IRC logs for #openttd on OFTC at 2025-07-22
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00:13:33 <asasnat> TallTylerviaGitHub: what's a good GitHub reaction to signify "I have no opinion on this"
00:13:46 <asasnat> maybe it's the lack of a GitHub reaction?
00:19:49 <belajalilija> peter1138[d]: that the track limit is 4?
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00:24:49 <sunnypunkin> Hi are you guys liek the game devs? I think I found an exploit and i wanted to see if it's intentional or something you might want to patch out.
00:28:14 <sunnypunkin> I am new so maybe it's something you already knew about. I took a screenshot of what was going on and put it in the help section of discord. Basically i turned hog ai's bus and truck off but it made some of those stations and sprinkled them around cities. It attached these stations to dock. the docks mail/ passenger output was wild, like it was boosted from the ground vehicle stations.
00:29:29 <sunnypunkin> Okay well if it's an intended game mechanic I'm gonna start using it too
00:30:18 <belajalilija> all they're doing is building bus stops to increase the dock catchment area
00:30:26 <belajalilija> because it would be shit otherwise
00:30:36 <belajalilija> given, as you said, you're limiting the AI to shits
00:31:32 <sunnypunkin> That makes sense. Learn something new all the time with this game.
00:31:37 <belajalilija> stopping an AI from doing this would be a thing to contact AI devs about
00:31:42 <belajalilija> idk where you'd even find an AI dev
00:32:41 <sunnypunkin> Oh no I'm not going to ask them to change it. I just had never seen this mechanic in use. The Ship ai doesnt use it and I just learned how to configure hog ai today.
00:33:05 <sunnypunkin> Have a nice day and thanks for all the tinkering you do with this nifty game ๐
00:33:17 <belajalilija> im not even a dev xd
00:33:35 <belajalilija> but thank you too otherwise
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02:08:45 <peter1138[d]> I do, actually, have a patch for that.
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04:46:38 <DorpsGek> - Update: Translations from eints (by translators)
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10:08:50 <jfkuayue> have to decide the precise exchange rate...
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10:46:03 <peter1138[d]> Hmm, AAAHogEx "struggles" a bit without the ability to station-expand with road stops.
10:46:25 <peter1138[d]> "Struggles" as in doesn't quite make as much money...
10:46:37 <peter1138[d]> Still trounces all the other AIs.
10:48:07 <LordAro> peter1138[d]: what does the patch do? just remove distant-join?
10:48:39 <_glx_> Probably disable building structures for disabled vehicle types
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12:21:53 <peter1138[d]> Interesting policy ๐
12:24:27 <talltyler> In the previous currency PR, I stated my opinion, and TrueBrain agreed. Thatโs about as official an unofficial policy as we get. ๐
12:24:50 <talltyler> I hate that I have anything in common with a Supreme Court.
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12:43:18 <talltyler> Where did this Zone button come from in 14463, and why donโt I have it in my local nightly install?? Iโve never seen it before.
12:47:29 <_glx_> hmm is \u20AB included in openttd font ?
12:54:59 <LordAro> you ever get the feeling you're being watched?
12:59:17 <peter1138[d]> talltyler: It's in the **CAPTION** of the town authority window.
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13:18:58 <peter1138[d]> See, I remember all that conversation (obviously) but forgot there was a PR for some of it.
13:24:20 <talltyler> peter1138[d]: What a silly place for it. I like the new spot better. ๐
13:24:38 <talltyler> I thought I was going crazy when I couldnโt find it ๐
13:25:15 <talltyler> Heheh, the zone staying active when the town window is closed is not a new bug in your PR. It already does that in master.
13:25:32 <talltyler> Do you want to fix it in your PR or shall I open an issue?
13:28:50 <rito12_51026> Hi I have question. What is desired way of drawing sprites in different orientation e.g. rotated 90 deg. and flipped?
13:41:26 <LordAro> rito12_51026: not immediately clear what you're asking. "however you like" ?
13:41:44 <LordAro> some people render 3d models
13:43:12 <talltyler> Right, thatโs enough spam for now.
13:43:59 <peter1138[d]> I have the bridges-over-stations patch cleaned up a bit.
13:44:36 <peter1138[d]> And including some important bits missing from the existing PR.
13:46:38 <peter1138[d]> I'm not entirely sure some of the pillar-corner/edge stuff is working properly though.
13:46:39 <kuhnovic> How to get something added to OpenTTD:
13:46:39 <kuhnovic> 1. Make a PR with a half-working solution
13:46:39 <kuhnovic> 2. Wait for Peter1138 to take the bait.
13:47:09 <peter1138[d]> Legitimate good strategy.
13:47:22 <kuhnovic> It has worked for me more than once ๐
13:47:27 <LordAro> I thought it was "wait until TB changes jobs" ?
13:47:52 <peter1138[d]> That's the other way ๐
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13:54:01 <rito12_51026> LordAro: I would like trains to be drawn like this right sprite in certain conditions, and I'm not sure if i need to apply operations when game loads the sprites and save copy in RAM or do it just before it is drawn or mayby apply some shaders to it.
13:54:38 <peter1138[d]> The game does not have any mechanism to flip or rotate sprites, so you need to provide anything like that yourself.
13:55:21 <peter1138[d]> And if you're talking about modifying the game so that it does... that's up to you I guess.
13:55:39 <rito12_51026> How train reversing is handled then?
