IRC logs for #openttd on OFTC at 2022-04-19
            
00:11:46 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9861: Change: recognize fedora/rhel distros in cmake https://github.com/OpenTTD/OpenTTD/pull/9861
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01:43:33 <DorpsGek> [OpenTTD/OpenTTD] wholepuncher updated pull request #9852: Fix #9810: 'Rebuilding' a through road stop costs money. https://github.com/OpenTTD/OpenTTD/pull/9852
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16:16:07 <nnyby> where does openttd save its screenshots in linux? i can't find this info in the wiki
16:17:34 <nnyby> don't see it in ~/.config/openttd or ~/.openttd..
16:18:11 <nielsm> should be in the latter
16:25:55 <nnyby> finally found them with a find command, they were going in ~/.local/share/openttd/screenshot
16:29:09 <glx> ah yes default is the global dir
16:29:53 <glx> I think it depends on where openttd.cfg is found
16:32:17 <DorpsGek> [OpenTTD/OpenTTD] nikolas opened issue #9862: [Bug]: town requires water but doesn't accept it https://github.com/OpenTTD/OpenTTD/issues/9862
16:33:23 <nnyby> not sure if this is a bug or not - but i can't supply small desert towns w/ water cause they have no water tower >_< i assume it's always been this way - is that how it worked in TTD?
16:37:36 <nnyby> oh nvm, just learned you can build a water tower, lol
16:38:03 <DorpsGek> [OpenTTD/OpenTTD] nikolas commented on issue #9862: [Bug]: town requires water but doesn't accept it https://github.com/OpenTTD/OpenTTD/issues/9862
16:38:06 <DorpsGek> [OpenTTD/OpenTTD] nikolas closed issue #9862: [Bug]: town requires water but doesn't accept it https://github.com/OpenTTD/OpenTTD/issues/9862
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16:51:36 <andythenorth> so
16:51:43 <andythenorth> when we launch the rocket
16:51:47 <andythenorth> (from newgrf industry)
16:51:55 <andythenorth> when will the spritesorter give up and crap out?
17:16:41 <andythenorth> why does vehicle_is_flipped return true in purchase menu?
17:16:46 <andythenorth> I feel like we covered this before :P
17:17:32 <andythenorth> frosch has probably explained it to me 10 times :P
17:20:35 <michi_cc> Because a) the var is not available in purchase menu, and b) for some reason the value of all unavailable vars is returns as all 1s.
17:20:50 <andythenorth> super :D
17:20:57 <andythenorth> I assumed it was me :)
17:21:31 <michi_cc> No idea why it is all 1s instead of all 0s, but I'd suppose somebody and a thought about this :)
17:21:41 <michi_cc> s/and/had/
17:21:45 <glx> it's 0xFFFFFFFF, means error in many places
17:23:04 <andythenorth> I'll check for purchase with extra_callback_info1 I guess :)
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18:52:21 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/6c161ad18addad4f7bc525e2f084a8b992f832a4
18:52:22 <DorpsGek> - Update: Translations from eints (by translators)
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19:21:22 <frosch123> "variable not available" is not -1. "not available" is a special value like "throw exception". it means that the first case in the switch will be used
19:21:53 <frosch123> i considered extending nml with a "catch" case, which would generate a "2..1" range as the first range
19:22:09 <frosch123> but in the end, what would you use it for?
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19:42:26 <andythenorth> recently, it would have served me well to read the docs more carefully :)
19:53:21 <andythenorth> hmm the 'convert' arrow in rail construction, did we add that?
19:54:59 * andythenorth can't remember original TTD
19:56:03 * andythenorth tests https://www.myabandonware.com/game/transport-tycoon-deluxe-2sd/play-2sd
19:56:10 <frosch123> no, its ottd stuff
19:56:20 <frosch123> bug like 0.2 or something :p
19:56:25 <frosch123> ttdp had a sign-cheat
19:56:31 <frosch123> *but
19:56:56 <andythenorth> wondering if I can safely copy the sprite for Horse railtypes
19:57:21 <andythenorth> "GPL except for the minefield of openttd extra grf :D"
19:57:32 <frosch123> anyway, it's not an invention of railtypes, it existed before there was even elrail
19:58:01 <andythenorth> where are the cheats in TTD :P
19:58:05 <frosch123> copy from opengfx instead?
19:58:08 <andythenorth> or ffwd
19:58:14 <andythenorth> the opengfx one is quite nice
19:58:23 <andythenorth> but it doesn't match the default
19:58:27 <frosch123> haha, yeah, no ffwd in ttd
19:58:44 <andythenorth> the AI builds quickly
19:59:07 <frosch123> ai build speed may be a setting
20:00:28 <andythenorth> looks like we extended the ELRL toolbar icons with catenary
20:00:34 <andythenorth> or does TTD not have ELRL?
20:00:42 <andythenorth> I last played it properly in 1996 :P
20:00:47 <glx> TTD doesn't have ELRL
20:00:56 <glx> it's a ttdpatch addition
20:01:07 <glx> replaces monorail or maglev
20:01:35 <frosch123> yeah, ttdp does not extend the number of railtypes. it stays 3
20:01:51 <frosch123> monorail and maglev are merged into one thing
20:01:54 <andythenorth> do we care about reducing the number of 'might not strictly be our copyright' sprites in extra grf?
