IRC logs for #openttd on OFTC at 2023-11-28
            
00:05:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11505: Codechange: Template input buffer type in audio mixer. https://github.com/OpenTTD/OpenTTD/pull/11505
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01:42:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #11389: Cleanup: Initial untangling of town_cmd.cpp https://github.com/OpenTTD/OpenTTD/pull/11389
01:56:05 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1178876941974126663/image.png?ex=6577bdb5&is=656548b5&hm=bc248be158dd64a673b3fe8b6df516b569985e45adb4ca384f971ea0cc466ed4&
01:56:05 <peter1138[d]> I should sleep...
01:58:28 <peter1138> This is a bit like 4x extra zoom sprites but for sound.
01:59:46 <peter1138> 4x sample depth (int8 to float) and 4x sample rate (11025Hz to 44100Hz)
02:01:17 <peter1138> 38695 bytes to 619120 bytes :/
02:10:14 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1178880499666653235/image.png?ex=6577c105&is=65654c05&hm=9d33eb350c9cfcd925c5dc58980c8c94c2759edbca2719f02d22873dc46dece5&
02:10:17 <peter1138[d]> Such noise.
02:10:53 <peter1138> I'm assuming young people turn the sound off :p
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04:13:44 <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1178911581803917363/Treby_Transport_1954-10-15.png?ex=6577ddf8&is=656568f8&hm=11ee416d283e5093119c2741192510f6dcb6e0535e545e122118164929432cf3&
04:13:44 <_pruple> I'm not saying it's a bug as such, but is there an explanation for why, if you're building loose wagons, it always puts the *first* of a new type at the start of the chain, and then subsequent wagons at the end?
04:38:39 <merni> Is that common for all wagons across all grfs?
04:38:56 <merni> May be some magic in that grf
04:49:22 <_pruple> yes, it's universal. you get the same behaviour with any or no newgrfs.
06:45:06 <_glx_> Because it's easier code wise I think
06:46:21 <_glx_> But it might be a bug too
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07:56:18 <Eddi|zuHause> probably a side effect from some other change
08:22:39 <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1178974222249377832/image.png?ex=6578184e&is=6565a34e&hm=5c34ba9ce482c6a038d44a9f9b9776e47a5068e33db30c6afe9d50e787a0bd00&
08:22:39 <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1178974222492639253/image.png?ex=6578184e&is=6565a34e&hm=ac618476b1c67568f505e3493f0c407ee4c93aa01a2f3a17d96f0105f28128c2&
08:22:39 <rau117> _pruple: Yeah, before [some, probably 13.3 or 13.4] version the wagons were โ€œsortedโ€ while you buying them.
08:22:39 <rau117> And I am very afraid that this is intended.
08:53:41 <peter1138> So it broken between 13.0 and 13.4?
08:53:48 <peter1138> -n
09:10:56 <peter1138> I think it's my bug too :)
09:11:46 <peter1138> Caused by 10926
09:12:44 <peter1138> (Perhaps)
09:19:58 <_pruple> implausible deniability
09:20:19 <LordAro> peter1138: how dare you make changes
09:20:25 <LordAro> i am offended.
09:22:18 <peter1138> Yeah, reverting that commit fixes it.
09:24:09 <peter1138> Okay, simple enough fix I think.
09:24:27 <peter1138> It used to only call normalise for engines, now it calls it for both engines and wagons.
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09:26:34 <peter1138> Hmm, sample.cat
09:26:54 <peter1138> 1.6MB.
09:27:23 <peter1138> ร— 16 = 25.7MB.
09:27:53 <_pruple> many samples, such cat
09:28:02 <LordAro> a lot of meows
09:28:17 <peter1138> But the spectral graph looks a lot cleaner!
09:29:10 <peter1138> Okay.
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09:40:23 <emperorjake> Speaking of wagon behaviour in depot, you used to be able to drag a wagon off a train and drop it anywhere in the depot window to remove it from a train, Now it only works if you drop it on the line directly under the train in the depot window.
09:40:37 <emperorjake> It's a minor annoyance, but still an annoyance
09:42:16 <peter1138> Guess what...
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09:43:25 <emperorjake> Also caused by 10926 I'm assuming?
09:43:25 <_pruple> same bug?
09:43:55 <peter1138> Nope.
09:44:01 <peter1138> But it is also caused by me.
09:44:05 <LordAro> :o
09:44:15 <LordAro> we can't fix bugs if we don't know they exist
09:44:22 <LordAro> 13.4 has been out for 6 months..
09:44:27 <peter1138> When using GetScrolledRowFromWidget it does different bounds checking than before.
09:44:47 <LordAro> (something something devs don't play the game something something)
09:45:30 <peter1138> Haha
09:45:34 <peter1138> Sad but true :(
09:45:53 <emperorjake> That bug isn't in 13.4 yet, just checked
09:46:10 <peter1138> But no, we can test things and it seems to work, but we can't think of all cases to test.
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09:53:45 <peter1138> Me: Remove unused fields.
09:53:50 <peter1138> Also me: Why are these fields in use...
09:57:29 <peter1138> Sticking with 11025Hz playback rate would have been better quality :o
09:57:58 <peter1138> Does anyone making NewGRF sounds use higher than 8-bit 11025Hz samples...
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10:04:19 <peter1138> I suppose converting back to 16 bit samples would save half the memory.
