IRC logs for #openttd on OFTC at 2022-12-15
            
00:09:19 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10091: [Bug]: Reading Read Me/Changelog files is extremely tiring and probably harmful to the eyesight https://github.com/OpenTTD/OpenTTD/issues/10091
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00:51:09 <pickpacket> petern: in Sweden we have the expression "villhöver" which is a portmanteau of "wants" (vill) and "needs" (behöver). It's when you want something so badly it feels like you need it. That might apply here
01:24:24 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241
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02:11:21 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241
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07:24:10 <reldred> I bought an obnoxious hipster fixie today petern
07:24:27 <reldred> (Eh it’s just a single speed, not a fixed hub)
08:02:07 <andythenorth> petern: why not 48?
08:02:12 <andythenorth> was it an ebay listing?
08:08:26 <petern> Yes :p
08:08:42 <petern> -9°C outside apparently, that's cold for us right?
08:08:52 <petern> reldred: Awesome 😄
08:10:14 <andythenorth> petern: brrrrrr
08:11:14 <petern> 12°C indoors, yum
08:12:05 <andythenorth> that is....not ideal
08:12:06 <petern> PlanetX keep spamming me with bike sales 😦
08:13:12 <petern> I've got 4kW of electric heating on right now to take the edge off. 🔥💷🔥💷🔥
08:16:05 <LordAro> that is very brr
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09:02:08 <petern> Right, now I'm settled it's 9:01, so no time to tickle any OpenTTD 😦
09:03:12 <LordAro> :(
09:08:11 <Eddi|zuHause> 4kW on a household line is quite... challenging
09:16:07 <petern> It's not my phone line...
09:17:02 <petern> It's 16A, our circuits are normally rated for 32A.
09:17:43 <andythenorth> Pruple: when requesting a fix an oversight in the spec, you should also have requested a change to the way the game works
09:17:47 <andythenorth> bad Pruple
09:18:04 <petern> I've turned it all off now anyway.
09:18:45 <petern> Technically almost anything beyond a typo in comments is a change to the way the game works 😄
09:19:09 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10240: Codechange: Reshuffle debuglevels in fileio to address spammyness https://github.com/OpenTTD/OpenTTD/pull/10240#pullrequestreview-1218850109
09:19:50 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241#pullrequestreview-1218851935
09:19:56 <LordAro> andythenorth: hang on, let me fix that
09:20:09 <LordAro> done
09:21:57 <andythenorth> thx
09:22:38 <petern> Huh?
09:22:46 <andythenorth> the other one about terrain, I have never understood quite how that works
09:22:50 <LordAro> a zorging
09:23:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1052878621561331763/image.png
09:23:45 <andythenorth> original game does this
09:23:50 <andythenorth> so then grf things do that
09:24:04 <andythenorth> so then grf authors can 'fix' it for themselves if they wish to
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09:24:21 <LordAro> "original game"
09:24:24 <petern> I missed a Zorging? 😦
09:24:24 <andythenorth> not sure if thats weird, or 100% fine
09:24:27 <LordAro> original game didn't have foundations :p
09:25:05 <reldred> we'd have to fundamentally change how snow works
09:25:05 <andythenorth> well I meant the lack of partial snow tiles for rail 😉
09:25:10 <reldred> a set of overlays maybe
09:25:31 <andythenorth> basesets don't compose tracks iirc
09:25:36 <reldred> ground tile+snow stage tile+road/rail tile+optional road/rail overlay
09:25:41 <andythenorth> and probably don't have partial snow drawn?
09:25:58 <reldred> no, only things that have partial snow is ground tiles, nothing else in game does
09:26:14 <reldred> I only just did snow rocks for the new jgrpp rocks feature
09:26:28 <reldred> after abusing jgr's feature wot wasn't even designed for it 😛
09:26:50 <Eddi|zuHause> i vaguely remember some track set trying to show partial snow
09:26:51 <reldred> trees are only binary snow
09:27:41 <Eddi|zuHause> reldred: lots of newgrf is abusing features that weren't designed for it
09:28:17 <andythenorth> there is something in this https://github.com/OpenTTD/OpenTTD/issues/10239#issuecomment-1352371170
09:28:28 <reldred> Eddi|zuHause: well aware 🙂
09:28:29 <andythenorth> although there's also something in "let's start with world peace"
09:30:00 <reldred> but yeah I've got snow rocks for my ttdx baseset alpine climate going, I've got desert rocks for my re-code of pineapple landscape working, I just need to do regular arctic snow rocks now.
09:30:12 <reldred> I need rock variations though
09:30:29 <petern> Load it in vanilla.
