Times are UTC Toggle Colours
00:26:10 <peter1138> Well, or just setting the colour paramater in DrawString :) 00:57:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655 01:04:26 <wensimehrp> so I guess we're back on the flags problem 01:05:18 <wensimehrp> worse case this game would be censored because of the addition of flags 01:06:00 <_glx_> many grf already use flags 01:06:10 <wensimehrp> grfs are not official content 01:06:16 <peter1138> They don't mean "flag problem" 01:06:26 <brickblock19280> It wasn't when it used flags earlier lol 01:06:28 <peter1138> They mean "We think Taiwan doesn't exist" 01:06:55 <peter1138> (Which is absolutely fine, the flag does exist.) 01:06:59 <_glx_> when many things are made in taiwan ? 01:07:49 <wensimehrp> peter1138: not that the island don't exist but it is not a country 01:07:56 <peter1138> So what? 01:08:01 <_glx_> for me it's just like the gulf of america, a non issue 01:08:11 <peter1138> Europe isn't a country. There's a flag for it. 01:08:52 <wensimehrp> so the consequence of adding that flag is the gfw or some other thing bans openttd 01:09:18 <wensimehrp> the officials don't give a fuck about other flags 01:09:36 <brickblock19280> I do see a point in renaming it from flags to regions as it matches the language used for bananas 01:09:37 <peter1138> Draw flags for La-la land, Tinky-Winky land, Dipsy land, Po land (hah) then we can also include the teletubbies. 01:10:19 <wensimehrp> just that ROC flag. could be included for historical flag, just that when it's displayed with the name taiwan it is not appropriate 01:10:40 <wensimehrp> eww 01:13:26 <peter1138> Feel free to translate it. 01:14:37 <wensimehrp> excuse me? 01:15:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655 01:18:25 <peter1138> brickblock19280, regions are more abstract, and flags are literally just flags. 01:19:00 <peter1138> We can do a Region class though. 01:19:11 <brickblock19280> Fair but flags have separate names from that of what they represent 01:22:26 <brickblock19280> Name callback and user location variable /j 01:22:36 <peter1138> :p 01:22:51 <peter1138> Well anyway, now there is a PR to provide such feedback, suggestsions, etc. 01:23:17 <peter1138> AND suggestion.s 01:23:24 <peter1138> Hmm, what's wrong with this keyboard. 01:37:37 <belajalilija> https://tenor.com/view/tayvan-taiwan-taiwan-flag-gif-23460831 01:37:54 <belajalilija> of mainland china is upset by the flag of taiwan they could use this flag instead 01:38:28 <belajalilija> then they can both have the same flag π₯° 01:40:57 <wensimehrp> belajalilija: that's before '49 01:41:56 <wensimehrp> the censorship policies are absolutely dumb 01:41:57 <belajalilija> they can do it again inshallah π₯° 01:54:06 <brickblock19280> peter1138: Given this would it not make sense to not associate text with them Taiwan certainly isn't the only case where the same flag is used with a different scope, the flag of Europe for example often refers to the eu, but sometimes Europe as a whole, similarly Denmark-Norway share their flag with the modern day Danish one 01:55:17 <wensimehrp> I'm fine with flags and no text 01:56:02 <brickblock19280> A newgrf could then simply specify what the flag refers to if deamed important 02:50:13 <johnfranklin> This is why I oppose adding anything about βbadges featureβ to China Set. It cannot be βneutralβ. 03:20:58 <DorpsGek> [OpenTTD/OpenGFX] Wormnest commented on issue #94: gimpscript: GIMP3 compatibility problem(s) https://github.com/OpenTTD/OpenGFX/issues/94 03:32:29 *** Wormnest has quit IRC 03:37:37 *** D-HUND has joined #openttd 03:40:59 *** debdog has quit IRC 04:43:23 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/416f6d54d2e6cda9c3892df5fc2bcc055a3eec58 04:43:24 <DorpsGek> - Update: Translations from eints (by translators) 05:12:33 *** keikoz has joined #openttd 05:45:42 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #13656: Codechange: remove unused alloc_func.hpp includes https://github.com/OpenTTD/OpenTTD/pull/13656 06:46:11 <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655#issuecomment-2677556749 07:03:08 <LordAro> peter1138: warned you :p 07:03:12 *** akimoto has joined #openttd 07:03:50 <LordAro> that said, not clear if anyone actually has problems with it, or is second guessing potential problems 07:04:41 *** akimoto has quit IRC 07:16:13 <DorpsGek> [OpenTTD/survey-web] survey-summary[bot] pushed 1 commits to main https://github.com/OpenTTD/survey-web/commit/0de51e2359668071c779fd6b3427784dffa4bbfc 07:16:14 <DorpsGek> - Add: summary for week 08 of 2025 (by OpenTTD Survey) 07:47:50 <peter1138> What do you mean, warned you? 07:48:15 <LordAro> flags 07:48:42 <peter1138> Did I miss a memo? 07:49:01 <peter1138> All I saw is a "some people" say that "some people" will not like i.t 07:49:10 <peter1138> So it is clear to me that they do actually mean themselves. 07:49:12 <peter1138> Therefore. 07:50:22 <peter1138> That, to me, is unacceptable. 08:15:24 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655#issuecomment-2677694759 08:48:37 <wensimehrp> peter1138: can badges be a callback? or they are just properties? 09:03:03 <peter1138> The list of badges assigned to a thing is fixed. 09:17:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655#issuecomment-2677821502 09:18:22 <peter1138> <TargetFrameworks>net8.0;net9.0</TargetFrameworks> 09:18:23 <peter1138> <TargetFrameworks>net9.0;net9.0</TargetFrameworks> 09:18:27 <peter1138> Well, that's irritating. 09:18:34 <peter1138> Oh, first is a -, second is a + 09:18:56 <peter1138> That looks like someone botched a dependency update. 09:29:23 <_zephyris> peter1138[d]: 13x10px I think, unless you can get away wuth 12x9px... The upstream curation to 4:3 looks good. 09:29:50 <peter1138> 1x1 would be easy to scale :D 09:30:22 <peter1138> I'll try with 13x10 later. Need to create the overlay in that size :) 09:31:45 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343515702996504686/image.png?ex=67bd8e00&is=67bc3c80&hm=4a1d6e5a70ace1ba7f0ccc1e28eef9f8d1e54f9bd3194b020424f2af0517eeb2& 09:33:24 <_zephyris> Hm, need some scaled overlays too, the 1px dither/pattern upscaled on the 2x zoom sprites isn't pretty 09:33:46 <_zephyris> Anyway, coffee, work. 09:34:04 <peter1138> Hmm. 09:34:28 <peter1138> I intended it to be just doubled up. 09:51:30 <andythenorth> if badges were a callback there's a lot more to go wrong 09:51:39 <andythenorth> because e.g. other callbacks are reading them 09:51:56 <andythenorth> so if they're mutable that could get messy 10:01:40 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343523234464792607/image.png?ex=67bd9504&is=67bc4384&hm=9e66f067375486db0d0694176f96f697e28d6ec9aabd7bd3af9ff5b0144c84d2& 10:01:40 <_zephyris> But is it art 10:02:05 <_zephyris> Gets more stylistic, how shiny you'd like it 10:08:24 <peter1138> Need a 4x one if we're doing this. 10:08:39 <peter1138> And also there's a 10x10 overlay. 