IRC logs for #openttd on OFTC at 2014-04-10
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05:57:00 <TheBix> how do I go about finding the train in front of the current one's path?
05:58:11 <TheBix> How exactly? I know of the follower class but does it follow the current trains path?
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06:05:52 <peter1138> Hmm, do you already know which train is in front?
06:06:04 <TheBix> no that's what i need to find out
06:06:14 <TheBix> I'm re writing the ATC patch if you know of it
06:06:32 <TheBix> however there are some problems with it
06:06:36 <TheBix> so i'm going to try and fix it up
06:07:17 <TheBix> I guess I need to walk the current path of a train until I find another train in the way
06:07:21 <TheBix> but IDK how to do that
06:12:02 <peter1138> Follow the reserved path.
06:12:25 <TheBix> would you know the appropriate classes for that?
06:12:47 <peter1138> openttd isn't really c++ like that
06:14:10 <peter1138> a lot of core stuff isn't in classes
06:14:28 <TheBix> okay, I meant classes or functions and stuff
06:14:34 <peter1138> anyway, beyond path reservation, which is only up to the next signal, trains don't store a path
06:14:50 <TheBix> how does the pathfinder work?
06:15:01 <TheBix> does it run every time a train reaches an intersectiont then?
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06:17:07 <TheBix> one thing I'm having trouble getting my head around is the trackdir objects
06:19:06 <TheBix> theresw a member called "m_new_td_bits"
06:19:20 <TheBix> which is of type "TrackdirBits" which is an enum
06:19:27 <TheBix> how can an enum contain all the possible track dirs?
06:19:59 <peter1138> It's bit flag enum.
06:20:56 <peter1138> ChooseTrainTrack() is the place to start with
06:21:06 <peter1138> CFollowTrackT is deeper into a pathfinder.
06:21:13 <Eddi|zuHause> TrackdirBits ::= bitmask(Trackdir)
06:24:40 <Eshays> sorry guys my net dropped out. last thing I saw was : <Eddi|zuHause> TrackdirBits ::= bitmask(Trackdir)
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06:26:01 <Eddi|zuHause> nothing was said after that
06:26:56 <_TheBix> so I can repeatedly call choosetraintrack to iterate over the path of a train?
06:28:16 <Eddi|zuHause> until you hit a junction
06:28:45 <_TheBix> what if I want to follow the path past a junction?
06:29:29 <Eddi|zuHause> once upon a time there was the idea of "weak" reservations
06:29:49 <_TheBix> might be a waste of computation time
06:30:11 <Eddi|zuHause> certainly less computation time than calling the pathfinder
06:30:14 <peter1138> Actually it's probably cheaper than continually calling a pathfinder.
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06:31:00 <Eddi|zuHause> _TheBix: but concerning speed control signals, not considering junctions is probably good enough
06:33:10 <_TheBix> one issue is if theres an exit track between the current train and the limiting train
06:33:16 <_TheBix> then the limit won't apply
06:37:04 <Eddi|zuHause> _TheBix: but that may be easier than trying to determine which of the exits the train wants to take
06:37:25 <Eddi|zuHause> _TheBix: it'll also fail on double bridges and stuff anyway
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07:38:29 <andythenorth> Pikka: maglelelelevs?
07:38:57 <andythenorth> what about AnnoyingMaglev?
07:39:06 <andythenorth> only 150mph, and low-power
07:39:14 <andythenorth> can’t climb hills
07:39:17 <V453000> Pikka: which render template did you use for 3ds max?
07:40:42 <V453000> ... for industries I give sprites of each tile or can there be larger sprites too?
07:40:46 <V453000> like whole 4x4 sprite?
07:41:09 <Pikka> andy: maglev is either fasterbetterstronger trains, in which case it's boring
07:41:12 <V453000> right so I just model something and then slice it
07:41:21 <Pikka> or it's just passengers, in which case it's "realistic" and boring
07:41:29 <V453000> Pikka: make them carry tiny amount of capacity as the price for speed
07:42:06 <V453000> e.g. nuts rail has 160-250kmh trains with 35 cargo capacity, while maglev can do 400-500kmh but only 22 cargo capacity per 8/8
07:42:19 <V453000> which keeps quite solid balance between them
07:42:50 <andythenorth> Pikka: so I can ignore them?
07:42:54 <andythenorth> I’m not going to use them
07:43:08 <Pikka> why waste time making something you're not going to use?
07:43:50 <Eddi|zuHause> what happened to coherent sentences?
