IRC logs for #openttd on OFTC at 2020-06-07
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00:18:55 <glx> oh I just noticed "new" vcpkg triplets (added 4 months ago) x86-windows-static-md and x64-windows-static-md
00:19:24 <glx> I should try them and see if we can remove the /MD to /MT "hack"
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00:47:13 * andythenorth should go to sleep
00:47:17 <andythenorth> this game is fun though
00:47:25 <andythenorth> but wife wakes up about 5am or 6am
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02:03:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMs4
02:04:30 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/JfMsB
02:04:45 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/JfXst
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02:25:28 <GT> make: *** No targets specified and no makefile found. Stop.
02:25:28 <GT> So how do I compile? I did a git pull and gmake like in the old days. Also cmake. .configure is gone.
02:26:24 <glx> there's a readme, but basically it's "mkdir build; cd build; cmake ..; make"
02:29:16 <GT> well, the readme is also gone, but I'll try this
02:31:44 <GT> CMake Error: The source directory ... OpenTTD" does not appear to contain CMakeLists.txt.
02:33:50 <glx> ah yes the "readme" is COMPILING.md
02:36:45 <GT> no readme, no COMPILING.md
02:37:44 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMGu
02:44:02 <GT> ~/ottdsvn/trunk/OpenTTD $ cd build; cmake ..; make
02:44:02 <GT> -- The C compiler identification is GNU 8.2.0
02:44:02 <GT> -- The CXX compiler identification is GNU 8.2.0
02:44:02 <GT> -- Check for working C compiler: /usr/bin/cc
02:44:03 <GT> -- Check for working C compiler: /usr/bin/cc -- works
02:44:04 <GT> -- Detecting C compiler ABI info
02:44:04 <GT> -- Detecting C compiler ABI info - done
02:44:06 <GT> -- Detecting C compile features
02:44:06 <GT> -- Detecting C compile features - done
02:44:08 <GT> -- Check for working CXX compiler: /usr/bin/c++
02:44:08 <GT> -- Check for working CXX compiler: /usr/bin/c++ -- works
02:44:10 <GT> -- Detecting CXX compiler ABI info
02:44:10 <GT> -- Detecting CXX compiler ABI info - done
02:44:12 <GT> -- Detecting CXX compile features
02:44:12 <GT> -- Detecting CXX compile features - done
02:44:14 <GT> -- Detecting Personal Data directory - .openttd
02:44:14 <GT> -- Detecting Shared Data directory - (not set)
02:44:16 <GT> -- Detecting Global Data directory - /usr/local/share/games/openttd
02:44:18 <GT> -- Looking for pthread.h - found
02:44:18 <GT> -- Looking for pthread_create
02:44:20 <GT> -- Looking for pthread_create - not found
02:44:20 <GT> -- Looking for pthread_create in pthreads
02:44:22 <GT> -- Looking for pthread_create in pthreads - not found
02:44:22 <GT> -- Looking for pthread_create in pthread
02:44:32 <glx> use a paste service next time
02:45:18 <GT> Seems I messed up my local repo. git reset --hard did the trick
02:50:42 <GT> [ 98%] Linking CXX executable openttd
02:50:42 <GT> [ 98%] Built target openttd
02:50:42 <GT> Scanning dependencies of target regression_files
02:50:42 <GT> [ 98%] Copying regression/info.nut regression file
02:50:42 <GT> [ 98%] Copying regression/main.nut regression file
02:50:44 <GT> [ 98%] Copying regression/require.nut regression file
02:50:44 <GT> [ 98%] Copying regression/result.txt regression file
02:50:46 <GT> [100%] Copying regression/test.sav regression file
02:50:46 <GT> [100%] Copying stationlist/info.nut regression file
02:50:48 <GT> [100%] Copying stationlist/main.nut regression file
02:50:48 <GT> [100%] Copying stationlist/result.txt regression file
02:50:50 <GT> [100%] Copying stationlist/test.sav regression file
02:50:50 <GT> [100%] Copying stationlist/test.sav regression
02:51:33 <glx> and you don't need to run cmake each time
02:53:22 <dwfreed> if it's more than 3-5 lines, please for the love of everything, use a pastebin
02:54:06 <GT> You're right, I messed up. Sorry about that.
02:55:51 <GT> I think the openttd target is now also in the build dir. It used to be in the bin dir, so I guess if I replace the build in the commands above by bin, things are like they used to be again?
