IRC logs for #openttd on OFTC at 2025-10-19
            
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07:10:03 <kuhnovic> _jgr_: Damn, he put quite some work into it. Impressive.
07:33:20 <LordAro> ic111's patch queues were the stuff of legends
07:33:27 <LordAro> good ol' more height levels
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07:52:30 <reldred> Aw man I loved rainfall river generator. Was a bit slow on some settings but very impressive.
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08:29:50 <peter1138> Hmm, so Mac OS makes a mess of the custom small font I see.
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08:57:43 <andythenorth> Hmm just woke up
08:57:47 <andythenorth> Coffee?
09:08:54 <peter1138> Another please.
09:52:28 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14715: Codechange: Silence uninitialized variable warning from GCC. https://github.com/OpenTTD/OpenTTD/pull/14715
09:56:41 <jfkuayue> Pumpkin spice…
10:01:24 <peter1138> Tis the season.
10:04:08 <andythenorth> yeah 1 coffee isn't enough
10:04:15 <andythenorth> normally I have 4
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10:22:41 <peter1138> Okay.
10:22:49 <reldred> damn
10:22:58 <peter1138> Hmm?
10:23:12 <reldred> I'll have like one can of monster, the rule is to have it done by midday, and then I avoid caffeine the rest of the day
10:23:21 <reldred> might have a coffee in the afternoon but usually only one
10:23:50 <andythenorth> same
10:24:00 <andythenorth> wasn't an intentional rule, just seems to work
10:24:43 <reldred> Yeah I used to drink a helluva lot more caffeine than I do now. Used to have like 4-5 strong coffees a day
10:25:30 <reldred> I think my record was seven? doing a multi-site install, five sites, and they all had brand new espresso machines. Didn't sleep much after that.
10:25:55 <andythenorth> were they internet connected espresso machines?
10:26:02 <andythenorth> was it part of the install?
10:26:09 <reldred> oh god no
10:26:23 <reldred> i was installing telling bones
10:27:02 <reldred> many many moons ago when i was a dog and bone technician
10:30:47 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #14715: Codechange: Silence uninitialized variable warning from GCC. https://github.com/OpenTTD/OpenTTD/pull/14715#pullrequestreview-3354466249
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10:44:31 <reldred> that said it's only quarter to nine and I'm about ready to go lay down and have a snooze so manybe I need more caffeine in my life πŸ€”
10:44:57 <reldred> joys of getting old I suppose
10:45:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14715: Codechange: Silence uninitialized variable warning from GCC. https://github.com/OpenTTD/OpenTTD/pull/14715
11:06:19 <xarick> dang... RiverFlowsDown is dumb
11:06:51 <xarick> if it's at sea level, it can flow down to itself
11:07:02 <xarick> edge cases
11:31:53 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1429431860035059812/image.png?ex=68f61da8&is=68f4cc28&hm=d71bb3cbad71ab0f5da72833d82d643d5fd0b120c62b06202aaddbc9a0896754&
11:31:53 <xarick> this looks bad if i say so
11:33:29 <xarick> the bfs approach for each height segment combined with perlin is actually a good combo πŸ™
11:33:44 <andythenorth> unforseen consequences
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13:50:37 <xarick> wow
13:50:52 <xarick> I think I did it
13:51:03 <xarick> migrated bfs to yapf
13:51:44 <kuhnovic> Oh god
13:52:55 <xarick> instead of reinventing the wheel
13:53:06 <xarick> yapf does the bfs instead
13:53:11 <xarick> so haha
13:54:00 <xarick> yapf no longer has the ability to build
13:54:08 <xarick> now it only returns the path
13:54:38 <xarick> it will be built in a separate function named BuildRiver in landscape.cpp instead
13:56:11 <xarick> the MakeLake part is still.... bfs
14:06:57 <xarick> 11128265 us vs 9467433 us
14:07:03 <xarick> bah.... yapf slower
14:12:15 <xarick> oops, my lakes are disconnected
14:22:08 <peter1138> Perfect.
14:25:14 <xarick> some strange lakes
14:25:29 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1429475549687844955/image.png?ex=68f64659&is=68f4f4d9&hm=1927c121b309d15abf89b88e8d93ffcb7dcda08f676264f7302189344d6878b6&
14:30:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14716: Codechange: Iterate road/tram masks instead of checking each type. https://github.com/OpenTTD/OpenTTD/pull/14716
14:48:49 <xarick> okay they also happen on the original method
14:52:01 <xarick> I have a stupidly bad weird idea
14:53:16 <xarick> based on my previous work on get a list of all possible destinations
14:53:38 <xarick> get all inclined slopes this time
14:53:52 <xarick> and feed the pf with them to calculate estimated costs
14:56:47 <jfkuayue> peter1138: Pumpkin spice tastes like putting sugar into some traditional chinese herbal medicine (which is usually bitter), for me
15:41:06 <xarick> alright, this was a bad idea
15:41:26 <xarick> unless I get the inclined slopes only once
15:44:05 <andythenorth> "rivers difficult"
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16:32:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14695: Fix a46a3a9: Incorrect parameter order for CmdSetCompanyManagerFace https://github.com/OpenTTD/OpenTTD/pull/14695
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17:06:58 <Borg> howdy
17:07:11 <Borg> anyone can give me a hint how to concatenate string in GS?
