IRC logs for #openttd on OFTC at 2025-10-27
            
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04:41:37 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/b43cdcba01c74b3a9b4f03b8c8b4a3b49dadfffe
04:41:38 <DorpsGek> - Update: Translations from eints (by translators)
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07:06:26 <DorpsGek> [OpenTTD/survey-web] survey-summary[bot] pushed 1 commits to main https://github.com/OpenTTD/survey-web/commit/3c9bcc0ac5483cf5357f192b4d2bdfd0ae74966e
07:06:27 <DorpsGek> - Add: summary for week 43 of 2025 (by OpenTTD Survey)
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09:14:07 <peter_> hello, tycoons.
09:14:34 <peter_> which one of you is an AI?
09:15:00 <LordAro> probably peter1138
09:15:04 * LordAro runs away
09:15:09 <peter_> hehe
09:15:12 <alfagamma7> not me, definitely
09:15:16 <alfagamma7> or am I?
09:15:23 <alfagamma7> *vsauce music*
09:15:33 <peter_> nah, TTD's AI wouldn't be that smart
09:16:23 <peter_> I'm downloading Trasnport Fever 2 from Archive for the first time
09:16:29 <peter_> Wonder if it's any better
09:16:35 <LordAro> blasphemy
09:16:38 <LordAro> probably.
09:16:39 <peter_> :d
09:16:44 <alfagamma7> TTF?
09:16:51 <alfagamma7> *dies of cringe*
09:16:51 <kuhnovic> HERECY
09:17:01 <alfagamma7> harr harr
09:17:07 <peter_> hey, I had to experience it for my self
09:17:43 <peter_> I've been playing TTD for years and never really had a chance to learn junctions
09:17:58 <alfagamma7> Hmm
09:18:08 <peter_> Do you think that the OTTD's manual explains it well?
09:18:09 <alfagamma7> I mostly imitate irl junction layouts
09:18:19 <alfagamma7> It tries to
09:18:36 <alfagamma7> You should always read irl railways stuff if you want to
09:18:36 <peter_> sure, I know the basic type that the AI does. But nothing more than that
09:18:54 <alfagamma7> Real life diamond crossings though
09:19:05 <peter_> you mean the real architecture?
09:19:05 <alfagamma7> really great things to see
09:19:16 <peter_> oh, that's interesting
09:19:17 <LordAro> real life just draw the rail lines in straight lines across the map
09:19:19 <alfagamma7> Real life railway lines, yes
09:19:21 <LordAro> raise the sea
09:19:28 <peter_> ha
09:19:39 <LordAro> train stations serving oil rigs is the height of realism
09:19:47 <alfagamma7> ah yes
09:19:54 <peter_> yeah
09:20:01 <alfagamma7> I try making dioramas in ottd now
09:20:07 <peter_> wow
09:20:11 <alfagamma7> it's a cheaper way to do it anyway
09:20:20 <peter_> do you have a gallery out there?
09:20:21 <alfagamma7> the real stuff is expensive as heck
09:20:31 <alfagamma7> Not yet
09:20:34 <peter_> yes, and it catches dust
09:20:52 <alfagamma7> The scn file is in the works, if you were asking about that
09:21:05 <alfagamma7> yeah, irl dioramas usually do that
09:21:06 <peter_> and in 80 years somebody will have to throw it all away
09:21:12 <alfagamma7> I do want to make one
09:21:19 <alfagamma7> of an Indian village setting
09:21:34 <alfagamma7> a single line passing through rural India
09:21:42 <peter_> alfagamma7, real diorama?
09:21:46 <alfagamma7> yep
09:22:17 <peter_> nowadays there are great ways of making videos with them. Cameras are tine and you can put them inside
09:22:23 <peter_> or on a train
09:22:30 <alfagamma7> Yep
09:22:46 <alfagamma7> The thing is, railway diorama making isn't really a thing in India
09:22:57 <peter_> there's this youtube channel from an Australian lad. I love watching his works - hypnotic
09:22:58 <alfagamma7> so I whet my appetite by watching yt vids
09:23:15 <alfagamma7> Ooh, share the name of the channel then
09:23:20 <peter_> yeah, it's a europen trait, like hiking
09:23:27 <peter_> hang on
09:23:42 <alfagamma7> Nah, we have a lot of railfans here in India
09:23:48 <alfagamma7> not many model makers
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09:24:06 <zbigniew_ziobro2137> you could make the models yourself if you have the skillset
09:24:16 <alfagamma7> I will try to
09:24:38 <alfagamma7> but I neither have the required amount of space or money for such an undertaking
09:25:17 <alfagamma7> .... plus I wonder if there even are sets for locomotives and other rolling stock for India?
