IRC logs for #openttd on OFTC at 2020-01-25
            
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08:08:48 <DorpsGek_III_> [OpenTTD/OpenTTD] joestringer commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqG7
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09:15:24 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7954: Feature: Add news notifications for significantly delayed trains https://git.io/JvqZX
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09:20:27 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg https://git.io/JvqkN
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09:21:54 <andythenorth> o/
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09:53:31 <andythenorth> well
09:53:41 <andythenorth> what haps Pikka?
09:54:52 <peter1138> Sup
09:55:05 <peter1138> Me too lazy to bike ride
09:55:26 <peter1138> Instead I will eat several people's worth of food.
09:56:24 <Pikka> doing a house sprites or something
09:56:33 <Pikka> they need trees, I'll have to do some of those
09:58:51 <andythenorth> such tree!
09:59:00 <andythenorth> peter1138: will it be tank games? o_O
09:59:22 <peter1138> Quake again, for the moment. I tried Netflix but got bored.
10:13:24 <peter1138> Alright. OpenTTD?
10:15:16 <peter1138> Hmm, wonder what's better for Quake, trilinear or unfiltered textures. It's a no-brainer with Doom, but not so sure with Quake.
10:18:50 * andythenorth OpenTTDs
10:24:43 <peter1138> So, uh, did anyone develop a nice OpenTTD control panel? :p
10:26:23 <LordAro> peter1138: i decided not to do today either, need a little recovery time
10:26:25 <nielsm> I prefer quake 1 original maps with unfiltered
10:26:53 <nielsm> since they're low res textures that gain nothing from filtering, and often have details that partly disappear if you do filter
10:27:26 <peter1138> Yeah. I think I want anti-aliasing though. Hmm.
10:27:37 <nielsm> AA is probably fine
10:28:04 <peter1138> Don't see an option in QuakeSpasm for though :/
10:29:33 <nielsm> vid_samples maybe ? I found an old patch that mentions that cvar name
10:29:53 <peter1138> Nope. I could just force it in nvidia control panel I guess.
10:30:30 <peter1138> Or go retro and use vanilla ;)
10:30:34 <DorpsGek_III_> [OpenTTD/OpenTTD] danielplaumann opened issue #7958: Roadtype catenary not shown over bridges https://git.io/Jvqnp
10:31:21 <nielsm> quake.exe or winquake or glquake are not really good ideas nowadays, at least not if you want to use any mods from the past 15 years
10:32:02 <peter1138> True.
10:32:45 <peter1138> I think most of the 'enhanced' source ports died out long ago as well.
10:33:28 <nielsm> quakespasm, darkplaces, fteqw, are the serious options today
10:33:53 <nielsm> quakespasm for modern singleplayer maps, fteqw if you want multiplayer, darkplaces for ???
10:35:12 <nielsm> I think darkplaces is the go-to if you want to pimp it up with texture, model and sound replacements and wild effects, maybe
10:35:37 <peter1138> Heh, Windows Defender says fteqw is a threat...
10:40:45 <peter1138> Urgh, a trap with two shamblers :(
10:52:39 <peter1138> Damn, another shitty trap.
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11:07:41 <TrueBrain> it is a trap .. a trap of getting addicted!
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12:04:10 <peter1138> Okay so I have to kill 2 shamblers and I only have 43 shells. This is not going to work :-(
12:04:41 <nielsm> have to kill, there's a trigger on them so you're locked in?
12:05:12 <peter1138> Yes. Also only 50 health, and no armour.
12:05:24 <nielsm> axe time
12:12:30 <peter1138> Axe is hard enough on the easiest enemies...
12:14:24 * andythenorth plays OpenTTD more
12:14:59 <peter1138> Well that was anticlimactic. I cheated and put god mode on, killed them both with the axe (eventually) went through the portal and... got dumped straight into the difficulty selection level :p
12:18:59 <peter1138> Hmm, might play Arcane Dimensions now.
12:20:18 <peter1138> https://www.quaddicted.com/reviews/ < I get my addons from there.
12:20:35 <peter1138> Sort by size to get full episodes.
12:20:52 <peter1138> Although Episode 5 was a link on twitter of all places o_O
13:03:19 * peter1138 wonders if it's feasible to parse settings.ini to make a control panel...
