IRC logs for #openttd on OFTC at 2024-08-12
            
00:16:05 <reldred> hmm, nextcloud does have versioning, and a trash bin I've apparently never emptied
00:16:10 <reldred> :widdle_goblin:
00:17:10 <goddess_ishtar> archeology expedition
00:21:42 <reldred> nah, there's 200gb of space to clear up
00:21:57 <reldred> though there is a couple of folders I'm going to restore to double check
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04:43:21 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/0633b94e8f0f53d05d9af3ca3f9fefce69f94ea0
04:43:22 <DorpsGek> - Update: Translations from eints (by translators)
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07:13:59 <DorpsGek> [OpenTTD/survey-web] survey-summary[bot] pushed 1 commits to main https://github.com/OpenTTD/survey-web/commit/b512fb8318b4a0a3d09907775b5a7ac3394aa726
07:14:00 <DorpsGek> - Add: summary for week 32 of 2024 (by OpenTTD Survey)
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09:29:08 <peter1138> Okay, to conditionally add 238 table constraints that may or may not exist...
09:32:57 <peter1138> Maybe I take (one-off) performance and drop the constraint first.
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10:21:39 <peter1138> Kinda.
11:03:52 <peter1138> Hmm, awkward, it seems after including an embedded resource once in library, dotnet will keep that there even if you delete the source...
11:06:45 <peter1138> "Reproducible builds" eh?
11:18:32 <LordAro> seems trusting trust adjacent
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12:34:02 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12688: Codechange: Use vector for BmpData members, and pass by reference. https://github.com/OpenTTD/OpenTTD/pull/12688
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13:55:30 <audigex> It's nearly 3pm but sure, what do you fancy?
13:59:21 <andythenorth> ginger cookies
13:59:26 <andythenorth> fortunately I have them
14:00:10 <LordAro> i could go for some ginger biscuits
14:00:21 <LordAro> but some proper cookies, with chunks in them
14:04:45 <peter1138> Shit, it's already 3pm and I've barely done anything...
14:13:49 <LordAro> i've spent most of today arguing about the merits of testing python code vs the compiled cython code
14:14:29 <peter1138> Is it ever diferent?
14:15:16 <LordAro> you can't get coverage out of the compiled cython code
14:15:25 <LordAro> or at least, no one thought so, i might have just discovered a way...
14:17:50 <LordAro> they also want to run the tests twice because of the (possibly) rare chance of cython introducing new python warnings in the code
15:19:18 <peter1138> I suppose that'll make the test run take about 10 hours intsead of 5...?
15:27:43 <LordAro> no, because there aren't many python tests
15:27:48 <LordAro> more like 10 minutes instead of 5
15:28:17 <LordAro> but they've managed to make the build system for it about 5 times as complicated in the process
15:28:21 <LordAro> which is most of what i'm objecting to
15:50:01 <peter1138> Applied all my schema updates... and made a mistake after merging, oops.
15:50:21 <peter1138> Oh well.
15:50:28 <peter1138> No dropped tables 😉
15:54:44 <peter1138> Hmm, maybe I need a CI task to apply it to a blank database...
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17:28:12 <andythenorth> well
17:28:16 <andythenorth> teatime?
17:28:54 <peter1138> Mr Teatime?
17:29:27 <andythenorth> Mr In-Between?
17:29:33 <andythenorth> making fishfingers + chips
17:34:31 <peter1138> Ah, MB pretending that random triggers are broken.
17:43:16 <andythenorth> let's randomly re-randomise
17:43:22 <andythenorth> that will be good
17:46:50 <peter1138> For someone who clearly understands NFO quite well, you'd think he would understand why it doesn't work (after being told before)
17:52:16 <gwyd4016> peter1138: Classic michael moment
18:00:43 <peter1138> CB140 being triggered for each tile before it's finished is probably valid thouigh.
18:01:04 <peter1138> I 'fixed' thatn when I was looking at CB24 changes.
18:07:51 <peter1138> Hmm, station tile flags should be applied for waypoints, but waypoint layouts don't use CB24.
18:08:50 <peter1138> And animations are not triggers on build. Hmm.
18:11:08 <peter1138> Ah but fixed layouts will work.
18:14:00 <andythenorth> what else did I break?
