Times are UTC Toggle Colours
00:14:42 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 00:38:38 *** Flygon has joined #openttd 00:50:05 *** WormnestAndroid has quit IRC 00:50:22 *** WormnestAndroid has joined #openttd 00:56:48 *** Tirili has quit IRC 01:01:44 *** Tirili has joined #openttd 01:17:15 *** Progman has quit IRC 01:21:45 *** DasPoseidon has quit IRC 01:58:12 *** HerzogDeXtEr has joined #openttd 02:12:44 *** gnu_jj has joined #openttd 02:14:18 *** gnu_jj_ has quit IRC 02:24:08 *** jellyknight has joined #openttd 02:25:28 *** gnu_jj has quit IRC 02:28:20 *** Tirili has quit IRC 02:28:37 *** jellyknight has quit IRC 02:31:33 *** gelignite has quit IRC 02:53:56 *** gnu_jj has joined #openttd 03:24:18 *** glx has quit IRC 03:29:20 *** debdog has joined #openttd 03:32:43 *** D-HUND has quit IRC 04:26:48 *** supermop_Home has joined #openttd 06:03:09 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMt9 06:24:10 *** WormnestAndroid has quit IRC 06:24:24 *** WormnestAndroid has joined #openttd 06:26:21 *** Smedles has quit IRC 06:27:23 *** Smedles has joined #openttd 06:48:49 *** WormnestAndroid has quit IRC 06:48:51 *** WormnestAndroid has joined #openttd 07:31:19 *** nielsm has joined #openttd 08:05:51 *** andythenorth has joined #openttd 08:14:01 *** Wolf01 has joined #openttd 08:25:16 <andythenorth> yo 08:25:43 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMOK 08:28:04 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMOX 08:55:33 *** sla_ro|master has joined #openttd 09:09:03 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLM3O 09:25:11 <andythenorth> got this monkey off my back finally https://bananas.openttd.org/manager/newgrf/f1250008 09:26:10 <LordAro> ooh 09:26:17 <TrueBrain> https://bananas.openttd.org/package/newgrf/f1250008 for the careful reader :) 09:26:26 <TrueBrain> and gratz :D 09:27:15 <LordAro> TrueBrain: do i have special bananas permissions? 09:27:17 <andythenorth> means I could spend time on other OpenTTD things for a bit 09:27:20 <LordAro> because i can apparently edit that 09:27:26 <andythenorth> pls don't mention CSS :P 09:27:27 <LordAro> (via that manager link) 09:27:33 <andythenorth> but are we talking about NRT yet? 09:27:47 <TrueBrain> LordAro: you do not; what do you mean, edit? 09:28:38 <TrueBrain> owh, I see, I can too 09:28:39 <TrueBrain> lol? 09:28:47 <LordAro> "Edit package meta data" 09:28:52 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLM3N 09:29:00 <LordAro> maybe the submit button doesn't work (i've not tried) 09:29:05 <LordAro> but not exactly ideal? 09:29:08 <TrueBrain> I .. honestly do not know 09:29:19 <TrueBrain> seems someone (not me :D) forgot to do a permission check before rendering the page :) 09:29:40 <TrueBrain> I am not really curious if the API denies it after all 09:30:09 <TrueBrain> for that we have staging :) 09:30:58 <TrueBrain> "Data not found" 09:30:59 <TrueBrain> lol 09:31:14 <LordAro> no edit button for the newgrfs on staging... 09:31:26 <LordAro> oh wait, yes there is 09:31:40 <LordAro> yeah, what you found :) 09:31:42 <TrueBrain> if you change the URL, there is :P 09:31:51 <TrueBrain> so the API does block it, it is just the webpage that renders it 09:34:35 <DorpsGek> [OpenTTD/bananas-frontend-web] TrueBrain opened issue #51: "manager" URLs not blocked for content that doesn't belong to you https://git.io/JLM3j 09:34:37 <TrueBrain> there we go ^^ 09:36:08 <LordAro> fixed. 09:36:59 <TrueBrain> not my problem now :P 09:36:59 <andythenorth> \o/ 09:37:04 <TrueBrain> let someone else fix shit for once :D 09:38:45 <andythenorth> FIRS releases are weird these days 09:38:53 <andythenorth> v4 has basically been 'done' since the summer 09:39:00 <andythenorth> but I have to play 2 or so test games to be sure 09:39:09 <andythenorth> then 2 more to make sure I wasn't smoking crack 09:39:31 <LordAro> TrueBrain: brief inspection indicates that the frontend-web has no existing permission checking stuff? 09:39:54 <TrueBrain> LordAro: frosch123 wrote it; I did review it, but I really do not know these details :) Better check with him :) 09:40:13 <LordAro> frosch123: brief inspection indicates that the frontend-web has no existing permission checking stuff? 09:40:16 <LordAro> :p 09:40:18 <TrueBrain> :D 09:41:28 <andythenorth> gone are the days when I can just dump a new release of FIRS on bananas :) 09:41:41 <andythenorth> WHILST CHANGING THE ENTIRE DESIGN 09:41:46 <andythenorth> oof 09:48:01 <andythenorth> think this is my favourite new sprites https://grf.farm/firs/4.0.0-beta-1/html/industries.html#slag_grinding_plant 09:48:11 <andythenorth> animated in game! 09:48:17 <andythenorth> should I make it a gif in docs? :P 09:50:42 <TrueBrain> yes! 09:50:49 <TrueBrain> and it does look pretty :D 10:07:33 <andythenorth> right that's 2 years of work shipped 10:07:39 <andythenorth> apart from actually finishing it :P 10:07:42 <TrueBrain> can a NewGRF throw a message to a user? 10:07:46 <TrueBrain> or can it only crash? 10:07:52 <andythenorth> no it can message 10:08:05 <andythenorth> when loaded 10:08:22 <TrueBrain> cool; so you can just say: dude, disable inflation PLEAAASSSEEE 10:08:26 <TrueBrain> instead of just refusing to work? 10:09:33 * andythenorth checks 10:10:53 <andythenorth> Action B it seems https://newgrf-specs.tt-wiki.net/wiki/ActionB 10:10:56 <andythenorth> fatal / non-fatal 10:11:51 <andythenorth> my TL;DR was 'more flags do no harm, if they're network safe and don't have a maintenance headache' 10:12:06 <andythenorth> trying to design the API around 'what authors _should_ be doing' is not fruitful 10:14:16 *** WormnestAndroid has quit IRC 10:14:29 *** WormnestAndroid has joined #openttd 10:17:06 <TrueBrain> "Sure, some people are going to disagree that a NewGRF says that, but I wonder what generates more reports: behaviour that feels like the NewGRF is broken or a message telling you it will be broken if you continue on." <- andythenorth , did I misunderstand this? (before I post a lie) 10:17:15 <TrueBrain> (this is what I want to post, parts of it) 10:17:40 *** Progman has joined #openttd 10:17:57 <andythenorth> no that's about right 10:18:07 <andythenorth> I thought of replying similar, but I don't want to be only voice 10:18:27 <andythenorth> I also don't exactly disagree with Eddi 10:18:35 <andythenorth> I just think there's more to the picture 10:19:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMGe 10:19:46 <TrueBrain> he is not wrong, but for me it is exactly why it is a good idea: let the ecosystem figure this one out :) 10:26:57 *** jinks has quit IRC 10:29:31 *** gelignite has joined #openttd 10:31:43 *** jinks has joined #openttd 10:42:28 *** Samu has joined #openttd 10:48:08 <andythenorth> always a nice read https://gist.github.com/chitchcock/1281611 10:48:36 <TrueBrain> tldr :) 10:49:34 <andythenorth> "Ha, ha! You 150-odd ex-Amazon folks here will of course realize immediately that #7 was a little joke I threw in, because Bezos most definitely does not give a shit about your day." 10:49:41 <andythenorth> oops, no, that's the wrong TL;DR 10:51:13 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMGV 10:53:29 <TrueBrain> michi_cc: https://github.com/OpenTTD/OpenTTD/actions/runs/445404282 <- I started a build for your OpenGL work, but I guess it will not work as the MacOS version fails .. hmm .. 