13:06:50 <TrueBrain> Feasible, yes; feasible for you .. who knows :p
13:07:10 <TrueBrain> <3
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13:35:55 <andythenorth> hmm, my game is on track to £1bn cash in my company
13:36:01 <andythenorth> not even trying :P
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14:06:51 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern opened pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvqlk
14:08:44 <nielsm> well, I ended up also playing Dimension of the Past now, completed it on normal
14:08:49 <nielsm> with lots of savescumming :P
14:10:30 * LordAro completed The Witness
14:10:42 <LordAro> the ending is nice, it flys you through the map resetting everything
14:10:45 <LordAro> then quits.
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14:50:16 <TrueBrain> you only now finished The Witness? :D
14:50:19 <TrueBrain> it is such a pretty game ...
14:51:50 <LordAro> TrueBrain: i wouldn't say i've been playing it constantly :p
14:53:15 <TrueBrain> Otherwise I would doubt your sanity :)
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14:57:33 <peter1138> nielsm, lots of saving, yes. I was just not ready for the end and ended up with not enough ammo :-(
14:59:52 <peter1138> The Witness... I wonder if I have that.
15:00:22 <peter1138> Hmm, apparently not. Looks pretty.
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15:05:46 <TrueBrain> it is really pretty, and the puzzles are very well done
15:06:27 <peter1138> And it's on sale.
15:06:41 <TrueBrain> :D
15:06:43 <LordAro> would very much recommend
15:07:14 <peter1138> Oh, I do have it, just not on Steam.
15:07:36 <TrueBrain> creator of that game made a few nice blog posts how he made sure you cannot glitch through walls etc
15:07:41 <TrueBrain> nice reads
15:09:02 <peter1138> Looks like I installed it but never loaded it. Must have got it for free on the Epic store.
15:09:17 <TrueBrain> like so many free games :P
15:09:55 <peter1138> I really like this art style. Super detailed but not super realistic.
15:20:11 <LordAro> just don't be dissuaded if you end up staring at the same puzzle for 30 minutes
15:29:15 <TrueBrain> :D
15:30:48 <TrueBrain> 250 lines of Python later, I can generate manifest.yaml, and index.html/index.yaml .. that is a start :)
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15:39:05 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7959: Fix #7950: Incorrect setup of Normal Screenshot ViewPort https://git.io/Jvq48
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16:02:56 <TrueBrain> hmm .. changelog.txt for nightlies are empty for almost a year now ... why ...
16:03:17 <TrueBrain> it should contain the log of the last 7 days
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16:05:38 <peter1138> Damn, I missed some free games on the Epic store :(
16:07:28 <TrueBrain> lol, the changelog script always things we are a tag .. interesting :D
16:08:13 <TrueBrain> it runs "git describe --tags" to check if the current commit is a tag
16:08:17 <TrueBrain> which is obvious wrong
16:08:37 <TrueBrain> owh well, something for someone else to figure out :D #stay-focused #dont-follow-the-rabbit-this-time
16:09:20 <peter1138> Too late
16:10:39 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened issue #7960: Changelog for nightlies is empty https://git.io/JvqBL
16:20:08 <spnda> I'm kinda confused by this error. "struct DrawTileSprites const * const _station_display_datas_rail" (?_station_display_datas_rail@@3QBUDrawTileSprites@@B) already defined in station_cmd.obj".
16:20:37 <spnda> This happened as soon as I added "const DrawTileSprites *sprites = GetStationTileLayout(STATION_BUS, tile + axis);"
16:20:47 <peter1138> It means it's already defined. Are you including one of the table files twice?
16:21:17 <spnda> Maybe I have something doubled somewhere.. I'll check
16:21:20 <_dp_> spnda, I bet you added that in h file
16:21:26 <_dp_> spnda, definitions should be in cpp
16:21:41 <spnda> _dp_: It's ofcourse cpp
16:21:56 <spnda> And yes, I think I might have included a tables file more than once...
16:22:03 <TrueBrain> https://www.openttd-cdn.org/ <- this is started to get shape, I guess :) Anyone any input before I start to finalize this?
