IRC logs for #openttd on OFTC at 2022-12-27
            
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08:49:12 <andythenorth> oops, forgot to build statues
08:49:19 <andythenorth> grrrrreat mechanic ๐Ÿ™‚
08:52:32 <Pruple> si
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08:57:42 <andythenorth> goes it put station rating boost back in FIRS? ๐Ÿ˜›
08:57:44 <andythenorth> oof
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09:11:27 <pickpacket> I love the build statue thing :D
09:44:49 <petern> Candied jalapeno marmalade.
09:53:41 <andythenorth> I am having to read words twice right now
09:54:10 <andythenorth> marmalade surprise
10:16:58 <DorpsGek> [OpenTTD/team] lysinelai opened issue #364: [zh_CN] Translator access request https://github.com/OpenTTD/team/issues/364
10:23:12 <petern> Hmm, something has changed on my system :/
10:25:19 <petern> When I set up truetype fonts, the game window rescales when it gains/loses focus. wtaf.
10:27:03 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1057243207655764038/image.png
10:27:03 <petern> What?
10:29:55 <petern> Okay
10:30:50 <petern> Something to do with loading "Inter Medium" causes it.
10:39:16 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1057246283192074371/image.png
10:39:16 <andythenorth> oh we merged this ๐Ÿ˜„
10:39:18 <andythenorth> good
10:42:14 <petern> ; looks odd tbh.
10:42:53 <petern> Though we do use it in a few other cases.
10:43:45 <LordAro> mm
10:43:54 <LordAro> also moin
10:44:18 <petern> I'm lazy, all these days off and I'm not cycling :/
10:46:55 <andythenorth> ; is unusual
10:47:00 <LordAro> also mm
10:47:23 <petern> No.
10:47:35 <petern> So even with 100% desktop scale... it still does this :/
10:48:32 <dP> andythenorth: will it still say "bad luck" if there is no suitable place at all on the map?
10:48:46 <andythenorth> dunnno
10:48:50 <andythenorth> could be bad luck though
10:48:59 <dP> yeah, on map generation xD
10:49:04 <LordAro> "you generated an unsuitable map, bad luck"
10:49:26 <Pruple> the "; try again" is a little superfluous. Error messages don't usually include advice or instructions, do they?
10:49:51 <petern> Indeed.
10:50:05 <petern> Why does loading a font cause rendering to go weird?
10:50:09 <andythenorth> also you might have no money left to try ๐Ÿ˜›
10:50:19 <andythenorth> goes it make a branch and PR for a typo?
10:53:12 <LordAro> andythenorth: i thought the error message was distinct from not enough money?
10:53:18 <LordAro> it was supposed to be..
10:53:21 <petern> Oof, I turned off HW acceleration and now the game crashes on start up.
10:53:26 <petern> "CreateDIBSection failed"
10:53:32 <LordAro> oh dear
10:54:03 <andythenorth> LordAro pretty certain it is, but the helpful advice 'try again' might not be possible
10:54:08 <andythenorth> if was your last dollar
10:57:59 <LordAro> oh i see
11:07:47 <Rubidium> "try again later"?
11:08:00 <Pruple> later than what?
11:09:58 <petern> Oh, whoever played Wentbourne didn't do shared orders.
11:10:15 <Rubidium> "try again later when you have enough money and are willing to gamble that money away on prospecting
11:10:45 <petern> 4833 trains, all with individual orders ๐Ÿ˜ฎ
11:13:35 <LordAro> i don't think it was "played" as such
11:17:22 <petern> Uh
11:18:39 <petern> Oh dear.
11:21:39 <andythenorth> hmm
11:21:41 <andythenorth> lunch?
11:22:11 <Pruple> yes
11:38:58 <michi_cc[d]> Hmm, how bad would it be to completely ignore the hundreds and hundreds of lines of cargo handling from cargodist and duplicate it similar but slightly different...
11:39:31 <michi_cc[d]> Probably not the best idea, but unfortunately all this cargodist stuff is keyed on station from start to finish, while I need it on order level.
