IRC logs for #openttd on OFTC at 2023-08-06
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10:08:55 <truebrain>
10:08:55 <truebrain> That is what we like to see πŸ™‚
10:16:09 <alfagamma_0007> Great savings
10:36:08 <DorpsGek> [OpenTTD/team] glx22 commented on issue #445: [pt_BR] Translator access request
11:51:59 <peter1138> Andy's MacBook Pro would be cheaper
12:04:01 <andythenorth> peter1138: Would have to MAMP stack though
12:04:10 <andythenorth> For modern hosting
12:04:52 <peter1138> Is that Apache, MySQL and PHP? Be complete opposite of modern...
12:09:30 <truebrain> grrr, I am having a battle with cache-control, and I am losing
12:09:32 <truebrain> that is annoying πŸ˜›
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12:10:18 <truebrain> I should never have used the same URL for logged in and not-logged in users
12:10:46 <andythenorth> peter1138: Yes, but it’s the recommended stack on HN comments
12:10:51 <truebrain> (I found out that the wiki HTML isn't actually cached .. which I was attempting to fix, as it would improve performance .. but yeah, tricky)
12:11:08 <peter1138> Oh, of course it is.
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12:21:15 <truebrain> okay, Cloudflare only offers a solution in a higher-paid plan ... so this is not going to work 😦 Boooeeeee .. I wanted to have better user experience by caching the non-logged in variants on the edge ..
12:21:20 <truebrain> guess that is not happening πŸ™‚
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12:32:34 <truebrain> oeh, but I can just make my own Cloudflare Worker with the logic I need, meaning I don't need a Business Plan πŸ˜›
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14:13:00 <andythenorth> truebrain: Honestly, wait until my holiday is over, then we can just use my MBP
14:17:33 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #11141: Add: [Script] Game script control of industry production level.
14:17:53 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #11141: Add: [Script] Game script control of industry production level.
14:18:27 <brickblock19280>
14:18:58 <brickblock19280> train is pink every where but in the train info window
14:19:06 <alfagamma_0007> Strange
14:19:40 <brickblock19280> this might be solved by now tho idk
14:20:36 <andythenorth> michiccviaGitHub: Can’t test that until later this month, but thanks πŸ™‚
14:20:43 <brickblock19280> I don't know if the grf is coded correctly either
14:29:48 <_glx_> articulated engine ?
14:29:51 <brickblock19280> yes
14:30:18 <_glx_> it's <> πŸ˜‰
14:30:18 <brickblock19280> it isn't being considered a diesel loco for some reason
14:30:34 <brickblock19280> it doesn't work in master
14:30:43 <brickblock19280> or nightlies
14:32:15 <brickblock19280>
14:33:00 <brickblock19280> it isn't different this time so my grf code is probably wrong
14:33:04 <_glx_> hmm but it should be green on track too (based on the color scheme)
14:39:02 <brickblock19280> yeah
14:40:11 <_glx_> maybe incorrect engine class
14:43:53 <brickblock19280> that has already been ruled out it uses the diesel passenger wagon class
14:43:54 <_glx_> or issue in handling it
14:44:45 <_glx_> so yeah diesel is detected, but for some reason it thinks it's not an engine
14:46:49 <_glx_> maybe it's something with power, it must me 0 for articulated parts but that also determine wagons
14:47:30 <_glx_> just guessing, I didn't check the code
14:47:32 <brickblock19280> could be that the part correct part doesn't have it but I don't know which one that would be
14:54:02 <brickblock19280> yeah power is only on the front part which makes the rest wagons
14:54:35 <brickblock19280> I think that it should still use the loco one tho
14:54:47 <brickblock19280> the nml docs also have it like that
14:58:35 <_glx_> code seems to use front in this case
15:04:07 <brickblock19280> it doesn't seem to looking at what is happening
15:04:22 <brickblock19280> I just checked and the power is in the first part
15:06:37 <_glx_> <> <-- seems the last check can't work
15:10:21 <peter1138> Oh, fix one thing, break another?
15:12:03 <brickblock19280> I am not sure I think andythenorth had a similar problem with horse at some point
15:12:27 <peter1138> Hmm, no, it's not really related to that other issue.
