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
 
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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09:53:41  <andythenorth> what haps Pikka?
 
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
 
09:59:00  <andythenorth> peter1138: will it be tank games? o_O
 
09:59:22  <peter1138> Quake again, for the moment. I tried Netflix but got bored.
 
10:15:16  <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.
 
10:24:43  <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.
 
10:28:04  <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 ;)
 
10:31:21  <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
 
10:32:45  <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.
 
11:07:41  <TrueBrain> it is a trap ..  a trap of getting addicted!
 
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.
 
12:12:30  <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.
 
12:20:35  <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
 
13:35:55  <andythenorth> hmm, my game is on track to £1bn cash in my company
 
13:36:01  <andythenorth> not even trying :P
 
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
 
14:50:16  <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.
 
15:05:46  <TrueBrain> it is really pretty, and the puzzles are very well done
 
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
 
15:09:02  <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
 
15:30:48  <TrueBrain> 250 lines of Python later, I can generate manifest.yaml, and index.html/index.yaml .. that is a start :)
 
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
 
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
 
16:20:08  <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...
 
16:23:02  <peter1138> I don't really know what you have been doing, heh.
 
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 :)
 
16:42:40  <peter1138> Yeah, you linked to Discord.
 
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16:50:09  <peter1138> Urgh, jumping/timing puzzle :(
 
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)
 
16:54:27  <spnda> I've fixed it already. I was giving my draw function slightly wrong numbers
 
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$@@'`"
 
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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
 
17:33:50  <glx> weird sprites everywhere :)
 
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
 
19:10:09  <peter1138> Just sprite replacements.
 
19:11:39  <peter1138> I mean... any additions like this need to more flexible that just replacing sprites.
 
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.
 
19:20:43  <spnda> Well okay then, that was my initial idea to have that
 
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"
 
19:26:00  <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
 
19:28:03  <snail_UES_> peter1138: ok, is there an url to write and submit a request?
 
19:28:22  <peter1138> Isn't everything done via github?
 
19:31:04  <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 :))
 
19:41:31  <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
 
19:42:02  <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?
 
19:42:40  <nielsm> that's the better approach especially if you're in the ideas phase
 
19:47:24  <Samu> which openttd will reach 5000 road vehicles for every company?
 
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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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?
 
22:25:46  <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.
 
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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