IRC logs for #openttd on OFTC at 2026-05-19
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05:52:46 <DorpsGek> - Update: Translations from eints (by translators)
06:16:44 <peter1138> What if object tiles had a maintenance cost?
06:25:00 <andythenorth> what if they could be built over rails or roads?
06:25:07 * andythenorth bad andythenorth
06:46:45 <peter1138> Sure, just create a new map array to store object tiles separately.
06:52:46 <andythenorth> objects for vehicles?
06:53:36 *** andythenorth was kicked by peter1138 (andythenorth)
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06:54:20 <peter1138> I just /kicked you but you came right back.
06:55:10 <andythenorth> I could open my irc client
06:55:13 <andythenorth> then you could kick that
08:03:50 <peter1138> Oops, missed a bit :o
08:06:22 <alien_bunny_ninja> found a bug i think
08:06:22 <alien_bunny_ninja> basically if the vehicle id table is compiled with non-lower case IDs but the item elements are lower case the compilation will succeed rather than fail
08:06:22 <alien_bunny_ninja> this will however cause silent issues on any switches that depend on IDs
08:12:21 <peter1138> I guess you could at least mention you're talking about NML.
08:15:21 <alien_bunny_ninja> peter1138: true. but i assumed development of nml was generally handled by the same set of developers as it's an inherent part of the game.
08:16:56 <peter1138> From IRC there is no context as to what you were talking about.
08:30:59 <peter1138> Uh, you can just paste code directly though, wrap it with ``` (triple back-ticks) to format it (Discord will probably mess that up)
08:31:51 <alien_bunny_ninja> Noted -- will do next time.
08:31:51 <alien_bunny_ninja> Though in this case it's just a capitalisation issue 🙂
08:35:00 <peter1138> The size of the issue isn't really the point. Now I'm forced to look at an image with your choice of font, font size, dark mode, etc... and the first image is 21KB instead of maybe 200 bytes. :-)
08:41:09 <alien_bunny_ninja> sigh. updated the github ticket.
08:54:20 <peter1138> I didn't mean you had to edit this one. Just, uh, being informational.
08:54:31 <peter1138> And probably an annoying twat at the same time.
09:12:27 <alien_bunny_ninja> PeterNviaGitHub: semi-offtopic but i like your "mayn't". i was saying someplace else that English could do with more of these abbreviations, i occasionally use "maybn't".
09:14:00 <reldred> i do love me some bastardization of the english language
09:15:44 <alien_bunny_ninja> you should look into Hungarian. it casually makes verbs out of nouns on the fly (or just about anything else) and everyone understands what the speaker is on about. also no he/she! 😄 everyone is a *they* in hungarian (technically, the subject is either an object, or a person, that's all)
09:17:21 <peter1138> Right, is my environment working today.
09:19:27 <LordAro> reldred: says the aussie
09:19:52 <reldred> I wasn't being sarcastic
09:20:29 <reldred> I genuinely love creative bastardization of the english language, pigins, etc.
09:21:38 <LordAro> ah, but i was being sarcastic
09:21:52 <peter1138> Maybe I need to re-login.
09:22:38 <peter1138> I mightn't've tried that yet.
09:23:54 <alien_bunny_ninja> add some yoda-esque order into those abbreviations yoush'd.
12:23:34 <rito12_13> Hurray the Mac'ven't failed
12:49:59 <peter1138> (nmlc in *sbin* ...?)
12:56:53 <_glx_> oh looks like house badges were never tested
13:08:49 <_glx_> not really tested but I think it's correct
13:11:36 <peter1138> Is it necessary for all tiles to share the same list?
13:12:12 <peter1138> (Or is that the only way NML can do it)
13:13:29 <_glx_> it does pack all in a single multi item action 0 IIRC
13:26:35 <_glx_> other option is `mt_house_zero` like population and mail_multiplier, but I don't know how openttd actually handles badges for houses
13:37:12 <_glx_> uses 0 as prop value except for the first id
13:51:56 <peter1138> That'll be invalid then :)
13:52:50 <peter1138> Most common use will probably be "all the same" but as OpenTTD doesn't require that, it feels wrong is force it.
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14:05:01 <_glx_> like callback flags are defined only for the first tile of the house
14:05:58 <_glx_> and I don't get the action 3 at the end
14:06:31 <peter1138> Well, does it work in game? :D
14:07:29 <_glx_> oh there are 4 action3 actually
14:08:28 <_glx_> and each tile gets its own prop14
14:09:25 <_glx_> it's just a pain to follow the nfo 🙂
14:13:14 <_glx_> so yeah copying badges for each tile seems to be the thing to do
14:20:14 <_glx_> because var7A expects badges per house_id
14:32:53 <peter1138> I guess authors who want different badges on different tiles of the same house can suck it with NML then :p
14:34:34 <_glx_> yeah NML assumes all tiles of a house have the same info
14:35:52 <_glx_> except some props where only the first tile matters
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16:28:25 <peter1138> My simple brain was very confused by it.
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18:14:47 <peter1138> Not sure what to do with `TileLocationGroup`. Its entries aren't directly uses, AND it's treated as a bitset in some places. It's quite mad.
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