13:56:27 <peter1138[d]> The graphics for different directions exist because trains have to drive in different directions.
13:56:39 <LordAro> trains don't often have to drive up
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14:27:45 <jfkuayue> Is 1 pound -> 1/3 Kuwait Dinar or other currencies with a higher value than GBP possible in OpenTTD?
14:49:52 <peter1138[d]> > 12 files changed, 397 insertions(+), 39 deletions(-)
14:50:53 <peter1138[d]> Okay, so VS Code/CMake knows about the `build/` directory.
14:51:09 <peter1138[d]> Can I switch it to a different directory?
14:52:47 <peter1138[d]> `"cmake.buildDirectory": "${workspaceRoot}/build/${buildKit}/${buildType}",`
14:54:14 <peter1138[d]> `~/src/openttd/build/Clang 19.1.4 x86_64-pc-linux-gnu/RelWithDebInfo`
14:54:18 <peter1138[d]> Oh that's not ideal.
14:54:24 <peter1138[d]> spaces in filenames ๐ฆ
14:57:12 <_glx_> I'm using CMakePresets.json in VS and `"binaryDir": "${sourceDir}/out/build/${presetName}"`
15:00:18 <peter1138[d]> `${buildKitVendor}` is just Clang, so that works enough.
15:00:32 <_glx_> and vscode seems to understand presets too
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15:10:18 <peter1138[d]> So not sure if this is intentional, or something miscopied from JGRPP. I can only place the bridge with the pillars in the middle, not straddling either side.
15:10:57 <peter1138[d]> Probably I tweaked something too much somewhere.
15:11:42 <pickpacket> rito12_51026: a vehicle has a sprite for each direction of travel: up, down, left, right, up left, up right, down left, down right. Sprites aren't, for example, mirrored or rotated. The direction of light and shade on the vehicles would be all over the place if they were ๐
15:12:48 <_glx_> pillar bridges through station roof looks weird
15:14:36 <_jgr_> Yes, the pillar is stuff is specifically set up so that they don't do through the glass roof. It does suggest that some condition has been inverted. I can look at the PR later on.
15:16:13 <rito12_51026> pickpacket: I see
15:20:19 <peter1138[d]> _jgr_: no need, it's very incomplete, and I've made quite some changes locally. Just confirmation that it's wrong is enough ๐
15:33:58 <pickpacket> rito12_51026: may I ask when you would need a sprite at such an odd angle?
15:35:33 <rito12_51026> pickpacket: When train is overturned
15:38:37 <pickpacket> when a crash happens the game picks a sprite from another direction of travel (and overlays gray) for the wreckage. Maybe that would be sufficient?
15:39:43 <pickpacket> it won't be upside down, of course.
15:43:15 <rito12_51026> But i did this and now I want the train to look like it is oveturned
15:46:00 <pickpacket> hmm... would it count as a crash if it tips over? In that case I would try flipping the sprite, inverting the colours, and then overlaying gray.
15:47:17 <pickpacket> Inverting the colours would make light areas dark and vice versa, which means light and shadow will be in the right places (mostly). The palette will be really weird, but if you overlay a gray mask that won't be visible
15:48:02 <pickpacket> but you'll have to change the code for it yourself.
15:51:10 <pickpacket> for the up/down directions that won't help because there's no underside to the vehicle. Maybe make a standard sprite for that? Left and right can be flipped vertically. The 45 degree travel directions will have to be flipped both vertically and horizontally
15:55:26 <rito12_51026> I thought of using sprite for perpendicular direction rotated by 90 deg.
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18:07:46 <digitalfox> No dev want to YOLO aprove on 13289?
18:07:46 <digitalfox> Tried the preview looks great
18:33:38 <peter1138[d]> This is how the game is played now, right?
18:40:04 <talltyler> Underground station ๐
18:40:40 <andythenorth> bridges on bridges though?
18:40:43 <peter1138[d]> I mean, I know technically they are the same str
18:40:47 <peter1138[d]> structure interan
18:40:54 <peter1138[d]> Jesus this keyboard.
18:42:27 <andythenorth> do they key caps keepn moving around?
18:43:09 <peter1138[d]> No, the enter key has a sensitivity issue, and will trigger if I breathe near it.
18:44:25 <peter1138[d]> Can't see what's going on.
18:46:23 <andythenorth> I'm kind of unclear how this won't be graphically cursed ๐
18:46:35 <talltyler> Next yearโs title game competition has no idea whatโs coming if this gets merged
18:52:32 <_jgr_> Like many things it can be used to make stuff that looks bad, but it is not that hard to make stuff that looks reasonable
18:53:32 <peter1138[d]> Hehe, my "bad" is purely functionality testing ๐
19:22:14 <peter1138[d]> I can't think of a good way to allow "safe access" to baseset parameters.
19:52:59 <_glx_> it's almost impossible to know if some newgrf decision will be safe or not in advance
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20:57:40 <peter1138[d]> I guess `CBID_STATION_BUILD_TILE_LAYOUT` is ignored for the purposes of testing bridges above a station.
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22:54:56 <peter1138[d]> Well, that was a silly experiment. Stash. Forget about.
23:11:26 <talltyler> Bridges? Or something else? ๐ฆ
23:18:42 <peter1138[d]> talltyler: I wondered if I could create an iterator for station "tile layouts", like we have for airports and industries.
23:19:53 <peter1138[d]> With a side quest of don't use memory allocations to do it.
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