IRC logs for #openttd on OFTC at 2025-08-14
            
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02:10:49 <squirejames> fairyflossy: I concur, its simply that "bad feature" has been said many times before in reference to other concepts. This is pretty close to that for most people i'd imagine
02:11:42 <squirejames> (but worth a discussion of course)
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04:03:11 <wensimehrp> 100% bad feature
04:03:46 <wensimehrp> It is hard to communicate this idea to the player. All they can see is a train can't pass a tight curve while trains can
04:04:10 <wensimehrp> So the behaviour is inconsistent, and rather confusing
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04:07:17 <emperorjake> Curve speeds are already often misunderstood in their current form
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04:44:16 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/1399efd72a77f0a1c01fea119c9726fde48a1eac
04:44:17 <DorpsGek> - Update: Translations from eints (by translators)
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07:02:05 <peter1138> Include docks?
07:38:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14516: Codefix: Don't store palette for track detail in temporary global variable. https://github.com/OpenTTD/OpenTTD/pull/14516
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08:05:34 <peter1138> Orlrite.
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08:24:55 <peter1138> Hmm.
08:28:07 <LordAro> too warm
08:28:19 <peter1138> It's cooled down a bit here.
08:35:28 <peter1138> I feel like bridges-over-stations might be gaining a bit of scope-creep which could be split into a separate PR.
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08:46:01 <kuhnovic> It's slowling turning into bridges-over-everything
08:49:43 <peter1138> Right. I could split out the pillar/edge exclusions system into a separate PR, as it can be used for existing bridgeable tiles.
09:14:22 <peter1138> (Should objects gain pillar exclusions...)
09:17:53 <kuhnovic> I think so, why do they need to be treated differently?
09:19:27 <peter1138> Well, it means adding something to NewGRF to support it :)
09:19:42 <peter1138> Which is doable, but also completely out of scope for bridges-over-stations.
09:20:36 <peter1138> I think default objects are either not bridgeable, or won't exclude pillars, so that's simple enough.
09:21:46 <peter1138> For NewGRF objects they tend to change the tile layout dynamically, so I guess it would need a callback rather than a static property.
09:25:25 <FLHerne> peter1138: there's a CHIPS-style docks grf that (via parameter) has some quite tall options
09:26:43 <peter1138> Hmm. not too worried about custom docks, they are breaking the tile layout anyway as the bounding boxes are fixed to something very low.
09:26:59 <peter1138> When I do NewGRF docks it'll have its own properties to do it.
09:27:46 <FLHerne> https://www.flherne.uk/files/Screenshot_20250814_102716.png
09:28:13 <FLHerne> 'CHIPS Custom Docks v1.0', I think this is the worst-case option
09:28:42 <peter1138> Yeah, press Ctrl-B (assuming you have the developer options enabled)
09:28:54 <FLHerne> personally I think pillar exclusions is more trouble than it's worth
09:29:31 <peter1138> For docks it's not really about pillars anyway, it's height.
09:29:57 <FLHerne> yeah, that was a more general comment :p
09:30:29 <peter1138> I don't understand. What's troublesome about it?
09:31:37 <FLHerne> they make what combinations can be built very unpredictable and unstable to small changes (build bridge type A over station B, fine, extend the bridge one tile to allow another track, pillars move, fails)
09:32:00 <peter1138> Nope, they do not do that.
09:32:05 <FLHerne> hm, did you fix it
09:32:16 <peter1138> In JGRPP it prevents building.
09:32:22 * FLHerne goes to read the PR again
09:32:36 <peter1138> In my PR, it allows the bridge and simply hides the pillars
09:33:07 <peter1138> Which is quite a fundamental change that I decided to make based on feedback in the PR.
09:34:13 <peter1138> Bridge minimum height does of course still block things, but that is static and only depends on what is below the bridge rather than also depending on the type and position of the bridge.
09:34:29 <FLHerne> Yes, I like that
09:34:57 <FLHerne> seems a much better idea
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09:35:05 <talltyler> I like it too
09:35:43 <FLHerne> in principle someone™ could try and make it smarter
09:36:12 <FLHerne> by altering span lengths to place pillars only on tiles that allow them
09:36:28 <FLHerne> s/only/preferentially/
09:36:49 <peter1138> That seems like something that proper NewGRF Bridges could allow.
