IRC logs for #openttd on OFTC at 2025-05-01
            
00:14:07 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1367292969106931712/image.png?ex=68140e4e&is=6812bcce&hm=b5c1d9c0cf09148da7f6877340a5b74bf409766ed68eb6b98d900cb24ba46700&
00:14:07 <_glx_> that could be a problem
00:29:31 <peter1138[d]> Tabs?
00:31:19 <peter1138[d]> StripTrailingWhitespace handles carriage return, newline and space, but not tab.
00:33:41 <_glx_> but the weird part is parent commit works fine, but data keys also have ???
00:36:05 <peter1138[d]> strgen_base.cpp:484: `auto len = str.find_last_not_of("\t\r\n ");`
00:36:13 <peter1138[d]> Add the `\t`
00:36:31 <peter1138[d]> Also, removed the generated file "placeholder"
00:36:40 <peter1138[d]> With that, it seems to work.
00:39:12 <peter1138[d]> Yeah, the old code stripped spaces and tabs, the new code strips spaces and cr and lf.
00:41:25 <_glx_> well the strings with ??? are from the savegame
00:50:16 <_glx_> I'm trying to understand why the savegame has ? and not \t
01:04:03 <_glx_> oh it's SlStdString() translating \t to ?
01:06:34 <peter1138[d]> Probably just StrMakeValid somewhere.
01:08:02 <_glx_> yes and it's quite old,
01:09:27 <_glx_> so any save from a GS with \t between ID and `:` actually fail to correctly load strings, not an issued if GS is present as then the string will load from it
01:09:54 <_glx_> but if GS is not present it might be a problem
01:10:36 <_glx_> or maybe not since encoded strings don't rely on ID, but on numerical index
01:20:54 <DorpsGek> [OpenTTD/OpenTTD] Iris-Persephone commented on pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158#pullrequestreview-2808945981
01:23:05 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #14178: Fix bf8a241f: Handle \t in trailing whitespaces https://github.com/OpenTTD/OpenTTD/pull/14178
01:25:35 <_glx_> ha The Tim Traveler used TTD music again
01:26:20 <_glx_> haha and graphics too
01:27:23 <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1367311408986849362/image.png?ex=68141f7b&is=6812cdfb&hm=9c4ac1d8fcc4de4c15bab1d3724279a0a45d38eb910e4e760c6d17acdaed6dfd&
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02:23:09 <DorpsGek> [OpenTTD/OpenTTD] Iris-Persephone updated pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158
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02:26:52 <goddess_ishtar> internally debating whether or not to move the entire logic into that function
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02:28:03 <goddess_ishtar> I'd have to check twice whether the setting is set to "custom town number" or not, but it makes the code in `town_gui.cpp` neater
02:28:07 <goddess_ishtar> I think I will
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02:35:39 <DorpsGek> [OpenTTD/OpenTTD] Iris-Persephone updated pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158
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04:47:27 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/a30f251d0589cc2d54d1113ad1ad5e1cb83cf05b
04:47:28 <DorpsGek> - Update: Translations from eints (by translators)
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05:44:57 <andythenorth> Is it morning?
05:45:13 <andythenorth> Or is it still yesterday?
05:45:55 <Rubidium> in Dutch it'd even be tomorrow ;)
05:46:38 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14178: Fix bf8a241f: Handle \t in trailing whitespaces https://github.com/OpenTTD/OpenTTD/pull/14178#pullrequestreview-2809201212
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08:55:17 <kuhnovic> https://cdn.discordapp.com/attachments/1008473233844097104/1367424127174185110/image.png?ex=68148875&is=681336f5&hm=d643ab64a621793a36a2233734a648fa8dec38375eaf1137307fbb06b25d61a4&
08:55:17 <kuhnovic> talltyler: I whipped up some visualization for your water map edges PR
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09:24:08 <xarick> hi
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09:29:11 <truebrain> kuhnovic: Nice ๐Ÿ˜„
09:51:56 <peter1138> I didn't check, does it work with the hidden freeform edges turned on (which is by default)?