15:13:22 <_glx_> I think livery determination never worked properly for articulated
15:13:38 <peter1138> The thing I changed made it consistent at least πŸ™‚
15:14:13 <_glx_> articulated parts are always RAILVEH_WAGON
15:28:14 <_glx_> <> and <>
15:33:57 <_glx_> oh the `!= RAILVEH_WAGON` was introduced in <>
15:42:32 <_glx_> hard to tell when the issue really started
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16:10:48 <DorpsGek> [OpenTTD/nml] evepoi opened issue #303: Prevent train overturning `misc_flags` function
16:13:48 <DorpsGek> [OpenTTD/nml] Brickblock1 commented on issue #303: Prevent train overturning `misc_flags` function
16:14:07 <DorpsGek> [OpenTTD/nml] 2TallTyler commented on issue #303: Prevent train overturning `misc_flags` function
16:18:50 <DorpsGek> [OpenTTD/nml] evepoi commented on issue #303: Prevent train overturning `misc_flags` function
16:24:29 <_glx_> oh it's about reversing maybe
16:57:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11124: Fix #10334: Store separate newgrf-safe version of date_of_last_service
16:57:14 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #11124: Fix #10334: Store separate newgrf-safe version of date_of_last_service
16:57:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10334: [Crash]: Unsafe NewGRF use of date_of_last_service crashes after using date cheat
16:57:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #10721: Fix #10334: Store separate newgrf-safe version of date_of_last_service.
16:57:57 <DorpsGek> [OpenTTD/nml] 2TallTyler commented on issue #303: Prevent train overturning `misc_flags` function
17:01:54 <DorpsGek> [OpenTTD/nml] Brickblock1 commented on issue #303: Prevent train overturning `misc_flags` function
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17:16:02 <FLHerne> I think there are some serious translation issues with that issue
17:23:27 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #11169: Fix #10478: Clarify airport noise control setting texts
17:41:45 <alfagamma_0007>
18:05:06 <talltyler> Oof, the age-old UI struggle: "what colour do I make this text?"
18:05:30 <talltyler> In any other project it would be, "follow the standard" but this is OpenTTD πŸ˜›
18:09:19 <frosch123> talltyler: we even have a style guide
18:09:59 <frosch123> not sure anyone follows it, but it was also like that at my at-work places
18:10:09 <frosch123> so pretty normal for a gui design guide
18:10:40 <talltyler> If only it covered text colour 😦
18:10:58 <talltyler>
18:10:58 <talltyler>
18:10:58 <talltyler> Both of these are bad, even worse than black/black
18:11:39 <talltyler> Let's try black/orange
18:11:45 <frosch123> the left one looks al right to me
18:14:46 <talltyler>
18:14:46 <talltyler>
18:14:46 <talltyler> A couple more variations
18:15:11 <talltyler> Not sure if I want to touch orange and white together, as that might draw too much attention
18:15:22 <talltyler> I'm currently thinking black/orange
18:15:53 <frosch123> definitely not white, 3 text colours is too much
18:16:04 <talltyler> That narrows it down nicely πŸ™‚
18:16:15 <talltyler> Black/orange it is
18:20:33 <talltyler> How many towns is it possible to have? Is that based on some pool size?
18:20:51 <frosch123> usally the name generator limits it
18:21:24 <frosch123> typedef Pool<Town, TownID, 64, 64000> TownPool; <- 64000 is definitely max
18:21:27 <talltyler> Sure, but if I have a function that counts...what's a good return type?
18:21:58 <talltyler> So that would be a `uint16_t`?
18:22:18 <frosch123> you only need explicit ints in savegames
18:22:24 <frosch123> for a function result use uint or size_t
18:23:40 <talltyler> Ah, thanks πŸ™‚
18:24:13 <talltyler> Did I read in a PR somewhere that someone (TB?) wanted to switch to `unsigned int` instead of `uint`?
18:24:57 <frosch123> sounds unlikely to me :p noone used "unsigned int" :p
18:25:21 <frosch123> there is proably some discussion to switch to std uint16_t instead our own uint16
18:25:25 <talltyler> I must be mis-remembering πŸ™‚
18:25:31 <talltyler> Yes, I remember watching that discussion
18:26:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #11170: Feature: Count the number of towns and cities in town directory
18:29:13 <locosage> these stats don't really belong in the town list
18:30:45 <brickblock19280> where else?
18:30:52 <locosage> can probably use a dedicated window for all the stuff
18:31:15 <locosage>
18:31:15 <locosage> along with things like
18:31:50 <brickblock19280> but that is company specific
18:31:57 <locosage> no, that's total
18:32:03 <locosage> company specific is in company window
18:32:13 <brickblock19280> why have that global tho?
