IRC logs for #openttd on OFTC at 2021-10-26
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04:47:34 <DorpsGek> [OpenTTD/OpenTTD] VisibleReality opened issue #9657: [Bug]: In English (AU) language, "Show tooltips" setting says the unit of time is seconds when it should be miliseconds https://git.io/JiW3T
04:54:40 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9657: [Bug]: In English (AU) language, "Show tooltips" setting says the unit of time is seconds when it should be miliseconds https://git.io/JiW3T
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07:04:07 <peter1138> Need to walk the dogs so I'm playing ETS2 instead.
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07:38:12 <andythenorth> should I buy a fancy M1 thing?
07:38:25 <andythenorth> I was waiting for a proper performance review, not just hype
07:38:35 <andythenorth> but Anandtech think it's pretty good
07:41:50 <andythenorth> every 3 years or so I add and then remove larger industry layouts
07:42:11 <andythenorth> I add them because they're cooler
07:42:20 <andythenorth> then I remove them because they don't get built by OpenTTD
07:42:28 <peter1138> That is somewhat large
07:42:55 <peter1138> You want modular industries that can expand over time...
07:46:51 <FLHerne> Is that person trying to set a record for most closings/reopenings of a bug report?
07:48:37 <andythenorth> quite reproducible
07:48:51 <andythenorth> "clipping is never interesting andythenorth"
07:59:14 <andythenorth> newgrf flag to forcibly try some industry layouts before others?
07:59:37 <andythenorth> would that actually work?
08:28:57 <DorpsGek> [OpenTTD/OpenTTD] Rau117 commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiWi5
09:09:00 <andythenorth> should I just do a grf parameter?
09:09:08 <andythenorth> 'force larger layouts' [bool]
09:40:49 <Timberwolf> That clipping mode was the bane of my life for a good third of the development time of Timberwolf's.
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10:43:25 <peter1138> OpenTTD 2 will have 3D rendered graphics
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10:53:42 <LordAro> peter1138: no OTTD 2 anymore
10:54:38 <andythenorth> did we remove the 3D rendering in OTTD 5?
11:50:12 <andythenorth> 5972 or something
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15:59:54 <DorpsGek> [OpenTTD/OpenTTD] nironotaken commented on issue #9641: [Bug]: Hardware acceleration makes the game sutter and slower https://git.io/JikYz
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16:07:29 <DorpsGek> [OpenTTD/game-coordinator] TheDude-gh commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
16:10:32 <TrueBrain> Lol .. ofc a restart doesn't solve the problem, that much was obvious not? :D
16:10:58 <LordAro> i can see where the confusion came from
16:11:04 <LordAro> if you barely read what you wrote
16:13:08 <glx> well the issue is still open, and the previous comment says what was observed, nobody said it was fully fixed
16:13:52 <LordAro> yes, but if you only read "Did a rolling restart of the GC instances; resolved all issues." and nothing else
16:19:26 <TrueBrain> Lol @ 9641 .. do we have a way to dump a crash log without crashing? That would be useful for that I guess :p
16:20:16 <glx> in debug build yes, but debug build has other slowness issues
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16:22:43 <glx> "I just turned on hardware accel in the basic settings menu" <-- doesn't that means autodetection turned it off ?
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17:00:22 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
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17:13:49 <DorpsGek> [OpenTTD/game-coordinator] TheDude-gh commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
17:15:11 <glx> that confirms the dude doesn't read :)
17:15:56 <TrueBrain> yeah .. well, I tried :)
17:16:46 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
17:26:35 <DorpsGek> [OpenTTD/game-coordinator] TheDude-gh commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
17:28:49 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
17:29:08 <TrueBrain> if you implement a tool, at least use the latest protocol shrug
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17:30:19 <dP> that may have been the latest protocol 10 years ago :p
17:40:34 <TrueBrain> its just a bit weird .. pointing out a protocol could be done more clever, without actually checking out what the protocol offers .. bit rude even :P
17:41:43 <TrueBrain> but at least it is an a flaw in our implementation :D
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17:43:22 <dP> yeah, I think he's just not used yet to things actually changing in OpenTTD xD
17:43:51 <TrueBrain> I assume he implemented GC communication
17:45:53 <TrueBrain> but, assumptions :D
17:45:58 <dP> I may have seen the tool he's talking about, at least there was something that matches the description in that php jumble that was novapolis website
17:47:45 <dP> it did implement master protocol indeed, but there was no GC at the time ofc
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19:20:35 <glx> really tempted to amend station specs with prop 13 bit 5 determining if standard action 2 is a spritegroup (current behaviour) or a spritelayout (like industry tiles and friends)
19:22:07 <frosch123> spritelayouts are overrated
19:22:29 <frosch123> stations only need 2: with track, without track
19:24:21 <frosch123> anyway, you can't change the format of action2 with a action0 property
19:24:35 <frosch123> you already have to know the format of the action2 when parsing
19:24:55 <frosch123> currently the feature number decides whether it is parsed as spritegroup, as spritelayout, or as production
19:25:26 <frosch123> you could try a new feature
19:25:29 <DorpsGek> [OpenTTD/game-coordinator] TheDude-gh commented on issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
19:26:11 <frosch123> action2 not with feature4 but with feature 64 or something
19:27:12 <frosch123> though iirc noone cares about the feature byte anyway, so you can also just use a industrytile spritelayout in a station a123 chain :p
19:27:15 <TrueBrain> so he wasn't talking about the listing, but about the newgrf-table .. right .. lol
19:28:06 <frosch123> you would lose the little/lots stuff though
19:28:20 <frosch123> not sure whether everyone hates it
19:28:35 <glx> can be done implemented in the action 2 chain
19:29:00 <frosch123> custom foundations are also weirdly special
19:32:09 <frosch123> wow... i never got a spam mail offering a ticket for a "clay pigeon shooting fun day on the thames" for £299 + VAT
19:32:36 <frosch123> including breakfast, lunch and drinks!
