IRC logs for #openttd on OFTC at 2026-01-01
            
00:04:52 <xarick> it's 2026 now
00:21:59 <LordAro> :o
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00:23:51 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14926: Codechange: Add GitHub workflow that checks new doxygen warnings. https://github.com/OpenTTD/OpenTTD/pull/14926#pullrequestreview-3621547948
00:37:27 <DorpsGek> [OpenTTD/OpenTTD] ingstem commented on pull request #14866: Change: Fetch OpenGFX2 for CI workflows https://github.com/OpenTTD/OpenTTD/pull/14866#issuecomment-3703107465
00:53:09 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #14866: Change: Fetch OpenGFX2 for CI workflows https://github.com/OpenTTD/OpenTTD/pull/14866#issuecomment-3703119053
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01:52:04 <talltyler> peter1138: Whenever you want to PR your desert noise PR, I want to review/approve it πŸ˜›
01:57:58 <reldred> peter1138: please πŸ™
01:58:01 <reldred> it looks so good
01:58:31 <reldred> that and desert rocks are so good.
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08:27:22 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14926: Codechange: Add GitHub workflow that checks new doxygen warnings. https://github.com/OpenTTD/OpenTTD/pull/14926#pullrequestreview-3621677346
08:48:09 <peter1138> Morning, happy new year.
08:50:06 <andythenorth> 365 lunches to go
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08:55:12 <_zephyris> 15.0 next year?
08:59:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #15007: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15007
09:00:03 <Rubidium> _zephyris: are you in Hawaii or Alaska? Then I'd guess so, otherwise... seems a bit long :D
09:07:55 <reldred> Might make april 1st release date πŸ˜„
09:09:50 <andythenorth> new Horse this year?
09:13:03 <Borg> anyone can shred me info when NewGRF are instantiated? after all save chunks has been loaded? or on fly?
09:13:39 <Borg> I suspect its the first.. since code loading chunks is sequental.. and after that there is AfterLoad()
09:37:26 <Rubidium> I think it's hidden in the call to GfxLoadSprites in AfterLoadGame
09:42:02 <peter1138> After all chunks have been loaded, but before most (but not all) savegame conversions.
09:42:03 <Borg> okey found it
09:42:11 <Borg> yeah...
09:42:22 <Borg> GRFListCompatibility gcf_res = IsGoodGRFConfigList(_grfconfig);
09:42:27 <Borg> damn.. this complicates thing..
09:42:53 <Borg> I need temporary storage for chunk loading and then copy data to grf storage
09:42:58 <peter1138> Savegame changes in chunk handlers should only be for structural changes.
09:43:07 <andythenorth> was it lunch yet?
09:43:32 <Borg> peter1138: well, maybe I did it wrong.. but I added psa right into GRFFile class ;)
09:43:33 <peter1138> Is this for Persistent Storage storage?
09:43:38 <Borg> easiest.. and works
09:43:44 <Borg> yep
09:43:50 <peter1138> Because PersistentStorage is already stored in a pool.
09:43:58 <Borg> peter1138: yeah, but pools are for Town storages
09:44:06 <peter1138> Not at all.
09:44:14 <Borg> hmm?
09:44:17 <peter1138> The pool stores all persistent storage, for towns and industries.
09:44:31 <Borg> yeah.. this part I dont understand at all
09:44:38 <Borg> that new (index) PersistentStorage()
09:44:40 <Borg> magickery
09:44:54 <peter1138> Well maybe you should understand it instead of butchering it :)
09:45:02 <peter1138> It's a pool item.
09:45:03 <Borg> bah :D
09:45:08 <peter1138> It automagically gets created on the pool.
09:45:17 <Borg> okey, so whats the index thing? Industry ID and Town ID?
09:45:23 <Borg> and those are guaranteed to be unique?
09:45:28 <peter1138> You can then store the resultant pointer, but the pool owns that pointer.
09:45:50 <peter1138> index is the persistent storage id.
09:45:56 <andythenorth> was this global storage?
09:45:59 <peter1138> You don't need to use that constructor.
09:46:07 <andythenorth> grf-global or map-global?
09:46:14 <andythenorth> or map-grf-global?
09:46:23 <andythenorth> or grf-feature-global?
09:47:03 <Borg> andythenorth: grf-world.. aka map-grf-global
09:47:26 <Borg> every GRF loaded (grfid) have its own persistent world (global) storage
09:47:31 <andythenorth> so accessible by any feature?
09:47:45 <Borg> theoretically... for now. only Industries support it
09:47:47 <peter1138> And you should ignore the persistent storage stuff in industry_sl/station_sl, because that's for converting old structures.