10:53:32 <TrueBrain> owh well, we will see :D 10:54:26 <michi_cc> Yeah, I know that fails. I just left it enabled in the CMake file for all platforms because I wanted to see the errors :) The implementation itself is Windows only at the moment anyway. 10:54:28 <TrueBrain> it is also a test to see if that workflow works at all :D 10:54:35 <TrueBrain> yup 10:54:55 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMGo 10:55:28 <TrueBrain> to get a windows binary, we either have to disable Mac for the release workflow in your branch, or make sure Mac passes for now .. given it is windows-only, the first might be better, as that means my run only produces Windows binaries :) (so people will not get confused :P) 10:55:46 <michi_cc> Heck, even the tiny Linux sprinkles in there are probabyl wrong. I'm using excatly one EGL function in there, but for all I know SDL might actually GLX and not EGL at all. 10:56:53 <TrueBrain> anyway, my idea was to post windows binaries in the PR, so people can test 10:56:57 <michi_cc> I do want to fix OSX build, I'm just thinking about the least ugly way. Because of course Apple GL headers declare the function pointer types differently than ALL other GL headers out there. 10:57:00 <TrueBrain> so you get a bit of feedback for how it does on different systems 10:57:01 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLMG6 10:58:09 <TrueBrain> (and I slowly want to work towards a "preview" label for desktop builds too, on demand :) ) 10:59:00 <TrueBrain> owh, right, GHA has a starvation issue with MacOS runners for 10.11, forgot 11:00:04 <andythenorth> I want a preview label for grfs :P 11:00:13 <andythenorth> that isn't a feature request 11:00:27 <andythenorth> I'm just literally working on releasing a 'preview' of a totally unfinished grf 11:02:57 *** DasPoseidon has joined #openttd 11:04:43 <andythenorth> time to use black! 11:04:44 <andythenorth> hurrah 11:07:30 *** pina[m] has left #openttd 11:09:21 *** ekangmonyet_ has quit IRC 11:09:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JLMG5 11:09:31 *** ekangmonyet has joined #openttd 11:10:19 <TrueBrain> funny, it tells me english is missing 41 strings, when starting :D 11:10:20 <TrueBrain> haha 11:11:35 <TrueBrain> michi_cc: is it using OpenGL by default? 11:12:40 <michi_cc> It should. 11:12:46 <TrueBrain> any way to tell? 11:12:55 <michi_cc> Start with -d driver=2 or so. 11:13:55 <TrueBrain> Successfully loaded blitter '32bpp-anim' 11:13:56 <TrueBrain> bit later 11:14:01 <TrueBrain> Successfully loaded blitter '8bpp-optimized' 11:14:02 <TrueBrain> lol 11:14:21 <michi_cc> Or force -v win32-opengl. If that works, it will also use without a specific video driver. 11:14:43 <michi_cc> Well, with the GL driver, 8bpp-optimized is the fastest blitter if you don't have any 32bpp sprites loaded. 11:14:49 <TrueBrain> dbg: [driver] Successfully probed video driver 'win32-opengl' 11:14:55 <TrueBrain> so I guess it is running opengl :) 11:15:03 <michi_cc> Yep, it is then. 11:15:31 <TrueBrain> can we fix the 30fps btw, I forgot how annoying that iis :D 11:15:37 <TrueBrain> (not OpenGL related) 11:16:40 <TrueBrain> michi_cc: there is no "video output" in the Frame rate with this build; that is correct? 11:16:43 <michi_cc> Actually, I'd be interested in the output of -d driver=6, even if it is really spammy for sound/music. 11:17:08 <TrueBrain> it is btw insanely fast ... it is like 10 times faster for me vs 1.10.3 11:17:13 <TrueBrain> not sure if that comparison is fair 11:17:35 *** ekangmonyet has quit IRC 11:17:54 *** ekangmonyet has joined #openttd 11:17:55 <TrueBrain> driver=6 is that spammy, that the console doesn't keep enough lines to see anything besides DLS: Reading wave ... :P 11:18:17 * andythenorth would be first in queue to test a macOS version :P 11:18:21 <michi_cc> Ahhh, PFE_VIDEO will not show anything at all because of a rebase mishap. 11:18:32 <michi_cc> Could do -s null -m null to get that spam down. 11:18:35 <TrueBrain> I found a bug :D :D 11:18:44 <TrueBrain> :P 11:18:46 <michi_cc> Basically, I want to know if you get any GL driver warning messages. 11:19:07 <TrueBrain> https://gist.github.com/TrueBrain/aa85e22a72e67121e7d9daea27d501c3 11:19:36 <michi_cc> No message == good messages in this case :) 11:22:10 <michi_cc> If you load any 32bpp GRF/baseset (or force the blitter), you should get the blitter 40bpp-anim, which should be at least as fast as 32bpp-optimized, but with palette animation on. 11:22:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JLMZf 11:25:13 <TrueBrain> with 32bpp, GDI wins over OpenGL for me 11:25:22 <TrueBrain> 4000fps for GDI, 2000fps for OpenGL 11:25:26 <TrueBrain> (nightly vs your PR btw) 11:25:47 <TrueBrain> but in the ~4000fps range, measuring becomes a bit messy :P 11:26:12 <LordAro> TrueBrain: holy hell 11:26:17 <michi_cc> Is is in fact 32bpp-optimized, or one of the SSE blitters? Because I haven't bothered doing a 40bpp SSE variant. 11:27:03 <TrueBrain> dbg: [driver] Successfully loaded blitter '32bpp-optimized' 11:27:12 <TrueBrain> (I was forcing drivers) 11:27:33 <TrueBrain> but, optimized doesn't do animation ;) 11:27:36 <TrueBrain> so that is not completely fair 11:28:21 <TrueBrain> it outperforms 32bpp-sse2-anim for me with a mile 11:28:24 <TrueBrain> 300fps vs 2000fps 11:28:34 <TrueBrain> (in favour of OpenGL) 11:28:35 <michi_cc> Yeah, the 40bpp blitter has to copy one byte more for each pixel around, even if the actual palette animation is done in the video backend. 11:29:20 <michi_cc> I.e. the blitter itself has to do nothing on palette cycling, but just tell the graphics card to redraw the blitter texture to the screen. 11:29:40 <TrueBrain> for me, OpenGL is so much faster 11:29:45 <TrueBrain> (in any fair comparison) 11:29:48 <michi_cc> This might in fact even explain the 2000fps, it might simply hit the maxmimum command rate the driver can handle. 11:30:04 <TrueBrain> but really ... 60 Hz or 144 Hz refresh would be nice 11:30:09 <TrueBrain> everything feels so sluggy :( 11:30:27 <TrueBrain> airplanes bounce in the air on my screens :P 11:30:38 <TrueBrain> (I am spoiled with 144 Hz screens ... you start to notice these kind of lags) 11:30:52 <TrueBrain> will not be easy to change OpenTTD from 30fps to 60fps :P 11:31:12 <michi_cc> Technically speaking, with the OpenGL video driver, the mouse cursor at least is handled by the backend and could in theory (if the input loop was faster) be refreshed more often. 11:31:16 <LordAro> gui is uncoupled though, right? 11:31:28 <TrueBrain> LordAro: it is the movement of the airplane that is the issue 11:31:32 <TrueBrain> so it feels really shoppy 11:31:44 <TrueBrain> I do not think that running the GUI loop itself will fix that, honestly 11:31:46 <TrueBrain> it might 11:31:56 <michi_cc> Which is also totally unnecessary, but I just included it to see what one could do with OpenGL on the backend. 