Log for #openttd on 27th June 2020:
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00:27:44  <b_jonas> do cargo train wagons track just one source of the cargo, or do they track multiple sources even though only one per wagon shows up in the train information dialog?
00:27:59  <b_jonas> as in, if they pick up livestock from two farms
01:21:50  <Eddi|zuHause> it does not look ahead to the next station
01:22:04  <Eddi|zuHause> but it has a limit of how far it will stray from the current path
01:22:48  <Eddi|zuHause> yes, it tracks multiple sources, but only shows one in the GUI
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01:50:38  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8239: Fix #8221: No Bridge Type, Given Size, Subtitle
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02:08:15  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle
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04:00:21  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton commented on pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle
04:00:22  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton closed pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle
04:08:25  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8240: Fix #8221: No Bridge Type Given Size, Subtitle
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06:26:58  <andythenorth> yo
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07:31:53  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
07:34:56  <dwfreed> needs more RAII
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07:47:22  <LordAro> perhaps
07:47:33  <LordAro> but those classes are *almost* POD
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08:22:56  <LordAro> so all script enum declarations should perfectly match their "global" counterparts, right?
08:23:11  <LordAro> (size declarations and the like)
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08:32:47  <Cursarion> so yeah, I've played a bit now and the game is just as I remember it, apart from the station coverage grid. The single most frustrating thing must be that the sidewalk trees aren't affected by any transparency options. It's impossible to see a road behind those, especially in the default graphics. abase seems to have the same issue, but its trees aren't as massive.
08:42:48  <LordAro> Cursarion: that doesn't seem right, but equally i'm unable to find a save where i actually have any trees next to roads
08:47:06  <LordAro> oh, that's really weird
08:47:53  <LordAro> when i load this save, every single (unused) town goes into growth overdrive, increasing their size 10 times over
08:47:58  <LordAro> that's... a bug
08:49:31  <LordAro> not every single town, but quite a lot of them
08:49:50  <LordAro> a town of ~240 is now 58000 after about a year of gametime
08:49:52  <LordAro> what.
08:51:02  <Cursarion> :D
08:52:22  <Cursarion> - -
08:55:02  <LordAro> oh hang on, it's loaded a gamescript
08:56:26  <Cursarion> a city builder of some sorts, and it decided to catch up?
08:57:33  <LordAro> SyCityGrowth
08:57:36  <LordAro> so... maybe?
08:57:53  <LordAro> but this save never had a GS
08:58:14  <LordAro> i'm pretty confident it never had an AI either, but the console says
08:58:18  <LordAro> dbg: [script] The savegame has an AI by the name 'aroai', version 157 which is no longer available.
08:58:19  <dP> LordAro, what save are you talking about?
08:58:21  <LordAro> dbg: [script] The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.
08:58:27  <LordAro> dP: just one of mine
08:58:53  <LordAro> something is Wrong
08:59:06  <dP> hm... I can take a look as well if you share it
09:00:00  <LordAro> lemme upload it somewhere...
09:01:13  <LordAro>
09:03:52  <dP> LordAro, 403 Forbidden
09:04:06  <LordAro> oh yeah
09:04:08  <LordAro> that's fun
09:04:08  * andythenorth needs to draw cargo icons
09:04:46  <andythenorth> 16x16 icon for lye?
09:04:54  <LordAro> dP: fixed
09:05:06  <andythenorth> the icons are a total PITA
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09:09:53  <LordAro> oh interesting
09:10:05  <dP> LordAro, idk, everything looks pretty normal to me
09:10:19  <dP> LordAro, it doesn't even have custom growth set
09:10:19  <LordAro> i put the GS compat*.nut files in the correct place (broken from cmake build change), and it does indeed appear normal
09:10:45  <LordAro> dP: has it loaded the GS?
09:10:57  <dP> LordAro, ah, no
09:11:19  <LordAro> for me, it loads SyCity Growth v2
09:11:25  <LordAro> (a newgame results in v5)
09:11:27  <dP> LordAro, yeah, if you loaded GS without compat files that explains it as growth speed got *70 at some point
09:11:44  <dP> hm, or mb not...
