IRC logs for #openttd on OFTC at 2020-01-21
            
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00:53:25 <DorpsGek_III_> [OpenTTD/OpenTTD] JGRennison opened issue #7950: Normal screenshot mode may incorrectly show a huge screenshot warning dialog https://git.io/JvIMx
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02:26:22 <Hazzard> Can a newgrf change vanilla cargo rates?
02:26:57 <Hazzard> *payment rates
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03:27:12 <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph https://git.io/JvIS0
03:29:47 <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph https://git.io/fjc3i
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04:27:07 <Eddi|zuHause> Hazzard: sorta, you technically have to make an industry newgrf
04:28:39 <Eddi|zuHause> meaning, it won't be compatible with other industry grfs
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08:37:52 <andythenorth> o/
08:45:26 <peter1138> Is that so?
08:45:43 <peter1138> I succumbed... eat "granola" for breakfast.
08:54:18 <andythenorth> oof
08:54:21 <andythenorth> what is it?
08:54:25 <andythenorth> was it nice?
09:01:40 <peter1138> Oh... popcorn granola.
09:02:15 <peter1138> https://www.tesco.com/groceries/en-GB/products/300399996
09:02:22 <peter1138> Super-sugars...
09:06:32 <Eddi|zuHause> i like how it contains sugar, but each of the other components also contain sugar
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10:51:40 <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles commented on issue #7889: [Request] Company rating via Server Admin Port https://git.io/JeAhZ
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11:24:04 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7889: [Request] Company rating via Server Admin Port https://git.io/JeAhZ
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12:49:17 <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles opened issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew https://git.io/JvIp4
12:53:05 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew https://git.io/JvIp4
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12:58:50 <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles commented on issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew https://git.io/JvIp4
12:58:58 <DorpsGek_III_> [OpenTTD/OpenTTD] marimeireles closed issue #7951: Error when configuring OpenTTD with OpenSSL1.1 installed with homebrew https://git.io/JvIp4
12:59:31 <LordAro> fair enough
13:00:20 <andythenorth> Pikka bob
13:00:33 <Pikka> oui
13:00:49 <andythenorth> how many carbon black hoppers are you including? o_O
13:00:52 <andythenorth> 0?
13:02:09 <Pikka> approximately
13:07:27 <Pikka> should I make my covered hoppers black when fitted to carbon black? I already have a black recolour sprite in the set for the steam locos :)
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13:19:04 <Sacro> we need more DMUs
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13:25:56 <Pikka> more than what?
13:27:19 <andythenorth> Pikka: you doing cargo recolours? o_O
13:27:34 <andythenorth> I keep adding those, then deleting them :P
13:32:09 <Pikka> not using recolour maps, no
13:32:22 <andythenorth> I have tankers that change colour with cargo
13:32:29 <andythenorth> but when applied to hoppers, it looked weird
13:32:49 * andythenorth goes out to figure :P
13:33:09 <Pikka> oh.. yep, no, haven't been doing that
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13:52:53 <peter1138> Is it lunch?
13:53:19 <peter1138> Recolours how? RGB colours might... upset that :p
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14:08:05 <Pikka> with a recolour map
14:10:17 <Pikka> recolour sprite
14:10:23 <Pikka> how else? :)
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14:19:32 <planetmaker> andythenorth, don't cargo recolours make sense for like coal/sand/ore to quickly get a plethora of granular stuff in hoppers?
14:19:43 <planetmaker> Or is it easier to just draw it several times in different colours?
14:19:58 <planetmaker> Honestly, I don't know what I would do... probably the latter :P
14:20:01 <andythenorth> easier to recolour it in Pillow
14:20:26 <spnda> I always repaint it by hand. Gives it a bit more variation per cargo.
14:20:29 <planetmaker> hm, yeah
14:20:54 <andythenorth> such many though
14:20:57 <planetmaker> thought so. Also it feels a bit more intuitive to me... better visual feed-back during sprite creation
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14:46:18 <peter1138> Pikka, yeah, that messes up when I do more than 16 colours or RGB-ness :/
14:46:27 <peter1138> At least, if it's a custom remap.
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15:26:40 <supermop_work> yo
15:28:21 <andythenorth> yo
15:37:41 <nielsm> yo
15:43:14 <Pikka> yoyo
15:44:58 <andythenorth> mange tout michael
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15:49:31 <peter1138> I manged tout.