20:02:06 <andythenorth> I have to draw some railtype GUI tracks and tunnels
20:02:34 <frosch123> there are two dozen bug fix sprites
20:02:51 <frosch123> some ttd version had corrupted sprites, which are fixed in ottd
20:02:59 <frosch123> only some ttd version
20:03:18 <frosch123> maybe it was the german version
20:04:16 <andythenorth> oh is that what 'fix_graphics.png' is ?
20:04:23 <frosch123> yes
20:05:42 <frosch123> https://www.tt-forums.net/viewtopic.php?p=640698#p640698
20:06:37 * andythenorth reads
20:06:53 <andythenorth> funny how we're 100% strict on GPL and copyright except when we're "yolo"
20:06:59 <andythenorth> nvm
20:07:17 <andythenorth> frosch123 when is your blog post being published?
20:07:25 <andythenorth> do I need to put time in my calendar to read it?
20:07:50 <frosch123> i will only cover cargo classes, it's already too much blabla
20:08:52 <frosch123> currently i am procrastinating because i can't decide whether to finish the blog, or to finish my taxes
20:09:27 <frosch123> it's a good procrastination subject, because doing the taxes usually takes less than 90 minutes
20:10:52 <andythenorth> in the UK, taxes are saved up for January
20:11:02 <andythenorth> 'the least fun month'
20:12:24 <frosch123> the issue is that i can't be bothered to request postponement.
20:12:36 <frosch123> the request would probably take longer than donig the actual thing :p
20:21:15 * andythenorth invents railtype vehicle classes
20:32:13 <andythenorth> slightly seriously
20:32:19 <andythenorth> vehicles get a vehicle class
20:32:31 <andythenorth> using existing labels
20:32:52 <andythenorth> railtypes use a separate non-intersecting set of labels
20:33:10 <andythenorth> then railtypes use alternative list to opt-in vehicles
20:33:24 <andythenorth> 'probably terrible'
20:34:32 <frosch123> didn't i write that some days ago? did i indoctrinate you? or did you indoctrinate me?
20:35:35 <andythenorth> you wrote it
20:35:57 <andythenorth> 10:06PM frosch123 tldr my newsletter: use a unique grf-specific label for the main railtype label, use the standard scheme for alternate_labels and treat them like cargoclasses
20:36:34 <frosch123> anyway, if you drop the "speed limit" from the standard railtype theme, you have about that
20:36:59 <andythenorth> it makes a lot of sense to mentally rewrite 'track_type' to 'vehicle track capabilities / requirements' for prop 05
20:37:08 * andythenorth not proposing any spec change :P
20:37:20 <andythenorth> I did try some railtype speedlimits, but I don't understand them
20:37:28 <andythenorth> speed limits are for vehicles
20:37:40 <andythenorth> IRL might disagree :)
20:37:46 <frosch123> aw, i should finish my blog. before you come to the same conclusions :p
20:37:49 <andythenorth> oof
20:38:16 <andythenorth> I've set the speed limits on some vehicles by checking tile_is_railtype()
20:38:29 <andythenorth> it's less obvious to the player, but eh
20:38:55 <frosch123> why would your train change speed depending on track type?
20:39:12 <frosch123> slower on narrow gauge?
20:39:12 <andythenorth> because the driver is scared
20:39:50 <frosch123> is there a "reckless driver" trait?
20:40:10 <andythenorth> random per consist?
20:45:09 <andythenorth> hmm can GS trigger high score screen?
20:45:13 <andythenorth> we could animate the rocket
20:46:29 <frosch123> what rocket? did you play factorio?
20:47:19 <andythenorth> it's the new ending to FIRS Steeltown
20:47:25 <andythenorth> instead of making vehicles
20:47:35 <andythenorth> delivery X amount of parts, you get a rocket
20:47:55 <andythenorth> maybe if you deliver the wrong proportions, it's more Kerbal than Factorio :P
20:49:24 <frosch123> in factorio a rocket is built from 100 rocket parts. that fits nicely with the unit %
20:49:48 <frosch123> i still think that truegrf should just use % as unit for most things
20:50:10 <frosch123> actual units are so meaningless in ttd
20:50:40 <frosch123> water weights 100%, steel weights 800%
20:56:53 <andythenorth> how much for feathers?
20:57:15 <glx> and lead ?
20:57:34 <frosch123> feathers are hard to measure
20:58:00 <frosch123> if you drop 1kg water or 1kg of steel onto your foot, you can easily tell the difference
20:58:08 <frosch123> but feathers do not really fall
21:00:11 <andythenorth> hmm
21:00:17 <andythenorth> there's a lesson in this somewhere
21:00:24 <andythenorth> % is too easy though
21:00:36 <andythenorth> we should do it in 4% incrememnts
21:01:36 <andythenorth> or require multiplying the value by 12
21:01:38 <andythenorth> or something
21:02:03 <frosch123> if you measure vehicle max speed in %, you can explain the effect on station rating better
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21:03:35 <frosch123> noone understands "trains must run at 255 km/h for best station rating effect, trucks must run at 127 km/h"
21:03:43 <frosch123> just say "both must run at 100 %"
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21:11:24 <andythenorth> power: 100%
21:11:32 <andythenorth> cargo aging: 100%
21:11:54 <frosch123> rail gauge: 100%
21:13:11 <andythenorth> cargo acceptance: 100%
21:13:53 <frosch123> vehicle length: 150%
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21:23:52 * andythenorth doesn't fall for that trick
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23:04:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #8429: Inflation https://github.com/OpenTTD/OpenTTD/discussions/8429
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