10:13:05 <locosage> you can probably guess that by newgrf size
10:13:20 <locosage> as sounds are completely uncompressed it gets ridiculous pretty fast
10:22:26 <peter1138> Hmm, OpenSFX and AltSFX are bigger.
10:24:03 <peter1138> Okay, well that just means the penalty for resampling is less.
10:28:21 <LordAro> mp3 support when?
10:36:01 <peter1138> Hmm, how to allocate a float buffer in an audio thread :/
10:42:14 <LordAro> new float[N];
10:42:16 <LordAro> :p
10:42:42 <peter1138> Sure... no :)
10:43:08 <peter1138> Memory allocation is not allowed in audio threads.
10:44:31 <peter1138> Preallocate and hope that the buffer size isn't changed? :o
10:48:15 <peter1138> Dear MPD, I cannot think of a time I want to add tracks to the playlist and only play... one of them.
10:52:07 <ahyangyi> `float preallocated_buffer[1 << 30]; // virtual memeory management is an illusion anyways`
10:53:06 <peter1138> :-)
10:53:21 <peter1138> Wow, who set the default buffer size to 8192 for XAudio2 :o
10:54:30 <peter1138> That's 200ms of audio latency.
10:56:59 <peter1138> XAudio2 is weird.
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11:13:33 <peter1138> Oh dear.
11:57:32 <_pruple> where?
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12:53:39 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179042423649865749/image.png?ex=657857d3&is=6565e2d3&hm=3f689f72a11ffa360ef820ffff0efb12c3bbdeccc5da4c5b1b079d9b24f7e6cf&
12:54:50 <peter1138> This resampling is closer to the nyquist limit now, but there's a big noise spike.
12:54:55 <peter1138> Which is a ca-ching! noise.
13:17:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11507: Fix #10926: New free wagons no longer sorted by type. https://github.com/OpenTTD/OpenTTD/pull/11507
13:17:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11507: Fix #10926: New free wagons no longer sorted by type. https://github.com/OpenTTD/OpenTTD/pull/11507
13:17:57 <peter1138> Nothing to see here.
13:18:07 <_pruple> who said that?
13:18:38 <LordAro> lol
13:18:55 <_glx_> hehe
13:19:19 <peter1138> Normally v/u are used the other way around.
13:20:42 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #11507: Fix #10926: New free wagons no longer sorted by type. https://github.com/OpenTTD/OpenTTD/pull/11507#pullrequestreview-1752868980
13:22:39 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11508: Fix #10811: Allow dragging vehicle in depot to any free row. https://github.com/OpenTTD/OpenTTD/pull/11508
13:23:08 <peter1138> Eh, "split by type" is probably better wording than "sorted by type"
13:26:58 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #11508: Fix #10811: Allow dragging vehicle in depot to any free row. https://github.com/OpenTTD/OpenTTD/pull/11508#pullrequestreview-1752887438
13:37:41 <andythenorth> hmm
13:37:44 <andythenorth> lunch was it?
13:39:48 <_pruple> in theory
13:40:23 <peter1138[d]> But in practice?
13:41:01 <andythenorth> yes both
13:41:05 <andythenorth> praxis?
13:41:15 <andythenorth> how about sardine paste on bread?
13:41:25 <andythenorth> it's gluten free bread made of potatos, because Wheat Issues
13:48:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11507: Fix #10926: New free wagons no longer split by type. https://github.com/OpenTTD/OpenTTD/pull/11507
13:52:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11508: Fix #10811: Allow dragging vehicle in depot to any free row. https://github.com/OpenTTD/OpenTTD/pull/11508
14:12:18 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #11506: Pathfinder doesn't consider blocked tiles past destination station https://github.com/OpenTTD/OpenTTD/issues/11506
14:12:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #11506: Pathfinder doesn't consider blocked tiles past destination station https://github.com/OpenTTD/OpenTTD/issues/11506
14:12:51 <peter1138> How do you make a NewGRF with a callback now?
14:12:58 <andythenorth> grf-py?
14:13:01 <andythenorth> yagl?
14:13:13 <andythenorth> I would probably use the examples that ship with nml
14:13:14 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #7941: Pathfinder doesn't consider blocked tiles past destination station https://github.com/OpenTTD/OpenTTD/issues/7941
14:13:20 <andythenorth> and just add a callback to the example train
14:22:09 <peter1138> Oof, it's getting chilly
14:24:45 <_pruple> I have another "is this intentional or is it a bug" question, and it's not peter's fault this time;
14:24:57 <peter1138> It probably is.
14:26:07 <_pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1179065691450658916/Unnamed_1950-06-06.png?ex=65786d7e&is=6565f87e&hm=31ac8079345c97ab345cba5b8ffea32a31c9fdb2b132ababae41c2e6fd9668b4&
14:26:07 <_pruple> I can add rail stations to the DFLT category, and also use them to rename the category. But I can't do the same with road stops; they just don't show up if I add them to DFLT.
14:27:07 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #11509: [Bug]: The window restore down button does not change window size when launched maximised https://github.com/OpenTTD/OpenTTD/issues/11509
14:27:23 <_zephyris> Let's see if 'enhancement' get's put on this one ๐Ÿ™‚
14:30:51 <_pruple> peter1138: it's more likely a question for _jgr_ , since he added the feature...
14:31:13 <peter1138> newgrf_roadstop.cpp:450
14:31:38 <peter1138> I think that > 1 should be == 1.
