IRC logs for #openttd on OFTC at 2021-01-30
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08:10:23 <DorpsGek> [OpenTTD/OpenTTD] WilloIzCitron commented on pull request #8616: Add: Currency: Indonesian Rupiah (IDR) https://git.io/Jt4Gd
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08:48:26 <DorpsGek> [OpenTTD/OpenTTD] WilloIzCitron commented on pull request #8616: Add: Currency: Indonesian Rupiah (IDR) https://git.io/Jt4ZQ
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10:04:40 <Wolf01> Bah, still positive :|
10:21:06 <Wolf01> Another 10 day detention
10:22:32 <Wolf01> I'm a hermit, I can't negate it, but this is too much
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10:56:18 <debdog> if that was established by a PCR-test, Wolf01, ignore the result and file a lawsuit. these tests were never meant to detect infections (but can be misused to gain high numbers of infections)
10:57:39 <andythenorth> frigging cdist and 'refit available' :D
10:57:55 <andythenorth> it technically works correctly, but it has really annoying unintended consequence
10:58:12 <andythenorth> it will load any cargo waiting, even if there's no acceptance at the destination
10:59:23 <andythenorth> so after a few runs my trains are all full of a non-accepted cargo
11:00:32 <Wolf01> debdog: nah, it's the second antigen test
11:56:39 <Samu> i blame christmas and new year
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12:09:56 <Samu> 40 ambulances with covid patients awaiting admission
12:10:58 <Samu> it's a frightening sight
12:11:15 <Samu> nobody seems to take covid seriously over here
12:13:17 <Samu> now it's too late... hospitals reached full capacity
12:13:29 <Samu> and the numbers keep skyrocketing
12:16:22 <Samu> now there's talks about "exporting" patients to "friendly" countries, cause we can't support our system anymore... what kind of country is willing to accept that
12:30:53 <andythenorth> I won Silicon Valley, but it crashed :D
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12:49:16 <andythenorth> summoning worked :)
12:51:28 <frosch123> summ, summ, summ, bienchen summ herum
13:12:43 <DorpsGek> [OpenTTD/OpenTTD] orudge opened pull request #8617: Feature: Convert .md to .rtf/.txt for installers https://git.io/Jt40E
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13:18:15 <Wolf01> <andythenorth> I won Silicon Valley, but it crashed :D <- not valid then
13:19:14 <frosch123> i was smart. on my personal repositories i usually only enable PRs, not issues :)
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13:56:23 <frosch123> can you scroll up, does it still say "1.3 API compatibility in effect." ?
13:56:41 <frosch123> well, actually, you can also test that by starting a new game or loading one
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13:59:35 <frosch123> anyway, i blame openttd
13:59:54 <frosch123> either it does not load compatibility scripts correctly, or it is broken in your installation
14:01:07 <frosch123> did you finish any other sv game since 2016?
14:01:09 <_dp_> how is api compat even supposed to suddenly merge 64 cargos into 32?
14:01:31 <frosch123> _dp_: it's not about 64 cargos. that was just a random guess by andy :)
14:01:52 <frosch123> _dp_: but it magically works because all squirrel ints are 64 bit
14:02:05 <frosch123> increasing to 128 is impossible though
14:02:29 <_dp_> frosch123, unless someone hardcoded 32 into a script somehow :p
14:03:07 <frosch123> that's their problem. i don't think the api ever claimed there were only 32 :)
14:03:32 <frosch123> ah great, api compatbility is broken
14:03:55 <frosch123> it says "API compatibility script not found" for me :)
14:04:37 <frosch123> _dp_: that orange warning window is disturbing btw
14:04:43 <frosch123> something about that color is wrong :p
14:07:23 <Samu> openttd.exe (Install) in visual studio
14:08:06 <Samu> the other doesn't have the api compatibility files
14:12:18 <Samu> I was told it was a known issue
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14:28:34 <FLHerne> frosch123: > "all" is not true. <- what's the counterexample?
14:29:06 <frosch123> road vehicle properties use road_type and tram_type
14:29:13 <frosch123> trains use track_type
14:29:30 <frosch123> cargos are all over the place :p
14:29:36 <frosch123> cargo, cargotype, cargo_type :)
14:30:08 <frosch123> there are also things like tile_type and terrain_type, so in the big picture "_type" is somewhat more consistent
14:30:21 <frosch123> but special casing rail/road/tramtype is also fine
14:32:58 <frosch123> lol, openttd version detection...
14:33:15 <FLHerne> Has anyone invented a replacement for svn revision yet?
