IRC logs for #openttd on OFTC at 2022-12-26
            
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00:08:45 <dP> can throw away 10 more as GrowTownWithRoad is a pointless one-liner now
00:10:08 <dP> and the exploit I wanted doesn't even work :(
00:10:19 <dP> will check why tomorrow
00:10:44 <LordAro> doesn't look like a pointless oneliner
00:13:19 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1056726368576077834/IMG20221226041207.jpg
00:13:19 <dP> Also, I found frosch ๐Ÿ˜†
00:13:43 <LordAro> :D
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01:56:48 <DorpsGek> [OpenTTD/OpenTTD] ExistingProgrammer commented on issue #9742: [Bug]: "Your PC is too slow to keep up with this server" https://github.com/OpenTTD/OpenTTD/issues/9742
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09:59:45 <petern> Hmm, such conflicts
10:30:13 <Eddi|zuHause> some people might argue that conflicts is what brings the world forward
10:31:06 <reldred> yolo
10:31:08 <reldred> fix it in prod
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10:48:33 <andythenorth> I am going in the outside
10:48:39 <andythenorth> bit weird
10:48:58 <petern> Scary
10:50:56 <andythenorth> then I'm going to draw more endless livery variants
10:50:59 <andythenorth> then do a puzzle
10:52:17 <reldred> more things in black plz
10:52:22 <reldred> big dirty stinky trains
10:57:00 <petern> Also the conflict is Mastodon people arguing over the ability to do quote posts, which I can probably safely ignore.
10:57:36 <reldred> >mastodon people
10:57:45 <reldred> best ignored yes
11:00:05 <petern> Or "not listening to marginalized people" as it is. When it's the same subset arguing on both sides.
11:02:41 <reldred> Yes itโ€™s turning into โ€˜waahhh Iโ€™m more marginalised than you areโ€™, I tend to ignore such things
11:03:58 <reldred> Journalist Twitter refugees tend to make things significantly less enjoyable Iโ€™ve noticed. Iโ€™d much rather just stay in the weird fringes of the fediverse
11:04:22 <reldred> I do enjoy running my own instance for that reason, I can pick my neighbourhood
11:06:11 <petern> journa.host be blocked, more fool them
11:07:24 <reldred> *checks my global feed* okay this might be *too* weird
11:07:41 <petern> Haha
11:13:40 <petern> Hmm, I should move my database backups to a different system.
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11:26:55 <LordAro> so, RC1?
11:31:13 <michi_cc[d]> You know the way ๐Ÿ™‚
11:45:51 <FLHerne> I'd kind of like to get #10282 in but there's always going to be something :p
11:47:10 <FLHerne> just need to doodle some green arrows
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13:10:47 <TallTyler> andythenorth: #10259 (+/- icon redraw) could use a rebase now that variants has been merged ๐Ÿ™‚
13:34:06 <andythenorth> it could
13:34:12 <andythenorth> the icon was just a test but eh
14:04:10 <petern> Well.
14:07:05 <petern> I don't think plain black works well.
14:47:06 <andythenorth> that svg you showed worked
14:47:45 <andythenorth> the current orange is silly, but I didn't figure out how to match it to yellow text colours
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14:57:53 <petern> If we want it to be drawn the same colour as text, maybe we need to change it to be a glyph.
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15:07:51 <FLHerne> andythenorth: any idea how to make top-left blob look like a pair of arrows? :-/ https://www.flherne.uk/files/hillarrows.png
15:08:03 <FLHerne> I'm reasonably happy with the uphill ones
15:08:20 <FLHerne> but I've been poking at the downhill one for like an hour and it only seems to get worse
15:08:50 <FLHerne> (the other downhill ones are the current flat-ground arrow)
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15:30:49 * petern right-click -> open with GIMP.
15:36:52 <petern> What's the expect layout of the 18 sprites?
15:38:08 <FLHerne> https://www.flherne.uk/files/oneway.png https://www.flherne.uk/files/oneway.nfo
15:38:14 <petern> Ah, North then South facing.
15:38:15 <FLHerne> where I'm at so far
15:38:20 <FLHerne> yes
15:38:49 <FLHerne> so far the north-facing arrows are ok, the flat ones are as ok as they ever were (I was going to play with the offsets a bit, they seem off atm)
15:39:07 <FLHerne> and I haven't touched the south-facing arrows or any of the 'stop' angles
15:39:47 <petern> I'm not clear on what a north slope is ๐Ÿ˜„
15:40:20 <petern> SLOPE_NE is north-east RAISED. Okay.