17:07:22 <Borg> text=GSText(GSText.STR_NEED2_CARGO,tx1,tx2);
17:07:37 <Borg> I tried and it fails.. it only added tx1 (GSText instance)
17:08:02 <Borg> STR_NEED2_CARGO:{}{BLACK}Cargo needed for town growth:{STRING}{STRING}
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17:11:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1429517365506478080/image.png?ex=68f66d4b&is=68f51bcb&hm=c8eb66c96065bbd715dbc0545cf1bd5b7187fb6b02596dfa4ea415d88141fe78&
17:11:39 <xarick> well... it's slow
17:15:34 <rito12_51026> @Borg try:
17:15:34 <rito12_51026> ```squirrel
17:15:34 <rito12_51026> local text = GSText(GSText.STR_NEED2_CARGO);
17:15:34 <rito12_51026> text.AddParam(tx1);
17:15:34 <rito12_51026> text.AddParam(tx2);
17:16:54 <DorpsGek> [OpenTTD/OpenTTD] mrixner updated pull request #14709: Allow the computer to go to sleep when the game is paused https://github.com/OpenTTD/OpenTTD/pull/14709
17:17:01 <Borg> rito12_51026: but GSText() accepts params.. just fine..
17:18:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1429518993768710286/image.png?ex=68f66ecf&is=68f51d4f&hm=55a8c4e0704063fbef5d40d2d04ac426e668e8f3ebfd5ab8a8562e183f103743&
17:18:07 <xarick> okay I see
17:18:29 <Borg> so this is sth else.. it seems like second {STRING} is ignored
17:19:25 <rito12_51026> or maybe try `text=GSText(GSText.STR_NEED2_CARGO, tx1 + tx2);`
17:19:53 <Borg> I doubt you can add tx1 to tx2.. they are GSText() instances..
17:19:57 <Borg> objects.. you cannot merge them
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17:21:35 <Borg> okey. lets RTFS
17:24:46 <LordAro> the documentation definitely suggests that multiple parameters should work fine
17:24:58 <LordAro> but variadic constructor... could easily have been broken unintentionally
17:26:47 <Borg> im looking at SCC_STRING: case.. and I have no clue whats going on
17:27:03 <Borg> StringID str = args->GetInt32(SCC_STRING);
17:27:08 <Borg> this is definitly not right..
17:27:12 <peter1138> The awkward part is the number of parameters consumed.
17:27:24 <Borg> it looks like it wants string ID again
17:27:34 <Borg> I want to pass GSText() result.. but RAW_STRING doesnt work either
17:27:37 <peter1138> GSText are processed elsewhere.
17:29:27 <Borg> looking at strgen_tables.h STRING takes 1 param
17:29:48 <Borg> but maybe Im reading it wrong. it should be STR ID again from lang/
17:29:53 <Borg> not GSText() result.
17:30:10 <Borg> actually I cannot see where I can use GSText() result..
17:30:15 <Borg> except SetText()
17:32:13 <peter1138> GSText is handled in game_text.cpp. That treats SCC_STRING differently from the normal string processing in strings.cpp.
17:34:22 <Borg> yeah.. no clue how it works
17:34:29 <Borg> okey.. so it seems I tried to be too smart
17:34:39 <locosage> what are tx1 and tx2?
17:34:45 <Borg> I wanted to avoid having shitload of STR_IDs for every case of cargo combination
17:34:51 <Borg> locosage: they are GSText() instances itself
17:34:58 <locosage> do they use parameters?
17:35:05 <Borg> yes..
17:35:09 <locosage> iirc you need STRINGn with n being the total number
17:35:22 <locosage> of parameters
17:35:24 <Borg> thats confusing :/ I tought GSText() handles everything
17:35:37 <Borg> tx1=GSText(sid,cid,t.cam[0],cid,v);
17:36:06 <Borg> I supply params there.. sid from lang/ cid is cargo ID... t.cam[0] is cargo amount.. and v needed
17:36:27 <Borg> locosage: you are saying that I need to set all those params on final GSText?
17:36:30 <Borg> I did that too early?
17:36:43 <Borg> no no.. impossible.. :)
17:37:35 <locosage> I think you need `{STRING5}` for tx1 then
17:37:44 <Borg> something fishy is happening.. because first {STRING} works
17:37:51 <Borg> as intended
17:38:05 <Borg> tx1 is passed correctly
17:38:12 <Borg> if I swap paramteres.. tx2,tx1
17:38:14 <locosage> but it may be screwing parameters for the second one
17:38:16 <Borg> I see water instead of food
17:38:26 <_glx_> does tx1 consumes args ?
17:38:27 <Borg> but always just single {STRING}
17:38:43 <Borg> greeter: yes.. I pasted you GSText() constructor earlier
17:38:57 <Borg> it should prepare text for display..
17:39:02 <Borg> and it works...
17:39:06 <Borg> the problem is here:
17:39:19 <Borg> text=GSText(GSText.STR_NEED2_CARGO,tx1,tx2);
17:39:32 <_glx_> so yeah STR_NEED2_CARGO is incorrectly using {STRING}
17:39:33 <Borg> only tx1 is displayed..
17:40:12 <_glx_> you should have many warnings in script debug window
17:40:43 <Borg> I have none
17:41:27 <Borg> okey.. Ill dig that myself...
