IRC logs for #openttd on OFTC at 2019-12-04
            
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08:04:50 <DorpsGek_III_> [OpenTTD/OpenTTD] andythenorth commented on issue #7854: Crash when loading Multiplayer list https://git.io/JeMSM
08:11:55 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on issue #7854: Crash when loading Multiplayer list https://git.io/JeMSM
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09:51:04 <planetmaker> oh, nice table by frosch
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10:47:12 <andythenorth> is it supermop_Home?
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15:44:32 <supermop_work> good morning
15:49:31 <andythenorth> supermop_work: https://dev.openttdcoop.org/attachments/download/9546/silo_wagons.png
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15:51:58 <supermop_work> for cement
15:53:17 <supermop_work> ?
15:54:48 <andythenorth> and stuff
15:54:49 <andythenorth> yes
15:55:03 <andythenorth> https://paulbartlett.zenfolio.com/podrypowder
15:55:04 <andythenorth> etc
15:59:21 <Eddi|zuHause> the double-wagons look weird
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16:27:24 <andythenorth> yes
16:27:26 <andythenorth> IRL too
16:27:56 <andythenorth> there's a space invaders effect
16:28:52 <Sacro> ~ ~ ~
16:28:54 <Sacro> pew
16:41:43 <FLHerne> andythenorth: Nice
16:42:17 <andythenorth> I might do some alternative liveries
16:42:19 <andythenorth> not sure
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16:45:15 * andythenorth wonders if we could flip 1CC and 2CC per vehicle, with a hotkey
16:47:27 <spnda> Anyone else tested the OpenTTD 3D thing? Works surprisingly well actually
16:48:27 * andythenorth watched a video :P
16:53:01 <planetmaker> video looks quite ok-ish
16:53:41 <Eddi|zuHause> what openttd 3d thing?
16:53:42 <planetmaker> his idea of how to work with and discuss and share source code... can be improved :)
16:54:26 <planetmaker> https://www.tt-forums.net/viewtopic.php?f=33&t=86412
16:57:16 <nnyby> looks cool!
16:59:05 <andythenorth> https://twitter.com/PixelProspector/status/1202254357196103681
16:59:12 <andythenorth> it's the in thing
16:59:41 <nielsm> yes the source-dump-tarball is a bad sign, you ought to work in git right from the start
17:00:05 <nielsm> even if you just do git commit -a -m wip
17:00:23 <planetmaker> ^^
17:00:57 <planetmaker> it's not even a source tar ball. It's just the src dir. So that doesn't compile
17:01:03 <Eddi|zuHause> that video makes some of the dimension distortion quirks more apparent
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17:14:02 <andythenorth> oh daylength fixes road vehicle payments apparently
17:14:08 * andythenorth reading Reddit
17:14:16 <andythenorth> Reddit is now switched to JGR also, as well as forums
17:15:11 <nielsm> what about road vehicle payments needs fixing?
17:16:19 <FLHerne> I still think you're seeing things ;-)
17:16:47 <andythenorth> nielsm apparently RVs don't make money, and daylength fixes that
17:17:13 <andythenorth> https://www.reddit.com/r/openttd/comments/e4kjtm/what_is_the_jgr_patch/
17:18:25 <andythenorth> is it time to just merge in JGR as vanilla?
17:19:53 <FLHerne> andythenorth: In multiplayer, there are 81 people playing vanilla and 4 playing JGRPP
17:20:05 <FLHerne> Of course, that's probably biased the other way
17:20:17 <andythenorth> interesting metric
17:20:29 <FLHerne> [on listed servers, obv]
17:20:42 <andythenorth> that's a long way from 'most'
17:21:07 <FLHerne> But I said before, self-selecting forum users aren't at all a representative demographic
17:21:11 <andythenorth> so most people who post in forums / reddit, have switched
17:21:13 <andythenorth> not most players
17:21:35 <FLHerne> I think that's also true of newgrfs?
17:22:11 <FLHerne> People bothering to watch forums are those who've been playing the game for years
17:22:36 <FLHerne> Especially TT-forums, because old-school forums that aren't controlled by a US megacorp are obsolete :P
17:23:15 <FLHerne> So are much more likely than casual players to have got bored and started using weird stuff
17:26:54 <FLHerne> Correction - there are 10 further players on old vanilla versions, and 8 on 1.10-beta
17:27:05 <FLHerne> So in total there are 99 vanilla players
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17:28:33 <Eddi|zuHause> i wonder if this "digital tax" thing does anything to decentralize this stuff again
17:28:53 <supermop_work> the old chillpp before cdist was merged seemed to be the last time that a patchpack / fork felt like the defacto 'main' version
17:29:06 <supermop_work> that was like 10 years ago?
