IRC logs for #openttd on OFTC at 2025-04-15
        
        
        
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04:44:55  <DorpsGek>   - Update: Translations from eints (by translators)
 
06:00:00  <andythenorth> Horse main branch, make from clean: 36s (10999 vehicles)
 
06:00:00  <andythenorth> Horse working brach, make from clean: 20s (9476 vehicles)
 
06:00:13  <andythenorth> made it 0.3s faster yesterday
 
06:36:02  <andythenorth> oof immediate sidequest
 
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07:57:51  <peter1138> Oh, I want a mask of railtypes, like we have of roadtypes/tramtypes. Hmm.
 
08:42:05  <andythenorth> I should go swimming or something
 
08:42:12  <andythenorth> failed to move yesterday ๐
 
08:49:03  <peter1138> > None of the buses can enter the impassable bus stop.
 
08:49:10  <peter1138> I guess if it's impassable that makes sense?
 
09:00:07  <peter1138> I think I may have forgot to say anything... At first I couldn't see the difference, then I wasn't sure about it, then I liked it ;-)
 
09:05:04  <andythenorth> cheap gaming PC maybe? ๐
 
09:05:11  <peter1138> They are not cheap :)
 
09:05:38  <peter1138> I was looking there because they have an ARM model (Ampere, so also quite expensive.)
 
09:06:00  <peter1138> Basically I want an M4-based Mac that isn't a Mac... :S
 
09:06:20  <andythenorth> they look quite proper chassis
 
09:06:29  <andythenorth> one of my kids has a good chassis in their PC
 
09:06:35  <andythenorth> the other is trash
 
09:06:48  <andythenorth> sticker price difference was only ยฃ300 and that was mostly for GPU
 
09:06:52  <peter1138> The 128 core 3GHz option is a mere $1,684 extra.
 
09:07:05  <peter1138> 128 cores is good for OpenTTD, yes>
 
09:08:06  <peter1138> > $23,783.00 Let's do it. OpenTTD dev fundraiser... lolz
 
09:08:27  <peter1138> > Operating System: Ubuntu 24.04 LTS
 
09:08:35  <peter1138> Well that's a showstopper, purchase cancelled.
 
09:08:46  <andythenorth> wonder how much macs are
 
09:08:56  <peter1138> There's no way to know.
 
09:09:50  <peter1138> They all have piddling RAM and disk.
 
09:10:10  <andythenorth> "Built for Apple Intelligence" lol no
 
09:10:28  <andythenorth> I should ask GPT to define a tech bubble
 
09:49:58  <peter1138> Hmm, okay, doing automatic PUSH_COLOUR/POP_COLOUR is in fact quite easy.
 
09:50:32  <peter1138> I suspect the "overhead" of making it universal is probably inconsequential.
 
10:03:21  <andythenorth> what are clones cloned from?  origins?  clone_source?
 
10:06:33  <__abigail> Not sure if this is the right spot to ask, but is there a usual method for drawing cropped text? Like drawing a string only within a defined box and cropping any of the pixels outside of it
 
10:07:40  <peter1138> Yes, all string drawing is done that way.
 
10:09:42  <peter1138> andythenorth, origin or source, I suppose.
 
10:10:18  <andythenorth> I went with upstream_catalogue ๐
 
10:10:27  <peter1138> Perfect and generic.
 
10:10:28  <andythenorth> "probably recurses" or something
 
10:10:45  <andythenorth> clones could be cloned maybe dunno
 
10:12:06  <peter1138> If you clone a clone have you cloned the origin again?
 
10:12:24  <peter1138> If your clone has a unique identifier is it really a clone?
 
10:14:14  <andythenorth> what if there's a time loop? ๐ฎ
 
10:23:27  <LordAro> andythenorth: tie them up in the attic
 
10:41:46  <LordAro> peter1138: help i've found a thing
 
10:44:33  <peter1138> "11 days" ... not with you around :D
 
10:45:00  <LordAro> i think 3 is eminently doable
 
10:45:21  <peter1138> It's not all about speed.
 
10:45:37  <peter1138> But even so, 50km a day is a bit on the low side.
 