02:57:26 <glx> we should document about that I guess
02:57:54 <glx> but you can run build/openttd from bin
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03:21:58 <supermop_Home_> helicopters are back
03:42:56 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on pull request #8184: Cleanup: More code comment and doxygen fixes. https://git.io/JfMnv
04:14:11 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMLt
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05:04:33 <spnda> might be a little late, ik, but i am trying on my NRS patch again. So, anyone know why when I use DrawNewGRFTileSeqInGUI(x, y, dts, view, palette);, and view is a uint8 between 0-5, that each sprite is offset by 2, so that I get sprite IDs for 49, 51, 53, 55, 57, 59 instead of 49, 50, 51, 52, 53, 54?
05:04:55 <spnda> This has been bugging me quite a bit and I just am completely clueless on why this is happening and I really want to finish of my NRS patch.
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11:00:27 <andythenorth> FLHerne FIRS parameter to adjust base primary production amounts? I think it's probably quite easy to do
11:03:40 <nielsm> that would make sense yes
11:08:26 <andythenorth> not sure what bounds to give it, 0-100% is easy for reduction, but there would have to be an upper limit for increase
11:09:11 <nielsm> if players want to challenge themselves with transporting absurd amounts of cargo let them
11:09:25 <andythenorth> well practically I have to define one in action 14
11:09:49 <andythenorth> it's not a gameplay issue, just implementation detail
11:11:59 <nielsm> 64x, 32x, 24x, 16x, 12x, 8x, 6x, 4x, 3x, 2x, Standard, 3x/4, 2x/3, x/2, x/3, x/4, x/6, x/8
11:15:38 <andythenorth> not sure the reductions are fine-grained enough
11:16:11 <andythenorth> I wonder if some would want 7/8 or so
11:16:23 <nielsm> or just a scale figure, default 100, min 8, max 6400
11:17:36 <nielsm> the actual production isn't perfectly scaleable anyway, since you can only produce whole units of cargo
11:18:23 <nielsm> so you have some quantisation going on that could also eventually cause a non-zero production scale to produce zero
11:21:12 <andythenorth> I should write this into my FIRS 'to do' notes
11:21:25 <andythenorth> if it's written down, it might get done :)
11:23:25 <andythenorth> 55 years into Steeltown game
11:24:04 <andythenorth> still got 4 cargo connections to make
11:27:52 <andythenorth> boats are saviour :P
11:43:39 <_dp_> hm... I have a suspicion that clients sometimes don't fully sync command queue when connecting, but I don't see why.
11:44:36 <_dp_> e.g. I have a desync where client didn't get stations that were built while he was downloading the map
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12:11:07 <DorpsGek_III> [OpenTTD/OpenTTD] fsimonis opened pull request #8198: Fix: [CMake] Error when SDL2 provides SDL2Config https://git.io/JfM61
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13:02:58 <arikover> I noticed the CMake branch was merged to master. Nice! I gave it a try.
13:03:28 <arikover> Compiles well, except for some reason I have no sound effects. MIDI works fine though.
13:04:28 <arikover> I'm sure there is some parameter for cmake to be entered, but which?
13:04:48 <arikover> (I run Ubuntu 18.04)
13:05:16 <nielsm> depends on how you're testing (running the built program), the search locations for baseset data might be different
13:05:29 <nielsm> since the output files are placed in different directories
13:07:54 <andythenorth> what if there was a framework like GS, but in newgrf?
