IRC logs for #openttd on OFTC at 2026-04-09
            
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06:15:59 <androxarev> https://cdn.discordapp.com/attachments/1008473233844097104/1491683074965246113/image.png?ex=69d8959f&is=69d7441f&hm=b1c60ce81b53082eeef226c14cdb7ce65a648b85afbd1e2aa64c50378fcbc1c8&
06:15:59 <androxarev> mexico 4k map
06:16:12 <androxarev> but
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06:31:58 <emperorjake> androxarev: What are you trying to do? If you're designing or playing a scenario you'll be better off on another channel.
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07:14:28 <Borg> satan! I mean hi ;)
07:14:40 <Borg> need a hand in naming of well, signal mode evaluation...
07:14:58 <Borg> after fidling with that train slowing down on PBS signals.. I got it sorted out..
07:15:33 <Borg> settled on adding firstred|lastred_penalty * 2 in case of first PBS signal green or reserved signal right after platform
07:15:36 <Borg> works good
07:16:02 <Borg> but now an idea poped in.. if I am already evaluating signal right after platform I can use it for extra stuff, like whatever I allow train on given platform or not
07:16:39 <Borg> for this I need to add conditional.. I was thinking about: if signal mode is 'platform' then
07:16:56 <Borg> and block will be evaluated only for trains who wants to enter station....
07:17:22 <Borg> other mode will be 'normal' for standard operations.. default
07:17:34 <Borg> any ideas for better name? or solution?
08:32:52 <_zephyris> peter1138: Worth thinking about the tree layouts as an opportunity for a hypothetical newgrf trees?
08:33:26 <_zephyris> On my wishlist is custom recolours for trees...
08:43:26 <peter1138> _zephyris, well, the entire process I'm doing is working on making NewGRF trees a possibility.
08:43:46 <_zephyris> *excited noises*
08:44:05 <peter1138> I came up with indirection between layouts and sprites, though.
08:44:44 <peter1138> Where tree layouts are not like existing layouts, as the code determines how many trees to draw.
08:45:33 <_zephyris> Ok, makes sense
08:46:18 <peter1138> But maybe I should undo the tree layout -> tree abstraction, and let NewGRFs do the entire tree layout thing via a regular act2 tile layout.
08:47:03 <peter1138> That would mean NewGRFs have to do decide on variations, tree count and growth stages, which is "a lot"
08:47:56 <peter1138> Currently all trees have 7 growth stages, the code just references the first sprite and adds on the growth stage.
09:05:11 <peter1138> There's also the ground sprite to draw.
09:05:34 <peter1138> Which can be a shore tile, clear land, rough land, partially snowy land, etc...
09:07:23 <peter1138> treegrowth only applies to the last tree, otherwise the mid-growth is used.
09:07:50 <peter1138> Seems like too much logic for NewGRFs to implement for every tree.
09:31:41 <peter1138> So it could be something like industries / industry tiles.
09:32:01 <peter1138> Hmm, no that's entirely the wrong comparison.
09:58:00 <Borg> okey! came w/ good name: entry mode
09:58:08 <Borg> and values, Normal, Platform, Back
10:37:24 <_zephyris> As you say, IMO trees make more sense as a dedicated bare tile type. They always conform to the terrain, they always have to work with growth cycles, etc.
10:38:16 <_zephyris> So sufficient to have definition of which 3 tree classes could appear and which 3 recolours to use for any newgrf implementation.
10:45:23 <_zephyris> With a switch for climate or tile type (snow/desert/grass).
10:49:29 <talltyler> Rainforest is its own type too ๐Ÿ™‚
10:53:12 <_zephyris> I always forget that!
10:54:44 <_zephyris> For performance, presumably have any tile change only trigger on tree update tile loop?
10:56:12 <_zephyris> Could do pretty good newgrf-defined tree seasons if you could switch recolor based on date as the tile loop progresses.
10:57:22 <emperorjake> Wasn't there a proposal to give rainforest a different terrain colour to distinguish it more?