09:48:35 <peter1138> In your saveload code, you only need to store the storage ref, not the storage itself.
09:48:49 <andythenorth> hmm train manager with storage
09:49:15 <andythenorth> "you can build 500 Kirby Pauls, but you're only allowed to start 10 of them at any one time"
09:49:29 <Borg> ;]
09:49:52 <Borg> peter1138: I have no clue what are you talking about :( unfortunately.. im C dude..
09:50:06 <Borg> im reading static const SaveLoad _storage_desc[] = {
09:50:12 <peter1138> Don't.
09:50:16 <Borg> and how SlObject() puts all the data into raw objects
09:50:32 <peter1138> That's how the data in the persistent storage is stored.
09:50:40 <Borg> peter1138: but! my psa storage is not in POOL
09:50:42 <peter1138> But you don't need to do that, because it's already there.
09:50:55 <peter1138> It absolutely should be in the pool. That's what the pool is for.
09:51:40 <Borg> okey.. but how I differentiated Town storage from World storage? or even industry storage?
09:51:52 <Borg> PersistentStorage have only grfid
09:51:54 <peter1138> Why do you need to?
09:52:10 <Borg> peter1138: for accessing it in StorePSA() for example?
09:52:27 <peter1138> Towns already have storage for multiple grfids, so look at how that does it.
09:52:41 <peter1138> In master that uses std::vector<PersistentStorage *> per town.
09:53:01 <peter1138> And the saveload code for that is ONE entry with REF_STORAGE.
09:54:32 <Borg> yeah I saw it.. and I get headache from all that C++ magickery.. templates.. pools..
09:55:52 <Borg> peter1138: I understand how Town storages work.. more of less.. because I looked up StorePSA() of Town
09:56:05 <Borg> it just goes via psa storage pool.. check for grfid.. and store data
09:56:13 <Borg> easy peasy
09:56:54 <Borg> now... I need just one extra global storage for no-town.. and this part I dont get.. because psa_list is in Town class
09:57:05 <Borg> and so.. there are multiple storages per down
09:57:23 <Borg> src/town.h: std::vector<PersistentStorage *> psa_list{};
09:57:32 <peter1138> I mean, one single `std::vector<PersistentStorage *> _global_storage;` is surely not that hard to grasp?
09:58:02 <Borg> ah.. you mean I should add sth like this? hmm
09:58:19 <Borg> okey :) indeed
09:58:22 <Borg> that might be sane
09:59:03 <Borg> okey.. lets try this then! thx
09:59:24 <Borg> I need to rewrite my world storage first.. then test and then try to play w/ saveload
10:05:07 <andythenorth> coffee?
10:12:20 <_zephyris> Bucks fizz
10:24:18 <kuhnovic> Third coffee this year
10:39:14 <andythenorth> I'm on my first
10:49:14 <peter1138> Oh dear.
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10:59:30 <Borg> c:/DEVEL/OpenTTD/src/newgrf_storage.h:235:13: error: 'list' in namespace 'std' does not name a template type
10:59:33 <Borg> extern std::list<PersistentStorage *> _world_storage;
10:59:35 <Borg> argh...
11:07:30 <Borg> oh I need to #include <list>
11:10:14 <peter1138> Use std::vector, not std::list.
11:10:27 <peter1138> There is no need for a list here.
11:12:21 <Rubidium> Borg: you're aware of the difference between std::list and std::vector?
11:23:07 <Borg> Rubidium: yeah I know I should use vector most of the time.. but old psa here uses list.. so I use list...
11:23:16 <Borg> still compiling
11:23:29 <Borg> have hard time adding extra button World (right before Parent)
11:23:35 <Borg> I wonder if it will crash hard ;D
11:25:11 <Borg> okey :D compiling done.. lets try :D
11:26:34 <Borg> wow
11:26:36 <Borg> it works :D
11:26:39 <Borg> and didnt exploded
11:27:34 <Borg> http://cache.borg.uu3.net/wps.png
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11:27:58 <marktheshark3209> https://cdn.discordapp.com/attachments/1008473233844097104/1456247575794553015/WhatsApp_Video_2026-01-01_at_12.26.10.mp4?ex=6957abbd&is=69565a3d&hm=e62e11536c1d22066e9743cd4ea93e8c65b3997adb4c83c7097c41441cd4e047&
11:27:58 <marktheshark3209> ufo stuck in road depot... apparantly indefinitly
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11:35:13 <belajalilija> https://tenor.com/view/you-spin-me-round-dead-or-alive-pete-burns-new-wave-80s-music-gif-17323259
11:35:22 <Borg> now the hard part [; saveload
11:49:52 <peter1138> Easy part.
