IRC logs for #openttd on OFTC at 2022-08-21
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01:07:54 <kamnet> peter1138: Washing: 30 mins; Drying: 60 mins; Folding and putting away: 7-10 business days.
01:16:31 <kamnet> andythenorth: Did you forget about Andrew350's conveyor belts?
01:20:16 <kamnet>
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04:49:29 <WoozyDragon4018> kamnet: lmao that looks nice
04:49:53 <WoozyDragon4018> imma get that rn
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05:14:25 <NEKOMASTER> I should probably get hat for Australia
05:14:55 <NEKOMASTER> A lot of their coal and ore ports have holding area's where pils of ore or coal get moved from inland storage to the docks/moring where the ships are
06:27:58 <DorpsGek> [OpenTTD/OpenTTD] pon-droid opened pull request #9973: Add #7889: Company rating via Server Admin Port
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07:22:18 <andythenorth> NotLuke: the picture I posted above is Scunthorpe steel works πŸ˜›
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08:41:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9973: Add #7889: Company rating via Server Admin Port
09:01:59 <andythenorth>
09:01:59 <andythenorth> testing outpost layouts in real game
09:02:12 <andythenorth> if this works, does anybody want to support it at spec level? πŸ˜›
09:02:47 <andythenorth> I can do it in FIRS compile, but OpenTTD would be better placed to try combinatorial layouts
09:05:43 <NotLuke> andythenorth: ah cool I didn’t notice lmao
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09:21:02 <andythenorth>
09:21:02 <andythenorth> can we just stop and appreciate this for a moment? πŸ™‚
09:21:11 <andythenorth> it's been under-appreciated πŸ˜›
09:24:17 <EmperorJake> Is this in vanilla now?
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09:28:52 <andythenorth> yup
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09:34:47 <andythenorth> hmm other industries needing outpost layouts
09:35:02 <andythenorth> basically anything with many output cargos
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09:43:52 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #9973: Add #7889: Company rating via Server Admin Port
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09:47:48 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #9973: Add #7889: Company rating via Server Admin Port
09:51:34 <WoozyDragon4018> andythenorth: that is so helpful
09:54:12 <nielsm> can we fix the GUI layout system properly some time?
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10:08:16 <andythenorth> react.js?
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11:30:38 <Wolf01> Boring day heh?
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11:53:38 <kamnet> NEKOMASTER: GarryG beat you to it.
11:57:01 <NEKOMASTER> kamnet: Thing is though that I'd prefer to make my scenarios with stuff avilable from Banana's
11:57:09 <NEKOMASTER> and garry has a habit of not uploading their stuff for a while
12:00:24 <Wolf01> So conveyor belts are real now
12:00:30 <kamnet> Well you could do your own Bananas version then. πŸ™‚
12:00:53 <kamnet> Wolf01: Been real for a few years, just not promoted.
12:01:00 <NEKOMASTER> Theres already conveyor belts on banana's
12:01:25 <NEKOMASTER>
12:02:25 <reldred> Yeah except 90% of gadg8eer’s stuff is broken
12:02:35 <NEKOMASTER> Well this seems to work
12:02:45 <kamnet> Yeah that's Gadg8eer's copy of Andrew and GarryG's work, with all the bugs because he doesn't know how to fix stuff in NML, so it's all buggy and crashy.
12:03:19 <Wolf01> <kamnet> Wolf01: Been real for a few years, just not promoted. <- I think I open the forum about once a year just to check if it's still there
12:03:28 <NEKOMASTER> Lol
12:03:33 <kamnet> LOL
12:03:37 <NEKOMASTER> I check on the forums every now and then
12:04:05 <NEKOMASTER> I kinda feel bad for semi-abandoning the place but a lot of the community I chat with is here now
12:04:24 <andythenorth> I read forums daily, you're not missing much
12:04:40 <NEKOMASTER> Yeah the forums has been kinda dying a very slow death
12:05:02 <NEKOMASTER> Sometimes when I come across posts from creators and members I check to see whens the last time they logged in
12:05:27 <kamnet> Honestly chatting SHOULD be done here, and in doing so I think that has helped to detoxify the board some, because any grievances that might be built up quickly get aired out and settled here, where on the boards they just fester
12:05:32 <NEKOMASTER> Kinda sad to see when something that I use or something that had potential to be created just dies off and the creator/original poster hasn't been online in years
12:05:41 <Wolf01> I abandoned near everything, and I'm almost totally passive in the things I didn't abandon
12:05:43 * andythenorth wonders what vars stations have
12:06:08 <NEKOMASTER> they have station variables πŸ™‚
12:06:14 <andythenorth> thanks
12:06:18 <andythenorth> ok boom
12:06:53 <kamnet> Dad jokes should only be told by people old enough to be dads. πŸ™‚
12:09:00 <Borg> yeah.. thats the interesting thing in OpenTTD.. ppl who create stuff/content.. I wonder if they every play OpenTTD? ;)
12:09:11 <andythenorth> seems CHIPS might be able to to auto-detect FIRS industries
12:09:41 <andythenorth> maybe
12:09:44 <andythenorth> not sure
12:09:45 <andythenorth>
12:09:53 <frosch> NEKOMASTER: nah, they have station vars and base-stations vars
12:09:54 <andythenorth> I can get the landscape class, but not sure I can get the industry
12:09:56 <frosch> easy to miss the latter
12:10:11 <Wolf01> I might me here only for the next game breaking feature
12:10:25 <NEKOMASTER> kamnet: I was 8 years old when my dad was 29 (which is how old I am now)
12:11:22 <frosch> andy is your dad?
