IRC logs for #openttd on OFTC at 2025-02-22
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00:00:15 <wensimehrp> peter1138: I had the exact same problem with vscode terminal
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04:45:07 <DorpsGek> - Update: Translations from eints (by translators)
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08:12:53 <wensimehrp> peter1138: I see the Makefile for `grfbadges`
08:12:53 <wensimehrp> $(error DST must be set to openttd source directory)
08:12:54 <wensimehrp> grfcodec -d -p1 badges.grf
08:12:56 <wensimehrp> sed -i '1,/0C "Default Badges"/d' sprites/badges.nfo
08:12:56 <wensimehrp> cat tool.txt sprites/badges.nfo > $(DST)/media/baseset/openttd/badges.nfo
08:12:58 <wensimehrp> cp sprites/badges*.png $(DST)/media/baseset/openttd/
08:12:58 <wensimehrp> Clearly there is a line that copies badges image to another directory. peter1138[d] I'm not certain about your intention but does that mean you plan to move the GRF code & graphics into OpenTTD/OpenTTD?
08:13:00 <wensimehrp> If so, please don't include any more country flags in the repo. We are no longer using country flags for languages, and including them again is certainly not a good idea. The GRF would not cause minimal troubles if you keep it in your own repository rather than the organization's repository.
08:43:34 <_zephyris> Hmm, refittable badge?
08:43:53 <_zephyris> Refittability always seemed a bit hidden to me.
08:44:09 <_zephyris> Are the flags still needed in the baseset BTW, or can they be removed?
08:49:10 <michi_cc> wensimehrp: Country flags for languages are inappropriate, but why are country flags for countries inappropriate?
08:50:32 <Rubidium> well... how period correct do people want the flags to be?
08:50:38 <andythenorth> if the train nerds would just stop with realism sets, this would stop being an issue
08:50:54 <andythenorth> it's a game, we could have just invented nations
08:51:07 <andythenorth> players could have a great time making up lore
08:51:21 <andythenorth> but because autism, we have to import IRL problems
08:51:42 <ahyangyi> andythenorth: I do like the fake names in Iron Horse
08:52:20 <_zephyris> But can't people define badge icons anyway? Isn't that the point?
08:52:21 <andythenorth> taking escapism and importing the thing some of us are wanting to escape from
08:52:32 * andythenorth clearly stuck in a grump
08:53:14 <andythenorth> maybe I should go back to bed and try again π
08:53:25 <ahyangyi> Well, I make the fakest heightmaps...
08:53:30 <_zephyris> (I agree, just in a less grumpy way ;))
08:55:25 <ahyangyi> Oh, and I want to learn to draw trees in the OpenGFX2 style
08:57:54 <wensimehrp> _zephyris: I think they are used nowhere now
08:58:56 <_zephyris> wensimehrp: I know they're unused, but can they be removed without missing sprite warnings?
08:59:12 <wensimehrp> hmm, I don't think so
09:17:11 <peter1138> LordAro, I tried :/
09:24:11 <peter1138> michi_cc, propaganda machines are effective.
09:41:31 <peter1138> Hmm, I need a different font, in this one : and ; are too similar.
09:50:36 <wensimehrp> is it a programming font?
09:52:29 <peter1138> _zephyris, those old flags were an Action 05 block, so can be completely removed.
10:05:51 <peter1138> OpenTTD Mono is a coding font if I'm using it for coding.
10:10:09 <_zephyris> Curlz MT is a coding font if I'm using it for coding
10:18:07 <_zephyris> With tweaked tile edges?
10:21:56 <peter1138> Hmm, VS Code has a letter spacing setting, so I bring it closer together.
10:40:27 <ahyangyi> No harm is done to my code editors, I did it in the myfonts preview π
10:42:29 <truebrain> can you just imagine, a colleague asks for help, and you walk in on that
10:42:34 <truebrain> I think I would just walk away π
10:42:44 <truebrain> "you are on your own, bye now!"