17:29:14 <FLHerne> Yeah, I remember that
17:29:22 <Eddi|zuHause> supermop_work: people claim that JGR is the "default" nowadays
17:29:55 <supermop_work> people claim that, but it's proabably self selecting?
17:29:59 <milek7_> spnda: i wonder if that binary is really built from that source tarball
17:30:36 <spnda> I doubt it
17:30:43 <milek7_> sprintf_s(opts, "%s%s", _use_shadows_set ? "#define SHADOWS\r\n" : "", _multisample_set ? "#define MULTISAMPLE\r\n" : "");
17:30:51 <spnda> I had to build it from the source to get the lang files as he does not provide them in the binary
17:31:21 <supermop_work> i think cdist andd maybe MHL were 'must have features', espescially for MP, enough to motivate large numbers of people to use a non-standard version
17:31:21 <spnda> Also using no or MSAA AA makes the game unplayable
17:31:50 <supermop_work> but i'm not sure jgr has such a killer feature
17:32:23 <milek7_> this sprintf_s call looks bugged
17:32:28 <spnda> One screenshot I did which shows some issues quite clearly: https://cdn.discordapp.com/attachments/477434889508093952/651794856779448320/unknown.png
17:32:34 <supermop_work> especially if people can't agree what daylength should do?
17:33:09 <andythenorth> it fixes RVs
17:33:10 <andythenorth> :P
17:33:24 <supermop_work> RVs make plenty of money in vanilla for me
17:33:44 <planetmaker> depends somewhat on their route. But it should :)
17:33:51 <Eddi|zuHause> spnda: that's looking like missing sprites, e.g. rivers
17:34:00 <milek7_> i had to remove glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.5); because ui looked like that: https://i.imgur.com/4yPs6wE.png
17:34:10 <planetmaker> to me it looks like wrong offsets i nthe screen
17:34:11 <supermop_work> also RVs are boring, not sure i'd go to trouble of a patch pack to subtly change the behavior of them
17:34:56 <spnda> Eddi|zuHause: not sure. But it could probably be it.
17:35:06 <supermop_work> and if a rv set has costs that makes the RVs lose money with normal time, isn't that just a poorly balanced newgrf?
17:35:09 <milek7_> terrain is missing on new game, needs save/load
17:35:14 <spnda> milek7_ you need to up your AA. That fixes that UI issue
17:35:23 <spnda> I have it on maximum
17:35:38 <milek7_> ie. after saving and loading it looks fine
17:35:43 <milek7_> no, for me it is not AA problem
17:35:59 <milek7_> with lod bias it sampled sprites from wrong mipmap
17:36:08 <planetmaker> good question I tend to agree with @supermop_work
17:36:56 <Eddi|zuHause> daylength should have no effect on profitability
17:37:19 <supermop_work> default, ogfx+, RH, eGRVTs, My RVs, all seem to make heaps of cash under nearly any settings in vanilla
17:37:39 <planetmaker> depends: measured in realtime or game time?
