IRC logs for #openttd on OFTC at 2025-07-27
            
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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00:37:51 <talltyler> Heheh
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 🙂
00:42:27 <tony_pixel> It's true tho
00:42:32 <tony_pixel> It's like YT comments
00:42:41 <tony_pixel> Attention-seeking and reddit humor
00:42:42 <tony_pixel> Idk
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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00:44:32 <wensimehrp> yay
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)?
00:45:35 <wensimehrp> the LSP
00:45:39 <tony_pixel> Ye 1 sek
00:46:44 <tony_pixel> https://github.com/Pixel-Tony/nml-ext
00:47:23 <tony_pixel> I use C# and a protocol implementation by [this guy](https://github.com/CppCXY)
00:47:53 <tony_pixel> Oh well that's an ext one
00:47:58 <tony_pixel> https://github.com/Pixel-Tony/NMLServer
00:47:59 <tony_pixel> server
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04:48:22 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/79524af5fcb49a05066e7d4e44ef23cbfcfa01ad
04:48:23 <DorpsGek> - Update: Translations from eints (by translators)
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05:44:08 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/16547554032
05:46:53 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/16547554032
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06:40:06 <peter1138> Hmm.
06:46:46 <reldred> hmm?
06:55:46 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1398921792520720424/image.png?ex=68871ef2&is=6885cd72&hm=8c1a0d024014f9f7e4a4e7ba4e6e48e709b0fd7485346ba02462b96797e63700&
06:55:46 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1398921792978161744/image.png?ex=68871ef2&is=6885cd72&hm=ad5eb41e0ef5d4385e2a573127e868f0967883d5c08bd3af6e80d26bcec87aa3&
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]> https://cdn.discordapp.com/attachments/1008473233844097104/1398922295313170534/image.png?ex=68871f69&is=6885cde9&hm=4da10d2580bfc9704cf32e1ee252735e413868d3333eb7e16b8f4c1a968b1103&
06:57:46 <peter1138[d]> Suspension bridges can do this
06:59:23 <DorpsGek> [OpenTTD/OpenTTD] Zephyr-Fall opened issue #14480: [Bug]: Music playlists cannot be adjusted https://github.com/OpenTTD/OpenTTD/issues/14480
07:03:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14480: [Bug]: Music playlists cannot be adjusted https://github.com/OpenTTD/OpenTTD/issues/14480
07:04:31 <belajalilija> peter1138[d]: im guessing it will be a thing grf authors can control?
07:04:50 <peter1138[d]> Yes.
07:04:53 <belajalilija> nice
07:05:22 <peter1138[d]> That exists in JGRPP too, although it doesn't use standard NewGRF properties, it uses the JGRPP extended properties.
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08:01:23 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1398938306783477862/image.png?ex=68872e53&is=6885dcd3&hm=e180d6d7d2c234bb42a1cadc99a906688daf8347368ddac2b96063e4a7baf0e8&
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?
08:04:38 <belajalilija> Fuck
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?
08:25:02 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/16547554032
08:30:11 <truebrain> It really doesn't want to upload today ....
08:30:16 <truebrain> We just try again!
08:31:40 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/16547554032
08:32:42 <truebrain> And .. one more time?
08:34:29 <truebrain> There we go
08:34:36 <truebrain> Only 5 attempts in total
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08:54:38 <andythenorth> peter1138[d]: looks fine
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08:54:58 <andythenorth> what else can't we bridge over currently? 👀
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08:55:07 <ahyangyi> industry?
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.
09:43:00 <wensimehrp> a depot?
09:43:11 <wensimehrp> a town building?
09:43:20 <wensimehrp> a bridge?
09:44:26 <andythenorth> bridges over locks
10:12:15 <ahyangyi> transmitters?
10:12:59 <ahyangyi> Is it a sane idea to build a bridge over a transmitter though
10:13:01 <ahyangyi> probably not
10:20:57 <wensimehrp> probably not
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10:54:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1398981780605898832/stbr3.png?ex=688756d0&is=68860550&hm=304b28d057b95dca59a3b251e80eda77f1636bc65fe13bb2278e68648c7f3fcd&
10:54:57 <_glx_> Ah yes bridge over airport looks safe 🙂
11:06:34 <ahyangyi> What could go wrong?
