Times are UTC Toggle Colours
00:31:42 *** _aD has joined #openttd 01:22:58 *** WormnestAndroid has quit IRC 01:23:22 *** WormnestAndroid has joined #openttd 01:35:28 *** WormnestAndroid has quit IRC 01:39:50 *** crem has quit IRC 02:10:22 *** tokai has joined #openttd 02:10:22 *** ChanServ sets mode: +v tokai 02:13:43 *** WormnestAndroid has joined #openttd 02:15:34 *** supermop_Home has joined #openttd 02:17:16 *** tokai|noir has quit IRC 02:17:32 <supermop_Home> who wants to guess worst reason why the new station class I added to my grf wasn't showing up in game? 02:18:01 <glx[d]> missing string ? 02:18:37 <glx[d]> or wrong newgrf loaded 02:18:46 <supermop_Home> that's a good guess but the real reason is dumber 02:19:14 <supermop_Home> i copied the .nml file into my newgrf folder instead of the .grf 02:19:24 <glx[d]> haha 02:19:42 <supermop_Home> and didn't notice there was no warning about overwriting the file 02:20:48 <supermop_Home> i'm trying to use the 'select_tile_type' callback 02:21:06 <supermop_Home> i might not correctly understand what it does 02:21:46 *** WormnestAndroid has quit IRC 02:22:35 *** WormnestAndroid has joined #openttd 02:23:08 <supermop_Home> i have that callback pointing to a chain of switches, which returns 0, 2, or 4 based on whether the position on the platform is start, end, or else 02:24:05 <supermop_Home> and then i have the sprite_layouts callback giving the typical array of 8 layouts for 8 tile types 02:26:17 <glx[d]> ok using ninja to build with wsl worked, but 2,5 hours for a debug build is slow (and that was with -j6), no wonder cmake_depends when using make was apparently stuck 02:28:55 <glx[d]> `select_tile_type` is used to set the tile type on the map 02:30:24 <glx[d]> but I'm not sure all positions are accessible at build time 02:30:48 <supermop_Home> i was thinking that instead of it picking like 00200 when dragging the station, select tile type would let me make it pick 04442 02:32:52 <glx[d]> I think the more usual way for station grf is to just ignore tile type and handle everything at layout level 02:34:02 <supermop_Home> but will the tiles then change after they are built, if the neighboring tiles change? 02:34:56 <glx[d]> do you know CHIPS magic tiles ? 02:35:57 <glx[d]> there's only one tile, but it shows buffers depending on surrounding, different buildings depending on position in the station 02:36:42 <glx[d]> the NFO version does it using many layouts 02:37:42 <glx[d]> and if you extend the station everything moves around 02:38:15 <supermop_Home> yes 02:38:28 <supermop_Home> i want to avoid this building changing 02:39:14 <supermop_Home> i want it to put the entrance in one place depending on switches when you build it, but not change later if more tiles are added 02:42:02 <glx[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1062924389085085766/image.png 02:42:02 <glx[d]> runs fine 02:44:46 <supermop_Home> should i just not use select tile type at all? 02:48:41 <glx[d]> <https://github.com/OpenTTD/OpenTTD/blob/master/src/station_cmd.cpp#L1397-L1401> <-- I think you can't use the usual variables 02:49:41 <glx[d]> <https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Custom_station_layout_.2824.29> but some info is passed to the callback 02:51:36 <supermop_Home> my wife looked over shoulder and was like 'i don't understand why you need a callback to do that' and i have no answer 02:57:24 <supermop_Home> so i'm really just cargo culting here 03:03:11 <glx[d]> so `extra_callback_info1` contains the same data as used for `platform_XXX_from_start/end(PLATFORM_SAME_SECTION)` but you have to extract the data manually 03:10:28 <supermop_Home> https://imgur.com/zcCemyU 03:10:58 <supermop_Home> ignore the mirrored sprites with wrng hading for / 03:11:07 <supermop_Home> wrong shanding 03:11:12 <supermop_Home> shading 03:11:15 *** crem has joined #openttd 03:12:49 <supermop_Home> also CC clock was a mistake 03:13:23 <reldred> I love it 03:16:18 <supermop_Home> need to fix some shading on th mid section too, and add groundsprites/ flowers 03:16:32 <supermop_Home> then the actual platforms and buffers 03:16:59 <supermop_Home> and the 1889 original building that is Hawaiian style instead of California mission 03:17:40 <supermop_Home> https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15777 03:18:14 <reldred> Oooh neat! 03:19:20 <Pruple> ugh... note to self, if you don't want to thoroughly confuse yourself tomorrow, don't put "color" in the name of a variable that isn't a colour. 