09:30:56 <Pruple> andythenorth: it's fine, original rail and road tiles are full-tile and are either snow or not
09:31:50 <Pruple> whatever lc wants to do is a huge change to that. the bug I reported is just a tile that should logically be snowy but isn't.
09:32:54 <reldred> yeah I mean who's gonna draw all the graphics,
09:33:03 <reldred> just usual "good idea fairy" crap
09:33:15 <Eddi|zuHause> andythenorth: that requires two basic things: a) composing ground tiles and overlay tiles, and b) map bits storing the partial snow level
09:33:40 <Eddi|zuHause> no idea which of those two is the harder problem
09:34:46 <reldred> you'd kill all existing base set compatibility.
09:34:46 <petern> You can compose already with the trackbit sprites, but it'll look ugly.
09:35:08 <andythenorth> why do we need map bits? we already know the snow line height
09:35:20 <andythenorth> grfs have this solved, it's just the baseset problem is quite intractable
09:35:54 <petern> But yes, the issue itself is quite clear.
09:36:12 <petern> Foundation doesn't affect the height check and should.
09:37:11 <andythenorth> goes it fix everything
09:37:18 * andythenorth should make more train variants
09:37:45 <Eddi|zuHause> andythenorth: the snowline height can change, and the map needs to be redrawn when that happens. with map bits, this can be relegated to the tileloop
09:38:18 <andythenorth> so we need them for performance caching reasons?
09:38:29 <Eddi|zuHause> no
09:38:37 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052882364407238696/image.png
09:38:37 <reldred> I do enjoy what rivers can do in jgrpp now with the right heightmap. That's about 1000 tiles long. Maybe 1500.
09:39:03 <Eddi|zuHause> for "don't immediately flash everything from green to white" reasons
09:39:18 <andythenorth> makes sense
09:39:20 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052882545731194900/image.png
09:39:20 <reldred> still has a problem with rivers reaching the coast though
09:39:41 <petern> Rivers should be able to erode.
09:40:19 <Eddi|zuHause> no, rivers should be able to flow down halftile slopes
09:40:29 <andythenorth> diagonals 😛
09:40:35 <andythenorth> escalate feature
09:41:24 <petern> Both?
09:41:26 <Eddi|zuHause> on a separate note: river slopes need better sun shading
09:41:42 <petern> We discussed that and andy tried. It's not pretty.
09:42:12 <petern> You can do it if you use non-water-animation colours for water.
09:42:32 <petern> But they're quite the right hue.
09:42:55 <andythenorth> we need more palette 😛
09:42:58 <andythenorth> ooh
09:43:03 <andythenorth> extended byte?
09:43:19 <andythenorth> we have the spare pinks, we could use them as offsets into a new palette?
09:43:40 <Eddi|zuHause> 32bpp water cycle?
09:43:57 <andythenorth> that was the more sensible proposal yes
09:45:01 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/9031#issuecomment-1336502844
09:46:00 <Eddi|zuHause> water waves can probably be done with some alpha overlay magic
09:46:57 <petern> You can manually animate tiles but it's way more CPU expensive than a palette animation.
09:47:44 <petern> Time to implement a modern rendering pipeline, ignoring the current blitter system.
09:48:14 <reldred> goes it throw out entire rendering system?
09:48:29 <reldred> time for vulkan implementation
09:48:42 <petern> Compiling a sprite atlas of 100,000+ tiny sprites is not going to be simple 😄
09:50:37 <reldred> nahhhh it's fine
09:50:40 <reldred> don't worry about it
09:52:00 <petern> That's a big rewrite just to apply shading on rivers 😄
09:52:10 <reldred> it's fiiiiine
09:55:17 <reldred> we'll just get zorg to do it, he obviously is much much smarter than all of us
10:01:34 <andythenorth> I think I worked out we have enough unused palette to do more blue
10:01:44 <andythenorth> if we wanted a simple-ish solution
10:01:52 <andythenorth> or we could just delete rivers also?
10:03:01 <petern> How many do you need?
10:03:15 <andythenorth> 10, I think. There are 12 pinks unused
10:03:15 <petern> Presumably separate darker and lighter sections.
10:03:58 <andythenorth> yes
10:05:05 <petern> Colour dark_water[EPV_CYCLES_DARK_WATER]; ///< dark blue water
10:05:11 <petern> Colour glitter_water[EPV_CYCLES_GLITTER_WATER]; ///< glittery water
10:05:13 <petern> Hmm
10:05:16 <andythenorth> yes
10:05:24 <andythenorth> dark dark blue
10:05:26 <andythenorth> less dark blue
10:05:30 <andythenorth> new names 😛
10:06:40 <petern> Glittery water is 15 whole colours.