16:23:02 <peter1138> I don't really know what you have been doing, heh.
16:23:06 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on issue #7960: Changelog for nightlies is empty https://git.io/JvqBL
16:23:23 <TrueBrain> making our binaries browseable again :)
16:23:34 <TrueBrain> index.html and index.yaml are now generated
16:24:19 <TrueBrain> I see mister obvious also left a comment #sometimes-I-am-just-confused
16:24:45 <peter1138> Meh, surprise teleport traps that are totally obvious the second time :/
16:25:34 <TrueBrain> I don't like that index.html/index.yaml are listed as zero-size .. hmm .. maybe just not list index.html, as that is a bit weird
16:32:24 <TrueBrain> w00p, that is a lot better .. so now I only need to have a file that indicates what is the "latest" in an easy-to-read-for-computers-format :)
16:40:53 <spnda> I think I did something wrong lol: https://media.discordapp.net/attachments/495228944719544324/670654053944131602/unknown.png?width=424&height=268
16:42:40 <peter1138> Yeah, you linked to Discord.
16:42:53 <spnda> No, not that
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16:50:09 <peter1138> Urgh, jumping/timing puzzle :(
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16:53:04 <glx> testing something for #7960 https://pastebin.com/7pijbH5S
16:53:31 <TrueBrain> don't we already have code for this in find_version.sh?
16:53:43 <planetmaker> oh lovely screenshot @spnda :)
16:54:05 <planetmaker> (you get that result when a sprite is undefined)
16:54:12 <spnda> I know, thanks :)
16:54:27 <spnda> I've fixed it already. I was giving my draw function slightly wrong numbers
16:54:34 <spnda> Wasn'
16:54:35 <planetmaker> I guess we've all been there one time or another :)
16:54:47 <spnda> Yeah, just wasn't expecting that many undefined spritews
16:55:47 <glx> findversion.sh has TAG="`git name-rev --name-only --tags --no-undefined HEAD 2>/dev/null | sed 's@\^0$@@'`"
16:59:04 <glx> and that works too
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17:31:01 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRr
17:33:06 <spnda> Maybe I didn't fix it.... https://media.discordapp.net/attachments/495228944719544324/670667251967459328/unknown.png?width=373&height=504
17:33:50 <glx> weird sprites everywhere :)
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17:38:37 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7961: Fix #7960: use the same method as findversion.sh to determine tag https://git.io/JvqRM
17:48:47 <Eddi|zuHause> i've reached "the end" in baba is you, but i haven't finished all levels...
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18:33:31 <nielsm> I don't get the emission figures in trf2, there's barely any difference between steam, diesel, and electric locos
18:52:33 <spnda> I'm kinda lost right now... My function does successfully draw the sprites now, and they mostly look good. But they're always +2 offset from the original sprites. They show the first 2 dock sprites for the last 2 sprites... AndI have no idea why... I guess it's my offset? Don't know how to get the correct offset...
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19:04:08 <peter1138> Are you doing sprite substitution or full-on newgrf defined sprite layouts
19:05:48 <spnda> not sure what you mean exactly
19:08:24 <spnda> oh, it's full-on newgrf sprites
19:08:41 <spnda> I don't have sprite layouts defined though
19:10:02 <peter1138> So not full-on :p
19:10:09 <peter1138> Just sprite replacements.
19:10:11 <peter1138> How boring.
19:10:22 <spnda> :( wdym
19:11:39 <peter1138> I mean... any additions like this need to more flexible that just replacing sprites.
19:12:04 <spnda> Sure
19:12:47 <spnda> Though aren't sprite layouts like multiple different tiles? Or did I understand all of this wrong
19:14:38 <peter1138> You understood that wrong.
19:16:32 <spnda> oh :( so what are they then? Layouts of sprites on a single tile?
19:16:34 <peter1138> Eddi|zuHause will mention statemachines at some point :-)
19:16:52 <peter1138> Uh, yeah... a sprite layout.
19:17:26 <Eddi|zuHause> *cough*
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19:20:43 <spnda> Well okay then, that was my initial idea to have that
19:21:59 <snail_UES_> hi peter1138
19:22:30 <snail_UES_> I’m starting work on my SG set, and before I lay down a schema for my vehicles, I’d like to ask you something… any chance “purchase list variants” will ever be implemented?
