IRC logs for #openttd on OFTC at 2026-08-14
            
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01:43:46 <mmtunligit> belajalilija: Not messing with the town GUI
01:55:47 <belajalilija> :widdlegoblin:
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08:31:25 <peter1138> Brups
08:59:15 <andythenorth> yes
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09:40:57 <masterhellish> Passing thought for a potential feature...
09:40:57 <masterhellish> Independent toolbar scaling... for people that like to have big toolbar buttons for ease of use... But don't want to make massive windows the fill up that fill up the screen.
09:40:57 <masterhellish> personally... The games that have had this feature I found useful But maybe it's just me
09:56:31 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1537761830661787718/image.png?ex=6a8037ce&is=6a7ee64e&hm=07c838e2dacdf957f548c6f27ed6fa5c1b4622353aaa1f52e2c2b6753d7fc857&
09:56:31 <reldred> masterhellish: Not sure if this is a jgrppism but tried "Bigger main toolbar"?
09:57:12 <reldred> Its not full independent scaling but might scratch an itch in the meanwhile
10:00:06 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1537762736132460694/image.png?ex=6a8038a6&is=6a7ee726&hm=72277e50ba217a0cc8cdc9391d5400aef1ad704c82fa8fe27f9397db5ceaf43d&
10:00:06 <peter1138[d]> When you quickly bodge all toolbar-sized buttons to be doubled.
10:01:20 <masterhellish> reldred: Not in Main OpenTTD
10:02:03 <masterhellish> Ah so all of those button icons managed using the same "thing" and and the toolbar is independent.
10:03:30 <peter1138> We probably shouldn't use SetToolbarMinimalSize() for any button that happens to use toolbar-style icons
10:04:18 <masterhellish> So without knowing the code it sounds like the toolbar buttons and the other buttons need to be decoupled in some sort of way, maybe have common ancestor object?
10:04:39 <peter1138> No, it needs to not be a quick bodge :)
10:05:30 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1537764091966259330/image.png?ex=6a8039e9&is=6a7ee869&hm=e4433940f08cd72237a09663c9526937de86516154cbdfa3bec1fa502a4fe86c&
10:05:30 <reldred> juhgurpp doesn't touch the icons itself by the looks of it, just makes the top bars UI elements bigger
10:06:18 <_jgr_> Is mainly to enable getting rid of that annoying "Big GUI" GRF
10:06:26 <reldred> valid
10:07:22 <peter1138> Yeah, I didn't need to make the sprites bigger too :)
10:11:14 <peter1138> Looks worse for it too, to be honest.
10:11:54 <peter1138> Bit better with OpenGFX 2 HD.
10:34:25 <peter1138> > Big news: we've got a fresh batch of servers live named Polaris. Jump in, build your empire, and let's see who can outprofit the rest of us.
10:34:40 <peter1138> Well, even that reads like Slop-generated to me.
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11:24:03 <andythenorth> It's a world
12:00:32 <peter1138> If yuu like 2048x2048 maps.
12:01:45 <jfkuayue> yuuduru
12:02:12 <andythenorth> in future I won't need to read any internet
12:02:18 <andythenorth> my agents will do it for me
12:02:25 <andythenorth> I can just watch broadcast TV
12:02:38 <andythenorth> and start buying newspapers
12:02:51 <jfkuayue> back to future.
12:03:04 <jfkuayue> Forward to back.
12:03:41 <peter1138> Mind you, some crazy person has a 16384x16384 multiplayer server going.
12:03:58 <jfkuayue> Yes.
12:03:59 <andythenorth> was it me?
12:04:59 <jfkuayue> But I didn't bring back GCML.
12:05:26 <peter1138> Imagine playing a game where just the tile data alone is 3GB.
12:07:57 <jfkuayue> https://cdn.discordapp.com/attachments/1008473233844097104/1537794907400446084/image.png?ex=6a80569c&is=6a7f051c&hm=ea7a4806141251a515de730dc5086ef269b86cf0db6870556292b46bdd067198&
12:07:57 <jfkuayue> so 1GB = 6MB.
12:12:46 <andythenorth> might run out of industry and tile UUIDs soon
12:12:57 <andythenorth> (UUID = unique in the FIRS compile, across all economies)
12:13:54 <peter1138> That thing where industry tile ids become unique per industry?
12:34:20 <andythenorth> that thing
12:34:43 <andythenorth> I used up quite a few tile IDs removing needless animation
12:34:57 <andythenorth> I could solve it in the compile, just yak-shaving
12:44:01 <peter1138> Or this thing? https://github.com/OpenTTD/OpenTTD/pull/12183
12:45:15 <andythenorth> yes that thing
12:45:20 <andythenorth> I haven't tested it iirc
12:46:13 <andythenorth> hmm industry ID case I could handle by assigning IDs per economy
12:46:50 <andythenorth> how about string identifiers for industries, rather than numeric? 👀
12:46:50 <andythenorth> doesn't really work with action 0 though
12:47:04 <andythenorth> or any of the parameterised varact2
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14:23:41 <_glx_> you can use nml item name, IIRC that's auto translated to numeric id
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15:16:00 <andythenorth> I think that will have savegame problems 🙂
15:58:54 <andythenorth> maybe I should rename this https://grf.farm/iron-horse/4.29.0/html/sunshine_coast.html
15:59:01 <andythenorth> Binface, or Farage Fest?
