IRC logs for #openttd on OFTC at 2025-04-03
            
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04:50:04 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #13958: Codechange: Manage window viewport with std::unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/13958#pullrequestreview-2738464719
04:51:07 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13942: Revert f719fa678f: [CI] The fix is now implemented at vcpkg level https://github.com/OpenTTD/OpenTTD/pull/13942#pullrequestreview-2738487369
05:14:50 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2738502852
05:27:43 <andythenorth> well
05:28:01 <andythenorth> coffee?
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06:44:23 <kuhnovic> YES
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07:23:12 <_zephyris> β˜• Second cup, going down now.
07:28:46 <_zephyris> So, `alternative_sprites` in `if` blocks are allowed, but don't work in `if` blocks - they just get included/used whatever.
07:39:54 <peter1138> What are you actually trying to do?
07:41:57 <peter1138> The binary NewGRF file format doesn't allow for conditional alternative sprites.
07:45:32 <jfkuayue> Haggis!
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07:52:12 <_zephyris> I'm not trying to do conditional alternative per se
07:52:37 <_zephyris> Trying to work out if it would be better to have an error instead of a warning if alternative sprites get redefined
07:53:20 <_zephyris> (and testing conditional alternate handling as a good example of why allowing redefinition gives unexpected behaviour)
08:02:00 <peter1138> So are you talking about modifying NML to give an error?
08:03:30 <_zephyris> IMO yes
08:04:12 <_zephyris> Both for alternative sprites which are isolated from their parent in a conditional block, and for redefinition of an existing combination of zoom/bit depth
08:06:52 <_zephyris> First because it won't behave as expected, second because I can't see a useful reason to use for it
08:07:37 <peter1138> See, I asked what you were trying to do, and you told me what you are not trying to do ;-)
08:08:46 <_zephyris> Welll, I'm not sure I'm _able_ to do what you asked πŸ˜‰
08:09:52 <_zephyris> Currently it's schrodingers what am I actually trying to do
08:37:22 <peter1138> Huh.
08:37:28 <peter1138> "Why is this feature not working?"
08:37:36 <peter1138> Well, being on the right branch would have helped me.
08:49:38 <DorpsGek> [OpenTTD/nml] zephyris opened issue #371: Bug: `alternative_sprites` in conditional blocks away from the parent behave inconsistently https://github.com/OpenTTD/nml/issues/371
08:55:25 <xarick> hi
08:58:02 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357277956074115093/image.png?ex=67ef9f19&is=67ee4d99&hm=7b252829c43955f8789eec51ca8b765fdcc2e51bad8fca39fca1aa4d2dbf085c&
08:58:02 <xarick> I can't wait any longer
08:59:09 <DorpsGek> [OpenTTD/nml] zephyris opened issue #372: Bug(?): Re-definition of alternative sprites is not treated as an error but has no productive use https://github.com/OpenTTD/nml/issues/372
08:59:18 <kuhnovic> Sure you can, you're not running at 0.01x yet
09:00:20 <xarick> i wish things would go faster
09:00:30 <xarick> AI is not efficient enough
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09:17:51 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357282944720437410/screenshot78.png?ex=67efa3bf&is=67ee523f&hm=a6e327534029b3788858ddfd2064250f33ead65cfa0c38fe57731f5a7f8bd90d&
09:28:17 <kuhnovic> The good ol' 4K map again...
09:31:06 <peter1138> You wouldn't have these performance issues if you didn't increase all the limits that are there for reasons.
09:31:28 <peter1138> (He says, not loading Wentbourne)
09:31:51 <peter1138> ((Although that's probably using increased limits too.))
09:37:52 <exceptik> peter1138: good ol hiding problems under carpet method?
10:35:53 <michi_cc> No, more like "Why does my head hurt if I hit it with a hammer?"