15:40:50 <FLHerne> well, I was poking at a south slope in that random screenshot I decided to edit them in, but can't figure out how to draw an arrow at that angle in like five pixels
15:41:04 <FLHerne> the north ones are relatively easy because they're almost 45ยฐ
15:41:16 <FLHerne> petern: yeah, OTTD terminology is fun
15:42:08 <glx[d]> To draw the arrow sprite you put a road tile layer behind in gimp (or whatever tool) ?
15:42:39 <FLHerne> glx[d]: I took a screenshot of the current one, and scribbled out the existing arrow with grey, and then drew over it :p
15:42:48 <FLHerne> that's totally a reasonable approach right
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15:43:17 <FLHerne> (and then did select-by-hue to copy them into the spritesheet)
15:43:40 <FLHerne> for each slope, the four angles can be horizontal/vertical/both flips it seems
15:47:57 <petern> You kinda need to rotate it approx 27ยฐ and then squash it vertically.
15:48:09 <petern> Then redraw as sharp pixels..
15:48:41 <petern> Or create a model and render it at different angles ๐Ÿ˜„
15:50:39 <andythenorth> flherne drawing details of things on backslopes is tricky ๐Ÿ˜›
15:50:48 <andythenorth> due to physics
15:51:13 <petern> Easy solution: Don't allow one-way on slopes ๐Ÿ™‚
15:52:29 <FLHerne> it's useless enough already, no need to make it worse :p
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16:11:52 <FLHerne> ok, I think I got it tolerable
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17:00:34 <LordAro> michi_cc[d]: alas i've barely had time to sit down at a computer in the last few days
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17:30:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10285: Fix: Local authority window rating list height ignored icon sizes. https://github.com/OpenTTD/OpenTTD/pull/10285
17:30:58 <DorpsGek> [OpenTTD/OpenTTD] FLHerne updated pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282
17:35:11 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282#issuecomment-1365300326
17:36:30 <Pruple> o/
17:37:44 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10285: Fix: Local authority window rating list height ignored icon sizes. https://github.com/OpenTTD/OpenTTD/pull/10285#pullrequestreview-1230182390
17:37:48 <FLHerne> \o
17:38:16 <petern> I should get a new savegame some day ๐Ÿ˜„
17:40:23 <FLHerne> andythenorth: tbh I really like the current orange +/- :p
18:05:50 <andythenorth> doesn't match the yellow text nearby ๐Ÿ˜›
18:08:53 <dP> why is it so hard to match text colour, aren't they from the same palette?
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18:09:31 <andythenorth> I didn't bother looking up the indexes for the font colour ๐Ÿ˜›
18:09:37 <andythenorth> tried matching it by eye, failed
18:11:08 <dP> pfft
18:11:16 <dP> well, they're well-hidden, that much is true xD
18:11:32 <dP> can gimp colour picker figure it out or smth?
18:12:18 <dP> or if you give me rgb I can tell the colour index
18:12:37 <dP> even if it's not in the palette xD
18:14:13 <andythenorth> the colours must be a table somewhere ๐Ÿ˜›
18:14:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1056998472127103096/image.png
18:14:34 <petern> oops ๐Ÿ˜ฎ
18:15:34 <LordAro> ha
18:16:04 <petern> TC_ORANGE is 195, btw.
18:20:05 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1056999862618570824/image.png
18:20:05 <petern> Kinda wider
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18:26:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10285: Fix: Local authority window rating list height ignored icon sizes. https://github.com/OpenTTD/OpenTTD/pull/10285
18:42:44 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/7a1863129152ef0367b1dbc72aad198cecde39d5
18:42:45 <DorpsGek> - Update: Translations from eints (by translators)
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18:51:39 <andythenorth> maybe time for an openttd game
18:51:44 <andythenorth> did we RC yet?
18:52:18 <FLHerne> no
18:52:41 <andythenorth> dunno why I get conflicts rebasing master to upstream master
18:52:44 <andythenorth> not normal
18:53:35 <andythenorth> oic
18:54:19 <andythenorth> fixed
18:54:27 <petern> Is it because you committed to master when you should not have?
18:54:35 <andythenorth> no
18:54:51 <petern> Sure.
18:55:08 <andythenorth> there were 6 commits for variants in my master
18:55:17 <andythenorth> so possibly I rebased master to 10220 at some point
18:55:18 <andythenorth> dunno
18:55:25 <LordAro> silly
18:55:27 <petern> That's committing to master, basically.
