IRC logs for #openttd on OFTC at 2025-04-23
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00:26:37 <reldred> try consuming less parameters
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04:46:43 <DorpsGek> - Update: Translations from eints (by translators)
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05:44:52 <reldred> wonder what game they’re on about
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07:50:11 <pickpacket> peter1138: Thank you ❤️
08:01:33 <peter1138> Urgh, $work o'clock.
08:16:48 <kuhnovic> _zephyris: Looking at the Toyland theme, and I was wondering if it would be possible to ease the transition between grass and coast. I know Toyland has that blocky/hard edges theme, but it might make it a bit easier on the eyes (just like that checker board pattern change did). I whipped up something in good old MS Paint, it's not pretty but it shows the idea.
08:22:44 <_zephyris> I guess knock one or two yellow tiles off the top of the corner slopes too?
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08:23:18 <wensimehrp> Is there a way to make compiling faster? I noticed that it is only using a single core
08:23:57 <wensimehrp> I'm thinking of putting rendering stuff in the Makefile and running something like `make -j$(nproc)`
08:25:28 <kuhnovic> _zephyris: That might look even better. Just make sure there still is some sand left 😛
08:26:41 <kuhnovic> And this could be applied to other ground types too. But one thing at a time 🙂
08:28:32 <_zephyris> Like toyland rough tiles?
08:29:01 <kuhnovic> Are those red/white tiles the rough tiles?
08:31:47 <kuhnovic> (had a quick look, yes they are)
08:32:55 <kuhnovic> Yes I think those could benefit from a bit of transitional edges too. Removing a few "subtiles" would probably do the trick already.
08:40:09 <_zephyris> There are four randomly-chosen flat tiles for those, so removing one random edge tile on, say, three of them should give some good variety.
08:50:19 <kuhnovic> It doesn't take much to break up the symmetry, but the difference is huge. I just started openttd with an older OpenGFX2 that didn't have the checkerboard change for the grass, and honestly it's hard to look at now that I got used to the new pattern.
08:57:13 <_zephyris> Isn't the slow bit of compiling the linking, which is limited to single threaded?
09:03:04 <wensimehrp> peter1138[d]: If you give me the money, sure
09:04:19 <wensimehrp> 13th gen i9 is quite fast but it still takes half hour to compile
09:05:25 <wensimehrp> _zephyris: Highscore, newspapar and magazine each takes 4~5 minutes to render
09:05:42 <_zephyris> Ah, ogfx2 'compiling'
09:05:57 <_zephyris> Yeah, sorry, but once it's done it's done
09:10:03 <_zephyris> The error propagation dithering methods are strictly single core, so using them the only solution would be to chop up the big sprites and potentially leave ugly seams.
09:10:13 <_zephyris> (It does annoy me too!)
09:11:04 <_zephyris> So, auto-chop giant sprites, use positional dithering, or change the dither code to cython
09:11:24 <andythenorth> how does ogfx2 compile? 😛
09:11:36 * andythenorth steps away from that q
09:11:48 <wensimehrp> andythenorth: clone fetch compile
09:13:56 <wensimehrp> _zephyris: I'm thinking of using `find` in Makefile and run each image through a rendering script.
09:13:56 <wensimehrp> In that case I can just use `make -j` and each image will be rendered on a single thread.
09:14:58 <wensimehrp> So this wouldn't require changing the core rendering part, only the part using stuff like shutils and os.path
09:16:00 <_zephyris> peter1138[d]: No, and the pipeline uses the 8bpp image for quite a few recolours/animated palette entry sprites/etc.
09:16:28 <_zephyris> wensimehrp: Good point.
09:17:08 <_zephyris> Currently the dithering is `tqdm` parallelised for sprite sheets, but could add a layer which parallelises files.
09:17:13 <wensimehrp> All my 32 cores must have something to do 🙂
09:17:16 <andythenorth> Iron Horse is 41s to compile without multprocessing, and 21s with
09:17:46 <andythenorth> the graphics generation is 4x faster using parallelisation
09:41:46 <xarick> on the minimap, shouldn't the company owner take precedence over town owner on level crossings?
09:48:50 <xarick> _glx_: _glx_ sorry, I went to bed. the savegame is from the title competition
10:09:16 <xarick> can this button be enabled if i'm viewing vehicles of my competitor?
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12:52:35 <_glx_> indeed string itself is fine (using STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE)
12:56:38 <talltyler> andythenorth: _Cries in Unreal Engine_
12:58:17 <talltyler> My current compilation is about 40 minutes. If my last project was any indication, it’ll be up to 90 minutes by the time I’m done.
