IRC logs for #openttd on OFTC at 2019-10-06
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00:21:20 <andythenorth> could surround a whole town with industry :)
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01:24:23 <glx> not very optimised for now as the vcpkg steps are almost as long as building openttd itself
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02:27:34 <Thedarkb> Hey, do you think there'll ever be an official Debian Buster build of OpenTTD?
02:27:56 <Thedarkb> The Jessie deb relies in dependencies no longer available on Debian.
02:28:16 <Eddi|zuHause> maybe with the next release?
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02:34:36 <glx> the main issue will be ICU anyway
02:36:24 <Thedarkb> You could just link it statically.
02:38:38 <glx> openttd still relies on stuff from old icu version
02:39:06 <Eddi|zuHause> static linking doesn't solve every problem
02:40:05 <Thedarkb> I just compiled 1.9.3 on libicu63
02:41:42 <Thedarkb> It seems to work on Buster's standard icu library.
02:42:55 <Thedarkb> I see what you mean.
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03:14:40 <Kitrana2> is there anyway to just mvoe a dfepot?
03:15:24 <Eddi|zuHause> there used to be a patch for that
03:17:15 <Kitrana2> used to be but isn;t anymore?
03:20:00 <Kitrana2> so how does it work? do i hold control down when placing the new depot?
03:20:27 <glx> it works similar to stations IIRC
03:20:27 <Eddi|zuHause> you destroy the old depot, and it leaves a grey sign for a month, like destroying a station
03:20:43 <Eddi|zuHause> then you place the depot and it'll keep all orders intact
03:27:24 <Kitrana2> i think you mean stations there not depots
03:27:54 <Eddi|zuHause> i meant exactly what i said
03:28:12 <Kitrana2> well i just tried that and it didn;t work
03:28:36 <Kitrana2> all the road vehicles that used that depot now have an invalid order in their list
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03:52:56 <DorpsGek_III> [OpenTTD/OpenTTD] joestringer commented on pull request #7057: Fix: A few minor compile warnings under MinGW https://git.io/JeCWm
04:08:59 <DorpsGek_III> [OpenTTD/OpenTTD] joestringer opened pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCWC
04:16:51 <DorpsGek_III> [OpenTTD/OpenTTD] joestringer updated pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCWC
04:20:19 <DorpsGek_III> [OpenTTD/OpenTTD] joestringer updated pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCWC
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04:51:37 <DorpsGek_III> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph https://git.io/fjc3i
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04:56:27 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7763: Fix: Fix build and link using Cygwin and Mingw32 for Windows 7 x64 https://git.io/JeCWo
05:01:01 <Eddi|zuHause> if -*- is the pipe valve operator, what's the *-* operator?
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06:37:46 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0. https://git.io/JeCl0
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08:16:38 <andythenorth> oof not enough sleep :D
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09:18:53 <nielsm> have industry layouts been merged yet?
09:20:02 <andythenorth> not that I can see :)
09:20:48 <andythenorth> I have grand plans for FIRS though
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12:29:29 <andythenorth_> fireless garrat?
12:36:33 <nielsm> hmm, how about towns keep track of how many of its passengers are delivered within the town, to nearby towns, and to distant towns? and maybe also how many passengers it receives from within/nearby/distant towns?=
12:36:43 <nielsm> and that data is made available to newgrf and gs
12:39:29 <nielsm> actually... just for every cargo I guess?
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12:50:59 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0. https://git.io/JeCl0
12:52:59 <Eddi|zuHause> for every towneffect, instead of every cargo maybe?
13:03:11 <_dp_> what for though? can't gs do that already?
13:08:25 <_dp_> I'm not sure either since I'm doing it without gs but it should know cargo source and dest
13:09:18 <_dp_> and if it doesn't it's probably a better idea to let it know rather than doing something town-specific :p
13:13:38 <nielsm> gah I should just go unbind V for viewport
13:13:48 <nielsm> I never use them and I always hit it instead of B for bridges
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13:14:33 * _dp_ tries to remember qwerty
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13:36:05 <Eddi|zuHause> i somehow doubt GS has access to individual cargo deliveries
13:37:41 <nielsm> maybe setting up tracking via goals? but that's limited to the goals set up
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14:02:54 <frosch123> when using cdist you can also track cargo flows between specific stations
14:05:33 <nielsm> I've seen some mention that they don't always work/appear to not pick up on all deliveries for some reason
14:05:52 <nielsm> or add the same deliveries double in some cases perhaps
14:06:16 <frosch123> i filed that under myths and rumours
14:06:36 <frosch123> cargo actually must be delivered
14:06:54 <frosch123> possibly source stations must still exist on delivery and similar
14:07:12 <frosch123> but i never encountered issues with nocargoal and siliconvalley
14:08:52 <nielsm> add icons to the purchase menu sprites?
