IRC logs for #openttd on OFTC at 2024-05-10
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04:40:35 <DorpsGek> - Update: Translations from eints (by translators)
07:16:43 <kuhnovic> I'm about to hit merge on the NPF removal (#12209), but I think it would be wise if somebody with a bit more savegame experience can have a look-see at that part. Other than that: SHIP IT
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08:30:22 <merni> kuhnovic: There you go :)
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08:33:33 <truebrain> weird that LordAro approves, and not just merges ๐
08:36:17 <LordAro> i didn't want to deprive kuhnovic
08:39:39 <merni> More spacebars cooled down
08:40:00 <truebrain> Who will do the farewell speech?
08:40:31 <truebrain> I mean, it has been a good boy for nearly 20 years
08:40:50 <merni> Of which 18 were while YAPF was around :P
08:41:10 <LordAro> ah, but only for 5(?) of those was YAPF usable for ships :p
08:41:29 <merni> Was NPF usable for ships before then?
08:41:38 <truebrain> merni: no need to stab someone that is already burried
08:41:56 <truebrain> only speak well of the death ๐
08:42:12 <truebrain> also, you make the worst farewell speeches ๐ Just saying ๐
08:42:49 <merni> I shall not do any more farewell speeches for the next feature I delete :)
08:43:27 <kuhnovic> If anyone asks you to write their eulogy, refer to this conversation
08:43:57 <truebrain> "She was 80, but for the last 60 years a newer model was around (her daughter), so yeah .. there is that"
08:45:42 <kuhnovic> "A for effort, but there was always YAPF"
08:57:40 <Eddi|zuHause> well, there wasn't *always* YAPF
08:58:00 <Eddi|zuHause> YAPF only exists because of NPF
09:07:59 <peter1138> LordAro: Oh? News to me ๐ฎ
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11:45:33 <jenkings> Is there already some fix for inflation ? I can remember that in the version 13 it was absolutely impossible to use road vehicles since some year
11:49:35 <emperorjake> The fix is to turn off inflation
11:51:03 <jenkings> so... it has not been fixed ๐
11:52:04 <jenkings> I am still looking for ways to make the game more challenging, because i like building railway networks, but as soon as i reach cca 20 trains, than the game turns into sandbox and i have "unlimited money"
11:54:34 <talltyler> The fix (or lack thereof) for inflation is a conceptual problem, not a technical one.
11:58:33 <jenkings> maybe the workaround could be some kind of taxes ?
12:00:25 <jenkings> some kind of windfall tax, or very very high infrastructure payments for runing depots ?
12:02:37 <jenkings> or Antimonopoly Office ? That reduces prices for transport in cities where you have more than X stations and percentage of your stations in that city is higher than Y%
12:03:21 <andythenorth> Any fix will have some loophole or exploit
12:04:21 <jenkings> as like as everything ๐
12:04:42 <andythenorth> The meta in OpenTTD is that profitable routes will beโฆprofitable
12:05:29 <andythenorth> Itโs quite a simple meta, not much depth to it
12:05:56 <jenkings> yeah, thats what i mean..
12:06:27 <truebrain> jenkings: there have been many ideas over the last 20 years to "solve" inflation, but none really made it into the game. I guess a good solution would be something that can be controlled with a GameScript, so people can build their own challenges. But it needs people thinking about how that would look, what would be needed, etc ๐
12:06:52 <talltyler> The โVillages is Villagesโ Game Script has taxes based on your profit, thatโs about as close to variable balance/difficulty as Iโve seen.
12:07:13 <jenkings> talltyler: i have to take a look at it. thanks ๐
12:08:36 <jenkings> the only challenge for me now is sloving jammed tracks ๐
12:09:07 <truebrain> to slove or not to slove, that is the question
12:10:23 <jenkings> this it absolutely great page... /s
12:13:26 <jenkings> i just wanted to make some script to experiment with the difficulty, but i found no documentation for writing gamescripts ๐ฆ
12:13:55 <_glx_> And game scripts API is on gs-api (ai-api is obviously for AIs)
12:14:29 <jenkings> some gamescript info on official page referenced there, so...
12:14:59 <andythenorth> Very few people write GS so thereโs very few docs
12:15:15 <andythenorth> Very few docs means very few people write GS
12:15:34 <jenkings> okay, so it would be beter to modify the core source to achieve that, right ? ๐
12:15:54 <jenkings> i mean, just for the purpose of my own experiments
12:16:03 <andythenorth> If you are happy running your own fork, then yes
12:16:03 <_glx_> All API doc is doxygen in source
12:16:10 <peter1138> There already IS a PR a solve that issue.
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15:14:58 <andythenorth> merge all the PRs
15:15:47 <klote> emperorjake: Hee, Is there a reason why steeltown doesnt have wood?
15:16:34 <andythenorth> ran out of cargos?
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15:21:15 <emperorjake> klote: I couldn't fit it in as AXIS uses the maximum of 64 cargo types, it wouldn't have added much anyway
15:21:43 <emperorjake> Wood and timber would have used 2 extra slots for something completely unrelated to the metal and petrochem chains
15:21:46 <klote> Would have fit better in my scenario ๐
15:22:16 <emperorjake> what's the theme of your scenario?