14:33:20 <frosch123> i am on a detached head of master, and in-game it says beta1~161
14:33:42 <frosch123> FLHerne: date works pretty well
14:33:51 <frosch123> why do you need it?
14:34:47 <FLHerne> Someone was complaining about it
14:34:53 <FLHerne> I think there's an issue
14:35:11 <frosch123> my opinion is: testing for stable versions is enough
14:35:22 <frosch123> testing master revisions is silly
14:38:43 <frosch123> oh, we also dropped the "nightly revision" from bananas
14:38:50 <frosch123> bananas also only tests for stable versions
14:39:13 <frosch123> though some parts of it support branches/forks
14:42:36 <frosch123> andythenorth: is your script API compatibility the same issue? or do you have a different setup?
14:43:13 <LordAro> i feel like this was an intentional decision
14:43:38 <LordAro> i.e. you're not "supposed" to run it from the build folder for anything significant, but run it from the bundle instead
14:43:47 <LordAro> might be a wrong decision, but i think it was intentional at the time
14:46:11 <frosch123> no idea :) the stuff needed for the regression, like lang folders and baseset, are copied.
14:46:30 <frosch123> no idea whether there are more things, but the api comaptibilty scripts are somewhat of a trap :p
14:46:43 <frosch123> ottd behavior is also weird
14:46:52 <frosch123> it just continues to run the script, so it crashes later
14:47:02 <frosch123> i think i would prefer crashing it immediately
14:57:18 <glx> I think we're supposed to run from bin dir (at least we force VS to run from bin)
15:02:36 <supermop_Home_> finally got a nice 3 platform terminus schedule going here
15:38:50 <Timberwolf> This I did not expect. The "preserved railway" mechanic not only works, it has an unexpected result that there's an optimal length for a preserved railway and it changes based on the age of the locomotive.
15:39:07 <Timberwolf> Shorter ones the bonus tops out at 30-40 years old.
15:39:32 <supermop_Home_> Timberwolf ???
15:39:46 <Timberwolf> Longer ones the passenger payment decays to minimum even after the bonus starts increasing, so you need 50+ year old locs for it to make sense.
15:40:09 <Timberwolf> supermop_Home_: Cargo aging for narrow gauge passenger locomotives changes according to how old the locomotive hauling the consist is.
15:40:19 <Timberwolf> (In Timberwolf's Trains)
15:41:37 <Timberwolf> I have a test route of ~220 tiles that was making £1500/trip when it opened, but now the locomotives are 85 years old it's up to £9k/trip.
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15:42:30 <Timberwolf> A shorter one of ~30 tiles went from £1200/trip to £1900/trip, but it topped out at that (presumably not enough ticks for even 1 cargo age cycle to happen)
15:43:32 <andythenorth> gameplay lolz :)
15:44:23 <andythenorth> frosch123 I have "API compatibility script not found'
15:44:27 <andythenorth> is that relevant?
15:44:53 <glx> andythenorth: running from build dir ?
15:45:38 <andythenorth> one less bug report to file
16:01:28 <michi_cc> glx: You can't run VS from bin dir though, as the lang files are only in build dir and then not found.
16:02:21 <michi_cc> Or some other files. At least I never get a working debug start with working dir set to bin dir. I was told that it is exactly like inteded.
16:02:36 <glx> but working directory is bin dir when ran from VS
16:03:02 <supermop_Home_> Timberwolf you need a townset that logs when boom periods of growth are, so locomotives from that era earn more in preservation when old, to simulate age cohort of retired foamers nostalgic for the trains of their childhood
16:04:13 <michi_cc> glx: Which just results in "
16:04:13 <michi_cc> No available language packs (invalid versions?)
16:04:31 <michi_cc> I always have to change it to use build (solution) dir.
16:05:12 <michi_cc> There might be differences between "Open directory" and CMake generated project files.
16:06:56 <glx> in my case working directory is bin, and it finds lang files next to the exe
16:08:00 <michi_cc> Generated projects place the exe in <build>\Debug\ and lang directly in <build>.
16:08:48 <michi_cc> Which in the end is exactly the same as to why we moved the regression exes out of the regression subfolder.
16:29:22 <andythenorth> so how can I make motorail work as a game mechanic? :)
16:29:31 <andythenorth> (car wagons attached to passenger trains)
16:30:04 <supermop_Home_> andythenorth you cant (?)
16:30:22 <glx> add a "car" cargo with passenger class ?
