IRC logs for #openttd on OFTC at 2025-04-13
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00:18:51 <belajalilija> andythenorth: Nah
00:19:20 <belajalilija> I think that goes against the spirit of your set
00:39:52 <talltyler> Iโll take the opposite opinion and agree with Andy, that might be nice. Horse already has some opinionated wagon colours in the farm product wagons and red mail wagons.
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05:05:00 <DorpsGek> - Update: Translations from eints (by translators)
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07:06:41 <andythenorth> are they 'colour mixes' or 'liveries'?
07:07:23 <andythenorth> I didn't call them 'livery' because possibly nobody knows what that means
07:13:50 <Rubidium> a livery is just the way the vehicle is painted/stickered, right?
07:17:25 <andythenorth> the game uses it
07:49:36 <andythenorth> is there a way to get the windows nmlc.exe for 359?
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08:02:00 <andythenorth> my build / dist artefacts are all macos
08:03:27 <andythenorth> google suggests I could cross-compile to Windows with clang
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08:29:23 <peter1138> Hmm, phantom breakpoints.
08:29:59 <andythenorth> phantom tuples here
08:30:17 <andythenorth> copy params to a method, forget to remove a trailing comma
08:33:53 <peter1138> Can articulated road vehicles carry different cargo types? I think they can...
08:34:31 <andythenorth> doesn't work so great mixed with pax ๐
08:35:03 <peter1138> WhoCanServiceIndustry() seems to assume they can't.
08:43:05 <andythenorth> wouldn't account for articulated ships either ๐
08:43:48 <andythenorth> hmm aircraft, but with an industry where the cargos are pax and mail
08:54:00 <peter1138> If ships could transport other vehicles...
08:54:20 <andythenorth> double side quest
08:54:35 <andythenorth> but everything's just pointers, right?
08:54:38 <peter1138> Ships are vehicles.
08:54:49 <peter1138> Therefore if vehicles could transport other vehicles...
08:55:15 <peter1138> How many nested levels could you achieve?
08:57:31 <andythenorth> imagine the conditional orders though
08:57:35 <peter1138> Airbus Beluga -> Train -> Vans -> Log rafts -> Paper aeroplanes.
08:57:37 <andythenorth> would need a loop unroll
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09:00:27 <michi_cc[d]> Is there any point in trying for a release today, or is there still too much half-done stuff in master?
09:02:47 <_glx_> Would be a good way to find all hidden bugs
09:14:07 <Heiki> I think there is a slight inconsistency in the OpenGFX2 strings: STR_GRF_DESCRIPTION says โGPL v2+โ, but STR_GENERAL_DESC and STR_OBG_DESCRIPTION_EXTRA state โFreely available under the terms of the GNU General Public License version 2โ rather than โversion 2 or laterโ
09:28:09 <peter1138> Is there anything in the Action 3 spec that says whether remapping an item will be ignored or not?
09:28:25 <peter1138> It seems somewhat inconsistent.
09:41:37 <xarick> in the spirit of infinite money, should my AI buy exclusive transport rights on every town?
09:41:55 <xarick> or is that too much cheating
09:48:33 <xarick> woah, I forgot NoCAB does really impressive rail networks
09:50:55 <andythenorth> badges are better flat-ish?
09:50:57 <xarick> okay, not so impressive after all
09:51:24 <andythenorth> I should arse around with "ih/vehicle_metadata/gen/4" or "ih/vehicle_metadata/behaviour/random_wagon"
09:51:43 <andythenorth> it's not a taxonomy of properties eh
09:54:20 <peter1138> Think I'll just remove the bit that skips it.
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10:08:33 <_zephyris> @Heiki it should match ogfx, can't remember what that is, pop a note on the PR
10:20:36 <andythenorth> ok so `ih_gen/4`, `ih_gen/5` as badges
10:20:52 <andythenorth> for autoreplace?
10:22:02 <andythenorth> unrelated, can we use `f"{}"` format strings in nmlc?
10:22:48 <andythenorth> introduced in python 3.6 afaict
10:25:15 <andythenorth> nvm, I see we already have an idiom for printing line number, that will do
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10:49:07 <zanooda2000> andythenorth: Maybe "double" will fit?