09:25:32 <alfagamma7> I mean, I can work and assemble it the old fashioned way
09:25:58 <zbigniew_ziobro2137> well, india uses an... interesting track gauge to say the least
09:26:17 <alfagamma7> I mostly see European and American stuff on the online websites
09:26:21 <alfagamma7> also Japanese
09:26:29 <alfagamma7> Yep, we do
09:26:47 <alfagamma7> as wide as the Russian gauge I think
09:26:54 <zbigniew_ziobro2137> a bit wider
09:27:00 <zbigniew_ziobro2137> russian gauge is 1520
09:27:14 <peter_> alfagamma7, the channel's name is Boulder Creek Railroad. He's decided to make it a bit political lately but his early works are pure talent and knowledge.
09:27:26 <alfagamma7> Thanks for sharing
09:27:49 <alfagamma7> I watch Pilentum mainly
09:27:59 <peter_> yeah, not bad too.
09:28:52 <peter_> when it comes to space - start small
09:29:01 <alfagamma7> hmm
09:29:12 <alfagamma7> so 10 sqft will do?
09:29:18 <peter1138> LordAro, what are they doing.
09:29:24 <alfagamma7> I dream of doing a small coffee table diorama
09:29:28 <peter_> absolutely, add lots of shelves
09:29:47 <peter_> yeah, gain experience on little details
09:29:54 <alfagamma7> Might try a Western Ghats scenario
09:30:00 <peter_> if you start too big you're not gonna like the overall effect
09:30:06 <alfagamma7> Yep
09:30:29 <peter_> even smaller - like a building facade first
09:30:51 <peter_> than just a small part of a park - you know, so you can practice doing details
09:31:12 <peter_> details make the diaporama not the size
09:33:47 <peter_> and a 3d printer comes in handy
09:36:49 <LordAro> peter1138: which they, in this particular context?
09:36:55 <peter1138> Any of it.
09:37:16 <LordAro> i dunno, i stopped paying attention
09:37:30 <peter_> LordAro, can you clarify the question? "which they"
09:37:43 <peter_> oh sorry
09:38:02 <peter_> hang on, I'll change my nickname
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09:41:11 <peter1138> Are you getting yourself confused?
09:41:24 <peterTycoon> yeah, too many peters :)
09:43:16 <peterTycoon> God, IRC is such an brilliant tool. I remember being on it constantly in the 90s
09:43:49 <LordAro> changing yourself to 'petert' isn't actually that helpful :p
09:44:24 <peterTycoon> LordAro, haha, true. I haven't done IRC for a long time.
09:50:03 <peterTycoon> do you know any IRC servers, like the most popular, not neceraily linux oriented
09:51:09 <LordAro> https://netsplit.de/networks/top100.php :)
09:51:23 <peterTycoon> LordAro, brilliant! cheers
09:52:01 <LordAro> lol, freenode still #13
09:52:12 <peterTycoon> wait, it says THIS is the most popular server. It doesn't feel like it
09:52:33 <LordAro> looks like #2 to me
09:52:44 <LordAro> but yes, IRC is a long way away from its hey day
09:53:14 <LordAro> wonder what percentage of those 5000 freenode users are actually dead...
09:53:52 <peterTycoon> wow, true
09:54:31 <LordAro> (there was massive drama 4 years ago due to hostile takeover shenanigans which meant libera was founded and took almost everyone with it)
09:54:54 <peter1138> Freenode really did kill itself.
09:54:58 <peter1138> Great investment.
09:55:00 <peterTycoon> oh, hostile take overs, I remember those
09:55:35 <peterTycoon> In the 90s Microsoft was the biggest server provider. Every internet user in the world was there
09:55:52 <peter1138> That is entirely incorrect.
09:56:11 <peterTycoon> then they shut them down and it was practically the begging of the end
09:56:39 <peterTycoon> peter1138, is it?
09:56:41 <LordAro> ...do you mean MSN Messenger?
09:56:45 <peterTycoon> nope
09:56:53 <peterTycoon> IRC
09:57:50 <LordAro> "Microsoft made an extension for IRC in 1998 via the proprietary IRCX.[35] They later stopped distributing software supporting IRCX, instead developing the proprietary MSNP."
09:57:56 <LordAro> i feel like you do, in a way
09:58:32 <andythenorth> hmm this is a big PR eh https://github.com/OpenTTD/nml/pull/359
09:58:44 <andythenorth> wonder how to get it finished
09:59:32 <LordAro> andythenorth: have you tried slapping peter1138 with a large trout?
09:59:34 <peter1138> I probably ought to squash it. Being all those separate commits is not useful.
09:59:49 <andythenorth> it's a bit prone to keep growing scope due to varact2 vars
10:00:46 <andythenorth> is it worth splitting the badge feature 15 support out from the varact2 for other features?
10:00:55 <andythenorth> or is that too much yak-shaving?
10:02:08 <peter1138> Remind me tonight.
10:06:42 <peter1138> My thermometer says it's 20ยฐC but it feels a colder :o
10:06:47 <peter1138> a colder.
