IRC logs for #openttd on OFTC at 2023-04-01
00:03:50 <DorpsGek> [OpenTTD/nml] JGRennison opened pull request #281: Optimise variational action2 trivial cases
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00:17:11 <williams45[m]> "I'll help anyone interested on how to earn 100k in just 72hours from the crypto market. But you will have to pay me my commission! when you receive your profit! if interested send me a direct message by asking me HOW
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00:53:47 <glx[d]> ah some bots found irc
01:18:53 <dwfreed> yeah, we get that spam from matrix periodically
01:19:10 <dwfreed> w/43
01:19:12 <dwfreed> oops
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08:06:02 <andythenorth> o/
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08:24:48 <Wolf01> hmmm, could be a nice system for liveries, if we don't already do like this one :P
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08:32:20 <dP>
08:32:20 <dP> andythenorth: do you maybe have any idea what's different about these sprites? I seem to be missing something idk what.
08:32:44 <dP>
08:32:47 <andythenorth> Wolf01: interesting ๐Ÿ™‚
08:32:59 <andythenorth> dP: sorry, more context needed ๐Ÿ™‚
08:34:46 <dP> I'm trying to make funding preview but it's a royal pita because newgrfs need industry, so I'm faking one but seem to still be missing something
08:35:09 <dP> vanilla works fine, pirs works fine, but firs seem to still be missing someithning
08:36:09 <dP> some industry tiles work but some don't and I've no idea what's different about them
08:37:11 <andythenorth> is it only the ones with split layouts?
08:37:48 <andythenorth> something is up with the xy offsets there
08:38:31 <andythenorth> some of the tile patterns are correct, but they're transposed to the wrong place in the overall layout
08:41:22 <dP> hm, yeah, maybe I got offsets wrong...
08:44:51 <dP> are patterns relying on same industry flag in var 0x60 ?
08:48:49 <andythenorth> it will all be tile var 0x43
08:49:14 <andythenorth> for position
08:56:34 <dP> hm, how did I manage to get that wrong...
09:00:53 <andythenorth> "emoji"
09:01:26 <andythenorth>
09:01:26 <andythenorth> hmm I know it's really niche but
09:01:41 <andythenorth> it would be nice if that was a buy menu toggle
09:01:46 <dP>
09:01:46 <dP> hell yeah
09:01:58 <dP> other than some glitching of out-of-bound sprites
09:02:18 <dP> it wasn't offsets but layout that I got wrong, layouts are offset by 1 in newgrfs...
09:03:06 <andythenorth> lol
09:03:14 <andythenorth> happens
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09:35:32 <dP>
09:35:32 <dP> needs some overlay to explain wth is going on I guess...
09:36:30 <andythenorth> looks cool AF
09:41:01 <Wolf01> ๐Ÿ˜ฎ
09:50:51 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #10589: [Crash]: using make on debian to install most recent update crashes cmake
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10:14:42 <Kuhnovic> dP: Is this for CityMania or for OpenTTD?
10:19:31 <dP> yep, new feature for cmclient
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12:25:43 <petern> I'm gonna throw that bike away, bloody punctures
12:29:16 <petern> 10589 smells of ulimits on a VPS
12:35:49 <petern> andythenorth: PR?
12:41:41 <dP> it's a game setting so doesn't really make much sense in the ui
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12:45:46 <petern> A PR could change that
12:46:41 <petern> The bit that exposes it to newgrf would need to go.
13:17:33 <petern> andythenorth: salad eh?
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13:53:50 <andythenorth> petern: kevlarโ€ฆ
14:32:37 <Eddi|zuHause> Wolf01: that looks vaguely what i wanted to do in CETS
14:37:16 <Eddi|zuHause> concerning expire: we can introduce a separate "show expired vehicles" toggle in the buy menu, but "vehicles never expire" has side effects that aren't just visual (mainly concerning model reliability)
14:39:33 <dP> Wolf01: oh, just watched this video, I think we discussed something similar with discord_user_f4a0790 as well
14:39:38 <dP> can totally do it like that
14:43:30 <dP> they don't seem to do lighting though...
15:00:09 <andythenorth> Eddi|zuHause: yes, 'show expired' is what I actually want
15:00:42 <andythenorth> anyway, I haven't made a PR ๐Ÿ˜›
15:00:55 <Eddi|zuHause> should be a "good first issue" :p
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15:02:52 <frosch> TrueBrain: did we ever discuss adding a wasm preview to eints?