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13:11:49 <Samu> this cmake thing creates a lot of files
13:12:06 <Samu> github desktop catches 1329 changes
13:12:12 <nielsm> you don't have to look at all the files
13:12:47 <nielsm> there's an updated .gitignore file on the way that should ignore all the generated "junk"
13:14:18 <Samu> how do i build openttd with zlib png etc support
13:14:30 <andythenorth> hmm, what if I actually just learnt GS :P
13:15:07 <nielsm> andythenorth: that might be an idea
13:15:36 <nielsm> the issue with GRF is that the language and machine it executes is weird and impractical
13:15:54 <andythenorth> I got disillusioned with GS when I worked on Busy Bee with alberth
13:16:15 <nielsm> and otherwise you'd just be embedding squirrel code textually in the GRF
13:18:31 <andythenorth> I found I was committing state-destroying bugs to the repo with no clue that would happen
13:18:40 <andythenorth> and no real way to test
13:18:59 <andythenorth> it's almost impossible to commit those kind of bugs in newgrf
13:19:36 <andythenorth> can reload anything any time except cargo IDs
13:19:56 <andythenorth> and no need to handle saveload in newgrf
13:20:35 <nielsm> I think GS would be able to handle saveload easily, if you're careful how you design your internal data
13:20:38 <andythenorth> I don't expect a solution to that, GS is programming where newgrf just isn't
13:20:50 <andythenorth> newgrf is basically markup
13:22:08 <Samu> is there an updated guide to build openttd with lzma zlib, png support, im still unable to do it
13:22:43 <andythenorth> somewhat I think I want to combine Silicon Valley and Busy Bee
13:22:53 <andythenorth> and generate it as part of the FIRS compile
13:23:16 <andythenorth> arbitrary goals about specific cargos and industries
13:23:27 <Samu> can't even load savegames :|
13:26:09 <nielsm> I think the issue is setting the correct VCPKG_TARGET_TRIPLET variable in the CMakeSettings.json
13:27:19 <nielsm> but I also remember messing around a lot with vcpkg itself, but maybe that was only to get clang-cl working (and that's a silly experiment not necessary for anything)
13:29:58 <nielsm> also, after changing the cmake settings you may need to clear the cache and stuff (right-click CMakeLists.txt in the solution explorer in visual studio)
13:39:11 <andythenorth> hmm sandbox mode would also solve a cargodist problem
13:42:39 <andythenorth> currently, in cdist game, it takes ~12 months for cargo to be assigned when a 2nd route is added to a station
13:42:54 <andythenorth> so I tend to run the game on ffwd, then reset the year back 12 months
13:43:15 <andythenorth> with sandbox, I could just skip resetting the date back
13:55:43 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8196: Fix: Adjust .gitignore to CMake build system. https://git.io/JfMXs
13:55:51 <Samu> VCPKG_TARGET_TRIPLET had x64-windows, i changed to x64-windows-static
13:57:43 <andythenorth> due to 'mistakes were made' by me
13:57:48 <andythenorth> they didn't, which is interesting
13:58:30 <Samu> confirmed, main menu savegame was loaded
14:07:56 <Wolf01> So... if I still use VS2017, what do I need to compile OTTD?
14:10:35 <Wolf01> Extension or something I need to download and install from some third party?
14:11:29 <nielsm> it's a program that will load the CMakeLists and associated config and generate VS project files from it
14:11:49 <nielsm> there might also be an extension to VS 2017 that streamlines things
14:12:02 <LordAro> is there any particular reason you wouldn't be able to upgrade to VS2019?
14:12:39 <Wolf01> Also I don't know if 2019 still support the old SDK version I use for windows 10 mobile
14:13:00 <LordAro> also, windows mobile? ouch
14:13:52 <Wolf01> Heh... I still use it and will do until I'll switch to the next surface duo (not sure I will buy the first batch of devices)
14:14:55 <Wolf01> Hmmm, the only extensions which seem related are a cmake project wizard and a vc solution to cmake (which seem the opposite of what I need)
14:16:35 <glx> cmake is included in 2017
14:17:05 <glx> maybe needs to be enabled in VS installer
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14:17:46 <Wolf01> Maybe I didn't enable it when I installed the C++ components
14:21:44 <Wolf01> Oook, it was deselected
14:23:52 <Wolf01> 1> LZO not found; compiling OpenTTD without LZO is strongly disencouraged
14:24:34 <Wolf01> Hmmm, PNG and ZLIB too
14:24:48 <glx> ha yes you need to add stuff to the settings
14:25:03 <Wolf01> Oh, yes.. I had the old vcproj.user
14:25:14 <Wolf01> I think it's not valid anymore
14:25:17 <LordAro> glx: have you updated/rewritten the compile instructions on the wiki yet?
14:26:09 <glx> no, and I think the VCPKG_TARGET_TRIPLET trick is not in COMPILING.md either
14:27:19 <glx> Wolf01: VS probably have created a CMakeSettings.json file in openttd root
14:27:28 <nielsm> is it possible to set something in CMakeLists.txt to set a default VCPKG_TARGET_TRIPLET for windows?