09:11:51  <dP> it got *70 in cpp not compat...
09:13:15  <LordAro> interesting...
09:13:56  <dP> and I've no idea where to get that sycity
09:15:32  <LordAro> me neither :p
09:16:11  <LordAro> looks like it might be called City Growth Limiter now?
09:17:10  <LordAro> not that that helps you download old versions
09:18:03  <Cursarion> at what started this, I was thinking about fixing that myself but doesn't seem as simple as I thought, I can't find the sprite and I have no idea how the transparency is implemented
09:19:22  <dP> hm, compat_1.2.nut and compat_1.3.nut are the same... seems pointless
09:19:58  <LordAro> dP: it only loads one
09:20:02  <LordAro> it doesn't load them in sequence
09:20:16  <LordAro> (perhaps it could, but it doesn't)
09:20:37  <dP> LordAro, wait, but later compats don't include previous changes
09:20:48  <LordAro> dP: indeed.
09:20:52  <LordAro> a concern
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09:24:53  <dP> LordAro, that can probably explain it if GS sets growth rate 0 to reset growth rate without loading 1.2 or 1.3 compat it will set max growth speed instead
09:26:28  <LordAro> seems that way, yeah
09:27:28  <dP> also now that I think of it earlier compats should include later changes then which they seem to do
09:27:38  <dP> there just aren't many changes xD
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09:43:21  <LordAro> dammit, where's glx when you want him
09:43:28  <LordAro> i've no idea how this new build system works
09:46:54  <TrueBrain> time to learn! :D
09:50:24  <LordAro> CMAKE_BUILD_TYPE=Debug
09:50:26  <LordAro> naturally
09:50:38  <LordAro> and also that triggers hundreds of warnings about FORTIFY_SOURCE
09:51:05  * LordAro makes more modifications
09:51:29  <TrueBrain> and I am going to redeploy OpenTTD to AWS, which -should- not contain any changes ...... :D
09:51:32  <TrueBrain> lets see what it does!
09:52:27  <LordAro> D:
09:53:02  <TrueBrain> downside of using CDK .. sometimes they make changes making it difficult to see what it is going to do .. in this case, reordering of dicts ..
09:53:12  <b_jonas> Eddi|zuHause: thank you for the answers
09:54:11  <TrueBrain> │ - │ ${Vpc/NatSecurityGroup.GroupId} │ In  │ TCP 0-65535 │ Everyone (IPv4) │
09:54:11  <TrueBrain> │ + │ ${Vpc/NatSecurityGroup.GroupId} │ In  │ Everything  │ Everyone (IPv4) │
09:54:16  <TrueBrain> changes like that ..
09:59:45  <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
10:01:10  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
10:01:11  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
10:02:08  <TrueBrain> HE JUST APPROVED IT FFS!
10:02:11  <TrueBrain> so much hate
10:02:12  <TrueBrain> :P
10:02:13  <LordAro> D:
10:02:53  <TrueBrain> your smileys got twisted
10:04:11  <LordAro> :ᗜ
10:04:20  <TrueBrain> much better, thank you
10:04:22  <TrueBrain> now always do this
10:06:15  <LordAro> :ᓀ
10:06:54  <LordAro> ok
10:07:25  <TrueBrain> you now scripted this, didn't you? :D
10:07:49  <LordAro> somewhere between AIScanner::FindInfo and ScriptInstance::Initialize, AroAI v167 gets converted into CityGrowthLimiter v2
10:07:54  <LordAro> this is a problem
10:08:01  <TrueBrain> haha, you think? :D
10:08:04  <LordAro> TrueBrain: nah,
10:08:15  <TrueBrain> lolz
10:08:16  <LordAro> i tried using umlauts, didn't render well
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10:11:25  <TrueBrain> okay, so far it seems the changes are only in metadata on AWS .. so that means I can roll this out to production now :D
10:11:29  <TrueBrain> fingers crossed
10:11:45  <LordAro> oh
10:11:53  <LordAro> there's a GDST savegame chunk
10:11:54  <LordAro> what
10:12:23  <TrueBrain> that is a dutch serie running on TV for ... so many years now
10:12:26  <TrueBrain> well, almost
10:12:28  <TrueBrain> GTST
10:12:31  <TrueBrain> :P
10:16:37  <TrueBrain> WSL2 is so much faster / smoother experience, damn :)
10:21:14  <LordAro> ok, so frosch's zpipe/printhunk seems to think that there is no AIPL or GDST block in the samegame
10:21:19  <LordAro> so...