17:43:37 <Borg> oh.. there is OT_INSTANCE
17:43:40 <Borg> lets see what it does
17:45:14 <_glx_> most likely a GSText
17:45:18 <Borg> yeah..
17:45:22 <Borg> but what can consume it
17:45:28 <Borg> not {STRING}
17:45:33 <Borg> either {RAW_STRING}
17:46:11 <_glx_> {STRING} consumes GSText instance
17:47:01 <_glx_> <https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_text.cpp#L294-L316> is the part handling {STRING}
17:47:20 <locosage> look here for the example how to do strings right: <https://www.tt-forums.net/viewtopic.php?style=4&t=90693>
17:48:04 <locosage> my comment about 20 params total may not be relevant in 15.0 though but looks like the rest still applies
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17:49:00 <locosage> actually, was that limit 20 param limit removed recently?
17:49:00 <Borg> locosage: okey thanks
17:49:05 <Borg> lets try
17:49:55 <_glx_> limit has been removed in https://github.com/OpenTTD/OpenTTD/pull/14193
17:50:13 <Borg> okey.. sth more akward happened
17:50:20 <Borg> still display one line.. now passangers ;)
17:50:51 <locosage> awesome πŸŽ‰
17:50:57 <locosage> so is it completely unlimited now?
17:51:45 <_glx_> it should, like internal strings
17:56:15 <Borg> so.. GSText() all it does it just prepare string and parameters? and thats all?
17:56:27 <Borg> whole FormatString() happens whatever you do SetText() somewhere?
18:00:15 <Borg> it workz!
18:00:25 <Borg> thx locosage .. its freaking akward..
18:00:40 <Borg> I suspect its done that way due to netcode, to send text over network
18:00:54 <_glx_> SetText() encodes the GSText() and FormatString() handles the drawing of the encoded text
18:01:45 <_glx_> during encoding a lot of validation happens (can be really verbose)
18:02:43 <xarick> need help to get rid of bfs for lake guessing
18:02:43 <xarick> <https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:rivergen-optimize-FlowRiver-use-yapf>
18:16:20 <Borg> thanks, and bye :)
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18:39:10 <xarick> how fast is kdtree at inserting 900 entries?
18:39:33 <xarick> for pathfinding reasons
18:40:35 <xarick> 900 inclined slopes, needing to calculate the closest inclined slope to where I am at the moment
18:40:56 <xarick> for the estimated cost, for each node
18:45:58 <xarick> inclinedslope_kdtree.cpp ?
18:46:20 <xarick> I'm so tempted to do something stupid
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19:08:51 <rito12_51026> Does `{STRING}` command allows to insert std::string or only StringID ?
19:11:45 <peter1138> Within the normal (non-script) string system, only string ID. {RAW_STRING} exists for, uh, raw strings.
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19:50:39 <xarick> is centre_tile british enough?
19:50:51 <xarick> or center_tile is better?
19:52:59 <_glx_> centre
19:58:21 <xarick> i had a but in my code
19:58:50 <xarick> a variable "tile" hiding the other variable "tile"
20:03:46 <xarick> How to lake!
20:06:28 <xarick> I need ideas to find a spot for a lake
20:06:41 <xarick> or I'll just remove lakes
20:08:17 <andythenorth> lakes are only there for rivers that can't find a coast
20:08:20 <andythenorth> they're just a sink
20:09:36 <xarick> this is the code for a lake. It's very similar to bfs which is what I wanted to get rid of <https://github.com/SamuXarick/OpenTTD/blob/d7855e0a8a1540b8db86d816da9dfd1dbd669e35/src/landscape.cpp#L1275>
20:10:47 <xarick> this is the code for a river, migrated to yapf
20:10:47 <xarick> <https://github.com/SamuXarick/OpenTTD/blob/d7855e0a8a1540b8db86d816da9dfd1dbd669e35/src/landscape.cpp#L1336>
20:12:39 <jfkuayue> I hope everyone enjoyed the 11-day holiday from 3rd September 1752.
20:21:02 <peter1138> jfkuayue, wrong way around.
20:24:28 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened pull request #14717: Feature: New selection for rail types. https://github.com/OpenTTD/OpenTTD/pull/14717
20:34:29 <andythenorth> πŸ‘€
20:34:35 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14717: Feature: New selection for rail types. https://github.com/OpenTTD/OpenTTD/pull/14717
20:35:20 <rito12_51026> andythenorth: does that meet your expectations?
20:35:30 <andythenorth> haven't compiled it πŸ™‚
20:35:53 <andythenorth> but that railtypes dropdown has definitely needed taking out and shooting for a while πŸ™‚
20:37:18 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429569119799480412/image.png?ex=68f69d7e&is=68f54bfe&hm=b05a74d0a9626cf8fc9e6d5cf5977a291b2e02f41d03a80d6425b255aee4984b&
20:37:18 <andythenorth> slow compile is slow
20:38:00 <peter1138> Rename...
20:39:15 <rito12_51026> What's wrong with renaming?
20:39:35 <peter1138> I don't see the point of adding that.
20:40:12 <rito12_51026> It is fun
20:40:23 <peter1138> You need to learn about scope.
20:42:58 <rito12_51026> I need to learn a lot of things
20:44:29 <peter1138> Yeah. I would prefer to have none of the string changes in an initial PR to change how railtype selection works.
20:44:48 <andythenorth> I mean....the improvement in UX here is significant
20:44:50 <peter1138> Renaming railtypes is an entirely separate affair and is most probably not really desirable.
