IRC logs for #openttd on OFTC at 2026-05-14
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05:48:01 <DorpsGek> - Update: Translations from eints (by translators)
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06:54:38 <peter1138> reldred, they can but for now they will service in each one, heh.
07:06:01 <reldred> Yeah I’d expect so, merging them into one ‘depot id’ would be a down the road thing
07:11:44 <peter1138> I'm not yet sure how to solve the visual glitches :(
07:13:06 <peter1138> Oh, my screen grabber no longer wants to do video :S
07:16:12 <peter1138> Also because I (lazily) used the "build road piece" and "remove road piece" commands to work on depots, AIs do accidentally build drive-through depots.
07:17:40 <peter1138> You cannot just build a depot on an existing road though.
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07:25:55 <peter1138> The visual problem is the stopping/starting point is not at the same position and so the vehicle jump backwards from stop to start.
07:26:24 <peter1138> So perhaps drive-through depots need another statement that changes the positions
07:28:44 <reldred> Yeah kinda needs to stop half way through instead of traversing til end of tile then starting back at start of tile again
07:32:00 <peter1138> Yup. It will probably then just disappear while still visible, which is also a bit annoying but probably less annoying.
07:33:11 <peter1138> Alright, fixed it so that non-drive-through depots keep their original ground tile, only drive-through depots get the visible road pieces.
07:33:43 <reldred> I think you could stop it part way and for vanilla sized vehicles at least it'll be occluded enough to maintain the illusion
07:34:03 <reldred> PR8480 was interesting in that it didn't despawn the vehicles, they stayed stopped, then continued driving again from the same position.
07:34:23 <reldred> also they couldn't drive in from the back side without an extra rear facing depot anyway
07:34:32 <reldred> but iirc they did drive through to the end of the front facing depot
07:34:48 <reldred> it was only if you sent them to the depot and stop that they despawned
07:39:19 <peter1138> Vanilla-sized vehicles are the longest. Anything else is out of spec :p
07:40:40 <peter1138> But yeah, not-hiding vehicles is another thing down the line. Not something I want to roll into one giant PR that's impossible to review.
07:45:05 <reldred> Honestly it's gonna be nightly cycle for the next year or so anyway so probably not a big problem to yolo merge some smaller pr's with defined limitations.
07:45:22 <reldred> and anyone playing nightlies can just put up with it tbh
07:45:36 <reldred> make people fear nightlies again
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07:54:44 <peter1138> I suppose I should now limit these to actually be either X or Y drive-through, not allow corners/junctions inside.
07:57:15 <peter1138> Although, hmm, that could be interesting for rail depots... one depot serving depot diagonal rail pieces :o
07:58:03 <peter1138> Hah, of course just realise that for rail depots the "make it drive-through by adding pieces" system isn't going to work anyway.
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08:23:27 <reldred> Well, eventually ending the ‘bag of holding’ loophole for vehicles would be nice, but I’m dreaming of 8480 again 😛
09:15:09 <peter1138> Ah, it's Discord leaking X11 client slots.
09:15:22 <peter1138> Makes sense, it had a major-version-number update the other day.
10:03:25 <talltyler> Do we want a 16.0 release before you start making big changes to depots?
10:04:16 <talltyler> (Not a leading question)
10:13:36 <_jgr_> On the mention of vanilla size vehicles, articulated vehicles also exist. The whole point of them is to allow longer vehicles in a "supported" way, after all.
10:15:13 <_jgr_> Depots are already non-euclidean, but it would be interesting to see how such changes affect the illusion from a player point of view.
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10:30:44 <reldred> i want my depots euclidean damnit
10:35:24 <peter1138> talltyler, yes. This will definitely be a draft to start with, it definitely needs polish.
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11:37:43 <telk5093> telk5093: Still not working 🙁
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13:43:55 <killaz4life> I have a complaint, ad i cam hope you can fix it!! I keep getting the most annoyin notifications in game and they dont stop, i hate it that i cant turn off these notifications because they are just annoyin, i understand this isnt what woud happen in a real world scenario but this is a game the notifications are freakin annoying! can you add an option to turn off notifications for a particular
13:43:55 <killaz4life> vehicle? I dont know if im postin in the right place!
13:49:45 <masteroktagon> killaz4life: it should be one of these settings. Btw why are you doing such evil things to your competitors?
13:51:54 <killaz4life> Hes entering my neighbourhood!
13:52:14 <killaz4life> idont like competition like that
13:52:28 <killaz4life> i bribed them and they still let them in
13:52:47 <killaz4life> means the mafia railtracks get involved
13:52:48 <masteroktagon> bribing only increases your company rate
13:53:01 <killaz4life> did the opposite since they hate me now
13:53:23 <masteroktagon> exclusive transport rights is what you need (does not prevent construction though)
13:53:37 <killaz4life> probably from all the trees i made then destroyed
13:53:48 <masteroktagon> sometimes bribes fail too
13:53:48 <killaz4life> made things 1m times worse
13:54:10 <killaz4life> yes it looks like it did
13:54:23 <masteroktagon> planting trees can help to an extent
13:55:40 <killaz4life> thx for help! i did stop notifications for stopped vehicles, now i just block them instead of getting a report i killed the vehicles lol
14:58:21 <peter1138> Trying to see how the widget changes from 15.2 to 15.3 could cause it, and... nope.
16:15:54 <peter1138> Hmm, is it possible to send a command/data to some clients but not all...
16:17:31 <rito12_13> Wouldn't that cause desync?
16:17:46 <peter1138> Not if it's not about game-state.
16:19:24 <mmtunligit> i thought command scope was only about game state
16:20:40 <audigex> Peter out here sending "Hey cutie what's your snap?" commands to players
16:26:55 <peter1138> Hmm, I think I prefer the Xbox controller over the Steam controller. Never mind.
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