00:41 <supermop_Home_> here i could manage maybe a platform or fiddle yard on one vitsoe shelf at most 21:00:49 <supermop_Home_> 91 cm 21:02:02 <supermop_Home_> maybe a pair of GNER AM97s 21:06:42 <FLHerne> andythenorth: It's nice compared to the base game, but all a bit bland 21:06:53 <FLHerne> Pikka's TaI is much nicer :-) 21:07:12 <andythenorth> I like the monotony of the suburbs :) 21:07:40 <FLHerne> andythenorth: Also, TaI proves that you *can* control town growth rate/style in NewGRF :-) 21:07:42 <andythenorth> I do normally use TaI 21:07:55 <FLHerne> Even if it's in a rather roundabout way 21:08:02 <supermop_Home_> i do like improved town layouts 21:08:04 <andythenorth> well that's the question eh :P 21:08:18 <andythenorth> do I change FIRS to include a house set 21:08:23 <andythenorth> _probably_ not 21:08:31 <FLHerne> No, FIRS is way too big already 21:08:53 <FLHerne> TBH, I'd seriously suggest distributing FIRS as separate grfs 21:08:59 <FLHerne> per economy 21:09:01 <andythenorth> nah, that's just confusing 21:09:10 <andythenorth> I've considered it, but it wins nothing 21:09:13 <nielsm> no seriously do that 21:09:13 <FLHerne> My suspicion is that a *lot* of the player base don't know about parameters 21:09:33 <nielsm> you will make the compiled GRF simpler and the user interface simpler 21:09:41 <andythenorth> it would be trivial to compile 5 grfs 21:09:44 <andythenorth> or whatever 21:09:44 <nielsm> and possibly win performance by being able to simplify the callbacks 21:09:54 <FLHerne> Also, you could have 'FIRS Core' and then sector-specific addons like ECS, and I really like that model 21:10:05 <andythenorth> I'd just write the same grf 5 times, with a hard-coded economy parameter 21:10:30 <FLHerne> In theory, nmlc should be able to optimize that out 21:10:31 <andythenorth> there's no other benefit to splitting them, they're not recombinable 21:10:35 <FLHerne> (it can't yet) 21:10:57 <andythenorth> when originally developed 'not being confusing separate grfs' was a much requested FIRS attribute 21:11:13 <andythenorth> I'm potato / potato about it currently 21:11:37 <FLHerne> Hm, and I /still/ need to bake a cake before tomorrow :-/ 21:11:41 <andythenorth> more likely is splitting up Horse when I do a US version 21:11:48 <andythenorth> Horse is still so sloooooow to compile 21:11:50 * FLHerne should stop procrastinating, and find a whisk :p 21:12:37 <andythenorth> maybe I should redesign FIRS 21:12:42 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMLt 21:12:52 <andythenorth> the 'deliver cargos to towns' thing really doesn't work at all 21:13:19 <FLHerne> I don't think it really needs to, it's just a nice sink 21:13:19 <Timberwolf> A full rebuild of Road Vehicles and HD when I've changed something in the renderer and thus 0 sprites are cached again... 21:13:22 <andythenorth> and the only effect it could have is growing popn. 21:13:28 <andythenorth> and growing popn. is undesirable 21:13:30 <Timberwolf> That ends up being a "walk away, come back later" job. 21:13:38 <supermop_Home_> has anyone tried to make enamel pins of railfreight sector logos? 21:13:45 <andythenorth> supermop_Home_ probably exist 21:13:51 <andythenorth> Timberwolf how long does it take to compile? 21:14:11 <supermop_Home_> i need a boonie or bucket hat, maybe with a nice logo on it 21:14:12 <Timberwolf> On the desktop it's a few minutes, on my old laptop it gets closer to 20. 21:14:15 <FLHerne> Timberwolf: Hm, does your version of nmlc have the C lz77 module functioning? 21:14:24 <Timberwolf> Most of the time is rebuilding the sprite cache. 