10:24:15 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343528916454871050/badge_random-cc.svg?ex=67bd9a4f&is=67bc48cf&hm=0f09f130be5ef0d6b2ae2c2e515e247e0cc68bf23cc92084152ec6e9d950f001& 10:24:15 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343528917088342178/image.png?ex=67bd9a4f&is=67bc48cf&hm=f6821419213687a79bf42a87f494d03566ed89acc973e9705af36a2d657718ce& 10:24:15 <_zephyris> The icons could use some love in general 10:24:25 <_zephyris> Could always just ogfx2 it π 10:25:10 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343529149062447156/badge_random-cc.svg?ex=67bd9a86&is=67bc4906&hm=43696c4b0ba6bd3cd99adfcfaa8a0798ae2ad37d8b754d161c1bc7b51d562bee& 10:25:39 <_zephyris> Carefully designed SVG rendered without anti-aliasing 10:36:27 <peter1138> I carefully designed the SVG to be rendered with anti-aliasing, because at the small sizes, not antialiasing is bad. 10:37:09 <_zephyris> Sorry, didn't mean to bash your work 10:37:38 <_zephyris> It's a stylistic thing - you can make very ottd-style icons by imposing that constraing on yourself 10:38:17 <peter1138> Oh, it's not that :) 10:39:49 <peter1138> I came from looking at all the existing decorations that people have used. 10:40:15 <peter1138> Squeezing non-antialiased flags into a tiny area results in a very... interpretative design. 10:40:42 <peter1138> Some of the other decorations are also quite rudimentary, pixel-wise. 10:41:05 <_zephyris> For the flags most likely want aa 10:41:40 <peter1138> Given the small size, and the fact that it is decoupled from the actual vehicle sprites, I decided to go with rendered SVG with AA to get more detail in. 10:41:56 <_zephyris> Welllll, arguably the background/field should be not aa and any emblazoned design should be aa, but meh 10:42:21 <peter1138> background/field? 10:42:39 <peter1138> Oh, on the flags. 10:42:43 <peter1138> No, it doesn't work. 10:44:14 <peter1138> I am of course open to improvements, I just don't think completely avoiding AA should be a design goal. 10:45:50 <peter1138> Of course, just my opinion. 11:01:02 <_zephyris> I mean it like hinting for fonts. If it's designed to work without aa, then with aa you'll get sharper edges, less aliasing, etc. etc. 11:01:35 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343538313138802749/badge_random-cc.png?ex=67bda30f&is=67bc518f&hm=0dbaaa75754686d0a9863b351dd92cd05470b77c44289a119d18a77b93557cb5& 11:01:35 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343538313356771379/badge_random-cc_aa.png?ex=67bda30f&is=67bc518f&hm=b4cb4be211a1df182cba978baa436347877bf38f534619f3270b8746c373b9e6& 11:02:02 <_zephyris> Well, discord can't cope, but I hope you see what I mean. 11:03:04 <ahyangyi> Is there any way to get font-hinting-like effects on regular svg? 11:05:52 <DorpsGek> [OpenTTD/OpenGFX] jayaddison commented on issue #94: gimpscript: GIMP3 compatibility problem(s) https://github.com/OpenTTD/OpenGFX/issues/94 11:08:57 <xarick> nice dice 11:09:54 <xarick> if it becomes part of baseset I will use it 11:10:30 <ahyangyi> Anything blue (and not water-like) makes me wonder if it's actually company colour 11:32:24 <_zephyris> ahyangyi: Two parts - hinting (in the svg file), and using the hints (during rendering). There is an svg font standard, I wonder if it's in there. 11:32:39 <_zephyris> ahyangyi: This is CC, random CC! 11:38:43 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1343547657334816820/image.png?ex=67bdabc3&is=67bc5a43&hm=317ea079ff2adb063cc95decdaa1836d394d64c843b3beae6fb2f6429eb67127& 11:39:16 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1343547795033952307/image.png?ex=67bdabe4&is=67bc5a64&hm=7ef5250882384532296c47b0ba541a696b9e3fc4e0f47983ff7b70abac98b627& 11:39:22 <peter1138> First was not at 100%, whoops. 11:40:13 <peter1138> So on mine the dots could be improved, maybe ever so slightly larger. 11:40:58 <xarick> _glx_: <https://docs.openttd.org/gs-api/classGSStationList__Cargo> will these save fine? they're kinda complex 11:48:58 <_glx_> They only have a dedicated constructor, not an issue being saved then loaded as List 11:50:43 <peter1138> Once you have a list is there anything that says that list is StationIDs, or IndustryIDs, or whatever? 11:52:23 <_glx_> Originally the object type, but it's instance anyway 11:52:47 <_glx_> And nothing prevents adding anything else in the list anyway 11:54:51 <_zephyris> peter1138: Try drawing on a 1x zoom 1px grid, for (small) icons, hitting the grid perfectly is often better than correct isometric/correct perspective/etc. 11:54:59 <_glx_> Station list and industry list only differ in the constructor (used to auto fill them) 11:55:15 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343551818642231316/image.png?ex=67bdafa3&is=67bc5e23&hm=aa9100054dfa67d72228f5739292fbdc556f94573a4075db0a086ebe8b8dbbea& 11:55:30 <peter1138> _zephyris, I'm aware, with the caveat that sometimes you need to be at 1/2 a pixel. 11:56:15 <_glx_> Only tile lists were an issue because they have extra functions 12:02:32 <peter1138> This is something like why some C++ evangelists prefer free functions (e.g. std::begin() over class methods (e.g. .begin()) 12:09:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #13650: Codechange: replace C-style memory management in MacOS code https://github.com/OpenTTD/OpenTTD/pull/13650#pullrequestreview-2636888879 12:12:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#issuecomment-2678238379 12:12:54 <xarick> fantastic job, glx! it works! 12:13:29 <xarick> π 12:16:55 <xarick> haven't tested the sorter types 12:17:01 <xarick> but i suspect it works 12:18:28 <xarick> let me test 12:25:24 <peter1138> A free function would be something like `ScriptTileList.AddRectangle(GSList, TileIndex, TileIndex);`, so incompatible API wise, but means you really would only need to store a list as a list. 12:31:56 <xarick> oh, apparently it didn't set the sorters correctly, 12:32:02 <xarick> let me verify again 12:32:28 <xarick> with less garbage in the tests 12:34:11 <xarick> oh oops, lunch time, sorry, will test this later 12:40:54 <_zephyris> Diesel can vs smoke? 