14:28:28 <Wolf01> No json files there :(
14:28:28 <glx> if not set it defaults to <arch>-windows
14:29:23 <glx> oh there's a cmake menu in 2017
14:33:24 <glx> so in the json you need to add a variable
14:33:56 <Wolf01> And change the build/install paths too, I don't want them in my user folder
14:34:07 <glx> "name": "VCPKG_TARGET_TRIPLET",
14:34:07 <glx> "value": "x64-windows-static",
14:38:20 <glx> ha yes in 2019 it defaults to out\build and out\install in project root
14:42:09 <Wolf01> I must go now, I'll try to fix it later
15:03:38 <nielsm> I went and did some bookeeping on #8066 as well
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15:23:28 <glx> oups I made a silly error
15:24:32 <LordAro> glx: is there a particular issue with generating an installer for nightlies?
15:25:31 <glx> not really but I think installer are better for stable release only
15:54:51 <michi_cc> LordAro: I think a nightly installer would actually not work properly at all, otherwise there wouldn't be a need to bump nstall.nsi each time.
15:56:25 <michi_cc> Didn't check that yet. But still, how would the nightly a release track NSIS versions be distinguished?
16:02:09 <glx> and I think we don't set any "version", installer always use default 0.1.1
16:02:59 <michi_cc> Unless cmake/cpack does some behind-the-scenes magic, that should brake update installations as they depend on the installer/app version.
16:11:13 <spnda> anyone up to help debugging something with my NRS patch rendering seemingly random sprites?
16:13:29 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #8203: Fix: Minor changes in bundle generation https://git.io/JfMDT
16:32:36 <TrueBrain> michi_cc: as a FYI, and if nothing changed in the last year in regards to how CMake uses NSIS, there is no "update" functionality. You install what-ever version you install, and the latest you install, is the one that is on your disk :) In result, the NSIS "version" doesn't matter as such
16:33:21 <TrueBrain> so possibly a better word would be: a self-extractor
16:34:08 <TrueBrain> the reason we used to bump the version in the installer.nsi, as far as I am aware, was just so the right-click -> info tab shows the right version
16:34:40 <michi_cc> Okay, because I think NSIS could also give a warning when e.g. installing an older version over a newer version, but if we don't make use of that the version really doesn't matter that much.
16:34:50 <glx> TrueBrain: we also prevented installing over a more recent
16:34:56 <TrueBrain> no, we never used these things in NSIS, as far as I know :)
16:35:13 <glx> I remember seeing the message box
16:35:15 <TrueBrain> at least, during CMake development, I installed many different versions over and over and over and over again :P Never got a warning :D
16:35:34 <TrueBrain> but, my info is more than a year old, so much might have changed :P
16:36:00 <andythenorth> supermop_Home_ +1
16:36:18 <TrueBrain> so yeah, I think a nightly NSIS version would be possible; even better if you allow both stable + nightly on your system ;) Would be more accessiable :)
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16:37:05 <TrueBrain> the other way would be to check NSIS and see if it indeed (can) warn(s) about older/newer versions :D
16:37:23 <TrueBrain> but NSIS is such a piece of crap ... wait, did I say that out loud? :P
16:38:46 <TrueBrain> glx: did that make it into CMake?
16:39:17 <glx> no, NSIS template doesn't have that
16:39:35 <TrueBrain> that explains why I never saw that :P
16:39:47 <TrueBrain> I honestly also think it is bullshit
16:39:54 <TrueBrain> if you want to downgrade, who is the installer to tell you not to
16:40:36 <michi_cc> Is the "copy TTD data from CD" option also gone then?
16:40:46 <TrueBrain> yes; also the download opengfx part
16:40:48 <michi_cc> Not sure if anyone used it.
16:40:59 <TrueBrain> (as the bootstrap takes care of that)
16:41:46 <TrueBrain> with OpenGFX, I also think it is not the preferred method anymore :)
16:42:20 <TrueBrain> "try to find a CD which you won't have a drive for anymore .. or .. "buy" the game from an illegal website that makes money on distributing old games for money" .. not a fan :D
16:44:14 <andythenorth> supermop_Home_ is that Z scale?
16:45:02 * andythenorth wonders when the original base set copyright expires :P
16:45:04 <spnda> I need some serious help with drawing sprites. I'm using DrawCommonTileSeqInGUI. From the values I read in the VS Debugger, my sprites are properly passed and it doesn't look faulty. Then somewhere past DrawSprite *some* of my sprites get offset for some magic reason. Is there anything I need to know about DrawSprite?
