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Hirundo has joined #openttd 09:24:14 *** blathijs has quit IRC 09:24:47 *** blathijs has joined #openttd 09:28:55 *** elliot[m] has quit IRC 09:28:59 *** elliot[m] has joined #openttd 09:34:51 *** sla_ro|master has quit IRC 10:06:29 *** Guest1292 is now known as TinoDidriksen 10:07:31 <dihedral> greetings 10:12:14 *** cjmonagle[m] has quit IRC 10:12:16 *** cjmonagle[m] has joined #openttd 10:13:11 *** aperezdc has quit IRC 10:13:16 *** aperezdc has joined #openttd 10:14:17 *** andythenorth has quit IRC 10:23:58 *** osvaldo[m] has quit IRC 10:24:01 *** osvaldo[m] has joined #openttd 10:24:46 *** shedidthedog[m] has quit IRC 10:24:48 *** shedidthedog[m] has joined #openttd 10:30:48 *** sla_ro|master has joined #openttd 10:38:22 *** natmac[m] has quit IRC 10:38:29 *** natmac[m] has joined #openttd 10:38:51 <DorpsGek> [OpenTTD/grfcodec] matthijskooijman opened issue #12: Fails to build with gcc 11 (ambiguous reference) https://git.io/JqsPX 10:54:15 *** WormnestAndroid has quit IRC 10:54:32 *** WormnestAndroid has joined #openttd 11:04:55 <TrueBrain> so ... OVH has a dark day today. 11:05:02 <TrueBrain> Seems we are a bit lucky that the VPSes are hosted in other DCs 11:07:35 <DorpsGek> [OpenTTD/grfcodec] TrueBrain commented on pull request #10: Switch to CMake https://git.io/Jqs7l 11:09:05 <LordAro> mm, i saw that 11:09:09 <LordAro> not nice 11:09:39 <TrueBrain> no ... that looks devestating 11:14:02 <TrueBrain> right, so, 1.11 .. what was next .. 11:14:06 *** olmvnec[m] has quit IRC 11:14:10 *** olmvnec[m] has joined #openttd 11:15:05 <TrueBrain> owh, right, LordAro had to do a YOLO approve to close 4 of them :P j/k, but is there anything I can do to help show its correctness? 11:19:26 <TrueBrain> okay, the last comment in https://github.com/OpenTTD/OpenTTD/pull/8700 really is a nice way of formulating that. Anyway, LordAro , are you fine with the sign-list changing colour after the explanation? Or should we leave it out of the PR and at least accept the rest? 11:21:14 <TrueBrain> and should the language change be done for all languages, I wonder .. no clue if eints fixes that for us, or if all translators need to fix it :P 11:21:15 <LordAro> i suspect leaving the performance window as black-on-brown would be better 11:21:25 <LordAro> but other than that, yeah, fine 11:21:36 <TrueBrain> performance window? That is what is changed here, not? 11:22:42 <TrueBrain> I only see windows change to brown, so I am not sure what you meant there LordAro :D 11:23:10 <TrueBrain> owh, the two strings? 11:23:26 <LordAro> yeah, and what Zorg talks about 11:23:54 <TrueBrain> okay, that also resolves my language problem 11:23:57 <TrueBrain> so I kinda prefer that too :D 11:26:03 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8700: Change: Recolour graph windows to brown https://git.io/Jqspm 11:26:56 <TrueBrain> I think the default x25 max fast-forward is not fast enough :P 11:27:03 <TrueBrain> really curious what values people change this in 11:27:33 <TrueBrain> right, that brings us at https://github.com/OpenTTD/OpenTTD/pull/8688 .. what to do with that ... 11:28:08 <TrueBrain> to me it makes more sense to have less options that work more global 11:28:12 <TrueBrain> instead of all those fine-grained control 11:28:25 <TrueBrain> sure, it helps that niche group of people do their thing, but it is really unfriendly to 90% of the players 11:31:09 <TrueBrain> okay, that only leaves 2 tickets in 1.11 .. a crash when you start 1.10 after 1.11, and sorting issues .. 11:32:15 <LordAro> and the general GL weirdnesses 11:33:02 <peter1138> Be like a modern program, all windows have a white background... 11:33:40 *** gelignite has joined #openttd 11:33:40 <TrueBrain> LordAro: we tackled the general GL weirdness with allowing people to deselect it, I think 11:33:50 <TrueBrain> without someone who wants to debug the AMD issues, I am not sure we have any way forward there 11:34:19 <LordAro> true 11:34:19 <peter1138> I wish I knew where to start with my lag. Non-AMD... 11:34:37 <TrueBrain> in your case, you got the suggestion to install the NVIDIA performance tools, I believe 11:34:41 <peter1138> Removing the sync seems to help, but that doesn't seem like the right solution. 11:36:15 <peter1138> Hmm, is that NVIDIA PerfKit I wonder. 11:36:26 <peter1138> " New in 4.2.3 Support for the all-new NVIDIA GeForce GTX 960" 11:36:34 <peter1138> That might be out of date... :D 11:39:27 <peter1138> Seems you need to modify your code to link to it and call it. 11:42:09 <Wolf01> So one OVH datacenter literally became cloud (of smoke) today 11:42:39 <TrueBrain> it makes for one hell of a scary photographs 11:42:41 <Wolf01> SBG1 and SBG2 11:43:42 <TrueBrain> wow ... the gui zoom bug .. I can produce weird effects in master too 11:43:47 <TrueBrain> doesn't crash as such, but ... 11:47:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8711: 1.10.3 crashing at start when interface size is set to auto-detect from master (1.11), shared config in document folder https://git.io/Jt9Kw 11:49:41 <TrueBrain> sorry for hijacking your ticket Wolf01 :) 11:49:50 <TrueBrain> but pretty sure 1.10.3 is doomed for this scenario :D 11:49:54 <Wolf01> Np 11:50:08 <TrueBrain> now to think of a way to fix this issue ... I have no clue really :D 11:50:19 *** WormnestAndroid has quit IRC 11:50:32 *** WormnestAndroid has joined #openttd 11:51:10 *** grossing has quit IRC 11:51:13 *** grossing has joined #openttd 11:52:12 <Wolf01> If 1.10.3 doesn't crash with invalid values I see no point on having a turbo-release 1.10.4, the problem might be to handle it nicely on 1.11 11:52:35 <TrueBrain> owh, I can now also crash it on master 11:52:39 <TrueBrain> it just depends on what NewGRFs you have loaded 11:53:23 <TrueBrain> openttd: malloc.c:2379: sysmalloc: Assertion `(old_top == initial_top (av) && old_size == 0) || ((unsigned long) (old_size) >= MINSIZE && prev_inuse (old_top) && ((unsigned long) old_end & (pagesize - 1)) == 0)' failed. 11:53:24 <TrueBrain> pretty 11:54:03 *** WormnestAndroid has quit IRC 11:54:16 *** WormnestAndroid has joined #openttd 11:54:52 <LordAro> assert: one of these 11:54:57 <LordAro> good luck 11:55:38 <TrueBrain> it is memory corruption++ 11:55:39 <TrueBrain> basically 11:55:44 <TrueBrain> it is just writing in random parts of the game :D 11:57:43 *** jgx__ has quit IRC 11:58:05 *** jgx__ has joined #openttd 11:58:32 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8468: Fix #8316: Make sort industries by production and transported with a cargo filter possible https://git.io/JqGYY 11:58:49 <LordAro> forgot about that one 12:02:21 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8835: Fix #8711: having gui_zoom lower than zoom_min causes crashes https://git.io/JqGY4 12:02:25 <TrueBrain> knowing what the problem is makes for easy fixes :) 12:03:56 <LordAro> how did that cause memory corruption? 12:04:04 <LordAro> shouldn't it have failed earlier in about 5 different ways? 12:04:50 <TrueBrain> seemly, nobody really cares what the zoom level is :P 12:05:01 <TrueBrain> some parts use zoom_min to load sprites 12:05:07 <TrueBrain> other parts use gui_zoom to draw sprites 12:05:13 <TrueBrain> they only intersect in blitteres 12:05:22 <LordAro> hmm 12:05:44 <TrueBrain> very specifically: Encode functions in blitter only do this from zoom-min to zoom-max 12:05:49 <TrueBrain> and have no sprites encoded outside that range 12:06:15 <TrueBrain> viewports have a zoom-level, which is set to gui_zoom on init 12:06:22 *** KenjiE20 has quit IRC 12:06:26 <TrueBrain> and Drawing uses this 12:06:30 <TrueBrain> so yeah ... 1+1 = crash 12:06:49 *** KenjiE20 has joined #openttd 12:07:03 *** Gustavo6046 has quit IRC 12:07:07 *** spnda has joined #openttd 12:07:14 <TrueBrain> 2 disjunct variables which collide on the storage :D It is pretty funny 12:07:17 *** Gustavo6046 has joined #openttd 12:07:24 <TrueBrain> "Show signal GUI: None" 12:07:27 <TrueBrain> that feels really really weird 12:08:44 <TrueBrain> how do you cycle through signals? 12:08:53 <spnda> I just noticed that the function name from my pr #8813 is wrong, as we kinda changed what it does during review 12:09:23 <TrueBrain> spnda: PR it :) 12:09:33 <spnda> for just a rename? ok sure 12:10:16 <TrueBrain> I don't really mind, if it helps future-us 12:11:25 <spnda> It's called AddRefreshRatesAndSelect but the selection doesn't occur anymore 12:18:48 <DorpsGek> [OpenTTD/grfcodec] glx22 commented on issue #12: Fails to build with gcc 11 (ambiguous reference) https://git.io/JqsPX 12:21:30 <DorpsGek> [OpenTTD/OpenTTD] spnda opened pull request #8836: Fix #8813: Misleading function name for selecting refresh rate https://git.io/JqGOH 12:22:09 <spnda> TrueBrain: Just opened it, can close it if you want to. Not a big deal 12:23:06 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8836: Fix #8813: Misleading function name for selecting refresh rate https://git.io/JqG3U 12:25:34 *** philip[m] has quit IRC 12:25:38 *** philip[m] has joined #openttd 12:34:38 *** yoltid[m] has quit IRC 12:34:48 *** yoltid[m] has joined #openttd 12:35:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8688: Feature: Hide block signal GUI by default https://git.io/JqGWf 12:35:06 <TrueBrain> well, that reply got a bit lengthy 12:35:26 <TrueBrain> but he really listened too much to other people's opinion and forgot to KISS :D 12:35:47 <TrueBrain> with that, I also think that is not going to happen for 1.11 :) 12:36:28 <LordAro> aye, seems likely 12:37:04 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8835: Fix #8711: having gui_zoom lower than zoom_min causes crashes https://git.io/JqGWk 12:37:38 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8836: Fix #8813: Misleading function name for selecting refresh rate https://git.io/JqGOH 12:39:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8711: gui_zoom can have invalid values, not respecting zoom_min https://git.io/Jt9Kw 12:39:11 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8835: Fix #8711: having gui_zoom lower than zoom_min causes crashes https://git.io/JqGY4 12:39:13 <Timberwolf> I remember when I used to listen to other people's opinions. 12:39:24 <peter1138> ;D 12:39:50 <TrueBrain> LordAro: owh, I merge first, but I now notice: why is a static cast needed to go from _gui_zoom_cfg to _gui_zoom, but not the other way around 12:40:02 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8830: Add: make modal windows update more smooth and fix "closing the app" issues closely related to this. https://git.io/JqGWm 12:41:04 <TrueBrain> maybe it would have been better to clamp _gui_zoom_cfg first, and cast it to _gui_zoom after 12:41:12 <TrueBrain> meh; "it works", I gues 12:41:13 <TrueBrain> s 12:41:22 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8760: Game asserts/crashes when closed during newgrf scan https://git.io/JtA4c 12:41:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8833: Crash when closing game when manually triggered NewGRF scan in operation https://git.io/JqqH8 12:41:28 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #8828: Fixes for modal progress and NewGRF scan issues https://git.io/JqLnc 12:41:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8830: Add: make modal windows update more smooth and fix "closing the app" issues closely related to this. https://git.io/Jqt93 12:41:48 <LordAro> TrueBrain: mm 12:42:13 <LordAro> did you intend to close #8828 entirely? i thought there was one remaining problem that yours didn't solve? 