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00:06:18 *** HerzogDeXtEr has quit IRC 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 01:37:27 *** Progman has quit IRC 01:50:38 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8239: Fix #8221: No Bridge Type, Given Size, Subtitle https://git.io/JJeYs 02:05:44 *** k-man has quit IRC 02:08:15 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeYs 02:15:37 *** debdog has joined #openttd 02:19:00 *** D-HUND has quit IRC 02:25:41 *** tokai has joined #openttd 02:25:41 *** ChanServ sets mode: +v tokai 02:29:57 *** hotel has left #openttd 02:32:04 *** tokai|noir has joined #openttd 02:32:04 *** ChanServ sets mode: +v tokai|noir 02:39:02 *** tokai has quit IRC 02:40:35 *** tokai has joined #openttd 02:40:35 *** ChanServ sets mode: +v tokai 02:41:23 *** tokai|noir has quit IRC 02:49:01 *** k-man has joined #openttd 02:49:13 *** glx has quit IRC 03:06:33 *** Flygon has joined #openttd 03:20:31 *** Wormnest has quit IRC 04:00:21 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton commented on pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJesu 04:00:22 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton closed pull request #8239: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeYs 04:08:25 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton opened pull request #8240: Fix #8221: No Bridge Type Given Size, Subtitle https://git.io/JJeso 04:17:59 *** tokai|noir has joined #openttd 04:17:59 *** ChanServ sets mode: +v tokai|noir 04:24:53 *** tokai has quit IRC 05:08:17 *** tokai has joined #openttd 05:08:17 *** ChanServ sets mode: +v tokai 05:14:23 *** tokai|noir has quit IRC 05:18:53 *** tokai|noir has joined #openttd 05:18:53 *** ChanServ sets mode: +v tokai|noir 05:21:25 *** tokai has quit IRC 05:24:24 *** tokai has joined #openttd 05:24:24 *** ChanServ sets mode: +v tokai 05:30:25 *** tokai|noir has quit IRC 05:31:57 *** tokai|noir has joined #openttd 05:31:57 *** ChanServ sets mode: +v tokai|noir 05:38:53 *** tokai has quit IRC 05:42:20 *** tokai|noir has quit IRC 05:44:10 *** tokai has joined #openttd 05:44:10 *** ChanServ sets mode: +v tokai 05:54:55 *** keoz has joined #openttd 06:19:51 *** andythenorth has joined #openttd 06:26:58 <andythenorth> yo 06:30:09 *** WormnestAndroid has quit IRC 06:30:22 *** WormnestAndroid has joined #openttd 06:30:38 *** Yourself_ has quit IRC 06:53:43 *** tokai has quit IRC 07:31:53 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR 07:34:56 <dwfreed> needs more RAII 07:41:10 *** snail_UES_ has quit IRC 07:47:22 <LordAro> perhaps 07:47:33 <LordAro> but those classes are *almost* POD 08:15:25 *** Markk has quit IRC 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) 08:23:31 *** Markk has joined #openttd 08:28:01 *** Wolf01 has joined #openttd 08:28:04 *** keoz has quit IRC 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> http://r.xrs.fi/i/ottd_transparency1.png - http://r.xrs.fi/i/ottd_transparency2.png - http://r.xrs.fi/i/ottd_transparency3.png 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> https://www.lordaro.co.uk/~lordaro/Big%20City%20Attempt.sav 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 09:08:56 *** keoz has joined #openttd 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 09:22:52 *** HerzogDeXtEr has joined #openttd 09:23:51 *** gelignite has joined #openttd 09:24:51 *** nielsm has quit IRC 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 09:29:04 *** arikover has joined #openttd 09:41:13 *** Progman has joined #openttd 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 https://git.io/JJe4b 10:01:10 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJe4b 10:01:11 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR 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, https://lingojam.com/Sidewaystext 10:08:15 <TrueBrain> lolz 10:08:16 <LordAro> i tried using umlauts, didn't render well 10:10:53 *** arikover has quit IRC 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: https://pastebin.com/tHS9uhmR 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 http://devs.openttd.org/~frosch/texts/zpipe.c (& 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, https://pastebin.com/HLq0xsNm 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> https://pastebin.com/41qMnvWd 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 11:03:53 *** frosch123 has joined #openttd 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 https://git.io/JJeCR 11:18:10 <DorpsGek_III> [OpenTTD/OpenGFX] wsfsbvchr opened issue #45: Sidewalk trees don't have transparency https://git.io/JJeRo 11:19:58 *** DorpsGek_III has quit IRC 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 11:40:10 *** DorpsGek_III has joined #openttd 11:40:10 <DorpsGek_III> [OpenTTD/OpenTTD] wsfsbvchr opened issue #8242: Sidewalk trees don't have transparency https://git.io/JJe0e 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 https://git.io/JJe0e 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 https://git.io/JJeCR 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 12:07:22 *** andythenorth has quit IRC 12:07:28 <dP> xD 12:07:46 *** glx has joined #openttd 12:07:46 *** ChanServ sets mode: +v glx 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 12:16:23 *** cHawk_ has quit IRC 12:16:38 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size https://git.io/JJeET 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 12:16:54 *** cHawk_ has joined #openttd 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 https://git.io/JJeEV 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 12:56:11 *** cHawk_ has quit IRC 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 12:56:40 *** cHawk_ has joined #openttd 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 12:58:59 *** cHawk- has joined #openttd 12:59:30 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR 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> https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_TTD_sprites 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. 