IRC logs for #openttd on OFTC at 2021-01-12
            
00:12:38 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
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01:46:55 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/JtvT8
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04:58:22 <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8552: Feature: Prevent vehicles to unload cargo in implicit stops in cargodist mode if the cargo is not accepted in such station https://git.io/Jtvmb
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06:17:02 <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8552: Feature: Prevent vehicles to unload cargo in implicit stops in cargodist mode if the cargo is not accepted in such station https://git.io/Jtv3f
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11:34:00 <Samu> wow, the new interface, gotta get used to it now
11:38:58 <TrueBrain> lol, fun bugs: if you buy new vehicles in a depot, when you reach window limit, it closes the depot window :D Haha, that is not what I want :P
11:39:52 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned https://git.io/Jtv2w
11:40:04 <TrueBrain> right, after merging ^^, there is only 1 PR left in 1.11 milestone, w00p :)
11:40:16 <TrueBrain> orudge: how is it going on your end; worth waiting for code signing before releasing beta1?
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11:40:27 <TrueBrain> LordAro: mind updating your changelog again? :D
11:42:26 <LordAro> TrueBrain: i wouldn't merge that tbh, there are a lot of warnings on windows
11:42:43 <TrueBrain> owh, I did not check that :(
11:42:53 <TrueBrain> and I wouldn't merge it anyway, I leave that to you :)
11:42:53 <LordAro> windows does not like size_t -> uint :(
11:43:08 <TrueBrain> why is the matcher no longer working for MSVC?
11:43:25 <LordAro> ¯\_(ツ)_/¯
11:43:33 <TrueBrain> that is really weird
11:44:37 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned https://git.io/Jtv2M
11:44:58 <TrueBrain> did MSVC change how it reports warnings or something
11:45:00 <TrueBrain> looks that way
11:45:18 <TrueBrain> on the other hand .. it is seen as a warning by thelogs
11:45:39 <TrueBrain> maybe the ".." is a problem
11:45:47 <TrueBrain> dunno .. someone should debug that :P
11:46:46 <TrueBrain> -this->hscroll->GetPosition() <- so statements like this MSVC doesn't like
11:47:00 <TrueBrain> MSVC is a bit of a retard when it comes to types, it seems :P
11:47:04 <LordAro> mm
11:47:13 <TrueBrain> but, in fairness, that line is really odd anyway
11:47:18 <TrueBrain> int first_line = w + (-this->hscroll->GetPosition()) % w;
11:47:21 <TrueBrain> I mean ... wuth?
11:48:15 <LordAro> that is quite odd
11:48:22 <TrueBrain> int pos = -this->vscroll->GetPosition(); <- this is just stupid that MSVC doesn't cast this to signed, tbfh
11:48:33 <TrueBrain> I wonder if GCC does do the right thing, or not warn about it
11:49:34 <TrueBrain> anyway, most of them just need a static_cast<int> it seems
11:49:43 <TrueBrain> except for that one with "first_line", that seems trivial
11:50:00 <TrueBrain> just a few places, so not that bad :)
11:50:10 <_dp_> % works kinda weird for negative values
11:50:12 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned https://git.io/Jtv2w
11:50:13 <_dp_> especially in c++
11:50:55 <TrueBrain> but that the problem matcher doesn't match is just annoying
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12:50:38 <reldred> God I'm loving multi tile depots.
12:51:30 <reldred> Having train depots suddenly have the same size requirements as busy stations changes the game, now I have to think about depot throughput in a totally different way beyond just avoiding ugly 90 degree turns.
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13:07:31 <Samu> how does that multitile pr work? the preview shows nothing different
13:07:53 <reldred> gotta go into settings, search for depot, and change all options to 'big depot'
13:08:05 <Samu> ohh, it's a setting, i missed it then
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13:30:19 <reldred> If anything it almost feels like vehicle servicing is too quick now XD
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15:02:58 <Samu> i still have 9 PR's open, insert sad face
15:03:18 <Heiki> STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT says “Display list of company's aircraft. Ctrl+Click toggles opening the group/vehicle list”, but ctrl+click doesn’t really toggle anything, it just displays a different window (and the same goes for _ROAD_VEHICLES, _SHIPS, _TRAINS)
15:03:57 <LordAro> Heiki: PRs accepted :)
15:04:12 <LordAro> does sound like 'toggle' should be removed though
15:04:21 <Samu> it doesn't really "toggle" the current window
15:04:22 <LordAro> well, s/toggles opening/opens/
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15:06:29 <Samu> is the english UK translation done via ents ?
