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00:00:14 <FLHerne> pallette in Photoshop format https://web.archive.org/web/20121115112111/http://dev.openttdcoop.org:80/attachments/1749/photoshop-ttd-dos.act 00:00:26 <FLHerne> or GIMP format https://web.archive.org/web/20121115112042/http://dev.openttdcoop.org:80/attachments/1741/ttd-newgrf-dos.gpl 00:00:48 <FLHerne> (if you didn't find them earlier) 00:02:27 <kageblink> https://cdn.discordapp.com/attachments/1008473233844097104/1123765388652576819/image.png 00:02:27 <kageblink> Progress! ð Going to start renaming things 00:03:05 <kageblink> wait what? lol the wayback machine isn't showing up lol 00:04:23 <kageblink> Ohhh I see they're files for photoshop 00:04:33 <kageblink> got it 00:04:52 <FLHerne> yeah 00:05:47 <FLHerne> you need to import it for editing/saving the sprites if you're editing them by hand 00:06:34 <kageblink> Yeah still thinking about how I'm going to do that, might be able to do something simple with houdini honestly 00:06:41 <kageblink> "simple" lol 00:07:24 <kageblink> https://www.youtube.com/watch?v=dSDuR-45W6Y 00:10:08 <kageblink> actually blender should have it 00:10:38 <FLHerne> kageblink: definitely look at Timberwolf's videos if you're going the voxel route, he's got a whole series 00:10:56 <kageblink> Yea that's painting blocks by hand though from what I've seen 00:11:58 <kageblink> https://cdn.discordapp.com/attachments/1008473233844097104/1123767784241897503/image.png 00:11:58 <kageblink> Where as blender can remesh for you 00:12:39 <FLHerne> in that case, I'm not sure I see the point of going to voxels first 00:13:22 <FLHerne> the advantage of painting the blocks by hand is that you can make sure the "details" line up nicely with the block grid, which in turn is planned to line up with OTTD's low-res pixel grid 00:13:41 <kageblink> Yeah I have a whole bunch of stuff I made up already for other projects, so I have a lot to play around with. 00:13:41 <kageblink> Yeah that too 00:13:58 <FLHerne> (not that the visible 'details' at OTTD scale are very detailed) 00:15:19 <FLHerne> if you're starting with existing models, an automated conversion to voxels probably isn't better than rendering to low-res pixels directly 00:15:47 <FLHerne> but it sounds like you probably know better than me on the graphics side :D 00:16:08 <FLHerne> so I'll get some sleep and see what you come up with ;-) 00:21:09 <kageblink> thanks for all the help today flh, much appreciated 00:36:37 *** DDR has quit IRC 01:36:34 *** Wormnest has quit IRC 02:31:16 *** D-HUND has joined #openttd 02:34:36 *** debdog has quit IRC 02:47:01 *** D-HUND is now known as debdog 03:00:46 *** Flygon has joined #openttd 03:18:56 *** keikoz has joined #openttd 04:06:20 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11082: Codechange: let IConsoleCmdExec accept std::string https://github.com/OpenTTD/OpenTTD/pull/11082 04:15:52 *** tokai has joined #openttd 04:15:52 *** ChanServ sets mode: +v tokai 04:22:52 *** tokai|noir has quit IRC 04:23:51 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #11083: Codechange: use std::getline to read strings from stdin https://github.com/OpenTTD/OpenTTD/pull/11083 04:30:11 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #11083: Codechange: use std::getline to read strings from stdin https://github.com/OpenTTD/OpenTTD/pull/11083 05:47:58 *** keikoz has quit IRC 06:05:28 *** HerzogDeXtEr has joined #openttd 07:13:48 <andythenorth> hmm 07:13:51 <andythenorth> GS 07:14:08 <andythenorth> still trying to avoid using state that requires saveload 07:14:55 <andythenorth> but I do need some timeseries type data: 07:14:55 <andythenorth> when a town last tried to do XYZ 