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02:45:38 *** Flygon has joined #openttd 02:58:40 *** glx has quit IRC 04:24:48 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9632: [Crash]: Clicking any building buttons in the top menu crashes the game if window height is too small https://git.io/J6yxM 06:35:29 *** sla_ro|master has joined #openttd 06:45:43 *** Etua has joined #openttd 07:01:34 *** WormnestAndroid has quit IRC 07:16:26 *** andythenorth has joined #openttd 07:58:06 *** Etua has quit IRC 10:07:18 *** WormnestAndroid has joined #openttd 10:13:49 *** Samu has joined #openttd 10:36:40 <DorpsGek> [OpenTTD/OpenTTD] kaomoneus opened issue #9655: [Bug]: Install target for emscripten is incorrect https://git.io/JicOS 11:56:49 *** virtualrandomnumber has joined #openttd 11:57:11 *** virtualrandomnumber has quit IRC 12:15:42 *** glx has joined #openttd 12:15:42 *** ChanServ sets mode: +v glx 12:17:57 *** Peter[m]12345 has joined #openttd 12:54:07 *** andythenorth has quit IRC 12:54:13 *** Peter[m]12345 has left #openttd 12:59:59 <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on issue #9655: [Bug]: Install target for emscripten is incorrect https://git.io/JicOS 13:22:18 *** WormnestAndroid has quit IRC 13:39:32 *** nielsm has joined #openttd 13:43:08 *** Gustavo6046 has quit IRC 14:13:14 *** gelignite has joined #openttd 15:06:30 *** andythenorth has joined #openttd 15:18:43 *** sla_ro|master has quit IRC 15:22:10 <andythenorth> meh 15:22:32 <andythenorth> M1 Pro benchmarks are starting to appear 15:22:35 <LordAro> 'lo andy 15:22:40 <andythenorth> but nobody is benchmarking the most important thing 15:22:48 <andythenorth> 'how fast does FIRS compile?' 15:23:04 <andythenorth> hi 15:26:47 <glx> ok I wrote a small station in NFO (it's just base set sprites, and reproduce the plain platform layout), now the fun will be to duplicate it with nml 15:27:17 <andythenorth> :o 15:27:28 <andythenorth> 1 action at a time? :) 15:28:00 <LordAro> and then when you're half way through, get a job at google and disappear for 10 years? 15:28:51 <andythenorth> ouch 15:29:28 <LordAro> (this was in no way intended as a slight on anyone) 15:29:29 <glx> https://gist.github.com/glx22/7ceb466bca6b57666f2b847b8d38135a <-- really basic (adapted from https://www.tt-forums.net/viewtopic.php?f=26&t=62069) 15:30:56 <TrueBrain> LordAro: it wasn't? But that was the funny part :D 15:31:13 <TrueBrain> If you can work on NML, you can work for Google :D 15:31:34 <TrueBrain> Lol @ bug ticket .. who uses 'make install' anyway .. :p 15:32:17 <glx> #9654 was even more lol 15:32:47 <glx> who can't create a zip 15:33:39 <LordAro> definitely ECS vectors working as designed though, I think? 15:33:41 <dP> tbh github is kinda annoying with its zip obsession 15:36:37 <glx> true, but creating a zip on windows is quite straight nowadays 15:37:10 <glx> +forward 15:38:25 <glx> "send to compressed folder" is not new 15:39:39 <glx> and author says they have 7zip too, so contextual menu also propose adding to 7z or to zip 15:40:38 <dP> still an utterly pointless requirement action for a sav file 15:41:39 *** tokai has joined #openttd 15:41:39 *** ChanServ sets mode: +v tokai 15:48:37 *** tokai|noir has quit IRC 16:09:39 *** WormnestAndroid has joined #openttd 16:10:47 *** jottyfan has joined #openttd 16:17:43 *** Wormnest has joined #openttd 16:18:58 *** HerzogDeXtEr has joined #openttd 16:42:47 *** nielsm has quit IRC 16:48:50 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCJh 16:53:20 <dP> ok, not the bug I was looking for but... 16:53:24 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9656: [Bug]: Quickly pressing delete order hotkey twice resets selected order https://git.io/JiCUM 16:53:24 *** felix_ has joined #openttd 16:57:31 <LordAro> heh 16:58:39 *** felix__ has joined #openttd 17:01:00 *** felix has quit IRC 17:01:56 *** HerzogDeXtEr1 has joined #openttd 17:05:54 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCkL 17:06:00 *** HerzogDeXtEr has quit IRC 17:06:05 *** felix_ has quit IRC 17:09:29 *** tokai|noir has joined #openttd 17:09:29 *** ChanServ sets mode: +v tokai|noir 17:16:27 *** tokai has quit IRC 17:20:31 *** Flygon has quit IRC 17:23:45 *** Gustavo6046 has joined #openttd 17:48:27 *** Wolf01 has joined #openttd 18:06:35 *** sla_ro|master has joined #openttd 18:21:29 *** Etua has joined #openttd 18:38:50 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCcI 18:43:56 *** Speeder has joined #openttd 18:49:20 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JiCCo 