IRC logs for #openttd on OFTC at 2024-02-21
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03:15:04 <merni> peter1138[d]: Hm why is that
03:16:31 <merni> Is it normal when new settings are added?
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07:13:50 <_zephyris> rau117: For now it is still possible to use nearest depot...
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09:16:15 <peter1138> So it does not get forgotten
10:35:58 <xarick> peter1138: did you get the savegame?
11:44:33 <merni> PeterNviaGitHub: I still don't understand why this is... makes no sense
11:44:45 <merni> Do other newly added settings also do this?
11:52:19 <xarick> you forgot savegame conversion when the setting was added
11:56:48 <xarick> and now I actually have no idea how that would be fixed
11:57:01 <xarick> it's already wrong since a few versions ago
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11:57:39 <reldred> I always let JGR handle saveload stuff every time I add a new setting.
11:58:04 <merni> xarick: No, I was explicitly told no new saveload version was needed
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11:58:56 <truebrain> peter1138: Is 12147 when you enabled it and load a game, or also when it is disable and load a game?
12:00:26 <merni> Only when the setting is enabled in the new-game settings
12:00:52 <truebrain> Yeah, okay, so that explains ๐
12:00:57 <xarick> is was set up as a gui setting?
12:01:04 <truebrain> Sloppy saveload code ๐
12:01:09 <merni> xarick: No... it shows as "game setting"
12:02:18 <merni> But I wonder how it is actually supposed to decide... based on the default?
12:03:33 <xarick> When I used to add game settings I'd usually do like this:
12:03:33 <xarick> if savegame is before (version which added the game setting) {
12:03:33 <xarick> _settings_game.difficulty.infinite_money = disabled;
12:03:55 <truebrain> We know what settings are not in the save. What is missing is that those don't get assigned their default, but are left on their previous value
12:06:56 <xarick> the _settings_newgame are based on the current version of openttd, and that defaults infinite money to what the user currently has set it, I think
12:09:46 <xarick> if you disable infinite money before loading an old save, it will then load it as disabled too
12:10:00 <xarick> if you enable it, it will load it as enabled
12:10:23 <xarick> it's missing the conversion
12:11:54 <xarick> TrueBrain and frosch123 are in the wrongs this time, that's unexpected
12:13:33 <xarick> > And adding of settings no longer needs a savegame bump either. It used to, but we solved that a few version ago.
12:13:33 <xarick> Not sure what TrueBrain's referring to here ๐ฆ
12:15:01 <LordAro> xarick: try to avoid language like "in the wrong"
12:15:40 <LordAro> well, when directing it at people anyway
12:16:50 <xarick> Im wondering what changed for him to say that
12:19:40 <xarick> seems to imply something changed that I'm not aware of, so I'd like to know
12:32:11 <peter1138> Hmm, do I want to MTB tonight.
12:32:18 <peter1138> Raining all day ๐ฆ
12:33:31 <truebrain> Did that ever stop you?
13:00:55 <debdog> no new title screen for the new release? the one right now is IMHO the most boring and ugly one in the past few years?
13:07:08 <peter1138> tl;dr, not yet, submissions are still open.
13:12:27 <LordAro> "the one right now" are you referring to 13.x, or master/14.x-betas ?
13:12:43 <LordAro> because the latter isn't ever changing
13:21:25 <debdog> hmm, prolly was on master branch before that and jgr
13:23:28 <debdog> OpenTTD jgrpp-0.50.3-148-g89fbb71ad
13:23:38 <debdog> was the one I used before
13:28:16 <merni> Yeah, that's the default title game for all non-release builds
13:28:51 <debdog> I need to change that locally then, hehe
13:29:52 <rau117> . . . in general it would be nice to be able to set your own titlegame through the settings, without all that opntitle.sav โ opntitle.dat things
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13:29:54 <fairyflossy> I always replace my title screen save file with an empty one so I don't have to deal with the background noise of level crossings and such if I have the game open in the background but am not yet playing, I wonder if other people do that too
13:31:34 * debdog has game audio disabled entirely
13:32:31 <fairyflossy> I like game audio just not the title screen audio
13:32:34 <_glx_> master title screen is part of the savegame conversion on load test (it's a very old version)
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13:37:51 <emperorjake> That title screen is like 20 years old
13:39:37 <debdog> that's entirely possible, hehe
13:41:03 <LordAro> it's something like savegame version 4.3
13:42:15 <LordAro> we're currently on savegame version 331
13:42:56 <_glx_> it's funny when we do something wrong, it's ends up with full water title
14:16:27 <xarick> for 12096, should it list all available airports or all spec-enabled airports?