11:00:11 <_zephyris> Yup...
11:01:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828
11:03:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828#issuecomment-4213639065
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11:14:13 <_zephyris> Oooh...
11:20:20 <peter1138> Yeah, adding landscape mask and tropic zone mask was one of the first things I did. It's entirely necessary just to remove the hardcoded numbers.
11:22:28 <peter1138> The cactus probability was a bit awkard.
11:22:30 <peter1138> *awkward.
11:29:30 <andythenorth> prickly
11:29:34 <andythenorth> thorny
11:44:30 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828#pullrequestreview-4081996430
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11:49:28 <peter1138> When the tile is a desert tile, the seed that is normally used to pick a random tree-layout instead is used a probability to determine if a cactus should be placed, or nothing.
11:50:05 <peter1138> This behaviour conflicts with introducing extra tree-layouts.
11:51:49 <peter1138> Disabling it means you end up with large clumps of cactuses. So I added another random value to be used as probability instead, but that means random tree generation is not the same. Not a huge deal.
11:58:06 <_glx_> Hmm publish preview workflow fails, but when I tested on my fork it was fine (publishing actually works, the issue is the deployment on github)
12:03:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828
12:14:13 <peter1138> Wondering if PlaceTree should use its own random value instead of taking one that's already been used.
12:15:26 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828#pullrequestreview-4082188928
12:16:37 <peter1138> On a 4Kx4K map, 24 bits are already used to pick the random tile. This means that on a large map, tree count and growth stage depends on where the tree tile is.
12:18:45 <peter1138> Probably not something that's actually noticable though.
12:18:51 <reldred> i am excited by everything I am reading in here
12:22:35 <LordAro> reldred excited by preview workflow failures, confirmed
12:22:53 <__abigail> Can you cunts fix it already? I am getting emails from GitHub every fucking day
12:22:56 <__abigail> ๐Ÿ‘บ
12:23:12 <LordAro> ๐Ÿ‘€
12:23:36 <LordAro> another failure to avoid the c-bomb from __abigail
12:24:06 <mmtunligit> shes australian its her culture
12:25:19 <__abigail> Yeah where are you from again mate
12:25:27 <__abigail> Not tongue lick it
12:27:28 <mmtunligit> the US
12:27:35 <mmtunligit> oh not me
12:27:38 <mmtunligit> im so good at this
12:27:42 <peter1138> Wait, do you actually get emails about it? Cos I don't.
12:28:00 <reldred> You followed the whole damn repo did you
12:28:07 <reldred> Rookie error
12:28:15 <LordAro> i follow the whole damn repo and i don't get emails about it
12:28:24 <LordAro> i get an awful lot of other emails, but nothing about that
12:28:44 <reldred> I just starred it, I donโ€™t follow it, coz yeah then your emails get obliterated
12:29:05 <reldred> I only get spammed for prโ€™s Iโ€™ve commented on, etc
12:29:25 <rito12_13[d]> I gave GitHub my spam address
12:29:41 <reldred> Oh thatโ€™s my Gmail anyway
12:29:44 <reldred> Spam magnet
12:47:17 <Borg> I dont have GitHub acct at all :P
12:47:24 * Borg hides
12:47:30 <LordAro> good for you.
12:47:32 <LordAro> thanks for sharing
12:47:36 <Borg> I share
12:47:43 <Borg> via my private CGIT instance
12:47:59 <Borg> fuck scappers
12:49:28 <Borg> oh! IRC soul :)
12:52:31 <__abigail> Borg: Wanker
12:52:52 <Borg> http://cache.borg.uu3.net/fix_waiting_for_free_platform_fin.patch
12:52:55 <Borg> my final patch
12:53:07 <Borg> but I hate how it looks... I avoided goto [;
12:53:19 <Borg> talltyler would be proud [;
12:54:54 <rito12_13[d]> `#if 0` ?