13:10:55 <LordAro> #work-mono-project takes around 20 minutes to build, and another ~2 hours to run all the tests. And that's on basically the fastest threadrippers you can buy
13:11:42 <talltyler> I am convinced that Horse is subject to the goldfish effect. Every time Andy speeds up compilation, new trains and features appear to slow it back down. 😛
13:12:03 <talltyler> There is nothing wrong with that, of course.
13:12:06 <LordAro> surely there's no doubt of that?
13:12:22 <peter1138> Mono always was a bit slower than 'real' .net (and .net core)
13:14:31 <talltyler> Toyland has a steady lead in the title game competition 🤞
13:15:06 <LordAro> we'd better be really sure that ogfx2 is done then :D
13:16:29 <talltyler> Agreed, but even if we ship it (bootstrap or whatever) with OpenTTD when 15 releases, current players will still have OpenGFX 1 configured as their baseset, no?
13:16:55 <talltyler> (or zBase, no idea what Toyland looks like there but those players have made their decision 😛 )
13:17:03 <LordAro> banner on the main menu? :D
13:17:47 <talltyler> Or switch it for them 😛
13:22:23 <peter1138> Multiple cycling title games?
13:23:23 <_zephyris> I think TrueBrain said(?) that GOG, Steam and Windows Store installations will use the graphics provided in the new version.
13:26:46 <peter1138> dwfreed, silly network killed by Discord bridge client for some unicode the other day...
13:26:46 <LordAro> they can have ogfx2 downloaded for them, but the config files won't magically update
13:26:50 <talltyler> I imagine that covers most cases. Opengfx 1 hasn’t been updated in…a while? I think?
13:27:18 <talltyler> Was it updated with road waypoints?
13:27:35 <peter1138> > 7.1 2021-10-16T13:18:58+00:00 8b68bf74 GPL v2 Available ingame
13:27:51 <_zephyris> I did the waypoints, I don't know how that propagates to BaNaNaS etc.
13:28:24 <peter1138> There are commits, but not releases :)
13:28:51 <peter1138> Compared to zBase that's fine.
13:39:00 <_glx_> hmm it seems wrong in storage actually
13:39:14 <dwfreed> peter1138: removed, don't use unicode characters that look like ASCII characters
13:39:46 <dwfreed> (it was the / that did it)
13:44:55 <_glx_> ah no it's fine, so yeah let's follow the parsing
13:47:02 <peter1138> _glx_, strings.cpp:1008-1009. The "are we at the end?" is tripping up before it gets to the condition at :1011
13:49:29 <peter1138> I'm aware it was indiscriminately killed for using a legal unicode character, yes.
13:52:08 <LordAro> i'd imagine such characters often appear in spam links
13:52:20 <dwfreed> ^^^ ding ding ding, give LordAro a cookie
13:52:49 <peter1138> I'm aware. Blowjobs etc etc.
13:53:23 <peter1138> Look, I know you're not going to change your rules.
13:53:23 <_glx_> ah yes the `while` exits before reading last entry, because it's empty and at the end
13:55:08 <dwfreed> One of the todo items for modernizing the network is making a bot whose job it is to handle all the anti-spam
13:55:29 <dwfreed> It'll be easier to add more nuance to the rules when that's done
14:08:53 <_glx_> ok I think I fixed the issue
14:11:31 <xarick> AAAHogEx blocking my ships 🙂
14:14:18 <xarick> 91 blocked ships, that's a lot
14:15:26 <xarick> oh, I think I am still adding ships to these blocked routes
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14:47:35 <xarick> Bakewell Luckett LB-10 turning around animations feel... not good
14:48:22 <xarick> seems to take a dive when turning south
14:49:39 <xarick> or when turning from southwest facing position to south
14:50:11 <xarick> probably the axial rotation?
14:50:15 <peter1138> Well you know where the bug tracker is.
14:51:44 <xarick> oh, these issues are based on my perception
14:51:54 <xarick> not sure it qualifies as bug
15:01:07 <kuhnovic> We can always close the bug report. That's better than not reporting the bug at all and expecting it to be magically fixed.
15:12:01 <alpapilus> peter1138[d]: When I have to explain to my friends what’s open ttd I just say what it’s like if took transport fever and forgot to pay the devs so its literally held up by the hopes and prayers of sane people in this community while the devs decided to cannibalize the UX designer so the gameplay is the most confusing thing ever.
15:24:16 <alpapilus> peter1138[d]: I don’t really se the reason for me to use this one. (I mostly play in a a single region) but I guess sorting by the role is useful.