11:50:13 <Borg> will see.. compilation done
11:50:14 <Borg> lets see
11:50:57 <Borg> lol works :D
11:50:59 <Borg> you were right
11:51:02 <Borg> it was easy :D after all
11:51:06 <Borg> okey.. then last questions..
11:51:20 <Borg> where is the best place to clean up my _world_storage
11:51:37 <Borg> because I need to delete all storages and clear list..
11:55:12 <Borg> SwitchToMode() maybe?
11:55:18 <Borg> but it looks lean...
11:55:39 <Borg> lets find some global stuff...
11:56:23 <LordAro> marktheshark3209: ooh, fun. i guess the ufo was chasing a vehicle that's stopped (or was destroyed in) the depot?
12:05:50 <xarick> hi
12:06:04 <Borg> yeah.. C++ fscking magic
12:06:12 <Borg> no clue how those pool are deallocated
12:06:21 <Borg> and more worrying.. where..
12:07:06 <xarick> i need a more descriptive but yet short name for "std map set" - this name made sense when master used buckets for ScriptList
12:07:10 <Borg> ResetNewGRFData() is called in ShutdownGame()
12:07:44 <xarick> master had sets on sets
12:09:49 <xarick> "std map set" is actually a set of optimizations based on JGR's work of delaying this->values initialization until it's really necessary.
12:09:58 <rito12_51026> LordAro I have a problem with moving those doxygen options into the file and cmake in #14926. Because when I move them there, they are not set after checkout to master and #14926 fails on its own test
12:11:55 <DorpsGek> [OpenTTD/OpenTTD] Rito13 updated pull request #14926: Codechange: Add GitHub workflow that checks new doxygen warnings. https://github.com/OpenTTD/OpenTTD/pull/14926
12:12:03 <xarick> thanks mr. copilot, "jgr lazy init" is a good name
12:12:23 <LordAro> rito12_51026: heh. might be acceptable for the initial merge
12:18:02 <Borg> yeah... its not cleared correctly..
12:19:16 <Borg> I get junk Load.. and then Load again
12:21:50 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1456261133110345914/image.png?ex=6957b85e&is=695666de&hm=cae09ac5269ef5c1614aec03a5628f8c190fff68a8a16beb3d1d0e50fe5eddab&
12:21:50 <xarick> my first screenshot of the year
12:24:03 <LordAro> the first of many
12:27:14 <Borg> screw it.. added Clear_WorldStorage() to SwitchToMode()
12:27:50 <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #15008: Fix: Small ufos would loop over vehicles in depots forever https://github.com/OpenTTD/OpenTTD/pull/15008
12:28:55 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #15007: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15007#pullrequestreview-3621836808
12:32:12 <LordAro> peter1138: don't suppose you feel like PRing your alternative #15002 as well?
12:32:44 <Borg> okey! all works... maybe not the clean implementation.. but its PoC after all [;
12:32:55 <Borg> thx for hints peter1138 and Rubidium :)
12:33:34 <Borg> now I have World Persistent Storage.. accessible via standard stp/ldp with pos >= 0x80
12:33:46 <Borg> its independed of access type (generic or related)
12:33:59 <Borg> if related.. and pos is >= 0x80.. we access world storage
12:37:27 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #15000: [Bug]: Interest rate setting in scenario editor doesn't work https://github.com/OpenTTD/OpenTTD/issues/15000
12:38:50 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #14922: [Bug]: Clean install of OpenTTD fetches graphics with missing sprites https://github.com/OpenTTD/OpenTTD/issues/14922
12:38:53 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #14922: [Bug]: Clean install of OpenTTD fetches graphics with missing sprites https://github.com/OpenTTD/OpenTTD/issues/14922
12:39:08 <DorpsGek> [OpenTTD/OpenTTD] LordAro reopened issue #14922: [Bug]: Clean install of OpenTTD fetches graphics with missing sprites https://github.com/OpenTTD/OpenTTD/issues/14922
12:39:11 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #14922: [Bug]: Clean install of OpenTTD fetches graphics with missing sprites https://github.com/OpenTTD/OpenTTD/issues/14922
12:40:29 <Borg> % git diff --shortstat
12:40:30 <Borg> 12 files changed, 205 insertions(+), 5 deletions(-)
12:49:24 <_jgr_> LordAro: I'd forgotten about that, I can just update the PR with it
12:52:25 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #15002: Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere https://github.com/OpenTTD/OpenTTD/pull/15002
12:52:28 <DorpsGek> [OpenTTD/OpenTTD] JGRennison dismissed a review for pull request #15002: Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere https://github.com/OpenTTD/OpenTTD/pull/15002#pullrequestreview-3616958834
12:52:28 <LordAro> _jgr_: <3
12:53:17 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #15002: Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere https://github.com/OpenTTD/OpenTTD/pull/15002#pullrequestreview-3621847159
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13:09:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #15005: Update: Changelog for 15.0 https://github.com/OpenTTD/OpenTTD/pull/15005
13:11:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #15008: Fix: Small ufos would loop over vehicles in depots forever https://github.com/OpenTTD/OpenTTD/pull/15008#pullrequestreview-3621855166
13:14:22 <Borg> gah.
