IRC logs for #openttd on OFTC at 2025-05-24
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04:45:04 <DorpsGek> - Update: Translations from eints (by translators)
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07:35:50 <peter1138[d]> With the markers, it gives an idea of how many choices there are.
07:44:15 <peter1138[d]> Anywhere these are other clues here.
07:44:36 <_zephyris> The `+` `3` `-` number select input is pretty much gold standard.
07:45:03 <_zephyris> `+` `3/8` `-` would most easily give the number of options
07:46:51 <_zephyris> A text input field for the number, so you can type an arbitrary one in, is the most common enhancement for similar ui elements
07:48:23 <_zephyris> Huh, didn't realise that clicking on the number increments it... Would be a little nicer to open the text input window.
07:50:52 <andythenorth> do we have a spinning wheel UI element?
07:53:09 <andythenorth> probably a bad idea
08:00:29 <kuhnovic> Oh how I hate those haha
08:13:26 <andythenorth> iOS dropped most of them
08:24:24 <kuhnovic> Android has dropped them too. Good riddance
08:53:27 <kuhnovic> Is it just me or is writing custom iterators in C++ just a total minefield?
09:33:40 <xarick> gonna check if it's a me problem
09:38:02 <xarick> v->orders has a size of 0, but it's checking for v->orders == nullptr
09:57:01 <xarick> yep, happens on master
09:58:19 <xarick> unsure what the AI did, but the orders disappeared and it crashed immediately after
10:05:38 <frosch123> If you only need forward iteration, std::sentinel_t helps a lot; until you get proper generators in c++23
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10:08:38 <peter1138[d]> If my recent one needs any fixes let me know ๐
10:14:58 <xarick> then it was going to add them, but didn't reach that point, openttd crashed
10:16:56 <peter1138[d]> Well I'm in the middle of a bike ride so can't look now.
10:17:40 <xarick> I'm gonna try create a reproducible issue
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10:29:37 <xarick> looks like crashing doesn't require shared orders
10:59:57 <_glx_> Hmm yeah GetNext behaviour changed, so asserting is no longer correct
12:32:17 <_glx_> ah no, it's not because GetNext(), it's because v->cur_implicit_order_index
13:30:11 <peter1138[d]> Okay, so keep the numbers and left/right buttons?
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13:48:36 <xarick> identifier "_order_pool" is undefined
13:48:42 <xarick> oh right, it's gone now
13:49:14 <peter1138[d]> It's not something you should need to use anyway.
13:52:21 <xarick> wish I could do something about freewagons
14:22:40 <xarick> how to check caches but not all of the tests, just my own
14:30:37 <xarick> I assume the other tests are fine
14:30:48 <peter1138[d]> _zephyris: "3/8", "3 / 8" or maybe "3 of 8"?
14:30:58 <peter1138[d]> World gen uses "3 / 8"
14:34:57 <peter1138[d]> Some window captions use of. "Towns (x of y)"
14:35:37 <brickblock19280> does openttd provide ELRD and RAIL road and tramtypes?
14:36:04 <peter1138[d]> Just ROAD and ELRL.
14:36:53 <peter1138[d]> Rationale, before NRT, we only had plain road, and trams with catenary.
14:37:26 <peter1138[d]> Therefore, adding ELRD and RAIL would've been hardcoding more things, and that is not desirable.
14:38:11 <brickblock19280> makes sense but the grf specs say otherwise so i'll have to update them
14:38:37 <peter1138[d]> Possibly based on an earlier draft of NRT which didn't have them.
14:46:44 <peter1138[d]> Or too much like a settings window?
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14:58:01 <_zephyris> Not a fan of a frame around each like, lots of unnecessary visual noise
14:58:57 <_zephyris> Probably good to use consistent setting UI elements for setting-like UI
14:59:16 <peter1138[d]> Hmm, just a feature of WWT_MATRIX, when things are dynamic.
15:00:19 <peter1138[d]> AI/GS settings are similar style.
15:02:52 <_glx_> hmm "Reset" feels dangerously placed ๐
15:03:18 <peter1138[d]> It's far less dangerously placed than before.