16:45:07 <andythenorth> will it be before I'm dead?
16:45:18 <supermop_Home_> i think it is N andy
16:46:12 <supermop_Home_> I have a push toy E200 i bought in Taipei in 2018
16:50:24 <supermop_Home_> a Japanese gauge N layout would be nice - maybe add Taiwanese, Korean, trains
16:54:52 <EER> spnda: I don't have time today, but if you can describe it in a bit more detail I can try to dive into it somewhere in the upcoming week? I'm not that well versed in newgrf, but I don't give up easily so happy to dive into the deep end :)
17:08:06 <DorpsGek_III> [OpenTTD/OpenTTD] Nik-mmzd opened issue #8204: cmake: make install DESTDIR="something" ignores GLOBAL_DIR option https://git.io/JfM9j
17:18:12 <glx> as long as they're attached together it should be ok :)
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17:43:57 <spnda> so after 3 months of not finding the issue i finally fixed my NRS sprite loading... One step closer to NewGRF Roadstops
18:11:53 <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII opened issue #8205: Vehicles not sorted by cargo capacity when filtering specific cargo https://git.io/JfM74
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18:25:06 <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII opened issue #8206: Vehicle lists "Manage list" options inconsistent https://git.io/JfM79
18:26:01 <andythenorth> nielsm yugo cars on that wagon? o_O
18:28:49 <nielsm> it's the only model of passenger automobile that exists in derail valley
18:32:55 <DorpsGek_III> [OpenTTD/OpenTTD] SHADOW-XIII commented on issue #8206: Vehicle lists "Manage list" options inconsistent https://git.io/JfM79
18:58:02 <DorpsGek_III> [OpenTTD/OpenTTD] telk5093 opened pull request #8207: Add: 'cheat' console command to open the cheat window https://git.io/JfM57
19:03:40 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #8207: Add: 'cheat' console command to open the cheat window https://git.io/JfMdT
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19:21:27 <Wolf01> Hmmm, no compile errors but says it can't load the title game because ZLIB is not available, I installed all the packages with vcpkg for the correct architecture
19:22:08 <glx> you cleared cmake cache ?
19:22:39 <Wolf01> Yes, it compiled without the old errors about libraries not available, maybe I should redo it again
19:22:51 <glx> and vcpkg packages are the same as before cmake switch
19:23:19 <glx> so if they worked before they should work now
19:26:58 <Wolf01> Cleaned the cmake cache: 1> -- Could NOT find ZLIB (missing: ZLIB_LIBRARY ZLIB_INCLUDE_DIR)
19:27:39 <glx> you added the VCPKG_TARGET_TRIPLET variables ?
19:28:02 <Wolf01> 1> Manually-specified variables were not used by the project:
19:28:02 <Wolf01> 1> VCPKG_TARGET_TRIPLET
19:30:01 <glx> ah, I think for 2017 you also need to add CMAKE_TOOLCHAIN_FILE pointing to "<vcpkg-dir>/scripts/buildsystems/vcpkg.cmake"
19:32:35 <Wolf01> 1> Manually-specified variables were not used by the project:
19:32:35 <Wolf01> 1> CMAKE_TOOLCHAIN_FILE
19:35:06 <glx> paste your CMakeSettings.json somewhere, there should be something wrong in it
19:44:40 <andythenorth> I should do bigger industries
19:45:03 <andythenorth> wouldn't look right though, TTD style is about 5x4 or so
19:57:02 <glx> Wolf01: maybe replace all / with \\
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19:59:05 <glx> but both should work, they are mixed in the command generated by VS for me
20:00:56 <Wolf01> I just tried with /, before they were all \\
20:02:12 <Wolf01> vcpkg packages are there, but it seem it doesn't find them
20:21:05 <Wolf01> Do I need to have vcpkg in path?
20:23:37 <TrueBrain> glx: nightly failed :(
20:26:29 <Wolf01> Yes, it was path, now it compiled fine
20:27:10 <Wolf01> Git shows a lot of changes, most of them should be ignored, if not all
20:27:19 <spnda> oh yes the NotRoadStops patch works now. Ayyy
20:34:06 <Wolf01> spnda: pics or didn't happen :P
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20:37:56 <Speeder> how popular are stockpiling style industries?
