IRC logs for #openttd on OFTC at 2026-06-30
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05:55:45 <DorpsGek> - Update: Translations from eints (by translators)
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07:00:38 <LordAro> istr last time we established that there was no particular technical reason that was blocking the limit being increased
07:01:13 <LordAro> but an overall limit of ~20k might be useful?
07:02:17 <emperorjake> JGRPP already allows 10,000 of each type with no problems
07:11:31 <peter1138> LordAro, just hit the buttons to open a PR?
07:18:47 <peter1138> Random comment edits.
07:18:55 <LordAro> i see you, updating things
07:19:11 <peter1138> I removed all the noise when I realised what window it is for.
07:19:28 <peter1138> i.e. it's not taking up "valuable space" in a vehicle list.
07:20:46 <LordAro> is there no way to just pull in the max value of a setting?
07:23:47 <peter1138> Probably is... somehow.
07:23:58 <LordAro> couldn't find anything obvious in searching
07:24:03 <peter1138> Or add a constant and use that everywhere.
07:24:33 <peter1138> But that's where you end up refactoring the rest of the code just to make a minor tweak.
07:25:00 <peter1138> Suddenly it's time to release OpenTTD 31.4
07:25:27 <LordAro> speaking of, anything more i can do to #15801? RB's idea is a bit too much abstraction for my liking
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07:49:42 <peter1138> "Feature" might be a bit strong but :)
07:50:04 <LordAro> changelog entries are written from the perspective of the user :p
07:50:28 <peter1138> Also, `const char (&label)[5]` does feel dirty :o
07:50:52 <LordAro> trivially gets the compile-time length check though
07:52:09 <peter1138> I guess the alternative to `LabelToNum("NAME")` is `LabelToNum('N', 'A', 'M', 'E')` which I don't hate, but.
07:52:48 <LordAro> it's certainly removing any advantage that the multichar characters had
07:53:03 <LordAro> and is harder to sed :p
07:53:18 <LordAro> (ok, not that much, but still)
07:54:16 <andythenorth> peter1138: Not nearly enough
07:56:32 <peter1138> I might have to put a jumper on.
07:57:32 <andythenorth> I am wearing a jumper
07:59:12 <andythenorth> There are about 10 electrification types, 15 gauges, 5 or 6 ground types, full or thin ballast
08:00:13 <andythenorth> Think that’s about 18,000?
08:01:02 <LordAro> about 3 tiles of each for a standard map
08:02:41 <peter1138> "Start Review" would've been a thing.
08:46:35 <peter1138> Realising that CDs are retro tech to younger generations...
08:51:19 <andythenorth> Found a Windows 11 DVD at the weekend
08:55:21 <will_marshall_> Promotional Windows Frisbee
08:55:27 <will_marshall_> Sorry, "Flying Disc"
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09:25:45 <reldred> Oh man I can't wait for total EU data sovereignty
09:26:16 <reldred> then I just gotta wait for my own country to take it seriously as well
09:37:13 <peter1138> Alright so what is scheduled dispatch and what is it good for?
09:51:31 <LordAro> when you want to dispatch on a schedule?
10:06:36 <peter1138> Well, I think the players using it are also using massively complex order lists.
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10:40:31 <will_marshall_> peter1138: Hack to get clockface timetables, the UX is quite horrible in my experience.
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11:46:55 <talltyler> Scheduled Dispatch is most useful for timetables that don’t repeat consistently, like when playing with a clock instead of the date (confusingly called Wallclock before we stole that word for vanilla) and the Peaks & Troughs gamescript that changes passenger generation by time of day. At rush hours, you’ll run more trains, but park trains in yards overnight.
11:49:05 <talltyler> It’s actually quite fun if you get into it, particularly with a group of people playing cooperatively sharing a railway network. Like, I’ll have my own commuter trains but will coordinate with Kale to run long-distance trains between our cities, and then I’ll clog up Jake’s network overnight with freight trains. 😄
11:56:29 <_jgr_> As well as that, it's useful in general for planning across multiple routes/shared order groups, so that you don't need as much infrastructure overbuilding. In particular, timetable lengths/round trip times tend to be all different, and so you'll get relatively unpredictable behaviour as these line up with each other or not. Putting them on a common timebase with predictable dispatching avoids
11:59:04 <_jgr_> You can then start to get a bit fancy with platform planning so you don't need giant termini to serve multiple routes, or (successfully) timetabling stuff so that they meet at single track passing points, etc.