11:32:29 <TrueBrain> well, I am really curious what this does to FPS on MacOS :) 11:32:41 <TrueBrain> and I guess we need a bit more people testing this 11:32:48 <TrueBrain> my hardware might not be a good representation :P 11:33:12 <TrueBrain> i7-8700K CPU with GTX 1080 :P 11:33:36 * andythenorth volunteers 11:37:12 <TrueBrain> michi_cc: added some text to my comment what I tested and I think others should; let me know if you disagree :) 11:38:29 <TrueBrain> LordAro: the nightly seems to be a debug release, as in: shift is fastforward .. any idea why this would be? 11:38:38 <TrueBrain> RelWithDebInfo should select a release build, not? 11:39:56 <TrueBrain> I guess _DEBUG is defined somehow 11:40:16 <michi_cc> I'm not sure how much use the fast-forward number is. I would expect that to be quite low for many people, as the OGL driver will push a frame out to the graphics card, while the GDI compositor in Windows might just say: "Don't care until next screen refresh". 11:40:43 <TrueBrain> so, better to look at the "ms" it takes to render, I guess? 11:40:50 <TrueBrain> in that case you first need to fix the performance counter :D :P 11:41:13 <michi_cc> The interesting test cohort is people who struggle with video framerate with full animation and/or 32bpp in normal mode. 11:42:49 <orudge> I can test things on macOS, but I will generally be away from a PC until January 11:43:00 <orudge> Hence my quietness this week :) 11:43:11 <orudge> (if anybody needs anything, e-mail me!) 11:43:12 <TrueBrain> hmm, -D_DEBUG Is only added for CONFIG:Debug .. so why does it add this for MSVC ... 11:43:24 <TrueBrain> orudge: we will; merry xmas :D 11:44:38 <TrueBrain> on Linux it seems to be doing the right thing 11:45:53 <TrueBrain> seems the MSVC action is not doing what we think it does :P 11:47:18 <Samu> can I create a branch in the middle of a rebase? 11:47:40 <TrueBrain> hard to tell what CMake does here, as we do not output the information :D 11:49:07 <TrueBrain> cmakeBuildType only works with CMakeListsTxtBasic 11:49:12 <TrueBrain> we use CMakeListsTxtAdvanced 11:49:13 <TrueBrain> :D 11:49:13 <TrueBrain> oops 11:51:20 <Samu> i think i found a bug in the Select AI window 11:51:26 <Samu> let me confirm 11:52:39 <Samu> nop, unconfirmed 11:54:16 <andythenorth> ok so as expected 7744 fails to build for me 11:54:28 <andythenorth> is the failure output useful right now, or just waste of time? 11:54:55 <TrueBrain> waste of time :) 11:55:12 <TrueBrain> as you were told LONG before it does fail, and that is deliberate, and is on the todo :) 11:55:19 <andythenorth> yup 11:55:22 <TrueBrain> the CI told you, the release told you, I told you, and the author told you :D 11:55:24 <TrueBrain> Sorry :P 11:55:40 <TrueBrain> I appreciate you trying anyway <3 :) 11:55:58 <andythenorth> it's an abundance of keen-ness 11:56:06 <TrueBrain> it was hope :D 11:56:09 <TrueBrain> "maybe it works for me!" :P 11:57:07 <andythenorth> I shall go and fix newgrf bugs 11:57:17 <LordAro> TrueBrain: honestly not sure, i was just copying the existing azure as best as i could 11:57:19 <TrueBrain> ALL OF THEM?! :) 11:57:26 <andythenorth> well if I start with 1 11:57:28 <andythenorth> and keep going 11:57:30 <TrueBrain> LordAro: yeah, I found the issue ... the Action is a bit weird 11:57:39 <andythenorth> either all will be done, or I'll die 11:57:39 <TrueBrain> totally undocumented what is Basic and what is Advanced, tbh :P 11:57:56 <andythenorth> or zeno's paradox manifests 11:58:13 <TrueBrain> LordAro: running a test now to see if my fix fixes it, but it should :) Just happy we caught it now :D 11:58:14 <LordAro> oh, the basic/advanced thing? yeah, bit weird 11:58:21 <TrueBrain> that would have been the slowest windows 1.11 build ever :P 11:58:33 <LordAro> it was fine initially, then i had to add msvc/ninja support or something 11:58:38 <LordAro> ^^ 11:58:46 <TrueBrain> his default example uses Advanced 11:58:49 <TrueBrain> which is confusing 11:58:59 <TrueBrain> but okay :) I think this should work :D 11:59:12 <TrueBrain> tempted to fix the warning too ... I just have to force it to use another tar.exe .. 11:59:49 <michi_cc> Okay, performance counter fix incoming (and also first stab and getting OSX to pass the compiler [still no function at all]) 12:00:08 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 12:00:44 <michi_cc> orudge: You'd have to implement OpenGL on OSX first before you can test anything :D 12:02:01 <michi_cc> andythenorth: There is literally zero OSX OpenGL code in there right now. Even if it would compiler, it would literally do nothing for you. First somebody has to rewrite the Cocoa video driver to account for this. 12:02:33 <andythenorth> :) 12:02:49 <andythenorth> I would volunteer to do that, but let's be....realistic :) 12:04:17 <michi_cc> orudge: Does ARM OSX even have OpenGL anymore or is everybody supposed to be using Metal by now? 12:06:19 <andythenorth> "OpenGL is deprecated, but is available on Apple silicon." https://developer.apple.com/documentation/xcode/porting_your_macos_apps_to_apple_silicon 12:07:17 <michi_cc> Well, it's been deprecated for years, so... I mean, I would alternatively use Vulkan, but as that is also multi-platform... 12:07:40 <Samu> ah, i figured it out 12:10:10 <Samu> TrueBrain, bug is confirmed after all. 12:10:27 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/ai/ai_gui.cpp#L94-L95 you need a i++; there 12:10:33 <Samu> you missed it 12:12:44 <LordAro> Samu: PR please :) 12:13:21 <TrueBrain> see https://github.com/OpenTTD/OpenTTD/pull/8433 to have an idea how to properly PR this 12:13:58 <TrueBrain> so happy we now made them for (.. : ..), as that i++ really was hiding .. holy crap 12:14:07 <TrueBrain> I don't even feel bad for missing that 12:18:44 *** sla_ro|master2 has joined #openttd 12:20:44 *** Samu has quit IRC 12:24:10 *** sla_ro|master has quit IRC 12:24:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8435: Fix: [Actions] cmakeBuildType is only used with CMakeListsTxtBasic https://git.io/JLMnx 12:24:25 <TrueBrain> tested and everything ^^ :) 12:29:32 <LordAro> :) 12:29:59 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8435: Fix: [Actions] cmakeBuildType is only used with CMakeListsTxtBasic https://git.io/JLMcJ 12:30:55 <LordAro> just for fun, i am rebasing JGR's save_ext branch against (our) master 12:31:08 <TrueBrain> that would be very nice :D 12:31:23 <LordAro> i'm only on the first commit :p 12:31:42 <LordAro> it'll still require a lot of work, but will be nice to have it in an even vaguely PRable form 12:31:54 <TrueBrain> indeed :) 12:32:45 <LordAro> it's 5 years worth of merge commits at the moment 12:32:52 <TrueBrain> wow 12:32:59 <LordAro> (on top of the old svn-git commits too) 12:33:18 <TrueBrain> not easier to cherry-pick the commits from his current master? 12:34:19 <LordAro> well that's effectively what i'm doing 12:34:27 <LordAro> took me a while to work out the correct rebase command though 12:34:46 <TrueBrain> haha, I can imagine :) Do share that btw plzzzz :D 12:34:54 <TrueBrain> there is more in JGR that is worth pickling out :P 12:37:21 <andythenorth> maybe this should have /LATEST and /LATEST_STABLE or something? https://grf.farm/firs/index.html 12:37:27 * andythenorth wonders what convention exists 12:43:10 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 12:49:00 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8435: Fix: [Actions] cmakeBuildType is only used with CMakeListsTxtBasic https://git.io/JLMnx 12:49:23 <TrueBrain> michi_cc: ha, you found the right header :D Nice :D 12:50:43 <michi_cc> Well, the wonders of modern technology :) I've VPN'ed to my home network, booted my PC with wake-on-lan, remote-desktoped in and started a VMware session :p 12:52:17 <LordAro> nice. 12:52:47 <Eddi|zuHause> why do we have vietnamese spambots? 