10:53:33 <truebrain> look at what you did ahyangyi ... why do you make me suffer π
10:53:34 <ahyangyi> truebrain: I often feel my "help" is suggesting "try pressing more buttons!"
10:53:54 <ahyangyi> Oh, and I definitely pressed the wrong button this time π
11:06:12 <peter1138> Urgh. Stupid shoulder.
11:07:56 <peter1138> _zephyris, ew, a proportional-width font!
12:01:39 <Rubidium> truebrain: in #13635 I stumbled upon an assumption of ~10 MiB savegames for network games near WID_NJS_PROGRESS_TEXT in network_gui.cpp. Is that reasonable according to the surveys? Or are savegames close to 100 MiB already a reality?
12:08:50 <Rubidium> truebrain: yeah, that I know... it's setting the size of the window so the maximum is of importance and that's not in the public statistics
12:09:32 <Rubidium> also it might be that local games and network games have vastly different sizes
12:10:50 <peter1138> If it's just for maximum width then upping from 10MiB to 100MiB should be no problem.
12:11:00 <xarick> median savegame size instead of average
12:15:14 <xarick> @rubidium I looked into `SLV_SHIP_ROTATION` conversion, which also initializes `v->rotation_x_pos`and `v->rotation_y_pos`. I thought to myself, "hmm maybe this should also be the case just for sake of completion"
12:18:25 <Rubidium> also the average savegame size is likely weighted by the number of hours played
12:21:02 <Rubidium> peter1138: well with the 8 digits, it's already good until almost 100 MiB, so I think it's fine. I was just looking whether we might have a better estimate available now with the survey that 'this feels about right'
12:24:14 <xarick> wow, ship still crashing... what the heck
12:24:26 <xarick> it's a bad save, nevermind
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12:32:04 <peter1138> Technically it shouldn't matter here. The ship should be hidden, etc... (Although the hidden flag is set after, and not actioned on anyway.)
12:34:41 <Rubidium> and for real fun by {BYTES} and widths... imagine the 8 being widest, and the 1 and 0 just one narrower. Then a narrow decimal separator and a wide M and narrow G. 1000MiB might be wider than 8.88GiB. And doing things perfectly right here's going to be tricky (or very code-duplicatey) because the divisions by 1024 happening repeatedly in FormatBytes.
12:35:31 <Rubidium> ... please don't make that your next side-quest
12:36:35 <peter1138> GetBroadestDigit() is meant to handle some of that.
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13:15:04 <truebrain> Rubidium: No, the average savegame is not weighted against time played; it is just the average of all games transmitted.
13:19:49 <peter1138> > 96 files changed, 1703 insertions(+), 2173 deletions(-)
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13:19:55 <tony_pixel> Is it an issue that a train flipped has different bounding boxes?
13:21:15 <tony_pixel> A train consisting out of 8/8 pieces is fine, but anything else moves around when flipped
13:22:02 <tony_pixel> If i have something like 7/8 + 2/8 + 7/8, it somehow preserves position, but 7/8 + 1/8 + 1/8 + 7/8 doesn't
13:23:54 <peter1138> It's because vehicle positions are actually at the centre of each part, and with odd-numbered lengths that's not in the same place.
13:24:29 <peter1138> Middle parts are moved, but the end parts cannot be moved.
13:25:49 <peter1138> (If it did, the end part could end up on a different tile and track piece, without necessary things like path finding and reservations being taken into account.)
13:29:19 <tony_pixel> So correct way to do so would be something like x + y + x for odd length cars?
13:34:25 <truebrain> Rubidium: last week no savegame was above 40 MiB, and 99% was below 10 MiB (14.1 savegames)
13:35:20 <truebrain> JGRPP biggest one was 300 MiB, but those too are rare
13:36:10 <Rubidium> thanks truebrain, so the comment and assumption are right within basically half an order of magnitude for vanilla
13:40:15 <truebrain> Or worded different, JGRPP is:
13:41:14 <truebrain> owh, and I used a bucket of 10k, explaining the four zeros π
13:42:23 <tony_pixel> Peter, I don't quite understand the "Middle parts are moved, but the end parts cannot be moved.". What does stay at the same position, the middle rounded down?
