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00:25:31 *** twpol has quit IRC 00:25:42 *** twpol has joined #openttd 01:15:55 *** greeter has quit IRC 01:16:17 *** greeter has joined #openttd 01:28:04 *** Wormnest has quit IRC 01:37:39 <reldred> _glx_: So, Iโve been doing that lately to brute force the sprite sorter with oversized sprites. Itโs bad, I know, but I like big buildings and I cannot lie. 02:15:35 *** gnu_jj has joined #openttd 02:18:44 *** gnu_jj_ has quit IRC 02:42:48 *** D-HUND has joined #openttd 02:45:01 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on discussion #12886: Push-pull: What if trains could back up? https://github.com/OpenTTD/OpenTTD/discussions/12886 02:45:57 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on discussion #12886: Push-pull: What if trains could back up? https://github.com/OpenTTD/OpenTTD/discussions/12886 02:46:09 *** debdog has quit IRC 04:05:47 *** bryjen has joined #openttd 04:19:06 *** keikoz has joined #openttd 04:38:31 *** Flygon has quit IRC 04:42:22 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/ba46128bdd0ef2d3cbec73b9d67cc08b1690f607 04:42:23 <DorpsGek> - Update: Translations from eints (by translators) 05:10:08 *** keikoz has quit IRC 05:14:19 *** keikoz has joined #openttd 05:16:09 *** keikoz has quit IRC 05:21:05 *** keikoz has joined #openttd 05:56:15 *** D-HUND is now known as debdog 06:36:17 *** bryjen has quit IRC 07:14:35 *** nielsm has joined #openttd 08:25:36 <merni> reldredviaGitHub: Well, yeah, but one of the most common IRL ways to "turn around" is to detach the locomotive and either run it around to the other end or attach another one at the other end 08:25:50 <merni> Which isn't possible in openttd until we add something like the shunting patch 08:26:18 <andythenorth> never going to happen ๐ 08:26:27 <merni> exactly 08:26:40 <andythenorth> here's my gate, would you like to keep it? ๐ 08:26:54 <andythenorth> https://tenor.com/view/gate-jump-fail-fall-gif-7881649 08:30:57 <FLHerne> peter1138: those are some very nice numbers :-) 08:31:23 <reldred> merni: let me worry about that in my own games 08:34:52 <DorpsGek> [OpenTTD/OpenTTD] telk5093 started discussion #12888: Mouse wheel click to close windows https://github.com/OpenTTD/OpenTTD/discussions/12888 10:36:43 *** virtualrandomnumber has joined #openttd 10:36:54 *** virtualrandomnumber has quit IRC 10:51:17 <DorpsGek> [OpenTTD/OpenTTD] FraGitHubnk opened issue #12889: [Crash]: Short stop/freeze: -> Crash (V-14_1) https://github.com/OpenTTD/OpenTTD/issues/12889 11:05:36 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #12889: [Crash]: Short stop/freeze: -> Crash (V-14_1) https://github.com/OpenTTD/OpenTTD/issues/12889 11:48:02 <peter1138> Simply building. 12:15:19 *** Flygon has joined #openttd 12:22:03 <peter1139> And I want to test the numbers with this station... 12:24:54 <johnfranklin> I am guessing, there might be an "english barrier" for openttd discussions (bug report, feature request, etc) 12:43:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12554: Feature: [NewGRF] Allow fixed layout up to 256 tiles per NewGRF rail station. https://github.com/OpenTTD/OpenTTD/pull/12554#issuecomment-2266701403 12:49:51 <peter1139> Kinda relieved that it does show a performance benefit at all ;) 12:50:34 <reldred> Yes please. Anything that makes making stations easier plz. 12:51:40 <peter1139> Well, doing CB14 vs CB24 probably isn't that much different. 12:52:17 <peter1139> Although of course there are also the static layouts defined with property 0E. 12:52:29 <peter1139> Those are simple. 12:53:11 <peter1139> Don't know if NML supports that. 12:59:28 <gwyd4016> This isn't a great example because it has such a simple varact2 chain 12:59:49 <gwyd4016> I'll make one with a more complex chain to test along side 12:59:57 *** toktik is now known as Guest2049 13:00:01 *** toktik has joined #openttd 13:00:06 <peter1139> Even so it still shows a performance benefit. 13:00:16 *** Guest2049 has quit IRC 13:09:15 <michi_cc[d]> truebrain: <https://wiki.openttd.org/en/Development/NewGRF/Specification%20Status> seems to return a blank page. Wanted to check that for PR#12554 13:11:16 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #12554: Feature: [NewGRF] Allow fixed layout up to 256 tiles per NewGRF rail station. https://github.com/OpenTTD/OpenTTD/pull/12554#pullrequestreview-2217053378 13:18:37 <peter1139> michi_cc[d], fixed it (went to /edit/ and simply saved it) 13:19:18 <peter1139> And yeah, it's not updated. 