14:31:48 <peter1138> Oh, it's a combined !
14:32:00 <peter1138> Forget that.
14:32:11 <peter1138> I dislike combined negated conditions.
14:32:23 <peter1138> Probably based on my code :)
14:32:46 <peter1138> I think it's close those.
14:32:47 <peter1138> *though
14:32:56 <_jgr_> In principle, adding roadstops to the default class and renaming it should be allowed
14:33:09 <_jgr_> Not that I've ever tested this case
14:33:11 <peter1138> If the class is DFLT then it doesn't actually check if it has new stops.
14:33:17 <peter1138> :453
14:33:24 <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
14:34:11 <talltyler> Trailing whitespace, really? What an amateur move.
14:34:48 <peter1138> Yeah, when I found out that VS Code could automatically strip those...
14:35:15 <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
14:35:35 <talltyler> To be fair, it was right after a 30-commit rebase... ๐Ÿ˜›
14:35:46 <talltyler> I'll cut myself a bit of slack there
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14:39:30 <peter1138> Ah yes the "holy shit it finished!" relief.
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14:47:28 <_pruple> ah, the plot thickens...
14:47:36 <andythenorth> is it custard?
14:47:43 <_pruple> yes
14:47:46 <peter1138> Double cream?
14:47:51 <andythenorth> the custard thickens
14:48:00 <peter1138> With a skin?
14:48:06 <andythenorth> rhubarb?
14:48:14 <LordAro> oh yes please
14:48:28 <peter1138> All my rhubarb has given up for winter.
14:48:35 <_pruple> playing around with test grfs, adding to DFLT and renaming it *does* work, if there's another class defined too.
14:48:53 <peter1138> It's newgrf_roadstop.cpp:453
14:49:08 <peter1138> Fix that and then it'll probably work :)
14:50:27 <_pruple> ๐Ÿ‘ I am with understanding.
14:51:33 <peter1138> Do we need to timestamp audio events?
14:51:47 <peter1138> I wonder if that is why running sounds never worked well.
14:52:05 <andythenorth> such audio in games
14:52:13 <andythenorth> I forget all the things we used to do in Flash games
14:52:18 <andythenorth> it was always quite....organic
14:52:28 <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1179072321923862608/image.png?ex=657873ab&is=6565feab&hm=baa78c24d798ab94dff63891794e7e80d635083639b8c648cbdb269a85debd70&
14:52:28 <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1179072322242617375/image.png?ex=657873ab&is=6565feab&hm=bb3e84d9de67108afb9de41148112ca4927e7f33c02973d929afac4636c04f42&
14:52:28 <rau117> Okeyโ€ฆ let me ask about โ€œIs this a bug or is it intended?โ€ too.
14:52:28 <rau117> Train groups retain the โ€œwagon removalโ€ parameter as it was at the time the group was created, but do not respond to the general parameter - when autoreplacing via โ€œAll Trainsโ€, this parameter is marked โ€œwagon removal **(ungrouped trains)**โ€.
14:52:28 <rau117> Thus, if at the beginning of the game you forgot about this button and created a hundred groups, in order to avoid problems with an extra car, you will have to manually go through all the groups and switch this parameter individually (or delete all groups and create them again).
14:52:30 <andythenorth> stuff like counting max sounds
14:52:40 <andythenorth> and stereo panning
14:52:52 <peter1138> I'm sure I once HAD a patch to timestamp sounds. But it was years ago.
14:53:07 <andythenorth> rau117: look in the commit that changed it
14:53:13 <andythenorth> and read the rationale
14:54:22 <LordAro> (or at least report it as a bug properly)
14:55:10 <peter1138> It is a function that we've hidden behind ctrl? :D
14:55:37 <_jgr_> I'm not sure I get why it would be useful to timestamp sounds, once they're triggered there's nothing else which is synchronised with them
14:55:48 <peter1138> I don't think toggling wagon removal for ungrouped trains should automatically propagate to the rest, without intervention.
14:56:56 <peter1138> The issue is that sounds are effectively "queued" until the next audio buffer is processed.
14:56:58 <rau117> LordAro: Thatโ€™s why Iโ€™m asking here, so as not to make a bug report only to have it immediately canceled as โ€œas intended.โ€
14:58:07 <LordAro> that's definitely true
14:58:45 <peter1138> By default we've set that to 1024, (23 ms), so it's not a big issue, but for XAudio2 it defaults to 8192 (185ms) for some reason.
14:59:05 <LordAro> but in cases where it is unclear, an "official" bug report will be helpful in working out what could be improved
14:59:17 <peter1138> This means sounds can be requested in different game ticks, but the sounds actually start at the same time.
14:59:44 <LordAro> if nothing else, it gives us something to point at and say "this is intended" and the justifications why, rather than "we had a conversation about this on discord months ago, didn't you see it?"
14:59:53 <peter1138> Even with a low buffer size, it means the time a start sounds is not consistent with the tick it was requested.
15:01:41 <_jgr_> Even then, does that matter? It's just tooting, choo-choo, etc noises
15:02:13 <_jgr_> There's no lip sync requirements
15:03:09 <peter1138> Given that TTDPatch introduced running sounds that should play a sound on a specific tick... yes.
15:04:19 <peter1138> It's pretty simple to do as well, except for that pesky fast-forward that upsets time.