10:06:47 <andythenorth> yes
10:07:13 <kamnet> Speaking of rivers, was anything ever considered for docks on rivers?
10:07:26 <petern> Hmm, actually it's 15 cycles, not sure if it's 5 palette indexes.
10:07:56 <petern> I don't think table/palettes.h contains that info.
10:08:11 <petern> *15 palette indices
10:08:23 <andythenorth> I did count the palette indices, but I don't remember the conclusion now 😛
10:09:49 <petern> for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
10:09:53 <petern> It's 5.
10:11:01 <petern> kamnet: If I ever finished NewGRF Docks that would allow it.
10:20:25 <kamnet> Having rivers as a viable form of transport rather than decoration or obstacles would be quite a QOL improvement
10:22:50 <TallTyler> reldred: For once the vanilla implementation is ahead of JGRPP, unless my wide river terraforming got downstreamed (no pun intended) already 🙂
10:23:19 <reldred> TallTyler: not sure if it did or not
10:23:24 <TallTyler> I have a bugfix PR because I made rivers a little too good at flowing downhill 😛
10:23:30 <reldred> lol
10:23:49 <reldred> I'm also leveraging my other river related patches though
10:24:12 <reldred> such as removing the restrictions on where rivers can start, etc, which is why the chain can stretch 1000+ tiles long.
10:30:05 <petern> What's the normal limit?
10:31:39 <reldred> There's not a length limit as such
10:31:45 <reldred> Not that I could see,
10:32:03 <reldred> but, rivers often kinda just... end sometimes. Not sure why
10:32:28 <reldred> What I did was remove one crucial check around where a river is allowed to *start*
10:32:38 <reldred> being the 'tops of hills'
10:33:04 <reldred> and, with the right heightmap, that ended up resulting in rivers generating in long chains
10:33:52 <EmperorJake> Or we could make rivers lower the terrain so that they can have docks and flat bridges
10:33:53 <reldred> so in my typical brain-dead fashion because I can't actually *write* C++ I just bundled up a game setting to turn the darn thing off.
10:34:40 <reldred> 99% of my patch writing for JGRPP consists of 'find this arbitrary logic or number that I disagree with and parameterize it'
10:35:31 <reldred> and then JGR wipes my backside for me and makes whatever vomit I've raised as a PR shippable.
10:36:24 <reldred> EmperorJake: yes we should do that as well
10:36:56 <EmperorJake> was there ever a patch that tried that?
10:37:19 <reldred> Umm, there was a patch someone made that tried to do full river errosion
10:37:23 <reldred> rainfall?
10:37:57 <reldred> I mean, river gen is already pretty slow in JGRPP, at least with the silly maps I play.
10:38:24 <Eddi|zuHause> there was a rainfall river generator, but i don't think it did erosion
10:38:42 <reldred> yeah I think it did,
10:38:47 <reldred> I used to use it quite a bit
10:38:47 <andythenorth> we could just start at a coast tile and walk back
10:38:55 <andythenorth> but that doesn't work for some reason
10:40:16 <Eddi|zuHause> that just runs into the same problems: not all slopes are suitible for rivers, and trying to terraform them to make them suitible breaks it in other places
10:40:18 <petern> EmperorJake: That's what I meant with erode.
10:40:47 <petern> River gen is already pretty slow in vanilla.
10:41:08 <andythenorth> Eddi had the breadth first patch which produced visually correct results
10:41:10 <andythenorth> but it went to die
10:41:16 <petern> I also would like deep water to exist, but maybe not in the form that the last patch did it.
10:41:31 <Eddi|zuHause> there's no real reason for river generation to be fast
10:41:56 <Eddi|zuHause> andythenorth: it had some... corner cases. plus the slope thing
10:42:00 <reldred> well if we end up with more water palette shades then deep water might be feasible.
10:42:02 <TallTyler> Rainfall did do erosion, I believe, and also many other things
10:42:04 <petern> Can we multithread it? 😄
10:42:18 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7213
10:42:41 <petern> wip eh?
10:42:43 <andythenorth> petern: how deep does deep water need to be? 😛
10:42:49 <reldred> Eddi|zuHause: *cries in 8k x 2k with two additional river density settings*
10:42:59 <reldred> my map gens are slow :'''(
10:43:24 <petern> reldred: Yes
10:43:41 <petern> andythenorth: Yes
10:43:49 <andythenorth> so 1 or 0?