14:17:27 <xarick> should it work like it is done for railtypes and roadtypes?
14:35:54 <_glx_> it should return what a player would see in the GUI
14:37:05 <xarick> oh, then i got to change it ๐ฆ
14:37:33 <_glx_> it's useless for the AI to get an unbuildable type in the list
14:47:37 <xarick> regression won't be as beautiful
14:50:54 <peter1138> Yeah AI airport stuff is wonky for that.
14:51:28 <peter1138> Fixing it might break AIs if they assume that, e.g. small airport is always ID 0
14:52:17 <peter1138> I'm not really sure if the fallback stuff is needed.
14:52:38 <peter1138> Given we don't support removing NewGRFs, it should never occur...
14:53:08 <peter1138> Changing all that would allow more houses, industries and industry tiles, but needs care not to break existing savegames...
14:56:13 <xarick> oh, you mean removing the first 8 airport types? I didn't do that
14:56:38 <peter1138> They should be removed if OpenGFX+ airports are loaded, because those types are unavailable.
14:56:57 <peter1138> They should be unavailable if...
14:58:14 <xarick> seems that these changes are now heading to version 15
14:58:33 <xarick> that's why I'm rebasing
15:01:33 <xarick> strange that GetAirportNumHelipads made it to 14, but GetAirportNumTerminals didnt'
15:11:16 <xarick> give more time to think about NewGRF airports
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15:34:28 <xarick> I'm testing with glx optional parameters
15:38:33 <xarick> RandRange is the one that has wrong number of parameters?
15:45:32 <peter1138> Using Gamescript for Admin stuff ๐ฎ
15:45:52 <peter1138> Thinking Gamescript was desgined to replace console for Admin stuff ๐ฎ
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16:01:15 <locosage> why is everything showing .0 now? is this a bug or intentional?
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16:03:12 <belajalilija> I hope you donโt end up with 175,4 passengers
16:06:14 <locosage> I don't know how it's even possible to get fractions there
16:06:33 <locosage> minimal unit is 1 tonne
16:08:18 <peter1138> ChatGPT working well
16:20:08 <_glx_> xarick: it clearly says you are using API14 while the optional is in 15
16:21:32 <xarick> ah, now it works, ๐
16:23:00 <_glx_> and I think you keptd the compat script which are actually useless
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16:23:01 <talltyler> Yeah Iโm also getting decimal numbers in RC1
16:23:58 <_glx_> if you have optional index all old script will work without compat layer
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16:38:47 <truebrain> So many bugs being reported, so little bug reports ๐
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16:48:41 <peter1138> "They're all intentional"
16:54:59 <_glx_> guess it's the string codes
16:55:26 <peter1138> I guess it's the new number formatting.
16:58:52 <Rubidium> make every bit a separate variable and find out ;)
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17:18:16 <wensimehrp> locosage: Is it possible to add cargo icons in the list?
17:19:39 <xarick> regression test save version was updated?
17:23:32 <locosage> wensimehrp: not easily
17:40:27 <jfs> nobody posted about RC1 on tt-forums
17:43:34 <merni> Rubidium is in the merging mood!
17:44:27 <_glx_> there's a related issue which should be fixed with #12146 I think
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18:31:14 <xarick> my internet connection today is bad
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18:38:19 <frosch123> GH has no way to declare PRs as conflicting. But accepting one of them, rejects the other.