12:55:05 <Borg> rito12_13[d]: yeah. I disabled some code patch for now
12:55:13 <Borg> s/patch/path/
12:55:20 <Borg> once it will be all right. I will get rid of it
12:56:01 <rito12_13[d]> why not `/*` and `*/`
12:56:15 <Borg> rito12_13[d]: because if there are comments inside.. it will get scrabled
12:56:20 <Borg> and they are...
12:56:30 <Borg> its also super easy to enable it. you just put #if 1
12:56:31 <Borg> and vioala
12:57:14 <rito12_13[d]> that makes sense
13:13:56 <LordAro> Borg: ๐Ÿ‘€
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13:37:14 <peter1138> That level of nested ifs is scary.
13:37:27 <Borg> peter1138: yeah
13:38:35 <Borg> I could rewrite it w/ goto to early quit on 4 first ifs
13:38:40 <Borg> but.. meh.. it workz..
13:39:08 <peter1138> So is that a fix for https://github.com/OpenTTD/OpenTTD/issues/7941
13:40:14 <Borg> hmm not really
13:40:30 <Borg> oh wait
13:40:40 <Borg> from screenshot.. yes.. this will fix it
13:41:15 <Borg> w/ this patch (you need to apply parts of it) train would go to right station (from train point of view)
13:42:15 <Borg> you need to apply first chunk, and in 5 chunk.. everything up to if (IsRestrictedSignal(t)) {
13:44:30 <Borg> okey im wrong..
13:44:36 <Borg> you need to apply only 5 chunk as I said
13:45:08 <Borg> first chunk wont work in your openttd.. because it needs my patch where PBS signals stay green until train fully passes signal
13:45:42 <Borg> but the 1 chunk fixes the very same case. but w/ PBS signal -> PBS Signal
13:46:03 <Borg> identical situation. if train is occupying junk PBS signal tile.. (stopped) and we have 2 same paths
13:46:16 <Borg> incoming train will get stuck. instead go to free track
13:46:39 <Borg> s/junk/just/
13:47:37 <jfkuayue> G'day
13:49:43 <Borg> peter1138: I think I can remove one if anyway to make it shorter
13:49:51 <Borg> if (KillFirstBit(tf_local.m_new_td_bits) == TRACKDIR_BIT_NONE)
13:50:03 <Borg> this is not really necessary.. because junctions cannot have signals..
13:50:21 <Borg> so I can remove it and collapse everything
13:50:42 <Borg> and because I lookup just single tile. I dont need to bother.. no signal, we exit
13:55:30 <Borg> or.. to be on safe side.. collapse it
13:55:40 <Borg> and do this:
13:56:19 <Borg> if (tf_local.m_new_td_bits == TRACKDIR_BIT_NONE && HasSignalOnTrackdir(t, td))
13:58:24 <Borg> lets test..
13:59:37 <Borg> aaand crash..
13:59:49 <Borg> hah :) I forgot to check for tunnel and bridge heads
14:00:41 <_glx_> And I guess it won't apply cleanly to master ๐Ÿ˜‰
14:02:21 <Borg> _glx_: yeah, but its close
14:02:37 <Borg> I checked master.. and there are not many differences there
14:02:46 <Borg> hmm assertion failed..
14:02:50 <Borg> IsValidTrackdir
14:02:55 <Borg> damn. so many checks you need to do
14:05:41 <Borg> IsTileType(tile, MP_RAILWAY)
14:05:44 <Borg> this should be enough...
14:07:34 <Borg> yeah, no crash (assert)
14:09:09 <Borg> okey I need to add if back.. but instead of KillFirstBit check. I will put IsTileType() check
14:09:33 <Borg> the second if I pasted here stay. just in case.. its cheap to check.. better safe than sorry
14:11:41 <ahyangyi> Borg rebasing to master? ๐Ÿ˜ฎ
14:14:00 <Borg> ahyangyi: I have no way to test master
14:14:06 <Borg> even no way to compile it..