12:42:14 <peter1138> What do you all the end of a Doom map that has 1 Spider Mastermind, 18 Cyberdemons and 25 Archviles all in a small room? 12:42:16 <andythenorth> lunch! 12:42:20 <peter1138> Nope. 12:42:40 <peter1138> _zephyris, smoke is traditional. 12:56:07 <andythenorth> I shouldn't post picture of my lunch, eh? 12:59:12 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1343567911956123718/image.png?ex=67bdbea0&is=67bc6d20&hm=9eb7c270e80160561328ac6e912eeab38784294dfbfefaaf9bfa913936fd181a& 13:06:40 <kuhnovic> Needs new batteries 13:12:03 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343571145529622618/image.png?ex=67bdc1a3&is=67bc7023&hm=6be9167248b15e7e47b211c85c5a8bdddab1e2c11241790ba4fd02c00977635b& 13:12:04 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343571145844330567/image.png?ex=67bdc1a3&is=67bc7023&hm=d7865cd1660f982469cd5c189a31769bbecd71f624aaf840dde79d50d5600324& 13:12:21 *** kuka_lie has joined #openttd 13:13:23 <xarick> wondering if it's the foreach... 13:21:06 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343573422927511606/image.png?ex=67bdc3c2&is=67bc7242&hm=d973cfe24fe9dedc8e3bb22c1c4b2a73624a2e6546c13eb1044e676879b2ae38& 13:21:06 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343573423183495210/image.png?ex=67bdc3c2&is=67bc7242&hm=960c4abcce7ade167ae12b657731ba6511e07830865b9dd849ee401f37db58d0& 13:21:12 <xarick> nop 13:21:16 <xarick> it's not working 13:42:00 <peter1138> The loading code looks weird. 13:43:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2637139685 13:55:22 <Artea> peter1138: run in circles with iddqd 13:55:44 <peter1138> No room to run in circles. 13:56:45 <Artea> like last difficult of F.E.A.R. "this is for masoquist" 13:58:14 <Artea> I guess 22 ~ 25 mins = 1 day in OTTD is too much 13:59:50 <peter1138> 1 day? Yes. 14:00:08 <Artea> 1h23m streaming 14:00:20 <Artea> entered when was 3 mins up 14:00:37 <Artea> around 4 "playing around" 14:00:46 <Artea> only got 4th January 14:00:52 <Artea> and was just now 14:02:03 <Artea> at least got a viewer with 11 yr account 14:03:17 <peter1138> 1 day is 2 seconds normally, so 22 minutes is... Nah. 14:03:56 <Artea> I knew was that much 14:04:06 <Artea> but since I was lazy to SSH and nano it 14:04:15 <Artea> just run via *shell via ZNC 14:05:09 <Artea> the industries and towns look randomly good 14:05:25 <Artea> for a 2,048 x 2,048 14:06:22 <Artea> so the bogus is exactly the calendar, is v15 coming soon ? 14:06:47 <Artea> or still TBA ? 14:06:54 <peter1138> When it's ready. 14:07:14 *** D-HUND is now known as debdog 14:08:09 <Artea> it's ok, last time I had server was 10.x and dropped when was going for 11.x 14:09:35 <Artea> I need find fix for Slaughterfest 2012 @ ZDaemon ;) 14:10:05 <Artea> map27 crashes when spawns Reverants like no tomorrow 14:17:32 <peter1138> I was playing "Necromantic Thirst" (RC2, maybe there's a proper release now), map 25. 14:17:54 <peter1138> This map has 8000+ enemies and in some places my FPS dropped to 3. 14:18:20 <peter1138> The rest of wad is fairly normal, but this one just goes flat out bonkers. 14:18:30 <peter1138> Archies all over the place. 14:18:59 <peter1138> Though I did manage to cheese it and let 3000 enemies in-fight for a while. 14:22:38 <Artea> did u used heapsize ? 14:22:57 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343588988212215838/image.png?ex=67bdd241&is=67bc80c1&hm=6bb23e2dfdf407d0eefde3fe5fb104e13b299c4d8778807f457feaadaff87108& 14:22:57 <xarick> tabs and spaces mixed together 14:23:43 <Artea> Krawa from SDA @ ZDaemon told me the right number to use on sf2012 14:23:57 <LordAro> xarick: we're not interested in codestyle of 3rdparty code 14:23:57 <Artea> but I think isn't just that the issue, my VPS only have 2GB RAM 14:24:47 <peter1138> I prefer to play Doom on my computer, not a server where I can't see it. 14:25:24 <Artea> well, you can, I just use my VPS for dedicated servers 14:25:30 <Artea> like ZDaemon and OpenTTD 14:26:26 <peter1138> I don't play OpenTTD on a server either. 14:26:47 <Artea> if you have 2nd monitor, you can SSH and see it 14:26:59 <Artea> of course this is only for MP "purposes" 14:27:10 <Artea> SP doesn't make that much sense 14:27:37 <Artea> I only play sf2012 in server because I let it up and connect in random times 14:28:08 <Artea> and password to be solo map finisher, usually others go on and breaks the feeling of do solo 14:28:26 <Artea> SDA server have 2 lifes, I use only 1 14:28:51 <peter1138> dsda-doom doesn't have options for 'heap' as far I can see. 14:29:39 <Artea> try zdoomgl, they are recently updating 14:29:43 <Artea> same as zandronum 14:30:03 <peter1138> dsda-doom is current. 14:30:25 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343590864575926343/image.png?ex=67bdd400&is=67bc8280&hm=0098111939b38b44a9d8fa51981c5eadf45a363d6b3e0af9684c8c3ee28a9c90& 14:30:25 <xarick> saved data seems incomplete? 14:30:55 <xarick> where is the sort stuff saved? 14:31:07 *** Flygon has quit IRC 14:36:51 <xarick> difficult to follow... 14:39:04 <Artea> can't say without proper look of commands for dsda-doom 14:39:21 <Artea> but probably have 14:45:24 <xarick> `return sq_throwerror(v,"invalid param type");` 14:45:28 <xarick> this was reached 14:46:12 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343594838276313159/image.png?ex=67bdd7b4&is=67bc8634&hm=c166c08ebbbb00c9ead0e70acae46bb9445f60523b9199bee3369b9f9d3dfb6b& 14:46:36 <xarick> sq_throwerror is SQBool? 14:46:50 <xarick> nop, it's a SQRESULT 14:47:55 <xarick> returns -1 14:48:38 <xarick> -1 is true 14:48:43 <xarick> so it doesn't crash... 14:48:47 <xarick> it continues 14:52:15 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343596358443204640/image.png?ex=67bdd91e&is=67bc879e&hm=473d005f9ac707bb242e1fcf5c6cfe0e26c2e5c272a1e2e2be0ffc2a9286daff& 14:52:15 <_zephyris> Badgers? 