15:06:33 <LordAro> no
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15:07:46 <Heiki> noticed that while looking at the Finnish translation and realising that the original string made even less sense
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15:15:26 <orudge> [11:40:17] <TrueBrain> orudge: how is it going on your end; worth waiting for code signing before releasing beta1? <-- I'm still waiting for the bank account to be set up. They requested more information on our proposed business activities initially.
15:15:39 <orudge> I'm hoping it won't be too much longer.
15:15:50 <TrueBrain> so we wait a bit for a release, no problem :)
15:15:58 <orudge> I can order a certificate for Windows at least I guess without
15:16:09 <orudge> For Mac, they are waiting for a third party company to 'approve' our company
15:16:13 <orudge> Lots of delays :(
15:16:35 <TrueBrain> I would off with the Windows thingy
15:16:39 <TrueBrain> lets try OSX first, honestly :)
15:17:17 <TrueBrain> but there is no real rush here; we can release beta1, and just do a beta2 or RC when this is done
15:17:33 <TrueBrain> strongly depends on how difficult this all is :P
15:18:53 <orudge> I wouldn't hold back beta1 because of code signing
15:19:01 <orudge> OpenTTD hasn't been code signed for 15 years :)
15:19:06 <orudge> 17 years?
15:19:12 <orudge> can't remember when it was released now
15:19:13 <orudge> 16 years maybe
15:19:15 <orudge> something like that :P
15:19:31 <orudge> Hopefully we will have it in place before we get to RC1
15:20:43 <TrueBrain> March 2004? So almost 17 years :P
15:21:20 <TrueBrain> but if we push a beta for MacOS now, especially for M1, not many people can use it
15:21:28 <TrueBrain> so there is a bit of a balance :)
15:21:31 <Timberwolf> TTD -> OpenTTD is less time than OpenTTD -> now.
15:21:38 <orudge> Well, the x86_64 build should work just as well as any of the previous builds
15:21:40 <TrueBrain> but okay, I think a beta release by the end of the week or so is just fine :)
15:21:41 <LordAro> Timberwolf: aaaaa
15:21:49 <orudge> So it depends on how well-deployed the M1 is and how many people pick that one
15:22:20 <orudge> Once we get this D-U-N-S number then I will continue with the apple application
15:22:40 <Timberwolf> LordAro: It's fine, not as bad as when I listen to some of my albums from the '90s and think "what is this the equivalent of my parents listening to when it was new?"
15:23:08 <LordAro> Timberwolf: i think we are similar ages :)
15:23:33 <Timberwolf> Quite possibly, I was born late 1982.
15:23:50 <LordAro> ah, not quite
15:23:52 <LordAro> '95
15:23:54 * LordAro hides
15:24:39 <TrueBrain> LordAro is young :)
15:25:00 <TrueBrain> he found a place at the cool-kids-table, and nobody scared him away :P
15:25:01 <Samu> wow, i feel old
15:25:46 <LordAro> OTTD is literally the primary reason i'm now a programmer
15:26:00 <TrueBrain> haha, and for that, we are sorry :P
15:26:15 <TrueBrain> (to you, to the world, pick a side :D)
15:27:27 <LordAro> haha
15:27:48 <LordAro> TrueBrain: if anything, it's your fault for removing the old AI
15:27:51 <LordAro> :p
15:28:02 <TrueBrain> NoAI was got you to program?
15:28:11 <LordAro> i was one of the (many) people who turned up on the forums asking where the old AI had gone
15:28:21 <LordAro> and then things escalated
15:28:25 <TrueBrain> haha :)
15:28:58 <TrueBrain> well, happy that you did :)
15:30:11 <LordAro> me too :)
15:37:11 <Samu> CanPlantTreesOnTile checks if there's a bridge above, but not if there's a tunnel below
15:37:55 <LordAro> Samu: tunnels are not typically a problem for tunnels
15:38:01 <LordAro> we
15:38:02 <LordAro> er*
15:38:10 <LordAro> Samu: tunnels are not typically a problem for trees
15:38:15 <LordAro> or indeed vice versa
15:39:44 <glx> https://github.com/OpenTTD/OpenTTD/commit/6bca4c041a243de1750f660aec7b386bdfce335e <-- my first contribution to openttd is hidden in this one
15:40:21 <LordAro> an actual floppy drive? :D
15:40:31 <glx> yeah, it was annoying
15:41:17 <orudge> Interesting, somebody has already set up an apple ID on the openttd.org e-mail account
15:41:20 <orudge> I wonder who and when :)
15:42:33 <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
15:42:38 <glx> maybe from ancient CF times ?
15:42:40 <orudge> Hmm, because there are 3 security questions on it, the answers to which I have no idea
15:44:57 <orudge> It was set up in 2013 it seems
15:47:26 <Samu> discussion on 8551 is heating up
15:50:12 <Samu> there are ppl actually wanting very flat arctic maps
15:51:13 <orudge> Right, enrolment applied for for Apple
16:05:30 <Samu> what if we change the limitations of Forests and Farms?