09:55:08 <kuhnovic> Terraforming the outermost tiles is not allowed in "island-mode"
10:22:10 <peter1138[d]> Yeah, but is "island-mode" the same thing as "non-freeform-mode"?
10:22:36 <LordAro> i feel like it shouldn't have to be
10:32:04 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14178: Fix bf8a241f: Handle \t in trailing whitespaces https://github.com/OpenTTD/OpenTTD/pull/14178
10:33:39 <peter1138[d]> FFS Teams is so annoying.
10:43:32 <kuhnovic> Not sure what the non-freeform-mode is, I need to check
10:43:49 <xarick> omg i was in the middle of a rebase then i went to bed
10:43:54 <xarick> stupid me
10:44:26 <kuhnovic> git rebase --abort and start over
10:44:33 <kuhnovic> Or... just continue
10:45:22 <peter1138[d]> Helpful tip if you are completely lost, you can create a new branch while you are rebasing, then do `git rebase --abort`
10:45:52 <peter1138[d]> You'll keep whatever you had done during the rebase, and also keep the original branch.
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10:46:18 <michi_cc> Xarick listening to a tip...? /s
10:46:21 <peter1138[d]> You can then rebase the original branch on top of the new branch to continue it, though you'll get conflicts for things that have changed. Like normal.
10:46:27 <peter1138[d]> Absolutely not.
10:48:07 <xarick> I am aborting
10:48:18 <xarick> better start over
10:49:08 <kuhnovic> Oh I didn't know that, thanks!
10:50:35 <_glx_> Rebasing is fun, it gives a better understanding of the changes
10:51:29 <peter1138[d]> But rewriting may sometimes be more practical.
10:55:20 <LordAro> it can get annoying when all that's conflicting is whitespace changes
10:55:24 <LordAro> (i'm working on it...)
10:57:07 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174#pullrequestreview-2809607084
10:58:48 <xarick> trying to do something but not sure it's possible
10:59:23 <xarick> wanna compare my local branch "mix" with the branch "mix" on the github website
10:59:31 <xarick> before vs after
11:01:41 <LordAro> use the commit hashes
11:02:37 <DorpsGek> [OpenTTD/eints] frosch123 opened pull request #213: Add: Support for LEFT_ARROW from OpenTTD#14174 https://github.com/OpenTTD/eints/pull/213
11:02:45 <peter1138[d]> VS Code's built in merge conflict tool is really quite good.
11:04:16 <peter1138[d]> Next time I search for a free slot I'll just ask frosch ๐Ÿ˜„
11:04:54 <xarick> can i download origin/mix into a locar mix-temp
11:04:58 <xarick> local
11:05:10 <xarick> then i can use github desktop to do a branch comparison
11:05:36 <_zephyris> LEFT_ARROW needs a font update, right?
11:05:49 <xarick> meh, forget, i'm just gonna yolo
11:07:43 <xarick> hmm kinda what I wanted, but not quite <https://github.com/SamuXarick/OpenTTD/compare/376ccffdda29cd8d334f39a0cdbb8e034768efac..120ed75d6bf02e2ea587269b8bbbb7536e872fef>
11:08:44 <peter1138[d]> _zephyris: Can do, but we need to settle on the codepoint first ๐Ÿ™‚
11:08:44 <peter1138[d]> I don't think the OpenTTD-TTF includes the RIGHT_ARROW glyph currently anyway.
11:09:10 <peter1138[d]> (It's included in OpenGFX 2 as a sprite font glyph)
11:09:36 <peter1138[d]> I noticed because 3x scaling left me with a 2x right arrow.
11:11:02 <peter1138[d]> I think we already allow truetype fonts to replace glyphs in the 0xE200-0xE2FF range.
11:11:15 <peter1138[d]> (For vehicle symbols.)
11:23:43 <DorpsGek> [OpenTTD/team] realsepehrz commented on issue #628: [fa_IR] Translator access request https://github.com/OpenTTD/team/issues/628
11:25:48 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1367462005228965899/image.png?ex=6814abbc&is=68135a3c&hm=f2740cb16f09d04d289a4a4c9ff7e6a3fd300e9e69d5ea37be97b79d1a9a845e&
11:25:48 <_zephyris> This is `RIGHT_ARROW`, right?