15:04:41 <andythenorth> here, I did GitHub for rau117 https://github.com/OpenTTD/OpenTTD/pull/7441
15:04:56 <andythenorth> and the linked issue ticket
15:05:08 <peter1138> andythenorth, thanks apparently I hadn't deleted that branch.
15:05:24 <andythenorth> the grf docks branch? ๐Ÿ˜„
15:05:34 <peter1138> No, that one's gone ;)
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15:16:03 <peter1138> I think I introduced another bug.
15:16:37 <peter1138> I did :)
15:16:46 <LordAro> honestly
15:17:16 <peter1138> /* Shuffle() will also Play() if necessary, only start once */
15:17:19 <peter1138> It doesn't any more :-)
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15:56:43 <_glx_> I think wagon removal stuff is mostly an "it's very hard to do nice UI about this flag"
15:57:19 <peter1138> "ctrl-click to follow-through"
15:57:35 <peter1138> (Not good UX)
16:15:55 <talltyler> 65 annotations found, big oops somewhere ๐Ÿ˜›
16:27:14 <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
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16:48:15 <DorpsGek> [OpenTTD/OpenTTD] anatolyeltsov updated pull request #10541: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/10541
17:14:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11510: Fix ab1a4c6c: Changing baseset/playlist while shuffle is on does not change song. https://github.com/OpenTTD/OpenTTD/pull/11510
17:18:18 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11510: Fix ab1a4c6c: Changing baseset/playlist while shuffle is on does not change song. https://github.com/OpenTTD/OpenTTD/pull/11510#pullrequestreview-1753465680
17:19:09 <peter1138> Such plinky tunes :p
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17:21:56 <peter1138> Some of #10700 is still a bit wonky.
17:23:32 <peter1138> Engine life length and build year don't make sense as Economy time.
17:24:03 <peter1138> I know you said "they are in sync for now", but I don't think that makes it logically correct.
17:31:22 <talltyler> I kept those as economy time because they are โ€œgame balanceโ€
17:32:03 <talltyler> I could be convinced otherwise ๐Ÿ™‚
17:32:39 <peter1138> IMHO making them economy time defeats one of primary reasons for stretching time.
17:32:48 <talltyler> Economy and calendar time are in sync for now but every change here is planning for when they are not
17:32:56 <peter1138> Yes, exactly.
17:33:06 <talltyler> But thatโ€™s purchase availability, not life length, right?
17:34:24 <peter1138> lifelength determines availability based on date.
17:35:37 <rau117> andythenorth: This is what I was afraid of, โ€œworks as intendedโ€.
17:37:26 <rau117> Probably the most straightforward solution would be to add another button โ€œforce wagon removal for [red text] all groupsโ€.
17:38:07 <talltyler> Oh, I thought it was life length of a vehicle, not the engine.
17:38:32 <talltyler> Because you are correct, life length of the engine should be calendar time.
17:38:55 <peter1138> life of a vehicle should be calendar time too, anyway.
17:44:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11510: Fix ab1a4c6c: Changing baseset/playlist while shuffle is on does not change song. https://github.com/OpenTTD/OpenTTD/pull/11510
17:52:02 <talltyler> Well, Iโ€™m happy to drop those commits ๐Ÿ™‚
17:58:24 <andythenorth> did we do templated train consists yet?
17:59:15 <andythenorth> instead of autoreplace, a pointer to an existing train
17:59:41 <andythenorth> not massively different to cloning in concept
18:00:13 <andythenorth> different user experience though
18:00:24 <FLHerne> there's a patch for it in JGRPP
18:00:30 <andythenorth> yeah I broke it ๐Ÿ™‚
18:00:37 <FLHerne> it's very useful
18:00:42 <andythenorth> and the discord channel had to explain to me how to use it
18:01:03 <andythenorth> I think it's for advanced players, which I am not
18:01:26 <jfs> someone offered a PR for it some years ago, but as far as I remember the code wasn't great and the UI was really weird (dissimilar to existing things)
18:01:51 <andythenorth> every conversation I've had about it seems to involve somewhere to keep shadow consists off map
18:01:59 <andythenorth> and to use up existing vehicles by assigning them to consists
18:02:07 <andythenorth> and other such wonderfully advanced features
18:02:10 <andythenorth> whereas
18:02:16 <andythenorth> - vehicle visits depot
18:02:24 <andythenorth> - entire consist is cleared of vehicles
18:02:54 <andythenorth> - consist has vehicles added, to match an existing real consist, by similar method to cloning
18:03:06 <andythenorth> - any cargo that was present before templated replace is re-added
18:03:14 <andythenorth> would be simple to understand
18:03:22 <andythenorth> 'match' rather than 'clone'
18:03:34 <andythenorth> obviously there would be pitchforks about vehicle age being reset
18:03:44 <andythenorth> and about leftover vehicles not being available for the player
18:03:51 <andythenorth> and not using up vehicles already in the depot
18:04:03 <andythenorth> and all the other reasons a handful of players find to prevent progress ๐Ÿ™‚
18:04:03 <jfs> something like, manually upgrade one vehicle in a group, then push a button for "update all vehicles in group to match this one"?
