IRC logs for #openttd on OFTC at 2024-05-06
            
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01:29:57 <efessel> FYI just checked, no desyncs since 14.1 on reddit1
01:30:04 <efessel> thank you!
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04:41:15 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/4e9a280ef848ed58c6feab5b607be03c35152b0c
04:41:16 <DorpsGek> - Update: Translations from eints (by translators)
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05:49:43 <truebrain> efessel: W00p! Nice πŸ™‚
05:51:52 <andythenorth> moin
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07:12:45 <DorpsGek> [OpenTTD/survey-web] survey-summary[bot] pushed 1 commits to main https://github.com/OpenTTD/survey-web/commit/cfdce667d187d5dd2fc5352fb7e71caa044ef542
07:12:46 <DorpsGek> - Add: summary for week 18 of 2024 (by OpenTTD Survey)
07:19:44 <truebrain> Steam down to 52% .. it is funny to see how that changes over the weeks πŸ˜„
07:20:04 <truebrain> it also means that, if you extrapolate based on the survey results, Steam is only half our user-base πŸ˜›
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07:44:08 <kuhnovic> Turns out also non-steam users don't like NPF πŸ˜›
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07:47:02 <asasnat> I never even used NPF but if it ever gets nuked I'll build temples in memory of it
07:47:38 <kuhnovic> That's the spirit!
09:43:39 <kuhnovic> truebrain: Would there be a way to measure whether or not people are using aqueducts?
09:43:52 <kuhnovic> (in the survey)
09:50:41 <truebrain> kuhnovic: if you make a PR for that, I am sure you can
09:51:58 <kuhnovic> You should have become a politician :p
09:53:02 <kuhnovic> Alright, I might look into that soon. IMO aqueducts are a just difficult to build and a bit pointless, but lets ask the players.
09:54:17 <peter1138> Oh, pressing the green flag to start my buses helps. </pro-player>
09:55:16 <Eddi|zuHause> well, don't you need to press the red flag so it turns green?
09:55:52 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1236979742561800242/image.png?ex=6639faa8&is=6638a928&hm=ecc92827c23e4eb98143ee3dcd72ef69fa22d5dbcd21518d67187fa120e0e503&
09:55:52 <peter1138> Nah
09:56:53 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1236979995264548875/image.png?ex=6639fae4&is=6638a964&hm=6b43a79e6ee42f3da783b0a9ec8e3b79c01ccbe8c0ab45d3833e232d6642a951&
09:56:53 <peter1138> Spacing is a little better in master πŸ™‚
09:57:03 <peter1138> That probably breaks someone's workflow.
10:02:07 <peter1138> kuhnovic: Bane your life?
10:02:41 <kuhnovic> Yup πŸ˜›
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10:02:46 <reldred> peter1138: Looks good, screw peoples workflows πŸ˜›
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10:11:58 <DorpsGek> [OpenTTD/OpenTTD] flowprint started discussion #12630: Option to set all months to 30 days for timetable sync https://github.com/OpenTTD/OpenTTD/discussions/12630
10:17:27 <peter1138> Well...
10:34:23 <_jgr_> kuhnovic: I'm not sure what is difficult about them. In any case it'd be difficult to remove them without creating a savegame compatibility problem
10:35:04 <peter1138> Yes, aqueducts can't be removed, sorry if you were thinking of that.
10:36:00 <emperorjake> I love aqueducts, more compact than a tunnel under a canal
10:37:36 <ahyangyi> I guess if many players use aqueducts, that's a sign that we need moar aqueduct-related features, but not the other way around πŸ˜›
10:46:06 <kuhnovic> Well I guess I have my answer πŸ˜‰
10:59:02 <pickpacket> What NewGRF could this be? https://www.youtube.com/shorts/Wq1NUpHzryM
11:00:53 <peter1138> CZTR stuff
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11:10:04 <andythenorth> manual industry placement then....
11:11:14 <andythenorth> - some kind of layout tile indicator when building?
11:11:14 <andythenorth> - grf can move the location point from the N tile to arbitrary other tile(s)?
11:11:14 <andythenorth> - circular tile search around the player's chosen tile, up to about 16 tile radius? (maybe only on a grf flag, or a player preference?)