10:39:33 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357303503667728454/image.png?ex=67efb6e4&is=67ee6564&hm=bcd3892cf8859670e9c1082a214f01e1e8ebe5ad972acaa18f01ab83ca5c317d&
10:39:33 <xarick> looks like my other game with supersimpleais has reached the orderlist limit or something
10:44:59 <xarick> let me confirm something
10:55:00 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13942: Revert f719fa678f: [CI] The fix is now implemented at vcpkg level https://github.com/OpenTTD/OpenTTD/pull/13942
11:17:03 <DorpsGek> [OpenTTD/nml] zephyris commented on issue #371: Bug: `alternative_sprites` in conditional blocks away from the parent behave inconsistently https://github.com/OpenTTD/nml/issues/371
11:32:49 <xarick> no limits
11:32:57 <xarick> it's the ai failing
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11:40:20 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #13946: Fix: Reference to the correct section of the README if a graphics or … https://github.com/OpenTTD/OpenTTD/pull/13946
11:48:05 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13906: Fix: [Script] Reset instance when changing running scripts in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13906#pullrequestreview-2739568329
11:51:30 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13896: Fix #10179: [Script] Only run the Game::GameLoop() in-game https://github.com/OpenTTD/OpenTTD/pull/13896#issuecomment-2775509121
11:51:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940
11:55:44 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13949: Fix: MayHaveRoad claimed rail station tiles had road, so the custom stationspec index would be read as roadtype https://github.com/OpenTTD/OpenTTD/pull/13949#issuecomment-2775518637
11:56:54 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #13950: Codefix: Conversion from char to char32_t requires cast to unsigned first https://github.com/OpenTTD/OpenTTD/pull/13950
11:57:33 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #13951: Codefix dccc6185: Incorrect encoding of empty parameters in ScriptText. https://github.com/OpenTTD/OpenTTD/pull/13951
11:58:11 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #13952: Simplify Czech townname generation https://github.com/OpenTTD/OpenTTD/pull/13952
11:59:18 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13906: Fix: [Script] Reset instance when changing running scripts in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13906#pullrequestreview-2739594920
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12:02:50 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2739604984
12:06:25 <xarick> the instance must exist for GS too, I think
12:17:54 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13896: Fix #10179: [Script] Only run the Game::GameLoop() in-game https://github.com/OpenTTD/OpenTTD/pull/13896#issuecomment-2775605576
12:19:43 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13906: Fix: [Script] Reset instance when changing running scripts in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13906#pullrequestreview-2739647586
12:20:54 <_glx_> xarick: No, GS instance can safely be nullptr, it's properly checked.
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12:21:15 <peter1138> Yeah, there shouldn't be running scripts in scenario editor.
12:21:48 <peter1138> They are incorrectly started after loading an existing scenario (or perhaps it needs to be a converted savegame.)
12:22:52 <_glx_> Starting and running are different things. But for converted savegame it needs to be started to not discard saved data.
12:23:43 <xarick> it won't crash in the debug window?
12:23:49 <_glx_> I guess a saved scenario will also start GS on reload.
12:24:09 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13957: Fix #13955: Fixed graphs to respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957#pullrequestreview-2739650116
12:24:38 <_glx_> xarick: No crash in debug window if it's invalidated, which my PR does.
12:26:01 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13956: Fix #13954: Plotting graphs with limited data to the right in case of wallclock mode https://github.com/OpenTTD/OpenTTD/pull/13956#pullrequestreview-2739664056
12:29:09 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13906: Fix: [Script] Reset instance when changing running scripts in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13906#pullrequestreview-2739673003
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12:36:09 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13957: Fix #13955: Fixed graphs to respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957
12:39:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13958: Codechange: Manage window viewport with std::unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/13958#pullrequestreview-2739702106
12:42:39 <peter1138> Annoying. I have a headless pi that is no longer listening for SSH.
12:51:39 <kuhnovic> Can somebody look at 13885 ? It might be nice to have it in the upcoming beta / release
12:56:58 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953
12:57:06 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2739753344
12:59:18 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2739759640
12:59:29 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2739760242
12:59:32 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex updated pull request #13956: Fix #13954: Plotting graphs with limited data to the right in case of wallclock mode https://github.com/OpenTTD/OpenTTD/pull/13956
13:06:59 <frosch123> Hmm, why are there no translations in emscripten deployments? I can only select English
13:13:17 <frosch123> Found the explanation in the CMakeLists
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13:49:18 <xarick> wow... array insert is slo
14:00:28 <andythenorth> peter1138: I assume you were talking to me there, about Horse compile times? πŸ‘€
14:00:33 <andythenorth> 🐴
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14:06:32 <peter1138> Well.
14:07:50 <xarick> this.random_numbers_array.insert(x, number); this is doing lots of resizes
14:08:54 <truebrain> frosch123: Size πŸ™‚
14:10:17 <frosch123> And missing fontconfig
14:10:17 <frosch123> So I can't test RTL stuff anyway
14:13:16 <truebrain> Nope
14:25:13 <xarick> beta2 coming now?