10:43:52 <andythenorth> in that case
10:43:58 <Eddi|zuHause> reldred: people who make 8k maps and expect anything to be not-slow deserve to cry
10:43:58 <TallTyler> Bug maps are slow, that’s a user choice 😛
10:44:00 <andythenorth> 1 xor 0
10:44:18 <reldred> Eddi|zuHause: :''''''(
10:44:28 <andythenorth> much as I enjoy large-map hating
10:44:33 <TallTyler> Can we reduce maximum map size and implement rainfall patch? 😛
10:44:40 <andythenorth> pushing the edges is where good performance can be found
10:44:49 <reldred> Nah I normally never play more than 4k x 1k
10:45:01 <andythenorth> if I didn't push the edges of grf compiles, NML would still be dogshit slow
10:45:12 <reldred> But I also deliberately play verrrrry spaced out maps with lots of straight up impassible terrain
10:45:13 <petern> Wentbourne is where bad performance can be found.
10:45:21 <JGR> "Slow" is a whole spectrum of values
10:45:27 <petern> Spaced out is the best.
10:45:28 <reldred> forcing dense corridors
10:45:46 <petern> The default "scale quantities up by map size" is not good.
10:46:04 <petern> Yeah, allowing the terrain to actually be high.
10:46:47 <reldred> you know I was kinda surprised that my patch that untethered the 1 to 1 tile width to height step didn't *break* more than it actually did.
10:47:04 <reldred> and wow did some of the heightmaps produce interesting results.
10:47:19 <TallTyler> The what?
10:47:34 <reldred> damn I'll have to find a screenshot
10:47:40 <reldred> hard to words
10:48:07 <TallTyler> Sounds like you’re talking about cliffs but that’s not possible despite someone on TT-Forums trying
10:48:17 <TallTyler> *not currently possible
10:48:18 <reldred> I basically removed all the asserts and all the checks and balances that prevents cliffs
10:48:30 <reldred> it was a horrible broken mess graphics wise
10:48:38 <reldred> but uhhhh, interesting experiment
10:49:21 <Eddi|zuHause> you can easily fix the graphics by adding foundations. but the big problem is the UI
10:49:31 <petern> It's probable that the algorithm that enforces it leans towards a lower map height.
10:49:48 <petern> Steeper tiles?
10:50:11 <petern> So that you actually need to terraform or tunnel. Pipedreams eh?
10:50:16 <reldred> Eddi|zuHause: my thought was cliffs, and then a viewable height 'slicer'
10:51:07 <reldred> that edit wouldn't have come through on irc, I meant foundations not cliffs
10:51:08 <Eddi|zuHause> well making foundations that look cliff-y is an exercise left for the reader
10:51:14 <LordAro> someone find the gif from smatZ(?) that made tunnels
10:51:46 <Eddi|zuHause> i think i have that somewhere
10:52:03 <reldred> https://discord.com/channels/142724111502802944/477434889508093952/911252685397843968 is where I was posting about it
10:52:19 <Eddi|zuHause> it might have been an actual video
10:52:21 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052900920222044160/unknown.png
10:52:21 <petern> We aren't running on 2005 computers anymore.
10:52:37 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052900985326022676/unknown.png
10:52:39 <LordAro> petern: except that guy who wanted an XP build
10:52:47 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052901028682539118/unknown.png
10:53:01 <petern> The tile slope code (and foundations) looks at all the neighbouring tiles to determine the slope.
10:53:03 <reldred> But yeah, during that experiment it basically didn't crash
10:53:22 <petern> If you introduce cliffs, it may be better to store the slope info instead.
10:53:22 <reldred> usually just asserts that I commented out for the sake of the experiment
10:53:28 <andythenorth> I thought if we did this, trains could carry on across the cliff
10:53:33 <andythenorth> because the track bits are there
10:53:46 <andythenorth> someone showed me a video of, might have been rubidium
10:53:47 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052901278520451102/unknown.png
10:53:47 <reldred> andythenorth: that's exactly what happened
10:53:47 <andythenorth> years ago
10:54:01 <petern> Only because there's currently no checks to stop it because they're not necessary without cliffs.
10:54:06 <Eddi|zuHause> andythenorth: that can be solved by preventing rails to be built towards cliffs
10:54:27 <andythenorth> no thelma and louise moment?
10:54:33 <Eddi|zuHause> andythenorth: or the pathfinder checking the height difference
10:55:09 <reldred> but yes, it was a very silly experiment
10:55:11 <petern> I was going to say "does this track connect is not tricky", but then I remember bridge heads 😄
10:56:17 <reldred> my thoughts on UI was basically have a slicer UI in the transparency menu to hide everything above level X so that you could work on the diorama behind the mountain. Maybe make it transparent? Who knows.
10:56:49 <reldred> now we have those fancy sliders in the interface zoom 😉
10:57:02 <petern> Slicer sounds reasonable.
10:57:12 <petern> Simpler than making up rotations.
10:57:23 <petern> reldred: I await the PR for vanilla.