11:11:42 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1236998826397798441/image.png?ex=663a0c6e&is=6638baee&hm=70f7cae11dfc6b28391707392c6aad18d72d9a252be9e766cde6eb9510885922&
11:11:42 <andythenorth> building these coast industries is ... yuck
11:14:25 <kuhnovic> I think an indicator would be hugely helpful. Right now it's guesswork, click until you get lucky.
11:14:41 <emperorjake> Doesn't citymania have something like that?
11:16:28 <peter1138> Something like that, yes
11:24:01 <kuhnovic> I've messed with the highlighting code at some point. It sucks balls.
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11:43:05 <reldred> even just the white square hilight like what's under the mouse cursor would suffice. Doesn't need to be the full ghosted view like what CM has
12:06:58 <peter1138> Hmm, even with the new callback stuff for the service interval settings, it's not quite right.
12:15:06 <peter1138> Ah, this player has one-way path signals everywhere, except at the platforms where they have two-way block signals instead. Good good.
12:15:31 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237014886148735037/image.png?ex=663a1b63&is=6638c9e3&hm=0163299c846cc52c6f9c0ff06038776ab97ddd4dc36989fcefcdce4d45a2bb75&
12:15:31 <peter1138> Such is
12:23:35 <emperorjake> They weren't hidden well enough
12:25:10 <_jgr_> Hiding them doesn't retroactively remove them from existing players' memories, tutorials, etc
12:26:18 <peter1138> That's why we need to remove them πŸ˜‰
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12:52:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #12630: Option to set all months to 30 days for timetable sync https://github.com/OpenTTD/OpenTTD/discussions/12630
12:52:48 <andythenorth> how does the highlighting work given that layouts are variable?
12:53:19 <andythenorth> does it just show one of the layouts if the locations is valid?
12:56:30 <peter1138> Quite.
12:57:38 <peter1138> You need to get the layout for whatever tile is highlighted. And the client would have to provide a random seed in advance, perhaps.
12:57:52 <andythenorth> I quite like the circular tile search idea πŸ˜›
12:57:58 <andythenorth> but it might break someone's workflow
12:58:35 <andythenorth> I could do that in GS though
12:58:41 <andythenorth> there is a tile picker for the storybook
12:59:10 <andythenorth> I could ban player industry construction, and write a storybook page to do it
12:59:44 <peter1138> Yes, perfect.
12:59:50 <andythenorth> "Ideal"
12:59:57 <andythenorth> nobody can complain in a PR though
13:00:00 <peter1138> I wonder how the person writing an admin interface in GS got on...
13:00:00 <andythenorth> or on forums
13:00:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237026297130258473/image.png?ex=663a2604&is=6638d484&hm=c96993a6f1d541d29d6951ec0321cfd6bf3db49bc4197ab4cd817e6b389f2ae0&
13:00:52 <andythenorth> storybook as general purpose debugger
13:00:55 <andythenorth> 'general purpose'
13:01:00 <andythenorth> until it crashes, or is slow
13:01:50 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237026540630442074/image.png?ex=663a263e&is=6638d4be&hm=96cac92893a069689e597d631c39d4963cc92f17c36b88d01d33f8e51ddb7067&
13:01:50 <andythenorth> seems I need to add a 'refresh' button
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14:07:32 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237043075541373001/image.png?ex=663a35a4&is=6638e424&hm=d3c55c4c1ca295207d51ff02703dc69af0c47b539fcc35e39da4d4910a9ccbe7&
14:07:32 <peter1138> RIP this exploit
14:13:42 <DorpsGek> [OpenTTD/OpenTTD] flowprint commented on discussion #12630: Option to set all months to 30 days for timetable sync https://github.com/OpenTTD/OpenTTD/discussions/12630
14:21:45 <andythenorth> peter1138: did you break the workflow?
14:32:01 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237049236747714694/image.png?ex=663a3b61&is=6638e9e1&hm=e6a9869ce45da2e31f2348ce7ef4e3f693b1eb61f4c11ee41c85d16173eafb99&
14:32:01 <peter1138> They probably expected more than that.
14:32:24 <peter1138> Although being a transfer leg it's largely irrelevant anyway.
14:33:35 <peter1138> Ah yes, potentially making more than than before as the pick up stop is further away.
