IRC logs for #openttd on OFTC at 2025-12-24
            
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03:07:23 <DorpsGek> [OpenTTD/OpenTTD] kevinvu532-blip opened issue #14967: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/14967
03:13:31 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #14967: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/14967
03:13:34 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14967: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/14967
03:16:40 <DorpsGek> [OpenTTD/OpenTTD] kevinvu532-blip commented on issue #14967: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/14967
03:18:56 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14967: [Bug]: https://github.com/OpenTTD/OpenTTD/issues/14967
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04:44:31 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/2515fc802da10d186b969697143ce56dbe4f5fa1
04:44:32 <DorpsGek> - Update: Translations from eints (by translators)
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08:23:02 <DorpsGek> [OpenTTD/team] charakun999 opened issue #683: [ko_KR] Translator access request https://github.com/OpenTTD/team/issues/683
08:42:58 <locosage> so mp is still half-dead huh :/
08:43:14 <locosage> kinda awkward that openttd can't even connect to direct ip without a command
08:43:20 <locosage> when it could a few versions ago
08:53:45 <DorpsGek> [OpenTTD/OpenTTD] rcode125 opened issue #14968: [Crash]: Unexpected OpenTTD Crash with Small Error Window During Idle Gameplay https://github.com/OpenTTD/OpenTTD/issues/14968
08:59:50 <peter1138> If by "command" you mean "Click on Add server and enter the IP in the pop-up window"
09:00:49 <locosage> well, or that
09:01:05 <locosage> either way it requires entering address manually
09:01:28 <locosage> when it can be obtained from coordinator
09:02:13 <peter1138> And if you could enter the IP, it still wouldn't connect.
09:03:16 <locosage> wdym? it does connect by direct ip
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09:03:42 <tranri> im using rdaminvpn to join my friends server
09:06:07 <tranri> and its keep dc 🙁
09:11:00 <reldred> CGNAT is now starting to be the norm rather than the exception.
09:11:09 <reldred> Makes things hard for people
09:48:57 <jfkuayue> pickpacket: i am drinking tea in sweden
09:57:52 <peter1138> Well, it's working now.
09:57:54 <ahyangyi> reldred: I wonder when IPv6 will be the norm rather than the exception
10:10:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14965: [Bug]: Joining some multiplayer servers results in connection timeout https://github.com/OpenTTD/OpenTTD/issues/14965
10:10:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14965: [Bug]: Joining some multiplayer servers results in connection timeout https://github.com/OpenTTD/OpenTTD/issues/14965
10:12:32 <peter1138> The statement "openttd can't even connect to direct ip without a command" is, of course, completely untrue.
10:14:25 <peter1138> Ppenttd won't connect directly by IP to a server in the server list, and doesn't receive the IP to be able to do so.
10:14:40 <peter1138> -P+O
10:14:59 <peter1138> That appears to be the problem, but not what was said.
10:15:02 <peter1138> Or written.
10:18:13 <reldred> ahyangyi: IPv6 has little to do with it, carriers straight up don’t want you routing unsolicited inbound traffic down retail domestic internet services.
10:18:18 <reldred> I keep a V
10:18:24 <LordAro> ah, the age old describing the wrong problem
10:18:36 <LordAro> difficult for users
10:18:44 <reldred> I keep a VPS running with wireguard to push inbound traffic to my own servers these days
10:18:44 <LordAro> some people should know better though ;)
10:19:08 <ahyangyi> reldred: That's true as well
10:19:31 <reldred> Gonna slowly scale down that VPS til it’s just an inbound proxy once I can get my hands on enough ram and SSD’s for my little cluster
10:19:48 <ahyangyi> Though I just feel it's part of ISPs' general tendency of charging more money and providing less service
10:19:50 <reldred> I love my little 1L Lenovo tiny PC cluster
10:20:05 <reldred> It’s turned out so nicely
10:24:25 <peter1138> I should've done that while they were cheap...
