IRC logs for #openttd on OFTC at 2025-08-22
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03:15:47 <dawdledev> IT'S CURSED AND WRONG, BUT IT'S REAL
03:16:43 <dawdledev> all it's doing is adding "New Vehicle", but *finally*, VNML is doing something!!
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03:39:00 <dawdledev> this is the whole project that defines this GRF. it's *actually* possible to make something. *finally*
04:40:32 <DorpsGek> - Update: Translations from eints (by translators)
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06:38:20 <andythenorth> When the factory to make projects…becomes the project 🙃
06:40:47 <peter1138> Factory for Industry Replacement Sets.
06:42:23 <reldred> I love flowgraph based stuff, I’m very visual orientated so that’s right up my alley dawdledev
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06:48:45 <andythenorth> peter1138: But with better animated tile implementation? 👀
06:57:42 <dawdledev> andythenorth: my personal hell for uh, ah. yeah
06:59:18 <dawdledev> (and to make matters worse, two of those were spent fixing godot, thus making *that* the project that's a factory to make factories to make projects)
07:03:48 <ahyangyi> andythenorth: An industry set about assembling NewGRFs?
07:05:26 <reldred> I quite enjoyed breaking out GRFMaker again the other day.
07:05:59 <reldred> It has the occasional little hiccup on a windows 11 machine but still quite usable.
07:54:46 <FLHerne> dawdledev: that looks really cool
08:02:01 <FLHerne> I like how you've totally reinvented the Godot flowgraph system to create it, too
08:02:27 <FLHerne> several layers of meta away from "I want these pixels in my game"
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11:19:14 <rito12_51026> Hello, is tile memory rearrangement a safe process?
11:33:24 <talltyler> It can be done carefully, here’s an example commit that does it.
11:33:29 <talltyler> What are you trying to do?
11:45:27 <rito12_51026> talltyler: I would like to store 16 aditional bits for all classes exept rail station
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12:44:05 <FLHerne> What for? That seems a lot of bits to add for a new feature, and rail stations have fewer currently-spare bits than almost anything else
12:54:21 <rito12_51026> I want to add metro/underground trains. Therefore I need 6 bits for metro railway type, 6 bits for metro track bits and 4 bits for reserved tracks.
12:58:54 <_glx_> that's a lot of wasted space for other normal tiles
13:00:03 <peter1138> Probably needs space for signals & state too.
13:12:37 <rito12_51026> peter1138: then 3 bits for reserved tracks, 1 bit for signal occurrence and when it has signal reduce track bits to 3 bits and use other 3 for signal state?
13:13:56 <ahyangyi> My question is, what makes metros special? All trains are capable of running underground (as in tunnels), and tunnels can overlap already.
13:14:15 <ahyangyi> Will we have a class of trains that runs in tunnels and another class of trains that runs in underground-but-not-tunnel?
13:19:48 <andythenorth> Remind me, why isn’t metro just a railtype?
13:20:42 <rito12_51026> in a lot of towns around the world trains have underground stations in the city center
13:20:55 <peter1138> andythenorth, isn't it?
13:20:55 <ahyangyi> andythenorth: That's also my question, though I understand that one might not be satisfied about the fact that one cannot build underground stations and put signals in tunnels (in vanilla)
13:21:36 <rito12_51026> we have also curved tunnels which are not possible in openttd
13:22:09 <andythenorth> I’m not gatekeeping just curious why it’s metro, rather than sub surface routes
13:22:30 <andythenorth> Underground roads?
13:22:39 <talltyler> Is it a new type of transport, or just “trains can go underground now”?
13:23:13 <rito12_51026> trains can go underground now
13:23:45 <_glx_> and what about road vehicles then ?
13:24:13 <andythenorth> Can trains move betwen surface and subsurface?
13:24:14 <peter1138> _glx_, well that's another 16 bits :)
13:24:50 <andythenorth> peter1138: One whole map array per height level? -128 to 128?
13:25:00 <rito12_51026> with use of metro the Nord Stream could be made
13:25:04 <andythenorth> Seafloor rail tunnel
13:25:20 <andythenorth> How much memory do people have now?
13:26:02 <peter1138> Memory isn't really an issue.
13:27:49 <peter1138> (But dedicating memory which is mostly unused is not ideal.)
13:28:15 <rito12_51026> peter1138: maybe the same 16 bits
13:28:28 <talltyler> No underground level crossings then 😉
13:28:30 <andythenorth> what if instead of an x * y map size limit…it was x * y * z
13:28:39 <talltyler> (I’m not sure any of those exist in real life either)
13:29:03 <andythenorth> So we can have underground, but no more 4k^2 maps
13:29:18 <andythenorth> Max map 1024 * 1024
13:29:41 <talltyler> * 1024 height levels deep, dig to the center of the earth 😛
13:29:44 <andythenorth> This would be of great benefit to the community flgenerally
13:30:20 <andythenorth> Large maps were tried, and turned out to be bad
13:30:33 <talltyler> They are very popular for multiplayer games.