20:44:56 <peter1138> Is it?
20:45:06 <andythenorth> so does the PR need picking apart into components?
20:45:14 <peter1138> (I would've removed renaming engines long ago, tbh, but hey.)
20:46:13 <peter1138> including table/strings.h from within a header file is a big no-no for me too.
20:46:40 <peter1138> Which is funny because we do in places. Hmm.
20:46:48 <rito12_51026> I have added rename feature because there was a button on the sketch
20:47:06 <peter1138> That's because the sketch is the build vehicle window.
20:47:08 <andythenorth> the sketch was not a considered design πŸ™‚
20:47:17 <andythenorth> it was more "could we stop seeing the silly dropdown list"
20:47:51 <peter1138> Anyway.
20:48:02 <peter1138> We'll have to see how it works in practice.
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20:48:26 <andythenorth> my alternative idea was like station / objects selection panel
20:48:34 <andythenorth> but that would require categories
20:48:41 <andythenorth> thought it was a bit weird
20:49:06 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429572090150785196/image.png?ex=68f6a042&is=68f54ec2&hm=02971f3a23d3e169156e2156e24bfb6bf85237fe232a7c725d9b665530be84c6&
20:49:06 <andythenorth> this will work well with badges I think
20:49:11 <andythenorth> 'electrified' and so on
20:49:27 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429572176574419137/image.png?ex=68f6a057&is=68f54ed7&hm=d28846b4ed57bea138141bb1eddf0952ef5685481c1091d2d277c28b5d8728fb&
20:49:27 <andythenorth> the badge filter is nice
20:49:54 <andythenorth> I suspect you're not respecting the 'hidden' railtype flag πŸ™‚
20:50:03 <rito12_51026> peter1138: so RailTypeInfo::GetString should be moved into the cpp file
20:50:18 <peter1138> I shouldn't need to exist.
20:50:20 <peter1138> Wait
20:50:22 <peter1138> It shouldn't need to exist.
20:50:34 <peter1138> I don't know why you changed it from how it currently is to that.
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20:50:57 <rito12_51026> ah the rename was the reason
20:51:06 <peter1138> Exactly.
20:51:27 <peter1138> By implementating that you've made the changes in the PR much larger.
20:51:49 <rito12_51026> should have done that in second commit
20:51:58 <rito12_51026> it added about 200 lines
20:51:59 <peter1138> I would say: 1st step is reorganising code to support a new window.
20:52:15 <peter1138> 2nd step is implementing the new window with a little new features as possible.
20:52:30 <peter1138> Then later, things like hiding and renaming may (or may not) be done separately
20:53:28 <talltyler> Agreed
20:53:38 <rito12_51026> Is it possible to split specific files from commit with git?
20:53:53 <peter1138> You can stage bits of files, yes.
20:54:19 <talltyler> `gui gui` is probably a helpful tool for what you’re trying to do
20:54:27 <peter1138> git gui :)
20:54:32 <talltyler> Er, `git gui`
20:54:44 <talltyler> Silly autocorrect
20:55:13 <peter1138> Anyway, before doing anything.
20:55:22 <peter1138> Let's stick the preview tag on it so we can, uh, preview it.
20:55:57 <andythenorth> does that cause it to build on my MBP?
20:56:01 <peter1138> My initial concern is "is this the right way to go for a new UI?"
20:56:22 <peter1138> And if it's not, then reworking it to meet our... strictness... is not useful.
20:57:00 <peter1138> andythenorth, yes, it logs into your MBP, and then opens up your KeepAss without a password to compile it.
20:57:24 <andythenorth> ok
20:57:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429574266843562054/image.png?ex=68f6a249&is=68f550c9&hm=ecdab95cc71364ab3e90da1f9993d655064f797b45ba56748585d978eb2fd059&
20:57:45 <andythenorth> probably why my GPU is maxed out
20:57:48 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1429574279116226661/Zrzut_ekranu_z_2025-10-19_22-56-58.png?ex=68f6a24c&is=68f550cc&hm=21c8c6d035bac9398d7423f8c94b1e52b96e54166ff0ba4277c4e1d0fc177d16&
20:58:53 <talltyler> I always say Yes
20:59:09 <talltyler> Someone smarter than is strongly recommends it
20:59:44 <tabytac> https://cdn.discordapp.com/attachments/1008473233844097104/1429574765596905584/Road-Tool-Cities-Skylines.jpg?ex=68f6a2c0&is=68f55140&hm=84b4413233a95a21eab7f043a376f3cde29a77719caa38c930befaa33a356d3d&
20:59:44 <tabytac> Tbh i don't think a whole new window that is detached from the toolbar for selecting railtypes/roadtypes is really a good user experience.
20:59:44 <tabytac> Something more akin to what Cities Skylines 1 & 2 has with Layered toolbars with tabs to support much larger number of types
21:00:52 <peter1138> Deploymen to preview is in progress, can be tested soon.
21:01:37 <mmtunligit> tabytac: oh that'd be nifty, you could have all the badges for filtering as icons along the top as well that you could just click on, instead of yet another dropdown
21:02:38 <peter1138> "all" could end up being a lot ;-)
21:03:32 <mmtunligit> it could yeah i noticed the flaw in my plan before i started writing it, but i still thought itd be worthwhile to consider
21:04:26 <rito12_51026> peter1138: Therefore I'm not going to touch it until you decide if it is the appropriate way.