11:26:08 <_zephyris> So should be in the small font - might be an ottd bug.
11:26:35 <DorpsGek> [OpenTTD/team] realsepehrz opened issue #630: [fa_IR] Translator access request https://github.com/OpenTTD/team/issues/630
11:26:35 <_zephyris> If OGFX2 provides it then it's in the TTF fonts, because OGFX2 entirely derives the sprite fonts from the TTFs.
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11:32:43 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367463746137489448/image.png?ex=6814ad5b&is=68135bdb&hm=a4b89d1e4ffdb455af1eaffedde8202bdfcc3b29de4f3f25fa1344dfeb18c330&
11:32:43 <xarick> statistics!
11:34:09 <peter1138[d]> Hmm.
11:34:38 <peter1138[d]> Now do that stat for the US-only. WhatsApp will disappear...
11:36:51 <kuhnovic> It really depends on which country you're in. Pretty much everyone uses Whatsapp here in NL, but for example in Norway everyone uses Facebook Messenger (which I hate)
11:43:54 <peter1138[d]> _zephyris: Hmm, probably my ttfs are out of date then. I'm using the ones bundled in the OpenTTD source.
11:44:29 <peter1138[d]> Replaced those with fonts from the repo and it's scaled now.
11:44:56 <_zephyris> Oh, cool
11:46:10 <_zephyris> https://github.com/OpenTTD/OpenTTD-TTF/commit/6053465fe18128395909af45e4242a7615be4b1c
11:46:18 <_zephyris> All makes sense ๐Ÿ™‚
11:54:11 <talltyler> kuhnovic: I wonder about only showing these when Shift is held. I like the seamless look. ๐Ÿ™‚
11:55:32 <peter1138[d]> 2024 is quite a while ago, are we due a font update?
11:55:49 <kuhnovic> That would be a bit weird IMO. Either we always draw it or we don't (or we make it a setting hehe)
11:55:50 <peter1138[d]> I guess after we've added left arrow ๐Ÿ™‚
11:58:53 <_zephyris> Make sure it's updated before 15
12:02:36 <peter1138[d]> Hmm, make an issue with the milestone so it's not forgotten ๐Ÿ™‚
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12:06:09 <xarick> 15 is coming in august
12:06:13 <xarick> I predict
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12:13:14 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #14179: Update vendored OpenTTD-TTF fonts https://github.com/OpenTTD/OpenTTD/issues/14179
12:13:52 <_zephyris> I think I've done that right...
12:14:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174
12:14:28 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174
12:14:41 <peter1138[d]> (Forgot the hashes...)
12:15:38 <peter1138[d]> Good thing about the combined options/settings menu, there's only one button on the intro menu, so I don't have to guess which side to press when I'm testing with RTL languages...
12:15:45 <peter1138[d]> That is, of course, the only reason I did it...
12:23:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174#issuecomment-2844737261
12:53:07 <peter1138[d]> https://www.tt-forums.net/viewtopic.php?t=92201
12:53:08 <peter1138[d]> Well.
12:56:14 <LordAro> lol
12:56:38 <xarick> can you nerf this? <https://www.youtube.com/watch?v=Yr5FeCnbq3w> ?
12:56:51 <xarick> you / we
12:56:53 <xarick> I
12:57:17 <xarick> feeder cargo doesn't affect rating
12:57:21 <xarick> something like that
12:58:45 <goddess_ishtar> station rating is already broken
13:05:36 <xarick> how many hash bits to mimic a 4096x4096
13:07:19 <xarick> 12
13:08:08 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #14180: Fix: Handle \t when loading GS strings from savegame https://github.com/OpenTTD/OpenTTD/pull/14180
13:13:28 <xarick> the new tile hash code seems slower
13:13:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158#pullrequestreview-2809766388
13:14:30 <peter1138[d]> Yesterday it was faster, today it's slower...
13:14:51 <peter1138[d]> You probably need to overclock your power supply again.
13:15:26 <xarick> that was industry generation
13:15:53 <_glx_> everything depends on map size, number of vehicles, location of vehicles, ...