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11:13:53 <tony_pixel> peter1138[d]: This is awesome
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11:31:12 <kuhnovic> Disable all pillars
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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12:22:11 <jfkuayue> hmm london city
12:25:01 <DorpsGek> [OpenTTD/OpenTTD] HyperJeanJean opened pull request #14481: Change: Disable electric railway when loading very old save https://github.com/OpenTTD/OpenTTD/pull/14481
12:57:44 <Flygon> Airport made only for Tie Fighters
14:08:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14482: Fix #14480: Music player playlist buttons are clickable but non-operaional in intro menu. https://github.com/OpenTTD/OpenTTD/pull/14482
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14:38:29 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #14482: Fix #14480: Music player playlist buttons are clickable but non-operaional in intro menu. https://github.com/OpenTTD/OpenTTD/pull/14482#pullrequestreview-3059576420
15:03:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14482: Fix #14480: Music player playlist buttons are clickable but non-operational in intro menu. https://github.com/OpenTTD/OpenTTD/pull/14482
15:03:54 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14480: [Bug]: Music playlists cannot be adjusted https://github.com/OpenTTD/OpenTTD/issues/14480
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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.
15:58:16 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399058316767793233/image.png?ex=68879e17&is=68864c97&hm=2579eaf411b1b60e81763a6fb5f521b3db15095abca34ce00fc4577b95cc8ca5&
15:58:16 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399058317170573312/image.png?ex=68879e18&is=68864c98&hm=fe99969a36f181dc8578715bfd4333b52f6dfca43ec97483f30450b32786a2a6&
15:58:53 <peter1138[d]> Left is original, because it's not obvious 😄
15:59:55 <ahyangyi> Bridges are tricky :S
16:02:21 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399059345827696721/image.png?ex=68879f0d&is=68864d8d&hm=c51ac083c31535fefc5ee7df4fbf2ba206fdad3caef45421df8326d9168d59da&
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.
16:14:29 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399062398236758138/image.png?ex=6887a1e5&is=68865065&hm=208e4de260a9846978339e0158c7f4b921ed96f77bfd2908e14470b9181fc6ff&
16:14:48 <peter1138[d]> So... what colour is the middle one?
16:14:53 <peter1138[d]> Left is red, right is brown...
16:24:59 <talltyler> Oxide?
16:26:47 <peter1138[d]> Nice
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.
16:33:22 <belajalilija> Yeah
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 🙂
16:52:13 <andythenorth> BridgeTypes?
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> https://cdn.discordapp.com/attachments/1008473233844097104/1399072600122069062/image.png?ex=6887ab65&is=688659e5&hm=4231e39f55cd8ea63e6b49b8c4b986430af73d8e2054cf8dc73ed6cf226b7ab2&
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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17:09:04 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14483: Codechange: Give all bridge sprite tables descriptive names. https://github.com/OpenTTD/OpenTTD/pull/14483
17:14:34 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14483: Codechange: Give all bridge sprite tables descriptive names. https://github.com/OpenTTD/OpenTTD/pull/14483#pullrequestreview-3059623805
17:30:49 <peter1138[d]> Hmm, we already do sub-sprites for some pillars.
17:51:08 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399086719365808199/image.png?ex=6887b88b&is=6886670b&hm=bb8b4c3f19f05fe1d0eb3d6516cc2aed13fca8ed536fdd3e6530227b36d342c0&
17:51:08 <peter1138[d]> That icon design...
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17:54:48 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399087645375594668/image.png?ex=6887b968&is=688667e8&hm=f360c2f4d66bb2b60d4559a88663ed97d2e7f6a5bc004c2ebf9374272e4a20c2&
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]> https://cdn.discordapp.com/attachments/1008473233844097104/1399102779586248786/image.png?ex=6887c780&is=68867600&hm=c6ffb940961a31bdb9ff86a6ea99943c1a77ba4c33b0e64d01729f0caccfcd87&
18:54:57 <peter1138[d]> I guess we could do this
18:56:38 <peter1138[d]> Doesn't help with roads though.
19:14:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14483: Codechange: Give all bridge sprite tables descriptive names. https://github.com/OpenTTD/OpenTTD/pull/14483
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20:02:39 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14484: Codechange: Make functions for click and confirm beeps. https://github.com/OpenTTD/OpenTTD/pull/14484
20:30:16 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14484: Codechange: Make functions for click and confirm beeps. https://github.com/OpenTTD/OpenTTD/pull/14484#pullrequestreview-3059677738
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20:54:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14484: Codechange: Make functions for click and confirm beeps. https://github.com/OpenTTD/OpenTTD/pull/14484
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22:44:07 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1399160454370164858/image.png?ex=6887fd37&is=6886abb7&hm=a2ef20561b3bcc32632019151c773f019685b1f684dfd701c213669b56ec8642&
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"