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15:15:04 <xarick> i wanted a reset this single setting to default
15:16:29 <xarick> bool button and dropdown button need a way to reset to default
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16:40:13 <xarick> hmm guess I also need to remove T
16:40:19 <peter1138[d]> Oh, that's awkward. When you load a really old savegame, it uses new-game settings for NewGRFs.
16:41:05 <peter1138[d]> Which is no longer on the main menu, it's in the new-game window ๐
16:41:09 <_glx_> pre newgrf stored in save ?
16:41:46 <_glx_> similar to ttdpatch then ๐
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16:51:57 <merni> Is that why those settings were on the main menu in the first place :P
16:52:24 <merni> I think that is unintuitive enough either way though tbh
16:52:54 <peter1138[d]> Oh, that's where my music went. Headphone output was muted ๐ฎ
16:53:10 <peter1138[d]> merni: Sure, I just noticed it ๐
16:53:33 <peter1138[d]> I think a "NewGRF Settings" button in the saveload window, for ancient savegames, could work. But I cba to do it.
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16:54:31 <_glx_> anyway good luck finding/remembering the exact same grf in the correct order
16:55:10 <peter1138[d]> Yes. Mainly, loading without NewGRFs instead of the current setting would be useful, BUT for those games that did use NewGRFs... Hmm.
16:55:45 <peter1138[d]> She is... kinda terrifying.
16:56:16 <_glx_> at least they are probably old enough to be fine with fallback mechanism of station/industry
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16:57:22 <peter1138[d]> No sliders, just toggles and arrow buttons, and "x / y" display.
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16:58:06 <peter1138[d]> (And slightly more padding, chosen to be similar to the company info window)
17:02:22 <peter1138[d]> I'd need to add more bits.
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17:12:34 <peter1138[d]> Hmm, maybe background could be separate from face.
17:14:09 <peter1138[d]> Lock attributes from randomness?
17:24:05 <peter1138[d]> Hmm, maybe moving away from bitstuffing would be beneficial.
17:26:04 <_glx_> but a single number is easy to store in cfg and pass to clients
17:30:13 <peter1138[d]> Difficult to expand the existing faces, but I don't know if that should be an aim.
17:31:22 <_glx_> well it can be possible to switch to 64bits with bit 63 as a marker for expanded format
17:32:11 <peter1138[d]> Bit-stuffing just doesn't lend itself to extensibility.
17:33:05 <_glx_> and baseset is quite limiting too
17:35:17 <peter1138[d]> talltyler: I happened to already have this branch as a work-in-progress ๐
17:35:43 <peter1138[d]> Step 1, converting existing fixed face definition to a new format.
17:35:53 <peter1138[d]> And changing the UI to not use fixed widgets.
17:36:03 <peter1138[d]> This is now basically complete.
17:36:19 <peter1138[d]> Step 2, define a NewGRF format to define new faces.
17:37:13 <peter1138[d]> I'm thinking they could be simpler than the existing faces, no need quite so many sprites.
17:37:40 <peter1138[d]> Could be Action 0 to define "a face" and Action 3/2/1 to define the sprites to use.
17:38:58 <peter1138[d]> The bits and value ranges could be derived from sprite set sizes. Define a sprite set with 3 'views' and that layer automatically uses 2 bits with a max value of 3.
17:39:28 <peter1138[d]> So it just needs an act2 to select the layer.
17:39:53 <_zephyris> peter1138[d]: Yeah, I don't like AI/GS/newgrf settings either ๐ The settings tree is better.
17:40:13 <peter1138[d]> If things like toggles and palette selection are needed, then the spec gets a bit more complex.
17:41:01 <peter1138[d]> And it all needs to be discoverable for the UI, so wild callback-based stuff is a bit meh.
17:43:00 <peter1138[d]> Hmm, not exactly? They're awkward because they need to be selected before the game starts.
17:43:03 <_glx_> needs to be active in intro
17:43:10 <peter1138[d]> Although for the default face it's a bit "fun"
17:43:53 <_glx_> right you can only configure face in an existing company
17:44:25 <peter1138[d]> You get to save a face in your config. And if that face is invalid, it's not a massive problem.
17:45:11 <peter1138[d]> Without the WWT_MATRIX.