07:44:04 <peter1138> Someone™ should do a 32bpp extra zoom version of ukrs2...
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07:44:29 <Pikka> but without all the bad features
07:44:46 <peter1138> Yeah, so it'll be exactly the same.
07:44:54 <Pikka> I nominate peter1138 as "Someone"
07:45:12 <V453000> we democratically win
07:45:56 <andythenorth> there is a problem
07:46:24 <andythenorth> I vote for 32bpp NARS 2
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07:50:51 <Pikka> <Pikka> why waste time making something you're not going to use?
07:51:15 <peter1138> Make it, then sell it.
07:52:11 <andythenorth> wasn’t most of the game made by people who never play? o_O
07:53:23 <V453000> there should be at least _somebody_ who uses it andy :D
07:59:36 <V453000> but yeah, if you have no easy way to autoreplace to maglev, might as well leave it out of the set
08:00:01 <andythenorth> Pikka: trackset grf is big job?
08:00:52 <V453000> just tedious, but small job :)
08:01:02 <V453000> making them aligned nicely can be a pain
08:01:34 <andythenorth> I hate that stuff :)
08:02:02 <V453000> I hated it quite a bit too when I did it for the first time, second time I had the template so it was rather quick
08:02:16 <andythenorth> is there a service where I pay for this?
08:03:13 <V453000> well you can pay my company for some meaningless vizualization and I can do grfs for you in that time? :D
08:04:46 <andythenorth> I need horse tracks
08:04:53 <andythenorth> also railtypes should be in train grf
08:05:52 <V453000> horses on wetrail not optimal?
08:09:14 <andythenorth> maybe I can steal what I need from other sets
08:12:37 <andythenorth> maybe I can decompile, copy-paste, recompile
08:13:21 <Pikka> steam maglevs with animated rivets please, andy
08:13:34 <andythenorth> what happens to default railtypes if I make a railtype grf?
08:13:44 <andythenorth> I just want to add metro and NG, not break anything
08:13:58 <Pikka> I don't think you can get rid of the default railtypes
08:14:03 <planetmaker> default railtypes will just stay, if you use another label
08:14:12 <andythenorth> UKRS tracks 3rd rail would do for metro?
08:14:22 <andythenorth> and is there a good NG set? I didn’t find any without bugs
08:16:19 <andythenorth> not doing finescale :)
08:16:39 <andythenorth> need to fit in Cape gauge and also smaller NG
08:17:07 <andythenorth> ENotEnoughPixels
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08:58:08 <Pikka> <andythenorth> ENotEnoughPixels <- obvious fix for that
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08:59:01 <Pikka> andythenorth, if you don't have enough pixels you'll have to go EZ
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11:04:19 <V453000> I think andythenorth and Pikka are on drugs
11:15:29 <peter1138> Do they just... spread too far?
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11:33:19 <LordAro> clearly, trees should be removed
11:33:25 <lugo> actually there should be less trees in 1990 than in 1920
11:33:52 <supermop> grass is a bad feature
11:34:12 <supermop> shouldn't be grass everywhere in 1990
11:36:19 <mg_> there's grass and woods outside cities. no grass in the city, which seams like irl. it was the same in 1900 and will probably be many years to come
11:37:19 <peter1138> Hmm, graphical glitches with locks :S
11:37:55 <LordAro> peter1138, you got a patch for that?
11:37:57 <lugo> and very slow growth from 1920 onwards
11:38:35 <peter1138> LordAro, i've got a patch that makes ships stop in the middle and then move up/down.
11:38:54 <peter1138> But the ships glitch through the landscape in front :(
11:39:13 <LordAro> silly legacy draw order
11:39:36 <peter1138> And making all landscape Z-sorted is possible but a crazy idea.
11:39:59 <peter1138> Mind you, this ship has crazy x/y offsets anyway.
11:40:11 <peter1138> Might just be that.
11:40:37 <peter1138> Yeah, the bounding box is way ahead of the ship... d'oh
11:44:18 <V453000> that looks quite awful even without the bounding box
11:44:39 <peter1138> Yes, I'm waiting for pikka's 32bpp ez base set.
11:45:03 <V453000> even opengfx looks better than that
11:53:05 <LordAro> in an attempt to defend zephyris, i shall point out that he made a whole base set in a couple of months (again), and that he's been very busy recently
11:53:55 * peter1138 checks... default ships fit pretty much within the bounding box, even height-wise.
11:54:44 <peter1138> opengfx fits, ignoring height.