13:57:21 <peter1138> Vehicle position is the centre of the part. That does not get moved for the end parts when flipping a train, but the parts in between the ends can be moved.
13:57:55 <peter1138> The bounding box relative position depends on the direction of the part.
13:59:13 <tony_pixel> So for odd-sized end parts this is more of luck than of calculation?
13:59:23 <peter1138> A 7/8ths part will have the centre point at 3/8ths (or 4/8ths, it doesn't matter) from the front.
13:59:26 <_glx_> hmm going from .hpp.sq to .sq.hpp is a pain
13:59:55 <_glx_> would be simpler to do .hppsq.hpp
14:00:02 <peter1138> When flipping this means the part does move, even though it's internal position is actually the same.
14:00:12 <peter1138> *does appear to move.
14:01:07 <tony_pixel> Will using 6/8 + 1/8 for 7/8 traincar fix that?
14:01:59 <peter1138> I wouldn't worry about it. It's basically normal. Every set that uses odd-length parts will have the same thing.
14:02:54 <peter1138> I've thought about ways to fix it properly but they always get side-tracked and side-quested.
14:03:46 <tony_pixel> So if I am just to align it via realsprite offsets to bounding boxes, that basically counts as correct?
14:03:48 <andythenorth> in soviet russia, does side quest watch you?
14:04:09 <peter1138> It's not a sprite alignment issue.
14:04:52 <peter1138> (Unless your 7/8 parts are actually a Multi-head engine, in which case it does still need special handling)
14:05:37 <tony_pixel> Well yes. My main concern is that sprites are aligned to bounding boxes, and boxes move when the train is flipped on stations. Since I am working on a push-pull "support" for my set, this is a bit of a downer, as I wanted to keep position as constant as possible
14:05:41 <truebrain> Okay, I added the percentile savegame sizes to the survey; it now needs to recalculate all of them, but after that, I will publish the result. Should make you able to answer that question again in a few months/years Rubidium, by looking at the table π
14:05:53 <peter1138> But as you haven't provided any pictures of the problem then I don't know.
14:06:50 <peter1138> Okay, in that case, you should not try to 'fix' it.
14:07:07 <tony_pixel> Oh that's a bit wrong
14:07:27 <peter1138> Since you didn't take the screenshot in the same position it's hard to see.
14:07:43 <peter1138> The train IS moving.
14:08:03 <tony_pixel> It appears to keep positions when I use 7+1+8 combo
14:08:23 <peter1138> Therefore no amount of sprite-offset twiddling is correct.
14:08:59 <peter1138> As I said, best not to worry about it, it's normal, and it's just the behaviour of the game.
14:09:09 <tony_pixel> Ok then, thanks anyway!
14:09:09 <peter1138> It's not a bug in your setl.
14:12:45 <peter1138> What it needs to fix it: the game needs to store the front position (x/y, tile and track) of the front part, and the rear position (x/y, tile and track) of the rear part. It will then be able to properly re-position the train when it's flipped.
14:13:42 <peter1138> Caveat with that is depending on where the train is stopped, some parts my appear to change angle (not just direction) when flipped.
14:13:42 <tony_pixel> Will that be a valid fix or a graphic fix? Which variant is more convenient for managing it under the hood?
14:14:20 <peter1138> The issue is nothing to do with graphics.
14:14:31 <peter1138> Therefore the fix is not a graphical fix.
14:14:49 <tony_pixel> I guess that most of my custom logic will go away anyway when we implement consists
14:15:25 <tony_pixel> I would love to take a part in it but university and work-seeking is siphoning away all my free time :/
14:19:42 <peter1138> Ah shit, sneezed :(
14:21:15 <tony_pixel> What so bad about that?
14:22:19 <peter1138[d]> See that rear wagon, what track is it on...