14:53:02 *** audigex has joined #openttd 14:53:02 <audigex> https://cdn.discordapp.com/attachments/1008473233844097104/1343596555441274952/Acc-89001-InterCity-Swallow-MBarstow_600x600.png?ex=67bdd94d&is=67bc87cd&hm=aaa5dc4a3d7854582f96bfecc4ef12b56848d7a657b6736a5e99a4b8088cb06b& 14:53:02 <audigex> _zephyris: 14:56:29 <gwyd4016> https://tenor.com/view/badger-badger-badger-mushroom-mushroom-mushroom-iggydr-gif-18197905 14:57:06 <audigex> Discord channel #add-on-development: is leaking 14:59:14 *** nielsm has joined #openttd 14:59:43 <xarick> _glx_: <https://github.com/OpenTTD/OpenTTD/blob/master/src/3rdparty/squirrel/squirrel/sqapi.cpp#L271-L278> got an "invalid param type" while loading something from the saved data, however this message wasn't printed anywhere nor a crash occurred. `sq_throwerror` returns SQRESULT -1 but `sq_instanceof` is an SQBOOL. Back at 14:59:43 <xarick> `https://github.com/OpenTTD/OpenTTD/blob/master/src/script/squirrel.cpp#L521` this evaluated to true. 15:00:24 <xarick> no throw was called 15:01:16 <xarick> in other words... it crashed but failed to crash 15:07:06 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13650: Codechange: replace C-style memory management in MacOS code https://github.com/OpenTTD/OpenTTD/pull/13650 15:09:07 <andythenorth> at least I didn't post a picture of my lunch 15:11:31 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343601209268768838/badge.zip?ex=67bddda3&is=67bc8c23&hm=7cf3b186fd6476511d16dda2169a26a44a31ea79a26e7e4927dc0c5e807ca81a& 15:11:31 <_zephyris> badger for lunch? 15:22:01 <peter1138> _zephyris, the shading on the 2cc badge was deliberately inverted for the second colour so that it is still visible when both primary and secondary colours are the same. 15:24:25 <peter1138> Borders on the dice are too thick I think. 15:32:18 <_zephyris> Hmm, there's a stylistic thing here too.. Baseset generally doesnt outline icons, right? 15:34:12 *** sosmakaroni has joined #openttd 15:34:12 <sosmakaroni> https://cdn.discordapp.com/attachments/1008473233844097104/1343606913912537088/image.png?ex=67bde2f3&is=67bc9173&hm=ae039f7144c69e239b3291aa6461669552945c95f2cec6b3b734abbf8e077613& 15:34:12 <sosmakaroni> Just an idea, wouldn't it be better to display the company color instead of just a plain color? This is how we solved it in the Hungarian set. 15:36:22 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1343607462141628507/image.png?ex=67bde375&is=67bc91f5&hm=a6210b614d8b59ed9bc6a101f96af6f0f399825d37aab8d696c531e83d396fda& 15:46:11 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343609932729286708/badge.zip?ex=67bde5c3&is=67bc9443&hm=bbf070bdc4a3b6274e51bcb6f4fc9a39b65bf7b09235c23ca145a3fa087efad5& 15:46:11 <_zephyris> Well, 2CC flipped here. 15:46:36 <_zephyris> sosmakaroni: ie. you're using the two recolourable palette entries? That's what's being done here too. 15:46:55 <_zephyris> Anyway, if there's an icon stylistic thing then that's a baseset problem I can think about. 15:48:26 <peter1138> I think there isn't really enough space to try outlining everything. 15:49:02 <sosmakaroni> _zephyris: Then I worded it poorly. π So, to somehow indicate that it is the company color, not just any color. 15:49:55 <xarick> throws from sqapi and catches on saveload.cpp? 15:50:02 <xarick> why not the VM? 15:50:33 <peter1138> _zephyris, original baseset icons are inconsistent with border. 15:50:54 <peter1138> But those that do are much larger, 20x20 pixels. 15:51:10 <peter1138> Default cargo icons, for instance, are not outlined. 15:51:28 <_zephyris> On the subject of which... does cola reuse the water icon? 15:53:19 <peter1138> Seems similar. 15:54:16 <peter1138> static const SpriteID SPR_CARGO_WATER = 4310; // shared between desert and toyland ( SPR_CARGO_COLA ) 15:54:20 <peter1138> static const SpriteID SPR_CARGO_COLA = 4310; // shared between desert and toyland ( SPR_CARGO_WATER ) 15:54:46 <peter1138> static const SpriteID SPR_CARGO_NOTHING = SPR_ASCII_SPACE; // Placeholder for void cargo slots. 15:54:54 <peter1138> That's quite bad :) 15:58:43 <_zephyris> Hah, glad I'm not going crazy 15:59:06 <_zephyris> I did a dogfooding toyland game last night, couldn't work out what was going on there... 15:59:44 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343613342438391919/image.png?ex=67bde8ef&is=67bc976f&hm=3f7bbc52807ab652b222c7df536a4e886cf3ba79ad6333d782f634aadf330665& 15:59:44 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343613342647848990/badge_borderless.zip?ex=67bde8f0&is=67bc9770&hm=ff621637a1dcbef2eceb737206ad5ce52b9688e2ddc1b5e39f55c6c3f76a7773& 15:59:44 <_zephyris> Borderless. I tried making the dice bigger, but it messed with the neat alignment of the pips. 16:00:08 <_zephyris> Well, I can fix it in the extra newgrf 16:00:44 <peter1138> See, the border on my die basically there for constrast, rather than to be a solid border around it. 16:01:47 <peter1138> sosmakaroni, the implication is that if it has the blob of a single (or dual) colour, then it is company colour. 16:02:07 <peter1138> sosmakaroni, if it is some arbitrary colour, then nothing is needed, as you can see the colour in the preview image. 16:02:40 <peter1138> Of course, arguably 1cc is be the default and doesn't need an icon either. 16:03:03 <peter1138> But 2cc was traditionally highlighted because until you have different primary and secondary colours, it's not obvious. 16:09:09 <xarick> sqapi.cpp is bugged 16:09:20 <xarick> but it's 3rd party 16:09:40 <xarick> where do i check the original code at 16:09:46 <xarick> repositorum 16:11:47 <xarick> ah https://github.com/albertodemichelis/squirrel 16:15:55 <xarick> well... <https://github.com/albertodemichelis/squirrel/blob/master/squirrel/sqapi.cpp#L308> he did not fix it either 16:21:31 <xarick> instead of return, it's throw 16:23:42 <xarick> but then it crashes openttd 16:23:47 <xarick> so i dunno 16:24:46 <xarick> i just know there's an error which is silently ignored... 16:24:57 <xarick> and the vm continues as nothing happened 16:38:19 <peter1138> 10:41 < _zephyris> Welllll, arguably the background/field should be not aa and any emblazoned design should be aa, but meh 16:39:59 <peter1138> IIRC, I went with 15x10 because it allowed 3 vertical bars to fit nicely. But yeah, that stretches the 4:3 designs. 16:40:40 <peter1138> 16x12 keeps 4:3 and allows 2, 3 or 4 horizontal bars, and 2 or 4 (but not 3) vertical bars. 16:40:43 <peter1138> Hmm 16:43:23 <_zephyris> The advantage of 12 wide is that it's a superior highly composite number 16:44:57 <_zephyris> I see that 9 tall is a pain though. 16:51:45 <frosch123> Did we have a `enum class` vs `enum struct` code style discussion? 16:51:45 <frosch123> (I just learned that the latter exists) 16:57:22 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#issuecomment-2679089183 16:59:05 <peter1138> Apparently there are no differences. 16:59:39 <peter1138> We've been doing enum class. 16:59:58 <Rubidium_> though... isn't enum class really misleading since everything's public? :D 17:00:16 <peter1138> :) 17:15:18 *** HerzogDeXtEr has joined #openttd 17:18:16 <frosch123> C++ as usual. Maybe nfo is not that bad :p 17:45:52 <Artea> if I put "autosave_interval = 0" it disables it ? 