07:14:55 <andythenorth> when an industry last increased production 07:14:55 <andythenorth> etc 07:15:08 <andythenorth> maybe I can store these as really simple queues 07:15:24 <andythenorth> just key-value pairs 07:16:08 <andythenorth> very little chance that will lead to broken state when the GS or grf changes 07:16:43 <andythenorth> and if a data migration is needed, 'delete the queue' is probably enough to preserve the savegame 07:17:54 <andythenorth> might be quite inefficient to parse them, as they would be flattened lists of key-value pairs for e.g. every town on the map, or every industry on the map 07:18:35 <andythenorth> don't really want to be fucking around with serialise / deserialise to more efficient formats for computation 07:44:56 <pickpacket> andythenorth: could you use a hashmap/hashtable? 07:58:11 *** _aD has joined #openttd 08:02:48 <pickpacket> I see both "return_cmd_error(...)" and "return CMD_ERROR". I guess the former maps to an error message, but I can't find a definition for CMD_ERROR and I don't know which one of them to use 08:03:41 <pickpacket> Should I map an error message to this? https://lounge.warmedal.se/uploads/50095001360e842c/image.png 08:14:57 <_jgr_> pickpacket: See the top of src/command_func.h 08:15:25 <_jgr_> Basically CMD_ERROR returns an error without any associated error string 08:15:27 <andythenorth> not sure whether squirrel supports hashmaps 08:15:42 <andythenorth> I wouldn't roll my own, chances of success there are nil 08:15:55 <andythenorth> also I'd want the problem better defined ð 08:16:19 <_jgr_> The return_cmd_error is a bit dubious really, but it just expands to `return CommandCost(errmsg)` 08:16:36 <andythenorth> the performance concern currently is that I might have to walk through 1000s of name-value pairs to find e.g. 'last production increase date for this industry' 08:16:53 <andythenorth> but we don't really have any evidence about squirrel performance, afaik 08:17:32 <andythenorth> and there are no timing tools for squirrel, unless the C++ client is patched, or maybe a call stack analysis tool can do it 08:18:11 <andythenorth> storing more complex structures would be faster for lookups, but is liable to constantly break as the GS changes 08:18:41 <pickpacket> _jgr_: CommandCost is a bit of an odd name for a class that stores an error string ðĪ 08:19:18 <pickpacket> andythenorth: no index? 08:19:18 <_jgr_> It stores the result of a command, whether that is the cost of the operation or that the operation failed 08:19:56 <andythenorth> pickpacket: could probably create an index on saveload 08:20:06 <andythenorth> that's my strategy if this appears to be slow 08:20:11 <_jgr_> Arguably, it'd be better off named CommandResult 08:20:17 <andythenorth> but the timing tools in Squirrel are crap, so eh, who knows 08:20:33 <andythenorth> I can only time to the nearest second 08:20:52 <andythenorth> but that relies on Squirrel execution, which is highly unpredictable 08:21:50 <_jgr_> Squirrel has arrays/lists and maps/tables 08:22:08 *** DDR has joined #openttd 08:22:13 <_jgr_> It's not necessary to iterate a table to find a particular key 08:22:27 <_jgr_> You could also use a sparse array for things like industry IDs 08:23:28 <pickpacket> _jgr_: I don't know whether I should return a string message with my cmd failure or not ð 08:24:16 <pickpacket> truebrain might have an opinion on that, seeing as they pointed me to the return_cmd_error(...) usage 08:24:34 <_jgr_> If the failure could be plausaibly triggered by a human player, returning some sort of message is probably a good idea 08:25:06 <_jgr_> You can use one of the existing strings if suitable 08:25:33 <andythenorth> hmm maybe I could just serialise to actual strings ð 08:25:34 <andythenorth> for lolz 08:25:43 <andythenorth> then deserialise to a sensible structure on load 08:25:53 <truebrain> I don't really have an opinion; it is not worth adding another string for this, as it can only be triggered by a modified client. That is all what my opinion says ð 08:26:56 <peter1138> Uh, feels like I need a jumper on... 08:27:06 <andythenorth> spooky 08:27:10 <andythenorth> same identical though 08:27:19 <andythenorth> hmm 08:27:29 <andythenorth> do we have an XML parser for Squirrel? 