IRC logs for #openttd on OFTC at 2023-07-02
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03:20:05 <alfagamma_0007> I should maybe host a game with dP's Patchpack
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06:58:08 <merni> why does this even exist :p
07:01:05 <merni> the description claims "small devices without actual keyboard", surely those whould have a native on-screen keyboard in the OS which users would prefer to this limited one with a fixed English-QWERTY layout
07:06:48 <Rubidium_> though... the main question is: does the platform independent graphics library do OSKs?
07:11:12 <Rubidium_> oh, and what makes you think it's a fixed English-QWERTY layout?
07:11:49 <Rubidium_> change to e.g. French
07:12:41 <Rubidium_> yes, if you're using Dvorak you're a bit out of luck. But if you use Dvorak you're likely able to change the language file to change the OSK layout
07:14:26 <merni> Rubidium_: well, I changed to Tamil, evidently there is no keyboard layout defined for it :p
07:23:31 <Rubidium_> I guess the translator didn't put much thought into it when translating, and just copied it
07:36:02 <merni> well there is not much standardisation, there are several frequently used layouts
07:37:15 <merni> and some of them are not a simple, context-free one key -> one character either
07:41:25 <merni> Chinese and Japanese seem to use the english layout too
07:42:58 <merni> maybe programming more complex input methods is not possible in the lang files
07:43:30 <merni> doesn't make sense to do that either, it should not be something that is part of the game :p
07:44:25 <Rubidium_> feel free to fix it :D
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08:37:31 <truebrain> that should fix the nightly build failure of last night π
08:49:02 <locosage> alfagamma_0007: it's network compatible with vanilla so there is not much point using it as a server
10:01:24 <andythenorth> might go to the tip
10:01:31 <andythenorth> get rid of...stuff
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10:20:15 <D-HUND> "There are no Easter Eggs in this #channel"
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10:55:26 <frosch123> lordaro truebrain : apparently the certs for the bananas mirrors are about to expire in 3 weeks. I thought those would renew automatically?
10:56:10 <truebrain> They are, but validation is failing as they no longer route
10:56:20 <truebrain> I am going to shut them down next week
10:57:00 <truebrain> Cloudflare doing the work π
11:05:55 <alfagamma_0007> Trying to host a game is difficult initially
11:06:09 <alfagamma_0007> I should have bought an SSD tbh
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11:41:20 <truebrain> A bug that starts with "there should be" .. sounds like a feature-request to me π
11:44:33 <peter1138> It's fine, someone can just... checks notes... hammer on the devs...
11:55:20 <jfs> merni: I think the OSK functions were added for having the game run as home brew on PSP and perhaps NDS or other early portable devices that would be just good enough to run it
11:56:13 <jfs> That is to say, before Android and iOS existed as things that would have os-provided keyboards
12:27:59 <peter1138> load average: 18.39, 18.23, 14.36, oh dear.
12:36:31 <_glx_> trying to see how to fix #11096, giving WC_ERRMSG and WC_CONFIRM_POPUP_QUERY the highest priority could work
12:44:11 <andythenorth> peter1138: βCitation neededβ
12:56:18 <peter1138> Multimonitor detection doesn't seem like anything to do with sound either.
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13:02:33 <brickblock19280> why is zlib not working? I had it installed when building
13:03:37 <_glx_> installed zlib and not zlib-dev ?
13:04:10 <brickblock19280> I installed this
13:04:23 <brickblock19280> from compiling.md
13:05:56 <_glx_> you set VCPKG_TARGET_TRIPLET too ?
13:07:34 <brickblock19280> cmake.exe .. -G"Visual Studio 16 2019" -DCMAKE_TOOLCHAIN_FILE="<location of vcpkg>\vcpkg\scripts\buildsystems\vcpkg.cmake" -DVCPKG_TARGET_TRIPLET="x64-windows-static"
13:07:34 <brickblock19280> before I installed them tho so that is probably why
13:08:51 <_glx_> yeah clear the cache and run cmake again
13:09:08 <_glx_> but for VS I just use open folder mode
13:09:23 <_glx_> and let VS handle cmake stuff
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14:03:27 <peter1138> Implement font preview is proving to be ... "huh"
14:36:46 <peter1138> Lots of assumptions about how FontCaches are initialized π
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15:05:13 <peter1138> Segfault in fmt π
15:06:17 <_glx_> {} without a matching arg ?
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16:20:29 <andythenorth> GS League Tables eh?
16:20:46 <_glx_> will be fun ingame when a news window pops π
16:22:55 <andythenorth> this is what I needed, but didn't know we had
16:27:14 <locosage> andythenorth: that's company goals though
16:27:32 <locosage> here is new league api
16:28:18 <andythenorth> so the other UI is default global goals?
16:28:25 <andythenorth> I never saw it looking like that before
16:28:35 <andythenorth> text code formatting?
