IRC logs for #openttd on OFTC at 2020-06-27
            
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00:27:11 <b_jonas> when a train wants to go to a depot for servicing, does it just find the closest depot, or does it think ahead one step about which one is in the way towards the next station?
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02:27:44 <b_jonas> do cargo train wagons track just one source of the cargo, or do they track multiple sources even though only one per wagon shows up in the train information dialog?
02:27:59 <b_jonas> as in, if they pick up livestock from two farms
03:21:50 <Eddi|zuHause> it does not look ahead to the next station
03:22:04 <Eddi|zuHause> but it has a limit of how far it will stray from the current path
03:22:48 <Eddi|zuHause> yes, it tracks multiple sources, but only shows one in the GUI
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03:50:38 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8239: Fix #8221: No Bridge Type, Given Size, Subtitle https://git.io/JJeYs
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04:08:15 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeYs
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06:00:21 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton commented on pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJesu
06:00:22 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton closed pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeYs
06:08:25 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8240: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeso
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08:26:58 <andythenorth> yo
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09:31:53 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
09:34:56 <dwfreed> needs more RAII
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09:47:22 <LordAro> perhaps
09:47:33 <LordAro> but those classes are *almost* POD
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10:22:56 <LordAro> so all script enum declarations should perfectly match their "global" counterparts, right?
10:23:11 <LordAro> (size declarations and the like)
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10:32:47 <Cursarion> so yeah, I've played a bit now and the game is just as I remember it, apart from the station coverage grid. The single most frustrating thing must be that the sidewalk trees aren't affected by any transparency options. It's impossible to see a road behind those, especially in the default graphics. abase seems to have the same issue, but its trees aren't as massive.
10:42:48 <LordAro> Cursarion: that doesn't seem right, but equally i'm unable to find a save where i actually have any trees next to roads
10:47:06 <LordAro> oh, that's really weird
10:47:53 <LordAro> when i load this save, every single (unused) town goes into growth overdrive, increasing their size 10 times over
10:47:58 <LordAro> that's... a bug
10:49:31 <LordAro> not every single town, but quite a lot of them
10:49:50 <LordAro> a town of ~240 is now 58000 after about a year of gametime
10:49:52 <LordAro> what.
10:51:02 <Cursarion> :D
10:52:21 <Cursarion> http://r.xrs.fi/i/ottd_transparency1.png - http://r.xrs.fi/i/ottd_transparency2.png - http://r.xrs.fi/i/ottd_transparency3.png
10:55:02 <LordAro> oh hang on, it's loaded a gamescript
10:56:26 <Cursarion> a city builder of some sorts, and it decided to catch up?
10:57:33 <LordAro> SyCityGrowth
10:57:35 <LordAro> so... maybe?
10:57:53 <LordAro> but this save never had a GS
10:58:14 <LordAro> i'm pretty confident it never had an AI either, but the console says
10:58:18 <LordAro> dbg: [script] The savegame has an AI by the name 'aroai', version 157 which is no longer available.
10:58:19 <dP> LordAro, what save are you talking about?
10:58:21 <LordAro> dbg: [script] The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.
10:58:27 <LordAro> dP: just one of mine
10:58:53 <LordAro> something is Wrong
10:59:06 <dP> hm... I can take a look as well if you share it
11:00:00 <LordAro> lemme upload it somewhere...
11:01:13 <LordAro> https://www.lordaro.co.uk/~lordaro/Big%20City%20Attempt.sav
11:03:52 <dP> LordAro, 403 Forbidden
11:04:06 <LordAro> oh yeah
11:04:07 <LordAro> that's fun
11:04:08 * andythenorth needs to draw cargo icons
11:04:46 <andythenorth> 16x16 icon for lye?
11:04:54 <LordAro> dP: fixed
11:05:06 <andythenorth> the icons are a total PITA
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11:09:53 <LordAro> oh interesting
11:10:05 <dP> LordAro, idk, everything looks pretty normal to me
11:10:18 <dP> LordAro, it doesn't even have custom growth set
11:10:19 <LordAro> i put the GS compat*.nut files in the correct place (broken from cmake build change), and it does indeed appear normal
11:10:45 <LordAro> dP: has it loaded the GS?
