IRC logs for #openttd on OFTC at 2025-09-27
            
00:03:12 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14667: Fix: League Table layout broken with RTL languages. https://github.com/OpenTTD/OpenTTD/pull/14667#pullrequestreview-3274255069
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00:50:37 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14667: Fix: League Table layout broken with RTL languages. https://github.com/OpenTTD/OpenTTD/pull/14667
02:12:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14655: Fix #14549: changing interface scale could underflow map zoom https://github.com/OpenTTD/OpenTTD/pull/14655#pullrequestreview-3274382130
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04:19:25 <mnhebi> andythenorth[d]: well akchually, you can add camera rotation if you just take the building sprite and put it as a texture on either a voxel or a 3d model..
04:19:34 <mnhebi> like how they did TTO for PlayStation...
04:20:06 <mnhebi> far less work! :p
04:24:05 <mnhebi> hell, with voxels you could have 1 voxel = 1 px
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04:38:07 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/910eeef17f66070ec32a9b868637691c80ec8841
04:38:08 <DorpsGek> - Update: Translations from eints (by translators)
04:41:25 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #14655: Fix #14549: changing interface scale could underflow map zoom https://github.com/OpenTTD/OpenTTD/pull/14655
04:41:28 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #14549: [Bug]: Increasing interface scale when world view is at max zoom 'wraps around' to zoomed out https://github.com/OpenTTD/OpenTTD/issues/14549
04:41:31 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed pull request #14579: Fix #14549: Increasing interface scale at max zoom level clamps zoom correctly https://github.com/OpenTTD/OpenTTD/pull/14579
04:46:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14579: Fix #14549: Increasing interface scale at max zoom level clamps zoom correctly https://github.com/OpenTTD/OpenTTD/pull/14579#issuecomment-3341177955
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05:23:53 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/18055413973
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07:26:15 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421397509300944907/v1.png?ex=68d8e316&is=68d79196&hm=792efef810691fdeaf07e8d31addc99d02cb4eb52581c95393d7f2e9f4377a3b&
07:26:15 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421397509938348132/v2.png?ex=68d8e316&is=68d79196&hm=5f46e9700ae1017928d457f7e53ba6b8333a96fc1e8465ab8012cdc519dc534f&
07:26:15 <rito12_51026> _glx_: Would one of those be acceptable for maintaining compatibility with old grfs/base graphics sets?
07:29:54 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421398431577931816/v1.png?ex=68d8e3f2&is=68d79272&hm=d1438f8d2200151c5154eab11464d613c353f9b6e23b25506421fb46cdd1482a&
07:29:54 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421398432123453521/v2.png?ex=68d8e3f2&is=68d79272&hm=6167ce758f825d942ce270a7de6bb34deaccb224056b579cbde0b7e7fd746d6c&
07:37:33 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421400356881043626/v3.png?ex=68d8e5bd&is=68d7943d&hm=3756bfcac75e22aa14671f2a4ef9a3e2b96e6dbc43b61e6dbf1ac21a243889be&
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08:14:14 <locosage> I'd just do a placeholder graphics
08:21:37 <andythenorth[d]> flipping the sprites on x axis is a valid solution for one rotation angle
08:21:47 <andythenorth[d]> I'm unclear what rotations add though
08:21:59 <andythenorth[d]> the game doesn't have cliffs or steep terrain
08:23:17 <andythenorth[d]> I have played iterations of this game since 1994, and I've also played free-form camera games 🤷
08:23:30 <andythenorth[d]> never ever thought "wish I could rotate this scene"
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08:32:27 <locosage> yeah, unless 3d map gets added with underground or smth rotation isn't really necessary for the gameplay
08:33:11 <locosage> transparent mode alone is enough
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08:52:54 <reldred> I don't even think we really need rotation to be able to do cliffs/underground/etc.
08:53:19 <reldred> A Z level slicer combined with transparency or just hide above the nominated Z level would suffice.
08:59:50 <rito12_51026> reldred: That would solve my problem
09:03:26 <reldred> way easier than trying to re-draw three more views for everything lol
09:05:50 <peter1138> Rotation just means I spend forever trying to rotate to back to the "correct" orientation becuase I am a simple man.
09:08:55 <andythenorth[d]> as simple as me?
09:08:59 <andythenorth[d]> or even simpler?
09:09:11 <reldred> smooth brain = no pain
09:09:28 <reldred> my brain still has too many wrinkles.