17:46:24 <Artea> or is "threaded_saves = false" ? 17:50:00 <Artea> peter1138: wanna make you slap my face ? minutes_per_calendar_year = 20160 18:01:27 <Artea> that was without inflation, with inflation is 10080 ;) 18:01:45 <Artea> not sure why I put this numbers 18:13:42 *** gelignite has joined #openttd 18:38:44 *** Wormnest has joined #openttd 18:46:14 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13656: Codechange: remove unused alloc_func.hpp includes https://github.com/OpenTTD/OpenTTD/pull/13656#pullrequestreview-2638111454 18:49:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655#issuecomment-2679361246 18:49:35 *** tokai|noir has joined #openttd 18:49:35 *** ChanServ sets mode: +v tokai|noir 18:52:49 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #13556: Add: [Script] Framework for loading/saving selected ScriptObject https://github.com/OpenTTD/OpenTTD/pull/13556#pullrequestreview-2638139324 18:56:30 *** tokai has quit IRC 19:00:24 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #13656: Codechange: remove unused alloc_func.hpp includes https://github.com/OpenTTD/OpenTTD/pull/13656 19:00:49 <_glx_> xarick: Indeed GetRealInstance code is wrong, I forgot to enclose in SQ_SUCCEEDED 19:03:23 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #13655: Add: Include some default badges. https://github.com/OpenTTD/OpenTTD/pull/13655#issuecomment-2679395448 19:03:45 *** propvp has quit IRC 19:10:26 <andythenorth> well 19:17:18 <johnfranklin> It is included in the source code 19:25:04 <andythenorth> python @dataclass 19:25:09 <talltyler> The user does not see the source code π 19:25:14 <andythenorth> can't keep up with how much stuff python has now 19:25:47 <talltyler> And the contributor can be a big boy/girl/person and deal with it π 19:26:08 <johnfranklin> but it would be downloadable from openttd.org; might be a problem 19:27:19 <michi_cc> And yet unless you poke around with grfcodec -d, you're still now going to see it. 19:33:26 <andythenorth> I would have skipped the argument 19:33:43 <Artea> congrats on all the work since ever 19:33:48 <andythenorth> flags fucntion to unite and divide 19:34:12 <andythenorth> dealing with them in a pixel train game is...lol 19:34:13 <Artea> also, who got the idea of transfers, just saw passageners from 3 different towns going to other town 19:34:25 <Artea> that was fabulous to see 19:36:06 <Artea> and for now, current on srv2 which have inflation and didn't felt it 19:36:58 <Artea> and a guest enjoying it 19:37:00 <Artea> :) 19:38:06 <_zephyris> All about maybe 20-30 pixels? 19:38:25 <_zephyris> Add geolocation to newgrfs. 19:39:19 <_zephyris> Or just remove both flags, if your country wants to ban a flag then no flag for you either. 19:41:16 <brickblock19280> Remove all flags not universally recognized and make the pr useless/j 19:42:00 <johnfranklin> Removing both is okay 19:42:50 <LordAro> johnfranklin: i'm not sure you've noticed, but you have no support for your position 19:43:20 <LordAro> (specifically the whole removing flags thing, but probably for your actual viewpoint too) 19:44:52 <andythenorth> "GPT: explain 'snatching defeat from the jaws of victory' as pertains to adding features in open source projects" 19:44:56 <andythenorth> oh, no GPT here? π 19:47:28 <talltyler> For what it's worth, I quite like badges and wish more GRF authors would weigh in with suggestions to add or improve it for their usecases, rather than trying to poke holes in a spec that Peter has repeatedly asked for input about π 19:48:18 <brickblock19280> Testing if a consist has a particular badge and the inverse would be great 19:49:18 <brickblock19280> Pretty sure that could make it possible for perfect grf side reversing behavior 19:49:50 <brickblock19280> But it's useful for way more than that which really ought to be it's own gameside thing 19:50:10 <talltyler> I am curious to see how we can filter the buy list by badges, in the future. The `role/` filter in particular would be helpful for the casual players I game with to choose locos without asking me for a recommendation every time π 19:50:21 <peter1138> Back. 19:50:36 <peter1138> Yea, I have a PR to help. 19:50:43 <peter1138> But not finished yet. 19:51:01 <talltyler> No worries, just trying to move the conversation forward instead of going in circles π 19:51:06 <peter1138> Because these things turn into side-quests. 19:51:19 <peter1138> Badges are action 3/2/1, so do support varactions. 19:51:48 <talltyler> Speaking of side quests, some of the `power/` icons in your badges docs are broken images. 19:51:48 <talltyler> https://petern.github.io/grfbadges-docs/badges/#c_power 19:51:53 <brickblock19280> What happens with icons if multiple badges share the same class? 19:52:29 <peter1138> talltyler, ah, I need to make sure I do a clean rebuild for docs to work properly 19:53:08 <peter1138> multiple badges sharing a class: for the purchase list, only the first badge icon listed on that item in each class is displayed. 19:53:21 <brickblock19280> The voltage icons also don't follow any preestablised colouring scheme 19:53:24 <peter1138> For text, they are concatenated together. 19:53:36 <brickblock19280> Thanks 19:53:40 <peter1138> Quite, they are out of date because I didn't do a clean rebuild. 19:54:45 <peter1138> So there is a standard varaction variable for current date, current climate. Badge icons can vary by current date. 19:55:10 <peter1138> And there is a badge-specific variable for the introduction date, so badge icons can also vary by that. 19:55:26 <andythenorth> am I going to badge anything in Horse except trains? 19:55:29 <andythenorth> railtypes? 19:55:31 <andythenorth> depots? 19:55:45 <andythenorth> [organising my python] π 19:55:48 <peter1138> Might also add a custom recolour callback. 19:56:10 <andythenorth> what do railtype badges even do? 19:56:35 <peter1138> Not a whole lot. They can be automatically copied to trains of that type. 19:56:55 <peter1138> They do show in the drop down list. 19:56:59 <belajalilija> talltyler: I like it as i hear i can request additions 19:57:18 <belajalilija> brickblock19280: This summoned me 19:57:35 <talltyler> Reversing should be a core feature, not a GRF hack π 19:58:06 <talltyler> (I say this with no disrespect to GRF authors, I've done some bizarre GRF hacks in my industry sets π ) 19:58:09 <belajalilija> talltyler: Weβre already prepared 19:58:58 <talltyler> Can a vehicle change badges over time, or just change the sprite of a given badge? 