18:04:07 <andythenorth> yes
18:04:22 <andythenorth> nominate one vehicle as the gestalt / prototype / source / etc
18:04:33 <andythenorth> leader
18:05:42 <andythenorth> pathfinder, trailblazer, original, paradigm, blueprint, archetype, exemplar, paragon, essence
18:05:47 <andythenorth> /me can thesaurus ๐Ÿ˜›
18:08:41 <jfs> maybe also make a manually triggerable order for a single vehicle where you point at another (sufficiently compatible) vehicle to order the first vehicle to go to depot and replace itself to match the pointed-at one
18:08:59 <jfs> (except for orders)
18:09:13 <andythenorth> hmm
18:09:22 <andythenorth> /me imagining self-modifying vehicles
18:09:27 <jfs> and then just have a way to mass-designate that order to a group or other displayed list of vehicles
18:09:27 <andythenorth> that would be another level ๐Ÿ™‚
18:10:04 <jfs> like, vehicles sharing orders, or vehicles stopping at a specific station, or somesuch
18:10:52 <andythenorth> if there was a complex order set, consists could go to different depots and change themselves
18:11:01 <andythenorth> might rely on having n trains stopped in depot
18:11:04 <andythenorth> the abuses would be amazing ๐Ÿ™‚
18:11:10 <andythenorth> reminds me a bit of this for some reason https://www.youtube.com/watch?v=TjR0_ourviA&list=PLPg4uCwL9BnAVYYfExYcqsOF1hiO0aSmY
18:11:24 <andythenorth> wait, I'm against complexity, yes/no? ๐Ÿ˜›
18:14:00 <talltyler> jfs: https://github.com/OpenTTD/OpenTTD/pull/10476?
18:15:36 <jfs> that sounds quite much like it
18:16:15 <jfs> not the PR that I was talking about that was rejected, but rather what andy and I just proposed
18:17:22 <andythenorth> yes!
18:17:26 <andythenorth> convergent evolution ๐Ÿ™‚
18:17:29 <jfs> https://github.com/OpenTTD/OpenTTD/pull/7145
18:17:36 <andythenorth> or I read the PR ages ago, and it re-appeared in my brain today ๐Ÿ™‚
18:17:55 <andythenorth> 'templates' are an extra concept
18:17:59 <andythenorth> and concepts are hard
18:24:44 <peter1138[d]> Well. Isn't it
18:28:14 <andythenorth> orders that can change the consist though...
18:28:19 <andythenorth> beautiful chaos
18:38:46 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/5f442c9127249b89571ba037ddcc5dfc002e4b29
18:38:47 <DorpsGek> - Update: Translations from eints (by translators)
18:41:22 <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
18:41:49 <talltyler> ^^ vehicle and engine age now remains on calendar time
18:44:39 <andythenorth> ๐Ÿ™‚
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18:48:52 <Rubidium> talltyler, you'll need to rebase #11389 as it's more than 256 commits behind, and the commit checker doesn't appreciate that
18:50:26 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #11389: Cleanup: Initial untangling of town_cmd.cpp https://github.com/OpenTTD/OpenTTD/pull/11389
18:50:36 <talltyler> I blame Peter for lots of GUI improvement commits ๐Ÿ˜›
18:50:43 <peter1138> "improvement"
18:51:45 <talltyler> "Change:" ๐Ÿ˜›
18:51:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11489: Feature: Randomize direction of rail vehicle on build based on extra flags. https://github.com/OpenTTD/OpenTTD/pull/11489
18:52:02 <talltyler> Okay, cleaning up and standardizing
18:52:14 <talltyler> Not so much visual improvement to the player, but the code is undoubtedly nicer
18:56:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11489: Feature: Randomize direction of rail vehicle on build based on probability callback. https://github.com/OpenTTD/OpenTTD/pull/11489#issuecomment-1830488958
18:56:58 <peter1138> There is one bit I'm stuck on with the layouts.
18:59:02 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179134373765841036/image.png?ex=6578ad75&is=65663875&hm=446b0e00699300034aed93c97b2a0965d3572e1a2cf94b85700c655d8315bedc&
18:59:02 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179134374093017088/image.png?ex=6578ad76&is=65663876&hm=3a2938fc39acd4bb62e200932fab625e0230f54e49090c80c1708b39da8ded32&
18:59:02 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179134374462095401/image.png?ex=6578ad76&is=65663876&hm=e01472f3901ed72eb8ab12d76613788680278c8e26d2ff9d8e59c7602ecbc62d&
18:59:02 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179134374818631680/image.png?ex=6578ad76&is=65663876&hm=a6ec2ac8ca2742c51905f806ed225c5531c3d8eab5a407e1b0078414b3d1e84e&
18:59:02 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179134375057686608/image.png?ex=6578ad76&is=65663876&hm=e3359863aac569b221b70d2916bd98c85339c0c72ac654481b83006c56d7cdd9&
18:59:11 <peter1138> Heh
18:59:21 <peter1138> So there's a very similar set of buttons on all those windows.
18:59:34 <peter1138> But there's not a log of consistency.
18:59:47 <talltyler> Wow
19:00:06 <peter1138> Also I've found a crash, argh.
19:01:07 <talltyler> Scripts don't have a website?
19:01:28 <peter1138[d]> I don't know ๐Ÿ™‚
19:01:33 <_zephyris> Basesets don't have a website...
19:01:49 <peter1138[d]> But should they?
19:01:53 <talltyler> I've never uploaded a script to Bananas, but the website GUI has a field for a website
19:02:02 <talltyler> When adding a new item
19:02:05 <andythenorth> goes it ask GPT for a new UI?
19:02:09 <talltyler> No
19:02:13 <talltyler> Goes it ask Peter ๐Ÿ˜›
19:02:23 <peter1138[d]> It would need to be in the baseset obm/obg/obs files.