20:38:04 <Speeder> specially ones that block excessive deliveries
20:41:07 <nielsm> I don't think anyone has numbers on popularity like that
20:52:30 <Speeder> changing the question then... does it break the game badly industries that have delivery limit?
20:54:44 <nielsm> I don't consider it breaking the game, but it does change some core mechanics and players not used to it will have to re-learn some things
20:57:02 <Speeder> I never played with stuff like that myself, so... what sort of things change? for example, how you change your trains orders so they don't freakout at the situation?
20:58:48 <frosch123> i doubt people who care about that would play with such industries
20:59:14 <frosch123> i think they are more a thing for model railway people
21:01:08 <Speeder> frosch123, what y ou mean?
21:02:55 <frosch123> it's the second itemization in that section
21:03:01 <michi_cc> PBI used to be quite popular, but probably not by people focused on optimizing their free-flowing, no-stopping super-mainline.
21:04:00 <Speeder> ok, got it a bit better what you mean, still not understanding it completely
21:04:51 <frosch123> andythenorth: even the limited livespan of mines?
21:04:54 <Speeder> so to explain my goal first... I am trying to make a map that is a part of Brazil, but where most of the population live. (I think the map has about a third of Brazil's area, and something like 80% of the population)
21:05:01 <andythenorth> but FIRS was initially a collaborative project, and was oriented to coop style play
21:05:11 <Speeder> the scenario will start in 1700, and as it advances industries will be built in their historic locations
21:05:21 <andythenorth> frosch123 I wouldn't play it now, but it's nice that changing content keeps the game fresh
21:05:35 <andythenorth> there's no ultimate OpenTTD game mechanic :)
21:05:41 <frosch123> Speeder: did you ever play in 1700?
21:05:57 <Speeder> frosch123, I did some test runs of my map, and played a bit with the intended NewGRFs on a random map :)
21:06:10 <Speeder> on my map it was quite fun with sailing ships available
21:06:16 <Speeder> because the map is river-heavy
21:06:37 <frosch123> sure, but isn't it enough to start in 1850 and have > 50 years of that?
21:07:23 <Speeder> I found it fun in this case, beacuse of drastic economic changes that happened, yet in a way that 1700 left a lasting legacy
21:08:09 <Speeder> brazil 1700 to 1850 resemble a lot the "in a hot country" economy of firs
21:08:57 <Speeder> but the 1950+ one resemble a lot "steeltown" Iwould say
21:09:07 <Speeder> yet... Brazil still exports heavily, same thing it did in 1700
21:09:13 <Speeder> I found that fascinating
21:09:20 <spnda> I have a few other screenshots. Also trams and lorries are also working fine.
21:09:25 <spnda> I've also added a few extra neat features
21:09:32 <spnda> One of them is yet to be fully finished
21:09:37 <spnda> It allows for one way stations
21:09:53 <spnda> So I am really hyped when this comes out
21:09:58 <spnda> What kind of GRFs people will make
21:11:23 <spnda> Also I have a bool value that tells the game if it should render the roads or not, so that should allow for people to make some non-road stops, if they want.
21:11:29 <spnda> or some special roads.... who knows
21:18:00 <Speeder> can someone explain to me how production_rate from nml5 works?
21:18:01 <glx> Wolf01: ah I don't have vcpkg in my path, but I used "vcpkg integrate install" which should have a similar effect
21:24:38 <Wolf01> glx: I did that too, but it only started to work after adding vcpkg to path
21:31:16 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8207: Add: 'cheat' console command to open the cheat window https://git.io/JfMA8
21:32:31 <spnda> Could it be, that "RoadTypeIsRoad()" only works for custom NRT roadtypes?
21:39:10 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #8207: Add: 'cheat' console command to open the cheat window https://git.io/JfMA2
21:45:38 <spnda> huh the check for RoadTypeIsTram works, but it doesn't for RoadTypeIsRoad
21:46:31 <Wolf01> spnda: I think it has a specific usage
21:47:05 <spnda> I'm using it the same way as in StationPickerDrawSprite for example. You can look at it in station_cmd.cpp#3059
21:47:07 <Wolf01> As always no documentation about it
21:47:15 <spnda> The if (RoadTypeIsTram(roadtype)) works
21:47:25 <spnda> The following (RoadTypeIsRoad(roadtype)) does not.