14:15:16 <Borg> okey. works
14:15:22 <Borg> peter1138: want new .patch?
14:15:53 <Borg> or change it by hand
14:16:00 <Borg> if (KillFirstBit(tf_local.m_new_td_bits) == TRACKDIR_BIT_NONE)
14:16:01 <Borg> to
14:16:12 <Borg> if (IsTileType(t, MP_RAILWAY))
14:19:00 <Borg> and adjust next if
14:19:13 <Borg> if (tf_local.m_new_td_bits == TRACKDIR_BIT_NONE && HasSignalOnTrackdir(t, td))
14:23:57 <Borg> okey checks brides.. and also signals in not on trackdir
14:24:12 <Borg> for that cases.. default behaviour kicks in. trains waits
14:24:41 <Borg> but if we have signal right after station tile (PBS or Block) and its reserved.. penalty applies. and train goes to free platform
14:31:23 <Borg> I wonder
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14:31:55 <Borg> okey.. ReservationCost() will handle that
16:49:13 <_glx_> hmm I think my deployment testing has a flaw, the branch used to do the test is from my own fork
17:13:57 <andythenorth> oof the Steam sign-in dance
17:13:59 <andythenorth> MFA
17:14:05 <andythenorth> trying to gift one of my kids a game
17:14:37 <DorpsGek> [OpenTTD/OpenGFX2] rmnvgr opened issue #248: Sound effect for the trams NewGRF https://github.com/OpenTTD/OpenGFX2/issues/248
17:15:58 <DorpsGek> [OpenTTD/OpenGFX2] glx22 commented on issue #248: Sound effect for the trams NewGRF https://github.com/OpenTTD/OpenGFX2/issues/248
17:23:58 <DorpsGek> [OpenTTD/OpenGFX2] rmnvgr commented on issue #248: Sound effect for the trams NewGRF https://github.com/OpenTTD/OpenGFX2/issues/248
17:30:34 <DorpsGek> [OpenTTD/OpenGFX2] glx22 commented on issue #248: Sound effect for the trams NewGRF https://github.com/OpenTTD/OpenGFX2/issues/248
17:42:26 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #248: Sound effect for the trams NewGRF https://github.com/OpenTTD/OpenGFX2/issues/248
18:41:17 <andythenorth> I had better logout of Steam before I reply to any comments ๐Ÿ˜›
18:43:13 <andythenorth> TL:DR "many posters seem to be confused about the difference between _justice_ and _law_" ๐Ÿ˜›
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19:12:33 <peter1138> Well.
19:12:36 <peter1138> That was windy.
19:36:55 <LordAro> mm
19:40:06 <_glx_> I think I need <https://github.com/glx22/OpenTTD/pull/32> but from another fork to improve my testing
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19:45:32 <rito12_13[d]> Does it have to be two branches inside one fork or can it be your branch PRed onto master in another fork?
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19:52:44 <DorpsGek> [OpenTTD/OpenGFX2] rmnvgr opened pull request #249: Feature: Add bell sound effect to trams https://github.com/OpenTTD/OpenGFX2/pull/249
19:54:00 <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on pull request #249: Feature: Add bell sound effect to trams https://github.com/OpenTTD/OpenGFX2/pull/249#issuecomment-4217103493
19:56:49 <_glx_> rito12_13[d]: PR into my fork but with branch from another fork, so I can change master and update the PR when I need
19:57:43 <_glx_> it's a pain to test `workflow_run` as it runs from master
19:58:11 <_glx_> so for any change I have to update my master, then the PR
20:00:04 <DorpsGek> [OpenTTD/OpenGFX2] rmnvgr updated pull request #249: Feature: Add bell sound effect to trams https://github.com/OpenTTD/OpenGFX2/pull/249
20:01:03 <_glx_> and since everything works fine when the PR is one of my branches, but doesn't work in openttd repo with a usual PR, it's the case I have to test on my fork
20:01:16 <DorpsGek> [OpenTTD/OpenGFX2] rmnvgr commented on pull request #249: Feature: Add bell sound effect to trams https://github.com/OpenTTD/OpenGFX2/pull/249#issuecomment-4217140969
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20:02:20 <rito12_13[d]> _glx_: https://github.com/glx22/OpenTTD/pull/41 works?