10:24:54 <reldred> Yeah… I want a trio of M90Q’s but they’re so bloody dear now
10:25:26 <reldred> I’ve got M920Q’s but they’re i5 8500t’s and only have a single nvme slot.
10:26:39 <reldred> But I also still have sata so Proxmox is booting off a shucked 2.5” sata ssd wrapped in kapton tape and nestled alongside the 2xSFP+ mellanox nics I crammed in there
10:26:53 <reldred> Ceph is nice though
10:27:19 <reldred> And Proxmox hyperconverged has been a nice system to work with
10:27:56 <LordAro> i'm looking at using incus HA stuff for next work infra refresh
10:28:29 <LordAro> did initially look at proxmox, but it's "too different" to our current somewhat ad-hoc lxd stuff
10:29:10 <reldred> Yeah that’s fair if you’re already coming from lxd then incus looks like it’s similar enough in its approach
10:29:38 <reldred> But for me I grew up on ESXi/VSphere based solutions so Proxmox is right up my alley.
10:47:07 <LordAro> mm, it was a container/vm vs docker support thing for us - most of the things we're using don't really exist as ephemeral images
10:47:44 <LordAro> if that makes sense
10:58:29 <pickpacket> jfkuayue: me too! 😄 Where in Sweden are you, if I may ask?
10:59:25 <peter1138> I used to use libvirtd back in the day, it's very manual though.
11:27:24 <locosage> what's untrue? how does one connect to a server without entering the ip:port?
11:27:32 <locosage> I mean when stun is down ofc
11:27:46 <locosage> haven't checked but I bet 1.9 could still connect
11:27:48 <locosage> but not 15.0
11:36:20 <jfkuayue> pickpacket: stockholm, but i was on the X2 back then
11:39:41 <peter1138> Entering the ip:port into the "Add server" pop-up is very clearly "without a command"
11:40:09 <peter1138> andythenorth, lunch?
11:40:58 <jfkuayue> pickpacket: https://trainlog.me/public/trip/578977 "planned to go stockholm; at 0630 the locomotive broke down at bodafors; 0750 board off, transferring to SJ 524 (X2)"
11:43:46 <andythenorth> peter1138: yup, time
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11:48:59 <Rubidium> locosage: I've done a simple test... I added Debug statements to the Receive_GC_*_CONNECT functions in network_coordinator.cpp (using 20251223-master-m98b0197d53). The result: `[2025-12-24 12:46:34] dbg: [net:0] GC_DIRECT_CONNECT`
11:52:19 <locosage> I don't understand what you mean with that
11:52:35 <locosage> It does dirrect connection afaict but still needs stun server to get ip or smth
11:53:39 <Rubidium> locosage: https://github.com/OpenTTD/game-coordinator/blob/main/game_coordinator/application/helpers/token_connect.py#L138 seems to imply that it tries direct connect before even trying STUN. If the first thing you get as client is STUN, then the GC could not directly connect to that server's IP.
11:57:40 <Rubidium> for direct connection without entering an IP you do need a working game coordinator (that what used to be the master server), as that's what's giving you the server listing. If that is not working, then you do need to enter an IP, but if the master server wasn't working you also needed to enter an IP. That has nothing to do with STUN.
11:57:57 <peter1138> It is "direct" connect via invite code, rather than via ip:port. So it still has to go via the coordinator.
11:58:16 <peter1138> The coordinator was not responding properly. It was not just STUN.
