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00:25:32 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10065: Fix #8252: Remove duplicate functionality in `screenshot.cpp` https://github.com/OpenTTD/OpenTTD/pull/10065#pullrequestreview-1144948698 00:26:13 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10065: Fix #8252: Remove duplicate functionality in `screenshot.cpp` https://github.com/OpenTTD/OpenTTD/pull/10065#pullrequestreview-1144949076 00:30:27 *** WormnestAndroid has quit IRC 00:34:21 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10065: Fix #8252: Remove duplicate functionality in `screenshot.cpp` https://github.com/OpenTTD/OpenTTD/pull/10065 00:38:39 *** WormnestAndroid has joined #openttd 00:58:58 *** WormnestAndroid has quit IRC 00:59:31 *** WormnestAndroid has joined #openttd 01:49:10 *** Wormnest_ has quit IRC 02:09:11 *** D-HUND has joined #openttd 02:12:30 *** debdog has quit IRC 02:47:46 *** _aD has quit IRC 03:00:02 *** wallabra_ has joined #openttd 03:05:28 *** wallabra has quit IRC 03:05:30 *** wallabra_ is now known as wallabra 03:46:56 *** wallabra_ has joined #openttd 03:50:50 *** wallabra has quit IRC 03:50:50 *** wallabra_ is now known as wallabra 08:09:51 <pickpacket> I'm a little on the fence when it comes to the tea tree fields. Right now they're animated; you can see people walking around on them. I'm not sure I want it that way. It's hard to decide 08:10:33 <pickpacket> the animation is silly, but then again the whole thing is supposed to be silly. I've just spent so much time making "serious" sprites now 08:23:58 <andythenorth> generally the game world doesn't have people in it ๐ 08:24:01 <andythenorth> noticeably 08:24:27 <andythenorth> but it's a game, there's a lot to learn from the Toyland type thing ๐ 08:24:37 <petern> NewGRF stations ๐ 08:24:50 <andythenorth> Toyland is actually the best climate: discuss 08:25:02 <petern> Nope. 08:25:31 <petern> The graphics are too eye-burning for me to ever play the gameplay on it. 08:26:50 <andythenorth> same here 08:27:17 <andythenorth> but I look at it quite often to remind that it's a game, not a detailed model railway simulator ๐ 08:27:33 <andythenorth> actual game....brrr no 08:30:42 <petern> Brix eh? 08:33:48 <petern> 219MiB of unfinished, woo! 08:34:50 <petern> Ah, V is still alive though ๐ 08:38:24 <pickpacket> andythenorth: yeah, that's the thing :) *maybe* the silliness should be more subtle 08:38:41 <pickpacket> maybe it's silly enough with a tea mod at all 08:40:21 <pickpacket> I spent soooooo much time making those animations ๐ 08:40:47 <pickpacket> not to mention making them work 08:42:29 <pickpacket> that said it still doesn't flow very well. It would benefit a lot from twice the number of frames... which is a lot of work 08:43:35 <pickpacket> not prohibitively so, but every sprite I have to draw means the mod takes longer 08:47:27 <andythenorth> pick your animations carefully L:P 08:47:33 <andythenorth> to avoid work 08:48:12 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1031851179124199464/unknown.png 08:48:15 <andythenorth> is unwise ^ 08:52:01 <EmperorJake> It looks neat though, I'll have to port it back into XIS2 08:52:24 <EmperorJake> I've already done the electric arc furnace so it should be possible 08:53:18 <pickpacket> andythenorth: oh my... that looks pretty horrible to draw and sync ๐ 08:56:30 <andythenorth> it was fun, but not sustainable ๐ 08:56:44 <andythenorth> there are 100 or so industries, they can't all have2022-10-18T10:30:21 *** sla_ro|master has quit IRC 10:35:01 <petern> Have you ever, ever felt like this? When strange things happen... 10:36:18 <andythenorth> Are you going round the twist? 10:36:29 <andythenorth> hmm mac compile is failing locally 10:36:33 <andythenorth> dunno if that's me or not 10:36:49 <andythenorth> `src/3rdparty/fmt/format.h:1963:38: error: expected unqualified-id 10:36:49 <andythenorth> return write_nonfinite(out, std::isinf(value), specs, fspecs);` 10:37:34 <andythenorth> maybe I'm missing deps, there have been recent XCode updates and that's usually a shit-show 10:39:36 <LordAro> fmt itself appears to have changed its code 10:39:48 <LordAro> no usages of isinf anywhere 10:42:11 <LordAro> https://github.com/fmtlib/fmt/commit/ed18ca3eaec6c6b3d3c281b861476d4f5a297e79 not clear as to why though 10:45:11 <petern> Does `src/3rdparty/` update automatically? 