13:14:50 <Borg> peter1138: it doesnt work correctly.. I had a bad hunch.. and added DEBUG() to storage_sl.cpp and yep.. I see double items now
13:15:02 <Borg> because of that bloody pools
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13:21:55 <Borg> yeah.. I need those outside of pool I think
13:22:06 <Borg> everything is loaded earlier
13:22:15 <Borg> storage chunk is loaded at very very end
13:24:26 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #15008: Fix: Small ufos would loop over vehicles in depots forever https://github.com/OpenTTD/OpenTTD/pull/15008#issuecomment-3703690006
13:24:40 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #15008: Fix: Small ufos would loop over vehicles in depots forever https://github.com/OpenTTD/OpenTTD/pull/15008
13:31:41 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #15002: Fix b4ac5e22: Incorrect TileIndex used in TownCanBePlacedHere https://github.com/OpenTTD/OpenTTD/pull/15002
13:32:06 <Borg> oh screw it.. lets add WorldStorage struct.. out of pool
13:34:55 <Borg> at least I can make it larger..
14:01:24 <peter1138> It's not because of pools. It's because you're doing it wrong.
14:10:52 <andythenorth> was it lunch?
14:10:55 <andythenorth> I can't keep up
14:24:44 <Borg> aaaaaand it works
14:25:20 <Borg> peter1138: yeah, you are probably right.. but I have hard time understanding how to decouple World storage from Towns.. because TileIndex is not saved
14:25:34 <Borg> only grfid.. + index and index is from pool
14:26:33 <Borg> so its much easier for me.. to just introduce WorldStorage out of pool and slap it and the end of save file.. saving grfid + Storage entires.. and when loading. just load them and push_pack to list
14:26:37 <Borg> works like a charm..
14:27:18 <Borg> anyway. happy w/ result.. works.. no duplicate entries in storage pool..
14:27:26 <Borg> its PoC for me [;
14:27:47 <Borg> the bigger question is.. whatever you guys will introduce such a feature... and how it will be accessed via GRF..
14:28:11 <Borg> implementation details arent importand.. I can always rewrite the GRF part to be compatibile
14:28:47 <Borg> because I work on old OpenTTD.. my persistent storage is just 16 entries.. so it was easy for me to play w/ 0x80+ pos
14:29:01 <Borg> you have 256 entries.. so.. different access type?
14:29:15 <Borg> I will leave that in your capable hands :)
14:31:46 <Borg> also I have no problem making my GRF compatibile w/ OpenTTD.. I alreeady introduced TTDFlag to see if I run under my fork
14:38:27 <Rubidium> that won't necessarily be future GRF-compatible though
14:40:14 <peter1138> PersistentStorage's TileIndex is mostly irrelevant.
14:40:23 <peter1138> It's just use for debug stuff.
14:40:34 <Borg> yeah, I saw comments
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15:22:05 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1456306493585489970/image.png?ex=6957e29c&is=6956911c&hm=e16f417b616a7a33971dc3302240f09fa422e4e8f293dd0222d8f22d7ebaad05&
15:22:05 <xarick> freshy results
15:35:52 <DorpsGek> [OpenTTD/OpenTTD] Rito13 opened pull request #15009: Doc: Improve documentation for .mm files. https://github.com/OpenTTD/OpenTTD/pull/15009
15:53:29 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #14947: Fix: Company query popups do not update in multiplayer. https://github.com/OpenTTD/OpenTTD/pull/14947
16:31:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #15007: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15007
16:31:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #14982: [Bug]: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/issues/14982
16:31:19 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed pull request #15003: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15003
16:39:58 <LordAro> so, 15.0?
16:43:07 <andythenorth> πŸ‘€
16:52:29 <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #15010: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/15010
16:54:18 <LordAro> talltyler: can you confirm everything in the above is in the changelog?
