IRC logs for #openttd on OFTC at 2026-11-05
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00:08:07 <peter1138> Hmm, quite a piece.
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00:19:54 <bluelight0> Hi everyone! Where can I show off my new AI that I made? I'm new to programming in this language and would like to share my progress with the community.
00:20:38 <peter1138> tt-forums.net has an established AI section.
00:21:20 <peter1138> If you're into ephemeral stuff that gets forgotten after a day, there's #add-on-development in Discord.
00:22:35 <bluelight0> Ah ok! I created an AI that automatically fixes the paths you delete, meaning you can stop trying to destroy the company by breaking its roads; it will discover them and fix them.
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02:21:23 <peter1138> Presumably it does a lot more than that?
02:21:55 <peter1138> That sounds like a nice feature but possibly not the headline.
03:11:27 <kaibaneddy> > Hmm, the train railtype list stuff never got done for roadvehicles. Is it wanted?
03:12:27 <kaibaneddy> my rvs have an option to disallow the heavier trucks from town roads, which I can imagine the list property would make cleaner
03:12:56 <kaibaneddy> the currently implementation is rather hacky, and spans both the roadtype and vehicle grfs
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06:35:41 <Izzybee> Can I make the train honk happen less often?
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08:26:59 <peter1138> Hmm, is it better if the sliders in the game options window are only half width, like the dropdowns?
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08:32:05 <andythenorth> potato / potato for usability
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08:40:32 <peter1138> "We don't care about Greek"?
08:40:57 <peter1138> German can be awkward :)
08:41:56 <peter1138> OpenTTD Sans Condensed?
08:42:17 <peter1138> Just because _zephyris doesn't already have enough work :D
08:48:11 <_zephyris> I have wondered about reviewing some strings - ones where the ratio of length of other to english is high.
08:48:49 <_zephyris> Might be awkward translations, might be awkward english strings to translate
08:49:03 <peter1138[d]> That seems somewhat extreme :)
08:49:55 <_zephyris> Did you just width halve everything?
08:51:03 <_zephyris> It's a pretty good preview of what a condensed would look like...
08:52:46 <_zephyris> Or is that just Arial condensed bold or something?
08:53:02 <peter1138[d]> It's Bahnschrift Condensed
08:59:41 <peter1138> String length ratio perhaps, but Greek is just awkward anyway.
09:05:57 <_zephyris> For this particular one, which often comes up, why not split the part in brackets to a separate string? Have the dropdown just say "All settings", and then have a GUI element which shows the description below it?
09:22:11 <_zephyris> Filthy AIs suggest it's already a concise literal translation
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11:06:08 <peter1138> Ah yes, I left the tree placer in a non-working state.
11:36:54 <peter1138> They can be wrapped, but whether that makes sense is another matter. This is manually wrapped using {} in the translation file as a test.
11:38:47 <peter1138[d]> Or small text... base-line issue though.
11:42:55 <peter1138> (I don't really think small text is viable of course)
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11:47:03 <mnhebi> just say a 8k monitor is mandatory when playing OpenTTD, issue solved.
11:52:25 <peter1138> Heh, the fallback font layouter does NOT like mixing fonts.
11:55:38 <mnhebi> ah, the average RustDesk experience.
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11:56:39 <squirejames> Drunken OpenTTD Mode
12:01:31 <peter1138> Fixed the main issue, didn't address the baseline though as that's common across icu/fallback/etc.
12:08:21 <mnhebi> what is a "weird" setting?
12:15:07 <peter1138> That was done 12 years ago in the pre-code-review SVN days, so there's no discussion on it.
12:17:34 <peter1138> Probably "things most people don't need to touch"
12:26:15 <peter1138[d]> @rito I'm not logged in to GitHub, but instead of parameterizing it, make it a string code.
12:39:59 <DorpsGek> - Update: Translations from eints (by translators)
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12:51:16 <talltyler> New missing strings to translate, who added stuff?
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12:51:39 <talltyler> (spawn primary industries only setting)
12:54:13 <rito12_13> peter1138[d]: Ok, I will look into it
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13:02:30 <sirarthur09> Who develops the bot?
14:03:22 <peter1138[d]> rito12_13: rito12_13 sorry that was meant to be a suggestion, not a command :)
14:51:05 <mnhebi> managed to get an assert while looking at my scenario in scen editor..
14:57:02 <mnhebi> ah, somehow managed to make flat coast tiles, nice.
15:23:36 <LordAro> mnhebi: wait, that's illegal
15:44:31 <bluelight0> From the first time I played, I thought an AI could do that since vehicles consume money when they're lost.
15:52:47 <_zephyris> Hmm... Why did i draw a stroopwafel cargo icon?