19:59:28 <peter1138> The badge itself can change its sprite. 19:59:47 <peter1138> Vehicles don't actually have badges, the underlying engine type does. 19:59:57 <frosch123> andythenorth: databases are awesome. In particular with the dacite package for deserialisation with type checking 20:00:11 <talltyler> Er, right, Engine is what I mean π 20:00:34 <brickblock19280> How should voltage badges be handled? Currently there is no way of showing combined voltages which means I would currently create a new badge and then add the others after it to have compatibility with code checking the varkables 20:00:44 <brickblock19280> That is quite cumbersome tho 20:00:46 <peter1138> If vehicles had badges, and then it was a callback to assign them to the vehicle, then... I'm sure lots could be done. 20:00:58 <peter1138> But also it wouldn't work in the purchase list. Just like cargo subtype liveries. 20:01:08 <peter1138> brickblock19280, IMHO, not. 20:01:16 <peter1138> Voltages add very little. 20:01:17 <talltyler> I don't think vehicles should have badges, just engines. I used the wrong term earlier. 20:01:35 <frosch123> Badges should be static, no callback 20:01:40 <peter1138> talltyler, I know, I was just clarifying. And also explaining why it's not callback driven. 20:02:08 <brickblock19280> They are implemented by sets so need some convention in order to be worthwhile implementing 20:02:25 <talltyler> By combined voltages, do you mean a multi-voltage vehicle like a Thalys PBKA? 20:02:38 <brickblock19280> Yesh 20:03:13 <belajalilija> Γresundstog 20:03:32 <peter1138> Personally I would just include the various voltages as separate badges, and let the UI deal with it. 20:03:37 <brickblock19280> Here there is quite a difference between the need to have an icon and a text/code 20:03:55 <belajalilija> peter1138: What if a vehicle runs on 4 voltages? 20:04:10 <peter1138> Then it can have four voltage badges. 20:04:20 <belajalilija> Thatβd be messy 20:04:21 <talltyler> But only one is shown, correct? 20:04:29 <peter1138> What's messy? 20:04:38 <belajalilija> 4 voltage badges 20:04:45 <brickblock19280> That's fine 20:04:50 <peter1138> Only the first one is displayed as an icon. The text is displayed though. 20:04:50 <brickblock19280> Makes the most sense too 20:04:58 <peter1138> Having it separate means you can filter for it as well. 20:05:08 <belajalilija> peter1138: Okay this works 20:05:09 <talltyler> Actually, what if badges were static but there were a way to choose which icon was shown in the purchase list? That would handle the "variable company logo" usecase, I think. 20:05:28 <talltyler> I don't know exactly what that looks like, though π 20:05:32 <peter1138> talltyler, yes, that's done by listing the one you want to display first :) 20:05:36 <brickblock19280> peter1138: That is a regression in usability 20:05:48 *** gelignite has quit IRC 20:05:56 <peter1138> What is? 20:06:19 <brickblock19280> Only showing one of the 4 voltages in the list entry 20:06:31 <andythenorth> how many people have actually got badges in their grfs? 20:06:37 <andythenorth> [asking for a friend] 20:06:57 *** gelignite has joined #openttd 20:07:21 <peter1138> I would either go for a generic "power/electric" first, and then the different voltages (because if it's mixed voltage, guess what, it doesn't really matter) or ... you could define a single shared badge that combines them all, but then also list the individual voltage badges as well. 20:07:27 <brickblock19280> We do have it embedded in the sprites currently and the lack of appropriate sprites for this is a current blocker 20:07:47 <Rubidium_> shouldn't the PBKA have 5 badges? "Multi-voltage" and then all specific voltages? 20:07:49 <brickblock19280> peter1138: That is what I was thinking too 20:08:13 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343675877116088372/image.png?ex=67be232d&is=67bcd1ad&hm=f9a6fe722ef3bfda8b338e108551be5ee7a74ace62b3dc799171abbba61b4bd4& 20:08:18 <andythenorth> just saying 20:08:18 <brickblock19280> We could have icons be independent from badges and show up when the right badges are present 20:08:37 <talltyler> Hmm, if the Engine has badges for multiple voltages but you don't have a railtype GRF installed (and therefore only have ELRL), do the voltage badges still show up? 20:08:50 <talltyler> (Probably yes, but "should they?") 20:08:54 <peter1138> Yes, and yes. 20:08:55 <belajalilija> talltyler: Currently yes 20:09:03 <brickblock19280> I think that's fine 20:09:11 <brickblock19280> Could be dealt with but why 20:09:24 <brickblock19280> Just query the railtype availability 20:09:26 *** kuka_lie has quit IRC 20:09:58 <talltyler> Sorry, not trying to poke holes, just thinking about Andy's earlier question "why do railtypes have badges?" π 20:09:59 <peter1138> If you assign a badge to the railtype with the copy flag, and then set the engine to that railtype, the badge will be copied to the engine. 20:10:19 <peter1138> If the railtype doesn't exist, then it won't be set on a railtype, and the engine won't have that badge. But then also the railtype won't exist, so... 20:10:24 <brickblock19280> I'm not sure I like that tbh 20:10:36 <andythenorth> don't set the copy flag then π 20:10:51 <talltyler> That sounds ideal, smart design π 20:11:01 <brickblock19280> It is out of control for the vehicle gtg tho isn't it? 20:11:14 <andythenorth> railtypes control vehicles already 20:11:19 <andythenorth> it's entirely consistent 20:11:21 <brickblock19280> Hmm fair 20:11:33 <peter1138> Okay, well we're obviously at cross purposes, because 1 second I see you asking for one thing, then I suggest a way, and you don't want that thing after all. 20:11:37 <brickblock19280> Might as well not bother with badges on the trains then 20:12:01 <peter1138> Thanks. 20:12:37 <brickblock19280> But I like that it makes the icon be able to show it related to the tracks loaded but only if it is preferred over the vehicle which could be incorrect in other cases 20:12:40 <andythenorth> sometimes I wonder if we could have done it differently 20:12:47 <andythenorth> OpenTTD 2 never happened π 20:13:02 <andythenorth> but "power" is this recurring lol 20:13:06 <talltyler> For trains wouldn't you set generic diesel/electric/steam labels on the engine, and the specific voltage on the railtype? 