21:05:23 <mmtunligit> maybe have a dropdown for each axis you could filer across then, one for groundsprite, one for electrification, one for gauge, etc
21:05:42 <rito12_51026> tabytac: Cities Skylines forces to use icons and current design strings
21:05:54 <mmtunligit> then you have a limited number of tabs but an unlmitied number of options in each tab
21:06:00 <andythenorth> whilst the OpenTTD UI has many issues
21:06:15 <andythenorth> I am sort of hesitant about introducing more UI, not designed by UI designers πŸ™‚
21:06:19 <andythenorth> when we have existing patterns
21:07:08 <mmtunligit> andythenorth: the time for context menus is nigh
21:08:17 <peter1138> Hmm, okay, so it doesn't currently actually select the selection :)
21:08:28 <andythenorth> hmm when I recompile vanilla, I am going to hate seeing the railtype dropdown πŸ™‚
21:08:42 <mmtunligit> right click on a station? it brings up a menu to change the sprite, what station its a part of, orientation
21:08:47 <mmtunligit> i see no issues with this whatsoever
21:09:19 <peter1138> rito12_51026, the thing doesn't really seem to work properly at the moment?
21:09:47 <peter1138> Oh I see. It is listing unavailable rail types which I can't build yet.
21:10:13 <peter1138> "New (invalid parameter) now available!"
21:10:14 <peter1138> Nice.
21:10:18 <andythenorth> of that have the hidden flag
21:12:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429577940945080400/image.png?ex=68f6a5b5&is=68f55435&hm=1da5b06c193bfc70d06bf40359b6afada55632d0ff547d88d2d2f713d77ed7c6&
21:12:21 <andythenorth> toggling badges on and off shrinks the window vertically πŸ™‚
21:12:42 <peter1138> Yes, window system isn't not particularly good with dynamic widgets.
21:12:51 <andythenorth> it's subtracting the space for the filter, then not expanding
21:13:16 <peter1138> Build vehicle window does the same.
21:13:34 <andythenorth> well this is widly better than the dropdown list
21:13:42 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429578279123423333/image.png?ex=68f6a606&is=68f55486&hm=08b7047747e374ce5d4a18a30b31ed06b12d1967b488e18b31957a149474b8fb&
21:13:42 <andythenorth> and I don't think this pattern would be the one
21:13:55 <peter1138> I don't like the amount of screen space it takes up and continues taking up.
21:14:37 <peter1138> Like, should the window disappear after making a selection? But then you can't view the details before making a selection...
21:14:37 <andythenorth> hmm yes
21:14:43 <andythenorth> it has windowshade πŸ˜›
21:14:58 <andythenorth> to build stations (2x UI zoom) I pretty much have to use windowshade
21:15:18 <peter1138> Also: should it some how just be part of the Railway Construction window itself.
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21:15:32 <brickblock19280> I think so
21:15:37 <andythenorth> maybe
21:15:47 <brickblock19280> I also noticed now that it doesn
21:15:57 <andythenorth> the thing that ButGroundTypes was most stuck on was UI
21:16:13 <peter1138> It doesn't what?
21:16:15 <mmtunligit> if if is part of the construction menu then everything needs to be tucked away in dropdowns imo
21:16:25 <andythenorth> https://wiki.openttd.org/en/Archive/Development/ButGroundTypes#gui
21:17:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429579118583877682/Butgroundtypes20gui.png?ex=68f6a6ce&is=68f5554e&hm=d07b7d19ad0139f4bc6559a85e70d95695688e5b68f49584b10c49eb6708fa91&
21:17:02 <andythenorth> this was Frosch's mockup, it was nothing but first idea
21:17:11 <andythenorth> same issue though, selecting from dropdown lists
21:17:28 <mmtunligit> but personally id rather not see the construction menu get any bulkier
21:17:35 <brickblock19280> filtering on multiple badges at the same time would be nice
21:18:07 <brickblock19280> mmtunligit: could do large and small versions as with the finance window
21:18:20 <tabytac> yeah thats a good idea
21:18:20 <peter1138> Well.
21:18:42 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429579539134288023/image.png?ex=68f6a732&is=68f555b2&hm=4c6c9c71c845db2a67d289dcacfca13146680d1df2ad6ed1fb1bb0bb9b22976b&
21:18:42 <andythenorth> this?
21:18:46 <brickblock19280> pain to code ofc but having to click twice to enter the build menu is a pain
21:18:47 <brickblock19280> yeah
21:19:05 <andythenorth> hmm
21:19:25 <andythenorth> dunno, windowshade does a lot for me
21:19:35 <peter1138> talltyler, preview is up now if you want a go.
21:19:43 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429579791681458356/image.png?ex=68f6a76e&is=68f555ee&hm=e5b21f5ec6382434abd187e63c9b272549cf4fc75acc471105d758e23cb88dea&
21:19:43 <andythenorth> I can't build stations with the station GUI otherwise
21:19:48 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429579813819256984/image.png?ex=68f6a773&is=68f555f3&hm=dd4fc68fab19728858cc029a99f2965ced91f889229e5d72dd35ce1f49cbc09f&
21:20:08 <peter1138> There's niggles like it shows up underneath the railway toolbar window so you can't see the whole thing initially.