10:06:59 <andythenorth> I was in London yesterday
10:07:00 <peterTycoon> peter1138, check humidity
10:07:02 <andythenorth> it was not so warm
10:09:53 * andythenorth reads the GS badge API
10:11:18 <andythenorth> doesn't take long ๐Ÿ™‚
10:11:39 <_zephyris> Is that good or bad...
10:12:02 <LordAro> peter1138: mine says 14
10:12:06 * LordAro puts on a jumper
10:15:57 <reldred> got up to like 37ยฐC today
10:15:59 <reldred> and was dry
10:16:27 <reldred> yesterday the skies were green and golfball sized chunks of ice were getting thrown at my house
10:19:17 <alfagamma7> Oof another cyclone in Eastern India
10:19:24 <alfagamma7> good grief
10:19:33 <alfagamma7> we really can't get a break, can't we?
10:19:45 <alfagamma7> dang it autocorrect
10:19:49 <alfagamma7> *can we?
10:19:52 <alfagamma7> oof
10:24:32 <peter1138> Auto carrot.
10:30:02 <ahyangyi> makes automatic carrotions
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10:50:25 <xarick> hi
10:50:31 <rito12_51026> I need badges for stations, do they only lack UI?
11:02:31 <jfkuayue> the gnome-weather says 11 here
11:03:52 <peter1138> There's no configuration for badges on stations yet, but they do exist.
11:05:24 <rito12_51026> 9ยฐC here
11:08:51 <jfkuayue> perfect weather for bobr!
11:13:00 <andythenorth> peter1138 is the FIRS animation issue that every 'animated' tile has to be visited every n ticks to run the animation callback?
11:14:57 <peter1138> No, every animated tile that has its animation frame changed is redrawn. FIRS changes the animation frame every animation tick, even though the graphics are not actually different.
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11:21:07 <andythenorth> does this only apply to tiles visible in viewports?
11:22:07 <andythenorth> trying to make a tradeoff between
11:22:07 <andythenorth> * removing animation from [quite a few] tiles
11:22:07 <andythenorth> * adding animation speed callback and potentially other more complex varact 2 to tiles that should be animated
11:22:34 <andythenorth> I don't have enough tile IDs to do this the simple way
11:22:44 <peter1138> For every tile that is marked dirty, the game scans every window to find a viewport, and then tests to see if that tile is visible in the viewport. If it is, that area gets marked for redrawing.
11:23:12 <peter1138> When you have a lot of animated tiles doing this every tick, that's a lot of tests.
11:23:18 <andythenorth> think of the carbon impact
11:23:24 <andythenorth> serious comment, FIRS tanks FPS
11:23:46 <peter1138> You can use the animation control callback to stop animation of tiles that don't need to be animated.
11:24:15 <peter1138> You can determine which tiles don't need animating using the same method you determine how a tile should be drawn.
11:26:03 <peter1138> (If there is no callback, it does increase and cycle perpetually.)
11:26:59 <peter1138> If you use the callback, then a result of 0xFF stops the animation, and 0xFE uses default cycling behaviour.
11:27:28 <peter1138> The callback also allows for sound effects, because why not.
11:28:32 <andythenorth> hmm need to see what triggers are set also
11:28:36 <andythenorth> reading https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Animation_control_.281B.2F1C.2F25.2F140.2F148.2F152.2F159.29
11:28:40 <peter1138> I guess the default chimney smoke effect vechile is not customisable enough.
11:29:09 <peter1138> Of course, having every tile test a callback every animation frame might also been a performance hit.
11:29:21 <peter1138> But potentially less than animating every tile.
11:29:38 <andythenorth> initially it's moot, because FIRS is already doing that
11:29:44 <peter1138> Once the unanimated tiles are stopped, it'll only be called for the actually animated tiles.
11:29:52 <andythenorth> I'm just inclined to try and prevent both the redraw and the spurious callback handling
11:30:05 <andythenorth> fundamentally, very many tiles are just not animated
11:30:59 <andythenorth> presumably 0xFF only stops the animation until the next result is returned on the next trigger?
11:31:09 <andythenorth> 0xFE implies that to me
11:32:56 <andythenorth> oh guess who also animated all the FIRS object tiles? ๐Ÿ˜›
11:33:05 <andythenorth> just by extension of the props
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11:39:57 <peter1138> FF stops the animation completely.
11:40:16 <peter1138> A trigger can restart animation though, if it says to do so.
11:41:35 <peter1138> So you can start a periodic slow animation that has say 4 frames and then stops at the end. And it'll only redraw when needed.
11:54:51 <LordAro> ...i lunched too early
11:55:44 <peter1138> Hmm.
11:55:47 <LordAro> i forgot i hadn't changed my kitchen clock
11:56:36 <peter1138> Hehe
12:02:43 <mnhebi> I don't adjust my clocks at all
12:03:37 <andythenorth> Maybe I can reuse tile IDs by assigning them dynamically per FIRS economy
12:04:15 <andythenorth> Probably the worst case so far is needing about 200
12:05:48 <ahyangyi> Thankfully you don't offer options that alter economies in various ways
12:13:40 <peterTycoon> do you find OPTTD's code to be well written or messy?