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14:47:37 <peter1138> Hmm
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15:06:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #12630: Option to set all months to 30 days for timetable sync https://github.com/OpenTTD/OpenTTD/discussions/12630
15:22:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12209: Remove: NPF https://github.com/OpenTTD/OpenTTD/pull/12209#pullrequestreview-2041024913
15:23:53 <talltyler> I want to add yellow signals and only touch one pathfinder πŸ˜›
15:25:50 <andythenorth> just make it YAPF only
15:26:11 <andythenorth> that should persuade thousands of players to switch over
15:27:20 <talltyler> We can make the whole game YAPF only
15:27:58 <andythenorth> don't take me seriously
15:28:09 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #12373: Improve Script API docs https://github.com/OpenTTD/OpenTTD/pull/12373#issuecomment-2096301862
15:28:12 <andythenorth> I am here avoiding some work that has to be done on a UK bank holiday πŸ˜›
15:28:54 <andythenorth> do we have anything methods built into the game for a circular tile search? πŸ˜›
15:29:08 <talltyler> 12209 removes NPF, thus making the game YAPF only πŸ™‚
15:30:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #12626: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/12626
15:30:46 <andythenorth> I reckon a search around `tile` in CmdBuildIndustry is possibly a one liner, but who am I to make such guesses? πŸ˜› πŸ™‚
15:31:11 <andythenorth> I think it's an extra loop around the loop in L2132
15:31:41 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L2131
15:32:13 <andythenorth> looks like we have `CircularTileSearch`
15:32:39 <talltyler> Yes, it takes a callback which defines the succeeded/failed decision
15:34:57 <Eddi|zuHause> note that "circle" in this context is a rectangle
15:36:36 <andythenorth> all circles are polygons, according to my maths education
15:36:42 <andythenorth> and squares are polygons
15:36:43 <andythenorth> so close enough
15:44:38 <Eddi|zuHause> a "circle" is a set of points that have the same distance to the center. so the shape is defined by which distance calculation you use
15:44:40 <_glx_> depends on the number of points used to draw the circle
15:50:18 <andythenorth> are circles finite?
15:50:27 * andythenorth back to GPT
15:53:15 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #12631: Fix #12608: SDL keycode to vkey mapping https://github.com/OpenTTD/OpenTTD/pull/12631
15:59:34 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #12631: Fix #12608: SDL keycode to vkey mapping https://github.com/OpenTTD/OpenTTD/pull/12631#pullrequestreview-2041138587
16:00:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237071583848304790/firs.grf?ex=663a5031&is=6638feb1&hm=22df4d614875ce945e1d5f1b91b43a7851d9e03b5cdc271509f07e53775ce91c&
16:00:49 <andythenorth> try building Ports anyone? πŸ™‚ (available in any economy)
16:00:55 <andythenorth> cheat some money πŸ˜›
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16:05:00 <DorpsGek> [OpenTTD/OpenTTD] arb103 closed issue #12609: [Crash]: Segmentation fault on dedicated server launch (Linux arm64) https://github.com/OpenTTD/OpenTTD/issues/12609
16:05:03 <DorpsGek> [OpenTTD/OpenTTD] arb103 commented on issue #12609: [Crash]: Segmentation fault on dedicated server launch (Linux arm64) https://github.com/OpenTTD/OpenTTD/issues/12609
16:10:26 <pickpacket> peter1138: What’s CZTR?
16:11:09 <peter1138> The stuff you were looking at. Probably.
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16:11:56 <merni> talltyler: Unfortunately I cannot look at this until Thursday at least
16:12:13 <merni> Well, I can look "at" it, I can't look "into" it in any sort of depth
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16:16:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #12609: [Crash]: Segmentation fault on dedicated server launch (Linux arm64) https://github.com/OpenTTD/OpenTTD/issues/12609
16:17:06 <talltyler> No rush πŸ™‚
16:17:33 <talltyler> I have a lot of work ahead of me before pathfinder choice becomes an issue
16:19:54 <peter1138> Hmm, nm with a gcc-compiled openttd is bizarre.