13:16:47 <DorpsGek> [OpenTTD/OpenTTD] Iris-Persephone commented on pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158#pullrequestreview-2809770946
13:18:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158#pullrequestreview-2809772970
13:18:30 <DorpsGek> [OpenTTD/eints] TrueBrain approved pull request #213: Add: Support for LEFT_ARROW from OpenTTD#14174 https://github.com/OpenTTD/eints/pull/213#pullrequestreview-2809773333
13:22:22 <DorpsGek> [OpenTTD/OpenTTD] Iris-Persephone updated pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158
13:31:08 <DorpsGek> [OpenTTD/eints] frosch123 merged pull request #213: Add: Support for LEFT_ARROW from OpenTTD#14174 https://github.com/OpenTTD/eints/pull/213
13:33:21 <xarick> just realized something
13:33:41 <xarick> reloading a new game doesn't reset the measure points in framerate
13:35:05 <xarick> have to head to main menu to reset
13:38:26 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174#pullrequestreview-2809805074
13:41:02 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #14180: Fix: Handle \t when loading GS strings from savegame https://github.com/OpenTTD/OpenTTD/pull/14180#issuecomment-2844867372
13:43:03 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367496544332419192/image.png?ex=6814cbe7&is=68137a67&hm=30d400d1ca883f247336f8731c0e38867e3f3b1ea285d844c3c85ae7e2127dcf&
13:43:03 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367496544705581116/image.png?ex=6814cbe7&is=68137a67&hm=576888e6a3aa9e9fbf45b70541b4a3d74b81cf86e611a72060caea1d99e7b5bb&
13:43:03 <xarick> hmm...
13:43:43 <xarick> maybe
13:43:59 <xarick> guess it's the same after all
13:44:16 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14180: Fix: Handle \t when loading GS strings from savegame https://github.com/OpenTTD/OpenTTD/pull/14180#issuecomment-2844872560
14:18:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14158: Add: "Many random towns" button in scenario editor now prompts for the number of towns, with defaults based on the current new game settings https://github.com/OpenTTD/OpenTTD/pull/14158#pullrequestreview-2809881876
14:36:06 <xarick> `UpdateStationRating` function, why is it done that way? `byte_inc_sat` ?
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14:40:32 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #14180: Fix: Handle \t when loading GS strings from savegame https://github.com/OpenTTD/OpenTTD/pull/14180#pullrequestreview-2809941604
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14:45:12 <peter1138[d]> It's very old-style code to increment with a clamp.
14:47:21 <xarick> oh
14:48:06 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14180: Fix: Handle \t when loading GS strings from savegame https://github.com/OpenTTD/OpenTTD/pull/14180
14:48:45 <xarick> cs->callback_mask.Test(CargoCallbackMask::StationRatingCalc
14:48:47 <xarick> wow
14:48:59 <xarick> newgrfs can define station ratings
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14:56:45 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #14181: Codechange: reduce char* usage https://github.com/OpenTTD/OpenTTD/pull/14181
15:05:57 <peter1138[d]> You might think that's a feature for GameScripts, but...
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15:09:38 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #14181: Codechange: reduce char* usage https://github.com/OpenTTD/OpenTTD/pull/14181
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15:25:07 <xarick> how should I solve this
15:27:48 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367522905906483280/image.png?ex=6814e474&is=681392f4&hm=5e57e33bbacef5d2280b1473d9f978a0bbf7f1b35b8d857f43ec07444580dbf7&
15:27:48 <xarick> oh wow, suddenly
15:28:32 <xarick> uncovering a crash wasn't what I was looking for
15:29:01 <_glx_> oh interesting
15:29:04 <xarick> I clicked the + to expand
15:29:22 <xarick> at the passengers to any station and it popup that crash
15:29:46 <_glx_> it's nice you have a debugger running
15:30:06 <peter1138[d]> That doesn't mean an ability to debug though.