09:09:47 <andythenorth[d]> there are many things I find hard that clever people don't
09:15:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14668: Codefix 18e28077cc: Local variable icon shadowed member variable icon. https://github.com/OpenTTD/OpenTTD/pull/14668
09:16:46 <andythenorth[d]> well
09:16:51 <andythenorth[d]> too early for lunch
09:20:25 <peter1138> Brunch?
09:26:48 <andythenorth[d]> Yes
09:38:47 <peter1138> Hmm.
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11:55:54 <locosage> omg, there is ctrl+double click magic now?
11:56:14 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #14668: Codefix 18e28077cc: Local variable icon shadowed member variable icon. https://github.com/OpenTTD/OpenTTD/pull/14668#pullrequestreview-3274866074
11:57:44 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #14668: Codefix 18e28077cc: Local variable icon shadowed member variable icon. https://github.com/OpenTTD/OpenTTD/pull/14668#pullrequestreview-3274866459
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12:07:19 <peter1138> omg, where?
12:08:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14668: Codefix 18e28077cc: Local variable icon shadowed member variable icon. https://github.com/OpenTTD/OpenTTD/pull/14668
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12:43:05 <xarick> CargoMasterAI
12:43:22 <xarick> doesn't even compile, but it's available
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13:10:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14669: Codechange: Add and use Rect SetX/SetY methods. https://github.com/OpenTTD/OpenTTD/pull/14669
13:11:37 <DorpsGek> [OpenTTD/OpenTTD] uieqwhak opened issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
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13:11:45 <blue043571> https://media.discordapp.net/attachments/1238944786551931043/1421096780870979706/image.png?ex=68d7cb03&is=68d67983&hm=3daffda8b5a9eb8807900bab610e4d3c35c085bc5b6b9cd8e77c46d5cf274d6b&=&format=webp&quality=lossless&width=263&height=350
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13:11:45 <blue043571> https://media.discordapp.net/attachments/1238944786551931043/1421096814366687294/image.png?ex=68d7cb0b&is=68d6798b&hm=96c380b2e4f747e73aab8ea1e118363b0f5a41217d001641e90cafb4a362132f&=&format=webp&quality=lossless&width=263&height=350
13:11:45 <blue043571> https://media.discordapp.net/attachments/1238944786551931043/1421097149709418697/image.png?ex=68d7cb5b&is=68d679db&hm=ad73e02a7d2b80093ddd073ce7b89973dbd899c6cab157407aa4799c4a9109f8&=&format=webp&quality=lossless&width=247&height=350
13:14:22 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14669: Codechange: Add and use Rect SetX/SetY methods. https://github.com/OpenTTD/OpenTTD/pull/14669#pullrequestreview-3274931588
13:15:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14669: Codechange: Add and use Rect SetX/SetY methods. https://github.com/OpenTTD/OpenTTD/pull/14669#issuecomment-3341703678
13:17:39 <peter1138> I did also consider SetLeftRight, so maybe SetX -> WithLeftRight, but maybe WithX is also fine.
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13:26:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14669: Codechange: Add and use Rect WithX/WithY methods. https://github.com/OpenTTD/OpenTTD/pull/14669
13:33:18 <DorpsGek> [OpenTTD/OpenTTD] qtrp160-bot left a comment on commit: Doc: Prepare for 14.1 release https://github.com/OpenTTD/OpenTTD/commit/61342620bc4c0971b28b3578379b53d04d2f11f1#commitcomment-166690085
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13:53:21 <DorpsGek> [OpenTTD/OpenTTD] Eruve-mii commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
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14:00:36 <LordAro> is this a game?
14:01:08 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
14:01:12 <peter1138> Is it?
14:02:27 <peter1138> Such guesses, though.
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14:08:12 <DorpsGek> [OpenTTD/OpenTTD] uieqwhak commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
14:17:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
14:18:28 <peter1138> Memory allocation changed a bit since 14.1 :)
14:30:47 <jfkuayue> It is a lunch.
14:35:56 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
14:39:45 <_glx_> and second dump shows the same trace
14:40:29 <peter1138> So YAPF ran out of memory, nice :)
14:41:12 <_glx_> `"road": 1123` that's not that much
14:44:49 <_glx_> RAM is on the low side, but should be fine too
14:52:29 <peter1138> Crash log doesn't mention spritecache size.
14:53:16 <_glx_> it's default if not mentioned
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16:06:33 <kuhnovic> Didn't you replace the SmallArray with a std::vector Peter?
16:09:34 <peter1138> It was replaced with something :)
16:10:01 <peter1138> Basically "Try 15.0-beta3" isn't the worst idea.