11:39:44 <andythenorth> dist model as content? ๐Ÿ˜›
11:39:50 <andythenorth> C++ plugin framework?
11:46:11 <LordAro> NoDist
12:02:09 <petern> Is it for cargodest?
12:02:19 <michi_cc[d]> Yes
12:03:03 <petern> Then you don't need to ignore cargodist, you can remove the bits no longer needed.
12:03:13 <michi_cc[d]> Keying all this stuff on StationID is totally fine for a statistical cargo distribution simulation, but if you want to actually route cargo, you need order granularity.
12:03:21 <petern> Yup.
12:04:23 <michi_cc[d]> I'm not sure I want to endure the drama for kicking cargodist out as it will completely wreck the network in existing games.
12:04:45 <petern> Maybe, but I think most people only use CargoDist because it gives them some sort of destination without having to do manual transfers, and would prefer CargoDest.
12:04:48 <reldred> Man it would be good for a laugh
12:05:52 <petern> Ah, my bug was I override OnInit() without calling the base OnInit(). oops.
12:06:06 <andythenorth> cargodist should be off for most players for most cargos
12:06:11 <andythenorth> it's broken
12:06:24 <reldred> TBH I have no problem with cargodist for cargo, cargodest would be cool for passengers
12:13:24 <JGR> michi_cc[d]: What do you mean by order granularity here?
12:15:15 <petern> andythenorth: it doesn't do what you expect doesn't mean it's broken ๐Ÿ™‚
12:15:15 <michi_cc[d]> Cargodist sorts and assigns all the cargopackets and links by next station. But for real destination routing, there's a difference between a vehicle going A-B-C and A-B-D, so you need shared order list granularity, not just next station.
12:15:22 <petern> (like subtype refits ;))
12:15:27 <andythenorth> oh yes ๐Ÿ™‚
12:15:39 <andythenorth> I forget things
12:16:15 <andythenorth> petern: do I get a T-shirt with this on it?
12:16:54 <JGR> michi_cc[d]: I see what you mean now. I tried to look at this a couple of times before but never got anywhere useful.
12:17:02 <petern> Saying that, I'm sure loading "Inter Medium" shouldn't do what it does...
12:18:05 <petern> Ignoring removing CargoDist, I'm happy for bits to be duplicated if it means we get closer to CargoDest.
12:20:11 <Merni> Will cargodest be more intelligent about taking routes with more stops if the direct route is overcrowded? :P
12:20:37 <JGR> It does that fine already, if the parameters are set reasonably
12:21:28 <JGR> It's things like skip-stopping patterns which are handled particularly badly
12:22:29 <michi_cc[d]> Non-deterministic conditional orders are also bad for any cargo routing, but would be even more bad for cargodest than cargodist.
12:23:07 <andythenorth> I have seen cdist do 'interesting' things, like route cargo the opposite way to the destination, because there's a connection
12:23:26 <JGR> That is common enough in real life ๐Ÿ˜›
12:23:40 <andythenorth> time vs. distance ๐Ÿ˜›
12:24:04 <JGR> The time based stuff which was merged into master recently works quite well
12:28:50 <Merni> JGR: Yeah, this is what I meant -- it always wants to take a non-stop route even if a better route with a few stops (not transfers) is available
12:31:27 <JGR> Cargo just getting on the first acceptable vehicle makes downstream capacity/usage estimation much more difficult
12:32:18 <JGR> The TTDP cargo dist implementation sort of worked that way
12:32:29 <JGR> It was rather difficult to tune
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12:46:24 <klote> Hi any one here?
12:50:02 <debdog> funny, how everyone's suddenly getting silent when someone asks a trick question
12:50:26 <debdog> *going
12:52:03 <andythenorth> the logs show nobody here
12:52:13 <andythenorth> nobody talking at all for as much as 15 minutes
12:52:20 <andythenorth> so no, the channel is dead
12:52:25 <andythenorth> give up
12:54:48 <petern> klote: Yes ๐Ÿ™‚
12:55:22 <andythenorth> also hi ๐Ÿ™‚
12:58:18 <klote> hi hi
12:58:46 <klote> Was hoping some one could help me how to properly setup a dedicated openttd server
12:59:06 <klote> including some form of RCON bot with commands
12:59:51 <michi_cc[d]> There's a whole multiplayer section in this Discord, might be a better place to ask.
