IRC logs for #openttd on OFTC at 2022-10-16
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06:12:38 <LordAro> that's definitely a feature request
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07:13:55 <pickpacket> I thought they already could
07:51:12 <FLHerne> the feature request is that they explode
07:51:37 <FLHerne> I can't think of many people who would want that and aren't James
07:52:13 <FLHerne> oh, they're only "supposed" to break down
07:52:29 <FLHerne> which I suppose is a reasonable idea
08:05:52 <pickpacket> Yeah that makes sense
08:33:33 <pickpacket> Iβll probably have a few hours to work on my sprites today. Going to make a couple of spritesets and tilelayouts to test them out in the game iteratively
08:33:56 <pickpacket> Thatβll force me to save more often too π
08:40:19 <andythenorth> as a mac user, I learnt to save obsessively π
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09:15:49 <TrueBrain> don't say me name thrice, you know what happens! π
09:16:45 <andythenorth> only in front of a mirror
09:18:10 <TrueBrain> which is what I Assume you are looking at
09:25:22 <andythenorth> sometimes I would like to space out vehicles on the same route
09:27:35 <TrueBrain> so what is keeping you! π
09:28:16 <LordAro> i could give that a try
09:53:19 <dwfreed> people actually play ottd?
10:20:33 <TrueBrain> that moment you rewrite a piece of code on a project you are working on, from std::string & to std::string_view .. not only does it save a shitload of memory, it is also a lot faster, as I could remove some bullshit complexity π
10:21:29 <TrueBrain> and think here about 10 times less memory consumption
11:12:22 <Wolf01> Weird, if I max out the graphics settings in no man's sky it runs better than low settings... in VR too
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11:24:35 <TallTyler> andythenorth: I misread your Discord channel #developer-updates post as βSam adds banana tankersβ and realized that FIRS needs Bananas as a cargo in one of the subtropic economies, just for a fun cargo sprite π
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11:37:26 <Wolf01> Time to replace the 2.5m cables with proper 0.5m patch cables, brb
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11:44:39 <andythenorth> TallTyler: needs a Geest ship
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12:00:30 <TallTyler> Cargolabel BNAN or NANA
12:06:24 <reldred> Nananananana na na nanana make those bodddddiiiieeeeesssss siiiiiiiing
12:10:57 <TrueBrain> oeh, SAM is no longer in preview? π
12:12:27 <TrueBrain> it no longer says "preview"
12:12:48 <TrueBrain> Are you now facking this?! π
12:13:13 <andythenorth> fixed, thanks π
12:13:28 <TrueBrain> here I was hoping ...
12:13:42 <andythenorth> I might do Sam 1 before Sam 27
12:13:48 <andythenorth> although version numbers are old news π
12:14:08 <andythenorth> someone on reddit did ask if FIRS 4 was newer than FIRS 3
12:14:17 <andythenorth> which proves that version numbers make no sense
12:14:39 <TrueBrain> you should just have called FIRS 4 differently, yes π
12:17:39 <TallTyler> andythenorth: I think that says more about the confused redditor than version numbers in general
12:18:16 <TallTyler> Did Star Wars episode 4 come out before Star Wars episode 3? Not that confusing, folks π
12:26:31 <TallTyler> Now do 9709 π I dismissed LordAroβs approval when I realized I forgot to update tooltips π¦
12:27:04 <TallTyler> 10027 is basically the same PR but with purchased land
12:27:46 <andythenorth> also when is Sam 1?
12:27:54 <andythenorth> I'm not doing ferries any time soon
12:28:08 <andythenorth> it's 54 ships already, is that 'enough' for v1?
12:40:44 <michi_cc[d]> TallTyler: What's the expected behaviour for multi-tile objects?
12:48:55 <TallTyler> Multi-tile objects should just build one. Thereβs no behavior for tiling multi-tile objects and Iβm not sure itβs worth adding.
13:14:18 <TallTyler> TallTyler: Specifically, the drag-and-drop tile highlights only appear if the object is 1x1. Multi-tile objects get highlights at the object's dimensions and get placed on mouse down, with no option to drag.
13:18:26 <michi_cc[d]> TallTyler: Do I want to torture you a bit more? Yes, I do :raymmuPOG: newgrf.cpp:4086 and 4114 can use your shiny new constant β€οΈ
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13:45:55 <andythenorth> oof solid OpenTTD all weekend
13:46:00 <andythenorth> maybe I need a break
14:06:14 <FLHerne> andythenorth: it's understandable, FIRS 4 is a regression because there's no Extreme :p
14:06:30 <FLHerne> (only half in jest, I still play with 3)
14:08:14 <FLHerne> there's no UK-ish economy that's not Steeltown and not boring
14:08:44 <andythenorth> quite Steel-based though
14:08:46 <TallTyler> Steeltown is pretty extreme honestly. I need to start a new game sometime to finally try outposts and objects.