08:27:36 * andythenorth considereding using XML as saveload 08:27:49 <LordAro> ;_; 08:28:36 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1123892766192193556/image.png 08:28:36 <peter1138> Such font chooser 08:29:01 <LordAro> such 08:29:24 <andythenorth> the best thing 08:31:49 <pickpacket> truebrain: that's along my lines of thinking too 08:37:02 <m3henry> andythenorth: I noticed another sprite issue with IH, all metro trains have reversed second vehicle in the buy menu (and the docs) 08:37:31 <DorpsGek> [OpenTTD/OpenTTD] bjornwarmedal updated pull request #11076: Changing exclusive transport rights https://github.com/OpenTTD/OpenTTD/pull/11076 08:39:32 <DorpsGek> [OpenTTD/OpenTTD] bjornwarmedal commented on pull request #11076: Changing exclusive transport rights https://github.com/OpenTTD/OpenTTD/pull/11076#pullrequestreview-1504828579 08:46:40 <pickpacket> I have a NewGRF problem. I start a game using the latest versions of my NewGRFs, but before I've gotten far in that game I update the NewGRFs and release new versions and of course want to play with them... 08:47:53 <andythenorth> m3henry: lol again? ð That's a recurrring bug I've fixed before ð 08:48:12 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1123897699331231754/image.png 08:48:18 <andythenorth> well played me 08:48:31 <m3henry> It's not easy to spot 08:49:21 <m3henry> Do the xxi numbers underneath represent TE? 08:49:40 <andythenorth> no, they represent the ratio of horsepower to maximum speed 08:49:46 <andythenorth> they're only really there for me 08:50:13 <andythenorth> it's quite easy to make a train 'upgrade' which is actually 'worse' as it has less HP relative to speed, and takes longer to accelerate to max speed 08:50:29 <m3henry> that makes sense 08:55:15 <m3henry> Also, are half length wagon trains meant to load faster than full length wagon trains with the same capacity? 08:56:05 <andythenorth> all wagons should load at the same rate 08:56:57 <m3henry> e.g. it takes 8 ticks to load 86 units on a wagon, but only 4 ticks to load 2 * 43 units on half wagons 08:58:03 <andythenorth> might be an unintended exploit ð 08:58:10 <m3henry> I thought so 08:58:11 <andythenorth> they're supposed to be normalised 08:58:31 <andythenorth> not sure if the game loading setting affects that 08:58:51 <m3henry> Probably would 08:59:09 <peter1138> Isn't the default load speed "x units per tick"? 08:59:45 <peter1138> Hmm, no, of course not. 08:59:50 <peter1138> I'm forgetting ð 09:00:44 <peter1138> Parallel loading exploit ð 09:00:49 <peter1138> Might as well remove it. 09:00:59 <peter1138> Also remove stations 09:02:01 <andythenorth> make them objects 09:02:03 <andythenorth> and diagonal 09:02:05 <andythenorth> and on bridges 09:02:23 <peter1138> Let the user specify what is accepted and produced 09:03:20 <andythenorth> hmm 09:03:21 <andythenorth> https://github.com/andythenorth/iron-horse/blob/main/src/train.py#L6265 09:03:47 <andythenorth> there used to be code to try and balance loading speeds across vehicle generations, capacities and lengths 09:03:53 <andythenorth> I deleted it all and just do what OpenTTD does 09:04:00 <andythenorth> not sure why that doesn't work, but eh 09:06:08 <m3henry> It would work if serial loading was enabled, But I get the feeling that it's TTDpatch only 09:09:11 <peter1138> load amount isn't scaled by wagon length by default 09:11:07 <peter1138> And yes, OpenTTD implemented gradual loading (tick based) instead of instant loading (delay based), but not serial loading. 