10:50:49 <zanooda2000> Or just "special", can also be used for Torpedo wagon and that super-small but capacious slav wagons
10:51:13 <andythenorth> considering other options
10:51:49 <andythenorth> although..Gen could be a separate badge
10:52:00 <andythenorth> or it's just visual noise
10:52:38 <zanooda2000> Hmm... "tags" instead of taxonomy?
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10:55:09 <andythenorth> the "Gen 4" is only really there because OpenTTD doesn't show wagon intro dates
10:55:28 <andythenorth> players shouldn't need to see it really
10:55:55 <andythenorth> and repeating "Product Tanker" is just needless duplication of the vehicle name
10:56:04 <peter1138> As badges is merged, the NML PR is probably not experimental any more...
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10:56:23 <__abigail> andythenorth: Please add a scientific name for them ๐ฅบ
10:56:28 <andythenorth> I'm using it for weeks
10:56:40 <andythenorth> __abigail: in Latin?
10:56:47 <peter1138> Watching a video of someone making a track using a single synth... that I also have.
10:57:02 <peter1138> All I do is just make it make a noise :S
10:58:06 <andythenorth> how are badges ordered in the purchase text?
10:58:09 <andythenorth> declaration order?
10:58:58 <peter1138> Basically, consider the classes unordered. Each name is added in the order it appears in the badge property, though.
10:59:18 <andythenorth> the classes are declaration order
10:59:31 <andythenorth> obvs you wrote it, you'd know that ๐
10:59:36 <andythenorth> just telling myself by testing in grf
10:59:46 <peter1138> Yes, but considered it unordered, i.e. don't rely on that.
11:01:07 <andythenorth> can I consider it 'ordered, with no warranty"? ๐
11:05:46 <andythenorth> ok I've dropped the 'Length' badge, bit weird, but seems to be preferable
11:08:52 <zanooda2000> andythenorth: it is extremely useful when "no vehicle expire" is enabled
11:09:19 <zanooda2000> hmm, btw, why iron horse not supports inflation?
11:11:26 <peter1138> andythenorth believes inflation is a bug and wants nothing to do with it.
11:12:01 <peter1138> See also "why is money pointless?"
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11:12:11 <fairyflossy> andythenorth: oh is this a JGR-only feature? I could've sworn I had wagon intro dates in my game but I wouldn't be surprised if that's a JGR thing
11:13:41 <zanooda2000> peter1138: for many players, moneymaking is just another play style
11:13:41 <zanooda2000> especiallyin **tycoon** game
11:13:41 <zanooda2000> it's like "Minecraft is easy enough let's remove survival game mode"
11:15:07 <zanooda2000> fairyflossy: also shown in xussr, but as another description line
11:15:46 <andythenorth> this was a terrible idea
11:15:59 <andythenorth> (depot vertical gridlines)
11:16:28 <peter1138> Contrary to "popular"(?) belief, there is no magical fairy that transfers changes in JGRPP back to vanilla.
11:17:23 <andythenorth> so 'gen' would be useful in cases like this
11:17:32 <andythenorth> there's not much I can do there to vary the sprites
11:17:54 <andythenorth> sprite with the generation number ๐
11:18:48 <andythenorth> dunno, I feel it's imperative to reduce the amount of text shown
11:20:03 <zanooda2000> ... stop using that oversized first 5 steeltown?
11:20:23 <peter1138> And people want the game to have more cargo types.
11:21:09 <zanooda2000> There is a point when adding more cargo just adds more frustration.
11:21:09 <zanooda2000> Especially if it is just 28 types of steel
11:21:23 <peter1138> That's okay, you don't have to use it.
11:22:11 * andythenorth andythenorth: "I can't use JGRPP it's overwhelmingly confusing"
11:22:24 <andythenorth> also _"andythenorth: FIRS 5 Steeltown"_
11:25:14 <andythenorth> what else would we want to know about the wagon?
11:25:48 <andythenorth> I've dropped "Length", I'm sentimentally attached to it, Horse has used it for a long time, but it's not needed
11:26:04 <andythenorth> I do think "Gen" might be useful, but does anyone know what that means?
11:26:27 <andythenorth> bearing in mind part of the audience don't understand version numbers
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11:26:43 <reldred> part of the audience would probably eat tide pods
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11:26:59 <peter1138[d]> andythenorth: What if the game does this?
11:27:23 <peter1138> Nothing would line up, so it would be very fun.
