IRC logs for #openttd on OFTC at 2023-09-29
            
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10:41:43 <peter1138> I guess it's quiet because Cloudflare have blocked the Discord app :D
10:48:05 <truebrain> or just because nobody actually has anything to say 😛
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10:48:45 <merni> what?
10:48:55 * andythenorth says nothing
10:49:10 <_pruple> exactly
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11:02:31 <brickblock19280> Says even less
11:04:33 <andythenorth> I had a beer to aid working
11:04:35 <andythenorth> it has worked
11:05:03 <Eddi|zuHause> you moved to bavaria?
11:12:30 <andythenorth> nice idea
11:25:36 <alfagamma7> Hmm
11:26:25 <alfagamma7> Adobe still doesn't work in wine
11:27:09 <Eddi|zuHause> i can't even count the number of "back up, you might have made a wrong turn earlier" layers in that sentence :p
11:28:14 <alfagamma7> I wish there was some compatible software to validate digital signatures in linux
11:28:37 <alfagamma7> The main issue is that there isn't
11:34:09 <peter1138> Mid-day beer, eh?
11:34:34 <peter1138> I had a salad... again.
11:36:49 <LordAro> greek pita for me
11:40:19 <peter1138> I should get some olives and feta and do a "Greek" salad.
11:55:34 <merni> alfagamma7: https://superuser.com/questions/976489/how-would-i-validate-digital-signature-for-pdfs-in-linux
12:08:55 <alfagamma7> Seen this already
12:10:56 <alfagamma7> Have tried out using pyhanko but still doesn't work
12:19:36 <alfagamma7> If anybody has a viable option, please let me know
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12:24:52 <Eddi|zuHause> why is it, if i try to assemble a computer of "cheapest but viable" products, every single item is twice as expensive as in my last computer?
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12:51:47 <Eddi|zuHause> and it's not even the current inflation wave, because i've seen the same effect 5 years ago the last time i tried
13:16:26 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #306: Change: reduce register consumption for spritelayouts https://github.com/OpenTTD/nml/pull/306
13:18:44 <FLHerne> Factorio now has rail bridges (with junctions, arbitrary shape) https://factorio.com/blog/post/fff-378
13:20:20 <LordAro> :o
13:24:39 <Eddi|zuHause> good for them?
13:25:19 <peter1138> Fancy. I never got into Factorio.
13:25:46 <Eddi|zuHause> i played the demo back then
13:26:02 <Eddi|zuHause> but didn't get hooked
13:48:42 <truebrain> FLHerne: I like these last few FFFs 🙂
13:49:06 <truebrain> V has been busy writing; he should be drawing tbh 😛 😄
13:49:45 <andythenorth> Eddi|zuHause: is there still a market in cheap PCs?
13:49:56 <andythenorth> I bought some once for work
13:50:01 <andythenorth> Dell boxes for £299
13:50:03 <andythenorth> or so
13:50:09 <Eddi|zuHause> not that cheap
13:50:21 <alfagamma7> Hmm
13:50:21 <alfagamma7> Virtualbox is acting up
13:50:29 <Eddi|zuHause> "decent but not necessarily high end"
13:50:32 <alfagamma7> I think I will keep this with me
13:50:32 <truebrain> andythenorth: Raspberry Pi says "yes" 😛
13:50:43 <alfagamma7> I like rpi
13:50:49 <andythenorth> one of my kids wants to buy a £200 PC and then upgrade it over time. I suspect that's a fallacy
13:50:56 <andythenorth> cheap motherboard, cheap PSU, cheap case
13:51:00 <alfagamma7> It's nice to tinker with rpis
13:51:19 <alfagamma7> Just 200 pounds?
13:51:30 <andythenorth> I wonder if a £200 PC is better for gaming than my old unusued i9 MBP
13:51:40 <andythenorth> can run windows on the i9
13:51:49 <alfagamma7> Again back to the MBP I see
13:52:08 <Eddi|zuHause> upgrading only makes sense if you start with a proper base... like decent mainboard and onboard GPU, later add a gaming GPU, more ram, etc.