12:11:28 <NEKOMASTER> Borg: Mmmm.... over the last couple years I keep beating myself up when ever I try to do something that isn't newgrf or scenario related
12:11:31 <andythenorth> wow base stations
12:11:41 <NEKOMASTER> I haven't played openttd properly in years now
12:12:06 <NEKOMASTER> Though I'm hoping to perhaps do some stuff with Australia once I finish my Australi 4K ECS Vectors version
12:12:33 <Borg> hah ;) I play OpenTTD pretty much daily..
12:12:39 <Borg> too bad.. no multiplayer.. but meh..
12:12:39 <NEKOMASTER> I miss playing it
12:12:54 <Borg> then do it? :)
12:12:55 <NEKOMASTER> rather then sitting the scenario editor or staring at notepad++ and gimp all day
12:13:28 <NEKOMASTER> Borg: I only have like 12-14 hours a day to work on stuff, and I'm easily distracted, but also anxious about not getting stuff done
12:13:28 <Borg> oh I try to split that stuff equally.. :)
12:13:45 <Borg> hour or 2 of devel.. break.. some gaming
12:13:47 <Borg> bike :)
12:13:54 <frosch> andythenorth: you can probably check tiles being industry tiles, but you won't be able to detect specific industries
12:13:59 <andythenorth> yup
12:14:11 <NEKOMASTER> I start playing another game to take a break and quickly get anxious that I'm not working on stuff, and then I get tired of it and wanna take a break
12:14:21 <Borg> hehe.
12:14:53 <NEKOMASTER> last couple days I've been taking breaks playign 3 different shooters πŸ˜„
12:14:53 <NEKOMASTER> STALKER Anomaly, Red Faction 1 (Hive mod) and GZ Doom with the COD Brutal Warfare mod
12:14:54 <Borg> I sometimes quit doing sth for days or even weeks.. until for example.. pefect solutions popin into my mind.. and them im back to work :D
12:15:03 <Borg> ohh you play DOOM? :)
12:15:10 <NEKOMASTER> OH and I play them shooters I mentioned on high/very high difficulty
12:15:11 <Borg> im looking for coop players.. and maybe PvP
12:15:25 <andythenorth> frosch: tile detection magic wouldn't be reliable anyway, multiple adjacent industries would be a problem πŸ˜›
12:15:42 <NEKOMASTER> I only started playing it over the last couple years because I keep seeing one of my favorite streamers (joel/vargskelethor) keep playing Doom wads over the years
12:16:03 <Borg> yeah.. there are a lot of high quality WADs there..
12:16:07 <NEKOMASTER>
12:16:15 <NEKOMASTER> Not Brutal warfare, BLAAAACK warfare
12:16:17 <NEKOMASTER> I am dumb
12:16:21 <Borg> we used to have nice pack of players... 4-5 we used to play regulary
12:16:29 <andythenorth>
12:16:29 <andythenorth> stations could look nicer, not sure how yet though
12:16:30 <Borg> but now... it kinda dead now
12:16:41 <Borg> I play on Complex-XP mod (a modified Complex DOOM)
12:16:57 <NEKOMASTER> Funny how theres many people my age and even a bit younger that grew up on Doom, mean while I didn't have a computer growing up nor did I have doom on the consoles
12:17:05 <NEKOMASTER> So nothing on the Sega Geneis or PS1
12:17:15 <Borg> DOOM rocks.. I love the engine
12:18:36 <NEKOMASTER> Borg: searching up complex-xp just brings up garbage for me
12:18:44 <Borg> DOOM was first shooter we played on school LAN :) IPX
12:18:51 <NEKOMASTER> like Complex-XP doom just brings up stuff for Doom eternal?