18:49:21 <DorpsGek> - Update: Translations from eints (by translators) 18:50:32 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCCM 19:00:03 <dP> glx, they stop very much in front already :p https://i.imgur.com/1FCRR4u.png 19:02:50 <DorpsGek> [OpenTTD/OpenTTD] AtjonTV commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7 19:04:36 <glx> oh the extra space 19:04:51 <dP> oh, I remebered why signal are probably aligned like that 19:04:57 <dP> so double block signals don't overlap 19:05:07 <LordAro> that's the one 19:12:26 *** Gustavo6046 has quit IRC 19:12:37 <glx> station spec is so weird 19:14:33 <glx> I will need to "hack" spritelayout so it can go in the action 0 (it's all hardcoded for action 2 basically) 19:15:44 <glx> I also will need to enable spritegroup for stations because spritelayout is not an action 2, so it needs something 19:19:26 <andythenorth> the spritelayout in action 0 is so odd 19:19:48 <glx> and there's 2 props in action 0 ;) 19:19:49 <andythenorth> I completely do not understand newgrf stations, although I'm told it's 'fine', or even better 19:20:00 <andythenorth> frosch tried to explain it once 19:20:02 <glx> 09 for basic layout, 1A for advanced 19:20:32 * andythenorth wonders about NewObjectStations 19:20:35 <andythenorth> nah :) 19:20:39 <glx> and they overwrite eachother of course 19:21:00 <andythenorth> the reason CHIPS is so complicated is that yexo created it to test the station spec :) 19:21:05 <andythenorth> it uses GRM and crap 19:22:12 <glx> the syntax in nml is easy, all the internal stuff on the other hand 19:22:46 <andythenorth> will nml pretend it's actual spritelayouts? 19:22:52 <glx> yes 19:22:55 <andythenorth> then map it into action 0? 19:23:10 <glx> would be silly to not use existing syntax 19:23:15 <andythenorth> anything I can to to help? 19:23:19 <andythenorth> other than 'test' it :) 19:26:02 <glx> for now I have https://gist.github.com/glx22/f79bd73b0eacff1a299c5500def42de4 (and nml file is not complete yet) vs https://gist.github.com/glx22/7ceb466bca6b57666f2b847b8d38135a (my known to work test station) 19:27:29 <glx> just missing the layout, the action 2 and the action 3 19:27:49 <LordAro> it's got the title! 19:28:06 <glx> and the dummy action 1 because I use baseset srites only 19:35:34 <andythenorth> :) 19:52:26 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCEQ 19:52:32 *** gelignite has quit IRC 19:56:27 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiCum 20:06:49 <glx> not to bad, almost no big change in nml source and I just miss the layout, everything else works 20:07:41 *** Montana has joined #openttd 20:09:02 <andythenorth> :) 21:01:40 *** Etua has quit IRC 21:03:48 <glx> https://github.com/OpenTTD/nml/compare/master...glx22:stations <-- that's what I have for now, the test grf "works" (loads fine, shows in the station picker gui, but of course it uses the default station spec because no props are changed) 21:12:46 <peter1138> I bodged NewGRF docks to use industrytile style sprite layouts, despite being stations. I think. 21:12:46 *** jottyfan has quit IRC 21:15:50 <glx> yes it's better to use the new way when possible 21:16:02 <glx> but rail stations are legacy stuff 21:16:21 <peter1138> Should be possible to make rail stations use the 'new' way too, whether it's worth it is another matter. 21:16:50 <peter1138> Although if that's what you were talking about... cool :D 21:17:16 <glx> oh now I won't update station specs 21:17:30 <glx> s/now/no/ 21:17:36 <peter1138> Does NML support stations? 21:17:40 <glx> not yet 21:17:49 <peter1138> I always figured it would be useful for that. 21:19:04 <glx> I almost have it, I just need to hack spritelayout (an action 2 thing) to fit in an action 0 property 21:25:16 <andythenorth> can we do the axe-handle-blade thing? :P 21:25:35 <andythenorth> support stations in nml with a saner indirection 21:25:42 <andythenorth> then replace the implementation :P 21:31:40 *** HerzogDeXtEr1 has quit IRC 21:32:56 *** Samu has quit IRC 21:34:28 *** Wolf01 has quit IRC 21:35:00 <peter1138> Do it? 21:40:05 *** _aD has joined #openttd 21:55:51 *** sla_ro|master has quit IRC 21:56:11 *** andythenorth has quit IRC 22:00:05 *** jottyfan has joined #openttd 22:05:28 *** felix__ is now known as felix 23:26:10 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 reopened issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7 23:58:08 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7 23:58:51 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7