IRC logs for #openttd on OFTC at 2025-06-19
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04:43:13 <DorpsGek> - Update: Translations from eints (by translators)
05:58:50 <pickpacket> peter1138[d]: quad core potato!
05:59:19 <pickpacket> cmcaine: how long does it take?
06:19:34 <peter1138[d]> Oh right, I already did the RailTypes EnumBitSet thing ๐
06:38:13 <andythenorth> curious if autoreplace could be accessed from the group "Manage" menu?
06:43:23 <pickpacket> can a single group be autoreplaced?
06:44:12 <pickpacket> I'm getting the feeling that 15.0 is quite far away still, btw
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06:46:56 <emperorjake> You need to create a group first, but per-group autoreplace has always been a thing
06:48:43 <pickpacket> emperorjake: cool. I've never had a reason to look for it
07:07:21 <peter1138[d]> The alignment is mostly OpenGFX 2 being slightly wrong (fix not release yet)
07:07:35 <locosage> too bad opengfx icons are meh
07:07:41 <locosage> but should look amazing with bonky
07:08:26 <locosage> can you make it have nbsp between icon and text?
07:09:35 <peter1138[d]> It still breaks.
07:20:31 <peter1138[d]> Hmm, some how I need to think runs.
07:21:03 <peter1138[d]> Truetype, icon and sprite glyphs are handled by different font caches.
07:21:26 <peter1138[d]> So they are put into different runs.
07:21:39 <peter1138[d]> And different runs can be split.
07:26:31 <peter1138[d]> Hmm, what if we removed the `Font` concept and stored font index and colour for each glyph instead.
07:26:58 <peter1138[d]> So no longer treating font and colour changes as a different run.
07:27:21 <andythenorth> peter1138[d]: had a PR that fixed my integer length train problems
07:31:25 <peter1138[d]> Hmm, maybe encode the font index into the GlyphID.
07:35:46 <peter1138[d]> Hmm, if GlyphID is uint64_t instead of uint32_t, then we can store the font and the colour and the glyph, and none of them changing counts as a break.
07:46:54 <peter1138[d]> Meh. Redesign eh?
07:53:20 <_zephyris> Cargo icons are on my list for redesign... The ogfx1 ones were a rush job, and the ogfx2 are unstructured tweaks and fixes on that wonky foundation.
07:53:52 <_zephyris> IMO they'd look better with a text-like drop shadow, wondering if I will bake that in.
07:54:08 <peter1138[d]> I already said no to that :p
07:54:40 <_zephyris> See how it looks. It's probably a context thing, when used in text, drop shadow might make sense, when elsewhere not.
08:00:16 <peter1138[d]> And if we did it to original cargo icons...
08:00:35 <locosage> _zephyris: check bonky icons for inspiration, Lukas did an awesome job with those imo
08:02:14 <peter1138[d]> > No releases published
08:03:02 <locosage> well, yeah, we both ran out of time before it could be considered playable unfortunately
08:03:18 <peter1138[d]> I can't put an .ase into OpenTTD to test ๐ฎ
08:04:34 <peter1138[d]> "Priorietory source-available" uh huh
08:05:14 <locosage> peter1138[d]: you mean aseprite?
08:06:57 <locosage> aseprite is a bit of a pita but you can build it for free or pay some $
08:11:44 <peter1138[d]> Shadow vs no shadow
08:14:24 <locosage> oh, bonky icons are probably larger than opengfx ones
08:14:40 <locosage> so alignment is a bit off
08:17:38 <locosage> also they have own outline so shadow is a bit excessive
08:17:41 <locosage> but still looks ok imo
08:21:42 <locosage> in any case, should look the same as cargo dropdowns imo
08:24:38 <peter1138[d]> Generally go by original graphics, not OpenGFX, if you want correct alignment and sizes.
08:24:59 <peter1138[d]> OpenGFX got some things quite wrong. OpenGFX 2 is better, but not entirely.
08:25:27 <locosage> iirc icons are even worse in original
08:25:33 <locosage> they have different width
08:25:41 <locosage> and are a bit too small for use with text
08:26:14 <locosage> and in general 10px is just not quite enough to draw good icon
08:26:36 <peter1138[d]> 10px is the correct height, sorry.
08:26:48 <peter1138[d]> It's the same height as allocated to normal text.
08:27:17 <peter1138[d]> There's also 2x sprites to have more detail...