12:42:17 <LordAro> or did you roll it all in? 12:42:25 <TrueBrain> that was the EXTRA EXTRA EXTRA 12:42:29 <TrueBrain> they should all be fixed :) 12:42:49 <LordAro> "This invalidates the first three commits in #8828, but not the fourth" 12:43:04 <LordAro> ah, i see 12:43:09 <TrueBrain> yeah, sorry, bit poorly worded 12:43:14 <TrueBrain> you need to know the fourth is 8760 12:43:34 <TrueBrain> I just solved it by using _exit_game, instead of adding another global 12:44:01 <TrueBrain> I like that ThreadAnalyzer complains that _exit_game is not thread-safe 12:44:08 <TrueBrain> it is a boolean, only read by one 12:44:11 <TrueBrain> only written by another 12:44:21 <Timberwolf> It's sometimes hard with forums to distinguish between "this is someone who's just opened the thread and found something to suggest" vs. "this is an idea from someone who's played more games with your set than you have" 12:44:23 <TrueBrain> not sure where it thinks that can go wrong :P But strictly seen .. it is right 12:44:54 <TrueBrain> Timberwolf: what I notice in this case, that is is more like: the suggestion is solid, but the solution was rolled into something else 12:44:55 <Timberwolf> Well, with Trains sometimes the first is obvious when the suggestion is, "you should make $TRAIN which is already in the set" ;) 12:45:10 <Timberwolf> Yeah, that happens a lot. 12:45:19 <Timberwolf> I have this at work. 12:45:28 <TrueBrain> if you have a hammer, everything looks like a nail, concept 12:46:05 <Timberwolf> People suggest solutions, which actually indicate interesting problems but don't solve them (or generate new problems) 12:47:13 <Timberwolf> And yes, they roll in unrelated things which then make it hard to unpick, "which parts of this complicated idea actually help you and save you time?" 12:48:23 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8837: Codechange: rework codeflow introduced in 098d5b22 https://git.io/JqG0s 12:48:42 <TrueBrain> one thing OpenTTD has, is very complicated settings 12:48:44 <TrueBrain> I like simple things 12:48:52 <TrueBrain> where it is obvious and unambiguous what it does 12:49:06 <TrueBrain> but these massive settings with: this changes these 5 things that appear unrelated but have a common word 12:49:13 <TrueBrain> that always ticks me off a little bit :D 12:49:43 <TrueBrain> but I know very well I did that a lot too when I was young :D 12:52:30 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8837: Codechange: rework codeflow introduced in 098d5b22 https://git.io/JqGuY 12:52:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #8700: Change: Recolour graph windows to brown https://git.io/JtSt9 12:52:54 <TrueBrain> LordAro: well, exactly that :) 12:53:02 *** karoline[m] has quit IRC 12:53:09 *** karoline[m] has joined #openttd 12:53:43 <Timberwolf> Same. 12:54:09 <Timberwolf> I did amuse myself with how Road Vehicles 2 had about 17 parameters (which affect each other combinatorially) and Trains has... 4. 12:54:20 <TrueBrain> haha 12:55:40 <Timberwolf> The strange thing with that is the RV development thread had almost constant, "you should also add a parameter for doing x" whereas Trains is much more, "oh right, that's how the set is, fair enough" 12:57:56 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8837: Codechange: rework codeflow introduced in 098d5b22 https://git.io/JqG0s 12:59:20 <Timberwolf> I think the early start stuff was my favourite suggestion that I wouldn't have done myself. 13:00:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8693: Feature: allow changing the game-speed other than 1x and warp-speed https://git.io/JqGzJ 13:00:07 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #8693: Feature: allow changing the game-speed other than 1x and warp-speed https://git.io/JtDPS 13:01:11 <TrueBrain> I always realise there is a reason UX designers are paid a lot of money 13:01:25 <TrueBrain> they constantly have to balance feature-requests / suggestions vs what is actually going to be helpful 13:01:54 <TrueBrain> (in terms of UX, that is) 13:02:25 <TrueBrain> also, unrelated: job hunting SUCKS 13:04:26 <Timberwolf> Yeah, UX is a whole load of things like, "how do people actually interact with this, rather than how do they say they interact with this?" 13:04:31 <TrueBrain> looking at grfcodec always makes me giggle .. someone was really paying by the letter, it seems .. total lack of spaces :D 13:05:04 <TrueBrain> so that leaves https://github.com/OpenTTD/OpenTTD/issues/8647 for 1.11 ... 13:05:10 <TrueBrain> is there any chance I can do that ....... 13:07:30 <TrueBrain> that moment you open Performance Detail window 13:07:32 <TrueBrain> realise you made that 13:07:34 <TrueBrain> and it looks like SHIT 13:07:53 <TrueBrain> why did nobody made that pretty over the years? :P 13:08:13 <TrueBrain> progressbar is off by 1 pixel 13:08:17 <TrueBrain> no border around it 13:08:22 <TrueBrain> visual spacing is weird 13:08:27 <TrueBrain> : after labels, like: huh? 13:08:33 <TrueBrain> little spacing around "/" 13:08:37 <TrueBrain> do I need to continue? :D 13:08:52 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8700: Change: Recolour graph windows to brown https://git.io/JqGrt 13:09:41 <LordAro> TrueBrain: you should fix it :p 13:09:57 <TrueBrain> UI redesign, scheduled for 1.12 :) 13:12:34 <TrueBrain> but it seems most of today will be wasted on reading more job descriptions and figuring out what kind of company it is 13:14:21 <TrueBrain> still funny to play this game with 32bpp, fully zoomed in .. everything jumps around :D 13:17:09 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8647: Road and Tramway Catenary Drawn Incorrectly / Unsorted https://git.io/JtALK 13:18:15 <TrueBrain> why couldn't they just all do the same .... :P 13:25:39 <DorpsGek> [OpenTTD/OpenSFX] orudge opened pull request #30: Fix: Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqG6y 13:25:55 <orudge> TrueBrain: Could you look at that PR - I assume it's necessary to fix the publishing failure? 13:26:19 <TrueBrain> it is; can you do the same for OpenGFX? 13:26:43 <TrueBrain> it will fail sooner or later too 13:26:57 <DorpsGek> [OpenTTD/OpenSFX] TrueBrain approved pull request #30: Fix: Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqGPs 13:27:19 <orudge> Will do 13:27:27 <TrueBrain> cheers 13:27:31 <DorpsGek> [OpenTTD/OpenSFX] orudge merged pull request #30: Fix: Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqG6y 13:31:05 <DorpsGek> [OpenTTD/OpenGFX] orudge opened pull request #59: Fix: [Actions] Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqGDb 13:31:23 <DorpsGek> [OpenTTD/OpenGFX] TrueBrain approved pull request #59: Fix: [Actions] Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqGye 13:31:45 <TrueBrain> I like how you have 2 different commit messages :D 13:32:53 <TrueBrain> okay, I can "fix" the catenaries issue, but .. I cannot fix it :D 13:35:07 <TrueBrain> what is mildly annoying, that the sprite called "back" is in the front 13:36:42 *** Samu has joined #openttd 13:38:05 <TrueBrain> why is there no spec for the height of catenaries? Or is that a question better not asked? 13:38:06 <spnda> For 8647, isn't that catenary thing one big sprite? So drawing it beneath the vehicle would lead to the powerlines being underneath aswell, no? 13:38:15 <TrueBrain> no, there are 2 sprites 13:38:17 <TrueBrain> front and back 13:40:15 <DorpsGek> [OpenTTD/OpenGFX] orudge merged pull request #59: Fix: [Actions] Specify AWS_DEFAULT_REGION in publish workflow https://git.io/JqGDb 13:40:58 <orudge> [13:31:45] <TrueBrain> I like how you have 2 different commit messages :D <-- I forgot the [Actions] on the first one :p 13:43:04 <spnda> TrueBrain: https://github.com/OpenTTD/OpenGFX/blob/master/sprites/png/infrastructure/infra06.png, look at sprite 1409. The poles and the powerlines are the same sprite, how would you draw them above and below the vehicle? 13:43:57 <TrueBrain> spnda: currently what I see ingame, is 1 sprite for the poles and 2 for the wires 13:44:00 <TrueBrain> in 2 sets I have been looking at 13:44:14 <spnda> but not with OpenGFX it seems 13:44:34 <TrueBrain> one of them is OpenGFX 13:45:08 <TrueBrain> 1400 for example is only wires 13:45:15 <TrueBrain> as is 1381 13:45:25 <spnda> hmm ok 13:45:41 <TrueBrain> I really know nothing about any of this stuff btw 13:45:47 <TrueBrain> just looking at what I can see ingame 13:47:00 <Wolf01> <spnda> TrueBrain: https://github.com/OpenTTD/OpenGFX/blob/master/sprites/png/infrastructure/infra06.png, look at sprite 1409. The poles and the powerlines are the same sprite, how would you draw them above and below the vehicle? <- why was it drawn that way in the first place? It would make more sense if the wires were on the front part 13:47:04 <Timberwolf> I have a feeling this will be one of those things that is fine for the base sets and fine for newgrfs which inherit the base set layouts, but will break something where someone made an assumption on how things work based on what happens in game. 13:47:23 <TrueBrain> Timberwolf: owh, this is a shitshow one way or the other 13:47:30 <TrueBrain> I was comparing it with elrail 13:47:35 <TrueBrain> there it has specs about the bounding boxes 13:47:42 <TrueBrain> no clue why NRT doesnt .. but I am also afraid to ask 13:48:06 <TrueBrain> but I figure, if both sets I can find work, new ones will deduce their sprites from there, not? 13:48:11 <Wolf01> Feel free to ask, 3 people might just ragequit :P 13:49:05 <Timberwolf> Timberwolf's Roads will be resolutely unhelpful here as it doesn't have backsprites, due to this issue :) 13:49:12 <LordAro> the general answer to "why does NRT do/not do <thing>?" is generally "it had been rewritten at least 3 times and no one really knew about the overall picture anymore, but people were still keen to get it out the door" 13:49:33 <Wolf01> Best explanation 13:56:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8838: Fix: change the bounding boxes of tram catenaries to fit with current sets https://git.io/JqGNq 13:56:14 <TrueBrain> this is all kinds of wrong, just .. less "wrong" 13:56:32 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8468: Fix #8316: Make sort industries by production and transported with a cargo filter possible https://git.io/JqGNO 13:57:12 <TrueBrain> correct solution is properly to add specs .. which is a bit out of my skillset 13:58:36 <TrueBrain> owh, wow, zbase is really broken already 14:02:41 <TrueBrain> okay, finally found a sprite as indicated by spnda , which breaks now ofc :D 14:02:42 <TrueBrain> haha 14:04:23 <TrueBrain> https://user-images.githubusercontent.com/1663690/110640644-562e4700-81b1-11eb-9dbd-4194338f9806.png 14:04:27 <TrueBrain> impossible to solve that one :) 14:05:13 <TrueBrain> okay, no way we are going to be able to fix this properly for 1.11 LordAro :D 14:06:46 <TrueBrain> we could just as well close that issue with: impossible to fix because of the way NRT grew 14:07:03 <Wolf01> The only solution is to switch to full 3D and rendered flat, like I was trying to do on my game 14:08:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8838: Fix: change the bounding boxes of tram catenaries to fit with current sets https://git.io/JqGhL 14:08:28 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #8838: Fix: change the bounding boxes of tram catenaries to fit with current sets https://git.io/JqGNq 14:08:38 <TrueBrain> Wolf01: that is a completely different game 14:08:42 <Samu> what do you mean here? https://github.com/OpenTTD/OpenTTD/pull/8468#discussion_r590690627 14:08:46 *** cawal[m] has quit IRC 14:08:54 *** cawal[m] has joined #openttd 14:09:00 <TrueBrain> the only solution in an isometric game, is not to do things that go over and under an object in a single sprite 14:09:05 <TrueBrain> these should never have been single sprites :) 14:09:15 <Wolf01> Exactly 14:09:20 <LordAro> Samu: `const CargoInfo &a` etc 14:10:16 <Wolf01> The problem with my game was that every single object needed to have an internal sprite sorter which needed to sync with a global one... and I fucked up 14:10:38 <Samu> oh, just that? what difference does it make? 14:11:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8647: Road and Tramway Catenary Drawn Incorrectly / Unsorted https://git.io/JtALK 14:12:17 <TrueBrain> https://github.com/OpenTTD/OpenTTD/milestone/3 <- 2 left; 1 of them is waiting for the author, the second just needs to be merged 14:12:26 <TrueBrain> any issues / pull request I am missing for 1.11? 14:12:42 <LordAro> TrueBrain: #8468 would be nice 14:12:48 <Wolf01> BTW, isn't a problem of NRT, it always was like that 14:12:49 <LordAro> though it's been broken for a while now 14:13:04 <TrueBrain> Wolf01: "always"? Trams only exist since NRT, not? 14:13:28 <LordAro> no? 14:13:34 <LordAro> trams have been in the game for years 14:13:35 <TrueBrain> trams existed before? 14:13:37 <TrueBrain> owh .. 