IRC logs for #openttd on OFTC at 2023-09-25
            
00:08:48 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10700: Codechange: Split dates and timers into Economy and Calendar time https://github.com/OpenTTD/OpenTTD/pull/10700
01:05:09 <talltyler> Real-Time Mode just needs one more commit cherry-picked, then it’s time to test! So much work. But first, a three-day business trip… :/
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05:51:04 <truebrain> kamnet: I have errors from BaNaNaS server that one of the uploads went wrong in a weird way .. the 5959 one. I can't really tell what happened yet, and off to work so cannot look at it now. But just so you know .. something is very wrong with that upload. Please don't thinker with it yourself till I had the chance to look at it πŸ™‚
05:52:51 <andythenorth> eh, I don't normally read suggestions forum https://www.tt-forums.net/viewtopic.php?t=91208
05:52:56 <andythenorth> but there's something in that one
05:53:29 <andythenorth> cargoicons have to be drawn, but they're only used in stations, and not very nicely πŸ™‚
06:00:00 <truebrain> truebrain: A quick look make it seems the upload didn't settle on the backend yet and was already loaded in .. normally not an issue, as there is 10+ seconds between upload and first request .. but as you mutated a lot at once, there was a queue .. so if I would guess, an earlier change caused a reload that picked up 5959 "too soon", which was corrected once the reload request for 5959 came
06:00:00 <truebrain> through .. still want to confirm that tonight πŸ™‚
06:01:15 <truebrain> That is a lot of rambling.. tldr, the upload seems available just fine now, still I want to check out why it triggered backend errors πŸ™‚
06:08:06 <truebrain> Lol, the backend doesn't cancel pending-but-not-executing reloads, so the queue with reloads was reeeeaaallllyyyy long .. guess we can enable that to smoothen out the ride a bit more
06:41:22 <andythenorth> ok trackbits time
06:41:26 * andythenorth reads some docs
06:42:07 <kamnet> truebrain: No worries I'm done for the next 24 hours at least.
06:42:20 <kamnet> Good to know I'm a good problem-causer. πŸ™‚
06:52:57 <peter1138> andythenorth, the text does have a shadow though.
06:53:53 <peter1138> Using a font with single-pixel lines probably doesn't help.
06:54:33 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1155759227969744987/image.png
06:54:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1155759278435606578/image.png
06:54:45 <andythenorth> it does start on the right, so eh
06:55:06 <andythenorth> "just provide better service"? πŸ˜›
06:55:11 <andythenorth> dunno
06:58:17 <peter1138> Maybe change the icon spacing. In the station window it's 10 sprite-scaled pixels. In the grouped vehicle list, it's 6 interface-scaled pixels.
06:58:55 <peter1138> Not sure which is the correct scaling method mind you.
07:26:54 <pickpacket> AAAAAAAHHH!!! I don't want to work today! I just want to play OpenTTD!
07:39:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335
07:40:08 <peter1138> Well
07:40:18 <peter1138> 'play' OpenTTD indeed.
07:41:26 <peter1138> Okay, I survived the long ride but slower than I'd like (had to split off from the main group) :/
08:02:52 <andythenorth> can't see station prop 0x15 in the nml docs, might have to read nml src πŸ™‚
08:02:59 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Stations#Tile_types
08:03:19 <andythenorth> clearly there because the examples are track tiles
08:03:58 <_pruple> "non_traversable_tiles"?
08:10:10 <andythenorth> looks like it's 0xFF in my grf
08:10:16 <andythenorth> presumably that's "all tiles"
08:10:47 <_pruple> yes
08:11:43 <andythenorth> sorted, thanks
08:16:39 <peter1138> Damn, this code still needs to use pointers as the they come from an API :(
08:25:13 <peter1138> Definitely needs a better main loop. usleep(10000) is a bit pants.
08:36:58 <andythenorth> wait what, so a station layout built over multiple tiles can include both traversable and non-traversable tiles?