21:20:14 <peter1138> And it shows railtypes which are not yet available.
21:21:07 <mmtunligit> hmm just noticed something, if the setting for linking the landscape menu to the cunstruction menu is on, then opening the landscape menu by itself probably shouldnt put a gap between it and the taskbar if nothing else is open
21:21:10 <rito12_51026> > Hmm, okay, so it doesn't currently actually select the selection πŸ™‚
21:21:10 <rito12_51026> I have forgot about that part
21:21:10 <rito12_51026> > "New (invalid parameter) now available!"
21:21:10 <rito12_51026> again rename is the reason
21:22:16 <brickblock19280> https://cdn.discordapp.com/attachments/1008473233844097104/1429580437172519104/image.png?ex=68f6a808&is=68f55688&hm=6f6f348ed62da0a7040b79b9321fffbe45358be4cd6382b25697ced4bfc7bc73&
21:22:16 <brickblock19280> Personally I'd like this ui to still work
21:22:50 <rito12_51026> > Oh I see. It is listing unavailable rail types which I can't build yet.
21:22:50 <rito12_51026> so i didn't understand the dropdown code correctly
21:22:57 <brickblock19280> it does rn because you forgot about the traditional mode
21:23:15 <rito12_51026> no it should work
21:23:40 <peter1138> So my thought is: can we not keep it as the existing dropdown, but "just" add the sorting/filtering to the dropdown? Instead of a whole new window.
21:24:10 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #14717: Feature: New selection for rail types. https://github.com/OpenTTD/OpenTTD/pull/14717#pullrequestreview-3354677772
21:24:49 <andythenorth> without sticky menus, it's quite hard to scroll and keep the list open
21:24:55 <andythenorth> and selecting filters will be impossible
21:25:11 <peter1138> Sticky menus are the new default.
21:25:24 <andythenorth> shall we get rid of the old behaviour
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21:25:31 <brickblock19280> they also need some work imo as they are slower to use
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21:25:58 <andythenorth> dunno, the bridge UI has a precedent for just closing after selecting
21:25:58 <brickblock19280> if I click on the meny it won't chose ROAD despite it being the only avaliable option
21:26:40 <brickblock19280> bridge ux is nice since ctrl clicking skips the menu entierly
21:26:58 <michi_cc> It's not something we currently have, but a two-tiered menu could also been an idea. Define a badge namespace and then make sub-menus for each badge. Works until NewGRF authors start giving each railtype a separate category badge, because "special".
21:27:35 <brickblock19280> yeah
21:27:45 <andythenorth> I wonder how players use this
21:27:52 <andythenorth> I don't switch railtype very often
21:28:03 <peter1138> Yeah, well, the problem is people want different menu behaviours.
21:28:05 <andythenorth> but all these model train roleplay types, probably want to keep the menu open
21:28:31 <andythenorth> in fact, with the menu open, I'm starting to see the appeal of the different ballast, sleepers yada yada
21:28:36 <peter1138> But: making it auto-select an item sometimes, but not all times, is inconsistent and not good UX.
21:29:16 <peter1138> Shall I admit that I'd like to take a look at BGT at some point?
21:29:25 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429582232955257056/image.png?ex=68f6a9b4&is=68f55834&hm=f04933ac469b51eca021b3d1910e378ca09020bc8f8225ccd340d614f0d6a0e7&
21:29:25 <andythenorth> don't we have some history with this window? and migrating it?
21:29:29 <peter1138> I wonder how much space there is.
21:29:42 <peter1138> Some what?
21:30:19 <brickblock19280> current ui is nice when switching railtypes since it's fast, it only really runs into issues on trackpads and when the railtype list is larger than the screen
21:30:32 <andythenorth> we had a setting for the new and old vehicle list windows I think
21:30:46 <peter1138> Current UI is terrible for new users who don't know to click and hold.
21:30:59 <peter1138> andythenorth, yes, you can disable groups.
21:31:01 <rito12_51026> do rail types have NewGRFAdditionalText?
21:31:17 <andythenorth> current UI is terrible for badges, filtering, hiding/showing
21:31:26 <peter1138> No, they do not. There's currently no place to show it.
21:31:39 <brickblock19280> peter1138: that's been mostly solved
21:31:57 <brickblock19280> rito12_51026: they have some more strings but I don't think they're of use
21:32:02 <peter1138> Sorry by "current ui" I mean "old behaviour"
21:32:16 <peter1138> brickblock19280, what's been solved?
21:32:19 <brickblock19280> so did I tbf
21:32:24 <brickblock19280> the hold down
21:32:33 <brickblock19280> it's illogical without that though
21:32:39 <andythenorth> hmm
21:32:40 <andythenorth> BGT
21:33:05 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429583158709452951/image.png?ex=68f6aa91&is=68f55911&hm=7f392fb275e6cbd6414851196c471dc02255c99ed6c77562a2cb3d226792eebc&
21:33:05 <andythenorth> also it's worth testing this PR with JP+ tracks
21:33:10 <brickblock19280> BGT is better than filtering imo even if both are neccesary
21:33:12 <andythenorth> it's not wildly better
21:33:24 <peter1138> As it stands, apart from filtering, this new window doesn't really feel like an improvement to me.
21:33:43 <andythenorth> I think it's much better for about 7-15 railtypes
21:33:48 <andythenorth> and quick switching between them
21:33:51 <rito12_51026> andythenorth: they have badges?