11:10:57 <dP> LordAro, ah, no
11:11:19 <LordAro> for me, it loads SyCity Growth v2
11:11:25 <LordAro> (a newgame results in v5)
11:11:27 <dP> LordAro, yeah, if you loaded GS without compat files that explains it as growth speed got *70 at some point
11:11:44 <dP> hm, or mb not...
11:11:51 <dP> it got *70 in cpp not compat...
11:13:15 <LordAro> interesting...
11:13:56 <dP> and I've no idea where to get that sycity
11:15:32 <LordAro> me neither :p
11:16:11 <LordAro> looks like it might be called City Growth Limiter now?
11:17:10 <LordAro> not that that helps you download old versions
11:18:03 <Cursarion> at what started this, I was thinking about fixing that myself but doesn't seem as simple as I thought, I can't find the sprite and I have no idea how the transparency is implemented
11:19:22 <dP> hm, compat_1.2.nut and compat_1.3.nut are the same... seems pointless
11:19:58 <LordAro> dP: it only loads one
11:20:02 <LordAro> it doesn't load them in sequence
11:20:16 <LordAro> (perhaps it could, but it doesn't)
11:20:37 <dP> LordAro, wait, but later compats don't include previous changes
11:20:48 <LordAro> dP: indeed.
11:20:52 <LordAro> a concern
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11:24:53 <dP> LordAro, that can probably explain it if GS sets growth rate 0 to reset growth rate without loading 1.2 or 1.3 compat it will set max growth speed instead
11:26:28 <LordAro> seems that way, yeah
11:27:28 <dP> also now that I think of it earlier compats should include later changes then which they seem to do
11:27:38 <dP> there just aren't many changes xD
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11:43:20 <LordAro> dammit, where's glx when you want him
11:43:28 <LordAro> i've no idea how this new build system works
11:46:54 <TrueBrain> time to learn! :D
11:50:24 <LordAro> CMAKE_BUILD_TYPE=Debug
11:50:26 <LordAro> naturally
11:50:38 <LordAro> and also that triggers hundreds of warnings about FORTIFY_SOURCE
11:51:05 * LordAro makes more modifications
11:51:29 <TrueBrain> and I am going to redeploy OpenTTD to AWS, which -should- not contain any changes ...... :D
11:51:32 <TrueBrain> lets see what it does!
11:52:27 <LordAro> D:
11:53:02 <TrueBrain> downside of using CDK .. sometimes they make changes making it difficult to see what it is going to do .. in this case, reordering of dicts ..
11:53:12 <b_jonas> Eddi|zuHause: thank you for the answers
11:54:11 <TrueBrain> │ - │ ${Vpc/NatSecurityGroup.GroupId} │ In │ TCP 0-65535 │ Everyone (IPv4) │
11:54:11 <TrueBrain> │ + │ ${Vpc/NatSecurityGroup.GroupId} │ In │ Everything │ Everyone (IPv4) │
11:54:16 <TrueBrain> changes like that ..
11:59:45 <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJe4b
12:01:10 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJe4b
12:01:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
12:02:08 <TrueBrain> HE JUST APPROVED IT FFS!