10:57:43 <reldred> Well, does the rotation need rotated sprites? Would it bother people *that much?*
10:58:07 <reldred> I've seen other games with rotations but only one view for buildings and such
10:58:19 <petern> For multi-tile buildings/industries it could be awkward
10:58:33 <reldred> Okay yes I concede on industries
10:58:49 <reldred> and yeah I guess 1x2 and 2x1 buildings would be shagged
10:59:04 <reldred> But yeah, slicer does solve a lot of construction issues.
10:59:15 <reldred> The one thing I didn't have a good answer for was terraforming.
10:59:24 <petern> Also all the shading would be wrong.
10:59:37 <reldred> RCT's style of terraforming always felt really clunky and slow and fiddly.
10:59:53 <petern> Is it like LoMo? Cos that was horrid.
11:01:41 <Eddi|zuHause> on the topic of that video, what happened to dev.openttd.org?
11:01:45 <reldred> Probably
11:20:27 <dwfreed> reldred: it was so bad, I never bothered with terraforming
11:20:35 <dwfreed> (RCT)
11:22:24 <reldred> Yup
11:22:46 <reldred> It’s my one giant turn off about cliffs in TTD
11:24:33 <dwfreed> granted, I don't think I ever made it much further than Diamond Heights, so it's not like it was a huge issue
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11:57:47 <dP> there is a relatively fast way to do erosion: https://github.com/dandrino/terrain-erosion-3-ways
12:31:05 <petern> PR?
12:31:38 <petern> MIT License
12:31:41 <petern> Hm
12:37:39 <Timberwolf> RCT terraforming is great for adding tiny landscaping details to a roller coaster, it's horrible for doing large scale landscape changes.
12:38:49 <Timberwolf> LoMo really needed some things like autorail and better area-effect terrain tools (smooth, progressive flatten, etc.)
12:40:28 <Timberwolf> iirc RCT also makes it fiddlier by locking away one of the more useful terrain options you get in the scenario editor (dragging one tile and having the land around it raised/lowered). OpenRCT2 enables it in-game, which helps a lot.
12:55:41 <pickpacket> TrueBrain: Last night I was asking about funding for, well, everything really. All the services in AWS etc. Who pays for it and what does it cost?
13:21:46 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052938522203521074/Screenshot_from_2022-12-15_17-20-59.png
13:21:46 <dP> apparently using random water colour for each pixel doesn't look that well 😅
13:26:10 <andythenorth> nope
13:26:23 <andythenorth> 😛
13:28:17 <petern> Heh
13:29:22 <petern> Make the river rocks *huge*, so that they can be shaded appropriately. Then sprinkle some sparkling water around them.
13:32:44 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052941281694855300/Screenshot_from_2022-12-15_17-32-14.png
13:32:44 <dP> ok, it does work, I just need to randomize f5-f9 for opengfx water look xD
13:33:41 <dP> I have directional rivers though so I could try to use that...
13:35:42 <petern> Slopes don't anything extra for directions 🙂
13:37:13 <dP> i can try make it flow not only on slopes
13:39:31 <dP> tiling would be tricky though
13:39:45 <dP> whatever, have more important stuff to do rn xD
13:40:03 <petern> andythenorth: was I missing anything for variants?
13:40:40 <petern> I've got a load of minor interface scaling fixes to do as well.
13:45:13 <dP> how does min compatible version work in newgrf? if people with older but still compatible version join the server will they be required to download the new one?
13:45:55 <Brickblock1> probably
13:46:03 <petern> No, you always need the exact same version.
13:46:27 <Brickblock1> I think it only applies when updating your grf lists
13:46:38 <petern> It means the NewGRF says that OpenTTD can upgrade the NewGRF to the newer version without breaking a savegame.
13:47:30 <dP> hm, I thought I've seen openttd using older versions to open saves
13:47:43 <petern> It will. Maybe I made that last bit up 🙂
13:48:04 <petern> But it's nothing to do with network compatibility either.
13:48:55 <dP> well, I'd like them to upgrade if they can when opening downloaded save too
13:49:14 <dP> but techically it's not required since I'm just changing sprites
13:58:51 <andythenorth> petern: I didn't see anything
13:59:03 <andythenorth> merge, merge the nml patch, needs other authors to test it
13:59:12 <andythenorth> caution is good and all...but
14:02:12 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052948695311712298/Screenshot_from_2022-12-15_18-01-21.png
14:02:12 <dP> quite a decent river for not drawing a single pixel manually
14:04:50 <dP> flows uphill, but eh 😛
14:07:55 <andythenorth> truly generative rivers? 😛
14:12:15 <dP> I'm too lazy so I write code to do the work for me 😆
14:16:13 <andythenorth> procedural rivers might make more sense than sprite rivers
14:24:28 <andythenorth> didn't we used to have nightlies or something?