13:21:47 <truebrain> Tnx. Sometimes it cached an empty page, still no clue why. Can't reproduce it, so hard to see if my fixes work ๐ 13:57:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12554: Feature: [NewGRF] Allow fixed layout up to 256 tiles per NewGRF rail station. https://github.com/OpenTTD/OpenTTD/pull/12554 13:59:54 <gwyd4016> Epic 14:00:15 <peter1139> Wondering about industry tiles now, given what FIRS does... 14:00:38 <peter1139> Simplest is to increase the global tile id space. 14:01:43 <peter1139> Map-wise it's possible to make them per-industry, but the definition doesn't work like that. 14:03:20 <peter1139> Maybe a per-industry(spec) lookup from industry id + map tile id to industry tile id is possible. 14:03:47 <peter1139> Similar to how stations have the speclists. 14:07:04 <peter1139> Might help resolve the silliness of every having every time animated even though it doesn't change. 15:00:34 <DorpsGek> [OpenTTD/OpenTTD] KogentaSan left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/ba46128bdd0ef2d3cbec73b9d67cc08b1690f607#commitcomment-145003487 15:08:19 <DorpsGek> [OpenTTD/OpenTTD] KogentaSan left a comment on commit: Update: Translations from eints https://github.com/OpenTTD/OpenTTD/commit/57afa6002a379522ad8b28375d678970fc84f2cb#r145003550 15:10:50 *** gelignite has joined #openttd 16:16:13 <andythenorth> peter1139: I really thought youโd patched this already, possibly per industry ๐ 16:24:13 <merni> johnfranklin: That is pretty common for open source projects (and software generally), unfortunately 16:24:55 <merni> People can use online translation though 16:30:42 <andythenorth> Are there no branches lurking? 16:30:43 <gwyd4016> Do stations have access to var67 during cb24? 16:31:29 <gwyd4016> Docs say 40+x and 80+x variables are inaccessible because the station hasn't been built yet 16:32:01 <gwyd4016> 60+x is different from 40+x (I think) but it doesn't seem to be giving the expected results them 16:32:53 *** XYZ_ has joined #openttd 16:33:01 <gwyd4016> https://cdn.discordapp.com/attachments/1008473233844097104/1269332206896025641/256tiletype_v2.grf?ex=66afad3d&is=66ae5bbd&hm=fcc0950b4cbe26a3f9d041b25e63c40bf9efd2d84e7009b8aa56da16badfa054& 16:33:01 <gwyd4016> This is an updated version of the more tile types test grf, that just uses variable 67 to sum the tile classes of the surrounding 8 tiles 16:33:35 <gwyd4016> Then will either use CB 14 to use that to decide the number it shows, or will set it as its tile type, which then decides the number it shows 16:33:50 <gwyd4016> However, the CB24 version only ever shows 00 or something 16:35:49 *** herms6 has quit IRC 16:37:39 *** XYZ has quit IRC 16:38:44 <peter1139> Hmm, "as the station is not yet completely finished, the station does not yet exist" 16:39:05 <peter1139> Which is weird, it does actually exist, and if you are adding to an existing station that would also exist, but apparently doesn't. 16:40:06 <peter1139> Var 67 looks like it should exist though. 16:41:38 <peter1139> But during construction not all the tiles will exist yet. 16:42:38 <peter1139> Maybe GetNearbyTile needs to be faked during CB24. 16:44:13 <peter1139> Or maybe we could make CB24 2-stage. 16:44:36 <peter1139> Place all the tiles with a fixed layout first, then run CB24 for each tile in turn. 16:52:43 <gwyd4016> I can imagine this getting a bit weird 16:58:10 <gwyd4016> Tbf the case I'm thinking of already exists 16:58:34 <gwyd4016> CB24 gets a version of var41 which has tile type 17:08:22 <gwyd4016> On the topic of var 41, are the high 4 bits of var 40, 41, etc are going to become the high 4 bits of the tile type? 17:12:57 <peter1139> Good point. 17:13:13 <peter1139> Interesting that it's 4 bits, when only 3 are used :) 17:13:17 <peter1139> *were 17:44:29 <gwyd4016> And in a sense, only 2 17:44:40 <gwyd4016> Or did you get the lowest bit too? 17:47:37 <peter1139> Lowest bit is included. 17:49:12 <sono3304> will we ever get diagnonal tunnels? 