IRC logs for #openttd on OFTC at 2023-08-26
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01:44:36 <Afdal> Guise I dunno if someone has made a bug report out of this yet
01:45:05 <Afdal> but it seems something added a massive performance loss starting in v13.2 (haven't checked yet) or v13.3
01:45:17 <Afdal> and it's still present in v13.4
01:45:58 <Afdal> I've been running v13.1 for a while now because newer versions are basically unplayable
01:46:51 <Afdal> The performance hit is even apparent when running a headless server and observing the time it takes to run the map generator, so I don't think the cause is graphical
01:50:47 <Afdal> Update: when I run the generic linux binary instead of my own compiled builds, I get the same speed as v13.1
01:50:58 <Afdal> So it seems the problem is with how I've been compiling it lately
01:51:03 <Afdal> Wonder what it could be...
01:53:02 <_glx_> you probably build a debug version
01:53:27 <Afdal> by accident?
01:53:42 <Afdal> I don't normally mess with compile flags when making openttd
01:53:53 <Afdal> is debug the new default...
01:54:16 <_glx_> rerun cmake with `-DCMAKE_BUILD_TYPE=RelWithDebInfo` or `-DCMAKE_BUILD_TYPE=Release`
01:54:31 <_glx_> by default it's a debug build
01:55:58 <Afdal> hmmmmm my bash history indicates that's how I compiled v13.1
01:56:02 <Afdal> So this must be the problem :)
02:10:06 <Afdal> Yup, that fixed it
02:10:14 <Afdal> another n00b compiler error -.-
02:10:22 <Afdal> Thanks for the tip _glx_
02:10:36 <Afdal> See you guise next time I forget this...
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12:58:55 <andythenorth> Yo
12:59:13 <andythenorth> So objects to improve town happiness…?
12:59:18 <andythenorth> School?
12:59:22 <andythenorth> Hospital?
12:59:25 <andythenorth> Pub?
12:59:33 <andythenorth> Statue?
12:59:40 <andythenorth> Greggs?
13:00:10 <frosch123> Coffee shops
13:02:59 <kamnet> Library, park, theater, stadium, worship center, plaza/bazaar/market
13:04:35 <belajalilija> cool idea
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13:07:28 <andythenorth> frosch123: CBD retailers?
13:07:33 <andythenorth> or was that just Switzerland?
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13:17:09 <andythenorth> what about football stadiums?
13:17:18 <andythenorth> or chuches and temples?
13:17:32 <belajalilija> ive had the idea of stadiums as industry
13:17:50 <belajalilija> but that also is a cool idea
13:18:22 <belajalilija> ngl my ideal industry set is just XIS with vineyards and ski resorts
13:19:09 <andythenorth> I think I'm making a citybuilder game
13:19:32 <andythenorth> played a lot of Tropico on holiday
13:19:46 <belajalilija> having towns be more involved would be nice
13:20:19 <andythenorth>
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14:46:50 <LordAro> andythenorth: reskin that building that everyone complains is too common as greggs, then it works
14:57:06 <andythenorth> the theatre
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18:38:22 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master
18:38:23 <DorpsGek> - Update: Translations from eints (by translators)
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20:13:45 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #11230: [Bug]: Sort by button is misaligned with OpenGFX2.
20:16:40 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #11230: [Bug]: Sort by button is misaligned with OpenGFX2.
20:39:43 <_glx_> added more comparison screenshots to my comment
20:43:34 <frosch123> is there a real gridlayout meanwhile?
20:43:50 <frosch123> there uses to be only vertical can horizontal layout
20:44:03 <frosch123> so this situation either failed vertically or horizontally
20:45:38 <_glx_> <> 3 vertical in 1 horizontal
20:46:09 <_glx_> and the first vertical is fine based on the screenshots
20:46:30 <frosch123> i think it's the dropdown widget
20:46:45 <frosch123> everything assumes a fontheight of 10
20:46:54 <frosch123> but in ogfx2 it is 12
20:48:06 <_glx_> oh indeed sprite font size is hardcoded
20:48:19 <frosch123> there is no problem with my default non-sprite font, which is probably more than 10px
20:48:55 <frosch123> all widgets there have "SetMinimalSize(0, 12),"
20:49:06 <frosch123> the 12 is 10px fontsize + 2px border
20:49:23 <frosch123> all widgets have text, so larger fonts enlarge all widgets
20:49:38 <frosch123> but if only the dropdown icon is larger, the textonly widgets do not grow
20:50:24 <frosch123> we can try "SetFill(1, 1)", but with 2 rows it may fail anyway
20:56:19 <frosch123> SetFill(1,1) actually works
20:56:46 <frosch123> there may be many more cases, so maybe it's better to make the sprite smaller in ogfx2
20:57:59 <frosch123>
20:57:59 <frosch123> it no longer glitches, but the row height with the dropdowns is 14px, while the grouplist is 12px
20:58:11 <frosch123> the misalignment is ugly 🙂
20:58:28 <frosch123> imo fixing the drowndown sprite in ogfx2 is the better option
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21:08:45 <andythenorth> Hmm do we char limit vehicle names?
21:10:15 <_glx_> yes
21:11:05 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on issue #11230: [Bug]: Sort by button is misaligned with OpenGFX2.
21:11:08 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on issue #11230: [Bug]: Sort by button is misaligned with OpenGFX2.
21:11:21 <frosch123> faster :p
21:13:56 <frosch123> andythenorth: include a twitlonger link in the vehicle name?
21:14:09 <frosch123> not sure whether twitlonger still exists
21:15:48 <_glx_> `static const uint MAX_LENGTH_VEHICLE_NAME_CHARS = 32; ///< The maximum length of a vehicle name in characters including '\0'`
21:16:29 <_glx_> and a char can be 4 bytes 😉
21:17:09 <frosch123> i think its 31 unicode codepoints
21:17:29 <frosch123> so emojis with modifiers may count a 3 chars
21:18:44 <_glx_> it's the number of chars, not bytes
21:18:53 <_jgr_> That only applies to custom names input by users
21:19:29 <_jgr_> Default names from GRFs can (often are) longer than that
21:19:42 * andythenorth thinking of other DoS amusement
21:24:38 <andythenorth> The industry window is too obvious
21:24:56 <andythenorth> Oh…cargo subtype strings 🙂
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21:59:11 <locosage>
21:59:11 <locosage> Finally added sprite de-duplication to grf-py 🤭
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