10:46:08 <LordAro> nope 11:01:28 <petern> https://developer.apple.com/forums/thread/37554 Kinda related but seems wrong ๐ฎ 11:01:50 <andythenorth> do I need to install a specific older version of fmt? 11:02:13 <LordAro> no 11:06:32 <LordAro> you could try updating src/3rdparty/fmt/format.h with a newer copy from https://github.com/fmtlib/fmt/releases/download/9.1.0/fmt-9.1.0.zip 11:23:11 *** gelignite has joined #openttd 11:41:11 *** sla_ro|master has joined #openttd 12:05:47 <Eddi|zuHause> so... regarding ufos... i have two trains of thought now... the first one is, i replicate the pseudorandom movement of the tileloop in the ufo tile selection routine, or during the regular tileloop i mark a tile with "if an ufo were to select a tile now, it would pick this tile", with a chance scaled in a way that the tile semi-frequently changes 12:44:21 <petern> Second option is a no IMHO, would require map storage for a very niche event. 12:45:03 <LordAro> pause the game while spawning a ufo, and just loop over the entire map 12:53:55 <JGR> Spawning a UFO is an extremely rare event, and iterating over the map is not that slow 12:54:13 <JGR> It's not necessary to do something overly clever 12:57:56 <Eddi|zuHause> petern: i wasn't really thinking of map storage, more like a global variable _next_ufo_tile or something 12:58:59 <Eddi|zuHause> but that would probably need storing and syncing... 12:59:05 <Eddi|zuHause> so maybe not 12:59:40 <Eddi|zuHause> i'll see if i can refactor the tileloop movement so i can reuse that 12:59:59 <JGR> Making the tile loop even fractionally slower will have a hugely bigger impact than making UFO spawning more expensive 13:01:37 <Eddi|zuHause> you're right, i wasn't really thinking about speed, and focused on "how can i avoid duplicating code" 13:04:58 <FLHerne> remove all disasters, add a GS [-like] hook API to cause disasters, reimplement UFOs in that? :p 13:05:07 <FLHerne> or don't, and let someone else do it if they feel like it 13:05:10 <FLHerne> worked for the AI 13:05:41 <andythenorth> I didn't read the PR properly but 13:05:56 <andythenorth> is this 'choose a random tile of a specific class' again? 13:10:44 <JGR> Performance doesn't really matter in this case, so could linearly iterate the whole map twice 13:11:20 <JGR> Once to count the number of candidate tiles, pick a random one, then iterate again to get to it 13:11:43 <FLHerne> andythenorth: yes 13:12:07 <andythenorth> I'm going to put my pony in the race about finding industries of type X then 13:12:24 <andythenorth> I think frosch had some work around finding sea tiles by class also 13:13:01 <JGR> As all you need is the tile type, and linear map iteration is cache friendly and therefore cheap 13:21:40 <glx[d]> Tile type, and human owner 13:24:15 <petern> AI cheats!? 13:29:09 *** tokai|noir has joined #openttd 13:29:09 *** ChanServ sets mode: +v tokai|noir 13:35:54 *** tokai has quit IRC 13:50:11 *** nielsm has joined #openttd 13:51:37 *** WormnestAndroid has quit IRC 13:52:01 *** WormnestAndroid has joined #openttd 14:00:03 *** WormnestAndroid has quit IRC 14:00:31 *** WormnestAndroid has joined #openttd 14:29:39 <Eddi|zuHause> there's actually no reason the UFO needs to pick the tile in one giant loop, it could just iterate over the map and store the search state inside the disaster vehicle 14:43:26 <JGR> Why is that better? 14:59:31 <Eddi|zuHause> that means we can completely ignore the complexity of the search algorithm 15:00:22 <Eddi|zuHause> as the time spent for the algorithm to run can be spread over many movement steps of the vehicle 15:07:28 <petern> It could move about (with a state machine to prefer same direction) until it reaches a suitable tile. No extra search... Though that might still end up with bias again, heh. 15:11:19 <JGR> I can see that, bit it still seems rather overkill for "pick a random rail tile" 15:11:27 <petern> Sure 15:23:56 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #10001: Feature: [GS] Scriptable league tables https://github.com/OpenTTD/OpenTTD/pull/10001#issuecomment-1282574297 15:39:28 *** WormnestAndroid has quit IRC 15:42:51 *** WormnestAndroid has joined #openttd 15:52:32 <petern> Signals on bridges/tunnels? 