12:17:10 <peter1138> What is OPTTD?
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12:17:31 <vondpc> i think they mean OTTD
12:17:39 <ahyangyi> Assuming it is OpenTTD, from my limited experience with the codebase, my answer is "both".
12:17:55 <vondpc> and well any large codebase like this it's dfificult to not be messy
12:23:50 <peterTycoon> vondpc, hehe "he". yes. I meant OTTD
12:24:39 <peterTycoon> I see. Was it completely re-written or most of the code was taken from the original game?
12:28:44 <andythenorth> I have no idea what โ€œmessyโ€ means for code ๐Ÿ™‚
12:29:19 <peterTycoon> andythenorth you're hired, sir! :D
12:29:57 <andythenorth> See also โ€œcleanโ€ code
12:30:17 <andythenorth> Which still shows up in job ads as a requirement
12:30:25 <peterTycoon> lol
12:31:33 <LordAro> very very little from the original decompiled version still exists
12:33:10 <peterTycoon> LordAro, fascinating. Such a great community work
12:33:21 <LordAro> i mean it's been 21 years :p
12:33:34 <peterTycoon> ah, good point
12:34:06 <peterTycoon> Do the changelog relate between linux and windows versions?
12:34:43 <ahyangyi> The linux and windows version with the same version number are compiled from the same source code
12:35:15 <LordAro> a strange question
12:35:52 <LordAro> it'd be exceptionally rare for it to be anything else
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12:38:02 <audigex> andythenorth: Take a transcript of a couple arguing in IKEA and make random edits until it compiles without errors
12:38:02 <audigex> That's more or less how most of my projects look
12:38:17 <peterTycoon> I'm asking because the current linux version on flatpak was 13.4 (?) while windows is in 14 (beta), according to the website.
12:38:26 <peterTycoon> or am I mixing it up?
12:38:47 <peter1138> Flatpak is nothing to do with us.
12:42:52 <andythenorth> Hmm what if industry tiles werenโ€™t
12:43:03 <andythenorth> And we used objects instead
12:44:51 <peter1138> Do behave.
12:51:29 <andythenorth> My GS could plant them
12:51:44 <andythenorth> Cargo acceptance though eh?
12:51:49 <peter1138> https://www.theregister.com/2025/10/27/jen_easterly_ai_cybersecurity/
12:51:50 <peter1138> lolz
12:53:01 <talltyler> Counterpoint: What if the player could place industry tiles instead of using objects to expand the industry?
12:53:18 <talltyler> And fields were industry tiles ๐Ÿ˜›
12:53:27 <talltyler> (but could still be demolished)
12:54:04 <peter1138> Not really possible because NewGRF industries usually usually decide how to draw the thing based on the layout. Custom-placed parts won't fit in that layout.
12:55:21 <talltyler> Ah, it would have to be an opt-in feature I imagine. The industry would have its "core" tiles and then additional tiles that could be placed by the player (or generated as "custom fields")
12:55:57 <peter1138> The default industries use 175 of the tile layouts, so NewGRF industries go with a dynamic approach instead.
12:56:07 <peter1138> Because we never 'namespaced' the tiles to industries.
12:56:35 <andythenorth> peter1138: Thatโ€™s aโ€ฆ.take
12:56:46 <peter1138> Which?
12:57:11 <andythenorth> โ€œAI will fix cybersecโ€
12:57:16 <peter1138> Ah.
12:58:03 <andythenorth> Goes it namespace tiles?
12:59:14 <rito12_51026> peter1138: Who is responsible for flatpak then?
12:59:16 <LordAro> "This Jen, is the internet"
13:07:43 <peter1138> rito12_51026, not us.
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13:23:35 <andythenorth> Same people responsible for merging PRs within 1 month? Or different?
13:27:22 <peter1138> ?
13:30:42 <LordAro> peter1138: i think he's trying to be funny
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13:31:07 <peter1138> Ah. I can leave again.
13:33:04 <rito12_51026> How to install custom nml branch inside flatpak?
13:33:33 <peter1138> Why?
13:34:10 <rito12_51026> I have PyCharm installed from flatpak
13:35:24 <LordAro> there is no way the expected behaviour to add additional modules is to install things inside flatpak
13:35:29 <LordAro> go read the documentation
13:45:57 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird opened issue #14737: [Bug]: World is generating too few towns https://github.com/OpenTTD/OpenTTD/issues/14737
13:46:48 <xarick> more like... world crashes when generating 1 town
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13:47:16 <rito12_51026> #10063
13:50:15 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on issue #14737: [Bug]: World is generating too few towns https://github.com/OpenTTD/OpenTTD/issues/14737
13:51:11 <andythenorth> [reddit seems to believe PRs should be merged within 1 month, was the context]
13:51:27 <LordAro> does it really
13:51:30 <andythenorth> maybe I should ban myself from it somehow
13:51:46 <andythenorth> I have loads of self-discipline about loads of bad behaviours
13:51:53 <andythenorth> but not the arguing with people on the internet one
13:51:58 <LordAro> i tried that by not logging in after they broke all the 3rdparty apps
13:52:09 <andythenorth> never ages https://xkcd.com/386/
13:52:14 <LordAro> unfortunately that just means i scroll the global homepage now, which is much worse
13:53:10 <andythenorth> stopped biting my nails, stopped eating Frosties for breakfast, learnt to eat nearly every kind of vegetable.