12:02:11 <TrueBrain> so much hate
12:02:12 <TrueBrain> :P
12:02:13 <LordAro> D:
12:02:53 <TrueBrain> your smileys got twisted
12:04:11 <LordAro> :ᗜ
12:04:20 <TrueBrain> much better, thank you
12:04:22 <TrueBrain> now always do this
12:06:15 <LordAro> :ᓀ
12:06:54 <LordAro> ok
12:07:25 <TrueBrain> you now scripted this, didn't you? :D
12:07:49 <LordAro> somewhere between AIScanner::FindInfo and ScriptInstance::Initialize, AroAI v167 gets converted into CityGrowthLimiter v2
12:07:54 <LordAro> this is a problem
12:08:01 <TrueBrain> haha, you think? :D
12:08:04 <LordAro> TrueBrain: nah, https://lingojam.com/Sidewaystext
12:08:15 <TrueBrain> lolz
12:08:16 <LordAro> i tried using umlauts, didn't render well
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12:11:25 <TrueBrain> okay, so far it seems the changes are only in metadata on AWS .. so that means I can roll this out to production now :D
12:11:29 <TrueBrain> fingers crossed
12:11:45 <LordAro> oh
12:11:53 <LordAro> there's a GDST savegame chunk
12:11:54 <LordAro> what
12:12:23 <TrueBrain> that is a dutch serie running on TV for ... so many years now
12:12:26 <TrueBrain> well, almost
12:12:28 <TrueBrain> GTST
12:12:31 <TrueBrain> :P
12:16:37 <TrueBrain> WSL2 is so much faster / smoother experience, damn :)
12:21:14 <LordAro> ok, so frosch's zpipe/printhunk seems to think that there is no AIPL or GDST block in the samegame
12:21:19 <LordAro> so...
12:21:34 <TrueBrain> you now blaming frosch? :D
12:21:39 <LordAro> not at all
12:21:47 <LordAro> i'm pretty confident this save never had any AI at all
12:22:02 <LordAro> but OTTD seems to think that it does
12:22:10 <TrueBrain> lol
12:22:13 <LordAro> and it's getting very confused about whether it's an AI or a GS
12:22:14 <TrueBrain> "oops"? :D
12:23:11 <LordAro> pretty much
12:23:18 <LordAro> let's see if valgrind says anything...
12:28:08 <LordAro> TrueBrain: oh, an additional cmake thing you might know the answer to - when building (mkdir build && cmake .. && make), it puts the openttd executable in that folder, but doesn't copy the various bits of bin/ (like AI/Game compatibility scripts) into the build/ directory. Is this an issue(tm), or is it intentional and i'm doing something wrong by just executing ./openttd in build/ ?
12:28:40 <andythenorth> oof I should fix my cmake build
12:28:49 <TrueBrain> hmm .. I know we had some back and forth about that when I started with it ..
12:29:06 <TrueBrain> mostly for regression this was a bit tricky
12:29:20 <LordAro> ==99279== LEAK SUMMARY:
12:29:20 <LordAro> ==99279== definitely lost: 1 bytes in 1 blocks
12:29:22 <LordAro> not bad.
12:29:31 <TrueBrain> possibly we settled on: run openttd from the bin folder, like: ../build/openttd
12:29:34 <TrueBrain> or something
12:29:40 <TrueBrain> constantly copying files is a pita
12:29:44 <LordAro> mm
12:30:00 <TrueBrain> but cannot really remember, I have to admit
12:30:30 <LordAro> np, thanks
12:30:41 <LordAro> i didn't think of executing like that, tbh
12:30:53 <LordAro> i just copied the compat scripts myself :)
12:31:20 <LordAro> ok, now just looking at the raw (decompressed) savegame - no AI or GS blocks
12:31:26 <dP> LordAro, this is what my script thinks of chunks in your save, may not be accurate for old games though: https://pastebin.com/tHS9uhmR
12:31:27 <LordAro> i can see all the other blocks in plaintext
12:31:52 <dP> it says ok everywhere because it's a diff script, I just compare that save to itself
12:33:09 <LordAro> dP: i'm using http://devs.openttd.org/~frosch/texts/zpipe.c (& printhunk.c)
12:33:18 <LordAro> all it does is read from stdin and decompress
12:33:22 <LordAro> there's no GDST block there
12:34:02 <TrueBrain> LordAro: btw, what-ever the solution is for running OpenTTD after build, it should be documented somewhere ;)
12:34:31 <LordAro> TrueBrain: i've been whinging about that to glx ever since it was merged :p
12:34:40 <dP> LordAro, GSDT you mean? I can print a bit of it if that helps
12:37:27 <TrueBrain> LordAro: for VS, the working directory is set to bin/
12:37:29 <TrueBrain> set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
12:38:29 <dP> LordAro, https://pastebin.com/HLq0xsNm
12:40:37 <LordAro> dP: ah yes, because i'm fluent in hex :p
12:41:29 <TrueBrain> pretty sure you are yes; it just doesn't mean anything really :D
12:41:45 <LordAro> oh, `less` search wasn't working on the zpipe output anyway
12:42:18 <LordAro> and yup, there it is - GSDT with "SyCity Growth" following shortly after
12:42:34 <dP> well, my script can only decode some chunks and only in the most recent save versions sadly
12:42:51 <TrueBrain> LordAro: zpipe sends it to stderr? :P
12:43:13 <LordAro> ha
12:43:43 <LordAro> just less not liking <0x09, i think
12:43:53 <LordAro> piped it into xxd instead
12:43:57 <TrueBrain> smart :)
12:44:26 <LordAro> (has the disadvantage of breaking up the text, but mostly works fine)
12:46:54 <LordAro> https://pastebin.com/41qMnvWd i've no excuse though
12:47:05 <LordAro> you can even see version 2
12:50:59 <LordAro> in which case, why is it trying to load aroai?