08:28:05 <locosage> I think we settled on 22px for 2x as that looked the best
08:28:11 <peter1138[d]> (Which BonkyGFX uses of course)
08:28:17 <peter1138[d]> 20px would fit better.
08:28:29 <peter1138[d]> Normal line height is 10px .
08:28:32 <locosage> we even tried 33px at some point
08:30:25 <locosage> I remember you experimenting with 1.5x sprites and like, did you merge those btw?
08:30:47 <locosage> as it kinda goes back to 1x just being bad for modern screen sizes
08:30:56 <peter1138[d]> 2x is good for modern screen sizes.
08:30:58 <locosage> 1.5x and 3x sprites would be better imo
08:31:41 <peter1138[d]> Still just a branch, not a PR.
08:31:46 <locosage> peter1138[d]: oh, ok, ty
08:31:56 <locosage> faces aren't quite finished in bonky
08:34:46 <peter1138[d]> Not sure there's a good way to do what you did now.
08:35:03 <peter1138[d]> Apparently my caution about changing rendering wasn't strong enough.
08:40:16 <locosage> yeah, maybe adding another layer would be a better solution
08:40:30 <locosage> collar going below makes sense with jacket but not with smth like sweater
08:42:13 <locosage> locosage: though adding layers wouldn't exactly solve this as top clothing dictates the order
08:44:11 <locosage> but it looks like dynamic faces kinda solve this, assuming jacket and sweater would be different styles
08:44:31 <peter1138[d]> Style is a complete face.
08:45:01 <peter1138[d]> But you could duplicate everything and just tweak the layering for the bits that matter, I guess.
08:45:28 <locosage> yeah, that's what I mean by "kinda"
08:47:50 <peter1138[d]> I imagine the spec would be something like Act 3/2/1 chains, with the layer as the "cargo id", or perhaps just a variable. And then just returning spritesets with with variation as a view.
08:48:11 <peter1138[d]> And then Act 0 to define the layers
08:50:17 <peter1138[d]> You could do automatic era-based variations...
08:50:35 <peter1138[d]> Seasonal variations, winter clothes vs summer clothes.
08:50:50 <peter1138[d]> And, of course, you can do earrings on both sides :p
08:51:14 <locosage> paid skins wen? ๐คญ
08:53:35 <locosage> too bad it would need newgrf to do anything
08:53:44 <locosage> would love to add some fancy badges to top players
08:53:52 <locosage> but not at the cost of adding newgrf
08:55:50 <locosage> hmm... putting literal badges in somewhere in company window with gs though
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08:59:29 <peter1138[d]> Yeah, that part works for cargo icons and badge icons.
09:00:38 <peter1138[d]> Does not allow any old sprite to be used by sprite id. it add {CARGO_ICON} and {BADGE_ICON} which take a cargo type or a badge label string as parameter respectively.
09:01:23 <peter1138[d]> Not sure there's any other type of icon that would be suitable.
09:02:37 <locosage> menu icons can be useful
09:02:44 <locosage> can just add them as default badges though
09:03:04 <peter1138[d]> You mean toolbar icons?
09:03:25 <locosage> just to reference buttons better
09:03:33 <peter1138[d]> They're 20px isntead of 10px though.
09:03:41 <locosage> i.e. "press company goals(flag button in the top menu)"
09:03:43 <peter1138[d]> Although potentially we could handle that.
09:04:01 <peter1138[d]> Draw it as zoomed out one level.
09:04:10 <locosage> "press bald guy button" ๐คญ
09:04:43 <peter1138[d]> Having a specific version for toolbar icons would mean you don't need to add extra badges, and means the icon would be correct for the player's baseset.
09:05:43 <locosage> can't you have some specialized badges provided by the game by default for those?
09:05:59 <locosage> kinda nice to have everything in one namespace
09:07:11 <locosage> `default/toolbar_icons_smol/bald_guy` ๐คญ
09:08:28 <locosage> even cargo icons could go there too, just a bit more tricky since cargoes are dynamic
09:09:01 <peter1138[d]> Hmm, perhaps could do that instead.
09:09:26 <peter1138[d]> Although then handling the sizing would be a bit awkard.
09:09:54 <peter1138[d]> Well, I guess we can have a hidden zoom attribute on badges.