18:56:07 <andythenorth> where was my life before rebase -i?
18:58:13 <petern> There was svn.
18:59:27 <andythenorth> time for a game
19:00:20 <andythenorth> what climate is the best climate?
19:00:25 <andythenorth> did we do alpine yet?
19:02:41 <petern> Toyland?
19:03:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1057010806295900290/image.png
19:03:34 <petern> Is that too weird?
19:04:07 <LordAro> seems fine
19:04:16 <andythenorth> I never clicked with Toyland
19:04:39 <LordAro> though is perhaps missing the wider context
19:04:42 <petern> The alternative is to just ensure the columns line up with a gap at the top, like they currently do.
19:04:46 <LordAro> i clicked with that one TTD map
19:04:50 <andythenorth> maybe there was an alpine climate grf
19:05:43 <dP> why choose when you can do both? :p
19:06:52 <petern> Context is I'm looking at <https://github.com/OpenTTD/OpenTTD/issues/8062> and then had to adjust the column code as that assumes a fixed width. Making it fill works fine, but the top two rows are wider so I then have to "unfill" that gap ๐Ÿ˜„
19:07:02 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1057011678417539143/Screenshot_from_2022-12-26_23-06-42.png
19:07:17 <petern> Toyland biome.
19:07:19 <LordAro> petern: context of the window as a whole, not context of the change :)
19:07:30 <petern> It's the group vehicle list.
19:07:51 <petern> Hmm
19:08:11 <petern> Ctrl-Z
19:09:52 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1057012389788274698/image.png
19:09:52 <petern> It's fine
19:10:06 <LordAro> ยฏ\_(ใƒ„)_/ยฏ
19:27:57 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282#pullrequestreview-1230209489
19:32:19 <DorpsGek> [OpenTTD/OpenTTD] FLHerne updated pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282
19:33:50 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282#pullrequestreview-1230210734
19:41:25 <petern> Hmm, well. I could just be lazy with it.
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20:06:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10282: Add: Slope-aware and roadtype-specific one-way sprites https://github.com/OpenTTD/OpenTTD/pull/10282
20:07:50 <FLHerne> michi_cc, 2TallTyler: thanks
20:08:45 <FLHerne> Can someone close https://github.com/OpenTTD/OpenTTD/issues/10238 ?
20:10:15 <michi_cc[d]> Yes.
20:10:31 <michi_cc[d]> Also needs an NewGRF/NML wiki udpate, and maybe a NML patch?
20:10:54 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on issue #10238: One-way road arrows don't look good on slopes https://github.com/OpenTTD/OpenTTD/issues/10238
20:10:57 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #10238: One-way road arrows don't look good on slopes https://github.com/OpenTTD/OpenTTD/issues/10238
20:13:07 <FLHerne> michi_cc[d]: NML and OpenGFX patches are both up but WIP
20:13:31 <FLHerne> (needs better example, actual sprites respectively :p)
20:14:06 <michi_cc[d]> The boring wiki update, too?
20:15:54 <michi_cc[d]> Is variants already on the specs wiki?
20:17:39 <michi_cc[d]> If there's no docs, we will earn frosch's thunder ๐Ÿ™‚
20:20:24 <petern> Andy ๐Ÿ˜„
20:22:36 <FLHerne> I'm doing the wiki tracking table
20:22:38 <FLHerne> not sure if I can edit the specs wiki
20:23:38 <petern> It is a wiki ๐Ÿ™‚
20:23:54 <andythenorth> variants is not done https://wiki.openttd.org/en/Development/NewGRF/Specification%20Status
20:23:56 <andythenorth> I did flip
20:25:35 <andythenorth> anyone editing that page right now? ๐Ÿ˜›
20:25:42 <andythenorth> otherwise I add variants
20:26:03 * andythenorth thinks it will be fine
20:27:39 <FLHerne> andythenorth: I've just finished editing it
20:27:45 <andythenorth> ๐Ÿ‘
20:27:54 <FLHerne> (for the one-way sprites)
20:28:00 <FLHerne> I haven't added variants :p
20:30:47 <andythenorth> hmm not sure how to clear the rowspan ๐Ÿ™‚
20:30:59 <andythenorth> maybe I just lack colums, let's see
20:32:47 <michi_cc[d]> No, the rowspan is just not needed.
20:33:12 <michi_cc[d]> andythenorth: You editing right now? I want to split the road sprite row when you're done.