14:09:04 <frosch123> Henson Freigther -> Freighter 'Henson'
14:09:34 <frosch123> (not quite serious suggestion)
14:10:43 <andythenorth> the second suggestion works IMHO
14:10:54 <andythenorth> it's inconsistent with trains, but eh
14:10:56 <frosch123> hmm, if you do not play the game, you miss gems like "sprites complete:"
14:12:20 <andythenorth> project management stuff :P
14:12:30 <andythenorth> it's in the html docs too, but the html docs aren't published
14:12:35 <frosch123> andythenorth: you still assume that people know the difference between a freighter and a barge
14:12:48 <frosch123> so, not sure whether the naming actually matters
14:13:07 <andythenorth> yeah, 'piece goods' has similar issue
14:14:37 <andythenorth> there's something 'off' about the ship buy menu
14:14:45 <andythenorth> at least, at 2x zoom on my small screen
14:14:51 <andythenorth> dunno what it is, train menu is fine
14:15:21 <frosch123> ships are not supposed to get clipped on left/right side
14:15:33 <frosch123> we fixed that at least twice, and it still does not work always :)
14:15:54 <andythenorth> working fine for me
14:16:05 <andythenorth> I think it's the 2x zoom + giant sprites
14:16:21 <andythenorth> I considered making the buy menu sprites 0.5x zoomed, using PIL
14:16:34 <andythenorth> but then people at 1x UI zoom have tiny ships :|
14:18:21 <frosch123> still looks fine to be when zooming out with browser zoom
14:18:42 <frosch123> you may need 32bpp for anti-aliasing though
14:19:26 <andythenorth> btw, that last ship just has square ends, no bug :)
14:19:31 <andythenorth> maybe looks wrong dunno
14:20:09 <frosch123> ok :) looked buggy to me
14:20:24 <Eddi|zuHause> andythenorth: so how does that look on 1x half-zoom?
14:20:48 <andythenorth> I could try it and see? :P
14:21:05 <andythenorth> there's precedent, we scale airport UI sprites?
14:24:18 <frosch123> we made a grf which replaced ground sprites with pure black
14:24:37 <frosch123> then built airports, made screenshots, and scaled them with gimp or so
14:25:27 <frosch123> hmm, or was it white?
14:26:01 <nielsm> as long as it floodfills cleanly it should be fine
14:26:10 <nielsm> or at least is unique RGB value
14:26:32 <frosch123> 330 Aug 5 2010 barewhite.grf
14:26:57 <nielsm> make an MP server forcing that on everyone :D
14:27:24 <frosch123> there were mp servers which used debug-vehicles...
14:27:33 <Eddi|zuHause> grfcodec should throw a fit when you got white pixels in sprites?
14:27:49 <frosch123> that does not block it from encoding it
14:27:50 <nielsm> I think it warns but permits
14:32:05 <andythenorth> I use barewhite to make FIRS docs images
14:35:03 <andythenorth> ha ha we have 50% curly quotes
14:37:27 <andythenorth> is that just needing a glyph in the font? o_O
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14:45:49 <andythenorth> also ^^^ can I drop (Micro), (Mini), (Small) etc?
14:45:56 <andythenorth> kind of obvious from the sprite?
14:56:48 <frosch123> depends on whether you want people to talk about them
14:57:04 <frosch123> unless they get the names wrong in every bug report anyway
15:01:36 <andythenorth> there aren't that many
15:01:44 <andythenorth> and I'm not joining reddit anyway
15:01:58 <andythenorth> reddit seems to have bug reports about non-existent FIRS stuff, so eh
15:02:22 <andythenorth> is it a spider or an insect?
15:02:25 <peter1138> This pack of Arancini says "Not suitable for home freezing"
15:02:43 <peter1138> It also says "If cooking from frozen" ...
