IRC logs for #openttd on OFTC at 2020-07-09
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00:00:20 <SpComb> sure you get an email from cron if the replication jobs fail, but if the backup job never runs, then you don't get any email...
00:00:30 <nielsm> manually stop a train so it blocks the track entering the station
00:01:09 <b_jonas> yeah, I'll have to order some trains into depots
00:01:17 <b_jonas> that doesn't often happen
00:01:31 <b_jonas> admittedly I use build while paused
00:02:34 <b_jonas> ideally I'd like a selective area dynamite tool, where I can pick checkboxes for what I want to delete/destroy and what I want to keep
00:16:32 <b_jonas> ok, let's see if this works. I have a terminus station at the large oil wells where the triple main lines goes to, and now I converted the entrance to a compact two-bridge shuffler so that one train from each of the three lines can independently enter and exit on a corresponding line
00:16:46 <b_jonas> without blocking each other
00:17:33 <b_jonas> at least that's the theory, I'll see if trains actually behave that way
00:18:13 <b_jonas> it's a compact design, so if this works, I should try something similar in other stations with high traffic
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01:39:25 <b_jonas> is the largest town building in the default grf 2x2 sized?
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02:58:26 <supermop_Home> that's also the largest a town building can be
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07:08:06 <CornsMcGowan[m]> dP: do u mean for the search nodes?
07:29:56 <CornsMcGowan[m]> b_jonas: theres a pull request for that but no progress on it lately
08:03:14 <CornsMcGowan[m]> do rivers on slopes have a special tiletype?
08:03:50 <CornsMcGowan[m]> seems to fail IsCoastTile()
08:09:00 <CornsMcGowan[m]> IsWaterTile() should cover my bases
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14:40:04 <dP> ffs, why can't stupid windows builds just work :(
14:40:20 <dP> by any chance does someone know what happened here?
14:44:40 <LordAro> looks like png.h is missing :p
14:46:06 <CornsMcGowan[m]> vcpkg version too new maybe
14:46:27 <CornsMcGowan[m]> missing zlib and lzo and all that jazz
14:46:56 <LordAro> mm, it does seem very confused
14:47:04 <dP> it's the same 1.10.2 I already built there, I just changed some code
14:47:10 <CornsMcGowan[m]> not using static triplet
14:47:33 <CornsMcGowan[m]> did u install static or dynamic triplets with vcpkg?
14:47:52 <dP> ok, some shit just broke, it can't even build the same commit now
14:48:09 <CornsMcGowan[m]> u could try changing the vcpkg settings in visual studio to use static libraries
14:48:42 <LordAro> CornsMcGowan[m]: what about the above suggests to you that interacting with visual studio is possible?
14:49:57 <dP> even if it is vcpkg how did it broke if I'm using a 3 year old image?
14:51:01 <LordAro> depends if vcpkg gets updated separately, perhaps?
14:51:11 <LordAro> glx did mention something about vcpkg not working with non-cmake builds, right?
14:51:17 <LordAro> i don't think he elaborated...
14:51:35 <LordAro> we'll need whatever fix is needed for the 1.10 branch anyway
14:54:27 <CornsMcGowan[m]> i remember he linked the vcpkg github issue about it
15:01:49 <dP> hm, dowloading latest windows-dependencies.zip in ci is probably not the right move but latest is 2018 so shouldn't be an issue here
15:02:53 <LordAro> vcpkg isn't from windows-dependencies.zip anyway
15:03:02 <dP> hmmm it says 2018 on github, but files inside zip are jun 2020...
15:03:52 <dP> LordAro, is it? looks very much like the case to me
15:04:09 <dP> LordAro, mv windows-dependencies/installed /c/vcpkg/
15:04:37 <LordAro> dP: those are the specific dependencies, not vcpkg itself
15:04:55 <dP> LordAro, script: c:\vcpkg\vcpkg.exe integrate install
15:06:56 <LordAro> hmm, looks like you're right about vcpkg.exe being in the zip
15:06:57 <dP> glx, hi, do you know how to fix ci for pre-cmake builds?
15:07:28 <LordAro> (the mv command doesn't necessarily show that)
15:08:55 <dP> glx, dunno about vanilla ci, but I'm trying to build cmclient and something is broken
15:09:13 <LordAro> dP: seems like the windows dependency build does rerun regularly, but reuses the same release
15:09:47 <glx> and vcpkg master currently has a bug
15:10:03 <LordAro> glx: if we do another 1.10.x, we're going to need the fix anyway
15:10:40 <dP> glx, why does it even use new vcpkg now for old builds? did windows-dependencies.zip change?
15:11:16 <dP> and if it did how do I get the old one?
