IRC logs for #openttd on OFTC at 2026-10-17
            
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00:36:12 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #445: Add: basic sanity check for 'articulated_part' callback https://github.com/OpenTTD/nml/pull/445#issuecomment-6227417024
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00:39:22 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #448: Fix: Don't create unreferenced purchase CB36 https://github.com/OpenTTD/nml/pull/448
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00:45:12 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450#pullrequestreview-5555144036
00:47:50 <DorpsGek> [OpenTTD/nml] Pixel-Tony commented on pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450#pullrequestreview-5555156250
00:49:06 <DorpsGek> [OpenTTD/nml] Pixel-Tony dismissed a review for pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450#pullrequestreview-5552983791
00:49:09 <DorpsGek> [OpenTTD/nml] Pixel-Tony updated pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450
00:49:52 <DorpsGek> [OpenTTD/nml] Pixel-Tony commented on pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450#pullrequestreview-5555166741
00:59:24 <DorpsGek> [OpenTTD/nml] Pixel-Tony commented on pull request #358: Add: "include" keyword, allowing to include files without external tools https://github.com/OpenTTD/nml/pull/358#pullrequestreview-5555215743
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05:11:51 <larndey> Anybody alive?
05:16:14 <kaibaneddy> Relatively
05:17:30 <larndey> YOOOO
05:17:41 <larndey> Alright my friend owes me five bucks B)\
05:17:49 <reldred> https://www.youtube.com/watch?v=BOu3bAYxYAA
05:31:39 <larndey> Might listen to that later?
05:35:06 <larndey> Well anyways.. anybody got any tips of searching for a specific mod?
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05:43:31 <belajalilija> larndey: I think so
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08:00:13 <DorpsGek> [OpenTTD/team] nikogra1 opened issue #724: [pl_PL] Translator access request https://github.com/OpenTTD/team/issues/724
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08:19:01 <andythenorth> peter1138[d]: started an examples grf for 3cc/4cc... https://github.com/andythenorth/nml/commit/2c8aa16adb94473c422ad59e2926b5b207afdee3
08:19:07 <andythenorth> doesn't work currently
08:22:01 <reldred> 4CC, what a world we live in ๐Ÿ˜
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08:28:11 <andythenorth> if anybody can spot my mistake please say ๐Ÿ™‚
08:28:26 <reldred> nah I've got no idea
08:28:34 <reldred> im just happy its a thing
08:28:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1560932524773867663/image.png?ex=6ad48332&is=6ad331b2&hm=5aaafee1ef182ac2de6fe447e20764e6ccd3c0b6edaa574a30256fa8c4bd7ddf&
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08:56:12 <DorpsGek> [OpenTTD/OpenTTD] Tank911 opened issue #16086: [Crash]: My App Crash as Tank 911 ver. https://github.com/OpenTTD/OpenTTD/issues/16086
08:58:25 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #16086: [Crash]: My App Crash as Tank 911 ver. https://github.com/OpenTTD/OpenTTD/issues/16086
09:00:46 <reldred> wait did they roll their own android port/fork, get a crash, then have the nerve to raise an issue on the parent project
09:00:58 <LordAro> wait what
09:01:22 <andythenorth> oh internet
09:02:10 <reldred> hmm its an empty repo they've just used to attach the apk to
09:02:15 <reldred> as a release
09:02:17 <reldred> wth
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09:27:21 <andythenorth> is 16075 actually returning the new palette index?
09:27:43 <andythenorth> trying to understand https://github.com/OpenTTD/OpenTTD/pull/16075/changes#diff-25c559834fc05e15cc83980e2a74a183f49cfbe404945f8b0a9d29fb8f713039R156
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10:17:27 <andythenorth> ternaries eh ๐Ÿ™‚
10:30:09 <DorpsGek> [OpenTTD/OpenTTD] zephyris requested changes for pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#pullrequestreview-5557387370
10:35:41 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#pullrequestreview-5557408760
10:45:21 <_zephyris> Double ternary hurts my head
10:48:28 <_zephyris> I think the issue is that the bool condition for the outer ternary should be `(force_pal || (this->seq[i].pal & PALETTE_MASK) == 0)`, ie. if the palette is forced or no palette is set.