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19:02:45 <frosch123> scripts have a url
19:02:46 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #11389: Cleanup: Initial untangling of town_cmd.cpp https://github.com/OpenTTD/OpenTTD/pull/11389#pullrequestreview-1753681282
19:04:18 <talltyler> Thanks ๐Ÿ™
19:05:32 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11489: Feature: Randomize direction of rail vehicle on build based on probability callback. https://github.com/OpenTTD/OpenTTD/pull/11489#issuecomment-1830503229
19:06:59 <frosch123> ok, the url is shown in the "available AIs" window as label, but there is no button to click ๐Ÿ™‚
19:07:18 <frosch123> same for GS
19:07:41 <peter1138> Yes, I suspect we didn't have a URL opener when they were added :)
19:08:32 <frosch123> https://cdn.discordapp.com/attachments/1008473233844097104/1179136765467037706/image.png?ex=6578afb0&is=65663ab0&hm=906a9ef96a6890ee04d4e914429bac7dfaeda0f4b718ea55b5f20296304d1997&
19:08:32 <frosch123> good luck copy-typing the url ๐Ÿ™‚
19:10:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11489: Feature: Randomize direction of rail vehicle on build based on probability callback. https://github.com/OpenTTD/OpenTTD/pull/11489#issuecomment-1830510322
19:22:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11511: Fix ab1a4c6c: Crash if the "No Music" set is loaded because there is no current set_index. https://github.com/OpenTTD/OpenTTD/pull/11511
19:22:17 <peter1138> La la la.
19:24:00 <peter1138> I'm so buggy :(
19:24:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #11389: Cleanup: Initial untangling of town_cmd.cpp https://github.com/OpenTTD/OpenTTD/pull/11389
19:29:25 <peter1138> Hmm.
19:38:46 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179144371812184064/image.png?ex=6578b6c5&is=656641c5&hm=3b6dc9756b7eecdf5506d930b74df56f5e72d9e716597f966640004c6bca3bf1&
19:39:09 <peter1138[d]> I guess it's okay.
19:41:01 <_zephyris> ๐Ÿ˜€
19:41:25 <_zephyris> ... but overall, synchronising the appearance of all of those dialogs does sound like a good plan.
19:41:38 <talltyler> So I guess for a baseset that doesn't have a website, the button would just be disabled?
19:41:39 <peter1138[d]> Not sure if I have access to a URL yet, but still ๐Ÿ™‚
19:41:47 <peter1138[d]> Yes, same as the other buttons.
19:41:56 <talltyler> Righto
19:43:23 <talltyler> Getting ahead of myself, but the Close button makes absolutely no sense to be part of that grouping
19:43:34 <peter1138[d]> Exactly!
19:43:45 <talltyler> And should probably be the usual window X instead of a text label
19:43:50 <peter1138[d]> There's no need for a text close button
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19:54:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11511: Fix ab1a4c6c: Crash if the "No Music" set is loaded because there is no current set_index. https://github.com/OpenTTD/OpenTTD/pull/11511#pullrequestreview-1753818580
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20:06:17 <THC> hey
20:06:17 <THC> HI, Whats this?
20:06:18 <THC> HI, Whats this?
20:06:18 <THC> HI, Whats this?
20:06:19 <THC> HI, Whats this?HI, Whats this?HI, Whats this?HI, Whats this?
20:06:20 <THC> HI, Whats this?
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20:06:23 <THC> HI, Whats this?
20:06:23 <THC> HI, Whats this?HI, Whats this?
20:06:24 <TinoDidriksen> Don't spam.
20:06:25 <THC> HI, Whats this?HI, Whats this?
20:06:25 <THC> HI, Whats this?
20:06:27 <THC> HI, Whats this?
20:06:27 <THC> HI, Whats this?
20:06:29 <THC> HI, Whats this?
20:06:29 <THC> HI, Whats this?
20:06:31 <THC> HI, Whats this?HI, Whats this?
20:06:31 <THC> HI, Whats this?HI, Whats this?
20:06:33 <THC> HI, Whats this?
20:06:33 <THC> v
20:06:35 <THC> HI, Whats this?
20:06:35 <THC> v
20:06:37 <THC> v
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20:06:49 <THC> HI, Whats this?
20:06:51 <THC> vv
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20:07:03 <brickblock19280> This is going to be a pain to clean up
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20:20:17 <LordAro> oh dear
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20:31:42 <andythenorth> hmm autoreplace is failing
20:31:46 <andythenorth> "interesting"
20:33:27 <peter1138> What. Have I broken this time.
20:34:33 <andythenorth> dunno if it was you ๐Ÿ˜„
20:34:48 <andythenorth> maybe it was TB ๐Ÿ™‚
20:37:35 <peter1138> Christ, why am I in a mood?
20:37:51 <andythenorth> it's Nov 28th, look at the weather ๐Ÿ˜›
20:37:58 <andythenorth> that's my excuse anyway
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20:42:07 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179160312868515860/image.png?ex=6578c59e&is=6566509e&hm=ec4c1044e78e7d35fe357ccaeac34a48bda1ecfbfb53716cedc4437b9d849d8a&
20:42:07 <peter1138[d]> Dunno.
20:53:40 <peter1138> Alright.
20:54:38 <andythenorth> two peters?
20:56:58 <peter1138> Several.