15:33:24 <talltyler> The word "Configuration" is a bit vague. Perhaps the title should describe what happens if you enable/disable one of its items? (`Show extra text`, `Show icons`, `Sort by`, etc.)
15:34:19 <peter1138> I think the boolean toggle makes sense here, compared to the toggle settings on the main toolbar, as in this case the 'menu' stays open when you click on things, and you do need to click on that specific part of it.
15:35:38 <talltyler> I think the main toolbar toggles should go away someday, but a new transparency menu is a very deep rabbit hole 🙂
15:37:23 <talltyler> Oh, but checkboxes are also used in cargo filter dropdowns
15:37:31 <_glx_> main issue with transparency is it's 3 states
15:37:32 <_zephyris> Shouldn't've eaten the UX designer
15:38:06 <_zephyris> _glx_: Radio instead of checkbox
15:38:42 <_zephyris> peter1138: How's it closed if it is persistent and doesn't have a close window "x"?
15:39:16 <_glx_> and the 3 states are actually 4 in term of internal storage
15:40:10 <talltyler> Question about void tiles, as I'm finally updating my infinite water PR. This check for freeform edges protects 1 tile on the NE and NW edges, but two tiles on the SE and SW edges. Is this intentional or a bug?
15:41:32 <peter1138> _zephyris, same as any other dropdown, clicking elsewhere closes it.
15:45:31 <LordAro> talltyler: almost all of that is largely hysterical raisins from The Old Times
15:46:02 <talltyler> I am really curious why anyone would disable freeform edges in 2025
15:46:26 <peter1138> talltyler, doesn't seem to be the case though? <= min + 1 on the north edges, and >= max - 1 on the south edges.
15:48:22 <talltyler> If I modify the code to protect 1 additional tile (to keep a ring of ocean tiles for ships to use), it protects 2 tiles on the south edges.
15:48:54 <talltyler> The north edges are 1 tile like I'd expect.
15:49:54 <talltyler> Void tiles are visible on the south edges?
15:51:04 <talltyler> Right, so...what am I missing?
15:53:40 <peter1138> One can never know.
15:56:40 <pickpacket> alpapilus: Peter Pan?
16:02:06 <talltyler> Heh, if freeform edges are off you always get infinite water. Guess I don't need to worry about protecting it as much.
16:02:18 <talltyler> Er, worry about handling it separately
16:03:57 <peter1138> The freeform edges setting that is hidden and disabled is basically for backwards compatability.
16:04:07 <peter1138> Freeform edges changes which edges have void tiles.
16:04:40 <talltyler> Disabled how? I was able to set it via the console, and 0.7% of games have it off.
16:04:40 <peter1138> The in-game map generator toggles don't change that hidden setting, they just control when it's allowed or not.
16:04:58 <talltyler> Could be old savegames, but surprised me
16:05:02 <peter1138> I'm not sure where "and disabled" came from :)
16:05:11 <peter1138> But yes, old savegames.
16:05:23 <peter1138> And also Xarick testing.
16:12:30 <talltyler> Hmm, freeform edges is indeed different
16:12:33 <andythenorth> peter1138[d]: it's beautiful 😄
16:13:12 <andythenorth> there's a bit of a horizontal vs vertical mental model thing
16:13:18 <andythenorth> horizontal badges, vertical filters
16:13:30 <andythenorth> like every other filter stack and table of results 😛
16:17:58 <andythenorth> ^ such arcane checking
16:18:11 <peter1138> andythenorth, the generation filter is handy, although that's partly because I have never-expire on when testing things.
16:18:41 <andythenorth> badge has 'valid between' dates? 😛
16:18:49 <andythenorth> auto-liveries also 😛
16:21:09 <andythenorth> _possibly_ there's some horrific fusion of cargo subtypes and badges
16:21:18 <andythenorth> has April 1st gone already?
16:21:33 <peter1138> There's always one next year.
16:23:41 <andythenorth> maybe cargo subtypes could recurse over badges or something
16:24:14 <andythenorth> hmm, liveries => 'auto-generate variants from badges'
16:31:05 <frosch123> talltyler: For non-freeform edges there are flat water tiles on the north border, and flat water + void on the south border. For free form edges there are void borders on both north and south
16:33:01 <talltyler> Ah, and those north border water tiles cannot be terraformed?
16:35:39 <talltyler> Similar behavior, but tiles are counted differently depending on if freeform edges is enabled
16:36:17 <talltyler> I think I've figured it out though, open to better ways to code it
16:38:11 <talltyler> I still haven't added visualization, as I sort of like the invisibility of the feature
16:39:30 <talltyler> I don't want to deal with the Zorg post about visualization either 😦
16:42:28 <_zephyris> Then ignore the zorg 😉
16:42:59 <_zephyris> While visualising it would be nice, it also kinda deveats an eyecandy option - where you _don't want_ to see a difference in the water.