19:22:45 <snail_UES_> or, better, whatis the best way I can help to raise the chance it will be implemented? :p
19:23:24 <peter1138> Make a clear request of what you want it to do, rather than Andy's "unicorns"
19:25:35 <Samu> my current goal, have 15 AI's reach 5000 road vehicles each, https://i.imgur.com/SfFKSJs.png
19:26:00 <Samu> testing different number of ops
19:26:22 <Samu> which one will reach 5k in real time
19:27:09 <peter1138> snail_UES_, but I'm not working on OpenTTD anyway, I'm just in this channel.
19:27:11 <Samu> variable ops started 3 days ago though
19:27:17 <Samu> the one at the top left
19:28:03 <snail_UES_> peter1138: ok, is there an url to write and submit a request?
19:28:22 <peter1138> Isn't everything done via github?
19:30:44 <snail_UES_> “Pull requests"?
19:31:04 <nielsm> pull request is when you have implemented a patch and want to suggest it getting merged
19:31:16 <nielsm> issues is general bug reports and improvement requests
19:32:41 <nielsm> and improvement/feature requests often just fall to the wayside, most coders just work on their own interest so your best bet really is to write a spec draft yourself and try to sell it to someone who can implement it and help you polish it
19:38:24 <Samu> my stuff is polished :))
19:40:49 <Samu> usually collecting dust
19:40:56 <Samu> because no one approves
19:40:58 <Samu> :(
19:41:31 <snail_UES_> nielsm: hmm… I might then create a pull request and start a thread on the forums, linking the two…
19:41:51 <nielsm> don't open a pull request if you aren't going to program it
19:42:00 <snail_UES_> ah
19:42:02 <LordAro> you'd find it difficult to open a pull request without code
19:42:19 <snail_UES_> ok, so maybe just start a thread on the forums?
19:42:26 <nielsm> yeah
19:42:40 <nielsm> that's the better approach especially if you're in the ideas phase
19:44:36 <Samu> https://i.imgur.com/KSA9Utw.png better screenshot, showing number of vehicles
19:47:24 <Samu> which openttd will reach 5000 road vehicles for every company?
19:47:28 <Samu> first
20:17:01 <nielsm> hmm pretty good RoI here https://0x0.st/irwJ.png
20:18:54 <nielsm> modern games also have trouble with clippers :) https://0x0.st/irww.jpg
20:24:03 <peter1138> Gosh, you've made a nice GUI for OpenTTD there ;-)
20:30:38 <peter1138> Well, that's yet another device on my home network.
20:31:17 <peter1138> Although actually this one is pretty normal, if a little old fashioned... just a colour laser printer.
20:34:09 <milek7_> >would very much recommend
20:34:12 <milek7_> does it work on wine?
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20:51:07 <LordAro> https://appdb.winehq.org/objectManager.php?sClass=application&iId=17370
20:51:11 <LordAro> "unclear"
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22:14:00 <spnda> Are road stops part of BaseStation or are they the RoadStop struct? They're quite different so I'm unsure
22:15:07 <nielsm> BaseStation is the base class for Station and Waypoint
22:15:28 <nielsm> Station is the class for all stations that can transfer cargo
22:17:06 <nielsm> so Station contains sub-structs for all the "station services" (vehicle types), and they are just empty if the station doesn't have any tiles for that type
22:18:05 <spnda> ah ok. that makes more sense now
22:23:29 <spnda> So Airports, Docks, Road Stops and all are all the same "Station" or are there specialized structures for those again?
22:24:56 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/station_base.h#L459-L466
22:25:46 <spnda> I saw that, but I have no idea what how to use those
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22:47:02 <nielsm> I'm not sure what you mean by "use"
22:48:54 <nielsm> RoadStop is a singly linked list
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23:01:15 <peter1138> Picard was pretty good.
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23:11:41 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl opened pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
23:17:09 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
23:21:15 <DorpsGek_III_> [OpenTTD/OpenTTD] ldpl commented on issue #6566: Very long loading of the maximum "zoom out" level in 4K resolution https://git.io/fxABA
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