11:58:55 <Rubidium> the only 'problem' STUN has introduced is that not properly configuring your firewalls/portforwards etc will not be really visible anymore, as usually STUN/TURN will happily connect clients to you
11:59:19 <locosage> afaict both are true, stun server couldn't connect to server directly but client could also not resolve invite code
11:59:51 <locosage> have some logs from the client if that helps to clarify: <https://pastebin.com/tQgfwcgy>
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12:02:21 <locosage> *stun server->gc I guess
12:05:14 <locosage> btw, I've also seen that rarely openttd suggests to use turn for server that available directly
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12:08:10 <DorpsGek> [OpenTTD/game-coordinator] wavedev101 commented on issue #251: STUN server can become unresponsive https://github.com/OpenTTD/game-coordinator/issues/251
12:08:40 <DorpsGek> [OpenTTD/game-coordinator] wavedev101 commented on issue #251: STUN server can become unresponsive https://github.com/OpenTTD/game-coordinator/issues/251
12:09:17 <LordAro> d'aww
12:11:53 <Rubidium> locosage: that log is from after the potential direct connect attempt. It's just that seems that it's very bad at logging that it's actually attempting that and failing. So I guess it would be useful to add more logging, especially about the GC communication, as that might give more insight.
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12:13:10 <Rubidium> and that turn is sporadically used... might be a short packet drop at an unwanted moment. Might also be a more serious issue, but I have no way of looking into that
12:26:17 <talltyler> I assume no 15.0 release today, when do we want to do RC4?
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12:56:43 <blinkyistaken> Hi. I'm looking through the localization files in my language (nb_NO) and I'm seeing some errors. What's the best way to flag these to get them corrected?
13:00:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14962: Fix #14951: Init and save/load TimerGameEconomy::days_since_last_month https://github.com/OpenTTD/OpenTTD/pull/14962
13:00:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14951: [Bug]: TimerGameEconomy::days_since_last_month is not initialised/reset on new game/load/date change https://github.com/OpenTTD/OpenTTD/issues/14951
13:01:18 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14955: Fix cb1c240: Client list is not invalidated after company take over. https://github.com/OpenTTD/OpenTTD/pull/14955
13:01:58 <LordAro> blinkyistaken: https://translator.openttd.org/ start here
13:02:37 <LordAro> talltyler: rc4 today/tomorrow, release next week?
13:03:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14960: Codefix: Speed up window functions which use window number. https://github.com/OpenTTD/OpenTTD/pull/14960#issuecomment-3689742437
13:14:15 <DorpsGek> [OpenTTD/team] olecrb opened issue #684: [nb_NO] Translator access request https://github.com/OpenTTD/team/issues/684
13:14:41 <DorpsGek> [OpenTTD/team] olecrb opened issue #685: [nn_NO] Translator access request https://github.com/OpenTTD/team/issues/685
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13:53:17 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #685: [nn_NO] Translator access request https://github.com/OpenTTD/team/issues/685
13:53:53 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #684: [nb_NO] Translator access request https://github.com/OpenTTD/team/issues/684
13:53:56 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #14969: Codefix: add missing tracing debug messages for Coordinator/Stun/Turn https://github.com/OpenTTD/OpenTTD/pull/14969
13:56:14 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #678: [hr_HR] Translator access request https://github.com/OpenTTD/team/issues/678
13:56:21 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #677: [pl_PL] Translator access request https://github.com/OpenTTD/team/issues/677
13:56:42 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #682: [he_IL] Translator access request https://github.com/OpenTTD/team/issues/682
13:56:52 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #683: [ko_KR] Translator access request https://github.com/OpenTTD/team/issues/683
14:03:22 <DorpsGek> [OpenTTD/team] 2TallTyler commented on issue #681: [ca_ES] Translator access request https://github.com/OpenTTD/team/issues/681
14:06:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14969: Codefix: add missing tracing debug messages for Coordinator/Stun/Turn https://github.com/OpenTTD/OpenTTD/pull/14969#pullrequestreview-3611052632