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11:39:50  <kuhnovic> Keep in mind that that part of Norway is quite mountainous and generally the roads tend to be of meh quality
 
11:41:06  <jfkuayue> I planned to bike from Lerwick to Sumburgh โwith return in one dayโ before realizing it was 20+ kilometres :/
 
11:46:46  <peter1138> kuhnovic, LordAro is not afraid of a few bumps, and we're used to potholes :D
 
11:48:24  <peter1138> jfkuayue, only double 20km, definitely doable.
 
11:49:20  <kuhnovic> Then go for it! You're going to run into some truly breathtaking scenery
 
11:51:24  <peter1138> That is the reason I would take longer :)
 
11:51:40  <jfkuayue> peter1138: You athlete, I weak
 
11:51:53  <peter1138> The journey is the point, getting from a to b quickly is not.
 
11:53:00  <jfkuayue> My longest bike was 12 km ish, 6km return and relatively flat
 
11:53:29  <jfkuayue> That was in 2019 when I was much thinner and energeticโฆ
 
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11:56:06  <kuhnovic> Definitely check out the Drammen Spiral Tunnel. It's such a ridiculous piece of infrastructure, really fun.
 
12:18:47  <xarick> oh well, I'll get used to it
 
12:25:50  <LordAro> jfkuayue: i'd have thought even at the most leisurely of speeds that would only take an hour
 
12:27:55  <Rubidium> 20 km/h isn't that leisurely
 
12:31:41  <peter1138> The actual distance is 40km, so a bit more :)
 
12:31:43  <pickpacket> Hmmm. Should I make a NewGRF that only adds a hilariously expensive sports car that doesn't even take passengers?
 
12:41:58  <peter1138> Would it give you joy?
 
12:46:34  <_jgr_> frosch123viaGitHub: Oh dear, I don't know how that got left out of the original PR
 
13:17:09  <pickpacket> peter1138: it would give me a laugh, at least. But maybe the idea is funny enough that the realisation of it would be anticlimactic :)
 
13:24:56  <pickpacket> andythenorth: yes. You missed it
 
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14:36:25  <frosch123> Were there ever complaints about house and station animations running too fast?
 
14:36:25  <frosch123> Specs say default speed is 2. Ottd does 0. Which is 4 times  faster
 
14:39:42  <peter1138[d]> default, newgrf or both?
 
14:45:35  <frosch123> Funny part is: houses disallow setting speed below 2, except our default is
 
14:45:37  <talltyler> I canโt think of any animated NewGRF houses besides those with palette animation
 
14:48:35  <peter1138[d]> "road aware" houses use animation.
 
14:48:54  <peter1138[d]> But speed isn't a problem there.
 
14:49:10  <_zephyris> Is pikka's bug on that still open?
 
14:49:42  <_zephyris> The anim frame trigger on build
 
14:51:40  <peter1138[d]> I don't think I implemented trigger-on-build as I side-quested into something else.
 
14:51:49  <peter1138[d]> Although maybe I have a branch/stash for it.
 
14:53:51  <frosch123> _zephyris: That's the reason I am in this rabbit hole :p
 
14:55:16  <frosch123> Houses were broken in ottd 1.1. Ottd 0.5-1.0 were fine
 
14:59:58  <peter1138[d]> Working out which is a bug and which is intended can be tricky.
 
15:00:44  <peter1138[d]> Things can get lost in refactoring. "I'll sort that out later."
 
15:07:20  <peter1138[d]> Maybe there's something similar to industries which stops FIRS animating so many tiles :p
 
15:07:28  <peter1138[d]> *for industries.
 
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15:26:22  <frosch123> And only because someone requested to use enum classes
 
15:29:38  <xarick> could we have a group by model?
 
15:31:18  <peter1138> frosch123, well worth me being annoying then :P
 
15:33:07  <andythenorth> can we have a 'filter by recommended replacement variants'? ๐
 
15:33:44  <andythenorth> and a 'hide / show' that doesn't require 9476 extra action 0s wrapped in action 7 / 8
 
15:36:32  <peter1138[d]> andythenorth: Do not understand the request.
 