09:13:41 <peter1138> (Serial loading doesn't make sense for passengers, etc) 09:13:52 <m3henry> Indeed. It'd be nice to have different load/unload speeds to differentiate open/hopper wagons further. 09:28:02 *** _aD has quit IRC 09:28:59 <pickpacket> Who decides if this will be merged? https://github.com/OpenTTD/OpenTTD/pull/11076 How is it decided? :) 09:35:47 <peter1138> Someone from the dev team decides. 09:35:57 <peter1138> However, you should probably read up on how to contribute. 09:36:27 <peter1138> We have style requirements for the comment messages which you have ignored. 09:38:34 <pickpacket> okay 09:40:35 <peter1138> I recomment rebasing and merging into a single commit. 09:41:26 <peter1138> Or maybe two, if you consider the bribing action to be separate. 10:41:46 <FLHerne> pickpacket: it is possible to update newgrfs in-game, if you ignore the big red warnings 10:42:44 <FLHerne> and since it's your grf, you can know whether the big red warning is important or not :-) 10:43:55 <FLHerne> short version is that removing or changing the ID of something that exists in-game is a bad time, otherwise it's probably fine 10:46:39 <FLHerne> I don't know what happens if you change code using persistent storage, bad things probably 10:58:30 <pickpacket> FLHerne: Thanks :D 10:59:27 <andythenorth> FLHerne: magic bulldoze the industry and rebuild 10:59:29 <pickpacket> peter1138: I'm squashing it to one commit :) Makes sense 11:14:39 <pickpacket> ð Remember, children, that general bitching goes into the *body* of your commit message! "Further explanations, general bitching, etc. don't go into the first line." 11:19:18 <DorpsGek> [OpenTTD/OpenTTD] bjornwarmedal updated pull request #11076: Changing exclusive transport rights https://github.com/OpenTTD/OpenTTD/pull/11076 11:20:51 <pickpacket> Not sure that entirely adheres to the contribution guidelines yet. I'll read through the docs a couple of extra times and I hope you'll let me know if you find something wrong/missing :) 11:29:19 <peter1138> "more intuitive" itself is not intuitive ;p 11:31:27 <peter1138> andythenorth: lunch? 11:32:47 <andythenorth> yeah needed 11:32:48 <andythenorth> so hungry 11:32:58 <andythenorth> got distracted by forum station rating chat 11:33:12 <andythenorth> I should PR for GSStation.SetRating()? 11:33:13 <andythenorth> https://docs.openttd.org/gs-api/classGSStation.html 11:33:16 <andythenorth> seems to be missing 11:39:22 <peter1138> Ok got salad 11:39:48 <pickpacket> peter1138: haha, that's true 11:40:23 <pickpacket> "Exclusive Rights more exclusive"? 11:40:28 <pickpacket> ðĪŠ 11:43:29 <pickpacket> that's probably actually a good description of it, silly as it sounds 11:43:44 <DorpsGek> [OpenTTD/OpenTTD] bjornwarmedal updated pull request #11076: Changing exclusive transport rights https://github.com/OpenTTD/OpenTTD/pull/11076 11:48:55 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1123943175459979294/discotext.gif 11:48:55 <emperorjake> I forced 8bpp-simple blitter and this happened lol 11:49:24 <peter1138> ðŪ 11:49:53 <peter1138> What OS? 11:51:58 <emperorjake> Windows x64 JGRPP 11:52:05 <_glx_> Windows CJK 11:52:20 <_glx_> And the weird \ 11:52:46 <emperorjake> Vanilla nightly looks normal, same cfg file 11:56:29 <truebrain> it is the new disco-mode JGR introduced; didn't you read the changelog? ð 11:56:42 <truebrain> it looks fantastic ð 11:59:38 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1123945873282433114/image.png 11:59:38 <peter1138> Everyone's favourite font. And those non-contiguous font-sizes ;D 12:02:12 <andythenorth> rhythmic 12:02:51 <peter1138> It's contiguous from 4 to 20, but with ScaleGuiTrad() 12:03:19 <peter1138> So those are the only selectable values anyway. It's a little more intuitive that the font console command. 