09:37:02 <FLHerne> which would also be nice on, e.g., bridges over railway junctions where currently you get pillars in the middle of a track sometimes
09:37:18 <FLHerne> agreed
09:37:21 <peter1138> For default bridges the bridge piece information is fixed.
09:37:33 <peter1138> However that's an interesting point.
09:37:57 <peter1138> The NewGRF property is hardcoded to 6 bridge pieces.
09:38:11 <peter1138> I should change this to allow any number, and for now ignore anything over 6.
09:39:46 <peter1138> s/should/could.
09:41:44 <FLHerne> presumably you remember this PR/spec discussion https://github.com/OpenTTD/OpenTTD/pull/9161 https://github.com/OpenTTD/OpenTTD/discussions/9162
09:41:55 <FLHerne> I was going to ask if you did but you commented on it :D
09:43:20 <peter1138> Well, I know existing, but of course I don't remember all thathttps://github.com/OpenTTD/OpenTTD/discussions/9162#discussioncomment-685641
09:43:23 <peter1138> ...
09:43:24 <peter1138> all that's in it.
09:43:41 <peter1138> But this is what I mean by more than 6 pieces :) https://github.com/OpenTTD/OpenTTD/discussions/9162#discussioncomment-685641
09:44:19 <peter1138> If we design the spec to allow more than 6, then we don't need to change it later.
09:45:41 <peter1138> It'll be incompatible with JGRPP, but that uses its own extended NewGRF format anyway, so it will be whatever.
09:45:59 <peter1138> (Any existing stuff in JGRPP I mean.)
09:49:23 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14516: Codefix: Don't store palette for track detail in temporary global variable. https://github.com/OpenTTD/OpenTTD/pull/14516#pullrequestreview-3119903593
09:49:42 <FLHerne> that sounds like a good idea to me
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10:57:58 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14514: Fix: 'Map edges' GUI buttons shouldn't initialize with water on northeast edge https://github.com/OpenTTD/OpenTTD/pull/14514
11:03:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14514: Fix: 'Map edges' GUI buttons shouldn't initialize with water on northeast edge https://github.com/OpenTTD/OpenTTD/pull/14514#pullrequestreview-3120137690
11:28:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14516: Codefix: Don't store palette for track detail in temporary global variable. https://github.com/OpenTTD/OpenTTD/pull/14516
11:56:03 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289
11:57:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289#issuecomment-3188191907
12:10:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289
12:17:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289
12:23:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14514: Fix: 'Map edges' GUI buttons shouldn't initialize with water on northeast edge https://github.com/OpenTTD/OpenTTD/pull/14514#pullrequestreview-3120392391
12:24:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14514: Fix: 'Map edges' GUI buttons shouldn't initialize with water on northeast edge https://github.com/OpenTTD/OpenTTD/pull/14514#pullrequestreview-3120395176
12:25:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #14514: Fix: 'Map edges' GUI buttons shouldn't initialize with water on northeast edge https://github.com/OpenTTD/OpenTTD/pull/14514
12:27:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289
12:44:02 <peter1138> Hmm.
12:45:02 <peter1138> I appear to have lost author attribution.
13:38:05 <talltyler> `co-authored-by`?
13:48:28 <peter1138> Yeah, I had one but it's the wrong way around now :-)
13:50:44 <talltyler> Ah, yes.
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16:30:33 <peter1138> Well.
16:47:20 <peter1138> Hmm, this git repository has .bak files in it :o
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17:18:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14517: Change: Add bridge pillar exclusions for tiles under bridges. https://github.com/OpenTTD/OpenTTD/pull/14517
17:20:07 <ahyangyi> peter1138: Which ones do you prefer, the `.bak` files or the `.ds_store` files?
17:20:43 <LordAro> ~foo.swp, clearly
17:21:42 <peter1138> If it's a git repository, there's no need to for backup files...
17:22:36 <peter1138> However, this git repository doesn't actually contain the latest version, so it seems likely it's only only github as a dumping ground.
17:27:39 <peter1138> Well.
17:27:43 <peter1138> Lunch?
17:28:49 <ahyangyi> LordAro: Nice 😛
17:29:36 <ahyangyi> Who knows what covfefe one might leak in those files?