11:27:50 <reldred> also lol at telling the author of firs5 steeltown to stop using firs5 steeltown
11:29:20 <zanooda2000> andythenorth: Well, it was just useful.
11:29:20 <zanooda2000> Is there another way to find the exact length except sorting by capacity or visually searching through menu?
11:31:00 <andythenorth> Possibly OpenTTD should handle it, but thatโs a lot more complex than adding a badge
11:31:41 <zanooda2000> reldred: Well, he wanted to decrease the amount of text on the screen. There was a way to do it. At least for badge testing purposes, vanilla will be fine
11:33:20 <andythenorth> ok so if I want to give players a grf parameter to hide / show badges
11:33:27 <andythenorth> I need to action 7 my action 0
11:33:41 <andythenorth> or I could maybe action 7 the badge instead and drop the string?
11:33:58 <andythenorth> I want to keep the badges on the vehicles as they aid debug
11:34:00 <peter1138> Players can hide / show badges themselves.
11:34:10 <peter1138> I just haven't PRed that change yet.
11:34:30 <andythenorth> and if they hide the badge, the text string will also hide?
11:34:52 <peter1138> They can just not look at it.
11:35:18 <peter1138> Either way, don't do this in your GRF.
11:35:36 <peter1138> Doing it in game means players can turn it on and off as they like.
11:35:45 <peter1138> Works especially better in multiplayer.
11:36:09 <zanooda2000> andythenorth: a lot of debug things are helpful for actually playing the game, no need to hide it from the general audience
11:36:18 <peter1138> And means it can still filter for it, even if it's not shown.
11:37:27 <andythenorth> Thereโs going to be 1 cohort of โeven more metadata please, and another of โwhy so much text?โ
11:37:56 <andythenorth> I am somewhere in the middle ๐
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11:38:09 <frosch123> Can you use emoji instead of badges?
11:39:36 <peter1138> andythenorth, you should see the things people stuff in the extra text callback.
11:44:15 <peter1138> Okay, did we decide to not have togglable dropdown lists for filtering badges?
11:53:44 <andythenorth> I think I tried a branch for that and crashed the client
11:54:42 <reldred> peter1138: awww that would have been nice
11:54:59 <reldred> not a deal breaker though
11:59:33 <peter1138> Rephrase: Should we or should we not?
11:59:43 <reldred> I mean it would be nice
12:00:13 <reldred> would be good to be able to filter by the power type badge or the region badge
12:00:43 <peter1138> So I should rebase my branch.
12:03:56 <reldred> hmm, I need a better way of storing all these miniatures i've printed
12:04:06 <andythenorth> peter1138: Think we should
12:09:22 <peter1138> michi_cc[d], probably worth doing a release before I add some more bugs ;-)
12:13:41 <peter1138> Where do I put the "configure badges" button?
12:17:20 <peter1138[d]> "Unnamed class"?
12:23:01 <peter1138[d]> andythenorth: Make badges 4x extra zoom ๐
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12:24:40 <talltyler> Looks like badges needs a badge (er, a button icon) ๐
12:25:01 <peter1138[d]> Yes, or a different design for configuration.
12:25:24 <peter1138[d]> This design doesn't work for railtypes and roadtypes, because they are toolbar dropdown menus.
12:26:48 <talltyler> I might personally put the button to the left of the search bar so it doesnโt get visually lost in the scrollbar or backspace button.
12:28:16 <talltyler> It might be time to give road and railtypes their own toolbar dropdown to select type and maybe a search bar. It might help when people define 64 types and the existing dropdown starts scrolling (or it might encourage people to do this nonsense more often) ๐ซฃ
12:29:09 <talltyler> Anyway, out of scope unless it unifies the UI to create a spot for the badge button
12:29:40 <peter1138[d]> I was wondering about putting the badge config button alongside the window caption.
12:30:57 <peter1138[d]> But yeah, do I need an icon for this? If so what? Or a text label that isn't too long (but longer than "B" :))
12:36:40 <frosch123> I would add a โฎ button right of the cargo filter
12:43:25 <peter1138[d]> (POC using a unicode glyph, so not actually usable.)
12:43:30 <_zephyris> Didn't know we had the `โฎ` icon... Do we need a burger menu icon?
