IRC logs for #openttd on OFTC at 2025-12-25
            
00:10:49 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern … https://github.com/OpenTTD/OpenTTD/pull/14974
00:13:40 <rito12_51026> rito12_51026: Fixed the bug differently
00:26:58 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened issue #14975: [Bug]: Wrong tile is highlighted when overbuilding tunnel on infinite water map. https://github.com/OpenTTD/OpenTTD/issues/14975
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01:22:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #14975: [Bug]: Wrong tile is highlighted when overbuilding tunnel on infinite water map. https://github.com/OpenTTD/OpenTTD/issues/14975
01:56:49 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #14973: [Bug]: Composed strings are incorrect colour https://github.com/OpenTTD/OpenTTD/issues/14973
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04:43:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976
04:46:01 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{RED} 需要:{ORANGE}{STRING}
04:46:05 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} 冬季的需求
04:46:08 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}已运输{STRING} {GREEN}
04:46:14 <peter1138> Something tells me those colour codes are not in the correct place.
04:47:09 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} required
04:47:12 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} required in winter
04:47:15 <peter1138> STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} delivered
04:47:18 <peter1138> The template...
04:53:20 <peter1138> Ah, found another.
05:29:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976
05:30:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976#issuecomment-3690951380
05:55:50 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976
05:57:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14972: Fix: Badge filter toggles no longer worked. https://github.com/OpenTTD/OpenTTD/pull/14972
06:51:38 <ahyangyi> Oops, the English version is wrong?
06:51:52 <ahyangyi> No
06:52:43 <ahyangyi> The Chinese REQUIRED_WINTER string probably needs a fix afterwards, should I wait until you merge then go to eints?
06:57:51 <peter1138> No, you can edit them, I'm not touching those strings, they just showed up in my regex search.
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07:19:06 <LordAro> messy kweznuz, folks
07:26:24 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#pullrequestreview-3611956147
07:28:53 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#pullrequestreview-3611958587
07:33:13 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976#pullrequestreview-3611962382
08:00:43 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974
08:01:34 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974
08:09:52 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691116374
08:41:55 <kuhnovic> Merry xmas to all of you lovely weird train people!
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09:29:54 <DorpsGek> [OpenTTD/OpenTTD] Dvorak-Design opened issue #14977: [Bug]: Trains https://github.com/OpenTTD/OpenTTD/issues/14977
09:33:32 <peter1138> Trains eh?
09:33:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976
09:33:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14973: [Bug]: Composed strings are incorrect colour https://github.com/OpenTTD/OpenTTD/issues/14973
09:37:55 <xarick> hi
09:42:47 <DorpsGek> [OpenTTD/OpenGFX2] Rito13 opened issue #229: Ship depots exceed canals https://github.com/OpenTTD/OpenGFX2/issues/229
09:46:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691238820
09:52:39 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691245410
10:01:00 <peter1138> Yeah, features added after that setting was effective forced on, and kinda assume it would always be that way :)
10:15:32 <peter1138> Well.
10:16:28 <xarick> isn't there a freeform setting?
10:16:55 <peter1138> Yes, it used to be very hidden.
10:17:34 <xarick> some helper that checks for edges
10:17:54 <xarick> so that we don't do tileX = 0 checks
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10:28:57 <peter1138> https://fuzzle.org/~petern/ottd/master-hm.png
10:28:58 <peter1138> https://fuzzle.org/~petern/ottd/noise-hm.png
10:29:20 <peter1138> I dunno.
10:29:35 <mmtunligit> scale noise by elevation maybe?
10:30:14 <mmtunligit> so you get more deserts lower down and more rainforest higher up (or vice-versa)
10:31:19 <mmtunligit> er, i guess thats not scale, thats threshold
10:32:11 <peter1138> That's the current method.
10:33:04 <peter1138> And those "rivers" are sea, so aren't treated the same as river tiles.
10:34:50 <peter1138> The o.g. generator split the map in half, half was desert, the rest was normal/tropic.
10:38:59 <peter1138> Hmm, though it looks like desert/tropic was always decided by height. The landscape itself is flat for half the map.