18:38:50 <Rubidium> you can't `Closes #xyz`?
18:40:57 <frosch123> yeah, but that does not block them
18:42:21 <Rubidium> doesn't that close xyz upon merging, and essentially blocking by virtue of the PR being closed?
18:42:39 <Rubidium> you do need to add it to both PRs though
18:46:56 <xarick> i can still build aircraft on both depots
18:50:03 <LordAro> xarick: i don't think frosch is suggesting there's a code conflict
18:50:23 <LordAro> more that they're doing two different things
18:50:28 <LordAro> and only one should be done
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18:53:34 <xarick> frosch is saying there's only 1 unified hangar, but I was able to build aircraft on both
18:55:29 <peter1138> With #10691, there is only 1 unified hangar.
18:57:06 <xarick> let me test with my stuff merged
18:57:34 <peter1138> Okay then maybe something is up with 10691
18:59:08 <xarick> ewww dinner time, I'll check this after
19:14:27 <belajalilija> Both hangers are functional?
19:16:17 <frosch123> currrently you can use both hangars to build/stop/sell aircraft
19:16:37 <frosch123> 10691 argues that is confusing and makes you miss aircraft, so it merges them
19:17:08 <frosch123> but aircraft will still be located on a hangar tile, so they cannot beam to other hanger tiles
19:17:36 <frosch123> selling/rebuying/renewing/replacing is a corner case with disputed behavior ๐
19:32:19 <frosch123> oh, eints got denied again... it's surprising how often something is merged at that time
19:32:43 <LordAro> maybe eints should run in the middle of the night instead
19:33:14 <frosch123> if the nightly is also built then :p
19:33:29 <frosch123> eints is supposed to fix the language files before the nightly build
19:33:46 <LordAro> oh yes, i see what you mean
19:34:01 <LordAro> i was just thinking in terms of keeping it out of the way of the "active" time
19:37:31 <locosage> hm, my old yeti saves don't work anymore...
19:38:01 <locosage> open with no warnings...
19:38:22 <LordAro> you know where bug reports go
19:38:31 <LordAro> (if you've not been fiddling with newgrfs, of course)
19:46:44 <locosage> I redownloaded yeti and it works fine now ๐คทโโ๏ธ
19:49:15 <locosage> most industries get removed half a year after loading for some reason
19:55:21 <xarick> owww, I found another limitation of aircraft...
19:56:44 <xarick> maybe not really, it can be handled with GetAirportPlaneCompatibility
19:57:28 <xarick> it's about AIEngineList, it lists all aircraft, regardless if it can be built at helidepots
19:57:40 <locosage> locosage: happens in 13.4 too
20:03:57 <debdog> is it possible to extract the landscape from a savegame or a scenario?
20:05:01 <frosch123> yes, bananas does that
20:08:53 <Rubidium> frosch123: that wasn't the alignment I was talking about. Lets use SI units as separators, so format 000M{NBSP}100{NBSP}k000 and 1 million leaves you with 1M{NBSP}, whereas 1 million 1 is 1M{NBSP}1 (i.e. no trailing {NBSP})
20:09:56 <Rubidium> format should've been "000M{NBSP}100k{NBSP}100", but the idea remains the same
20:11:17 <frosch123> yes, there are two problems: (1) a coding problem: how to trim a trailing NBSP (2) a concept problem: how to align numbers in tables
20:12:52 <frosch123> (1) applies to unaligned numbers, and is a special case for NBSP (not for other characters)
20:13:02 <frosch123> (2) needs a native speaker for resolving
20:14:06 <frosch123> debdog: actually not sure what you meant with "landscape" ๐ you can also export savegames as heightmaps. there is a "save heightmap" item in the save toolbar
20:15:32 <frosch123> rubidium: oh, there is also (3) for aligned numbers it needs "ideographic space" instead of "NBSP"
20:15:42 <frosch123> is there a non-breaking-ideographic-space?