17:49:17 <sono3304> or diagonal bridges 17:49:24 <sono3304> or water tunnels 17:49:34 <sono3304> or bridges over bridges 17:49:43 <gwyd4016> Water tunnels has been done 17:50:00 <gwyd4016> Diagonal tunnels are more likely than diagonal bridges 17:50:02 <sono3304> oh interesting whats the mod called or is it in the game and i havent realized 17:51:47 <gwyd4016> ?jgr 17:51:51 <_jgr_> I doubt that there is any patch for it which is even remotely recent/compatible with the current version 17:51:56 <gwyd4016> I forgot what the command is 17:52:04 <gwyd4016> Discord channel #jgr-patch-pack 17:52:15 <FLHerne> gwyd4016: Cirdan did diagonal bridges I think 17:52:57 <gwyd4016> Diagonal tunnels felt more intuitive because it could in theory do without new graphics, if the entrances were still not diagonal 17:53:20 <FLHerne> no, I misremembered, it was just allowing diagonal tracks/junctions on bridgeheads 17:53:34 <gwyd4016> Ah, that is nice too though 17:54:00 <FLHerne> that was years ago and never got merged though :-( 17:54:23 <_jgr_> Water tunnels would have horrendous clipping/sprite sorting issues 17:54:46 <_jgr_> Ships are bad enough for that already 17:54:58 <sono3304> cant just have road tunnel and call it a water tunnel and let ships use it 17:54:59 <FLHerne> they could be allowed only for very small ships :p 17:55:19 <gwyd4016> Oh that kind of water tunnel 17:55:23 <gwyd4016> I jumped to chunnel 17:55:40 <sono3304> yea like sea level water tunnel 17:55:41 <FLHerne> typing from a small boat that has been through many tunnels, it's certainly possible :p 17:56:29 <sono3304> would be a nice addition to the current canals system 18:23:01 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12890: Change: [NewGRF] Place all 8 bits of station tile layout in var 40/41. https://github.com/OpenTTD/OpenTTD/pull/12890 18:37:25 <peter1139> gwyd4016, what variables does v2 test in the CB24 version? 18:41:41 <gwyd4016> Just var 67 18:41:53 <gwyd4016> For both CB24 and CB14 18:45:14 <peter1139> Ah, summing tile classes, so it depends on the type of tiles around it. I need to make sure there no trees etc :) 18:46:04 <gwyd4016> Yes 18:46:24 <gwyd4016> The highest tile class is company owned land/objects 18:47:31 <gwyd4016> Also the number on the tile is not the same as the sum of tile classes 18:49:31 <gwyd4016> It's wrong for something to do with the fact that I didn't add letters to the tile numbers 18:50:18 <peter1139> I only care that CB14 and CB24 looks the same :) 18:51:10 <peter1139> If I don't pass the station, then I still get 01 every time. Hmm. 18:53:56 <peter1139> Okay, I think this is a var67 bug :D 18:54:04 <gwyd4016> Excellent 18:55:05 <peter1139> var67 uses the resolver's axis object, because the tile doesn't exist yet. 18:55:17 <peter1139> But axis is only set for station tile slope checks, not general callbacks. 18:55:31 <peter1139> s/object/property/ 19:01:22 <gwyd4016> I was hoping to use var 67 extensively in cb 24 to detect if a bridge crosses the station 19:03:52 <peter1139> Hmm, unreliable. 19:04:53 <peter1139> A variable (or a bit in an existing variable) for has bridge above would make sense? 19:05:20 <peter1139> Maybe JGRPP already has that. Vanilla doesn't given it doesn't have bridges above stations. 19:12:17 <gwyd4016> It is unreliable 19:13:12 <gwyd4016> It uses some maths to find the tile offset needed to reach 1 tile past the end of the station 19:13:40 <gwyd4016> Then checks that both sides have the tile class be equal to 9 19:14:59 <gwyd4016> It currently uses advanced sprite offsets and registers to work it out 19:15:52 <gwyd4016> But I'd like to work it out once for CB24 19:16:17 <gwyd4016> Then set the registers just using prop 41 19:25:02 <talltyler> Who knew that batteries trains in Toyland might be a real thing someday? 19:25:02 <talltyler> https://www.ft.com/content/e7baef52-eeba-40f0-95fd-2b898f039c45 19:28:49 <andythenorth> hmm 19:28:55 <andythenorth> have we heard of 'wires'? 