16:30:56 <andythenorth> supermop_Home_ "never say die" :)
16:31:29 <Timberwolf> I've been thinking about similar, I can't think of anything good beyond tweaking the cargo decay rate when you have one attached though.
16:32:33 <supermop_Home_> glx probably best
16:33:02 <andythenorth> can running costs be negative?
16:33:22 <andythenorth> if I can do negative run costs, it's trivial to write my own payment rules
16:33:40 <andythenorth> the cargo aging thing is a waste of time :)
16:34:04 <glx> I think there's at least 1 grf which gives money for removing of some stuff
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16:38:15 <Timberwolf> Looks like it's unsigned, I tried returning a negative run cost and it overflowed to £2.6m/yr
16:39:51 <andythenorth> I guess it's out of scope for profit calculation to use a factor from vehicles?
16:59:35 <supermop_Home_> andythenorth am i supposed to double head these autocoach things?
16:59:42 <supermop_Home_> with a tank in the middle?
16:59:48 <andythenorth> can't remember :)
16:59:56 <andythenorth> I made them years ago
17:00:07 <andythenorth> that's 2020 stuff, ancient history
17:00:20 <supermop_Home_> i did autocoach, short passenger wagon, tank engine
17:00:26 <supermop_Home_> seems to work fine
17:01:22 <andythenorth> that's November, I have no memory of any of it
17:01:30 * andythenorth can't remember past this morning any more
17:02:29 <andythenorth> might have had covid
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17:40:31 <Heiki> if bored, try server at heiki.dy.fi
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18:07:26 <Wuzzy> I hope you will find it useful.
18:08:29 <FLHerne> Wuzzy: Why is it under Archive -> Community?
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18:14:45 <DorpsGek> - Update: Translations from eints (by translators)
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19:09:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8617: Feature: Convert .md to .rtf/.txt for installers https://git.io/Jt4Sy
19:09:26 <TrueBrain> you get a feature, you get a feature, EVERYONE gets a feature :)
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19:22:39 <TrueBrain> for those we enjoy history :P
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19:39:59 <michi_cc> So, for OSX OpenGL I will need two identical Obj-C classes that just inherit from a different parent. I could split out some class functions and just duplicate the rest, or play tricks with double #include. What's the worse option?
19:40:32 <TrueBrain> the latters sounds like a real mindfuck in 5 years, and some harsh words who-ever reads it :P
19:40:36 <LordAro> double include is worse
19:40:38 <TrueBrain> latters = latter, typing hard
19:40:58 <michi_cc> Thought so. Duplicates it is then.
19:41:49 <TrueBrain> michi_cc: any chance you might be willing to review my SDL PR? After that I can rebase OpenGL for SDL :P
19:43:43 <michi_cc> I can hit approve, but I'm not versed in SDL at all :)
19:44:08 <TrueBrain> it should all be easily reviewable PRs that require little SDL context .. as I did not change anything SDL related, I hope :D
19:44:29 <michi_cc> I didn't see any obvious fuckup, but I'll have a second look later.
19:44:44 <TrueBrain> maybe LordAro wants to be your second pair of eyes :P
19:46:22 <LordAro> i did briefly look at it when you opened it, didn't see anything obvious
19:46:46 <TrueBrain> the users will tell if I did, I guess :P
19:51:56 <TrueBrain> that is still no image Wuzzy :P
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19:52:45 <Wuzzy> wait, you can change the font-family in OpenTTD?
19:53:14 <TrueBrain> how else do you think we render Korean? :P
19:54:53 <TrueBrain> I added your image inline, just because that is easier :)
19:55:28 <TrueBrain> yeah, that is rather hard to read indeed, lol
20:09:53 <Wuzzy> how many characters does the tiny font support?
20:10:16 <Wuzzy> does it support these chars?: „“”‚‘’
20:12:30 <Wuzzy> where do i find the tiny font anyway?
20:12:40 <Wuzzy> you know, the font that is used in the musicbox
20:13:09 <glx> contains standard and tiny I think
20:14:12 <glx> of course it's hard to see because there's some magic pink
20:14:43 <Wuzzy> ohhhhhhhh the fonts are in the opengfx repo!!!