15:14:29 <LordAro> dP: the CI runs weekly(?) in the background, just updates the latest release
15:14:42 <LordAro> i don't think there is a way to get old ones
15:15:58 <LordAro> i do agree though, constantly using the "latest" is perhaps not the best idea
15:16:29 <glx> but sometimes we can't update libs without updating vcpkg
15:17:08 <glx> especially when they add new tags in lib descriptions
15:17:39 <dP> glx, just use specific version of windows-dependencies.zip in windows-dependencies.yml so it doesn't break old stuff
15:18:29 <glx> in theory it should not break old stuff
15:39:38 <glx> ok just checked and vcpkg is fixed
15:40:00 <glx> just need to trigger a new CF build, or wait until sunday
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16:07:20 <glx> hmm CF only copies the libs it seems
16:08:54 <LordAro> glx: vcpkg.exe is at the bottom of the extraction list
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16:09:25 <glx> the issue is in azure image I think
16:09:45 <glx> they updated vcpkg 3 days ago
16:12:05 <glx> mv windows-dependencies/installed /c/vcpkg/ <-- this line only copies the libs from zip without replacing any vcpkg files on the image
16:12:36 <glx> so azure provides a broken vcpkg
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16:14:25 <glx> well it's fixable in vc projects I can make you a patch
16:16:16 <dP> I just tried copying vcpkg from the zip that may fix it already
16:16:37 <glx> you also need to overwrite script dir I think
16:19:38 <glx> the bug is in scripts\buildsystems\msbuild\vcpkg.targets
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16:31:41 <glx> other option is to cd into vcpkg dir and git pull
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16:41:17 <dP> well, whatever I did seems to have fixed it
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16:44:03 <glx> it should fix itself in a later azure image
16:49:08 <LordAro> guess that sets a date for 1.10.3 :p
17:02:22 <glx> oh there's a workaround, but if we can wait ...
17:03:00 <dP> imo there no need for 1.10.3 yet
17:04:51 <dP> server threading fixes would be nice to test but not sure if anyone but me is interested in it and I can merge them on 1.10.2 :p
17:08:05 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8227: Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE https://git.io/JfFcc
17:10:24 <TrueBrain> yeah, I know :) But tnx for forwarding planetmaker !
17:10:36 <glx> ah yes received the email too :)
17:10:47 <TrueBrain> all the owners got it :)
17:10:55 <TrueBrain> still want to be an owner? :D
17:11:22 <TrueBrain> it is really nice of GitHub they do this btw
17:11:30 <planetmaker> yes, that's good indeed
17:11:33 <TrueBrain> check their logs who uses their now deprecated endpoint, and email them
17:11:44 <planetmaker> you get the really relevant info. But no other spam
17:11:57 <planetmaker> thus hard to miss :)
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19:22:39 <Eddi|zuHause> haven't seen any in a while
19:31:34 <CornsMcGowan[m]> landscape tiles randomly flipped so it looks more random
19:32:01 <CornsMcGowan[m]> kinda like how its done in minecraft
19:35:10 <CornsMcGowan[m]> wouldn't it just be changing landscape.cpp or whichever draws the land tiles
19:35:57 <LordAro> hardest bit would probably be drawing the flipped tiles
19:36:11 <LordAro> you'd need to store the flip direction in the map as well
19:36:34 <glx> and mirroring can't be done automatically
19:37:00 <LordAro> mm, basically nothing in the way of graphics processing in OTTD
19:37:42 <CornsMcGowan[m]> oh theres no mirroring function in the code?
19:38:40 <CornsMcGowan[m]> LordAro: could make it deterministic based on tile location
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19:39:57 <LordAro> CornsMcGowan[m]: mm, true
19:46:48 <nielsm> can we scrap the remaining 8bpp blitters and just assume 32bpp blitter effects are possible?
19:47:08 <nielsm> I mean, we don't really support old systems any more
19:51:23 <Eddi|zuHause> how are you going to solve the "wrong" lighting in slope tiles?
19:56:06 <CornsMcGowan[m]> Eddi|zuHause: only for the flat files (slope 0) for now i guess
19:56:18 <CornsMcGowan[m]> also i dont think opengfx flat grass has any shadows as such
19:58:00 <CornsMcGowan[m]> existence of zoom implies its possible to transform sprites
20:01:06 <CornsMcGowan[m]> yeah okay im stuck at deciphering the blitter
20:01:26 <LordAro> but everyone loves reading sse4 code!
20:01:48 <nielsm> zoom occurs by pixel-doubling or pixel-skipping
20:02:01 <nielsm> there isn't any interpolation or dithering
20:03:39 <CornsMcGowan[m]> oh 8bpp simple is easier to read lmao
20:04:02 <nielsm> and as far as I can tell, the zooming is done when the sprites are loaded
20:04:07 <CornsMcGowan[m]> oh this just just pointer manip?