15:36:49  <andythenorth> it relied on a lot of hidden assumptions ๐
 
15:37:25  <andythenorth> Horse has these two parameters that reduce or hide engines and wagons
 
15:38:04  <andythenorth> they rely on some vehicles having a flag, and setting CLIMATE_NONE in an extra action 0 conditional on those params
 
15:38:32  <andythenorth> it's surprisingly bloaty and players can't change it in game
 
15:40:25  <andythenorth> deleting them saves 6 MB of nml, 0.6 MB of grf
 
15:41:10  <andythenorth> we could badge for 'do you want all the vehicles ever?'
 
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15:56:28  <frosch123> Other sets also set the model  life depending on such settings, and retire old generations, or keep them around if they are the last.
 
15:56:28  <frosch123> That won't work with gui filtering only
 
16:01:32  <andythenorth> Horse removes variants for simplified, that's an action 0 change
 
16:01:49  <peter1138[d]> "Hide variants"?
 
16:03:18  <andythenorth> we talked before about toggles for expired also
 
16:03:22  <andythenorth> I know we have a setting, but eh
 
16:04:13  <peter1138[d]> Talking about stuff means nothing.
 
16:14:20  <talltyler> I wrote some code the last time we talked about it. Needs more work though.
 
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16:45:22  <andythenorth> vibe coding is too hard
 
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16:56:39  <bigyihsuan> i now have the sudden urge to change the "only generate primary industries" setting into a "industry types allowed to generate" setting, that does none, primary only, secondary only, and all
 
17:07:12  <frosch123> Ah crap, fell down another level
 
17:24:55  <peter1138[d]> Welcome back, I guess ๐
 
17:35:40  <talltyler> bigyihsuan: Would be very nice to have, although thereโs also the Black Hole industry type ๐
 
17:35:50  <talltyler> (Power Station, etc)
 
17:36:09  <bigyihsuan> talltyler: true, but is the term "black hole industry" used anywhere?
 
17:38:06  <bigyihsuan> town industries, power station
 
17:38:37  <bigyihsuan> like, maybe a better term would be "final industry"? to be in line of primary and secondary
 
17:40:27  <Rubidium> bigyihsuan: what would you consider a bank?
 
17:41:11  <Rubidium> (it'd be a "final industry" in your terms)
 
17:41:24  <bigyihsuan> Rubidium: good question. do banks generate when primary industries only is turned on?
 
17:49:45  <bigyihsuan> (noting here that the primary industries setting is a jgrpp setting, since i can't find  it in the latest 15.0 beta)
 
17:52:48  <peter1138[d]> Hmm, does that mean the lift moved too quickly...
 
17:57:07  <bigyihsuan> Rubidium: ok, some experimentation:
 
17:57:07  <bigyihsuan> - primaries only off, banks don't generate with the world, and open during gameplay
 
17:57:07  <bigyihsuan> - primaries only on, banks don't generate with the world, don't open during gameplay unless the player funds it
 
17:57:07  <bigyihsuan> so seems like the game considers banks to be a secondary industry
 
17:59:51  <Rubidium> bigyihsuan: no, it considers it a 'black hole' or 'final' industry in the terms you mentioned before
 
18:00:08  <Rubidium> i.e. akin a power station or water tower
 
18:00:48  <bigyihsuan> Rubidium: interesting
 
18:00:55  <bigyihsuan> i'll need to investigate further
 
18:09:15  <peter1138[d]> Hmm, oh. so colour codes and things end up being exposed to scripts. Bums.
 
18:10:18  <Rubidium> well... I guess we could be more diligent in removing them when passing strings to scripts
 
18:11:04  <peter1138[d]> Seems to already have ::StrMakeValid()
 
18:12:00  <peter1138[d]> Oh right, and that's working, the default is to replace with question marks.
 
18:17:26  <peter1138> So yeah, not actually exposed, but turned to ? instead.
 
18:24:21  <peter1138> For script string validation, maybe we can just strip control codes instead of replacing with ?.
 