11:23:01 <DorpsGek> [OpenTTD/OpenTTD] zephyris requested changes for pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#pullrequestreview-5557550779
11:24:18 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1560976746654736475/example_train.grf?ex=6ad4ac61&is=6ad35ae1&hm=05eeb1f1a05ef9a7671c02dec0afc137573d22041b53467cbe2471ffd3740277&
11:24:18 <andythenorth> test grf if helpful
11:24:22 <andythenorth> hmm will attach to PR
11:24:49 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#issuecomment-6233320099
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11:57:43 <zyliety> https://cdn.discordapp.com/attachments/1008473233844097104/1560985150849024071/image.png?ex=6ad4b435&is=6ad362b5&hm=a6f9ae41d7908b17b3754835432540e25959744e50961a0e0f5ee199a9e455e1&
11:57:43 <zyliety> https://cdn.discordapp.com/attachments/1008473233844097104/1560985151570317493/OpenGFX_TropicalGrass_-_Landscape_Enhancement_water_rocks.zip?ex=6ad4b435&is=6ad362b5&hm=5dadcf0b6d6acc6f43754e76fe7536df88e9cd0ebbc2ad4adc4cd934f1107500&
11:57:43 <zyliety> Iโ€™m trying to update water rocks in my landscape grf, but it seems I canโ€™t get it working even with the latest nml.
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11:59:48 <reldred> also peter you should talk to zyliety about trees, zyliety has drawn lots and lots of trees
11:59:57 <reldred> treeeees
12:10:25 <_zephyris> I don't think sea rocks have nml support yet, could be wrong though...
12:12:12 <_zephyris> https://wiki.openttd.org/en/Development/NewGRF/Specification%20Status
12:12:42 <_zephyris> Fallback for the sea sprites is the snowy rock overlays, so if you have snow in those sprites you'll see it on the water.
12:12:43 <reldred> how'd openttd.grf get updated then? I caught distinct sprite ID's just using the sprite aligner tool, or is openttd.grf all nfo in the backend?
12:12:58 <reldred> ah I didn't check agianst snowy rocks
12:13:01 <reldred> only desert rocks
12:13:20 <_zephyris> openttd.grf uses nfo, not nml
12:13:31 <reldred> well that explains that then
12:16:09 <_zephyris> zyliety: Short answer is to remove the snow from the rock overlays, should work fairly well then.
12:16:35 <DorpsGek> [OpenTTD/team] nikogra1 commented on issue #724: [pl_PL] Translator access request https://github.com/OpenTTD/team/issues/724
12:17:37 <andythenorth> lunch?
12:18:05 <reldred> just about bed time here so probably
12:19:58 <_zephyris> Cumberland sausage sandwich
12:20:14 <andythenorth> hula hoop
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12:27:43 <rito12_13> nikogra1viaGitHub: They failed the test :(
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12:28:32 <rito12_13> they also code in polish
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12:32:52 <zyliety> _zephyris: If that's the case, would it affect the existing snow rocks in arctic?
12:37:47 <peter1138[d]> _zephyris: Fallback is the non-snowy overlays. Maybe someone has put snow in them.
12:38:27 <peter1138[d]> The first set of overlays is non-snowy.
12:39:18 <peter1138[d]> There is a comment in our NFO that says they are unused, however they are used in deserts.
13:14:09 <DorpsGek> [OpenTTD/nml] Pixel-Tony updated pull request #450: Change: Do not scan for similar filepaths if passed one is accessible https://github.com/OpenTTD/nml/pull/450
13:48:17 <tony_pixel> peter1138[d]: I rebased, reapprove pls
14:56:19 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14267: Add: [Script] Default button in query string to reset an integer setting https://github.com/OpenTTD/OpenTTD/pull/14267
14:56:54 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14267: Add: [Script] Default button in query string to reset an integer setting https://github.com/OpenTTD/OpenTTD/pull/14267
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15:32:14 <DorpsGek> [OpenTTD/nml] zephyris opened pull request #451: Add: Support for Action5 type 1A overlay coast and water rocks https://github.com/OpenTTD/nml/pull/451
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16:41:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075
16:41:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075
16:42:12 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#pullrequestreview-5558837343
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17:37:16 * andythenorth tests
17:37:59 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1561070786834333756/image.png?ex=6ad503f6&is=6ad3b276&hm=1652a7b4ab52242e973070f213ff2b80df85a684de98aa52097eb145fd6d49cc&
17:46:49 <andythenorth> does the outer if need `HasBit(this->seq[i].pal, PALETTE_MODIFIER_ALT_COLOUR)`
17:47:33 <andythenorth> "we have PRs at home"
17:48:22 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #16075: Add: Support for 4cc vehicles via sprite stack layers. https://github.com/OpenTTD/OpenTTD/pull/16075#pullrequestreview-5559173803
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18:34:04 <andythenorth> is `force_pal` the crash and news palette?
