IRC logs for #openttd on OFTC at 2024-09-15
β΄ go to previous day
00:43:35 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
01:27:36 *** Wormnest has joined #openttd
02:00:06 *** Wormnest has quit IRC (Quit: Leaving)
02:18:51 *** Tirili has quit IRC (Quit: Leaving)
02:24:00 *** gnu_jj_ has joined #openttd
02:27:09 *** gnu_jj has quit IRC (Ping timeout: 480 seconds)
02:43:58 *** debdog has quit IRC (Ping timeout: 480 seconds)
03:15:59 *** D-HUND is now known as debdog
04:31:53 *** Flygon has quit IRC (Read error: Connection reset by peer)
04:44:35 <DorpsGek> - Update: Translations from eints (by translators)
04:45:48 *** HerzogDeXtEr has joined #openttd
07:18:49 <peter1138> Do we still have those edge-cases that only affect Samu?
07:20:43 <peter1138> What do you mean it doesn't make 70,000 ships usable?
07:58:57 *** Artea has quit IRC (Remote host closed the connection)
08:00:43 *** gelignite has joined #openttd
08:41:44 <truebrain> Hmm .. I am looking into dibridge, and I wonder if Discord channel #openttd still works?
08:41:57 <truebrain> it does ... but it fails when I try that locally π
08:46:59 <peter1138> Hmm, I think I need to squash badges and re-split it.
09:00:17 <peter1138> "Even a first year programmer" good luck with that.
09:01:00 <andythenorth> am I one of those?
09:01:10 <andythenorth> I have been a first year programmer for 39 years
09:03:54 <peter1138> I'm zero-year in terms of academic studying...
09:04:55 <peter1138> But we only needed to start with a bit of BBC Basic back in my day.
09:05:46 <peter1138> Hmm, no appetite for default cargo translation tables?
09:07:01 <andythenorth> wait we what now?
09:07:10 <andythenorth> wasn't that to stop FIRS breaking things?
09:09:09 <peter1138> But not just FIRS. Anything that replaces default cargo types.
09:09:26 <andythenorth> _whistles_ mostly FIRS then π
09:09:36 <andythenorth> I'll get my coat
09:09:43 <peter1138> It's just that changing passengers or mail is immediately noticable.
09:45:57 <michi_cc[d]> Sorry. YOLO approve anyway?
10:50:38 <aviationgamerx> what do these variables stand for in the .ini files
10:52:10 <peter1138> So it's a function that does extra stuff just for that setting.
10:58:36 <aviationgamerx> peter1138: so pre post and def don't have specific meaning, just their order?
11:04:27 <aviationgamerx> I don't quite understand how the ini files work, or what suntax or language they are following
11:05:31 <peter1138> They're a bit magic and completely non-standard. Almost ini files but actually parsed and converted to C++ during build.
11:06:38 <peter1138> pre_cb is the PreChangeCheck. It allows the variable to be validated before it is actually changed, if some variable requires more than the normal validation.
11:07:22 <peter1138> post_cb is the PostChangeCallback, called to execute something after the setting is actually changed. Commonly used to do things like force the screen to be redrawn.
11:08:05 <peter1138> def_cb is used to provide a non-fixed default value, e.g. the default might depend on another setting's value.
11:10:14 <peter1138> On build the ini files are parsed by settingsgen and converted into (almost unreadable) C++ code
11:17:09 *** ufo-piloot has quit IRC (Ping timeout: 480 seconds)
11:23:35 *** ufo-piloot has joined #openttd
11:28:51 *** SigHunter has joined #openttd
12:34:49 <aviationgamerx> and the flags, is there a set of known flags and their purpose?
12:36:04 <talltyler> Also, pre_cb allows you to prevent the setting from being changed depending on the result of the callback function. I am not at a computer to recall exactly how, but I think you just return a Booleanβ¦
13:07:56 <peter1138> Hmm, articulated magic...
13:13:37 <peter1138> I guess the y_offset shouldn't be included π
13:14:02 <talltyler> A good way to stop people doing silly things π
13:17:56 <peter1138> I guess it's transparent 1st part, sprite in 2nd part, transparent 3rd part.
13:18:07 <peter1138> Overlay is drawn on the 1st part.
13:18:33 <peter1138> Well it changes a bit.
13:27:24 <dropboxkenshiro> does OpenTTD have any roadmap of features planned for the next major version?
13:28:10 <talltyler> Right-clicking on vehicles in the depot is the hidden feature I always forget about π
13:28:12 <peter1138> Ah, offsets are wrong for shorter parts anyway. Hmm.
13:28:37 <peter1138> Ctrl-clicking on vehicles in the group vehicles list is a feature I didn't know about either.
13:29:01 <talltyler> dropboxkenshiro: Nope, you can look at open PRs and those merged since the last release, but we have no development plans. Just whatever people want to add. π
13:30:39 <dropboxkenshiro> talltyler: I kinda like this philosophy, especially since it's a silly train game and not enterprise-grade software π
13:35:53 <_jgr_> dropboxkenshiro: Nevertheless, quality control in OpenTTD is seemingly a lot better than some "enterprise-grade" software I've dealt with π
13:42:29 <peter1138> Hmm, let's try Iron Horse
13:44:29 <peter1138> If only shorter parts had been specified properly from the start, but I guess it's just "well it works in ttdpatch".