15:58:25 <andythenorth> goes it throw out 'vehicles never expire'? 15:58:34 <andythenorth> instead, just hide them 15:58:44 <andythenorth> then can use 'show hidden' to build old stuff 16:01:57 <TallTyler> Thatโs an intriguing idea 16:02:17 <TallTyler> Would autorenew/autoreplace work for automatically hidden vehicles? 16:07:26 *** Montana has quit IRC 16:07:32 <andythenorth> 'this vehicle is no longer available' 16:07:53 <andythenorth> I quite often cascade engines now, for roleplaying reasons ๐ 16:07:58 <andythenorth> faster engines -> long life on freight 16:08:19 <andythenorth> flherne gave me the idea ๐ 16:08:36 <andythenorth> I would just leave them in the buy menu, but it fucks with the whole concept of tech tree replacement 16:10:51 *** wallabra_ has joined #openttd 16:14:08 <andythenorth> oof fricking ffwd latch 16:16:09 *** wallabra has quit IRC 16:16:09 *** wallabra_ is now known as wallabra 16:17:18 <TallTyler> If youโre cascading old trains in depots, why do you need them available to buy new? 16:21:32 <andythenorth> not in depot 16:21:52 <andythenorth> I replace A > B, the C > A 16:22:08 <andythenorth> often different parts of the map 16:22:34 <andythenorth> weird roleplaying crap 16:22:42 <andythenorth> I should make 'choo choo' noises too ๐ 16:23:30 <TallTyler> Vote for the horn button PR ๐ 16:23:41 <TallTyler> โandy approvedโ 16:27:31 * pickpacket flops 16:28:08 <pickpacket> tireeed. I need to make a decision about those tea farm fields. Whether to have them animated or not 16:28:35 <pickpacket> right now I'm leaning towards no, but... I dunno 16:28:51 <TallTyler> I vote yes 16:28:56 <TallTyler> This game needs silly animation 16:28:59 <pickpacket> <3 16:29:08 <TallTyler> I love the animated forklift tile in ISR 16:29:15 <pickpacket> ISR? 16:29:29 <TallTyler> andythenorth: can we have animated forklifts in CHIPS 3 plz? 16:29:41 <TallTyler> ISR = Industrial Stations Renewal 16:30:01 <pickpacket> ah 16:30:07 <TallTyler> Also moving dock cranes 16:30:16 <pickpacket> amazing stuff 16:30:22 <TallTyler> Maybe even the regular cranes too 16:30:33 <TallTyler> I want total visual overload ๐ 16:31:02 <pickpacket> :D 16:31:46 <TallTyler> I feel the same way about passengers on station platforms: an enthusiastic โyes pleaseโ 16:32:37 <TallTyler> I should make a station set, because I clearly donโt have enough projects 16:34:39 <petern> andythenorth: Like old-school UKRS 16:34:55 <petern> Running sounds eh? 16:38:48 <andythenorth> I make a sound running 16:38:52 <FLHerne> andythenorth: I have tried doing actual in-depot cascades but it's kind of a chore 16:39:13 <andythenorth> I did look at extending Horse model availability 16:39:17 <andythenorth> so there's a bigger overlap 16:39:33 <FLHerne> TallTyler: am I a bad person for not liking the horn PR? :-/ 16:39:38 <andythenorth> yes 16:39:45 <FLHerne> OpenTTD already has a vast number of buttons 16:40:07 <andythenorth> so I could extend Horse model life, but sometimes it's....an electric loco from 1930 that still works for freight in 2000 16:40:14 <andythenorth> and I want to 'move' it 16:40:17 <TallTyler> I actually thought about putting it in the title bar where it would take up less room, but that wouldnโt make sense 16:40:18 <FLHerne> and a vast number of requested/patch-exists features that add yet more 16:40:56 <FLHerne> so it seems like a waste to use a fairly prominent button space for a very niche feature 16:41:06 <TallTyler> Honestly I agree 16:41:32 <FLHerne> In what situation are you going to honk the horn, and how many times will you do that before it ceases to be funny? 