17:38:20 <nielsm> because daylength as implemented affects how often various daily/monthly/yearly things happen
17:38:29 <nielsm> so vehicles pay less maintenance depending on settings
17:38:35 <Eddi|zuHause> planetmaker: that depends on if you also want to scale production by daylength
17:38:37 <nielsm> which is wrong imo
17:39:33 <supermop_work> nielsm: but still i can't think of a case where RVs in vanilla would consistently lose money and daylength is the only solution
17:39:36 <planetmaker> exactly... there's no completely correct solution to daylength. It's a matter of how you want to scale things. Wether you care about game time. or realtime revenue
17:39:39 <nielsm> production rates, costs, etc, should all be on fixed to tick counts
17:39:56 <planetmaker> I tend to agree with nielsm
17:39:57 <supermop_work> unless you mess with the running costs etc to a crazy degree,
17:40:07 <Eddi|zuHause> that's been the issue all along: you need to carefully figure out which effects should be scaled by game time (years, months), or real time (ticks)
17:40:08 <planetmaker> otherwise it becomes like unplayable slow to make revenue
17:40:43 <nielsm> which is why I like the "daylength" approach transport fever 2 takes (based on my limited understanding from watching one youtuber playing it)
17:40:47 <planetmaker> the important issue most often is that people don't want to rush through the game years so they can enjoy $VEHICLE for longer as a useful one
17:40:55 <supermop_work> and then it is like 'I willfully made an unplayable RV set, not change the whole rest of the game to accomodate it"
17:40:55 <nielsm> yes
17:41:14 <planetmaker> yes
17:41:39 <andythenorth> apparently daylength reduces cargo aging
17:41:48 <nielsm> instead of calling it daylength, make a new NoCalendar patch which decouples the calendar from the economy
17:42:08 <nielsm> all economy events run on tick counts (real time) instead of calendar time
17:42:11 <Eddi|zuHause> planetmaker: there's more issues, like sparse towns/industries and low production rates should allow for "light" traffic (single track lines, etc.), which is currently not possible to configure
17:42:19 <nielsm> only technology runs on calendar time
17:42:40 <supermop_work> planetmaker: i understand nostalgia as a motivation for a slower game, and i understand a desire for slower train scheduling, to fit in various types of traffic,
17:43:21 <supermop_work> but i cannot accept 'fixing payments / costs as they are in Vanilla" because it makes no sense unless self-inflicted
17:43:52 <planetmaker> so... like set of separate parameters. Which have separate pre-sets for easier configuration, but also a custom version where you can set everything?
17:43:59 <planetmaker> normal: everything as now
17:44:36 <planetmaker> day speed: more ticks per day
17:44:51 <planetmaker> industry speed: industry callbacks per month
17:45:04 <planetmaker> vehicle speed: ticks between movement callbacks
17:45:16 <planetmaker> maybe like that?
17:45:45 <planetmaker> (or along those lines. Details need fleshing out. But anyone could find their own optimal solution - and presets could easily be changed)
17:45:52 <milek7_> for building 3d build on linux: https://github.com/Milek7/OpenTTD/commits/3d
17:48:29 <spnda> milek7_: does your version have any missing sprites or any other issues?
17:49:40 <milek7_> after save/load cycle it looks like on his video
17:53:01 <spnda> Oh yeah. That seems to fix those black tiles. Though for me water is still black.... hmm
17:53:48 <spnda> And I think he limited this whole thing to 30fps...
17:55:34 <nielsm> maybe it's vsync limited?
17:55:47 <spnda> wouldn't vsync sync to the monitors refresh rate
17:55:50 <LordAro> good ol' crazy russian programmers
17:57:13 <supermop_work> planetmaker: that certainly seems like the best approach technically to be all things to all people
17:57:39 <supermop_work> but would it be inscrutable to most users, even experienced users?
17:58:18 <supermop_work> with so many variables, it might take real years of trial and error to figure out what values produce the effect you want
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17:58:46 <milek7_> it is limited to 30fps the same as vanillia openttd, on ffwd it runs faster
17:59:11 <Eddi|zuHause> planetmaker: i vaguely remember there being discussions along those lines, not sure if there was an actual patch
17:59:57 <supermop_work> or when connecting to a server advertising 'cdist' you know passenger distribution is probably on, maybe cargos as well, and the nuanced weights you can kind of ignore when deciding to join the game
17:59:57 <andythenorth> add it to the newgrf spec
18:00:45 <supermop_work> but a server that says 'daylength on' - how do i know how that will be manifested?
18:00:57 <andythenorth> well it's just JGR no?
18:01:03 * andythenorth may have missed something
18:01:19 <supermop_work> maybe this game you'll be swimming in money, maybe have almost none
18:01:26 <andythenorth> daylength is done, just needs all industry newgrfs rewritten
18:01:52 <supermop_work> andythenorth: planetmaker's approach can leave industries as is
18:02:52 <supermop_work> industries would behave how the user wants them to behave. if the user sets the industry callback setting to an unplayable setting that's really on them
18:12:02 <FLHerne> andythenorth: The reason it's never been merged is because the existing implementation is a hack that changes things arbitrarily and breaks stuff
18:12:31 <andythenorth> players say it's fine?
18:12:54 <andythenorth> has anyone here actually tried it?