18:54:57 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #14267: Add: [Script] Default button in query string to reset an integer setting https://github.com/OpenTTD/OpenTTD/pull/14267
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19:10:29 <_zephyris> Not sure about news, but pretty sure it is for crashed vehicles.
19:16:10 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #16087: Codechange: default con/destructor, missing this->, unneeded includes https://github.com/OpenTTD/OpenTTD/pull/16087
19:26:27 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #16088: Codechange: use default over empty custom con/destructor for incomplete types https://github.com/OpenTTD/OpenTTD/pull/16088
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19:49:15 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #16089: Codechange: remove empty destructors in favour of default ones https://github.com/OpenTTD/OpenTTD/pull/16089
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20:07:53 <andythenorth> oh
20:08:02 <andythenorth> I've run out of action 2 IDs ๐Ÿ˜›
20:08:06 <andythenorth> oops
20:10:16 <andythenorth> ah it will be random trigger switches ๐Ÿ˜›
20:10:26 <andythenorth> they span the whole grf and eat IDs
20:18:48 <andythenorth> ugh ๐Ÿ™‚
20:20:10 <_glx_> reduce scope is possible
20:20:44 <andythenorth> currently reading https://newgrf-specs.tt-wiki.net/wiki/RandomAction2#random-triggers
20:22:55 <andythenorth> wonder if I can re-randomise bits without this strange chaining
20:27:05 <andythenorth> does nmlc automatically resolve which bits to use in `random_switch`
20:27:07 <andythenorth> ?
20:27:38 <andythenorth> nfo spec suggests the bits for RandomAction2 can be explicitly defined
20:31:57 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1561114568145506505/image.png?ex=6ad52cbd&is=6ad3db3d&hm=64da5d7018212167d7d23484876d08981b69f15dbcbd39a02f57edb12e7f2002&
20:31:57 <andythenorth> oof 2 of these wagons consumes 18 concurrent spritegroups ๐Ÿ˜ฎ
20:32:20 <audigex> Yeah I've found I had to re-emit some global switches to avoid running out of concurrent IDs
20:33:05 <andythenorth> this is very expensive just to randomise containers on load ๐Ÿ™‚
20:33:12 <audigex> One thing that's caught us out with random_switch lately is that it seems to use the same bits by default unless you specifically set an offset with getbits(), so if you chain two random switches then the second can't actually select from all possible outputs
20:33:45 <audigex> It makes sense when I think about it, but isn't very intuitive initially
20:34:00 <andythenorth> hmm maybe this isn't random triggers, I just nerfed that off in the whole grf, and saved 1 ID
20:46:19 <_glx_> procedures also eat IDs
20:53:33 <audigex> The worst offender for me used to be old janky push-pull, ditching that when the new reversing functionality was added saved about 60 IDs
20:56:38 <andythenorth> I think in this case it's because I let the robot write a template
20:56:50 <andythenorth> robots are now good at statistically emitting syntax
20:57:09 <andythenorth> but the statistics don't understand context
20:58:07 <audigex> Depends what you tell/ask them, tbf - if you specifically explained to it about action2 IDs and asked it to prioritise the limits, it'd probably do a better job
20:58:46 <_glx_> if you have a lot of procedures used by a lot of switches it could be a good idea to group them and use an intermediate switch with indirect calls (but it's a pain to do in nml)
20:59:00 <audigex> They tend to ignore things they don't know about... but so do humans, my Action2 optimisation was terrible too, because I didn't know to optimise for it until I hit the limit
20:59:20 <audigex> _glx_: Indirect calls?