16:54:52 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #15010: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/15010#pullrequestreview-3621963278
16:55:35 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #15005: Update: Changelog for 15.0 https://github.com/OpenTTD/OpenTTD/pull/15005#pullrequestreview-3621963582
16:55:50 <LordAro> or maybe RB can :)
16:57:36 <DorpsGek> [OpenTTD/website] rubidium42 approved pull request #368: Add: Announcement post for 15.0 https://github.com/OpenTTD/website/pull/368#pullrequestreview-3621964266
16:58:19 <LordAro> the bootstrap infra change isn't strictly needed for 15 release, but it'd be nice to have
17:04:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #15010: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/15010
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17:05:05 <digitalfox> LordAro: I do not want to interfere in something I do not know, and I do not really know how it works, but did glx not say that he could do the merge, but that a server restart or something like that was also necessary and he did not have access/permissions?
17:05:22 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #15005: Update: Changelog for 15.0 https://github.com/OpenTTD/OpenTTD/pull/15005
17:05:40 <LordAro> digitalfox: that's the one
17:05:57 <LordAro> it's already been merged, but is fully manual (no GH actions or otherwise)
17:07:15 <digitalfox> So who has the power?
17:07:15 <digitalfox> Truebrain to the rescue? πŸ˜†
17:07:40 <LordAro> quite
17:07:52 <LordAro> unfortunately absent from irc/discord recently
17:07:55 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1456333130263826494/image.png?ex=6957fb6b&is=6956a9eb&hm=6a994adaef64267cbe19440f7c878ed3faaa1494e3778ae40105968c467fc278&
17:07:55 <xarick> cool stuff
17:08:27 <LordAro> Rubidium: go for release?
17:08:33 <andythenorth> truebrain: has been around from time to time
17:08:52 <andythenorth> break glass access? πŸ‘€
17:09:29 <digitalfox> So if Truebrains goes on SpaceX to Mars, no one else got the power? πŸ˜†
17:09:46 <LordAro> digitalfox: it's something we should probably resolve, yes
17:10:47 <LordAro> (or any other devs, would like a couple of approvals before i actually press the tag button)
17:14:34 <talltyler> Oh, we might want to mention the move from company passwords to player invites in the release announcement
17:16:57 <LordAro> i still foresee this being a sticking point for those upgrading :)
17:17:40 <LordAro> talltyler: tagging isn't dependent on the release announcement being ready, the release build will take a while :p
17:18:29 <talltyler> Are you waiting for me to create the tag? I am a bit busy with work today πŸ™‚
17:18:42 <LordAro> no, waiting for someone's approval to create the tag :)
17:19:07 <LordAro> i don't like to take unilateral decisions for such events :)
17:19:24 <DorpsGek> [OpenTTD/website] 2TallTyler dismissed a review for pull request #368: Add: Announcement post for 15.0 https://github.com/OpenTTD/website/pull/368#pullrequestreview-3621964266
17:19:27 <DorpsGek> [OpenTTD/website] 2TallTyler updated pull request #368: Add: Announcement post for 15.0 https://github.com/OpenTTD/website/pull/368
17:19:55 <peter1138> 2
17:20:03 <talltyler> First item on the list of changes:
17:20:03 <talltyler> `* Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead`
17:21:37 <LordAro> :+1:
17:21:59 <DorpsGek> [OpenTTD/website] LordAro approved pull request #368: Add: Announcement post for 15.0 https://github.com/OpenTTD/website/pull/368#pullrequestreview-3621978125
17:22:13 <peter1138> Straight to 15.0?
17:22:29 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #15010: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/15010#issuecomment-3703923795
17:22:29 <peter1138> Nice.
17:24:03 <talltyler> Go for the release if you want, LordAro πŸ˜„
17:24:04 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #15010: Backport master into release/15 https://github.com/OpenTTD/OpenTTD/pull/15010#issuecomment-3703925151
17:24:23 <LordAro> gah, my api key doesn't have permissions to do the changes
17:24:31 <LordAro> anyone else fancy running it?
17:24:48 <DorpsGek> [OpenTTD/OpenTTD] LordAro created new tag: 15.0 https://github.com/OpenTTD/OpenTTD/releases/tag/15.0
17:26:38 <peter1138> Urgh. This silly Mastodon server has a post character limit :(
17:26:50 <LordAro> or i'll just do it manually
17:26:56 <talltyler> Hmm, I'll have to figure out how to promote this build to default on Steam πŸ™‚
17:27:06 <talltyler> Once it's ready, of course
17:27:17 <peter1138> The long post is too long, the short post is a bit short innit.
