IRC logs for #openttd on OFTC at 2026-07-14
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00:04:23 <peter1138> Rubidium, which is the canonical 4-byte label implementation you want to go with? There seems to be various different versions now.
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05:27:28 <Rubidium> peter1138: the implementation of #15812, of which #15843 is a subset that I made in the hope to get approved sooner due to it being significantly smaller (basically I split up #15812)
05:28:17 <Rubidium> if #15812 gets approved, then #15843 can be closed. If it's the other way around I have to rebase #15812 but it'll be smaller for reviewing
06:34:53 <DorpsGek> - Update: Translations from eints (by translators)
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07:44:18 <belajalilija> gonna add people using LLMs to ask for help on the discord to my suicide notes
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07:45:22 <will_marshall_> Is this a premonition or a reaction?
07:48:36 <belajalilija> will_marshall_: check in my server
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08:20:22 <peter1138> Still waiting on the function to upgrade your trains to other railsysteem in depot..
08:21:00 <peter1138> Anyway, they're going to be waiting a while, I suppose.
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08:33:51 <locosage> having a reasonable way to upgrade networks in vanilla would be quite nice though
08:34:00 <locosage> coz rn it's not even worth the effort in many cases
08:34:26 <locosage> some players even skip mono entirely because it gets obsolete before you get a chance to use it fully
08:44:57 <peter1138> So what, some players even skip monorail entirely because they use realism oriented NewGRFs.
08:46:24 <will_marshall_> Converting your network isn't fun other than it makes the number go up more better.
08:46:51 <will_marshall_> Might be better to spend some time thinking about how to give Monorail/Maglev their own traits and gameplay characteristics that aren't just "faster train"
08:47:16 <will_marshall_> I'm aware that talking about a default set that produces better gameplay is 100% heresy.
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08:57:48 <Izzybee> question: is there any addon that makes some way to maintain a few select older vehicles indefinitely? I want to keep running the funny steam railbus into the 2100s as a historical line, but it's just constantly broken down. don't want to be able to buy new ones necessarily, or even be able to maintain a whole fleet, I just want a few weird old vehicles for flavour
09:05:09 <emperorjake> No, most people just turn breakdowns off
09:05:33 <emperorjake> And/or enable vehicles never expire
09:05:50 <Izzybee> I guess that's a solution. I've got the uhhhh advanced breakdowns thing on? Where it's not usually a fatal full stop breakdown
09:06:15 <Izzybee> ... I could maybe stick two railbuses in a pair? then there's less chance of them breaking at the same time
09:06:55 <LordAro> Izzybee: ha, doesn't work like that
09:06:59 <emperorjake> Ah, that sounds like JGRPP improved breakdowns
09:07:48 <Izzybee> I've got it set to 30 minutes per year already :p
09:07:58 <Izzybee> Playing a big map with friends
09:15:37 <locosage> there is already an option to solve elrail upgrades but no options for mono and maglev
09:22:20 <peter1138> Well yes, rail to elrail works because rail is compatible with/powered on elrail.
09:23:47 <locosage> I'd be happy with just an option to make mono/maglev compatible too
09:23:56 <locosage> gameplay >> realism :p
09:24:26 <LordAro> isn't there already a universal railtype newgrf?
09:25:01 <locosage> yeah, you can solve that with newgrfs, but I was talking vanilla
09:27:18 <LordAro> i see no advantage in turning vanilla into a pure sandbox
09:28:12 <LordAro> tbh i'd be in favour of removing the ability to fully replace every rail on the map with the viewport/zoom out method
09:28:44 <locosage> that hardly adds anything to the "sandboxiness"
09:29:09 <locosage> like, I intentionally avoid any need for railtype upgrades on citymania and that's hardcore competitive not sandbox
09:30:39 <locosage> LordAro, I hope you volunteer to help every player hunt for that single un-electrified piece in their networks :p
09:35:21 <peter1138> No change from normal.