09:10:20 <locosage> has a huge benefit that anything that uses badges in future would automatically gets these icons without any extra coding
09:10:44 <peter1138[d]> cargo types should remain separate due to the dynamicness.
09:10:54 <locosage> I'm thinking gs and stuff
09:11:20 <locosage> something like `default/cargo_icon/15` is still usable
09:11:51 <peter1138[d]> But you can just do {CARGO_ICON} with a parameter of 15.
09:12:03 <locosage> what if it's not in tex
09:13:01 <locosage> like I'm thinking of using badge as a custom resource icon for example
09:13:22 <locosage> like "coal" money in mashinky
09:14:49 <peter1138[d]> Can GS put arbitrary sprites in things already?
09:15:17 <locosage> unless something changed recently that I missed
09:15:28 <locosage> but it would be very useful
09:15:54 <peter1138[d]> So currently they can put text in a story page, so they can use {CARGO_ICON} or {BADGE_ICON}.
09:16:19 <locosage> oh, another thing I missed is embedding vehicle previews into text
09:16:47 <peter1138[d]> But adding images into the story book (or wherever) it wants to go, would be adding an entirely new set of features to that.
09:17:17 <peter1138[d]> Oh, engine preview images could be a thing.
09:17:33 <peter1138[d]> Although Iron Horse might use up the available ID space :p
09:18:17 <peter1138[d]> (My branch maps things to the U+F0000 block)
09:19:45 <locosage> peter1138[d]: yeah, I'm thinking ahead here
09:20:45 <locosage> but mashinky resources are a good example here, it shouldn't be that hard to implement and could use cargo icon as well as any other badge
09:22:49 <locosage> as since resource would only need one icon it can be added purely in GS without requiring newgrfs
09:29:04 <peter1138[d]> Hmm, annoying, the font system is designed around getting a sprite to draw.
09:29:16 <peter1138[d]> But for engines I need to call a separate function to do the drawing.
09:30:34 <locosage> locosage: oh, and company colour blots
09:31:18 <locosage> slowly remembering all the stuff ๐
09:33:40 <peter1138[d]> I think just doing it with icons embedded in strings would allow you to have sprites whereever the GS can currently do text. No extra sprite features needed.
09:34:00 <peter1138[d]> And that means we just need to add {CARGO_ICON} and {ENGINE_ICON}
09:34:47 <peter1138[d]> And possibly {TOOLBAR_ICON}
09:35:02 <locosage> and {COMPANY_BLOT} ;)
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09:36:04 <locosage> some other ui icons may be useful too like lock icon
09:36:55 <locosage> industry colour blot...
09:37:18 <peter1138[d]> I always wondered if industries should have their own icon...
09:37:56 <peter1138[d]> But retrofitting that would be impossible.
09:38:15 <locosage> yeah, industry icons would probably be nice
09:38:21 <locosage> not sure about 10x10 though :p
09:43:41 <_zephyris> peter1138[d]: Sorry, I'm an evil person. Can always be reverted...
09:44:12 <_zephyris> In the emojii world we now live in, more 10x10 text-sized icons would work nicely
09:44:18 <locosage> hm, on a second thought, while dumping everything in badge namespace is appealing I guess putting it all in text and just using text wherever needs an icon in the future isn't bad either
09:44:50 <locosage> at the very least `{CARGO_ICON}` is surely gonna use less network bytes than `{BADGE_ICON}` xD
09:48:17 <peter1138[d]> Yeah, if you want a standalone icon, then you can have just the text with nothing else added.
09:51:59 <locosage> oh, btw, there is one "resource" that's already in the game but would be very nice to have visible in the status bar, at least with the help of gs
09:52:05 <locosage> it's terraforming limit
09:54:32 <locosage> though tbh it just needs to be coded into the game as it's nearly unusable without any visual feedback
10:06:01 <peter1138[d]> I guess the issue is with defaults it's almost entirely inconsequential.
10:06:46 <locosage> it's fine to have basically no limit by default
10:07:06 <locosage> not fine is that it's confusing as heck when actually enabled
10:08:28 <peter1138[d]> Hmm, seems like it is tracked client-side as well, which is kinda weird.
10:08:36 <peter1138[d]> But useful if you wanted to show it.
10:09:03 <peter1138[d]> There's 4 limits, so showing whichever one is relevant would be awkward.