17:27:32 <peter1138> Ok
17:27:34 <talltyler> The short post is no shorter than usual, is it
17:27:36 <talltyler> ?
17:27:58 <LordAro> take out the bullet points you deem unimportant :D
17:29:19 <peter1138> Script didn't work because you did it manually :o
17:29:30 <LordAro> :D
17:33:14 * Borg is testing his global electricity GRF now [;
17:40:20 <Borg> it seems to work :D
17:40:25 <Borg> neeed moar coal..
17:44:21 <Borg> okey.. works :>
17:45:59 <peter1138> andythenorth, so what's the highest persistent storage index you use?
17:46:02 <Borg> http://cache.borg.uu3.net/gpwr.png [;
17:46:23 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/20642598043
17:46:46 <LordAro> D:
17:46:56 <LordAro> oh, GOG
17:47:05 <LordAro> all good, carry on
17:47:21 <DorpsGek> [OpenTTD/website] LordAro merged pull request #368: Add: Announcement post for 15.0 https://github.com/OpenTTD/website/pull/368
17:47:57 <LordAro> and publish docs also still being skipped for no apparent reason
17:49:41 <andythenorth> peter1138: current count of storage used is 37, so index 36?
17:50:00 <LordAro> @masterhellish (does this work?) you can publish the video now :)
17:50:12 <andythenorth> it did not work πŸ™‚
17:50:15 <LordAro> :(
17:50:19 <andythenorth> masterhellish
17:50:28 <LordAro> sad beep boop noises
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17:50:30 <masterhellish> Thank you!
17:55:55 <talltyler> I will announce on Discord, Steam, and TT-Forums
17:59:29 <DorpsGek> [OpenTTD/nml] ingstem opened pull request #410: Codechange: Fix Ply version check used by nmlc --version https://github.com/OpenTTD/nml/pull/410
18:01:27 <DorpsGek> [OpenTTD/nml] LordAro commented on pull request #410: Codechange: Fix Ply version check used by nmlc --version https://github.com/OpenTTD/nml/pull/410#pullrequestreview-3621991373
18:01:49 <andythenorth> send emojis πŸ™‚
18:01:52 <andythenorth> 15.0
18:03:22 <masterhellish> Congratulations all πŸ‘
18:03:42 <peter1138> Urgh, stupid post limit.
18:04:11 <LordAro> i concur, gj everyone, it's been a long time coming :)
18:04:34 <xarick> oh yes toyland 15.0
18:05:45 <digitalfox> LordAro: Agreed, thanks to everyone involved πŸ™‚
18:06:32 <xarick> i can finally upload my AI
18:06:51 <michi_cc[d]> talltyler: Reddit and X done.
18:07:24 * LordAro watches /newest on HN
18:07:36 <talltyler> Steam now has 15.0 set as the default branch. Probably should've done that before announcing it, oops πŸ˜›
18:08:08 <LordAro> what's the OGFX2 status on steam?
18:08:39 <peter1138> https://mas.to/@openttd/115821170504367343 That'll do.
18:09:12 <peter1138> This is stupid question.
18:09:17 <peter1138> Did you remember to disable asserts?
18:09:55 <LordAro> yes
18:10:06 <peter1138> \o/
18:10:09 <LordAro> or rather, michi_cc[d] did, and i remembered to merge it :)
18:12:28 <LordAro> /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/15.2.1/../../../../include/c++/15.2.1/variant:1509:2: note: candidate template ignored: requirement 'is_constructible_v<OneOfManySettingDesc, SaveLoad, EnumBitSet<SettingFlag, unsigned short, 16>, bool, ParticipateSurvey, ParticipateSurvey, const unsigned int &, const unsigned int &, const unsigned int &, SettingCategory, std::nullptr_t, std::nullptr_t,
18:12:34 <LordAro> std::nullptr_t, std::nullptr_t, std::nullptr_t, std::nullptr_t, const std::initializer_list<std::basic_string_view<char, std::char_traits<char>>> &, std::nullptr_t>' was not satisfied [with _Tp = OneOfManySettingDesc, _Args = <SaveLoad, SettingFlags, bool, ParticipateSurvey, ParticipateSurvey, const StringID &, const StringID &, const StringID &, SettingCategory, std::nullptr_t, std::nullptr_t,
18:12:40 <LordAro> std::nullptr_t, std::nullptr_t, std::nullptr_t, std::nullptr_t, const std::initializer_list<std::string_view> &, std::nullptr_t>]
18:12:43 <LordAro> hmm.