03:19:49 *** debdog has joined #openttd 03:20:00 <glx[d]> looks like documentation for `select_tile_type` needs to be improved, in a similarly to `tile_check` 03:20:07 <supermop_Home> opening day, Hawaiian motifs more visible: https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15773 03:21:18 <Pruple> nice... researching old stuff to draw is always [more] fun [than drawing it] 🙂 03:22:12 <supermop_Home> the building i drew is still extant, but the old one and shed is interesting 03:23:11 *** D-HUND has quit IRC 03:23:18 <supermop_Home> this late 19th C style of American farmhouse meets native Hawaiian style largely disappeared in the early 20th century booms than Honolulu experienced 03:24:10 <supermop_Home> mid 19th century most of the building look like they are from melbourne 03:24:23 <supermop_Home> they even imported stone from victoria 03:25:29 <reldred> Huh 03:25:31 <reldred> interesting 03:25:41 <supermop_Home> Pruple this time last year when i first got to work on Hale i was deep in books about Hart wood and other turn of the century architects who moved to honolulu 03:29:01 <supermop_Home> reldred a problem on the horizon is HQs 03:30:49 <supermop_Home> the actual HQ of the company that built that station: https://www.flickr.com/photos/army_arch/4529168668/ 03:31:07 <reldred> supermop_Home: Ooooh 03:32:13 <Pruple> we need a NewHQs feature? 🙂 snow/desert aware, differ by year, etc? not just the static lump they are now? 03:32:26 <supermop_Home> but that looks odd late game 03:32:45 <supermop_Home> for the 60s, this was Pan Ams pacific headquarters in HNL: https://www.commercialcafe.com/commercial-property/us/hi/honolulu/1600-kapiolani-blvd-pan-am-building/ 03:33:51 <supermop_Home> which has huge lanais, pergolas, etc... neat example of tropical late modernism 03:34:21 <supermop_Home> much more interesting than the Pan Am building in new york 03:34:33 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062937602212249730/image.png 03:34:33 <reldred> need to do something about these repetitive buildings, but the nearby spawning of truck lots near warehouses is working. 03:36:21 <supermop_Home> selling a lot of restaurant guides 03:36:32 <supermop_Home> with so many pneu stores 03:36:51 <reldred> lmao 03:36:52 <reldred> yeah 03:36:56 <reldred> it needs some work 03:37:35 <reldred> it's a random graphics variation of the houses and everything nearby it (not the JP ones lol), but it needs to be split into it's own building and get a different spawn probability 03:40:30 <supermop_Home> i wold love a date aware HQ 03:41:14 <supermop_Home> but i guess it should store the date at which it 'grew' to the current level 03:41:55 <supermop_Home> other idea - the hq is like a new object you are awarded 03:42:14 <reldred> That would be cool 03:42:18 <supermop_Home> so you could keep your medium hq by never building the large one 03:42:33 <reldred> Dunno if you can limit how many of a newobject you can create 03:42:41 <supermop_Home> the way that amusement parks in sim city for snes worked 03:48:05 <reldred> Is there any way to force the building_class of all of the tiles of a multi-tile building? I'm explicitly using nearby_tile_class to force buildings to generate directly adjacent to the target building, but ofcourse they're only adjacent to the northern most tile... 03:48:39 <Pruple> reldred: you can count the number that exist, but I doubt you can filter that by who built them 03:49:08 <Pruple> reldred: can't you just set the class of the additional tiles? 