IRC logs for #openttd on OFTC at 2025-12-31
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04:45:38 <DorpsGek> - Update: Translations from eints (by translators)
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09:40:53 <andythenorth> how do I set >= 15.0 RCx in Bananas?
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12:31:14 <xarick> im renaming my BPlusTree functions to CamelCase, openttd style
12:31:34 <xarick> unsure about functions such as emplace, size, empty, contains, begin, end...
12:31:42 <xarick> are those supposed to be renamed?
12:32:18 <Borg> how hard it would be to implement selective Loading (Play Scenerio) ?
12:32:46 <Borg> I want to play some scenerio.. but w/ my settings.. so Im interested only in MAP + town/industry placement. not extra settings..
13:03:47 <Borg> hmm plugging MakeNewgameSettingsLive(); right after FT_SCENARIO check works :>
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14:53:33 <_glx_> Hmm I though the drop-down crash was already fixed
14:57:36 <peter1138> We might've reintroduced it.
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15:14:07 <Borg> now i need to introduce extra console command to reinitialize GRF [;
15:15:05 <Borg> aka.. execute specific callback.. what I need for now is SetInitialProduction
15:52:38 <Borg> hmm strange.. callback is called.. result is ok.. but no update..
16:09:43 <Borg> hmm are persistent storage changes are discarded in GM_EDITOR?
16:19:42 <Borg> BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
16:26:04 <andythenorth> pff "see readme" -> no readme provided
16:26:08 <andythenorth> who makes this stuff?
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16:28:36 <kuhnovic> FIRS bad. Everyone knows that.
16:33:47 <Borg> okey.. done :) this might be interesting... until new great heighmap format will arrivive.. and that will take a while I guess :>
16:34:13 <Borg> now.. f/ little extra misc setting and one extra command... porting scenarios to favorite GRFs will be easier
17:01:09 <LordAro> still aiming for final release tomorrow?
17:09:51 <Borg> out of curiosity.. who was creating those scenarios that were shipped w/ openttd up to 0.6.x ?
17:28:50 <Borg> btw.. any decisions on Global Persistent storage?
17:29:38 <Borg> because im trolling now w/ scenarios.. and so I might want to implement global electricity system..
17:29:53 <Borg> it would be nice if I could implement it similary to yours
17:31:54 <Borg> peter1138: I would go w/ option like reduce global persistent storage to 128 items.. and put world scope into 0x80 and beyond
17:32:16 <Borg> until there are already grfs utilizing all entries in persistent storage
17:32:19 <andythenorth> do electricity in GS
17:32:36 <Borg> andythenorth: not possible.. GS cannot access storage
17:32:52 <andythenorth> GS can read industry production level, and a couple of flags
17:32:57 <andythenorth> and use cargo monitor
17:33:13 <andythenorth> and set town growth rate, which can be used as a channel
17:33:25 <Borg> okey. and how I can feed it back into other industries?
17:33:29 <andythenorth> you have to think creatively
17:33:52 <Borg> im not sure I want to completly rewrite BSPI for that
17:34:09 <Borg> having global (world scope) storage.. it would be just extra flag in GRF setting.. and few Act07
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17:41:13 <rito12_51026> LordAro: Fixes for new bugs into 15.1?
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18:03:40 <Borg> okey, I will make a forum post about that...
18:08:41 <talltyler> There are four `backport requested` PRs, I guess they could go out in 15.0
18:09:07 <talltyler> I'm happy to push buttons and write a website post for the big release whenever people want
18:09:20 <talltyler> Can do the changelog PR too
18:10:59 <LordAro> talltyler: i've actually got my laptop out now, i'll have a look at that new end game crashing issue
18:11:07 <LordAro> would be good to have the release stuff ready though
18:14:11 <talltyler> This PR could be included, but Peter posted a snippet of code in IRC for a preferred solution. Might have to save that for 15.1 unless Peter wants to open a PR soon 🙂
18:15:45 <LordAro> silly peter should know irc doesn't count :p
18:16:40 <talltyler> So, should I put today's date on the changelog and website, or tomorrow?
18:20:14 <talltyler> That seems a bit risky to throw into a big release without testing
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18:49:47 <Borg> heh, im actually looking how Persistent Storage is implemented..
18:49:55 <Borg> I tought it will be easy peasy
18:50:09 <Borg> now, there is GSF_FAKE_TOWNS.. and storage is tied to Tile
18:50:41 <Borg> so I guess.. GSF_FAKE_WORLD is needed.. but. now, what to use is Tile?
18:53:13 <Borg> yeah.. TILE_INVALID will be fine
18:59:33 <Borg> so maybe extra access type is a better route after all
19:25:05 <Borg> ActionD .. bit shift.. someone saved 2 bytes (opcodes) to use signed/unsigned values..
19:37:53 <rito12_51026> talltyler: It still could be merged into master?
19:41:03 <talltyler> Oh, I thought you were suggesting we backport it into the 15.0 release branch 🙂
19:50:11 <xarick> I wanted many things in 14, it was postponed, then i wanted in 15, and it's now postponed again :|
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19:53:07 <squirejames> andythenorth: Readmes are a bad feature, because no-one actually does readme
19:59:45 <LordAro> readmes considered harmful
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20:13:18 <squirejames> "Mod no work right"
20:13:18 <squirejames> "Did you read the readme? It has install instructions"
20:13:18 <squirejames> I am sure this is painfully familiar to any dev here
20:24:29 <Borg> okey. I couldnt wait [; implemented world scope storage for industries via 0x80 [;
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21:04:06 <Borg> now I have no clue how to save it
21:28:48 <xarick> how do I optionally use #include depending on a function being used
21:29:56 <Rubidium> start by writing a proposal to the C++-committee
21:29:59 <xarick> I have a DumpNode function which uses std::string stuff, so it requires #include <iostream>, but this function isn't used
21:30:27 <xarick> it is only used if someone eventually needs to dump something when debugging
21:34:11 <Borg> xarick: guard everything with #ifdef
21:34:14 <xarick> actually, I should use the Debug macro stuff
21:34:18 <Borg> but... not sure if its good idea
21:42:15 <xarick> how should I transform this to use Debug
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22:31:47 <LordAro> oh wait, i've messed up the commit message
22:31:56 <LordAro> oh well, no going back now
22:34:08 <LordAro> oh wait i'm wrong, commit message is fine
22:53:57 <xarick> dang! mr copilot understand openttd Debug structure
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23:34:25 <talltyler> peter1138: The new desert rocks look really nice with mountainous terrain! 😄
23:34:33 <talltyler> (courtesy of #14989)
23:34:58 <Borg> okey.. World Storage works..
23:35:07 <Borg> now.. I need to implement Load/Save
23:35:11 <Borg> but have no clue how to do that
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23:46:53 <reldred> talltyler: they're soooo good, I've had similar in jgrpp for a while now but I'm thrilled I have a few less .grf's to maintain now 😄
23:46:58 <reldred> and the overlay works much better
23:48:30 <reldred> looking forward to it making its way into jgrpp
23:48:58 <reldred> I'm very pleased that landscape gen featrures are making their way into the game 😄
23:49:45 <talltyler> Me too, there's a lot of potential there 🙂
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