10:12:17 <locosage> yeah, I'm thinking of putting them into a building overlay but that needs, well, overlay ๐
10:12:17 <andythenorth> oops, forgot that these can't be nested into 2 layers
10:12:44 <andythenorth> the hierarchy doesn't really exist explicitly
10:14:31 <peter1138[d]> Explicit engine liveries instead of variants when?
10:16:20 <peter1138[d]> Like, it's quite clear that variants have not improved things.
10:40:58 <andythenorth> they've improved engines
10:41:18 <andythenorth> this is categorically fine
10:41:41 <andythenorth> what I've chosen to do with Horse wagons is....something else
10:44:24 <reldred> peter1138[d]: Variants I think are still good, but for something as large as JP+ for instance it's clear that we still need a specific solution for liveries.
10:44:53 <reldred> when an engine could have three or four variants and still have four or five liveries (or more) per engine.
10:46:39 <reldred> but for something like horse I think variants work fine for the liveries
10:46:47 <peter1138[d]> My thought so far is to do it similar to badges, but not using badges, because badges are static.
10:47:18 <peter1138[d]> So liveries are defined outside the scope of engines, with a string label.
10:47:34 <peter1138[d]> Each vehicle then gets a list of liveries that it supports.
10:47:56 <peter1138[d]> That list is static, so the information can be presented in the UI before purchase.
10:48:05 <reldred> is your thought that a livery should apply to multiple engines? because from what I understand for something like JP+ I think the individual liveries are still tied more to the specific engine/variant.
10:48:38 <peter1138[d]> Sure, you can just define liveries that are only used by one engine/variant.
10:48:55 <andythenorth> installable liveries, and they're in the group livery / company livery horror GUI
10:49:31 <andythenorth> then we do liveries for tiles ๐
10:49:50 <peter1138[d]> Livery labels gets around the current issue of cargo subtypes being defined by numeric ID that changes depending on the vehicle.
10:50:13 <reldred> Like a badge but the badge is a button you can select?
10:50:15 <andythenorth> badge application tool ๐
10:50:16 <peter1138[d]> So an autoreplace can keep the livery if it's supported.
10:50:24 <andythenorth> paint tiles with badges
10:50:29 <andythenorth> paint vehicles with badges
10:50:47 <reldred> coz it would be nice to just click something rather than what andy's done to the build menus with seperate entries per colour ๐
10:51:13 <locosage> paint badges with badges ๐ฅน
10:51:18 <reldred> 'if andy codes a grf heinous enough peter will do something about it'
10:52:01 <peter1138[d]> Mock up I did with variants, to collapse it all.
10:52:24 <peter1138[d]> So maybe something like that.
10:52:39 <peter1138[d]> Or more likely something that opens up and lets you pick from a list.
10:53:10 <reldred> Maybe in the text description you display a list of the colour/livery badge graphics as buttons you can click on? so you can see how many options there are?
10:53:25 <reldred> Like, I like the variants 'tree'
10:53:36 <reldred> the arrow buttons make things difficult to see what options you have
10:53:54 <peter1138[d]> Anyway, it's a basically like going back to cargo subtypes, except it doesn't rely on refit-cycling.
10:54:10 <reldred> Yeah the cargo refits thing is a bit ehhhh
10:54:21 <locosage> openttd, the game of navigating ui
10:54:53 <peter1138[d]> Variants was "cargo subtypes is too hidden, you can't see it without purchasing first"
10:54:54 <andythenorth> locosage: so much of my grf time is spent trying to optimise that meta game
10:55:05 <peter1138[d]> And ended up with the explosion of Iron Horse.
10:56:39 <andythenorth> Iron Horse isn't a variant specific problem ๐
10:56:41 <locosage> andythenorth: I spent mine on coding but yeah ๐ญ
10:56:50 <andythenorth> it's a problem of "I like rainbow colours"
10:57:10 <andythenorth> even though I only use the company colour and brown/grey variants
10:57:17 <andythenorth> or the yellow ones, or the blue ones
10:57:21 <andythenorth> or the green and yellow ones
10:57:25 <andythenorth> or the black ones
10:57:27 <reldred> we've had this discussion a few times though lol
10:58:54 <andythenorth> this is always just too tempting
10:59:02 <andythenorth> it has nothing to do with the train game ๐
11:20:16 <andythenorth> Iron Horse problems
11:20:28 <andythenorth> too much time spent looking at that as a child
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11:36:51 <fairyflossy> peter1138[d]: This for liveries would be super fancy imo
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12:28:44 <peter1138[d]> It's just icons everywhere.