20:17:39 <frosch123> oh, there is also "figure space", which has the width of a digit
20:17:59 <frosch123> and is non-breaking
20:19:30 <frosch123> i guess things get really complicated if digits and non-digits have different width
20:19:32 <Rubidium> lets ignore those for this PR; that can always become a later PR
20:19:59 <debdog> frosch123: that latter one did the trick, thanks a lot! (well, some rivers are missing but I can cope with that)
20:21:25 <frosch123> Rubidium: right now (with all zeros printed) the aligment problem does not exist. it is introduced by that PR
20:22:06 <frosch123> i have no idea how the korean numbers work, but this looks like a very deep rabbit hole
20:22:36 <frosch123> so maybe sticking to western numbers would be a better idea
20:26:26 <Rubidium> but then the abbreviations don't work
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20:27:02 <truebrain> frosch123: honestly, the only reason the nightly is at 2000, is because it used to fail a lot ๐ We could just move that to 0200 these days, and run eints at 0100, if you ask me.
20:27:04 <Rubidium> as you'd be mixing Korean and western numbers
20:28:52 <frosch123> i've added option 5: no abbreviations in aligned numbers
20:30:38 <frosch123> Rubidium: that's why i am asking the translators ๐ to me abbreviations make no sense in aligned numbers. i would consider "alignment" way more important than "abbreviations". so if abbreviations break alignment, the abbreviations have to go
20:30:58 <frosch123> but no point in discussing, I assume we both do not know Korean
20:41:35 <frosch123> well, confirmed, #10691 does not do what i says in the PR description
20:42:53 <frosch123> two extremes ๐ one PR states very detailed what it does, but doesn't do it. the other pr adds something wthout explaining anything except "it's missing"
20:44:35 <frosch123> xarick: a PR description should give a motivation. "scripts do not know about number of hangars" is no reason. instead you should describe why scripts needs this info, and what they want to do with it
20:52:09 <debdog> In a Scenario how do I rise sea level by one?
20:55:17 <debdog> the hightmap I have exported, loaded that in the editor but the sea level does not match compared to the scenario I have saved the landscape from
20:59:08 <frosch123> there is some max-height setting when loading a heightmap
20:59:44 <frosch123> both export and import scale the heightlevels between black and white
20:59:55 <frosch123> but the scaling depends on the max-height
20:59:59 <debdog> in edito mode or plain ottd, frosch123?
21:02:08 <wensimehrp> Rubidium: I remember I've discussed this before.
21:02:08 <wensimehrp> The CJK format (traditionally) is only used on financial related subjects.
21:02:08 <wensimehrp> The format requires a counter (not in western languages, e.g. ๅ
, ๅ, ๅๅฟ, or in some cases, the separators themselves would work as counters, and that is part of the reason why I suggested to remove the last four digits because in this case there are no need to let player set custom currncies.) Counters could be added by custom currency setting though.
21:02:08 <wensimehrp> Technically, the western format and the CJK format could be used simultaneously (at least in Chinese and Japanese.)
21:02:08 <wensimehrp> The more the content is related to SI (or the more standardized it is, related to a standard format, etc.) the more likely it will use the western format, for example, the speed of a vehicle, or the production of a factory. Although it's still pronounced in the CJK way, with traditional separators. For a normal person who speaks CJK languages, number formats like "1ไธ0000 mph" might not make sense,
21:02:10 <wensimehrp> but it will make sense if it's used in financial reports.
21:02:53 <wensimehrp> Thus there are two parallel formats
21:04:50 <wensimehrp> I've asked some players who played 14.0 RC1, and most of them quite liked the new number format, but they've also suggested that leading zeros could be removed.
21:05:30 <frosch123> would you use "1 0000 mph" or "10 000 mph" then? i.e. only skip the "ไธ" for speeds, or also group the digits differently?
