IRC logs for #openttd on OFTC at 2019-04-23
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00:00:38 <peter1138> How can I make implicit RoadType to bool conversion an error? o_O
00:00:57 <LordAro> explicit constructor?
00:01:27 <nielsm> what if you make it an enum class?
00:01:38 <peter1138> Then all sorts of things fail :-)
00:01:47 <LordAro> i imagine there's quite a lot of RoadType usage :p
00:06:39 <LordAro> wot i did with my holidays
00:06:55 <peter1138> : byte or : uint8, though? heh
00:06:56 <glx> lol I'm doing the same :)
00:07:52 <peter1138> Oddly enough we have "RoadTypeByte" but it's never saved or loaded.
00:07:57 <LordAro> peter1138: i just echoed what was already there, if you want to try a global s/byte/uint8/, be my guess
00:08:01 <glx> STAT_CLASS_MAX is used to declare an array
00:08:33 <peter1138> LordAro, so this is related to your railtype question this morning :D
00:08:44 <LordAro> which i forgot to reunfix
00:09:07 <peter1138> I'm pretty sure line 1280 is not needed.
00:09:21 <peter1138> Needs an old save to test though :)
00:09:24 <LordAro> possibly, but i'd rather leave it alone :)
00:09:41 <peter1138> True. If you don't need to touch it for this change indeed.
00:09:41 <LordAro> and nielsm discovered that TTO saves are completely broken anyway
00:10:03 <LordAro> not sure about STAT_CLASS_MAX though
00:10:12 <LordAro> given it clearly can't fit in a byte
00:10:18 <nielsm> I didn't try loading a TTO save under the debugger
00:10:21 <peter1138> Well, only since std::vector I think.
00:10:26 <nielsm> so not sure exactly where it breaks
00:10:44 <peter1138> TTD scenarios load at least.
00:11:06 <nielsm> I also loaded a TTD save recently
00:11:17 <nielsm> (I think while working on town cargo gen)
00:12:57 <glx> ah found the array, it's in NewGRFClass
00:15:01 <LordAro> it annoys me that EnumPropsT is only used in one place (Extract), but that's used in lots of places
00:15:17 <LordAro> so can't get rid of it
00:15:46 <peter1138> Can EnumPropsT use std::underlying_type instead of the second parameter?
00:16:12 <LordAro> but it'd be a minor change
00:16:19 <glx> LordAro: you requeue or I do ?
00:19:36 <glx> I think win32 and win64 will fail, but let's wait the CI
00:20:49 <frosch_> LordAro: doesn't c++20 add a "byte"?
00:20:56 <LordAro> frosch_: i believe it does
00:21:43 <Eddi|zuHause> <peter1138> Oddly enough we have "RoadTypeByte" but it's never saved or loaded. <-- probably someone just cargo culted it
00:23:15 <peter1138> railtype doesn't need to be saved either, but is.
00:23:41 <peter1138> It's not like we support changing NewGRFs :-)
00:24:02 <glx> ok other failed where I expected msvc to fail
00:24:26 <Eddi|zuHause> what i meant was: someone saw it was defined for railtypes, and just defined it for roadtypes as well, without knowing what it's for
00:25:30 <glx> I used type == 0x25 ? RAILTYPE_MONO : RAILTYPE_RAIL; locally to compile
00:26:00 <LordAro> glx: peter1138 explained earlier that that's not technically correct
00:26:06 <LordAro> but doesn't really matter
00:26:14 <LordAro> i'll wrap the whole thing in a static cast
00:30:38 <peter1138> Eddi|zuHause, I know what you meant :-)
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00:37:41 <peter1138> Oh god. Don't test disabling construction tools when the option is... not turned on o_O.
00:40:42 <peter1138> Settings -> Interface -> Construction -> Disable infrastructure building when no suitable vehicles are available: On
00:41:20 <peter1138> So that setting being Off means... some buttons are still enabled... and no amount of code tweaking even should make them disabled.
00:41:38 <peter1138> Also leads to "this code was working earlier, why not now?"