12:18:54 <Borg> NEKOMASTER: oh you wont find it.. its pretty private mod
12:19:01 <NEKOMASTER> Aaaaah that sucks
12:19:09 <Borg> but go look for Complex DOOM mod...
12:19:16 <Borg> so you will get basic idea about it..
12:19:28 <Borg> I extended it a lot.. but.. basic stuff is same
12:19:46 <NEKOMASTER> Im going to be dumb and see if I can use it with my other stuff πŸ˜„
12:19:58 <NEKOMASTER> the COD BW stuff pretty much jsut does weapons
12:19:58 <Borg> ;)
12:20:10 <Borg> Complex DOOM replaces weapons and monsters
12:20:26 <NEKOMASTER> CODBW replaces all the doom weapons
12:20:33 <NEKOMASTER> with COD weapons πŸ˜„
12:20:37 <Borg> hah :)
12:20:41 <Borg> I never played COD...
12:20:46 <NEKOMASTER> most of which are "real" as far as I can tell
12:20:51 <Borg> oh...
12:20:54 <NEKOMASTER> Yeah
12:21:06 <Borg> im not sure its ok... does it kinda fit to doom?
12:21:10 <NEKOMASTER> Real in that I'm not sure if the name of some stuff added is the real name
12:21:20 <Borg> I love doom weapons.. there are great.. complex doom just improved them.. keeping style
12:21:35 <NEKOMASTER> Well I like the variety and since i play on realistic hard dificulty its very run and gun since everything hurts a lot
12:21:49 <NEKOMASTER> but also weaker enemies are easily killed with just pistols
12:21:55 <Borg> yeah.. its similar in Complex doom.. enemies are strong
12:21:59 <Borg> few mistakes and you are toasted
12:22:10 <Borg> I like hard :)
12:22:21 <Borg> some wads are.. close to impossible w/ Complex-XP :D
12:22:36 <NEKOMASTER> Even though a bunch of the early game enemies can be taken down with a pistol shot or two from the many pistols in CODBW, some stuff takes mroe
12:22:54 <Borg> im currently finishing BTSX_E2 :) very nice wad
12:22:56 <NEKOMASTER> Pinkies are best dealt with a burst from an assault rifle, grenade launcher, or shotgun
12:23:01 <Borg> fits nicely w/ Complex XP
12:23:16 <NEKOMASTER> semi-auto shotguns are very nice for clearing a room of slightly sturdier enemies
12:23:19 <Borg> assault rifle? :) to weak here... double shotgun is okey
12:23:31 <Borg> or assault shotgun indeed
12:23:42 <NEKOMASTER> like the Benelli M1014 or Saiga-12 (or even better, an automatic shotgun like the AA12)
12:29:46 <NEKOMASTER> **ALSO**
12:29:46 <NEKOMASTER> For GzDOOM I'm using FluidMidi so I can run the game with a Sega Genesis Sound font πŸ™‚
12:29:59 <NEKOMASTER> I like the sound of f@rty doom music
12:35:01 <WoozyDragon4018> how is f@rt still banned πŸ’€
12:35:40 <NEKOMASTER> Because the dutch dont find toilet humor very funny
12:36:00 <WoozyDragon4018>
12:36:19 <NEKOMASTER> To be fair I'm very immature for my age and find many things amusing or humourus that may be meh, annoying or offputting to others
12:36:40 <WoozyDragon4018> doesn't mean they'll ban something you use everyday which is not a swear word lol
12:37:06 <NEKOMASTER> I think they just got really annoyed with me and doesnt help some people would chime in
13:28:57 <WoozyDragon4018>
13:29:28 <WoozyDragon4018> i wonder what the irc people see in the message sent just above
13:29:39 <WoozyDragon4018> since it's a discord/emojis link
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13:39:17 <Borg> junk
13:58:18 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9289: Change: Shortcut varaction chains for callbacks.
13:59:03 <peter1138> Oh yeah, pushing an old branch has side effects.
13:59:58 <LordAro> heh
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14:18:52 <peter1138> Hmm, why was compiling so slow... maybe it's only doing one file at a time.
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14:34:58 <andythenorth> probably just the coin miner?
14:37:50 <peter1138> Oh this branch has the "Chunky bevels" toggle.