14:13:39 <TrueBrain> totally missed that 14:13:53 <supermop_Home> since at least 2009ish 14:13:54 <Wolf01> Tram as separate entity for road yes, but before they worked the same 14:13:58 <LordAro> part of the problem of NRT was that roads & trams already existed as separately as they did 14:14:22 <TrueBrain> changed NRT into "trams" 14:14:23 <TrueBrain> fine by me 14:14:27 <Wolf01> :P 14:14:28 <TrueBrain> who ever wrote trams, fucked up in OpenGFX :P 14:15:23 <supermop_Home> TrueBrain currently the front part of the catenary works fine, its the rear sprite that is sorted wrong 14:15:41 <TrueBrain> supermop_Home: there are no "front" and "rear" sprites 14:15:42 <TrueBrain> that is the problem 14:15:50 <TrueBrain> depending on the sprites, it can be both 14:16:09 <TrueBrain> https://github.com/OpenTTD/OpenGFX/blob/master/sprites/png/infrastructure/infra06.png 1409 and others 14:16:22 <TrueBrain> well, 1409 is a bad example 14:16:24 <TrueBrain> 1421 14:16:28 <TrueBrain> 1413 14:16:30 <TrueBrain> 1415 14:16:34 <TrueBrain> these are ... a problem 14:16:45 <TrueBrain> so if you fix one, you break the other, etc 14:16:57 <supermop_Home> https://newgrf-specs.tt-wiki.net/wiki/NML:Tramtypes#catenary_front 14:16:57 <TrueBrain> unless OpenTTD has a magic fix for this, that is not something that is fixable in my book 14:17:03 <TrueBrain> but I love it if frosch123 proofs me wrong 14:17:16 <Wolf01> Yeah, we should 1. fix the grfs 2.handle them in the right way in the code 14:17:32 <TrueBrain> supermop_Home: seems while drawing someone took some freedoms :) 14:18:02 <supermop_Home> you have to be a bit careful how you draw them (i took special care as to what pixels i put in which sprites when i drew unspooled) 14:18:15 <Wolf01> 1420 and 1422 are even drawn both in the same tile iirc, to fix the sort order 14:18:17 <TrueBrain> yeah, and OpenGFX didn't do that, from what I can tell 14:18:50 <TrueBrain> but I know way too little about this to say if this is fixable in OpenTTD 14:18:53 <supermop_Home> but the game at least allows for front and back sprites, but draws them both always in front 14:19:01 <TrueBrain> all I can say, from an isometric perspective, there is no solution here 14:19:10 <TrueBrain> supermop_Home: that is very true 14:19:13 <supermop_Home> opengfx sprites are not drawn particularly carefully 14:19:15 <TrueBrain> they are both drawn equally :P 14:19:24 <TrueBrain> but I tested the other sets we have .. none do this correct 14:19:56 <TrueBrain> there isn't even agreement if wires should be in front or back sprites 14:20:00 <LordAro> i'd suggest that you need a frosch 14:20:02 <Samu> how do I use push_back 14:20:07 <TrueBrain> LordAro: absolutely :) 14:20:13 <Samu> the suggestion doesn't work, it doesn't compile 14:21:14 <TrueBrain> supermop_Home: honestly, I think the best solution is to extend the specs to allow bounding boxes for catenaries 14:21:21 <TrueBrain> that means you can do what you want in your own set, and can make it look pretty 14:21:22 <supermop_Home> if the bottom half of the rear pole is is on the rear sprite, and the top half is on the front, it will work, if the game drew the sprites in the right area 14:21:28 <supermop_Home> TrueBrain i would love that 14:21:35 <Samu> cargos.emplace_back(CargoInfo{ i->produced_cargo[j], i->last_month_production[j], cargo_suffix[j].text, ToPercent8(i->last_month_pct_transported[j]) }); 14:21:37 <Samu> this works 14:21:39 <TrueBrain> I think that all other solutions will just result in edge cases in other places 14:21:42 <Samu> kinda ugly 14:22:11 <supermop_Home> but i assumed in the issue i opened that enforcing the expected sorting between front and rear would be easier 14:22:20 <TrueBrain> supermop_Home: so we will have to wait for frosch123 to either agree or disagree with me, and take it from there :) 14:22:45 <supermop_Home> if the opengfx sprites are so messed up as to not work even with that fix i volunteer to redraw them 14:22:53 <TrueBrain> supermop_Home: sadly, not in the way others already draw catenaries for trams 14:23:02 <TrueBrain> zbase is also broken 14:23:05 <TrueBrain> like .. really broken 14:23:12 <TrueBrain> haven't tried abase 14:23:20 <LordAro> Samu: please be specific, what "doesn't work" 14:23:21 <LordAro> ? 14:23:27 <TrueBrain> CZRT is a lot better, but also breaks; mostly because the height is wrong 14:23:35 <supermop_Home> i can probably chop zbase up in photoshop to fix if license allows 14:23:40 *** gelignite has quit IRC 14:23:57 <LordAro> supermop_Home: bBase when 14:23:57 <Samu> cargos.emplace_back(i->produced_cargo[j], i->last_month_production[j], cargo_suffix[j].text, ToPercent8(i->last_month_pct_transported[j])); 14:24:01 <TrueBrain> so let's wait what frosch123 says; he is our guru on this :) 14:24:15 <Samu> this doesn't compile, i don't quite get the error 14:24:15 <LordAro> Samu: ok, i should have been more specific, *how* doesn't it work 14:24:16 *** dvim has quit IRC 14:24:26 <LordAro> paste the error somewhere appropriate 14:24:35 *** dvim has joined #openttd 14:24:44 <TrueBrain> supermop_Home: mostly, I thought it was a simple problem with just some mismatch between specs and implementation .. but it is more a problem of identity .. what is a front and back sprite :P 14:25:36 <supermop_Home> TrueBrain i get that, but idk if its best to not fix at all bc some grf authors didn't bother to make separate sprites? 14:25:45 <TrueBrain> supermop_Home: https://user-images.githubusercontent.com/1663690/110639533-1dda3900-81b0-11eb-901b-2f75bb4da0ba.png <- this was one of the more clear example to me there is something really wrong :P 14:25:46 <Samu> https://pastebin.com/raw/mHZVEGrq 14:25:48 <DorpsGek> [OpenTTD/grfcodec] glx22 updated pull request #10: Switch to CMake https://git.io/JLLJ2 14:26:02 <supermop_Home> TrueBrain https://imgur.com/a/n4YqZCy 14:26:15 <TrueBrain> supermop_Home: I am not saying we aren't going to fix it or anything. All I say is that I cannot fix it currently without breaking other stuff, so we need to consult our bossman :D 14:26:36 <LordAro> Samu: well, you're right, that is a horrible error message :) 14:26:37 <supermop_Home> here is what i did for front (notice the top halves of rear polesare still on the front - 14:27:40 <TrueBrain> I think those sprites currently will also fail in sorting with trams that have a relative high height 14:28:14 *** glx has joined #openttd 14:28:14 *** ChanServ sets mode: +v glx 14:30:01 <LordAro> Samu: ah, ok, you can't use emplace_back like that with a struct without a constructor 14:30:08 <LordAro> https://stackoverflow.com/a/13813268/995325 14:30:18 <LordAro> Samu: so you can just replace emplace_back with push_back 14:31:33 <Samu> i tried push_back 14:32:30 *** iSoSyS has joined #openttd 14:32:44 <_dp_> any chance for zstd in 1.11? ;) 14:34:21 <Timberwolf> TrueBrain: I'd vote https://github.com/OpenTTD/OpenTTD/pull/8604 would be nice if we can stand having yet another option, it's a bit of a niche but it helps avoid the "I hate this server, admin is using 2x sets, literally unplayable" problem. 14:35:59 <TrueBrain> Timberwolf: for PRs with that many comments I always hope that the people involved at a certain point either close or approve it :D 14:36:34 <Timberwolf> Heh. 14:37:05 <TrueBrain> codewise, maybe not do this: "sprite_type != ST_MAPGEN ? zoom < lengthof(zoom_lvl_map) && zoom_lvl_map[zoom] >= _settings_client.gui.sprite_zoom_min : zoom == 0" 14:37:07 *** nielsm has joined #openttd 14:37:15 <TrueBrain> mayyyybbbbeeeeeee ... there should be a bit more variables involved :) 14:37:51 <Timberwolf> Nah, code golf is the way, implement all of OpenTTD in a single gigantic stack of ternary operators. 14:37:57 <TrueBrain> :D 14:38:06 <TrueBrain> I really had to backtrack from the : to the ? 14:38:08 <TrueBrain> took me a bit of time :P 14:38:48 <Timberwolf> Yeah, seems fair, it's one of those things that is only readable for a short time after being written. 14:39:23 <LordAro> it's like a onetime pad 14:39:28 <TrueBrain> and after a lengthy debate with yourself :D 14:39:30 <LordAro> as soon as you look away, it's unreadable 14:39:47 <TrueBrain> "maximum GRF-provided zoom-level to use, forces scaling for further zoom levels" <- I btw completely fail to parse that :) 14:40:16 <TrueBrain> I now read it 5 times, and I still have no clue what it is trying to tell me :P 14:40:25 <TrueBrain> "GRF-provided" I already do not understand 14:40:37 <TrueBrain> but the "forces scaling .." .. *shrug* 14:40:45 <TrueBrain> this might fully be a me problem, to be clear :D 14:42:45 <Timberwolf> Usually with this if one person has the problem other people will have it. 14:43:16 <TrueBrain> I guess my problem comes from the: wtf does NewGRF have to do with this? :P 14:43:24 <TrueBrain> as I assume this also limits the zoom for basesets? 14:43:56 <Timberwolf> That's a good point, it applies to basesets too - NewGRF is just a possible vector for sprites with extra zoom levels to be provided. 14:44:07 <TrueBrain> and if I replace "forces" with "prevents" 14:44:11 <TrueBrain> I think I understand :) 14:44:50 <_dp_> hm, I always assumed 8604 is a per-grf setting 14:44:52 <Timberwolf> I should clean it up anyway, it ought to be clear what this is actually doing in code terms (not just one person's view of the concept) 14:44:54 <_dp_> or at least server side 14:45:32 <_dp_> makes no sense whatsoever as a client settnig to me as it's specific to a particular set of newgrfs 14:46:33 <TrueBrain> I would enable this; I fucking hate the 4x zoom-in graphics of most sets, while I love to zoom in real close from time to time 14:46:38 <TrueBrain> annoys the freak out of me :P 14:46:39 <Timberwolf> I think about it in terms of, "person A wants to run a server with a mixture of 4x, 2x and 1x sets. Person B wants to play with them but they strongly dislike the effect of mismatched resolutions." 14:46:56 <TrueBrain> I am person B :D 14:47:27 * _dp_ wants to run a server without mismatched resolution :p 14:47:39 <TrueBrain> https://user-images.githubusercontent.com/1663690/110647208-ebccd500-81b7-11eb-8208-57425d0a2617.png <- I cannot deal with this 14:47:56 <TrueBrain> especially the tram itself 14:48:11 <TrueBrain> or the bridge 14:48:20 <Timberwolf> Foster-style vs. render-style is where I get off the bus. :) 14:48:51 <TrueBrain> and yes, I strongly regret we added both 4x zoom and 32bpp to OpenTTD 14:48:59 <TrueBrain> (32bpp sprites; not 32bpp blitter) 14:49:57 <TrueBrain> anyway, Timberwolf , I think the PR looks good, minus the two things I mentioned. maybe also fix the commit message in the idea of the suggestion from nielsm :) 14:50:16 <TrueBrain> "Highest resolution sprites to use" indeed is more descriptive of your change :D 14:50:19 <Timberwolf> It's a shame Gold Rush never got completed, that would have been a big justification for 4x. 14:51:07 <glx> <TrueBrain> or the bridge <-- trees and grass don't work well either 14:51:21 <TrueBrain> no, but the bridge! LOOK AT THAT BRIDGE! 14:51:24 <TrueBrain> that is weird as fuck :P 14:51:25 <_dp_> as a client setting you'll have to change sprite zoom every time you join a server or load a save 14:52:02 <TrueBrain> its a gui setting 14:52:02 <Timberwolf> A total replacement is a big project for just one person, especially at that level of detail. 14:52:20 <TrueBrain> shouldn't those be local? 14:52:53 <TrueBrain> they are neither stored in a savegame nor syncd over the network 14:53:43 <glx> it's all visual (with no effect in gameloop I hope) so yeah should be a client setting 14:54:11 <TrueBrain> yeah, so I fail to see why you would need to change it when you load a save or join a server? 14:54:49 <TrueBrain> I am reading how elrails do catenaries .. so you get things like: PPP and PCP 14:54:54 <TrueBrain> like . euuhh .. sure? 14:54:56 <_dp_> because newgrf set changes and previous value does not apply to it? 14:55:29 <_dp_> changing zoom level is almost the same thing as changing newgrf 14:55:57 <TrueBrain> "Which of the PPPs are inside the tile" <- I keep reading peepee 14:56:00 <TrueBrain> I still have no clue what it is 14:56:09 <Samu> found a division by 0 crash 14:56:14 <Samu> :( 14:56:27 <TrueBrain> _dp_: sorry, I do not follow. I would set this setting on 1x for me, and never touch it again 14:56:32 <TrueBrain> I am not interested in 2x and 4x 14:56:59 <TrueBrain> "A straight line is found if we have exactly two PPPs." 14:57:10 <TrueBrain> not understanding what PPPs are, makes this amuzing to read :D 14:58:50 <_dp_> TrueBrain, so if gold rush ever comes out you won't be able to see it in full glory? :p 14:59:04 <TrueBrain> I am counting how many fucks I give ... 14:59:06 <TrueBrain> still counting .... 14:59:11 <TrueBrain> stilllll coouuunnttttiinnngggg 14:59:12 <_dp_> though I guess it makes sense in a way that there is nothing to see on 2x and 4x currently 14:59:14 <TrueBrain> yeah, sorry, zero :D 14:59:21 <Samu> produced_cargo_filter starts with 0 for some reason, why 14:59:29 <TrueBrain> again, I really regret we added 4x and 32bpp sprites :) 14:59:42 <TrueBrain> but, personal opinion 15:01:08 <TrueBrain> supermop_Home: what is weird to me, but again, I know very little about this, why for elrail there also is no bounding box; but this seems to work fine? 15:01:23 <TrueBrain> (as in, if I read the code correctly, it is always a 1x1x6 bounding box) 15:01:34 <TrueBrain> well, I guess that is only for pylons 15:01:38 <TrueBrain> wires are drawn separate 15:01:40 <_dp_> still, I'd like to be able to limit zoom lvl on a server without forking all relevant newgrfs :p 15:02:35 <_dp_> though I guess I'll probably end up doing that anyway... 15:02:45 <TrueBrain> seems elrail is a bit more clever in pylons and wires 15:03:12 <Timberwolf> Elrail has that whole thing where it uses alternate pole layouts on straight runs. 15:03:38 <TrueBrain> it is always funny to me to read 2 nearly the same concepts implemented in 2 completely different ways :D 15:04:39 <supermop_Home> TrueBrain, elrail has bounding boxes for the poles and wires, but idk if you get any control over them 15:05:09 <TrueBrain> code-wise, pylons are always drawn as a 1x1x6 bounding box 15:05:21 <TrueBrain> you can control the offset in a fixed grid, by the looks 15:05:31 <TrueBrain> reading the code, not reading specs btw .. :D 15:05:43 <supermop_Home> my goal is to be able to define both a xyz location and bounding box size 15:05:57 <supermop_Home> but unsure how practical that is 15:06:05 <TrueBrain> I wonder why trams have a front/back sprite, and elrail has pylons+wire sprites 15:06:10 <TrueBrain> does either work better than the other? 