12:43:45 <_zephyris> Ah, what peter said.
12:44:06 <peter1138[d]> At least it scales ๐
12:45:28 <peter1138[d]> Generated grf size 1.02 MiB, build time 4.21 sec
12:49:37 <talltyler> How often do people use sort order? I wonder if itโs worth hiding it behind an icon button (maybe two arrows pointing up and down?) instead of giving it an entire row.
12:50:06 <talltyler> I leave it on EngineID 99% of the time
12:50:51 <reldred> peter1138[d]: That looks great
12:51:31 <reldred> talltyler: Same, or I use date.
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12:52:16 <tabytac> i think for newer players sort order is also good for people who just want big power or big speed trains
12:52:29 <talltyler> Hereโs an interesting feature request ๐
12:54:25 <_jgr_> talltyler: EngineID is not all that useful when you're using vehicle GRFs with more than a vanilla quantity of engines
12:54:47 <_jgr_> I would not be keen to hide it away
12:55:37 <peter1138[d]> Well, this code is a bit better now, it avoids misusing Point ๐
12:56:14 <tabytac> i find engineID depends heavily on the newGRF. the JP+ stuff seems to order trains really well.
12:56:14 <tabytac> Also if you have more than 1 newGRF set, then you can easily see each group of trains from one another
13:11:26 <peter1138[d]> Often I type in the review box, and then as I go to click on the button, the box disappears :S
13:17:08 <frosch123> talltyler: Oh dear, there wasn't even someone voting in 4 days.
13:19:05 <andythenorth> talltyler: I use it only by accident ๐
13:19:50 <michi_cc[d]> Hmm, is #13949 a user-visible fix?
13:21:12 <xarick> dang, arrays are "complicated to manipulate"
13:27:01 <_zephyris> Oof... I see 1x, 2x, 4x and 1x overlayed on 4x pixels.
13:27:25 <peter1138[d]> You need to look really hard for that last bit, it's very subtle.
13:28:02 <xarick> can't use array.clear(), must use array = [] to reset the builder
13:28:24 <peter1138[d]> I'm using OpenGFX 2 High Def so anything that's 2x is "your fault" ๐
13:29:35 <peter1138[d]> And, of course, the reldred mode:
13:30:49 <reldred> Actually, I do like the badges
13:31:04 <reldred> I might hide some but Iโll definitely be using at least some of them
13:32:00 <reldred> I love that it standardises them, aligns them properly,
13:32:10 <reldred> And gives them a function
13:33:31 <frosch123> michi_cc[d]: At least visible to scripts
13:36:52 <michi_cc[d]> Okay, that is not very clear from the PR title, but I've got no good other idea what to put into the changelog for that.
13:40:09 <xarick> is AIAccounting accounting for test mode estimated costs?
13:40:42 <xarick> the whole pathfinder tests costs
13:40:55 <xarick> tests whether it can build roads, I mean
13:46:23 <peter1138[d]> Right, that's the icon config. Now for the dynamic filtgers.
13:49:08 <michi_cc[d]> Okay, got an updated changelog draft, depending on Rubidium I can either post the diff or push over the current PR.
14:06:54 <peter1138[d]> At least it gets tested now.
14:09:27 <michi_cc[d]> If someone wants to have a looksie over the changelog PR, we could start the fun and exciting process of figuring out in how many ways the CI can break ๐คฃ
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14:10:40 <xarick> how should I load data from an array, I'm a bit confused how to handle these structures
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14:11:41 <xarick> seems i'm loading references/pointers instead of the contents
14:16:47 <frosch123> It's a mystery to me, when I can add a diff suggestion in reviews, and when I can't
14:16:59 <andythenorth> Hmm autoreplace badge filters
14:17:57 <andythenorth> Hmm GS that unlocks tech tree lines/levels?
14:18:24 <peter1138> Oh, of course, badge filters don't work too well if there are no named badges.
14:22:46 <andythenorth> peter1138: It was a factor in me adding more of them
14:24:49 <michi_cc[d]> frosch123: You have to be in the "Files changed" view, you can't add suggestion when reviewing individual commits.
14:26:08 <xarick> `this.m_bridge_tiles` is an array
14:26:08 <xarick> ```class RoadBuildManager {
14:26:09 <xarick> What happens when I load `data[5]` back into `this.m_bridge_tiles`?