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16:06:16 <Samu> allow farms and forests to spawn closer to snow line height
16:08:09 <Samu> as for tropical climate, i have no real idea
16:10:33 <Samu> there's rainforest, but in the minimap, they have no legend, can't see where they are
16:11:48 <orudge> That was quick, phone call from Apple to check on a few points and confirm the enrolment
16:13:46 <_2TallTyler> I don't think changing an original TTD mechanic to enable one user's play style is necessary. A NewGRF which removes those limitations would be a better way, and a very easy project indeed.
16:15:43 <_2TallTyler> Also, the Forest sprites in sub-arctic are drawn with snow. I don't know if it's even possible to access the snow-less Temperate sprites from that climate, since they share the same sprite ID. I have tried, since people try to use my temperate industry set in sub-arctic and submit bug reports :P
16:17:29 <TrueBrain> orudge: nice :D
16:18:12 <orudge> TrueBrain: just waiting for the payment to be processed. If it's all sorted by tonight, then I will try to get the signing working then
16:18:27 <TrueBrain> cool :)
16:18:31 <LordAro> orudge: nice
16:18:41 <TrueBrain> this will be interesting :D
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17:29:12 <supermop_Home> samu, most newgrf sets do change the farm / forest snow line relationship.
17:31:58 <Samu> trying to show rainforest tiles in the map with shiny green: https://i.imgur.com/1JTlM6Y.png
17:32:07 <Samu> maybe it needs another kind of green?
17:33:13 <Samu> oh, and fields
17:33:24 <Samu> fields have priority over rainforest, i suppose
17:43:42 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
17:45:47 <Samu> where can I see the colours themselves ? https://github.com/OpenTTD/OpenTTD/blob/master/src/gfx_func.h#L209
17:45:58 <Samu> i need a DARK_GREEN
17:47:21 <Samu> well, darker than green at least
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17:58:37 <andythenorth> yo
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18:03:20 <DorpsGek> [OpenTTD/OpenTTD] Andrew350 opened issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://git.io/JtvQy
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18:06:27 <Samu> can I create a PR? I'm adding a legenda for rainforest in the small map
18:08:46 <Samu> it looks like this in its final form: https://i.imgur.com/FYQm79y.png
18:09:06 <Samu> farm fields have priority over rainforest
18:09:26 <Samu> i added Rainforest legenda for it
18:10:12 <Samu> that's the same green used for forest industries btw
18:10:18 <Samu> hope that's ok
18:26:22 <TrueBrain> so ... OpenTTD has a function FindMissingGlyphs, that can return the string it found a missing glyph off .. which is never used :D (as in, the function is used, just not which string is the problem :P
18:26:26 <TrueBrain> that is a bit evil :D
18:26:41 <TrueBrain> so OpenTTD rejects fonts because they miss a glyph, but never tell anyone which :)
18:33:12 <TrueBrain> okay, added a debug statement, now at least I know why the font is rejected .. it is because of some string with a weird character in it .. lets find out what this is :D
18:34:13 <TrueBrain> STR_QUANTITY_PASSENGERS
18:34:14 <TrueBrain> hmm
18:34:15 <TrueBrain> weird
18:38:17 <_dp_> I poked around glyph stuff with similar intentions but quickly abandoned the idea to keep my sanity
18:38:18 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtv7D
18:38:19 <DorpsGek> - Update: Translations from eints (by translators)
18:38:34 <TrueBrain> if any glyph is the same size as a ?, it is dismissed
18:38:36 <TrueBrain> that feels weird
18:39:48 <LordAro> that does feel weird
18:41:34 <TrueBrain> owh, no, I get what it is doing, it is not that weird
18:41:36 <TrueBrain> it just might be wrong :P
18:42:19 <TrueBrain> NBSP is the issue in this case, it seems
18:42:44 <TrueBrain> 0xA0
18:43:01 <LordAro> in english.txt ?
18:43:12 <TrueBrain> {COMMA}{NBSP}passenger{P "" s} is in english.txt
18:43:22 <LordAro> oh, not a literal
18:43:29 <TrueBrain> that translates into  passenger, what-ever those weird chars might be
18:43:35 <LordAro> odd for a font to not provide that
18:43:46 <TrueBrain> printing UTF-8 as non-UTF-8 is not right, as it turns out :D
18:44:11 <LordAro> U+E026 is private use area, apparently
18:44:21 <LordAro> some artifact of how ICU/whatever renders it?
18:44:22 <TrueBrain> how do I correctly print utf-8 in OpenTTD, with DEBUG?