10:39:22 <mmtunligit> no im saying use the noise and the threshold, so low down theres a higher percentage of desert and up high theres a higher percentage of rainforest, but its not just a biny based on elevation and sea acess
10:39:28 <mmtunligit> *binary
10:52:36 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1453701960627650602/image.png?ex=694e68f3&is=694d1773&hm=41404d93ec75c9d54f6254170a9a1f754faf097f7d003721e6f30cd5c89f5870&
10:52:36 <xarick> does this codestyle look correct?
10:52:54 <xarick> new (mem) Internal(); feels odd
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11:14:36 <xarick> i think google's stuff misrepresents memory usage
11:15:09 <xarick> gonna investigate
11:15:43 <peter1138> There's usually more memory allocated behind the scenes for each pointer.
11:15:57 <peter1138> `void *x = malloc(100); free(x);`
11:16:11 <peter1138> How does it know how much to free?
11:17:18 <xarick> i may be wrong, maybe it is that efficient!
11:26:49 <xarick> well I am wrong, it really is efficient
11:27:08 <xarick> just verified
11:59:32 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691369716
12:01:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #14977: [Bug]: Trains https://github.com/OpenTTD/OpenTTD/issues/14977
12:02:19 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691372047
12:03:35 <rito12_51026> talltyler: Would it be possible to allow ships to enter void tiles if infinite water is on?
12:03:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14977: [Bug]: Trains https://github.com/OpenTTD/OpenTTD/issues/14977
12:05:10 <peter1138> I don't think that makes sense.
12:05:48 <peter1138> Void is specifically there to avoid things needing to test for wrapping around the map, etc.
12:05:50 <talltyler> It also doesn't solve the problems, void tiles can still be terraformed by changing the last visible tile.
12:06:47 <peter1138> FWIW, the fix in the PR is correct, but I wonder if there are other places that might need something similar.
12:07:29 <peter1138> Yeah, introducing a bias in the form of terrain height skews the percentage of desert up more, making it all a bit more complex. :/
12:07:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #14968: [Crash]: Unexpected OpenTTD Crash with Small Error Window During Idle Gameplay https://github.com/OpenTTD/OpenTTD/issues/14968
12:07:48 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #14968: [Crash]: Unexpected OpenTTD Crash with Small Error Window During Idle Gameplay https://github.com/OpenTTD/OpenTTD/issues/14968
12:07:55 <peter1138> (And getting the bias right is probably not possible, not enough and it does nothing, too much and it's like it was before.)
12:46:46 <peter1138> https://fuzzle.org/~petern/ottd/noise-desert.png
12:47:11 <talltyler> I like this a lot
12:47:33 <talltyler> Also, do I spy desert rocks?
12:50:11 <peter1138> Heh, well, that sneak preview didn't get past you :p
12:51:06 <talltyler> I think Zephyris has drawn some sand-coloured rocks 🙂
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12:56:48 <peter1138> The bare overlay rocks sprite isn't used for anything else at the moment, so it could perhaps be recoloured. But being a different colour from non-desert-zone rocks might look odd.
12:58:54 <talltyler> Yeah. Worth trying at some point though.
13:08:40 <DorpsGek> [OpenTTD/OpenTTD] Nusioos updated pull request #14961: (Begginer Fix)Fix aircraft with only depot orders being treated as having valid orders https://github.com/OpenTTD/OpenTTD/pull/14961
13:09:23 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened issue #14978: [Bug]: Demolishing buoys remove canals owned by other companies. https://github.com/OpenTTD/OpenTTD/issues/14978
13:11:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14979: Change: Allow rocks on desert tiles. https://github.com/OpenTTD/OpenTTD/pull/14979
13:13:26 <DorpsGek> [OpenTTD/OpenTTD] Nusioos updated pull request #14961: Fix #14610: Do not treat aircraft with only depot orders as having valid orders https://github.com/OpenTTD/OpenTTD/pull/14961
13:19:46 <DorpsGek> [OpenTTD/OpenTTD] Nusioos commented on pull request #14961: Fix #14610: Do not treat aircraft with only depot orders as having valid orders https://github.com/OpenTTD/OpenTTD/pull/14961#pullrequestreview-3612339795
13:20:03 <ahyangyi> peter1138: Would it be more natural if it's the same rocks but partially covered by sand?
13:20:34 <peter1138> I'll let _zephyris figure it out :-)
13:22:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14979: Change: Allow rocks on desert tiles. https://github.com/OpenTTD/OpenTTD/pull/14979#pullrequestreview-3612345481
13:23:59 <peter1138> talltyler, so another backport PR?