15:06:52 <supermop_Home> pylon + wire seems more natural but i bet you can come with more odd usecases for front+ back 15:07:07 <TrueBrain> and more sorting issues :P 15:07:18 <supermop_Home> like abusing the catenary to be a suspended monorail or something 15:07:33 <supermop_Home> or in my case, a log flme 15:07:35 <supermop_Home> flume 15:07:38 <TrueBrain> you can abuse the wire for that too :D 15:08:38 <supermop_Home> if i can set the wire as being behind the vehicle, or a pylon as being long and low, could do it that was as well 15:09:39 <TrueBrain> too bad sprite sorting doesn't work as: put this sprite behind that sprite :D 15:10:58 <TrueBrain> seems trams mostly just assume vehicles are below the start of the pylon that is behind vehicles 15:11:02 <TrueBrain> in those cases, it all works perfectly 15:11:09 <TrueBrain> there is only a problem if a vehicle is higher 15:11:45 <TrueBrain> still weird as fuck, but I am not judging :D 15:12:08 *** _2TallTyler has joined #openttd 15:13:01 <DorpsGek> [OpenTTD/OpenTTD] Ufiby opened issue #8839: You can't convert the road type, because the road belongs to the city https://git.io/JqZ0j 15:13:32 <TrueBrain> is ^^ an issue or as intended? :D 15:14:34 <_2TallTyler> This must be governed by the local authority rating, because I've had no problems upgrading roads 15:14:51 <glx> main issue is https://newgrf-specs.tt-wiki.net/wiki/Action3/Tramtypes#Catenary_back_.2805.29 it's clear some are unsortable 15:15:37 <TrueBrain> glx: yes, that was my conclusion in the tickets too yes :) 15:15:42 <supermop_Home> unsortable how? 15:15:46 <TrueBrain> drawing 2 pylons in 1 sprite on different sides of the tram track 15:15:49 <TrueBrain> that is not sortable 15:15:56 <glx> but it's solved because there's matching front 15:16:13 <supermop_Home> TrueBrain ignore the 'front' pylon on the rear sprite 15:16:26 <supermop_Home> because it gets drawn over my the front sprite 15:16:27 <TrueBrain> glx: it is? 15:16:30 <TrueBrain> there is, sorry? 15:16:42 <glx> you draw back, then vehicule, then front 15:17:02 <TrueBrain> but not all front sprites draw the pylon 15:17:12 <supermop_Home> glx you are supposed to but game actually draws vehicle, back, then front 15:17:13 <TrueBrain> https://user-images.githubusercontent.com/1663690/110640644-562e4700-81b1-11eb-9dbd-4194338f9806.png 15:17:15 <TrueBrain> this was such situation 15:17:51 <supermop_Home> TrueBrain that's an error by whoever drew that sprite 15:18:04 <TrueBrain> there is no front sprite matching that situation 15:18:20 <glx> yes front is wrong 15:18:42 <glx> it should include pylons 15:18:45 <TrueBrain> I do not think there are enough sprites to cover all those situations 15:18:59 <supermop_Home> TrueBrain here my equivalent sprite is 3rd on 2nd row: https://imgur.com/a/n4YqZCy 15:19:20 <LordAro> TrueBrain: _2TallTyler: dup of #8162 15:19:42 <TrueBrain> I know you love to close issues as dups, so I leave that you to :P 15:20:21 <TrueBrain> glx: but that makes the story even more confusing .. why does it draw pylons on the other side in back images to start with? :P 15:20:22 <glx> basically default tram sprites are wrong 15:20:33 <TrueBrain> I think we all fully agree there :D 15:21:15 <TrueBrain> I btw also think in the code "front" and "back" is flipped :P 15:21:16 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8839: You can't convert the road type, because the road belongs to the city https://git.io/JqZ0j 15:21:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8839: You can't convert the road type, because the road belongs to the city https://git.io/JqZ0j 15:21:20 <glx> but if a tram track grf provides correct ones the issue should disappear (unless there's another one) 15:21:29 <TrueBrain> the sorting is broken 15:21:34 <TrueBrain> https://github.com/OpenTTD/OpenTTD/pull/8838/files 15:21:37 <TrueBrain> "fixes" it 15:21:45 <TrueBrain> back and front are identical in sorting priority 15:21:49 <supermop_Home> TrueBrain if it is as simple as that, that would make my day 15:21:50 <TrueBrain> there is no possible way that works well :P 15:22:45 <TrueBrain> glx: basically, I found two different issues: height of pylons is in all sets I tried higher than the code assumes they are 15:22:57 <TrueBrain> leading to sorting issues with the front sprite (called "back" in the code) 15:23:12 <TrueBrain> and the back sprite is sorted identical to front sprite, meaning it is always in front of everything on the tile 15:23:37 <TrueBrain> my fix there is bullshit, I now know, but it does work for "most tiles" :P 15:24:24 <supermop_Home> if the sorting worked correctly, my log flume would work ideally like this: https://imgur.com/a/uC9jmAX 15:24:48 <supermop_Home> but currently the flume is drawn over the log and you can't see it at all 15:24:49 <TrueBrain> supermop_Home: I do not know what I am looking at 15:25:05 *** iSoSyS has quit IRC 15:25:18 <supermop_Home> rear sprite, vehicle, and front sprite (ideally) 15:26:20 <glx> I can't assemble them mentally :) 15:27:31 <TrueBrain> glx: should the back sprites draw pylons on the "front" side at all? 15:27:39 <TrueBrain> even if they would be overdrawn? 15:28:06 <glx> it's useless if they are overdrawn 15:28:09 <supermop_Home> TrueBrain i do for the bottom halves of pylons 15:28:19 <glx> really the original spliting is broken 15:28:42 <TrueBrain> glx: it is not the only thing that is broken, so I am trying to understand what the intentions are 15:28:59 <supermop_Home> as on a road going / on a \ tram tile, a bus might drive in front of one of the front pylons 15:29:20 <TrueBrain> owh, we have those situations too of 15:29:21 <TrueBrain> c 15:29:34 *** jeeg[m] has quit IRC 15:29:38 <supermop_Home> that's why my pylons are split 15:29:46 *** jeeg[m] has joined #openttd 15:29:52 <TrueBrain> so my PR is somewhat correct, except that 1x1 is too narrow 15:29:57 <TrueBrain> it needs to be either 1x16 or 16x1 15:30:00 <supermop_Home> north corner pylon is always rear, 15:30:06 *** paulus[m] has quit IRC 15:30:09 <supermop_Home> south pylon is always front 15:30:17 *** paulus[m] has joined #openttd 15:30:25 <TrueBrain> well, that is not what OpenGFX thinks :P :P :P 15:30:32 <TrueBrain> and you should try zbase for shit and giggles 15:30:33 <supermop_Home> east and west pylons are basically rear on the bottom and front on the top 15:30:35 <TrueBrain> I do not know what it is doing 15:30:40 <TrueBrain> but pylons are all over the place :D 15:30:53 <glx> I guess they all followed newgrf doc examples 15:31:01 <TrueBrain> supermop_Home: okay, that makes sense to me 15:31:15 <TrueBrain> and the bug in OpenGFX is that it doesn't do the front ones correctly in all cases, I guess 15:31:24 <supermop_Home> i spent a lot of time in 2017 figuring out how to divide mine so traffic flowing perpendicular to the wires still worked with the poles 15:31:38 <TrueBrain> they just did the full pylons on both front and back, which is fine too 15:31:40 <TrueBrain> just not for all 15:31:57 <supermop_Home> the ogfx sprites in the example are just too lazily drawn to be a good example 15:32:14 <TrueBrain> the whole first row basically is wrong 15:32:21 <supermop_Home> no offense to who drew them 15:32:23 <TrueBrain> they all miss the east and west pylon 15:32:26 <TrueBrain> if I understand you correctly 15:32:42 <TrueBrain> well, in fact, only the 4th row does it correct 15:33:36 <glx> yup 4th is correct it seems 15:33:54 <glx> all other should at lest include top of pylones 15:33:56 <TrueBrain> well, it misses the East pylons, but I guess that is a choice 15:34:08 <TrueBrain> bottom of pylons glx :) 15:34:14 <TrueBrain> that is what at least goes wrong now 15:34:38 <glx> ha yes bottom af front pylons 15:34:40 <TrueBrain> otherwise I am still not there yet :P 15:34:47 <glx> *of 15:35:01 <TrueBrain> https://imgur.com/a/n4YqZCy <- there were front sprites, right supermop_Home ? 15:35:14 <glx> indeed they should include everything that shouldbe drawn in front of vehicle 15:35:34 <TrueBrain> the bottom left, for example, I think that would be drawn wrong, not? 15:35:45 <TrueBrain> as it is missing the bottom of the pylon for the west pylon 15:35:56 <TrueBrain> so you get the rear sprite, the vehicle, and then a missing piece of pylon? 15:36:10 <TrueBrain> (I am trying to understand this, so sorry if it sounds stupid :D) 15:36:42 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8468: Fix #8316: Make sort industries by production and transported with a cargo filter possible https://git.io/JLHah 15:37:02 <TrueBrain> glx: what do you think about the height issue. https://user-images.githubusercontent.com/1663690/110639457-08650f00-81b0-11eb-94c1-aafe149427f2.png shows it best I think 15:37:12 <glx> ideally I think there should be 4 parts because it's an isometric view :) 15:37:14 <TrueBrain> pylons on all sets are higher than the bounding box 15:37:34 *** cacheerror[m] has quit IRC 15:37:35 <TrueBrain> causing the sorter to sort wrong depending on where the vehicle is :P 15:37:41 *** cacheerror[m] has joined #openttd 15:37:58 <TrueBrain> I now just increased the height blindly 15:38:02 <TrueBrain> but it is a bit of a silly solution 15:38:11 <Samu> LordAro, the initialization of this window is buggy, or has some ugly behaviour, no wonder I was getting a division by 0 15:38:40 <Samu> I just made it return the percentage instead 15:39:50 *** Flygon has quit IRC 15:39:54 <Samu> I found that this->SetCargoFilterArray(); should happen before this->BuildSortIndustriesList(); 15:40:15 <Samu> otherwise it's applying nonsense filters 15:40:22 <Samu> they're not even built yet 15:40:43 <Samu> but ok, now it works, hopefully 15:42:26 <TrueBrain> the code suggestions that "back" sprites come before "front" sprites, but OpenGFX clearly has them the other way around 15:42:32 <TrueBrain> now the question is .. is OpenGFX wrong? 15:42:47 <TrueBrain> as things are drawn with the same order atm, there is no way to tell 15:43:00 <glx> can't you check with original gfx ? 15:43:20 <TrueBrain> the 1995 game didn't have trams, did it? 15:43:31 <glx> we provide them in extra 15:44:03 <TrueBrain> also appears to do front first 15:44:21 <TrueBrain> bit difficult to tell 15:44:37 <TrueBrain> tramtracks.png does front first 15:44:43 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #8840: Can't convert roadtype when building drive-through road station https://git.io/JqZzK 15:45:12 <TrueBrain> so we indeed mix back/front in the code 15:45:14 <TrueBrain> lovely :D 15:45:17 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZz6 15:47:54 <TrueBrain> glx: ironically, those do appear to be drawn correctly 15:47:58 *** blikjeham[m] has quit IRC 15:48:00 *** blikjeham[m] has joined #openttd 15:48:24 <glx> I think code is based on these 15:48:44 <TrueBrain> so if OpenGFX would have copied that, it would have been fine :D 15:48:46 <TrueBrain> hihi 15:48:46 <TrueBrain> okay 15:48:49 <TrueBrain> it is a bit more clear to me 15:48:49 <TrueBrain> tnx 15:49:07 <TrueBrain> lets try this PR again 15:51:42 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZz6 15:58:06 *** glothit7ok[m] has quit IRC 15:58:13 *** glothit7ok[m] has joined #openttd 16:03:49 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8842: Fix some tram catenary sorting issues https://git.io/JqZ2J 16:03:54 <TrueBrain> some fix, new PR, new argumentation .. seems a bit more solid :P 16:04:30 *** ist5shreawf[m] has quit IRC 16:04:39 *** ist5shreawf[m] has joined #openttd 16:05:42 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8688: Feature: Hide block signal GUI by default https://git.io/JqZ2O 16:05:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #8688: Feature: Hide block signal GUI by default https://git.io/JtDJs 16:06:48 <TrueBrain> NO! DONT CLOSE IT! :D 16:07:10 <TrueBrain> but yeah ... taking a step back might be a good thing. Just make sure to come back! :D 16:08:56 <supermop_Home> brb 16:09:38 <TrueBrain> supermop_Home: I think that PR fixes the sorting issues, but I also think that your sprites won't work. I really think the front sprites should always show the bottom half of the pylons 16:09:50 <TrueBrain> but .. I now understand 20% of this 16:09:55 <TrueBrain> a bit more than this morning :D 16:11:03 <_2TallTyler> I'm not giving up! :) Just moving to a new PR for my next attempt to make reviewing easier. 16:12:47 <TrueBrain> _2TallTyler: tnx :D 16:13:18 *** igor[m]2 has quit IRC 16:13:25 *** igor[m]2 has joined #openttd 16:13:54 *** Progman has joined #openttd 16:14:26 <_2TallTyler> Are you still planning a thorough GUI redesign for 1.12? 16:14:50 <TrueBrain> I am 16:15:10 <_2TallTyler> I'm not happy with how removing signals requires toggling the Remove button in the parent toolbar. That's just weird... 