14:38:58 <andythenorth> Yorkie bar mode
14:42:43 <andythenorth> oh
14:42:50 <andythenorth> base stations has cargo delivered πŸ˜„
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14:43:27 <andythenorth> hmm only has maximum monthly book-keeping though
14:43:36 <andythenorth> stations don't have persistent registers?
14:44:22 <andythenorth> I wanted to create a 'drop off' platform tile type
14:44:40 <andythenorth> and then the graphics evolve automatically to reflect recently delivered cargos
14:44:47 <andythenorth> but 1 month will be too flappy
14:49:05 <andythenorth>
14:49:19 <andythenorth> I guess bit 0 would be workable
14:50:02 <andythenorth> oh that's accepted, not delivered
14:50:02 <andythenorth> hmm
14:50:14 <andythenorth> read the spec properly andythenorth
14:52:21 <JGR> The implementation is: delivered and the cargo was accepted, which seems like what you want
14:53:15 <andythenorth> it is
14:53:20 <andythenorth> thanks JGR πŸ™‚
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14:57:38 <petern>
14:57:38 <petern> That chunk tho'
14:57:59 <andythenorth> yes
14:58:01 <andythenorth> pls ship
14:58:23 <andythenorth> I don't know if I prefer it to thin lines, but the nostalgia value is 11
14:58:55 <andythenorth>
14:58:55 <andythenorth> this is 'fine'
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15:23:18 <peter1138> Yeah, mainly this helps me see where scaling or pixel offsets are not done properly.
15:59:20 <WoozyDragon4018> when livery changing menu
16:17:45 <peter1138> There is one.
16:19:07 <andythenorth> 2 even
16:26:05 <andythenorth> hmm
16:26:11 <andythenorth> reduce engine power as engine nears end of life?
16:26:20 <andythenorth> might be a variation on breakdowns πŸ˜›
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16:44:22 <andythenorth> hmm
16:44:46 <andythenorth> Iron Horse could use a different coloured stripe in buy menu for each vehicle generation
16:44:54 <andythenorth> quite bad for colour blind though
16:46:40 <andythenorth>
16:46:40 <andythenorth> how about this! New idea! πŸ˜›
16:46:52 <andythenorth> purchase menu knows intro date and current game date
16:47:36 <andythenorth> hmm can I remap the older ones to grey company colour?
16:47:38 <andythenorth> then white πŸ˜›
16:48:11 <frosch> use colored versions of ➊ βž‹ ➌ ➍ ➎ ➏
16:49:24 <andythenorth>
16:49:24 <andythenorth> aged
16:49:32 <andythenorth> (Thunderer)
16:49:53 <frosch> haha, so because you do not the normal vehicle expiration, you draw them differently?
16:50:01 <andythenorth> dunno πŸ™‚
16:50:05 <andythenorth> just think it's funny
16:50:32 <andythenorth> I never explored doing silly buy menu things
16:58:28 <ag> I imagined about this a lot
16:58:42 <ag> Would be a hassle to code I think
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17:20:45 <andythenorth> ?
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18:53:50 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:53:51 <DorpsGek> - Update: Translations from eints (by translators)
19:04:08 <andythenorth> lol do we have a var for 'vehicle is in exclusive preview'?
19:04:12 <andythenorth> and is it available to purchase list?
19:04:31 * andythenorth inventing all the buy menu badges
19:09:48 <frosch> yes, there is such flag
19:12:12 <frosch> it's not available in purchase list currently
19:13:46 <frosch> looks like that flag is a ttdp addition, so there may have been some (possibly vapour) newgrf, which made vehicle look/behave differently, when they were bought during preview
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19:16:20 <andythenorth> can I have vector shapes yet? πŸ˜›
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19:17:12 <frosch> why? do you want to add 32x zoom?
