IRC logs for #openttd on OFTC at 2016-04-17
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00:12:26 <Samu> ok i think i found the chunk that causes problems for lzo
00:12:38 <Samu> can't be 100% sure though
00:18:56 <Samu> i was checking two visual studios side by side, one with debug x64, the other with release x64
00:19:17 <Samu> debug went through MAP5 and beyond
00:19:37 <Samu> MAPT is before MAP5, and i don't recall release x64 doing anything after MAPT
00:20:05 <Samu> what could this all mean'
00:20:41 <Samu> i noticed they were following different code paths
00:20:53 <Samu> but eventually were turning the same values anyway, up until there
00:21:35 <Samu> some values were optimized, can't see them
00:42:14 <Samu> when a bool, like _sl.autosaveinprogress isn't assigned a value, what does it default to?
00:46:46 <Samu> struct SaveLoadParams { bla; bla; bla; etc; bool autosaveinprogress; };
00:46:49 <Samu> static SaveLoadParams _sl;
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01:18:47 <planetmaker> Samu, it's undefined behaviour and might be platform and/or compiler-dependent.
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09:24:09 <andythenorth> so I tried to understand timetabling again :)
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09:28:10 <andythenorth> I wanted to stop my ships bunching up
09:28:12 <andythenorth> it looks ugly :)
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09:34:38 <Alberth> I always do auto-fill with one ship, after being done add some slack time, and then ctl-start with a ship that is about to eneter the first destination
09:36:43 <Alberth> whole time table stuff seems extremely basic though
09:54:31 <Alberth> hmm, I want a "display supplying industries of this industry type" button in minimap :p
09:55:24 <andythenorth> timetables I just can’t make work :)
10:06:22 * andythenorth wants some ‘hold for 10 days after previous vehicle in shared order set departed'
10:10:50 <Alberth> time tables should perhaps be automagic
10:11:07 <Alberth> although for industry pickup that might fail
10:12:29 <Alberth> euhm, perhaps not, you want evenly spaced unless there is some bottleneck, and then they will all be stuck at that point
10:17:29 <Samu> I just discovered lzo also has presets, from 0 to 9. openttd was misleading me to believe there was no presets
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10:27:34 <Samu> eh, ok i see why you didn't bother with lzo presets
10:27:59 <Samu> they all result in the same file size, just tested
10:28:48 <andythenorth> if I’ve understood the wiki correctly, timetables currently are ‘space all your vehicles out manually first'
10:29:09 <Alberth> euhm, not exactly, there is a ctl-click
10:32:31 <Alberth> fill table, add slack
10:33:02 <Alberth> then ctl-click "start date" when the vehicle you click approaches the destination of the first order
10:33:28 <Alberth> I always do ctl-click on "set date" too, not sure it's needed
10:33:49 <andythenorth> I still need to distribute the vehicles first?
10:34:03 <Alberth> vehicle approaching destination isn't needed, but it reduces mess a bit
10:34:13 <Alberth> not needed, they do need slack
10:34:51 <Alberth> give it a 1000 in total or so
10:35:09 <Alberth> I usually add a few 100 on every destination
10:35:24 <andythenorth> travel time, or wait time?
10:35:49 <Alberth> I always do travel time, as I have breakdowns
10:35:59 <Alberth> , but others do wait time only
10:36:29 <Alberth> basically travel times are all equal anyway, modulo breakdowns
10:36:54 <andythenorth> ho, so now the ships are waiting for a long time at each station
10:37:08 <andythenorth> but they’re evenly spaced
10:37:24 <andythenorth> sat full for a long time though
10:37:30 <Alberth> wait time may be a bit too long :p
10:37:50 <andythenorth> I bumped travel time up
10:37:55 <andythenorth> now I reduced it
10:38:45 <Alberth> it should be mostly have the same effect; either the vehicle must stay long due to being early, or because it must wait a long time in a station
10:39:05 <andythenorth> or I set a speed limit?