14:24:33 <andythenorth> so we could merge stuff in
14:24:43 <andythenorth> hmm...we have WASM
14:34:57 <petern> Nightlies? Nah
14:53:21 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #10237: NewRoadTypes - level crossings and tunnels https://github.com/OpenTTD/OpenTTD/discussions/10237
15:09:29 <andythenorth> TunnelTypes
15:09:35 <andythenorth> clearly the next big thing
15:10:15 <dP> with water tunnels
15:10:28 <andythenorth> tunnel classes
15:10:32 <andythenorth> gauge clearance
15:10:35 <andythenorth> speed limits
15:18:29 <andythenorth> electrified or not
15:18:36 <petern> lolz
15:18:40 <petern> zorged
15:18:43 <andythenorth> whether the sun shines through on Brunel's birthday
15:18:54 <andythenorth> tunnel labels
15:19:01 <andythenorth> standardised tunnel label type scheme
15:19:10 <andythenorth> standardised tunnel label type scheme v2
15:19:29 <andythenorth> deletion of someone's entire forum history because they had their own label scheme for tunnels
15:19:52 <andythenorth> not putting grfs on bananas because you disagree with tunnels being a player choice, and it ruins your vision for the game
15:19:58 <andythenorth> the future is bright
15:20:16 <andythenorth> hmm what the tank game has taught me
15:20:20 <andythenorth> is that some people are very stupid
15:20:22 <andythenorth> sometimes it's me
15:27:21 <LordAro> impossible
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15:34:59 <FLHerne> It's good of Zorg to have a name that can be so satisfyingly verbed
15:36:42 <FLHerne> dP: https://www.flherne.uk/files/IMG_20221030_155956.jpg
15:36:52 <FLHerne> +1 for water tunnels
15:38:31 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1052972935696105552/image.png
15:38:31 <petern> Windows Task Bar, eh?
15:39:03 <LordAro> is your computer melting?
15:40:25 <FLHerne> ...where did Zorg's tunnel types screenshot come from?
15:40:42 <FLHerne> is that a patch that I missed, or did he painstakingly make one for the purpose?
15:41:01 <LordAro> i believe he's very adept at photoshop
15:41:11 <LordAro> same for all his UI designs
15:41:17 <LordAro> certainly he's never shared any code
15:41:23 <FLHerne> still
15:41:53 <FLHerne> drawing an entire pixel-perfect fake UI for a semi-throwaway GH comment is some dedication
15:42:03 <FLHerne> even if it's a bit crazy
15:42:15 <LordAro> quite
15:42:19 <FLHerne> tbh I'd use that if it existed
15:42:39 <FLHerne> it seems like the logical counterpart of bridges
15:43:14 <FLHerne> don't know about the speed restrictions though, that just seems pointless
15:43:33 <FLHerne> albeit technically realistic above a given speed
15:43:40 <andythenorth> we need tunnels that have speed restrictions in winter due to water ingress
15:43:58 <andythenorth> or that only allow trains on 15 minute headways to allow steam engine smoke to clear
15:44:05 <petern> LordAro: Maybe now the boiler is on.
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15:59:06 <petern> Oops, accidentally deleted the wrong thing and automatically closed a dozen PRs :/
15:59:37 <andythenorth> oops
16:09:21 <andythenorth> can I stop having covid yet?
16:09:23 <andythenorth> it's boring
16:19:06 <LordAro> (
16:19:11 <LordAro> wait, my eyes
16:19:14 <LordAro> :(
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16:22:05 <petern> Silly YouTube keeps going to 360p 😦
16:26:10 <andythenorth> silly youtube
16:32:42 <MnHebi> I've found youtube keeps using lower quality than auto quality claims
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17:26:40 <wyndbain> petern: i had this issue
17:26:53 <wyndbain> it magically went away when i got yt premium
17:27:05 <petern> lolno
17:35:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10235: Fix #10218: Sloped river tiles need water both up and downstream https://github.com/OpenTTD/OpenTTD/pull/10235
17:38:09 <TallTyler> Visual Studio is complaining that my line endings are inconsistent (probably because I edited the code for the PR in Notepad at the library), but when I change the whole file to CR LF Git Gui thinks the entire file has changed - help?