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20:58:27 <talltyler> Remind us what the rest of that window looks like?
20:58:41 <talltyler> (Not at a computer right now?
20:58:54 <talltyler> *)
21:02:22 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179165412320092352/image.png?ex=6578ca5e&is=6566555e&hm=335d368aea55cee4e3ae088d0f13e33afe6f892eff54d34b0b1d36aef3a27dfb&
21:02:22 <peter1138[d]> Currently:
21:02:38 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1179165478216814702/image.png?ex=6578ca6d&is=6566556d&hm=37799bcf9889cd0fc5957102341beba3271cfda42c483aa1d2b8350b202859b5&
21:02:38 <peter1138[d]> Tweaked:
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21:04:12 <jfs> thought, maybe the Select Game Script button should be moved up next to the script name? and just shortened to "change" or such
21:04:37 <jfs> but ofc that would be inconsistent with the AI config window
21:04:40 <peter1138[d]> Yes, probably. It's a left over from when the two windows were one.
21:05:06 <peter1138[d]> Well, they do need to be a bit different ๐Ÿ™‚
21:05:20 <peter1138[d]> But... I'm not sure I want to change much more right now.
21:06:25 <talltyler> jfs: Yes, that was my thought exactly
21:07:37 <talltyler> And the Check Online Content button could move to the selection popup window, where you can see available scripts.
21:08:19 <peter1138[d]> Well
21:08:23 <peter1138[d]> That just makes sense that does.
21:08:33 <peter1138[d]> That would be against our design guidelines ๐Ÿ˜„
21:09:29 <peter1138[d]> Perhaps the Available AIs/Available Game Scripts could get the sparse-layout treatment.
21:09:56 <peter1138[d]> With a list on the left side, details (and url/textfile buttons) on the right side,
21:10:25 <peter1138[d]> Although then it might look too similar to the content download window, and therefore confusing.
21:10:50 <jfs> another thing is, I've never quite liked the "Check Online Content" wording, it seems kind of strange to me
21:10:50 <jfs> I would expect something more like "Browse Online Content" or even "Download Additional Content"
21:11:04 <peter1138[d]> Here's an idea.
21:11:19 <jfs> of course only "check" also encapsulates the "search for updates" part
21:11:23 <peter1138[d]> Why is the "select ai/gs list" separate from the content downloader...
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21:11:48 <frosch123> the "check" part is from the newgrf window, mainly used for downloading missing content for joining multiplayer
21:12:19 <peter1138[d]> "Select AI/GS" could show you all you have installed... and also (after pressing the button) those that you could have... which it'll just download if needed.
21:12:31 <peter1138[d]> No separate installed/not installed lists.
21:12:46 <peter1138[d]> That sounds more usable to me, but also... a bigger project.
21:13:10 <jfs> that somewhat breaks the concept that the game only attempts to connect to the internet after you explicitly click a button that says something with online/network
21:13:22 <peter1138[d]> That's why I had "after pressing the button"
21:13:33 <jfs> oh missed that
21:13:50 <peter1138[d]> By default it only shows installed, you press the button to update the list to include not-installed items.
21:14:23 <frosch123> peter1138[d]: sounds reasonable. not sure where you would put ai/gs libraries. maybe they would be hidden unless ai/game_development_tools are enabled
21:14:47 <peter1138[d]> libraries are kind of irrelevant to download individually I think?
21:14:56 <jfs> yeah, not that interesting normally
21:15:05 <jfs> also, you could find/get them via console commands
21:15:07 <peter1138[d]> Especially for non-developer_tools, yeah.
21:16:08 <jfs> did the content downloader window get a feature to filter by content type yet?
21:16:36 <peter1138[d]> No, only by going to the appropriate section first.
21:16:52 <peter1138[d]> [metadata]
21:16:52 <peter1138[d]> url = https://...
21:17:27 <peter1138[d]> ^ baseset support... does the content upload stuff need to do anything to support that?
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21:18:21 <michi_cc[d]> So, how much mess am I allowed to make in `cargopacket/cargoaction`.`h/cpp`? Thanks to cargodist, more or less everything in there is keyed and sorted by next station. I need next order, tough ๐Ÿ˜ฆ
21:18:32 <peter1138[d]> I assume the .obg/m/s file is uploaded as part of the bundle and just contains whatever has been uploaded, but I don't know.
21:19:00 <peter1138[d]> michi_cc[d]: do it
21:19:24 <peter1138[d]> I think there's a general "cargodist is a bit meh isn't it?" vibe at the moment...
21:19:33 <frosch123> peter1138[d]: yes, the ob* files are verified. uploads with unknown fields are probably rejected
21:19:40 <peter1138[d]> Hmm.
21:20:22 <frosch123> https://github.com/OpenTTD/bananas-api/blob/main/bananas_api/new_upload/readers/base_graphics.py <- new line there and in the two other files
21:21:15 <frosch123> hmm, actually, probably rather in base_sets.py
21:21:19 <peter1138[d]> > Do you trust the authors of the files in this folder?
21:21:25 <peter1138[d]> Well isn't that the question.
21:22:19 <frosch123> oh, maybe it does not care about extra files
21:22:29 <frosch123> maybe just try uploading on staging ๐Ÿ™‚
21:25:25 <peter1138[d]> Hmm, of course the content system already has a URL somewhere but that's not part of the baseset itself.