10:39:15 <andythenorth> speed limit seems like the most anti-OpenTTD thing ever :)
10:40:10 <Alberth> depends on how you want to play openttd today :p
10:40:18 <andythenorth> ha now they’re all late :)
10:40:31 <andythenorth> even though the total travel time is about 150% of the measured time by autofill
10:41:47 <andythenorth> timetables are like a mini-game within OpenTTD :)
10:42:03 <Alberth> yeah, time tables make a mess, it takes time for the vehicle to sort it out
10:42:35 <Alberth> and with RV that's difficult due to not being able to overtake in a station
10:48:08 <andythenorth> maybe I should just use full load instead :)
10:48:26 <andythenorth> that distributes vehicles at stations, which is visually less nice, but stops the bunching
10:57:03 <Alberth> iirc vehicles don't leave if they are loading and their time is up
10:57:25 <Alberth> and there is freight to load :)
11:24:24 <_johannes> why do the openening brackets for functions start on the next line, but for classes + control flow on the same line?
11:24:40 <_johannes> is this really desired?
11:25:51 <Alberth> it's the coding style
11:26:19 <Alberth> any coding style other than your own are just insane, don't think about it, just follow it
11:27:53 <Alberth> basically the entire purpose of a coding style is to a) unify how code looks, and b) stop arguing and thinking about such details
11:41:01 <Samu> bug is still present in nightly r27540
11:41:55 <Samu> dpi scalling stuff bug is also present in nightly r27540 :(
11:44:35 <Samu> but I only have windows 10 and 1 monitor to test
11:45:58 <Samu> i can try testing this on windows 7 on my parents system, but it also only uses 1 monitor
11:51:29 <Alberth> /me gets scared of visual studio doing stuff it shouldn't do
11:58:28 <Samu> just tested nightly r27540 on windows 7 - there is no dpi bug there
11:59:51 <Samu> but as i said, there's only 1 monitor for each system :( can't test this further in the case of 2 monitors
12:13:06 <Samu> they're both set to 640x480, but one is upscalled
12:13:45 <Samu> i wouldn't mind if it actually worked correctly, but it doesn't track mouse cursor correctly
12:14:44 <Samu> dragging the viewport to scroll just doesn't work on the upscalled
12:15:00 <Samu> the other doesn't have the problem
12:15:25 <Samu> maybe I should make a video about this scrolling
12:24:36 <Alberth> windows is being silly, and then theyh add more silliness to visual studio to fix it
12:28:21 <Samu> i made the video, but meh, it's not easy to spot when i'm scrolling
12:28:57 <Samu> not easy to know how much I moved my hand
12:29:05 <Samu> and how much it should have scrolled
12:34:43 <Samu> there's also the fullscreen issue, not sure if Bandicam can capture that
12:36:46 <Samu> let me find my bug report about dpi scalling, i had sometihng there
12:44:49 <Samu> does the bug tracker accept mp4?
12:48:33 <ST2> windows 10 virus: no thaks!
12:53:14 * Rubidium doesn't trust the Indian rail's delay information; 46 minutes late, then the next stop timetabled 13 minutes later it's 25 minutes late. How is that possible?
12:54:09 <Rubidium> hmm, or am I reading the data incorrectly?