12:29:44 <peter1138[d]> The 12px of engines is a bit of a squeeze with 10px leading.
12:34:52 <andythenorth> icons all the way down
12:34:59 <andythenorth> can we have icons on our icons? ๐
12:43:56 <peter1138[d]> Not sure "Capacity: 30 tonnes of wood" is suitable for cargo-iconifying.
12:52:41 <reldred> Not a fan of icons in lists like that
12:52:58 <reldred> Not the worst thing ever, but eh.
12:55:46 <locosage> with good icons it's much easier to read at a glance
12:56:10 <locosage> peter1138[d]: I put the icon before number
12:56:23 <locosage> locosage: looks ok imo
13:00:02 <locosage> though not sure if it's necessary in vehicle info, I don't usually read that anyway
13:01:15 <locosage> just use cargo filter when in doubt
13:02:01 <peter1138[d]> All this stuff is just testing that embedding these icons actually works.
13:03:50 <reldred> no I need to get upset about it :widdle_goblin:
13:04:08 <reldred> actually no I donโt, itโs bed time
13:06:39 <talltyler> Sleep well, dream of trains
13:23:42 <andythenorth> variant and badge livery gadget, combined? ๐
13:24:09 <andythenorth> ^ that with the scrolly arrows added?
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13:57:30 <squirejames> andythenorth: Hornby catalogues were mint
14:14:56 <talltyler> Self-assigned, just wanted to save it for later so I donโt forget ๐
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14:35:58 <peter1138[d]> Should we close it because it's a feature request? :p
15:42:02 <peter1138[d]> It's a bit warm.
15:51:58 <squirejames> peter1138[d]: It's like The Sun Probe here. I'm melting
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16:19:46 <LordAro> peter1138[d]: 33C on Saturday!
16:25:00 <talltyler> Itโll be 38 here next week ๐ซ
16:59:14 <truebrain> And do you know what time it is? Time to upgrade a Nomad cluster!
17:01:52 <truebrain> Sadly it most likely means I am going to disconnect all TURN users at least 3 times.
17:10:46 <truebrain> Hmmm ... this new node doesn't want to join the cluster ... why doesn't it want to?
17:11:00 <LordAro> try offering it some sweets
17:16:12 <truebrain> it doesn't even report it trying to do auto-discover
17:19:38 <truebrain> `unsupported protocol scheme`
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17:20:56 <michi_cc> `unsupported TrueBrain detected` ๐คฃ
17:22:40 <truebrain> undocumented changes! Or at least, changes I can't find!
17:29:03 <truebrain> always a good moment, when you have to check the source of a product to figure out what the options are ๐
17:29:10 <truebrain> up-to-date documentation? Who would need that?!
17:31:12 <truebrain> at least the machines boot en provision a lot faster than on OCI ๐
17:33:27 <truebrain> okay, going to shift load from old to new. Expect some disruptions (including IRC bridge)
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17:35:13 <truebrain> lol, on OCI the machines have 2 MHz .. on AWS they have 5 MHz. I guess that is kinda the reason one boots faster than the other? ๐
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17:36:17 <michi_cc> I hope they have GHz and not MHz, otherwise it would be a really excrutiating wait :p
17:36:27 <truebrain> I was: there is something wrong with that sentence ๐
17:36:54 <truebrain> and ofc one node is refuses to drain
17:37:17 <truebrain> but for that you have this button: FORCE DRAIN
17:37:59 <truebrain> seems everything is alive again
17:38:44 <truebrain> time to scale down the old nodes now .. pompiedom
17:40:11 <truebrain> it is funny to see the tiny differences between OCI and AWS. On both, on shutdown, the node tells the cluster: I am going away and not coming back. On OCI, this is recorded nicely, and all is fine. On AWS? It isn't, and I have to wait for a timeout.
17:43:30 <LordAro> heh, doesn't understand templates
17:53:52 <truebrain> The reprovisioning also yelled really loud it had to reprovision some keys in the workflows repository .. we will see tonight if it can still update the CDN ๐ Seems the old key expired, and I am not 100% sure it actually provisioned with new keys, or that it tried the old one again ๐
18:06:55 <truebrain> Absolutely no idea how I correctly roll credentials with Cloudflare and Pulumi, but nothing a "just remove this key and create it again" can't solve ๐
18:08:01 <truebrain> There we go, now Workflows can read the CDN again \o/
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18:38:42 <peter1138[d]> LordAro: We've got a century ride to do... Not sure that's wise
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19:21:27 <peter1138[d]> 14378 reads like AI slop to me.