15:30:29 <goddess_ishtar> one step at a time
15:31:56 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367523948434030673/message.txt?ex=6814e56c&is=681393ec&hm=5dd3311710f08a7c666013f7b1cde347b8634b6b775bd22dd5515c3d9b4de132&
15:32:40 <_glx_> that's helpful
15:34:32 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367524600182739076/image.png?ex=6814e608&is=68139488&hm=6c7bd9781c628a38a733e8536baa12dd624f1029c07ed94a4e0384e35d52c277&
15:34:46 <_glx_> column 4 is definitely the issue
15:37:06 <_glx_> the problem starts around https://github.com/OpenTTD/OpenTTD/blob/master/src/station_gui.cpp#L1858-L1860
15:39:03 <peter1138[d]> Can reproduce with an assert.
15:39:38 <peter1138[d]> Possibly something not right with #14009
15:45:28 <peter1138[d]> Nope, the commit before crashes.
15:46:59 <peter1138[d]> Has it just been luck? There doesn't seem to be a range check.
15:47:08 <_glx_> could be #13652
15:47:16 <_glx_> used to be a C array
15:47:34 <_glx_> and out of bound access is fine for that
15:48:23 <_glx_> potentially harmful but fine
15:48:30 <peter1138[d]> Switch from C-array to C++ std::array wouldn't cause the problem, but will make the symptom show for builds that add checked [] access.
15:48:38 <peter1138[d]> It's "fine"
15:49:01 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14176: Fix: [Script] Access to enum/consts defined outside of main.nut https://github.com/OpenTTD/OpenTTD/pull/14176#pullrequestreview-2810077070
15:49:02 <peter1138[d]> That's what I meant by "just been luck", because there's no gaurantee that it will be fine.
15:51:12 <_glx_> yeah not the first time c++-ification uncovered long existing issues
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15:52:39 <_glx_> so many foot guns in C ๐Ÿ™‚
15:53:47 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #14182: Codechange: replace char* in descriptions with std::string_view https://github.com/OpenTTD/OpenTTD/pull/14182
16:00:26 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #11672: Allow GS to add animated text to the map https://github.com/OpenTTD/OpenTTD/pull/11672#issuecomment-2845136823
16:06:04 <xarick> why do the rail fences connect to the airport?
16:06:10 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367532559642394754/image.png?ex=6814ed71&is=68139bf1&hm=6d137ab25cd5d0fcc01861fd63c6b659b06a15437110e571459ccf040d64b7f9&
16:08:24 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris opened issue #11: Small font is missing the left pointing arrow, used in right-to-left languages for vehicle list orders https://github.com/OpenTTD/OpenTTD-TTF/issues/11
16:08:27 <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened issue #194: Sprite small font is missing the left pointing arrow, used in right-to-left languages for vehicle list orders https://github.com/OpenTTD/OpenGFX2/issues/194
16:16:36 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14176: Fix: [Script] Access to enum/consts defined outside of main.nut https://github.com/OpenTTD/OpenTTD/pull/14176
16:17:07 <_glx_> xarick: now your enums should work
16:18:02 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #14181: Codechange: reduce char* usage https://github.com/OpenTTD/OpenTTD/pull/14181#issuecomment-2845172565
16:19:53 <xarick> nice, gonna try
16:21:14 <frosch123> Hmm std::byte ...
16:31:46 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #14182: Codechange: replace char* in descriptions with std::string_view https://github.com/OpenTTD/OpenTTD/pull/14182#pullrequestreview-2810163489
16:33:09 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367539353416499220/image.png?ex=6814f3c5&is=6813a245&hm=76c18fe77eae1288420bc93b9c69dc1c2fbcf58ec7795d6e200d0bb2564424d0&
16:33:09 <xarick> why does my ai do this...