11:55:25 <peter1138> i have the feeling that everything in zbase is a bit too big...
11:59:27 <V453000> zephyris did a respectable job of making a whole base set without other being there, but if simply looks bad, I wont lie about it
12:02:45 <V453000> if everyone goes "oh how beautiful this is" nobody will get any motivation or reason to improve it
12:02:54 <V453000> not that I believe anybody will regardless
12:03:41 <peter1138> Default ships are perfect with these locks...
12:04:22 <V453000> I was rather talking about the graphical style, not the offsets ... but I agree with you that most zbase things also are wtf oversized
12:04:41 <V453000> ... or strangely offset? :P
12:05:14 <peter1138> Oversized or exaggerated, but I was just saying regardless of zBase, it works nicely :)
12:05:44 <peter1138> Yet Another Settings Option!
12:06:15 <Xaroth|Work> I would suggest another option
12:06:22 <Xaroth|Work> 'show excessive amounts of options'
12:06:29 <peter1138> Xaroth|Work, we have that.
12:06:47 <Xaroth|Work> .. I should play more often :P
12:06:47 <peter1138> Except it's not a single option, it's three.
12:06:56 <peter1138> When you have a search bar to search your options, you know it's gone bad.
12:07:32 <peter1138> Hmm, now... if ships have to stop to go up & down, people are going to demand water animations...
12:08:40 <V453000> you might as well demand the people to fuck off
12:08:58 <peter1138> It does look a bit funky when you 2 ships in different directions mind you
12:09:27 <V453000> having 100 ships on 2 tiles isnt helpful :P
12:12:03 <lugo> sooo i think signals on locks would be nicer than water animation :p
12:12:05 <planetmaker> peter1138, 32bpp water can be animated. zBase just doesn't have it. Or you speaking of 'proper' locks?
12:12:11 <lugo> but i'm not demanding that
12:12:17 <peter1138> planetmaker, proper.
12:16:22 <peter1138> planetmaker, is there a grf build of your stuff?
12:18:02 <V453000> but makes slopes like totally invisible
12:18:24 <peter1138> Also a NewGRF not a baseset
12:18:31 <V453000> we had it on server once and I havent seen people so mad
12:18:41 <V453000> yeah newgrf is on bananas I believe
12:18:56 <V453000> it is nice on the first sight but not very good for building :P
12:20:43 <peter1138> Bah, unsafe for static :S
12:21:16 <planetmaker> yeah, sorry. That must be the rivers doing it. Rivers are unsafe static
12:21:56 <peter1138> Hmm, water animation.
12:22:00 <peter1138> See what you mean about the slopes.
12:22:13 <planetmaker> yeah, that needs improvement there
12:22:31 <V453000> water animation is probably quite wtf to get right, you would have to create an animated seamless texture
12:22:33 <planetmaker> it actually seems to need different alpha for different zooms
12:22:57 <planetmaker> that's done. OpenGFX and TTD have it
12:23:02 <V453000> or well using some houdini plugin or something
12:23:21 <V453000> well yeah pm but having it in moar pixels and colours is that much harder :P
12:23:24 <peter1138> I can't actually think how the water animation is done :p
12:23:35 <V453000> well you just draw it
12:24:01 <planetmaker> peter1138, it's a texture. And an 8bpp mask which defines the animation and hue
12:24:02 <V453000> that is how I did it at least
12:24:11 <planetmaker> animation via palette animation of the mask
12:24:30 <peter1138> Yes I know the technical details :)
12:24:47 <planetmaker> using the existing 8bpp water as mask for 32bpp is just fine
12:24:49 <peter1138> Seems the animation is not ez though, heh.
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12:27:14 <V453000> cinema4D can make some quite good animated noisey textures
12:27:20 <V453000> could be a good source for something
12:27:41 <V453000> idk if blender has something similar
12:27:44 <peter1138> How good is our Perlin noise algorithm for arbitrary random access?
12:28:02 <peter1138> (just to change the subject)
12:28:27 <V453000> as far as I know, it is absolutely amazing
12:28:31 <V453000> problem is I dont know
12:28:35 <planetmaker> where is rail broken?
12:29:07 <peter1138> One of the offsets is wrong on one of the | tracks.
12:39:58 <peter1138> Does a train have to reach all its destinations for cargodist to pick it up, or is just having it in the order list enough?
12:58:23 <lugo> i think it used to be, but was changed, but i am only 60% sure :p
13:05:47 <peter1138> I'm 33% sure Flygon is sure.