20:04:18 <nielsm> the various zoom levels of each sprite are loaded or generated
20:04:35 <nielsm> and the appropriate zoomed version of the sprite is just used in the blitter
20:04:39 <CornsMcGowan[m]> and then cached?
20:04:44 <nielsm> at least that's my understanding
20:04:50 <nielsm> yes there is a sprite cache
20:06:00 <CornsMcGowan[m]> what happens when sprite cache is exceeded?
20:07:31 <nielsm> uh no idea... I think you can begin in gfx.cpp
20:07:59 <nielsm> I don't think the sprite cache is size limited as such, but otherwise it just begins evicting stuff I suppose? LRU?
20:09:13 <CornsMcGowan[m]> sprite cache is configurable in openttd.cfg
20:09:34 <CornsMcGowan[m]> hm i see, tyty
20:10:27 <Borg> cache_sprites = false <- hmmmm good or bad?
20:10:46 <Borg> sprite_cache_size = 4 <- for each sprite? for each zoom level?
20:11:10 <frosch123> you are using your openttd.cfg for very long
20:12:01 <frosch123> sprite_cache_size_px is the only setting that exists
20:12:30 <Eddi|zuHause> who ISN'T using his openttd.cfg for a long time?
20:12:32 <Borg> oh ok.. no concerns then ;)
20:12:34 <frosch123> it's the size in mega pixels, all zoom levels combined
20:12:37 <Eddi|zuHause> i still have settings from MiniIN
20:12:58 <Borg> sprite_cache_size_px = 128
20:13:33 <frosch123> the spritecache is still 32 bit technology, so 512 megapixels is max
20:13:47 <CornsMcGowan[m]> ah thats why its 512 max
20:14:09 <CornsMcGowan[m]> blitter->Draw invoked by gfx.cpp GfxBlitter
20:15:19 <nielsm> if you wanted to have random sprite variations for ground sprites, the place to start would really be in the landscape tile drawing code
20:15:25 <nielsm> to let it pick a different sprite
20:15:49 <nielsm> and have a way to indicate extra sprites to use for landscape variations
20:16:20 <CornsMcGowan[m]> hm thats true
20:16:33 <CornsMcGowan[m]> i didn't want to bother PR'ing opengfx on top of that :p
20:17:22 <Eddi|zuHause> it should probably be an action5 (or A, i never get this right) for landscape sprite variations...
20:17:47 <nielsm> there's a starting point for how I hacked in depth-indicating water sprites
20:18:13 <nielsm> which could also be a candidate for alternate sprites
20:18:31 <CornsMcGowan[m]> Eddi|zuHause: whats an action5/actionA?
20:18:32 <CornsMcGowan[m]> nielsm: ah ty :)
20:18:56 <Eddi|zuHause> CornsMcGowan[m]: a "simple" way for NewGRFs/Basesets to provide additional sprites
20:19:20 <Eddi|zuHause> CornsMcGowan[m]: one is "add more sprites" and the other is "replace original sprite", and i never remember which is which
20:20:10 <CornsMcGowan[m]> i've 0 experience with newGRFs
20:20:15 <nielsm> action 5 is adding sprites for extra game features
20:21:03 <Eddi|zuHause> there's also a "complicated" way which is action1/2/3 chains, but we probably don't need that
20:22:31 <nielsm> yeah, an action 5 that allows supplying sets of alternate random sprites for the base landscape tiles would work well enough
20:22:53 <nielsm> and then it's up to the game code to select between the alternates in a sensible way
20:27:38 <CornsMcGowan[m]> where can i learn about working with newgrf
20:28:37 <Eddi|zuHause> 3 places: 1) the specs, 2) a grf using the specs, 3) a piece of code implementing the specs
20:28:45 <CornsMcGowan[m]> i'll head off for tonight but i'll be back for more
20:29:01 <nielsm> I learned as I went with implementing the 16 cargoes in/out for industries
20:29:08 <nielsm> and then some more with the waterdepth
20:29:44 <nielsm> yeah you'll need to have some understanding of how the various concepts work together in use
20:29:53 <nielsm> to be able to write new features in the game code
20:30:19 <Eddi|zuHause> imho best to start from a patch/PR that implemented a similar thing
20:30:49 <Eddi|zuHause> for landscape stuff, that might be the additional shore sprites
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21:52:10 <andythenorth> 6x4 industries seem to work
21:52:19 <andythenorth> they get constructed enough afaict
21:52:34 <andythenorth> I can't remember how to get really uneven land
21:53:17 <andythenorth> also has something broken in map gen?
21:53:23 <andythenorth> 'mountainous' really isn't
21:53:26 <andythenorth> it's pretty flat
21:54:25 <andythenorth> maybe that's variety
21:55:31 <andythenorth> map gen is so confusing
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22:17:18 <Eddi|zuHause> variety off and smoothness very rough
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