13:30:37 <andythenorth> Maybe we should fork
13:31:04 <peter1138> Multiplayer games are funny though, players use huge maps so they can avoid competing with each other :)
13:31:22 <peter1138> And they make up rules about things like owning cargo.
13:31:38 <andythenorth> They could just watch each other on twitch
13:32:15 <rito12_51026> andythenorth: that is less fun
13:32:17 <talltyler> I believe the neurodiversity word for that is “parallel play” — doing their own things in the same space but without a lot of direct interaction
13:33:50 <talltyler> Anyway, big maps are not the reason we can’t have height levels. It’s really a “nobody has taken the time to write a new map array” problem, which is both easier and harder to solve. 😄
13:34:51 <peter1138> I mean I have some ideas.
13:35:12 <talltyler> True, although I think the “slices” UI is…fine
13:35:23 <rito12_51026> how would you get sprites for 3d map
13:36:22 <_glx_> same as now, just with a way to not draw top layers
13:52:17 <peter1138> Heh, the London Underground is not underground there, of course.
13:52:56 <LordAro> according some searching there's one more road-rail crossing on the underground network, but it's in the depot so doesn't count
13:53:07 <LordAro> (and also still isn't actually under ground)
13:57:52 <andythenorth> So our underground roads would have underground level crossings when they encounter underground railways?
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14:32:07 <_glx_> most likely not allowed to cross
14:32:32 <_glx_> go under or over, but don't cross
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16:40:09 <kuhnovic> There's probably a map men or tim traveller episode about that
16:48:14 <peter1138> Putting tube in a wheel, it let go :o
17:34:03 <peter1138> Tubeless it is then.
17:42:19 <tony_pixel> what does "Pom te pom" mean?
17:44:46 <peter1138> Something like "Oh well".
17:45:07 <peter1138> Why... does the Internet not know anything of this :O
17:48:58 <peter1138> It's gaslighting me :s
17:49:14 <cu-kai> i have never heard of it either
18:21:42 <tony_pixel> I couldn't find literally any explanation online and so I asked
18:25:33 <peter1138> Turns out it might just be a me-thing.
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20:59:32 <dwfreed> funny how even a dev doesn't know the tutorial exists :D
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21:00:53 <yiffgirl> yeah, it's not a particularly good one iirc either
21:04:47 <peter1138> I know *a* tutorial exists which can be downloaded from online content. This is neither "the" tutorial, nor is it "OpenTTD includes ..." as that Wiki page suggests.
21:05:31 <_jgr_> That is a bit academic from the point of view of the user who can't get it to work properly
21:12:33 <_glx_> it's pure luck the tutorial still works fine in current version
21:58:25 <zanooda2000> talltyler: The problem is, there is no middle solution between "play small with depot orders" and "play big with pathfinder ||anbuse||".
21:58:25 <zanooda2000> 1st is ok when you have like 8 routes with bunch of trains for each – it won't be so hard to specify each route with depots and waypoints. 2nd ok when you have tonns of routes within one network (and for some reason cannot disabl3 breakdowns), so it's way easier to make generalized service points and trick trains to your way. But what about middle option? When you have a bunch of different
21:58:25 <zanooda2000> networks with decent amount of routes? It's too tideous to carefully add depot orders and you still too young and pure to mess with pathfinder. Either go slow, boring, repeating "intended" way or switch to the dark side.
22:00:02 <FLHerne> peter1138: "pom te pom" is familiar to me at least :-)
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22:04:12 <zanooda2000> Althrough, maybe fix lays on the other surface? Maybe make breakdowns less anmoying and more playable? Like enlongate breakdowns-protection to like 1 year (or 10 minutes) so you need way less depots to completely get rid of breakdowns, but you still need to think about at least some service points?
22:08:25 <zanooda2000> locosage: Btw this is a general problem with path signals. Once path is reserved, you cannot even force train to somewhere else, like force train to go to The Actual nearest depo without reversijg it or breaking the path. Not completely gamebreaking but still ultra-annoying.
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23:11:02 <Heiki> That translation is horribly wrong, and that’s not the first time that I’ve fixed a string created by "translators" in recent months.
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23:17:32 <_jgr_> The string was renamed in December, but the actual translation is from 2009
23:22:26 <Heiki> (Perhaps some day I should proofread all of those 4704 strings.)
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