IRC logs for #openttd on OFTC at 2024-08-04
            
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03:36:14 <audigex> If a train has `variant_group: <itself>;` in NML, the game seems to hang when loading the GRF. Might not be an issue unless messing around with GRFs but it seems like a bug worth reporting
03:36:14 <audigex> ...should I report it on the NML project or the OpenTTD project on Github? I assume NML?
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04:44:05 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/6430b5a0ac1d18325035ea2ae289373a9809e829
04:44:06 <DorpsGek> - Update: Translations from eints (by translators)
05:14:14 <gwyd4016> audigex: This is true, they only number in the hundreds, when you see anti war protests in this country they number in the hundreds of thousands
05:14:43 <gwyd4016> audigex: I've done this without issue
05:15:00 <gwyd4016> And I'd assume it's an OpenTTD issue
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06:48:50 <peter1139> There is a test for variant loops, so hanging is odd.
07:07:18 <merni> talltyler: Not really tbh, the US had a lot more electrification in the past
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07:31:53 <peter1139> Hmm, seems the static layout prop 0E is not supported in NML.
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08:25:48 <zeta_mx> Could there be foreign trade one day? or something?
08:46:41 <andythenorth> ?
08:53:44 <wensimehrp> zeta_mx: What are you talking about?
08:54:25 <wensimehrp> 🤔You could try IOTC though, which provides an export driven economy
08:57:52 <peter1139> Yeah, a IsBridgeAbove flag could be added to var67. This code behind this var is shared so the same bit would apply to road stops, objects, industry tiles and houses. But none of these have bridges above them in vanilla.
08:59:00 <gwyd4016> Most of these still don't in JGR
08:59:06 <gwyd4016> But that would be nice
08:59:45 <peter1139> It would make the test a lot simpler, the only thing it doesn't do is tell you how high the bridge is.
09:00:49 <peter1139> Although GetNearbyTileInformation() actually does quite a lot to gether all the data, which is then thrown away depending on the bits you want :)
09:01:11 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #12882: Fix: remove the invalid UTF-8 character (U+200B) from the traditional chinese translation https://github.com/OpenTTD/OpenTTD/pull/12882#issuecomment-2267444694
09:02:13 <gwyd4016> peter1139: Which would make CB24 access even nicer, since I call it a handful of times on building rather than 2 times for every tile on every graphics draw
09:02:37 <gwyd4016> I will investigate this
09:03:16 <peter1139> Not quite, you can build a bridge above the station later I guess? And that won't update the station's tile layout.
09:04:00 <gwyd4016> I did consider this
09:04:33 <gwyd4016> But then decided that this is the player's problem, they can rebuild the station if they want
09:04:42 <peter1139> You can do a CB14 that reads the static sprite layout, then checks the dynamic flags.
09:04:59 <gwyd4016> And also this double var67 check has a lot of blind spots
09:05:20 <peter1139> So the layout is still fixed, and the CB14 call doesn't have to calculate the tile every time. But it can still be dynamic.
09:05:53 <peter1139> That does require the var40/41 fix though. #12890
09:07:03 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269582364133036122/image.png?ex=66b09637&is=66af44b7&hm=a74543640d929fa51218d9932bb229fc3ae57d124d7379d137bf942d018fa2c1&
09:07:03 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269582364468711464/image.png?ex=66b09637&is=66af44b7&hm=0931e662add360c7cc1f0cc465051999f1cf94244d2e81548eb55b211496dcfd&
09:07:03 <gwyd4016> This is the idea
09:07:29 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269582472165724220/image.png?ex=66b09651&is=66af44d1&hm=24812c130122f404938fd2ad77dc10072eca1772c76eb2be0dce4e71bbd2040e&
09:07:29 <gwyd4016> But you have to play by the rules
09:08:21 <peter1139> Someone will complain that they don't act like town houses... ;)
09:08:35 <gwyd4016> Definetly
09:09:02 <gwyd4016> I could use a bunch of varAct2s to try and get as close as possible to similar behaviour
09:09:19 <gwyd4016> But I don't have easy access to a lot of useful information as a station
09:09:35 <peter1139> They will never behave as houses though, with acceptance and production.
09:09:46 <gwyd4016> Town zone, sides with "road" on them (where a bridge would want to be considered as road)
09:09:59 <gwyd4016> This is true
09:10:33 <gwyd4016> Climate checks, snowy ground checks, other building sets...
09:10:59 <gwyd4016> Date checks
09:11:16 <gwyd4016> A lot of things I'm not bothered to do
09:12:24 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269583709024288828/image.png?ex=66b09777&is=66af45f7&hm=d73109067b48e1c5e6be58b730852ac06e5d6efe9cdbddad8ca0c1dd83e71cf0&
09:12:24 <gwyd4016> But its good enough
09:13:54 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269584085697822761/image.png?ex=66b097d1&is=66af4651&hm=5c87ec2208e8c24b328451b7b008f6fbe02d8c5be8b19319c8966f0ae7191bb3&
09:14:23 <gwyd4016> Really I should put a station building on top
09:25:39 <peter1139> Okay, I can't make the station "exist" for CB24 because doing so breaks existing stations GRFs.