12:55:54 <Rubidium> in any case, it's a mess going from 33 minutes early to 32 minutes late (at the same station; yay for waiting 1 hour more than scheduled)
12:56:06 <Rubidium> in the end it even managed to be on time
12:56:19 <Rubidium> so it's probably, like Alberth's ships timetabled for breakdowns
12:57:44 <Alberth> works for trains too, even in reality :)
12:58:20 <Rubidium> there is so much slack in those time tables
12:59:22 <Rubidium> lets let the train wait there for 45 minutes so another train can pass. That first train can easily make up time four stations from now
13:00:40 <Rubidium> e.g. going from 1 hour late to 17 minutes late between two stations (scheduled 1:50, actual 1:03)
13:02:05 <Samu> st2 do you enable autosave on the big map servers? I have to check it out
13:02:14 <Taede> sounds like the timetable are suggestions rather than rules
13:02:19 <Samu> i made a patch, don't know if you were reading the chat
13:06:34 <Alberth> it's a good way to avoid ever being late :)
13:07:20 <Eddi|zuHause> there's a railway in tansania where delays are counted in days rather than minutes :p
13:42:38 <Samu> i just noticed when openttd is launched, SaveOrLoad is executed twice
13:45:46 <Samu> WaitForSingleObject(this->thread, INFINITE);
13:51:11 <Samu> WaitForSingleObject(this->thread, INFINITE);
13:51:19 <Samu> and now OpenTTD is stuck
13:53:16 <Samu> cpu usage is 0%, it's stuck, waiting for something but cpu is at 0% so I don't know :(
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13:59:10 <Samu> hey frosch123 maybe you could help
14:00:53 <Samu> it's still waiting, 10 minutes have passed
14:01:47 <Samu> WaitForSingleObject(this->thread, INFINITE); - does infinite really mean infinite?
14:04:04 <frosch123> you could wait indefinitely, and find out
14:05:57 <Samu> 15 minutes have passed, still waiting
14:06:21 <Samu> gonna have lunch, be back later see if it got through
14:26:24 <frosch123> "How many videos on this page seem to be clickbait (sensationalistic or lowbrow content)?" <- lol, since when does yt frontpage have that poll?
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14:54:38 <argoneus> how are you guys doing on this sunny sunday afternoon
14:59:29 <frosch123> samu is waiting indefinitely to see if something happens after an infinite amount of time
14:59:40 <frosch123> that's about as exciting as it gets
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15:23:06 <Samu> 0xFFFFFFFF - how much is this in milliseconds?
15:24:31 <Samu> 4294967295 milliseconds, hmm help me at math
15:26:20 <Samu> (((4294967295/1000)/60)/60)/24 = 49 days
15:26:30 <Samu> so i have to wait 49 days
15:26:37 <drac_boy> doing anything now argoneus?
15:27:09 <Alberth> that dpesn't sound close to infinity
15:29:38 <argoneus> drac_boy: playing dark souls 2
15:31:28 <Samu> 49,710269618055555555555555555556 days
15:31:40 <Samu> it was correct, but i was using the wrong calculator
15:32:08 <Samu> it is beside the point, not gonna wait
15:34:17 <drac_boy> lazy morning here..still waiting for monday before I can try call a store to ask about a refrigerator that...well..lets just say it need to go under the countertop whether it has freezer section or not
15:34:31 <drac_boy> sorted out some old books yesterday tho..may finish that later on today
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15:42:06 * drac_boy idly throws some random industries at andy for no apparent reason? :)
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16:21:01 <drac_boy> think just going off for now
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17:00:55 <Samu> why can't i find the lzo files here? lzo1x_999_compress_level
17:02:36 <Samu> looking for lzo1x.h in there and can't find
17:04:05 <Samu> LZO_EXTERN(int) lzo1x_999_compress_level
17:04:27 <Samu> i think this should be the function that openttd had to use to benefit from lzo presets
17:04:41 <Samu> it's not using this one, but another
17:05:00 <Samu> openttd only uses lzo1x_1_compress
17:07:18 <Samu> Memory required for the wrkmem parameter.
17:07:23 <Samu> When the required size is 0, you can also pass a NULL pointer.
17:08:30 <Samu> could it be related to the unexpected end of chunk bug I found yesterday?
17:10:18 <Alberth> lzo is an external dependency, openttd doesn't keep those sources
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17:26:19 <Samu> there's some nullptr in the chunks part of the code
17:26:27 <Samu> i can see some relationship
17:26:33 <Samu> but I don't know what it means
17:35:49 <planetmaker> I wonder whether those lzo header files are in openttd-useful for those poor guys who work on windows :)
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17:38:33 <andythenorth> what shall I call me new ship set? o_O
17:40:40 <andythenorth> but I can’t teach my kids to swear yet
17:41:06 <andythenorth> there must be a way to make ships suck less
17:41:12 <andythenorth> I am going to try one more time
17:41:23 <frosch123> is there any theme? or is it just "ships"?