14:07:29 <locosage> Rubidium, that is weird because I don't see why it would fail direct conection attempt via server list only to succeed a few seconds later via command line
14:07:36 <locosage> and that was repeatable, not a fluke
14:08:21 <talltyler> I should update my cacti PR then
14:08:54 <locosage> yeah, and gc couldn't reach the server either, that I know from server log
14:10:06 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1453389274492960929/Unnamed_0h_1m1.png?ex=694d45bd&is=694bf43d&hm=9f53d3db95f169443ea82a5b7cf9f081b62cf9706bb9d13a2c2815de76f7aeac&
14:10:06 <talltyler> I've been toying with desert/rainforest generation that looks less like bathtub rings, but my current attempt at evaporating water from water tiles and blowing it inland, with mountains blocking the moisture to cause rain shadows on the other end, is not quite there. 🙂
14:10:47 <locosage> basically, as I understand it the problem is that if there is a connectivity issue on GC side clients will never even attempt a direct connection
14:11:21 <talltyler> Once again I've fallen down the rabbithole of "I should play a subtropic map" -> "I should make a subtropic industry set" -> "I should improve desert/rainforest generation" 😛
14:12:33 <DorpsGek> [OpenTTD/OpenTTD] MiSosumi commented on issue #14922: [Bug]: Clean install of OpenTTD fetches graphics with missing sprites https://github.com/OpenTTD/OpenTTD/issues/14922
14:14:57 <Borg> talltyler: hehe yeah.. :)
14:15:33 <Borg> talltyler: I improved Tropic generation a bit in my fork... basically I just took Arctic params.. and it looks pretty well
14:15:43 <Borg> low mountains generate nice tropic areas
14:15:53 <Borg> there are plenty of deserts too.. so aint that bad
14:16:10 <Borg> but.. recently.. I switched back to Arctic.. and its now my favorite climate
14:16:59 <locosage> Imo, for servers that are supposed to have direct ip it should be attempted first regardless of what gc thinks
14:17:15 <locosage> how to know what server is supposed to have is a bit tricky but I guess simplest way is to add a setting
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14:18:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14956: Fix #14938: Don't allow cacti to die off https://github.com/OpenTTD/OpenTTD/pull/14956
14:19:21 <Borg> locosage: what is GC?
14:21:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14956: Fix #14938: Don't allow cacti to die off https://github.com/OpenTTD/OpenTTD/pull/14956#issuecomment-3689889472
14:23:02 <talltyler> Borg: I've also toyed with reversing the elevation of desert/rainforest, and like that better, especially with the arctic land generator. High desert plateaus towering over low rainforests look so much better. 🙂
14:24:17 <talltyler> Just need to figure out how to get this nicely into vanilla OpenTTD, the world generation GUI is already pretty full 🙂
14:26:15 <peter1138> Make it random so that different areas of the map are current way and other areas are new way.
14:26:22 <peter1138> And then no extra option.
14:27:04 <Borg> talltyler: hmm easy
14:27:22 <Borg> talltyler: just add extra entry in Land Generator [;
14:27:35 <Borg> TG (Tropic)
14:27:47 <talltyler> Land Generator isn't in the GUI anymore
14:27:53 <Borg> oh..
14:28:19 <Borg> progress... ;P
14:32:53 <talltyler> There was some discussion previously about setting the normal/tropic/arctic elevation adjustments manually via a setting. I'll probably do this, but as always, the hardest problem is naming things.
14:32:53 <talltyler> https://github.com/OpenTTD/OpenTTD/pull/9634
14:33:25 <talltyler> frosch suggested "gamma" as the equivalent in an image editor, but not as the player-facing name, which I agree with
14:34:19 <talltyler> Maybe "average height" and rename the existing flat/mountainous/alpinist/etc. dropdown to "max height"?
14:38:35 <peter1138> We should really use multiple noise maps.
14:39:00 <peter1138> Using only height is a recipe for bland.
14:40:57 <Borg> yep :P
14:41:00 <Borg> especially for tropic
14:42:27 <talltyler> No disagreement, but that's a much bigger project
14:54:29 <ahyangyi> And also changes how heightmaps work (for the better)
15:18:18 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #14969: Codefix: add missing tracing debug messages for Coordinator/Stun/Turn https://github.com/OpenTTD/OpenTTD/pull/14969
15:31:41 <_zephyris> talltyler: I'll tell you about my tectonic experiments at some point...