18:13:02 <FLHerne> Yes, I used to play with it a lot
18:13:09 <FLHerne> (that was back in the ChillPP days)
18:13:14 <andythenorth> ok so you have information
18:13:22 <andythenorth> I have tried JGR, but not with daylength
18:13:52 <andythenorth> it's reported as working in so many places
18:13:58 <FLHerne> The implemented version just slows down everything that happens "per month"
18:14:16 <FLHerne> Which mean it scales intro dates, production, running costs, blah all together
18:14:57 <FLHerne> Coincidentally, most people who want slow intro dates (for 'realism') also like lower production (so 'realistic' networks can actually cope)
18:15:10 <FLHerne> So this makes people happy
18:16:00 <FLHerne> But those scaling factors /ought/ to be totally orthogonal, and if they were it wouldn't break stuff
18:16:48 <FLHerne> I believe JGR already *has* a production-scaling multiplier setting in addition to the daylength
18:18:01 <FLHerne> But the daylength still effectively scales production, so to keep the same level you have to change both settings in opposite directions
18:18:04 <FLHerne> Which is silly
18:20:21 <supermop_work> FLHerne: that seems like a case of make and merge a daylength patch, not a years-running patchpack that is aggregating numerous features for various ends....
18:21:01 <supermop_work> in response to andy's 'why not merge jgr, people like it'
18:21:25 <supermop_work> but
18:22:12 <FLHerne> supermop_work: Well, the reason not to merge jgrpp is made up of the reasons the things in it haven't been merged individually :P
18:22:42 <supermop_work> if JGR was compelled to add a production scale settign separate from daylength, does that imply that once daylength is in, people will be asking why they can't have a setting to independently set production to weird values in trunk
18:23:37 <supermop_work> basically returns to different people want daylength to mean different things
18:24:24 <supermop_work> which leads me to believe the JGR approach is intractable
18:25:00 <FLHerne> supermop_work: Right
18:25:33 <FLHerne> The sane way to do it is how planetmaker said, with independent settings for the different things people want it to mean
18:25:58 <supermop_work> yeah
18:26:00 <FLHerne> The only problem is that that patch doesn't exist yet ;-)
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18:26:36 <supermop_work> maybe PM will make it :)
18:26:42 <supermop_work> speak of the devil
18:26:56 <jgr_> Just to clarify, the production scaling is only for pax/mail
18:27:13 <jgr_> And was mostly to deal with the quadratic scaling with town size issue
18:27:42 <supermop_work> jgr_: isn't that a problem of houses / town though?
18:28:12 <supermop_work> ie not daylength's problem to solve?
18:28:46 <jgr_> The production scaling is separate from daylength, as mentioned before I joined
18:29:25 <supermop_work> so a daylength patch would not need to include it
18:29:41 <supermop_work> lunchtime
18:29:44 <jgr_> No, it is less necessary now that there is a linear town cargo generation mode
18:30:52 * nielsm # git checkout -b NoCalendar
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18:32:02 <jgr_> The particular implementation of daylength that I picked is fairly arbitarary and isn't intended as a standard of what "daylength" is or should be
18:32:20 <jgr_> arbitrary*
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18:33:11 <FLHerne> jgr_: Just to be sure, your daylength does still scale production:tick the way the old version used to?
18:33:27 <FLHerne> [*an old version, possibly]
18:34:18 <jgr_> In the version I'm using, vehicles run at the same speed, everything else is slowed by an integer factor
18:34:48 <jgr_> So the production per calendar year is unchanged
18:35:09 <jgr_> However the vehicle trips and vehicle running costs per calendar year are increased
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18:36:54 <jgr_> The upshot of doing it this way is that the implementation is very simple and the NewGRF layer is not affected
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18:44:03 <Eddi|zuHause> there's a few issues with that, like yearly running costs being larger than purchase price
18:44:25 <nielsm> hm interesting, if I speed up MILLISECONDS_PER_TICK to 27, win32_v only runs at 33 fps instead of the 37 fps it should
18:44:34 <nielsm> something more wrong with win32_v ?
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19:27:36 <andythenorth> did we solve it then?
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20:13:06 <supermop_work> ok
20:13:10 <supermop_work> long lunch
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20:27:12 <andythenorth> Blitz
20:27:21 <andythenorth> anyone with 'pro' in their nick will be 45%
20:27:28 <andythenorth> people with 'noob' are 60%+
20:27:42 <andythenorth> anyone called 'killer', 'sniper' or 'assassin' will be 45%
20:28:58 <frosch123> is there a patch to replace the keyword with the monthly payment rate?