12:53:11 <dP> LordAro, there is AIPL as well though my script didn't print it
12:53:40 <LordAro> oh yes
12:53:54 <LordAro> must have been across a line boundary when i checked before
12:53:59 <LordAro> and yes, aroai is there too
12:54:17 <LordAro> i'm absolutely positive that this save was just me
12:54:26 <LordAro> i must have added them somehow at some point and resaved
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13:08:25 <TrueBrain> poor LordAro :(
13:08:55 <TrueBrain> okay, I am going to update some EC2 instances on AWS .. this should be without downtime ... although some connections might be stopped, ofc :)
13:09:00 <LordAro> a fun way of spending a few hours...
13:09:47 <TrueBrain> did you learn new things?
13:10:00 <LordAro> i guess a few things
13:11:06 <TrueBrain> so it wasn't for nothing ;)
13:12:46 <LordAro> :)
13:16:10 <TrueBrain> I love how easy it is to rotate EC2 instances .. just simply increase the poolsize of your autoscaling group
13:16:15 <TrueBrain> wait for them to be alive and healthy
13:16:16 <TrueBrain> and scale back
13:17:24 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
13:18:10 <DorpsGek_III> [OpenTTD/OpenGFX] wsfsbvchr opened issue #45: Sidewalk trees don't have transparency https://git.io/JJeRo
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13:30:17 <TrueBrain> right, new instances are created; didn't go exactly as I wanted, but .. that is a lesson for next time :D (I span up an instance in the wrong AZ)
13:36:57 <Wolf01> [...]issue #45: Sidewalk trees don't have transparency <- my fault, I quit
13:37:14 <LordAro> Wolf01: i was wondering if it was NRT related
13:37:53 <Wolf01> It was my fault anyway, I made the first transparency options patch
13:38:29 <LordAro> oh, lol
13:39:11 <LordAro> in which case maybe it wasn't you
13:39:25 <LordAro> i can't see any TO_TREES option in road_cmd.cpp before NRT
13:39:27 <Wolf01> BTW, the old road fixtures layer had transparency, maybe NRT use another layer
13:40:06 <LordAro> either way, it's not an OTTD issue
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13:40:10 <DorpsGek_III> [OpenTTD/OpenTTD] wsfsbvchr opened issue #8242: Sidewalk trees don't have transparency https://git.io/JJe0e
13:40:15 <dP> iirc sidewalk trees weren't affected by tree transparency even before nrt
13:40:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8242: Sidewalk trees don't have transparency https://git.io/JJe0e
13:40:42 <LordAro> it looks relatively easy to do
13:40:58 <dP> LordAro, if they have a separate sprite
13:41:03 <LordAro> they do
13:41:10 <LordAro> it just uses the standard tree sprites
13:41:19 <LordAro> i think.
13:42:43 <LordAro> or maybe i'm wrong
13:43:20 <LordAro> as mentioned right at the beginning of all this, none of my saves appear to have roadside trees at all
13:43:45 <dP> LordAro, isn't that a tropic thing only?
13:43:49 <dP> or mb full detail...