15:50:07 <andythenorth> chaussee deforme
15:50:44 <spnda> Nice I edited a window and I reduced the framerate to 12-15fps... How the hell did I do this lmao
15:50:47 <peter1138> Oui
15:52:16 <andythenorth> allemagne dix points my son
15:54:28 <marimeireles> hey, just out of curiosity any devs from berlin here? :p
15:54:45 <peter1138> Salad, banana, pear, protein bar, alpen light bar... no wonder I'm fat.
15:56:15 <nielsm> spnda, invalidating too much too often?
15:58:02 <spnda> nielsm: I don't think I am invalidating anything... I'll finish off the window first, though
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16:10:54 <spnda> I don't quite see how the default stations are put into the game. I only found the ::InsertDefault method for NewGRFClasses... Is there anything else?
16:13:14 <nielsm> they just exist
16:14:09 <spnda> Well they need to be added to a StationClass somehow, don't they?
16:14:23 <nielsm> I don't think no
16:14:30 <spnda> huh
16:14:30 <nielsm> go read DrawTile_Station() in station_cmd.cpp
16:19:19 <andythenorth> 93% Horse
16:21:03 <spnda> nielsm: I see that there seems to be a check if the station is custom, else it does nothing. Is there anything I'm missing? I can't find anything
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16:28:50 <nielsm> okay right, it's tables/station_land.h you want to see for the original station tile data
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16:29:10 <nielsm> but it's not quite something that "gets added", rather just something that exists always
16:30:08 <glx> spnda: more text in the window ?
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16:30:36 <spnda> glx: do you mean that the text may be overlapping the window?
16:31:28 <glx> text drawing lowers the fps for some reasons, try opening the console :)
16:32:23 <spnda> I'm not adding more text that I can see. Maybe I have something glitching out and it's drawing something where it shouldn't. dunno
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16:33:01 <nielsm> also the framerate window will tell you if lots of time is being spent in drawing
16:33:12 <spnda> 60ms
16:33:16 <spnda> I already looked
16:33:25 <glx> 60ms in drawing is a lot
16:33:31 <spnda> yeah it is
16:33:36 <nielsm> (time spent drawing that's not in drawing viewports is drawing text and GUI graphics)
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16:35:33 <glx> we probably have a bug somewhere causing huge drawing times
16:36:20 <glx> I think
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16:54:49 <DorpsGek_III_> [OpenTTD/OpenTTD] vineet131 opened issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes https://git.io/JvLko
16:57:16 <Pikka> andythenorth, what's the other 7%?
16:57:26 <andythenorth> Carbon Black Hoppers!
16:57:28 <andythenorth> nah
16:57:43 <andythenorth> I have to draw a Jubilee / Royal Scot type thing
16:57:47 <andythenorth> torpedo wagons
16:58:09 <andythenorth> a Wessex EMU
16:58:23 <andythenorth> and a bunch of covered hoppers, which I really want to make look good, but failed
16:58:25 <Pikka> I have an old 10CC Jubilee I drew if that's any use as a base
16:58:31 <andythenorth> anything is welcome :)
16:58:56 <andythenorth> Horse seems to have converged on vanilla game :P
16:59:50 <andythenorth> Jubilee, 25, 37, HST, 86, slammer
16:59:56 <andythenorth> no 8P or 47 though
17:00:02 <andythenorth> no A4!
17:00:41 <Pikka> it happens
17:00:48 <Pikka> UKRS is very basegame
17:01:24 <Pikka> although that might partly be because my train tastes as a youngling were heavily influenced by TTD :P
17:02:24 <Pikka> https://i.imgur.com/u37ccoH.png
17:03:10 <andythenorth> thanks
17:03:55 <andythenorth> most Horse steamers are one of your A3s copy-pasted :P
17:04:00 <andythenorth> traditiona continues
17:05:11 <Pikka> o/
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17:08:24 <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 updated pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JeH2l
17:08:30 <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvLkA
17:10:53 <DorpsGek_III_> [OpenTTD/OpenTTD] bjarnithor99 commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvLIf
17:12:39 <andythenorth> Horse 94% ;P
17:13:02 <andythenorth> pikka got covhops?
