IRC logs for #openttd on OFTC at 2026-05-10
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05:45:25 <DorpsGek> - Update: Translations from eints (by translators)
05:52:11 <jfkuayue> if a train has a steam head and an electric tail, when the head goes to electric section, its power is already the sum of the steam head and the electric tail, before the tail touches wire
06:15:16 <peter1138> That's not how issues are reported
06:31:20 <rito12_13> Are BaNaNaS down today?
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10:21:24 <jfkuayue> It is not in `known-bugs.md`
10:40:56 <andythenorth> Railtype is evaluated for first vehicle only?
10:41:09 <andythenorth> Similar issue to routing?
11:46:11 <andythenorth> _me puts the old menu bar on-click behaviour back
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13:03:35 <jfkuayue> Oh this was actually noticed in jgr s1 pushpull game
13:04:11 <jfkuayue> Okay, might download nightly to experiment
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13:33:57 <peter1138> Why pretend it's 15.3 then?
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14:20:06 <jfkuayue> Okay. Turned out I just had too little sleep and hallunicated that bug. Checked the jgr-s1 again - it was fine. So as in nightly. I am sorry for the mess.
14:22:41 <jfkuayue> the sudden acceleration is attributed to downhill
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14:55:23 <masteroktagon> which bits store the catenary pole position on rail tiles?
15:16:54 <masteroktagon> how do we get it then?
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15:22:53 <will_marshall_> Does this help?
15:31:07 <peter1138> masteroktagon, it's calculated.
15:40:14 <mmtunligit> masteroktagon: elrail.cpp L:272
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16:43:30 <andythenorth> are half integer train lengths valid in vanilla game?
16:43:52 <andythenorth> (valid gameplay, obvs implementation is valid)
16:47:52 <belajalilija> andythenorth: how do you mean?
16:48:22 <belajalilija> ive been thinking of how to handle articulated vehicles if their overall length is like 7/8 or 9/8 or something
16:48:44 <emperorjake> Like 6.5/8? I don't think so, not without gaps
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16:49:29 <fairyflossy> We need 0 length trains for invisible leading engines, invisible horn/running sound attachments, etc. This is totally a serious proposal that will surely have no issues to implement
16:53:40 <belajalilija> emperorjake: what about in my case? if you have any idea
16:53:56 <belajalilija> like drawing 9/8 as 2 parts of 4,5/8
16:55:36 <emperorjake> Graphically yes but code-wise it would have to be 5/8+4/8 or something
16:57:36 <andythenorth> ignoring that default trains are 28px not 32px
16:57:50 <andythenorth> is a half-tile train valid?
16:58:30 <andythenorth> Usually all my trains are `x.0` long
16:59:17 <emperorjake> any length is valid, it's a gameplay choice
17:11:51 <andythenorth> ok basics are now connected
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17:24:18 <eirc> Hey ppl, so I have this feature that I wanted: to use modifier keys to move and resize windows without having to aim for the widgets. I went ahead and implemented a 10 LOC basic version that seems to work. What's the best way to continue here? Should I cold open a PR as is? I think this would be better to maybe work through options and I'm not sure if there's other things I broke that I'm not
17:24:18 <eirc> aware of. Where should I look for answers to these questions?
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17:38:58 <peter1138> What kind of question is "is a half-tile train valid?"
17:40:30 <andythenorth> it's a very good question
17:40:35 <andythenorth> the best of questions
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17:45:23 <bigyihsuan> something going on with bananas? i can access the site just fine, but when trying to log in, it redirects me back to the log in page
17:47:50 <rito12_13> I can't even access the site, it gives Bad gateway (Error code 502) since morning
18:01:26 <_glx_> hmm maybe some broken upload
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18:37:15 <bigyihsuan> looks like i can successfully get to the github auth site, but then it's still something failed
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20:45:24 <spacemaniac> has anyone else observed trams phasing through one another when waiting for full load for too long?
20:51:58 <belajalilija> isnt that normal road vehicle behaviour?
20:52:34 <alien_bunny_ninja> trams run on rails so overtaking is a but unrealistic 😉
20:53:40 <belajalilija> they're not talking about overtaking tho
20:54:11 <alien_bunny_ninja> fair. i misread. ☕
20:59:00 <talltyler> eirc[d]: A PR is a good place to start, that way we can look at the code and get a better idea of what you're looking to do. 🙂
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21:10:26 <reldred> belajalilija: Yeah it is, I have a setting in JGRPP to disable that behaviour. Great way to deadlock your road network lmao
21:11:28 <belajalilija> oh that reminds me
21:14:25 <spacemaniac> this is intended?
21:14:51 <belajalilija> that looks normal yeah
21:18:57 <spacemaniac> in a real game, the vehicle in front fills and departs, then the vehicle behind fills but can't depart until every vehicle that has phased in front of it has also filled and departed
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21:27:56 <mittdev> I'm working through adding a conversion here to migrate the existing `rail_type_default` into a new `rail_road_type_default`
21:27:56 <mittdev> but I'm a bit unsure how to parse a now-dead SDTC_VAR - there's the ParseSingleValue for BoolSettingDesc and OneOfManySettingDesc, but not one for IntSettingDesc. I'm guessing I should be adding a ParseSingleValue with a `min` and `max` parameter - but I would appreciate any guidance from folks who have delved into the settings code before!
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21:33:32 <tigrou1964> Hello. I'm wondering how the signal system (eg: to find if a given signal should be red or green) works in general in openTTD. In particular; how the green/red state is updated. I know this is fairly complex topic (especially there is lot of different signal types) but I'm not looking for the details but rather what trigger a signal state update.
21:33:32 <tigrou1964> Does each signal compute it's red/green state by itself (eg: by looking if the block in front is occupied) ? Like game loop on all signals and compute their new state.
21:33:32 <tigrou1964> Or does it work another way : upon entering a new block, a train will explore tiles ahead and update signal accordingly (turn signal red if needed).
21:33:32 <tigrou1964> I took a look at `signal.cpp` already but it's rather complex there.
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21:53:15 <_glx_> trains trigger the updates
22:39:25 <_glx_> bananas-preview fails too, while preview api seems to work
23:51:12 <_glx_> and now preview and prod bananas websites return 502
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