08:37:14 <andythenorth> I guess that's how those realistic station sets work
08:38:00 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#issuecomment-1733180221
08:58:31 <peter1138> Yes of course.
08:59:58 <peter1138> And yes, I'd forgotten, both blocked tiles and wire placement flags DO depend on the layout from Prop 0E or CB 24. CB 14 does not influence it.
09:01:01 <peter1138> (You do not want to run NewGRF callbacks in the pathfinder)
09:02:12 <peter1138> Mind you we could probably find space to store that flag in the map instead. Probably JGRPP already does.
09:34:50 <peter1138> Argh, something is interfering with my wireless mouse :(
09:51:21 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#issuecomment-1733333788
09:53:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#issuecomment-1733337697
10:01:52 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#issuecomment-1733350200
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12:03:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335
12:04:31 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#issuecomment-1733541101
12:26:06 <_glx_> trying to find the MSVC equivalent
12:46:58 <_glx_> and it doesn't seem to exist
12:57:12 <peter1138> :(
13:05:51 <LordAro> https://forum.kerbalspaceprogram.com/topic/219607-ksp2-is-spamming-the-windows-registry-over-weeksmonths-until-the-game-will-stop-working-permanently/ good grief
13:14:37 <andythenorth> should we be storing savegames to the registry?
13:14:50 <andythenorth> we might make Hacker News front page again if we do
13:27:12 <alfagamma7> *Cue the tired MBP trope*
13:36:21 <peter1138> We should store savegames in andy's MBP's registry
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14:01:25 <alfagamma7> See?
14:03:38 <peter1138> I wouldn't've thought of it without your reminder.
14:03:48 <peter1138> And it's only tired when we're tired of it. And we're not.
14:04:29 <alfagamma7> Thank you for the clarification
14:04:50 <peter1138> You will never be free of it :D
14:12:50 <andythenorth> do I have a registry?
14:15:58 <alfagamma7> Depends how you look at it
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17:43:38 <andythenorth> _glx_: we have `hide_wire_tiles` but `draw_pylon_tiles` πŸ™‚
17:43:45 <andythenorth> could we invert one of them?
17:50:32 <peter1138> That's because that's the spec.
17:52:17 <peter1138> The issue with just "inverting" it is what happens to the default value...
17:53:13 <peter1138> And also, inverting one when they already exist in NML is too late.
17:54:45 <andythenorth> nah, there's precedent for change in nml
17:55:11 <andythenorth> we could deprecate `draw_pylon_tiles` and add `hide_pylon_tiles` I think
17:55:29 <peter1138> Is it confusing your brain?
17:55:34 <andythenorth> somewhat
17:55:38 <peter1138> 10+ years of this spec...
17:55:55 <andythenorth> well nml lets us pretend the spec is different
17:56:01 <peter1138> andythenorth comes along and we need to add variants and invert properties and make it be something it's not.
17:56:02 <andythenorth> at least as far as arbitary identifier names go πŸ™‚
18:06:07 * andythenorth reads the spec
18:08:25 <andythenorth> hmm inverting it would be a bit fancy eh πŸ™‚
18:08:44 <andythenorth> have to list all the possible tiles, then net off the tiles given in the property
18:15:55 <andythenorth> I took the coward's way out πŸ™‚ https://github.com/andythenorth/chips/commit/64c2dbb9e5881bd65bd6a163a48a1833ddd7954a
18:16:54 <peter1138> "over-ride"?
18:38:55 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/a6501942276b53aa30f43638f38eecab5da728ff
18:38:56 <DorpsGek> - Update: Translations from eints (by translators)
18:39:36 <andythenorth> is it "override"
18:39:38 <andythenorth> I never know
18:40:01 <andythenorth> "configure" πŸ˜›
18:41:54 <peter1138> Don't you mean "conf-igure"?
18:42:36 <andythenorth> wow there really is no em-dash
18:42:40 <andythenorth> /me looked it up
18:42:50 <andythenorth> that's quite a greengrocer's comma thing there
18:43:04 <andythenorth> "why is there no em-dash"
18:43:20 <peter1138> - is not β€”, anyway.