13:43:51 <Wolf01> DrawRoadDetail missing transparency check
13:45:01 <LordAro> dP: ...guess who didn't have full detail turned on
13:45:48 <LordAro> oh, and that save just crashes OTTD
13:45:50 <LordAro> great.
13:46:00 <dP> LordAro, yeah, I have it off as well
13:48:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
13:48:47 <b_jonas> LordAro: roadside trees in cities are affected by the "Full detail" option in the gear menu
13:48:56 <b_jonas> try turning that on and see if there are roadside trees in large towns
13:49:06 <b_jonas> oh, you already found that
13:49:40 <LordAro> yes, definitely just uses the standard tree sprite
13:50:01 <Wolf01> I would split that from full detail and put in a new transparency options for road detail, and add the check to DrawRoadDetail
13:52:56 <Cursarion> oh, it wasn't an issue in the gfx set after all?
13:53:38 <dP> Wolf01, you can technically do that for everything in full detail
13:54:30 <Wolf01> Yes, but transparency options are for visually blocking objects, I'm fine if fences stay in full detail
13:57:56 <b_jonas> Wolf01: I think road trees could go into the catenary transparencies, then it doesn't need a new button
13:58:47 <b_jonas> but the rest of full detail is still interesting, like railway fences, and so it would probably be nice to have a full detail button on the transparency toolbar that hides those
13:59:03 <b_jonas> I don't recall what else is in full detail besides those two
13:59:15 <b_jonas> I think I saw something else but I don't remember
13:59:44 <dP> b_jonas, if place it on same button it should be with trees, not catenary :P
13:59:47 <Wolf01> Disables water cycle IIRC
14:00:12 <Wolf01> BTW I agree for a full detail button in transparency toolbar
14:00:22 <b_jonas> at least I see you fixed power plant smoke: hiding industries now hides that too
14:00:35 <dP> Wolf01, isn't water cycle on animation toggle?
14:01:18 <b_jonas> dP: no, it's not real trees. the transparency buttons are useful also to find certain objects, though this doesn't come up often with trees. trees and buildings are what I want to hide the most often, and I want to have a way to see road trees even then
14:01:43 <b_jonas> the catenaries are over railways, trees are over roads, I think it would match that well
14:02:04 <b_jonas> as for the water animation, I wish there was just a newgrf that turned that off
14:02:14 <b_jonas> the flashing water when zooming out is so confusing
14:02:23 <frosch123> b_jonas: it
14:02:29 <frosch123> it's "full animation"
14:02:38 <b_jonas> frosch123: yes, I know. but full animation disables other things too
14:02:54 <frosch123> water and lighthouses and steelworks
14:02:56 <b_jonas> and the water is fine on normal zoom, it just gets ugly when zoomed out
14:03:00 <dP> b_jonas, that's just how you play, for everyone else mixing some trees with catenaries makes no sense whatsoever
14:03:31 <b_jonas> dP: do you want the trees button to hide forests?
14:04:03 <b_jonas> anyway, it wouldn't be too bad to hide them with trees I guess
14:04:11 <b_jonas> I'd just prefer to hide them with catenaries
14:05:10 <andythenorth> maybe time for a small FIRS release
14:05:34 <b_jonas> catenaries reminds me, you know the setting to display track reservations? are those supposed to be visible for maglev tracks? because it looked to me like they aren't
14:05:35 * andythenorth wonders about putting v4 alpha on Bananas or not
14:05:44 <b_jonas> they are visible for old railway tracks
14:06:00 <b_jonas> (this is another candidate that I might like to see in the transparency toolbar)
14:06:14 <dP> b_jonas, reservations should be visible for all tracks and it's a setting, yes
14:07:21 <Wolf01> <dP> Wolf01, isn't water cycle on animation toggle? <- I should play more this game
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14:07:28 <dP> xD
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14:08:41 <b_jonas> dp: thanks... let me load my save from 2055 or whatever it was and check that again
14:09:09 <Wolf01> Just make a button for full details in transparency toolbar without moving anything else and everybodi will be fine
14:09:38 <Wolf01> everybody also
14:10:03 <b_jonas> Wolf01: that would also work for me, though I don't think it's a good grouping
14:10:15 <b_jonas> I definitely can't see the reservations on these maglev tracks
14:10:24 <Wolf01> We could debate on this until the end of time
14:10:34 <b_jonas> is there maybe some other option that interacts with this?