15:59:15 <andythenorth> "Clacton Express class 309"
16:00:05 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183#issuecomment-5295427297
16:08:37 <DorpsGek> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183#pullrequestreview-1900772346
16:08:41 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183
16:08:59 <peter1138> Pff, didn't change anything.
16:43:30 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183#pullrequestreview-4939362238
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17:22:02 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183
17:22:13 <peter1138> Probably needs an NML update.
17:25:31 <andythenorth> probably 🙂
17:29:28 <andythenorth> yup ` nmlc ERROR: "generated/firs.nml", line 339208: Item ID must be in range 0..127, encountered 511..511.`
17:29:56 <andythenorth> no wrong ID
17:30:18 <andythenorth> industry vs tile 😛
17:30:22 <andythenorth> this is tile ` nmlc ERROR: "generated/firs.nml", line 136805: Item ID must be in range 0..254, encountered 511..511.`
17:47:31 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed pull request #15950: Change: Apply linear filtering and dithering to variable snowline level https://github.com/OpenTTD/OpenTTD/pull/15950
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17:55:38 <_glx_> I guess <https://github.com/OpenTTD/nml/blob/master/nml/actions/action0.py#L202> needs an update
17:56:31 <LordAro> a nicer error message when the range is 1 would be ideal too :p
18:02:25 <andythenorth> 512 or 511?
18:02:28 <andythenorth> I read it as 511
18:02:38 <andythenorth> (tile ID range)
18:11:56 <peter1138> 0..511
18:17:11 <andythenorth> I've done the 3 char patch, but have to go out 😛
18:17:16 <andythenorth> tested though with FIRS
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18:59:26 <peter1138> Rip?
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19:22:23 <peter1138> Well.
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19:33:31 <kuhnovic> I kinda liked that snowline PR
19:39:46 <peter1138> Not sure about the dither, and the snowline slowly creeping up/down feels wrong.
19:49:04 <kuhnovic> I agree, I see why you closed it, but I liked the idea. The moving snowline has always looked a bit crude to me. But it is a niche thing.
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19:52:38 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1537911847997542540/image.png?ex=6a80c385&is=6a7f7205&hm=36669ded166e91f75fdec4438a68cc8e6da2436213eef7bff4827101f2ac6952&
19:52:38 <belajalilija> surely it was better than this tho?
19:54:48 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #15869: Change: Add plain and coastal rock tiles https://github.com/OpenTTD/OpenTTD/pull/15869
19:55:48 <peter1138> That one seems more feasible.
20:29:38 <peter1138> Hmm, for trees does it make sense to allow a variable maximum number of trees on a tile, or just 1 or 4?
20:30:52 <peter1138> The former is a bit difficult to predict behaviour, the latter is somewhat more obvious.
20:38:01 <DorpsGek> [OpenTTD/OpenTTD] kuba84pro commented on issue #15940: [Bug]: Desync in beta2 https://github.com/OpenTTD/OpenTTD/issues/15940
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21:18:06 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1537933354475987014/outback.png?ex=6a80d78d&is=6a7f860d&hm=922512d5aa73936c35304a83bad869ee6e269b077a29360ba512242dba993b72&
21:18:06 <talltyler> peter1138: In case you're wondering what people might do with NewGRF trees, here's a scene I just built in an Australia game carpeting the world with objects. I'd love to it with trees and my tile painter in the future. 😄
21:18:29 <talltyler> I've had no motivation for working on OpenTTD lately, but someday I will finish my tile painter...
21:26:07 <peter1138> Well.
21:26:15 <peter1138> We probably want more flags.
21:28:48 <peter1138> /* Cacti never spread. */
21:28:49 <peter1138> For instance.
21:30:54 <talltyler> Indeed.
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21:32:09 <reldred> Yeah that’s basically what I’d be trying to do with pineapple landscape.
21:32:42 <peter1138> Is that all Objects?
21:32:42 <reldred> Get more bushes and arid looking trees in the desert, and then probably try and reinforce the differences between tropic and rainforest looking areas a tad more
21:34:12 <talltyler> I think the only clear tiles in my screenshot are the green ones among the trees at the bottom. Everything else is an object, yeah.
21:34:25 <peter1138> I hate.
21:34:41 <peter1138> :p
21:36:18 <talltyler> Me too 🙂
21:38:57 <talltyler> But that’s why I posted it, to show what horrible things can be improved with NewGRF trees (and why it’s more than what static replacement can do)
21:41:55 <talltyler> I do wonder if mapgen could do more with the half-desert tiles like I’ve used here. Problem is I’m using them like dry riverbeds so it’s not quite elevation-based.
21:41:55 <talltyler> Actually…I guess a river that wants to generate in a desert could place these tiles instead of river tiles.
21:43:08 <talltyler> Might have to experiment with that sometime.
21:43:15 <peter1138> Possibly.
21:43:36 <talltyler> “Desert swamp” 😛
22:03:26 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #15869: Change: Add plain and coastal rock tiles https://github.com/OpenTTD/OpenTTD/pull/15869#issuecomment-5298612824
22:09:01 <DorpsGek> [OpenTTD/OpenTTD] yangfl opened issue #15953: [Bug]: cargodist: cargo will never have a destination with dummy orders https://github.com/OpenTTD/OpenTTD/issues/15953
22:12:00 <peter1138> hat?
22:12:01 <peter1138> What?
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22:22:56 <_glx_> stupid orders gets stupid behaviour
22:23:45 <_glx_> I guess cargodist is confused with the "no load"
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22:46:59 <andythenorth> Play stupid games… win stupid prizes?