IRC logs for #openttd on OFTC at 2023-09-30
        
        
        
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00:48:20  <Flygon> https://i.redd.it/k25762stb5y81.jpg It'd be nice to have this in OTTD. Sydney's junction is about as compact as you can make this thing. But... well, yeah. You'd need a lot of nice features hahaha.
 
00:49:42  <Flygon> I have done them regardless. But they're a *lot* longer.
 
02:06:38  <Eddi|zuHause> in openttd, junctions and stations tend to be very wide. in transport fever they are much narrower, but also much longer
 
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03:04:15  <osswix> Eddi|zuHause: Jgrpp allows for signalled bridges already
 
03:06:01  <Eddi|zuHause> real signals or still just these fake-repeated-every-few-tiles-but-not-working-with-path-signals patch?
 
03:06:39  <Eddi|zuHause> that's been around for a decade.
 
03:06:54  <osswix> What makes the repeated every few tiles signals not work?
 
03:08:08  <osswix> Unless you need (very) long 2 way single rail bridges they seem to work fine for me.
 
03:08:55  <Eddi|zuHause> the "not working with path signals" is the worse part
 
03:08:55  <osswix> I have not tested a bridge with two trains going into the non dominant direction of a path signal bridge
 
03:09:36  <osswix> What aspect of the path signals doesn't work?
 
03:10:04  <osswix> It reserves paths and allows it to be two way for me last I tried
 
03:10:11  <Eddi|zuHause> it was just not implemented at all by the original patch author
 
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04:34:02  <debdog> why would one require path signals on a bridge?
 
04:35:12  <JD64> debdog: Usually for long bridges
 
04:36:01  <debdog> hmm, so it's a pathfinder issue?
 
05:23:11  <Eddi|zuHause> debdog: because my bridges usually merge into a junction, and that junction would benefit from having the entry path signal on the bridge head (or the bridge itself if custom bridge heads ever gets implemented)
 
05:24:24  <Eddi|zuHause> and for other potentially local and individual reasons, i might only want this one signal on the brige, no repetitions.
 
05:24:48  <Eddi|zuHause> and particularly not always the same repetition length
 
05:30:24  <debdog> I have to think about that
 
06:47:14  <andythenorth> Eddi - compile JGRPP and see for yourself π
 
06:58:21  * andythenorth saves Eddi the work
 
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08:07:32  <andythenorth> hmm I see no case for me setting spritelayout bbox xoffset and yoffset
 
08:08:32  <andythenorth> maybe there's a case from nfo chips with the buffer stops
 
08:12:25  <ahyangyi> I guess they are more useful when you stack things in one tile
 
08:40:18  <andythenorth> eh rail stations are fun
 
08:40:23  <andythenorth> once the confusion is over
 
08:40:47  <andythenorth> just need to do cargo sprites and randomised tile decorations
 
08:45:06  <andythenorth> display of cargo eh? π
 
08:46:06  <andythenorth> how about instead of little / lots amounts, I just show appropriate sprites if the station has recently handled a cargo?
 
08:46:31  <alfagamma7> m4nfo is so useful
 
08:46:40  <alfagamma7> Why didn't I use it earlier
 
08:46:43  <andythenorth> and then use angry red recolour sprites if there is (A) a very large amount of cargo waiting (B) the cargo is transported, but the rating is very low (C) both of the above
 
08:46:58  <andythenorth> alfagamma7: because it's still nfo? π
 
08:47:20  <andythenorth> I looked at it because it will be much faster than nmlc
 
08:47:29  <andythenorth> but your still stuck reading nfo output when things don't work
 
08:48:50  <andythenorth> ok so not having little / lots amounts makes it faster to draw station cargo sprites
 
08:48:56  <andythenorth> just have one instance
 
08:49:02  <andythenorth> goldilocks sized
 
08:49:31  <andythenorth> alternatively I could use cargo icons and float them above the tile in true arcade game style?
 
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09:41:40  <ahyangyi> Angry passengers, angry fish, angry iron ore
 
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10:47:37  <talltyler> andythenorth: I like this
 
10:53:28  <peter1138> If you want to show varying cargo amounts or types, use the little / lots functionality.
 
10:54:23  <peter1138> That when if/when we improve OpenTTD, the NewGRF still just work.
 