12:04:04 <talltyler> Yes, should have specified that shared games are most fun on minimal infrastructure. Any old fool can build a four-track railway and throw trains at it, but it’s fun to run a single-track railway without delays or weave long and slow freight trains between fast passenger trains.
12:06:05 <talltyler> These games often run at a very slow scale (cargo generation turned way down) so a freight train might run once every actual hour, and on a large map take ten minutes to complete its round trip before returning to the loading station to wait for the next evening.
12:06:16 <talltyler> It’s a very different way to play OpenTTD 🙂
12:18:33 <peter1138> Well, proper coop games (not really openttdcoop-style) are fun.
12:18:58 <peter1138> Especially with infrastructure sharing.
12:22:55 <peter1138> Experimental things from probably 20 years ago :o
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14:42:35 <vedant_0200> With openttd at its current state -- "complete" in a sense, what is the development philosphy for it? fixing existing bugs or to something more?
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14:47:16 <peter1138> It's never complete.
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14:50:18 <LordAro> dunno what you & RB are gonna do when you run out of enums to convert though :p
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15:16:52 <talltyler> Have we converted all our C-strings to std::strings? 😛
15:17:30 <LordAro> $ git grep "const char" src/ | wc -l
15:17:55 <LordAro> and actually, most of those are inside 3rdparty
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15:42:53 <peter1138> I started out with the bitset type enums.
15:42:56 <peter1138> There's still some left.
15:51:47 <LordAro> you love to see it: +8589 -24171
15:53:35 <LordAro> and you know what, i'm actually being genuine - this was the culmination of months of work (years, really), and it's actually nicely organised into 22 easily reviewable commits, with several other MRs being split out of it already to be reviewed separately
15:53:50 <LordAro> not like the usual horseshit my colleagues produce
15:54:04 <LordAro> s/horseshit/stream of consciousness/
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18:11:31 <andythenorth> omg new features should never
18:11:46 <andythenorth> and why wasn’t I asked?
18:14:11 <mmtunligit> mfw i have to flip one setting one time to have things work the way i want them to
18:15:15 <andythenorth> Everything Is Awful
18:20:31 <talltyler> mmtunligit: Not even that, the current behaviour is the default. You have to explicitly opt-in to the setting to stop trains from flipping.
18:21:00 <will_marshall_> "you control the buttons you press" moment
18:21:18 <talltyler> “This feature would annoy me”
18:21:18 <talltyler> Then don’t use it. It’s not for you.
18:21:46 <andythenorth> Everyome knows castles are yellow!
18:21:56 <talltyler> Have I ruined the game yet?
18:28:02 <belajalilija> andythenorth: Their whole profile is bitching
18:28:11 <andythenorth> Imagine if grfs could modify game behavior
18:28:58 <mmtunligit> they already can (industries) :P
18:30:49 <squirejames> I am also reminded of that I think it was XYCD comic, about the spacebar making GPUs overheat, and the removal of that bug and people complaining that it broke their entire workflow
18:50:54 <mmtunligit> its not even spacebar heating! its even dumber because their "workflow" hasnt changed
19:08:25 <squirejames> Oh indeed, it just reminded me of it. Someone will always be unhappy 😄
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19:16:00 <rito12_13> bfgiant: Why gender male?
19:18:56 <bfgiant> No "they" option. You can send me one, addressed Mr. BFG
19:21:06 <squirejames> Gender: Eldrich Horror/Gestalt Entity
19:31:36 <talltyler> I guess we should probably do a beta2 release to release our fix for the the roadtype/tramtype crash.
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20:34:23 <dollarcoinguy> andythenorth: 🤣 🤣 🤣 damn developers ruining the game
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21:23:12 <reldred> andythenorth: Thanks I got dumber just reading that
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21:36:46 <peter1138> 19:21 < will_marshall_> farms are 6x6
21:37:01 <peter1138> (I may have been to the pub)
21:43:25 <will_marshall_> Good choice. I'm taking a few weeks off from the bottle since I got prescribed some antibiotics.
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21:46:41 <alien_bunny_ninja> emperorjake: I self-patched to 65k each although I'm only at a total of 10k at the moment, so far so good. Tho my computer is pretty beefy.
21:55:03 <goddess_ishtar> talltyler: you mean that the OpenTTD project doesn't exist to create the perfect game for me and me alone?
22:19:31 <squirejames> The OpenTTD Project is definitely my go to name if I ever found an 80s electronic band
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22:43:19 <reldred> goddess_ishtar: No, it's for me.
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