17:41:05 <LordAro> should be LF
17:41:18 <LordAro> (unless you've previously told git to translate them)
17:42:16 <TallTyler> Ah, that fixes it. Other files display as CRLF for some reason
17:42:24 <TallTyler> (at least in the bottom right corner of the code window in VS)
17:43:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10235: Fix #10218: Sloped river tiles need water both up and downstream https://github.com/OpenTTD/OpenTTD/pull/10235
17:43:21 <TallTyler> Yeah, Git seems to be translating them for some reason
17:43:43 <petern> That's fine as long as it's consistently translating 🙂
17:44:25 <TallTyler> Seems to be fixed now 🙂
17:46:13 <petern> That code-duffing or "never nester" is nicer 😉
17:47:05 <TallTyler> Yeah, not sure how I wrote it so poorly originally 😛
17:50:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler dismissed a review for pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#pullrequestreview-1200179006
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17:51:27 <petern> It's normal to iterate 🙂
17:53:28 <glx[d]> usually final version is simpler
17:55:06 <glx[d]> but each version is good for learning
18:02:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler requested changes for pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#pullrequestreview-1219709593
18:09:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353509656
18:13:32 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241
18:13:40 <DorpsGek> [OpenTTD/OpenTTD] MasonGulu updated pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204
18:22:54 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10202: Fix #10181: Show error message on failed industry prospecting https://github.com/OpenTTD/OpenTTD/pull/10202#pullrequestreview-1219741811
18:25:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10240: Codechange: Reshuffle debuglevels in fileio to address spammyness https://github.com/OpenTTD/OpenTTD/pull/10240
18:30:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241#pullrequestreview-1219753400
18:35:47 <DorpsGek> [OpenTTD/OpenTTD] MasonGulu commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353539185
18:40:34 <TallTyler> dP: Are you able to fix this issue before 13 release? https://github.com/OpenTTD/OpenTTD/issues/10214 (Looks like JGR has some commits you could just upstream)
18:42:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353545819
18:47:18 <dP> oh, I thought he PRed them to vanilla
18:47:28 <dP> I can take a look on 18th, not sure about earlier
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19:42:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #10242: [Bug]: Text shadow clipping in error message window https://github.com/OpenTTD/OpenTTD/issues/10242
19:43:10 <TallTyler> Paging petern 😛
19:45:21 <petern> By design.
19:45:47 <petern> All text height dimensions don't include the shadow, and never have done.
19:46:13 <petern> Width too.
19:46:57 <petern> You could bodge it by adding 1 scaled pixel to the clipping area set up before the widget is painted.
19:47:50 <petern> You could change FONT_HEIGHT_NORMAL to include the shadow, but then EVERYTHING gets taller.
19:48:08 <petern> (And that doesn't help the right-most shadow)
19:48:33 <petern> (Not just F_H_N, it affects truetype fonts too)
19:48:36 <TallTyler> Right-most shadow is drawn properly here, though?
19:48:48 <petern> In that particular case, yes.
19:49:09 <TallTyler> Is this a very old bug that I've never noticed?
19:49:19 <petern> Yes.
19:49:31 <TallTyler> Interesting
19:49:52 <TallTyler> That's why progress stalled on my Company Infrastructure GUI PR
19:50:10 <TallTyler> Still deserves fixing, IMO
19:51:18 <petern> The reason the right-most shadow is fine in that picture is due to another bug IIRC -- the text layouter wraps on the space, but the space is still included, so there's still space for the shadow.
19:51:40 <petern> (But it depends which layouter is used)
19:53:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10242: [Bug]: Text height doesn't account for text shadows https://github.com/OpenTTD/OpenTTD/issues/10242
19:54:28 <petern> Images of text, no :p
19:54:34 <LordAro> bad tyler
19:54:56 <TallTyler> Oops
19:55:45 <TallTyler> Something something when AIs rule the world they can search my images for text 😛
19:59:38 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1053038649459097661/image.png
19:59:38 <petern> With my 'suggested' workaround of adding 1 scaled pixel to the clipping area.
20:00:17 <petern> Most things that really need a specific clipping area already set it up.
20:02:03 <petern> There may be other bits where a clipping area is set up to draw text which would also need extra provision.
20:08:51 <petern> Ah, not the bug with the layouter isn't the space.
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20:09:07 <petern> The bug with the layouter is it always includes the inter-character spacing even at the end of the line.
20:09:24 <petern> Which handily means that the shadow is accounted for.
20:09:33 <petern> (Even when no shadow is drawn)
20:10:29 <petern> 🤷
20:13:47 <Wolf01> Is that related with my problem on the deck?
20:16:36 <petern> What's your deck problem?
20:16:49 <petern> Just the tiny screen?
20:17:08 <Wolf01> Text on top half on widgets
20:18:44 <petern> Oh. No, it's not.