15:32:07 <peter1138> My scriptable stuff was amusing, but probably not viable.
15:33:10 <peter1138> Probably should be more of a pipeline process than just rigging various heightmaps together.
15:45:46 <ahyangyi> _zephyris: I remember you experimented with map gen a few months ago. Was it the tectonic experiments?
16:00:57 <peter1138> IIRC it was numpy stuff.
16:02:42 <andythenorth> What was the themed irregular-shapes tiling we looked at?
16:05:22 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1453418278729941052/Unnamed_0h_1m3.png?ex=694d60c0&is=694c0f40&hm=564382f27555dbb8a914156eb6f753181f7b6cb65fa892a73021dc09cf38f87e&
16:05:22 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1453418279640109249/Unnamed_0h_1m2.png?ex=694d60c1&is=694c0f41&hm=29dfb63439dcf7202aa2812133ce455cbbda3633ad5c27a0ea51c6ba90500a22&
16:05:22 <talltyler> Deserts above tropics, with arctic plateaus
16:15:02 <Borg> not bad...
16:15:22 <Borg> If I ever come back to play on Tropic.. Ill try the inverse mode too
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16:19:24 <_zephyris> andythenorth: Voronoi?
16:19:39 <_zephyris> I was doing numpy algorithm experiments
16:20:24 <talltyler> Not ready to PR, but if anyone wants to play with my changes: https://github.com/2TallTyler/OpenTTD/tree/desert-reversed
16:20:35 <talltyler> Naming is hard 🙂
16:21:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14956: Fix #14938: Don't allow cacti to die off https://github.com/OpenTTD/OpenTTD/pull/14956
16:24:28 <andythenorth> Voronoi
16:25:08 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #14956: Fix #14938: Don't allow cacti to die off https://github.com/OpenTTD/OpenTTD/pull/14956#pullrequestreview-3611321859
16:34:34 <peter1138> https://fuzzle.org/~petern/ottd/perlindesert.png
16:34:43 <peter1138> Using perlin noise to place desert.
16:35:05 <peter1138> Dunno if it's better, but it is different.
16:38:03 <Borg> I think it would look better if that 5 tiles away from water rule would be off
16:38:15 <Borg> at least.. might be worth trying..
16:47:43 <DorpsGek> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #14966: Codechange: [Script] Reuse memory when changing values of ScriptList items https://github.com/OpenTTD/OpenTTD/pull/14966#pullrequestreview-3609542716
16:47:46 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #14966: Codechange: [Script] Reuse memory when changing values of ScriptList items https://github.com/OpenTTD/OpenTTD/pull/14966
16:48:52 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #14966: Codechange: [Script] Reuse memory when changing values of ScriptList items https://github.com/OpenTTD/OpenTTD/pull/14966#pullrequestreview-3611349516
16:58:02 <peter1138> https://fuzzle.org/~petern/ottd/perlindesert2.png
16:58:03 <peter1138> Hmm.
16:58:14 <peter1138> Desert that ignores distance from water is kinda weird.
16:58:33 <peter1138> Also I separated rainforest, so it's not simply rainforest = !desert now.
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17:06:35 <talltyler> There are plenty of places where arid landscapes meet the sea, with little to no greenery on the coast. I think desert coast tiles would improve the look of this, over one tile of rainforest right on the coast.
17:07:14 <Borg> yeah..
17:07:26 <Borg> but even w/o desert coasts it looks ok :)
17:07:34 <Borg> more natural
17:07:59 <peter1138> Hmm.
17:11:34 <peter1138> https://github.com/OpenTTD/OpenTTD/compare/master...PeterN:OpenTTD:noise-desert
17:12:23 <peter1138> It's less code :o
17:13:35 <peter1138> Although comments wouldn't hurt.