16:41:34 <TallTyler> Maybe a hotkey would be possible, but what if you have multiple windows open? 16:41:49 <FLHerne> for most players it's probably single digits 16:42:25 <FLHerne> livestreamers maybe more because then repetitive things are funny 16:43:44 <TallTyler> When you have multiple windows open, is one โactiveโ like an operating system window? 16:44:16 <FLHerne> Perhaps make trains honk when you click "pass signal at danger" 16:44:19 <FLHerne> it would be safer 16:44:45 <FLHerne> and would satisfy the desire to make something honk 16:44:58 <TallTyler> Yet more dangerous when people start clicking that to make it honk ๐ 16:45:12 <TallTyler> I prefer the hotkey idea 16:45:17 <FLHerne> that would be half the fun 16:45:32 <TallTyler> But if you have a train window and a ship window openโฆwhich one honks? 16:45:51 <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #10065: Fix #8252: Remove duplicate functionality in `screenshot.cpp` https://github.com/OpenTTD/OpenTTD/pull/10065#pullrequestreview-1146182846 16:55:29 <petern> Still compiling eh? 16:59:56 <andythenorth> the space for the horn was created for the train livery choose button no? 16:59:58 <andythenorth> ๐ 17:11:08 *** Flygon has joined #openttd 17:20:18 <andythenorth> oh I can't find the PR for train livery? 17:20:24 <andythenorth> what number was it ? 17:31:11 <TallTyler> 3? 17:53:51 *** Wolf01 has joined #openttd 17:55:26 *** Arastais has joined #openttd 17:55:26 <Arastais> Does anyone know how I could make any given object a station? 17:55:26 <Arastais> To be more specific: I want to create a station when I place an object. Right now I'm doing this by mimicking what `CmdBuildRailStation` and `CmdBuildRoadStation` do. The problem occurs when trying to draw the object/station: 17:55:26 <Arastais> 1) The Game thinks it's a rail station, when that's not what I want. I don't know how to specify otherwise and 17:55:26 <Arastais> 2) The StationSpecList* is nullptr. `AllocateSpecToStation` (i.e. what `CmdBuildRailStation` does for custom StationSpecs) doesn't change this. **Neither does `st->AddFacility`** 17:55:26 <Arastais> 3) The game thinks it's a custom station spec index, which may seem true, but even if I pass an index of an existing station it thinks so as well 17:55:28 <Arastais> Basically, the game doesn't know how to draw the station. I want it to be an airport, not a rail station. Also, I want to do this with multiple types of objects and be able to join them together, like how stations normally do. I've replicated `CmdBuildAirport` in some parts as well, and it doesn't make a difference. 18:06:17 <TallTyler> Why does it need to be an object? 18:11:23 *** Wormnest has joined #openttd 18:23:09 <Arastais> well I don't mean an object like a antenna or smth, best example would be like if train depots were part of the stations 18:23:55 <Arastais> basically any tile that has some other functionaliy than loading/unloading should count as a station tile in the sense of clicking it and catchment area 18:30:46 <nielsm> okay I have a thought, and hear me out: per-company base costs, controlled by GS (overriding any base costs set by NewGRF) 18:32:13 <andythenorth> 'research tree'? ๐ 18:37:50 <TallTyler> Golf handicap? 18:38:15 <nielsm> this post made me think, https://www.tt-forums.net/viewtopic.php?t=90345 18:38:33 <nielsm> "what if some companies had advantages for running costs based on what they were doing" 18:38:50 <nielsm> (or disadvantages, or for construction/destruction) 18:39:03 <TallTyler> I like it 18:39:58 <nielsm> and you could also do things like modify the cost of clearing farmland tiles over time, early on it might be wild west and later it becomes very precious 18:40:35 <nielsm> or allow doing it per-town in addition to per-company, and then you can have a town that really dislikes you changing the terrain around 18:41:09 <nielsm> or your home town in a citybuilder maybe lets you eminent domain anything for a song 18:43:27 <TallTyler> I love it 18:44:01 <TallTyler> Do fields belong to industries? 18:44:20 <nielsm> and I'm considering the idea of instead of setting a fixed cost then set a fraction multiplier 18:44:32 <nielsm> fields do have an industry id yes 18:44:43 <frosch> is "cost" an interesting objective? 