IRC logs for #openttd on OFTC at 2026-08-15
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04:59:55 <DorpsGek> - Update: Translations from eints (by translators)
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07:13:43 <_zephyris> talltyler: That's a great mockup for some really nice tree behaviours...
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08:39:42 <peter1138> Oh right, tree height I guess.
09:02:53 <reldred> why do I set myself such weird design constraints
09:03:15 <reldred> its alright I dont actually need two proxmox clusters
09:03:54 <reldred> it would have been fun to do an x86 cluster and a little arm64 cluster and manage both clusters with proxmox datacentre manager
09:04:23 <reldred> but its not like I could migrate vm's or containers between them with the arch difference
09:11:42 <peter1138> That's why infrastructure-as-code.
09:14:42 <Rubidium> isn't that what Rosetta was for?
09:33:55 <_zephyris> Can tree height override the redraw box?
09:35:02 <_zephyris> And if you're going going to try max # trees per tile, I'd suggest any num 1..4
09:48:52 <peter1138> Yes that would be purpose of tree height.
09:49:42 <peter1138> Each tree sets its maximum, then the tree tile is the maximum combined.
10:40:41 <_zephyris> Vanilla presumably could do with a more sensible default
10:40:56 <peter1138> Heh, bridges-over-trees?
10:57:12 <_zephyris> There are worse ideas... Scrub under high bridges could look nice
11:02:23 <peter1138> That's mainly what I was thinking :)
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11:19:43 <reldred> Yes plz bridges over trees/shrubs
11:27:45 <peter1138> Hmm, default tree height is 6 height levels.
11:54:06 <_zephyris> Trees are tall π
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12:06:37 <kuhnovic> Bridges over all the things
12:07:19 <_zephyris> I'd like them over houses
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12:14:29 <peter1138> Bridges over airports
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14:24:57 <belajalilija> Roads over roads?
14:25:32 <peter1138> That's what OpenLoco is for.
14:28:57 <belajalilija> But theyβd be so pretty
14:37:52 <peter1138> Okay, so why did my computer just instantly reboot... :o
14:38:33 <belajalilija> Randomly without you telling it to?
14:38:43 <belajalilija> Mine did that recently
14:38:52 <reldred> thats your penalty for denying us roads over roads
14:41:47 <andythenorth> I build a lot of crossings like
14:42:29 <andythenorth> yeah but they're annoying and use up tiles, and mess with signal spacing
14:42:40 <andythenorth> and can't do diagonal
14:42:55 <andythenorth> trying to work out if we could have some 'underpass' structure
14:42:57 <reldred> meh I tend to use very loose signal spacing but I play bigger, sparser maps than you do.
14:43:23 <reldred> also jgrpp signals everywhere on everything
14:43:40 <reldred> also god look at the time
14:43:47 <reldred> why am I still awake I should fix that
14:44:26 <andythenorth> some sort of bridge/tunnel thing, which doesn't require slope
14:45:10 <andythenorth> and can be diagonal π
14:46:31 <andythenorth> something clunky about this
15:09:32 <talltyler> I use a signal spacing of 14, and just turn down town and industry cargo to 50% or less, so my network isn't a conveyor belt
15:15:21 <andythenorth> industry is quite dense eh
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16:33:41 <emperorjake> Most NewGRF features have the ability to use base graphic sprites, but railtypes can seemingly only use the normal rail sprites. Could there be a way to make a railtype use base monorail or maglev graphics without having to define new sprites?
16:55:34 <peter1138> Setting `station_graphics` should do that as well I think. Probably a missnamed property.
17:03:28 <andythenorth> "is it just me..."
17:03:44 <andythenorth> every time I build a bridge, it's like I'm cheating
17:07:42 <andythenorth> maybe they were banned on coop servers
17:08:07 <andythenorth> but this just feels wrong
17:09:30 <_zephyris> Disabled build on slopes π
17:10:37 <andythenorth> as I recall it, on coop competitive servers, the rule was to do this
17:13:42 <peter1138> Have you considered not getting hung up on old server-specific gsme play that died for a reason?
17:14:07 <_glx_> andythenorth: why rising land? Bridges have there own ramp is needed
17:14:33 <andythenorth> looks better to me
17:14:52 <belajalilija> Use auz fake bridges
17:15:19 <belajalilija> You can keep things flat and have a βbridgeβ
17:16:18 <emperorjake> I also recommend raising land for bridges in my aesthetic guide
17:16:28 <emperorjake> Flat bridgeheads just look better than sloped ones
17:18:57 <andythenorth> be nice if bridgeheads could be on water
17:19:19 <andythenorth> I tried custom bridges in JGRPP, but I don't understand them
17:24:09 <emperorjake> Custom bridgeheads are easy, you just build the bridge and then change the track on the bridgehead
17:28:55 <andythenorth> so it's custom track on the bridge head?
17:29:18 <emperorjake> you edit the track on the bridgehead as you would any other track tile
17:30:31 <emperorjake> the difference is at least one piece of track has to remain attached to the bridge
17:31:58 <tabytac> custom bridgeheads is cool for roads especially
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17:34:50 <notluke2578> tabytac: oh definitely, i love using it
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17:43:10 <albionseascale> tabytac: suuuch a great feature, especially great when making cuttings through cities, been able to keep a road along one side whilst also still having bridges
18:02:25 <andythenorth> how do I bridge over stations?
18:02:30 <andythenorth> does it need grf support?
18:05:44 <peter1138> Step 1: build a station, step 2: build a bridge that is high enough.
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18:17:50 <andythenorth> should probably add bridge action 0 prop 20 to my grf π
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18:27:44 <peter1138> There isn't a prop 20 for bridges.
18:35:43 <andythenorth> bridge / station /s
18:35:47 <andythenorth> who writes this stuff anyway?
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20:09:56 <belajalilija> the joys of custom bridge heads
20:13:50 <andythenorth> wonder if bridges can be improved
20:14:05 <andythenorth> for some reason can't build long steel bridges
20:14:48 <peter1138> Yes, you can load NewGRF bridges which replace the default stats.
20:18:46 <andythenorth> maybe I should patch the one I use
20:20:35 <andythenorth> had the wrong grf loaded π this is the one I needed
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