18:14:08 <andythenorth> oh this one wasn't me? 😮
18:17:28 <andythenorth> oof, if I used 'flip' to influence random sprites
18:17:38 <andythenorth> doesn't work for articulated vehicles
18:17:42 <andythenorth> [sad newsletter]
18:17:54 <andythenorth> silly me 🙂
18:19:57 <peter1138> Oh you.
18:20:38 <andythenorth> [if flipped -> random from engine]
18:20:44 <andythenorth> [if not flipped -> random from vehicle]
18:20:59 <andythenorth> set it to about 66% chance of flipped
18:21:01 <andythenorth> or so
18:21:25 <andythenorth> means the player could increase or decrease random if they really want to
18:53:43 <peter1138> Would re-evaluating CB 24 be useful?
18:54:18 <peter1138> Not entirely sure if it's feasible even.
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20:16:11 <gwyd4016> peter1138: Do waypoints really not use CB24? I thought they worked in all ways like regular station tiles
20:16:19 <gwyd4016> Like
20:16:32 <gwyd4016> They can have non track attributes set
20:16:48 <gwyd4016> Not that I can even think of a use for that, but I assumed you could set all callbacks as usual
20:20:30 <peter1138> Well, someone said that those flags don't work, but I think they should
20:20:50 <peter1138> Ah, by "should be" I meant they do appear to be.
20:24:09 <peter1138> landscape_grid says that m5 is not the tile layout, so... Hmm.
20:24:25 <peter1138> That lies, though.
20:24:40 <andythenorth> can we 'flip' articulated wagons on build? 😛
20:25:01 <andythenorth> I could read the bit and reverse the sprite 😛
20:45:17 <peter1138> Hmm, is there anything in the station spec that says this stuff doesn't work for waypoints...
20:52:40 <andythenorth> much Hmm
20:55:42 <andythenorth> when is flippable articulated vehicles? 😛
20:55:45 <gwyd4016> peter1138: Nope, literally the only caveats with waypoints are
20:55:45 <gwyd4016> 1. No accepting cargo, and hence no station rating
20:55:45 <gwyd4016> 2. Trains don't stop
20:55:45 <gwyd4016> 3. You can't build them more than 1 tile long
20:55:57 <gwyd4016> Maybe a couple other bits
20:56:11 <gwyd4016> But from my trial and error, waypoints can do everything a station tile can do
20:56:54 <gwyd4016> I guess I've never played with tile types on waypoints
20:57:35 <gwyd4016> And I guess it has a defined behaviour
20:57:54 <gwyd4016> Because an n by 1 default station uses tile types 0 and 2
20:58:00 <gwyd4016> But you get no such thing with waypoints
21:02:20 <andythenorth> hmm changing behaviour on flip is silly anyway 😄
21:02:23 <andythenorth> never goes well
21:03:30 <peter1138> Custom layouts are supported but the default layout is all 0.
21:04:27 <peter1138> So you can get more than 0 with prop 0E.
21:29:34 <andythenorth> ooo
21:29:36 <andythenorth> how about
21:29:58 <andythenorth> arbitrary props / vars on vehicle groups, that grf can read, and player can set?
21:30:14 <andythenorth> including random bits and triggers
21:30:53 <andythenorth> and some props that player can adjust with sliders 😛
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21:55:27 <andythenorth> hmm
21:55:44 <andythenorth> we have group colour 😄
21:55:49 <andythenorth> red trains are more random
21:55:55 <andythenorth> blue ones are more uniform
21:56:54 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1272675203310289046/image.png?ex=66bbd6a5&is=66ba8525&hm=0504dbcc41f29a8c052b5b37d3aa122117eb637c5921f63b72e98deb7362b3cb&
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22:33:31 <_glx_> peter1138: I should probably something about that in nml now we are not limited to only 8 types
22:35:41 <_glx_> the syntax I imagine is an array of arrays of arrays
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22:41:18 <peter1138> A tricky one.
22:42:28 <_glx_> `[
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22:46:04 <_glx_> with some enforcing about all platform in a layout having the same length
23:35:17 <audigex> Yes please, more automation on stations is very welcome
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23:55:38 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #12897: Codefix: Remove dead code for WID_SIL_FILTER_ENTER_BTN in sign window https://github.com/OpenTTD/OpenTTD/pull/12897