19:31:18 <talltyler> โWires are too hardโ 19:31:43 <talltyler> I mean, looking at the pathetic amount of railway electrification done here, maybe they have a point 19:49:20 <gwyd4016> Trains carrying charged batteries isn't much sillier than trains carrying diesel fuel 19:51:12 <andythenorth> https://www.reddit.com/r/mildlyinteresting/comments/20jlv3/never_underestimate_the_bandwidth_of_a_station/ 19:51:26 <andythenorth> we used to ship videos by train, on a hard drive 19:58:39 <talltyler> Mmm, that's true 19:59:00 <talltyler> And "mobile peaker" might be very useful to the grid 20:01:51 <goddess_ishtar> sneakernet 20:06:44 <audigex> gwyd4016: And even with full batteries, the cost savings vs diesel EASILY outweigh the extra electricity used hauling empty batteries around 20:07:25 <audigex> I run my car at 2p/mile vs diesel which is ~15-16p/mile, and petrol a bit more than that. No reason train operators can't do much the same 20:10:34 <audigex> Obviously 100% battery units make a bit less sense as you'd have to carry a LOT of battery for a long intercity route with few stops, but with many stops, or a short branch off an electrified mainline, they're potentially pretty useful 20:10:34 <audigex> Although I think the really sensible use for battery trains is "bridging gaps" (sometimes literally) in electrification programs. Electrify the open bits of track next to fields, skip the tunnels and bridges and stations with low canopies and just use batteries in those sections 20:10:34 <audigex> Something like 1/2-2/3 of most electrification programs cost comes down to expensive things like enlarging tunnels, raising bridges, and bypassing obstacles... if you can skip that part then you can electrify MUCH cheaper 20:11:24 <talltyler> That's an interesting perspective on battery-electric trains I hadn't considered. 20:12:05 <talltyler> I've been hating on them as lazy cop-outs from full electrification, but filling gaps is the 80/20 rule in effect. 20:12:23 <talltyler> That said, the link I posted is about utilities shipping power by rail instead of high-voltage lines. ๐ 20:13:17 <audigex> Birmingham's tram network has done something similar to get a cheap extension to one of their lines too. Charge under the wires, then do a quick jaunt off the wires at the end of the route without having to pay for the electrification there. I think Merseyrail (Liverpool's metro network) is doing something much the same 20:14:49 <DorpsGek> [OpenTTD/OpenTTD] Transportman opened issue #12891: [Bug]: Timetable speed is set to 1 below the inputted value (not for all values) https://github.com/OpenTTD/OpenTTD/issues/12891 20:14:56 <peter1138> Yeah battery-as-popwer is not the same as battery-as-cargo ๐ 20:19:49 <sono3304> would it be possible to make it so a player can build within a message window, for example when it pops up that a train is stuck, without going to that location we could actually edit the track within the window 20:21:00 <andythenorth> we can afford to ship coal by rail to generate electricit 20:21:29 <andythenorth> and usually end products have lower weight and/or lower volume, so cheaper to ship (unless fragile) 20:21:48 <andythenorth> so maybe shipping batteries is the future 20:22:10 <sono3304> oh wait you already can 20:22:12 *** aaa has joined #openttd 20:22:18 <sono3304> ignore that request 20:23:25 *** aaa has quit IRC 20:25:26 <peter1138> Well, power produced by coal is pretty much dead, 20:27:07 <peter1138> <https://en.wikipedia.org/wiki/List_of_active_coal-fired_power_stations_in_the_United_Kingdom> 20:28:53 <peter1138> Bug in TTD: Coal plants don't a cesssation date. 20:29:11 <peter1138> Bug in TTD: Coal plants don't have a cessation date. 20:33:48 <peter1138> Bug in UK: What the actual fuck you racist pricks? 20:43:57 <_glx_> yeah silly stuff in UK 20:47:49 *** nielsm has quit IRC 20:49:57 <gwyd4016> I feel the media has fanned the flames of this a little 20:50:32 <gwyd4016> Midday news on BBC was basically like "ooh are we going to get more riots over the weekend?" 20:55:31 <peter1138> A little? 21:10:14 <DorpsGek> [OpenTTD/eints] PstasDev opened issue #197: Feature Idea: Inline diff for Outdated strings https://github.com/OpenTTD/eints/issues/197 21:23:09 *** keikoz has quit IRC 21:44:53 *** tokai has joined #openttd 21:44:53 *** ChanServ sets mode: +v tokai 21:51:49 *** tokai|noir has quit IRC 21:53:52 <DorpsGek> [OpenTTD/eints] PstasDev commented on issue #197: Feature Idea: Inline diff for Outdated strings https://github.com/OpenTTD/eints/issues/197 22:01:16 <pickpacket> What's going on in the UK? 22:23:30 <gwyd4016> National protests and riots due to a stabbing attack that killed 3 young girls 22:24:19 <gwyd4016> Except many of these riots are being targeted towards Muslims, mosques, and symbols of and individuals within immigrant communities 22:24:36 <gwyd4016> Despite the attacker being neither Muslim nor an immigrant 22:30:25 *** gelignite has quit IRC