13:53:10 <andythenorth> even managed to drink less coffee, voluntarily
13:53:21 <andythenorth> stopped playing Blitz
13:53:37 <andythenorth> but Duty Calls, fall in my own stupidity every time ๐Ÿ˜›
13:53:40 <peter1138> Reddit users think everyone reads Reddit.
13:53:46 <peter1138> Discord users think everyone reads Discord.
13:53:50 <peter1138> Such is the way.
13:54:47 <LordAro> oh hey, i found the thread
13:56:29 <peter1138> "Spot andythenorth" you mean?
13:57:30 <peter1138> Probably sensible, and doesn't have an account there.
13:57:41 <LordAro> also zeph :p
13:57:59 <LordAro> somewhat more hidden
13:58:21 <Borg> is there a place where I can find info about signalbit?
13:58:40 <Borg> Im interested in grabbing signal state only if on tile is a single signal..
14:01:26 <peterTycoon> andythenorth, very sensible decisions. Effective, because based on a choici and not suppression.
14:02:22 <peterTycoon> What might help you pay less attention to reddit is that it's content is so curated (filtered, banned and censored) that no longer is representative.
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14:07:53 <andythenorth> Well
14:08:18 <andythenorth> Or I could be less of a grumpy tw*t ๐Ÿ™‚
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14:17:41 <audigex> ... let's not go too crazy
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14:20:30 <peter1138> Well.
14:22:24 <peter1138> For the record, I found it very weird to handle only the analogic stick part of a game controller, and for it to only handle the viewport scrolling, when game controllers also have a load of buttons and stuff.
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14:24:33 <peterTycoon> wait, you're plaing TTD with a console controller?
14:24:48 <peter1138> I'm not.
14:25:27 <andythenorth> Can I pair an xbox controller and use it on my laptop?
14:25:41 <andythenorth> Think macos has some framework for that
14:25:48 <LordAro> no mac video driver support in this PR
14:25:58 <andythenorth> Pff
14:27:10 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14365: Add: Gamepad viewport scrolling https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3383647653
14:27:30 <LordAro> only 14 comments
14:27:39 <LordAro> probably could've gone higher if i tried
14:29:44 <peter1138> `Sint16` compiled? :o
14:29:52 <LordAro> i think it's an SDL type?
14:30:13 <LordAro> worth putting your comment above on there too, though i'm not entirely sure what they'd do about it
14:30:26 <LordAro> depends how the other buttons are exposed
14:33:07 <xarick> i fail at math geometry direction axis brain gymnastics ๐Ÿ™‚
14:33:07 <peterTycoon> playing strategy game with a gamepad? insane.
14:33:36 <xarick> the algorithm for scanning a tunnel
14:34:51 <_glx_> peterTycoon: the base goal of the PR is steamdeck
14:38:34 <peter1138> Hmm, was my pre-amp going wrong, or the stylus dirty...
14:38:43 <vondpc> i know people who played games like world of warcraft which requires 3-4 rows of buttons on steamdecks or similar devices ๐Ÿ˜‚
14:44:15 <peterTycoon> madness
14:46:21 <peter1138> https://www.corsair.com/uk/en/p/gaming-mouse/ch-9304211-eu/scimitar-rgb-elite-optical-moba-mmo-gaming-mouse-ch-9304211-eu
14:46:29 <peter1138> Yeah, these things exist for whatever reason.
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15:23:57 <peter1138> Well.
15:24:03 <andythenorth> probably
15:35:41 * andythenorth deleting unused tile ids
15:36:18 <andythenorth> 51 unused eh
15:36:54 <peter1138> https://files.mastodon.social/media_attachments/files/115/022/400/309/966/019/original/54403097a1f904ca.png
15:42:26 <andythenorth> I guess we'll have to learn the hard way
15:42:54 <peterTycoon> speaking of AI : https://www.youtube.com/watch?v=WgMuNmHyHDU
15:43:01 <andythenorth> give the AI control of DNS https://www.theregister.com/2025/10/27/aws_outage_myths_reality/
15:44:26 <peterTycoon> peter1138, what the cartoon lacks is showing the entity that turns that lever
15:45:30 <peter1138> > In fact, you'll note that incident analysis is the first thing that Amazon has put out in years that didn't even mention Generative AI
15:45:37 <peter1138> Of course, it might make it look bad ;-)
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15:51:54 <peter1138> https://pyfound.blogspot.com/2025/10/NSF-funding-statement.html
15:53:32 <peter1138> Rebranding DEI as 'discriminatory equity ideology' though.