13:00:58 <klote> i did
13:01:13 <klote> sadly no one really responds
13:02:50 <DorpsGek> [OpenTTD/OpenTTD] tpetazzoni commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
13:07:13 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
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13:15:48 <DorpsGek> [OpenTTD/OpenTTD] tpetazzoni commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
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13:40:26 <FLHerne> klote: dP runs CityMania so presumably knows that stuff
13:41:14 <FLHerne> klote: you've read https://github.com/OpenTTD/OpenTTD/blob/master/docs/multiplayer.md , https://github.com/OpenTTD/OpenTTD/blob/master/docs/admin_network.md and https://wiki.openttd.org/en/Development/Server%20admin%20port ?
13:42:05 <FLHerne> you're more likely to get answers to specific questions, people don't like committing to open-ended requests for "help"
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13:48:55 <dP> CItyMania is not rly a good example, it uses patched server and a custom server runner
13:53:29 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1057295158191857705/Screenshot_from_2022-12-13_22-04-26.png
13:53:29 <dP> I even somewhat moved from commands to web admin lately xD
13:56:57 <klote> FLHerne: Thanks! problem is specific questions are quite hard if i don't really know what i am looking for precisely. the link https://wiki.openttd.org/en/Development/Server%20admin%20port you shared says libaries what does that mean?
13:58:58 <FLHerne> klote: https://en.wikipedia.org/wiki/Library_(computing) - collection of functions etc. to make writing admin-port clients easier
14:01:21 <FLHerne> rather than writing all the code to send packets etc. yourself
14:01:28 <dP> klote: if you want custom commands you'll need to make an external program that defines their logic, and to communicate from that program to openttd you'll need a library unless you want to implement the admin port protocol yourself
14:02:42 <klote> dP: Ah right, yeah im not a coder. i was hoping there is a program tool that already had those functions
14:02:59 <klote> and only requires configuring
14:04:00 <dP> well, there is stuff like <https://github.com/ropenttd/suds>
14:04:13 <dP> not sure how useful it is for your usecase though
14:07:27 <klote> Will have a look thanks
14:07:54 <TallTyler> petern: Goes it approve #10151 or are you still playing with things or hoping to test other OS renderings first?
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14:29:29 <supermop_Home__> good morning
14:33:43 <Pruple> yoyo
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14:39:23 <petern> TallTyler: Oh yes, I was trying to build with FreeType on Windows so I could fiddle, and then got sidetracked.
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15:18:13 <dP> ugh, nmlc crops sprites :(
15:18:22 <dP> was hoping to decompile templates
15:19:03 <dP> guess I still can, just more work
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15:29:12 <frosch> dP: there is an option to disable that
15:30:33 <dP> yeah, but I only have grf file to work with
15:30:37 <dP> also, hi :)
15:40:51 * petern fiddles with layouts again
15:46:08 <michi_cc[d]> Oh, a frosch. Quick, hide the chaos we made ๐Ÿ™‚
15:53:25 <andythenorth> did you replace cdist yet? ๐Ÿ˜›
15:57:15 <petern> Hmm, sizing gui to fit strings: takes up less space with English, and about double the width with German...
16:19:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
16:41:00 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230826264
16:44:24 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230828349
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16:59:12 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
17:02:08 <FLHerne> is anyone doing #10271 (NRT road stops)
17:02:09 <FLHerne> ?
17:06:39 <DorpsGek> [OpenTTD/OpenTTD] hpiirai opened issue #10287: [Bug]: Useless buttons when founding town in game https://github.com/OpenTTD/OpenTTD/issues/10287
17:08:37 <Heiki> https://www.tt-forums.net/viewtopic.php?p=937308#p937308 โ€œHiding buttons is easy, since the GUI rewrite. Just somebody has to do it.โ€ but nobody has in almost 12 years โ˜บ
17:11:20 <petern> It's actually not.