12:52:59 <michi_cc> I initially had the older gl.h in there as gl3.h came only on OSX version whatever, but as we threw them all out with c++11/17 anyway, it doesn't matter anymore. 12:53:45 <TrueBrain> \o/ 12:56:36 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8436: Fix f66baa44: for-loop is no longer increasing "i" https://git.io/JLMcg 12:56:46 <TrueBrain> as Samu disappeared when we suggested he should PR it, the PR to fix the bug :) 13:03:59 * andythenorth wonders if CC_OVERSIZED, CC_POWDERIZED etc are ever used for newgrf cargos ever ever 13:04:42 * andythenorth adds them to FIRS anyway 13:04:54 <andythenorth> if they're not provided, how could anybody ever use them? :P 13:08:42 * andythenorth ideas 13:08:55 <andythenorth> CC_HAZARDOUS in train = coaches with armed guards needed 13:08:59 <andythenorth> etc 13:10:52 *** DasPoseidon has quit IRC 13:11:14 <LordAro> TrueBrain: thus far the majority of the conflicts are NULL -> nullptr related 13:11:23 <LordAro> and Peter's uint16 -> SaveLoadVersion stuff 13:11:30 <TrueBrain> that is not too bad :) 13:11:58 <TrueBrain> would be funny, if we can load JGR games given they don't use features we don't have :P 13:12:07 <LordAro> :D 13:12:17 <LordAro> i'm only checking the compile so far, not checking that anything actually works ;) 13:12:20 <TrueBrain> it does require us to align naming feature-toggles btw 13:14:01 <LordAro> would we be adding any feature toggles at all? 13:14:15 <LordAro> as i understand it, wouldn't we continue just bumping the savegame version number? 13:17:03 <TrueBrain> well, doesn't this kinda replace version numbers? 13:17:53 <TrueBrain> but okay, I filled in how I would like to use it; maybe better to just ask you first: why are you porting this over? What future to you see with it :D 13:17:59 <LordAro> yes, i suppose it does 13:18:22 <TrueBrain> one of those "to" should be "do" ofc; feel free to figure out which :P 13:18:52 <LordAro> aligning feature flags would only be necessary if we actually (for some unknown reason) want the ability to load JGR games in vanilla 13:18:58 <LordAro> which i can't imagine we'd ever get to 13:19:11 <LordAro> not that there's any particular reason to diverge, of course 13:19:16 <TrueBrain> what I mean, say, we use a feature JGR has, we should not rename the feature-toggle in the savegame all of a sudden :) 13:19:43 <TrueBrain> "just because we don't like the name" or whatever childish reason we can have :P 13:20:14 <LordAro> yaeh 13:21:38 <TrueBrain> looking at the trees PR .. very tempted to implement a true "drag" mode 13:21:45 <TrueBrain> where you can just draw trees as if it was a canva 13:21:48 <LordAro> JGR is "just" a patchpack, remember. If we were to include feature xyz, we'd add feature-toggle xyz. If this feature is in *some other version* we would want to check whether an existing name exists or something 13:21:50 <TrueBrain> instead of this rectangle approach .. 13:21:58 <LordAro> TrueBrain: DO IT 13:22:25 <TrueBrain> LordAro: exactly, we need to be a bit more aware of patchpacks; which is a good thing btw 13:22:35 *** Samu has joined #openttd 13:22:46 <TrueBrain> of course JGR can fix-up any different name we use for the same feature, but it would be weird :P 13:24:09 <LordAro> the way i see it - someone writes a patch that requires a new savegame "feature". Instead of bumping the savegame version, they add their own XYZ_FEATURE toggle switch. Then the process for this patch getting added to JGR/vanilla/wherever is the same - just include the patch 13:24:24 <TrueBrain> exactly :) 13:24:43 <LordAro> good :) 13:25:01 <TrueBrain> it would mean that we are no longer bound to time (as in, savegame versions can only go up with new features atm) 13:25:07 <TrueBrain> it would be really nice :D 13:25:31 <TrueBrain> so we can have feature-branches, if we would like, without breaking savegames :D 13:25:38 <TrueBrain> now I am just being silly :P 13:27:30 <Eddi|zuHause> how would you handle if some feature depended on another feature? 13:29:00 <Eddi|zuHause> say, there are two patches who introduce signal type 6. patchpack integrator moves one of them to signal type 7 13:29:52 <LordAro> features can still be mutually incompatible, not a lot we can do about that 13:29:53 <Eddi|zuHause> (you can find pieces of these things happening in the past in afterload) 13:29:57 <LordAro> e.g. using different map array bits 13:31:24 <Eddi|zuHause> LordAro: the patches might be incompatible. the features are compatible 13:32:21 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8436: Fix f66baa44: for-loop is no longer increasing "i" https://git.io/JLMCH 13:32:30 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8436: Fix f66baa44: for-loop is no longer increasing "i" https://git.io/JLMcg 13:33:55 <Eddi|zuHause> but now you have feature A using signal type 6, feature B using signal type 6, and feature B using signal type 7 13:35:03 <Eddi|zuHause> now lets imagine we put feature B (standalone version) in master 13:36:04 <Eddi|zuHause> patchpack author now has to decide whether the savegame using feature B was using his patchpack version (signal type 7), or master version (signal type 6) 13:38:18 <TrueBrain> DRAGGING WORKS! And it is freaking awesome :D \o/ 13:38:34 <LordAro> :D 13:38:42 <TrueBrain> but my glasses are dirty and I cannot get them clean .. ugh, going to try again .. fucking annoying 13:38:49 * LordAro spams the approve button 13:40:48 *** frosch123 has joined #openttd 13:40:59 *** JGR has joined #openttd 13:41:04 <JGR> Eddi: This is why the feature entries have a version number, if a patchpack author were to change the map representation (signal number or whatever) they would also bump the version of that feature, or add another feature for map representation changes. 13:42:00 <JGR> The issue then becomes who "owns" the version namespace for that feature. 13:42:22 <TrueBrain> assert(_game_mode = GM_EDITOR); <- do you think that was intended by the author :D Lol .. that is a nasty bug .. :D 13:42:44 * andythenorth shivers, brr, XML namespaces 13:44:27 <andythenorth> ok am I helping do PRs, or starting Road Hog rebuild for NRT? :P 13:44:34 * andythenorth could go either way 13:44:51 <TrueBrain> pretty sure there is not a lot you can do to help with PRs, so I would do the latter ;) 13:45:05 <LordAro> TrueBrain: oho 13:45:28 <LordAro> JGR: for Reasons, i am rebasing your save_ext branch against master 13:45:42 <LordAro> oh wait, you're hear because you were reading the logs :D 13:45:45 <LordAro> here* 13:45:49 <JGR> I read all the logs 13:45:52 <TrueBrain> he often does :) 13:45:53 <LordAro> oh no 13:45:58 <TrueBrain> its a day-job, I am sure :D 13:46:42 <LordAro> making reasonable progress 13:46:53 <TrueBrain> the reading of the backlogs, I meant :P 13:46:57 <LordAro> but now, leftover-christmas-dinner-lunch 13:47:02 <TrueBrain> enjoy! 