15:05:01 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 closed issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0. https://git.io/JeCl0
15:05:01 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0. https://git.io/JeCl0
15:09:15 <nielsm> "openttd is not a game to be emotional about, it's about cold business decisions."
15:09:28 <andythenorth> is that from reddit? :P
15:11:21 <glx> emoji support would need an auto select font system each time a string has to be drawn, and for at least 3 different OS
15:12:39 <milek7> i think emoijs in Unicode are silly
15:12:42 <milek7> even more with skin color modifiers etc.
15:15:10 <glx> unicode already supports combining glyphs, so using unicode for emojis is not an issue
15:15:54 <Eddi|zuHause> the issue here is font selection, not unicode or empji
15:16:37 <glx> yeah, font selection would be nice for normal text
15:18:05 <glx> emoji will just be a bonus
15:18:55 <glx> but replacing ICU ParagraphLayout is more important ;)
15:20:06 <Thedarkb> glx, It's word wrapping that's the issue, right?
15:20:38 <glx> not only, all RTL supports depends on it
15:25:19 <glx> it's probably doable combining basic ICU and harfbuzz, but somebody™ needs to do it
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15:47:20 <nielsm> unless we ship our own emoji font with the game and ensures it always gets used for the range
15:48:25 <glx> then we'll need to add more emojis
15:48:55 <Thedarkb> Can you build OpenTTD without icu?
15:49:10 <Thedarkb> For ASCII characters.
15:49:14 <glx> yes on macOS and windows :)
15:49:18 <frosch123> yes, but it won't support rtl
15:49:47 <frosch123> so, icu is only needed for hebrew, arabic, tamil and similar
15:49:48 <glx> with recent ICU it's already the case IIRC
15:50:29 <frosch123> nielsm: replace the manager faces with emoji in big font size?
15:51:13 <nielsm> yeah synthesize the manager faces into emoji
15:51:47 <glx> includes more skin colors :)
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16:30:21 <andythenorth> resizing buy menu images has terrible results :D
16:30:39 <andythenorth> downscaling is horrible, no surprise
16:33:50 <andythenorth> maybe I should play on 1x UI zoom
16:39:49 <andythenorth> can't hear the audio, my fan is too loud
16:40:24 <andythenorth> would be brilliant sarcasm, except it's true
16:49:02 <Eddi|zuHause> what are we looking at?
16:52:14 <andythenorth> the buy menu is very unusable at 2x zoom
16:52:25 <andythenorth> but OpenTTD is very unusable for me at 1x zoom
16:53:02 <andythenorth> experimenting with smaller vertical crop on the ships, to increase the density of the menu
16:58:33 <Eddi|zuHause> i'm still not understanding what the difference between the pictures is
17:01:10 <FLHerne> andythenorth: How about always just using the 1x sprites for the menu?
17:03:15 <andythenorth> Eddi|zuHause: buy menu row height 24px versus 32px
17:03:39 <andythenorth> so for my viewport size, 10 ships fit for 24px, where only 8 fit for 32px
17:03:42 <Eddi|zuHause> andythenorth: provide 2x versions the same size as the 1x ones?
17:03:58 <Eddi|zuHause> (checking var10 or so)
17:04:35 <andythenorth> I can't see a var for game client UI zoom setting
17:04:38 <Eddi|zuHause> extra_callback_info1 & 0x20
17:04:46 <Eddi|zuHause> you don't check the zoom
17:04:54 <Eddi|zuHause> you just provide zoom sprites
17:05:04 <Eddi|zuHause> that aren't actually zoomed
17:05:12 <andythenorth> and openttd automatically uses the smaller ones?
17:05:35 * andythenorth doesn't understand
17:05:47 <andythenorth> how do I over-ride the user's UI zoom setting without checking it as a var?
17:06:01 <Eddi|zuHause> normal sprite: only 1x zoom => openttd automatically scales x2, x4 because they're missing
17:06:22 <Eddi|zuHause> gui sprite: provide 1x,2x,4x zoom => openttd uses the sprite provided
17:06:36 <andythenorth> yes that makes sense now
17:08:03 <andythenorth> alternative_sprites block eh?