10:54:48  <peter1138> However I'm loading up Minecraft, so no patching right now :D
 
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11:14:05  <andythenorth> peter1138: could use little for 'nice cargo' and lots for 'angry red recolour sprite'
 
11:30:40  <andythenorth> marginal gains π
 
12:03:44  <Wolf01> Good, replaced games SSD
 
12:09:49  <andythenorth> went climbing, can't type properly now π
 
12:09:51  <Wolf01> Now I can install like... 6 more games
 
12:10:48  <andythenorth> right how do station cargos even work?
 
12:10:54  * andythenorth back to the example from glx
 
12:27:16  <andythenorth> ok so station action 3 handles cargo labels
 
12:27:18  <andythenorth> and OpenTTD just picks the one with most waiting?
 
12:29:49  <_glx_> ```    00..FD: cargo-type (index in cargo translation table; cargobit if no table present) waiting at the station. The waiting amount of this cargo is used in Action2 to decide the spriteset.
 
12:29:49  <_glx_> FE: used if none of the listed cids apply. Action2 will assume "zero waiting cargo".
 
12:29:49  <_glx_> default: used if none of the listed cids apply. Action2 will use "sum of all waiting cargos".```
 
12:35:30  <_glx_> and FE is not handled magically by nml, maybe a "no_cargo" callback can be added
 
12:38:11  <andythenorth> so do I need to check cargo label in the varact2 for most waiting?
 
12:38:19  <andythenorth> or is that just a magic thing?
 
12:38:35  <andythenorth> I have no model for how the station selects which cargo to show
 
12:39:01  <andythenorth> I can see the little/lots selector, that part is obvious
 
12:42:29  <peter1138> It picks whatever it likes. You don't need to do anything in varact2.
 
12:46:02  <andythenorth> so it's like a vehicle action 3 (just whatever cargo label is supplied)?
 
13:25:57  <andythenorth> all the cargo sprites in one spriteset?
 
13:26:10  <andythenorth> or use custom_spriteset and switch per cargo label
 
13:31:49  <andythenorth> one giant spriteset is easier
 
13:35:35  <_glx_> cargo is usually in DEFAULT()
 
13:35:53  <_glx_> action3 selects the spriteset
 
13:38:33  <andythenorth> so which spritelayout does that use?
 
13:43:09  <andythenorth> I don't really understand where to handle the cargo label
 
13:43:21  <andythenorth> I'm sure it will become obvious in a bit π
 
13:43:24  <peter1138> It's in the action 3.
 
13:45:44  <peter1138> Does NML hide all that?
 
13:47:19  <peter1138> It is supported in NML.
 
13:47:51  <andythenorth> once I understand it I can update the docs to document it
 
13:49:13  <peter1138> How do you select the cargo for vehicles in action 3 in NML?
 
13:50:06  <_glx_> spritelayout is chosen via CB14 or tiletype, then cargo callback selects the spriteset used as DEFAULT()
 
13:51:24  <_glx_> action3 stuff in nml world
 
13:51:39  <andythenorth> ok so I won't immediately use up all the spritesets by adding cargo support
 
13:51:43  <peter1138> Hmm, so it pretends there's a callback. It's not a callback!
 
13:51:53  <andythenorth> so I don't need to put all sprites in one giant spriteset
 
13:53:08  <andythenorth> but I do need to handle default
 
13:53:53  <andythenorth> so usually `default` is the graphics chain
 
13:54:01  <andythenorth> but in this case it's...the graphics chain
 
13:54:12  <andythenorth> but the graphics chain is just to select a spriteset for cargos?
 
13:54:27  <_glx_> it's all in the image π
 
13:54:55  <andythenorth> I just can't see the code path that gets me to a realsprite
 
13:55:16  <andythenorth> stations don't have one entry point, they have 4?
 
13:55:24  <peter1138> That doesn't exactly show the syntax required.
 
13:55:44  <peter1138> NFO is so much easier.
 
13:56:07  <andythenorth> I have never seen real nfo for stations
 
13:56:12  <andythenorth> CHIPS is all GRM
 
13:56:22  <andythenorth> and CPP macro templating
 
13:56:29  <andythenorth> understanding that .... nah
 
13:56:48  <_glx_> GRM is a way to work around not using var10 stuff
 
13:57:34  <_glx_> because handling var10 by hand would be a pain
 
13:58:08  <peter1138> MB's newstats didn't need anything of this stuff, and is full of features...
 