18:44:46 <nielsm> (originally they didn't, but at some point that got added) 18:45:00 <TallTyler> I would also appreciate GS control over cargo delivery revenue, although this might conflict with the cargo profit callback (which Iโm not sure anybody but me uses) 18:45:06 <frosch> yes, fields are removed if the farm closes down 18:45:51 <frosch> gs are terrible at "callback" things 18:46:17 <frosch> i guess a gs could evaluate your company on a monthly basis, and pay you a subsidy depening on your usefulness to the public 18:46:35 <frosch> but gs directly interacting with cargo delivery does not work 18:46:41 <nielsm> yeah GS work best by either doing things on their own pace, or by setting parameter values the game can then use to determine outcomes 18:47:48 <frosch> nocargoal and siliconvalley essentialy track how much your company transport to where 18:47:55 <frosch> and assign a goal 18:48:25 <frosch> but there are no good gameplay "rewards", except town growth 18:48:55 <frosch> service all coal mines nicely, and gs spawns a new one? 18:49:33 <frosch> some people also play "colonization" games 18:49:36 <TallTyler> Darn, no Railroad Tycoon 3 supply and demand then ๐ 18:50:07 <frosch> where most of the map is empty at the beginning, and then towns and industries are founded and funded from some seed of civilization 18:50:10 <Wolf01> So, who put a bus on a level crossing to check if behaves like OpenTTD? 18:50:56 <frosch> TallTyler: another thing gs can do, is set things in advance, so a gs could set the price of coal for the next month 18:51:22 <frosch> (not available in the api right now, but possible in theory) 18:51:29 <TallTyler> Colonization sounds similar to Migrations GS 18:52:15 <frosch> don't know that one 18:53:19 <TallTyler> Itโs pretty neat. The intended setup is one town and multiple industries per town allowed, then it spawns towns near industries and controls their population based on production 18:55:23 <nielsm> a week and a bit ago someone brought up some of the industry amount balancing code on the forum: https://www.tt-forums.net/viewtopic.php?t=90333 18:55:24 <andythenorth> gs could set town-local prices 18:55:35 <nielsm> and the comment doesn't seem to quite match what the code actually does 18:55:42 <andythenorth> which would permit monthly supply and demand 18:55:54 <andythenorth> it worked amazingly in RT3 18:55:59 <nielsm> question is if the code was documented wrong, or the comment describes the actual intention and the code is wrong 18:56:00 <andythenorth> but I don't know if it fits TTD world 18:56:02 <frosch> simutrans also has some kind of scripting, though i looked at it in 2012 the last time : 18:57:06 <frosch> https://wiki.openttd.org/en/Development/Design%20Drafts/Scripts/Area%20Control <- that was what i got from it, but then i did not find any compelling GS idea that would make use of it... and simutrans was in the state: some api, but noone using it 18:57:19 <frosch> so, i did not explore further :p 18:57:56 <frosch> but in theory you could also assign payment rates for towns, areas, or similar, and change them over time depending on some demand/supply model 19:01:00 <TrueBrain> wow, more than 70 users logged in to TrueGRF .. that is a higher number than I expected 19:01:36 <TrueBrain> 93 projects are created with TrueGRF 19:02:31 <frosch> jfs-: i think the code was written at a time when most industries closed down regulary, i.e. before firs blocked all closure, and before "stable" economy was added. so the code seems to assume "there are more industries than expected -> no industries close down -> the player is servicing them all -> we better increase the limit to spawn new ones" 19:03:39 <frosch> TrueBrain: do you know why sentry numbers are dropping lately? :p 19:03:52 <frosch> i mean, i guess it's not a bad thing, just surprising ๐ 19:04:17 <TrueBrain> there are some unusual errors lately, but no, I do not know 19:05:13 <andythenorth> need is real ๐ 19:05:15 <frosch> bananas-server used to trigger >500 reports per week, but in past 3 weeks it went down to 250, 