16:03:34 <peterTycoon> I thought they were developping a programming language
16:04:10 <rito12_51026> There's no action 9 in nml?
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16:07:31 <rito12_51026> never mind
16:08:56 <peter1138> Action 7/9 are fairly interlinked.
16:10:02 <peter1138> Just asking questions eh
16:12:13 <xarick> I need help in this function:
16:12:13 <xarick> https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:Add-Helper-for-is-tunnel-below#diff-d5daf269c26d8a5fa35106bca94c1f890e2b834446dc0bd6622737bb49adc9adR84
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16:12:58 * andythenorth animated tile regrets
16:13:00 <xarick> i want it to instead of returning true, return the tile it found a tunnel at
16:13:51 <xarick> and the function that calls it should take that tile and use it to jump ahead in the loop
16:14:29 <xarick> because everything inbetween will be returning the same result
16:14:35 <xarick> so might as well skip it
16:15:36 <rito12_51026> peter1138: no, trying to skip badgetable in openttd 13
16:18:30 <peter1138> Just keep track of red flags.
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16:27:06 <andythenorth> is dirty blocks the best way to test FIRS tile drawing in game?
16:27:51 <peter1138> "Possibly"
16:28:18 <andythenorth> 'seems to work'
16:28:32 <andythenorth> give or take that sometimes position of the viewport appears to trigger redrawing
16:31:11 <peter1138> Yeah, things can be redrawn for other reasons.
16:34:47 <peter1138> Well.
16:35:03 <peter1138> I have a patch that marks animated tiles, but it can't show when they update.
16:39:10 <andythenorth> one industry at a time ๐Ÿ˜› https://github.com/andythenorth/firs/commits/main/
16:39:32 <andythenorth> I have another dev branch that will instantly conflict with some of this so single commits ๐Ÿ˜›
16:41:45 <peter1138> heh
16:41:52 <peter1138> Commit early, commit often?
16:41:54 <peter1138> I dunno.
16:42:34 <andythenorth> I will squash them later I guess and rewrite history
16:42:52 <andythenorth> or not care
16:44:50 <peter1138> It's conflicts you want to avoid.
16:45:18 <peterTycoon> peter1138, face them. avoiding is postponing :D
16:50:05 <andythenorth> only another 50 or so industries to do
16:50:32 <peterTycoon> what have you been working on?
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16:59:22 <peter1138> La de da
17:05:44 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384577631
17:25:17 <talltyler> I cannot compile OpenTTD anymore, Visual Studio says `'C:/GitHub/openttd/out/build/x64-Debug/CMakeFiles/openttd_lib.dir/./cmake_pch.cxx.pch' precompiled header file is from a different version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)`
17:25:17 <talltyler> Any idea what's gone wrong? I have already tried updating VS.
17:28:45 <xarick> Project -> Delete Cache and Reconfigure
17:29:34 <peter1138> Yeah, just clean rebuild.
17:31:04 <talltyler> Thanks xarick, that seems to have done the trick ๐Ÿ™‚
17:36:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #14738: Fix #14737: Don't scale custom town and industry counts by land area https://github.com/OpenTTD/OpenTTD/pull/14738
17:38:44 <peter1138> Oops, loads of dust make stylus sound bad.
17:39:29 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384713334
17:39:44 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14738: Fix #14737: Don't scale custom town and industry counts by land area https://github.com/OpenTTD/OpenTTD/pull/14738#pullrequestreview-3384714217
17:40:12 <xarick> no more 13k towns? ๐Ÿ™
17:40:20 <xarick> and 20k industries?
17:42:21 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384722950
17:42:22 <peter1138> Hmm, maybe I should get a cleaner.
17:43:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384727830
17:46:21 <andythenorth> a code cleaner?
17:46:23 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#issuecomment-3452575210
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17:49:37 <xarick> how do i document param [in] and [out]
17:49:42 <xarick> the official way to do it
17:49:46 <xarick> codestyle etc
17:50:05 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384748611
17:57:38 <LordAro> either look at existing examples, or find doxygen documentation
18:02:45 <andythenorth> just 45 more industries to remove animated tiles from ๐Ÿ˜›
18:03:03 <andythenorth> 67 IDs free
18:03:05 <andythenorth> will be fine
18:03:41 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384795393
18:12:11 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1432431703846293504/message.txt?ex=6901077b&is=68ffb5fb&hm=938e30f3fa497cf33b26677c62ed4119614f71c046b4f75f463b9f636af9d4e1&
18:12:11 <xarick> why?
18:15:41 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384836130
18:18:31 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384846891
18:18:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #14738: Fix #14737: Don't scale custom town and industry counts by land area https://github.com/OpenTTD/OpenTTD/pull/14738
18:18:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #14737: [Bug]: World is generating too few towns https://github.com/OpenTTD/OpenTTD/issues/14737
18:19:49 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3384850960
18:37:50 <_glx_> xarick: because TileIndex is a StrongType, explicitely preventing automatic conversions
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18:39:42 <digitalfox> _zephyris: Hi any change of getting OpenGFX2 on the next beta(4)?