03:49:35 <reldred> not sure how to do that in NML 03:50:10 <reldred> off to the NML spec page! 03:51:00 <Pruple> nml spec says "Only the north tile of a multi-tile building is assigned a class," which is not a newgrf limitation but a design choice in NML 🙂 03:51:09 <reldred> oh fuck me 03:51:21 <reldred> -_- 03:51:25 <Pruple> because the nfo spec says "It's a better idea, however, to set it for the main tile only, since var. 44 counts tiles, not buildings, and you may count multi-tile multiple times otherwise.", which is just someone's opinion 🙂 03:52:12 <reldred> This is annoying 03:52:33 <reldred> to be fair, it would break other stuff I'm doing if it worked that way 03:54:28 <Pruple> you could adapt your tile search to account for the target building being larger 03:54:42 <Pruple> ie, when looking north, look two tiles away instead of 1 03:55:20 <reldred> Yeah I have 2x2 and 1x2 and 2x1 and I'm trying to use the same callback chain template 😛 03:55:27 *** Flygon has joined #openttd 03:55:49 <reldred> I've painted myself into a corner 03:56:20 <reldred> I'll have to break it out into the three sizes and do what you suggested 03:56:33 <Pruple> sounds like a plan 👍 03:56:54 <reldred> ahh crap no that won't work unless I break each building out into three different classes and do a custom search per class 03:56:57 <reldred> aaaaaaaaaaaaaaa 03:57:26 <reldred> coz the building being created is only 1x1 and needs to attach itself to three potential buildings of different sizes 03:57:29 <reldred> yeah that'll work 03:57:34 <reldred> it sucks but it'll work 03:58:14 <Pruple> the motto of coding silly things in newgrf 04:00:46 <reldred> now, how do coords work 04:01:01 <reldred> is +X to the top left corner? 04:02:58 <reldred> Top right, okay 04:06:35 <supermop_Home> i wish i could figure out which side of a station is the canonical front 04:07:23 *** WormnestAndroid has quit IRC 04:07:34 *** WormnestAndroid has joined #openttd 04:07:49 <supermop_Home> like "T is the local authority town for station. T name tile is (-5,20) tiles from this tile" 04:12:25 <reldred> hmm, what if I just give a tile class to these addons and then let them build adjacent to warehouses or themselves 04:14:30 *** Wormnest has quit IRC 04:14:50 *** TROILUS3 has joined #openttd 04:15:18 <reldred> this could be glorious or absolutely scuffed, let's do it 04:19:16 *** TROILUS has quit IRC 04:19:17 *** TROILUS3 is now known as TROILUS 04:20:14 <reldred> okay, this is actually kinda fun, I'm forcing direct adjacency now between industrial buildings which is forcing all these grouping to be way righter than they were before 04:20:42 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062949216042897439/image.png 04:23:03 *** _aD has quit IRC 04:29:12 <reldred> Be nice if we could do nearest_house_matching_criterion but select the class to look for... 😢 04:29:58 <reldred> I could make it that if it doesn't detect a big warehouse nearby to self destruct, or do protection if any nearby big warehouses. 04:34:21 *** keikoz has joined #openttd 04:56:11 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062958145485414460/image.png 04:56:11 <reldred> Sprawling suburbs, I love it 05:55:38 *** keikoz has quit IRC 06:14:05 *** Flygon_ has joined #openttd 06:14:18 *** Flygon has quit IRC 07:34:18 <andythenorth> oof 07:34:25 <andythenorth> pls don't persuade me I want to do a house set 07:34:43 <andythenorth> I have enough attention-deficit projects already 07:46:32 *** sla_ro|master has joined #openttd 07:59:01 <reldred> andythenorth: Do it 😄 08:16:06 <Rubidium> andythenorth: just start with farm houses :D 08:18:59 <reldred> plz 08:23:55 <andythenorth> got some cows 08:44:58 *** crem has quit IRC 08:44:59 *** crem has joined #openttd 08:45:44 <Pruple> does sunshine notbase need HQs, or are HQs for house sets? 08:52:36 *** Speedy` has joined #openttd 08:52:58 <Brickblock1> I would replace it in case there is no house set loaded 08:53:27 <Brickblock1> but I don't have to draw it so that influences my decision 08:54:28 *** Speedyn has quit IRC 09:12:43 *** supermop_Home has quit IRC 10:25:27 <petern> Urgh, this album has Rolf Harris on it :/ 10:25:44 <andythenorth> oof 10:30:51 * LordAro flaps a board in petern's direction 12:17:06 *** Speedyn has joined #openttd 12:17:21 *** Speedy` has quit IRC 13:03:01 *** Samu has joined #openttd 13:19:17 *** Markk has quit IRC 13:22:46 *** Markk has joined #openttd 15:03:55 *** nielsm has joined #openttd 15:07:43 *** TROILUS4 has joined #openttd 15:12:36 *** TROILUS has quit IRC 15:12:36 *** TROILUS4 is now known as TROILUS 15:24:00 *** Speedyn has quit IRC 15:37:37 <supermop_toil> andythenorth: shading and scale wrong: https://imgur.com/zcCemyU 15:38:30 <andythenorth> what's the IRL? 15:41:46 <supermop_toil> https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15781 15:42:29 <supermop_toil> ~10px tall floors dwarfs houses, but still looks small next to platforms/train shed 15:43:30 <supermop_toil> the tower bit and end bit have a bit of gradient shading from right to left, which then looks jarring when you have the 'middle' segment in there 15:44:22 <supermop_toil> rather than make each east and west wall more or less even noise of a consistent shade, i tried to give it more fosterization 15:44:56 <supermop_toil> but that makes the chunks less repeatable/ modular 16:06:42 <petern> Maybe the upper part could do with being shorter? 16:07:19 <petern> Especially as the roof overlaps, it makes it look taller. 16:08:10 <supermop_toil> petern +1 16:14:49 *** TROILUS has quit IRC 16:14:49 *** TROILUS9 has joined #openttd 16:18:10 *** TROILUS has joined #openttd 16:21:35 *** TROILUS has quit IRC 16:21:36 *** TROILUS3 has joined #openttd 16:21:59 *** TROILUS3 is now known as TROILUS 16:22:53 *** TROILUS9 has quit IRC 16:31:13 *** keikoz has joined #openttd 16:39:28 <pickpacket> I don't understand. I have a station that by my calculations should have a rating of at least 94%, but it's at 41% and I can't seem to raise it 16:40:37 <FLHerne> based on https://wiki.openttd.org/en/Manual/Game%20Mechanics/#station-rating ? 16:40:53 <nielsm> any cargodist or manual multi-leg distribution going on? 16:41:09 <FLHerne> have you crashed a train or road vehicle nearby? 16:41:20 <pickpacket> FLHerne: based on that, no crashes 16:42:05 <pickpacket> nielsm: it's a feeder station, but the nearby receiving station has a rating between Very Good and Excellent and less than 1,500 units waiting 16:42:41 <FLHerne> it's quite hard to get 94% rating 16:42:48 <glx[d]> Feeder means no cargo is delivered 16:43:23 <nielsm> try serving the fed service better and deliver more cargo to the final destination 16:43:36 <FLHerne> so I'm a bit skeptical that you've calculated it correctly tbh 16:45:11 <FLHerne> are you relying on an advertising campaign and it's outside the radius? 16:47:54 <pickpacket> FLHerne: Statue = 10%, less than 300 units waiting = 12%, less than 7.5 days since last pickup = 51%, max speed of vehicles >255km/h = 17%. That's 90%, and waiting cargo often dips below 100 units, which means another 4% 16:48:18 <pickpacket> when I run an ad campaign I get it up to 100%, but of course that's only temporary 16:48:29 <nielsm> is that 300 units waiting the sum of on the station itself and any stations where cargo is transferred? 16:50:04 <pickpacket> nielsm: no, on the station itself 16:50:32 <nielsm> cargo in transfer still counts as if it was on the originating station 16:51:10 <pickpacket> oh... uhm... those tea leaves will travel the full length of the 1024 tile map... 16:51:44 <pickpacket> but other feeders nearby have Excellent ratings 16:51:47 <nielsm> cargo loaded on a vehicle does not count, only cargo waiting at a station 16:52:17 <nielsm> the rating on the feeder stations is not interesting, the amount of transferred cargo from this origin station waiting is what matters 16:52:56 <pickpacket> that makes sense then because this station produces a shitload 16:52:57 <nielsm> (as far as I remember) 16:53:21 <nielsm> you need to service the entire route perfectly, never let cargo pile up anywhere 16:56:57 <pickpacket> all other stations along the route ave Excellent or Outstanding ratings :/ 16:57:48 <pickpacket> It looks like it's slowly raising now 16:59:44 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#pullrequestreview-1246040952 17:01:09 <pickpacket> Yay! It's up to Very Good now! 17:03:17 *** Wormnest has joined #openttd 