13:49:48 <TrueBrain> meh, I do not think I can do this dragging mode outside SE 13:49:53 <TrueBrain> it would fire so many DoCommands :D 14:08:57 <Samu> I have a problem trying to convert this piece of code to what you call of "C++11 standard" 14:09:48 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7890/files#diff-d5821b09d03600061acc2d047da9ba83cd6bc0156b9c59e84c03a9fa2bcc92d7R134-R147 14:10:13 <Samu> because of the iterator, I don't think I can use the auto 14:10:24 <Samu> or I don't know 14:10:48 <TrueBrain> Samu: https://github.com/OpenTTD/OpenTTD/pull/8436 14:15:23 *** glx has joined #openttd 14:15:23 *** ChanServ sets mode: +v glx 14:15:58 <Samu> but I am deleting the item during the loop 14:16:47 *** DasPoseidon has joined #openttd 14:17:07 <Samu> it's a different issue that that you link 14:17:39 <TrueBrain> you cannot upload a mkv to GitHub, only a mp4 .. wtf 14:17:57 <Samu> "open source" 14:18:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8234: Trees GUI improvements https://git.io/JLMWy 14:18:41 <JGR> Changing the type of SettingValueList to not require all the manual memory management would probably make more of an impact in terms of C++11 style than mechanically converting loops 14:19:45 <JGR> That's probably out of scope for a feature PR though 14:23:43 *** Progman has quit IRC 14:26:24 <Samu> sorry I don't understand jack of what you said :| 14:27:49 <andythenorth> "improve things upstream" :P 14:27:56 * andythenorth back to pinata 14:28:56 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8234: Trees GUI improvements https://git.io/JfxU1 14:29:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8234: Trees GUI improvements https://git.io/JLMlJ 14:29:44 <andythenorth> "paint rocks also or go home" 14:29:52 <Samu> you guys really like trees 14:31:09 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8234: Trees GUI improvements https://git.io/JLMlU 14:31:41 <TrueBrain> just look at that movie I made :D 14:31:48 <TrueBrain> I am so happy I can make a movie now :P 14:32:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #8234: Trees GUI improvements https://git.io/JLOwZ 14:33:20 <TrueBrain> it was also a lot easier than I expected :D 14:35:07 <supermop_Home> TrueBrain looks nice 14:35:14 <TrueBrain> tnx :D 14:36:36 <supermop_Home> this is one of those patches where the result is " I would have expected that's how it was supposed to work from the beginning " 14:36:49 <TrueBrain> yeah ... I did too :P 14:36:59 <TrueBrain> couldn't believe we were still using drag&drop :P 14:37:11 <TrueBrain> (so rectangles) 14:37:20 <supermop_Home> next: custom brush libraries like in photoshop 14:37:34 <frosch123> did you draw a debian or a zerg logo? 14:37:36 <TrueBrain> but ... this opens a door ... I expect more requests after this for this dragging behavior 14:37:46 <TrueBrain> like for terraforming 14:38:01 <supermop_Home> or pen-pressure sensitivity for tree density :P 14:38:02 <TrueBrain> frosch123: haha, no :) 14:38:23 <frosch123> TrueBrain: https://www.tt-forums.net/viewtopic.php?f=33&t=35627 14:38:33 <frosch123> it lost against diagonal terraform 14:39:01 <TrueBrain> what am I looking at 14:39:06 <TrueBrain> that thread is ... difficult to understand :) 14:39:30 <frosch123> it's adding "drag-draw by holding ctrl" to many tools 14:39:43 <frosch123> but then ctrl-drag was used for diagonal selections 14:39:48 <frosch123> so it died 14:39:57 <TrueBrain> ah :) 14:40:08 <frosch123> not-enough-modifier-keys or something 14:40:11 <TrueBrain> well, I did wonder if I should implement a key to get rectangle back in SE 14:40:17 <TrueBrain> not sure if that is useful 14:41:06 <frosch123> but from the first screenshot you can see: terraform, rivers, rough land, demolish 14:41:28 <TrueBrain> well, the idea is sensible :) 14:41:34 <TrueBrain> for trees it is most obvious :) 14:41:43 <TrueBrain> it works only for SE btw, these kind of things 14:41:55 <TrueBrain> nearly impossible to make this in a sane way for multiplayer 14:42:13 <frosch123> smatz wanted multiplayer-scenario editor :) 14:42:44 <supermop_Home> mp scenario editor could be fun for insane people like me and my brother 14:42:58 <frosch123> that's why we get a command to create a new town. making it accessible in-game was an afterthought :p 14:43:15 <supermop_Home> who would spend the whole time trying to fix hydrologically incorrect valleys 14:44:25 <supermop_Home> oooh drag brush for found town! 15:02:04 <DorpsGek> [OpenTTD/team] Azusa257 opened issue #112: [ja_JP] Translator access request https://git.io/JLMlH 15:03:56 *** Flygon has quit IRC 15:10:04 *** JGR has quit IRC 15:10:34 *** Tirili has joined #openttd 15:11:06 <supermop_Home> andythenorth what should this hotel look like? 15:11:15 <andythenorth> like the one in the proper baseset :P 15:11:23 <michi_cc> TrueBrain: I 15:11:24 <andythenorth> only not copyright infringing 15:11:26 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 15:12:06 <TrueBrain> michi_cc: you 15:12:17 <michi_cc> TrueBrain: I've rebased the GL branch on top of the last CI fix (and working performance window), does it make sense to regenerate the exe? 15:12:20 <andythenorth> supermop_Home me and Dan did consider this https://media.dertouristik.com/exports/KuoniUK/ImageGalleryLightboxLarge/390906_ImageGalleryLightboxLarge.jpg 15:12:25 <TrueBrain> yes, it does 15:12:26 <supermop_Home> hmm not sure ive ever seen it as ive never played anything other than temperate in foster base set 15:12:55 <TrueBrain> michi_cc: https://github.com/OpenTTD/OpenTTD/actions/runs/445667079 15:12:57 <supermop_Home> so its supposed to be some kind of ski lodge resort type thing? 15:14:21 <glx> I just did quick testing with a debug build in VS (not even tried fast forward) and opengl-win32 feels faster than win32 15:16:40 <michi_cc> Who wants to figure that OpenGL stuff out for Linux? :p 15:17:14 <TrueBrain> I don't want to, but I guess SDL supports it sufficiently that it should not be "too difficult" :P 15:17:21 <supermop_Home> this roaster is listing their quantity of coffee sold as "5/16 KG" 15:17:36 <TrueBrain> SDL also runs on Windows michi_cc , so you might as well figure this out :D :D :D 15:17:37 <supermop_Home> like why 15:18:02 <andythenorth> supermop_Home does seem to be only arctic 15:18:13 <andythenorth> so yeah, it's a ski-lodge / chalet type thing 15:18:44 <michi_cc> TrueBrain: But it would still use WGL functions, and not GLX or EGL, which is the stuff that needs figuring out. 15:18:45 <supermop_Home> i guess that's why i always looked so bizarre to me in F 15:18:49 <supermop_Home> IRS 15:19:09 <TrueBrain> michi_cc: it is way too long ago for me I did anything with GL to remember what that all means :P 15:19:25 <glx> oh no I'll get free HL with opengl discussion ;) 15:19:30 <supermop_Home> the base set layout is always 1x2 tiles? 15:19:33 <michi_cc> It means the OS specific part of OpenGL. 15:19:42 <TrueBrain> michi_cc: doesn't SDL handle that? 15:19:47 <andythenorth> supermop_Home yes 15:19:52 * andythenorth posts https://www.thehotelguru.com/best-hotels-in/canada/banff# 15:20:04 <michi_cc> Maybe, somewhat, no idea :) I don't program for Linux. 