16:33:21 <xarick> look at those rail tracks
16:39:40 <xarick> maybe I'm doing wrong checks for 90 degrees
16:41:43 <xarick> RemoveLeftovers is being called
16:42:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367541732505555135/image.png?ex=6814f5fc&is=6813a47c&hm=d284e42820bd1c2eed6b51bb024e55a9ca3b56c248ebcd7e40773f69abb041ff&
16:42:39 <xarick> nice _glx_ , no crash
16:48:47 <xarick> oh, cost for 45ยบ turns = 190, cost for 90ยบ turns = 300
16:48:57 <xarick> let's fix it
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16:53:25 <goddess_ishtar> if you really want to optimise, remember that it's only two 45-degree curves in the same direction within one train length which causes slowdowns
16:53:44 <goddess_ishtar> also I'd just forbid 90-degree turns entirely
16:55:07 <xarick> the ai have a bad time building rails
16:55:38 <xarick> if 45 degrees are allowed, I prefer the ai to build a connection with them rather than not building at all
16:56:53 <goddess_ishtar> the thing is, 90-degree turns are ugly and don't even save space compared to a 45-degree turn
16:57:10 <goddess_ishtar> the minimum size 45-degree turn is still only one tile
17:24:12 <xarick> experimenting with longer AIConstroller.Sleep() times
18:28:14 <pickpacket> I get "fluidsynth: error: fluid_is_soundfont(): fopen() failed: 'File does not exist.'" when I try to play music in the game (15.0-beta2 on ubuntu 25.04, amd64). Any idea how I can fix that?
18:29:01 <pickpacket> oh. Maybe install fluidsynth
18:29:14 <goddess_ishtar> :p
18:29:54 <goddess_ishtar> I think some docs still say Timidity is the requirement
18:30:02 <goddess_ishtar> I have no idea where that comes from, but it's wrong
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18:40:42 <pickpacket> works with fluidsynth installed :) Although these errors are interesting: fluidsynth: warning: Instrument not found on channel 6 [bank=9 prog=118], substituted [bank=0 prog=118]
18:43:08 <pickpacket> This doesn't look right... OpenGFX2 sprite with transparency where there shouldn't be? https://lounge.warmedal.se/uploads/b4ca9c64a16880a1/image.png
18:45:22 <pickpacket> Here, too: https://lounge.warmedal.se/uploads/dc9fb118eabe1d1c/image.png
18:49:00 <goddess_ishtar> that doesn't look like transparency, that looks like a sprite layer issue
18:49:22 <goddess_ishtar> the fences are being drawn above the factory instead of below
18:49:43 <pickpacket> would that be an OpenGFX2 issue or a game code issue?
18:49:53 <goddess_ishtar> I am not certain
18:53:17 <pickpacket> I've never seen it with OpenGFX. My guess is it has to do with OpenGFX2
18:54:04 <goddess_ishtar> well, we can ask _zephyris about it
18:56:15 <_glx_> Yeah I'd blame the base set, you can report the issue (if it's not already done)
18:56:31 <_zephyris> Fences were aligned 1px too low, already fixed.
18:58:12 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1367575854225293434/image.png?ex=681515c3&is=6813c443&hm=a03d28703f41443ca69eb44bf49a21a9cf791036a934d2046aa7f5df315207c2&
18:58:12 <_zephyris> Hmmm, almost fixed. There's still a few stray pixels.
19:01:22 <DorpsGek> [OpenTTD/OpenGFX2] zephyris reopened issue #146: Farm fences can poke through neighbouring tiles https://github.com/OpenTTD/OpenGFX2/issues/146
19:01:25 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #146: Farm fences can poke through neighbouring tiles https://github.com/OpenTTD/OpenGFX2/issues/146
19:01:28 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367576678192123934/439372998-b78ddf53-a986-4f35-8b9c-160dcaf622f6.png?ex=68151688&is=6813c508&hm=8c11f0d0f547af82bcee0aa9c168c036297cc4ac68914a31ec11214ad9396673&
19:01:28 <xarick> shouldn't the aircraft point the other side :d
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19:05:03 <_zephyris> No. Well, not when testing right to left language layouts.
19:10:23 <peter1138[d]> Nope, the problem is... Newgrf again
19:10:42 <peter1138[d]> They often don't provide left facing purchase list sprites.
19:11:40 <peter1138[d]> In fact they go out of their way to not provide one, because it wasn't needed originally.
19:12:28 <peter1138[d]> Hmm, I wonder if there's an LTR varaction variable.