21:48:06 <Wolf01> The functions are really similar, they return inverted result
21:49:02 <spnda> ROADTYPE_BEGIN is not a road apparently
21:49:06 <spnda> ROADTYPE_TRAM is a tram
21:49:31 <spnda> why is it ROADTYPE_BEGIN anyway...
21:49:43 <Wolf01> ROADTYPE_BEGIN means no road at all iirc
21:49:52 <DorpsGek_III> [OpenTTD/OpenTTD] twpol commented on issue #8095: Feature suggestion: option to automatically space out vehicles in a shared order https://git.io/JfIUi
21:49:56 <spnda> yeah there's ROADTYPE_ROAD
21:50:04 <Eddi|zuHause> BEGIN/END is for for-loops
21:50:09 <spnda> both ROADTYPE_BEGIN and ROADTYPE_ROAD are 0
21:50:28 <Eddi|zuHause> you shouldn't use them anywhere else
21:50:36 <spnda> But I just took "_cur_roadtype" from the road_gui.cpp
21:50:37 <Wolf01> Does the grf redefine standard road?
21:50:40 <spnda> and that gave me ROADTYPE_BEGIN
21:50:51 <spnda> Nope, it only defines roadstops
21:51:01 <Wolf01> Yeah, with enums it returns the first occurrence
21:51:05 <Eddi|zuHause> you should read that as ROADTYPE_ROAD
21:52:15 <Wolf01> You have other nrt grfs?
21:52:30 <spnda> Using NRT it works just fine
21:52:36 <spnda> Just if I don't use any NRT GRFs it breaks
21:52:44 <spnda> I'm gonna check if the latest master has this
21:54:12 <spnda> but the default roadtype that the road guy gets is ROADTYPE_BEGIN and not ROADTYPE_ROAD
21:54:51 <Wolf01> Yes, that's known, it's for every enum with duplicated values
21:55:15 <spnda> well how am I gonna get ROADTYPE_ROAD then
21:55:20 <spnda> Because i obviously need that
21:55:27 <Eddi|zuHause> BEGIN and ROAD is the same value, the debugger is just confused which one of those it should display
21:55:36 <Wolf01> You don't, you can just write 0
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22:50:02 <DorpsGek_III> [OpenTTD/OpenTTD] techgeeknz commented on issue #8095: Feature suggestion: option to automatically space out vehicles in a shared order https://git.io/JfIUi
22:52:14 <arikover> I'm having problems with CMake... I can compile without problem, except there is no sound effects ingame (MIDI works though). I tried installing Allegro and the sound was here, but the performances were far better with SDL2. So it's either "no sound" or "sluggish".
22:52:42 <arikover> I'm clearly missing something here.
22:56:47 <milek7> is this related to cmake?
23:01:23 <arikover> I think so, because I did not have the problem with the configure script.
23:02:51 <arikover> I'm pretty sure it is trivial to solve, but I clearly suck at this.
23:08:06 <nielsm> collect your cmake logs and the generated configuration files, maybe we can diagnose it with that
23:13:52 <DorpsGek_III> [OpenTTD/OpenTTD] JGRennison commented on issue #8095: Feature suggestion: option to automatically space out vehicles in a shared order https://git.io/JfIUi
23:23:10 <spnda> Also, when and how will I be able to edit the wiki to add this roadstop documentation?
23:27:31 <FLHerne> spnda: What stops you from editing the wiki?
23:28:15 <FLHerne> spnda: I guess you'd edit it ASAP after it's merged
23:28:36 <andythenorth> there is a known problem for newgrf with no solution currently
23:28:56 <andythenorth> no wiki docs means nobody knows what the feature is supposed to do
23:29:03 <andythenorth> so it doesn't get tested
23:29:14 <andythenorth> and it can't go in the wiki until it's merged
23:29:23 <andythenorth> but it can't be merged until it's tested
23:29:57 <FLHerne> Speeder: What's unclear about the wiki?
23:30:02 <spnda> FLHerne: Does everyone have permission? Oh that makes it quite a bit easier
23:31:19 <andythenorth> maybe we could solve this with 'draft' wiki pages? but most patches don't go anywhere
23:31:33 <andythenorth> or we could have docs attached to the PR in wiki format
23:31:44 <Speeder> FLHerne, the initial value is same as what you set, but then change with production... if that is literal, it means the other part of the wiki is wrong, where it says what you set as production is multiplied by the prod level
23:33:10 <andythenorth> Speeder eh what? :)
23:33:18 <andythenorth> which version of the spec are you using?