15:20:04 <andythenorth> I worked there for 3 months, view never got old 15:20:12 <TrueBrain> SDL is not Linux-only :) 15:20:45 <supermop_Home> see, most of the candian, new York, or swiss ones i'd think of are like 3-12 floors 15:20:58 <TrueBrain> michi_cc: http://www.sdltutorials.com/sdl-opengl-tutorial-basics <- does that look a bit on what would work? 15:20:59 <supermop_Home> the 2 floors of the existing sprite look really weird 15:21:18 <TrueBrain> (I can also just dive into your PR and figure out myself, but it just easier to ask :D) 15:21:24 <Samu> I don't know how to make this code c++11 style 15:21:31 <supermop_Home> also needs to be slope aware so balconies face uphill 15:22:42 <andythenorth> ogfx is base set eh :P 15:22:46 <andythenorth> no logic 15:22:53 <supermop_Home> if it could be broken into two 1x1 chunks, would that be helpful for reusing in other situations 15:23:07 * andythenorth wonders what else is offensive in ogfx 15:23:21 <supermop_Home> most of the tropic buildings? 15:23:28 <michi_cc> TrueBrain: Yeah, at least the initial part with all the SDL_GL_* calls. The pure gl calls should "just work" :) 15:23:48 <supermop_Home> temperate is mostly fine except for a couple 15:24:00 <TrueBrain> and of course we could also add a more raw device driver for Linux, but ugh ... not sure we want to deal with that :) 15:24:06 <andythenorth> the font :P 15:24:07 <andythenorth> oof 15:24:10 <TrueBrain> I am curious if emscripten performance improves with OpenGL too 15:24:12 <supermop_Home> like the capsule tower having flat tops of the core towers 15:24:25 <TrueBrain> anyway, michi_cc , I can give this a look next week :) 15:24:25 <michi_cc> Also, somebody needs to decide how to handle the "OpenGL not working" path. For win32, I've split the video driver into two variants, as that was easier to handle in the code. 15:24:28 <andythenorth> supermop_Home let's not look too hard, it all unravels :) 15:24:30 <andythenorth> water is nice 15:24:48 <supermop_Home> the suspended tube building looks a bit naff 15:24:50 <andythenorth> minimap font though oof 15:24:52 <michi_cc> It also allows an easy fallback for OpenGL not working/not good enough, as OTTD will simply try the next video driver. 15:24:57 <supermop_Home> but kind of does in foster too 15:25:15 <TrueBrain> well, finding machines that do not support OpenGL these days can be very hard 15:25:26 <TrueBrain> so not sure if it is required; but it is good to have as a first step :) 15:25:40 <andythenorth> wtf is the ogfx minimap font lower case for? 15:25:48 <andythenorth> did we worry about getting too close to original? 15:26:11 <michi_cc> For windows it definitly is, not because machines could not handle OGL, but because many many machines will not have the proper graphics drivers installed. 15:26:51 <TrueBrain> michi_cc: do you have stats for that? as I cannot imagine there are that many machines without an proper driver loaded these days :) 15:26:56 <TrueBrain> especially those that play games 15:27:06 <michi_cc> Windows Update driver installation mostly only cares about DirectX, proper current GL is not always included in that. 15:27:14 <supermop_Home> andythenorth does this Canada hotel have a range of dates its build in? 15:27:36 <andythenorth> I'll look if grf spec knows 15:28:17 <andythenorth> 1972 I think earliest 15:28:25 <andythenorth> has snow / non-snow variants 15:28:33 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/DefaultHouseProps 42h-45h 15:29:03 <TrueBrain> michi_cc: anyway, having both drivers is the best option for now for sure :) Means we can never have a regression there :) 15:29:19 <TrueBrain> for SDL we can do the same, I guess 15:29:26 <michi_cc> TrueBrain: Newly-build PCs will have drivers, but there are still people that ask about OTTD for Win9x and so on. 15:29:42 <TrueBrain> well, we have to say some day: guys, no, just no :) 15:29:48 <TrueBrain> we did that for win9x already ;) 15:30:12 <TrueBrain> but there is no harm keeping it for now, so this is more a hypothetical :D 15:30:19 <frosch123> do wasm and android have opengl? 15:30:24 <TrueBrain> we need telemetry .... 15:30:33 <TrueBrain> frosch123: WebAssembly and WebGL are good friends 15:30:42 <michi_cc> Right now the required baseline for the GL PR is OpenGL core profile 3.2 (or the equivalent in ARB extensions). 15:30:59 <michi_cc> frosch123: It's OpenGLES though, which is almost the same but not quite. 15:31:45 <frosch123> hmm, didn't osx ban opengl? i can't remember 15:31:56 <TrueBrain> welcome to 3 hours ago :D :D :) 15:32:02 <TrueBrain> sorry, I had to :) 15:32:18 <michi_cc> And the choice of 3.2 was because that is the version Apple supports (een if declared dprecated). And frankly, for a pure blitter driver, there's no need for anything more fancy. 15:32:20 <TrueBrain> <andythenorth> "OpenGL is deprecated, but is available on Apple silicon." https://developer.apple.com/documentation/xcode/porting_your_macos_apps_to_apple_silicon 15:32:23 <frosch123> i have no idea about this stuff. i also thought we got rid of 32bit targets, but now we have wasm? 15:32:58 <Samu> sorry for interrupting, I don't know how to update this to C++ style 11 15:33:04 <andythenorth> one day I am patching game to remove crossing bells in title screen 15:33:07 <TrueBrain> frosch123: we got rid of 32bit targets? One of our most beloved devs was moving hell and earth because he wanted the farm to build 32bit linux versions :P 15:33:07 <michi_cc> I'm using a single ARB extension that is not in 3.2, but just provides a small performance boost and not having it does no harm. 15:33:07 <andythenorth> one day 15:33:45 * andythenorth busy removing all coop and bundles references from FIRS, there are craploads in translations 15:33:48 <andythenorth> all 404 15:33:55 <frosch123> TrueBrain: i missed that episode of the newsletter :) 15:34:16 <TrueBrain> well, in the end his efforts failed, so there is that :P 15:34:22 <TrueBrain> but we also still build win32 15:34:41 <michi_cc> TrueBrain: Make a note for the next livestream: Discussion about random platforms people play/want to play OTTD on. 15:34:53 <TrueBrain> good idea :) 15:35:13 <TrueBrain> `INTERPROCEDURAL_OPTIMIZATION property will be ignored for target 'openttd'.` 15:35:16 <andythenorth> silly AWS Route53 + cloudfront website 15:35:21 <TrueBrain> CMake is telling me on MacOS 15:35:25 <andythenorth> no way to have a default / route to index.html 15:35:29 <andythenorth> maybe a Lambda! 15:35:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JLM8d 15:35:58 <michi_cc> It's telling me that on Windows, too. And that I can suppress that with -Wno-dev because it is apparently on for CMakeList writers :) 15:36:18 <TrueBrain> I wonder what is causing that :) 15:40:26 <TrueBrain> okay, PR release almost worked ... one minor boo-boo 15:40:36 <DorpsGek> [OpenTTD/workflows] TrueBrain opened pull request #11: Fix: openttd-pullrequests is renamed into openttd-branches https://git.io/JLM4I 15:40:50 <TrueBrain> that should fix that :D 15:41:09 <milek7> >well, finding machines that do not support OpenGL these days can be very hard 15:41:34 <milek7> there are *a lot* of machines which have only opengl 2.0 or something 15:44:37 <TrueBrain> I cannot approve my own PR, bah :P 15:47:52 <DorpsGek> [OpenTTD/workflows] TrueBrain merged pull request #11: Fix: openttd-pullrequests is renamed into openttd-branches https://git.io/JLM4I 15:48:01 <TrueBrain> nothing I cannot overrule myself :D 15:53:51 <andythenorth> oof black 15:54:01 <andythenorth> makes find+replace for whole lines so much more reliable 15:54:03 <andythenorth> very good 15:56:31 <Eddi|zuHause> <milek7> there are *a lot* of machines which have only opengl 2.0 or something <-- why is this a problem? are we removing support for non-opengl versions? 