16:11:00 <kuhnovic> Yeah that's worth a try
16:11:25 <DorpsGek> [OpenTTD/OpenTTD] Rito13 started discussion #14671: Multi-layer map https://github.com/OpenTTD/OpenTTD/discussions/14671
16:16:34 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on discussion #14671: Multi-layer map https://github.com/OpenTTD/OpenTTD/discussions/14671
16:22:19 <jessicathegunlady> oh fuck
16:22:25 <jessicathegunlady> i'm being beaten to doing underground stuff
16:22:33 <jessicathegunlady> WAHOO, LESS WORK
16:24:00 <michi_cc> For a specific implementation of beaten, yes. The very first commit (in its very first iteration) was like 15 years ago... so yes, maybe I finish it before I snuff it, or maybe not 🤣
16:24:29 <jessicathegunlady> pffff
16:26:19 <jessicathegunlady> I mean, looks like someone's gonna be doing what I was hoping to do either way.
16:28:26 <peter1138> I had a vague idea about splitting tiles up and allowing various layers.
16:28:30 <jessicathegunlady> Did also want to implement sharper slopes which appears to be one of this discussion's primary concerns. But that comes with a host of it's own issues without other features that also have significant issues. Such as the sprite issue that was discussed earlier.
16:29:07 <peter1138> So e.g. a level crossing is a rail layer and a road layer at the same height.
16:30:14 <jessicathegunlady> That sounds like it would make sense.
16:30:17 <peter1138> But vague ideas and not even "i've got a patch for that"
16:30:23 <jessicathegunlady> Yeah.
16:30:36 <jessicathegunlady> Sounds like it might have a lot of implications for the tile system.
16:31:40 <peter1138> Well, a `TileIndex` is still a `TileIndex`. And `Tile` itself is only a thin wrapper around the map array, so basically useless for abstraction.
16:32:00 <michi_cc> peter1138: lol, last commit of my "latest" iteration: "Codechange: Split the rail part of a level crossing into its own associated sub-tile."
16:32:16 <peter1138> Not just rail though :)
16:32:40 <michi_cc> Yes, but the road split part is stuck in the `pre-roadtypes` branch 😛
16:32:45 <peter1138> grass/dirt is a (primitive) layer, underneath the rail.
16:33:15 <peter1138> Oh, and multiple railtypes or roadtypes per tile is supports by just having multiple layers.
16:33:50 <michi_cc> You mean https://www.icosahedron.de/openttd/patches/cool_stuff2.png ? 😛
16:34:10 <peter1138> As long as we're all thinking the same idea is good I'm happy ;)
16:34:19 <peter1138> (Even if it may be impractical)
16:35:41 <talltyler> Sounds like michi_cc needs some time off to work on OpenTTD 😛
16:35:42 <peter1138> Of course, if things like tile layers exist, then workarounds like #14648 become clutter that just get in the way.
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16:39:28 <jessicathegunlady> peter1138: Ah, sorry, I meant tile *types*.
16:39:59 <peter1138> Somewhat.
16:43:18 <jessicathegunlady> peter1138: How would #14648 get in the way, if you don't mind me asking?
16:44:20 <peter1138> #14648 adds a layer of translation between map and rail/road types, which is only required because the current map layout has 6 bits of storage space for rail/road type information.
16:44:30 <jessicathegunlady> Ah right.
16:44:44 <peter1138> If you are redesigning the map layout then you can more simply just allocate enough in the first place.
16:44:46 <jessicathegunlady> So if we're kinda reworking half the system anyway, a workaround like that becomes redundant?
16:44:51 <jessicathegunlady> Yeah.
16:44:58 <peter1138> And design the saveload system so that adding increasing it later is simpler.
16:45:22 <rito12_51026> michi_cc: that's a lot of commits
16:46:10 <peter1138> It is a large projectg.
16:46:12 <peter1138> -g
16:46:37 <jessicathegunlady> Aye. Something like this, easier if things are divided up in to chunks.
16:46:46 <jessicathegunlady> Easier to go backwards and see where you fucked up if you can't figure it out. :>
16:46:57 <peter1138> Unfortunately it's probably something that isn't chunkable.
16:47:07 <peter1138> It changes so much about the structure.
16:47:22 <peter1138> And we need to be able to convert existing savegames.
16:47:53 <jessicathegunlady> Chunkable?
16:48:12 <peter1138> "divided up in to chunks" -> "chunkable"
16:48:30 <jessicathegunlady> Ah right, yeah.
16:48:34 <jessicathegunlady> I don't mean implemented in chunks.