13:59:01  <_glx_> I think it used GRM (var10 stuff is in advanced spritelayouts, added after industries and objects)
 
13:59:08  <andythenorth> nml stations was always said to be hard
 
13:59:23  <andythenorth> at least we're finding out now π
 
13:59:58  <_glx_> implementing the spec in nml was hard yes, but I tried to make it not so hard to use
 
14:00:17  <andythenorth> it will be easier when we have docs that are complete
 
14:00:28  <andythenorth> it's just a bit chicken-egg currently
 
14:00:34  <_glx_> it's definitely different to other features
 
14:00:38  <andythenorth> I still end up writing most nml docs, even if I'm bad at them π
 
14:00:50  <andythenorth> "these docs are written by someone who doesn't quite understand"
 
14:00:56  <andythenorth> we should put that in the wiki template
 
14:05:57  <andythenorth> ok so spriteset per cargo, and handle label -> spriteset mapping in `default`
 
14:06:07  <andythenorth> and `DEFAULT` takes a spriteset index
 
14:07:42  * peter1138 tests per-tile cargo type selection.
 
14:08:10  <peter1138> Although... I need a station set I suppose :D
 
14:08:42  <_glx_> CHIPS and its magic tiles π
 
14:13:50  <andythenorth> what is CHIPS mapping to cargo labels there?  GRM identifiers?
 
14:14:36  <andythenorth> yes, I maintain the grf, but I just cargo-cult existing entries and run away
 
14:18:40  <andythenorth> oh I didn't restore buffer support to track tiles yet π
 
14:24:04  <_glx_> I was wondering why it did set temp 0 value, but this part most likely comes from the non-track stuff
 
14:25:45  <_glx_> non-track use register 0 for the skip railtype offset trick
 
14:28:08  <andythenorth> I didn't find I needed that yet
 
14:28:13  <andythenorth> is it waiting for me in my future? π
 
14:29:07  <_glx_> it's handled by nml π
 
14:31:14  <_glx_> it's the `+ a` thing in example
 
14:46:27  <alfagamma7> Does anybody need an nml extension on emacs?
 
14:46:42  <alfagamma7> Maybe I should try doing that
 
14:47:01  <alfagamma7> (actually absolutely clueless where to start)
 
14:50:07  <andythenorth> eh, should cargo sprites get snow or not?
 
14:50:32  <andythenorth> 'or not' is my current idea π
 
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15:11:50  <andythenorth> hmm how do I put the value into `DEFAULT` for spritelayout?
 
15:11:57  <andythenorth> `default` doesn't seem to do it
 
15:13:01  <andythenorth> nah issue is elsewhere found it
 
15:14:18  <andythenorth> ok so do I need to handle cargo labels, or will OpenTTD just insert them into default?
 
15:14:54  <andythenorth> I have made cargo sprites appear π
 
15:16:01  <_glx_> DEFAULT is just the result of cargo-label/default/purchase
 
15:16:50  <andythenorth> ok so I just handle all known labels as callbacks, returning a spritegroup
 
15:17:35  <andythenorth> unusual pattern eh π
 
15:17:50  <andythenorth> maybe I should just check the cargo on the station in a switch for `default`
 
15:18:52  <_glx_> `default` uses the sum of all waiting cargo, while cargo labels use the exact waiting amount
 
15:21:49  <andythenorth> maybe I should plan what I actually want to display π
 
15:21:56  <andythenorth> then figure the implementation out
 
15:23:41  <andythenorth> do I need to provide an invalid CB result for default?
 
15:23:49  <andythenorth> if I don't have any sprites for it?
 
15:24:02  <andythenorth> only known cargos have cargo sprites
 
15:24:07  <andythenorth> otherwise tile is empty
 
15:24:35  <ahyangyi> Andy, did FIRS have any documentation before 1.4.4?
 
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15:24:44  <ahyangyi> which is the first version available at grf.farm
 
15:24:58  <andythenorth> have a look in the repo?
 
15:27:09  <ahyangyi> Hmm, it had doc_templates as well
 
15:27:59  <ahyangyi> I'm just annoyed that FIRS forks tend to not provide docs like you did
 
15:28:15  <ahyangyi> despite that the code is already there
 
15:28:31  <ahyangyi> Perhaps it has something to do with openttdcoop though, I'll take a look at that
 
15:29:07  <andythenorth> hmm I could use DEFAULT to set my one giant spriteset
 
15:29:17  <andythenorth> then use the index to pick the sprite for the cargo label
 
15:29:54  <andythenorth> this assumes that I can set a register in `prepare_layout` and it will be picked up / won't be cleared by cargo handling action 3
 