17:13:02 <andythenorth> :P
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17:14:14 <Pikka> not in that style, sorry :)
17:14:14 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvLIm
17:18:15 <andythenorth> it should be easy, just a normal hopper with a lid :P http://www.emgauge70s.co.uk/hornsey_covhop02.jpg
17:18:25 <andythenorth> mine didn't look right yet though
17:19:15 <andythenorth> quite a lot of catwalk
17:23:02 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on issue #7952: When closing an interface window within the game whilst typing in Japanese with IME keyboard, the game crashes https://git.io/JvLko
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18:03:14 <spnda> Well, I fixed that issue by not drawing random strings in the background lol
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18:17:29 <spnda> Do I need to call "InsertDefaults" for my NewGRFClass?
18:18:13 <spnda> I don't think my InsertDefaults function is ever called...
18:19:28 <nielsm> newgrf.cpp => ResetNewGRFData()
18:20:04 <glx> hmm #7952 is a nasty one
18:20:07 <spnda> Ok I thought so. But I never see my data appear I feel like...
18:20:13 <nielsm> I'm giving you wrong information despite I should know better
18:20:33 <nielsm> did you add your own call to reset/insert the default data to that function?
18:20:36 <glx> QueryStrings are accessed after their deletion
18:20:38 <LordAro> glx: how so?
18:20:46 <LordAro> ah.
18:20:59 <nielsm> std::shared_ptr<std::string> time? :(
18:21:23 <LordAro> would rather not
18:21:37 <spnda> nielsm: I don't call the function anywhere. I'd assume it's only called during Reset().
18:21:40 <glx> just need to clean querystrings map I think
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18:22:28 <Samu> hi
18:25:05 <spnda> nielsm: I just added a quick DEBUG() into the function and I don't see anything in console. I guess it's not being called at all...
18:25:41 <nielsm> well if you aren't calling it anywhere then it's not getting called
18:25:56 <glx> or the debuglevel is too high
18:26:23 <nielsm> ResetNewGRFData is the function that gets called when a game is started/loaded just before newgrfs begin loading
18:26:29 <spnda> I put it to 0. Other DEBUGs I have placed are printing in console.
18:26:39 <glx> so yes function not called
18:26:43 <nielsm> and it's where you should put anything that needs to init things to a default state that works with no GRFs loaded
18:27:11 <spnda> Oh I forgot to add it in this repo... Had it in my other editor in another repo...
18:27:20 <spnda> Yeah no wonder it isn't being called lol
18:29:43 <spnda> Yeah it prints now. Stupid me again lol
18:31:41 <glx> hmm ok crash moved
18:35:08 <LordAro> progress!
18:56:37 <glx> oh some functions don't work as intended
18:57:17 <glx> because the new crash should happen sooner
19:01:13 <spnda> Huh I can't get my NWID_MATRIX to work. I have 2 WWT_PANELs in that matrix, and when I click the second Panel the OnClick function doesn't run... Only when I click the first. Anything I should specifically do for Matrixes?
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19:05:43 <Wolf01> Finally arrived the 3rd book from Randall Munroe... 3 books, same author, 3 different formats...
19:06:27 <peter1138> Hah! Yes, they are all very different sizes... no way to line them up :(
19:06:35 <nielsm> I never used NWID_MATRIX myself, but isn't its purse to repeat a single control many times in an MxN pattern?
19:06:43 <peter1138> "control"
19:06:46 <nielsm> well
19:07:28 <Wolf01> Widget
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19:33:28 <spnda> nielsm: Station selection uses it...
19:34:28 <nielsm> yes
19:37:37 <spnda> And they can handle a different Image being clicked at different positions. I tried its code and it's still always only doing OnClick on the first WWT_PANEL
19:38:00 <nielsm> there is no WWT_PANEL inside the WWT_MATRIX in _nested_station_builder_widgets
19:38:38 * LordAro currently using 170G RAM
19:38:46 <LordAro> well, 50G of that is swap
19:38:51 <spnda> nielsm: There is for me
19:40:09 <spnda> look at WID_BRAS_MATRIX. That has a WID_BRAS_IMAGE as WWT_PANEL inside of it.
19:41:47 <nielsm> are you setting the count for the matrix widget?
19:42:06 <nielsm> are you checking the high 16 bits of the clicked widget number for the matrix item clicked?