20:26:56 <DorpsGek> [OpenTTD/appstore-data] 2TallTyler updated pull request #10: Change: Replace screenshots of empty, bumpy world https://github.com/OpenTTD/appstore-data/pull/10
20:28:32 <DorpsGek> [OpenTTD/appstore-data] 2TallTyler commented on pull request #10: Change: Replace screenshots of empty, bumpy world https://github.com/OpenTTD/appstore-data/pull/10#issuecomment-1353669446
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20:34:54 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9167: Linkgraphs don't show direction of each link https://github.com/OpenTTD/OpenTTD/issues/9167
20:34:57 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9167: Linkgraphs don't show direction of each link https://github.com/OpenTTD/OpenTTD/issues/9167
20:37:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243
20:37:18 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9385: Passenger subsidies don't check if houses actually accept Passengers https://github.com/OpenTTD/OpenTTD/issues/9385
20:37:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9385: Passenger subsidies don't check if houses actually accept Passengers https://github.com/OpenTTD/OpenTTD/issues/9385
20:38:06 <petern> [19:45]peter1138: By design.
20:38:55 <TallTyler> Do we want to be bothered by text shadows overlapping their containing boxes? (Unrelated to this fix, also happens in window titles)
20:39:11 <LordAro> https://i.imgur.com/aXtecPs.png that was literally just what i was going to ask
20:39:40 <Wolf01> Eww, ugly :P
20:39:45 <LordAro> feels like it might react poorly with chunky/unchunky bevels
20:40:07 <petern> It's part of our UI design tbh.
20:40:37 <TallTyler> Also https://i.imgur.com/ZSBm26d.png
20:40:49 <petern> Yes
20:41:12 <petern> And no, we shouldn't make captions taller to accommodate.
20:41:13 <glx[d]> this one is "fine"
20:41:22 <glx[d]> the shadow is present
20:41:34 <Wolf01> I won't have this problem :>
20:41:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243#pullrequestreview-1219916886
20:42:07 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1053049338294714368/image.png
20:42:07 <petern> For reference 🙂
20:42:30 <TallTyler> Sawyer-approved
20:42:35 <LordAro> fair enough :D
20:43:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241
20:43:14 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #10206: Assert when loading titlegame with AI https://github.com/OpenTTD/OpenTTD/issues/10206
20:43:44 <petern> LordAro: In fact it works better with chunky bevels because there's always space now.
20:43:47 <glx[d]> now to "redo" the delay start
20:44:08 <petern> Oops, IRC people 🙂
20:44:13 <TallTyler> Is that justification to make chunky bevels mandatory? 😛
20:44:29 <petern> No, even with chunky bevels is turned off, the space is the same.
20:44:54 <TallTyler> I guess we have to let people be wrong then 😦
20:45:21 <petern> The only time that isn't the case is the inset viewports and the inset minimap.
20:50:40 <petern> Oh my Q2 RTX saves don't load any more 😦
20:53:28 <dP> is there any way to make wagons work with engine from another grf that has `can_attach_wagon` ?
20:53:59 <andythenorth> CB 16?
20:54:42 <andythenorth> is the grfid of the vehicle available as a 40+ or 80+ var?
20:54:48 * andythenorth thinks it might be
20:54:48 <dP> yeah but will it work if I do action 3 for overriden engine?
20:54:51 <petern> I can't remember if it's under the lead engine's control or the wagon...
20:55:09 <andythenorth> oh you want to force it?
20:55:18 <andythenorth> /me unsure of the goal
20:55:21 <petern> If you override its action 3 you'll lose all of its act 3/2/1.
20:55:50 <petern> Q2 is too hard for me 😦
20:55:51 <dP> well, that's kinda pointless then
20:55:59 <andythenorth> oof I need a beer, this covid not-drinking is boring
20:56:12 <dP> I may as well redefine the whole engine
20:56:14 <petern> Covid variants tho?
20:58:46 <andythenorth> yes
20:59:02 <andythenorth> goes it approve?
21:07:10 <TallTyler> If it’s feature-complete I can review it tomorrow
21:09:52 <TallTyler> We should probably do an RC1 build soon?
21:21:48 <LordAro> yes
21:35:51 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745
21:41:45 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#pullrequestreview-1219989802
21:47:58 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#issuecomment-1353749777
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22:28:03 <andythenorth> was it done yet?
22:28:21 <andythenorth> I have not coded and covid horse variants
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23:21:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243
23:21:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10242: [Bug]: Text height doesn't account for text shadows https://github.com/OpenTTD/OpenTTD/issues/10242
23:22:33 <petern> Gah at lying documentation.
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23:30:33 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on discussion #10237: NewRoadTypes - level crossings and tunnels https://github.com/OpenTTD/OpenTTD/discussions/10237
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23:42:22 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #10244: Fix 55a1171: Restore skipping of "colour" character https://github.com/OpenTTD/OpenTTD/pull/10244
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