14:23:16 <peter1138[d]> What about now π
14:23:49 <peter1138[d]> Hmm, derailed...
14:24:43 <Rubidium> ... and then there was only "one" use of ZeroedMemoryAllocator
14:25:19 <peter1138[d]> Train on the left is in an 'illegal' position.
14:25:35 <peter1138[d]> And this is with standard 8/8 parts.
14:25:49 <peter1138> Hence why I say: don't try to fix this with offsets or part-splitting.
14:26:19 <peter1138> Rubidium, it's only one simple little class...
14:28:18 <tony_pixel> That I do know yes
14:28:20 <Rubidium> though I thought you had a patch for that, right?
14:31:22 <andythenorth> should I add running cost parameter to Iron Horse?
14:31:54 <andythenorth> why are we so against cost parameters for grfs? π
14:32:04 <andythenorth> is it because there's already a cost setting?
14:32:09 <andythenorth> and base cost grfs
14:32:32 <andythenorth> if two methods aren't working, third one's the charm?
14:32:33 <peter1138> Rubidium, I had a patch that made ZeroedMemoryAllocator fill the memory with something other than Zeroes, so I could find out what was missing...
14:33:09 <andythenorth> peter1138: have you got phrenic nerve pain?
14:33:17 <peter1138> My patch to remove ZeroedMemoryAllocator didn't fix all the windows, which is one reason I never PRd it.
14:33:41 <peter1138> andythenorth, I've got "I woke up this morning and my shoulderblade/back aches a little bit" pain.
14:34:06 <peter1138> I then tried to go on a bike ride and gave up after half a mile.
14:35:01 <peter1138> Some of my patches for removing ZMA were PRd and merged.
14:35:12 <peter1138> Often inconsequential things like changing C-array to std::array.
14:35:37 <peter1138> But the bigger things always ended up side-questing :S
14:47:40 <andythenorth> although the concept of AI => no senior engineers seems a bit malthusian
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15:59:12 <truebrain> lol, GitHub is unable to show the diff of that PR
15:59:53 <truebrain> ` Oops, something went wrong.`
16:01:09 <truebrain> even based on the commit, it can't get past wk14.json
16:02:55 <truebrain> would this work better?
16:03:32 <truebrain> nope; but at least the code is visible now π
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16:14:10 <truebrain> There we go! More numbers! π
16:14:18 <truebrain> 50% of the users have a savegame of less than 1MiB .. nice π
16:17:53 <peter1138> This probably helps with the "we need a new savegame compression system because it's too large / slow / old"
16:18:18 <peter1138> (Hmm, can we record how long it takes to make a save...)
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16:44:54 <johnfranklin> Bus departure on e-ink?
16:53:38 <_glx_> low power, no issue to read with sun
16:54:59 <peter1138> Oh, perhaps it's a substring in a GRFString :S
16:59:12 <peter1138> Handling the substring properly seems to have fixed it.
17:10:48 <peter1138> Hmm, so the refactoring is also less code :o
17:13:28 <peter1138> Just need to find a NewGRF that uses the Location callback to prevent building.
17:22:04 <talltyler> Industry set or house set? ITL Houses and Improved Town Industries both have callback-based placement rules.
17:22:54 <peter1138> Any set that I can see an error message returned.
17:23:07 <peter1138> And that error message needs to use the text ref stack.
17:23:21 <_glx_> hmm didn't I made a test grf for that ?
17:23:50 <peter1138> NML regression test?
17:25:29 <xarick> I'm having a difficult time setting up the proper condition to display an icon in the ai configuration
17:25:33 <talltyler> Try funding an ITI factory far away from a town, it should give you a NewGRF-provided error string (if thatβs what youβre looking for)
17:25:41 <_glx_> example_station.grf from december I think
17:26:20 <talltyler> I donβt believe Iβve used string parameters for any error messages though, my only use of the text stack is in ITIβs industry windows
17:26:23 <_glx_> but not sure it used text stack
17:26:37 <peter1138> talltyler, okay, I can test that too.