15:33:37  <andythenorth> ahyangyi: as far as I know, most FIRS forks throw away the compile and edit the generated nml
 
15:34:05  <andythenorth> as it's much easier for people to edit something 1000 times manually, than learn how a complicated python compile works
 
15:34:27  <andythenorth> and nobody has written an nml -> docs generator
 
15:43:13  <andythenorth> err...1 giant cargo spriteset, I'm just pointlessly deviating from what the spec wants
 
15:43:23  <andythenorth> so we'll have a spriteset per cargo I guess
 
15:43:37  <andythenorth> how this works with the spriteset limit per station....dunno π
 
15:43:58  <andythenorth> 49 cargos though
 
15:44:06  <andythenorth> maybe this is why nfo CHIPS used GRM
 
15:44:27  <ahyangyi> andythenorth: That explains it >_<
 
15:44:53  <andythenorth> I understand exactly why they do it, and I do the same with things I don't understand
 
15:45:04  <andythenorth> but they lose a lot of what the FIRS compile offers
 
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15:45:29  <andythenorth> but if you're using nmlc.exe on windows, you won't have any python environment available
 
15:46:17  <andythenorth> /me needs to learn about var10
 
15:47:38  <andythenorth> how do I find var10 in openttd src?
 
15:47:43  <andythenorth> nfo wiki is spartan for it
 
15:49:07  <_jgr_> Variable 10 is used for lots of things, you're won't get anywhere just grepping for it
 
15:49:18  <andythenorth> is it 0x10 or 0x0A?
 
15:49:25  <andythenorth> for starters π
 
15:50:17  <andythenorth> ok so it seems it provides built-in support for ground tile etc
 
15:57:39  <peter1138> Hmm, per-tile sort of works.
 
15:57:41  <andythenorth> ha that shines a lot of light π
 
15:58:06  <andythenorth> I now understand why it's `prepare_layout`
 
16:01:49  <andythenorth> so the limit of 6 spritesets only applies to what prepare_layout assembles?
 
16:02:02  <andythenorth> it's not actually 6 total per station ID?
 
16:02:20  <andythenorth> peter1138: this is nice eh?
 
16:03:17  <peter1138> Ignoring the dodgy sorting due to bad offsets...
 
16:03:20  <andythenorth> hmm no it's 6 for all spritelayouts per station
 
16:03:25  * andythenorth needs to count on fingers
 
16:04:55  <peter1138> The coal piles are all from the default algorithm, as that platform hasn't been used.
 
16:04:59  <peter1138> So it's not... ideal.
 
16:05:47  <peter1138> And if you only load wood, but there is coal waiting, it would only show wood, not coal. So also not great.
 
16:06:17  <peter1138> And of course non-track tiles are never see a vehicle, so they never have a cargo type set.
 
16:06:25  <_glx_> it's 6 different values of var10 with result of action2 chain being a spriteset, but it doesn't have to be a spriteset in the array, it can be a switch too
 
16:07:49  <_glx_> so the number of spriteset can be much higher than 6, but there's only 6 entry points
 
16:10:07  <_glx_> in the CHIPS example I used only 2 values in the array, one for the ground and the other is a switch for the different extra stuff on the tile (crane, truck, building, forklift)
 
16:13:02  <andythenorth> ok so there's no reason at all to merge all cargo sprites into one spriteset
 
16:13:18  <_glx_> and the direct reference in the layout are also translated to var10 stuff
 
16:14:18  <_glx_> so actually in my example 4 var10 values are used, 2 direct references (buffers and buildings) and 2 from the array
 
16:16:59  <_glx_> and that allows to use the same spritelayout syntax as all other features with the 2 extra CUSTOM and DEFAULT
 
16:18:24  <_glx_> all the complexity is hidden by nml, but that comes with some limitations
 
16:19:38  <_glx_> sum of direct references and custom array length can't be higher than 6
 
16:22:40  <andythenorth> that's the neatest way to explain it
 
16:26:02  <_glx_> as I already said, I can explain how it works internally, but it's very hard for me to do it from the user POV
 
16:26:43  <andythenorth> it's ok, we'll get there
 
16:26:56  <andythenorth> most of it is in docs or draft docs
 
16:27:17  <andythenorth> just the flow is very different to what I am used to with industries, and that trips me up
 
16:29:09  <_glx_> and I didn't start writing the CB14 part in it π
 
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17:08:14  <peter1138> So should stations have cargo capacity limits?
 