17:15:23 <peter1138> And it is a bit slower, as it's doing slow perlin for each elligible tile. But it's not storing the noisemap, so doesn't need MiBs of memory holding data for each tile.
17:15:32 <Borg> actually.. you dont even need desert coasts ;) make it beach [;
17:15:47 <Borg> but it will contrast too much w/ green I guess...
17:15:54 <peter1138> The game does not have beaches.
17:16:22 <Borg> sprite recolor to the rescue? ;)
17:16:31 <peter1138> No, it would need sprites to be drawn.
17:16:42 <peter1138> So basically, desert coasts.
17:16:51 <peter1138> aka beach. Same difference really.
17:17:14 <Borg> okey so tiles cannot be recolored like sprites?
17:17:32 <talltyler> I’d love to see rocky coasts someday
17:18:01 <peter1138> talltyler, anyway, that's kinda what I mean by using noise. Turns out it isn't really a big project :)
17:18:56 <talltyler> Yeah, and I imagine it scales to the player’s chosen desert percentage much easier than my approach
17:19:28 <talltyler> (That feature is broken in my current attempt, anyway)
17:19:35 <peter1138> Sort of. I ignore the amount of water at the moment.
17:20:02 <peter1138> The noise generates a value somehwere between -1.25 and 1.25 (not sure why, normally you aim for -1.0 to 1.0)
17:20:10 <Borg> can I download it as .diff or .patch file?
17:20:18 <Borg> somehow I dont see any button at github to do so?
17:21:36 <peter1138> I'll let you figure out how to use git :-)
17:22:16 <Borg> right
17:22:25 <Borg> I can fetch it to my repo... will be easier
17:22:49 <peter1138> talltyler, so I scale the value up to -100 to 100, then compare that against the provided desert percentage, which is why that's `* 2 - 100`;
17:24:20 <peter1138> talltyler, the other magic numbers for the PerlinNoise2D function are scale, and a prime (which is effectively a seed, which has the generation seed added to it internally)
17:25:14 <peter1138> So 0.35 biases it to large deserts, and 0.5 for rainforests mean they have smaller clumps... but still pretty large.
17:25:52 <peter1138> And using a different prime/seed means they don't line up, so there are now areas that are neither desert nor rainforest.
17:26:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14966: Codechange: [Script] Reuse memory when changing values of ScriptList items https://github.com/OpenTTD/OpenTTD/pull/14966
17:29:59 <peter1138> https://fuzzle.org/~petern/ottd/master-s0.png
17:30:07 <peter1138> https://fuzzle.org/~petern/ottd/noise-s0.png
17:30:11 <peter1138> Same seed.
17:32:45 <talltyler> How does it handle 0% desert maps? Are some areas non-rainforest?
17:34:50 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #14956: Fix #14938: Don't allow cacti to die off https://github.com/OpenTTD/OpenTTD/pull/14956
17:34:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #14938: [Bug]: Cacti "deforestation" https://github.com/OpenTTD/OpenTTD/issues/14938
17:35:44 <talltyler> I will work on changelog and website PRs for RC4 in a bit, if someone can do the backport PR 🙂
17:38:39 <Borg> hmm strange
17:39:04 <Borg> I have different results doing git diff master PeterN/noise-desert vs PeterN/noise-desert^^ PeterN/noise-desert
17:39:19 <Borg> the second one is correct (same) w/ github link you provided
17:39:32 <Borg> but master PeterN/noise-desert contain extra changes
17:39:55 <Borg> src/network/network_coordinator.cpp | 16 ----------------
17:39:55 <Borg> src/network/network_stun.cpp | 1 -
17:39:55 <Borg> src/network/network_turn.cpp | 4 ++--
17:40:00 <Borg> I wonder where this one comes from..