16:15:59 *** Wuzzy has joined #openttd 16:16:44 <TrueBrain> tnx again glx , I think I understand it now a bit better :) 16:16:53 <TrueBrain> OpenGFX sprites really put me on the wrong track (hihi) 16:16:54 <Wuzzy> hi, how is the OpenSFX release going? 16:17:58 <DorpsGek> [OpenTTD/grfcodec] TrueBrain approved pull request #10: Switch to CMake https://git.io/JqZ2h 16:18:00 <glx> TrueBrain: opengfx has so many "broken" sprites 16:18:26 <TrueBrain> I just trusted it to be a bit better source; and I was like: 1 sprite with pylons on both sides? That is unsortable! 16:18:36 <TrueBrain> but .. if the idea was that both front and back sprites should have them 16:18:45 <TrueBrain> yeah .. that was misleading to me :D 16:19:17 <TrueBrain> but to find out the code mixes front and back variable names, is also not helping 16:19:40 <TrueBrain> I was like: I disable "front", but I still see all the front pylons being drawn .. wtf? :P 16:19:42 <DorpsGek> [OpenTTD/grfcodec] glx22 merged pull request #10: Switch to CMake https://git.io/JLLJ2 16:20:13 <glx> at least it should build fine ;) 16:20:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8842: Fix some tram catenary sorting issues https://git.io/JqZ2J 16:21:05 <TrueBrain> glx: guess we can now also workflow-release-thing for grfcodec :P 16:21:28 <glx> I have so CI work already done IIRC 16:21:39 <TrueBrain> nice :D 16:23:05 <TrueBrain> surprising to see how many games had their data in SGB2 16:23:13 <TrueBrain> and most I have read so far, did not have an offsite backup 16:23:18 <TrueBrain> or any form of disaster recovery plan 16:23:19 <DorpsGek> [OpenTTD/OpenTTD] Ufiby commented on issue #8839: You can't convert the road type, because the road belongs to the city https://git.io/JqZ0j 16:23:47 <TrueBrain> well, it could have been our server too .. if we hadn't migrated to AWS 16:23:59 <TrueBrain> not sure how long it would have taken us to recover from an incident like that .. 16:24:04 <TrueBrain> I do not want to think about that 16:24:56 <glx> oh but my yml needs to be converted to "current" way ie manual vcpkg and cmake calls 16:25:30 <_2TallTyler> TrueBrain: I suspect any signal GUI changes will need to be part of your larger GUI redesign, so we'll likely be discussing mockups long before any code gets written 16:26:14 <_2TallTyler> I am happy to help discuss and implement that redesign, when the time comes 16:26:18 <TrueBrain> most of the GUIs I plan to do, are all the windows leading from the intro menu 16:26:30 <TrueBrain> so not the toolbars etc; at least, not in my scope currently 16:26:37 <TrueBrain> but making mockups etc is always a good thing 16:26:40 <TrueBrain> so we can run those in parallel 16:26:53 <TrueBrain> maybe also allows you to consider semaphores 16:26:56 <TrueBrain> and what their usage is :P 16:27:40 <_2TallTyler> Okay, I will start thinking about toolbars. Looks like I'll have to play some other games for inspiration :) 16:28:03 <TrueBrain> and to be clear, I am not planning on making it into a different game or anything. Just to streamline the GUIs a bit more, especially for new players 16:28:10 <glx> release workflow will have to wait for cpack implementation 16:28:12 <TrueBrain> to remove all the endless buttons and switches and toggles and etc etc 16:28:35 <_2TallTyler> Of course. There are a lot of buttons... 16:28:41 <TrueBrain> as example, how should a player know the difference between Game Options and Settings 16:28:45 <TrueBrain> without clicking them and reading it a bit 16:28:58 <TrueBrain> you need a lot of context to understand what belongs where 16:29:00 <TrueBrain> and even then 16:29:15 <glx> settings was called patches ;) 16:29:17 <TrueBrain> so just making a Options GUI where you can click through the different aspects 16:29:21 <TrueBrain> is much more sane in my world 16:29:44 <TrueBrain> and making that a bit more like other games like: Video Settings, Music Settings, Interface Settings, ... 16:29:50 <TrueBrain> is just a small step from there :) 16:30:04 <TrueBrain> these are the things I am considering 16:30:19 <TrueBrain> (similar issue with "Online Content", of we have N buttons 16:30:27 <TrueBrain> all leading to similar but not the same GUIs) 16:30:33 <glx> oh and music should have start/stop from main menu too ;) 16:30:38 <TrueBrain> that, yes 16:30:49 <TrueBrain> and when you join a server you should not have to click another button first to download the NewGRFs 16:30:54 <TrueBrain> I mean .. wuth? 16:30:55 <TrueBrain> why? 16:31:02 <TrueBrain> I cannot click Join, but I can click NewGRF Options 16:31:06 <TrueBrain> so ... why .. huh? :P 16:31:36 <TrueBrain> I just want to press Play, then the game says: you are missing NewGRFs, shall I download those for you good sir? 16:31:39 <TrueBrain> you say: YES PLEASE! 16:31:48 <TrueBrain> same with loading games 16:32:08 <TrueBrain> and don't get me started on Play Scenario and Play Heightmap .. can we hide that a bit more pretty please? :P 16:32:15 <TrueBrain> okay, this is now a rant. I will shut up :D 16:32:16 <glx> well you can't join when you miss some newgrf, and not all are available on BaNaNaS 16:32:20 <_2TallTyler> I would like to see fewer buttons in the main toolbar, but I understand that will be controversial. There are 30 buttons in the main toolbar! 16:32:44 <TrueBrain> glx: sure, so the game should guide you more in how to resolve that :) 16:32:47 <glx> but at least it could check if all are obtainable and allow to download missing and join 16:32:54 <TrueBrain> basically, OpenTTD is missing a "happy" flow 16:33:12 <TrueBrain> what it does a lot: NO! THIS IS NOT OUR WAY! Now you go think yourself how to resolve it! 16:33:19 <TrueBrain> instead of helping you :) 16:33:36 <TrueBrain> in general, players just want to press "Next" and get to where they want to go 16:33:50 *** dag[m] has quit IRC 16:33:57 <TrueBrain> also: count how many buttons you have to click to start a new server 16:33:59 *** dag[m] has joined #openttd 16:34:02 <TrueBrain> it is funny to do 16:34:20 <TrueBrain> like .. why?! 16:35:01 <TrueBrain> and okay, to continue this rant a bit: so, I want to start a game with NewGRF 16:35:05 <TrueBrain> so first I need to go to NewGRF 16:35:09 <TrueBrain> owh no 16:35:10 <TrueBrain> download first 16:35:12 <TrueBrain> right 16:35:15 <TrueBrain> click them,add them 16:35:18 <TrueBrain> do I need to press Apply? 16:35:20 <TrueBrain> I did 16:35:21 <TrueBrain> nothing happens 16:35:22 <TrueBrain> eeuuhh 16:35:24 <TrueBrain> close the window? 16:35:26 <TrueBrain> okay .. new game now 16:35:32 <TrueBrain> what NewGRFs did I click? 16:35:42 <TrueBrain> it is so utterly confusing, it even confuses me every time 16:35:51 <TrueBrain> that is the most insane workflow I know in OpenTTD really :P 16:36:30 <TrueBrain> especially that the apply changes button doesn't close the window 16:36:34 <TrueBrain> that is such poor feedback :D 16:36:56 <TrueBrain> (and the fact that closing the window ALSO applies, not revert, your changes) 16:37:22 <TrueBrain> I blame you for this rant _2TallTyler :P 16:38:01 <_2TallTyler> I'm currently ranting to my girlfriend about the 30 buttons in the main toolbar, so it goes both ways :P 16:38:14 <TrueBrain> wait, I am your girlfriend in this story? 16:38:15 <TrueBrain> :P 16:38:39 <TrueBrain> I love the "settings" in the maintoolbar 16:38:44 <TrueBrain> like, there are 4 toggles for signs 16:38:48 <_2TallTyler> I will spare you my rant until I have a solution 16:38:50 <TrueBrain> who ... ever considers that useful? 16:39:00 <TrueBrain> why can't it be 1 window? 16:39:05 <TrueBrain> why does it have to take up so much space?! 16:39:15 <TrueBrain> also: Full Animation vs Full Detail, what is the difference? 16:39:23 <TrueBrain> how do I know? 16:39:31 <peter1138> :D 16:39:42 <TrueBrain> and can I have "partial animation" 16:39:46 <TrueBrain> what does "full" mean? 16:39:51 <_2TallTyler> I wonder who uses the zoom in and zoom out buttons. Probably tablet players and whoever still has an apple mouse without a scroll wheel 16:39:55 <LordAro> i'm reasonably certain that full detail can be retired 16:40:04 <TrueBrain> does any of us know what it does? :P 16:40:05 <LordAro> it basically only removes streetlights 16:40:07 <TrueBrain> _2TallTyler: possibly :) 16:40:14 <LordAro> and haybails 16:40:15 <peter1138> TrueBrain, fences. It turns off fences. 16:40:19 <LordAro> bales? 16:40:21 <TrueBrain> ... lol 16:40:28 <TrueBrain> so yeah, detail 16:40:30 <peter1138> Haybales too? Nice. 16:40:31 <TrueBrain> I have 4x zoom 32bpp sprites 16:40:35 <TrueBrain> but we call the fences "detail" 16:40:37 <TrueBrain> :D 16:40:39 <LordAro> i might be making that up 16:40:50 * LordAro goes back to shouting at NFS 16:40:54 <peter1138> LordAro, probably not :D 16:40:57 <peter1138> Urgh. 16:40:57 <TrueBrain> enjoy LordAro :) 16:41:04 <_2TallTyler> Hay bales are not considered details, apparently 16:41:13 <peter1138> NFS is always finickity about user mappings for me. 16:41:20 <TrueBrain> what I never understood: so I disable Full Animation, but the Oil Wells still go up and down up and down 16:41:25 <_2TallTyler> Nor fences around farms, just rails 16:41:26 <LordAro> i have one mount that works fine 16:41:36 <LordAro> another identical mount does not 16:41:49 <TrueBrain> LordAro: sounds fun ... 16:41:49 <glx> isn't full animation only palette animation ? 16:41:54 <TrueBrain> glx: it is 16:41:56 <peter1138> Yea 16:41:57 <TrueBrain> but how do I know as player? 16:42:05 <TrueBrain> these terms are made by developers for developers :P 16:42:07 <LordAro> you turn it off and notice that the water has stopped moving 16:42:19 <TrueBrain> but why are both these options not in Game Options? 16:42:24 <TrueBrain> what makes them so special to be in the menu? 16:42:39 <TrueBrain> (the answer is properly again: because it was made for developers :P) 16:42:49 <glx> it's from 1995 I think 16:43:23 <TrueBrain> also, we have a GUI for transparency, and 2 options in the settings dropdown 16:43:27 <TrueBrain> what made those 2 more special? :D 16:43:45 <TrueBrain> "quick" access? :D 16:43:49 <glx> transparency GUI is ugly ;) 16:43:50 <TrueBrain> sorry, I will stop now :P 16:43:58 <TrueBrain> glx: haha, that is a good argument as any :D 16:44:00 <LordAro> as long as you're writing this all down somewhere :p 16:44:11 <TrueBrain> LordAro: no need; it annoys me every time I open that menu 16:44:16 <LordAro> haha 16:44:32 <TrueBrain> worked long enough with good UX designers to pick up on these things these days :) 16:44:39 <_2TallTyler> How about Story Book and Goal List each having their own buttons, and always being visible even without a game script which makes them clickable? 16:45:01 <TrueBrain> wait, where are those buttons? 16:45:16 <TrueBrain> I thikn I tried all maintoolbar buttons :P 16:45:28 <_2TallTyler> Between company information and graphs 16:45:36 <TrueBrain> ah, disabled for me 16:45:46 <_2TallTyler> But still taking up space! 16:45:56 <LordAro> TrueBrain: you've not touched on the scenario editor yet either :p 16:45:57 <TrueBrain> and nothing that tells me WHY they are disabled 16:46:01 <TrueBrain> LordAro: no no no no 16:46:04 <TrueBrain> stay away you 16:46:05 <TrueBrain> no no 16:46:07 <TrueBrain> get out 16:46:10 <TrueBrain> shoo shoo 16:46:56 <_2TallTyler> Why are town directory and industry directory so far apart and in different sections? 16:47:09 <_2TallTyler> Why does Subsidies have its own button? 16:47:20 <TrueBrain> another question I don't dare to ask but curious for the answer: why didn't we add trams (the vehicles) in basesets? Just a few? 16:47:28 <TrueBrain> I mean, tramtracks are in there, so why not trams? 16:47:49 <LordAro> TrueBrain: that would've involved devs actually thinking about gameplay 16:47:54 <TrueBrain> LordAro: touche 16:48:22 <_2TallTyler> Or separate buttons for company finances and company details? Could absolutely be combined into one button especially since you can also open finances by clicking on the bank balance in the status bar 16:48:25 <TrueBrain> I think you pointed to the problem in painfully clear wording :D 16:49:27 <_2TallTyler> I nominate Mop's Generic RV set as a source for trams :) 16:49:58 <TrueBrain> I get the argument: content should be in NewGRFs 16:50:06 <TrueBrain> but .. yeah .. Presets in 1.12 16:50:09 <TrueBrain> should solve a lot of that shit anyway 16:50:27 <TrueBrain> pretty excited about that feature, just thinking about the amount of work it is going to take 16:50:29 <TrueBrain> poeh 16:50:43 <_2TallTyler> No, I nominate those for base game trams 16:50:48 <TrueBrain> right .. I completely failed to jobhunt in a decent manner today, thank you for that OpenTTD :P 16:51:58 <LordAro> sorry :p 16:52:06 <_2TallTyler> I should probably do some real work too... 16:52:10 *** _2TallTyler has quit IRC 16:54:10 <peter1138> Hmm, is <input form=...