21:05:51 <wensimehrp> frosch123: 10,000 mph
21:06:39 <frosch123> lovely, the rabbit hole gets deeper ๐
21:07:06 <debdog> frosch123: ok, I think I got it
21:07:17 <Rubidium> luckily one format for money and another for *everything* else is relatively simple to implement, if it is exactly that
21:08:15 <wensimehrp> Right, one for money and one for everything else
21:08:26 <frosch123> we are at 3 formats now :p (1) unaligned currencies (2) aligned currencies (3) other numbers aligned or not
21:09:51 <wensimehrp> Oof, it is 6 in Korea...
21:10:45 <Rubidium> I got no idea what you mean with removing the last four digits. Do you mean ignoring them when they are all zero? Then that's what #12152 does
21:18:48 <wensimehrp> What I meant is probably more extreme, maybe it's something like making {CURRENCY_LONG} into {CURRENCY_MEDIUM}.
21:18:48 <wensimehrp> The point is to ignore them when they are zero or when the number is big enough, which changes 1ๅ
2345ไบฟ6789ไธ9876 into 1ๅ
2345ไบฟ6789ไธ, no matter what is in the last four digits.
21:18:48 <wensimehrp> There are several reasons for that.
21:18:48 <wensimehrp> 1. The CJK format requires a counter.
21:18:48 <wensimehrp> 2. Players who uses the CJK format (at most times, when money goes to a number big enough) don't care about the last four digits.
21:18:50 <wensimehrp> The last four digits definitely needs to be removed when they are all zero; however, removing them when they are not zero might change the purpose of the money bar, making it from displaying the exact number to an estimate.
21:37:55 <Rubidium> I'm not sure whether I'm going to implement the counter thing. Primarily because I do not have a real clue how that is supposed to work, and doing the other number format things has already shown that I know way too little about them to make anything working right out of the box
21:39:21 <frosch123> let's see whether the quiz format works, and our two korean translators pick the same option when they wake up (8 options by now)
21:42:37 <Rubidium> I'm also not going to try to make the numbers align. As then I'm roughly at the point of just reverting #11993, and letting it be implemented by someone who does have a clue what they are doing
21:51:58 <frosch123> `CURRENCY_SHORT` still works. and using 2 or 4 digit grouping in `CURRENCY_LONG` also works. i think just inserting the words in `CURRENCY_LONG` started all the issues
22:04:38 *** necroprimata has joined #openttd
22:04:38 <necroprimata> Adobe Full Espanol GRATiS 2024
22:04:38 <necroprimata> telegra.ph/Adobe-GRATIS-2024-FULL-ESPANOL-02-20
22:04:38 <necroprimata> youtube.com/watch?v=2BwAzWTcT28
22:05:43 <reldred> necroprimata: Discord Moderator mod smash
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22:09:38 <truebrain> You misspelled kale91 command
22:10:08 <kale91> Idk I just got a ping and saw @mods
22:10:26 <truebrain> And you told me to say something. I obey my superior
22:10:36 <kale91> damn, you got me there
22:11:01 <reldred> reldred known belligerent
22:11:06 <reldred> nothing new under the sun
22:11:16 <kale91> well since I'm the superior apparently uhhh you guys are doing a terrible job everyone is demoted and your pay is being cut
22:11:31 <reldred> you guys are being paid???!?
22:11:38 <truebrain> How do you cut a 0 dollar pay? Do I now owe you money?
22:11:52 <_jgr_> You can buy goods and services with exposure, right? ๐
22:11:56 *** xarothbrook has joined #openttd
22:11:56 <xarothbrook> That's some EA-level monetization.
22:11:56 <truebrain> This hobby is expensive
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22:12:15 <reldred> all I've got right now half drunk can of monster ultra fiesta, and you can't have it.
22:12:26 <kale91> imagining EA level mico transactions for OTTD
22:12:41 <reldred> unlock andy's horsey trains one by one
22:12:50 <kale91> each variant is gonna cost you fuckers
22:12:53 <reldred> gacha box random unlocking of vehicles
22:13:05 <kale91> reldred: yes loot box upgrades only
22:13:09 <truebrain> kale91: Language! There are children here!
22:13:23 <xarothbrook> Want to see this train arrive now? gotta buy some more gems.
