IRC logs for #openttd on OFTC at 2025-07-27
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00:34:32 <squirejames> He's still screaming about it. Brought up NATO for some reason. Have a look at the Steam forums if you fancy a giggle
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00:38:33 <talltyler> “Steam has to be careful for legal reason” - no, I wrote the store page description.
00:39:17 <talltyler> Is this guy using a chatbot trained on Ye Olde English insults?
00:39:23 <talltyler> > I have never before heard such prevaricating nonsensical and pointless twaddle
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00:41:17 <tony_pixel> talltyler: This type of shi you expect from someone on Steam forums tbf
00:42:06 <talltyler> Most Steam commenters are a special breed of stupid
00:42:13 <talltyler> Sorry for the hot take 🙂
00:42:32 <tony_pixel> It's like YT comments
00:42:41 <tony_pixel> Attention-seeking and reddit humor
00:43:15 <talltyler> I’ve seen smarter YouTube comment sections than Steam comment sections
00:43:44 <tony_pixel> It do be like that sometimes
00:44:13 <tony_pixel> I'm gonna release a ~~public beta~~ preview of NML language server tomorrow 🎉
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00:44:39 <wensimehrp> Do you have a link to the repo?
00:45:22 <tony_pixel> To the extension or to the server (they're separate projects)?
00:47:53 <tony_pixel> Oh well that's an ext one
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04:48:23 <DorpsGek> - Update: Translations from eints (by translators)
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06:56:18 <peter1138[d]> After tweaking the pillar flags, seems mostly okay.
06:56:32 <belajalilija> this is looking good yeah
06:57:46 <peter1138[d]> Suspension bridges can do this
07:04:31 <belajalilija> peter1138[d]: im guessing it will be a thing grf authors can control?
07:05:22 <peter1138[d]> That exists in JGRPP too, although it doesn't use standard NewGRF properties, it uses the JGRPP extended properties.
08:01:23 <peter1138[d]> Oh, well original graphics has a pillar baked into the non-pillar sprite. Sigh.
08:04:08 <belajalilija> peter1138[d]: Does Ogfx1 or 2?
08:06:11 <belajalilija> I know vanilla compatibility is very important, but i think what would be gained from this feature outweighs what would be lost for those still using vanilla graphics
08:07:38 <belajalilija> Personally I’d suggest noting it on the setting description that visual glitches may occur with ttdlx gfx
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08:11:50 <rito12_51026> Why can't they be considered as part of the design, for example as artificial stalagmites or something?
08:30:11 <truebrain> It really doesn't want to upload today ....
08:32:42 <truebrain> And .. one more time?
08:34:36 <truebrain> Only 5 attempts in total
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08:54:38 <andythenorth> peter1138[d]: looks fine
08:54:58 <andythenorth> what else can't we bridge over currently? 👀
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08:55:14 <kuhnovic> peter1138[d]: Not much you can do about that. It doesn't look that bad tbh. Just a bit odd.
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09:32:23 <peter1138[d]> We could maybe tweak the graphics. We already have those bridges in the sprite fixes.
09:44:26 <andythenorth> bridges over locks
10:12:59 <ahyangyi> Is it a sane idea to build a bridge over a transmitter though
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10:54:57 <_glx_> Ah yes bridge over airport looks safe 🙂
11:06:34 <ahyangyi> What could go wrong?
11:13:53 <tony_pixel> peter1138[d]: This is awesome
11:46:26 <michi_cc> _glx_: I don't see anything wrong. After all, skyscrapers are build right in front of the runway, too 🤣
11:48:03 <truebrain> I feel a new disaster type incoming 😄
11:54:19 <peter1138[d]> That's an ancient screenshot from ... ~2013?
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12:57:44 <Flygon> Airport made only for Tie Fighters
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15:52:16 <peter1138> Ah, that explains a few things. Original game didn't have tall bridges right...
15:56:57 <peter1138> Our fixes to pillar offsets actually break the cantilever bridge a bit.
15:58:53 <peter1138[d]> Left is original, because it's not obvious 😄
15:59:55 <ahyangyi> Bridges are tricky :S
16:02:50 <peter1138[d]> As the original game only allowed bridges of one height level, baking in the pillars was done.
16:04:30 <peter1138[d]> The separate pillar sprite for this bridge is actually intended to be just under where the cross-hair is here. But we "fixed" it to be in the same place as the baked in pillar, to allow taller bridges.
16:14:48 <peter1138[d]> So... what colour is the middle one?
16:14:53 <peter1138[d]> Left is red, right is brown...
16:28:53 <belajalilija> Yeah I’ve always seen it as sorta rusty
16:30:13 <belajalilija> Clay/brick describe the colour well too but could be confused because they’re also construction materials
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16:32:31 <peter1138[d]> Well, funnily enough the PALETTE_TO_CONCRETE recolour isn't used for the concrete bridge...
16:32:51 <belajalilija> Is the concrete one the red one?
16:33:15 <peter1138[d]> The slow one that nobody uses.
16:46:19 <peter1138[d]> What we should've done, back in the day, is gone all in and used the empty unused entry in the bridge tables to have separate north and south pillars.
16:51:37 <andythenorth> such bridge speed limits bother me greatly 🙂
16:54:37 <belajalilija> andythenorth: Same, before modern bridge grfs i remember using a grf to basically remove speed limits and allow for longer versions of the short bridges
16:55:01 <andythenorth> these are in my game
16:55:06 <andythenorth> not sure what they do really but eh 🙂
16:55:24 <belajalilija> Modified bridges makes them all 999mph right?
16:55:43 <belajalilija> If so, those are the exact grfs i used
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17:30:49 <peter1138[d]> Hmm, we already do sub-sprites for some pillars.
17:51:08 <peter1138[d]> That icon design...
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17:54:48 <peter1138[d]> I guess I shouldn't care too much about tiny glitches...
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18:29:31 <brickblock19280> This is the only proper way to solve that issue
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18:30:25 <brickblock19280> Auz is a bit weird tho since it's somewhat meant to just have the rails iirc
18:38:10 <peter1138[d]> It's not a good solution, that breaks bridges when at designed to have a different surface.
18:39:42 <brickblock19280> Railtypes already add sprites like that though? So bridgesets have to contend with that anyway
18:42:44 <pickpacket> Okay, I have no idea what the context is but where did the rail go on those bridges?
18:54:57 <peter1138[d]> I guess we could do this
18:56:38 <peter1138[d]> Doesn't help with roads though.
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22:44:07 <peter1138[d]> This error might not be entirely right...
23:04:58 <cu-kai> "Can't remove railway track from here... station platform must have railway track"?
23:05:54 <cu-kai> or: "cannot remove from station platform"?
23:34:35 <squirejames> "Cannot remove rail from station platforms"
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