15:57:15 <milek7> it isn't, I'm just commenting about "finding machines that do not support OpenGL these days can be very hard" 15:58:39 <LordAro> TrueBrain: did you archive the compilefarm repo, btw? 15:59:19 <TrueBrain> I did not cleanup on GitHub, no 15:59:20 <TrueBrain> why you ask? 16:00:54 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JLM4Q 16:03:22 <TrueBrain> LordAro: but as you mentioned it, did just now :) Still curious why this pop'd in your mind :D 16:04:49 <TrueBrain> michi_cc: new release created, updated your description with the link :) 16:05:33 <LordAro> TrueBrain: i saw the workflow repo PR and thought of it ¯\_(ツ)_/¯ 16:05:45 <TrueBrain> LordAro: :D Let me check if Azure is also disabled etc 16:06:41 *** Wormnest has joined #openttd 16:07:34 <TrueBrain> they are disabled, but I cannot delete them because .. Azure 16:07:56 <TrueBrain> "One or more builds associated with the requested pipeline(s) are retained by a release. The pipeline(s) and builds will not be deleted." 16:07:59 <TrueBrain> all releases are deleted :P 16:09:20 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JLMBk 16:10:30 <TrueBrain> had to release a lease on 20+ items, by clicking 6 times for each 16:10:31 <TrueBrain> ugh 16:10:33 <TrueBrain> well, it is gone now 16:10:45 *** Tirili has quit IRC 16:10:49 <TrueBrain> now, time for xmas dinner #3 :D 16:12:12 <TrueBrain> michi_cc: btw, new release are not automatically created for PRs; you have to start the workflow yourself (or I can, ofc). Not sure yet if we want that automated like as with emscripten previews :) 16:12:19 <TrueBrain> as a FYI :) 16:14:27 <DorpsGek> [OpenTTD/OpenTTD] Milek7 commented on pull request #7744: Draft Feature: OpenGL video driver https://git.io/JLMBO 16:15:29 <milek7> not sure if this is Wine specific issue 16:15:46 <milek7> but opengl builds have huge lag on scrolling 16:20:45 <milek7> https://milek7.pl/.stuff/ogllagg.mp4 16:23:04 <glx> [16:36:18] <TrueBrain> I wonder what is causing that :) <-- min cmake version 3.5 IIRC, somehow CMP0069 is reset between our testing and setting it to NEW and INTERPROCEDURAL_OPTIMIZATION stuff 16:26:12 <michi_cc> milek7: I can only say that I don't see anything that extreme with my native setup. Scrolling is more or less the same as without OGL for me (which is expected, as scrolling is mostly the blitter, not the video driver). 16:26:26 <glx> there's no warning if min version is set to 3.9 as CMP0069 defaults to NEW then 16:34:21 <milek7> michi_cc: without persistent buffer mapping, it works fine 16:35:38 <milek7> that could be mesa bug as well 16:35:54 <milek7> but why it would only affect scrolling? 16:36:35 <michi_cc> Well, might be your system in general or only via Wine, but I guess for stuff like that you'd have to provide some whe nto use heuristic. Like any big game does for hundreds of different graphics features. 16:37:23 *** TooTallTyler has joined #openttd 16:37:52 <michi_cc> It might be a bad feature on Linux in general. Heck, even with my very limited windows test hardware, I see that is improves things for NVidia hardware and is +- 0 for Intel graphics. 16:39:43 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8234: Trees GUI improvements https://git.io/JLMRm 16:39:46 <LordAro> TrueBrain: found a bug :) 16:39:49 <LordAro> another win for the preview 16:42:28 <TrueBrain> :D 16:44:58 <DorpsGek> [OpenTTD/team] glx22 commented on issue #112: [ja_JP] Translator access request https://git.io/JLMlH 16:48:25 <andythenorth> that ogfx cursor :) 16:48:33 * andythenorth has the big fat grey cursor 16:50:57 <TooTallTyler> And a very nice hat on the company window button 16:51:17 <milek7> michi_cc: on windows, it seems it is slightly slower than software on AMD hardware 16:51:29 <milek7> but no catastrophic failure like on my linux desktop 16:51:43 <michi_cc> With or without persistent buffers? 16:51:55 <michi_cc> No AMD hardware around to test with. 16:52:07 <milek7> with 16:53:31 <michi_cc> In general, you were running pure 8bpp graphics, maybe even with the 8bpp blitter, don't expect that much change. The difference should be most apparent on for 32bpp with full animation on. 16:53:52 <milek7> it is meant to be vsynced or no? 16:53:57 <michi_cc> Uhga, typing hard. 16:54:52 <michi_cc> It's not, at least if the driver exposes the appropiate call. With all the modern stuff like variable refresh rates, vsyncing is mostly not advantageuous. 16:56:18 <milek7> with fast forward, on linux box I get some 800fps in fps window 16:56:53 <milek7> on windows laptop I get only 60, both on integrated AMD and switchable Nvidia gpu 16:57:11 <milek7> on integrated it dips to 40 during scrolling though 16:57:15 <milek7> it stays on 60 on nvidia 16:59:35 <michi_cc> Are you runnign windowed? If yes, the windows compositor might still do a vsync behind your back, or you have it on in the driver specific settings/overrides. 16:59:53 <milek7> yes, windowed 17:37:32 <Samu> is there a way I can download older versions of my AI on bananas? can I make my AI depend on older versions of my AI so that I can get them all downloaded? will this trick work? 17:42:21 <LordAro> #define SDTG_GENERAL2(name, sdt_cmd, sle_cmd, type, flags, guiflags, var, length, def, min, max, interval, full, str, strhelp, strval, proc, from, to, cat, extver, patxname, orderproc) 17:42:25 <LordAro> you have to wonder whether a macro is getting *too* general 17:45:48 *** TooTallTyler has quit IRC 17:47:15 <Samu> nope, can't trick bananas into downloading my old stuff 17:50:50 <andythenorth> it's all on github no no? 17:53:50 <andythenorth> not sure you can just write an API client though 17:54:14 <Samu> i added a dependency https://bananas.openttd.org/package/ai/4c444146/2020-12-16T21:19:55+00:00 17:54:35 <Samu> turns out it doesn't actually download version 1 17:54:46 <glx> only libs can be deps I think 17:55:36 <Samu> visual studio is receiving a dependency count of 3 17:55:43 <Samu> should be 4 17:56:48 <Samu> i guess the server is either not updating on real time, or this added dependecy is rejected before sending the INFOs 17:58:05 <Samu> smart server, doesn't let itself be fooled :p 18:04:10 <andythenorth> FIRS compiles so fast 18:04:12 <andythenorth> oof 18:04:16 <andythenorth> I should work on it more 18:04:22 <andythenorth> it's more fun than Horse 18:04:30 <andythenorth> oof then it would get bigger and slower 18:04:32 <andythenorth> silly andythenorth 18:07:38 <supermop_Home> andythenorth can firs use the temperate hotel sprite? 