20:29:17 <andythenorth> there ought to be
20:29:32 <andythenorth> there's some trend of xXx nicknames, probably some alt-right fad I guess? :P
20:29:35 <andythenorth> or the Russian
20:29:51 <andythenorth> there's always a new trend to blame on the bogeymen
20:38:17 <Wolf01> <andythenorth> or the Russian <- nah, they use ||| :P
20:39:54 <nielsm> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:NoCalendar <-- there's my incomplete and completely untested NotDaylength patch
20:39:59 <andythenorth> :)
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20:40:17 <nielsm> which doesn't actually do daylengths yet
20:40:33 <andythenorth> does it pass the automated regression suite? :P
20:40:39 <andythenorth> oh we don't have one ;)
20:41:21 <Wolf01> Hmmm, should I stop buy games?
20:41:40 <Flipp3rrr> That depends.
20:42:07 <Wolf01> I have humble monthly, I don't want to buy games I might get there
20:42:16 <Flipp3rrr> Have you actually played the games you already got for more or less than 10 hours in total?
20:42:41 <andythenorth> I only have 3 games
20:42:44 <Wolf01> Herm... yeah, all of them
20:42:51 <andythenorth> OpenTTD, patched OpenTTD...and Blitz ;P
20:43:00 <supermop_work> nielsm: +1 to seconds
20:43:16 <Flipp3rrr> andythenorth: What do you mean with "patched OpenTTD"?
20:43:41 <supermop_work> tbh one of the best parts of daylength patch was that it made it so much easier to think through timetables mentally
20:43:50 <andythenorth> OpenTTD with patches applied
20:44:13 <Flipp3rrr> andythenorth: What kind of patches?
20:44:30 <andythenorth> depends
20:44:43 <spnda> I have atleast 14 different patches
20:44:48 <andythenorth> usually one or more of these https://github.com/OpenTTD/OpenTTD/pulls
20:44:50 <spnda> or versions of the game
20:45:01 <andythenorth> like the town patch from Eddi|zuHause
20:45:05 <andythenorth> that ahem...needs finished
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20:51:58 <LordAro> nielsm: i like it, i think
20:52:12 <LordAro> though changing the tick length makes me feel... uncomfortable
20:52:17 <LordAro> especially by as much as 10%
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20:52:53 <nielsm> it really should only affect the framerate and nothing else
20:53:14 <nielsm> though it seems it doesn't quite work as I get much too low framerate on win32_v
20:54:21 <nielsm> but yeah the basic idea is that you should be able to slow down the rate of calendar days to economy days, or even stop the passage of calendar time entirely
20:55:02 <nielsm> my thoughts about UI is to use a watch to indicate economy time, the "hours" showing the economy month and the "minutes" showing the economy day of month
20:55:18 <nielsm> (and it can double as the pause button)
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20:57:06 <nielsm> and the finances window could be changed to not use year numbers but instead something like P-0, P-1, P-2 (current penta, one penta back, two penta back)
20:58:00 <nielsm> and then go over all strings and change everything to refer to minutes/pentas
20:58:22 <nielsm> (yes "penta" is from greek and "quarter" is from latin, but it sounds better)
20:58:27 <nielsm> (to me)
21:03:46 <spnda> what about not having the framerate attached to the tickspeed of the game?
21:04:02 <nielsm> that would also be good
21:04:27 <spnda> sometimes feels really weird playing a 30fps game on a 165hz monitor
21:15:38 <nielsm> all you'd get would be smoother mouse cursor at best
21:16:04 <glx> would be nice when debugging big games :)
21:18:11 <frosch123> what happened to the os-powered mouse cursor patches
21:18:19 <frosch123> wasn't sdl2 one of the prerequisisted?
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21:55:58 <andythenorth> so can we have a hotkey to cycle the company colour on a vehicle?
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23:10:52 <Eddi|zuHause> <Wolf01> Hmmm, should I stop buy games? <-- only 2 of my games qualified for this year's steam awards. and one of them i won randomly somewhere, and it didn't really run on my PC
23:11:13 <Eddi|zuHause> the other was astroneer, which doesn't currently run either :p
23:17:47 <andythenorth> we should crowdfund eddi a PC :P
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