18:12:44 <DorpsGek> [OpenTTD/nml] ingstem commented on pull request #410: Codechange: Fix Ply version check used by nmlc --version https://github.com/OpenTTD/nml/pull/410#pullrequestreview-3621996273
18:13:19 <rito12_51026> πŸŽ‰
18:13:50 <xarick> is bananas prepared for AIs with API 15 requirements?
18:13:54 <xarick> gonna upload
18:18:32 <talltyler> LordAro: OpenGFX 2 ships with the build on Steam! πŸ™‚
18:18:48 <talltyler> Steam is done: https://store.steampowered.com/news/app/1536610/view/517481543704250978
18:18:52 <LordAro> woop
18:21:26 <talltyler> TT-Forums done
18:22:42 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1456351949527060622/image.png?ex=69580cf2&is=6956bb72&hm=a1a825df292b4530d994450996f3df876fab8a07a80161b781b335cc9512093b&
18:22:42 <xarick> shouldn't the V sign be red?
18:25:16 <talltyler> orudge: Can you publish 15.0 on the Microsoft Store? The release docs say you have that power. πŸ™‚
18:25:18 <talltyler> (https://github.com/OpenTTD/OpenTTD/blob/master/docs/releasing_openttd.md)
18:26:02 <talltyler> Who has access to GOG to publish 15 there?
18:26:30 <LordAro> i suspect TB
18:26:58 <LordAro> at least, no one has been able to/bothered enough to gain access to the dev account to get access to the developer docs to try to fix the CI
18:28:05 <talltyler> None of us play the GOG version πŸ˜›
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18:30:45 <tabytac> talltyler: are the stats public on GOG users like stam has with steamDB and the like?
18:35:29 <tabytac> cant seem to find anything with a quick google search
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19:46:57 <DorpsGek> [OpenTTD/nml] LordAro updated pull request #402: Codechange: Use f-strings instead of concatenation in exceptions. https://github.com/OpenTTD/nml/pull/402
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19:48:19 <DorpsGek> [OpenTTD/nml] LordAro updated pull request #402: Codechange: Use f-strings instead of concatenation in exceptions. https://github.com/OpenTTD/nml/pull/402
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19:50:15 <lea001> I added a disclaimer that Beginner Tutorial is unmaintained. It doesn't yet show up in-game for me after restarting the game, but perhaps there is a server-side cache in play?
19:50:15 <lea001> https://bananas.openttd.org/package/scenario/0000095c
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20:22:01 <DorpsGek> [OpenTTD/OpenTTD] boxx31 commented on issue #15000: [Bug]: Interest rate setting in scenario editor doesn't work https://github.com/OpenTTD/OpenTTD/issues/15000
20:28:33 <LordAro> "probably"
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20:33:13 <locosage> wow new menu is so tiny without missing sprites message
20:41:10 <LordAro> yeah, i noticed that lol
20:41:25 <LordAro> i guess that was the intent :D
20:44:14 <andythenorth> peter1138 are you thinking 128 storages would be enough? πŸ‘€
20:44:28 <peter1138> Me?
20:46:21 <andythenorth> was curious why you wanted to know highest FIRS index
20:46:53 <peter1138> Someone else is splitting it.
21:32:24 <peter1138> Right.
21:32:41 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1456399759198785596/image.png?ex=69583979&is=6956e7f9&hm=fb86e711efbc9158494bcd70f7246f7c80e5e8fff51b5fe87471c89324700ecf&
21:32:41 <andythenorth> is the ragged left edge intended?
21:32:56 <andythenorth> I know this had a lot of discussion, and I stayed out of that, plenty of voices were involved
21:34:55 <peter1138> Use OpenGFX 2.
21:35:44 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1456400525242269757/image.png?ex=69583a2f&is=6956e8af&hm=8e066afabe7febf9fb77a7fc1188dcd27cae1f818ddaaee880531b5741ca0a65&
21:36:22 <LordAro> mm, could be improved
21:36:41 <LordAro> with an unknown degree of difficulty
21:38:46 <andythenorth> I imagined this menu would get worked over a few more times yet
21:40:46 <tabytac> andythenorth: agreed, i think it is close to being much better than the old one, but not yet
21:41:32 <andythenorth> I find it much simpler to use
21:41:49 <tabytac> andythenorth: new or old?
21:41:55 <andythenorth> the 15.0 version
21:42:01 <tabytac> yaya
21:43:16 <andythenorth> I'd sack Highscore Table, if we could, or move it to a specific grouping with Exit
21:43:17 <peter1138> It needs code to override the offsets/padding of baseset sprites.