17:22:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380753790 17:48:41 <petern> Hmm, code or play... 17:50:06 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380782692 17:54:29 *** Flygon_ has quit IRC 18:07:19 *** gelignite has joined #openttd 18:11:51 *** HerzogDeXtEr has joined #openttd 18:26:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380826983 18:26:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093 18:39:27 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10338: Fix c53f29d, #10333: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338 18:41:11 *** Wolf01 has joined #openttd 18:41:53 <glx[d]> reorder 18:42:00 <glx[d]> put issue number first 18:42:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10338: Fix c53f29d, #10333: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338 18:43:10 <TallTyler> Done 🙂 18:43:24 <TrueBrain> He barks like a dog, but he is sweet like candy 😛 18:45:02 <glx[d]> commit checker rules are strange 🙂 18:45:54 <glx[d]> "#issue, commit" is ok, but "commit, #issue" or "#issue, #issue" is not 18:46:18 <glx[d]> but "Fix #issue, Fix #issue" pass IIRC 18:47:21 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #10338: Fix #10333, c53f29d: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338#pullrequestreview-1246289968 18:47:30 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/b05c21203aef999167177e080a0ac3e81b1a8f30 18:47:31 <DorpsGek> - Update: Translations from eints (by translators) 18:49:29 <TallTyler> Good to know, I thought you were just being pedantic 😛 18:49:40 <TallTyler> Thanks for saving me from commit checker 🙂 18:51:30 <TallTyler> In other news, we're up to 30 complete language translations, including en-GB 😄 18:53:13 <TallTyler> If something is marked "backport requested", can we merge it into master or is it easier to backport before it's merged? 18:53:22 <TallTyler> (I don't know how the backporting procedure works) 18:57:38 <DorpsGek> [OpenTTD/OpenTTD] CitrusWire opened issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:02:30 <glx[d]> merge to master, backport will happen later 19:03:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10338: Fix #10333, c53f29d: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338 19:03:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10333: [Bug]: Failed industry prospect error shown to all players https://github.com/OpenTTD/OpenTTD/issues/10333 19:03:51 <glx[d]> the idea is to have master will all the fixes, then stuff is cherry picked to the branch 19:04:04 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:17:33 <DorpsGek> [OpenTTD/OpenTTD] CitrusWire commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:24:33 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:33:24 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:50:08 <dP> and here I am using double "high" density 😆 19:50:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 19:57:13 <TrueBrain> TallTyler: and if wanted, I have a nice little script that automated cherry-picking all backport requested PRs into a release branch, including marking them as backported when done 🙂 19:58:09 <glx[d]> And there's a script for languages update too 20:04:49 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339 20:20:02 <FLHerne> dP: on what map size? 20:20:31 <FLHerne> if you need high density on larger maps you should submit your save as the next Wentbourne :p 20:21:07 <dP> between `512*512` and `2k*2k` usually 20:21:31 <dP> it's for server games 20:22:51 <petern> The water scaling was mainly for towns. 20:24:18 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063191716426944593/Screenshot_from_2023-01-13_00-23-13.png 20:24:18 <dP> team of good players pretty much covers `1k*1k` map in 3 hours xD 20:53:38 *** TROILUS7 has joined #openttd 21:00:48 *** TROILUS has quit IRC 21:00:49 *** TROILUS7 is now known as TROILUS 21:17:54 *** Etua has joined #openttd 21:19:21 <glx[d]> <https://newgrf-specs.tt-wiki.net/wiki/NML:Stations> updated, `select_tile_type` should be easier to use 21:19:21 *** Etua has quit IRC 21:30:50 *** nielsm has quit IRC 21:30:55 *** HerzogDeXtEr has quit IRC 21:45:48 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10340: Feature: Set a custom number of industries in map generation window https://github.com/OpenTTD/OpenTTD/pull/10340 21:56:34 <andythenorth> interesting... 