IRC logs for #openttd on OFTC at 2025-08-06
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02:23:19 <peter1138> Sute, I need to make the tilespecs function station-type aware. Then the minimum can be set to 3, which is required for default built-in waypoints.
02:24:46 <peter1138> If you think 3 is too much, feel free to replace the 20+ year old default waypoint graphics :~}
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04:47:55 <DorpsGek> - Update: Translations from eints (by translators)
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06:52:31 <truebrain> Seems uploading also runs in the same issue 😛
07:19:14 <truebrain> Fixed some more Cloudflare OWASP blocking stuff; release now uploaded 🙂
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09:39:35 <peter1138> Okay, how do you set up your workplace git repository systems?
09:42:03 <LordAro> or were you looking for something more specific?
09:43:40 <peter1138> More about the workflow side. Do you have a single main repository with multiple branches that everyone contributes to, or something more like the github way where each developer has their own repository with their own branches. And then merges / pull requests, etc...
09:45:13 <LordAro> single repo (no forks), but no one contributes to main directly - all done via merge requests
09:45:32 <LordAro> and then releases/3.23 release branch which gets things backported into
09:45:47 <LordAro> i took a lot of inspiration from OTTD when setting it all up ;)
09:47:05 <LordAro> previously in svn land we still had branches, but there was almost no reviewing at all (things were merged when they themselves were happy with it) and people committed directly to releases branches (or trunk) and things were forward ported. Things broke a lot
09:49:28 <peter1138> I set up ours with forks, which worked fine when it was basically me working on the main thing, and one other guy was working on something else.
09:49:46 <peter1138> Then we had an external developer come in, and forks also worked fine.
09:50:11 <LordAro> mm, our repo is too big and unweildy to effectively handle forks
09:50:23 <peter1138> Now I've got a couple of internal developers joining, and forks seems awkward, but pushing to branches in the main repository feels awkward too.
09:50:37 <peter1138> (But mainly cos I'm used to OpenTTD :))
09:51:19 <LordAro> branches-in-the-same-repo do make working on the same branch much more convenient than faffing around with 20 different remotes (whether or not you should be doing that is another matter)
10:06:53 <peter1138> Of course it can be changed, but if others are entrenched in the methods then it gets awkward :)
10:20:08 <peter1138> Ah ha, of course, the CI runs for the branches, which is both... good and bad...
10:31:42 <rito12_51026> Hi I have troubles with BaNaNaS, when I try to upload a file it stops before 5%, it goes to 4.92 and then back to 3.24 , any suggestions?
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10:44:53 <andythenorth> we have one repo, it's branch and merge
10:45:10 <andythenorth> probably about 8 or so people using it most months
10:52:33 <pickpacket> rito12_51026: can you be more specific? What are you trying to upload and how big is it? Are you able to check the web browser's dev console to see if it gives errors?
11:18:59 <rito12_51026> I try to upload this 4.38 MB file.
11:31:57 <ahyangyi> LordAro: I read it as "... faffing around with 20 different emotes" at first 😱
11:53:26 <LordAro> rito12_51026: sounds like it might require a truebrain to look at the backend
12:01:35 <rito12_51026> I also got that
12:11:06 <truebrain> rito12_51026: can you give it another try?
12:17:44 <reldred> TrueBrain in the depths of the machine hitting things randomly with a pipe wrench.
12:25:03 <LordAro> reldred: not like there's any other way
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15:04:02 <peter1138> Are we unhiding the freeform edges configuration setting?
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15:12:57 <talltyler> No, I’d set it automatically (and invisibly) if all map edges are water.
15:13:52 <talltyler> I wouldn’t say it makes my life easier, per se, but it does reduce the amount of code in the PR.
15:23:05 <peter1138> If it's using the setting behind the scenes, then I feel much happier about it.
15:23:46 <peter1138> I got the sense of there being multiple different checks for very similar things with the first iteration.
15:23:53 <talltyler> I’ll make that change later then. 🙂
15:24:39 <peter1138> Well, just an opinion, if it's hard work, don't feel pressured.
15:29:05 <talltyler> Nah, it’s not much work, and if that’s what it takes for an approval 😉
15:38:33 <peter1138> See, that feels bad :/
15:39:21 <truebrain> rito12_51026: It works when I try to upload your grf, and there are now server side messages. So this would require some more digging on your side, like what the network tab is doing etc. Hopefully someone here can guide you through that a bit. But we need to know what goes wrong on network level here.
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17:33:56 <rito12_51026> truebrain: Unfortunately I have no access to network's logs, but I will try other networks.
17:34:05 <truebrain> I meant in your browser, the network tab 🙂
17:34:10 <truebrain> it gives more visibility in the calls being made
17:39:45 <talltyler> I didn’t mean an approval from you, just that something about my current implementation isn’t doing it for reviewers in general. 🙂
17:40:36 <FLHerne> talltyler: re. the infinite water thing, checking of existing maps would also have to include the object/slope/dock/etc. checks
17:41:13 <talltyler> Hmm, definitely a corner case but good point.
17:41:19 <FLHerne> I do like the look of it
17:42:20 <FLHerne> I don't think it's an especially rare case, there's only a few tiles border on typical mapgen and people do like to take up space
17:43:33 <FLHerne> or just make the edge fairly clearly visible
17:44:01 <FLHerne> which might be the better option tbh, otherwise people will get frustrated by trying to build on it
17:44:45 <FLHerne> especially if the coastline is uneven and far from the map border, the boundary will be quite arbitrary
17:45:12 <talltyler> Ah, I was thinking about preventing griefing. Unintentional confusion is a likelier case. 🙂
17:45:29 <rito12_51026> truebrain: I'm afraid that my mobile browser do not have that
17:46:02 <FLHerne> fwiw my favourite of your screenshots is "2nd attempt"
17:46:16 <FLHerne> it's subtle but unambiguously a delinator
17:47:07 <FLHerne> 6th would work fine for gameplay, but stands out so much it kind of defeats the point to a degree
17:47:38 <FLHerne> the dotted line in 3rd is hard for me to see
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18:01:38 <kuhnovic> FLHerne: talltyler For water region invalidation I had a similar problem where I had to catch any construction event. I was able to cover nearly all cases by adding some logic to the clear landscape command. That seems to be called for pretty much every construction action as a general ensure-the-tile-is-buildable check.
18:02:21 <kuhnovic> Object placement was a notable exception to this, which was reported as a bug. Let me find the PRs for you.
18:20:44 <kuhnovic> talltyler: PR11750 , I haven't been able to find the one about objects yet. The GitHub android app is a bit annoying.
19:29:46 <kuhnovic> Ah, 11750 contains both the landscape clear logic as well as the logic for objects 🙂
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21:30:32 <peter1138> Uploading content to bananas on a mobile phone is not a use case I'd envisaged...
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22:34:32 <yiffgirl> what's the etiquette regarding adding new strings?
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22:36:08 <yiffgirl> strings.h is automatically generated, i don't need to edit it myself. whoops
22:36:55 <belajalilija> yiffgirl: Depends how long they are
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22:37:38 <talltyler> Yeah, only update `english.txt`. The game will generate StringIDs for you when you compile, and all translations are handled by the Web Translator, never in a PR. (Never added, changed in very rare circumstances like batch edits)
22:44:49 <peter1138> > /* This file is automatically generated. Do not modify */
22:53:25 <yiffgirl> peter1138: i genuinely have no clue how i managed to miss that notice. how embarrassing...
22:54:57 <yiffgirl> [don't worry, i'm not going to make a pr while it's in this state.]
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