17:42:04 <planetmaker> just needs proper words to give them meaning :P
17:42:12 <andythenorth> the only theme so far is “All versions of FISH have sucked, not that"
17:42:32 <andythenorth> you need to sleep more
17:42:43 <frosch123> does it need to be 4 letters?
17:42:58 <andythenorth> probably the name is the most important thing though
17:43:04 <andythenorth> not the theme or sprites
17:43:11 <andythenorth> Alberth said ‘Squish’ the other day
17:43:19 <andythenorth> which gave me the idea to start again
17:44:17 <frosch123> if you squish fish, you get jelly
17:46:00 <andythenorth> now I need the theme
17:52:30 <frosch123> andythenorth: "loading speed" is the most important property of ships, right?
17:53:11 <andythenorth> last time we discussed it, that and speed
17:53:17 <andythenorth> capacity is really meh
17:55:45 <planetmaker> maybe whale or shark ;)
17:56:24 <Samu> must check if it still works on the other builds
17:59:13 * andythenorth lacks ideas for a roster
17:59:18 <andythenorth> something about ships just sucks
18:01:47 <V453000> there isn't much to make thips interesting
18:02:01 <V453000> unless you make some really revolutionary graphics
18:03:05 <V453000> the only thing I could imagine to do a "good" ship set, would be 1. unique graphics for all cargoes, 2. interesting variety but not too much, 3. reasonable stats
18:05:42 <Samu> now it loads lzo compressed savegames on release x64
18:06:06 <Samu> can't believe it was something so simple
18:06:45 <Samu> i don't know about the rest of the operating systems though
18:08:02 <andythenorth> V453000: graphics support requires very limited range of ships
18:08:07 <andythenorth> or longer life than most of us get
18:08:08 <Alberth> stack cargo on the deck?
18:08:18 <andythenorth> still has to be drawn, for all angles
18:08:25 <andythenorth> multiple loading states
18:08:31 <V453000> look how much nuts has
18:08:58 <andythenorth> do nuts wagons get lower in water when they are loading?
18:09:06 <andythenorth> do they have sprites for moving and stopped?
18:09:13 <andythenorth> is every angle uniquely shaded?
18:09:30 <V453000> not always, but usually
18:09:40 <V453000> unique graphics for all cargoes? check :P
18:09:45 <V453000> not the latest FIRS shit though
18:09:47 <Alberth> make a bigger difference between loaded and unloaded, ie more than 1-2 pixels height
18:10:07 <andythenorth> Very Loaded Ships
18:12:13 <V453000> this was probably one of the most insane things I ever did
18:12:18 <V453000> the amount of sprites is just plain retarded
18:23:39 <andythenorth> I could drop the stuff like ship moving sprites
18:23:51 <andythenorth> animated palette doesn’t work in my openttd anyway
18:24:03 <V453000> heavy loaded ships which sink a lot is actually one of the very few interesting things that you can do with ships
18:24:11 <V453000> if a new set, I would do that, and exaggerate it
18:24:35 * andythenorth considers freight submarines
18:24:38 <andythenorth> way easier to draw
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18:30:53 <DorpsGek> Commit by frosch :: r27541 /trunk/bin/baseset (8 files) (2016-04-17 18:30:45 +0200 )
18:30:54 <DorpsGek> -Update: Baseset translations
18:37:18 <andythenorth> how about just one ship, universally refittable?
18:37:32 <andythenorth> with subtype capacities 50t-1000t
18:37:42 <frosch123> nah, make 3 ships per generation: small, medium, large
18:38:04 <frosch123> add a grf parameter to scale the capacity by factor 0.1 to 100
18:38:04 <andythenorth> I kind of did that :)
18:38:19 <frosch123> make the generations advance in loading speed
18:39:05 <frosch123> a new generation every 30 years is probably enough
18:39:36 <frosch123> though it would be nice if modern ships were containerish, while old ones are not
18:39:53 <andythenorth> currently, a new generation every 100 years is quite enough :)
18:40:12 <frosch123> in 2030 you should introduce self-discharging bulk ships
18:40:27 <frosch123> they drive on land, and open at the bottom
18:40:35 <andythenorth> I _think_ that needs a patch :P
18:42:17 * andythenorth wonders about symmetrical ships
18:42:41 <frosch123> submarines have less pixels
18:48:41 <Taede> can submarines go through underwater tunnels to go from lake to lake?