12:33:15 <truebrain> it looks darn nice peter1138 12:33:43 <truebrain> (not the font, btw) 12:34:25 <peter1138> Hehe 12:40:49 <truebrain> Will there also be a checkbox for AA? 12:42:00 <m3henry> Be careful with subpixel-AA, sometimes the OS doesn't report the correct layout, and it looks awful 12:43:19 <peter1138> We never use subpixel AA. 13:17:19 <peter1138> Not sure why I made antialiasing a per-font setting back in the day... 13:21:48 <truebrain> Young us .. we did the craziest shit ð 13:23:15 <Rubidium_> _glx_: when working on #11083 I found https://github.com/OpenTTD/OpenTTD/commit/b52c4dea25b2c635614213f90ae787632f646b77 which implies something weird is going on with Windows. I tried to test the new code and can't reproduce such behaviour. Did I maybe overlook something? Or does fgets really behave differently to std::getline on Windows? 13:29:11 <talltyler> I have nothing of substance to say about the font picker, but it does look very nice! ð 14:02:32 <m3henry> Has anyone ever done twin single bolsters as a wagon? 14:08:10 <m3henry> Such as in this photo, I can imagine it would look a bit wierd on curves though https://www.scienceandsociety.co.uk/pr/649930041/SSPL_10322500_preview.jpg 14:19:28 <peter1138> That link does not work. 14:19:41 <Eddi|zuHause> that's a 404... 14:20:10 <m3henry> Interesting, here's the page it's from https://www.scienceandsociety.co.uk/results.asp?image=10322500&wwwflag=2&imagepos=2 14:20:21 <peter1138> Not actually a 404. No doubt a "is your refer set, to stop remote-linking" site. 14:20:40 <Rubidium_> it works for me :D 14:22:35 <Eddi|zuHause> anyway, if it is what i think it is, i intended to include those in CETS 14:27:32 *** Wormnest has joined #openttd 14:29:42 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #11084: Codechange: replace buffer+strecpy with std::string https://github.com/OpenTTD/OpenTTD/pull/11084 14:34:43 <LordAro> Rubidium_: hope you're making a list of these other clean areas :p 14:35:32 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #11084: Codechange: replace buffer+strecpy with std::string https://github.com/OpenTTD/OpenTTD/pull/11084#pullrequestreview-1505439918 14:36:58 <LordAro> cleanup* 14:38:07 <Rubidium_> LordAro: anything with memset, str(r)chr, and so on comes to mind 14:38:20 <_glx_> Rubidium_: If I understand the commit message it should be easy to test 14:39:06 <_glx_> exit<enter> vs exit<enter><enter> 14:42:34 <_glx_> Rubidium_: #11083 works fine for me 14:43:08 <_glx_> just tried `companies` and `exit` with `openttd -D` 14:43:33 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10953: Add: Station variable 6B to get extended station id of nearby tiles https://github.com/OpenTTD/OpenTTD/pull/10953#issuecomment-1613309305 14:44:27 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #11083: Codechange: use std::getline to read strings from stdin https://github.com/OpenTTD/OpenTTD/pull/11083#pullrequestreview-1505458375 14:48:51 * Rubidium_ wonders how to get rid of strecpy in strgen. The thing is that the buffers the strecpy is to as in the object that is just serialised directly to disk for the language file 14:49:14 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11083: Codechange: use