14:10:45 <b_jonas> oh wait
14:10:46 <b_jonas> I can see it
14:10:53 <b_jonas> it's visible in the cracks of the maglev tracks only
14:10:55 <b_jonas> subtle
14:11:01 <glx> known issue the maglev reservation, it's very hard to see
14:11:24 <b_jonas> and barely visible for west-east tracks
14:11:30 <b_jonas> glx: thank you
14:11:33 <Wolf01> Heh, even that, track reservations is in game options... more than one person asked to move it in transparency options too
14:12:17 <Wolf01> We'll need to make a 9x9 matrix of buttons in that toolbar
14:12:35 <dP> yeah, actually maglev reservations are barely visible and on some directions not visible at all... should probably be fixed
14:12:42 <b_jonas> I don't use the track reservations option much, so this isn't that much of a problem, I just wanted to ask
14:13:42 <b_jonas> plus for this game I loaded a maglev newgrf so I won't have maglevs for very long (that's if I play this save until maglevs and don't give up to start a different map or different newgrf settings before)
14:13:59 <b_jonas> I like vac trains and want to use them
14:16:11 <b_jonas> as for transparency stuff, thank you for adding that button to the local authority dialog that displays the zone of influence of the authority (the area where they can stop me from building stations and where they don't like cutting trees and reshaping the ground), it's very useful
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14:16:38 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size https://git.io/JJeET
14:16:51 <b_jonas> I'm a bit surprised that the button is on the top title bar rather than the bottom, but it doesn't really matter
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14:17:51 <b_jonas> and in general, thank you for doing so much nice development on this game, the UI is more usable than it used to be years ago when I first played it
14:19:15 <b_jonas> as for UI, I should look up how to edit the hotkeys in the config file, because I keep pressing D to mean dynamite when it accidentally skips a station in an order list
14:21:44 <b_jonas> is there a way to add a hotkey to select the direction of a depot?
14:22:20 <dP> no direction hotkey, would be nice though
14:23:20 <b_jonas> thank you
14:23:35 <b_jonas> this isn't high priority, I just asked since I'm editing the hotkey file anyway
14:23:45 <b_jonas> the D thing screwed me too many times
14:25:01 <b_jonas> I'll edit the main toolbar hotkeys too while I'm there
14:31:37 <b_jonas> oh, more importantly
14:31:56 <b_jonas> is there a shortcut to close the active window? I think backspace does that in TTD
14:32:06 <b_jonas> but in OTTD it looks like there's only del to close all non-sticky windows
14:32:32 <b_jonas> oh, there are shortcuts to transparency buttons? nice, I'll have to learn those
14:34:35 <b_jonas> take that, evil orders window! you're no longer catching my D presses
14:36:33 <b_jonas> also easier hotkeys for for the build road and rail and waterway tools, since I want to toggle among those often
14:43:14 <LordAro> glx: the cmake modification in #8241 might want a check from you
14:43:41 <b_jonas> someone should advertise trees with "Increase your town ratings with this one weird trick! Local authorities hate it."
14:44:03 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size https://git.io/JJeEV
14:52:05 <glx> LordAro: seems ok, same test is used for asserts
14:53:01 <LordAro> :)
14:53:40 <glx> in cmake there's only one debug config (and 3 release ones IIRC)
14:54:29 <LordAro> yeah
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14:56:33 <b_jonas> I guess I should look at the source code and how these newgrf things work to try to fix the easier ones of these issues
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14:56:58 <b_jonas> how difficult is the newgrf part if I want to replace existing graphics?
14:57:14 <b_jonas> I know the hard part is actually drawing stuff, and I'm bad at that
14:57:21 <b_jonas> but is the technical side hard?