17:55:04 <peter1138> Meep.
18:14:06 <andythenorth> peter1138: Is it mine? 🙂
18:14:50 <peter1138> Your meep?
18:15:45 <andythenorth> Meep.bak
18:33:02 <peter1138> I should refactor something.
18:36:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14477: Feature: Allow stations under bridges and bridges over stations. https://github.com/OpenTTD/OpenTTD/pull/14477
18:37:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14477: Feature: Allow stations under bridges and bridges over stations. https://github.com/OpenTTD/OpenTTD/pull/14477#issuecomment-3189496976
18:38:11 <peter1138> Oh yes, do I include docks in stations? Heh
18:38:19 <peter1138> They are MP_STATION tiles :)
18:38:36 <talltyler> Docks could absolutely be a separate PR if you're looking to split things up.
18:45:44 <talltyler> Or if you're looking for some PRs to finish minor details, there are some things I'd love to approve 🙂
18:45:44 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/10063
18:45:44 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/14463
18:45:44 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/14018
18:45:44 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/10938
18:45:45 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/10938
18:45:57 <talltyler> (PRs of yours)
18:48:12 <talltyler> Dunno if refactoring is more fun, or checking off low-hanging fruit from a checklist. I have too many projects at work right now so I lean toward the latter, to get pending tasks out of my brain 🙂
18:53:56 <peter1138> It was mostly a joke about refactors being mergeable much more rapidly :)
18:54:42 <peter1138> Maybe reason for mentioning docks is that they are still station tiles, so it is relevant, and doing it together avoids another savegame bump. But it's not a massive thing :)
19:01:55 <talltyler> Adding docks isn’t a deal-breaker for me, but I’ve already yolo approved once 😉
19:29:11 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10063: Change: Scale towns/industries by amount of land tiles. https://github.com/OpenTTD/OpenTTD/pull/10063#issuecomment-3189637042
19:35:52 <peter1138> Hmm, hard to scale 5 by 1.07 anyway.
19:37:28 <peter1138> I guess `ScaleByLandProportion` can account for it internally.
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19:50:23 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10063: Change: Scale towns/industries by amount of land tiles. https://github.com/OpenTTD/OpenTTD/pull/10063
19:50:41 <wensimehrp> bridges in nml when
19:53:37 <peter1138> When there's a NewGRF spec worth implementing.
19:55:15 <talltyler> There’s a Discussion about the spec, feel free to contribute your thoughts 🙂
19:56:18 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10063: Change: Scale towns/industries by amount of land tiles. https://github.com/OpenTTD/OpenTTD/pull/10063#issuecomment-3189707077
20:00:21 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14517: Change: Add bridge pillar exclusions for tiles under bridges. https://github.com/OpenTTD/OpenTTD/pull/14517#issuecomment-3189717287
20:00:34 <peter1138> Yeah.
21:12:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10063: Change: Scale towns/industries by amount of land tiles. https://github.com/OpenTTD/OpenTTD/pull/10063#pullrequestreview-3122132068
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21:18:27 <zsombi55> Can we get a button for "go to next order" or "skip (current) order" in the individual vehicle window alongside the existing turn around and show vehicle order buttons? As a one button shortcut for making a vehicle stop following whichever order they are on at the time and proceed to the next in the list. So we wouldn not have to select the vehicle, then open the order list, and then press skip..
21:18:27 <zsombi55> instead just select vehicle and press a button.
21:25:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14517: Change: Add bridge pillar exclusions for tiles under bridges. https://github.com/OpenTTD/OpenTTD/pull/14517#issuecomment-3189913946
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21:47:52 <peter1138> Hmm.
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21:50:51 <coobies> To skip a vehicle's next order, there's already keyboard shortcut 'g' followed by keyboard shortcut 'd' by default, but pressing G does cause the order window to pop up
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23:31:43 <peter1138> Okay but.
23:49:34 <coobies> 'But' is it worth it to add a UI element to achieve something that can already be done in two keystrokes?
23:53:43 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14517: Change: Add bridge pillar exclusions for tiles under bridges. https://github.com/OpenTTD/OpenTTD/pull/14517#issuecomment-3190227259
23:58:16 <dh1> absolutely it is