IRC logs for #openttd on OFTC at 2022-11-17
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00:00:37 <JGR> The shift/tab key combination is not advertised anywhere, so normal users would never know about it
00:01:50 <petern> - Change: Changed speedkey from Shift to Tab
00:02:00 <petern> - Fix: Shift key now increases game speed only when game window is active
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05:48:21 <Arastais> Are the current additional airport graphics (nfo cateogry 10) actaully being usd by anything? Can i safely replace them with something completely different?
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07:38:46 <reldred> Hmm? there's OpenGFX Airports which has different graphics for different eras, etc. using the same airport layouts
07:43:07 <andythenorth> TallTyler: jingle jam things....ping me when you're back ๐
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09:00:06 <petern> So colleague, you do not need to discuss a pricing query with me at 8:20am
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09:04:18 <LordAro> petern: did you openly laugh in their face?
09:09:51 <petern> No I didn't answer their call ๐
09:10:40 <petern> FFS I just noticed I typod vehicle
09:14:24 <petern> I've noticed that VS Code can tell me which PR a commit was merged in, regardless of squash or rebase merge.
09:14:56 <LordAro> wonder how it does that
09:15:08 <LordAro> unless it's using github api or something
09:19:11 <petern> Seems to be GitLens doing it
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10:47:19 <glx[d]> Arastais: The sprites are used for one of the default airport which didn't exist in TTD
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11:04:44 <pickpacket> Iโm hoping to officially release my tea NewGRF before the week is over
11:15:51 <petern> Heh, openttd.org is still showing the "awesome new feature" in 1.9 ๐
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11:58:49 <andythenorth> such websites ๐
12:06:30 <pickpacket> is there something like a "lead developer" or similar for OpenTTD? Maybe petern?
12:07:39 <petern> Not really, there's a core team, some less active.
12:07:55 <LordAro> it was RB back in t'day
12:08:11 <petern> TB is our infrastructure guy, RB was defacto, yeah.
12:08:24 <petern> I think RB still has the most commits.
12:09:16 <petern> LordAro only has 181, that's surprising ๐
12:09:57 <petern> Hmm, this is assuming github has stitched them all together, which I don't think it has :/
12:10:29 <LordAro> RB having 5818 commits feels a bit low
12:10:49 <petern> There are commits from people before git, and they are not listed.
12:11:04 <petern> Belugas, bjarni, darkvater, tron, all missing.
12:11:12 <LordAro> they don't have a linked GH account, i assume
12:11:31 <LordAro> or rather, haven't added their openttd.org email to their account
12:12:11 <LordAro> i like that i've removed 500 more lines than i've added
12:12:32 <petern> I would need to remove all my NewGRF support to be able to achieve that ๐
12:12:53 <LordAro> pfft, who uses that anyway
12:12:59 <petern> Doubled the size onf it.
13:08:05 <andythenorth> no need for a lead dev ๐
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13:50:53 <petern> Well, as elements go, Rubidium is more interesting than Lead.
14:31:58 <camthesaxman> Removing lines of code is better than adding them.
14:35:27 <TallTyler> andythenorth: Jingle jingle, Iโm here and youโre not ๐
14:47:38 <LordAro> TallTyler: clearly on the wrong side of the Atlantic
15:27:24 <andythenorth> TallTyler: here now ๐
15:34:08 <andythenorth> and now not again ๐
15:58:38 <Arastais> glx[d]: Ah, so I assume that means I can't completely replace them with something different, I have to make a new feature type, correct?
16:40:06 <petern> Arastais: You can just extend the number of sprites for it.
16:40:26 <petern> Bah, recurring Strava events don't notify.
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18:47:16 <DorpsGek> - Update: Translations from eints (by translators)
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20:48:13 <petern> Is that the thing that JGR has by default?
20:48:37 <JGR> It will be off by default in my next release
20:49:33 <JGR> It is generating too many user support queries
20:52:06 <petern> Weird, I was doing a rebase and halfway through it complained about changes to a file that would be overwritten by merge.
20:52:21 <petern> And then is split a commit into two, with the same timestamp/message.
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21:32:37 <Arastais> how come for nfo feature type 16 (airport preview sprites), there's no slot/sprite number for vintage commuter or modern small?
21:42:44 <petern> Oh, I found them. They are NewGRF airports, they are not built in.
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22:04:36 <Arastais> ah. Another thing, if I want to extend a feature type but don't want to use the current sprites, can i omit them from my nfo and the openttd source code, and just start the first RealSprite at the new offset? I know I can't replace them because it would break compatibility with older versions of OpenTTD, but If a action5 sprite is not defined in the baseset, would that be ok?
22:04:36 <Arastais> Hopefully that makes sense lol
22:07:57 <Arastais> ok, ill give an example: for category 16 like I said, i don't ant to use the original previews, i want to put my own, which will start at offset 9, after the originals. So do I have to still include and define Realsprites 1 to 9 in my baseset nfo even though I'm not gonna use them in the source code, or can i omit them from my nfo and pcx? Idk for sure how openTTD behaves if i omit them
22:09:03 <petern> It behaves how you patch it to behave
22:10:47 <petern> If you're changing what the action meaning of that action 5 section is, then you can change how things are used
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22:13:43 <Arastais> well I still want to keep the realsprite definitions 1-9 (the original preview), so that if basesets like opengfx are updated they'll still work with older versions of openttd. but I don't need them in the actual included baseset of openttd with this update
22:14:21 <Arastais> and by definition i just mean that i dont change them, 1-9 will still refer to the original preivews
22:14:50 <Arastais> but if i dont include the actual sprites, would it cause any problems since there are no actual sprites for 1-9 when openttd tries to load them?
22:15:14 <Arastais> like how does it handle here being no sprites for certain offsets in the baseset?
22:15:14 <petern> It won't try to load them if you don't try to draw them
22:15:43 <Arastais> ah ok, so as long as I don't use the corresponding SpriteIDs in the source, i should be fine?
22:17:30 <petern> You are obviously experimenting with the code quite a lot. Why don't you experiment with it? We can't really tell you how your code that you've written will behave...
22:22:02 <Arastais> petern: good point, i just don't want to possibly create issues that are hard to catch and will go unnoticed. I think the safest bet is to just to not define the SpriteIDs for the original previews in `sprites.h` anymore.
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