13:26:41 <talltyler> Happy to update PR and website post whenever people are ready, but #14978 mentions a crash, we might want to fix that first.
13:26:41 <talltyler> I’m doing Christmas things and cannot verify for few hours.
13:27:08 <peter1138> 8
13:50:00 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14980: Fix #14978: Don't clear water tiles after removing buoys. https://github.com/OpenTTD/OpenTTD/pull/14980
13:52:22 <peter1138> rito12_51026, something like that...
13:54:19 <xarick> i had a canal owner branch
13:54:24 <xarick> it was rejected
13:56:14 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1453748173809123348/image.png?ex=694e93fd&is=694d427d&hm=fcd84d8abe94f1afbbb5b11de47e062be53c63f5265ff676338771b544e88910&
13:56:14 <xarick> google on the left
13:56:21 <xarick> they're more memory efficient
13:56:53 <xarick> the good news: I successfully made my bplustree track memory usage
13:57:47 <xarick> master does 7.40 GiB on this test, btw
14:00:50 <Rubidium> peter1138: it prevents the crash I could trigger
14:01:41 <Rubidium> hmm... buoy don't have owners?
14:02:11 <xarick> nop
14:02:40 <Rubidium> sounds fun for griefing :(
14:03:00 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14980: Fix #14978: Don't clear water tiles after removing buoys. https://github.com/OpenTTD/OpenTTD/pull/14980#pullrequestreview-3612393971
14:04:29 <peter1138> Rubidium, that was a weird choice from TTD that we kept...
14:04:44 <ahyangyi> That buoys have no owners?
14:05:04 <xarick> they have OWNER_WATER i think, not sure
14:05:20 <peter1138> The tile has an owner, but the buoy doesn't.
14:05:42 <xarick> let me find my branch
14:06:54 <peter1138> Let's not.
14:07:01 <xarick> https://github.com/SamuXarick/OpenTTD/commit/21df50d28989d448dfa98a1f1f2185ac69a36380
14:07:44 <xarick> it was rejected because... probably 1 bit commit for many changes
14:07:49 <xarick> big*
14:10:45 <mmtunligit> i should probably take some time to break my collections PR up into multiple commits at some point, it was hard to do while i was making it because i didnt go about things in the most logical way
14:10:53 <mmtunligit> sometime when it isnt christmas
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14:16:36 <rito12_51026> > buoy don't have owners
14:17:18 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691483041
14:17:28 <rito12_51026> But youyou can't destroy other companies buoys
14:25:49 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1453755618644070583/image.png?ex=694e9aec&is=694d496c&hm=be31b2cc4d06a62335a871d47876d966111a3856f5291c177ee357260349c3d0&
14:25:49 <xarick> memory footprint!
14:28:57 <xarick> total number of items: 18960632+18966214+18960632+25941278 = 82'828'756
14:29:11 <xarick> in 4 lists
14:30:44 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14980: Fix #14978: Don't clear water tiles after removing buoys. https://github.com/OpenTTD/OpenTTD/pull/14980
14:30:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14978: [Bug]: Demolishing buoys remove canals owned by other companies. https://github.com/OpenTTD/OpenTTD/issues/14978
14:30:49 <peter1138> rito12_51026, you can, if they're not in use at least.
14:32:47 <rito12_51026> Ah I see
14:36:21 <xarick> peter, there can canals with OWNER_NONE
14:36:36 <xarick> they're not cleared in your fix
14:37:11 <rito12_51026> Peter, You can place bridges over buoys but not buoys under bridge?
14:38:18 <xarick> i got a feeling this is a bad fix :|
14:38:39 <xarick> there are objects over canals too
14:51:45 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974
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15:25:50 <peter1138> Well, if you report a bug it might get fixed.
15:34:07 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1453772806922829935/image.png?ex=694eaaee&is=694d596e&hm=b495c31e5c80847ce794ad649c3b10f0aadf4cbd294a905567310a113da46ec0&
15:34:07 <xarick> oops
15:34:51 <xarick> it's _jgr_ 's fault :)
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15:37:28 <xarick> *fix with github copilot*
15:38:51 <xarick> unfixable
15:42:09 <_jgr_> It makes no sense for these types of containers
15:51:54 <peter1138> rito12_51026, not intentionally inconsistent.