21:43:35 <peter1138> The traditional way to do this is to just duplicate the sprites with the correct dimensions.
21:43:40 <andythenorth> "Highscore" is unusual to me, "High Score" would be more contemporary?
21:43:54 <peter1138> But I'm not really fond of that.
21:44:15 <andythenorth> It's suitably JFDI though?
21:44:27 <andythenorth> separation of concerns
21:45:14 <andythenorth> in main toolbar menu, are they all just centered somehow?
21:45:48 <peter1138> In the toolbar, each button is set to be equal size.
21:46:43 <peter1138> In the main menu, all the buttons are set to be equal size, but the width allocated to the image part always comes from the image.
21:48:46 <LordAro> would it be expensive to just take the max dimensions of each icon?
21:49:57 <peter1138> Each widget is entirely independent.
21:49:59 <peter1138> So.
21:50:40 <peter1138> MasterHellish reads Twitch chat about 5-10 minutes later, so it's everything I say is out of context :D
21:51:01 <peter1138> -it's
21:55:10 <Borg> hmmm.
21:55:28 <Borg> there is that variable 0x9E (misc grf features)
21:56:00 <Borg> can be used to enable world storage (split) if worried about backward compat
21:56:09 <Borg> but start to get little messy ;)
21:56:52 <Borg> ActD can be skipped via Act9
21:58:01 <Borg> im sure this needs to be heavly discussed first. if its there real need for that..
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22:01:40 <davidxn> Happy new year, congratulations on 15.0 and thanks for everyone’s work keeping our favourite transport game alive!
22:02:09 <Borg> :)
22:07:14 <DorpsGek> [OpenTTD/OpenTTD] dependabot[bot] opened pull request #15011: Upgrade: Bump the actions group with 4 updates https://github.com/OpenTTD/OpenTTD/pull/15011
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22:26:39 <Borg> https://github.com/OpenTTD/OpenTTD/issues/9609
22:26:48 <Borg> heh.. im reading OpenTTD issues out of curiosity....
22:27:13 <Borg> that stuff is absolutly basic.. and it breaks?
22:27:27 <Borg> I wonder what changes are to YAPF... 1.8.0 vs master..
22:27:36 <Borg> or... maybe this is my tuned settings [;
22:28:35 <Borg> its quite some time I play with look_ahead_max_signals = 5 and yeah. trains can pick really long detours
22:29:35 <Borg> and w/ additional of jgr routing restrictions I started to build even more complex networks.. hence I had to introduce nd_station_eol
22:31:26 <LordAro> classic Borg
22:31:35 <Borg> ;D
22:32:09 <Borg> LordAro: im supper happy w/ my openttd.. and YAPF especially now.. :) took me years to master it
22:32:11 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #15011: Upgrade: Bump the actions group with 4 updates https://github.com/OpenTTD/OpenTTD/pull/15011#pullrequestreview-3622073858
22:34:32 <Borg> % git log --oneline 1.8.0..master -- src/pathfinder/yapf/ | wc -l
22:34:33 <Borg> 143
22:34:35 <Borg> hmmm..
22:36:26 <Borg> out of curiosity.. ill reproduce that case here
22:36:27 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #15011: Upgrade: Bump the actions group with 4 updates https://github.com/OpenTTD/OpenTTD/pull/15011#issuecomment-3704193664
22:51:32 <Borg> at least it consistent on 1.8.0 :D
22:51:34 <Borg> trains wait
22:52:37 <Borg> never used such construction
22:53:46 <Borg> when I removed PBS signals.. penalty become low enough so train moved
22:54:36 <Borg> okey. they are moving :) once cache has been flushed
22:55:37 <Borg> yep.. it was my fault
22:55:45 <Borg> I forgot to turn off pf.nd_station_eol [;
22:56:10 <Borg> and PBS back signals arent problem.. yeah. they have strong penalty.. 1500
22:56:22 <Borg> but way is blocked by waiting train.. so detour is taken
22:59:39 <peter1138> https://www.tt-forums.net/viewtopic.php?p=1277172#p1277172 Hmmm, are wagons being flipped automatically, or is the complaint about players being able to flip things if they want?
23:00:40 <Borg> and glx point to other issue 9554.. but too short platform penalty can be big.. so big that player will never take it.. so no issue there
23:01:58 <Borg> peter1138: I think its the second...
23:12:11 <Borg> anyway! :) late.. goood nite
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23:19:10 <_zephyris> Woop! Thank you all for the v15 work!
23:20:10 <_zephyris> masterhellish: Watching your features video right now, really nice πŸ™‚