10:21:34  <TrueBrain> you now blaming frosch? :D
10:21:39  <LordAro> not at all
10:21:47  <LordAro> i'm pretty confident this save never had any AI at all
10:22:02  <LordAro> but OTTD seems to think that it does
10:22:10  <TrueBrain> lol
10:22:13  <LordAro> and it's getting very confused about whether it's an AI or a GS
10:22:14  <TrueBrain> "oops"? :D
10:23:11  <LordAro> pretty much
10:23:18  <LordAro> let's see if valgrind says anything...
10:28:08  <LordAro> TrueBrain: oh, an additional cmake thing you might know the answer to - when building (mkdir build && cmake .. && make), it puts the openttd executable in that folder, but doesn't copy the various bits of bin/ (like AI/Game compatibility scripts) into the build/ directory. Is this an issue(tm), or is it intentional and i'm doing something wrong by just executing ./openttd in build/ ?
10:28:40  <andythenorth> oof I should fix my cmake build
10:28:49  <TrueBrain> hmm .. I know we had some back and forth about that when I started with it ..
10:29:06  <TrueBrain> mostly for regression this was a bit tricky
10:29:20  <LordAro> ==99279== LEAK SUMMARY:
10:29:20  <LordAro> ==99279==    definitely lost: 1 bytes in 1 blocks
10:29:22  <LordAro> not bad.
10:29:31  <TrueBrain> possibly we settled on: run openttd from the bin folder, like: ../build/openttd
10:29:34  <TrueBrain> or something
10:29:40  <TrueBrain> constantly copying files is a pita
10:29:44  <LordAro> mm
10:30:00  <TrueBrain> but cannot really remember, I have to admit
10:30:30  <LordAro> np, thanks
10:30:41  <LordAro> i didn't think of executing like that, tbh
10:30:53  <LordAro> i just copied the compat scripts myself :)
10:31:20  <LordAro> ok, now just looking at the raw (decompressed) savegame - no AI or GS blocks
10:31:26  <dP> LordAro, this is what my script thinks of chunks in your save, may not be accurate for old games though:
10:31:27  <LordAro> i can see all the other blocks in plaintext
10:31:52  <dP> it says ok everywhere because it's a diff script, I just compare that save to itself
10:33:09  <LordAro> dP: i'm using  (& printhunk.c)
10:33:18  <LordAro> all it does is read from stdin and decompress
10:33:22  <LordAro> there's no GDST block there
10:34:02  <TrueBrain> LordAro: btw, what-ever the solution is for running OpenTTD after build, it should be documented somewhere ;)
10:34:31  <LordAro> TrueBrain: i've been whinging about that to glx ever since it was merged :p
10:34:40  <dP> LordAro, GSDT you mean? I can print a bit of it if that helps
10:37:27  <TrueBrain> LordAro: for VS, the working directory is set to bin/
10:37:29  <TrueBrain> set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
10:38:29  <dP> LordAro,
10:40:37  <LordAro> dP: ah yes, because i'm fluent in hex :p
10:41:29  <TrueBrain> pretty sure you are yes; it just doesn't mean anything really :D
10:41:45  <LordAro> oh, `less` search wasn't working on the zpipe output anyway
10:42:18  <LordAro> and yup, there it is - GSDT with "SyCity Growth" following shortly after
10:42:34  <dP> well, my script can only decode some chunks and only in the most recent save versions sadly
10:42:51  <TrueBrain> LordAro: zpipe sends it to stderr? :P
10:43:13  <LordAro> ha
10:43:43  <LordAro> just less not liking <0x09, i think
10:43:53  <LordAro> piped it into xxd instead
10:43:57  <TrueBrain> smart :)
10:44:26  <LordAro> (has the disadvantage of breaking up the text, but mostly works fine)
10:46:54  <LordAro> i've no excuse though
10:47:05  <LordAro> you can even see version 2
10:50:59  <LordAro> in which case, why is it trying to load aroai?