17:10:50 <andythenorth> first time for everything
17:11:05 <Eddi|zuHause> and make sure it's only used for the purchase menu by checking extra_callback_info1
17:13:32 <frosch123> Eddi|zuHause: that doesn't work. 2x and 1x zoom sprites have the same size
17:13:49 <frosch123> ottd does not compute different window layouts for different zoom levels
17:14:23 <frosch123> well, that is worded incorrectly... no idea how to phrase it better
17:15:00 <Eddi|zuHause> frosch123: i don't understand what you mean
17:15:02 <frosch123> let's say: the size of a sprite is a shared property of all zoom levels
17:15:45 <frosch123> so if you make the 2x zoom sprite smaller, you add a lot of empty padding space
17:21:01 <jack__> I have a railway build where multiply trains drive over the same track and by the and station will camedown 2 drifferent railways that drop off there stuff by the same station. but i can't build a good station plus railway so that the trains can drive smoothly from station to station. have you tips for my?
17:26:42 <nielsm> are they driving slow?
17:27:16 <nielsm> or are they blocked all the time?
17:27:48 <jack__> th traisn drive but to a build fold in th system they blocked the other trains.
17:30:01 <nielsm> it's hard to say without seeing your build, my general tips are to make sure there is lots of space, avoid sharp turns, and to use path signals (not block signals or pre-signals)
17:30:57 <nielsm> and placing signals has a rule of thumb: place signals before danger points, avoid placing signals so a train stopped at the signal would block a danger point
17:31:07 <jack__> i can upload a save file to onedrive so that you can wath it?
17:32:00 <jack__> i send you the the newest there i have the most money
17:34:28 <jack__> her can you download the file :
17:36:05 <nielsm> ooh, a sub-arctic game, yeah those can be a bit of a challenge especially with mountains :D
17:37:12 <jack__> it gose to the stations: new Hamingwell to Prenbridge Woud and Hamingwell to numdinfhead wood
17:39:02 <Eddi|zuHause> oh fun, a download button that does nothing...
17:39:51 <Eddi|zuHause> the entry at the top works
17:39:52 <jack__> Eddi|zuHause i will try it on a other browser
17:39:57 <Eddi|zuHause> but the button in the center doesn'T
17:40:09 <nielsm> jack__: the main problem is tht you use too many signals, especially the two-way block signals
17:40:36 <FLHerne> Two-way block signals are almost /always/ the wrong thing ;-)
17:40:52 <jack__> nielsm i now iám not that good in multie train and i have experiment a lot
17:41:25 <Eddi|zuHause> 1st step: remove the tracks at the other end of the station
17:41:52 <jack__> Eddi|zuHause i willdo that
17:42:26 <Eddi|zuHause> 2nd step: change all signals to path signals, facing towards the junction
17:42:46 <jack__> i works (for now) the trains drive to and from the station.
17:43:25 <Eddi|zuHause> well, in the current setup, it'll lock up easily
17:44:21 <nielsm> I doubled the track from the tunnel all the way to the junction before the station
17:44:26 <nielsm> removed the tracks at the station end
17:44:30 <nielsm> removed all the signals
17:44:54 <nielsm> placed one-way path signals on the track to Prenbridge Woods, so each track has a fixed direction it works in
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17:45:31 <jack__> nielsm, i will do that.
17:45:54 <nielsm> before the entry from the single-track line from Nundinghead Woods, I placed a two-way path signal, facing towards the line, so trains will have to wait before they go into the station, but can leave without waiting at a signal
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17:47:41 <nielsm> the place the red arrow is pointing to had a two-way block signal, remove that since it will just make trains attempt to go through the single track section from both directions, meet in the middle, and both turn around
17:48:14 <nielsm> when that signal is removed, only one train will ever try to go through the single track section at a time, making it safe
17:49:20 <jack__> nielsm: the single direction is what i always want with this design but the standard ai not now what to do with out signals
17:52:25 <nielsm> my wisdom: use one-way path signals most of the time, use two-way path signals when needed, avoid using block and pre-signals
17:53:07 <jack__> i have test it a bit on fast forward and it works. thanks for the help. this let made my for money :)
17:54:22 <FLHerne> jack__: I'm just making some examples of different signal setups
17:55:28 <Eddi|zuHause> because once 2 trains are on this sections, they can stand opposite each other with nowhere to go
17:56:24 <jack__> Eddi|zuHause: that is also my experience
17:57:01 <Eddi|zuHause> jack__: so only put signals where trains have an alternate route around
17:57:10 <Eddi|zuHause> jack__: and have signals have a direction
17:57:54 <Eddi|zuHause> jack__: rule of thumb: if a signal is giving you trouble, remove it.