13:06:08 <Flygon> I'm 47% sure all statistics are made up on the spot
13:14:23 <peter1138> Zoom/volume doesn't appear to work.
13:39:18 <Flygon> I play OpenTTD mute x.x
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15:04:21 <Eddi|zuHause> one has to love manuals that onlymake sense when you already know how it works
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16:14:25 <mg_> so what happens after 100 years of game-time (or is it 150)? i can't seem to find any info on that. i know i can play much longer but is there anything that happens
16:20:57 <LordAro> at the end of year 2050, the highscore screen appears]
16:21:02 <LordAro> other than that, nothing
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16:40:13 <ZirconiumX> There are some NewGRFs (eGRVTS) which try to give you something to do.
16:41:30 <peter1138> Hmm, I like these locks.
16:44:10 <frosch123> hmm... is it just me or does a .net program with a python scripting interface sound really weird?
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16:52:19 <peter1138> Bah, train congestion :(
16:53:08 <peter1138> Not helped by towns/stations being a bit too close together.
16:55:28 <NGC3982> Is "Dancers guide to the galaxy" correct?
16:56:00 <peter1138> Dancer's or Dancers' depending.
16:56:26 <peter1138> Or rather, Hitchhiker's
16:56:41 <NGC3982> "Dancer's" did not sound correct. :)
16:57:04 <peter1138> Dancer's if it's a single dancer.
16:59:13 <peter1138> Hmm, that feels like enough of 10cc. Now for a proper NewGRF like UKRS2.
17:03:19 <peter1138> Hmm, 145MB of NewGRF updates...
17:03:34 <peter1138> Ah, one of them is Pineapple though.
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17:29:55 <LeShadow> I've a question, how can I play a scenario if I don't have the required grf's? The page of the scenario explicitly says I should be able to play the scenario without the grf's
17:31:22 <Alberth> that page was probably written in the time you could still remove newgrfs
17:32:06 <LeShadow> so there are no real world scenarios for the current openttd that can be played without grf's? :/. I wanted to play the europe scenario but somehow when I builded trains for coals it never loaded coals etc :/
17:32:39 <Alberth> you do have the newgrfs then?
17:33:04 <LeShadow> yeah I do, but I think it's because of one of the grf's that coals (and oil for that matter) never get loaded on the train
17:33:11 <Alberth> there is an option to load them from the donwloadable content when loading the scenarios
17:33:57 <Alberth> it may be that the wagon you used for coal defaults to some other cargo
17:34:09 <Alberth> so if you try to load coal, it won't load any
17:34:17 <LeShadow> no, I specifically sorted wagons on type of cargo it can hold
17:34:20 <LeShadow> and bought the correct ones
17:34:22 <LeShadow> these grf's are not on bananas anymore
17:34:51 <Alberth> you also checked the cargo capacity of the train afterwards?
17:36:46 <LeShadow> maybe these grf's are too old?
17:38:07 <Alberth> that's normally not a problem, openttd is terribly backwards compatible
17:38:23 <Alberth> there seem to be 2 europe height maps
17:38:32 <Alberth> maybe that's an alternative?
17:39:14 <frosch123> LeShadow: maybe use a heightmap instead of a scenario
17:39:32 <frosch123> oh, albert just suggested that :)
17:40:14 <pthagnar> but then it turns out paris is called frandhattan
17:40:59 <frosch123> yeah, i heard about that conspirancy
17:41:09 <LeShadow> those heightmaps, do they have the realistic cities like today or not?
17:41:26 <frosch123> only terrain, no cities or stuff
17:42:06 <frosch123> but, well, there are also 3 other europe scenarios
17:44:20 <LeShadow> is it possible to edit a scenario?
17:45:02 <frosch123> well, there is a "scenario editor" button on the intro screen
17:46:02 <DorpsGek> Commit by translators :: r26453 /trunk/src/lang (6 files) (2014-04-10 17:45:49 UTC)
17:46:03 <DorpsGek> -Update from WebTranslator v3.0:
17:46:04 <DorpsGek> basque - 35 changes by laxkax
17:46:05 <DorpsGek> simplified_chinese - 2 changes by Gavin
17:46:06 <DorpsGek> finnish - 2 changes by jpx_
17:46:07 <DorpsGek> italian - 1 changes by lorenzodv
17:46:08 <DorpsGek> korean - 2 changes by telk5093
17:46:09 <DorpsGek> gaelic - 1 changes by GunChleoc
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18:20:16 <frosch123> your mom likes rivets
18:21:03 <andythenorth> your mom is riveting
18:21:17 <andythenorth> these discussions never end well
18:21:34 <andythenorth> anyone patched anything?