10:53:11  <dP> LordAro, there is AIPL as well though my script didn't print it
10:53:40  <LordAro> oh yes
10:53:54  <LordAro> must have been across a line boundary when i checked before
10:53:59  <LordAro> and yes, aroai is there too
10:54:17  <LordAro> i'm absolutely positive that this save was just me
10:54:26  <LordAro> i must have added them somehow at some point and resaved
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11:08:25  <TrueBrain> poor LordAro  :(
11:08:55  <TrueBrain> okay, I am going to update some EC2 instances on AWS .. this should be without downtime ... although some connections might be stopped, ofc :)
11:09:00  <LordAro> a fun way of spending a few hours...
11:09:47  <TrueBrain> did you learn new things?
11:10:00  <LordAro> i guess a few things
11:11:06  <TrueBrain> so it wasn't for nothing ;)
11:12:46  <LordAro> :)
11:16:10  <TrueBrain> I love how easy it is to rotate EC2 instances .. just simply increase the poolsize of your autoscaling group
11:16:15  <TrueBrain> wait for them to be alive and healthy
11:16:16  <TrueBrain> and scale back
11:17:24  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
11:18:10  <DorpsGek_III> [OpenTTD/OpenGFX] wsfsbvchr opened issue #45: Sidewalk trees don't have transparency
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11:30:17  <TrueBrain> right, new instances are created; didn't go exactly as I wanted, but .. that is a lesson for next time :D (I span up an instance in the wrong AZ)
11:36:57  <Wolf01> [...]issue #45: Sidewalk trees don't have transparency <- my fault, I quit
11:37:14  <LordAro> Wolf01: i was wondering if it was NRT related
11:37:53  <Wolf01> It was my fault anyway, I made the first transparency options patch
11:38:29  <LordAro> oh, lol
11:39:11  <LordAro> in which case maybe it wasn't you
11:39:25  <LordAro> i can't see any TO_TREES option in road_cmd.cpp before NRT
11:39:27  <Wolf01> BTW, the old road fixtures layer had transparency, maybe NRT use another layer
11:40:06  <LordAro> either way, it's not an OTTD issue
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11:40:10  <DorpsGek_III> [OpenTTD/OpenTTD] wsfsbvchr opened issue #8242: Sidewalk trees don't have transparency
11:40:15  <dP> iirc sidewalk trees weren't affected by tree transparency even before nrt
11:40:31  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8242: Sidewalk trees don't have transparency
11:40:42  <LordAro> it looks relatively easy to do
11:40:58  <dP> LordAro, if they have a separate sprite
11:41:04  <LordAro> they do
11:41:10  <LordAro> it just uses the standard tree sprites
11:41:19  <LordAro> i think.
11:42:43  <LordAro> or maybe i'm wrong
11:43:20  <LordAro> as mentioned right at the beginning of all this, none of my saves appear to have roadside trees at all
11:43:45  <dP> LordAro, isn't that a tropic thing only?
11:43:49  <dP> or mb full detail...
11:43:51  <Wolf01> DrawRoadDetail missing transparency check
11:45:01  <LordAro> dP: ...guess who didn't have full detail turned on
11:45:48  <LordAro> oh, and that save just crashes OTTD
11:45:50  <LordAro> great.
