IRC logs for #openttd on OFTC at 2022-02-08
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06:44:34 <TrueBrain> Steam figured OpenTTD is playable on the Steam Deck .. I somewhat doubt that :p
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08:57:13 <FLHerne> TrueBrain: I don't see why, it's got those little stick things
08:58:09 <FLHerne> I played it on a Dragonbox Pandora with similar controls and it was fine except for the performance
08:58:44 <reldred> And modern ARM portables are pretty damn stronk these days
09:02:48 <FLHerne> well, SteamDeck is an x86 portable
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09:23:35 <peter1139> SteamDeck is pretty decently specced, but anything that needs a mouse is probably not its target.
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09:39:56 <FLHerne> I heard the dish-trackpad things on the Steam Controller were pretty good as a mouse substitute in RTSes
09:40:13 <FLHerne> the flat ones on the Deck seem like a similar concept
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16:20:47 <Gustavo6046> dude, I am double-buffered!!!!
16:33:43 <supermop_work> well i ordered a nikon F100, and a bunch of old city pop records from japan
16:33:54 <supermop_work> i need some kind of intervention
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17:35:01 <frosch123> huh, that does not line up though
17:35:39 <frosch123> the drag-start position has a different offset than the drag-stop position
17:39:43 <frosch123> i guess newgrf authors never sell ships
17:39:48 <frosch123> fish is just as bad
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17:42:28 <frosch123> i guess the framerate of the video is too low
17:42:32 <frosch123> or they are dragging too fast
17:42:43 <frosch123> the ship is already in movement when the dragging starts
17:43:47 <frosch123> when i use that newgrf locally, the huge offset already shows when starting dragging
17:43:51 <frosch123> so it is consistent with dropping
17:52:44 <FLHerne> I cycled about 160 miles over Wednesday-Friday to go and look at a narrowboat, it was very nice except when there was sleet
17:53:59 <LordAro> i have done one 100km ride since November
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18:31:45 <andythenorth> frosch123 unsinkable sam also does it
18:31:50 <andythenorth> what do I miss in the spec?
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18:33:31 * andythenorth looking if depot needs specific realsprites
18:34:42 <andythenorth> ha it's funny that it moves cursor on mouse up
18:35:17 <andythenorth> nope it moves the ship on mouse down
18:35:23 <andythenorth> sometimes I wonder if I can trust my eyes
18:35:34 <frosch123> the regular map sprites should work fine, they also should have the sprite offset in the center
18:35:47 <frosch123> the sailing ship grf used the purchase-list sprites
18:35:54 <frosch123> or yet some other sprites
18:37:05 <frosch123> the mouse does not move on button up/down :) the sprite is positionied relative to the cursor position
18:38:43 <frosch123> an alternative solution would be if ottd would stop using vehicle sprites as cursors :)
18:39:10 <frosch123> we could have a generic arrow and attach the vehicle to it, while clipping the vehicle to some rect
18:39:55 <frosch123> but i am sure people would complain that train arrangement in depots looks different :)
18:58:47 <nielsm> silly idea probably nobody would care about if it was implemented: save game lineage tracing. every time the game is saved generate a random id for it (guid or something), and also keep track of all previous id's that game was saved under
18:59:13 <nielsm> so if you have a huge chunk of saves in a dir you can trace back which are derived from which, and even handle branching histories
19:01:11 <frosch123> there was a PR for that, i think by nielsm :)
19:01:36 <nielsm> I don't think quite that detailed
19:01:43 <andythenorth> what am I missing?