17:27:51 <talltyler> Oh, actually, try loading ITI and FIRS at the same time, I think both return errors naming the incompatible GRF.
17:27:55 <peter1138[d]> Interesting generation...
17:28:24 <talltyler> Flat terrain around industry strikes again, in the opposite direction to the usual plateaus:D
17:28:38 <peter1138[d]> Flat terrain is normal. It spawning at sea-level is not.
17:29:01 <talltyler> Sea level?? Thatβs very strange indeed
17:29:06 <talltyler> That should be flooded
17:29:20 <ahyangyi> Would it help if I make most of my industries work on slopes?
17:29:22 <peter1138[d]> I tried it. It did...
17:29:48 <talltyler> But I mean, it should be ocean during map generation
17:30:11 <_glx_> `04 00 FF 01 00 "ΓError test { {" 00` seems it does
17:31:40 <xarick> condition on line 7 is insuficient π¦
17:32:57 <peter1138[d]> talltyler: I wonder if it was a 1-corner hole, not a full tile.
17:33:29 <xarick> remember when I came up with
17:33:36 <xarick> "farms digging a hole"
17:33:55 <xarick> and i was trying to fix it and got the door shut?
17:39:47 <peter1138> Yeah, the difference is, I found it mildly interesting enough to share.
17:42:00 <peter1138> Your PR was also obviously wrong, as it was climate specific on a climate I'm not using.
17:42:42 <peter1138> This doesn't need fixing IMHO.
17:48:00 <peter1138> Oh yeah, comments would be good :D
17:54:35 <cu-kai> hi, i have a strange issue where scroll behaviour is different between xwayland and wayland modes
17:55:17 <cu-kai> i have tested with SDL event logging, and in xwayland the scrolling event seems to use integer values like so:
17:55:17 <cu-kai> INFO: SDL EVENT: SDL_EVENT_MOUSE_WHEEL (timestamp=3774461179 windowid=5 which=0 x=0 y=1 direction=normal)
17:55:41 <cu-kai> however when using wayland (SDL_VIDEODRIVER=wayland env var) the scrolling is like this:
17:55:41 <cu-kai> INFO: SDL EVENT: SDL_EVENT_MOUSE_WHEEL (timestamp=2800579856 windowid=4 which=0 x=0 y=0.732031 direction=flipped)
17:56:12 <cu-kai> the problem here is that i cannot zoom in our out in wayland mode, unless i scroll my mousewheel extremely fast (thus creating an event where the Y value is >=1)
17:56:31 <cu-kai> in xwayland, single movements of my scrollwheel create an event which is exactly =1 so zooming works fine
17:57:23 <cu-kai> i don't recall this being an issue previously with openttd, but i am not sure if a recent system update broke this or if it's on openttd's end as i cannot reproduce it on my desktop
17:58:59 <cu-kai> i currently don't have access to my desktop to test this either
18:01:08 <Rubidium> what version are you using?
18:12:02 <peter1138> Wayland being baffling, quelle surprise.
18:18:02 <andythenorth> I thought it would be actually audio programmed, but no, it's Audacity
18:35:12 <xarick> that first human company is so much trouble
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19:00:08 <cu-kai> Rubidium: i tried latest master, and 15.0 beta
19:02:41 <Rubidium> so the fractional scrolling thing added the 13th of December did not help with that, too bad
19:04:48 <peter1138> There's a multiplier somewhere, maybe that has an effect.
19:05:05 <peter1138> Okay, most of the time no EncodedString is needed. Hmm.
19:06:32 <talltyler> propvp: Discord Moderator
19:06:42 <truebrain> now they have pings in at least 4 channels! π
19:08:08 <truebrain> I dont get why Discord doesn't figure out this spam and mutes it instantly
19:08:17 <truebrain> I mean, it isn't that hard .. multiple channels .. money .. url ...
19:09:47 <cu-kai> there was an option in settings i tried changing, it didn't seem to have any effect
19:10:06 <cu-kai> "map scrollwheel speed"
19:13:17 <peter1138> Hmm, for any string that is pre-mapped (via AddStringForMapping) does it make sense that it couldn't be using the text ref stack.