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18:23:18 <frosch123> someone patched openssl
18:23:52 <frosch123> not my company, they dicovered that they are only using older version
18:23:56 <frosch123> which does not surprise me
18:24:18 <LordAro> did openttd.org get fixed?
18:24:25 <andythenorth> I couldn’t comment on openssl
18:24:37 <frosch123> though i would not be surprised if they roll out a vulnerable version in a year or so
18:24:47 <frosch123> LordAro: likely the same :)
18:25:04 <LordAro> should get TB to fix that :L
18:26:24 <frosch123> it's a 0.9 version :)
18:26:47 <frosch123> though i have no idea whether other vms run different versions
18:27:23 <LordAro> they run some ancient debian, i assume?
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18:31:37 <frosch123> LordAro: you may be better off trying older exploits :p
18:32:40 <LordAro> TB not good at updating then?
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18:43:06 <andythenorth> planetmaker: do we have a proven method for finding all the deps in a newgrf compile?
18:43:23 <andythenorth> I am inventing my own, which is going to be horrible and flakey
18:44:05 <frosch123> i think there are multiple methods, they are all horrible and flakey
18:47:49 <Alberth> why do you want to find deps?
18:48:17 <Alberth> usually the point is to skip parts, but a newgrf needs to be build entirely, always, afaik
18:48:20 <andythenorth> don’t bother compiling vehicles where nothing is changed
18:48:38 <andythenorth> compile / pre-process /s
18:50:00 <andythenorth> saves ~8s right now per build
18:50:10 <andythenorth> will save more in future
18:50:25 <andythenorth> just wonder how much time it will take to maintain
18:53:12 <Alberth> 8s gain is not so much :p
18:53:40 <andythenorth> it scales linearly
18:53:46 <andythenorth> plan is 16 rosters
18:53:53 <andythenorth> currently 1 roster
18:55:23 <andythenorth> option 1: figure out all the deps, maintain them as the code develops, only pre-process a vehicle if deps marked dirty
18:55:35 <planetmaker> andythenorth, not sure that the endavour to compile per vehicle is worth the time
18:55:55 <andythenorth> option 2: always compile everything by default, have a makefile flag that goes faster, to be used only when known safe
18:56:03 <andythenorth> option 2 is much better
18:56:22 <planetmaker> make is mean to figure out / be the way to describe the dependencies and which things need or need not re-doing
18:56:47 <andythenorth> planetmaker: I wondered if make should figure it out…and somehow pass to python
18:56:57 <andythenorth> but I think the best thing is just a ‘go faster’ flag
18:57:01 <planetmaker> so if you write the Makefile such that it contains the deps properly, then it is always as fast as it can be without any flags
18:57:12 <juzza1> let makefile run the vehicle_render.py or what you have, set all vehicle files as depency for that target?
18:57:28 <planetmaker> something like that ^
18:58:06 <andythenorth> I think it means re-engineering the compile, which probably wouldn’t save time net?
18:58:14 <planetmaker> like vehicle_xy.pnml: vehicle_render.py vehicle-xy
18:58:23 <andythenorth> I’ll try a go faster flag first, FIRS already has it
18:58:26 <planetmaker> with vehicle-xy as command line flag to the vehicle_render.py script
19:00:01 * andythenorth looks how to add a flag for make
19:00:23 <planetmaker> if you anyway modify make, then do it right. Teach the deps to make
19:00:32 <planetmaker> have you script create the pnml of each vehicle
19:00:39 <planetmaker> and put that dep in make
19:00:48 <planetmaker> no fast flag or hacks like that needed
19:00:57 <andythenorth> but why re-engineer? o_O
19:02:24 <Alberth> you want a faster compile?