15:52:13 <peter1138> rito12_51026, but let's focus on exploits or crashing bugs :)
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16:11:51 <peter1138> I think objects are not a problem as you can't place them on someone else's canal.
16:18:00 <peter1138> Well.
16:38:07 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14981: Fix 2d7d085e8e: "(Invalid parameter)" in error message when trying to remove another player's object. https://github.com/OpenTTD/OpenTTD/pull/14981
16:57:09 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14981: Fix 2d7d085e8e: "(Invalid parameter)" in error message when trying to remove another player's object. https://github.com/OpenTTD/OpenTTD/pull/14981#pullrequestreview-3612469781
17:21:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14981: Fix 2d7d085e8e: "(Invalid parameter)" in error message when trying to remove another player's object. https://github.com/OpenTTD/OpenTTD/pull/14981
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18:00:35 <talltyler> Goes it update changelog PR? Should I include #14963?
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18:32:38 <peter1138> talltyler, if _jgr_ has time to look at Rubidium's review.
18:35:44 <_jgr_> I'll have a look this evening
18:39:42 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14970: Update: Changelog for 15.0-RC4 https://github.com/OpenTTD/OpenTTD/pull/14970
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18:41:21 <DorpsGek> [OpenTTD/website] 2TallTyler updated pull request #367: Add: Announcement post for 15.0-RC4 https://github.com/OpenTTD/website/pull/367
18:42:16 <peter1138> Also need to tweak the buoy fix to account for OWNER_NONE as well.
18:42:18 <talltyler> Just changed the date on the website post, no other changes.
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19:03:35 <Borg> hah interesting... I probably adjusted my rail network style a bit..
19:03:39 <Borg> very multipath..
19:03:52 <Borg> and I added up with: yapf.rail_station_penalty = 10000
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19:04:18 <Borg> I like when trains get detours.. but I hate when they take them via stations.. unless asked...
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19:06:30 <talltyler> Since when do bridges demolish every tile underneath them? Bridges over stations?
19:09:32 <Borg> I wonder if I should introduce extra setting to YAPF.. like abort when ESRB_STATION but !target_seen
19:09:50 <Borg> it probably also speed up pathfinder itself [;
19:11:45 <peter1138> talltyler, compare with 14.1 and report bugs :)
19:12:10 <talltyler> Yeah, sorry, I was thinking aloud 🙂
19:13:43 <peter1138> Yeah I know, I was suggesting making it more definite so if there's a misbehaviour we can get it fixed.
19:18:06 <peter1138> Though when I build a bridge, it does not demolish every tile underneath it.
19:18:17 <talltyler> Hmm
19:18:28 <peter1138> Transparent/hidden trees might make it look like it it.
19:18:31 <peter1138> -it+s
19:18:33 <peter1138> Argh
19:18:40 <talltyler> No, the land turns brown
19:18:48 <talltyler> I'm on RC3 if that makes a difference
19:19:08 <peter1138> I'm on master.
19:19:17 <talltyler> I'll try that
19:19:26 <peter1138> I doubt anything has changed there.
19:21:27 <talltyler> Oh, bulldozing trees turns the land brown
19:22:14 <talltyler> As you were saying, and I did not understand 🙂
19:29:57 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974
19:30:00 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14974: Fix 0b99a0b: Incorrect error message for aqueducts reaching northern map borders. https://github.com/OpenTTD/OpenTTD/pull/14974#issuecomment-3691690996
19:30:05 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened issue #14982: [Bug]: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/issues/14982
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19:30:15 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened pull request #14983: Feature: Allow to build buoys at (0x0). https://github.com/OpenTTD/OpenTTD/pull/14983
19:30:17 <Borg> what is that from/to thing in settings.ini ?
19:30:19 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened issue #14984: [Bug]: [YAPF] Inconsistent ship pathfinding. https://github.com/OpenTTD/OpenTTD/issues/14984
19:30:23 <DorpsGek> [OpenTTD/OpenGFX2] Rito13 opened issue #230: Bridge looks like it was floating. https://github.com/OpenTTD/OpenGFX2/issues/230
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19:38:22 <LordAro> you ever feel like we don't playtest enough? :p
19:40:19 <Rubidium> we're playing the proces, right?