22:13:39 <reldred> guaranteed tier 6 electro-diesel in 692 rolls! buy ten rolls now for 26800 gems
22:13:51 <kale91> truebrain: lol stop making fun of reldred
22:13:58 <belajalilija> One way signals will be a premium item and path signals will be in the battlepass
22:14:00 <reldred> 1000 gems cost $\29.99
22:14:14 <truebrain> 29.99 to unlock block signals
22:14:29 <reldred> kale91: even if I was born on the day i joined tt-f I'd still be old enough to drink, next question.
22:14:40 <xarothbrook> reldred: $800 for a guaranteed T6 electro-diesel? that's a steal!
22:14:49 <belajalilija> truebrain: Nono, 2 way block will be the default, like in tto
22:14:55 <reldred> xarothbrook: Better nerf it then
22:15:16 <kale91> reldred: actually, me too
22:15:31 *** michi_cc[d] has joined #openttd
22:15:31 <michi_cc[d]> Rail pack, 1000 rail pieces for $9.99
22:15:31 <reldred> :cryingbloodbutstillcool:
22:15:45 <truebrain> We should all work for EA, we are excellent at this
22:15:54 <belajalilija> reldred: Me too soon
22:15:54 <xarothbrook> $50 for a skin to add a racing stripe to one vehicle.
22:16:11 <kale91> or was it the tt forums? idk I just remember downloading some saved games off of a forum in like 1999
22:16:46 <Rubidium> truebrain: given that we spend a lot of time and time is money, then if the money gets cut the time we spend gets cut as well, right? So a huge pay cut means more free time for the developers :D
22:16:53 <belajalilija> I think i made my first account there when i was 8-9
22:17:05 <truebrain> Rubidium: This logic!
22:17:36 <xarothbrook> Wait, the devs are talking about quiet quitting, that's illegal!
22:17:48 <michi_cc[d]> We' quitting you instead ๐
22:18:34 <xarothbrook> But then who's going to make sure truebrain doesn't escape his straightjacket _again_ ?
22:18:42 <truebrain> My blocklist could include one more
22:18:42 <reldred> feb '04 was my join date, god damn
22:19:27 <kale91> well then depending on what day of the month you were born on your statement is true haha
22:19:37 <kale91> cutting it close though... ๐ซ
22:19:49 <reldred> age to drink here is 18 ๐
22:19:58 <reldred> we usually get started at 15-16 though
22:20:02 <kale91> oh fuck are you canadian?
22:20:24 <truebrain> Only two countries in the world .. Canadian or somewhere else
22:20:39 <kale91> this entire time I assumed reldrid was NA
22:20:53 <truebrain> Because he is weird?
22:21:20 <kale91> I think thats a prereq for spending a lot of time on what we're spending a lot of time on
22:21:33 <truebrain> And we can't all be NA ๐
22:21:33 <reldred> autism helps quite a bit
22:21:50 <truebrain> Pffff, none of us are on the spectrum, get real
22:22:10 <kale91> I mean I usually assume no one else is NA
22:22:11 <belajalilija> reldred: 5 here ๐
22:22:24 <reldred> I found the bits of paper recently so I can't keep denying it
22:22:34 <kale91> I posted the metrics in the staff channel one time, kind of interesting
22:22:47 <frosch123> can all the old people go to the forums, please :p
22:23:06 <reldred> no that place is smelly
22:23:13 <kale91> like where are all the other US people
22:23:15 <frosch123> fun fact: spaceman-spiff will soon have quit the forums for 10 years, and they still have the second most posts
22:24:05 <belajalilija> reldred: I can deny mine, mine says aspergers, not autism, i was fine all along ๐
22:29:59 <necroprimata> Adobe Full Espanol GRATiS 2024
22:30:39 <_glx_> should I call moderation ?
22:31:09 <truebrain> kale91: deserves this one
22:32:01 <kale91> a photoshop... tutorial... spam?