19:42:51 <spnda> In the OnClicked for WID_BROS_IMAGE: "int y = GB(widget, 16, 16);"
19:42:52 <peter1138> spnda, only one WID_BRAS_IMAGE though.
19:43:16 <peter1138> Not two WWT_PANELs.
19:43:28 <spnda> Well, yes?
19:43:47 <spnda> There's that one WWT_PANEL, WID_BRAS_IMAGE inside that matrix.
19:43:55 <peter1138> Yes.
19:44:15 <spnda> And from the "SetCount" from "matrix->SetCount(_roadstop.roadstop_count);" it should change the amount of images shown
19:44:47 <spnda> I do *see* the images, they're just unclickable
19:51:04 <nielsm> have you tried setting a breakpoint in the OnClick handler and see what happens?
19:55:02 <spnda> The first image has the ID "c", the second image has the ID of "1000c". So I guess it has some issue with the 1000c, but not with c...
19:55:19 <spnda> C is 12 in hex isn't it
19:55:27 <spnda> Because that would correspond...
19:56:13 <LordAro> @calc 0xC
19:56:13 <DorpsGek> LordAro: 12
19:56:43 <nielsm> check the switch in the BuildRailStationWindow::OnClick
19:57:01 <nielsm> it switches on GB(widget, 0, 16)
19:57:03 <spnda> Yeah I just did. Was wrong
19:57:12 <spnda> just had it as "switch(widget"
19:57:36 <spnda> yay that works
20:20:19 <peter1138> Grrr, bike light is playing silly buggers :(
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20:23:08 <andythenorth> yo
20:24:20 <peter1138> Is it lunch time?
20:24:49 <nielsm> is ice cream a lunch item?
20:24:56 <FLHerne> No, much too late
20:27:29 <andythenorth> I should have lunched
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20:45:09 <spnda> Just trying to recompile my NFO... "Error: invalid depth. While reading sprite:8". What does this mean? This is sprite 8 "8 graphics/test.png 0 0 09 70 64 -53 -50"
20:45:43 <nielsm> 8bpp picture?
20:45:48 <spnda> yes
20:46:42 <spnda> the image file looks absolutely file to me
21:00:38 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7953: Fix #7952: don't try to access destroyed QueryStrings https://git.io/JvL3g
21:01:21 <nielsm> lol, so simple?
21:01:30 <glx> yup :)
21:02:20 <glx> clearing the map remove the references, so Window::GetQueryString() then returns nullptr
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21:06:51 <spnda> I changed some stuff up, now I have "8 src/graphics/test.png 8bpp 0 0 09 70 64 -53 -50 normal" and now I get "Error: invalid zoom. While reading srite:8"
21:06:58 <spnda> Dunno what this should even be
21:10:56 <glx> wrong info version ?
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21:12:04 <spnda> which info version would I need? I use 32 rn
21:12:27 <nielsm> 32 is right for multiple zooms and bit depths
21:12:36 <nielsm> (every sprite still needs an 8bpp normal version)
21:12:48 <spnda> I just want one normal zoom 8bpp sprite
21:13:12 <spnda> When I change the info version to 7 I get a metadata error
21:13:20 <glx> your line seems correct
21:14:01 <glx> hmm remove the 09
21:14:23 <glx> there's no compression field in version 32 :)
21:14:55 <spnda> same error, "invalid zoom"
21:15:14 <spnda> Actually no,
21:15:26 <spnda> I added the "normal" at the back again and it's compiled
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21:54:12 <LordAro> glx: guess that's always been an issue too, not like it was something introduced in the SmallVector stuff or anything
21:54:28 <LordAro> odd how no one's triggered it before
21:54:35 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7953: Fix #7952: don't try to access destroyed QueryStrings https://git.io/JvLsF
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22:03:14 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvLGO
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23:24:07 <Samu> LordAro, the lower and upper tiles of the lock are getting waterclass after the clear command
23:25:51 <Samu> waterclass in test and exec mode don't match
23:26:18 <Samu> though the costs match
23:26:22 <Samu> and won't assert
23:26:50 <LordAro> Samu: in the issue...
23:27:51 <Samu> ok, but I call it "cheating"
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23:54:58 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvLcY
23:56:23 <Samu> terrible explanation perhaps
23:56:51 <Samu> but it's because it's WaterClassing after clearing
23:56:59 <Samu> now gonna sleep, tc
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