18:50:43 <DorpsGek> Commit by frosch :: r27542 /trunk (9 files in 2 dirs) (2016-04-17 18:50:37 +0200 )
18:50:44 <DorpsGek> -Fix (r27367) [FS#6427]: ICU got disabled for Windows builds.
18:59:18 <andythenorth> meh, I could just use NewShips
18:59:30 <andythenorth> michael didn’t bother with different sizes, definitely easier
18:59:41 <Eddi|zuHause> andythenorth: ships can't be symmetrical, there must be a red and a green light.
18:59:55 <andythenorth> Eddi|zuHause: that is some good trolling
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19:02:00 <Eddi|zuHause> anyway, rotational symmetry for ships is almost unheard of... the only ships that might pull that off are car ferries
19:02:35 <Eddi|zuHause> i also don't understand how that would make drawing ships easier
19:03:14 <andythenorth> 4 fewer angles to draw
19:03:59 <Eddi|zuHause> yes, but i don't quite follow the argument "less == easier"
19:04:50 <andythenorth> more completable
19:05:04 <andythenorth> less cognitively demanding
19:05:28 <Eddi|zuHause> if´that is your problem, you probably should not do a ship set at all.
19:05:57 <andythenorth> well so far, I haven’t :|
19:07:21 <Eddi|zuHause> "declutter your life"... either you do something, then actually do it, or you don't do it, and stop worrying about maybe doing it.
19:09:06 <andythenorth> I am not worried
19:09:10 <andythenorth> I am problem solving
19:09:23 <andythenorth> only one person has made a playable ship set so far
19:09:36 <andythenorth> there are at least 3 or 4 playable train newgrfs, maybe even 5 or 6
19:10:04 <andythenorth> there is at least one RV set that doesn’t totally suck
19:10:13 <DorpsGek> Commit by frosch :: r27543 /trunk/src/script/api (script_execmode.hpp script_testmode.hpp) (2016-04-17 19:10:07 +0200 )
19:10:14 <andythenorth> there is 1 plane newgrf
19:10:15 <DorpsGek> -Fix (r27379): ScriptExec/TestMode::FinalRelease is not part of the API.
19:10:15 <Eddi|zuHause> i'm just saying, if you want to do a ship set, do it all the way, and not cut corners.
19:10:47 <Eddi|zuHause> or don't do a ship set, then stop worrying about which corners to cut
19:10:49 <andythenorth> but what is ‘all the way’
19:10:52 <frosch123> andythenorth: i am quite happy with old fish :)
19:10:53 <andythenorth> is it all cargos?
19:11:00 <Eddi|zuHause> either way, worrying about cutting corners doesn't help anybody
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19:11:07 <planetmaker> I honestly wonder about what shortcomings FISH should have :)
19:11:09 <andythenorth> or is having sprites for wake that don’t work anyway on my openttd
19:11:29 <andythenorth> FISH is lit wrong, and doesn’t have autorefit sprite
19:11:33 <andythenorth> Squid is just a mess
19:11:42 <andythenorth> sprite / support /s :)
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19:12:17 <frosch123> ogfx+trains is about the only grf i could ever use autorefit in
19:12:41 <andythenorth> I use it everywhere, for every vehicle that supports it :)
19:13:31 <V453000> shame it is a bad feature :P
19:13:36 <andythenorth> it’s a great feature :D
19:13:44 <andythenorth> the cb for it is a BAD FEATUER
19:13:48 <V453000> yeah, makes all cargo work as one
19:13:53 <andythenorth> typing is a BAD FEATURE
19:14:11 <andythenorth> I just use it to avoid ever having to refit in depot
19:14:24 <andythenorth> I set it on the order at pickup station instead
19:14:33 <frosch123> working around bad ui design :)
19:14:41 <frosch123> just lke nuts does with autoreplace and vehicle length
19:15:01 <frosch123> but yes, autorefit is better than nuts universal wagons :p
19:15:10 * andythenorth tests original FISH
19:15:14 <andythenorth> yeah it’s just better
19:16:16 <frosch123> factorio wagons are autorefit by default
19:16:31 <frosch123> it's a gui hell to make them only take a specific cargo :p
19:16:35 <V453000> factorio is something different :P
19:18:35 <andythenorth> I dunno, something just isn’t as good
19:24:41 <andythenorth> V453000: what do you think of the black ship sprites?