19:22:51 <peter1138[d]> Lots of fluff but not actually describing it.
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20:10:49 <kojonek2> peter1138[d]: My English is not the best so it maybe described poorly but I thought that deeper description of the problem in #12900 is enough
20:44:45 <LordAro> peter1138[d]: another 2 weeks off for me
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22:37:43 <peter1138[d]> "My station ratings suck, make it easier and call it improved"
22:38:37 <peter1138[d]> Though, making a discussion about station ratings, and not including the phrase station rating in it at all was a stroke of... genius.
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22:40:34 <talltyler> โImprovedโ is just what other settings call a new algorithm, Iโll happily call it something else ๐
22:41:13 <talltyler> You canโt claim that the current system, where 100% is nearly impossible due to the vehicle age penalty, is a good system ๐
22:41:28 <talltyler> Or canโt be improved upon, I suppose
22:42:39 <_glx_> doesn't the "buy vehicle, load vehicle, deliver cargo, sell vehicle" trick work around that ?
22:43:19 <_glx_> hardly manageable by human of course
22:43:48 <peter1138[d]> Does 100% need to be easily achieveable?
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22:44:08 <talltyler> I think that trick is to avoid paying running costs for the empty return trip, and to get more deliveries for the same number of vehicles
22:44:21 <peter1138[d]> What's the phrase andy uses... min-maxing...
22:44:40 <talltyler> Not easily, but easier than it currently is, I think ๐
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22:45:27 <tabytac> peter1138[d]: I defo agree with this sentiment, but having to place a owner statue in every town/city to get 10% rating boost seems like a unfun system
22:45:40 <_jgr_> Reaching 100% is not really that important
22:46:17 <_jgr_> It's more that the existing rating system encourages hoop-jumping that doesn't really correlate with running a good service
22:47:02 <peter1138[d]> The "changes are proposed" is very much lacking.
22:47:43 <talltyler> I volunteered to implement them once I have a better idea of what I want to do (and what people want to see)
22:48:28 <peter1138[d]> I mean, just start off with writing down what you think are the problems with it as it is.
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22:49:00 <yozora3> I don't create an issue/discussion "yozora bad, should've created a discussion to get something fixed"
22:49:00 <yozora3> I create a discussion of a feature that a lot of people disable due to poor gameplay
22:49:00 <yozora3> "Yozora bad, we should not discuss this"
22:49:26 <yozora3> I wonder if it's personal at this point, ngl
22:49:38 <_glx_> didn't know it could be disabled
22:50:27 <_glx_> cheats don't exists anymore ๐
22:51:31 <yozora3> Like we on jgr S3 and kaleserv have always set rating set to 100, because it usually plays badly with low speed busses/trains
22:51:31 <yozora3> And a lot of firs cargo is lost, just because it's not 100
22:53:06 <yozora3> Personally I can't see why only 70% of steel produced should be available to pickup, if you provided resources
22:53:45 <_glx_> would be simpler to just don't show "transported percentage"
22:53:54 <peter1138[d]> Cargo is mostly lost because only the station has too much cargo waiting.
22:54:30 <yozora3> Speed is also a huge penalty for cargo trains
22:55:07 <yozora3> Without statues you can go only to 80% in most modern irl based grfs
22:55:16 <_glx_> but yeah the rating algorithm is kinda outdated
22:55:28 <yozora3> 20% is lost just because
22:55:52 <_glx_> it's not lost, it can be delivered to another station
22:57:05 <yozora3> It creates an odd need to make several stations and several trains serving the industry then
22:57:32 <_glx_> two companies can fight for the cargo ๐
22:58:03 <peter1138[d]> Heaven forbid, that'll usually be called stealing.
22:58:22 <_glx_> I think that was the original thinking for ratings
22:59:05 <yozora3> Ottd has come a long way since the original vision
22:59:39 <_glx_> yeah at that time it was a human vs cheating AIs
23:40:44 <talltyler> Thanks, I didnโt realize there was cargo truncation separate from low-ratings truncation. Havenโt looked at station rating code in a while. ๐
continue to next day โต