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15:03:01 <TrueBrain> we did not
15:03:25 <frosch> i wonder whether we can reload a language file without restarting ottd
15:04:06 <TrueBrain> I wouldn't know why not .. does require some changes, but the sky is the limit! ๐Ÿ˜›
15:29:50 <LordAro> there was some suggestion of getting rid of thr binary format entirely
15:30:00 <LordAro> as obviously GS don't need it
15:35:32 <nielsm> compiling the languages takes a few seconds at most, right? and could be multithreaded too (UK English probably needs to be preprocessed in some way still)
15:36:31 <nielsm> could also do a pre-scanning of the language files to check what languages are available, but only fully load a language on demand
15:37:34 <frosch> english.lng is special because it defines strings.h, and we use numeric keys inside ottd
15:38:15 <frosch> though i guess you would have to compile the STR_x into the binary anyway
15:38:48 <frosch> "STR_x + parameter types" would be some kind of string prototype :p
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15:39:48 <nielsm> the english.lng could perhaps be stuffed into the exe file during compile? and contain the additional data required to load text format language files at runtime
15:42:56 <frosch> hmm, now i am worried translators would fill strings with crap temporarily, to reverse engineer which string is used where
15:43:38 <frosch> if ottd knew the string name we could also have some debug setting to render all strings with their name
15:44:02 <frosch> so buttons would be labeled with "STR_FOO(1, 2, STR_BAR, 4)"
15:44:27 <frosch> probably would not fit on all buttons :p
15:46:40 <Rubidium_> isn't it easier to just generate the appropriate language file for that?
15:47:34 <frosch> interesting idea
15:49:28 <Rubidium_> I think you can come quite far with a relative simple sed, except for those few strings that have their parameters out-of-order
16:09:35 <Rubidium_> frosch: sed 's/ :[^{]*{/ :{/;s/}[^{]*{/}, {/g;s/}[^}]*$/}/;s/{[PG] [^}]*}//g;s/ :[^{]*$/ :/;s/\(STR[^ ]*\)\( *\):\(.*\)/\1\2:\1(\3)/;s/RAW_STRING}/STRING}/g;s/STRING[1-7]}/STRING}/g' english.txt > debug.txt
16:10:43 <LordAro> lol
16:10:44 <Rubidium_> it's far from perfect, since it doesn't do the right thing with font or colors, so you get some stray commas in the UI
16:11:12 <Rubidium_> a wide screen monitor is advised though
16:12:13 <Rubidium_> result:
16:12:14 <DorpsGek> [OpenTTD/OpenTTD] uzurpatorex started discussion #10590: Suggestion to alter smooth economy production change algorithm
16:14:24 <Rubidium_> interesting question though... why does the town name have STR_BLACK_STRING and most of the others STR_JUST_STRING?
16:22:05 <frosch> maybe because townname can be newgrf supplied
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18:28:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #10408: Codechange: Store ObjectSpecs in std::vector
18:28:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10408: Codechange: Store ObjectSpecs in std::vector
18:29:30 <petern> Huh, never noticed, oops.
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19:38:59 <TrueBrain> so ... TallTyler , can we expect a release soon? ๐Ÿ˜„
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19:41:46 <frosch> today would be 1st april. but ofc you can also wait for next week to ruin hellish' family easter ๐Ÿ™‚
19:43:05 <Eddi|zuHause> making a release without any RC would be a fun april fools joke :p
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19:46:51 <TrueBrain> We haven't done any RC for a minor release in a while .. so pretty sure that isn't as special as you try to make it ๐Ÿ˜„
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19:46:56 <glx> people don't use RC
19:47:12 <glx> any bug is reported after the stable release
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20:20:11 <dP> .0 is new rc xD
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21:06:37 <discord_user_f4a0790> dP: Yeah this is similar to my idea
21:08:04 <discord_user_f4a0790> I think my idea was basically having an image of a train with no shading and then having a map to tell where to lighten or shade textures
21:09:04 <discord_user_f4a0790> It would make doing liveries far less fiddly
21:09:31 <discord_user_f4a0790> But it would only really be worth it if you were doing more than 2 liveries
21:09:48 <discord_user_f4a0790> So for me such a feature could be worth it
21:11:28 <discord_user_f4a0790>
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21:12:06 <discord_user_f4a0790> Essentially what Iโ€™m suggesting is that the texture and shine is one image that any colour can be applied to
21:13:19 <discord_user_f4a0790>
21:13:19 <discord_user_f4a0790>
21:13:49 <discord_user_f4a0790> War thunder has this where they draw the texture of a vehicle with one image and how reflective the texture is with another
21:14:32 <dP> reflections are kind of different thing
21:16:18 <dP> but we could have layered image, first layer is just paletted with the texture map like in the video and second is shading overlay
21:16:40 <dP> so livery colours can be changed on the texture map but shape and shading stays the same
21:22:14 <dP> problem with this approach though is that you don't see the end result when drawing
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21:22:59 <dP> I guess I can make a script that watches file modification and shows combined image on each save
21:23:18 <dP> better than having to compile newgrf at least
21:23:28 <dP> though I can compile on file modification as well xD
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21:24:22 <dP> already have plans to eventually make a watch mode that automatically recompiles grf and reload it in the game every time asset is changed
21:25:55 <andythenorth> dP: might go crazy with frequent saves of pngs though
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21:26:23 <dP> well, just don't start compiling until previous one is finished
21:27:16 <dP> also I'll do cache first anyway so recompile should be fasst
21:50:07 <discord_user_f4a0790> dP: Yeah thatโ€™s what i was thinking of
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22:20:13 <dP> oh, arctic-tycooners servers have closed...
22:23:42 <Eddi|zuHause> am i going mad? i'm now placing accurately measured hectometer plates next to the tracks
22:24:16 <Eddi|zuHause> well. not perfectly accurate, but roughly
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