std::getline to read strings from stdin https://github.com/OpenTTD/OpenTTD/pull/11083 14:50:01 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10680: Fix #10600: 'Replace Vehicles' shows numbers >999 https://github.com/OpenTTD/OpenTTD/pull/10680#issuecomment-1613319783 15:09:52 <DorpsGek> [OpenTTD/OpenTTD] bjornwarmedal updated pull request #11076: Changing exclusive transport rights https://github.com/OpenTTD/OpenTTD/pull/11076 15:16:03 *** merni has quit IRC 15:18:55 <triple_xx> Why does connecting to servers any bigger that 2k worlds suck? 15:20:23 <triple_xx> I know it's because of the world size, but from all the modernisation the game has received it still can't connect when the map size is over 20mb 15:22:04 *** keikoz has joined #openttd 15:25:17 <triple_xx> If someone could tell me where the files related to the world downloading for connecting to the server is I would appreciate that a lot. 15:28:41 <Eddi|zuHause> the server owner could try increasing the timeout for joining, if you have trouble 15:30:39 *** nielsm has joined #openttd 15:32:32 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11084: Codechange: replace buffer+strecpy with std::string https://github.com/OpenTTD/OpenTTD/pull/11084 15:43:15 <_jgr_> emperorjake: This is fixed now, the 8bpp-simple blitter does not get tested much to put it mildly ð 15:44:54 <_jgr_> I'd changed _string_colourremap to no longer be a global, so it was no longer all 0 by default 15:45:32 <_jgr_> And it seems that only the 8bpp-simple blitter actually uses the field that should always be 0 15:58:27 <andythenorth> m3henry: considered it, didn't do it because the cargo would need to bend in curves 15:58:41 <andythenorth> have done articulated vans, and some narrow gauge things 15:59:00 <m3henry> I do like watching the skips go round corners 16:07:59 <m3henry> I wonder if doing 3 part vehicles would make it work, like the garratt 16:10:17 <andythenorth> it might 16:10:24 <andythenorth> or like the torpedo cars 16:10:39 <andythenorth> there are more complicated ways to do it in grf, but I won't use those 16:40:38 <andythenorth> hmm 16:40:46 <andythenorth> decor layers for tiles? 16:40:52 <andythenorth> under / over 16:50:47 <talltyler> Would be far better than the tramtypes hack 16:55:14 <andythenorth> wonder what the spec would be 16:55:25 <andythenorth> wonder what the UI would be ð 16:55:34 <FLHerne> peter1138: that's very nice 16:57:04 <FLHerne> would it be practical to make each list entry in its own font, so it's easy to scroll through and find one? 16:57:38 <FLHerne> I can imagine that being a "widgets just don't work that way and it's a nightmare" idea though 16:58:02 <FLHerne> plus memory usage of loading All The Fonts 16:58:49 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #11085: Codechange: introduce new type and functions for StringParameter backups https://github.com/OpenTTD/OpenTTD/pull/11085 17:13:13 <truebrain> And lets sing, all together now: if you happy and you know clap your hands! 17:14:22 <truebrain> Though crowd ... 17:21:55 *** Flygon has quit IRC 17:30:18 *** Wolf01 has joined #openttd 17:49:17 *** gelignite has joined #openttd 17:55:02 <FLHerne> triple_xx: some suggestions here https://wiki.openttd.org/en/Manual/FAQ%20multiplayer#people-get-disconnected-while-joining-how-to-fix-that 17:56:53 <FLHerne> the defaults are 500 ticks (~15 seconds) for max_join_time and 1000 ticks (~30 seconds) for max_download time 17:56:59 *** Wormnest has quit IRC 17:57:08 <FLHerne> that should be enough for a 20MB map even on quite a slow connection 17:57:35 <_glx_> main issue will be fast forward capability of joining client 17:57:36 <FLHerne> pause_on_join will help quite a