14:57:42 <b_jonas> like if I want to make a newgrf to replace the zoomed out ocean animation
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14:59:30 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
14:59:41 <b_jonas> oh, I know what else I could draw! I'll definitely have to look into this newgrf thing
15:00:05 <LordAro> b_jonas: as ever, the answer is "it depends"
15:00:22 <LordAro> NML is the answer for most things these days, which is a hell of a lot easier than writing raw NFO
15:00:38 <glx> just replacing sprite is quite easy with nml
15:01:21 <glx> https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_TTD_sprites
15:01:55 <LordAro> i wish there was a better solution to script enum types than just duplicating everything
15:02:40 <b_jonas> thanks
15:05:01 <b_jonas> what I might try to work on is drawing bitmap fonts, since I find the two current ones in OpenTTD too small. I have a monospaced 10x20 pixel bitmap font that I've been using in terminals for lots of years now. Yes, I know that drawing proportional fonts is harder, but still.
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15:05:16 <b_jonas> And I've seen that there's at least one NewGRF that replaces the fonts, so it should be possible in principle
15:05:43 <b_jonas> I might have to also edit the source to disunify fonts so that more than two fonts are used
15:05:46 <b_jonas> but still
15:06:02 <glx> easier to use a font directly
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15:08:05 <b_jonas> glx: yeah
15:08:25 <b_jonas> although I must figure out how to edit the colors of the text, shading, and backgrounds in the UI, because there's a lot of readability I could gain from just that
15:10:42 <b_jonas> glx: but all small sized bitmap fonts suck, there's a reason why I made my own terminal font anyway, so I want to make bitmap fonts already (I have a tiny sized proportional one in the making right now, it's not too useful for openttd but still)
15:11:58 <b_jonas> I started after I misread a hexadecimal 9B as 98
15:12:18 <b_jonas> and yes, I know that's not something that will come up in the openttd UI, but still
15:13:26 <b_jonas> I started that in 2008 apparently
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15:15:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8129: OpenTTD is crashed after hours of playing https://git.io/JfCAR
15:15:14 <b_jonas> (I also made a 9x16 bitmap font for VGA text mode before that, but that one is (1) ugly (2) only has 256 characters in an awful mix of multiple single-byte encodings, (3) not really original, just mixes up multiple existing VGA fonts plus a few hand edits, so it's not even open-source)
15:16:24 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen https://git.io/JJeu8
15:17:44 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets https://git.io/JJeuB
15:18:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8237: Feature: Increase max possible distance from border for oil refineries and rigs https://git.io/Jfp95
15:19:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JJeu0
15:19:38 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8232: "Huge screenshot" warning incorrect for heightmap / minimap screenshots https://git.io/JfNuu
15:19:39 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1
15:19:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/JfxQt
15:19:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/JJeuz
15:22:51 <andythenorth> yo
15:24:38 <LordAro> andythenorth: i'm helping with the number of issues
15:24:43 <LordAro> (by opening more PRs)
15:25:19 <andythenorth> rad
15:25:31 <andythenorth> was it nml release time also?
15:26:23 <LordAro> probably
15:27:50 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8236: Fix #7772: Show destination on mouseover when vehicle stopped (and not in depot) https://git.io/JJeuo
15:43:22 <LordAro> i really need a separate OTTD dev environment that doesn't have *all* the GRFs
15:43:27 <LordAro> starting OTTD takes so long
15:43:57 <FLHerne> LordAro: openttd -c empty_dir
15:44:29 <LordAro> indeed
15:44:34 <LordAro> i just need to remember to do that :p
15:44:46 <FLHerne> empty_dir/openttd.cfg, even
15:47:41 <LordAro> Wolf01: https://i.imgur.com/rO5GQ0M.png
15:48:41 <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeuN
15:51:17 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR
16:13:50 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8244: Fix #8216: Don't show floating text on autoreplace if cost is 0 https://git.io/JJez0
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16:23:55 <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen https://git.io/JJezV
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16:30:51 <supermop_Home> hello
16:31:04 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8245: Change: Also make roadside trees match the tree transparency option https://git.io/JJezD
16:31:14 <LordAro> Cursarion: ^
16:32:14 <supermop_Home> LordAro neat
16:32:28 <LordAro> i like it when "features" are easy
16:42:22 <Wolf01> LordAro: I'm startingo to think it should be renamed to graphics options XD
16:42:36 <LordAro> Wolf01: i did wonder
16:42:48 <LordAro> but then i became bored and got rid of what i'd done (all 4 lines of it)
16:44:13 <Wolf01> That's my problem too, I write 4 lines of code and I get bored, I play 1 hour and get bored
16:56:52 <andythenorth> I haven't been bored for years
17:02:12 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8245: Change: Also make roadside trees match the tree transparency option https://git.io/JJegx
17:06:21 <LordAro> andythenorth: how closely does that coincide with the arrival of your children?