15:22:18 <klote> Can you advise which train set works good with AXIS?
15:22:33 <emperorjake> maybe a future AXIS economy will fit better, or in the meantime use XIS
15:22:47 <klote> emperorjake: Western europe benelux + denmark Germany czechia poland etc
15:22:51 <emperorjake> klote: Basically anything that works well with FIRS, such as Iron Horse
15:23:27 <emperorjake> GETS might be a good choice given your region
15:23:32 <klote> emperorjake: im already past the point of staying on AXIS
15:23:49 <klote> I would have to recreate industry if i am switching to XIS
15:24:46 <emperorjake> 128 would probably be enough to cover everything in FIRS and AXIS together
15:26:13 <klote> Maybe in future it would be possible to have cargos become availible over time
15:26:38 <emperorjake> unlikely to happen unfortunately, adding more cargo types is a huge pain
15:26:55 <emperorjake> from what I've heard at least
15:27:32 <emperorjake> gotta be thankful for 64, or we'd still be stuck in the old FIRS Extreme days
15:27:58 <klote> You need help translating cargo types?
15:28:07 <klote> cause i see you only have english
15:28:37 <andythenorth> peter1138: do it, it would challenge a grf author
15:29:07 <peter1138> 64 already had unforeseen (although it should've been) consequences.
15:29:21 <peter1138> What even is going on?
15:30:43 <emperorjake> klote: If you wanna help translate, feel free to make a PR ๐
15:36:48 <klote> want to finnish the scenario
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15:56:46 <peter1138> Do we have 128 bit computers yet?
15:58:10 <peter1138> `STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}ๆจ็ขบๅฎ่ฆ้้OperTTDๅ๏ผ`
16:11:42 <klote> Is there a reason why i am not able to increase Minutes per year?
16:13:53 <talltyler> It can only be changed in Wallclock timekeeping mode.
16:55:24 <wensimehrp> peter1138: Nice ๐
16:57:27 <wensimehrp> I guess the misalignment is because the font you are using has reserved space on the bottom of each character
16:58:49 <wensimehrp> Like Unifont-JP does not have such thing so it works perfectly well with the UIs. But Noto Sans reserves space under each character so it looks like that the UI is stretched
16:58:56 <peter1138> If you mean the text under the vehicles in the list, it's because it's using the wrong font. Should be the small font but it's using the medium font for some reason.
17:00:28 <peter1138> But still. I'm actually surprised this is working already.
17:01:56 <wensimehrp> Oh i thought you meant by this
17:02:38 <peter1138> Ah, right. No, that's just it draws each font at the top of the line, no base line is taken into account.
17:03:18 <peter1138> And indeed, with Noto Sans it's more pronounced.
17:06:00 <peter1138> But the exit message that says "OperTTD"... whut
17:12:56 <wensimehrp> wensimehrp: I guess there has to be a function that allows the player to adjust the offset and the size of each font, otherwise the final result would be terrible.
17:14:08 <peter1138> I would imagine that the font itself has this information, but we're just not using it yet.
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17:35:29 <muxydugoulp> PeterNviaGitHub: What was this "one of the reasons" ?
17:35:42 <peter1138> Modified servers saving passwords.
17:35:59 <peter1138> The other reason is that passwords suck.
17:36:30 <muxydugoulp> but it was not the real passwords
17:36:40 <peter1138> > corrupted double-linked list
17:36:55 <LordAro> muxydugoulp: see the linked items in that PR
17:40:30 <peter1138> > corrupted size vs. prev_size in fastbins
17:40:35 <peter1138> Ooh, not seen that one before ๐
17:41:26 <muxydugoulp> LordAro: Damnit, i never saw that. Strange request.
17:42:03 <LordAro> keyboard heaters everywhere
17:43:18 <muxydugoulp> cause company password is not a problem for servers admin that now how to bypass.
17:44:10 <muxydugoulp> just have to find the requester to discuss about it.
17:46:33 <peter1138> What needs to be discussed?
17:46:37 <peter1138> Passwords are gone \o/
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18:12:56 <peter1138> Oops, accidentally brought up the content download window under valgrind ๐
18:13:21 <peter1138> Well, it's quite slow ๐
18:20:04 <truebrain> ghehehe .. E_TOO_MANY_ENTRIES ๐
18:30:06 <peter1138> Okay, fixed the memory corruption. Good old static (de)initialisation...
18:34:03 <peter1138> It is quite amusing how much stuff still works despite commenting it out ๐
18:35:59 <peter1138> Well, kind of works.
18:36:09 <peter1138> I ... don't know ๐
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19:19:11 <peter1138> Ah, when you don't do something silly it works better.
19:29:13 <klote> Does any one know if Iron Horse includes Road vehicles?
19:29:17 <klote> or is it only trainset?