19:13:58 <peter1138> If it's pre-mapped, it's not via a callback, therefore there's no temporary registers for the stack.
19:17:06 <peter1138> Been confused by the error message window using the text ref stack for all of the 3 different strings of the error.
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19:20:06 <frosch123> Callback could include a builtin string as substring?
19:21:13 <frosch123> Error message shows result of industry location check etc
19:21:29 <cu-kai> Rubidium: is the fractional scaling change specific to wayland?
19:21:57 <cu-kai> (sorry, too many rants about fractional scaling, lol)
19:32:54 <peter1138> frosch123, substrings are already handled.
19:33:18 <peter1138> (In that case we are already processing the stack.)
19:34:48 <peter1138> Damn it, I was too lazy to do rice, so decided to have left over curry with a naan bread.
19:35:03 <peter1138> The naan bread is mouldy. So, uh... simple meal :S
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20:03:14 <peter1138> Just moved a comment to where it's applicable.
20:04:40 <peter1138> Will a whisky help my shoulder?
20:04:50 <peter1138> I'm not sure but I'm willing research.
20:05:49 <cu-kai> Rubidium: i reverted the commits in that PR (#13169) and scrolling is still rubbish with the wayland driver
20:10:40 <andythenorth> peter1138: shoulder pain isn't always in the shoulder
20:11:33 <andythenorth> referral from other nerves, if it's diaphragm, might be why sneezing made it hurt
20:12:03 <peter1138> That hurt because my whole body jerked.
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20:53:23 <cu-kai> so interestingly on my system, with mx master 3 mouse, my vertical scrollwheel generates float movement values in SDL in wayland mode, but integer values otherwise. but my horizontal scrollwheel always generates an integer movement value.
20:53:42 <cu-kai> is there a way to tell openttd to zoom in/out regardless of the Y value being >1? i can't find anything obvious in the code.
20:53:50 <cu-kai> i think this would solve the issue
20:54:33 <cu-kai> i also think this behaviour might partially be a KDE issue
20:55:12 <cu-kai> but increasing the scroll speed doesn't really help as it's not linear anyway (the faster i scroll the wheel, the higher the float value)
21:00:08 <peter1138> As far as the SDL API is concerned, the scroll wheel argument is integer.
21:00:21 <peter1138> Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
21:00:41 <_glx_> though the version check feels wrong
21:01:06 <_glx_> `float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */`
21:01:46 <cu-kai> yeah.. i'm using the SDL_EVENT_LOGGING env var and it's showing floats
21:02:25 <cu-kai> for example: INFO: SDL EVENT: SDL_EVENT_MOUSE_WHEEL (timestamp=3349135512 windowid=4 which=0 x=0 y=0.380469 direction=flipped)
21:03:04 <cu-kai> anyway, i reverted the commit for this and i still have issues
21:04:12 <_glx_> x and y are definitely int in the doc
21:04:20 <peter1138> INFO: SDL EVENT: SDL_MOUSEWHEEL (timestamp=8775 windowid=1 which=0 x=0 y=1 preciseX=0.000000 preciseY=1.000000 direction=normal)
21:04:23 <peter1138> INFO: SDL EVENT: SDL_MOUSEWHEEL (timestamp=10458 windowid=1 which=0 x=0 y=-1 preciseX=0.000000 preciseY=-1.000000 direction=normal)
21:04:26 <peter1138> INFO: SDL EVENT: SDL_MOUSEWHEEL (timestamp=11258 windowid=1 which=0 x=0 y=1 preciseX=0.000000 preciseY=1.000000 direction=normal)
21:04:29 <peter1138> INFO: SDL EVENT: SDL_MOUSEWHEEL (timestamp=11859 windowid=1 which=0 x=0 y=-1 preciseX=0.000000 preciseY=-1.000000 direction=normal)
21:05:26 <_glx_> `float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */` <-- in sdl3 doc
21:05:40 <peter1138> SDL 3 changes things, but we are SDL 2.