21:33:55 <andythenorth> no
21:34:01 <andythenorth> but there's 63 railtypes
21:34:33 <peter1138> There's 20 narrow-gauge types.
21:35:00 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429583638533509200/image.png?ex=68f6ab03&is=68f55983&hm=b41a9d7d5c80577bfb9bae71951e299d5f27764b5e19931a7dccef4a3710535c&
21:35:00 <andythenorth> not sure if it's fair to expect this UI to make that easier
21:35:01 <andythenorth> but it doesn't
21:35:07 <andythenorth> I am still very confused
21:35:44 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429583826249846895/image.png?ex=68f6ab30&is=68f559b0&hm=3177ceffa85679327124ad19bae7162bb9d941f368d369e68263b355a256078d&
21:35:44 <andythenorth> "this is fine though"
21:35:51 <andythenorth> or not
21:35:55 <peter1138> Well...
21:35:57 <peter1138> About that :)
21:36:17 <andythenorth> you removed Variants?
21:36:25 <peter1138> I have a patch for that, yes.
21:36:57 <andythenorth> πŸ‘€
21:37:09 <rito12_51026> people like variants
21:37:26 <andythenorth> Horse compile would be so much faster without them πŸ˜›
21:37:46 <brickblock19280> I honestly still prefer subtypes even if they are cursed
21:38:01 <rito12_51026> what would you have used instead of them?
21:38:04 <andythenorth> I mean someone has to be wrong
21:38:11 <andythenorth> otherwise nobody else could be right
21:39:27 <peter1138> The execution of variants has made ended up turning it into a message. My "horizontal variants" patch is nicer but doesn't allow for nested variants.
21:39:33 <peter1138> A message.
21:39:35 <peter1138> A mess.
21:40:18 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429584974507671572/image.png?ex=68f6ac42&is=68f55ac2&hm=4863f61c8dca27dd7f90545d0b521f5f017a653e0f93111bdcbef9e7f4978d73&
21:40:18 <andythenorth> oof I recompiled master
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21:40:31 <fairyflossy> peter1138: What would happen to current nested variants?
21:40:35 <andythenorth> they'd die
21:40:43 <fairyflossy> That would be problematic
21:40:56 <andythenorth> they're unwise
21:41:06 <fairyflossy> I use nested variants for "Same engine, different appearance, different livery"
21:41:24 <fairyflossy> I don't know how else to do them besides nesting or having the same engine show up on its own multiple times
21:41:42 <rito12_51026> andythenorth: Sorting for speed is bad as infinite is treated as 0
21:42:16 <brickblock19280> that could be solved
21:42:22 <fairyflossy> Like a steam locomotive with and without streamlining, available in different colors. How would I do that without nesting beyond having the regular and streamline options appear below eachother to clutter the purchase list
21:42:48 <rito12_51026> badges?
21:42:54 <fairyflossy> Badges what
21:42:59 <fairyflossy> This is for purchasing them
21:43:00 <brickblock19280> subtype
21:43:19 <andythenorth> you joke
21:43:25 <andythenorth> other grfs have implemented it
21:43:29 <andythenorth> variants & subtypes
21:44:28 <DorpsGek> [OpenTTD/OpenTTD] sjodl opened issue #14718: [Crash]: Serious Fault Condition https://github.com/OpenTTD/OpenTTD/issues/14718
21:44:31 <brickblock19280> it's the ideal way imo if only the ui was nicer and more badge like instead of arbitrary order
21:44:32 <andythenorth> ok we've stuck to the topic well
21:44:32 <fairyflossy> I currently have it as like
21:44:32 <fairyflossy> Merchant Navy
21:44:32 <fairyflossy> - Streamlined
21:44:32 <fairyflossy> -- SR Malachite
21:44:33 <fairyflossy> -- SR Olive
21:44:33 <fairyflossy> - Non Streamlined
21:44:35 <fairyflossy> -- SR Malachite
21:44:35 <fairyflossy> -- SR Olive
21:44:37 <fairyflossy> I'd like to keep this in the buy menu because it makes sense and doesn't clutter the purchase list as much
21:44:56 <andythenorth> railtype subtypes?
21:45:12 <andythenorth> you only get one type, then you select it on the map and change the subtype?
21:45:14 <brickblock19280> ie it needs complete overhaul but that would imo be best
21:45:23 <brickblock19280> sounds like BGT to me
21:45:29 <andythenorth> and there are no railtype labels, just arbitrary subtype strings
21:47:03 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429586673993257011/image.png?ex=68f6add7&is=68f55c57&hm=9802f5eec8e370fe427e041517cb91fa236432f142ae5c457aae44daaa0ac5d8&
21:47:03 <andythenorth> hmmm tree menu is unobtrusive
21:48:54 <reldred> Tree menu is also hiding half the trees it will construct
21:49:16 <reldred> Well, a third/quarter roughly
21:49:20 <rito12_51026> NewGRF trees
21:51:26 <andythenorth> randomised railtypes then?
21:52:10 <rito12_51026> One build toolbar
21:52:23 <andythenorth> text interface?