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16:23:31 <_jgr_> talltyler: You shouldn't need to modify the pathfinder(s) to make that work
16:25:00 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12632: Change: Don't include midi file processing in dedicated server build. https://github.com/OpenTTD/OpenTTD/pull/12632
16:37:17 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #12632: Change: Don't include midi file processing in dedicated server build. https://github.com/OpenTTD/OpenTTD/pull/12632#pullrequestreview-2041210823
16:37:50 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237080896583241789/image.png?ex=663a58dd&is=6639075d&hm=d9790a95682acb0873e68db5b29dddd9fb4f630a172a718c60bc558f4141e90a&
16:37:50 <peter1138> Truebrain breaking this person's workflow... Every station is built like this.
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16:38:39 <truebrain> sucks to be them
16:40:25 <peter1138> Maybe the trains are so slow that the slightly shorter delivery time makes all the difference.
16:41:09 <truebrain> I doubt that is the intent πŸ˜›
16:43:15 <truebrain> hmmm .. there are zero (!) downloads by 14.1 on BaNaNaS ..
16:45:29 <peter1138> _openttd_content_version is probably still 14.0
16:46:10 <peter1138> Oh it is autogenerated.
16:46:12 <truebrain> should just be `${REV_MAJOR}.${REV_MINOR}`
16:46:49 <peter1138> const char _openttd_content_version[] = "14.0";
16:46:50 <peter1138> Yeah.
16:46:54 <truebrain> odd
16:46:56 <peter1138> 14.1 produces that.
16:47:11 <truebrain> it isn't any issue, but still odd
16:47:59 <truebrain> ah, someone forgot to change a value
16:48:18 <peter1138> Yeah.
16:48:39 <LordAro> oops.
16:48:53 <peter1138> We probably forgot to document it, because the documentation was followed πŸ™‚
16:49:26 <peter1138> But the game itself knows it is 14.1, so...
16:49:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #12633: [Bug]: 14.1 release is not marked as 14.1 in CMakeLists.txt https://github.com/OpenTTD/OpenTTD/issues/12633
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16:50:57 <truebrain> we are a bit weird in how we deduce the version for different parts of our system
16:51:01 <truebrain> it makes sense, it just feels weird πŸ˜›
16:51:16 <truebrain> most systems use the git information
16:51:28 <truebrain> but for the content service, that is often unwanted, as that means dev-builds wouldn't be able to see the right content
16:51:31 <truebrain> so it uses CMakeLists.txt version πŸ˜›
16:55:29 <truebrain> and as of today, talltyler can also publish Steam releases πŸ™‚
16:56:03 <peter1138> 14.2 then, with just the version bumped? :p
16:56:14 <truebrain> nah
16:56:23 <peter1138> (Fortunately there is no reason to have 14.1-only content.
17:00:22 <truebrain> and now trying to find how to give someone rights to post news etc on Steam ..
17:02:00 <truebrain> I think I did it ....
17:02:03 <truebrain> time will tell πŸ™‚
17:06:05 <peter1138> Hmm, downsizing my fleet because upgrading from 30mph/20t to 55mph/25t is such a massive leap in technology.
17:06:25 <andythenorth> one train per line
17:06:26 <truebrain> more than 50% faster!
17:06:33 <andythenorth> oh, trucks πŸ˜›
17:08:39 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237088653138853958/image.png?ex=663a6016&is=66390e96&hm=213923078280aa66609b5fa786479a3243f32a57cfa5fb3d14aa01e904f2eb52&
17:08:39 <peter1138> Too much now πŸ™‚
17:09:49 <andythenorth> I wonder
17:09:50 <andythenorth> if
17:10:03 <andythenorth> we ever considered alpha tinting those sprites progressively πŸ˜›
17:10:33 <andythenorth> it always looks like a bug to me
17:11:10 <peter1138> What is alpha tinting?
17:15:12 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237090302242848850/image.png?ex=663a61a0&is=66391020&hm=e24643ce3015f08efb4a3541256092ddabb6f0e16baa765054f366bff83f8e97&
17:15:12 <andythenorth> something like
17:15:17 <andythenorth> that's just a bodge in photoshop
17:20:47 <Eddi|zuHause> what part of that is "alpha" and what is "tinting"?