14:12:59 * andythenorth tries to upgrade MBP
14:13:01 <andythenorth> fails
14:13:07 <andythenorth> 100% non-upgradeable 😛
14:13:11 <andythenorth> no shopping trauma
14:41:40 <emperorjake> I built a very cheap PC back in 2009 when I was a teen and continually upgraded it since. My current PC is a direct descendant of that
14:41:43 <emperorjake> PC of Theseus
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15:56:03 <alfagamma7> Awesome stuff
15:56:35 <alfagamma7> I haven't had the amount of money required to do a PC build of my own yet sadly
15:57:42 <alfagamma7> I will do once I get some cash on my hand
16:11:24 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1157348918544302151/image.png?ex=651848ac&is=6516f72c&hm=a5ad80798612c46fac6488d9ae73861d68adb777313288036a55d87ed20e407d&
16:11:24 <andythenorth> adventures in childsprite vs building
16:11:39 <andythenorth> the nearest tile is using childsprite, which causes issues
16:11:45 <andythenorth> at the back
16:12:07 <andythenorth> /me will make improvements
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16:22:43 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1157351763725254666/image.png?ex=65184b53&is=6516f9d3&hm=9734b0ef8c4e98dfb0096a3d0ff79b31fcff4de5e0dec1dde29f1523eb88e552&
16:22:43 <andythenorth> hmm if the rear platform uses building, not childsprite, then it obscures trains
16:23:01 <andythenorth> is it worth trying to set accurate bounding box?
16:26:36 <Eddi|zuHause> the only thing you need to look out for is that bounding boxes should never ever overlap
16:27:32 <andythenorth> really no clue what I'm doing here
16:27:41 <andythenorth> FIRS doesn't bother with bounding boxes iirc
16:29:11 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1157353394105749524/image.png?ex=65184cd7&is=6516fb57&hm=b249edd4e47186942f2f8f8d12749d319d181549b34ca02854dab847b372a843&
16:29:11 <andythenorth> this seems to have done something
16:29:21 <andythenorth> ` xextent: 1;
16:29:21 <andythenorth> yextent: 16;
16:29:21 <andythenorth> zextent: 6;
16:29:21 <andythenorth> `
16:30:39 <talltyler> Looks nice 🙂
16:32:04 <talltyler> Why is my Drupal view not working… delete it and start over hoping it generates a clean default view that I haven’t broken? 🤔
16:56:22 <LordAro> talltyler: just embed some js into the page to change it to how you want it to look
16:56:28 <andythenorth> hmm do I need to set x_extent and friends in *all* cases? or only to address spritesorting issues?
16:56:29 <LordAro> that's what our marketing people do...
16:56:33 <LordAro> (screaming noises)
16:57:13 <andythenorth> `Unless you know exactly what you are doing, do not define any offsets or extents, but use NML's defaults. They are most likely exactly what you need.`
16:57:18 <andythenorth> no then
16:57:24 <andythenorth> sounds like I wrote that 😛
16:59:59 <talltyler> It’s not a formatting issue. Somehow when I list all items with a taxonomy term, it shows me everything of that content type, failing to filter by the term…which is the entire point of the page…
17:00:12 <talltyler> Somehow I broke it when trying to add a secondary sort filter
17:00:47 <talltyler> And I don’t know how to change it back 😛
17:04:47 <peter1138> Offsets and extents should be correct... No idea what "defaults" could exist that would be correct.
17:05:18 <peter1138> Industry tiles can get away with 0,0 → 16,16, but station tiles, no.
17:05:29 <_glx_> remember the doc is primarily intended to industries and objects
17:05:50 <peter1138> I don't really see what people find difficult about them.
17:06:10 <peter1138> Other than the origin is the top corner of the tile :-)
17:06:57 <_glx_> for stations you can split platform/track/platform into 4/8/4
17:07:26 <andythenorth> I was told to basically never touch them for industries
17:07:32 <andythenorth> causes more problems than it solves
17:07:38 <andythenorth> but stations....seems essential
17:07:42 <_glx_> yeah you don't need to touch them for industries
17:07:43 <peter1138> Industries never overlap with vehicles, so.