17:58:08 <jack__> but it what for situation i need 2 way signals?
17:58:46 <Eddi|zuHause> there's almost never a good use case for the plain 2-way signal
17:58:54 <jack__> that is what if have not don. if have put more of it :)
18:12:43 <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #7765: Fix 71a3e8346: strings need to be copied too. https://git.io/JeCzK
18:13:48 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7765: Fix 71a3e8346: strings need to be copied too. https://git.io/JeCzi
18:24:33 <DorpsGek_III> [OpenTTD/OpenTTD] michicc merged pull request #7765: Fix 71a3e8346: strings need to be copied too. https://git.io/JeCzK
18:39:36 <Eddi|zuHause> that's how almost all my games look like
18:39:48 <Eddi|zuHause> that's why for my last game i used 128x256 map
18:49:47 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCgk
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18:57:06 <andythenorth> what's the minimap look like in industry view?
19:08:35 <andythenorth> so are any split layouts there? :)
19:09:53 * andythenorth only plays patched clients with dev grfs :P
19:18:42 <andythenorth> 'will never block'
19:18:46 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCgH
19:18:49 <andythenorth> I like the placement of the one ways
19:18:58 <andythenorth> you might get a complete deadlock if you're lucky
19:19:45 <glx> I really don't understand this repo, the first 2 commits have exactly the same diff, except for the commit message
19:20:31 <glx> then 3 empty commits (including 2 merges), then a last change
19:23:21 <andythenorth> rebase shenanigans? o_O
19:23:45 <glx> yeah probably failed the first rebase
19:24:30 <glx> but the weird part is the validation of commit checker
19:24:47 <glx> the 2 merge commits should make it fail
19:24:57 <andythenorth> IRL it's palette carrier / ro-ro, it has a big side door for forklifts
19:25:17 <andythenorth> in my grf, it's for same cargos that would go in railway box cars
19:26:04 <andythenorth> 'Piece Goods Carrier' is not exactly great name though
19:26:16 <Eddi|zuHause> "palette" sounds more like stake car
19:26:40 <andythenorth> I think it's best not used
19:26:42 <Eddi|zuHause> but do we really need that kind of distinction?
19:26:47 <andythenorth> 'palette' is confusing
19:28:47 <nielsm> it creates a wrong order for this station
19:30:25 <frosch123> nielsm: isn't that what we fixed last week?
19:31:30 <nielsm> yeah I'm on 1.9.3 so that fix isn't in :)
19:32:17 <nielsm> after moving the station sign so it coincides with one of the station tiles it works again
19:34:25 <frosch123> backports too greedy :)
19:34:46 <glx> hmm we backported the broken version ?
19:36:50 <frosch123> backported on 4th september, rc1 on 6th, release on 16th, fix on 29th
19:37:50 <frosch123> people play too much tanks, and need 3 weeks to find bugs :p
19:38:05 <frosch123> also, only one player left :)
19:38:22 <glx> hey but we also fix bugs before they are reported :)
19:40:29 <andythenorth> nielsm is the only player now?
19:40:40 <andythenorth> do reddit run an older version
19:41:14 * andythenorth mostly runs an outdated master, with some PR for testing that makes all bug reports null :P
19:41:40 <frosch123> there is an exponential amount of servers
19:41:48 <frosch123> probably all with ai players
19:41:51 <andythenorth> *currently* I am testing an interesting town patch by someone called Eddi|zuHause
19:42:01 <andythenorth> it's promising, but will never work :)
19:42:19 <Eddi|zuHause> well, not unless someone finishes it...
19:42:43 <Eddi|zuHause> ... and when did i ever finish anything? :p
19:43:03 <andythenorth> you should email this Eddi|zuHause person and see if they need help
19:43:30 <frosch123> considering the nick, you may even send them a letter
19:44:57 * andythenorth wonders about "Covered Freighter" :P
19:46:41 <frosch123> to block entering pirates?
19:48:45 * andythenorth wonders if we can implement World of Tanks Blitz in OpenTTD
19:48:55 <andythenorth> the main feature is silly people being rude in chat
19:49:16 <frosch123> isn't that this channel?