00:42:22 <Samu> for Round 6, I was thinking of increasing difficulty
00:42:49 <Samu> but no inflation, i dont like inflation much
00:43:43 <Samu> maybe infrastructure maintenance costs to make all air ais insta lose
00:43:56 <frosch_> that setting should proably be deleted
00:44:14 <frosch_> it's pretty pointless for road and railtypes
00:46:22 <LordAro> Samu: read further up
00:57:16 <glx> hmm but looking at the spec the change may be correct
01:03:10 *** ChanServ sets mode: +v tokai
01:16:25 <peter1138> Hmm, AI built an airport, but thinks it failed, so stopped.
01:20:26 <peter1138> Hmm, how does AITestMode work?
01:21:22 <peter1138> Seems it thinks it was testing but actually built.
01:21:29 <peter1138> Then it tries to build and that fails.
01:21:42 <glx> AITestMode is scope based
01:22:14 <peter1138> local test = AITestMode();
01:22:56 <peter1138> Maybe it's not that.
01:24:48 <glx> in test mode nothing is built for real, except maybe temporary vehicle
01:27:11 <peter1138> Ok... so the airport that is built is actually some other AIs.
01:27:37 <glx> same script in different slot ?
01:32:21 <Wormnest> With the most recent nightly just downloaded and then downloading the save NoNoCAB 2024 on the load screen it shows indeed NoNoCAB as AI.
01:32:49 <Wormnest> However after loading it shows up as CivilAI.
01:33:39 <Wormnest> Link to savegame. The 1975 save also shows wrong AI in game.
01:35:30 <Samu> works for me, do you have the AI installed?
01:35:31 <Wormnest> When I try to reload AI I get
01:35:31 <Wormnest> Assertion failed at line 310 of d:\a\1\s\src\economy.cpp: old_owner != _local_company
01:36:13 <Wormnest> I do but I also have a newer development version around that takes precedence
01:36:53 <Samu> changes to some other ai
01:37:23 <Wormnest> For some reason another ai gets loaded than what is in the save
01:38:08 <Samu> also loaded as civilai for me
01:39:05 <Samu> oh wait, it loaded admiral, it took a while
01:40:06 <Samu> why the heck does that happen
01:40:46 <Samu> do you have 1.8 installed, gonna try loading there
01:42:00 <Wormnest> No I don´t have any recent version installed I always use a trunk version
01:42:13 <Samu> what the heck, it loaded clueless
01:42:38 <glx> maybe the AI is not declared compatible
01:43:34 <Wormnest> The savegames lower on that page do load NoNoCab. Could it have been a bug in the save code in the version that you used.
01:44:14 <Samu> savegame is made with 1.7.2
01:48:33 <Samu> maybe that version of NoNoCAB was modified?
01:48:53 <Samu> gonna see what visual studio says
01:59:21 <Samu> weird, the savegame loaded it as if it was saved as a random ai
02:05:21 <Samu> i dont have 1.7.2, wish i had
02:05:32 <Samu> wanted to see how that would load
02:07:48 <Samu> impossible, also loads some other ai
02:09:32 <Samu> why would it save as random ai
02:11:10 <Samu> maybe it was a save made in a multiplayer game
02:11:46 <Samu> I was in the client when i saved game
02:11:59 <Samu> possible explanation, as clients don't run the ai
02:22:27 <Samu> okay, infrastructure maintenance costs are too harsh on the AIs :( gonna postpone this test
02:26:05 <Samu> will try it enabled but with relatively low costs for compensation
02:40:31 <Samu> hmm the ais are struggling
02:41:01 <Samu> perhaps I made it a bit too difficult
02:42:44 <Samu> even without infrastructure maintenance, they're having a hard time
02:46:28 <Samu> ok, gonna change settings again
02:56:56 <Samu> 512x512 map with low number of towns and industries
02:57:10 <Samu> but this time terrain is flat, very smooth
02:57:19 <Samu> and they start with 500k loan
02:57:49 <Samu> high costs, disasters, breakdowns
03:15:00 <DorpsGek_II> [OpenTTD/OpenTTD] bennyman123abc commented on issue #7268: Suggestion: Option not to disclose server information when password-protected https://git.io/fj30A
03:22:16 <DorpsGek_II> [OpenTTD/OpenTTD] bennyman123abc commented on pull request #7521: Fix: Stop Construction Windows Closing on Company Rename (Issue #7479) https://git.io/fj30h
03:40:34 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #7255: Crashlog truncated with many news messages https://git.io/fj3EY
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08:46:52 <peter1138> That's a whole in the ground.