11:46:00  <dP> LordAro, yeah, I have it off as well
11:48:01  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
11:48:47  <b_jonas> LordAro: roadside trees in cities are affected by the "Full detail" option in the gear menu
11:48:56  <b_jonas> try turning that on and see if there are roadside trees in large towns
11:49:06  <b_jonas> oh, you already found that
11:49:40  <LordAro> yes, definitely just uses the standard tree sprite
11:50:01  <Wolf01> I would split that from full detail and put in a new transparency options for road detail, and add the check to DrawRoadDetail
11:52:56  <Cursarion> oh, it wasn't an issue in the gfx set after all?
11:53:38  <dP> Wolf01, you can technically do that for everything in full detail
11:54:30  <Wolf01> Yes, but transparency options are for visually blocking objects, I'm fine if fences stay in full detail
11:57:56  <b_jonas> Wolf01: I think road trees could go into the catenary transparencies, then it doesn't need a new button
11:58:47  <b_jonas> but the rest of full detail is still interesting, like railway fences, and so it would probably be nice to have a full detail button on the transparency toolbar that hides those
11:59:03  <b_jonas> I don't recall what else is in full detail besides those two
11:59:15  <b_jonas> I think I saw something else but I don't remember
11:59:44  <dP> b_jonas, if place it on same button it should be with trees, not catenary :P
11:59:47  <Wolf01> Disables water cycle IIRC
12:00:12  <Wolf01> BTW I agree for a full detail button in transparency toolbar
12:00:22  <b_jonas> at least I see you fixed power plant smoke: hiding industries now hides that too
12:00:35  <dP> Wolf01, isn't water cycle on animation toggle?
12:01:18  <b_jonas> dP: no, it's not real trees. the transparency buttons are useful also to find certain objects, though this doesn't come up often with trees. trees and buildings are what I want to hide the most often, and I want to have a way to see road trees even then
12:01:43  <b_jonas> the catenaries are over railways, trees are over roads, I think it would match that well
12:02:04  <b_jonas> as for the water animation, I wish there was just a newgrf that turned that off
12:02:14  <b_jonas> the flashing water when zooming out is so confusing
12:02:23  <frosch123> b_jonas: it
12:02:29  <frosch123> it's "full animation"
12:02:38  <b_jonas> frosch123: yes, I know. but full animation disables other things too
12:02:54  <frosch123> water and lighthouses and steelworks
12:02:56  <b_jonas> and the water is fine on normal zoom, it just gets ugly when zoomed out
12:03:00  <dP> b_jonas, that's just how you play, for everyone else mixing some trees with catenaries makes no sense whatsoever
12:03:31  <b_jonas> dP: do you want the trees button to hide forests?
12:04:03  <b_jonas> anyway, it wouldn't be too bad to hide them with trees I guess
12:04:11  <b_jonas> I'd just prefer to hide them with catenaries
12:05:10  <andythenorth> maybe time for a small FIRS release
12:05:34  <b_jonas> catenaries reminds me, you know the setting to display track reservations? are those supposed to be visible for maglev tracks? because it looked to me like they aren't
12:05:35  * andythenorth wonders about putting v4 alpha on Bananas or not
12:05:44  <b_jonas> they are visible for old railway tracks
12:06:00  <b_jonas> (this is another candidate that I might like to see in the transparency toolbar)
12:06:14  <dP> b_jonas, reservations should be visible for all tracks and it's a setting, yes
12:07:21  <Wolf01> <dP> Wolf01, isn't water cycle on animation toggle? <- I should play more this game
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12:07:28  <dP> xD
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12:08:41  <b_jonas> dp: thanks... let me load my save from 2055 or whatever it was and check that again
12:09:09  <Wolf01> Just make a button for full details in transparency toolbar without moving anything else and everybodi will be fine
12:09:38  <Wolf01> everybody also
12:10:03  <b_jonas> Wolf01: that would also work for me, though I don't think it's a good grouping
12:10:15  <b_jonas> I definitely can't see the reservations on these maglev tracks
12:10:24  <Wolf01> We could debate on this until the end of time
12:10:34  <b_jonas> is there maybe some other option that interacts with this?