18:44:36 <frosch123> that is a problem of your console
18:44:53 <frosch123> set your system to utf-8 instead of cp12xx
18:45:05 <TrueBrain> why would you think my WSL is set to cp? :D
18:45:55 <TrueBrain> but okay, basically what you say it is fine to DEBUG an utf-8 string, it should output correctly
18:46:20 <glx> set the console font, squares usually means glyph not found
18:46:30 <LordAro> TrueBrain: yes, it is just a printf after all
18:46:39 <TrueBrain> too used to Python :D
18:46:43 <LordAro> the relevant byte sequences should be rendered properly by python
18:46:52 <LordAro> er
18:46:55 <LordAro> by your console
18:46:56 <TrueBrain> I know what you mean ;)
18:47:20 <TrueBrain> okay, so I have 3 codes that are weird .. it tries to print 0xA0, 0xA3, and 0xA9 .. down the rabbit hole, I guess ..
18:48:21 <frosch123> £© <- A3 A9, if you are still searching
18:49:16 <TrueBrain> I did not think of that, tnx :)
18:49:27 <TrueBrain> so that means this font just can't render these things properly
18:49:33 <TrueBrain> we dismiss the font completely because of it
18:49:51 <TrueBrain> I wonder if we should inform the user more clearly about this fact
18:50:28 <frosch123> if it is manually configured, then yes :) there are also message boxes about invalid config values
18:50:49 <TrueBrain> yeah, it is the reason https://github.com/OpenTTD/OpenTTD/issues/7615 is not working
18:51:01 <TrueBrain> his TTFs miss some chars, and as such, are rejected
18:51:22 <TrueBrain> chars = glyphs, ofc
18:51:37 <frosch123> weird how a font can miss the copyright sign. i expected the authors to add that one first :p
18:51:57 <TrueBrain> what is A0 btw? No clue where you found those other 2 so quickly
18:52:06 <frosch123> A0 is NBSP
18:52:11 <TrueBrain> ah
18:52:11 <frosch123> i know that one by heart
18:52:16 <frosch123> otherwise i use kcharselect
18:52:21 <glx> NBSP is quite common too
18:52:59 <frosch123> kcharselect is an incredible powerful tool
18:52:59 <TrueBrain> should ignore fonts be a DEBUG level 0, instead of 2?
18:53:30 <frosch123> when the sprite font does not work, ottd tries to find a font automatically
18:53:39 <TrueBrain> it uses fallbacks etc
18:53:43 <frosch123> it should not print 50 DEBUG0 lines in that case :)
18:53:54 <TrueBrain> no, just 1 :)
18:54:02 <frosch123> but for rejecting config entries it should be fine
18:57:16 <TrueBrain> it is funny, it is also the reason most likely small_font did work and medium_font doesn't :D
19:00:18 <TrueBrain> right, lets see if I can pop up an error :D
19:01:34 <frosch123> iirc there is something the schedule error popups during start-up, which are shown when the gui is ready
19:01:59 <TrueBrain> found a very similar error when the fallback font fails to load :)
19:02:02 <TrueBrain> guess that will do fine :)
19:02:06 <TrueBrain> I just cannot indicate which font failed loading
19:02:08 <TrueBrain> that is a bit of a pity
19:02:29 <frosch123> hmm, was the fallback-font deadlock fixed yet? :p
19:03:20 <frosch123> it's funny. you can always find a rabbit hole in ottd :)
19:03:30 <TrueBrain> so many
19:03:39 <TrueBrain> like this appears to only reset medium and mono fonts, if any font fails to load
19:03:42 <TrueBrain> not small and large
19:04:07 <TrueBrain> font code become a bit difficult to read :D
19:05:31 <TrueBrain> ah, no, that is just temporary, that is takes over mono and medium
19:05:32 <TrueBrain> fine, what-ever
19:13:42 <andythenorth> fonty mcfontface
19:13:50 * andythenorth nonsense mood
19:14:31 <TrueBrain> okay, it resets small/medium/large in one place, and mono in another
19:14:37 <TrueBrain> so you can have 1 with and 1 without fallback font
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19:29:32 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
19:32:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
19:33:51 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8559: Font weirdness https://git.io/Jtvds
19:34:56 <TrueBrain> learnt a lot about the font system that I did not want to learn :)
19:37:16 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Font weirdness https://git.io/Jtvds
19:40:40 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://git.io/JtvQy
19:42:41 <andythenorth> oof the maps thing, I have sense of humour failure
19:42:45 <andythenorth> pls send lolz
19:44:24 <TrueBrain> https://i.pinimg.com/736x/3e/22/a5/3e22a50955193bbf228f9139b456353f.jpg
19:44:33 <TrueBrain> and for the first time ever, I unsubscribed from an issue :)
19:44:35 <TrueBrain> says it all :P
19:44:52 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8559: Font weirdness https://git.io/Jtvd4
19:44:58 <andythenorth> thanks for lolz
19:46:59 <TrueBrain> solid point glx :)
19:47:01 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/Jtvds
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19:51:05 <andythenorth> maps go brr
19:54:31 <andythenorth> so how badly did I do with this spec? https://gist.github.com/andythenorth/636908e3498197124782c6daf40de6ae
19:54:35 <andythenorth> I tried to think around some corners
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20:00:08 <Samu> I have a GS that computes the tile with the highest height on the map, i found some bug
20:00:32 <Samu> very flat, generated a highest height of 6
20:00:36 <Samu> flat, 8
20:00:40 <Samu> hilly, 5
20:01:12 <Samu> mountainous, 10
20:01:35 <Samu> alpinist, 10
20:02:18 <DorpsGek> [OpenTTD/OpenTTD] Andrew350 opened issue #8560: Plane sprite and shadow get reversed when terrain under north tile of airport is lowered https://git.io/JtvFe
20:02:40 <Samu> 10-11 for alpinist on 256x256
20:04:04 <Xaroth> How many times have you tried? I'd check with multiple maps first.