14:30:10 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13957: Fix #13955: Fixed graphs to respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957
14:32:07 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13957: Fix #13955: Fixed graphs to respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957#pullrequestreview-2740120478
14:32:37 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13957: Fix #13955: Fixed graphs to respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957#pullrequestreview-2740122653
14:40:58 <xarick> AILists don't take many ops to save or load? interesting
14:41:22 <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #13959: Fix: Numbers were left-aligned for RTL languages in several windows. https://github.com/OpenTTD/OpenTTD/pull/13959
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14:59:13 <peter1138> > Also, if I might make a suggestion, can you please disable passengers in cargo vehicles?
14:59:16 <peter1138> Hh
14:59:24 <peter1138> So there are NewGRFs that just allow anything :)
14:59:39 <peter1138> > This was designed for players who like eyecandy,
14:59:40 <peter1138> Uh huh.
15:03:35 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953
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15:20:43 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13885: Change: Treat already built errors as success when building long road or rail https://github.com/OpenTTD/OpenTTD/pull/13885#pullrequestreview-2740305167
15:28:49 <_glx_> xarick: Not a reason to misuse them
15:50:34 <xarick> could some of the squirrel functions be optimized somehow?
15:50:49 <xarick> i know it's 3rd party code 😦
15:51:02 <xarick> code style is different
16:01:01 <_glx_> opcodes and squirrel source functions are unrelated
16:03:12 <_glx_> the only thing responsible for opcode use is the code in .nut
16:06:58 <xarick> can table keys be something complex...
16:07:16 <xarick> probably not
16:08:50 <_glx_> keys can be anything IIRC
16:08:58 <_glx_> except null maybe
16:09:25 <exceptik> Inb4 hashable null
16:09:41 <xarick> `table.rawset([nice_array], [another_array]);`
16:10:46 <_glx_> "values can be any possible type and keys any type except 'null'"
16:11:05 <xarick> very interesting, an array as key
16:11:22 <xarick> let's see if it works the way I think
16:14:58 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953#pullrequestreview-2740466791
16:15:09 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357387963738095626/image.png?ex=67f0058d&is=67eeb40d&hm=724103f0e12da0db246ea1897289a2895e66e4c2e45ace6ce928ad21b6b254f9&
16:15:09 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357387963985690855/image.png?ex=67f0058d&is=67eeb40d&hm=81318c11dc03290afa1326e9a5689e6caf7c2be312aca01b8dd3efe8ce7a44e8&
16:15:09 <xarick> nope
16:15:17 <xarick> how disappointing
16:18:41 <_glx_> it's not the same array
16:18:48 <_glx_> so not the same key
16:19:17 <andythenorth> naptime?
16:22:53 <xarick> how many cargo classes vs how many cargo types in the game
16:23:17 <Rubidium> too
16:24:39 <xarick> CargoType = uint8_t
16:25:25 <xarick> CargoClass : uint8_t
16:29:34 <_glx_> 16 cargo classes (it's 16bit bit mask)
16:30:10 <_glx_> <https://newgrf-specs.tt-wiki.net/wiki/Action0/Cargos#CargoClasses_.2816.29>
16:31:13 <_glx_> and 64 cargo types <https://newgrf-specs.tt-wiki.net/wiki/Action0/Cargos>
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16:43:45 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #13953: Add Utf8View to simplify iterating over UTF-8 data with bounds checking https://github.com/OpenTTD/OpenTTD/pull/13953
16:53:00 <xarick> TableListToAIList
16:54:11 <xarick> Undoing this <https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/Utils.nut#L79-L91>
17:02:41 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13943: Remove C-style string parsing and composing https://github.com/OpenTTD/OpenTTD/pull/13943
17:06:41 <andythenorth> hmm after much 'optimisation' Iron Horse 'refactor' branch compile time is now....
17:06:47 <andythenorth> ....the same as the last tag on main branch
17:06:48 <andythenorth> lol
17:06:55 <andythenorth> "side quest"
17:07:14 <andythenorth> and it has fewer vehicles
17:11:56 <andythenorth> no I tested wrong somehow
17:13:22 <andythenorth> 19 seconds vs 36 seconds from clean
17:13:26 <andythenorth> less lol
17:15:19 <xarick> shouldn't I be getting errors about CargoID or BridgeID?