50, 33 19:05:20 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/252111512f99e15ace69419b9b491782d0e59663 19:05:21 <DorpsGek> - Update: Translations from eints (by translators) 19:05:22 <frosch> ottd is dieing ๐ 19:06:06 <TrueBrain> bananas-server errors are people who's connection reset 19:06:15 <TrueBrain> I am still to lazy to capture that error 19:06:21 <TrueBrain> so I guess less people have crappy connections ๐ 19:06:45 <frosch> TrueBrain: but hardly any made it to bananas, i count 2 19:06:52 <TrueBrain> owh, they are all websockets errors .. so I guess less people use emscripten to play the game ๐ 19:07:14 <TrueBrain> frosch: yeah, I should improve on that honestly ๐ 19:08:38 <TrueBrain> I think if I make publishing a two-button-click approach, it would see more ๐ 19:09:04 <frosch> not sure whether that is a good idea though :p 19:09:56 <frosch> most users seem to be in a test/experiement state, if everyone publishes their verbatim copy of firs, or townnameset with 3 names to bananas, we seriously need a junk filter :p 19:10:17 <TrueBrain> finally a push for people to improve BaNaNaS you say? ๐ 19:11:31 <frosch> i would bet on someone making a patch to filter the in-game list by grfid, and hide all Fxxxxxxx by default :p 19:11:44 <frosch> "block-truegrf-patch" 19:12:59 <TrueBrain> ๐ 19:21:16 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9891: Feature: Towns don't build parallel, redundant bridges https://github.com/OpenTTD/OpenTTD/pull/9891#pullrequestreview-1146389984 19:23:20 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9996: Fix #9995: Adjust viewport zoom level for HiDPI displays https://github.com/OpenTTD/OpenTTD/pull/9996#pullrequestreview-1146392362 19:23:41 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9628: Feature: Wide rivers https://github.com/OpenTTD/OpenTTD/pull/9628#issuecomment-1282895883 19:28:42 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10065: Fix #8252: Remove duplicate functionality in `screenshot.cpp` https://github.com/OpenTTD/OpenTTD/pull/10065 19:29:28 <andythenorth> a filter for pre-releases you say? o_O 19:30:11 <TallTyler> DorpsGek: Will rebase tomorrow. ๐ 19:30:55 <petern> Rebasing 14 of 101, woo 19:32:31 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9760: Feature: [Linkgraph] Show a tooltip with statistics when hovering a link https://github.com/OpenTTD/OpenTTD/pull/9760#pullrequestreview-1146403316 19:32:54 <michi_cc[d]> Please make your objections known now. 19:33:44 <michi_cc[d]> Also, I think https://github.com/OpenTTD/OpenTTD/pull/9637 needs more opinions. 19:38:27 <frosch> so much text :p 19:38:41 <frosch> did anyone suggest to "remove ctrl" instead of "inverting" 19:38:57 <TallTyler> Yes, there was discussion about that 19:39:02 <frosch> the motivation says "noone needs drag by area", which i tend to agree with, but why keep it with ctrl pressed? 19:39:42 <frosch> ah, flh suggested it 19:40:24 <Eddi|zuHause> i just thought "maybe ctrl as 'remove'" for all rail tools? 19:40:37 <frosch> i think dp has some other pr about that 19:40:55 <frosch> configurable modifies for "remove" and "alternate function" or something 19:41:49 <Eddi|zuHause> not sure if "configure everything" is a desireable direction 19:41:55 <Arastais> Eddi|zuHause: same, when i was new to the game it confused me that ctrl didn't remove signals but instead did something completely different, so i considered it inconsistent 19:42:06 <andythenorth> signals currently weird 19:42:07 <andythenorth> pls improve 19:42:12 <Arastais> I will say that I do like LC-Zorg's improvements 19:43:18 <TallTyler> Hereโs the custom modifier keys PR: https://github.com/OpenTTD/OpenTTD/pull/10006 19:43:26 <TallTyler> For anyone looking for it 19:43:48 <frosch> sorry, for derailing, the subject was signal-drag ๐ 19:45:39 <TallTyler> Iโll admit I skipped over LC-Zorgโs post the first time. I really like the highlighting option to show how far youโre affecting although Iโm not sure how it would work with Ctrl removed. 19:46:29 <frosch> how often do you see the end of the track when you drag-build signals? 