21:06:08 <peter1138> Your diagnostics suggests you've got SDL 3.
21:06:14 <peter1138> But that would be weird.
21:06:41 <_glx_> looks like your openttd is using SDL3 while we only support SDL2
21:07:38 <peter1138> I would expect it to fail to build without other changes.
21:08:53 <peter1138> There exists an SDL2 to SDL3 compatiblity layer.
21:09:22 <peter1138> So kinda smells of that.
21:10:31 <_glx_> really looks like a bad idea
21:15:46 <Rubidium> funnily enough their latest commit as of writing this is "Accumulate fractional mouse data", so I guess that if you're using sdl2-compat you're using a version that's essentially broken
21:23:53 <cu-kai> peter1138: i'm on arch and the sdl package got upgraded to sdl3, and now i have an sdl2-compat package
21:25:00 <cu-kai> checking my cmake config, i see this: SDL2_DIR /usr/lib/cmake/SDL2
21:32:06 <peter1138> Yeah, you're out of luck, sorry.
21:32:29 <cu-kai> np, thx anyway. do i just wait for arch to update their package?
21:32:52 <peter1138> You could report the issue to arch, in case they are not aware of sdl2-compat being broken.
21:38:09 <cu-kai> flagging it as broken won't help, will need to wait for them to make another release with the fix, then one can flag the package as out of date.
21:38:19 <cu-kai> anyway, appreciate the help and info.
21:39:12 <peter1138> The first step is making sure they know it's broken. What happens after is up to them.
21:43:59 <cu-kai> i guess this is the downside to being on a bleeding-edge distro :)
21:44:45 <cu-kai> specifically #1 on that tracker
21:58:08 <peter1138> Heh, icculus mispelled his name on the arch gitlab.
22:01:55 <peter1138> Well, good luck getting it fixed... as a closed issue because it's "too political"
22:06:31 <xarick> can you yolo 13625 too?
22:07:37 <peter1138> I can onlky yolo PRs that are approved.
22:08:28 <xarick> and a savegame fixing is required
22:08:36 <xarick> unless it is already required
22:09:40 <xarick> has there been night builds after 11a8b71 already?
22:16:22 <xarick> alright, gonna remove those 2 lines
22:18:38 <peter1138> > 96 files changed, 1674 insertions(+), 2165 deletions(-)
22:18:43 <peter1138> Hmm, that didn't help all that much...
22:27:03 <cu-kai> peter1138: yeah, i'm not sure i'll even bother with that issue tracker. building openTTD against "real" SDL2 fixes the problem
22:27:17 <cu-kai> now i see: INFO: SDL EVENT: SDL_MOUSEWHEEL (timestamp=9946 windowid=1 which=0 x=0 y=0 preciseX=0.000000 preciseY=0.133333 direction=normal)
22:30:14 <xarick> oops, i merely rebased 13565
22:53:20 <peter1138> I knew about that one, and forgot about it.
22:53:38 <peter1138> I might have a commit or stash for it.
23:01:36 <peter1138> > STR_ORDER_TEXT :{STRING4} {STRING2} {STRING} {STRING}
23:01:42 <peter1138> Okay, this one is a pain...
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23:08:12 <talltyler> Yeah, not to side quest you, butβ¦
23:08:45 <peter1138> I think I'm going to cheat.
23:33:42 <peter1138> Hmm, what is this {STRING1} for...
23:33:58 <peter1138> I have a suspicion it's for including another optional part of the string...
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23:37:38 <peter1138> {DEPOT} eats two parameters, right?
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23:48:51 <_glx_> yup vehicle type and depot id
23:49:22 <_glx_> or station id for aircraft
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23:52:50 <_glx_> station id is forwarded to the real string for aircraft, while other types translate to 2 args (town id and counter)
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23:59:27 <peter1138> Yeah, the code being {DEPOT1} would have saved me some brain.
continue to next day β΅