17:08:44  <andythenorth> as in, they stop accepting if limit reached?
 
17:10:24  <andythenorth> but you can add silo tiles? π
 
17:10:52  <andythenorth> Railroad Tycoon does that
 
17:11:37  <peter1138> Would also help with that single bus stop in town having 4000 passengers waiting...
 
17:12:23  <peter1138> But other issue: train can't unload because platform is full...
 
17:17:07  <andythenorth> does full station make cdist confused?
 
17:17:23  <andythenorth> what about tiles that improve rating π
 
17:17:35  <andythenorth> mad idea: statues in towns?
 
17:17:40  <peter1138> This is all "use a gamescript" stuff isn't it?
 
17:17:47  <peter1138> (Except GS can't do it)
 
17:17:55  <andythenorth> it wouldn't be the best way
 
17:19:20  <talltyler> It could be a station tile property, with default stations and newgrfs without the property set defaulting to infinite
 
17:19:42  <talltyler> βUse a GSβ is my least favorite excuse for avoiding change π
 
17:20:23  <andythenorth> I made my peace with it
 
17:20:35  <andythenorth> 10 years of it, then I wrote a GS π
 
17:21:14  <peter1138> "defaulting to infinite" basically means it's the player that decides capacity, not the game.
 
17:22:19  <peter1138> This means you'll build a fancy looking station, and then when capacity starts getting limit, you'll place a single default station tile to get around it. And it'll be pointless.
 
17:22:38  <andythenorth> nerf loading speed
 
17:22:47  <andythenorth> IRL stations that are too busy are inefficient
 
17:24:08  <peter1138> (By all means have the thing as a setting so that existing saves aren't 'broken'...)
 
17:25:13  <andythenorth> does it ruin the economic balance? π
 
17:40:22  <andythenorth> does trucks now π
 
17:55:28  <andythenorth> I need to write something to set tile order
 
18:26:49  <andythenorth> presumably DEFAULT() doesn't accept spriteset labels, only indexes (or LOAD_TEMP())
 
18:37:18  <DorpsGek>   - Update: Translations from eints (by translators)
 
18:40:21  <andythenorth> moving the bounding box offset means changing the sprite offsets elsewhere π
 
18:42:33  <frosch123> don't you generate both anyway?
 
18:43:19  <frosch123> you can subtract the bb offset algorithmically from the sprite offset
 
18:51:26  <andythenorth> hmm sprite xoffset and yoffset are screen axes or tile axes?
 
18:51:33  * andythenorth never knows how this works
 
18:53:21  <andythenorth> I'll just guess numbers until it looks right π
 
18:55:49  <frosch123> sprite_screen_offset = (2 * (bb_y_offset - bb_x_offset), bb_x_offset + bb_y_offset)
 
18:56:23  <frosch123> not sure about the sign/whether to add/subtract
 
19:02:42  <peter1138> Aligning offsets is quite simple... the ground-level-top-corner should end up as 0,0.
 
19:04:28  <peter1138> Unless... you are fiddling with layout offsets to help the sprite sorter ;)
 
19:06:48  <frosch123> i think andy has industry sprites with offsets for (0,0), which he needs to put into the station front BB at (0, 11) or (11, 0)
 
19:09:12  <peter1138> So fiddling. But also, use the in-game sprite aligner...
 
19:12:35  <frosch123> seems to mostly work:
 
19:13:35  <frosch123> fun fact: i spent a whole day compiling ogfx2 some weeks ago, because i wanted a testgrf. then i learned that it already had the parameters, and was already in the right shape for testing :p
 
19:14:43  <peter1138> Excellent. Then we can disable the hack that is uses currently.
 
19:21:17  <peter1138> And while checking offsets I found a bug in OpenGFX2 ;)
 
19:36:55  <merni> georgevb: , your help would be appreciated in testing it and ensuring it works as expected. Not sure what the expected output of your test GRF in #11168 should actually be
 
19:37:18  <merni> Damn trailing whitespace
 
19:38:12  <peter1138> Editors can automatically remove that...
 
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19:38:53  <merni> Yes unfortunately I do not use such an editor atm
 
19:42:03  <andythenorth> seems about right now π
 
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19:44:02  <georgevb> merni: Let me know how can I help you
 
19:45:58  <georgevb> If you can provide a .exe file for win10 I can test it and tell you, if the issue is fixed
 
19:46:58  <merni> georgevb: I will try to compile on windows then :)
 
19:50:49  <peter1138> Hmm, this reminds me.
 