21:56:37 <andythenorth> 🙂 21:59:26 *** Wolf01 has quit IRC 22:08:53 *** _aD has joined #openttd 22:17:18 *** keikoz has quit IRC 22:17:58 <TallTyler> Wow, Scenario Editor tree tools are so much better than in-game 22:21:54 <FLHerne> yeah, I want those and the river-building tool in normal games 22:36:07 <EmperorJake> JGR adds the river tool to normal gameplay, shouldn’t be too hard to add 22:40:42 <andythenorth> it would suit me for grf dev purposes to have 'vehicles never expire' in cheats menu 22:40:55 <andythenorth> ctrl-alt-c is faster than visiting settings 22:41:13 <andythenorth> even better would be a buy menu toggle to just show all vehicles ever available 22:53:32 <kamnet> Question. Are diffs still used to update OpenTTD source code? 22:54:28 <andythenorth> not in the traditional sense 22:54:37 <andythenorth> git is kind of a diff though 22:54:42 <kamnet> andythenorth: And this would be very logical, given how often it's used IMO. 22:55:24 <dP> andythenorth: I could add that to cmclient but you're not using it anyway 😛 22:56:01 <andythenorth> 😛 23:02:18 <dP> hm, what's the bare minimum I need to define for station to show up in the game? 23:02:32 <dP> I have action 0 with props 08 and 1a and 2 action 4 for strings 23:03:04 <dP> the game doesn't complain about anything 23:03:39 <dP> and it shows the filter and stuff but only default station is there 23:07:04 <dP> oh, spec says I still need action 3... 23:07:35 <dP> what do I put there though if layout doesn't use any sprites? 23:07:42 <dP> just default ground 23:14:47 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063234618842693712/Screenshot_from_2023-01-13_03-13-59.png 23:14:47 <dP> yaay, my first station xD 23:19:23 <TallTyler> Why does ScriptObject::Command not like optional params? I have the default `bool diagonal = false` in the .h method declaration and a plain `bool diagonal` in the .cpp definition, but the two ScriptObject callers both say `no overloaded function takes 3 arguments`. (I'm adding a diagonal iterator to CmdPlantTree) 23:21:03 <TallTyler> I guess I don't need optional parameters, but it's annoying that it doesn't work 23:22:34 <dP> CmdPlantTree shouldn't use any ScriptObject 23:22:38 <dP> ScriptObject is for GS 23:23:48 <TallTyler> ScriptObject uses CmdPlantTree 23:24:11 <TallTyler> `PlantTree` and `PlantTreeRectangle` 23:24:26 <TallTyler> For all your forester GS needs, I guess 23:26:39 <dP> oh, you mean that template magic doesn't handle optional arguments 23:26:58 *** sla_ro|master has quit IRC 23:27:05 <dP> regular Command would probably fail on that as well, not just ScriptObject 23:27:23 <TallTyler> Other commands do fine with it 23:28:04 <TallTyler> But it's not a big deal to just make it a required param and update all the callers - there's like 3 that could benefit from having it be optional 23:28:46 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #10341: [Bug]: AI/GS settings randomization issues https://github.com/OpenTTD/OpenTTD/issues/10341 23:29:17 <Samu> this took me forever to write! Sorry for the lenghty report, gotta go run to bed now, cyas good night 23:29:22 *** Samu has quit IRC 23:31:39 <dP> I've no idea how regular command is compiling default args, you sure compile even reaches it? 23:31:52 <dP> anyway, no other command uses default arguments 23:33:12 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063239253401817188/Screenshot_from_2023-01-13_03-32-49.png 23:33:12 <dP> perfection xD 23:37:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10342: Feature: Press Ctrl to build a diagonal area of trees https://github.com/OpenTTD/OpenTTD/pull/10342 23:42:33 <dP> why on earth is first sprite referenced as 0x42D in station layouts? 23:46:02 <Pruple> because that's the number of the first station sprite in the base set, and the station spec is the most ancient and non-standard part of newgrf 23:51:28 *** gelignite has quit IRC