08:52:03 <peter1138> That AI that test and then failed to build an airport...
08:52:08 <peter1138> It simply doesn't have enough money.
09:09:10 <andythenorth> RV weight is still capped to 63.75t?
09:10:00 <peter1138> I don't know. Is there a cap?
09:11:59 <andythenorth> probably can work around it with cb36
09:13:06 <andythenorth> action 0 prop is a byte, in quarter-tons
09:14:56 <andythenorth> cb 36 should work
09:18:22 <andythenorth> maybe nml should just always use the cbs
09:18:36 <andythenorth> and remove the action 0 props which have cb36 equivalent
09:18:45 <TELK> Excuse me, do you know where I can download old stable's? I once visited such page in the official sites but I can't remember.
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10:02:51 * andythenorth should find the bike
10:04:15 <andythenorth> kind of want to make feldbahn ;P
10:06:47 <andythenorth> so are Variants a thing?
10:06:58 <andythenorth> influences the design of Hog stuff :P
10:07:07 <peter1138> I've been busy cycling and sorting out NRT.
10:07:08 <andythenorth> I design it like they don't exist
10:07:25 <andythenorth> can rek Hog if they arrive
10:07:27 <peter1138> And dealing with kids of friends.
10:07:46 <peter1138> And sorting out station coverage.
10:07:55 <andythenorth> yes all those things
10:08:15 <peter1138> So, no, no variants yet.
10:08:17 * andythenorth should finish Sam, Hog v2 and Horse v2
10:11:14 <Wolf01> peter1138: is it possible to make roadstops to not replace the roadtype?
10:19:20 * andythenorth wonders about splitting all station building away from [-]type
10:19:31 <andythenorth> I never seem to have the right type selected :P
10:20:23 <Wolf01> A companion toolbar, just like the terraform one
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11:07:59 <peter1138> Hmm, the code currently explicitly checks if it needs to be converted.
11:19:17 <peter1138> And, well, the type is important when you are building on bare ground.
11:21:33 <Wolf01> <peter1138> Hmm, the code currently explicitly checks if it needs to be converted. <- add a ctrl modifier :P
11:22:11 <peter1138> Ctrl is remove, I think? :p
11:23:31 <Wolf01> I think I initially made it so because there was some trouble telling if ELRD or ELRL it was built there
11:24:23 <peter1138> I can figure it out tonight, I guess.
11:24:45 <Wolf01> Because you can't just electrify DIRT
11:24:45 <peter1138> Converting the type should definitely be explicit, I think.
11:25:43 <peter1138> I could each check compatibility both ways, and if they are, or just ignore the type and not change it.
11:25:44 <Wolf01> I thought in later versions I made a "can't build X here because roadtype is not compatible" and removed the automagic conversion, but it might be lost in some branch or even never committed
11:26:16 <peter1138> I can see there's some duplicated code checking for road and then tram, which I may be able to condense down.
11:27:00 <Wolf01> Both way type check should be the right one, IIRC I did it like that
11:53:06 <peter1138> Actually, one-way check is fine because it's not going to convert.
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14:09:20 <Artea> for large advertise in a town where I wasn't in the poll
14:09:56 <Artea> would work if I construct now ?
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14:22:39 <andythenorth> sometimes I think it would be nice to have another modifier key
14:31:35 <peter1138> shift, ctrl, alt, caps-lock
14:31:43 <peter1138> possibly not caps-lock :p
14:32:49 <peter1138> Windows added the Win key but then used it all.
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14:33:47 <peter1138> hyper, super, meta, ctrl, shift
14:34:26 <peter1138> "he space-cadet keyboard was equipped with seven modifier keys: four keys for bucky bits (Control, Meta, Super, and Hyper), and three shift keys, called ⇧ Shift, Top, and Front (which was labeled Greek on its top)"
14:34:52 <peter1138> " Control+Meta+Hyper+Super could be pressed with the fingers of one hand, while pressing another key with the other hand. "
14:45:55 <andythenorth> I was thinking of a modifier that would toggle so I can build stations with or without converting type
14:46:18 <andythenorth> also obviously, modifier-clicking on vehicles in depot :P
14:46:49 <_dp_> that's not even close to the mayhem of programmable keyboards
14:47:00 <_dp_> even if they have fewer keys qmk can do 32 layers easily
15:02:43 <peter1138> I nearly got one of those Stream Deck things once.