18:44:43 <_zephyris> That's probably the plan https://github.com/OpenTTD/OpenTTD/pull/13918
18:45:22 <_zephyris> But I need to do a release first! (https://cdn.openttd.org/opengfx2_classic-releases/)
18:45:37 <_zephyris> And sort out new bridge decks, which depends on NML
18:56:24 <peter1138> Damn, that was a load of junk.
19:06:05 <andythenorth> is it ex-junk now?
19:06:28 <peter1138> The junk has been cleaned. You could say... no, let's not.
19:31:16 <andythenorth> I didn't
19:31:49 <peter1138> NML?
19:32:04 <andythenorth> it was wasn't it
19:32:16 <andythenorth> badges?
19:34:26 <DorpsGek> [OpenTTD/nml] PeterN updated pull request #388: Add: Station/RoadStop height and blocked pillar flag lists. https://github.com/OpenTTD/nml/pull/388
19:40:41 <DorpsGek> [OpenTTD/nml] PeterN updated pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359
19:41:02 <peter1138> :o
19:41:41 <andythenorth> ๐Ÿ˜ฎ
19:43:10 <peter1138> Hmm, regression eh?
19:45:50 <DorpsGek> [OpenTTD/nml] PeterN updated pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359
19:46:00 <peter1138> Although it feels like I've done something wrong for those changes to exist. Hmm.
19:47:35 <peter1138> Hmm, bit crackly.
19:47:40 <peter1138> Like pork crackling.
19:49:15 <peter1138> Line length eh.
19:49:17 <DorpsGek> [OpenTTD/nml] PeterN updated pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359
19:53:38 <andythenorth> 'all checks have passed'
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20:07:15 <peter1138> I'm sure I had flake8 on here before.
20:15:09 <_glx_> size and size_size, not confusing ๐Ÿ™‚
20:15:23 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1432462706924982312/Zrzut_ekranu_z_2025-10-27_21-11-51.png?ex=6901245b&is=68ffd2db&hm=f80f890ebba3604a0a1d1a434375178efe08cc0cc79b8fec457ff32913007634&
20:15:23 <rito12_51026> 15.0-beta3
20:15:31 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1432462738940100669/Zrzut_ekranu_z_2025-10-27_21-12-52.png?ex=69012462&is=68ffd2e2&hm=028f3f1486fa4a947603a551aabe8bee308414bc90408387fa810c2d75ca19dd&
20:15:31 <rito12_51026> 13.3
20:16:13 <peter1138> _glx_, don't blame me, I only wrote it a year ago.
20:16:51 <_glx_> but at least all features seem consistent now
20:23:48 <Borg> http://cache.borg.uu3.net/rr-sig-and-if.png
20:23:49 <Borg> ;)
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20:27:51 <DorpsGek> [OpenTTD/nml] Rito13 requested changes for pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359#pullrequestreview-3385343054
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20:31:10 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359#pullrequestreview-3385355708
20:32:29 <andythenorth> OpenTTD 15 and patience ๐Ÿ™‚
20:35:08 <peter1138> Can you play Patience in OpenTTD?
20:35:26 <peter1138> We're missing a way to slide the cards across the screen.
20:36:08 <xarick> copilot is fixing my broken english
20:36:24 <xarick> tunel below -> tunel beneath
20:36:44 <andythenorth> peter1138 sure I could do it in GS
20:36:45 <_glx_> below was fine
20:37:03 <andythenorth> patience, with badges?
20:37:42 <_glx_> IIRC there's a minesweeper in GS
20:37:49 <_glx_> or kindof
20:41:25 <andythenorth> I made a zeppeling bombing game
20:42:24 <andythenorth> if we can do 2x2 objects, we could just play patience on the map
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20:55:32 <DorpsGek> [OpenTTD/nml] Rito13 commented on pull request #359: Add: Support for NewGRF badges. https://github.com/OpenTTD/nml/pull/359#pullrequestreview-3385434404
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21:07:50 <xarick> visual studio 17.14.19 update
21:08:34 <andythenorth> oof 28 industries left to unanamite ๐Ÿ˜›
21:08:41 <andythenorth> unanimite?
21:08:52 <andythenorth> umaminate?