bit 17:57:45 <FLHerne> that's a point 17:58:15 <locosage> there is also compression speed 17:58:28 <locosage> I remember download timing out even on localhost 17:58:32 <FLHerne> I was thinking just from a network PoV, but if there's a lot of stuff on the map the client might not catch up just through lack of FF 18:18:16 <Wolf01> https://img-9gag-fun.9cache.com/photo/aDYOQjB_460swp.webp 18:22:08 <peter1138> Flherne, no, a preview might be possible but showing each font in its own font is not really useful and fairly impractical with our font cache system 18:31:50 <FLHerne> I think it would be useful; the list illustrated means having to blindly click through options 18:32:04 <FLHerne> (unless you already know what each font on your system looks like) 18:32:58 <FLHerne> a preview in the list separately from the font name would work too of course 18:36:29 <peter1138> You have to load each font, while drawing each line, to do that, and then each font has different styles too 18:36:40 <peter1138> A single preview is more practical and more useful 18:37:04 <peter1138> Oof 182 BPM on the road 18:40:20 *** Wormnest has joined #openttd 18:44:26 <FLHerne> I can't really accept "more useful" -- not having to do <click> "oh, that's what Cartograph looks like, meh" <click> "Centaur, nope" <click> "Century...maybe?" <click>... would be a huge win for usability in the normal case of not having a clue which font might be relevant 18:44:41 <FLHerne> but I can accept "not practical", which kind of makes the argument moot :p 18:48:54 <Rubidium_> FLHerne: also consider having something in version 14 is better than *maybe* having the perfect solution in half a decade or more 18:49:54 <FLHerne> Rubidium_: well, true, *anything* is a huge win for usability over manually specifying the font name in an obscure config file setting 18:49:58 <FLHerne> :D 18:51:04 <Rubidium_> adding functionality to load many fonts at once would complicate a lot of things *and* interact heavily with many libraries and so, which would make it much harder to even review. Given how small I have to make changes to get them accepted in a reasonable time... it's going to take a while when the whole font backend needs to be refactored 18:53:57 <_glx_> 13 got the suboptimal console command, 14 can get a suboptimal gui for font 18:54:19 <_glx_> It will still be better than before 18:55:13 <talltyler> Much better, even 19:26:23 <_zephyris> Much, much better. 19:28:29 <_zephyris> But if a font preview is ever added, please, please don't take the "whole font name in the font" approach... It's horrible for useability. A simple "Aa" preview of the font, then the font name in the current UI font works best. 19:30:24 *** _aD has joined #openttd 19:34:29 *** Wormnest has quit IRC 19:39:25 <frosch123> i wonder whether "Aa" would be subject to translators, so languages with non-latin alphabet can show something else 19:46:16 <Rubidium_> https://en.wikipedia.org/wiki/Pangram ? 19:47:16 <Rubidium_> it might even be useful to use a pangram to check whether the font supports a particular language good enough, preventing the Zloty issue peter1138 mentioned earlier this week 19:53:01 <frosch123> https://en.wikipedia.org/wiki/Thousand_Character_Classic#Text <- that's a bit long ð 19:54:54 <_zephyris> Hmm, not sure. GIMP's code might help - it uses an "Aa" approach, and skimming through my fonts I can see arabic, hebrew and cyrillic handled. 19:57:48 <peter1138> Very unlikely to help, GIMP invented its own toolkit... 