> supported everywhere these days... 16:54:37 *** snail_UES_ has joined #openttd 16:54:41 <peter1138> #you-are-my-google 16:55:40 *** Wormnest has joined #openttd 16:59:42 *** linda[m] has quit IRC 16:59:47 *** linda[m] has joined #openttd 17:11:10 *** amal[m] has quit IRC 17:11:17 *** amal[m] has joined #openttd 17:11:58 *** fiddeldibu[m] has quit IRC 17:12:03 *** fiddeldibu[m] has joined #openttd 17:16:02 <glx> I think it should peter1138 17:18:53 <glx> https://www.w3schools.com/tags/att_input_form.asp 17:20:14 *** menelaos[m] has quit IRC 17:20:18 *** menelaos[m] has joined #openttd 17:20:59 <DorpsGek> [OpenTTD/OpenTTD] Ufiby commented on issue #8839: You can't convert the road type, because the road belongs to the city https://git.io/JqZ0j 17:22:54 *** moll has quit IRC 17:22:57 *** moll has joined #openttd 17:24:11 <DorpsGek> [OpenTTD/grfcodec] glx22 opened pull request #13: Add: [Actions] commit checker and CI build workflows https://git.io/JqZr4 17:28:02 <DorpsGek> [OpenTTD/grfcodec] LordAro commented on pull request #13: Add: [Actions] commit checker and CI build workflows https://git.io/JqZrM 17:28:04 <glx> hmm weird it didn't start the workflows 17:32:18 <DorpsGek> [OpenTTD/grfcodec] glx22 updated pull request #13: Add: [Actions] commit checker and CI build workflows https://git.io/JqZr4 17:32:50 <DorpsGek> [OpenTTD/grfcodec] LordAro approved pull request #13: Add: [Actions] commit checker and CI build workflows https://git.io/JqZrF 17:33:02 <LordAro> it only runs if there's an existing workflow in master 17:34:59 <glx> but it ran on my fork 17:35:15 <LordAro> yeah 17:35:21 <TrueBrain> In master -> in any branch 17:38:24 <glx> oh it needs one in its own repo 17:39:03 <glx> https://github.com/glx22/grfcodec/pull/2 <-- anyway it runs here ;) 17:40:00 <DorpsGek> [OpenTTD/grfcodec] glx22 merged pull request #13: Add: [Actions] commit checker and CI build workflows https://git.io/JqZr4 17:40:14 *** josef[m]1 has quit IRC 17:40:19 *** josef[m]1 has joined #openttd 17:40:20 <glx> indeed now it runs :) 17:41:46 <glx> it's with projects like grfcodec you notice benefits of caching :) 17:44:29 <glx> 68 vcpkg packages for macos, 70 for windows 17:44:30 *** johanna[m] has quit IRC 17:44:32 <glx> silly boost 17:44:36 *** johanna[m] has joined #openttd 17:46:47 <TrueBrain> Lol 17:47:41 <glx> real build time is about 1/10 of run time 17:48:00 <glx> (for 1st run) 17:48:37 <LordAro> probably didn't need to bother with multiple MSVC CI's for grfcodec 17:48:59 <glx> oh just in case compiler does things different 17:49:02 <LordAro> (yes, i know i approved it) 17:49:50 *** magdalena[m] has quit IRC 17:49:54 *** magdalena[m] has joined #openttd 17:52:53 <glx> oh of course on non pull request runs it doesn't list the warnings 17:53:30 <peter1138> ug 17:53:34 <peter1138> I should stop working. 17:53:41 <peter1138> But I keep having more work :( 17:53:52 <glx> and you work from home? 17:53:54 <peter1138> yeah 17:54:04 <glx> yeah can be an issue 17:54:59 <peter1138> Also just renewed my cycle club membership for another year... didn't get much use last year... 17:56:54 <DorpsGek> [OpenTTD/grfcodec] glx22 commented on issue #11: Compilation fails on clean checkout https://git.io/JtUbn 17:56:57 <DorpsGek> [OpenTTD/grfcodec] glx22 closed issue #11: Compilation fails on clean checkout https://git.io/JtUbn 17:57:43 <DorpsGek> [OpenTTD/grfcodec] glx22 commented on issue #12: Fails to build with gcc 11 (ambiguous reference) https://git.io/JqsPX 17:57:46 <DorpsGek> [OpenTTD/grfcodec] glx22 closed issue #12: Fails to build with gcc 11 (ambiguous reference) https://git.io/JqsPX 18:00:29 <LordAro> glx: reformat the whole thing with clang-format next :) 18:00:53 <glx> yeah there are 2 different coding styles 18:01:01 <glx> depending on who wrote code 18:01:18 *** gretel[m] has quit IRC 18:01:21 *** gretel[m] has joined #openttd 18:01:39 <TrueBrain> Somewhoconsideredspacestooexepensivetouse 18:03:02 *** Progman has quit IRC 18:03:46 *** Progman has joined #openttd 18:08:16 <peter1138> Dalestan and... someone else 18:08:55 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JqZKp 18:08:56 <DorpsGek> - Update: Translations from eints (by translators) 18:44:12 *** gelignite has joined #openttd 18:49:52 <supermop_Home> ok 19:09:34 *** Xaroth has quit IRC 19:09:58 *** Xaroth has joined #openttd 19:17:14 *** andythenorth has joined #openttd 19:18:22 *** ket has quit IRC 19:18:36 *** ket has joined #openttd 19:21:14 <andythenorth> yo 19:24:30 <TrueBrain> hello mister andythenorth 19:25:02 <TrueBrain> shall we switch position tomorrow andythenorth ? I run your company, you find me a job? :D 19:32:39 <andythenorth> TrueBrain it's an interesting idea 19:32:43 <andythenorth> would you enjoy it? 19:32:53 <TrueBrain> I think we both won't enjoy it, honestly :P 19:32:58 <andythenorth> I mean...you could just do it 19:33:01 <andythenorth> then you'd have a job? 19:33:15 <TrueBrain> I aint working in bloody 3rd world country :P 19:33:24 <TrueBrain> :D :D 19:33:43 <andythenorth> just work remote 19:33:50 <andythenorth> lots of paperwork 19:33:55 <andythenorth> then I get a job instead 19:34:07 <TrueBrain> I am good at paper work 19:34:11 <TrueBrain> just burn it all! 19:34:27 <andythenorth> then you just get sent more, in my experience 19:35:00 <TrueBrain> yeah, that is true 19:35:20 <TrueBrain> for a few months I had to work on the principle: the first time someone emails me, it cannot be important (it was really really busy) 19:35:28 <TrueBrain> only when they send it to you a second time, it becomes important 19:35:31 <TrueBrain> sadly .. most people do :P 19:41:44 <andythenorth> if it's important they phone you 19:41:58 <TrueBrain> yeah .... but that takes even more time 19:45:24 *** J0anJosep has joined #openttd 19:46:09 <Wolf01> <TrueBrain> shall we switch position tomorrow andythenorth ? I run your company, you find me a job? :D <- if you want my company might be looking for a developer in a while because one of them is wrecked :P 19:46:22 <TrueBrain> poor Wolf01 :( 19:49:34 <supermop_Home> i need a job 19:50:03 <andythenorth> I am hiring for account managers and secops 19:50:15 <andythenorth> the entire world is hiring for secops 19:51:25 <supermop_Home> well i could pretend that i know how to do that 19:52:31 <andythenorth> world lacks 3.6 million security engineers or something 19:52:38 <andythenorth> according to recruiting thing I found today 19:55:20 <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Multitile depots https://git.io/JL5Hh 19:55:25 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8797: Wrong distance between signals with «Drag signal distance» https://git.io/JthDs 19:58:38 *** CornsMcGowan[m] has quit IRC 19:58:41 *** CornsMcGowan[m] has joined #openttd 20:03:42 *** Aileen[m] has quit IRC 20:03:47 *** Aileen[m] has joined #openttd 20:08:09 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8840: Can't convert roadtype when building drive-through road station https://git.io/JqZzK 20:26:22 *** ciet[m] has quit IRC 20:26:31 *** ciet[m] has joined #openttd 20:31:56 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8749: WIP Feature: Setting to loop the same year forever https://git.io/JqZ9c 20:33:31 <andythenorth> so groundhog year when? 20:34:09 *** frosch123 has joined #openttd 20:35:59 <andythenorth> ^^ the comments on 8840 are incorrect and potentially derail a relatively new contributor 20:36:23 <andythenorth> but I can't really comment as I have already been forum warned for my responses to LC and I don't want to inflame the situation 20:40:51 <TrueBrain> it is a very weird reply to a question not asked :) 20:41:08 <LordAro> mark it as off topic :p 20:46:10 <TrueBrain> morning frosch123 ; https://github.com/OpenTTD/OpenTTD/pull/8842 has your name on it. I am afraid you are either going to love or cry :P But I could really use your input on it :D 20:46:27 <TrueBrain> s/love/laugh/ 20:46:29 <TrueBrain> typing HARD 20:47:02 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8776: Change: Don't decrease vehicle reliability when stopped https://git.io/JqZHn 20:48:10 <frosch123> looks like the new hardware mostly works 20:48:16 <TrueBrain> gratz :D 20:48:37 <frosch123> it's scary to have a webcam, which allows to recognise someone :p 20:48:58 <frosch123> ottd compile seems to take about 28s now 20:49:06 <frosch123> i think it was like 90s on the old machine :p 20:49:13 <TrueBrain> wow .. 20:49:15 <TrueBrain> that is a good upgrade :D 20:49:22 <TrueBrain> got an AMD GPU while at it? :P 20:49:30 <frosch123> lol, no 20:49:35 <TrueBrain> :D 20:49:43 <frosch123> just mainboard+cpu+ram+webcam 20:49:53 <frosch123> i like to add "webcam" to that combo :p 20:49:57 <TrueBrain> :D 20:49:59 <TrueBrain> its funny :P 20:51:45 <frosch123> the webcam as also green at first btw... there was a color-format setting, which i had to change to rgb 20:52:02 <TrueBrain> so you are now in colour? :D 20:52:42 <frosch123> it's a 30eur webcam, but colour balance looks fine 20:52:57 <frosch123> i am neither pale nor bloody red 20:55:08 <frosch123> oh, you worked on the tram catenary :) i have a stash for that 20:55:34 <TrueBrain> I am very curious if I am right that back/front is reversed in the code :P 20:55:42 <frosch123> yes, i also found that 20:56:41 <TrueBrain> good; means it makes a bit more sense 20:57:53 <TrueBrain> next would be that OpenGFX really screwed up the front sprites .. I hope I got that part right too :D 20:59:52 <glx> [17:23:05] <TrueBrain> surprising to see how many games had their data in SGB2 <-- haha after seeing the news on the TV I understand what you were talking about :) 20:59:53 <frosch123> but i did not check whether ottd just swaps the sprite indicies 21:00:14 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8700: Change: Recolour graph windows to brown https://git.io/JqZQT 21:00:22 <TrueBrain> frosch123: to me it seems to be that way, that we can just safely rename the variables and that it is fine 21:01:05 <heffer> Thanks for the .desktop installation support that landed in Git recently. Love the CMake transition :D 21:01:25 <glx> does it work as expected ? 21:01:35 <glx> (because it's not really tested) 21:01:41 <heffer> Building test packages right now and will report back 21:02:28 <glx> I just quickly tested installation via MSVC, but it's not the real thing 21:05:09 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZQB 21:06:45 <peter1138> Yeah but how much faster! 21:06:47 *** frosch12 has joined #openttd 21:06:54 <TrueBrain> first crash frosch12 ? :D 21:07:03 <frosch12> no, just german internet 21:07:16 <frosch12> either it's slow, it's broken, or both 21:07:38 <frosch12> maybe it's routed via ovh 21:07:56 *** frosch123 has quit IRC 21:11:53 <heffer> glx: it works as intended 21:12:14 <glx> nice 21:12:22 <heffer> Have a test build running here: https://copr.fedorainfracloud.org/coprs/heffer/openttd-testing/ if any Fedora users are interested in testing. 21:13:55 <TrueBrain> anyway, frosch12 , really curious how far off my solution is to yours :P 21:14:34 <frosch12> they are very different :) 21:14:48 <frosch12> you fell for the myth that there should be any relation between sprite extends and bounding boxes 21:14:54 <heffer> If I had one more wish it would be addressing appdata.xml upstream (https://bugs.openttd.org/task/6490) Maybe the sentiment has changed since appdata.xml is being read by most major distributions now :D 21:14:57 <frosch12> that assumption is very common, and very wrong :p 21:15:14 <heffer> Currently I make my own in the package spec file 21:15:19 <TrueBrain> frosch12: depends on what you mean 21:15:29 <TrueBrain> I dunno what "sprite extends" are :P 21:15:38 <TrueBrain> I just have been fighting the sorter :D 21:17:42 <frosch12> yuo tried to make the bounding box as tall as the sprite looks like :) but that is no requirement at all, and usually misleading 21:17:48 <TrueBrain> owh, I was not 21:17:55 <TrueBrain> it was just too small for the vehicle 21:18:25 <TrueBrain> I just do not know how you normally tune that 21:18:45 <TrueBrain> I did not know if our sorter picked the center of the box or not 21:21:32 <TrueBrain> mostly I noticed how little info I have :D 21:21:46 <TrueBrain> like now vehicles of 14 height go correct in the sorter, I think 21:21:51 <TrueBrain> just no clue if that is good or bad or shrug :P 21:24:47 <frosch12> https://dpaste.org/2oTf <- these are the two options i wanted to try 21:25:04 <frosch12> in both cases the back sprite uses a 2x2 bounding box in the back 21:25:30 <TrueBrain> yeah, which is "the front" 21:25:32 <TrueBrain> :D 21:25:34 <frosch12> in the first case the front sprite uses a 2x2 bounding box in the front, in the second case it uses a flat 16x16 above the vehicles 21:25:35 <TrueBrain> owh, you swapped it 21:25:36 <TrueBrain> lol 21:25:51 <TrueBrain> a 1x1 was enough, I found, for the back 21:26:13 <frosch12> there are three "if" cases 21:26:19 <TrueBrain> what do those other parameters do in the front? 