19:03:10 <Alberth> skipping building all vehicles but the one you're interested in may be a more feasible solution
19:03:20 <Alberth> or make one newgrf per vehicle
19:04:20 <Alberth> not so useful for deploying, but may be useful for development
19:05:17 * andythenorth reads about CC_FLAGS
19:06:17 <andythenorth> CC_FLAGS ?= -D TEST_INDUSTRY=$(TEST_INDUSTRY) -C -E -nostdinc -x c-header
19:06:42 <andythenorth> what is that doing? I have googled GCC docs, but didn’t find anything, google redirects me to CFLAGS
19:07:19 <Alberth> CC_FLAGS is a variable in the default C compile makefile rule
19:07:49 <Alberth> it's not inherently connected to gcc
19:08:01 <andythenorth> I don’t seem to need ti
19:08:08 <Eddi|zuHause> "-D" makes a define, which you can use with "#ifdef" in the code
19:08:10 <Alberth> -D X=... defines variable X
19:08:40 <Eddi|zuHause> -E calls the preprocessor only, not the compiler
19:09:00 <Eddi|zuHause> -nostdinc -x c-header are magic things
19:09:46 <Alberth> -C is keep comments, I think
19:11:01 <Alberth> -nostdinc Do not search the standard system directories for header files.
19:11:13 <NGC3982> The german hatred for long lines links.
19:12:11 <Alberth> -x language Specify explicitly the language for the following input files
19:12:14 <Eddi|zuHause> funnily, random "ü"s make things look turkish in a german's eyes
19:13:15 <Alberth> where "c-header" is probably a .h file
19:14:41 <andythenorth> done, added a go faster flag
19:14:41 <Eddi|zuHause> andythenorth: generally "<whatever>FLAGS" specify the parameters given to the call of "<whatever>" within the makefile
19:15:09 <andythenorth> seems all I needed to make a flag work was to add it to this line
19:15:10 <andythenorth> $(_V) python src/build_iron_horse.py '${REPO_TITLE}' '${REPO_REVISION}' '${COMPILE_FASTER}'
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19:19:28 <andythenorth> and now shows a message during compilation if nml render takes > 5s
19:19:37 <andythenorth> and no deps to try and track :P
19:22:07 <andythenorth> will that 3 hours of work pay off? o_O
19:23:52 <Alberth> only 1350 compiles :p
19:24:17 <andythenorth> and each rev is probably 1-30 compiles
19:25:17 <andythenorth> now remove the time lost due to running the magic hidden ‘go faster’ flag, but forgetting that deps have changed
19:25:57 <andythenorth> let’s hope I don’t die first eh?
19:26:36 <Alberth> firs is also > 3k, so it's possible :)
19:26:55 <Alberth> if you make enough stuff, your 8 seconds will increase
19:28:32 <andythenorth> next roster, it will double
19:28:55 <andythenorth> michi_cc: seen it before :D
19:29:10 <andythenorth> and mostly I’m only adding one vehicle, so I would watch 14s of useless rendering, and 1s of productive rendering :P
19:29:52 <andythenorth> maybe I read too much about John Carmack recently :P
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20:09:32 <andythenorth> that will get me a mod warning
20:10:30 * andythenorth is a BAD LEGO FAN
20:11:54 <Taede> you act like godzilla around lego?
20:14:35 <Phreeze> andy raging in his lego-chamber ?
20:15:52 <andythenorth> bad habit I have, trolling a lego forum
20:15:57 <andythenorth> gets me mod warnings
20:16:03 <andythenorth> I had to edit my post :P
20:17:07 <SpComb> was your post IEC 60050-732 732-09-02 compliant
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20:27:11 <andythenorth> I had to edit it
20:27:15 <andythenorth> so nothing to see
20:27:19 <andythenorth> still we had a nice chat eh?
20:29:30 <Phreeze> about to finish my set for an alpha release :X
20:29:50 <Phreeze> i'm not sure if the quality is cool enough compared to "pro" sets like dutch or 2cc
20:30:10 <Phreeze> the drawings are so nice
20:30:11 <andythenorth> just release it anyway
20:30:18 <Phreeze> or nars or <insert here>
20:30:48 <andythenorth> well if it’s crap, we’ll all download it, and then…politely never speak of it again
20:31:07 <andythenorth> what’s the worst that can happen?
20:33:21 <andythenorth> seems I have dibbled the cargo aging in ships quite a lot
20:33:37 <andythenorth> 4.2x slower than default :o
20:33:43 <andythenorth> don’t remember doing that
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20:43:47 <andythenorth> think it’s intended
20:43:55 <andythenorth> must be a FEATURE
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21:04:24 <Phreeze> always get 3 articulated cars instead 2....
21:12:04 <Phreeze> noobquestion: how can i tell my GRF to disable the default trains ?
21:22:37 <Phreeze> disable_item(FEAT_TRAINS, 1, 115); would disable all default trains ?
21:22:51 <Phreeze> as 54,115 is monorail and maglevs
21:26:12 <Alberth> what word is not understandable?
21:52:09 <peter1138> Hmm, save-game conversion.
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