17:11:43 <petern> But I had no idea there was an option to allow founding towns in game.
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17:38:48 <petern> FLHerne, don't think so.
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17:38:59 <NekoMaster> That options been around for ages now, foudning towns in game
17:52:28 <FLHerne> I'll try doing it then
17:58:27 <TallTyler> Heiki: For hiding buttons, look at how weโ€™ve hidden block signals
18:00:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230889470
18:00:13 <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on discussion #8397: Daylength https://github.com/OpenTTD/OpenTTD/discussions/8397
18:01:25 <FLHerne> Pruple: should NRT road stops have different ground sprites for bus vs. truck stations?
18:01:29 <FLHerne> the baseset seems to
18:01:45 <FLHerne> despite them being identical
18:01:51 <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on discussion #8397: Daylength https://github.com/OpenTTD/OpenTTD/discussions/8397
18:02:16 <Pruple> hmm
18:05:22 <Pruple> I want to say probably not? since the old spec only provided one. And I'm too lazy to redo the test grf. And realistically, if you did want different ground sprites, you could just provide them using one of the rear sprites. ๐Ÿ™‚
18:12:47 <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1057360412988940309/Windybury_Transport_1981-06-20.png
18:12:51 <Pruple> depots seem to be done
18:13:04 <Pruple> road stops might be next ๐Ÿ˜„
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18:36:18 <TallTyler> Do we even need NRT specific road stops, or just use NewGRF road stops? (Theres a PR to upstream them from JGRPP)
18:36:41 <Pruple> TallTyler: yes, we do
18:37:39 <Pruple> newroadstops require cooperation from the player, roadtype-specific defaults do not ๐Ÿ™‚
18:37:47 <Pruple> and if they're easy to add, why not add them?
18:39:05 <Pruple> and having roadtype-specific defaults doesn't conflict with newroadstops at all
18:39:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
18:54:39 <FLHerne> TallTyler: it's even a TTD feature when it comes to railtypes :p
18:54:59 <FLHerne> the monorail/maglev stations being different
18:56:11 <DorpsGek> [OpenTTD/team] DiogoMCampos opened issue #365: [pt_PT] Translator access request https://github.com/OpenTTD/team/issues/365
18:56:21 <DorpsGek> [OpenTTD/team] DiogoMCampos opened issue #366: [pt_BR] Translator access request https://github.com/OpenTTD/team/issues/366
18:56:29 <DorpsGek> [OpenTTD/team] DiogoMCampos opened issue #367: [ca_ES] Translator access request https://github.com/OpenTTD/team/issues/367
19:35:12 <petern> Bus and truck stops tho
19:36:45 <andythenorth> I am playing OpenTTD
19:36:51 <andythenorth> I just built a bunch of truck stops for my buses
19:37:12 <andythenorth> then, because I can't tell 6 from 7 apparently, I demolished them all and replaced them with...more truck stops
19:38:07 <FLHerne> lol
19:38:30 <LordAro> maybe you should just build trucks instead
19:40:58 <FLHerne> tbh I don't get why there's a distinction for RVs
19:41:13 <FLHerne> none of the other transport modes have one
19:41:39 <andythenorth> probably so they can have different sprites
19:41:52 <andythenorth> and IRL in the UK trucks don't use bus stations
19:47:37 <FLHerne> freight trains don't use passenger stations with big overall roofs either
19:50:30 <Rubidium> diesel trains do not use a pantograph... oh no, some do :D
20:05:17 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#pullrequestreview-1230974143
20:13:44 <pickpacket> I think I've hit an income ceiling on my current map. I keep having to add trains to pick up waiting cargo, and that works, but I don't seem to ever make more than ยฃ30m/year
20:14:42 <pickpacket> I think it's because my main rail is just too clogged... I'll have to see if I even *can* expand it to more rails
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20:39:05 <imlegos> andythenorth: American here, we don't either.