20:13:10 <andythenorth> power, and ground, the 2 big lolz 20:13:42 <talltyler> I dunno, I think badges make this all make sense 20:13:55 <peter1138> Sometimes I just think I'm stupid because I can't figure out what the problem is. 20:13:56 <andythenorth> yeah my comment was unrelated to badges π 20:13:58 <andythenorth> badges are good 20:14:25 <peter1138> So far badges are both good and bad and people are going to both use them and not bother. 20:14:37 <andythenorth> I have fallen in the 'but why so many railtypes just for electrification` π 20:14:41 <talltyler> I think the "not bother" comment was "put the badges on the railtypes" not "don't use badges" 20:14:53 <andythenorth> and also 'why so many railtypes just for ground sprite' 20:15:08 <brickblock19280> That then changed to not putting them on the trains and back again 20:15:35 <andythenorth> oof I was doing badges 20:15:39 <brickblock19280> BGT without all the extra stuff would be nice 20:15:40 <andythenorth> now I refactored all of Horse 20:15:51 <andythenorth> now it's very broken 20:15:53 <peter1138> Ahhh, I just realised I need to completely whipe the existing images first, because it doesn't create them. 20:15:57 <peter1138> *recreate 20:16:02 <brickblock19280> Basically just ground and road underlay 20:17:49 <brickblock19280> Are vehicle badges preferred over railtype ones for the icon? 20:18:44 <brickblock19280> It would be nice if railtype badges could be drawn in the drop down list as they currently that info is implemented with incredibly long strings 20:19:42 <andythenorth> we're at the point where railtypes need a palette 20:19:45 <andythenorth> like stations or such 20:19:51 <andythenorth> [from what I've seen] 20:20:52 <peter1138> TBH railtype badges are a bit of a "why not just add the property everywhere" thing, so I've not put a huge amount of thought into where things should be. 20:20:58 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343679078359765083/image.png?ex=67be2628&is=67bcd4a8&hm=03186db4e29bb75fd7c5865acb9007367ad87b6fa120efe664a0775e2dfb7fe8& 20:21:41 <peter1138> rail vehicles can't query the badges of the tile they are currently on... although.... maybe they could... 20:22:45 <andythenorth> you know what I'm thinking now 20:23:31 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343679725033230426/33754_5.png?ex=67be26c2&is=67bcd542&hm=a640f8138ff0eb9de29c5637b7fdcf7c5104057f67998562e1e3c8e03fed16e5& 20:23:49 <andythenorth> whistle boards eh 20:24:11 <andythenorth> hmm....could vehicles turn on headlights in tunnels? 20:24:24 <andythenorth> can we add a lighting effects layer / feature? 20:24:27 <talltyler> I think engines being able to inherit badges from railtypes is hidden genius, if you didnβt plan that as a main feature π 20:24:33 <andythenorth> considering floodlights on industries 20:25:38 <geertop> andythenorth: I heard some br trains trains whistle sometimes. Idk when it triggers. I thought it was just a part of the soundtrack. 20:26:20 <brickblock19280> peter1138: I feel like that would further confuse checks for if a tile is powering a vehicle without much of an advantage 20:26:30 <talltyler> Would railtypes ever have more than one badge? Said badge could be used in place of the railtype icon in the dropdown, which is typically not that useful or already shows a voltage indication to pretend to be a badge 20:26:34 <andythenorth> I have horrible ideas about axle load 20:26:43 <talltyler> Keep those to yourself π 20:27:06 <peter1138> brickblock19280, not really. NewGRFs never have to check that because it's something the game does. 20:27:34 <brickblock19280> They do if the voltage or something changes the power 20:27:35 <peter1138> I believe a varactions already exist to let you know if you are powered or not. 20:27:55 <talltyler> Badges per tile sounds ripe for abuse. Imagine whistle posts implemented as a railtype π 20:28:00 <brickblock19280> Yeah and people might use the badge check instead of that which I think is worse 20:28:08 <peter1138> Yeah, I mean, that already happens, badges aren't involved at all. 20:28:44 <andythenorth> "people might do X" has been used quite often to block grf spec features 20:28:50 <frosch123> peter1138: I wondered whether it needs three copy flags: "copy to equivalent track types only" and "copy to all compatible"/"powered" 20:29:04 <andythenorth> I like badges, they're simple, widely available 20:29:10 <talltyler> True, I retract my argument 20:29:12 <andythenorth> they're static action 0, so deterministic 20:29:18 <andythenorth> and they're arbitrary 20:29:23 <peter1138> Yeah, I didn't really think about compatible/powered when I implemented Copy. 20:29:25 <andythenorth> they solve a lot of problems 20:29:58 <peter1138> talltyler, objects, houses, industries and industrytiles have badges. That is by definition per tile :) 20:30:06 <talltyler> I will freely admit that Iβm feeling a bit closed-minded today π₯² 20:30:08 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13657: Codefix b2c5712: [Script] Properly check sq_instanceof return value https://github.com/OpenTTD/OpenTTD/pull/13657 20:30:46 <frosch123> Not sure whether there is a usecase for compatible/powered,maybe only equivalent makes sense 20:31:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13657: Codefix b2c5712: [Script] Properly check sq_instanceof return value https://github.com/OpenTTD/OpenTTD/pull/13657#pullrequestreview-2638375535 20:34:40 * andythenorth back to refactoring Horse 20:35:07 <xarick> _glx_: is opening a can of worms π 20:35:27 <_glx_> no it was a bug in my code 20:35:42 <xarick> now you're going to get a crash in saveload.cpp 20:36:02 <xarick> and an (undefined string) 20:36:36 <_glx_> easier to fix when there's a crash 20:36:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343683056665493625/image.png?ex=67be29dd&is=67bcd85d&hm=371c3bcf1e5e289938648ec555f05b211afbeb12a29e5129bad84e29a5ff045a& 20:36:45 <andythenorth> my life now 20:37:01 <andythenorth> 3000 refactoring sentries 20:37:23 <_glx_> GetRealInstance was allowed to convert garbage into an objec 20:43:14 <peter1138> f 20:43:20 <peter1138> Maybe I should refactor instead of Doom. 20:48:32 <andythenorth> I am refactoring instead of Blitz 20:49:11 <Rubidium_> maybe try blitz-refactoring? 20:49:33 <andythenorth> π 20:50:44 *** Wormnest has quit IRC 20:52:49 <_zephyris> andythenorth: Totally possible, if you feel like a sidequest. In the `spritelayout`, set add a `childsprite` with `recolour_mode: RECOLOUR_TRANSPARENT`, and point to a custom recolour sprite `palette: <custom recoluor>`. Then you'll need to provide a custom recolour sprite which shifts colours brighter and/or yellower - I'd try mapping to `3C..45` (yellows) or a general lighten like the inverse of 20:52:49 <_zephyris> `PALETTE_TRANSPARENT`. 