IRC logs for #openttd on OFTC at 2025-07-06
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01:52:57 <yiffgirl> /home/susan/Documents/src/OpenTTD/src/tunnelbridge_cmd.cpp: In function ‘BridgePiecePillarFlags GetBridgeTilePillarFlags(TileIndex, TileIndex, TileIndex, BridgeType, TransportType)’:
01:52:57 <yiffgirl> /home/susan/Documents/src/OpenTTD/src/tunnelbridge_cmd.cpp:1636:55: error: no match for ‘operator+’ (operand types are ‘uint’ {aka ‘unsigned int’} and ‘std::span<const PalSpriteID, 18446744073709551615>’)
01:52:57 <yiffgirl> 1636 | const PalSpriteID *psid = base_offset + GetBridgeSpriteTable(bridge_type, piece);
01:52:57 <yiffgirl> | ~~~~~~~~~~~ ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
01:52:58 <yiffgirl> | uint {aka unsigned int} std::span<const PalSpriteID, 18446744073709551615>
01:52:58 <yiffgirl> /home/susan/Documents/src/OpenTTD/src/tunnelbridge_cmd.cpp:1636:55: note: there are 32 candidates
01:53:00 <yiffgirl> okay i have no clue what i'm supposed to do here
01:57:57 <yiffgirl> i /think/ that's the last compile error, though. so if i can get past this i can get to the "okay but does it immediately crash" phase
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02:30:13 <_glx_> check other usage of `GetBridgeSpriteTable()`
02:41:33 <yiffgirl> oh, linker error. that's new.
03:05:43 <yiffgirl> well, it hasn't crashed yet, at least.
03:08:56 <yiffgirl> hm, and i definitely didn't do the roadstop portion right, because it flat out refuses to place underneath.
03:09:04 <yiffgirl> but this is progress, hey
03:21:55 <yiffgirl> ...but you can't place a bridge over a station, it always complains the pillars will intersect. even if they definitely won't
04:44:07 <DorpsGek> - Update: Translations from eints (by translators)
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06:59:06 <pickpacket> yiffgirl: placing bridges over buildlings is problematic in terms of building height. Some station sets have tall silos or cranes in their station sprites, for example
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07:07:41 <reldred> its fine we'vve been doing it in jgrpp for ages
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08:38:00 <pickpacket> reldred: how tall do you assume the stations to be?
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08:49:58 <peter1138[d]> It's not assume, the patch she is working on includes a property to set that.
08:51:47 <reldred> No more so that if a particular station tile clips offensively so, the user can just build a different station tile over the top that doesn't?
08:52:33 <reldred> I mean that's what I do
08:52:38 <reldred> a property is still nice
08:52:49 <reldred> but the lack of it isn't necesarily a deal breaker
08:53:18 <peter1138[d]> JGRPP has the property, I assume that is being included in the backport.
08:53:44 <peter1138[d]> Though I don't know whether it was updated to allow for the vanilla's 256 tiles instead of 8.
09:11:47 <peter1138[d]> (Would most likely be two properties if so)
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11:23:52 <talltyler> I’m going to switch that to the simpler way of doing it, once I have time 🙂
11:51:59 <peter1138[d]> God damn it Twitch, don't give me 2 minutes of unskippable ads :S
11:54:01 <_jgr_> peter1138[d]: Yes, these properties support more than 8 station layouts in my branch
12:11:37 <peter1138[d]> And if so, do need to care about the case where stats for accepted and produced have different number of valid entries (due to older saves not having accepted history.)?
12:18:04 <talltyler> Unknown amount of work for little benefit, IMHO. If it’s a lot of work, say so on the issue and I’m happy to close it as “not every inconsistency is a bug.” 🙂
13:33:13 <peter1138[d]> Not that much work, it' s just a bit vague with in some cases with existing saves.
14:02:55 <talltyler> I wouldn’t worry about existing saves, do whatever is easiest for them
14:04:28 <_glx_> if they don't have data, they don't have data
14:04:39 <_glx_> kinda expected when converting save 🙂
14:26:35 <peter1138[d]> Hmm, I just had a malloc-related crash in the layouter cache. Hmm.
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16:36:43 <peter1138[d]> Hmm, not sure about that -1 😮
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18:03:22 <peter1138[d]> Hm, I've misplaced my air blower 😮
18:48:44 <peter1138[d]> Hmm, no, I don't think this'll work with quarterly/yearly stats 😦
18:49:25 <peter1138[d]> Or perhaps it will. Hmm.
18:52:49 <peter1138[d]> Gets complex with partials.
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21:11:12 <andythenorth> Hmm the red industry tiles are industry. The green ones are objects 🙂
21:11:41 <andythenorth> FIRS tried to match them using town ID, but this one crossed a town boundary
21:11:43 <andythenorth> maybe industry could seed badges to nearby tiles? 😛
21:25:02 <talltyler> Or we do placable industry tiles 🙂
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21:52:12 <fairyflossy> How would placable industry tiles work? It sounds neat but I have functionality questions. Would they link to industry like stations so only to adjacent ones or with control click for non-adjacent? Would you only be able to place existing tiles, or would they be separately defined? How would acceptance work...
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22:14:50 <belajalilija> so instead of generating a random man/woman it will generate a random version of only 1 of them?
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22:57:57 <peter1138[d]> talltyler: Industry tile growth rate
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