17:07:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen https://git.io/JJeu8
17:07:12 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8129: OpenTTD is crashed after hours of playing https://git.io/JfCAR
17:07:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8242: Sidewalk trees don't have transparency https://git.io/JJe0e
17:07:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8245: Change: Also make roadside trees match the tree transparency option https://git.io/JJezD
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17:20:20 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL
17:23:06 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL
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17:28:14 <spnda> what i just pushed is no real update, just ignore it
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17:41:46 <andythenorth> LordAro pretty closely
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18:21:20 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets https://git.io/JfjFU
18:22:33 * andythenorth did a FIRS release
18:25:34 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8244: Fix #8216: Don't show floating text on autoreplace if cost is 0 https://git.io/JJerc
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18:54:59 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size https://git.io/JJeso
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19:49:51 <spnda> what's this about? "NewGRF file is missing 'vgf_set-0.1.0\vgf_0.1.0.grf'; disabling"
19:50:03 <spnda> they're clearly there and they are found when I rescan files
19:50:15 <spnda> it's only NewGRFs inside tar files that don't get recognized
19:50:56 <glx> using master ?
19:51:11 <spnda> yeah
19:51:19 <spnda> I just pulled the last 28 commits from master
19:51:22 <spnda> now this is happening
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19:52:00 <glx> then check before https://github.com/OpenTTD/OpenTTD/commit/87a069c887267ff375c35fdbe5d95fbe71ff0579
19:52:30 <glx> but it's weird if that's the cause
19:52:37 <spnda> yeah I just thought that might be a issue
19:52:49 <spnda> sorry, how would I clone the repo before that commit?
19:53:19 <glx> git checkout e6f3e15c32b5 should do
19:57:26 <spnda> hmm, I don't feel like it actually rewinded onto that commit
19:58:01 <spnda> git status said it did but newer commits are showing up in the code itself
20:01:20 <spnda> sorry, ignore that, wrong folder i was using
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21:28:31 <supermop_Home> yo
21:36:18 <andythenorth> yo
21:36:24 <Wolf01> yo
21:47:07 <supermop_Home> im just staring at a salt mine here cant bring myself to start building a train
21:55:47 <andythenorth> intertia
21:55:50 <andythenorth> inertia
22:03:20 <Wolf01> I'm staring at my steam library, could I start building your train instead?
22:07:18 <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #8236: Fix #7772: Show destination on mouseover when vehicle stopped (and not in depot) https://git.io/JJeMA
22:09:56 <andythenorth> supermop_Home so larger coke oven, blast furnace, oxygen furnace
22:09:57 <andythenorth> ??
22:18:46 <supermop_Home> maybe
22:18:54 <supermop_Home> maybe more fields around them
22:19:06 <supermop_Home> the coke oven actually seems pretty big already
22:19:29 <supermop_Home> for an industry that's kind of an accessory to either a blast furnace or coal mide
22:19:31 <supermop_Home> mine
22:19:55 <andythenorth> problem is fitting the stations in
22:20:18 <supermop_Home> a coke oven that goes \ would be nice
22:21:09 <supermop_Home> also i always try to drop coal off on the left side and pick coke up on the right, based on the way the ovens are drawn
22:22:14 <andythenorth> I am using the FIRS objects grf to try new layouts :P
22:33:12 <DorpsGek_III> [OpenTTD/OpenTTD] wsfsbvchr commented on pull request #8245: Change: Also make roadside trees match the tree transparency option https://git.io/JJeDH
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23:26:37 <supermop_Home> ok built a couple trains
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