20:59:55 <andythenorth> I have machinery to group the procedure calls into a common chain
21:00:07 <andythenorth> that provides a much more sparse graph
21:00:08 <_glx_> you call a procedure with index to another procedure and params
21:00:34 <andythenorth> I don't know the technical name for this type of tree thinning
21:00:37 <andythenorth> but I'm sure there is one
21:01:11 <_glx_> that way you can have hundreds of procedures not eating IDs
21:01:45 <_glx_> but with nml and different number of params it's painful
21:02:06 <andythenorth> eh, sounds like a dispatcher ๐Ÿ™‚
21:02:10 <andythenorth> I don't do that, but I could
21:02:27 <will_marshall_> Out of curiosity, are we talking about something that's a visible stat in the nmlc summary?
21:02:47 <_glx_> yes it's the concurrent action 2 ID
21:03:06 <will_marshall_> Action2 ID? Not Action2 Registers?
21:03:58 <_glx_> it's "Concurrent spritegroups"
21:04:10 <will_marshall_> Oh right.
21:04:12 <_glx_> in nfo it's action2
21:04:41 <andythenorth> we could also increase the limit
21:04:42 <andythenorth> but eh
21:04:44 <will_marshall_> Yeah, I'm familiar.
21:05:33 <_glx_> andythenorth: main issue is 0xFF is not reserved
21:06:17 <_glx_> else ID would have become an extended byte a long time ago
21:06:50 <andythenorth> old grfs eh
21:06:55 <will_marshall_> So there are some (nfo-only?) projects that might not work?
21:07:07 <andythenorth> grf version bump
21:07:26 <will_marshall_> just scan the corpus of newgrfs to see if anything actually allocates an action2 in slot FF?
21:07:30 <will_marshall_> ||just!||
21:08:07 <_glx_> nml does, it starts at 0xFF then goes down
21:08:33 <will_marshall_> เฒฅ_เฒฅ
21:11:09 <_glx_> funny part is action3 already supports 16bit IDs
21:13:36 <andythenorth> fixed my issue by using the solution I already wrote for this ๐Ÿ˜›
21:41:37 <andythenorth> will_marshall_: someone had a scanner - rito12_13 maybe?
21:41:55 <audigex> andythenorth: Yes please
21:41:55 <audigex> It definitely feels a bit low for modern newGRF development where people are doing more advanced stuff, more templating etc which allows fancier random switches etc
21:49:40 <_glx_> andythenorth: no need to scan, all newgrf written in nml will use 0xFF ๐Ÿ™‚
21:51:20 <_jgr_> It would have to be opt-in, in which case you might as well roll it into the next version bump, whenever that will be
21:52:17 <_jgr_> Which then does create awkward issues for backwards compatibility and so on
21:54:27 <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #265: Feature: Coast and water rock overlays https://github.com/OpenTTD/OpenGFX2/pull/265
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22:26:19 <andythenorth> naptime?
22:26:23 <andythenorth> Horse time?
22:26:26 <andythenorth> 3cc time?
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22:53:34 <DorpsGek> [OpenTTD/OpenTTD] pije23-lang opened issue #16090: [Bug]: Trains (nog) available https://github.com/OpenTTD/OpenTTD/issues/16090
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22:58:35 <DorpsGek> [OpenTTD/OpenTTD] pije23-lang closed issue #16090: [Bug]: Trains (not) available https://github.com/OpenTTD/OpenTTD/issues/16090
22:58:38 <DorpsGek> [OpenTTD/OpenTTD] pije23-lang commented on issue #16090: [Bug]: Trains (not) available https://github.com/OpenTTD/OpenTTD/issues/16090
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23:28:44 <belajalilija> I have a feature request but a hopefully very simple one
23:29:38 <belajalilija> I know recently the red/green toggle was made to resemble a physical switch for colour blind accessibility reasons
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23:30:28 <belajalilija> When something is on it still has a green bit, but when off it is grey, could it be made red instead of grey?
23:30:52 <belajalilija> So it would give the best of both worlds
23:31:12 <belajalilija> If it would be better for me to say this in a github thingy could you link me to it?
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23:56:35 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1561166063876579328/image.png?ex=6ad55cb2&is=6ad40b32&hm=684c45d614e18d177f103f79b2aaee007aa5331f1824ad32bcbffabf8110fc63&
23:58:27 <belajalilija> here's a mockup i've made using BI (brain intelligence) with creative assistance from MS Paint
23:58:51 <tony_pixel> using I
23:59:00 <tony_pixel> as in I (the person) and I - Intelligence
23:59:12 <belajalilija> <a:catyes:1333226855255244861>