09:25:49 <peter1139> I'm not entirely sure why mind you.
09:32:43 <wensimehrp> gwyd4016: Baseset magic heheh
09:35:08 <DorpsGek> [OpenTTD/OpenTTD] TheGwyd commented on pull request #12890: Change: [NewGRF] Place all 8 bits of station tile layout in var 40/41. https://github.com/OpenTTD/OpenTTD/pull/12890#issuecomment-2267463245
09:37:49 <gwyd4016> peter1139: odd, if something is non-functioning making it suddenly function shouldn't make things break
09:37:59 <gwyd4016> Where's that spacebar heating xkcd comic
09:38:29 <peter1139> It's not "non-functioning" though, it deliberately doesn't "exist" by design/spec.
09:38:36 <peter1139> So making it exist is a change in the spec.
09:40:41 <gwyd4016> Fair enough
09:41:15 <peter1139> I'm logging what vars its using to see why though.
09:42:11 <gwyd4016> I feel ``Since the station hasn't yet been built, variables 40+x and 80+x are not available`` should perhaps also say var 60+x if nothing changes, since they are mentioned to be calculated "on the fly" so generally won't work in scenarios that var 40+x won't work
09:43:15 <peter1139> Ah, of course it picks a different act3 chain... with no station it's SG_PURCHASE
09:43:43 <gwyd4016> Ahh of course
09:44:23 <gwyd4016> So if I put my var67 test chain in cargo ID FF or whatever it is
09:44:25 <gwyd4016> It might work?
09:44:29 <gwyd4016> Let's give this a go
09:46:27 <peter1139> No :)
10:22:46 <peter1139> Hmm, well with that latest GRF I only get 00 every where. And there are only 2 stations not 3.
10:25:47 <gwyd4016> Yeah I screwed something up with an action 3
10:26:02 <gwyd4016> I think station 2 is borrowing station 3's behaviour
10:26:32 <gwyd4016> If you go in and change the third action 3 to be
10:27:04 <gwyd4016> ``03 04 01 02 00...`` it should work
10:30:57 <peter1139> Hmm, you're testing var 41 which doesn't work in CB24.
10:37:03 <peter1139> You want var 10, like before...
10:37:19 <peter1139> (I guess)
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14:29:05 <peter1139> Ok, I need free map bit in house, station, industry and object tiles...
14:45:41 <peter1139> Tempted to use m8 bit 15, and move the road waypoint snow/desert flag.
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16:38:11 <truebrain> DO IT!! 😛
16:46:23 <peter1139> Hmm. Actually I think I need 2 bits :(
16:55:05 <peter1139> Might still be a reasonable trade-off.
17:05:47 <peter1139> Well, still improves things of course.
17:06:05 <peter1139> Not sure if it's better than JGRPP's solution.
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21:29:09 <andythenorth> could we alphabetise industry cargo display automatically?
21:29:16 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1269769146602885202/image.png?ex=66b1442b&is=66aff2ab&hm=1e63f7524946b84c7bce2e8a6f5ac1b862c55f3a57dae3b98bd7b81c8dad1586&
21:29:34 <andythenorth> I've started doing it manually, but that doesn't translate well
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22:50:28 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1269789584770990150/image.png?ex=66b15734&is=66b005b4&hm=f755a315bbfbd1b1f18e38995f65e18b5eb517483aa2e3fa37a3f80ea0fbcc76&
22:50:28 <peter1138> Impossible.
22:55:12 <locosage> do they need to be alphabetized though?
22:56:55 <locosage> I guess the only downside I can see is that changing language will reshuffle them which is probably fine as it dealing with multiple languages doesn't happen often
22:57:34 <locosage> but not much benefit either
22:57:42 <_jgr_> Various other places in the UI use cargo sort order already, which is nearly the same as alphabetic
22:58:23 <_jgr_> Seems reasonable as the number of industry in/out cargoes goes up
22:58:58 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1269791723601661963/image.png?ex=66b15932&is=66b007b2&hm=e8b2b093715c5b90873c4fcb51973e04a7f6c43f13db55413f41a0dfb52db857&
22:58:58 <peter1138> Game-breaking
22:59:07 <locosage> well, I guess it is for consistency if nothing else
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23:11:44 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1269794934819651616/image.png?ex=66b15c30&is=66b00ab0&hm=ed5c24db430bc82f93ac462af24f7a722564e01089b671b4f08ed87e13976116&
23:11:44 <peter1138> Also