17:40:51 <Borg> $ git show --stat 900192e2cd848259d90
17:40:52 <Borg> commit 900192e2cd848259d90c56bff2d0155547b60215 (HEAD -> master)
17:40:52 <Borg> Author: Rubidium <rubidium@openttd.org>
17:40:52 <Borg> Date: Wed, 24 Dec 2025 14:48:01 +0100
17:40:53 <Borg> ahh ;P
17:40:56 <Borg> here it comes
17:41:23 <Borg> Rubidium commit slipped in [;
17:42:37 <peter1138> "I'll let you figure out how to use git :-)"
17:44:53 <Borg> anyway! I mirrored your stuff ;) might try it one day ;D
17:45:03 <Borg> when I figure out first.. how to improve my BSPI for Tropic
17:47:05 <peter1138> talltyler, "sort of". as the amount of rainforest is still proportional to the about of desert, it is mostly rainforest.
17:47:28 <peter1138> That's simple to change, but not simple to know what to change it to.
17:48:02 <talltyler> Pick an arbitrary number territory?
17:51:00 <peter1138> Could be.
17:51:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #14970: Update: Changelog for 15.0-RC4 https://github.com/OpenTTD/OpenTTD/pull/14970
17:51:50 <peter1138> Right, shall I do the backports?
17:51:58 <talltyler> I would appreciate that 🙂
17:53:54 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14971: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/14971
17:54:40 <rito12_51026> Do we gonna have RC5?
17:54:49 <talltyler> "no"
18:00:21 <andythenorth> Is it Christmas Day release? 👀
18:00:33 <andythenorth> Horse 4 isn’t ready 😛
18:00:50 <talltyler> Release the day after RC4 seems a bit premature 😄
18:01:07 <talltyler> New Year's Eve would be nice though, keep it within 2025
18:04:04 <DorpsGek> [OpenTTD/website] 2TallTyler opened pull request #367: Add: Announcement post for 15.0-RC4 https://github.com/OpenTTD/website/pull/367
18:04:41 <soylent_cow[m]> a couple of days ago this started: i can't connect to a bunch of public servers from my home. it sits there for a short while at the beginning of progress bar, then says server is not responding
18:05:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14971: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/14971#pullrequestreview-3611428448
18:05:18 <soylent_cow[m]> i certainly changed nothing about my home network setup
18:06:05 <peter1138> soylent_cow[m], that was fixed about 8 hours ago.
18:06:33 <soylent_cow[m]> ah thank you! great to hear
18:06:46 <soylent_cow[m]> i am in the mountains rn, which is how i know it works from elsewhere
18:07:07 <soylent_cow[m]> can't test it from home for the next few days 🤣
18:07:15 <soylent_cow[m]> on the acct of xmas
18:07:26 * soylent_cow[m] sends snowfall ❄
18:09:37 <peter1138> talltyler, we could risk it and make RC4 the release? :p
18:09:54 <peter1138> No harm in a 15.1 ;-)
18:09:59 <peter1138> (But no)
18:22:50 <_glx_> at least with RCs we have more testers than beta or nightlies
18:24:01 <_glx_> but it's annoying to receive crash reports for stuff added months ago only right after the RC release
18:27:33 <rito12_51026> peter1138: [#14365](https://github.com/OpenTTD/OpenTTD/pull/14365) into 15.1 ?
18:27:33 <Borg> less code more play :P
18:29:39 <peter1138> Who knows, it's not merged yet.
18:58:20 <locosage> it's a feature though
19:03:42 <peter1138> we van merge features into master.
19:03:49 <peter1138> sonetimes
19:04:02 <peter1138> bloody phone keyboard
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19:14:15 <rito12_51026> How can I download RC2 and RC1?
19:14:47 <rito12_51026> never mind
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19:22:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14971: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/14971
19:23:57 <rito12_51026> Badge filters seem to not work in RC3 and RC4, they worked in RC1
19:30:23 <peter1138> Yup, due to the change to 32bit values. Sigh.
19:30:25 <rito12_51026> And they work in RC2, so RC3 broke sth
19:31:03 <peter1138> I blame you :p
19:31:11 <rito12_51026> Should I create an issue?