18:32:28 <locosage> to know when game lags to death xD
18:33:54 <frosch123> "Number of liveries"
18:34:28 <frosch123> used to unambiguously identify andy in the automated survey
18:38:06 <_jgr_> You could put all those totals in a console command, but it's still useful to have town totals in the town window
18:38:26 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master
18:38:27 <DorpsGek> - Update: Translations from eints (by translators)
18:51:26 <Rubidium> talltyler: I do not think you're misrembering there having been words about uint ant unsigned int;
18:52:18 <talltyler> Not crazy! πŸ˜„
18:55:51 <peter1138> Talking about isn't the same as wants to do πŸ™‚
18:56:17 <locosage> _jgr_: town totals are so rarely useful it's not really worth wasting space there
18:57:47 <peter1138> frosch123: Enough that it was done.
18:58:28 <_jgr_> locosage: That is one of the reasons I put the town count on the same line as the population total
18:58:34 <frosch123> sounds like i need to pull, it's not the case in my local checkout :p
18:58:42 <_jgr_> (The other reason is laziness)
19:00:31 <frosch123> oof, 8th may, i did not know i did not pull since then
19:22:04 <locosage>
19:22:04 <locosage> _jgr_: I just put it in the title
19:22:10 <locosage> or maybe that wasn't me xD
19:22:19 <locosage> not particularly clear though
19:24:05 <locosage> I could add smth like (3 cities / 3 total) I guess
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21:25:19 <talltyler> We're not exactly starved for space though. Outside the CityMania niche, the town directory isn't used that often, I suspect πŸ™‚
21:27:20 <Eddi|zuHause> locosage: i would put the numbers (3 [displayed after filters] of 3 [total towns on the map])
21:27:30 <Eddi|zuHause> and then add filters for cities, and stuff
21:29:17 <Eddi|zuHause> and similar stuff for all the other list
21:29:24 <Eddi|zuHause> to make things consistent
21:32:41 <locosage> talltyler: it's the same on citymania as everywhere else, town directory is mostly used to find largest towns and to communicate location to other players
21:33:39 <locosage> if anything, it's less useful in cmclient as largest towns can be found on a minimap
21:33:50 <Eddi|zuHause> can we put location pings in chat? :)
21:34:13 <Eddi|zuHause> new entry in the ?-menu or something?
21:34:15 <locosage> clickable sign notification can be useful
21:35:13 <Eddi|zuHause> or ctrl+click the "go to location" button or something?
21:36:08 <locosage> you need location for that
21:36:24 <locosage> currently the best way is just using signs
21:36:24 <Eddi|zuHause> i think that button is already taken in tracking moving objects
21:36:43 <locosage> problem is signs are silent and not that convenient to find
21:36:57 <Eddi|zuHause> locosage: i mean in windows which have a location, signs, factories, stations, etc.
21:37:03 <locosage> yes
21:37:21 <locosage> but you can't send just a random tile with that
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21:37:44 <Eddi|zuHause> but you can put a sign on any random tile and then send that
21:38:57 <locosage> oh, lol, sign edit window actually have location button
21:39:36 <locosage> anyway, it's way too hidden
21:39:56 <locosage> just a clickable notification every time someone puts a sign will solve both issues
21:40:10 <Eddi|zuHause> that sounds way too spammy
21:40:22 <locosage> it's the same as chat
21:40:37 <locosage> well, I guess there could be "private" signs
21:40:49 <Eddi|zuHause> the player should have a choice whether to publicly announce a sign
21:41:06 <Eddi|zuHause> also, pinging existing signs, instead of placing a new one
21:41:26 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10700: Codechange: Split dates and timers into Economy and Calendar time
21:41:34 <locosage> pinging can be done by editing
21:42:26 <talltyler> Hmm, should probably try to build and fix the inevitable errors before pushing πŸ€” πŸ˜›
21:42:48 <Eddi|zuHause> sometimes it helps fixing errors :p
21:48:11 <talltyler> Especially with such a huge PR, it’s bound to be a mess
22:08:23 <talltyler> Surprisingly just a few errors, although I suspect a few calendar->economy changes slipped through the cracks
22:38:59 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10700: Codechange: Split dates and timers into Economy and Calendar time
22:40:34 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10700: Codechange: Split dates and timers into Economy and Calendar time
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