16:12:42 <LordAro> _zephyris: because lunch, obviously
16:17:59 <kuhnovic> I see that our beloved stroopwafels made it all the way to the other side of the world
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17:07:18 <minkaron> Hey! Would this be the channel to ask questions about the source code? I was looking to expand the amount of terrain tiles by adding in 'clear_map.h' in the ClearGround enum a value of like... `Custom = 6` and then ideally build out the functionality so someone could add new terrain variations.
17:09:22 <talltyler> Yes, this is the place.
17:12:00 <talltyler> I'm not sure exactly what type of terrain variations you mean, but while there's plenty of space on clear tiles, if the new terrain type can coexist with rails or other things, those tile types have a lot less space.
17:12:00 <talltyler> Have a look at the landscape grid docs, if you haven't already (download the file and then open in a browser):
17:14:44 <talltyler> Space in the tile array is typically the biggest limiting factor for new stuff like this. Unfortunately, it's not usually as easy as just changing a limit. 🙂
17:24:24 <rito12_13> _zephyris: Wow, that's pretty
17:26:18 <minkaron> Okay, sweet! As like, a very loose example, instead of the Temperate climate being completely grass, people could make different ground types (like different grass variations, or sand, concrete, etc.). I've been going through the code and I noticed `m8` currently isn't being used in ground tiles, and was thinking of repurposing it to use as an index to store ids to the custom types.
17:29:49 <LordAro> didn't peter1138[d] do something with this recently? can't recall if it was ever published anywhere
17:30:37 <talltyler> Oh, I have a patch for a tile painter that sounds like what you're describing.
17:30:37 <talltyler> It's extremely WIP, just the preparation and not anything functional yet. I haven't touched it in a while, feel free to take what you like from it, or even adopt it as the basis for your own project.
17:32:45 <minkaron> Cool! Thanks! This'll definitely help a lot!
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17:36:44 <talltyler> My patch allows players to paint tiles, it doesn't do anything different for map generation.
17:36:44 <talltyler> One idea I had was to decouple full-tile rail ballast (in JP+ tracks and others) from the track graphics, allowing the NewGRF author to set the default tile paint but allow the player to change said paint in-game, for example concrete in an industrial area. Right now this is done with railtype permutations, which is a UI nightmare. 🙂
17:41:10 <andythenorth> I had a worser idea
17:41:28 <andythenorth> which was painting composed sprite stacks, and letting the player create those in game somehow 😛
17:42:09 <talltyler> We should give the player an in-game MS Paint tool and let them design their own tiles, pixel-by-pixel 😛
17:42:29 <andythenorth> I have played voxel games that do that
17:42:34 <andythenorth> with vehicles etc
17:42:45 <minkaron> Oooh, I see, and man, in-game pixel editor lmao
17:42:45 <minkaron> Reminds me of what shipped with SimCity 2000
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17:43:09 <tabytac> We should just show a blank screen and make the user just image the cool train network they build in their head 🤣
17:43:27 <LordAro> ln -s paint.exe openttd.exe
17:43:53 <talltyler> tabytac: Back in my day we used our IMAGINATIONS
17:44:18 <minkaron> I haven't gotten to poking around the rail code yet, but if I'm following correctly, if a rail is placed on say, some desert, you need to have a sprite for each orientation of rail on desert?
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17:48:26 <talltyler> If you enable NewGRF developer tools by opening the console (~ tilde hotkey) and entering the command `set newgrf_developer_tools 1`, you can use the ? button in the main toolbar to access the sprite aligner. This is a really useful tool to see what the game is drawing. You can Pick Sprite on a tile and see which sprites are being drawn, and how many.
17:48:58 <talltyler> I'm not 100% about how tracks are drawn but I think it might differ between vanilla tracks and NewGRF tracks.
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17:52:48 <minkaron> Aaah okay! I'll definitely look into that. In my ideal world, someone could just make a bunch of ground/slope types and post it online where people can grab it and add to their games, and without it technically being an object people have to place down.
17:52:48 <minkaron> And that painter is gonna definitely help show me how commands are made, haha
17:58:57 <andythenorth> default tracks have ground sprite compose in iirc
18:01:53 <talltyler> Well, the painter commands are untested as I didn’t finish the UI, so take that with a grain of salt. 🙂
18:02:39 <talltyler> It’s also designed for hardcoded textures only rather than NewGRF textures, as we definitely don’t have space in the current tile array for that. But I made a list somewhere of common textures that would probably be enough for most people.
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23:19:01 <_zephyris> Would be good to get ogfx2 updated with watery rocks for 16
23:31:07 <peter1138> Oh, it was approved but not merged.
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