16:29:00 <locosage> yeah, it's just an awkward list of strings essentially
16:29:59 <locosage> an league table is sorted list with some columns, header and footer
16:51:22 <ahyangyi> peter1138: Looks great
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17:11:47 <peter1138> Alright, Derail Valley Simulator.
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17:18:08 <LordAro> peter1138: have you considered making the font size a slider? would help sidestep the "scaled font size" issue
17:19:33 <peter1138> I could just not scale it. The original patch did use 4 sliders for font size (and no font selection...)
17:19:38 <peter1138> But I removed that :p
17:20:03 <LordAro> mm, not scaling it would work too
17:20:16 <LordAro> though maybe a slider would work better anyway?
17:49:03 <peter1138> Oh shit, the handbrake was on.
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18:10:39 <andythenorth> Euro Derail Truck Simulator Valley 2?
18:14:52 <peter1138> Yes I did one mission and that's enough work for me :p
18:28:20 <peter1138> Am cooking burgers.
18:28:28 <peter1138> Might have a bit of salad on the side :p
18:39:37 <DorpsGek> - Update: Translations from eints (by translators)
18:42:04 <truebrain> Nighties are broken π
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18:59:28 <peter1138> What was a .ptxt anyway...
19:01:57 <peter1138> Heh, the OpenSFX one is different enough for it not to realise it's a rename.
19:02:17 <truebrain> Tnx for reviews π
19:02:55 <peter1138> It looked alright in View FIle.
19:03:46 <truebrain> Lol, your approval doesn't carry weight in those repos ... π lets fix that..
19:07:49 <truebrain> Now the nighties should work again π
19:15:15 <LordAro> for all those changes to osfx & omsx :p
19:22:35 <andythenorth> wonder how fast GS can build electricity pylons now
19:23:03 <andythenorth> dunno if it was the placer that was slow, or the pathfinder
19:23:11 <andythenorth> the code is more than I understand π
19:29:19 <Eddi|zuHause> probably the pathfinder
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19:48:29 <pickpacket> I've done some quick googling and the Bakewell Cargo Ship, at 40 km/h, is one helluva fast ship
19:50:05 <pickpacket> "The Maersk Boston is a 294 metre container ship capable of steaming at an incredible 37 knots (68 km/h)" but that's an outlier among cargo ships
19:50:33 <locosage> andythenorth: both π
19:50:48 <pickpacket> peter1138: I agree, but I like how many of the vehicles are inspired by real vehicles :)
19:51:55 <pickpacket> 40 km/h isn't really much in terms of top speed, by today's standards though the Bakewell is designed in '74
19:53:25 <pickpacket> the big difference is that cargo ships in the game often spend a fair bit of their journey at top speed, whereas real ships keep their speed down to an average of around 15 knots (28 km/h) for various reasons. But how fun is that?
19:53:45 <pickpacket> Not like we have speed limits on roads that the road vehicles care about
19:55:34 <kamnet> pickpacket: NewGRF seawater when? π
19:56:15 <pickpacket> I'm considering making a "AsiaStar Redux" type of NewGRF for cargo ships. Just adding a handful of more ships
19:57:42 <peter1138> pickpacket: We don't?
19:59:10 <pickpacket> I thought the road vehicles, given a straight road and no obstacles, would run at top speed
20:00:46 <kamnet> @Eddi|zuHause I just left you a message on TT-Forums if you have a minute.
20:05:43 <mrmber> It seems the script-missing-mode-enforcement.py doesn't work on my PR where the mode enforcement is in a branch
20:06:20 <mrmber> workaround would be to enforce a more general mode and then enforce the specific modes in the branches, but that's basically just adding useless code
20:06:39 <mrmber> should I change the python script?
20:08:57 <mrmber> hmm I could fix it by changing \t in the regex to \t+ I think
20:12:42 <mrmber> I just went for the duplicating code workaround
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20:33:14 <andythenorth> my GS continues trying to increase industry prod_level even when the upper limit is reached
20:33:25 <andythenorth> it has no way to read the prop
20:35:33 <Rubidium_> darn it... we need to reopen some PRs, then we can have 222 issues, 111 PRs and 11111 tickets :D
20:50:38 <andythenorth> so much precondition in script_industry.cpp
20:50:57 <andythenorth> GetProdLevel and SetProdLevel is what I want to add
20:51:08 <andythenorth> but 10 minutes until bed time π
20:54:09 <LordAro> Rubidium_: i'd rather an awful lot fewer issues and PRs :p
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21:36:02 <peter1138> I think non-global SetDParam could be a nice thing.
21:38:13 <Rubidium_> you mean something like a StringParameters variable with functions to set the parameters?
21:45:20 <locosage> something with varargs
21:45:35 <locosage> ```goals.add(str.encode("cb.company_goal.basics",
21:45:35 <locosage> str.get("percent") + tcb.last_pax_pc,
21:45:35 <locosage> str.get("percent") + tcb.last_mail_pc,
21:45:35 <locosage> this->get_road_layout_performance_str(tcb)));```
21:50:21 <locosage> though global stack is probably faster
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