17:23:28 <andythenorth> it's a layer tinted black
17:23:33 <andythenorth> then set to 30% alpha
17:23:53 <andythenorth> to be strict, the layer is tinted to 100% black
17:24:10 <andythenorth> which distorts the usual meaning of tint, but is mathematically accurate
17:24:27 <andythenorth> oh it's shade not tint, I get those tranposed
17:24:32 <andythenorth> words
17:25:38 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #12572: Add: Road waypoints https://github.com/OpenTTD/OpenTTD/pull/12572
17:26:20 <andythenorth> the vehicle industry uses 'tinted' to mean 'shaded' for windows
17:26:24 <andythenorth> it's confusing
17:27:46 <Eddi|zuHause> i'm not convinced any of that answers my questions
17:28:45 <andythenorth> try a different question πŸ™‚
17:29:35 <Eddi|zuHause> which (supposedly UI) problem is that meant to solve?
17:29:46 <andythenorth> that the overlapping vehicles look like a bug
17:30:20 <andythenorth> it looks like something I see sometimes in grf dev, when vehicle length doesn't match sprite dimensions
17:31:57 <Eddi|zuHause> so really, you're having suppressed memory issues that nobody else will have, and want to solve that with ... whatever?
17:33:56 <andythenorth> for a feature I don't use, yes
17:34:00 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237095035544145921/image.png?ex=663a6608&is=66391488&hm=3c1b087468a8e7fe91640c905521a445ae2a5e1d4562ce490ea2b8359796a2b5&
17:39:47 <Eddi|zuHause> anyway, back to "alpha tinting"... how is that different from our normal method of recolouring? and how is that bneficial?
17:44:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #12337: Change: replace company passwords with allowlist https://github.com/OpenTTD/OpenTTD/pull/12337#pullrequestreview-2041334426
17:47:22 <andythenorth> how do we normally do it?
18:01:29 <Eddi|zuHause> there's an 8bit way and a 32bit way for recolouring
18:01:54 <Eddi|zuHause> 8bit is a translation table, 32bit is a semi-transparent overlay
18:05:35 <peter1138> Or a translation table
18:11:01 <peter1138> Hmm, something happened with Minecraft terrain generation such that there isn't an obvious border between old and new terrain. Interesting.
18:12:39 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237104759127670908/image.png?ex=663a6f16&is=66391d96&hm=8ae996b35c40453418d78ce614df460342854a2f5004678c400bdd9542c4a8ee&
18:12:39 <peter1138> Well, mostly πŸ™‚
18:14:21 <andythenorth> how did we shade the river slopes?
18:14:28 <andythenorth> 32bpp semi-transparent overlay?
18:14:45 <peter1138> That's part of the sprite.
18:17:15 <andythenorth> so it is
18:17:22 <Eddi|zuHause> changes in water level?
18:28:53 <peter1138> In some old beta version, yeah.
18:29:24 <peter1138> beta 1.7 to beta 1.8 dropped it one level.
18:29:50 <Eddi|zuHause> that was what? 15 years ago?
18:35:19 <peter1138> 13
18:36:28 <Eddi|zuHause> close enough
18:36:51 <Eddi|zuHause> the past 10 years collapse into 1 anyway...
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19:30:51 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237124442203754506/image.png?ex=663a816b&is=66392feb&hm=53c24e2c8819d2db6f14a32c491a8e3c8ed861b9c94156f2b7e5491dca859c64&
19:30:52 <peter1138> What a surprise πŸ™‚
19:30:59 <peter1138> They're all stuck.
19:32:14 <_glx_> signal right after the crossing, typical deadlock
19:33:51 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1237125195731570719/image.png?ex=663a821f&is=6639309f&hm=76b90202a629f7244395aa1a09fef94bbd7507971b57cf0d639c017fad518c6e&
19:33:51 <peter1138> Cause is blocked station... separate drop-off and pick-up stations, but only one path through both. D'oh!
19:34:41 <peter1138> Must avoid temptation to fix it πŸ™‚
19:37:56 <andythenorth> waypoints
19:37:59 <_glx_> well there's a path to skip the pickup
19:38:13 <_glx_> but none to skip the drop-off
19:39:36 <_glx_> misplaced signals are not helping
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20:20:45 <audigex> And even if there's a path to skip both, eventually you'll probably clog both regardless
20:22:20 <_glx_> the main issue in this layout is the signal between the 2 stations
20:22:58 <_glx_> well and also the 2 signals after the entry split
20:23:23 <_glx_> trains are just allowed to wait in unsuitable places
20:34:59 <peter1138> Hmm, maybe I should load up some NewGRFs.