19:25:17 <V453000> missing highlights, but other than that it's fine
19:27:07 <andythenorth> this is why I need to start a new set
19:27:17 <andythenorth> I really dislike all the old-time ship sprites
19:27:32 <andythenorth> I want to make one that ignores reality and draws mostly CC ships
19:29:17 <Samu> i'm reading the lzo faq, there is a notice about using the safe decompressor
19:29:43 <Samu> - When using a safe decompressor you must pass the number of bytes available in 'dst' via the parameter 'dst_len'.
19:30:15 <Samu> there's also another warning about not using a safe decompressor
19:30:59 <Samu> If the compressed data gets corrupted somehow it will probably crash your application because absolutely no additional checks are done.
19:41:10 <andythenorth> maybe ships need to be rendered
19:49:38 <frosch123> there is so much magic in squirrel_export.awk and doxygen_filter.awk
19:49:54 <frosch123> i can't tell what it does intentionally
19:50:12 <frosch123> and what only works by coincidence
19:53:39 <Alberth> isn't awk magic by itself? :)
19:56:33 <V453000> andythenorth, a good ship model will take a while as well
19:56:47 <V453000> but yeah ships and planes are the best candidates for rendering
19:56:50 <andythenorth> nah, computer makes it for you
19:56:55 <andythenorth> just press a button
19:56:57 <V453000> especially since they don't care about the 141% bullshit in curves
19:57:33 <andythenorth> when I was learning CGI I did actually make a coastal ship
19:57:44 <andythenorth> in Bryce, which is designed for modelling landscapes :P
19:58:55 <frosch123> we need to add articulated ships, so that ships are also affected by the 141% bs
19:59:25 <andythenorth> V453000: also you’ll make the ships for me, no?
19:59:45 <andythenorth> I just project manage
19:59:56 <V453000> yes, after I am done with BRIX, my train set, and factorio mods
20:00:16 <frosch123> andythenorth: too late, V just got a new project manager
20:00:45 <frosch123> V453000: isn't it weird that the internet knows what is going on at your work :p
20:01:44 <V453000> oh yeah and we are being managed
20:02:32 <V453000> andythenorth: -> ship set done? :P
20:03:25 <frosch123> oh, i thought it was an everyone-does-what-they-like-startup
20:03:45 <V453000> that would turn into total mayhem frosch123 :D
20:04:58 <frosch123> V453000: management is defined by how many status reports you need to write
20:05:12 <andythenorth> I write about 3 per year
20:06:02 <andythenorth> maybe newgrf needs a project manager
20:06:05 <frosch123> the best management you can get, if there is a meeting every morning, and you need to submit a weekly report to the next management level by friday 23:59
20:06:30 <andythenorth> V453000: can you manage me?
20:06:52 <V453000> probably not, you ponder too much shit :P
20:07:39 <andythenorth> better than actually making it :P
20:09:16 <andythenorth> ha ha, I could delete Squid and release FIRS 1 :D
20:09:24 <andythenorth> it never had a 1.0.0, it was 0.9.2
20:09:35 <andythenorth> FIRS / FISH /s :(
20:15:41 <andythenorth> unicode jokes :)
20:19:53 <frosch> but it does not change anything for old api functions, but breaks some new ones
20:21:19 <frosch> the script_text.hpp change is about: GetEncodedText is not supposed to be exported. it was not exported because the "/*" around the "virtual" broke the export scripts :p
20:31:25 <Alberth> looks ok to me, GetEncodedText seems the only /* virtual */ case
20:45:40 <andythenorth> name some sea animals
20:48:16 <frosch> anything else that is known to sink ships?