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20:46:08 <frosch> FLHerne: people like to use distinct platforms for specific cargotypes. so in a more general sense: it would make sense to have stops per cargotype
20:46:36 <frosch> i.e. "desired cargotype" could be a newgrf variable, and the pax/non-pax would be a gui restriction
20:47:38 <petern> Some kind of NewGRF stations extension?
20:49:35 <imlegos> ISR: Truck Edition.
20:49:48 <FLHerne> frosch: I mean, for NewGRFs there's clearly demand for any level of complexity imaginable
20:50:34 <frosch> i am not up-to-date with the recent features ๐Ÿ™‚ but if it is about adding newgrf graphics for bus/truck stops, it may make sense to generalize it for all station types: prefer showing cargo for cargotype X
20:50:48 <frosch> even if it is only a variable for now, and there is no gui or other stuff
20:50:55 <FLHerne> it just seems arbitrary that the original TTD (or even TTO?) decided to make that distinction for RVs in particular
20:51:23 <frosch> newstations always had issues with showing cargos, with full-load / no waiting cargos. so assigning speicifc cargo-types may make sense
20:51:46 <frosch> though i guess station grfs have destrict stationtypes anyway
20:51:55 <FLHerne> frosch: right now the discussion was just roadtype-specific sprites for the standard stop via action3
20:52:11 <FLHerne> JGR does have a full newroadstops PR open
20:52:36 <frosch> FLHerne: yes, but do you distinguish bus/truck via action3 type or via some other variable?
20:52:47 <imlegos> Also I'ma be honest; I have no idea what this channel even is
20:53:01 <frosch> if you use action3, you are stuck with bus/truck forever, using a variable would allow distinguishing other cargo types
20:53:02 <wyndbain> imlegos: magic
20:53:28 <imlegos> Normally you'd expect a channel's description to explain it, but reading it made me more confused
20:53:35 <FLHerne> imlegos: it's the #openttd IRC channel, which was traditionally the main dev channel, bridged onto Discord
20:53:55 <FLHerne> blame Truebrain for the silly description
20:54:04 <imlegos> Then what does that ake Discord channel #openttd-development ?
20:54:17 <FLHerne> (on irc.oftc.net)
20:54:20 <frosch> iirc that channel is "to be deleted" or so
20:54:44 <FLHerne> imlegos: predates the Discord bridge
20:55:13 <petern> > This channel provides a bridge to a relic of the past. You may have heard your great-grandfather talk about it. Before people sent telegraphs, they would use IRC. Some people never stopped. This channel is for them.
20:55:15 <FLHerne> there were parallel IRC and Discord channels which was unhelpful
20:55:25 <petern> That's not totally silly ๐Ÿ™‚
20:56:31 <FLHerne> and yeah, this IRC channel predates Discord as a whole
20:56:50 <FLHerne> IRC as a whole is from the 80s
20:57:21 <imlegos> Alright, so the main thing was just me not knowing what 'IRC' was
21:00:23 <Pruple> frosch: it seems to have worked okay for the last 27 years
21:01:04 <petern> I don't think there needs to be anything other than bus/truck, tbh.
21:01:24 <Pruple> newroadstops can do fancier things with per-cargo graphics, #10271 is just about matching the basic stop graphics to the roadtype
21:01:28 <FLHerne> imlegos: IRC is to Discord what email is to...whatever people use instead of email :p
21:01:41 <imlegos> Fax?
21:01:50 <FLHerne> Gmail without considering other providers?
21:01:58 <dP> irc is a next technological step after pigeon post :p
21:02:07 <imlegos> Gmail is just a type of Email so nah, that doesn't work
21:02:25 <FLHerne> yeah, I know
21:03:00 <FLHerne> there must be some proprietary megacorp nonsense that people are using instead of email now
21:03:09 <dP> there is even a standard for doing irc over pigeon post...
