IRC logs for #openttd on OFTC at 2026-05-13
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05:48:19 <DorpsGek> - Update: Translations from eints (by translators)
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07:16:15 <peter1138> Maximum number of clients reached
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07:57:14 <peter1138> My road vehicles exit the depot the wrong side, fun.
07:59:50 <peter1138> GetTileTrackStatus is not very conducive to doing the right thing.
08:01:03 <peter1138> It's too generic and ends up leaving special cases all over the place.
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13:08:15 <talltyler> Heheh, interesting that it keeps driving on the wrong side. I guess it never checks if it should switch, nor has any movement code to get over to the right side.
13:50:35 <bigyihsuan> bananas web interface is still 502 for me
13:58:19 <peter1138> I meant wrong exit of the depot, not wrong side of the road.
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14:28:02 <talltyler> Ah, figured you expected it to drive on the left.
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18:23:03 <peter1138> Hm, my initial "find path from depot" seems probably to be using the wrong trackdir bits.
19:34:03 <andythenorth> for things like `a.push(g.pop(u))`
19:34:24 <andythenorth> "because every byte counts in javascript"
19:36:01 <andythenorth> and then minimise it, but don't leave the source anywhere, because prod is canonical
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20:24:08 <medium_biter> Hello, looking to get a vibe check on my idea here. I'd like to help get the game closer to being Steam Deck verified (ie intuitive and playable out of the box). The first thing I noticed is the lack of keyboard navigation in the main menu and submenus. Adding this would be platform agnostic (for basic navigation and interaction, desktop users can use arrow keys, enter, esc. Controller users can
20:24:08 <medium_biter> use D-Pad, A, B).
20:24:08 <medium_biter> Has this been attempted/discussed previously? A cursory search revealed no related issues. Any thoughts on how easily the GUI framework could accommodate such a change? I do software for my day job but nothing frontend so I'm figuring things out as I go. Thanks!
20:33:11 <peter1138> Probable issue is using keys that already do things, e.g. cursor keys currently always move the viewport (except in the intro game)
20:37:32 <medium_biter> peter1138: I'm thinking of only doing this for the main menu and sub-menus (Scenario editor, Settings, Load Game, etc) right now. In-game would come later, aware that's a different beast
20:38:34 <peter1138> Not really, it's not like there's separate UI systems depending on game mode.
20:38:46 <peter1138> And you can e.g. move the viewport in the scenario editor.
20:38:56 <peter1138> Settings can be opened mid-game.
20:39:05 <talltyler> What if you added a hotkey to “focus” on the UI, like with the text filter box?
20:40:53 <peter1138> Having generic controller support would be nicer than whatever #14365 did.
20:41:18 <belajalilija> would it be possible to sort by different things like intro year or speed within a grf, rather than just the whole purchase list?
20:41:30 <peter1138> (Implements some kind of controller support, but only for viewport scrolling with a gamepad stick)
20:41:50 <medium_biter> peter1138: Ah that's on me, didn't realize that button immediately launches into gameplay.
20:42:08 <medium_biter> talltyler: This could work yeah.
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20:44:24 <medium_biter> Going to have to play around with this. I think settings is a good candidate for non-cursor interaction but there are definitely a lot of considerations around how that would interact with existing use of keys in-game
20:44:28 <_glx_> the game is still mostly targeted for mouse, keyboard shortcuts are mostly a bonus
20:45:52 <medium_biter> Makes sense as there wasn't really a compelling reason to change that until these handhelds came out (and they have passable cursor support regardless)
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20:52:45 <peter1138> Also, while generic is good, we can't actually directly link to things like the Steamworks API.
20:53:58 <peter1138> (I don't know if it would be needed, just pointing it out.)
20:54:20 <talltyler> I could have sworn I saw a request for arrow key scrolling (?) in the NewGRF configuration menu, but can't find it in Issues or Discussions.
20:54:52 <talltyler> But it feels related, either as part of the scope or a warm-up PR to get familar with the codebase.
20:56:58 <peter1138> The UI also doesn't really have much of an about focus.
21:09:25 <peter1138> That's more like it.
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21:13:06 <_glx_> hmm I'm trying to understand why `PfCalcCost` has to create a local follower
21:16:35 <_glx_> to me it looks like `PfFollowNode` creates a follower and it's passed through to `PfCalcCost` so I don't really see why it's not used there
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21:42:26 <peter1138> Well, now that drive-through road depots sort of work, maybe I shall attack the depots that people actually care about
21:49:14 <peter1138> Well, UI and visual issues aside, "working"
21:59:11 <peter1138> Heh, failed to check ownership when adding road bits to a depot :D
22:28:18 <reldred> I care about road depots 😭
22:28:23 <reldred> I care about rail more but still
22:29:15 <reldred> Very happy to see this come to fruition. One thing I would say, eyecandy players will wanna smack depots next to each other so if they can path through the depots to find the depot they're looking for, or towards road, etc.
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