13:48:09 <andythenorth> I have failed to lunch
13:48:21 <peter1138> Okay, using width / 2 instead of offset.x works better. But short triple part wagons are... noisy.
13:50:18 <peter1138> Needs some more complicated logic :/
13:52:39 <peter1138> Some way to distinguish between articulated parts used for N * <= 8/8 parts, and those used for 1 * > 8/8 parts.
13:53:04 <peter1138> Or even, I suppose N * > 8/8 parts...
13:55:27 <andythenorth> is manchego lunch?
13:57:19 <talltyler> New feature request: make a setting for persistent icons and draw them in the game world so I can avoid drawing vehicle cargo sprites and use the GUI ones instead π π
13:59:00 <talltyler> I suppose you could check articulated vehicles for how many cargo types they carry. If more than one, draw icons as usual. If only one, draw a single icon centered on the total length of the articulated vehicle.
14:02:06 <peter1138> That's the idea... almost :p
14:03:50 <peter1138> It's because I'm an idiot.
14:05:07 <peter1138> Because `left + right / 2` is not the same as `(left + right) / 2`
14:05:54 <peter1138> Hmm, anyone got an example of a mixed-cargo articulated wagon?
14:12:48 <peter1138> talltyler: viewport cargo icons? π
14:13:35 <peter1138> I would consider adding a sprite-outline-composer for that, so that only one sprite is drawn instead of five...
14:17:19 <peter1138> This is the case where it's not so good.
14:18:09 <peter1138> I think there are some sets that use articulated parts for fixed consists too
14:20:09 <talltyler> I think the pacer is the same
14:20:17 <peter1138> China set is weird, it basically starts in 2000...
14:22:43 <peter1138> Basically as if it was not articulated.
14:24:42 <talltyler> Yeah, I suspect multi-cargo articulated vehicles are likely to do what you expect
14:30:11 <peter1138> Oh, RUKTS seems okay... I guess that's obsolete or something...
14:30:32 <peter1138> (I'm joking, it's got variants)
14:45:12 <peter1138> Oh it has running sounds.
15:04:31 <smeilz> HI, where can i read about AI improvement for OpenTTD?
15:13:43 <smeilz> _pruple: Only on C? Can i use python lang?
15:14:30 <LordAro> dunno where you got C from
15:15:16 <LordAro> unless you also want to write a python -> squirrel converter, of course
15:17:31 <smeilz> LordAro: i see. This on Squirrel
15:18:17 <smeilz> LordAro: I think AI can do it now
15:22:13 <peter1138> Heh, are you talking about developing AIs to run in the game, or using AI to "improve" the code?
15:42:20 <smeilz> peter1138: it different things π AI for play in game or AI just for rewrite for python --> squirrel .
16:17:32 <peter1138> Hmm, now, articulated road vehicles...
16:52:48 <peter1138> `std::vector<std::tuple<int, int, CargoID, int>> overlays;`
16:52:56 <peter1138> Okay, probably too much for a tuple now π
18:10:08 <peter1138> Meh, somewhat bigger now.
19:06:08 <andythenorth> I'm not sure Horse needs to generate 13,096 vehicle images just for the docs
19:06:20 <andythenorth> that's a side effect of variants π
19:07:04 <andythenorth> this is also why my grf.farm docs repo has 522,095 files tracked by git π
19:07:22 <andythenorth> which is perfoming about as well as expected for `git st` etc
19:23:31 *** bryjen has quit IRC (Quit: Leaving)
19:28:07 <wensimehrp> peter1138: It is pretty much incomplete. Moreover, the authors don't want to include too many locos and wagons that expires before Oct. 1, 1949...
19:58:11 *** gelignite has quit IRC (Quit: Stay safe!)
20:02:35 <andythenorth> Horse takes 46s to compile now π¦
20:02:45 <andythenorth> could it be the addition of lots of wagons? π
20:03:29 <peter1138> It's the addition of lots of lots.
20:04:44 <andythenorth> the html for the engines takes 12s
20:07:09 <peter1138> I remember watching a video a few months ago (probably more) about some game engine that was able to recompile and reload things on the fly in sub-seconds...
21:01:40 <andythenorth> is there a hammer badge?
21:08:49 *** HerzogDeXtEr has quit IRC (Read error: Connection reset by peer)
21:19:59 <peter1138> Probably too close to a sickle for comfort.
21:23:48 *** keikoz has quit IRC (Ping timeout: 480 seconds)
21:31:37 <peter1138> Another attempt on Trump? Oh dear...
21:41:37 *** Wolf01 has quit IRC (Quit: Once again the world is quick to bury me.)
22:06:49 <Afdal> is there a way to change your game script in the middle of game...
22:07:29 <Afdal> debug build lets me swap out newgrfs but I don't see anything like that for game scripts
22:09:40 *** Afdal has quit IRC (Quit: Leaving)
22:11:38 *** nielsm has quit IRC (Ping timeout: 480 seconds)
23:09:59 <_pruple> not feeling the reversible-articulated-vehicle love peter1138?
23:17:06 *** ChanServ sets mode: +v tokai
23:19:54 *** tokai|noir has quit IRC (Ping timeout: 480 seconds)
continue to next day β΅