20:02:35 <_glx_> testing
20:04:52 <_glx_> nice it fails like openttd repo, exactly what I wanted
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20:19:59 <_glx_> `"message": "No ref found for: glx_test",` <-- that's what I guessed
20:20:20 <_glx_> it was working by "luck"
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20:36:42 <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on pull request #249: Feature: Add bell sound effect to trams https://github.com/OpenTTD/OpenGFX2/pull/249#issuecomment-4217325058
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20:58:59 <DorpsGek> [OpenTTD/OpenTTD] gerliczkowalczuk commented on issue #15434: [Crash]: Crashed suddenly after Fast forward https://github.com/OpenTTD/OpenTTD/issues/15434
21:01:11 <LordAro> ...uhuh.
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21:26:01 <talltyler> Ugh.
21:28:32 <peter1138> Is that a dupe? I already have that crash json file... :o
21:33:14 <peter1138> Oh, no, it's just a comment on the existing issue, oops. :)
21:33:55 <_glx_> an AI generated comment ๐Ÿ™‚
21:34:50 <peter1138> It's gone now.
21:40:31 <andythenorth> am I AI generated?
21:40:41 <andythenorth> can someone fund more tokens to improve my performance?
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22:03:07 <DorpsGek> [OpenTTD/OpenTTD] BreadBod commented on issue #15393: [Bug]: my game starts graphically lagging after I am playing for a while https://github.com/OpenTTD/OpenTTD/issues/15393
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22:27:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #14828: Change: Generate lighthouses along coasts and near towns https://github.com/OpenTTD/OpenTTD/pull/14828
23:05:59 <andythenorth> tokens ran out
23:06:01 <andythenorth> naptime
23:18:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #15445: Change: Make it easier for road vehicles to overtake on one-way roads https://github.com/OpenTTD/OpenTTD/pull/15445#pullrequestreview-4086037018
23:21:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #15421: Fix: Typo in Hungarian town name suffix ("kak" -> "lak") https://github.com/OpenTTD/OpenTTD/pull/15421#pullrequestreview-4086081274
23:29:35 <mmtunligit> it looks like there's some sort of issue with 15.x on macos 26.x probably related to the graphics pipeline. there are a number of open issues that are having issues with graphical lag and mouse pointers. id imagine theyre all due to the same thing so if we can find a mac out there to test on we should probably try to fix it
23:30:02 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #15309: Change: Default townname generates new random name https://github.com/OpenTTD/OpenTTD/pull/15309#issuecomment-4218492963
23:30:31 <talltyler> Our sole Mac user seems to be napping.
23:31:15 <mmtunligit> andy uses mac? the mroe you know
23:36:08 <mmtunligit> also, relevant issues seem to be 15316, 15354, 15393, and 15394.
23:36:10 <mmtunligit> 15349 may also be related but I think is unlikely, and the author has yet to provide crash logs
23:39:00 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #15339: Change: Delay town expansion near other towns using proximity-based growth chance https://github.com/OpenTTD/OpenTTD/pull/15339
23:39:03 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #15339: Change: Delay town expansion near other towns using proximity-based growth chance https://github.com/OpenTTD/OpenTTD/pull/15339#issuecomment-4218548385
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23:43:15 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #15448: Fix a6c042855e: [CI] Deployment creation was failing https://github.com/OpenTTD/OpenTTD/pull/15448
23:46:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #15199: Change: Scale subsidy distance by town/industry density and cargo amount https://github.com/OpenTTD/OpenTTD/pull/15199
23:56:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #15193: Feature: Placing random houses from collections https://github.com/OpenTTD/OpenTTD/pull/15193#issuecomment-4218646284