20:00:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11085: Codechange: introduce new type and functions for StringParameter backups https://github.com/OpenTTD/OpenTTD/pull/11085#issuecomment-1613736044 20:00:45 *** Wormnest has joined #openttd 20:06:14 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11085: Codechange: introduce new type and functions for StringParameter backups https://github.com/OpenTTD/OpenTTD/pull/11085#issuecomment-1613742652 20:24:54 <_zephyris> peter1138: Just in terms of which character to select for a font preview 20:32:18 *** nielsm has quit IRC 20:35:28 <peter1138> Hmm, should font names be translatable? 20:36:00 <peter1138> Specifically the text for the built-in sprite font. 20:36:45 <brickblock19280> I think that makes sense 20:36:57 <LordAro> sprite font is a special case 20:39:58 <peter1138> Uh-oh, changed english.txt... 123/441 compiled ð 20:46:12 <andythenorth> so how do I get a random item from a squirrel list? 20:46:28 <andythenorth> the only thing I have to copy from is this 20:46:29 <andythenorth> `local cabbage = ["Ham", "Eggs", "Popeye", "Alligator", "Zebedee", "The KLF"][GSBase.RandRange(5)];` 20:46:34 <andythenorth> do we like that? 20:47:17 *** gelignite has quit IRC 20:49:41 <peter1138> RandRange(5) would never pick "The KLF" 20:50:18 <andythenorth> this would be unfortunate 20:50:28 <andythenorth> my actual code is 20:50:29 <andythenorth> `local candidate_industry = candidate_industries[GSBase.RandRange(candidate_industries.len())]; 20:50:35 <andythenorth> not sure if that will be obiwan or not 20:51:34 *** HerzogDeXtEr has quit IRC 20:54:51 <FLHerne> <FLHerne> andythenorth: wait, you use "cabbage" as an arbitrary variable name 20:54:57 <andythenorth> yes 20:55:01 <FLHerne> do you use it as an arbitrary substitute word in general? (i.e. in place of, approximately, "thing") 20:55:06 <andythenorth> yes 20:55:12 <andythenorth> I learnt it from someone else 20:55:14 <FLHerne> I've met one person in my life who does that and always wondered why 20:55:20 <andythenorth> where are they from? 20:55:23 <andythenorth> approx 20:55:26 <FLHerne> Cambridgeshire 20:55:43 <andythenorth> hmm not a localised thing then 20:55:54 <FLHerne> to be fair, I've now learned it from him 20:57:17 <FLHerne> curious 20:58:29 <andythenorth> ach GS 20:58:33 <andythenorth> my side channel won't work 20:58:46 <andythenorth> there's no way for GS to know if an industry has actually increased production 20:59:32 <andythenorth> so I will set a flag on the grf industry, then it will just sit increasing production every month 20:59:41 <andythenorth> and natch, the grf isn't allowed to clear the flag 20:59:50 <andythenorth> because GS authors and grf authors may never communicate 21:00:00 <andythenorth> pls send lol gifs 21:00:49 <peter1138> https://tenor.com/view/lolol-lol-funny-laughing-hahaha-gif-24608694 21:01:17 <peter1138> That was enough ð 21:07:16 *** tokai has quit IRC 21:08:13 <andythenorth> must be another side channel I can abuse 21:09:14 <andythenorth> CargoAcceptState can be read by GS and set by grf 21:09:23 <andythenorth> tends to mess with gameplay though ð 21:10:14 <andythenorth> oh GS can read GetStockpiledCargo 21:10:24 <andythenorth> which grf can add or remove to in the production cb 21:10:35 <andythenorth> well maybe 21:11:30 <FLHerne> https://community-cdn.openstreetmap.org/uploads/default/original/2X/b/b5b0f567829af2c56cc0886c9ffa816e9dfd720a.gif 21:17:51 <andythenorth> pretty good 21:26:03 <andythenorth> maybe it's time for GS <-> GRF comms 21:29:32 *** _aD has quit IRC 21:34:06 <andythenorth> or just expose industry prod_level to GS 21:34:08 <andythenorth> directly 21:34:18 <andythenorth> not via the monthly cb, just allow direct get/set 22:00:22 *** keikoz has quit IRC 22:07:33 *** Wolf01 has quit IRC 2022023-06-30T22:35:12 <talltyler> Psst, #10755 needs somebody to hit merge (or disagree) ð