22:32:28 <_glx_> not a tutorial, an illegal download
22:32:54 <kale91> _glx_: ah that makes sense
22:32:54 <_glx_> and probably hidden stuff in it
22:40:53 <andythenorth> Horse such string use for variants
22:41:08 <andythenorth> seem I give every variant its own chain for resolving the buy menu string ๐
22:41:51 <andythenorth> so a single 'consist' with 18 variants returns the same name string from 82 different action 2s
22:41:58 <andythenorth> "this might be inefficient"
22:42:34 <andythenorth> bonus, it stuffs the text stack with the strings, using a lot of STORE_TEMP
22:44:55 <andythenorth> bonus, some of these vehicles have 5 generations, each with its own profligate name string chain for every variant ๐
22:45:14 <belajalilija> Couldnโt you have common properties?
22:45:32 <belajalilija> It would make the code nicer
22:45:49 <belajalilija> DP added it to my train set
22:49:54 <andythenorth> it's a thing I will explore
22:50:52 <locosage> belajalilija: it's been there since day one xd
22:51:20 <andythenorth> ach if I consolidate (read: make global) these chains, I'll run out of varact2 IDs instantly
22:51:37 <andythenorth> there are hundreds of vehicles using them
22:52:18 <locosage> also, totally not what andy is talking about...
22:52:25 <andythenorth> 12639 instances of the same name string container ๐
22:52:35 <andythenorth> for 700 wagons + their variants
22:53:45 <_glx_> if ID were 16bits you would still find a way to reach it ๐
22:54:02 <andythenorth> well...this string handling has to change ๐
22:55:11 <_glx_> pack variants using the same string and put the string code right before them
22:55:20 <_glx_> short life span for the ID
22:56:53 <_glx_> you can work around the limit if you are careful with lifespan
22:56:53 <andythenorth> Iโll need to put one substring in a register per vehicle
22:57:10 <andythenorth> Or I do lookup by vehicle ID
22:57:28 <andythenorth> Either probably works
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23:16:25 <xarick> found another unbunch issue
23:18:01 <xarick> well... technically impossible from GUI
23:21:57 <xarick> was thinking about `v->HasServiceIfNeededOrder()`
23:22:52 <xarick> but it would be another restrictive rule...
23:23:17 <andythenorth> ach, backing away from the Horse strings for now ๐
23:23:27 <andythenorth> it should be trivial, but it isn't ๐
23:24:50 <andythenorth> ` nmlc info: D0xx strings: 385/1024
23:24:50 <andythenorth> nmlc info: DCxx strings: 36/10240`
23:25:10 * andythenorth considering pre-computing all the wagon strings in python, then just switching on them
23:25:31 <andythenorth> is currently on the text stack
23:26:21 <andythenorth> and the number of substrings varies by context, so there's lots of switches managing that
23:26:45 <xarick> when is 12136 merging, I have working pending on it
23:27:01 * andythenorth wondering if I'll consume all available strings though
23:29:40 <belajalilija> locosage: Yeah but you made it work
23:30:26 <andythenorth> ok last time I tried this name stuff (May 2023), I used all the strings ๐
23:30:27 <belajalilija> I thought Andy was saying about all of the duplicate code
23:30:39 <belajalilija> For similar vehicles
23:30:40 <andythenorth> and then I tried procedures, and the strings can't be returned ๐
23:31:10 <andythenorth> so maybe we're stuck with 1 MB of nml switches just for wagon names ๐
23:34:08 <andythenorth> possibly it's the D0xx strings that ran out
23:34:13 <andythenorth> and we can't increase them maybe
23:44:27 *** ChanServ sets mode: +v tokai
23:44:31 <andythenorth> relatively trivial change ๐
23:49:45 <andythenorth> wonder what the pitchfork count would be if variant group parent vehicle *didn't* change to the last built
23:50:01 <andythenorth> (and then the strings didn't change)
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23:54:49 <debdog> on the server cli, "list_cmds" does not list the "server_name" command. is this intentional? if so, are there other commands not listed there?
continue to next day โต