17:45:25 <peter1138[d]> Didn't tweak the spacing yet, so that's not right either, But a rough idea.
18:13:06 <peter1138[d]> Is that more the thing?
18:15:35 <kuhnovic> That recessed frame looks a bit odd IMO.
18:24:51 <peter1138[d]> I need to juggle between "Someone doesn't like this layout" and "This is the standard way we show lists since the dawn of time".
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18:30:36 <_zephyris> Less frames = good ๐
18:35:21 <peter1138[d]> For a modern UI, perhaps.
18:35:25 <peter1138[d]> Which OpenTTD isn't ๐
18:43:15 <_zephyris> Welll... Matches the style of the newer windows
18:50:44 <xarick> if only I could understand HSQUIRRELVM
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19:05:08 <xarick> VsCode is being dumb with autoformatting
19:05:14 <xarick> it was fine a few daysago
19:10:20 <peter1138[d]> Clean rebuild maybe.
19:35:20 <xarick> this broke the formatter
19:36:12 <xarick> now I get this random redish stuff about unreachable code nonsense
19:36:44 <xarick> er.... weird screenshot
19:38:55 <xarick> a very expensive mistake, this monitor costed me โฌ300
19:40:19 <xarick> that red highlight stuff being "unreachable code", no one asked for this
19:43:53 <peter1138[d]> You can just turn it off.
19:43:54 <xarick> nice, it can be disabled
19:48:46 <peter1138[d]> No frames, no borders, no scrollbar.
19:50:44 <xarick> how do I create a 2nd optional argument for `ScriptVehicleList::ScriptVehicleList(HSQUIRRELVM vm)`
19:51:55 <_glx_> it's handled via ScriptList::FillList
19:53:11 <xarick> the new param would be a bool about "including freewagons", then it would pick between two methods to find vehicles, the original one which eats cpu, or my group caching vehicles method
19:54:00 <_glx_> you need to learn how the VM works then ๐
19:55:58 <xarick> I just need a strategy to deal with freewagons
19:57:03 <xarick> perhaps a new function
19:57:25 <xarick> ScriptVehicleList::ScriptPrimaryVehicleList
20:24:25 <xarick> ScriptList::FillList isn't flexible enough, or I don't see a way
20:27:13 <_glx_> you can also read the extra parameters before calling ScriptList::FillList
20:30:01 <jfkuayue> When I bought 2560*1440 in 2022, I thought it was not a mistake. When I had to buy a new PC due to the unmodifiable partitioned 500GB was too small, it was a mistake - I was too used to 2K to switch back to FHD
20:30:55 <_zephyris> peter1138[d]: I like the clen look ๐
20:34:50 <talltyler> Late to the party, but Iโll take the opposing view. I like the matrix, it looks like OpenTTD and has a very clear structure. The clean look reminds me of the company window and its free-form looser-goosey mess. ๐
20:36:26 <talltyler> In any case, I donโt care enough to bikeshed about it. But if you need a vote for โdraw it like all the other listsโ count me with that viewpoint. ๐
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21:08:59 <xarick> it's really only to circumvent freewagons
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21:35:46 <xarick> this test was really difficult to set up
21:36:34 <xarick> CoronaAI Fix doesn't use shared orders nor groups
21:37:04 <xarick> but calls ScriptVehicleList and ScriptVehicleList_Station
21:38:43 <xarick> at the top, it's using master with the original script unedited, ScriptVehicleList iterates the Vehicle pool, ScriptVehicleList_Station iterates OrderLists
21:41:26 <xarick> at the bottom, it's using group cache vehicle list branch with a modified script to use ScriptVehicleList_Primary instead of ScriptVehicleList. Both ScriptVehicleList_Primary and ScriptVehicleList_Station iterate from the cached vehicle lists from groups
21:42:30 <xarick> CoronaAI is really a bad case scenario
21:43:17 <xarick> regardless, I'm surprised the group method still wins
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21:52:25 <_glx_> ops limitation is there for that
21:54:31 <xarick> guess I need to start doing that
21:55:45 <xarick> I'll do some tests with 10k ops tomorrow
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22:02:51 <peter1138[d]> Same for these limits ๐
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continue to next day โต