14:26:11 <xarick> `LuDiAIAfterFix::Start()` has a `loadData` table calling `LoadBuildManager()`, but at the end, I set `loadData = null;` - what happens to `this.m_bridge_tiles` once that happens?
14:30:20 <michi_cc[d]> Applied everything expect the possible Change -> Fix thing.
14:37:06 <peter1138[d]> I think I'll stick with "If it doesn't have a name, it won't be shown".
14:39:35 <andythenorth> Unless we want explicit flag for that? Iโm currently relying on non-display badges for behaviour.
14:42:51 <peter1138[d]> Non-display was a deliberate design, I was just messing to see your incomplete Horse changes.
14:45:07 <peter1138[d]> I should make it so that you need a name for the class for any icons to be shown.
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15:06:47 <peter1138> So, given that we renamed CargoID to CargoType.
15:07:05 <peter1138> And did all the PoolID stuff.
15:07:16 <peter1138> Are badges IDs or Types?
15:19:04 <Rubidium> aren't cargo types cargo types because the spec calls them cargo types?
15:20:33 <peter1138> They're CargoTypes because you renamed them, 3 months ago :)
15:20:51 <peter1138> EngineIDs as still that, though.
15:21:00 <peter1138> (But then they are in a pool as well.
15:22:51 <peter1138> I'm just renaming some things to avoid ambiguity. I'm not doing any id to type though :)
15:34:17 <michi_cc[d]> Approval on the changelog? (I know, it's Rb's PR and I could technically approve it myself...)
15:34:49 <michi_cc[d]> And if yes, beta release now? (Or at least exciting CI failures? ๐ )
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15:42:16 * Rubidium isn't allowed to review
15:42:49 <michi_cc[d]> Well, if you are happy, I'll approve you and myself ๐
15:46:08 <peter1138> I was too slow, looking at it again and it changed underneath me :)
15:46:33 <michi_cc[d]> Shall we try tagging?
15:47:56 <michi_cc[d]> _zephyris: You got rights in Discord channel #announcements ? Baby dev usually posts the news ๐
15:49:59 <michi_cc[d]> peter1138: Well, not too late yet to air your grievances ๐
15:50:34 <_zephyris> I'm afraid baby dev is on the road from Edinburgh to London!
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15:59:34 <_zephyris> Hmm, seems I don't announcements permission anyway ๐
16:00:12 <michi_cc[d]> _zephyris: It's fine, we'll (well, me I guess) do it for you ๐
16:02:27 <michi_cc[d]> Okay, nobody is screaming yet, so let's find out if our CI likes us today.
16:14:17 <michi_cc[d]> MacOS used to often be the slowest part of a release, and now it's the first to be done with the new fancy ARM runners.
16:20:59 <michi_cc[d]> Okay, GOG failed ๐ฆ
16:21:24 <michi_cc[d]> Will the rest continue, or was does that mean try #1 is over?
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16:23:31 <truebrain> Rest will finish just fine
16:24:57 <michi_cc[d]> Okay, might be a real problem with the action.
16:25:14 <michi_cc[d]> Yeah, I see the website publish job.
16:26:01 <michi_cc[d]> I guess there's no GOG for beta2. Otherwise, it is done.
16:27:15 <michi_cc[d]> truebrain: I guess Steam needs a news post ๐
16:27:26 <truebrain> Tyler was going to learn that!
16:27:43 <michi_cc[d]> Works for me, too ๐
16:29:25 <truebrain> michi_cc[d]: GOG would still need fixing. The Build Creator 1.4.0 is still latest. So very weird it errors out like this.
16:30:37 <michi_cc[d]> No reason to not go ahead with announcing it though, I guess?
16:30:57 <truebrain> As long as it doesn't mean: nobody is going to look at it ๐
16:33:10 <andythenorth> is it too late to rename grf "Parameters as "Settings" before a release? ๐
16:33:24 <peter1138[d]> There's a whole PR that merges two windows...