20:53:10 <andythenorth> hmm 20:53:17 <andythenorth> I was going to say we need a way to turn them off 20:53:19 <andythenorth> or on 20:53:23 <andythenorth> but GS storybook can do it 20:53:31 <andythenorth> this might be a valid sidequest 20:53:38 <_zephyris> but you want your effects layer π 20:53:43 <andythenorth> did you see my GS Zeppelin bomber? 20:53:53 <_zephyris> hah, no, sounds amazing 20:55:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343687730697343157/Untitled.mov?ex=67be2e37&is=67bcdcb7&hm=22d98e8c3de4125233edc6d77d72f8b6b4c7a1cc96fff59d1e2728e576e9ee42& 20:56:07 <andythenorth> we under-use what OpenTTD can actually do π 20:58:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1343688548200616037/nukes.mov?ex=67be2efa&is=67bcdd7a&hm=afd6ce2fda380b60eb87f4870b5e4e7fa50dd30f70461fa999fac6a4d5777ff5& 20:59:56 *** Wolf01 has joined #openttd 21:02:59 <peter1138> Hmm, figured it out. I was wondering why a different badge with exactly the same settings is being documented properly, but this other isn't. 21:03:53 <peter1138> Anywa, it's not working precisely because it's the same settings, with the same fingerprint, so my code is not being called :s 21:09:08 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13657: Codefix b2c5712: [Script] Properly check sq_instanceof return value https://github.com/OpenTTD/OpenTTD/pull/13657 21:10:54 <belajalilija> Iβm certainly interested in using the badges but probably not for power if thatβs possible unless we can request every possible combination brickblock19280 21:11:40 <brickblock19280> We can make every combination and just use the default ones underneath for compatibility with other sets which might want to know 21:12:02 <brickblock19280> It does man having more text tho 21:12:31 <brickblock19280> We probably want to do that to keep the correct colours anyway 21:13:56 *** nielsm has quit IRC 21:25:26 <LordAro> andythenorth: how are you controlling where it goes? 21:25:27 <_glx_> xarick: ok it's actually another bug in GetRealInstance 21:29:30 <andythenorth> LordAro: I patched locally so GS can skip orders on a named vehicle 21:29:45 <andythenorth> then there are 4 airports in the orders, 1 for each compass point 21:29:51 <LordAro> haha 21:29:52 <LordAro> sneaky 21:30:10 <andythenorth> GS can do lots of stuff, but squirrel 2 is shit 21:30:26 <andythenorth> and there's clear eye-roll about GS extension π 21:30:37 <andythenorth> it's nearly really really good though 21:31:15 <andythenorth> the zeppelin is very laggy, but it predates AsyncMode 21:34:37 <andythenorth> horrific idea, convert GS to javascript? https://duktape.org/ 21:39:05 *** gelignite has quit IRC 21:44:31 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13565: Add #13519, e4c511d: [Script] Saveload and config file support for handpicked configs https://github.com/OpenTTD/OpenTTD/pull/13565 21:54:51 *** akimoto has joined #openttd 22:02:04 <wensimehrp> _zephyris: imo 12x12 is too small to inlcude text or comany logos. I was using 16x16 22:11:44 <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1343706961824321607/image.png?ex=67be4020&is=67bceea0&hm=f91d109b7023d3a255f3c26d13e7f3bd8553f44fa01fb31e5b37f997f1a7d29a& 22:12:26 *** akimoto has quit IRC 22:17:16 <peter1138> Badges are 12 pixels tall to fit into standard purchase list line height. 22:19:05 <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1343708808442023946/image.png?ex=67be41d8&is=67bcf058&hm=682b76db3f6bdfa8429ef6e803fb2e51264bc56135ccd3321993494f40a6dd11& 22:19:05 <_zephyris> A present: JR logo in 11x5 px 22:20:36 *** keikoz has quit IRC 22:22:54 <sosmakaroni> https://tenor.com/view/ken-jeong-community-too-small-to-read-read-reading-gif-5494204 22:27:10 *** HerzogDeXtEr has quit IRC 22:27:34 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #13658: Codefix b2c5712: [Script] Squirrel::GetRealInstance doesn't work with negative index https://github.com/OpenTTD/OpenTTD/pull/13658 22:30:26 <xarick> `static std::array<unsigned int, MAX_COMPANIES> max_opcodes = {0};` this looks ugly, but as long as it does what I think it does... fine 22:31:43 <wensimehrp> peter1138: makes sense then 22:32:14 <xarick> explicitly initialize all stuff!!! 22:32:28 <peter1138> xarick, it doesn't. 22:32:34 <peter1138> Leave out the 0 22:32:47 <xarick> π¦ what the 0 does then? 22:32:57 *** Wolf01 has quit IRC 22:34:07 <peter1138> It sets the first element of the array to 0. 22:43:08 <xarick> i give up 22:43:15 <xarick> dont know how to do this properly 22:43:22 <xarick> getting link errors 22:43:27 <andythenorth> naptime 22:45:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13659: Change: Show underlying type of clear snow tile. https://github.com/OpenTTD/OpenTTD/pull/13659 22:46:51 <xarick> `uint AI::max_opcodes[MAX_COMPANIES];` original code 22:47:03 <peter1138> Just leave out the 0. 22:47:17 <xarick> I tried, but it won't compile due to LINK stuff 22:47:25 <peter1138> `std::array<uint, MAX_COMPANIES> max_opcodes{};` 22:47:43 <peter1138> (And don't start using `unsigned int`) 22:49:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13627: Add: Snow-covered rocks are now visible. https://github.com/OpenTTD/OpenTTD/pull/13627 22:49:53 <xarick> 'AI::max_opcodes': a static data member with an in-class initializer must have non-volatile const integral type or be specified as 'inline' 22:50:01 *** Flygon has joined #openttd 22:50:09 <xarick> whatever it means 22:50:23 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13627: Add: Snow-covered rocks are now visible. https://github.com/OpenTTD/OpenTTD/pull/13627#issuecomment-2679857193 22:53:38 <peter1138> It means you're trying to declare and define it in the header file. 22:54:30 <peter1138> So in the class, declare it as `std::array<uint, MAX_COMPANIES> max_opcodes;` 22:54:53 <peter1138> Then in the implementation, do `/* static */ std::array<uint, MAX_COMPANIES> AI::max_opcodes{};` 22:56:50 <xarick> oh, it's in 2 places... 22:56:54 <xarick> my bad 22:57:37 <xarick> it's funny, I coded this... 22:57:44 <xarick> it compiles now 23:03:22 <xarick> okay im off to bed<https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:variable-script_max_opcodes> 23:11:33 <peter1138> Investing in "AI" is a bit like investing in NFTs and cryptocurrencies. 23:15:37 <frosch123> At least job offers stopped asking for blockchain skills