19:31:42 <peter1138> No.
19:31:53 <peter1138> talltyler, hold off on RC4 just yet :)
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19:44:39 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14972: Fix: Badge filter toggles no longer worked. https://github.com/OpenTTD/OpenTTD/pull/14972
19:45:38 <peter1138> Okay, not a complete fix :(
19:46:06 <talltyler> We did it, we avoided RC5 😛
19:46:17 <talltyler> At least for today 😄
19:47:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14972: Fix: Badge filter toggles no longer worked. https://github.com/OpenTTD/OpenTTD/pull/14972#issuecomment-3690429854
19:47:43 <peter1138> Well. I need to head out. BBL.
19:48:18 <talltyler> Have fun at the pub 😛
19:50:18 <jfkuayue> final_final.docx
19:51:02 <jfkuayue> It got me curious how UK is off 25-26, while EU is off 24 night, but only "partly off" 25-26
19:51:11 <jfkuayue> Protestant vs Catholic?
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20:09:51 <xarick> the allocator is making me restructure the entire BPlusTree :|
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20:45:33 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1453488794190872596/landinfo.png?ex=694da26d&is=694c50ed&hm=a9b95243c1157bb0100e2704491816c38bf68f3a5a9ab4ca6ea24aaeaad04b6d&
20:45:33 <talltyler> Hmm, why is this text the wrong blue? Affected by text colour push/pop, maybe?
20:46:27 <rito12_51026> I have a fix for a bug with aqueducts
20:48:07 <peter1138> Look, "I have a patch for that" is my line...
20:52:19 <talltyler> Yeah, but do you have a patch for aqueducts? 😛
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21:22:01 <andythenorth> if i nerf off unfinished sprites, I can ship Horse 4 soon 😛
21:32:04 <talltyler> I just started a new Horse 3 game 🥲
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22:05:34 <peter1138> No but I have another pint.
22:06:05 <peter1138> "I have a pint for that"
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22:40:51 <kaji_kaede> talltyler: It seems sensible for this to be coloured that way deliberately. Cost to clear has a different colour, and I'd say both values are the only relatively significant ones to gameplay in this window.
22:41:55 <kaji_kaede> Maybe a different shade of blue isn't the best colour, though.
22:49:20 <_zephyris> (Almost) Happy Christmas y'all!
22:53:50 <talltyler> Nah, it’s accidental
22:56:27 <peter1138> Hmm.
22:56:46 <peter1138> Should I: 1) look at #14972 2) go to bed.
23:10:29 <jfkuayue> Christmas at UTC+1
23:10:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14972: Fix: Badge filter toggles no longer worked. https://github.com/OpenTTD/OpenTTD/pull/14972
23:16:03 <Rubidium> locosage: if the problem is that the GC thinks the server is unreachable via direct connect, then it won't offer direct connect to the clients trying to connect
23:25:15 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14972: Fix: Badge filter toggles no longer worked. https://github.com/OpenTTD/OpenTTD/pull/14972#pullrequestreview-3611669344
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23:33:27 <rito12_51026> peter1138: I wouldn't call it a patch, it can cause game to crash, it breaks more than it fixes
23:43:39 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1453533614988853298/blue.png?ex=694dcc2b&is=694c7aab&hm=3f8e5e96af1e5dbe35a7354bcb694db4e0362c3d30f9f4552e7bf2d29d06fa76&
23:43:39 <talltyler> More blue text. Seems to only be broken for articulated road vehicles.
23:48:41 <talltyler> Yeah, seems to be when strings are composed of multiple strings, but the colour code is on the first string. It no longer applies to the string appended to the end. For example, this one is `STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY`.
23:49:38 <talltyler> Or `DrawString(r.left, r.right, y, capacity, TC_BLUE);` might be forcing it to go blue
23:54:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #14973: [Bug]: Composed strings are incorrect colour https://github.com/OpenTTD/OpenTTD/issues/14973