12:10:45  <b_jonas> oh wait
12:10:46  <b_jonas> I can see it
12:10:53  <b_jonas> it's visible in the cracks of the maglev tracks only
12:10:55  <b_jonas> subtle
12:11:01  <glx> known issue the maglev reservation, it's very hard to see
12:11:24  <b_jonas> and barely visible for west-east tracks
12:11:30  <b_jonas> glx: thank you
12:11:33  <Wolf01> Heh, even that, track reservations is in game options... more than one person asked to move it in transparency options too
12:12:17  <Wolf01> We'll need to make a 9x9 matrix of buttons in that toolbar
12:12:35  <dP> yeah, actually maglev reservations are barely visible and on some directions not visible at all... should probably be fixed
12:12:42  <b_jonas> I don't use the track reservations option much, so this isn't that much of a problem, I just wanted to ask
12:13:42  <b_jonas> plus for this game I loaded a maglev newgrf so I won't have maglevs for very long (that's if I play this save until maglevs and don't give up to start a different map or different newgrf settings before)
12:13:59  <b_jonas> I like vac trains and want to use them
12:16:11  <b_jonas> as for transparency stuff, thank you for adding that button to the local authority dialog that displays the zone of influence of the authority (the area where they can stop me from building stations and where they don't like cutting trees and reshaping the ground), it's very useful
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12:16:38  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size
12:16:51  <b_jonas> I'm a bit surprised that the button is on the top title bar rather than the bottom, but it doesn't really matter
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12:17:51  <b_jonas> and in general, thank you for doing so much nice development on this game, the UI is more usable than it used to be years ago when I first played it
12:19:15  <b_jonas> as for UI, I should look up how to edit the hotkeys in the config file, because I keep pressing D to mean dynamite when it accidentally skips a station in an order list
12:21:44  <b_jonas> is there a way to add a hotkey to select the direction of a depot?
12:22:20  <dP> no direction hotkey, would be nice though
12:23:20  <b_jonas> thank you
12:23:35  <b_jonas> this isn't high priority, I just asked since I'm editing the hotkey file anyway
12:23:45  <b_jonas> the D thing screwed me too many times
12:25:01  <b_jonas> I'll edit the main toolbar hotkeys too while I'm there
12:31:37  <b_jonas> oh, more importantly
12:31:56  <b_jonas> is there a shortcut to close the active window? I think backspace does that in TTD
12:32:06  <b_jonas> but in OTTD it looks like there's only del to close all non-sticky windows
12:32:32  <b_jonas> oh, there are shortcuts to transparency buttons? nice, I'll have to learn those
12:34:35  <b_jonas> take that, evil orders window! you're no longer catching my D presses
12:36:33  <b_jonas> also easier hotkeys for for the build road and rail and waterway tools, since I want to toggle among those often
12:43:14  <LordAro> glx: the cmake modification in #8241 might want a check from you
12:43:41  <b_jonas> someone should advertise trees with "Increase your town ratings with this one weird trick! Local authorities hate it."
12:44:03  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size
12:52:05  <glx> LordAro: seems ok, same test is used for asserts
12:53:01  <LordAro> :)
12:53:40  <glx> in cmake there's only one debug config (and 3 release ones IIRC)
12:54:29  <LordAro> yeah
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12:56:33  <b_jonas> I guess I should look at the source code and how these newgrf things work to try to fix the easier ones of these issues
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12:56:58  <b_jonas> how difficult is the newgrf part if I want to replace existing graphics?
12:57:14  <b_jonas> I know the hard part is actually drawing stuff, and I'm bad at that
12:57:21  <b_jonas> but is the technical side hard?