19:40:58 <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on issue #230: Bridge looks like it was floating. https://github.com/OpenTTD/OpenGFX2/issues/230
19:43:56 <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on issue #230: Bridge looks like it was floating. https://github.com/OpenTTD/OpenGFX2/issues/230
19:48:26 <andythenorth> I usually have some PR test built, so I don't test top of main much
19:48:51 <andythenorth> and I haven't played much since July or so, life has been work
20:00:17 <peter1138> Hmm, well.
20:21:47 <peter1138> Hmm, buoy tile ownership change is wrong too.
20:22:39 <peter1138> On bankruptcy, tile is changed to OWNER_NONE, but the buoy is removed, so it's just a plain canal tile after.
20:23:09 <peter1138> So company 1 builds canals, company 2 builds buoys, company 1 goes bankrunpt, buoys are removed.
20:23:40 <peter1138> (and canals stay.)
20:24:16 <rito12_51026> exploit?
20:25:28 <xarick> isn't my build on competitor canal branch solving those issues?
20:27:21 <xarick> the buoy is removed even if a ship uses it?
20:27:32 <xarick> from another company, not the one that bankrupts
20:28:56 <xarick> it seems to be expected behaviour what you describe, as long as there's no ship using the buoy
20:37:20 <peter1138> rito12_51026, don't think so. It's certainly nothing new, so not too worried about it.
20:59:27 <Borg> holy shit!
20:59:38 <Borg> I start to like my new experimental setting: pf.nd_station_eol :D
20:59:45 <Borg> I need to playtest it more tho
21:03:46 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1453855767919853599/image.png?ex=694ef832&is=694da6b2&hm=bb56223d8feb0ff581863bc76532e0c38cf328d7237d26dbe8f71283fc1f0acc&
21:03:46 <_zephyris> Is this a bug? The deck overlay is drawn for rail, but not for road.
21:08:58 <Borg> hmm this is cool.. no more hunting for implict orders... train just report its lost..
21:16:01 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #230: Bridge looks like it was floating. https://github.com/OpenTTD/OpenGFX2/issues/230
21:18:45 <peter1138> _zephyris, might be a bug. For built-in default bridges the deck overlays should not be drawn.
21:20:16 <peter1138> However this check is only applied to road bridges.
21:31:20 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14985: Fix 8a8ebabb9d: Don't draw bridge deck rail sprites for default bridges. https://github.com/OpenTTD/OpenTTD/pull/14985
21:31:33 <Borg> okey, this is good.. loaded game w/ 49 trains on complex network.. one train reported lost (correctly), he took detour I didnt noticed and was serving from other side passing 2 station (implict).. and that is not desirable
21:32:07 <peter1138> "go non-stop to"
21:33:14 <Borg> peter1138: nah.. I dont want trains to pass station.. unless I really ask them (very rare) and yes, I use non-stop then..
21:33:33 <Borg> so... pf.nd_station_eol is going to be king here..
21:34:05 <Borg> trains should take designed detours.. not.. lets take that long detour via 2 stations.. we will reach destination anyway..
21:34:25 <Borg> yeah.. I guess its very specific stuff to my rail network style...
21:35:55 <DorpsGek> [OpenTTD/OpenTTD] zephyris opened issue #14986: [Bug]: Bridge deck overlays are drawn on vanilla rail bridges https://github.com/OpenTTD/OpenTTD/issues/14986
21:39:28 <peter1138> _zephyris, I mean... I've already opened the PR :p
21:43:59 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #14984: [Bug]: [YAPF] Inconsistent ship pathfinding. https://github.com/OpenTTD/OpenTTD/issues/14984
21:48:18 <_zephyris> peter1138: You're too fast for me 😉
21:52:36 <kuhnovic> I'm not near a computer and won't be for a while, but that definitely looks weird. The ship PF can sometimes be "fooled" by situations like this. The region-based pathfinder can't take reversal into account which might lead to strange results when the low-level pathfinder eventually gets triggered.
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21:53:05 <kuhnovic> I'd have to debug it to find out what's going on though
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21:53:58 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #229: Ship depots exceed canals https://github.com/OpenTTD/OpenGFX2/issues/229
21:58:15 <peter1138> kuhnovic, imo it's because the ship turned around after finishing at the dock, and its only route after that is forward along the canal.
21:59:31 <peter1138> "inconsistent" would be doing it sometimes but not all the time.