21:03:14 <FLHerne> maybe traditional forums vs Reddit
21:04:34 <petern> We should set up a Gopher server.
21:05:31 <imlegos> Fax or AOL for not-email
21:07:56 <FLHerne> well, email is still an open decentralised protocol
21:08:04 <FLHerne> more so than fax even
21:09:31 <petern> Although the big email providers make it difficult these days.
21:12:06 <FLHerne> hence what I said about Gmail :p
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21:34:55 <andythenorth> assigning a cargo to a station tile is an interesting idea
21:34:58 <andythenorth> or an order of cargos
21:36:53 <FLHerne> perhaps there could be a station tile var for the cargo currently being loaded
21:37:16 <FLHerne> or the most common cargo loaded in the last three months or whatever
21:40:55 <petern> Hmm, reordering a window to draw (the same contents) from right-to-left...
21:44:15 <andythenorth> oops I disabled autosave a few weeks ago
21:44:35 <andythenorth> and just made a mistake with my current game ๐Ÿ˜›
21:44:47 <andythenorth> i.e. loading an older version without a current save ๐Ÿ˜›
21:57:31 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144
22:02:51 <petern> Oh no.
22:02:56 <petern> You actually played the game...
22:04:13 <andythenorth> I'll be playing the same bit of story again ๐Ÿ˜›
22:04:22 <andythenorth> I'll have to watch all the cut scenes again ๐Ÿ˜ฆ
22:07:13 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#issuecomment-1366204108
22:10:15 <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
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22:28:42 <JGR> reldred: It seems to work fine, I can post a build for the PR if you like?
22:28:59 <reldred> Sure, if it helps other folks test
22:29:15 <reldred> Itโ€™s all gpl2
22:29:32 <reldred> Or gpl3, whatever fridaemons object set has
22:29:57 <reldred> I really should clean up those repos and put the licenses in thereโ€ฆ ๐Ÿค”
22:31:37 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#issuecomment-1366222195
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22:38:22 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#pullrequestreview-1231071136
22:38:34 <glx[d]> I triggered a release build for #10144, binaries should be available in about 45 minutes
22:39:30 <andythenorth> newgrf roadstops ๐Ÿ˜ฎ
22:39:57 <andythenorth> so much grf ๐Ÿ™‚
22:41:07 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#issuecomment-1366225138
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22:47:03 <FLHerne> ...
22:47:10 <FLHerne> DrawRailTileSeq()
22:47:16 <FLHerne> is the function that draws road stops
22:48:17 <FLHerne> hm, I should read the JGR thing to make sure I'm not creating pointless conflicts
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22:49:18 <JGR> FLHerne: The diff is big enough without renaming things for the sake of it
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22:50:24 <FLHerne> yeah
22:50:52 <FLHerne> I'm currently trying to implement https://github.com/OpenTTD/OpenTTD/issues/10271 which is kind of orthogonal to yours
22:51:03 <FLHerne> and just spent a while trying to find that code
22:51:24 <FLHerne> and then realised you might have renamed it or moved it or whatever because it's stupid :p
22:53:09 <JGR> I'd only rename it if I changed it to do something different
22:53:57 <JGR> In which case a future merge conflict would provide useful information
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22:58:52 <FLHerne> yeah, now having read it you've not changed the drawing as much as I imagined
22:58:59 <reldred> andythenorth: more grfs
22:59:04 <reldred> grf all the things
22:59:33 <reldred> unleash GarryG and Fridaemons true potential, put an end to overlaping newobjects. Achieve world peace in our time.
22:59:40 <reldred> all this and more is possible.
23:00:47 <andythenorth> station tile variants ๐Ÿ˜›
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23:06:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1231076602
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23:11:44 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1231105120
23:13:22 <andythenorth> reldred: raise the object limit per grf ๐Ÿ˜›
23:13:34 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1231105854
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23:20:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1231108805
23:23:09 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144
23:28:34 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10144: Add: NewGRF road stops https://github.com/OpenTTD/OpenTTD/pull/10144#pullrequestreview-1231110887
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