12:57:42  <b_jonas> like if I want to make a newgrf to replace the zoomed out ocean animation
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12:59:30  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
12:59:41  <b_jonas> oh, I know what else I could draw! I'll definitely have to look into this newgrf thing
13:00:05  <LordAro> b_jonas: as ever, the answer is "it depends"
13:00:22  <LordAro> NML is the answer for most things these days, which is a hell of a lot easier than writing raw NFO
13:00:38  <glx> just replacing sprite is quite easy with nml
13:01:21  <glx>
13:01:55  <LordAro> i wish there was a better solution to script enum types than just duplicating everything
13:02:40  <b_jonas> thanks
13:05:01  <b_jonas> what I might try to work on is drawing bitmap fonts, since I find the two current ones in OpenTTD too small. I have a monospaced 10x20 pixel bitmap font that I've been using in terminals for lots of years now. Yes, I know that drawing proportional fonts is harder, but still.
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13:05:16  <b_jonas> And I've seen that there's at least one NewGRF that replaces the fonts, so it should be possible in principle
13:05:43  <b_jonas> I might have to also edit the source to disunify fonts so that more than two fonts are used
13:05:46  <b_jonas> but still
13:06:02  <glx> easier to use a font directly
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13:08:05  <b_jonas> glx: yeah
13:08:25  <b_jonas> although I must figure out how to edit the colors of the text, shading, and backgrounds in the UI, because there's a lot of readability I could gain from just that
13:10:42  <b_jonas> glx: but all small sized bitmap fonts suck, there's a reason why I made my own terminal font anyway, so I want to make bitmap fonts already (I have a tiny sized proportional one in the making right now, it's not too useful for openttd but still)
13:11:58  <b_jonas> I started after I misread a hexadecimal 9B as 98
13:12:18  <b_jonas> and yes, I know that's not something that will come up in the openttd UI, but still
13:13:26  <b_jonas> I started that in 2008 apparently
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13:15:06  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8129: OpenTTD is crashed after hours of playing
13:15:14  <b_jonas> (I also made a 9x16 bitmap font for VGA text mode before that, but that one is (1) ugly (2) only has 256 characters in an awful mix of multiple single-byte encodings, (3) not really original, just mixes up multiple existing VGA fonts plus a few hand edits, so it's not even open-source)
13:16:24  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen
13:17:44  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets
13:18:34  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8237: Feature: Increase max possible distance from border for oil refineries and rigs
13:19:14  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
13:19:38  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8232: "Huge screenshot" warning incorrect for heightmap / minimap screenshots
13:19:39  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot
13:19:55  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly
13:19:55  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly
13:22:51  <andythenorth> yo
13:24:38  <LordAro> andythenorth: i'm helping with the number of issues
13:24:43  <LordAro> (by opening more PRs)
13:25:19  <andythenorth> rad
13:25:31  <andythenorth> was it nml release time also?
13:26:23  <LordAro> probably
13:27:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8236: Fix #7772: Show destination on mouseover when vehicle stopped (and not in depot)
13:43:22  <LordAro> i really need a separate OTTD dev environment that doesn't have *all* the GRFs
13:43:27  <LordAro> starting OTTD takes so long
13:43:57  <FLHerne> LordAro: openttd -c empty_dir
13:44:29  <LordAro> indeed
13:44:34  <LordAro> i just need to remember to do that :p
13:44:46  <FLHerne> empty_dir/openttd.cfg, even
13:47:41  <LordAro> Wolf01:
13:48:41  <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
13:51:17  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes
14:13:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8244: Fix #8216: Don't show floating text on autoreplace if cost is 0
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14:23:55  <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen
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14:30:51  <supermop_Home> hello
14:31:04  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8245: Change: Also make roadside trees match the tree transparency option
14:31:14  <LordAro> Cursarion: ^
14:32:14  <supermop_Home> LordAro neat
14:32:28  <LordAro> i like it when "features" are easy
14:42:22  <Wolf01> LordAro: I'm startingo to think it should be renamed to graphics options XD
14:42:36  <LordAro> Wolf01: i did wonder
14:42:48  <LordAro> but then i became bored and got rid of what i'd done (all 4 lines of it)
14:44:13  <Wolf01> That's my problem too, I write 4 lines of code and I get bored, I play 1 hour and get bored
14:56:52  <andythenorth> I haven't been bored for years
15:02:12  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8245: Change: Also make roadside trees match the tree transparency option
15:06:21  <LordAro> andythenorth: how closely does that coincide with the arrival of your children?