21:10:19 <xarick> plz fix clang
21:10:53 <xarick> oh... maybe it is a virus <https://learn.microsoft.com/en-us/visualstudio/releases/2022/release-notes?tabs=allfeatures#17.14.19>
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21:15:31 <DorpsGek> [OpenTTD/OpenTTD] janisozaur commented on pull request #14365: Feature: Gamepad viewport scrolling for Windows and Linux https://github.com/OpenTTD/OpenTTD/pull/14365#pullrequestreview-3385496312
21:16:17 <xarick> nep, clang still fails at the manifest file
21:16:47 <xarick> gonna try a fresh clang
21:19:52 <xarick> nop, manifest file again
21:23:51 <xarick> poor clang, it was good for like 4 months
21:25:56 <_glx_> <https://github.com/llvm/llvm-project/issues/120394> seems a fix is coming
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21:55:40 <xarick> ๐Ÿ™‚
22:00:42 <_zephyris> @peter1138 NML = new nmlc version
22:08:31 <peter1138> ?
22:11:17 <peter1138> Hmm, a bit of distortion.
22:17:14 <xarick> I'm renaming my " tunnel below " stuff to "tunnel presence flag", then I'm doing a PR
22:21:12 <xarick> oh... about bit manipulation
22:21:16 <xarick> t.m8() = GB(t.m8(), 14, 1) << 14;
22:21:23 <xarick> i'm not sure about this convention
22:21:35 <xarick> is there a better way?
22:23:19 <xarick> I want m8 to be zeroed except bit 14
22:23:31 <xarick> keep it the way it is
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22:43:38 <peter1138> > Iโ€™ve just seen someone describe Windows 11 as a โ€œsloperating systemโ€.
22:43:40 <peter1138> Mmm
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22:53:26 <peter1138> Oh, it's actually clipping. Hmm.
22:57:12 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #14739: Add: Introduce tunnel presence flags to accelerate terrain lowering https://github.com/OpenTTD/OpenTTD/pull/14739
22:58:12 <xarick> inb4 rejected
22:59:10 <xarick> commit checker ๐Ÿ™
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23:00:16 <xarick> dang, i really need to enable those end of lines symbols
23:00:26 <xarick> whitespacers or whatever
23:04:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14739: Add: Introduce tunnel presence flags to accelerate terrain lowering https://github.com/OpenTTD/OpenTTD/pull/14739
23:23:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14739: Add: Introduce tunnel presence flags to accelerate terrain lowering https://github.com/OpenTTD/OpenTTD/pull/14739#pullrequestreview-3385900512
23:28:35 <xarick> well, the other approach was to cache all tunnel positions
23:28:59 <talltyler> You forgot the approach of doing nothng ๐Ÿ™‚
23:29:18 <talltyler> Terraforming large areas of the map is not something which needs to be improved
23:30:38 <reldred> The only people trying to terraform the entire map in large areas at once are griefers
23:33:03 <talltyler> Yep
23:35:32 <xarick> oh well... insert sad faces
23:40:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14739: Add: Introduce tunnel presence flags to accelerate terrain lowering https://github.com/OpenTTD/OpenTTD/pull/14739#issuecomment-3453803963
23:41:10 <xarick> interesting side effect: mass building tunnels is faster
23:45:10 <xarick> think I was swayed by the 82 minutes to 56 seconds improvment too much
23:49:00 <reldred> Map array bits are precious. You normally have to have a pretty extreme case to justify using them.
23:49:41 <reldred> Or a tangible benefit to players at least
23:49:53 <peter1138> https://fuzzle.me.uk/files/eb70638c-a1bb-48e8-b788-7aeda3996146
23:50:02 <peter1138> Terraforming is even faster if you just don't check for tunnels.
23:50:18 <talltyler> Chunnel or something
23:50:20 <reldred> Heh
23:50:35 <reldred> Now if you can make the trains follow the contour of the land ๐Ÿ˜›
23:50:42 <xarick> isn't it checking?
23:50:44 <xarick> omg
23:50:54 <talltyler> We should make tunnels act like portals, no space between them ๐Ÿ˜„
23:51:12 <reldred> Then someone will want tunnels to turn corners
23:51:41 <reldred> Or climb heights
23:51:47 <peter1138> Someone will want bridges to turn corners
23:51:55 <reldred> Actually that would be super useful, full send.
23:52:16 <xarick> is that screenshot a me problem?
23:52:20 <reldred> Bridges themselves cornering I dislike because bridge sets will need redrawing.
23:52:30 <peter1138> No.
23:52:48 <reldred> But I think some fancy tricks could be done in a similar fashion to JGRPP custom bridgeheads
23:52:57 <reldred> I had a screenshot somewhere for that
23:53:10 <peter1138> Tunnels-as-portals is the ultimate "I can't be arsed to place down any track" move.
23:53:26 <reldred> Itโ€™s a bit disgusting isnโ€™t it
23:53:47 <reldred> Would be useful for the metro builders though.
23:54:04 <reldred> And some of my alpinist routes could benefit from it
23:54:07 <peter1138> Non-euclidean town rails
23:54:36 <reldred> But Iโ€™m sure the usual suspects would devise complex schemes by which they join industries with infinite length magic portals
23:54:53 <peter1138> Quite.
23:55:21 <reldred> Iโ€™d probably use it on long maps though to join the short map edges together for eyecandy purposes
23:56:11 <reldred> Make a 64x128 diorama