20:04:16 <Samu> i had freeform edges off
20:04:31 <Samu> didn't expect it to affect the generator that much
20:04:41 <Xaroth> Better try with and without those as well, just to be on the safe side.
20:05:12 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtvFf
20:05:34 <LordAro> lol #8560
20:05:48 <LordAro> i knew using the hangar to get the tile height wasn't going to be enough
20:06:03 <LordAro> s/tile/airport/
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20:08:30 <TrueBrain> LordAro: :D
20:08:43 <TrueBrain> I did not expect that, but yeah ....
20:08:44 <TrueBrain> :D
20:09:08 <glx> hole and fundations under hangar ?
20:09:25 <glx> nice edge case :)
20:09:49 <LordAro> is there a function to get the maximum height of a tile?
20:10:04 <frosch123> GetTileMaxZ / GetTileMaxPixelZ or so
20:10:38 <LordAro> probably that then :)
20:10:39 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtvFG
20:11:20 <TrueBrain> I don't even ... ^^
20:15:49 <glx> finally I prefer comments from james
20:15:55 <TrueBrain> :D
20:16:00 <TrueBrain> it is funny because it is true :D
20:23:15 <LordAro> ha
20:24:41 <glx> and we already know a font select gui would be nice
20:24:54 <TrueBrain> it is a good suggestion; that is not the issue :)
20:24:59 <TrueBrain> it is just not the place to make sure suggestions :P
20:25:16 <glx> indeed totally not related to your PR
20:25:22 <TrueBrain> in Dutch we have a saying: "je geeft een vinger, en ze nemen je hele hand", loosely translated: you give them a small thing, and they want the completely pie
20:25:58 <Xaroth> `give an inch they'll take a mile`
20:25:59 <frosch123> lol, we have the same saying, but with hand / arm
20:26:08 <TrueBrain> frosch123: :D
20:26:10 <glx> same in french
20:26:17 <glx> hand/arm
20:27:07 <frosch123> did dutch people shake fingers to welcome some in the past?
20:27:30 <TrueBrain> it is funny how these things are similar but different :)
20:30:02 <glx> oh it's finger not hand in french
20:30:29 <TrueBrain> glx: finger / arm? or finger / hand?
20:30:34 <glx> finger/arm
20:30:49 <TrueBrain> so Dutch is finger/hand, German hand/arm, French finger/arm
20:30:51 <TrueBrain> that is just funny :D
20:33:34 <Samu> I have this urge to submit a PR
20:33:38 <Samu> help me
20:34:12 <andythenorth> Samu delete one of the existing?
20:34:16 <andythenorth> one in, one out? :)
20:35:18 <glx> is it really complete ? does it have a high chance of acceptance ?
20:35:36 <TrueBrain> what PR are you willing to close to submit this one? :D (is that too evil?)
20:35:54 <Xaroth> We can always go full Thanos on the PR list
20:36:39 <TrueBrain> "For the greater good" - closed
20:36:39 <TrueBrain> :D
20:36:47 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:rainforest-on-smallmap
20:36:56 <Samu> rainforest on smallmap
20:37:18 <frosch123> TrueBrain: actually, sometimes people use "pinky" instead of "hand", if they want to make a strong emphasis
20:37:26 <andythenorth> pinky promise?