16:48:38 <jessicathegunlady> Just committed in chunks.
16:48:54 <peter1138> That is exactly the same thing.
16:50:35 <jessicathegunlady> ...*released* in chunks versus committed. I think my brain took a wrong turn somewhere three corners ago though, so I'm backing outta this one.
16:53:02 <peter1138> I mean it's all or nothing.
16:53:19 <jessicathegunlady> Yeah.
16:53:36 <peter1138> Well, michi_cc's work isn't, but I don't know what state all the intermediate steps are in.
16:54:27 <peter1138> There's also the next step of "why does the map need to be structured as an array anyway"
16:55:48 <jessicathegunlady> What would the alternatives be? Apologies if the amateurish questions are a bother.
16:58:10 <michi_cc> rito12_51026: If you collect all the old branch versions in that repo, there are probably ~25 more commits, and even that is far from frinished.
16:59:43 <truebrain> michi_cc: finally had a "I have a patch for that" moment. I hope peter is as proud of you as I am 😄 😛
16:59:46 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421541841542709369/Zrzut_ekranu_z_2025-09-27_18-58-11.png?ex=68d96981&is=68d81801&hm=d5f4611b92c5057fb799c0a0ccd6ebe13b2e8743be3587ea12b65d3f02c982a5&
16:59:46 <rito12_51026> Should it be like that?
17:00:42 <michi_cc> peter1138: My implementation isn't in chunks, but I think that chunking the map array is actually independent of there being one more more stacked Tiles.
17:00:42 <michi_cc> And for savegame stuff, you can literally step through the branch commit by commit and load and save a savegame through each commit.
17:01:03 <michi_cc> rito12_51026: Probably not, but it *is* a WIP 🙂
17:01:14 <peter1138> Chunks of commits or chunks of map?
17:01:18 <jessicathegunlady> rito12_51026: Oh heck, that reminds me, I gotta work out a solution for working on code for this game on Linux.
17:01:22 <peter1138> Maybe getting wires crossed here :)
17:01:33 <michi_cc> Only ever compiled with VS2022, not done any testing woth gcc/clang.
17:01:49 <michi_cc> peter1138: Eh, map chunks was what I meant.
17:02:33 <michi_cc> For the chunk of commits, that's why the saveload conversion code is fully incremental for each single commit. I think that is the only way to even have a chance of testing it.
17:02:41 <peter1138> Yes.
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17:07:25 <peter1138> Oh, you worked on it in January this year?
17:10:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14664: Codechange: Rename TrackFollowers to follower. https://github.com/OpenTTD/OpenTTD/pull/14664
17:10:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14665: Codechange: FlatSet's contains() should be const. https://github.com/OpenTTD/OpenTTD/pull/14665
17:11:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14616: Fix #14604: Clearing tiles to build objects did not update town ratings https://github.com/OpenTTD/OpenTTD/pull/14616
17:11:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14604: [Bug]: Object construction bypasses town rating modification (DoCommandFlag::NoModifyTownRating) https://github.com/OpenTTD/OpenTTD/issues/14604
17:12:54 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14555: Fix: Industry accept/produce when not contiguous range from 0 https://github.com/OpenTTD/OpenTTD/pull/14555
17:14:32 <michi_cc> peter1138: Allegedly. And looking at the master commits of the last months, "working" on it mostly means re-basing it again 🙂
17:14:45 <peter1138> Yes.
17:14:54 <peter1138> Rebasing something like requires work.
17:17:46 * peter1138 tries to work out what is different in this merge conflict :o
17:21:53 <peter1138> One-letter typo fix in a comment.
17:22:53 <DorpsGek> [OpenTTD/OpenTTD] uieqwhak commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
17:28:13 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
17:35:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13303: Change: Implement side-by-side font cache, allowing use of multiple fonts. https://github.com/OpenTTD/OpenTTD/pull/13303
17:36:06 <peter1138> Pretty sure it's all broken on mac OS but I can't test it.
17:36:31 <peter1138> Probably Windows as well.
17:37:33 <michi_cc> rito12_51026: I've pushed a fix that might (or might not) make it at least compile 🙂
17:37:59 <LordAro> 2french4me
17:38:42 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14605: Feature: [#13915] Make vehicle testing offers appear in one window. https://github.com/OpenTTD/OpenTTD/pull/14605
17:50:50 <rito12_51026> michi_cc: less errors but still some:
17:50:50 <rito12_51026> `
17:50:50 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:64:25: error: ‘Tile’ does not name a type
17:50:50 <rito12_51026> 64 | typedef Tile *pointer;
17:50:50 <rito12_51026> | ^~~~
17:50:52 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:65:25: error: ‘Tile’ does not name a type
17:50:52 <rito12_51026> 65 | typedef Tile &reference;
17:50:54 <rito12_51026> | ^~~~
17:50:54 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:219:31: error: ‘Tile’ was not declared in this scope; did you mean ‘TileY’?