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19:21:24 <xarick> just flip it
19:21:41 <xarick> j/k
19:22:17 <xarick> my reserve money system is trash
19:23:01 <peter1138[d]> Draw it column by column with clipping? Heh
19:24:11 <xarick> I need to do some type of rotation system
19:24:29 <xarick> switch between transport type mode when deciding on a new route
19:25:15 <xarick> the current way was fine when there was only road and air
19:26:24 <xarick> now that the AI has all modes of transport, I rather have it focus all the attention on a single one
19:27:08 <xarick> and not do a bit of 0, then a bit of 1, then a bit of 2, then a bit of 3, and repeat
19:27:42 <xarick> i prefer it to do fully 0, skip others, once 0 is done (or failed), do fully 1...
19:28:46 <xarick> should also help with the reserve money issue a bit
19:32:58 <peter1138[d]> Crop rotation. Don't want no famine.
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20:00:06 <andythenorth> peter1138[d]: x = -x for x in [foo]
20:00:18 <andythenorth> or just use the sprite for -> ๐Ÿ˜›
20:14:19 <_zephyris> Should mirror the cursors for RTL really...
20:15:42 <peter1138[d]> Probably "NewCursors"?
20:24:01 <peter1138[d]> andythenorth: Yeah, that's the point, there isn't a sprite for -> most of the time.
20:24:33 <andythenorth> in the 8 vehicle angles?
20:24:44 <andythenorth> my solution is horrible
20:25:04 <andythenorth> it would involve taking something from the non-purchase act 3, 2, 1 chain
20:25:41 <peter1138[d]> Yeah, that doesn't work because there are all sorts of variables that don't exist.
20:25:45 <andythenorth> yeah
20:26:02 <andythenorth> ok just invert the x pixels then ๐Ÿ˜›
20:26:07 <andythenorth> do we have a transform for pixels?
20:26:12 <peter1138[d]> (And yes, this is something I have looked at before...)
20:26:17 <peter1138[d]> Nope.
20:26:26 <alpapilus> I canโ€™t imagine drawing over 200 sprites but multiply that by 8 and also donโ€™t forget the coaches because thatโ€™s just trains.
20:26:31 <alpapilus> Thatโ€™s dedication
20:26:39 <andythenorth> just port everything to OpenGL, the texture map all sprites onto polys, then reflect the poly?
20:27:27 <peter1138[d]> The problem is texture mapping so many tiny sprites is not one of OpenGL's strong points.
20:27:59 <andythenorth> that's the **only** problem? ๐Ÿ˜ฎ
20:28:13 <peter1138[d]> Mainly.
20:28:35 <peter1138[d]> Technically OpenGL texture names are 32 bit integers, so you can have 4 billion or so.
20:28:56 <peter1138[d]> But lots of individual textures is not good for performance.
20:29:28 <peter1138[d]> I wrote that OpenGL patch about 20+ years ago, it worked.
20:30:24 <peter1138[d]> xarick: did you make an issue for that station crashing bug?
20:30:35 <xarick> no
20:30:47 <peter1138[d]> Ok. No worries, I just won't bother searching for it then ๐Ÿ™‚
20:37:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14183: Fix: Crash/Undefined behaviour in station view window. https://github.com/OpenTTD/OpenTTD/pull/14183
20:38:35 <peter1138[d]> Hmm, maybe add some more asserts.
20:38:59 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367601219597766796/image.png?ex=68152d63&is=6813dbe3&hm=1013e1212dce8f4738e31e055528d7d09ac0f9ba9af5309ca29bbe2f95115923&
20:38:59 <xarick> feels like a different AI
20:39:19 <xarick> it used to amass road vehicles
20:41:01 <xarick> it has a very high failure rate of water routes
20:41:37 <peter1138[d]> Yup, found another crash.