16:43:21 <talltyler> _zephyris: That's the root of my preference, yes
16:44:13 <_zephyris> Worth noting that a game is not a static image - selectors etc. will make it clear where you can build.
16:44:42 <talltyler> I do wonder about showing Kuhnovic's debug dots when holding Shift, but they do feel too "debug feature" to be visible all the time. Normally we do tile highlights to show tile areas, while the dots are for terraforming tools only.
16:44:47 <peter1138> The "visualising" is "the tile highlight square stops at the real edge" right?
16:45:37 <talltyler> No, that still works fine. The visualization suggested is making the ocean a different colour/texture outside the map edges, or drawing the tile-corner dots along the actual edges.
16:45:55 <talltyler> The tile highlight square works perfectly
16:45:56 <peter1138> No, I mean that that is all you need ;)
16:49:42 <frosch123> If ottd and ttdp behaved differently for 17 years, the ottd behaviour is broken, and the ttdp behaviour is stupid... I guess it makes no sense to adjust ottd behaviour to ttdp, and ottd should be fixed to a different sane behaviour?
16:50:52 <talltyler> If you're referencing my earlier question about counting tiles, I was wrong -- the code is not a bug. Tiles are counted differently depending on if freeform_edges is enabled, so the old code is correct. 🙂
16:52:01 <frosch123> No, I am just crying in my animation trigger rabbit hole
16:52:58 <talltyler> Sorry to hear that 🙂
16:55:34 <peter1138> If it's broken, fix it, whether that matches ttdp or not is not really relevant any more.
16:56:36 <frosch123> Houses and industries have a callback when the construction stage changes.
16:56:36 <frosch123> The spec say it is called 4 times for stages 0 (just put on the map) to 3 (finished).
16:56:36 <frosch123> Ottd is "broken", because it only triggers 3 times, missing stage 0, and no call during mapgen.
16:56:36 <frosch123> Ttdp otoh triggers for stage 0 and during mapgen, but only if some other property is set, which does not matter for the other stages.
16:57:03 <_jgr_> Are there any GRFs which actually use these?
16:58:05 <frosch123> Pikka wants to use them, reported an issue, but assumed it was a missing feature, not a bug.
16:58:36 <frosch123> No-one else complained in 17 years.
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17:00:39 <_jgr_> Might as well implement something sensible and then update the spec to match then, yes
17:01:57 <andythenorth> FIRS uses construction stages
17:02:03 <andythenorth> but I don't think it re-randomises triggers
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17:05:13 <_zephyris> I'd like an animation trigger on build too...
17:05:38 <_zephyris> I suspect a lot of town newgrfs with road-sensitive building orientations would
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17:09:44 <peter1138> I think if you check the PRs there is one :)
17:13:17 <_zephyris> I'm confused, is the PR providing one, or is there already one and I'm dumb?
17:13:20 <andythenorth> deliberately haven't looked, but can I handle the animation trigger CB, and divert the result to persistent storage? 😛
17:13:26 <_zephyris> (the latter is more likely...)
17:13:40 <andythenorth> it is super convenient having bits provided, but as soon as we want to manage them, the API is worse than managing it via storage
17:14:04 <andythenorth> animation / random bits / s
17:14:18 <andythenorth> one day my brain will retrieve the correct words
17:14:49 <peter1138> > Some checks haven't completed yet
17:15:33 <frosch123> _zephyris: The PR adds a new one, but then I discovered there was already one supposed, which is broken
17:16:35 <peter1138> But yeah, if there's an existing way that's meant to work...
17:17:15 <frosch123> Now I rather fix the supposed one, but slightly different/extended from ttdp
17:17:57 <frosch123> Will sleep another night, then make new prs
17:21:47 <frosch123> I hit the rerun-tests button
17:22:38 <frosch123> Doesn't do anything
18:08:47 <peter1138> Pitchforks now, eh?
18:11:02 <andythenorth> badgetype("mob/has_pitchforks")
18:11:06 <andythenorth> badgetype("mob/has_torches")
18:12:08 <talltyler> Pitchfork factory, inputs wood and straw
18:12:56 <talltyler> Ship the pitchforks directly to houses, then passengers go to the Game Studio industry which inputs Lunch and outputs OpenTTD
18:15:02 <talltyler> medium_biter: should post the DELI flow chart 😛
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18:46:24 <peter1138> tallyler, Diversity, Equity, LEGO and Inclusion?