21:14:25 <FLHerne> The sprite encoder shouldn't be *that* slow 21:14:30 <andythenorth> is it also rendering + compositing the sprites from CGI? 21:14:43 <Timberwolf> Not sure, I have the all-in-one Windows download. 21:14:49 <Timberwolf> That's just the NML times. 21:14:52 <andythenorth> oof 21:15:01 <andythenorth> it's 32bpp extra zoom? 21:15:10 <Timberwolf> GoRender is pretty fast, although I added a bunch of higher-quality options to slow it down again. 21:15:20 <FLHerne> Hm, I committed a patch that would tell you, but it's not in a released version yet... 21:15:24 <Timberwolf> Yeah, the regular one isn't too bad (2x only), HD has the 4x sprites. 21:15:47 <andythenorth> I found that using multi-processing really does make a difference with PIL graphics processing 21:15:57 <andythenorth> generally, processing sprites is very parellelisable 21:16:01 <andythenorth> but nmlc can't do that 21:16:13 <Timberwolf> I don't think I'll do anything else at 4x, the difference using base game graphics is just too much at maximum zoom. 21:16:20 <supermop_Home_> incessant helicopter noise 21:16:26 <andythenorth> Trump! 21:17:45 <Timberwolf> Also when I first did 4x I hadn't figured out a lot of things about a voxel-based workflow, so I was losing a lot of detail at 2x there was no technical reason I couldn't have. 21:18:03 <glx> Timberwolf: what says "nmlc --version" ? 21:18:53 <Timberwolf> 0.5.2 \n Library versions encountered: \n PIL: 7.1.2 \n PLY: 3.11 21:20:17 <glx> ah right the native or not status is not shown in 0.5.2 21:20:31 <FLHerne> Yeah, we need to do 0.5.3 soonish :p 21:21:01 <glx> it should at least include #156 21:21:19 <glx> #155 can wait more testing/breaking by andy 21:22:03 <andythenorth> I'm all out of cases 21:22:08 <andythenorth> but we should ship what we have 21:22:28 <Timberwolf> I think a lot is the fault of the laptop, it desperately needs either an SSD or replacing. 21:22:35 <FLHerne> I feel like perhaps we should make a stable 0.5.x branch before merging the various feature/mass-code-shuffle patches 21:22:38 <andythenorth> we won't find some bugs unless we push releases 21:22:51 <FLHerne> btw I'm sorry I've not looked at 155/6 yet, busy :-/ 21:22:59 <andythenorth> does pypi have any convention of rc releases? 21:23:14 <glx> #156 is a fix, #155 is a feature 21:23:33 <FLHerne> andythenorth: Yes 21:24:12 <glx> no need to make a branch 21:24:30 <andythenorth> I'm probably the only newgrf author who's checking out PRs to test things 21:24:31 <glx> I think a branch is needed when compatibility is broken 21:24:45 <andythenorth> we need more exposure :) 21:25:38 <glx> anyway there's already a major change ready to ship, the 0.4 compatibility :) 21:25:52 <FLHerne> Eh, that's basically a fix :p 21:31:33 *** iSoSyS has joined #openttd 21:33:55 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 opened pull request #8197: Fix: CPack source package creation https://git.io/JfMq7 22:18:32 *** keoz has quit IRC 22:18:55 <glx> oh I just noticed "new" vcpkg triplets (added 4 months ago) x86-windows-static-md and x64-windows-static-md 22:19:24 <glx> I should try them and see if we can remove the /MD to /MT "hack" 22:20:05 *** nielsm has quit IRC 22:24:21 *** gelignite has quit IRC 22:25:13 *** iSoSyS has quit IRC 22:38:26 *** Samu has quit IRC 22:39:56 *** tyteen4a03 has joined #openttd 22:44:28 *** nielsm has joined #openttd 22:47:13 * andythenorth should go to sleep 22:47:18 <andythenorth> this game is fun though 22:47:25 <andythenorth> but wife wakes up about 5am or 6am 22:47:26 <andythenorth> so eh 22:52:31 *** andythenorth has quit IRC 23:03:17 *** frosch123 has quit IRC 23:24:06 *** adikt has joined #openttd 23:31:42 *** sla_ro|master has quit IRC 23:34:47 *** arikover has quit IRC 23:42:24 *** virtualrandomnumber has quit IRC