18:31:30  <frosch123> They are only stripped for rawstrings from scripts. They put control codes into regular language files otherwise
 
18:32:23  <peter1138[d]> All the GetName() functions call StrMakeValid() with the default setting of ReplaceWithQuestionMark.
 
18:34:01  <peter1138[d]> If regression tests pass, everything is good, right? ๐
 
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18:52:40  <peter1138[d]> Hmm, I wonder how much work that would be ๐
 
18:52:41  <andythenorth> is Horse Badgers done yet?
 
19:22:31  <andythenorth> was it naptime already?
 
19:36:28  <xarick> what happens first? the "constructor" or the "Load" function?
 
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19:45:51  <andythenorth> hmm I can't reverse these in game
 
19:46:16  <andythenorth> but these use random reverse
 
19:46:39  <andythenorth> maybe I should have the sprites on the second unit take the reverse status of the first unit
 
19:47:22  <andythenorth> or I could photoshop it :p
 
19:47:41  <peter1138[d]> I'm glad we standardised on when to use .h vs .hpp.
 
19:47:49  <peter1138[d]> Oh wait, we didn't.
 
19:51:40  <Rubidium> well... I was kinda told off when proposing to unify it
 
19:53:56  <andythenorth> ok...these wagons are deterministic random (which is why trains 4 and 6 are the same).  The sprites are chosen by a predetermined map, selected at random from 64 maps.  I could do the same for engine., but specific sequence, not random
 
19:54:12  <andythenorth> way easier than arsing around with complicated varact 2 rules
 
19:55:18  <Rubidium> peter1138[d]: #11864
 
19:55:37  <peter1138[d]> I'm aware, that is what I was referencing ๐
 
19:55:46  <andythenorth> reversible garratts
 
19:55:54  <andythenorth> oh have to move the smoke ๐
 
19:56:49  <peter1138[d]> Funny how core/ is all .hpp
 
19:58:42  <peter1138[d]> `template<xxx>` has crept back in too ๐
 
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20:28:26  <frosch123> I now have a grep to check my common formatting issues, should add those as well
 
20:29:02  <frosch123> It has false positives
 
20:30:05  <frosch123> E.g. we do "Type &" for variables and parameters, but "Type&" for return values
 
20:30:34  <peter1138[d]> Actually IMHO, we don't, those need fixing.
 
20:31:42  <peter1138[d]> (I didn't touch them in #14008 because it would be quite large...)
 
20:31:52  <frosch123> It appeared rather consistent to me, so I thought it was intentional
 
20:31:57  <andythenorth> badges for debugging ๐
 
20:32:11  <andythenorth> just fixed an intro_year bug in 2 mins with them
 
20:33:32  <frosch123> When will Andy add source filename/line as badge?
 
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20:37:07  <andythenorth> when peter1138[d] increases the badge count
 
20:37:23  <andythenorth> imagine the compile time ๐ฆ
 
20:38:48  <_glx_> frosch123: don't give him ideas
 
20:39:48  <andythenorth> I didn't manage to get railtype badge to show on vehicle
 
20:40:01  <andythenorth> I did try adding debug, but was out of my depth
 
20:41:14  <andythenorth> it's probably a silly thing to badge anyway
 
20:41:18  <Rubidium> for line numbers line 20 badges should be enough. At least, I hope you won't reach 1 million lines
 
20:42:39  <andythenorth> what problem did we need to solve? ๐
 
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21:17:54  <andythenorth> hmm did I even have a quest?
 
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21:33:40  <andythenorth> var with param that is list of badges, the return is the index of the first badge found
 
21:33:49  <andythenorth> probably terrible
 
21:34:02  <andythenorth> I should just loop unroll ๐
 
21:51:56  <xarick> `AIRoad.GetRoadVehicleTypeForCargo`, is there a get road station type for vehicle type or something similar?
 
21:52:42  <xarick> or... how should I do this in a professional manner ? ๐ฎ
 
21:53:35  <xarick> it all starts from the cargo class -> cargo type -> vehicle type for cargo -> station type for vehicle
 
21:54:09  <xarick> I could just keep assuming stuff though, simple way
 
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23:37:18  <__abigail> It was a pain in the ass but I finally managed to use Blitter to crop text
 
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