20:42:24 <xarick> I'm never sure when it's monetarily safe to build canals
20:43:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14183: Fix: Crash/Undefined behaviour in station view window. https://github.com/OpenTTD/OpenTTD/pull/14183
20:43:47 <xarick> because... aqueducts have absurd costs
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21:08:28 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14174: Fix: Small order list arrow was wrong direction for RTL text. https://github.com/OpenTTD/OpenTTD/pull/14174
21:11:34 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris opened pull request #12: Feature: Sans and Small left-pointing arrow in private use range https://github.com/OpenTTD/OpenTTD-TTF/pull/12
21:12:46 <DorpsGek> [OpenTTD/OpenTTD-TTF] PeterN approved pull request #12: Feature: Sans and Small left-pointing arrow in private use range https://github.com/OpenTTD/OpenTTD-TTF/pull/12#pullrequestreview-2810741230
21:13:35 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris merged pull request #12: Feature: Sans and Small left-pointing arrow in private use range https://github.com/OpenTTD/OpenTTD-TTF/pull/12
21:13:40 <DorpsGek> [OpenTTD/OpenTTD-TTF] zephyris closed issue #11: Small font is missing the left pointing arrow, used in right-to-left languages for vehicle list orders https://github.com/OpenTTD/OpenTTD-TTF/issues/11
21:16:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14184: Codechange: Scrollbar Count no longer needs to be clamped to uint16_t. https://github.com/OpenTTD/OpenTTD/pull/14184
21:24:09 <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #195: Feature: Add left-pointing arrow to sprite font https://github.com/OpenTTD/OpenGFX2/pull/195
21:24:46 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #14182: Codechange: replace char* in descriptions with std::string_view https://github.com/OpenTTD/OpenTTD/pull/14182
21:25:12 <_zephyris> Are those the left-right arrows you need for badge column order too?
21:25:21 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14185: Fix: Changing monospace font didn't refresh the monospace width cache. https://github.com/OpenTTD/OpenTTD/pull/14185
21:25:43 <peter1138[d]> No, those are sprite-based and use the scrollbar icons.
21:25:54 <peter1138[d]> Which is a little bit of an annoying change I made many years ago.
21:26:07 <peter1138[d]> They were originally text based, but I thought it was odd that icons should be drawn as text.
21:26:28 <peter1138[d]> Which means that now they are limited to powers-of-two scaling.
21:27:14 <peter1138[d]> Not impossible to change, but probably not wise before 15.0 ๐Ÿ™‚
21:27:31 <_zephyris> Yeah, not exactly a big problem!
21:27:54 <peter1138[d]> WIth font glyphs we also can't actually get the real height of them.
21:28:03 <peter1138[d]> (I mean, we can, but the system isn't designed for it.)
21:28:22 <peter1138[d]> For fonts we have character width, and height is the over all font height, not per glyph.
21:28:38 <peter1138[d]> This would make centring glyphs in the widgets a pain.
21:28:47 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #14181: Codechange: reduce char* usage https://github.com/OpenTTD/OpenTTD/pull/14181
21:31:09 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #14183: Fix: Crash/Undefined behaviour in station view window. https://github.com/OpenTTD/OpenTTD/pull/14183#pullrequestreview-2810774425
21:32:09 <frosch123> _zephyris: Just working on a PR to allow adding a rtl variant for any gui sprite. Should be ready tomorrow
21:33:26 <peter1138[d]> Uh, really?
21:33:43 <peter1138[d]> Mind you I guess what I just did is kinda "not sprites" as it's a font.
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21:34:31 <frosch123> I mean tool bar icons and such, no fonts
21:34:44 <peter1138[d]> Yes, that's why I made the distinction ๐Ÿ™‚
21:36:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14118: Change: Use same padding as NewGRF parameters for AI/GS parameter lists. https://github.com/OpenTTD/OpenTTD/pull/14118
21:53:33 <xarick> hmm why am I building statues ๐Ÿ˜ฆ
21:54:18 <xarick> reservedMoney is not working, I bet
21:59:52 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1367621573590257665/image.png?ex=68154058&is=6813eed8&hm=f3d4f13ea8e308c5d37a9dc95ee0ae31e6103bd861a07b90e627fce4f6f4b779&
21:59:52 <xarick> kek
22:00:27 <xarick> i need about 300kish to build a water route
22:00:34 <xarick> i don't even reserve it
22:00:57 <xarick> how did the AI even manage to work
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22:01:30 <xarick> "it just works!"
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22:37:49 <DorpsGek> [OpenTTD/OpenTTD] dependabot[bot] updated pull request #13945: Bump Apple-Actions/import-codesign-certs from 3 to 5 in the actions group https://github.com/OpenTTD/OpenTTD/pull/13945
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