20:51:09 <V453000> I see historically and i think of realizm
20:52:54 <frosch> V453000: i would guess a major percentage of common history is pure fiction
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21:01:54 <Eddi|zuHause> frosch: you mean like "napoleon was short"?
21:02:34 <Wolf01> V453000, I was dreaming about a 3D factorio... I shouldn't play too much on night
21:03:01 <Eddi|zuHause> factory fever! :p
21:03:04 <Wolf01> 3D as multiple layers of factories, not 3D graphics
21:03:06 <Hiddenfunstuff> tetris effect!
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21:14:58 <frosch> Wolf01: i bet there are "how to rotate the map" questions for f :p
21:20:27 <frosch> it all started with V linking a guy asking for diagonal belts
21:21:01 <frosch> since then i collect all issues shared by ottd and f :p
21:21:28 <frosch> which turned out way nummerous than i initially expected
21:21:49 <frosch> like the recent train perspective thingie
21:22:01 <Wolf01> why not making a new game with entirely no content but diagonal belts/roads and rotatable map?
21:22:12 <frosch> i am sure you will find posts on tt-forums that modern 3d games would never have issues like ottd does with diagonal trains :p
21:25:30 <V453000> factorio isnt exactly modern 3d game :P
21:25:40 <Eddi|zuHause> frosch: wait, there are two game similar in scope and target audience, and you wonder that they have similar issues?
21:26:16 <frosch> Eddi|zuHause: there was even a fff which talked about desyncs due to using floating point computations in the gamestate
21:26:48 <Eddi|zuHause> factorio fan fiction? :p
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21:39:11 * andythenorth ponders double-decker ships
21:39:34 <andythenorth> that roller coaster is quite awesome btw
21:46:06 <Alberth> apparently, it's a challenge at one of the more complicated levels, where you get really small amounts of land :)
21:46:30 <Alberth> but indeed, it's impressive :)
21:50:33 <DorpsGek> Commit by frosch :: r27544 trunk/src/script/api/script_text.hpp (2016-04-17 21:50:27 +0200 )
21:50:34 <DorpsGek> -Fix-ish: Mark ScriptText::GetEncodedText as not part of any API, instead of relying on the export script to break on '/*'.
21:51:48 <DorpsGek> Commit by frosch :: r27545 trunk/src/script/api/squirrel_export.awk (2016-04-17 21:51:42 +0200 )
21:51:49 <DorpsGek> -Fix: Remove special handling of classes with virtual methods from squirrel_export.awk. It seems to serve no purpose, except to break on 3 classes.
21:56:25 <frosch> the "rename vehicles" button is in such a silly position :p
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22:15:59 <frosch> wow, "svn blame" considers locally modified lines, and prints no revision for them
22:16:08 <frosch> what is the purpose of that?
22:16:32 <Wolf01> I've never understood it too
22:20:58 <DorpsGek> Commit by frosch :: r27546 trunk/src/vehicle_gui.cpp (2016-04-17 22:20:52 +0200 )
22:20:59 <DorpsGek> -Fix: Remove SetFill from vehicle GUI buttons, so that the viewport is resized instead of them in case of long window titles.
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22:45:40 <Samu> speed of the compressors
22:45:58 <Samu> finally figured out the mem usage of them all
22:47:18 <Samu> "avg up rate" is something I had in mind
22:47:53 <Samu> it should be "avg encoding rate"
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22:53:30 <Samu> the encode time is misleading, it is the sum of encoding + game state dump
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23:07:13 <Samu> strange, the new revision build of openttd.exe is 13,4 MB, the previous was 5,1 MB
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