20:38:01 <andythenorth> don't even know where that comes from :P
20:38:12 <andythenorth> this channel is very culturally educational
20:40:58 <Xaroth> that's from Japan, iirc
20:41:32 <Xaroth> but in Japan they say finger chop or something, meaning that if you broke the promise you'd cut off your pinky
20:41:38 <Heiki> the Finnish version is https://en.wiktionary.org/wiki/kun_antaa_pahalle_pikkusormen,_se_vie_koko_k%C3%A4den
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20:44:48 <Samu> rainforest on smallmap: https://i.imgur.com/36WflT1.png
20:44:53 <Samu> may I PR?
20:45:36 <Samu> sorry for my paint skills
20:46:23 <glx> same map before/after patch will show better I think
20:47:48 <andythenorth> what differs forest from rainforest?
20:48:02 <supermop_Home> soundeffects i think?
20:48:20 <Samu> maybe i should say Rainforest Land instea
20:48:38 <_2TallTyler> Different tree sprites, which grow more dense than trees outside rainforest areas
20:50:47 <Samu> rainforest without the patch https://i.imgur.com/vPndxKq.png
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20:55:09 <supermop_Home> looking at that map it always bugs me that the map gen does fix this: https://imgur.com/a/7b7GUDY
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20:58:02 <glx> I think it could just reuse "forest" as it's already in the legend with the same color
21:02:08 <frosch123> andythenorth: rainforest growth faster to compensate for the sawmill
21:03:27 <_2TallTyler> Aha, that's why my temperate sawmill grf kept running out of trees
21:04:14 <supermop_Home> i did like that one temperate sawmill grf that basically exists to try to cull excess trees
21:04:39 <supermop_Home> by spawning, clearing an area, and then closing to move somewhere else
21:05:46 <Samu> ok
21:06:55 <Samu> what i'm highlightin is actually the ground
21:07:03 <Samu> Rainforest land
21:07:15 <Samu> it may actually have no forest yet
21:08:06 <glx> of course if a forest industry is present on the same map it will be almost impossible to spot
21:09:13 <Samu> there are no forest industry in sub-tropic, unless newgrf?
21:10:13 <glx> any organic industry producing wood is considered to be a forest
21:10:19 <supermop_Home> though as rainforest tiles are functionally different from tropic grass, i always wondered why the tiles were not colored different
21:10:57 <glx> so yeah newgrf can have industries displayed in green
21:14:21 <Samu> i need to invent a colour
21:14:31 <Samu> where is this pallete thing? seems to have 256 colours
21:16:20 <Samu> or alternatively, change forest industries from being displayed green?
21:16:59 <Samu> then Forest can be renamed to Rainforest
21:17:13 <andythenorth> there's a palette in a PR currently
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21:19:09 <Samu> https://github.com/OpenTTD/OpenTTD/blob/0eff2006021dcac8d01144a336856d6ecd7eedcd/docs/palettes/palette_key.png
21:19:12 <Samu> thx
21:19:28 <glx> would be nice to also have hex values ;)
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21:20:53 <glx> andythenorth: maybe some black row above and black column on the left with 0 to F
21:21:38 <glx> so there's a lookup hint, without needing to count
21:21:51 <andythenorth> I could convert it to HTML
21:22:11 <glx> no, png is nice
21:22:56 <Samu> gonna test the colour 95
21:27:50 <glx> static const uint8 PC_VERY_DARK_BROWN = 0x56; ///< Almost-black brown palette colour. <-- seems the colour doesn't match the name
21:28:49 <glx> 0x56 = 86 and it's a not so dark green one, not brown
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21:31:01 <Samu> it's used for painting railroad stations
21:31:04 <Samu> that colour
21:31:25 <glx> in routes mode yes
21:31:45 <Samu> they're green indeed
21:32:05 <Samu> i think green is a good colour for it
21:32:47 <Samu> but im using violet background
21:32:52 <Samu> let me test green on green
21:33:37 <Samu> awww, not easy to tell apart
21:33:51 <andythenorth> https://grf.farm/misc/industry_map_colours.html
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21:38:03 <frosch123> glx: likely the value is intended, and the name is wrong :)
21:38:11 <Samu> "old" https://i.imgur.com/vPndxKq.png vs "new" https://i.imgur.com/7WN2i8L.png
21:38:35 <Samu> oops, not that kind of "old" i was looking for
21:38:57 <Samu> "this recent old" https://i.imgur.com/36WflT1.png
21:50:59 <andythenorth> is bedtime?
21:52:25 <Samu> yes
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22:02:37 *** azulcosta has joined #openttd
22:02:51 <azulcosta> hello to all. evening
22:03:41 <azulcosta> is there an anual limit number to new vehicles available in a newgrf ?
22:04:36 <azulcosta> i'm making 10 trucks for january 1st of 1917... nml compiled ok, no errors.... but the game only shows 7
22:04:55 <frosch123> introdates are randomised by up to two years
22:05:36 <azulcosta> many thanks!. didn't know that
22:05:52 <azulcosta> cheers, to all! No i can continue making my 32bpp euro trucks pack!