20:14:50 <Wuzzy> i thought they were in openttd
20:15:04 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8605: Codechanges to SDL2 driver to increase readability (and make it more like Win32 driver) https://git.io/Jt4Qo
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20:17:59 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8605: Codechanges to SDL2 driver to increase readability (and make it more like Win32 driver) https://git.io/JtGFt
20:18:07 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8605: Codechanges to SDL2 driver to increase readability (and make it more like Win32 driver) https://git.io/Jt4QA
20:19:45 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #8605: Codechanges to SDL2 driver to increase readability (and make it more like Win32 driver) https://git.io/Jt47J
20:19:54 <TrueBrain> I am scared to merge this :P :P
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20:35:12 <Wuzzy> Music playback does not work for me. I have OpenMSX installed and active, and tracks appear in my music box, but nothing plays
20:36:35 <Eddi|zuHause> then you need to install timidity
20:37:11 <Wuzzy> there is no error message or anything
20:37:32 <Wuzzy> I have timidity++ 2.15.0
20:43:01 <glx> tracks are fast switching or look like playing ?
20:44:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8605: Codechanges to SDL2 driver to increase readability (and make it more like Win32 driver) https://git.io/JtGFt
20:44:13 <Wuzzy> well a track appears in the box when I click Play but theres nothing to hear
20:44:26 <TrueBrain> michi_cc: I will update my OpenGL branch tomorrow; most likely only a few commits :D But I have to rework what I did, so .. we will see :P
20:44:55 <Eddi|zuHause> Wuzzy: ingame music volume does not work on linux
20:45:23 <Wuzzy> you mean, music is completely not functional at all?
20:45:41 <glx> music works, but you need to control volume from the OS
20:46:03 <Wuzzy> obviously my os volume is active too
20:46:20 <Wuzzy> or do you mean i need to touch some special magic config file first?
20:46:21 <Eddi|zuHause> could also be a missing soundfont
20:46:38 <Wuzzy> oh i need to be able to play MIDI?
20:47:12 <Eddi|zuHause> yes. try "timidity <some midi file>" from the command line
20:47:35 <glx> timidity is not needed with fluidsynth I think
20:48:31 <Eddi|zuHause> i have no experience with fluidsynth, and also i've not played the ingame music in like 10 years
20:48:50 <Wuzzy> oh... timidity errors out. that explains it
20:48:59 <Wuzzy> well it doesnt *really* error out
20:49:04 <glx> and fluidsynth supports volume control
20:49:22 <Wuzzy> it actually starts but all instruments are silent because sth not found >_>
20:49:32 <Wuzzy> errrgghgh no wonder OpenTTD doesnt catch any error
20:49:34 <Eddi|zuHause> yeah, so no soundfont
20:49:52 <Wuzzy> arrrghhhhhh at least timidtiy should error out... grrrr bad usability making me mad
20:50:06 <Wuzzy> but ok at least i know what went wrong...
21:02:18 <Samu> strange, i'm getting 28 fps in 1.11.0-beta1
21:03:34 <Samu> i don't trust this fps counter, seems there's no loss of speed
21:05:36 <Samu> even stranger, i'm getting 28 fps in 1.10.3 and 1.9.3 too
21:22:26 <TrueBrain> "The OpenTTD store page has been approved! " <- orudge !
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21:25:52 <Wuzzy> hooray, i managed to get music to run in OpenTTD. after all these years
21:26:59 <Wuzzy> so about the music volume control: It's completely unsupported on Linux, or do i just need a different software?
21:27:16 <Eddi|zuHause> depends on how you define "OpenTTD", "has", and "music"
21:28:57 <Wuzzy> depends on how you definte the letters "O", "p", "e", "n", "T", "D" ...
21:29:20 <FLHerne> Xaroth: OpenTTD has annoying bleepy sounds that can play in the background :p
21:29:39 <Xaroth> I thought I was the only one that was classified as "annoying bleepy sounds"
21:29:57 <glx> Wuzzy: depends on the driver, fluidsynth supports volume control, extmidi does not
21:31:02 <Wuzzy> timidity has a --volume switch tho
21:31:11 <Wuzzy> but apparently no live volume control
21:32:50 <Eddi|zuHause> i think if there was a sane way, someone would have implemented it in the last 15 years
21:33:02 <TrueBrain> so I now have this button "Post as Coming Soon", which errors out .... lol ....
21:35:27 <TrueBrain> well, I will try it tomorrow ...
21:39:29 <Wuzzy> ughh... the "4 arrows button" on the vehicle button is gone! 🙁 this will take ages until i get used to this
21:39:43 <Wuzzy> can this button please be brought back?
21:39:58 <glx> no, now all windows share the same buttons
21:40:18 <glx> unified interface is an improvement
21:40:19 <Wuzzy> i know there is now a location button on the title bar but that doesnt really justify killing the "4 arrows" button.
