IRC logs for #openttd on OFTC at 2025-06-23
            
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06:55:48 <belajalilija> is protected houses a vanilla feature or jgr one?
06:56:25 <belajalilija> im having problems with the protected houses being built over and i am not sure where to write them
07:04:35 <peter1138[d]> If you're playing vanilla, report in vanilla. If you're playing JGRPP, report in JGRPP.
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07:06:28 <DorpsGek> [OpenTTD/survey-web] survey-summary[bot] pushed 1 commits to main https://github.com/OpenTTD/survey-web/commit/2774d6e01ea93170a26ab835288d17bee119e6c3
07:06:29 <DorpsGek> - Add: summary for week 25 of 2025 (by OpenTTD Survey)
07:06:52 <peter1138[d]> Well, context eh.
07:07:47 <belajalilija> sorry xd
07:24:07 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14379: Fix #14361: Removing a badge filter did not clear it. https://github.com/OpenTTD/OpenTTD/pull/14379
07:24:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14361: [Bug]: Badge filter conditions are not cleared after disabling filter https://github.com/OpenTTD/OpenTTD/issues/14361
07:24:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14373: Add: Buttons to change picker preview image height. https://github.com/OpenTTD/OpenTTD/pull/14373
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09:07:24 <locosage> I just realized what is probably the best solution to tree noise
09:07:38 <locosage> client-side trees
09:07:39 <dh1> cut em down
09:07:49 <locosage> as no amount of optimizing map array seems to be enough
09:08:14 <locosage> well, yeah, that's basically the same as having no trees
09:08:21 <locosage> but visually they'll still be there
09:09:01 <locosage> ofc that means silly authority mechanics won't work
09:09:06 <locosage> but who cares :P
09:09:22 <LordAro> dh1: steady on Saruman
09:11:56 <dh1> what is the problem tree noise is trying to solve
09:13:15 <locosage> oh, and I can even do it with just cmclient
09:13:35 <locosage> vanilla suckers^W players will just have no trees 😜
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10:04:12 <andythenorth> locosage: Town can have a count of trees
10:05:07 <andythenorth> Randomly scatter the locations
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10:11:16 <locosage> just to be annoying? xD
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10:13:30 <locosage> might as well just randomly disable building instead
10:13:40 <locosage> "town authorities are on vacation, try next month"
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11:35:33 <locosage> https://cdn.discordapp.com/attachments/1008473233844097104/1386671017044213891/Screenshot_from_2025-06-23_16-34-50.png?ex=685a8d85&is=68593c05&hm=314c2f834cb54a6e0dd1dfdd029eca36634f51a94a834692291b5378a5a9c7aa&
11:35:33 <locosage> these overlays are getting out of hand...
11:36:30 <locosage> it's already humongous but still lacks some info I need 😵‍💫
11:42:24 <locosage> also, I'm 3000 lines into this patch and it's still more broken than ever :/
11:42:35 <locosage> freaking build previews 😡
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11:51:39 <DorpsGek> [OpenTTD/OpenTTD] bufalo1973 commented on issue #13864: [Bug]: Error message for "not enough cash to pay loan" is different from all other "not enough cash" error messages https://github.com/OpenTTD/OpenTTD/issues/13864
11:53:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14219: Revert 0853c1979b: Button to toggle showing advanced signal types. https://github.com/OpenTTD/OpenTTD/pull/14219#issuecomment-2996183272
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12:19:56 <DorpsGek> [OpenTTD/OpenTTD] zephyris closed issue #13864: [Bug]: Error message for "not enough cash to pay loan" is different from all other "not enough cash" error messages https://github.com/OpenTTD/OpenTTD/issues/13864
12:19:59 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on issue #13864: [Bug]: Error message for "not enough cash to pay loan" is different from all other "not enough cash" error messages https://github.com/OpenTTD/OpenTTD/issues/13864
12:20:18 <_zephyris> Feeling bold
12:20:33 <LordAro> :o
12:20:42 <LordAro> some interesting text rendering in that screenshot
12:23:53 <peter1138[d]> Which screenshot?
12:24:23 <LordAro> zeph's TT screenshot
12:24:29 <peter1138[d]> Oh, TTO. It uses a different font, yes.
12:24:55 <peter1138[d]> Although Zephyris seems to have found the non-integer scaling option of DOSBox 😄
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13:16:20 <_zephyris> Yeah... Effort levels were low
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13:27:29 <peter1138[d]> Oh gods, time zone issues again 😦
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13:39:09 <talltyler> Interesting strategy by Master Hellish, which demonstrates that Hostile Takeover is a suitable replacement for share purchasing. 🙂
13:39:09 <talltyler> https://www.youtube.com/watch?v=Ymh7mNDPD9A
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13:47:46 <peter1138[d]> Basically an exploit of no player bankruptcy in single-player.
13:50:30 <peter1138[d]> Or not. When you have nothing the annual fees are tiny enough for the tiny loan to suffice.
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13:51:11 <peter1138[d]> With shares there was a minimum time limit.
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13:57:36 <peter1138[d]> Hmm, stange. Database seems to be correctly storing the time.
14:07:39 <talltyler> Yeah, the minimum time before shares seems to have disappeared
14:08:23 <_glx_> only AI can be bought IIRC
14:08:47 <peter1138[d]> That is correct, yes.
14:09:18 <_glx_> so yeah time limit makes no sense in this case, for shares it could be a human company
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16:09:14 <belajalilija> would it be possible for the building protection feature to override any protections that come in the grf? Discord channel #jgr-patch-pack for context, it feels a bit redundant if the feature doesn't work as one would expect
16:14:49 <talltyler> I don’t understand your question. If the GRF says the house is protected, that overrides the player choice and the button is greyed out. The player can only choose to manually protect houses which aren’t protected by the GRF.
16:15:09 <talltyler> If houses you know are protected are being demolished, that’s a bug.
16:21:10 <peter1138[d]> talltyler: `CanDeleteHouse()` checks the callback if it exists, and `IsHouseProtected()` if not.
16:23:58 <peter1138[d]> May need to be revisited to not apply the BuildingIsProtected flag to SetHouseProtected, so that it's possible to tell the difference between player-protected and NewGRF-protected.
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16:39:45 <_jgr_> Not having looked all that deeply into all this yet, CanDeleteHouse() returning false if indicated by the callback, or if IsHouseProtected() returns true, would seem to match what a player might expect.
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20:08:31 <peter1138[d]> Hmm, so.
20:10:05 <peter1138[d]> The thing about the sprite cache size being limited by trying to allocate 150% of what we want...
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20:22:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11495: Change: Simplify sprite cache memory management https://github.com/OpenTTD/OpenTTD/pull/11495
20:23:01 <peter1138[d]> Well, can be argued later, I guess.
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