19:49:25 <frosch123> or was it r/openttd ?
19:49:43 <Eddi|zuHause> isn't that every chat, ever?
19:50:33 <frosch123> anyway, the flat deck barge is still bothering me
19:50:43 <frosch123> should ottd add some padding on the left?
19:50:51 <frosch123> to align the sprites with the text below it?
19:56:39 <andythenorth> I did try adding some later, but I'd need to generate a buy menu sprite with extra blue
19:56:57 <andythenorth> later / earlier /s /brain
19:57:37 <Eddi|zuHause> well, it would be better if that would be possible without a special sprite
19:57:57 *** Thedarkb has joined #openttd
19:58:18 <andythenorth> needs 2-4 px extra
19:58:32 <andythenorth> I would file it under 'can be fixed in newgrf'
19:59:02 <andythenorth> I suspect it's a one line change in GUI code
19:59:08 <andythenorth> whereas I need about 15 lines to do it
19:59:59 <Eddi|zuHause> if i didn't have an irrational fear of gui code, i might have done it... :p
20:00:53 <Thedarkb> I have an irrational fear of C++
20:11:54 <andythenorth> it's only a couple of integers :P
20:27:00 <_dp_> lol, I though I can fix that station bug in cmclient since it's in gui code but than I noticed cmclient doesn't have that bug
20:27:25 <_dp_> apparently I accidentally fixed it while merging xD
20:45:38 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeZlF
20:46:29 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCaC
21:16:39 <andythenorth> frosch123: somewhere in InitBlocksizeForVehicles ? :P
21:16:53 <andythenorth> maybe around L207?
21:18:20 *** Wormnest has joined #openttd
21:36:24 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCaA
21:46:02 *** firewire1394 has joined #openttd
22:06:59 <glx> hmm seems he failed the rebase again
22:11:23 <andythenorth> eh newgrf font glyphs? :o
22:11:57 * andythenorth wonders if we can fix quote marks :P
22:17:07 <Eddi|zuHause> what needs fixing?
22:17:15 <Eddi|zuHause> did you use the correct ones?
22:24:30 <andythenorth> using an uneducated " mark results in a RHS educated quote mark
22:24:41 <andythenorth> those quote glyphs probably have proper names :P
22:24:57 <andythenorth> applies to single quotes as well
22:27:05 <andythenorth> someone tell me there's a unicode solution to this? o_O
22:27:30 <andythenorth> ignore the extraneous trailing space there
22:30:07 <Eddi|zuHause> is that the original sprite font?
22:34:50 *** supermop_Home_ has joined #openttd
22:35:00 <supermop_Home_> I find this a problem:
22:36:51 <Eddi|zuHause> U+201C LEFT DOUBLE QUOTATION MARK
22:36:52 <Eddi|zuHause> U+201D RIGHT DOUBLE QUOTATION MARK
22:37:27 <Eddi|zuHause> (note that using those will disable the builtin sprite font)
22:37:45 <Eddi|zuHause> (unless you include those glyphs in your grf)
22:37:55 <andythenorth> disable for the whole string, or just those glyphs?
22:38:56 <Eddi|zuHause> IIRC CETS includes some font glyphs
22:39:39 <Eddi|zuHause> for the raised ¹²³ etc.
22:52:30 <supermop_Home_> trees make topography invisible
22:55:52 <Eddi|zuHause> that's what [X] is for
22:59:00 <supermop_Home_> that's ok for construction, but you can never turn the trees back on to look at pretty views of your trains in the mountains
22:59:29 <andythenorth> elevation-sensitive :P
22:59:50 <andythenorth> it's not even a bad idea
23:00:21 <andythenorth> I always turn trees off now, they're spam
23:03:08 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCwd
23:04:03 <Eddi|zuHause> turning trees off is also not great, because after some time you wonder why all towns hate you
23:09:22 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7758: OpenTTD's crash report window does not open. https://git.io/Jec6k
23:24:46 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeZlF
23:25:38 <Thedarkb> Perhaps a build without RTL support might be an option for Debian and Ubuntu users?
23:26:01 <LordAro> i believe that's what's being done for the official debian packages
23:27:02 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeCro
23:28:00 <Thedarkb> I didn't know about those, to be honest.
23:28:15 <Thedarkb> I wonder if they're up to date.
23:39:07 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries https://git.io/JeZlF
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