22:06:22 <frosch123> have fun!
22:06:39 <azulcosta> ;)
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22:06:51 <TrueBrain> easiest q&a evah!
22:07:55 *** jottyfan has joined #openttd
22:09:16 <frosch123> do we allow translator mass edits via PR?
22:09:40 <TrueBrain> I would rather avoid it, personally, as eints does validation
22:10:03 <frosch123> https://github.com/orgs/OpenTTD/teams/translators/discussions/4 <- do you have a nice answer?
22:13:05 <TrueBrain> will try :)
22:14:18 <Eddi|zuHause> TrueBrain: easy solution: eints patch import :p
22:14:27 <TrueBrain> I look forward to your PR!
22:14:29 <orudge> TrueBrain: btw, you can technically sign the Windows build with an Apple certificate, but it's of no practical use because Windows doesn't trust the Apple root CA :)
22:14:39 <TrueBrain> orudge: hahaha :D
22:14:40 <TrueBrain> lolz
22:14:43 <TrueBrain> okay, that is fair :)
22:14:47 <Eddi|zuHause> don't hold your breath :p
22:15:46 <Samu> this tone of green ain't that bad either: https://i.imgur.com/qXjZO65.png
22:16:17 <Samu> looks kinda grayish
22:17:48 <frosch123> night
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22:18:57 <Samu> well, gotta go, good night
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22:19:48 <orudge> My old keyboard was getting increasingly dodgy, so I got a cheap new keyboard. I realise now however how much I appreciated the volume control keys on the keyboard, which this one doesn't have. :(
22:20:42 <Eddi|zuHause> they are SOOO important
22:21:16 <Eddi|zuHause> they're basically the only "extra" keys i use
22:22:33 <Timberwolf> My desktop has a volume roller on the keyboard, that's very satisfying.
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22:25:00 <Eddi|zuHause> like a trackball?
22:25:17 <Timberwolf> Kind of, like a one dimensional version thereof.
22:28:30 <TrueBrain> orudge: but so yeah .. guess we have to buy a certificate for windows in that case :)
22:28:37 <orudge> TrueBrain: yep
22:28:42 <supermop_Home> the mute key is totally needed
22:28:53 * orudge twiddles his thumbs while waiting for the notarisation response from Apple
22:29:01 <orudge> "this can take minutes to hours" is the only downside there...
22:29:08 <orudge> hmm, signature is invalid :|
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22:32:24 <andythenorth> I have a stupid emojibar
22:32:29 <andythenorth> with no tactile response
22:32:40 <andythenorth> worst Apple innovation in last 20 years
22:32:47 <Timberwolf> andythenorth: Do you randomly mute things while trying to backspace?
22:33:11 <Timberwolf> Actually, that only happens if you already got fed up with summoning Siri while trying to backspace.
22:33:18 <andythenorth> siri is banned :P
22:33:19 <andythenorth> infosec
22:33:35 <andythenorth> mostly my lock icon is there, so I constantly lock myself out
22:34:13 <andythenorth> all they need to do was tactile feedback and it would have been awesome
22:34:16 <andythenorth> meh
22:34:30 <Eddi|zuHause> is that better or worse than hitting # when trying to hit return?
22:35:57 <andythenorth> dunno, no # on my keyboard :)
22:36:00 <andythenorth> where is #?
22:36:13 <Eddi|zuHause> next to return :p
22:39:13 <Eddi|zuHause> https://en.wikipedia.org/wiki/File:KB_Germany.svg <-- this is the typical german layout
22:39:32 <supermop_Home> next to return?
22:39:36 <Eddi|zuHause> there's a variant where # is moved up 2 rows, with a smaller backspace key
22:40:14 <andythenorth> that is more like the keyboard layout I learnt when I was a kid
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22:41:31 <andythenorth> nope I misremember
22:41:47 <andythenorth> those cursor keys :P https://i.redd.it/uyb9ablck6f31.jpg
22:42:25 <Eddi|zuHause> why?
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22:45:48 <azulcosta> and here I am again
22:46:22 <Eddi|zuHause> happens to the best of us
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22:47:42 <azulcosta> after re-exported new grf, and re-test with... again i have only 7 trucks available, out of 10 for the same date
22:47:57 <azulcosta> http://prntscr.com/wm5jom
22:48:28 <azulcosta> can't figure out the problem... nml converted without errors
22:49:05 <azulcosta> unless... i can't share masked sprites between folder vehicles ?
22:50:58 <Eddi|zuHause> <frosch123> introdates are randomised by up to two years <-- we changed that, so that vehicles introduced at the same date continue to be introduced at the same date, even if it is moved by 2 years
22:51:35 <Eddi|zuHause> azulcosta: are the cargos unavailable?