13:05:03 *** cHawk_ has quit IRC 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 13:08:00 *** gelignite has quit IRC 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 13:13:28 *** andythenorth has joined #openttd 13:15:06 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8129: OpenTTD is crashed after hours of playing https://git.io/JfCAR 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 https://git.io/JJeu8 13:17:44 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets https://git.io/JJeuB 13:18:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8237: Feature: Increase max possible distance from border for oil refineries and rigs https://git.io/Jfp95 13:19:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JJeu0 13:19:38 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8232: "Huge screenshot" warning incorrect for heightmap / minimap screenshots https://git.io/JfNuu 13:19:39 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8224: Cleanup: Remove redundant implementation of TakeScreenshot https://git.io/JfdP1 13:19:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/JfxQt 13:19:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #8235: Fix for 'Huge screenshot' warning being shown incorrectly https://git.io/JJeuz 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) https://git.io/JJeuo 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: https://i.imgur.com/rO5GQ0M.png 13:48:41 <DorpsGek_III> [OpenTTD/OpenTTD] michicc approved pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeuN 13:51:17 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8241: Fix: Compiler warnings about memsetting non-trivial classes https://git.io/JJeCR 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 https://git.io/JJez0 14:20:49 *** keoz has quit IRC 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 https://git.io/JJezV 14:25:23 *** keoz has joined #openttd 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 https://git.io/JJezD 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 https://git.io/JJegx 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 https://git.io/JJeu8 15:07:12 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8129: OpenTTD is crashed after hours of playing https://git.io/JfCAR 15:07:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8242: Sidewalk trees don't have transparency https://git.io/JJe0e 15:07:21 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8245: Change: Also make roadside trees match the tree transparency option https://git.io/JJezD 15:15:03 *** Wormnest has joined #openttd 15:20:20 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 15:23:06 <DorpsGek_III> [OpenTTD/OpenTTD] spnda updated pull request #7955: WIP Feature: NewGRF Road Stops (Feature 14) https://git.io/JvLQL 15:24:12 *** tokai has joined #openttd 15:24:12 *** ChanServ sets mode: +v tokai 15:28:04 *** spnda has joined #openttd 15:28:14 <spnda> what i just pushed is no real update, just ignore it 15:30:49 *** tokai|noir has joined #openttd 15:30:49 *** ChanServ sets mode: +v tokai|noir 15:32:38 *** Flygon has quit IRC 15:37:28 *** tokai has quit IRC 15:38:58 *** tokai|noir has quit IRC 15:40:37 *** tokai has joined #openttd 15:40:38 *** ChanServ sets mode: +v tokai 15:41:46 <andythenorth> LordAro pretty closely 15:53:35 *** gelignite has joined #openttd 16:21:20 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8238: Update documentation to acknowledge integer type mismatch in certain admin packets https://git.io/JfjFU 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 https://git.io/JJerc 16:34:29 *** snail_UES_ has joined #openttd 16:49:14 *** jottyfan has joined #openttd 16:51:34 *** tokai|noir has joined #openttd 16:51:34 *** ChanServ sets mode: +v tokai|noir 16:54:59 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton updated pull request #8240: Fix #8221: Subtitle - No Bridge Type Given Size https://git.io/JJeso 16:57:23 *** tokai has quit IRC 16:58:50 *** tokai has joined #openttd 16:58:50 *** ChanServ sets mode: +v tokai 16:59:48 *** tokai|noir has quit IRC 17:09:32 *** keoz has quit IRC 17:41:43 *** jottyfan has joined #openttd 17:41:45 *** sla_ro|master has joined #openttd 17:41:47 *** jottyfan has quit IRC 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 17:51:42 *** keoz has joined #openttd 17:52:00 <glx> then check before https://github.com/OpenTTD/OpenTTD/commit/87a069c887267ff375c35fdbe5d95fbe71ff0579 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 18:28:45 *** virtualrandomnumber has joined #openttd 18:28:49 *** virtualrandomnumber has quit IRC 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) https://git.io/JJeMA 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 https://git.io/JJeDH 20:56:15 *** larryf has joined #openttd 21:24:47 *** sla_ro|master has quit IRC 21:26:37 <supermop_Home> ok built a couple trains 21:28:08 *** andythenorth has quit IRC 21:52:02 *** Smedles_ has joined #openttd 21:53:59 *** Smedles has quit IRC 22:10:02 *** frosch123 has quit IRC 22:17:08 *** tokai has quit IRC 22:43:44 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE https://git.io/JJeQr 22:48:43 *** keoz has quit IRC 22:54:34 *** Wolf01 has quit IRC 22:58:20 *** y2kboy23 has joined #openttd 22:59:57 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE https://git.io/JJeQj 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 https://git.io/JJez0 23:00:33 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8216: It is possible to get a "Cost: £0" float from autoreplace. https://git.io/Jf9VX 23:02:09 <FLHerne> LordAro: andy will be pleased :-) 23:03:23 <LordAro> :) 23:15:34 *** gelignite has quit IRC 23:18:00 *** HerzogDeXtEr has quit IRC 23:18:31 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8246: Fix 887b912af: MinGW requires an extra link flag with _FORTIFY_SOURCE https://git.io/JJeQr 23:26:31 *** y2kboy23 has quit IRC 23:27:56 *** y2kboy23 has joined #openttd 23:29:35 *** Gustavo6046 has quit IRC 23:30:35 *** tokai has joined #openttd 23:30:36 *** ChanServ sets mode: +v tokai 23:34:11 <DorpsGek_III> [OpenTTD/OpenTTD] TrevorShelton commented on issue #8162: Converting town-owned road returns ambiguous/unhelpful error message https://git.io/Jfu9j 23:40:13 *** Gustavo6046 has joined #openttd 23:54:59 *** Progman has quit IRC 23:57:32 *** tokai has quit IRC