16:33:28 <peter1138[d]> I should probably update i.t
16:34:44 <truebrain> and #347 is why I always click all links in all posts before I merge ๐ Always scared one of them is broken ๐
16:35:15 <michi_cc[d]> Usually I do that, too, but for some reason I didn't ๐
16:35:24 <truebrain> never break good habbits! ๐
16:37:22 <truebrain> GOG's Build Creator is 6 years old .. hasn't seen a new version since
16:37:48 <andythenorth> thanks all for the release ๐
16:37:54 <truebrain> seems it is being replaced by "GOG Galaxy Pipeline Builder" .. but not that it is very clear or that there is any communication about that ๐
16:39:08 <truebrain> docs for that tool point to DLC releases
16:39:15 <truebrain> GOG documentation has always been ... "creative"
16:39:53 <truebrain> it uses a JSON to work, but nowhere it says whether it is the same JSON as the Build Creator is using
16:40:19 <michi_cc[d]> Discord/X/Reddit done
16:40:22 <truebrain> all their docs still state Build Creator should work
16:40:24 <truebrain> but clearly, it is not
16:40:29 <andythenorth> peter1138[d]: got a link? ๐
16:40:43 <truebrain> I lost any energy to spend on GOG ... so I hope someone else wants to jump in ๐
16:41:25 <peter1138[d]> No, I was thinking game settings, not GRF settings.
17:04:34 <andythenorth> peter1138[d]: bool for 'shown by default' for player toggle-able badges?
17:05:06 <peter1138> Badges aren't toggleable?
17:06:10 <andythenorth> did I misunderstand players can hide / show?
17:06:18 <andythenorth> misunderstanding does happen ๐
17:10:45 <frosch123> Bad reviewers, 6 of 11 newgrf changes were missing from the api tracker :(
17:12:04 <xarick> could the "Check Online Content" auto update openttd one day?
17:19:43 <Rubidium> sounds like a first day of second quarter feature
17:21:53 <peter1138> Right, now I need to update my copy Iron Horse.
17:22:01 <peter1138> Hopefully it's been updated.
17:22:20 <andythenorth> I have some local changes, am about to push
17:22:33 <andythenorth> I switched back to the badgers branch, for correctness ๐
17:24:48 <andythenorth> peter1138[d]: just pushed
17:25:20 <andythenorth> the combination of badges AND not having a 1 min grf compile is so nice
17:25:25 <andythenorth> they're really fun to work with
17:29:46 <peter1138[d]> I was imagining a `dump_info badges` for a second.
17:37:10 <peter1138[d]> Seems weird to base a ByteReader off of a string reader.
17:38:44 <peter1138[d]> Probably just a naming thing, as StringConsumer has lots of byte-reading stuff.
17:40:44 <peter1138[d]> andythenorth: doesn't build ๐ญ
17:41:08 <peter1138[d]> Or something. It built on the second go.
17:41:27 <andythenorth> missing graphics by any chance?
17:42:12 <andythenorth> the makefile isn't 100% accurate on deps (far from it), but I encounter failures very rarely
17:42:42 <andythenorth> if the graphics aren't run with the multiprocessing flag, nmlc might try to build before the graphics are done
17:43:14 <andythenorth> oh that's unexpected
17:43:26 <peter1138[d]> But as I said, I did it again and it worked.
17:44:08 <frosch123> You can replace every std::vector with a std::basic_string to get small vector optimisation
17:44:31 <andythenorth> you ran plain `make` no flags?
17:44:44 <peter1138[d]> other than -j something
17:45:04 <andythenorth> yup without -j it fails every time
17:45:31 <peter1138[d]> My computer's too slow to compile Iron Horse ๐
17:46:03 <peter1138[d]> frosch123: Oh don't tempt me...
17:47:02 <peter1138[d]> (Not really, I'm not going to measure all the vectors we use and store everywhere to test if they are small enough...)
17:54:30 <peter1138[d]> Hmm, something is not right.
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18:01:38 <jfkuayue> Something is not right.
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18:09:17 <peter1138[d]> I dropped a commit too many in a rebase.
18:13:45 <andythenorth> yes, there are versions with random weathering, and versions without
18:13:50 <andythenorth> not sure what to do about that
18:14:20 <andythenorth> hmm I _could_ split the badge for random weathering though
18:14:20 <peter1138[d]> "Use the same badge"
18:14:23 <andythenorth> it's a bool in the compile
18:19:16 <andythenorth> one more island in BadNorth first ๐
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18:32:03 <andythenorth> hmm more thought needed, that changes how a few things need to work
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18:58:48 <peter1138[d]> Should filtering do something to discard the variant hierarchy...