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21:41:30 <andythenorth> congratulations :)
21:41:36 <Wuzzy> hmmm maybe i get used to it...but the new button is smaller now :/
21:41:39 <andythenorth> you have won the prize for 'every improvement finds a complainer' :)
21:43:45 <Wuzzy> i dont understand the new "Coverage" button for cities
21:43:54 <Wuzzy> it behaves in a strange way
21:44:06 <Wuzzy> when its a city without any stations yet, some random buildings turn red
21:44:17 <Wuzzy> but when there is any station, the station tiles are highlighted
21:44:41 <Wuzzy> what's the point of this? and why are the city tiles only highlighted in one situation?
21:45:18 <Wuzzy> i guess there is some logic behind this... but i just dont understand it at all
21:46:32 <supermop_Home_> the red tiles are houses that are not covered by a station
21:48:44 <andythenorth> what was the expectation Wuzzy ?
21:49:06 <Wuzzy> well, nothing, reall. i have no idea what it means
21:49:42 <Wuzzy> and not all houses get red, even in towns far away from any company
21:53:00 <andythenorth> sounds like a bug?
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22:11:58 <Wuzzy> i dont know how to file a bug report if i dont even know what the feature is *supposed* to do.. haha
22:14:06 <glx> it highlights tile based on your station coverage, red not covered, blue covered, white for your station tiles
22:18:24 <glx> of course it only highlights tiles with houses
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22:35:23 <andythenorth> this sounds exactly like me trying JGRPP features :)
22:35:32 <Wuzzy> and what does it mean when nothing is highlighted?
22:35:38 <andythenorth> that there's a bug
22:35:48 <Wuzzy> there is also no blue tile, ever
22:36:33 <andythenorth> which base set, any house grfs?
22:37:03 <andythenorth> I just tested, I have missing red / blue highlights in some towns
22:37:32 <andythenorth> Wuzzy what happens if you make the buildings transparent?
22:38:31 <Wuzzy> so, w/o transparency i see red under stadium but not under most normal houses
22:38:31 <andythenorth> some building sprites cover up the highlights I think
22:38:33 <glx> so house uses all tile space
22:40:16 <Wuzzy> hmmm, so the feature is rather limited in usefulness
22:40:39 <Wuzzy> it only is useful if you make everything transparent ... meh
22:44:01 <andythenorth> these are the saddest of the sad times
22:44:43 <andythenorth> maybe we should tint the whole building sprite?
22:45:00 <glx> highlights are drawn before the building else it would glitch
22:45:59 <glx> so if building covers highlight there's nothing we can do
22:45:59 <Wuzzy> would be interesting to just colorize the whole building
22:46:26 <glx> dunno if it's easy to do that
22:46:26 <Wuzzy> so many new features in next version. so many many 😀
22:47:33 <Wuzzy> maybe it just depends on building type..
22:47:44 <Wuzzy> highlighting seems to work fine in Temperate
22:48:11 <Wuzzy> not for big tall skyscaper buildings tho 🙁
22:48:40 <Wuzzy> idea: how about making the highlight slightly larger than the tile (if thats even possible)
22:49:06 <Wuzzy> btw, i think the button needs a better tooltip. its a very confusing feature atm 😀
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23:17:33 <arikover> Hello. Good evening, rather.
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23:20:53 <_dp_> but vanilla zoning is mega weird
23:24:33 <_dp_> ah, nvm, I have to be in a company
23:26:39 <glx> hmm I wonder why we use pulsating red
23:26:55 <_dp_> there is also "zone" in local authority window that no less confusing
23:27:25 <_dp_> glx, because vanilla have like 3 options for highlight: white, blue and pulsating red
23:28:07 <glx> blue use PALETTE_SEL_TILE_BLUE, and I see there's a PALETTE_SEL_TILE_RED too
23:29:17 <_dp_> ah, yeah, there is a non-pulsating one
23:30:57 <glx> looks better in non-pulsating
23:31:26 <_dp_> I don't use palette animations so no idea what's the difference
23:34:12 <_dp_> wow it's so glitchy with animation...
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23:38:31 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8617: Feature: Convert .md to .rtf/.txt for installers https://git.io/Jt4ji
23:39:18 <orudge> TrueBrain: woot woot, great news :)
23:40:19 <TrueBrain> orudge: if the button starts working, the store page will be "coming soon" :D
23:59:06 <Eddi|zuHause> Wuzzy: you could, like, make a PR?
23:59:52 <Wuzzy> OpenSFX still needs to be finished
continue to next day ⏵