18:48:52 <peter1138> Oh, autocomplete failed because the bridge restarted,
18:54:54 <peter1138> 'Feature' is stretching it a bit :-)
18:56:22 <peter1138> Hmm, what's it like at 1x.
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18:59:48 <_zephyris> Hey, it's a feature, sprites are all I've got!
19:40:36 <xarick> is ParseInteger able to read negative numbers?
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19:46:18 <_glx_> and BTW a version using negative number is just silly
19:49:50 <xarick> okay, the advanced security tells me that auto is uint
19:50:21 <xarick> no negative versions gonna work
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19:50:28 <talltyler> Wonder what Reddit users would make of `FIRS -5` 😛
19:50:48 <_glx_> actually auto is std::optional<uint32_t> 🙂
19:54:17 <_glx_> codeQL is not wrong, but TC_BEGIN could be !=0
20:16:04 <peter1138> Okay so, now I'm adding so much stuff, I'm wondering if this should be regular window.
20:20:07 <peter1138> > /* 'Game Options' and 'Settings' buttons */
20:32:56 <peter1138> Hmm. Game Options toggles on the left feels slightly unbalanced.
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20:34:28 <peter1138> Looks of spaaaaaaaaaace.
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20:35:19 <sosmakaroni> What if you put it in 2 columns? with a small vertical separator?
20:36:10 <sosmakaroni> Or maybe I misunderstood, and it's a good thing there's a lot of empty space 😄
20:41:06 <_glx_> 2 columns will most likely increase window width in some languages
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20:43:45 <wensimehrp> Maybe add a window width check then?
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20:56:46 <_glx_> not enough tabs to need that 🙂
20:58:05 <_zephyris> But, seriously, button and label on the left with lots of space on the right is much better than orphan buttons miles from their labels
20:59:14 <_zephyris> Hmm, is it possible to set a website for the baseset? Looking at the greyed out button.
20:59:29 <peter1138[d]> OpenTTD supports it, I don't know if bananas does.
21:00:09 <_zephyris> Implement CSS flexbox for OpenTTD UI
21:00:18 <_glx_> should be somewhere in the obg I think
21:12:21 <_zephyris> Where are you finding the docs?
21:12:51 <_zephyris> (obg format docs are, understandably, sparse)
21:14:43 <_zephyris> Super useful, thanks
21:14:57 <_glx_> doc not being exhaustive doesn't surprise me 🙂
21:15:53 <_zephyris> I think the MD5 info in that doc is wrong too, IIRC. You can't just MD5 the file
21:16:18 <_glx_> depends on grf container version
21:16:53 <_glx_> for v1 it's fine, for v2 it's less simple
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21:36:02 <_glx_> nmlc has `--md5` option to output it when creating the grf
21:36:17 <peter1138> That "url" field was added by me just over a year ago, so of course I wouldn't have updated docs :)
21:45:32 <_zephyris> Hmm, what is "fallback" for?
21:49:41 <peter1138> Whether bananas allows it, I don't know.
21:50:16 <peter1138> I think clangd has crashed my computer.
21:53:47 <peter1138> Load average: 25.56 122.57 77.99
21:53:48 <xarick> wow... game settings are gone
21:54:08 <_zephyris> Any hints on what `fallback` metadata value should be used for?
21:54:49 <xarick> nevermind, stuff moved
21:55:25 <peter1138> _zephyris, no_music.obs / no_sound.obs
21:55:59 <peter1138> Stops them being picked automatically if a real set is present.
21:57:52 <_zephyris> Ok, so no relevant usage of fallback for base graphics then
21:59:02 <peter1138> Are you saying we need a "replaces = abase,zbase" attribute? :-)
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22:01:50 <_zephyris> Not the worst idea!
22:07:38 <peter1138> Not sure why everything froze. A SysRq emergency sync seemed to make it recover, which is odd.
22:19:17 <wensimehrp> I like the new icon for dolphin file manager
22:23:47 <wensimehrp> this menu is waaaaaay too wide
22:30:53 <wensimehrp> _glx_: Other tabs are not also not so good. There are just too much space
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22:33:50 <reldred> Eh, I think it looks good
22:35:35 <wensimehrp> The advanced tab looks fine with text populating the interface
22:35:54 <wensimehrp> other tabs are definitely too spacious
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22:59:15 <peter1138> Tall and narrow just looks wrong to me.
22:59:34 <peter1138> wensimehrp, try switching to Greek.
23:00:07 <peter1138> (Perhaps not before #14087 is merged (or something better))
23:05:16 <peter1138[d]> Narrowness of CJK looks odd and out of proportion to me 🙂
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