18:59:49 <frosch123> No, same as the settings tree
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19:09:57 <andythenorth> peter1138[d]: no it's fine
19:10:08 <andythenorth> it's a bit weird, but there's no way around it
19:10:22 <andythenorth> file browser searches do similar with folders ๐
19:12:44 <andythenorth> `ih_livery_flags/use_weathering/false` and `ih_livery_flags/use_weathering/true` are a terrible idea?
19:12:52 <andythenorth> just set ``ih_livery_flags/use_weathering`?
19:13:52 <andythenorth> explicit bool it helps me know I didn't just miss a method call somewhere
19:16:02 <andythenorth> might do it anyway, see what happens, means I can match to a python struct better
19:19:26 <frosch123> "use_weathering"? Why not just "weathered"?
19:21:29 <andythenorth> no particular reason
19:21:53 <andythenorth> there's a set of constants LIVERY_FOO_NO_WEATHERING used on vehicles, I'd have to change those
19:24:08 <andythenorth> I really like that I can do this `param_wagon_colour_randomisation && has_badge("ih_livery_flags/use_weathering/true")`
19:24:24 <andythenorth> instead of arsing around passing temp storage IDs and values around the compile
19:27:41 <andythenorth> hmm purchase menu has no random bits?
19:27:51 <andythenorth> I might be accidentally relying on that to not weather purchase sprites
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19:30:34 <andythenorth> peter1138[d]: pushed a Horse
19:31:00 <andythenorth> going to change a bit more, but duplicate liveries should be gone
19:33:21 <andythenorth> that needs me to set a lot of name strings ๐
19:33:32 <andythenorth> I could do them as CABBAGE1...CABBAGE99 ๐
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19:59:21 <andythenorth> TOML for Horse badge configs?
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20:10:11 <andythenorth> I forgot to drink wine
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20:48:55 <xarick> ```if ((AIRoad.AreRoadTilesConnected(tile, adjacent_tile) && !AIRoad.IsRoadDepotTile(adjacent_tile))
20:48:55 <xarick> || (AITile.IsBuildable(adjacent_tile)
20:48:55 <xarick> && (AITile.GetSlope(adjacent_tile) == AITile.SLOPE_FLAT || !AITile.IsCoastTile(adjacent_tile) || !AITile.HasTransportType(adjacent_tile, AITile.TRANSPORT_WATER) || AICompany.GetLoanAmount() == 0))
20:48:55 <xarick> && AIRoad.CanBuildConnectedRoadPartsHere(tile, adjacent_road, adjacent_tile) == 1) {
20:48:55 <xarick> return adjacent_tile;```
20:48:57 <xarick> Can this condition become more readable? I tried asking CoPilot, but it still came out complex
20:51:10 <_glx_> try multiple `if (...) continue;`
20:51:19 <andythenorth> delegate to methods?
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20:51:48 <exceptik> I wonder if that could be handled with a bitmask
21:08:45 <xarick> does this look more readable?
21:09:16 <LordAro> the missing closing brace might be a problem
21:09:41 <andythenorth> "oops" this is not a valid nml switch name `ih_tech_tree_subrole_child_branch_num_-1`
21:09:50 <andythenorth> but I have negative branch numbers ๐
21:09:58 <andythenorth> and autogenerated code
21:10:20 <xarick> oh i see, missing bracket
21:10:28 <andythenorth> was GPT's solution
21:11:49 <andythenorth> I could have just autogenerated all the switch IDs on UUIDs probably
21:11:56 <andythenorth> "nobody cares about those"
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22:01:17 <andythenorth> ok so if I badge the railtype, that badge will be copied to vehicles using the railtype?
22:01:52 <peter1138[d]> If you set the flag
22:07:48 <andythenorth> might be doing it wrong ๐
22:08:14 <peter1138[d]> It has no knowledge of compatible types.
22:08:26 <andythenorth> item (FEAT_BADGES, ih_railtype_IHAA) {
22:08:26 <andythenorth> label: "ih_railtype/IHAA";
22:08:26 <andythenorth> flags: bitmask(BADGE_FLAG_COPY_TO_RELATED_ENTITY);
22:08:49 <andythenorth> not sure how to test that in game
22:09:42 <andythenorth> hmm might be naptime anyway ๐
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