23:33:38 <FLHerne> production_rate("STUF") tells you the amount of STUF currently being produced from produce_256_ticks, AIUI
23:33:53 <FLHerne> Speeder: production_level is something completely different
23:34:08 <andythenorth> there are multiple confusing terms historically
23:34:15 <andythenorth> prod level, prod multiplier etc
23:34:30 <andythenorth> they're all different things
23:34:51 <andythenorth> but defining the actual production is simple
23:36:24 <michi_cc> Also, in terms of specs, the authoritative wording is usually supposed to be in the "NewGRF Specs" part, not the "NML Specs" part. Of course, in an ideal world you're not going to find a discrepancy between them.
23:37:28 <andythenorth> nml support tends to run behind nfo in timing
23:38:53 <Speeder> For the given cargo label, amount of output cargo that is produced every 256 ticks. Initial value from the cargo_types property, but it will change accordingly when the production level changes. Returns 0..255. Example:
23:39:46 <andythenorth> probably (prod_multiplier / 16) * prod_level
23:40:02 <andythenorth> openttd changes prod_level
23:40:06 <Speeder> produce_cargo("GOOD", 4) specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry's production level.
23:40:09 <andythenorth> when depends on economy seting
23:40:19 <andythenorth> and what the newgrf does
23:40:42 <FLHerne> michi_cc: The NML specs are authoritative for what nmlc is supposed to do?
23:40:43 <michi_cc> "The properties specify the amount produced at default production level, they are scaled equally on production changes."
23:40:49 <nielsm> but if the industry has the periodic production callback defined then the normal production rules don't matter
23:40:53 <Speeder> to me these two phrases I understand as: first time you read "production_rate" it will mean in the example, 4
23:41:00 <Speeder> but when you double production levle, it will return 8
23:41:14 <Speeder> but since production level default is 16, production level now will be 32
23:41:18 <andythenorth> if it helps, read about the monthly / random production change cbs
23:41:49 <Speeder> but doens't this mean production will scale up exponentially?
23:42:05 <Speeder> so "good" for example, start producing 4*16
23:42:06 <nielsm> the original production change rules are x2 x2
23:42:08 <Speeder> then if you double production
23:42:31 <andythenorth> smooth economy was an attempt to address this
23:42:37 <michi_cc> FLHerne: No, but if the description for e.g. when a callback is called differs between the NML wiki part and the GRF wiki part, I'd believe the GRF part first.
23:42:45 <andythenorth> the grf part is canon
23:42:53 <andythenorth> nml docs often aren't accurate even for nml
23:43:04 <andythenorth> they tend to be a complete PITA to maintain
23:43:11 <michi_cc> And most NML props and callback map directly to GRF without any pre-processing.
23:43:17 <andythenorth> frankly I'm amazed they're as good as they are, thanks to those who did them :)
23:45:12 <Speeder> so... does "doubling" production level actually quadruples output?
23:45:19 <FLHerne> > but since production level default is 16, production level now will be 32
23:45:47 <Speeder> FLHerne, what doubling production level variable do?
23:46:11 <Speeder> for example CB_RESULT_IND_PROD_DOUBLE
23:47:36 <michi_cc> If you start with 4*16, it will be 4*32 after.
23:47:52 <FLHerne> Ok, I see what you mean, but still don't really understand your point
23:48:14 <FLHerne> If you repeatedly double the production level it'll be exponential, yes
23:48:54 <FLHerne> But you could also increment it, or set it to a specific value calculated in some other way
23:49:15 <FLHerne> And I don't see how production_rate is relevant here at all
23:49:43 <FLHerne> It's just a way to check the result of what you've already done
23:50:25 <FLHerne> CB_RESULT_IND_PROD_MULTIPLY_BY_32 <- that would be seriously exponential
23:50:44 * FLHerne wonders if any grf has ever used that, and why :p
23:59:33 <Speeder> that is not what I mean
23:59:35 <spnda> from where are tiles rendered?
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23:59:42 <Speeder> what I mean is the other variable, that returns 4 at first
23:59:52 <spnda> like from where are roadstops as a tile rendered
23:59:55 <Speeder> if you double prod level, it goes from 16 to 32
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