20:35:11 <andythenorth> CZTR?
20:35:19 <peter1138> Gosh no.
20:35:33 <audigex> _glx_: The ones after the entry split aren't causing any issues here but yeah they're not well placed
20:36:46 <_glx_> they do, because the oil train is waiting for goods ones
20:36:49 <audigex> I mean, I agree, they will cause issues eventually - but not in this instance
20:37:10 <audigex> The train waiting at the signals after the entry split isn't blocking anything that wouldn't be blocked anyway
20:37:17 <andythenorth> is this someone's save?
20:38:08 <_glx_> yes but without the signal between station the other oil train might be able to leave but the waiting oil train will still wait
20:39:58 <audigex> Yeah that signal between the stations I 100% agree, it's causing this particular problem
20:39:58 <audigex> I'm just saying the other one isn't actually causing a problem here. If that train was sitting further back it would make zero difference
20:40:16 <audigex> In other scenarios it would potentially matter
20:42:49 <_glx_> if oil train doesn't enter, goods trains won't load, and deadlock happens
20:43:03 <andythenorth> missing escape depot
20:43:09 <andythenorth> there's an obvious place for one
20:43:28 <_glx_> no need for escape depot if you can ensure drop off
20:43:54 <andythenorth> playstyle debates πŸ˜›
20:44:17 <andythenorth> if trains > platforms, I usually build escape depot
20:44:25 <andythenorth> unless it's an isolated leg of the network
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20:45:37 <peter1138> In an isolation system, entry can only increase.
21:01:52 <andythenorth> ach FIRS broken again https://steamcommunity.com/app/1536610/discussions/0/4364628142228246214/
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21:07:50 <peter1138> All 83 cargoes.
21:09:15 <andythenorth> the docs do say that
21:09:32 <andythenorth> it's a fair interpretation in this case
21:09:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1237149358521057383/image.png?ex=663a98a0&is=66394720&hm=dee31c02dfca2bf998f641cb40d0f16dc374e3704409f511ffb1fb14ba6b78f3&
21:10:19 <peter1138> Broken.
21:14:15 <_glx_> doc is broken
21:14:19 <talltyler> And someone deleted the Bananas website
21:16:56 <andythenorth> they did
21:17:04 <andythenorth> https://bananas.openttd.org/
21:20:13 <truebrain> Empty page for me 😦
21:20:22 <_glx_> works for me
21:20:34 <truebrain> Sorry, I forgot /s πŸ˜›
21:22:54 <ahyangyi> Can access the page, but not as fruity as expected πŸ˜›
21:24:13 <truebrain> In the top right corner there are some bananas for you
21:25:31 <peter1138> Oh, whoops.
21:25:37 <peter1138> Companies are locked even in single player πŸ™‚
21:25:51 <ahyangyi> truebrain: Yeah, that's why I didn't say "not fruity" πŸ˜›
21:26:25 <truebrain> Pfff, not enough for you? πŸ˜›
21:27:10 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #12337: Change: replace company passwords with allowlist https://github.com/OpenTTD/OpenTTD/pull/12337
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21:46:50 <peter1138> That did not clear the approval πŸ™‚
21:50:00 <peter1138> So I was going to to make a constant for the picker preivew size.
21:50:06 <peter1138> Except it differs :S
21:50:54 <peter1138> Tempted to standardise it.
22:03:18 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #12337: Change: replace company passwords with allowlist https://github.com/OpenTTD/OpenTTD/pull/12337
22:03:21 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed pull request #8391: RFC: Feature: Public key company authorization https://github.com/OpenTTD/OpenTTD/pull/8391
22:03:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #12420: Add: support for admin to change company allow lists https://github.com/OpenTTD/OpenTTD/pull/12420
22:15:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12420: Add: support for admin to change company allow lists https://github.com/OpenTTD/OpenTTD/pull/12420#pullrequestreview-2041765017
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