17:50:56 <rito12_51026> 219 | static IterateWrapper<Tile> Iterate() { return IterateWrapper<Tile>(); }
17:50:56 <rito12_51026> | ^~~~
17:50:58 <rito12_51026> | TileY
17:50:58 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:219:35: error: template argument 1 is invalid
17:51:00 <rito12_51026> 219 | static IterateWrapper<Tile> Iterate() { return IterateWrapper<Tile>(); }
17:51:00 <rito12_51026> | ^
17:51:02 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h: In static member function ‘static int Map::Iterate()’:
17:51:02 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:219:71: error: ‘Tile’ was not declared in this scope; did you mean ‘TileY’?
17:51:04 <rito12_51026> 219 | static IterateWrapper<Tile> Iterate() { return IterateWrapper<Tile>(); }
17:51:04 <rito12_51026> | ^~~~
17:51:06 <rito12_51026> | TileY
17:51:06 <rito12_51026> /home/cyprian/openTTD/OpenTTD_SourceCode/src/script/api/../../map_func.h:219:75: error: template argument 1 is invalid
17:51:08 <rito12_51026> 219 | static IterateWrapper<Tile> Iterate() { return IterateWrapper<Tile>(); }
17:51:08 <rito12_51026> | ^
17:51:10 <rito12_51026> `
17:51:18 <dwfreed> holy spam, batman
17:54:28 <peter1138> These Discord users are so uncouth.
17:55:51 <jessicathegunlady> Can't believe it, we've got chat client class divide.
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18:11:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14672: Change: Prefer normal/medium weight font in fallback detection. https://github.com/OpenTTD/OpenTTD/pull/14672
18:12:21 <michi_cc> rito12_51026: Okay, no idea 🙁 Line has `friend class Tile;`, so Tile should clearly be known, and VS2022 is totally happy with it.
18:13:50 <rito12_51026> michi_cc: I have added `class Tile;` before `struct Map {` and now it works
18:24:32 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1421563173877584037/Zrzut_ekranu_z_2025-09-27_20-23-37.png?ex=68d97d60&is=68d82be0&hm=775e393c5fe823837620cff5664828d6a557f1e2555ef2c0c9790a3c1d5778d9&
18:24:32 <rito12_51026> Yay, it works
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18:48:45 <michi_cc> :openttd:
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19:33:48 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14669: Codechange: Add and use Rect WithX/WithY methods. https://github.com/OpenTTD/OpenTTD/pull/14669#pullrequestreview-3275068840
19:38:46 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14672: Change: Prefer normal/medium weight font in fallback detection. https://github.com/OpenTTD/OpenTTD/pull/14672#pullrequestreview-3275070096
19:48:01 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673
19:57:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#issuecomment-3342009401
20:05:28 <DorpsGek> [OpenTTD/OpenTTD] uieqwhak commented on issue #14670: [Crash]: Out of memory https://github.com/OpenTTD/OpenTTD/issues/14670
20:07:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#issuecomment-3342014924
20:16:38 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#issuecomment-3342020219
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20:44:06 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673
20:56:51 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#pullrequestreview-3275117791
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21:01:21 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673
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21:07:06 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#pullrequestreview-3275122191
21:07:59 <_glx_> this code can be annoyingly confusing
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21:28:38 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673
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21:33:47 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#pullrequestreview-3275146862
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22:19:37 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673
23:05:58 <DorpsGek> [OpenTTD/OpenTTD] PGrayCS opened pull request #14674: Fix #14666: charge maintenance for depots https://github.com/OpenTTD/OpenTTD/pull/14674
23:12:22 <jfkuayue> Just found something… company passwords gone?
23:12:32 <jfkuayue> But it is still in JGRPP
23:30:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14672: Change: Prefer normal/medium weight font in fallback detection. https://github.com/OpenTTD/OpenTTD/pull/14672
23:31:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14669: Codechange: Add and use Rect WithX/WithY methods. https://github.com/OpenTTD/OpenTTD/pull/14669
23:44:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14673: Codefix: shadowing of variables https://github.com/OpenTTD/OpenTTD/pull/14673#issuecomment-3342118148