21:52:24 <mmtunligit> reldred: this has made me annoyed many times
21:54:57 <andythenorth> oof must be naptime
21:55:38 <brickblock19280> https://cdn.discordapp.com/attachments/1008473233844097104/1429588830628876419/image.png?ex=68f6afd9&is=68f55e59&hm=2231d3ae9bee85562fb4cf88f557136a459d730c38635f1abdf7231577210c23&
21:55:49 <brickblock19280> large and small variant
21:55:53 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14718: [Crash]: Serious Fault Condition https://github.com/OpenTTD/OpenTTD/issues/14718
21:58:38 <brickblock19280> the ui in the PR is clearly advanced and not necessary for play with just a few railtypes
21:59:15 <rito12_51026> what do you mean by "but ground types"
21:59:21 <brickblock19280> BGT could also be placed on the side as in the onject and staiton uis
22:00:15 <brickblock19280> instead of tracks and roads having chips and isr variants the ground itself would be a grf feature so that it is independently switchable
22:01:00 <peter1138> Okay but how many "BGT" are we talking?
22:02:58 <brickblock19280> 10 maybe but honestly I would prefer it to the side when the window is wide (or always). realistically we'd probably have like 32
22:03:26 <brickblock19280> also worth considering if they should be tied to railtypes or not
22:03:48 <brickblock19280> but that's not relevant to the ui discussion really
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22:04:19 <brickblock19280> I would like to se bgt happen but I presume there are map issues
22:05:15 <rito12_51026> brickblock19280: That would work with [Codechange: Allow more than one tile structure to be associated with one tile index](https://github.com/Rito13/OpenTTD/commit/e11d92ff387197ff57c39ed558707751e7bd468b)
22:05:41 <brickblock19280> https://wiki.openttd.org/en/Archive/Development/ButGroundTypes
22:07:16 <brickblock19280> that is a bit NRT heavy which I don't think is really necessary
22:08:20 <peter1138> Rail has plenty of bits free, road not so much.
22:08:21 <brickblock19280> It also means unrelated things like speed limits get tied to the ground graphics which I don't like but given its a 10? year old proposal I doub't it's going anywhere
22:08:46 <andythenorth> I would expect about 65k BGT
22:08:57 <peter1138> andythenorth, exactly.
22:09:20 <andythenorth> reality is that authors will generate about 8000 I think
22:09:22 <brickblock19280> peter1138: I'd consider it relevant even on industries and especially objects
22:09:34 <andythenorth> is there a power of 2 at 16k? πŸ˜›
22:09:37 <andythenorth> I can't remember
22:09:44 <peter1138> Industries are their own complete thing.
22:09:50 <brickblock19280> I don't believe there will be more than are in the all list of objects
22:10:05 <brickblock19280> fair I am not sure what to think about industries either
22:10:34 <andythenorth> depends if we think BGT supplies the base terrain or not
22:10:38 <peter1138> Afaik industries was never in-scope of BGT, so...
22:10:42 <andythenorth> iirc FIRS overlays a 'ground' sprite
22:10:48 <andythenorth> I'd have to check though
22:11:32 <andythenorth> industries would only work if BGT was some tile painting tool for base terrain
22:11:40 <brickblock19280> peter1138: they were in my head
22:11:58 <peter1138> Does BGT need to set speed limits?
22:12:04 <andythenorth> 'mud'
22:12:10 <brickblock19280> andythenorth: this is how I think about BGT in my head
22:12:12 <peter1138> That's a rail/road type property.
22:12:20 <andythenorth> err....no it really does not need to set speed limits πŸ™‚
22:12:42 <brickblock19280> peter1138: No I don't think it should be it's there since it "should" be the same for road and tram and therefore BGT
22:12:56 <peter1138> What?
22:13:16 <andythenorth> "no" was the important bit πŸ™‚
22:13:44 <brickblock19280> https://cdn.discordapp.com/attachments/1008473233844097104/1429593385663991930/image.png?ex=68f6b417&is=68f56297&hm=0fb99964996193677af4320b73df8818f3e1fd9a22af2d6c5e4b6c4f29997aae&
22:13:56 <andythenorth> what are the painting tools in scenario editor?
22:14:01 <andythenorth> there's a rock painter and things
22:14:03 * andythenorth looks
22:15:14 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1429593766687150213/image.png?ex=68f6b472&is=68f562f2&hm=440acca6fffc27f942c6730d79d03e67ff233312153a40e7be7647cc46976ace&
22:15:33 <andythenorth> the variable brush size doesn't work for painting rocks or desert but eh
22:16:31 <andythenorth> * paint arbitrary terrain
22:16:31 <andythenorth> * place objects, rails, etc with an arbitrary terrain brush also selected
22:17:09 <andythenorth> pff if we wanted to waste a lot of CPU, we could have grf BGT that can check neighouring tiles
22:17:12 <andythenorth> including the badges πŸ˜›
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22:20:30 <DorpsGek> [OpenTTD/OpenTTD] Brickblock1 commented on pull request #14717: Feature: New selection for rail types. https://github.com/OpenTTD/OpenTTD/pull/14717#issuecomment-3420006085
22:21:36 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #14718: [Crash]: Serious Fault Condition https://github.com/OpenTTD/OpenTTD/issues/14718
22:27:33 <xarick> My TryBuildLake is bugged πŸ™
22:30:55 <xarick> oh... right
22:31:10 <xarick> it found other rivers/lakes
22:31:20 <xarick> that's a conflict I didn't solve
22:53:56 <xarick> there can be disconnected lakes apparently
22:54:10 <xarick> the more I dig this...
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