14:09:16 <andythenorth> v5 preview download in forums
14:10:42 <FLHerne> yeah, Steeltown has more than enough complexity, but it doesn't work for Realism except for a small-map urban-industrial dystopia
14:11:02 <FLHerne> which is fun in itself, but not always what I feel like doing
14:11:46 <TallTyler> Yes, and I think itβs finally time I try slowing down time significantly in JGRPP to avoid my usual clogged mainlines
14:13:08 <FLHerne> tbh Extreme was a bit more extreme than I really needed, what I'm waiting for is Temperate Advanced or whatever it's called ;-)
14:13:30 <FLHerne> at some point I'll stop being lazy and make my own
14:14:01 <FLHerne> FIRS economies don't look too hard except for the balancing and I don't really care about that :p
14:20:32 <petern> All the lonely Pull Requests, where do they all come from...
14:25:38 <EmperorJake> XIS 2 is also heavily based on Steeltown but takes it in a different direction
14:27:13 <TallTyler> michi_cc[d]: Happy to make that change but Iβm at work now. π¦ I can add a codechange commit to the PR tomorrow or just make a new PR (I promise I wonβt forget) π
14:29:44 <FLHerne> andythenorth: ooh, that looks quite like what I was looking for
14:32:58 <andythenorth> it's a long way off, I got distracted by Steeltown rework π
14:33:04 <andythenorth> and then I want to write a GS
14:33:09 <andythenorth> but writing a GS will suck
14:33:27 <andythenorth> play game, find bug, restart entire game
14:34:26 <andythenorth> I might try something mad
14:34:44 <andythenorth> I think GS can be used to create a GS runner
14:38:20 <michi_cc[d]> Maybe TB or glx can use their super-powers to override the pragma warning on #10060.
14:43:11 <FLHerne> in-game GS debugging would be fun :p
14:46:23 <JGR> The restrictions on adding/removing/changing GSs in game are unnecessary and can be removed without anything terrible happening
14:47:14 <JGR> That on its own makes using/testing GSs much less of a pain in the rear
14:48:19 <JGR> The AI/GS debug window has a debug breakpoint function but I've not managed to do get it to do anything useful
14:50:37 <andythenorth> I can't remember what happens if a GS changes under OpenTTD?
14:50:49 <andythenorth> it needs a game save-load to pick it up?
14:51:23 <andythenorth> and the same if the running GS crashes, save-load is the only way to restart it?
14:55:49 <andythenorth> wonder what happened to my tt-foundry domain π
14:56:03 * andythenorth considering starting a model train company for TT:120 trains
14:56:16 <andythenorth> maybe that's how we fund the game?
14:57:20 <andythenorth> we already have forums with an appropriate name π
14:57:36 <andythenorth> maybe we do a thing where you can click 'buy train' in game
14:57:50 <andythenorth> then it's shipped to you
14:58:24 <ag> Andy opening a model train business
14:58:43 <ag> What scale will it be in btw??
15:00:54 <ag> Now I have yet another website to look at made by Andy
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15:32:18 <dP> JGR: Save/load handling may be an issue. Even if stored data is reset I'm not sure all have scripts can initialize mid game
15:32:52 <JGR> Most scripts barely work with ordinary save/load anyway
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15:34:03 <andythenorth> is there anything scripts need that is only available at worldgen?
15:34:12 <andythenorth> I don't know the load order, events etc
15:34:20 <JGR> The only issue that I've actually had doing this sort of thing is town growth being left at custom values when the script is removed by whatever means
15:34:46 <andythenorth> is that worth some reset-to-default thing?
15:35:51 <dP> Scripts without save load basically meant it has no internal state
15:36:39 <dP> I know simple CB does some map generation and requires save load
15:37:05 <JGR> Or when you load the game, the script pauses the game and then spends its sweet time recalculating the previous state
15:37:22 <dP> I suspect any CB script needs save load as there is nowhere to store town requirements otherwise
15:37:52 <JGR> The default save/load opcode limit is too small for that
15:38:49 <dP> Hm, though CB can use cargo monitor that gets saved by the game...
16:00:23 <andythenorth> goes it increase object limit next? π
16:00:28 <andythenorth> FIRS hit it trivially π
16:09:23 <michi_cc[d]> glx[d]: Could you force merge #10060? I don't think reformatting the files just for two #define lines is reasonable.
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16:20:30 <TallTyler> Thanks for fixing that. I had no idea where to start (and as mentioned, am at work π )
16:22:27 <michi_cc[d]> TallTyler: I sneaked something into your PR, will merge when that sloooow mingw is finally done.
16:24:49 <TallTyler> Iβll rebase 10027 atop master tomorrow because it now has a different history. Hopefully it shouldnβt be too difficult to untangle.
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16:53:20 <glx[d]> michi_cc[d]: Mobile app is a pain, it only propose squashing
16:56:05 <TallTyler> DorpsGek: I believe 9907 should be closed as an unimplemented alternative to this π
18:30:42 <TrueBrain> was checking if the bridge was giving any issues .. it is surprisingly stable. Just it sometimes, really rarely, seems to miss a message on IRC and doesn't bridge it, or something .. not exactly sure what is going on, honestly
18:31:23 <TrueBrain> haven't found an issue with Discord -> IRC yet
18:44:31 <andythenorth> not a bad name for a company
18:54:47 <DorpsGek> - Update: Translations from eints (by translators)
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