17:15:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357403226458296391/image.png?ex=67f013c4&is=67eec244&hm=f5ca46073f8860e2d39aff0a39e6ee90dad2c8375421f9b8dfd0ad4232612d5b&
17:15:48 <xarick> nvm spoke too early
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17:49:07 <andythenorth> hmm run out of optimisation ideas
17:51:16 <andythenorth> nml generation is 4 s, nmlc step is 11 s, grfcodec is 3 s, process overhead is 1 s
17:51:46 <andythenorth> there's some jitter, sometimes nml generation is only 2s and nmlc is only 10 s
17:52:33 <andythenorth> I can save 0.3 s in nml generation by caching some infrequently changed nml files and using #include to bring them
17:52:44 <andythenorth> but the file io might eat that saving
17:54:17 <andythenorth> with a primed cache, nmlc -> grf is 9.1 s
17:54:29 <andythenorth> but that's much slower than grfcodec when sprites have changed
17:54:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357412960380653748/image.png?ex=67f01cd5&is=67eecb55&hm=8aadc374c59efd463043a31ebc11c713d0f3a3b045c48c8b2087969d82156c6a&
17:54:29 <xarick> AIList save and load working correctly!
17:54:46 <xarick> used cities Pass / Mail use AIList now
17:55:45 <andythenorth> hmm I could generate both grf and nfo, and use the nfo route when only sprites are changed
17:56:10 <andythenorth> but that will be more complex
17:59:17 <andythenorth> _glx_: could we cache the parse (and AST?) from a #include> πŸ˜›
17:59:30 <andythenorth> "pickle is slow" though
17:59:52 <_glx_> but how to handle the #defines ?
18:00:29 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13885: Change: Treat already built errors as success when building long road or rail https://github.com/OpenTTD/OpenTTD/pull/13885#issuecomment-2776549506
18:00:54 <andythenorth> ah yes, defines πŸ˜›
18:01:19 <andythenorth> no caching if define is used πŸ˜›
18:02:04 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1357414870211104838/image.png?ex=67f01e9c&is=67eecd1c&hm=b34ca73182f083d42c163f739326560988d06311d431e014e265e79b6e15bd8c&
18:02:04 <andythenorth> the parser and preprocessing for current Horse:
18:03:22 <andythenorth> unrelated: the grfcodec build of iron-horse.grf is 38 MB, the nmlc build is 45 MB
18:05:46 <andythenorth> also wonder why grfcodec is so slow πŸ˜›
18:18:49 <Rubidium> maybe grfcodec tries harder to compress the images?
18:19:16 <Rubidium> there are different strategies that can be used, so it might be trying all and chose the most efficient one
18:24:05 * andythenorth looking what flags I use
18:25:27 <andythenorth> might be because grfcodec has -c set in flags
18:32:35 <andythenorth> looks like grfcodec is arm native
18:32:41 <andythenorth> I guess it can't be multithreaded
18:38:21 <frosch123> Nml and grfcodec compression is identical, they use the same code
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18:39:21 <frosch123> Making sprite compression in nml multithreaded is easy, I had a patch for that 10 years ago
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18:45:29 <_zephyris> Would help with extra zoom baseset build times...
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18:52:06 <yiffgirl> is there anything i can do to help speed https://github.com/OpenTTD/nml/pull/358 along? it'd be a major quality of life upgrade
18:58:05 <_glx_> andythenorth: Yeah if grfcodec crops but nml doesn't it can explain the difference
19:02:30 <_zephyris> _glx_: Any thoughts or feelings about handling alternative sprites?
19:02:50 <_zephyris> I've listed them as bugs, but that's kinda up for debate...
19:03:40 <andythenorth> frosch123: was it an mp pool?
19:05:50 <frosch123> No. Threadpool in single process. All the png loading and compression runs in c modules without GIL
19:07:27 <andythenorth> πŸ‘€
19:10:57 <jfkuayue> Why do all gay people type without capitalisations?
19:10:57 <andythenorth> wonder why Horse is not creating .nmlcache
19:12:39 <_glx_> should I <https://github.com/OpenTTD/OpenTTD/compare/master...glx22:OpenTTD:GS_strings> ?