18:43:34 <andythenorth> I think I might live in a parallel reality sometimes
18:44:13 <andythenorth> seems I also don't know what a hyphen is πŸ˜›
18:44:32 <andythenorth> I mean...for context....I wear shoes where the laces don't need tied
18:44:33 <peter1138> "hyp-hen"
18:44:50 <andythenorth> hyp-hen would be a covid chicken
18:44:58 <andythenorth> everyone became an egg farmer
18:45:22 <truebrain> kamnet: indeed the problem with 5959 was a temporary issue; basically, BaNaNaS is not build to handle that many mutations in a short window of time, and this resulted in a temporary weird state. But it recovered directly afterwards, so no harm was done πŸ™‚ So all is good!
18:46:08 <andythenorth> what else is not hyphenated?
18:46:12 <andythenorth> snow-shoe?
18:46:22 <andythenorth> chain-guard?
18:53:56 <andythenorth> pine-apple
18:54:00 <peter1138> Okay, what sets use blocked/pylons/wires comprehensively?
18:54:33 <andythenorth> Is there a DB stations?
18:55:55 <_pruple> "over-ride" sounds like something you'd see in a typewritten manual circa 1943, back when people felt they weren't allowed to make up words.
18:56:13 <_pruple> if it's not in shakespeare or the bible, it gets a hyphen
18:56:29 <andythenorth> /me looking in ISR stations
18:56:55 <_pruple> sorry, "type-written manual"
18:58:35 <_pruple> and it differentiates us from the Jerries, who just mash words together like savages.
18:58:46 <andythenorth> ISR uses the blocked/pylons/wires flags
19:06:20 <peter1138> Hmm, can waypoints be blocked? :D
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19:10:07 <peter1138> I'm going to say "yes" because the current code doesn't check if it's a waypoint or not.
19:13:31 <peter1138> Hmm, does this need a savegame bump, or perhaps always refresh the flags on load.
19:23:54 <_glx_> trackless waypoints ?
19:23:58 <_glx_> would be fun
19:32:32 <andythenorth> πŸ˜›
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20:10:54 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335#pullrequestreview-1642913827
20:11:02 <andythenorth> override 😦
20:11:06 <andythenorth> M-B-P
20:11:25 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #11333: Doc: Link 3rdparty licenses from README. https://github.com/OpenTTD/OpenTTD/pull/11333
20:20:56 <michi_cc[d]> andythenorth: mb's newstations I guess. Has quite some intricate layouts (including some slope tricks).
20:27:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11335: Codechange: Add missing override specifiers. https://github.com/OpenTTD/OpenTTD/pull/11335
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20:39:50 <andythenorth> hmm FIRS seems to not provide a ground sprite in spritelayout for most industries
20:39:57 <andythenorth> this seems wrong?
20:40:30 <andythenorth> looks like in many cases 'ground' is a childsprite with 'always draw' set
20:44:13 <frosch123> childsprites before the first building sprite are groundsprites as well
20:44:46 <frosch123> didn't you draw default grass/concrete first, and then add an industry-specific overlay?
20:44:59 <frosch123> maybe it changed :p
20:46:15 <andythenorth> can't remember πŸ™‚
20:46:34 <andythenorth> think the lack of explicit ground is an accident with no consequences (hopefully)
20:47:46 <andythenorth> hmm
20:47:58 <andythenorth> how can I put a spriteset reference into a temp register?
20:49:24 <_glx_> you can't
20:49:28 <andythenorth> pff πŸ™‚
20:49:30 <andythenorth> ok
20:49:41 <andythenorth> I thought it would resolve to an action 1 realsprite ID eventually πŸ˜›
20:52:05 <andythenorth> ok I just duplicate a lot of spritelayouts πŸ™‚
20:52:10 <andythenorth> for different ground types
20:52:43 <frosch123> you can do the GRM sprite reservation magic :p
20:54:43 <andythenorth> nah I might skip that πŸ™‚
21:02:04 <_glx_> for stations there's the `custom_spriteset` mechanism
21:02:57 <_glx_> I really should improve the example
21:03:26 <DorpsGek> [OpenTTD/OpenTTD] npabisz opened issue #11336: [Bug]: Missing servers on server listing https://github.com/OpenTTD/OpenTTD/issues/11336
21:03:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11337: Change; Store station blocked/wires/pylons flags in map. https://github.com/OpenTTD/OpenTTD/pull/11337
21:04:47 <andythenorth> _glx_: I am trying to vary only the ground sprite currently, unclear if custom_spriteset helps there?