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20:05:55  <andythenorth> a surfeit of buffer stops π
 
20:13:46  <andythenorth> now I need to figure out how to hide them π
 
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20:19:35  <andythenorth> glx has already written the code for that π
 
20:21:49  <andythenorth> that's a nice interface for rail_continuation π
 
20:21:58  <andythenorth> /me was expecting to have to tile walk
 
20:25:53  <peter1138> Hmm, Iron Horse 3 takes ages to load in Debug mode.
 
20:28:04  <andythenorth> the nfo is 64 MB
 
20:29:06  <andythenorth> ha station order being ID based
 
20:29:22  <andythenorth> that's going to repeatedly break the stations in my testing savegame π
 
20:29:41  <_pruple> station IDs are based
 
20:30:23  <_pruple> based on what? based on newgrf order. We finally have an answer.
 
20:31:37  <andythenorth> /me also wonders who made Doom
 
20:32:15  * _pruple wonders why it's sunday
 
20:32:28  <andythenorth> I don't know what you've done wrong, but it's clearly Saturday
 
20:32:34  <_pruple> I need bread for breakfast but the shop doesn't open until 9 π¦
 
20:32:47  <andythenorth> don't you have oranges?
 
20:32:57  <andythenorth> oranges = breakfast
 
20:33:04  <_pruple> I do not, and they are no substitute for bread in any case
 
20:33:51  <_pruple> no, breakfast is clearly MNX sandwiches
 
20:34:34  <andythenorth> google did not tell me what MNX is
 
20:35:32  <andythenorth> a George Foreman?
 
20:37:01  <peter1138> Hmm, when removing a recursion limit check increases the number of lines...
 
20:38:03  <peter1138> If andythenorth doesn't know that he needs to relinquish his English Person credentials.
 
20:38:29  <andythenorth> I stuck to "he's in training"
 
20:44:51  <_glx_> andythenorth: clearly shows examples are useful π
 
21:21:46  <_jgr_> Looks like you've made a debug build
 
21:21:57  <_jgr_> You should do a normal release build instead
 
21:28:43  <_glx_> might be simpler if I trigger a pr build
 
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21:51:26  <andythenorth> is it possible that station order in construction could be split from ID?
 
21:51:41  <andythenorth> 'no' is fine of course π
 
21:54:30  <peter1138> It could be possible.
 
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22:16:52  <peter1138> No I'd keep it simple and just make it sort by name.
 
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22:25:18  <_glx_> ah yes crash window crashes on mac
 
22:26:50  <_glx_> but it may have written crash.log
 
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22:28:49  <andythenorth> I would guess grf stations π
 
22:42:31  <_glx_> ok crash log won't help, I think it's showing the second crash
 
22:43:46  <_jgr_> The actual crash is likely frame 30 in the stack trace
 
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22:44:34  <_glx_> I see a NOT_REACHED in frame 29
 
22:45:14  <andythenorth> I would have bet on station tile ID changing and making a track tile a non track tile π
 
22:45:20  <andythenorth> whilst a train was in it
 
22:45:52  <peter1138> Run the game in your debugger...
 
22:46:31  <_jgr_> andy: Might be worth checking if there is another crash log file
 
22:46:31  <andythenorth> I need to sleep π
 
22:47:02  <andythenorth> the only ones today
 
22:47:34  <_jgr_> Hmm, as the crashes were at the same time it'd overwrite the first file, which is incovenient
 
22:47:42  <andythenorth> hmm I have broken cargo display on my new CHIPS somehow π  it was working earlier.  but too tired to see what's wrong π
 
22:47:54  <_glx_> we should try to fix the macos crash window crash
 
22:48:13  <andythenorth> maybe I just need to pull
 
22:48:25  <andythenorth> I tested a build for TB where the crash handling didn't crash
 
22:48:27  <_glx_> (it's because the window is opened from the wrong thread)
 
22:51:22  <peter1138> Hmm, we're still doing this game after 18 years... meanwhile, John Romero is currently streaming making maps for Doom. Such 30 years.
 
22:53:07  <andythenorth> linedef linedef linedef
 
22:59:17  <_pruple> okay it's bread o'clock
 
23:11:27  <peter1138> Why Change: and not Fix:? Because it's 00:11 and I'm not thinking...
 
23:22:48  <talltyler> Letβs see if that fixes all the annotations π
 
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continue to next day β΅