21:26:29 <frosch123> yes, the idea is that the bannaas-upload form reads the info from the uploaded content
21:26:55 <frosch123> i think we finished the "reading stuff", but never did the "prefill form stuff"
21:29:39 <andythenorth> "Get Mods"
21:29:46 <andythenorth> "Get DLC"
21:29:54 <andythenorth> "Get Paks"
21:29:57 <andythenorth> "Get Textures"
21:30:05 <andythenorth> "Get GFR" (for reddit users)
21:30:19 <frosch123> "Play as Andy"
21:33:26 <andythenorth> that would involve a lot of confusion
21:33:33 <andythenorth> but 7 fixed grfs and one G
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21:41:49 <talltyler> โ€œWorkshopโ€ if we want to tick off both Valve and players ๐Ÿ˜›
21:42:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11512: Add: "Visit Website" buttons to AI/GS and Baseset settings windows. https://github.com/OpenTTD/OpenTTD/pull/11512
21:43:21 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11511: Fix ab1a4c6c: Crash if the "No Music" set is loaded because there is no current set_index. https://github.com/OpenTTD/OpenTTD/pull/11511#pullrequestreview-1754001805
21:43:37 <andythenorth> what would EA call it?
21:44:04 <peter1138> Read and agree to this 250 page long EULA to find out.
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21:47:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11511: Fix ab1a4c6c: Crash if the "No Music" set is loaded because there is no current set_index. https://github.com/OpenTTD/OpenTTD/pull/11511#pullrequestreview-1754006557
22:00:29 <andythenorth> hmm do I miss the income / expense animations?
22:00:41 <andythenorth> dunno
22:01:07 <peter1138> Press the button to turn them on.
22:01:16 <peter1138> And think of a better icon :p
22:02:15 <andythenorth> but loading indicators ๐Ÿ˜›
22:02:23 <andythenorth> are just noise ๐Ÿ™‚
22:02:37 <peter1138> Aren't the income messages too?
22:03:45 <andythenorth> maybe yes
22:03:54 <andythenorth> game is calmer without them
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22:16:59 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11513: Fix: Deleting towns did not check for waypoints referencing the town https://github.com/OpenTTD/OpenTTD/pull/11513
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22:22:22 <wensimehrp> andythenorth: Some Chinese players mixes up G an J, and they say "I want JRF."
22:22:22 <wensimehrp> :JRC: :
22:26:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11513: Fix: Deleting towns did not check for waypoints referencing the town https://github.com/OpenTTD/OpenTTD/pull/11513#pullrequestreview-1754065287
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22:30:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11499: Codechange: Use a few less NUM_CARGO loops. https://github.com/OpenTTD/OpenTTD/pull/11499
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22:35:25 <_glx_> oh nightlies are broken for a week now
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22:37:21 <peter1138> Nice
22:40:10 <_glx_> ``` Error: You are using macOS 11.
22:40:10 <_glx_> We (and Apple) do not provide support for this old version.
22:40:10 <_glx_> It is expected behaviour that some formulae will fail to build in this old version.
22:40:15 <_glx_> that's fun ๐Ÿ™‚
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22:47:02 <peter1138> Oh things got updated and broken?
22:47:04 <_glx_> fixing macos should be simple, fixing linux might be harder
22:48:18 <peter1138> Something about python3.
22:49:59 <_glx_> nah python3 pass after some retries, but libmount still fails at the end
22:53:24 <_glx_> but last change in this port was 7 months ago
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22:58:31 <_jgr_> I also ran into this issue recently, changing the vcpkg cache key and cloning an older version of vcpkg was enough to work around it
23:00:59 <_glx_> yeah the issue is we force the use of latest vcpkg for linux releases
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23:23:29 <xarick> OpenAI learned how to break encryption
23:23:58 <peter1138> No it didn't.
23:24:34 <xarick> okay, NSA and OpenAI broke encryption
23:25:37 <Rubidium> peter1138: hasn't it already broken double ROT13 encryption? ;D
23:26:32 <xarick> now all that needs to happen is... have some bad actor (as if NSA wasn't bad enough) to send humanity into chaos
23:27:07 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #11513: Fix: Deleting towns did not check for waypoints referencing the town https://github.com/OpenTTD/OpenTTD/pull/11513#pullrequestreview-1754124354
23:27:19 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11513: Fix: Deleting towns did not check for waypoints referencing the town https://github.com/OpenTTD/OpenTTD/pull/11513
23:28:58 <xarick> the end of the digital world ๐Ÿ˜ฆ
23:35:35 <LordAro> no it isn't
23:37:35 <xarick> I read some hopefully fake videos about some leaked OpenAI research work
23:39:23 <_jgr_> YouTube is not news
23:40:17 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11512: Add: "Visit Website" buttons to AI/GS and Baseset settings windows. https://github.com/OpenTTD/OpenTTD/pull/11512#pullrequestreview-1754138081
23:41:25 <xarick> well, it was this video https://www.youtube.com/watch?v=jByDZdRxiSs if anyone interested in that kind of theories
23:43:01 * Rubidium wonders how much of that is hallucinated by "AI"
23:43:01 <LordAro> try not to fall down the youtube conspiracy theory rabbit hole
23:43:09 <LordAro> it's very deep
23:45:43 <_glx_> escape from the algorithm
23:59:25 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #11489: Feature: Randomize direction of rail vehicle on build based on probability callback. https://github.com/OpenTTD/OpenTTD/pull/11489#pullrequestreview-1754161631