22:51:43 <Eddi|zuHause> azulcosta: do you have some code?
22:53:38 <azulcosta> the cargos won't show are: grain, goods, iron ore
22:54:01 <azulcosta> i'm sharing the masked files, between the coal+iron+grain trucks....
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22:54:25 <azulcosta> so, the grain trucks have masked sprites from coal truck folder
22:55:05 <azulcosta> and so on....
22:55:28 <Eddi|zuHause> that shouldn't matter
22:56:00 <azulcosta> oh, wait... the goods truck have it's own masked sprites in folder...
22:56:17 <azulcosta> so...i can't find the problem
22:56:47 <azulcosta> i'll put the current nml code in my github
23:07:47 <azulcosta> https://github.com/azulcosta/Portuguese-Euro-Trucks/blob/main/pt_roadtrucks.nml
23:07:50 <azulcosta> here's the code
23:08:16 <azulcosta> i need also the code for disabling the vanilla default truck pack...
23:11:08 <glx> try a date way after introduction for testing in openttd
23:11:30 <azulcosta> i'll try
23:11:42 <Eddi|zuHause> "cargo_allow_refit: [FOOD, FRUT];" <-- in the goods truck, i think this also should include GOOD
23:12:22 <Eddi|zuHause> so, the default cargo should also be in the refittable list
23:12:29 <azulcosta> i haven't tested yet on artic and desert...
23:12:31 <Eddi|zuHause> which might explain your problem
23:12:51 <azulcosta> the refit must have all possibly cargos ?
23:13:05 <azulcosta> included the default ?
23:13:06 <Eddi|zuHause> yes
23:13:28 <azulcosta> let me try that
23:14:09 <azulcosta> disable_item(FEAT_ROADVEHS, 0, 6); <<<< this is for the vanilla buses.... what's the code for vanilla trucks ?
23:14:22 <Eddi|zuHause> just increase the 6
23:14:58 <azulcosta> eddi, but wait
23:15:08 <azulcosta> the tank truck, have default cargo = oil_
23:15:13 <azulcosta> and refit for rubber+water
23:15:31 <azulcosta> and it shows in the game...
23:15:43 <Eddi|zuHause> https://newgrf-specs.tt-wiki.net/wiki/VehicleIDs#Trucks_-_Regular_climates_.28mostly.29 <-- there is a list of default vehicles. just put disable(lowest, highest)
23:17:26 <Eddi|zuHause> azulcosta: but that one has also "refittable_cargo_classes: bitmask(CC_LIQUID);"
23:17:36 <Eddi|zuHause> which includes OIL_
23:17:43 <azulcosta> hum... i see
23:18:14 <azulcosta> i don't have refit classes in other trucks
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23:19:53 <azulcosta> interesting... that could be my problem.... i'll try out now
23:20:00 <Eddi|zuHause> you don't need refit classes, but they help with cargos which you don't know yet
23:20:17 <Eddi|zuHause> but definitely put the default cargo in the refit list
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23:20:41 <glx> and if you're testing with just your grf some cargo are not available in all climates
23:22:20 <glx> but I don't remember if that can have an effect on vehicle availability
23:22:26 <azulcosta> yes, i know. that's why i'm adding refitable cargos for all 3 climates.
23:22:44 <azulcosta> that's a good point to check too
23:23:11 <glx> so yeah, test on the 3 climates :)
23:24:00 <azulcosta> that's it.... why i can't misture cargos from all climates ?
23:24:06 <azulcosta> mix cargos
23:24:30 <Eddi|zuHause> you can.
23:24:33 <glx> default cargo must exist
23:24:43 <glx> refit are a bonus I guess
23:25:05 <Eddi|zuHause> if the default cargo doesn't exist, a random cargo is chosen
23:25:21 <azulcosta> i'll do a couple more tests....
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23:29:08 <michi_cc> orudge: Were you building a release build for OSX? I didn't follow up on that, but at least the make build seems to do a strip somewhere which causes xcode to tell me that it would invalidate signatures.
23:29:26 <michi_cc> Don't know if building using the cmake Xcode generator has that problem too.
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23:34:52 <azulcosta> all my problems are solved! Thanks Eddi, and glx!
23:35:29 <azulcosta> adding the default cargos to refitable cargos fixed it.
23:45:47 <TrueBrain> michi_cc: I believe using RelWithDebInfo avoids that issue .. at least, I remember something like that vaguely :)
23:48:45 <orudge> michi_cc: The signatures are being applied by cpack; something seems to be getting corrupted though, I just can't quite figure out how. Debugging it on my own machine just now, but about to give up and go to bed. Perhaps .zip might be easier than .dmg...