21:06:08 <andythenorth> hmm for non-track tiles, I'm duplicating the spriteset so both orientations can index into it
21:06:11 <andythenorth> that might be wrong
21:06:31 <_glx_> https://gist.github.com/glx22/301ac434df8bfd41e137bc219a5bf465 <-- first custom_spriteset is used as ground overlay
21:06:33 <DorpsGek> [OpenTTD/OpenTTD] npabisz commented on issue #11336: [Bug]: Missing servers on server listing https://github.com/OpenTTD/OpenTTD/issues/11336
21:06:54 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11337: Change; Store station blocked/wires/pylons flags in map. https://github.com/OpenTTD/OpenTTD/pull/11337
21:07:21 <peter1138> Well, fonts and eyes eh?
21:07:45 <andythenorth> _glx_: looks like custom_spriteset should be what I need
21:08:44 <_glx_> the only limit is 6 different spritesets in total for all spritelayouts of a station
21:09:09 <andythenorth> so if the spritelayout is shared between many stations, but each station sets a custom spriteset....that will work ok?
21:09:20 <_glx_> yes that's the idea
21:09:23 <andythenorth> great
21:10:27 <_glx_> the chips example even defines spritelayout for fisrt station, then other just copy it
21:12:12 <_glx_> nml does magic with var10 (that was a pain to handle in NFO)
21:16:23 <_glx_> heavy use of bit 6 in <https://newgrf-specs.tt-wiki.net/wiki/Action2/Sprite_Layout#Flags_in_advanced_sprite_layouts>
21:17:24 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1155976374755008595/image.png
21:17:24 <andythenorth> πŸ˜„
21:17:41 <andythenorth> need to figure out track vs non track next
21:18:30 <_glx_> this one is in one block ?
21:18:43 <andythenorth> https://github.com/andythenorth/chips/blob/nml-port/src/templates/rail_stations.pynml#L25
21:19:14 <andythenorth> this is a single spritelayout per orientation
21:19:37 <andythenorth> I can probably make the custom spriteset switch check rail continuation?
21:19:59 <_glx_> oh yeah I forgot the "infinite" number of spritesets using a switch
21:20:24 <andythenorth> hmm I don't have my sprites set up for platforms
21:20:28 <andythenorth> 'tomorrow' πŸ˜›
21:20:55 <andythenorth> this nearly all works for rail stations
21:21:13 <andythenorth> road stops next, see how much I need to split spritelayouts
21:34:03 <andythenorth> is there a specific method to put sprites on the rear platform (behind the trains)
21:34:05 <andythenorth> ?
21:34:14 <andythenorth> or shall I just add them as childsprites to ground?
21:36:22 <_glx_> child
21:36:33 <_glx_> and sprite sorter will manage
21:37:32 <andythenorth> works
21:37:34 <andythenorth> thanks
21:37:42 <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1155981480963612702/Tresdhattan_Transport_1960-05-25.png
21:37:42 <_pruple> are these done?
21:38:20 <andythenorth> they are very fancy πŸ™‚
21:38:55 <peter1138> But which way is North?
21:39:20 <andythenorth> which way is the wind blowing?
21:39:53 <peter1138> Where's the PAPI
21:40:50 <_pruple> in the bin with other clutter, it's a stylistic choice πŸ˜›
21:46:36 <_pruple> I've already got some runway extensions as objects, might do approach lighting too
21:48:10 <andythenorth> make a GS to place them πŸ™‚
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