18:07:50 <andythenorth> it could but the hotel is out of town 18:08:00 <andythenorth> FIRS I can fix, but I really want to fix opengfx 18:08:13 <andythenorth> since I joined discord, I keep seeing it in screenshots 18:08:17 <supermop_Home> hah 18:08:18 <andythenorth> it's really really really awful 18:08:50 <supermop_Home> i very rarely play artic games so i'd never seen it other than in firs 18:09:13 <supermop_Home> i feel like some Lake Placid hotels could work 18:09:39 <supermop_Home> ideally it would have bridge recoloring magic 18:09:53 <supermop_Home> so it could be wood or brick or whatever 18:16:33 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JLMzO 18:16:34 <DorpsGek> - Update: Translations from eints (by translators) 18:36:21 <supermop_Home> i guess i need a resource of ogfx graphics / art standards 18:37:24 <supermop_Home> to get a feel for the style of opengfx arctic. Or maybe a primer on the simon foster arctic sprites 18:43:59 <andythenorth> ogfx art: apply large amounts of dither 18:44:08 <andythenorth> from non-adjacent parts of the palette 18:44:11 <andythenorth> it's a style 18:47:36 *** HerzogDeXtEr has quit IRC 18:52:46 *** Samu has quit IRC 19:12:22 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8234: Trees GUI improvements https://git.io/JLM20 19:14:23 <TrueBrain> nevermind ^^ LordAro , I still cannot reproduce it, but I have an idea what you might been seeing :) 19:16:00 <andythenorth> I couldn't repro it in WASM 19:16:11 <andythenorth> then the slanted ogfx cursor traumatised me and I had to leave 19:16:35 * andythenorth would buy the original baseset sprites if there was anyone to sell them :P 19:17:09 <LordAro> well now i can't reproduce it either 19:17:20 <TrueBrain> it depends on your last highlighter 19:17:22 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8234: Trees GUI improvements https://git.io/JfxU1 19:17:35 <TrueBrain> so you didn't do what you described, but you clicked something else first, I am guessing :) 19:17:44 <TrueBrain> like putting down rails, I guess, would do it :) 19:17:56 <TrueBrain> I fixed it now, I think :) 19:18:02 <LordAro> not afaik 19:18:16 <TrueBrain> yeah, put down a road first 19:18:21 <TrueBrain> and then do a tree 19:18:37 <LordAro> ah yes 19:18:46 <LordAro> i don't recall doing anything else :p 19:19:33 <TrueBrain> there had to be another drawmode in new_drawmode for this bug to happen 19:19:44 <TrueBrain> but what-ever, it is fixed :D 19:21:24 <TrueBrain> I also changed it to always be a rectangle now, instead of a dot 19:21:26 <TrueBrain> makes more sense :) 19:22:11 <LordAro> i did wonder 19:22:41 <TrueBrain> be careful with that! 19:26:20 <TrueBrain> I am still shocked it was this easy to add dragging to the game :D 19:27:28 <TrueBrain> I btw made it so it never sends a drag event on the same tile twice, but that is fully a choice 19:27:36 <TrueBrain> the other option is to limit how often it does a drag event 19:27:46 <TrueBrain> but it feels okay to me like this, so I went for this approach :D 19:28:20 <Wolf01> Drag tiles? Finally I can finish my terrain brush patch 19:28:45 <TrueBrain> it was only like 5 lines of code, but yes, you can :P And I already suggested I expect someone to do so :) 19:29:07 <TrueBrain> but, it is something that really is only safe to do in the SE .. ingame is a lot more tricky 19:29:45 <andythenorth> not needed in game anyway 19:29:45 <Wolf01> https://github.com/Wolfolo/OpenTTD/tree/terraform-tools wow, 3 years ago 19:29:53 <andythenorth> I mean, nice things are nice 19:30:02 <andythenorth> but take the SE win 19:30:04 * LordAro finally completes the rebase 19:30:06 <LordAro> that was fun 19:30:13 <LordAro> no idea whether any of it works, but it compiles! 19:30:18 <TrueBrain> :D SHIP IT! 19:30:23 <TrueBrain> what could POSSIBLY go wrong :D 19:30:40 <Wolf01> I think I'll need to redo it from the beginning, even the UI needs to change 19:31:03 <TrueBrain> and new deployment is ready; don't forget to reload to get the fresh version :) 19:34:35 <Wolf01> Hmmm, I don't think the new dragging will solve my patch problem :( 19:35:24 *** Samu has joined #openttd 19:36:25 <TrueBrain> funny, you cannot "close" discussions 19:36:30 <TrueBrain> I can only either delete them or lock them 19:53:30 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/Jexqi 20:38:44 *** WormnestAndroid has quit IRC 20:39:34 *** WormnestAndroid has joined #openttd 20:43:40 <DorpsGek> [OpenTTD/website] TrueBrain opened pull request #179: Fix: openttd-pullrequests is now named openttd-branches https://git.io/JLMrB 20:43:45 <TrueBrain> I rename one thing, and 3 things break .. nice! 20:44:01 <TrueBrain> anyone feels like some quick review credits? :D 20:48:56 <DorpsGek> [OpenTTD/website] frosch123 approved pull request #179: Fix: openttd-pullrequests is now named openttd-branches https://git.io/JLMrr 20:49:04 <frosch123> i was looking for a diff :) 20:49:05 <DorpsGek> [OpenTTD/website] TrueBrain merged pull request #179: Fix: openttd-pullrequests is now named openttd-branches https://git.io/JLMrB 20:49:10 <TrueBrain> there was none :P 20:49:37 <frosch123> yeah, that confused me :) 20:50:15 <frosch123> and then there was no approve button... but i just did not login today yet 20:51:14 <frosch123> oh dear, samu broke bananas 20:51:28 <Samu> what? 20:51:54 <frosch123> ah, no, i just cannot read diffs 20:52:37 <TrueBrain> This is very simple AI that was written while I was ill due to having covid-19. 20:52:37 <TrueBrain> I spent only two partial days working on it, therefore it really is intended to be simple. 20:52:40 <TrueBrain> That is just briliant :) 20:54:53 <DorpsGek> [OpenTTD/website] TrueBrain created new tag: 1.4.8 https://git.io/JLMrM 21:01:04 <TrueBrain> https://www.openttd.org/downloads/openttd-branches/pr7744/latest.html pretty now :D 21:03:23 <andythenorth> \o/ 21:06:03 <Samu> nice 21:23:44 *** julie[m] has left #openttd 21:36:44 <Samu> so many of my closed PRs are just because I fail to describe them or make them easier to review 21:38:03 <Samu> and then there's some where I over explain the issues and things get derailed, confusing 21:43:38 <Samu> https://github.com/OpenTTD/OpenTTD/issues/8037 I wonder if this still happens 21:57:04 *** WormnestAndroid has quit IRC 21:57:25 *** WormnestAndroid has joined #openttd 22:01:39 *** nielsm has quit IRC 22:07:31 *** Samu has quit IRC 22:19:10 <andythenorth> hmm 22:19:13 <andythenorth> town messages window 22:19:15 <andythenorth> that could be a thing 22:19:18 <andythenorth> GS or newgrf 22:19:23 <andythenorth> (both) 22:19:50 <andythenorth> current town window tries to cram in loads of stuff 22:25:36 *** HerzogDeXtEr has joined #openttd 22:34:08 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened issue #8437: Airports: Improper aircraft movement when the northernmost airport tile is not part of the layout https://git.io/JLMPY 23:03:30 *** andythenorth has quit IRC 23:11:37 *** gnu_jj_ has joined #openttd 23:14:03 *** gelignite has quit IRC 23:14:58 *** gnu_jj has quit IRC 23:17:43 *** frosch123 has quit IRC 23:19:53 *** gnu_jj_ has quit IRC 23:24:48 *** gnu_jj has joined #openttd 23:25:25 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8437: Airports: Improper aircraft movement when the northernmost airport tile is not part of the layout https://git.io/JLMPY 23:33:24 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #8437: Airports: Improper aircraft movement when the northernmost airport tile is not part of the layout https://git.io/JLMPY 23:43:29 *** sla_ro|master2 has quit IRC 23:58:09 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8234: Trees GUI improvements https://git.io/JLMDE