21:26:28 <frosch12> the first "if" needs no swapping 21:26:33 <frosch12> the other two i have to check 21:26:51 <TrueBrain> "0, 0, BB_HEIGHT_UNDER_BRIDGE" <- that part 21:27:03 <frosch12> TrueBrain: the first 3 parameters define the x/y/z max corner of the box 21:27:11 <frosch12> the latter 3 defnie the x/y/t min corner of the box 21:27:47 <frosch12> that way you can position the bounding box arbitrarily without changing the position of the sprite 21:28:22 <TrueBrain> sneaky 21:28:46 <TrueBrain> but okay, our solutions there do not differ that much 21:28:56 <TrueBrain> and that indirectly also means you agree OpenGFX is broken :D 21:30:46 <TrueBrain> why did oyu go for a 2x2 btw? 21:30:56 <frosch12> ogfx is not particulary broken 21:31:06 <frosch12> it's just the spec that is broken 21:31:20 <frosch12> the left and right pillar are neither front nor back 21:31:40 <frosch12> the west pillar is in front of vehicles from NW, but behind vehicles from SW 21:31:58 <frosch12> we can also fix that by using 4 bounding boxes 21:32:16 <TrueBrain> I tried rotating bounding boxes :P I failed horribly code-wise 21:32:53 <frosch12> i picked 2x2 on first try. i did not check how large vehicles are 21:33:10 <TrueBrain> ah :) I was just like: it needs to be something north of any vehicle :D 21:33:21 <TrueBrain> so for most sets, up to 3x3 is fine 21:33:26 <TrueBrain> (the ones I tried) 21:34:56 *** sla_ro|master has quit IRC 21:37:17 <TrueBrain> funny that the first if-statement is correct .. :D 21:37:28 <TrueBrain> well, given they are both sorted the same .. back .. front .. doesn't really have a meaning 21:37:41 <TrueBrain> why wasn't this build like elrails, any idea? Like pylons and wires, instead of back/front? 21:38:44 <frosch12> i checked the constants against tramtracks.png, they are both wrong in sprites.h and road_land.h 21:39:11 <frosch12> https://dpaste.org/UX26 <- so, now i have that 21:40:55 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZz6 21:41:21 <TrueBrain> frosch12: how about the BACK_WIRES_STRAIGHT? 21:41:23 <TrueBrain> those 2 are correct? 21:41:57 <frosch12> yes 21:42:04 <TrueBrain> at least something correct :D 21:42:06 <frosch12> looks like back is always before front 21:42:24 <frosch12> 55 < 56, 68 < 72 21:42:48 <frosch12> i am trying the SubSprite thing, maybe it looks better 21:43:02 <TrueBrain> subsprite? 21:43:16 <frosch12> 10 years of magic :) 21:43:25 <TrueBrain> but I am curious about this :D 21:45:33 <andythenorth> JGR FTW 21:46:09 *** andythenorth has quit IRC 21:49:04 <TrueBrain> your bounding boxes still glithc :( 21:49:49 <TrueBrain> owh, no, I was being an idiot 21:50:30 <TrueBrain> why is that variable called "backpole" 21:50:32 <TrueBrain> and "frontwire" 21:50:41 <TrueBrain> shows the intention, but .. 21:51:00 <frosch12> https://github.com/frosch123/OpenTTD/tree/tramcatenary <- try that 21:51:06 <frosch12> i added the subsprite magic 21:51:12 <frosch12> needs more testing :) 21:51:35 <TrueBrain> wtf is this, lol :P 21:51:58 <frosch12> that magic was inverted for half-tile slopes, but is now also used for bridge pillars 21:52:05 <LordAro> that is decidedly magic 21:52:28 <TrueBrain> frosch12: with your magic, OpenGFX is still suppose to go wrong, right? 21:52:36 <frosch12> whenever the baseset or newgrf define a single sprite, but ottd really wants 2, we split the sprite in the middle and draw the halfes in different boxes 21:52:46 <TrueBrain> facepalm 21:52:48 <TrueBrain> that works 21:52:56 <frosch12> TrueBrain: ogfx should look fine now 21:53:38 <TrueBrain> okay, so I want to understand this, so first the front, as that seems easier 21:53:49 <TrueBrain> why 1+bridge thingy? 21:53:55 <TrueBrain> especially "1 + " part? 21:54:09 <TrueBrain> owh, to make it 1 in height 21:54:13 <TrueBrain> at the height of the bridge 21:54:21 <frosch12> exactly :) 21:54:26 <TrueBrain> why does that matter .. hmm 21:54:39 <frosch12> it's just a height that is above vehicles 21:54:53 <TrueBrain> I need to know how we sort :D 21:54:56 <TrueBrain> is it done in the center of the box? 21:54:57 <frosch12> essentially the tram wires are now drawn like a bridge floor 21:55:14 <TrueBrain> in -> with 21:55:39 <TrueBrain> or does it do a corner vs corner sorting .. 21:56:06 <frosch12> there are multiple strategies, but corner vs corners is the first and best one 21:56:27 <TrueBrain> okay .. as I was assuming center, and then your change makes no sense to me :D 21:56:34 <TrueBrain> as that should still be the same spot to sort on :D 21:56:41 <frosch12> so if the front sprite has zmin above the vehicle, zmax below the bridge, and zmin also above the other sprites on the tile, it works 21:57:02 <TrueBrain> okay, and that makes the assumption it is mostly wires, I guess 21:57:06 <frosch12> note, how the back pillars have zmax where the front's zmin starts 21:57:19 <frosch12> so that back and front bounding boxes do not overlap 21:57:35 <TrueBrain> that is the biggest part of the fix :P 21:57:41 <TrueBrain> as anything else NewGRF people can fix :D :D 21:57:52 <TrueBrain> I love how you let the double spaces after "back," in 21:57:57 <TrueBrain> true sign of good copy/paste 21:58:14 <frosch12> :) 21:58:38 <TrueBrain> its funny, I was trying to change the bounding box based on roadbits etc 21:58:42 <TrueBrain> your solution .. requires .. less math :D 21:58:50 <LordAro> not sure if relevant, but there was this change "recently" https://github.com/OpenTTD/OpenTTD/pull/8149 21:59:54 <TrueBrain> okay, and for the back sprites, you basically make them 3 sprites, one on NE, one on NW, and one on N 22:00:08 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8840: Can't convert roadtype when building drive-through road station https://git.io/JqZzK 22:00:38 <TrueBrain> from 0 to 6 in height, so indeed just below the wires 22:00:50 <TrueBrain> what does SubSprite do exactly? 22:00:55 <LordAro> oh no, they noticed 22:01:10 <frosch12> TrueBrain: clipping, like at the border of a viewport 22:01:31 <TrueBrain> owh, so you really make 3 sprites out of it 22:01:49 <TrueBrain> so basically you make a N / W / E pillar sprite? 22:02:22 <frosch12> "west" is the sprite clipped at x<=-8, north is x=-8..8, east is x>=8 22:02:35 <frosch12> yes, we do the same for bridge pillars 22:02:53 <frosch12> bridge pillars also include front and back pillar in one sprite, because ttd did not have slopes under bridges 22:02:55 <TrueBrain> funny, how we earlier today assumes that should be done by the front sprite :D 22:03:06 <frosch12> ottd splits the sprite in the middle and draws the pillars at different length 22:03:27 <frosch12> it looks weird for bridges which draw big pillars, but they look broken in some case or another anyway 22:03:38 <TrueBrain> and vehicles should always be below bridge height, so the sorting should be fine there 22:03:59 <frosch12> TrueBrain: tramtrack.png clearly puts 3 pillars in the back sprite, and 1 in the front sprite 22:04:05 <frosch12> that is as much spec as you will get :p 22:04:15 <TrueBrain> can I just say: it is horrible 22:04:22 <TrueBrain> but I knew that when I started at this :D 22:04:27 <frosch12> i think it's pikka's fault :) 22:04:36 <TrueBrain> but okay, so I was working in the right direction here .. just I did not know you could raise the bounding boxes :P 22:04:44 <frosch12> iirc pikka drew the first tram catenary 22:04:57 <frosch12> and noone notices that west/east pillars are neither back nor front 22:05:11 <TrueBrain> you also somewhat "fix" zbase 22:05:13 <TrueBrain> it is still horrible 22:05:15 <TrueBrain> but slightly less 22:06:00 <frosch12> ah, i got the sizes wrong 22:06:03 <TrueBrain> it only still breaks in zbase with bridge slop eup 22:06:10 <frosch12> i thought a tile was 32 pixels, but it is actually 64 22:06:12 <TrueBrain> there is a pillar completely misplaced 22:06:16 <frosch12> so i'll change the 8 into 16 22:06:45 <TrueBrain> so why 16, and not 32? 22:06:46 <frosch12> bridge catenary is a different function 22:06:58 <TrueBrain> zbase is also broken in master, to be clear 22:07:01 <TrueBrain> it just looks horrible :P 22:07:05 <frosch12> distance between west and north corner is 32 22:07:18 <frosch12> i want to split the sprite in the middle of the west/east edge 22:07:27 <TrueBrain> makes sense 22:07:37 <frosch12> though i guess i could also go for 3/4 22:07:40 <TrueBrain> you do have to find a better solution to "INF" 22:07:41 <TrueBrain> but okay :) 22:07:48 <frosch12> then sprites can visually extend into the tile somewhat 22:08:01 <frosch12> TrueBrain: INF is copy&paste :) 22:08:03 <TrueBrain> yeah, but there is always a small part that back sprites will never render, right? 22:08:12 <TrueBrain> frosch12: ugh .. doesn't make it better, but okay :P 22:09:03 <TrueBrain> owh, wait, SubSprite are the offsets 22:09:11 <TrueBrain> it is not -16 bottom, but Sprite bottom - 16? 22:09:25 <TrueBrain> or how to read negative values? 22:09:39 <frosch12> 0 is the north corner 22:09:52 <frosch12> -32 is west corner, 32 is east corner 22:09:56 <TrueBrain> ah 22:10:22 <TrueBrain> why isn't 0 the center shrug 22:10:50 <TrueBrain> so { -32, 0, 32, 32 } is the whole sprite? 22:11:22 <TrueBrain> btw, you have some extra spaces after { in SubSprite ctors :P 22:11:46 <frosch12> ground sprites are {-32, 0, 31, 32} or so, but the borders are a bit fuzzy since more zoom levels 22:12:27 <TrueBrain> ah, okay, so the 3 subsprites together make the full sprite again 22:12:30 <TrueBrain> I am getting there :D 22:13:02 <frosch12> i do not know about obiwans :) 22:13:05 <frosch12> they may overlap 22:13:12 <TrueBrain> that should be fine 22:13:46 <TrueBrain> if people make catenaries that go into the sprite itself, as such that they would "touch" vehicles, things might break 22:13:52 <TrueBrain> but .. that is shooting yourself in the foot and complaining 22:14:11 *** Samu has quit IRC 22:14:17 <TrueBrain> owh, I was tihnking the bounding box was over the whole NW, but it is only W 22:14:19 <TrueBrain> as you offset it again 22:14:25 <TrueBrain> well .. offset .. it is a weird offset :P 22:14:31 *** Progman has quit IRC 22:14:40 <TrueBrain> you would think "w" is maintained 22:14:41 <TrueBrain> but it is not 22:15:18 <TrueBrain> the comment is more clear 22:15:20 <TrueBrain> than the variable name 22:15:22 <TrueBrain> which is impressive 22:15:37 <TrueBrain> w is the positive offset, bb_offset_x is the negative offset 22:15:57 <TrueBrain> and dz vs bb_offset_z :D 22:16:22 <TrueBrain> okay, so if the west pylon is in front of the vehicle, you draw the first 16 pixels (from left to right) of the sprite 22:16:37 <TrueBrain> in front of the vehicle 22:16:47 <TrueBrain> okay, I think I understand this a bit more now :D Tnx frosch12 :) 22:16:56 <TrueBrain> your code works btw, in all test cases I created 22:16:58 <TrueBrain> except for zbase 22:17:33 <frosch12> i just adjusted some numbers and comments 22:17:49 <frosch12> do you still have issues with bridges? 22:18:35 <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on pull request #8776: Change: Don't decrease vehicle reliability when stopped https://git.io/JqZFv 22:18:53 <TrueBrain> it is not only bridges 22:19:03 <TrueBrain> https://user-images.githubusercontent.com/1663690/110705652-fd819d00-81f6-11eb-9992-5fae4ed635cd.png 22:19:06 <TrueBrain> zbase has issues 22:19:35 <TrueBrain> I did not look at the sprites, but it appears that W and E pillars are in front too, but at a wrong offset 22:19:36 <TrueBrain> or something 22:20:58 <TrueBrain> abase has the same issue :P 22:21:00 <TrueBrain> (had to double-check) 22:21:38 <frosch12> how does the new "hardware acceleration" switch interact with the "-v" command line option? 22:21:48 <TrueBrain> -v overwrites all 22:22:38 <frosch12> ok, i used -v to make bounding boxes work :) 22:22:52 <TrueBrain> https://user-images.githubusercontent.com/1663690/110706026-8567a700-81f7-11eb-8f6a-eee64836959f.png 22:22:56 <TrueBrain> thisone is funny too :D 22:23:29 <frosch12> ah, bounding box is wrong on slopes 22:23:48 <frosch12> i draw them only at the bottom level :p 22:24:09 <frosch12> hover trams? 