15:02:51 <peter1138> But, eh... not really necessary :-)
15:03:05 <peter1138> I have 3 x numeric keypads instead, but they're labelled for flight-sim use.
15:06:02 <_dp_> I just have a separate layer for openttd on my ergodox xD
15:07:16 <Wolf01> Why dows that keyboard makes me think about those old gaming keyboards where you could change the entire keyboard but keeping the base?
15:10:32 <Wolf01> Also, I currently have 18 programmable keys (54 if I count that the profiles are switchable) on the left side of the keyboard, and only used like 3 of them :P
15:20:05 <Wolf01> *54 programmable keys for every single application XD
15:21:51 <peter1138> What keyboard do you have then?
15:22:13 <_dp_> drives me nuts each time I see foldable keyboard with staggered columns
15:24:22 <peter1138> Well, non-staggered keys would be worse.
15:25:15 <Wolf01> I think the biggest problem for not using macro keys is that you don't remember what is performed by that key, I assigned cut, copy, paste to the 3 bottom keys, never used
15:25:38 <peter1138> I never found macros that useful.
15:25:56 <peter1138> My keypads are just binds to specific commands in X-Plane.
15:25:57 <Wolf01> Oh, I do, with magicka :P
15:26:17 <peter1138> I played maI migght have that.
15:26:35 <peter1138> Hmm, this code is painful to look at.
15:28:14 <Wolf01> When you have a spell which is QFASER, QFASA, SAFE, etc, or worse, like QFQFQFQFQF-RMB you might want to get your fingers some relief :P
15:28:55 <Wolf01> Specially if you need to do them with the right timing
15:29:03 <Wolf01> In the middle of battle
15:31:43 <Wolf01> BTW, we can use the scroll lock as modifier key
15:32:30 <Wolf01> Shouldn't be a problem, if you don't play with a KVM switch :P
15:44:26 <peter1138> Ah, I never played the game that... hard...
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16:12:06 <Samu> my gs just triggered some squirrel bug...
16:13:45 <nielsm> that looks like INT64_MAX
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16:17:47 <Samu> it wasn't squirrel apparently, it was main code
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16:18:41 <Samu> company value should stick to £1 all time
16:20:14 <LordAro> that's definitely INT64_MAX
16:20:46 <LordAro> unless it's the underflow issue i spotted before
16:20:54 <LordAro> money values are safe from overflow, but not underflow
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16:30:03 <Samu> but squirrel still displays something weird like -1%
16:30:32 <Samu> the goal was definitely that value it got now, it was 10M
16:31:38 <LordAro> something's overflowed somewhere, i suspect
16:32:14 <Samu> company value graph is unable to plot this new huge value in the graph
16:34:42 <Samu> and, it's million counting is bugged ---
16:36:00 <Samu> 9,223,372,036,854,562,191
16:38:12 <Samu> let me check what squirrel do
16:40:12 <Samu> local c_progress = (c_value * 100) / this.best_value;
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16:40:40 <Samu> a big value * 100 becomes negative?
16:41:16 <Samu> so thats why i got a -1%
16:44:41 <Samu> this.best_value = c_value;
16:44:51 <Samu> looks like it's doing as I asked
16:45:14 <Samu> best_value is updated with the biggest value
16:45:22 <Samu> instead of staying at 10M
16:49:25 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
16:51:41 <Samu> oh snap SmallTownAI just got updated, in the middle of the tournament
16:57:56 <Samu> oh well, I rather re-do this now, than later
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17:05:40 <Samu> so, year 2827 is the absolute limit
17:06:12 <Samu> AIs got 2827 - 1960 years to reach £10M
17:09:26 <Samu> this is why a spectator slot in single player is important :)
17:10:43 <LordAro> i don't see how that's relevant at all
17:11:12 <Samu> it was my company reaching the goal, thx to a bug :(
17:12:10 <LordAro> i think there should be a rather shorter limit than 850 years
17:12:58 <_dp_> Samu, that slot doesn't have to be in master, you can run patched locally
17:13:04 <LordAro> the fact remains - if you want to spectate, run multiplayer
17:13:12 <_dp_> Samu, unless you find another weirdo that likes to hang out with robots :p
17:13:21 <LordAro> or cheat and give yourself money
17:13:34 <LordAro> hell, get the GS to do it for you
17:16:48 <_dp_> reminds me of a time when server company had shitton of money on citymania
17:16:55 <_dp_> ppl were like, oh, cheats
17:17:29 <_dp_> not it has a little but constantly gives itself if it needs more
17:32:12 <peter1138> server company... heh
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17:49:41 <Artea> I have a ton of euros in my server
17:50:00 <Artea> and 2 trains and 16 aircrafts ;)
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18:33:49 <peter1138> Hmm, I better update.
