IRC logs for #openttd on OFTC at 2023-07-22
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07:17:23 <alfagamma_0007> Wasn't there an experimental Patch about 3D openttd?
07:17:33 <alfagamma_0007> Some years back
07:40:54 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened issue #11151: [Bug]: GSNews news types are incomplete
07:44:25 <andythenorth> Eddi|zuHause: can't an AI do it?
07:58:40 <alfagamma_0007>
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08:22:43 <_zephyris> Eddi|zuHause: Decent and performant 3D models would be a big job.
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09:17:36 <pickpacket> Eddi|zuHause, kamnet: Streets of SimCity looks like a pretty cool idea, actually. I don't know what converting to OpenStreetMap would do 🤔 I just had this idea where you load a save game (or connect to an OpenTTD multiplayer server!) in this other game and can walk around in the cities, take buses or passenger trains, or even "drive" them. In
09:17:36 <pickpacket> single player you might have some actual control of vehicles you drive, while on a multiplayer server it's basically another passenger mode
09:17:59 <pickpacket> But really no gameplay other than looking at scenery and moving around :)
09:18:35 <pickpacket> Oh oh oh!! Gain points for every station you visit!
09:19:00 <pickpacket> Must be a way to travel over terrain in that case, though
09:35:30 <kamnet> An idea I've had in the back of my head for years was making add-ons for OpenTTD that let you do other things in the game. For example, what if instead of operating a transport company, you were managing the industries, sending out contracts to bring cargo in and out that other OpenTTD players then fill (a-la subsidies). Or maybe you're the mayor of a town and get to decide what companies
09:35:30 <kamnet> operate in the town?
09:44:15 <pickpacket> Sounds very much like SimCity 🙂
09:45:17 <alfagamma_0007> How about SimCity3k + OpenTTD
09:45:24 <alfagamma_0007> Sounds heavenly
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10:19:03 <peter1138> Hmm is it food time
10:20:20 <DorpsGek> [OpenTTD/team] glx22 commented on issue #439: [pl_PL] Translator access request
10:36:10 <andythenorth> kamnet: GS 🫠
10:43:01 <FLHerne> pickpacket: you can sort of do that
10:43:12 <FLHerne> 'viewport follows vehicle' works on aircraft
10:43:38 <FLHerne> so you just need to build a string of helipads to get the flightpath you want
10:49:41 <andythenorth> I made a GS that lets you fly a zellepin around the map
10:49:44 <andythenorth> looking at stuff
10:51:33 <andythenorth> so many feature requests for "OpenTTD could do X"
10:51:36 <andythenorth> can be done in GS
10:51:37 <_glx_> With not very reactive buttons
10:52:21 <andythenorth> we could probably solve that 😛
10:52:34 <andythenorth> we could have a priority event queue
10:52:46 <andythenorth> or equivalent of renice, but for different event types
10:53:17 <andythenorth> we could let authors rate limit how many events a button will emit if repeatedly clicked 😛
10:54:29 <andythenorth> the buttons are quite responsive, **iff** the GS isn't choking on issuing commands and **iff** the queue doesn't have other events to handle and **iff** the player doesn't click the buttons many times rapidly
10:55:09 <andythenorth> I haven't tried them with async, but that might help
10:55:46 <andythenorth> but it's a case where async might also cause issues with out-of-sync state change leading to unexpected results
11:28:10 <pickpacket> FLHerne: I was talking about a 3D flight simulator thingy :)
11:28:17 <pickpacket> Which simcopter was
11:29:11 <FLHerne> hey, the isometric helicopters go up and down :p
11:29:25 <FLHerne> but ok
11:47:12 <_glx_> andythenorth: Async is not really async, it's fire and forget, but commands are handled like other commands
11:48:03 <_glx_> But GS has no way to know if the command was handled yet
11:57:54 <andythenorth> my assumption is that this means a 'get' might be unreliable if GS is running in async mode
11:58:05 <andythenorth> or is that quite unlikely
12:03:01 <_glx_> that's possible, as the set command is sent, but as the GS is not paused it can't know if the command is executed yet
12:04:14 <_glx_> but any "get" result might be unreliable even in sync mode because GS can be paused at any time 🙂
12:06:06 <andythenorth> but wouldn't that be serial?
12:09:46 <_glx_> for stuff "set" only by GS yes, but some "get" reflects the current game state, and things can change when GS is sleeping
12:22:04 <andythenorth> oh I see yes 🙂
14:03:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11152: Change: Scale bridge GUI by interface scale.
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14:58:50 <sittinbythefire> Does anyone know where frosch's proposed ButGroundTypes spec was moved to or if it's available? The old wiki link doesn't work anymore.
15:00:30 <FLHerne> sittinbythefire:
15:01:05 <sittinbythefire> Thank you 🙂
15:01:33 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11152: Change: Scale bridge GUI by interface scale.
15:12:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11152: Change: Scale bridge GUI by interface scale.
15:24:38 <andythenorth> what next?
15:25:10 <peter1138> Scale GS by interface scale?
15:27:05 <andythenorth> maybe
15:34:21 <andythenorth> GS for setting interface scale? 😛
15:40:22 <DorpsGek> [OpenTTD/team] ben20471 opened issue #440: [fr_FR] Translator access request
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16:10:22 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11152: Change: Scale bridge GUI by interface scale.
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18:00:29 <locosage> andythenorth: Min latency of openttd command queue is about 60ms
18:00:53 <locosage> In MP
18:01:17 <locosage> Sp might be slightly faster, didn't measure
18:38:40 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master
18:38:41 <DorpsGek> - Update: Translations from eints (by translators)
18:52:50 <andythenorth> wonder if we can train an LLM to identify what each grf is about
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