20:33:34 <andythenorth> michi_cc[d]: I've stopped, I've left it broken though sorry ๐Ÿ˜
20:35:42 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1365450173
20:37:36 <michi_cc[d]> andythenorth: Should be okay now.
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20:39:47 <andythenorth> thanks
20:40:34 <andythenorth> I will add the nfo and nml props
20:41:07 <michi_cc[d]> There's also docs for #10233 (just added to the tracker).
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20:44:32 <FLHerne> I'm editing the grfspecs for oneway sprites now
20:44:55 <FLHerne> michi_cc[d]: I thought about splitting it, but then didn't see the point :p
20:45:22 <michi_cc[d]> I split it because only one part affects OpenGFX.
20:45:24 <FLHerne> that's why I probably left a stray rowspan in there sorry andy :p
20:45:28 <andythenorth> nvm ๐Ÿ™‚
20:57:30 <andythenorth> petern: groups are grf-local yes?
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21:03:44 <petern> Yes
21:07:20 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745
21:10:20 <andythenorth> nfo docs done
21:10:29 <andythenorth> doing nml now
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21:13:08 <andythenorth> petern: do trailing parts of articulated vehicles need any specific value for this prop? Or just leave it unset?
21:13:48 <andythenorth> same for extra flags also
21:17:19 <petern> Variants? Trailing parts are not involved.
21:17:29 <Eddi|zuHause> andythenorth: have you considered what if grf overrides vehicles of other grfs?
21:17:50 <andythenorth> nope
21:18:04 <andythenorth> petern: thanks
21:18:43 <petern> Does anyone disable dynamic engines?
21:18:49 <petern> (Except for ancient saves)
21:22:12 <andythenorth> weird people
21:22:26 <andythenorth> glx[d]: I think the nml patch might only work with numeric IDs?
21:22:55 <andythenorth> not sure if it resolves vehicle ID constants for variants
21:23:27 <glx[d]> you can easily try
21:24:28 <andythenorth> surprisingly it seems to just work
21:24:39 <andythenorth> I guess IDs are some table of symbols somewhere
21:24:43 <andythenorth> I never rely on them
21:24:51 <glx[d]> but I think handling is automatic yes
21:25:08 <glx[d]> IDs are added to a list
21:25:22 <petern> Nice
21:25:42 <petern> Hmm, is XDCMP a thing these days...
21:26:12 <petern> This old Q6600 laptop is so slow I'm thinking maybe thin-client might be the way.
21:27:42 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1365469391
21:30:03 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles
21:30:06 <FLHerne> waypipe is the new shiny for doing that
21:30:09 <andythenorth> variant_group and extra_flags
21:30:26 <FLHerne> I get the impression it's still too new to actually work properly all the time :p
21:31:00 <FLHerne> grfspecs for the one-way thing are done now
21:32:51 <glx[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1057048371401068614/image.png
21:32:51 <glx[d]> I can't remember how it worked before the command, but I guess nothing changed here, just now it's easier to see what's actually loaded
21:46:13 <petern> There's code that checks for the presence of 'bold' somewhere, which seems wrong ๐Ÿ™‚
21:47:13 <petern> I also have some typefaces with many weights but it's not selectable in game, so it uses the lightest.
21:48:24 <petern> Anyway, turns out it is, if you get the name exactly right.
21:48:55 <glx[d]> I think our special " bold" or "-bold" handling is only for filename
21:49:09 <petern> Yes
21:49:37 <petern> If I pick "Inter", I get a very light version. "Inter Medium" works though. "Inter Bold" falls back to Arial..
21:49:51 <petern> `font` command++
21:51:02 <petern> Hah "Inter Light" is heavier than "Inter Regular"... Good ol' fonts.
21:52:52 <andythenorth> lol my map suits boats too much
21:52:59 <andythenorth> don't have any boat variants yet ๐Ÿ˜›
21:55:15 <petern> Weird, my OpenTTD window is changing scale when it switches focus.
21:56:05 <petern> Like it's not ignoring Windows' scaling but only when focused. Hmm.
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22:45:16 <andythenorth> lol I chose a mountainous map because 'hilly' was too flat ๐Ÿ˜›
22:45:24 <andythenorth> but now it's too hard to build ๐Ÿ˜›
22:45:58 <andythenorth> also I compiled a debug build, I assume it's intended that OpenTTD is trapping shift for ffwd, even when not foreground app?
22:46:18 <andythenorth> (I know about shift vs tab, but not that it captured key whilst in background)
23:08:10 <petern> Probably a macOS thing.
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