18:35:56 <peter1138> Another 6 months until shader support comes out, I guess
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18:40:48 <peter1138> That... took a long time to load.
18:42:33 <peter1138> Ah yes, new textures.
18:44:06 <peter1138> Granite stairs, granite walls. Nice.
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19:16:20 <peter1138> Hmm, well, seems to work.
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19:30:46 <peter1138> I'm testing "don't upgrade roads when placing road stops"
19:31:17 <andythenorth> sad news about NRT
19:31:28 <andythenorth> everything I want to do with it so far is trivially done already :P
19:31:37 <andythenorth> I have no interesting cases :|
19:31:55 <andythenorth> now I just need to draw loads of sprites
19:32:22 <peter1138> What do you want to do with it?
19:32:39 <andythenorth> make 4 tramtypes, and 2 or 3 roadtypes
19:32:47 <andythenorth> and some hidden types
19:32:51 <andythenorth> it all just works
19:32:57 <peter1138> Is that the problem?
19:33:05 <andythenorth> the problem is that it doesn't test much :)
19:33:06 <peter1138> It means you can't procrastinate on it?
19:33:18 <andythenorth> it means we need someone else to test more
19:33:25 <andythenorth> @seen supermop_work
19:33:25 <DorpsGek> andythenorth: supermop_work was last seen in #openttd 3 days, 19 hours, 47 minutes, and 46 seconds ago: <supermop_work> andy off the rails
19:34:13 <peter1138> You could publish your NewGRFs.
19:34:43 <andythenorth> they would be published as nightlies on Jenkins
19:34:47 <andythenorth> but Jenkins is fucked :(
19:34:53 <andythenorth> and I can't understand the error
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19:35:15 <andythenorth> it's like he was summoned
19:35:20 <andythenorth> hi supermop_work
19:36:08 <andythenorth> most of coop grfs haven't failed
19:36:20 <andythenorth> otoh, many of them haven't built for years, so maybe that's not helpful
19:36:48 <andythenorth> planetmaker hi o/
19:37:19 <andythenorth> supermop_work: so NRT then?
19:37:25 <andythenorth> interesting test cases?
19:39:15 <andythenorth> peter1138 might have something....is there a string for naming depots by -type?
19:40:22 <andythenorth> Whitport Metro Depot would be better than Whitport Train Depot
19:40:40 <andythenorth> Funningley Feldbahn Depot rather than Funningley Road Vehicle Depot
19:43:22 <supermop_work> what about it andythenorth
19:43:33 <supermop_work> spools of trolley wire?
19:44:14 <andythenorth> docs are the *worst* thing ever
19:44:19 <andythenorth> worse than tax returns
20:10:57 <peter1138> andythenorth, ELRD/RAIL are not a thing.
20:11:38 <andythenorth> where do we write docs?
20:11:51 <peter1138> newgrf-specs.tt-wiki.net?
20:12:17 <andythenorth> plaster DRAFT over the top of them?
20:13:49 <andythenorth> time to make chicken nuggets
20:17:52 <peter1138> Hmm, okay, I think the powered test is wrong.
20:34:24 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
20:35:07 <nielsm> that was a somewhat silly force-push for an amended commit :P
20:35:27 <peter1138> Merges would be silly :p
20:35:59 <peter1138> But yes. return return. How did that even work?
20:39:03 <andythenorth> planetmaker: thanks, so the issue is chameleon now?
20:45:35 <planetmaker> whatever caused it to fail. Previously... well... probably wrong boot order of VMs
20:54:32 <andythenorth> is there anything I can do to help get the dependencies in place?