21:59:58 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976#issuecomment-3691772044
22:00:17 <kuhnovic> The ship is facing the right way I think, as far as I can tell from the screenshots
22:00:59 <kuhnovic> peter1138: He probably means "inconsistent with my expectations" 😉
22:01:32 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #14979: Change: Allow rocks on desert tiles. https://github.com/OpenTTD/OpenTTD/pull/14979#issuecomment-3691772838
22:08:10 <rito12_51026> peter1138: With inconsistent I meant that while rotating after living the dock for a split second it is in the same position as when it rotates to get into the depot
22:09:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14979: Change: Allow rocks on desert tiles. https://github.com/OpenTTD/OpenTTD/pull/14979#issuecomment-3691777340
22:10:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14976: Fix #14973: Composed strings are incorrect colour. https://github.com/OpenTTD/OpenTTD/pull/14976#issuecomment-3691777935
22:14:07 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1453873468214083726/Zrzut_ekranu_z_2025-12-25_23-06-45.png?ex=694f08ae&is=694db72e&hm=3a498a9f28f485cae46197249592447a92f223f4a5810ee5c0023bd8c30b8d0f&
22:14:07 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1453873468566147092/Zrzut_ekranu_z_2025-12-25_23-07-01.png?ex=694f08ae&is=694db72e&hm=5b1e8f1fc042ab6522ec8165e3ce5348f2345d934db197611eeba8042c517d62&
22:14:07 <rito12_51026> https://cdn.discordapp.com/attachments/1008473233844097104/1453873468906147860/Zrzut_ekranu_z_2025-12-25_23-07-03.png?ex=694f08ae&is=694db72e&hm=b88df42c4e5028075665cdf7a348e5ea325727a74b0090bb5f793ef09be110d3&
22:14:07 <rito12_51026> rito12_51026: although when now i looked deeply into, they differ by a few pixels
22:14:54 <peter1138> Ships have two methods of rotation.
22:15:08 <peter1138> One is following the path, where they can rotate to follow the next step in the path.
22:15:41 <peter1138> The other is when they reverse. When they reverse, they actually flip direction instantly, to ensure the ship is on a valid track, but visually we simulate the intermediate directions.
22:15:58 <peter1138> So you are probably seeing the difference between the two.
22:16:45 <peter1138> When a ship has "hit" the side of a dock, the only valid track away from it is the reverse, perpendicular to the dock.
22:17:03 <peter1138> From there the only valid path to the nearest depot is via the canal and back.
22:35:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14987: Fix f34c45c36d: Incorrect colour in cargo list in fund industry window. https://github.com/OpenTTD/OpenTTD/pull/14987
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22:43:24 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #14987: Fix f34c45c36d: Incorrect colour in cargo list in fund industry window. https://github.com/OpenTTD/OpenTTD/pull/14987#pullrequestreview-3612555510
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22:47:49 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #14963: Fix #12465: Click/tooltip alignment of industry chain cargo lines https://github.com/OpenTTD/OpenTTD/pull/14963
22:48:45 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #14963: Fix #12465: Click/tooltip alignment of industry chain cargo lines https://github.com/OpenTTD/OpenTTD/pull/14963#pullrequestreview-3612556474
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22:54:39 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #14963: Fix #12465: Click/tooltip alignment of industry chain cargo lines https://github.com/OpenTTD/OpenTTD/pull/14963#pullrequestreview-3612557599
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23:02:00 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14983: Feature: Allow to build buoys at (0x0). https://github.com/OpenTTD/OpenTTD/pull/14983#issuecomment-3691803211
23:07:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #14987: Fix f34c45c36d: Incorrect colour in cargo list in fund industry window. https://github.com/OpenTTD/OpenTTD/pull/14987#issuecomment-3691805776
23:20:12 <peter1138> Hm.
23:24:48 <rito12_51026> Will `[Bug]: [YAPF] Ship reverses when it could have turned by 90°.`be a better title for #14984?
23:44:03 <peter1138> rito12_51026, https://fuzzle.org/~petern/ottd/90-degree-tracks-dont-intersect.png
23:44:26 <peter1138> Train and ships use the same track piece system.
23:44:38 <peter1138> There is no way for a ship to turn 90 degrees on a tile.
23:44:45 <peter1138> (Just like with trains)
23:45:41 <xarick> they can do 135 degree turns on a special reverse against docks i think
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