19:19:05 <andythenorth> I like the idea of vector badges over the purchase list πŸ˜›
19:19:12 <andythenorth> "it will make it pop"
19:19:24 <andythenorth> svg will be fine, right? πŸ˜›
19:20:46 <frosch> joanjosep worked on jjgui once: ottd gui as svg
19:21:06 <frosch> but iirc you hated the idea of retiring the sprite font
19:21:33 <frosch> but objectively, free scalable icons and fonts are particulary good for the gui
19:21:34 <andythenorth> oh yes πŸ™‚
19:21:56 <andythenorth> there are TrueType pixel fonts
19:22:10 <andythenorth> it's funny that TrueBrain also made one of the major font systems
19:22:14 <andythenorth> multi-talented
19:22:26 <TrueBrain> sssttt, that was a secret
19:23:03 <andythenorth> I use this in spritesheets
19:23:12 <andythenorth> doesn't match the OpenTTD font though πŸ˜›
19:23:41 * andythenorth wonders how people make fonts these days
19:23:58 <andythenorth> used to be this
19:25:43 <frosch> these days making fonts is mostly about drawing small pictures of food items
19:35:38 * andythenorth wonders if we could make a ground painting tool in game
19:36:05 <andythenorth> objects, stations, railtypes etc would probably have to be made to explicitly support it
19:36:26 <andythenorth> pick any arbitrary ground texture and set that as the base for the tile
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20:34:04 <peter1138> Hmm, well, a slider for interface scale doesn't really work :(
20:34:13 <andythenorth> 😐
20:34:24 <peter1138> Might work if you had an Apply button.
20:37:45 <peter1138> Inconsistent widget padding is 'fun'.
20:41:12 <andythenorth> wonder why FIRS gets nmlc warning 'Ternary operator may have unexpected side effects'
20:41:14 <andythenorth> but Horse doesn't
20:41:17 <andythenorth> both use ternary
20:41:19 <andythenorth> same nmlc
20:41:26 <andythenorth> same flags I think
20:42:02 <JGR> The ternary operator doesn't do what you intuitively expect it to
20:42:22 <JGR> If you do a store perm in it the warning will be triggered
20:42:48 <andythenorth>
20:43:14 <andythenorth> ok so the Horse uses are read only
20:43:37 <andythenorth> I could improve the message a bit maybe
20:43:40 <andythenorth> hmm
20:44:08 <JGR> Getting that warning suggests a problem in your code
20:44:11 <andythenorth> looks like I found the initial issue πŸ˜›
20:44:30 <peter1138> I need a 4K or 5K monitor test 4x gui scale. Hmm.
20:45:12 <JGR> For anything even slightly non-trivial you're better off not using the ternary operator in NML
20:46:23 <andythenorth> yup, they need replacing in FIRS
20:48:42 <glx[d]> I think I have a branch which auto convert ternary into a switch if needed
20:48:49 <andythenorth> oo πŸ™‚
20:50:35 <andythenorth> oh most of them are in the big stupid circular tile search I use to find houses
20:51:23 <JGR> In my branch I've got some code to get rid of them at NewGRF load time
20:51:24 <andythenorth> 'near town' is not an easy condition to fill without some stupidity
20:51:27 <FLHerne> +
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20:54:10 <andythenorth> ok these little extra outposts on the industry layout
20:54:13 <andythenorth>
20:54:19 <andythenorth> 'outpost' or 'satellite'?
20:55:52 <FLHerne> outpost
20:55:54 <FLHerne> shorter
20:56:05 <FLHerne> FIRS has some incredibly long variable names already :p
20:56:17 <andythenorth> yup
20:56:34 <andythenorth> I'm going to auto-generate them at 8 different compass points πŸ˜›
20:56:40 <andythenorth> so satellite could have been valid πŸ˜›
20:56:53 <andythenorth> outpost is better, except I can't type it
20:56:58 <andythenorth> 'output' every time
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21:41:08 <andythenorth>
21:41:08 <andythenorth> oops
21:41:14 <andythenorth> over-generated outposts πŸ˜›
21:42:16 <frosch> next: clusters?
21:43:42 <andythenorth> lol
21:43:55 <andythenorth> max xy is probably 254?
21:44:05 * andythenorth has ideas for 'one industry per map'
21:44:26 <andythenorth>
21:44:26 <andythenorth> ok this now does 2 directions
21:44:35 <andythenorth> I need to special case going -ve
21:44:47 <frosch> i think single industry is still 16x16
21:44:55 <andythenorth> how unambitious πŸ˜›
21:45:04 <frosch> but you could have primary industries, and secondary industries which cluster around the primary one πŸ™‚
21:45:19 <andythenorth> I somewhat did that already in Steeltown πŸ˜›
21:45:50 <frosch> primary/secondary not in the regular sense, but more like "one real industry" and "many eyecandy industries"
21:45:59 <andythenorth> 'industrial park'
21:46:11 <andythenorth> hmm
21:46:15 <andythenorth> 'integrated steel mill'
21:46:35 <frosch> or use towns again :p delivering to any industry results in output at all industries of the town
21:47:09 <andythenorth> nice shortcut
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23:11:17 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #9289: Change: Shortcut varaction chains for callbacks.