20:57:50 <nielsm> the "(Manager)" below the picture is also cut off
20:59:00 <andythenorth> nielsm: there are probably more pathological cases of that in other languages?
20:59:42 <nielsm> some padding pixels are wrong, but at least it's about as wide as the status bar
21:04:25 <arikover> andythenorth: Hello! Translating Iron Horse at the moment. I am struggling with this "alignment van": what is it exactly?
21:04:47 <andythenorth> that's just for testing the sprite offsets
21:04:52 <andythenorth> it never appears in the game
21:05:02 <peter1138> nielsm, height needs to increase somewhat
21:06:12 <peter1138> Wolf01, does that push to nrt work better?
21:06:46 <arikover> andythenorth: ok so I guess it might not be worth being properly translated then... Thanks!
21:07:53 <nielsm> peter1138: I think I'll go through and see if I can litter some ScaleGUITrad() around the general NUI code
21:08:15 <peter1138> I have a patch (haha) that scales padding as well.
21:09:07 <andythenorth> arikover: I wouldn't translate it no :)
21:09:13 <peter1138> Doubles line widths, which was intentional but probably not desirable :)
21:09:37 <peter1138> curried veg wrap for tea, and then... rhubarb crumble for dessert, I think.
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21:19:35 <Wolf01> <peter1138> Wolf01, does that push to nrt work better? <- seems fine
21:20:10 <nielsm> it might do something weird if you change GUI scale while windows are open, but that's not important
21:20:38 <peter1138> Some windows are totally messed up.
21:20:45 <peter1138> Probably just want to automatically reinit all windows.
21:25:39 <peter1138> Where did I put my doom2.wad?
21:40:14 <nielsm> I need to get some new vehicle introductions and check those are right
21:40:47 <peter1138> Playing Hell Revealed II PWAD.
21:40:51 <peter1138> It's somewhat hard :/
21:59:59 <andythenorth> I used to make WADs
22:00:21 <andythenorth> back-face clipping
22:48:46 <nielsm> not proud of the hackery done to make the title game zoomed by ui scale
23:06:19 <peter1138> andythenorth, yeah, me too.
23:07:14 <peter1138> Ok, I've changed the chain on the road bike.
23:07:30 <peter1138> And now sat down with a tiny bit of bees and chiscuits
23:08:16 <peter1138> Ok, so towns seems to be broken in NRT.
23:09:11 <andythenorth> what did we break?
23:09:29 <peter1138> What did I break, most likely.
23:09:50 <peter1138> Oh, maybe it's villages is villages
23:14:23 <andythenorth> oof I failed to make Hog
23:14:28 <andythenorth> there was an event in Blitz
23:14:37 <andythenorth> I did some pointless credit grinding
23:14:42 <peter1138> I guess VIV stops houses being built?
23:14:47 <peter1138> So you end up with towns made of town?
23:14:55 <peter1138> Or it's an NRT bug :p
23:15:15 * peter1138 leaves an AI game running for a few years.
23:15:21 <peter1138> Without VIV this time.
23:17:03 <andythenorth> I've got VIV game with cities that are nearly all skyscraper
23:17:07 <andythenorth> hardly any sprawl
23:17:33 <peter1138> I think these were villages that grew but it didn't want them to. Or something :p
23:18:48 <andythenorth> oh it's not showing the town signs in the screenshot :P
23:19:03 <andythenorth> anyway, that's 3 towns
23:19:08 <nielsm> occasionally I leave ottd open on the title screen just to have the TTO theme playing on repeat
23:20:16 <nielsm> taking all that time to decode the original music was worth it
23:25:44 <peter1138> Bah, Brutal Doom crashed :(
23:26:13 <peter1138> Your script made an error: the index 'HasStatue' does not exist
23:26:18 <peter1138> Seems like an odd index...
23:27:00 <peter1138> So far towns look fine.
23:35:24 <nielsm> and with that I should go to bed
23:39:40 * andythenorth makes some feldbahn briefly
23:41:32 <andythenorth> how easy are recolour sprites?
23:41:56 <andythenorth> I want to recolour 1 yellow hue to red
23:42:51 <andythenorth> maybe TMWFTLB :P
23:46:29 <peter1138> They're easy, but okay.
continue to next day ⏵