19:46:48 <andythenorth> I always skip LC's posts now 19:46:56 <andythenorth> the alternative is quitting the game ๐ 19:47:16 <frosch> yep, same ๐ 19:49:51 <frosch> an argument to keep ctrl+drag signal is to keep it consistent with convert rail 19:50:13 <frosch> we do not have follow-track convert-rail, mostly because of the limitation on diagonal tracks 19:50:49 <frosch> though ctrl-convert-track probably does a horizontal/vertical selection 19:51:20 <frosch> yeah, signals are different in all cases 19:56:09 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #9637: Invert the effect of Ctrl press when dragging signals https://github.com/OpenTTD/OpenTTD/pull/9637#issuecomment-1282930472 19:58:15 *** WormnestAndroid has quit IRC 19:58:26 *** WormnestAndroid has joined #openttd 19:58:44 <JGR> I'm not terribly keen to be honest, using ctrl at least makes it difficult to trigger accidentally 19:59:22 <JGR> Whereas a simple mouse slip is now potentially signals or more problematically unsignals an extended section of track 20:00:56 <DorpsGek> [OpenTTD/OpenTTD] michicc requested changes for pull request #9931: Feature: Multi-track level crossings https://github.com/OpenTTD/OpenTTD/pull/9931#pullrequestreview-1146431301 20:02:49 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9891: Feature: Towns don't build parallel, redundant bridges https://github.com/OpenTTD/OpenTTD/pull/9891 20:03:25 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9996: Fix #9995: Adjust viewport zoom level for HiDPI displays https://github.com/OpenTTD/OpenTTD/pull/9996 20:03:28 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #9995: [Bug]: Vehicle viewer uses unexpected zoom level on retina display https://github.com/OpenTTD/OpenTTD/issues/9995 20:03:43 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9760: Feature: [Linkgraph] Show a tooltip with statistics when hovering a link https://github.com/OpenTTD/OpenTTD/pull/9760 20:04:01 <frosch> accidential signalling cannot happen, can it? the track has to be empty, or it stops at the first existing signal 20:10:11 <TallTyler> DorpsGek: Any opinions on whether the new tooltips resolve this issue? Iโd still like to see slightly better indication of direction, but maybe itโs not worth an issue. https://github.com/OpenTTD/OpenTTD/issues/9167 20:11:37 <TallTyler> Also #10088 should be closed as fixed (I already left a comment but donโt have the power to close) 20:12:57 <frosch> i think i fixed the latter 20:12:59 <frosch> try again? 20:15:18 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1032024090787205182/IMG_4036.png 20:15:18 <TallTyler> Hmm 20:15:45 <TallTyler> Iโm on mobile right now if that matters 20:16:06 <frosch> maybe relogin? 20:21:25 <DorpsGek> [OpenTTD/OpenTTD] Bouke commented on pull request #9637: Invert the effect of Ctrl press when dragging signals https://github.com/OpenTTD/OpenTTD/pull/9637#issuecomment-1282957835 20:24:39 <frosch> Bouke: https://wiki.openttd.org/en/Manual/Hidden%20features <- what's your score? :p 20:26:55 <TallTyler> frosch: Didnโt help. I can try tonight on a real computer. 20:27:30 <frosch> yeah, maybe time will fix it 20:28:25 <frosch> at least now andy is not as lonely in that team anymore ๐ 20:29:18 <andythenorth> I was in a team? ๐ฎ 20:29:54 <frosch> 3 at least 20:30:34 <TallTyler> You were the team captain! 20:31:07 <Bouke> TallTyler: I can't even figure out what "Railway construction -> Build signal -> Ctrl + click plain railroad track" is meant to do? Ctrl + click builds a semaphore instead of an electric signal. 20:31:49 <petern> Urgh, clicking "accept changes" too quickly in VS Code ๐ฆ 20:32:11 <frosch> yes, ctrl+build inverts the light/semaphore thingie 20:32:37 <frosch> andythenorth: did you forget you closed 1000+ tickets? 