19:02:04 <nielsm> but you're right, I remember now I did write something to try to keep track of overwriting the old save and warning abuut doing or not doing that
19:02:09 <andythenorth> if I move the sprite offset to the centre, the sprite will be 50% misaligned to the vehicle
19:02:24 <andythenorth> obviously I am wrong about something :)
19:04:19 <frosch123> it may be worth checking older versions
19:04:48 <frosch123> the cursor drawing changed a few times to support articulated trains and roadvehicles, and recently to draw helicopter rotors
19:04:54 <frosch123> possibly ship offsets changed :)
19:10:49 <frosch123> 1.2 and 12.1 behave differently :)
19:12:43 <frosch123> 1.8 is the same as 12.1
19:13:37 <andythenorth> I assumed it was just intended :)
19:13:40 <andythenorth> has been this way for years
19:18:35 <frosch123> looks like i broke it in august 2016 :)
19:22:20 <andythenorth> isn't that long enough ago to call it 'by design'? :P
19:22:54 <frosch123> andythenorth: i would go for that, if the new behavior was good :)
19:23:36 <andythenorth> I will prepare my angry reddit sock puppet in advance
19:23:54 <andythenorth> "ZOMG evil devs dumbed down game AGAIN"
19:24:31 <andythenorth> STOP patronising Users with pointless ACCURATE drag targets
19:25:09 <andythenorth> with this change devs no longer seem to care about the important people who made the game what it was - long-time players
19:25:11 <frosch123> pro players do not have to sell vehicles
19:26:00 <andythenorth> I can PROVE (by quoting other posts on the internet) that the old drag targets IMPROVED NETWORK TIMING
19:26:44 <andythenorth> I am only being stupid because discord talked about block signals for ~200 messages today
19:26:48 <andythenorth> such entertain :)
19:28:41 <frosch123> oh i had fun with variadic templates today :)
19:29:28 <frosch123> there is a c++ equivalten of os.path.join at work
19:29:38 <frosch123> i passed a number of string constants to it
19:30:04 <frosch123> but forgot one comma 'join("foo", "bar" "baz")'
19:30:18 <andythenorth> I wish never to see the word variadic again :(
19:30:19 <frosch123> the compiler happily joined the literals without error :)
19:30:28 <TrueBrain> hard day at the office :P
19:30:33 <andythenorth> remember variadic nfo?
19:30:53 <frosch123> it only took like an hour until i added the right debug output to notice the issue :p
19:32:45 <frosch123> andythenorth: when i fix ottd, fish looks good, sailing ships is still garbage :p
19:33:00 <TrueBrain> an hour, that is not that bad :)
19:33:45 <andythenorth> I'm looking in FIRS git for the variadic nml version
19:33:56 <andythenorth> but github is really non-trivial to browse history in :)
19:35:08 <andythenorth> I found the nfo with CPP templates, but it's not bad enough to point at and laugh
19:46:33 <Rubidium> funny thing about the forgotten comma concatenating strings; I used that feature of concatenating string today ;)
19:48:30 <Rubidium> it's so useful when you have long strings you want to split over multiple lines
19:52:23 <frosch123> Rubidium: now that you point that out, i also did that today :)
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19:54:05 <frosch123> though it was not as much about "too long" than about "if the string contains a \n, also have one in the source"
20:17:39 * andythenorth compiles OpenTTD
20:17:43 <andythenorth> I need a faster computer :(
20:18:36 <frosch123> everyone needs, but the C level executives say to use the cloud instead
20:19:03 <frosch123> so you need faster internet instead or something
20:23:47 <andythenorth> one of our directors was recommended to invite 'C level executives' to a vendor meeting today
20:24:18 <andythenorth> last week the same director was recommended to invite the CTO so someone senior was there
20:24:23 <andythenorth> we don't even have a CTO :P
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20:24:53 <andythenorth> this director is equivalent to COO, but we don't use that title
20:24:57 <frosch123> oh, you have directors?
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20:24:59 <andythenorth> vendors are lolz
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20:25:21 <frosch123> i already assumed director==CTO==CEO
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20:25:38 <andythenorth> seems vendors don't :P
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20:29:05 <frosch123> hmm, do companies with sigificant art work have CAOs?
20:29:35 <frosch123> or are artists always low ranked?
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20:34:43 <andythenorth> there should be more CAOs
20:35:45 <FLHerne> I'm sure games companies must have such a thing
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20:36:58 <FLHerne> "Chief Creative Officer" seems a more common title
20:38:23 <andythenorth> maybe NFT companies have CAO
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20:53:52 <supermop_work> frosch123: CCO or design director, or art director
20:55:58 <frosch123> fine, so we call andy now "CCO of FIRS"
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21:26:08 <LordAro> peter1139: i've dried out now
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