17:07:58 <peter1138> Even then, getting them correct is not hard.
17:10:15 <_glx_> first step is displaying them in openttd, helps a lot to determine if they are correct or not
17:11:10 <Wolf01> Holy shit, V453000, I should not read the FFFs XD
17:14:32 <_glx_> <https://github.com/glx22/nml/blob/example_station_complex/examples/station/example_station_complex.nml> <-- all the values directly come from the CHIPS NFO, but you can see it uses 4 (x or y depending on orientation)
17:17:20 <andythenorth> currently I'm defaulting to unset (no extents declared), unless I see an issue in the sorter
17:17:27 <andythenorth> should I set values for everything?
17:18:43 <frosch123> andythenorth: same applies for stations. you always use the same bounding box setup for stations. NML should probably offer some defaults
17:19:27 <andythenorth> so there are a set of sprites on rear platforms
17:19:27 <frosch123> wolf01: i read the "noone reads this paragraph anyway" paragraph
17:19:39 <Wolf01> :D
17:19:48 <andythenorth> should the rear platform just have a standard size bbox?
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17:22:22 <frosch123> https://github.com/OpenTTD/OpenTTD/blob/master/src/table/station_land.h#L61 <- those are the BB of the default stations
17:22:30 <frosch123> everything else in-game is designed to work with those
17:22:45 <frosch123> i.e. deviating from them is a stupid idea 🙂
17:23:06 <andythenorth> that is much simpler to implement 🙂
17:23:08 <andythenorth> thanks
17:23:45 <frosch123> so back/front BB have a width of 5, back starts at 0, front starts at 11
17:24:55 <frosch123> so ideally every track tile should have default-rail ground sprite, possibly some ground overlay, those two BB, and everything else as child sprites of those two BB
17:26:20 <andythenorth> I can make that happen
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17:30:21 <bigyihsuan> Wolf01: damn elevated rails look amazing
17:30:52 <bigyihsuan> welcome to ~~openttd~~ factorio
18:13:06 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1157379543544377445/image.png?ex=65186532&is=651713b2&hm=48ba97c316ad89dae54d5f9ed294dec26d8d7c4758cba98772221e620efc5736&
18:13:06 <andythenorth> frosch123: large structures above track....front platform BB, or the same BB as the default station arched roof?
18:14:49 <frosch123> unsure, i would guess fewer BB are better, so put all into a tall front
18:15:59 <peter1138> Fewer is better yes, less sorting issues and also simply less sprites to draw.
19:26:46 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #11337: Change: Store station blocked/wires/pylons flags in map. https://github.com/OpenTTD/OpenTTD/pull/11337#issuecomment-1741382217
19:46:17 <peter1138> 0.33% is basically... not a lot.
19:48:54 <_jgr_> That seems like a decent result for a quite modest change, to me
20:22:25 * andythenorth decides: no fences for stations
20:24:05 <alfagamma7> Hmm
20:24:05 <alfagamma7> Used a VM to use Adobe crap
20:24:08 <alfagamma7> Sad
20:25:01 <_pruple> FLHerne: https://cdn.factorio.com/assets/blog-sync/fff-378-junction-furnaces.mp4 this looks awfully familiar... 😄
20:25:23 <andythenorth> is it NARS?
20:25:55 <_pruple> no, it's those silly interwoven station approaches pro-OpenTTD players build 🙂
20:26:23 <alfagamma7> Ah yes coop
20:26:28 <alfagamma7> Never liked it
20:26:40 <alfagamma7> Looked more like cobwebs
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21:30:51 <Eddi|zuHause> "pro"
21:31:21 <_pruple> exactly
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22:26:53 <Flygon> Man
22:27:07 <Flygon> I so badly wish I could build Sydney-style flying junctions in OTTD
22:27:12 <Flygon> Or even bi-level stations.
22:27:25 <Flygon> But, alas :P
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22:51:20 <Eddi|zuHause> flying junctions need diagonal bridges
22:51:50 <Eddi|zuHause> and possibly signals on bridges for compactness
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