19:14:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13906: Fix: [Script] Reset instance when changing running scripts in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13906
19:15:44 <andythenorth> maybe .nmlcache is only created if --nfo isn't used
19:16:41 <_glx_> the cache is only used when actually using the images, so for --grf
19:17:37 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13957: Fix #13955: Make graphs respect RTL https://github.com/OpenTTD/OpenTTD/pull/13957
19:17:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #13955: [Bug]: Plots do not respect right-to-left text direction https://github.com/OpenTTD/OpenTTD/issues/13955
19:17:43 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #13955: [Bug]: Plots do not respect right-to-left text direction https://github.com/OpenTTD/OpenTTD/issues/13955
19:18:13 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13959: Fix: Numbers were left-aligned for RTL languages in several windows. https://github.com/OpenTTD/OpenTTD/pull/13959#pullrequestreview-2740913813
19:20:24 <andythenorth> jfkuayue: you're going to get kicked
19:20:39 <andythenorth> or you're going to have to explain you left your device unlocked
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19:37:05 <jfkuayue> This does not mean the reverse…
19:49:25 <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #13960: Codechange: Remove broken and unused StrMakeValidInPlace overload. https://github.com/OpenTTD/OpenTTD/pull/13960
19:50:47 <yiffgirl> andythenorth: as a gay person this is extremely funny to me
20:00:22 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13956: Fix #13954: Plotting graphs with limited data to the right in case of wallclock mode https://github.com/OpenTTD/OpenTTD/pull/13956#issuecomment-2776793699
20:01:12 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #13960: Codechange: Remove broken and unused StrMakeValidInPlace overload. https://github.com/OpenTTD/OpenTTD/pull/13960
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20:02:08 <xarick> TownManager is still a mess. I really wanted to make this fast
20:05:20 <andythenorth> yiffgirl: it’s big lol eh πŸ™‚
20:08:01 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #13960: Codechange: Remove broken and unused StrMakeValidInPlace overload. https://github.com/OpenTTD/OpenTTD/pull/13960#pullrequestreview-2741018501
20:16:16 <DorpsGek> [OpenTTD/OpenTTD] xJayMorex commented on pull request #13956: Fix #13954: Plotting graphs with limited data to the right in case of wallclock mode https://github.com/OpenTTD/OpenTTD/pull/13956#issuecomment-2776823324
20:22:17 <frosch123> Any opinions on #13954?
20:22:17 <frosch123> Should time charts start on the left and put "now" somewhere in the middle? Or should they right-align, so "now" is at the border?
20:23:24 <_zephyris> Are you worried about incomplete data, ie. early in the game?
20:23:40 <frosch123> Xjay disagreed with me at first, then implemented it anyway, but only for wall clock mode. Now he disagrees again for calendar mode
20:24:20 <frosch123> _zephyris: Yes, it only affects start of game.
20:24:46 <frosch123> "Who cares"?
20:25:08 <_zephyris> Yeah
20:26:08 <_zephyris> FWIW I'd right align for time prior to now, and left align for time on an absolute date scale.
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20:27:40 <_zephyris> The conceptual different being 'relative to now' vs. 'here's an absolute date time scale which is invariant, and I'm plotting my data next to that'
20:31:27 <_zephyris> Hmm, just saw the industry production vs. other graph inconsistency... That'll bug me
20:31:50 <_zephyris> Mark me as conflicted
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20:41:46 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357455056777248988/screenshot81.png?ex=67f04409&is=67eef289&hm=d02f4bca364c2ec47c25b215050377b0d7f7baa13b490f966412f5652b8102fb&
20:41:46 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1357455057162993734/screenshot82.png?ex=67f04409&is=67eef289&hm=1f2f68d492c4a36bde3a236f8ca72a392c1994591e7d199db9b24c600709489f&
20:43:03 <xarick> industry production should start at left
20:46:32 <xarick> or just wait enough time and everything will look alright
21:06:29 <xarick> Need to get rid of this array to something faster <https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/TownManager.nut#L40>
21:06:34 <xarick> must think
21:10:00 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13961: Change: [Script] Start GS (but don't run it) when generating world in scenario editor https://github.com/OpenTTD/OpenTTD/pull/13961
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22:18:06 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13665: Codechange: Code style changes to AI/GS GUI files https://github.com/OpenTTD/OpenTTD/pull/13665
22:29:38 <__abigail> jfkuayue: Good morning! I hope you're having a wonderful day. I just wanted to inform you that some of us are, in fact, capable of capitalisation.
23:29:07 <reldred> It's a bit of a generalization, yes.
23:55:57 <jfkuayue> Sorry, I was just confused