22:24:21 <TrueBrain> yeah ... those sprites do not agree with the "specs" :D 22:24:39 <TrueBrain> when I tram turns around, it leaves the tile btw .. looks really bad :P 22:25:08 <TrueBrain> but that is a problem for another day 22:25:51 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZFE 22:27:04 <frosch12> don't trust the vehicle sprite offsets in zbase :) 22:27:16 <TrueBrain> no, in OpenGFX too 22:27:25 <frosch12> oh, tram is not baseset 22:27:29 <frosch12> so, whatever tram set you use 22:27:36 <TrueBrain> yeah, all trams run off the track, basically 22:27:52 <TrueBrain> only when turning around on a dead-end 22:28:14 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #8841: Codechange: Add fast path to catenary drawing in MaskWireBits https://git.io/JqZz6 22:28:18 <TrueBrain> so I am not sure the tram-sets are to blame, honestly :) 22:28:43 <TrueBrain> https://user-images.githubusercontent.com/1663690/110706557-57cf2d80-81f8-11eb-94c0-920693dfec3f.png 22:28:49 <TrueBrain> I do not want to be in that tram :D 22:28:53 *** nielsm has quit IRC 22:30:36 <TrueBrain> anyway, your code looks a lot better from what I can test/see 22:31:58 *** christoph[m]2 has quit IRC 22:32:03 *** christoph[m]2 has joined #openttd 22:32:05 <TrueBrain> even wires are properly sorted now in all cases I can see 22:32:11 <TrueBrain> which is a bit of a change :P 22:34:12 <frosch12> i fixed slopes now 22:34:36 <TrueBrain> could only produce the issues with slopes with CTZR or what is it called 22:34:42 <frosch12> the wires is now at the top of the slope, and the pillar height follows the slope 22:35:02 <frosch12> slopes showed issues with original graphics :) 22:35:53 <TrueBrain> owh, that is what they meant with TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE 22:35:54 <TrueBrain> for slopes 22:36:40 <TrueBrain> https://user-images.githubusercontent.com/1663690/110707336-708c1300-81f9-11eb-9c4f-20a5c4981cbc.png <- unrelated sorting issue 22:37:08 <frosch12> EVehicleTooBig :) 22:37:24 <frosch12> do you know about Ctrl+B ? 22:37:29 <TrueBrain> yes yes 22:37:31 <TrueBrain> see my PR :P 22:37:41 <frosch12> vehicle sprites should be centered with their BB 22:38:02 <TrueBrain> diagonal, this bb is too small :D 22:38:14 <frosch12> you can use the DebugVehicles grf :) 22:38:23 <frosch12> TrueBrain: size does not matter :) 22:38:39 <TrueBrain> if we sort corner-to-corner, it does, doesn't it? 22:38:46 <frosch12> damn, i compeltely forgot about debugvehicles... i made that grf for just this 22:39:13 <frosch12> TrueBrain: yes, but when stuff starts overlapping it gets worse :) 22:39:45 <frosch12> sprite sorting is impossible, you have to pick the least glitchy option, there is no option with no glitches 22:39:46 <TrueBrain> sorting by center is easier for many things 22:39:50 <TrueBrain> but makes things easier impossible :D 22:39:52 <TrueBrain> yup 22:40:02 <TrueBrain> Unity does, by default I think, center-sorting for isometric 22:40:06 <TrueBrain> quickly you run into issues :P 22:40:15 <TrueBrain> especially if a sprite is more than 1 tile 22:41:14 <TrueBrain> anyway, that image I showed you, the BB is in the center 22:41:23 <TrueBrain> but where the sprite overlaps before the BB hits the slope 22:41:25 <TrueBrain> the slope is sorted wrong 22:41:32 <frosch12> bridge still glitch 22:41:37 <frosch12> but different function :) 22:42:01 <TrueBrain> the pylons are hanging in mid-air in general 22:42:17 <TrueBrain> it looks terrible with OpenGFX, bridges and catenaries 22:44:29 <TrueBrain> funny, did not expect we could salvage those "back" sprites from OpenGFX 22:44:38 <TrueBrain> as I wrote in a comment, "but possible OpenTTD has some magic here" 22:44:39 <TrueBrain> clearly, we do 22:46:28 <TrueBrain> frosch12: maybe also add a small comment why front is on top of the tracks 22:46:44 <TrueBrain> especially as front vs wires is a bit messy in the code 22:48:23 <TrueBrain> and one thing that is still a bit odd about _road_backpole_sprites_1 .. in your commit, the higher values are now "back", while for SPR_TRAMWAY_BACK_WIRES_SLOPED the lower value is "back" 22:52:17 <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #8843: Fix #8647: road catenary did not draw front/back sprites in the front/back as it should. https://git.io/JqZNT 22:52:29 <frosch12> don't read :p i'll push again shortly 22:52:55 <TrueBrain> linking future issues, nice! 22:55:46 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #8843: Fix #8647: road catenary did not draw front/back sprites in the front/back as it should. https://git.io/JqZNT 22:56:11 <frosch12> added a comment, better now? 22:56:17 <TrueBrain> yes 22:56:23 <TrueBrain> so you are sure about the naming of either _road_backpole_sprites_1 and SPR_TRAMWAY_BACK_WIRES_SLOPED ? 22:56:40 <TrueBrain> how I read it, sprites are front back back front back front :D 22:56:55 <TrueBrain> euh: back front back front front back 22:56:57 <TrueBrain> but who is counting 22:57:00 <frosch12> look at media/baseset/openttd/tramtracks.png :) 22:57:04 <frosch12> the sprites are numbered 22:57:12 <TrueBrain> I cannot understand what is a front or back sprite thre :P 22:57:29 <frosch12> 3 pillars are back, 1 pillar + wires are front 22:57:54 <frosch12> ok, some pillars are also drawn in front :p 22:58:09 <TrueBrain> @calc 0x54 22:58:10 <DorpsGek> TrueBrain: 84 22:58:10 <frosch12> which will continue to glitch :) 22:58:27 <frosch12> so, i guess wires/no-wires is the rule for front/back 22:58:30 <TrueBrain> okay, so it really is back front back front front back 22:58:31 <TrueBrain> lol 22:58:49 <TrueBrain> why do people make these kind of messes 22:59:01 *** Wuzzy has quit IRC 22:59:02 <TrueBrain> sure it made sense at the time :P 22:59:19 <frosch12> there are a lot more front sprites than back sprites 23:00:09 <TrueBrain> I still don't get why it just isn't pillars and wires :D 23:00:12 <TrueBrain> that feels a lot more sane 23:00:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8843: Fix #8647: road catenary did not draw front/back sprites in the front/back as it should. https://git.io/JqZNg 23:00:36 <TrueBrain> anyway, supermop_Home should be happy with this :D 23:00:38 <frosch12> no idea, that was before my time :) 23:00:47 <TrueBrain> might mean he needs to redraw a few sprites of his, but at least the rules are clear now 23:00:48 <frosch12> you should know better, you were active at that time :p 23:01:01 <TrueBrain> I seriously did not know we had Trams before NRT 23:01:10 <frosch12> ottd 0.6 23:01:10 <TrueBrain> pretty sure I ignored most of that 23:01:24 <TrueBrain> either because I was annoyed as fuck that trams were not going in basesets 23:01:28 <TrueBrain> or because it is NewGRF bla 23:01:49 <TrueBrain> but up till today I have been thinking the last 6 months that NRT gave trams :P 23:03:06 <TrueBrain> and tnx again for explaining frosch12 :) 23:03:21 <TrueBrain> right .. tomorrow I hope to see if I can make more than one eints projects for us 23:03:30 <TrueBrain> I would like to have Steam stuff translated before the 1st :) 23:04:46 <frosch12> TrueBrain: sorry,, i played widelands last weekend, so i procrastinated my stash :) 23:05:16 <TrueBrain> I enjoyed looking at this part of OpenTTD, so that is okay :) 23:05:33 <TrueBrain> starting to understand the frustration people have regarding NewGRFs and specs and everything :P 23:07:01 <TrueBrain> LordAro: I am happy you are trying to bring #8468 to a conclusion, but I am scared only reading the feedback on your comments 23:07:05 <TrueBrain> I wonder if doing it yourself isn't faster :P 23:07:15 <LordAro> TrueBrain: oh, absolutely 23:08:13 <TrueBrain> now zstd, what to do with that for 1.11 .. on one hand it would be nice to have 23:08:20 <TrueBrain> on the other, the network protocol changes are bigger than I expected 23:08:31 <TrueBrain> so maybe zstd1.3 support would be easier 23:08:43 <TrueBrain> or wait till 1.12 / 1.11.1 23:11:58 <TrueBrain> also something to look into tomorrow I guess 23:13:46 <frosch12> it's funny how some sprites on tracktracks.png make no sense, but those are also the unused sprites :p 23:13:55 <TrueBrain> lol 23:13:59 <TrueBrain> why am I not surprised :P 23:15:42 *** joey[m] has quit IRC 23:15:46 *** joey[m] has joined #openttd 23:15:54 <TrueBrain> sometimes it feels these things are brought to 90% completeness 23:16:00 <TrueBrain> and someone goes: I AM DONE, drops mic 23:16:20 <TrueBrain> I can understand it btw, I think I do the same from time to time 23:16:26 <TrueBrain> just years later you completely regret that :P 23:16:30 *** Heiki[m] has quit IRC 23:16:34 *** Heiki[m] has joined #openttd 23:17:19 <_dp_> TrueBrain, what on earth did you expect if one byte is bigger than that? :p 23:17:51 <TrueBrain> "that" , I love the clear reference to .. what exactly? :P 23:18:15 <_dp_> network protocol changes 23:18:24 <TrueBrain> holy crap ... my mind-reading machine really is not working 23:18:25 <TrueBrain> to be clear 23:18:27 <_dp_> in that pr network part is like 5 lines 23:18:34 <_dp_> everything else is some parsing 23:21:03 *** Wolf01 has quit IRC 23:21:13 <DorpsGek> [OpenTTD/OpenTTD] frosch123 closed pull request #8842: Fix some tram catenary sorting issues https://git.io/JqZ2J 23:21:16 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #8843: Fix #8647: road catenary did not draw front/back sprites in the front/back as it should. https://git.io/JqZNT 23:21:19 <DorpsGek> [OpenTTD/OpenTTD] frosch123 closed issue #8647: Road and Tramway Catenary Drawn Incorrectly / Unsorted https://git.io/JtALK 23:21:46 <frosch12> i did not know you could also write "closes #123" in the PR description 23:23:19 <TrueBrain> since when is email faster than DorpsGek 23:23:20 <TrueBrain> don't think there is anybody home 23:23:20 <TrueBrain> owh, I am the one that is not home 23:23:20 <TrueBrain> holy crap 23:23:20 <TrueBrain> that was a huge delay 23:23:22 <TrueBrain> frosch12: dwfreed told me 23:23:22 <TrueBrain> I do not know how he knows these things 23:24:02 <LordAro> https://docs.github.com/en/github/managing-your-work-on-github/linking-a-pull-request-to-an-issue 23:24:14 <TrueBrain> this is a PR closing another PR LordAro 23:24:31 <LordAro> well, basically the same thing 23:24:40 <TrueBrain> yeah, but not documented, as far as I could find 23:24:46 <LordAro> PRs are just issues with a branch :p 23:24:59 <TrueBrain> it is also not showing up they are linked on the right 23:25:03 <TrueBrain> where it is for issues 23:25:11 <TrueBrain> so it is a bit ... vague, but it works 23:25:14 <LordAro> yeah, i'm not sure what that bit is 23:25:19 <LordAro> it appeared quite recently 23:25:24 <TrueBrain> linked issues? 23:25:25 <LordAro> i suspect it's an unfinished feature 23:25:26 <TrueBrain> has been there for a while 23:25:32 <TrueBrain> just .. nobody ever looks at it :P 23:25:40 <LordAro> not more than a few months, afaik? 23:25:51 <TrueBrain> " few month" is a lifetime for GH 23:26:00 <TrueBrain> so that depends on your definition of "quite recent" 23:26:01 <TrueBrain> :D 23:26:56 <TrueBrain> https://github.blog/changelog/2020-02-04-view-and-link-issues-and-pull-requests-from-the-sidebar/ 23:27:03 <TrueBrain> a year is "quite recent" in your definition 23:27:06 <TrueBrain> I WILL REMEMBER THIS! :P 23:28:04 *** spnda has quit IRC 23:29:16 <LordAro> February 2020 was only a month ago 23:29:18 <LordAro> ;) 23:29:21 <TrueBrain> haha :D 23:29:24 <TrueBrain> I know how you feel :P 23:29:46 <TrueBrain> that the NewGRF scanner is smooth, is so strange 23:30:09 <glx> I should launch openttd to see it 23:30:24 <LordAro> ooh yes 23:36:07 <peter1138> Smooth? I only see sharp edges. 23:36:26 <TrueBrain> take your glasses off 23:36:28 <TrueBrain> solves the issue for me 23:36:31 <TrueBrain> on that note, sleepy time 23:37:02 <peter1138> The main issue with the scanner is the initial "boot up" scan, where you have the white screen of non-responsiveness for a few seconds... 23:37:42 <DorpsGek> [OpenTTD/OpenTTD] embeddedt commented on pull request #8776: Change: Don't decrease vehicle reliability when stopped https://git.io/JqZxh 23:37:46 <frosch12> TrueBrain: next challenge: content download gui :p 23:38:33 <glx> well mouse still jumps in debug build 23:39:07 <TrueBrain> frosch12: yup .. but I have another fix for that is mind :p 23:39:31 <TrueBrain> glx: yup, needs another set of fixes, but also doable :p 23:39:53 <glx> but the numbers are smoother 23:40:09 <peter1138> Also, just closing the NewGRF Settings window causes the game to freeze for a couple of seconds (when there are NewGRFs in the list) 23:40:12 <TrueBrain> Try generating a large map :D 23:40:27 *** frosch12 has quit IRC 23:41:08 <TrueBrain> peter1138: yup, lot of places have blocking code.. we need to address all of them over time :D 23:42:00 <peter1138> I wonder if I still have those old stress test maps... 23:42:36 <peter1138> Still got Wentbourne. That's actually playable these days. 23:42:48 <peter1138> Simulation rate: 13 frames/s 23:43:00 <TrueBrain> Basically, code needs to release the game state if they don't need it more .. but a slow process :D 23:44:29 <peter1138> Cool, 60-70 ms for graphics rendering :D 23:45:00 <LordAro> nice 23:46:18 <peter1138> Also, nasty alignment of the tick on those menu settings TB was mumbling about earlier :D 23:47:01 *** Qub3d has joined #openttd 23:47:23 <peter1138> Oops, I enabled Double-size and the settings window is too big. The title bar is off the top of the screen. 23:47:25 *** Qub3d has quit IRC 23:47:44 <peter1138> Oh yes, delete works. 23:53:07 <LordAro> mm, it really shouldn't do that 23:53:11 <LordAro> i've done that a few times 23:53:26 <LordAro> it's particularly tricky on the main menu, because you can't dleete that window 23:53:31 *** HerzogDeXtEr has quit IRC