19:35:24 <glx> lol @ prop 12 (Bit mask of cargo type triggers for random sprites)
19:35:38 <glx> it's a 32bit value, we now have 64 cargos
19:36:48 <frosch123> there are multiple properties which were not extended, just that noone uses them anyway, like the vehicle refitting-xor thing
19:37:04 <frosch123> or tile cargo acceptance via callbacks
19:38:13 <frosch123> they were already broken before btw. you could have 256 translated cargos forever
19:39:12 <frosch123> in some place the specs write: if you need this property make sure to put the cargos to the front of the translation table
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19:51:55 <andythenorth> the little lots is a bit weird in practice
19:51:58 <glx> oh indeed it's not possible to remove original basic action 2, it's used for foundations too
19:52:19 <andythenorth> frosch123 have we got the budget for that?
19:52:30 <andythenorth> 10 of us go, maybe we get 10% discount
19:52:34 <frosch123> glx: why not mix them?
19:52:43 <frosch123> i don't think ottd cares
19:53:05 <frosch123> resolve foundations to spritegroup, resolve station to spritelayout
19:55:26 <andythenorth> make stations great again :)
19:55:38 <TrueBrain> want a red hat with that?
19:55:59 <glx> seems there's space in var10 to allow that
19:56:17 <andythenorth> TrueBrain OpenTTD baseball caps?
19:56:19 <glx> 0 or 1 are used by little/lot, 2 for foundations
19:57:07 <frosch123> i did not click the links in the mail, but that is what i get when i google for that shit :p
19:57:10 <andythenorth> hmm think I know those people
19:57:38 <andythenorth> but (1) I have to also provide small layouts for adverse maps
19:57:55 <andythenorth> (2) the big layouts tend not to get placed much, the small layouts tend to dominate
19:58:13 <andythenorth> OpenTTD can't really fix this as far as I can see?
19:58:18 <glx> that's a single industry ?
19:58:22 <andythenorth> I should just do a grf parameter big / small layouts
19:58:42 <andythenorth> generally I make 6x4 maximum
19:58:55 <andythenorth> but a handful of types work better in gameplay if they're huge
19:59:03 <andythenorth> as they need a lot of stations around them
19:59:05 <glx> the issue with big layout is the tile check I think
19:59:26 <andythenorth> usually the problem is getting flat ground
19:59:43 <glx> openttd tries random layout when placing
20:00:01 <andythenorth> yup, no precedence order
20:00:23 <glx> oh and you only want flat land, remember the crazy tiles check for ECS
20:00:30 <andythenorth> yes only flat land
20:00:41 <andythenorth> and the 'flatten land' thing doesn't work, can't remember why
20:01:33 <andythenorth> there's some setting for 'flat land around industries, I assume it's unrelated to flattening?
20:01:41 <andythenorth> doesn't seem to work with grf industries anyway
20:03:58 <frosch123> it only works if you have no slope check
20:04:09 <frosch123> and possibly it does not work for large industries :p
20:04:21 <frosch123> maybe there is a limit for how much it landscapes
20:04:46 <andythenorth> I have slope checks
20:04:58 <frosch123> why? you said "only flat"
20:05:08 <andythenorth> or at least I have relative tile height checks
20:05:29 <andythenorth> FIRS only requires 1 corner of each tile to be same height as N tile
20:05:39 <andythenorth> it allows placing more on uneven ground
20:05:54 <andythenorth> not sure if it actually helps, it works in testing, but not sure about real maps
20:05:57 <frosch123> fine, but that disables the "flatten land" thing :)
20:06:23 <andythenorth> we give with one hand and take with the other :)
20:06:42 <andythenorth> ha ha I could just fake the sprites to be flat
20:06:55 * andythenorth wonders what would go wrong
20:07:02 <andythenorth> I could adjust vertical offset by tile height
20:10:45 <andythenorth> let's try actually flat FIRS
20:17:54 <andythenorth> FIRS guards against me using LSF_ONLY_ON_FLAT_LAND
20:18:02 <andythenorth> says it's incompatible with location check cb
20:18:06 <andythenorth> who wrote this? :P
20:19:41 <frosch123> legacy software is when the software knows more than the people who maintain it
20:20:13 <andythenorth> I forced LSF_ONLY_ON_FLAT_LAND in the actual NML
20:20:16 <andythenorth> doesn't get me flat :)
20:20:23 <andythenorth> gets me foundations
20:20:31 * andythenorth might have to actually read the docs
20:20:41 <frosch123> the firs guard are not wrong :)
20:23:01 <andythenorth> I used location check cb for other things :)
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20:27:27 <glx> so yes, resolving the basic action 2 with another var10 value should work
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20:34:40 * andythenorth reverts FIRS attempts :D
20:34:54 <andythenorth> I think a player-selectable parameter might actually be valid here :P
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21:56:43 <DorpsGek> [OpenTTD/OpenMSX] kevinfields777 commented on pull request #14: Replace Big Man Boogie with Keep on Rolling https://git.io/Ji8EL
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23:05:32 <glx> hmm indeed stations can only have spritegroups
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