20:32:45 <andythenorth> that was such fun ๐ 20:32:50 <frosch> (i made up that number) 20:32:58 <andythenorth> I think it's about right 20:33:26 <petern> 64 of 101 20:33:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1032028672779108472/unknown.png 20:33:40 <andythenorth> pls get me a T-shirt 20:34:30 <frosch> i have a team mate, every now and then when they have nothing to report, they say they looked at their backlog 20:34:44 *** nielsm has quit IRC 20:35:04 <andythenorth> performative productivity ๐ 20:35:32 <frosch> not sure whehter they actually did, but for sure they did not comment or close any of them 20:35:53 <andythenorth> 'I was thinking ' is a valid thing 20:36:25 <frosch> i think it's code for "the kindergarten was closed, the kids annoyed me all morning" 20:36:51 <andythenorth> hmm I should write a GS 20:37:00 <andythenorth> can we restart GS in game yet? ๐ 20:37:46 <frosch> does it not work? 20:37:59 <Bouke> TallTyler: About 20 of them. Although not all of them are as relevant to me (e.g. scenario editor / timetables). But a few of them... ๐คฏ like ctrl+click train to stop/start. Or ctrl+click to build same bridge. Oh man... 20:38:02 <frosch> do you need to enable to script-develloper setting maybe? 20:38:30 <Bouke> frosch: About 20 of them. Although not all of them are as relevant to me (e.g. scenario editor / timetables). But a few of them... ๐คฏ like ctrl+click train to stop/start. Or ctrl+click to build same bridge. Oh man... 20:38:48 <andythenorth> maybe I never found the button 20:40:21 <frosch> can we add a steam achievement, if you pass a multiple-choice test on what ctrl does in various places? 20:40:58 <andythenorth> I would fail 20:41:04 <andythenorth> does ctrl restart GS? ๐ 20:41:50 <Bouke> https://cdn.discordapp.com/attachments/1008473233844097104/1032030772435103744/unknown.png 20:41:50 <Bouke> Bouke: Ok so my mouse was hovering the message I actually wanted to reply to (the brown message here), but the popup is for the message below. Thus causing my message to refer to the wrong message. Sigh. 20:42:19 <andythenorth> this happens in discord 20:42:20 <petern> Yes, that's annoying. 20:42:22 <andythenorth> I do it a lot 20:42:34 <Bouke> frosch: Or an achievement once you've (correctly) used all ctrl+click operations 20:42:54 <frosch> "correctly" :p 20:43:48 <FLHerne> TallTyler: noticed you keep pinging DorpsGek - that's the GitHub notifications bot, it won't talk back to you :p 20:44:07 <FLHerne> or is the Discord bridge representing that in a confusing way? 20:44:18 <Bouke> Well when assigning orders to a train I'll admit there is some cursing sometimes when a train just entered the tile of the station I'm clicking on... 20:45:15 <JGR> Bouke: Eventually you start clicking on the corners of tiles out of habit 20:45:37 <michi_cc[d]> FLHerne: Discord will show a small preview of the line that was replied to, thus an easy context hint. 20:45:40 <frosch> FLHerne: the bridge does that, if you reply to something on discord 20:45:56 *** Wolf01 has quit IRC 20:46:04 <FLHerne> oh, I see 20:46:21 <michi_cc> Come over to the light side :) 20:46:35 <michi_cc[d]> Or dark side, how you want to view it ๐ 20:47:02 <andythenorth> mine is dark mode ๐ 20:47:14 *** bouke-irc has joined #openttd 20:47:46 <frosch> https://cdn.discordapp.com/attachments/1008473233844097104/1032032266840449185/unknown.png 20:47:46 <frosch> flherne: 20:48:51 <frosch> i guess combining highlights with images does not work that well over the bridge ๐ 20:49:11 <andythenorth> HMM A HORSE ? 20:49:13 <andythenorth> oops caps 20:49:17 <andythenorth> lol 20:49:35 <petern> battery staple? 20:49:54 <andythenorth> also wrong channel ๐ 20:50:00 <petern> correct 20:50:00 <andythenorth> talking about actual grfs in this channel is silly 20:50:28 <Bouke> michi_cc: maybe once IRCv3 is available? 21:11:02 *** sla_ro|master has quit IRC 21:11:34 *** Flygon_ has joined #openttd 21:19:17 *** Flygon has quit IRC 21:31:40 *** bouke-irc has quit IRC 21:53:53 *** gelignite has quit IRC 21:54:21 *** wallabra_ has joined #openttd 21:57:33 *** wallabra has quit IRC 21:57:33 *** wallabra_ is now known as wallabra 22:23:52 <petern> That rebase works, now I need to go back and rewrite the bits I missed ๐ 22:46:16 *** Flygon_ has quit IRC 23:40:17 <DorpsGek> [OpenTTD/OpenTTD] EmperorJake commented on issue #10083: [Bug]: Cheats menu doesn't work by default on macOS https://github.com/OpenTTD/OpenTTD/issues/10083