10:44:09 <locosage> hm, amount of commits that break compilation in 16.0 is unusually high
10:49:42 <peter1138> Given the CI is happy, and nightly builds are happening, that sounds like a you-problem.
10:52:17 <locosage> ones that I looked at seem to be out of order within prs
10:52:42 <locosage> Direction is used before it's introduced
10:53:25 <locosage> so when applying commits one-by one it's not compiling for two commits
10:54:24 <peter1138> Okay, fair, not split correctly. I'm sure I tested each commit but apparently not correctly.
10:55:39 <belajalilija> yesterday i think someone noticed a bug in the house placer, the failing of the historical mode to actually work iirc
10:55:46 <belajalilija> is that something that will be fixed in 16?
10:56:16 <peter1138> belajalilija, it's already been/being discussed in here, see #14408
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11:18:43 <talltyler> Itβs only a problem for some house sets, that use a callback for protection rather than a static property
11:35:58 <peter1138> Ginsters chicken tikka slice. Bloody awful.
12:13:02 <jfkuayue> Oops. Accidentally a Β£9(!) sandwich.
12:40:51 <talltyler> Regression failed...? Huh?
12:53:07 <_glx_> yeah a tile is now unremovable it seems
13:09:10 <_glx_> but I can delete it manually
13:10:10 <talltyler> The player can always bulldoze houses, protection is just for town growth
13:12:21 <talltyler> Oh I see, stupid mistake
13:12:31 <talltyler> Accidentally inverted a test
13:12:58 <LordAro> regression caught something? :o
13:14:03 <talltyler> Rare win for regression π
13:25:11 <peter1138> I wouldn't say rare.
13:59:26 <peter1138> Oops. When your code doesn't work after appearing to do every step correctly... because you forgot to commit the transaction at the very end.
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15:28:33 <locosage> has anyone reported issues with mouse cursor jumping around after scrolling the map?
15:33:27 <peter1138> If Linux, usually a combination of Wayland being shit and SDL being too old.
15:34:47 <locosage> yeah, wayland was my first guess too
15:45:40 <locosage> nah, same issue with sdl3
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16:19:21 <andythenorth> I sometimes make commits with unintended contents
16:19:35 <LordAro> like the ones that add more variants?
16:24:11 <andythenorth> ` nmlc info: Train items: 9879/65420`
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20:04:10 <LordAro> i'm 90% certain #15862 is wrong
20:09:08 <_glx_> LordAro: the change is definitely wrong π
20:16:18 <_glx_> so #15862 is 100% wrong π
20:19:12 <locosage> it is quite confusing though
20:22:04 <_glx_> the precondition is there to reject only wagons
20:22:11 <locosage> `!IsWagon(engine_id)` seem to be enough and way more clear
20:22:38 <_glx_> it's not because `if (GetVehicleType(engine_id) != ScriptVehicle::VT_RAIL) return false;`
20:22:52 <locosage> IsWagon checks veh type
20:23:19 <_glx_> you still want to accept trucks or ships
20:24:59 <locosage> iswagon will return false for them, !iswagon -> true so precondition passes
20:25:03 <Rubidium> IsWagon indeed checks vehicle type, but it is given as precondition in the documentation. The check should have been `EnforcePrecondition`.
20:28:39 <_glx_> indeed, but `EnforcePrecondition` just sets the last error, the check itself is the same
20:31:39 <Rubidium> the side effect will be different. In any case, the logic isn't wrong but can be considered unclear. It might be that the 'easiest' solution would be removing the precondition from `IsWagon`'s documentation (+ maybe some documentation improvements), and replacing the unclear logic in code and preconditions with !IsWagon.
20:32:39 <Rubidium> and technically a lot of the functions in script_engine.cpp need to be fixed to properly set the precondition failed error when preconditions are failed. However, I don't know how many scripts that would break
20:34:14 <_glx_> in theory they should not break at all, but script_engine.cpp is not the only one not using `EnforcePrecondition` and some files have a mix of both (depending on when the functions were introduced)
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