19:31:21 <klote> never mind figured out it is only trainset
19:31:56 <bootmii> Some Hongkonger please save us
19:35:31 <_glx_> use road hog for road vehicles
19:36:23 <peter1138> Argh, more wonkiness ๐
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19:56:08 <georgevb> > The callback is run in purchase list scope, i.e. for cargotype FF. No variables of an actual vehicle are available
19:56:08 <georgevb> Would it be possible to improve the name CB to be able to check vehicle props (mainly cargo_sbtype and date_of_last_service)? It would make it possible to change a name on refit, like VL61->VL61D, VL19->VL19M, Sd->Sm and so on
20:05:49 <michi_cc> Names are cached in various spots, thus the decision was made to not provide vehicle specific variables.
20:09:52 <andythenorth> It also makes autoreplace confusing
20:24:05 <andythenorth> is it comic sans?
20:42:26 <peter1138> What about the rest... Hmm.
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21:37:01 <silent_tempest> I did seriously consider posting some screen shots with Comic Sans for the lulz
21:43:22 <klote> Hi does any one know if its possible to increase connection time (ticks) while the dedicated server is running?
21:43:39 <klote> is there a command i can use in the CLI?
21:47:32 <Rubidium> it's probably a setting. With `list_settings` you'll get all settings, with `list_settings network` those related to the network. I think you might be looking for `setting network.max_join_time`. Or maybe `setting network.max_download_time`
21:53:13 <peter1138> And if the map is too large, use a smaller map.
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22:15:10 <peter1138> Hmm, is `#include <WinNls.h>` needed? It causes my mingw compile to fail, and if I remove it, it works...
22:18:02 <klote> peter1138: haha map size should be fine
22:18:26 <klote> i increased the connection time to 1000 ticks
22:18:31 <peter1138> As I say, if the map is too large, use a smaller map.
22:18:49 <klote> Eh thats like saying recreate the entire scenario
22:19:24 <klote> so it either works or it doesnt
22:20:16 <klote> but it was 1 guy who had connection issue
22:20:27 <klote> so it should be fine with increased connection time
22:21:16 <silent_tempest> peter1138: Are you working on the font chooser code again?
22:21:49 <peter1138> Although I have got a branch for doing font listing.
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22:23:52 <peter1138> I am currently looking up how to list what codepoints are available in a loaded font.
22:24:20 <peter1138> As usual Windows provides an A and W variant...
22:26:48 <peter1138> unicode characters.
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22:27:35 <peter1138> Hmm, maybe I need to handle the CMAP table manually. ๐ฆ
22:30:18 <peter1138> And because the Windows API is UTF-16, it needs to use surrogate pairs again to find glyphs > 65535. What a POS.
22:30:41 <peter1138> API is the wrong way around for what I want.
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22:34:05 <silent_tempest> I keep hoping Microsoft's own ineptitude will shatter their monopoly and cause them to fall by the way side but it still hasn't happened :/
22:38:48 <peter1138> [1/2] Linking CXX executable openttd.exe
22:39:01 <peter1138> I'll come back in 10 minutes ๐
22:58:54 <_glx_> peter1138: it's for GetLocaleInfoA
22:59:24 <_glx_> hmm and the header says `// DEPRECATED: Use Unicode. GetLocaleInfoEx is preferred`
23:00:19 <peter1138> More FS2OTTD involved ๐
23:01:45 <_glx_> well `For interoperability reasons, the application should prefer the GetLocaleInfoEx function to GetLocaleInfo because Microsoft is migrating toward the use of locale names instead of locale identifiers for new locales. Any application that runs only on Windows Vista and later should use GetLocaleInfoEx.`
23:05:49 <peter1138> Font order is not finalised as I haven't reimplemented the fallback system yet.
23:06:30 <peter1138> The font order will vary depending on the configuration.
23:07:02 <peter1138> With nothing configured it will load [sprite, OpenTTD]
23:07:56 <peter1138> With a font specified, we can load [sprite, OpenTTD, custom font]
23:08:15 <_glx_> it looks way better when not using chinese font for ASCII
23:08:27 <peter1138> Anything not in custom font can come from OpenTTD, and if it's not there, can come from sprite.
23:08:39 <peter1138> Although OpenTTD Sans doesn't miss anything anyway.
23:09:24 <_glx_> yeah OpenTTD fonts are complete for latin looking languages and some other
23:09:24 <peter1138> Loading as [sprite, custom font, OpenTTD] is how I'm using it right now, for the nice latin characters.
23:09:54 <peter1138> Anyway, I was surprised I managed to think of how to do this, and make it (mostly) work, just today.
23:10:07 <peter1138> Seeing as how we've wanted a better fallback system for years ;D
23:10:44 <_glx_> yeah the idea of changing fonts only for missing glyphs is not new, just nobody found how ๐
23:13:41 <peter1138> Ha, and the Windows build crashed with no stacktrace, because no breakpad.
23:15:04 <_glx_> well it's a mingw build anyway so
23:15:27 <peter1138> No stack trace at all makes finding it harder ๐
23:18:57 <peter1138> Ah _script_cache is probably wrong.
23:27:15 <peter1138> _glx_: This also gets rid of the special-casing for SCC_SPRITE_START+
23:28:04 <peter1138> When those glyphs are not supported by the truetyep font, the spritefont (and fallbacklayouter) will automatically be used.
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