15:07:11  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8243: Fix #8129: Crash if a news message expires while viewing the endgame screen
15:07:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8129: OpenTTD is crashed after hours of playing
15:07:20  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8242: Sidewalk trees don't have transparency
15:07:21  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8245: Change: Also make roadside trees match the tree transparency option
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15:20:20  <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
15:23:06  <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14)
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15:28:14  <spnda> what i just pushed is no real update, just ignore it
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15:41:46  <andythenorth> LordAro pretty closely
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16:21:20  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets
16:22:33  * andythenorth did a FIRS release
16:25:34  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8244: Fix #8216: Don't show floating text on autoreplace if cost is 0
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16:54:59  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size
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17:49:51  <spnda> what's this about? "NewGRF file is missing 'vgf_set-0.1.0\vgf_0.1.0.grf'; disabling"
17:50:03  <spnda> they're clearly there and they are found when I rescan files
17:50:15  <spnda> it's only NewGRFs inside tar files that don't get recognized
17:50:56  <glx> using master ?
17:51:11  <spnda> yeah
17:51:19  <spnda> I just pulled the last 28 commits from master
17:51:22  <spnda> now this is happening
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17:52:00  <glx> then check before
17:52:30  <glx> but it's weird if that's the cause
17:52:37  <spnda> yeah I just thought that might be a issue
17:52:49  <spnda> sorry, how would I clone the repo before that commit?
17:53:19  <glx> git checkout e6f3e15c32b5 should do
17:57:26  <spnda> hmm, I don't feel like it actually rewinded onto that commit
17:58:01  <spnda> git status said it did but newer commits are showing up in the code itself
18:01:20  <spnda> sorry, ignore that, wrong folder i was using
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19:28:31  <supermop_Home> yo
19:36:18  <andythenorth> yo
19:36:24  <Wolf01> yo
19:47:07  <supermop_Home> im just staring at a salt mine here cant bring myself to start building a train
19:55:47  <andythenorth> intertia
19:55:50  <andythenorth> inertia
20:03:20  <Wolf01> I'm staring at my steam library, could I start building your train instead?
20:07:18  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #8236: Fix #7772: Show destination on mouseover when vehicle stopped (and not in depot)
20:09:56  <andythenorth> supermop_Home so larger coke oven, blast furnace, oxygen furnace
20:09:57  <andythenorth> ??
20:18:46  <supermop_Home> maybe
20:18:54  <supermop_Home> maybe more fields around them
20:19:06  <supermop_Home> the coke oven actually seems pretty big already
20:19:29  <supermop_Home> for an industry that's kind of an accessory to either a blast furnace or coal mide
20:19:31  <supermop_Home> mine
20:19:55  <andythenorth> problem is fitting the stations in
20:20:18  <supermop_Home> a coke oven that goes \ would be nice
20:21:09  <supermop_Home> also i always try to drop coal off on the left side and pick coke up on the right, based on the way the ovens are drawn
20:22:14  <andythenorth> I am using the FIRS objects grf to try new layouts :P
20:33:12  <DorpsGek_III> [OpenTTD/OpenTTD] wsfsbvchr commented on pull request #8245: Change: Also make roadside trees match the tree transparency option
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21:26:37  <supermop_Home> ok built a couple trains
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22:43:44  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE
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22:59:57  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE
23:00:32  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8244: Fix #8216: Don't show floating text on autoreplace if cost is 0
23:00:33  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8216: It is possible to get a "Cost: £0" float from autoreplace.
23:02:09  <FLHerne> LordAro: andy will be pleased :-)
23:03:23  <LordAro> :)
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23:18:31  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE
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23:34:11  <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton commented on issue #8162: Converting town-owned road returns ambiguous/unhelpful error message
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