Log for #openttd on 12th January 2021:
Times are UTC Toggle Colours
00:12:38  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible
01:39:48  *** Flygon has joined #openttd
01:46:55  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8557: Change: darken the background of all graph to increase contrast
03:11:45  *** D-HUND has joined #openttd
03:15:08  *** debdog has quit IRC
03:21:22  *** Wormnest has quit IRC
03:22:31  *** y2kboy23 has quit IRC
03:25:49  *** y2kboy23 has joined #openttd
03:54:07  *** glx has quit IRC
04:09:36  *** Gustavo6046 has quit IRC
04:58:23  <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8552: Feature: Prevent vehicles to unload cargo in implicit stops in cargodist mode if the cargo is not accepted in such station
05:01:14  *** tejanos has joined #openttd
05:04:07  *** Gustavo6046 has joined #openttd
05:04:52  *** Gustavo6046 has joined #openttd
06:17:02  <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8552: Feature: Prevent vehicles to unload cargo in implicit stops in cargodist mode if the cargo is not accepted in such station
06:22:27  *** tejanos has quit IRC
06:50:29  *** andythenorth has joined #openttd
07:13:02  *** DasPoseidon has joined #openttd
07:23:52  *** sla_ro|master has joined #openttd
07:29:00  *** roadt_ has joined #openttd
07:36:39  *** roadt has quit IRC
09:04:52  *** snail_UES_ has quit IRC
10:13:38  *** welterde has quit IRC
10:19:36  *** welterde has joined #openttd
10:27:24  *** skrzyp2 has quit IRC
11:17:25  *** Samu has joined #openttd
11:34:00  <Samu> wow, the new interface, gotta get used to it now
11:38:58  <TrueBrain> lol, fun bugs: if you buy new vehicles in a depot, when you reach window limit, it closes the depot window :D Haha, that is not what I want :P
11:39:52  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
11:40:04  <TrueBrain> right, after merging ^^, there is only 1 PR left in 1.11 milestone, w00p :)
11:40:16  <TrueBrain> orudge: how is it going on your end; worth waiting for code signing before releasing beta1?
11:40:25  *** andythenorth has quit IRC
11:40:27  <TrueBrain> LordAro: mind updating your changelog again? :D
11:42:26  <LordAro> TrueBrain: i wouldn't merge that tbh, there are a lot of warnings on windows
11:42:43  <TrueBrain> owh, I did not check that :(
11:42:53  <TrueBrain> and I wouldn't merge it anyway, I leave that to you :)
11:42:53  <LordAro> windows does not like size_t -> uint :(
11:43:08  <TrueBrain> why is the matcher no longer working for MSVC?
11:43:25  <LordAro> ¯\_(ツ)_/¯
11:43:33  <TrueBrain> that is really weird
11:44:37  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
11:44:58  <TrueBrain> did MSVC change how it reports warnings or something
11:45:00  <TrueBrain> looks that way
11:45:18  <TrueBrain> on the other hand .. it is seen as a warning by thelogs
11:45:39  <TrueBrain> maybe the ".." is a problem
11:45:47  <TrueBrain> dunno .. someone should debug that :P
11:46:46  <TrueBrain> -this->hscroll->GetPosition() <- so statements like this MSVC doesn't like
11:47:00  <TrueBrain> MSVC is a bit of a retard when it comes to types, it seems :P
11:47:04  <LordAro> mm
11:47:13  <TrueBrain> but, in fairness, that line is really odd anyway
11:47:18  <TrueBrain> int first_line = w + (-this->hscroll->GetPosition()) % w;
11:47:21  <TrueBrain> I mean ... wuth?
11:48:15  <LordAro> that is quite odd
11:48:22  <TrueBrain> int pos = -this->vscroll->GetPosition(); <- this is just stupid that MSVC doesn't cast this to signed, tbfh
11:48:33  <TrueBrain> I wonder if GCC does do the right thing, or not warn about it
11:49:34  <TrueBrain> anyway, most of them just need a static_cast<int> it seems
11:49:43  <TrueBrain> except for that one with "first_line", that seems trivial
11:50:00  <TrueBrain> just a few places, so not that bad :)
11:50:10  <_dp_> % works kinda weird for negative values
11:50:12  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
11:50:13  <_dp_> especially in c++
11:50:55  <TrueBrain> but that the problem matcher doesn't match is just annoying
12:15:10  *** WormnestAndroid has quit IRC
12:15:23  *** WormnestAndroid has joined #openttd
12:24:48  *** WormnestAndroid has quit IRC
12:25:02  *** WormnestAndroid has joined #openttd
12:50:39  <reldred> God I'm loving multi tile depots.
12:51:30  <reldred> Having train depots suddenly have the same size requirements as busy stations changes the game, now I have to think about depot throughput in a totally different way beyond just avoiding ugly 90 degree turns.
12:59:51  *** snail_UES_ has joined #openttd
13:07:31  <Samu> how does that multitile pr work? the preview shows nothing different
13:07:53  <reldred> gotta go into settings, search for depot, and change all options to 'big depot'
13:08:05  <Samu> ohh, it's a setting, i missed it then
13:10:51  *** k-man has quit IRC
13:18:57  *** k-man has joined #openttd
13:30:19  <reldred> If anything it almost feels like vehicle servicing is too quick now XD
13:34:10  *** glx has joined #openttd
13:34:10  *** ChanServ sets mode: +v glx
14:36:01  *** iSoSyS has joined #openttd
14:36:17  *** nielsm has joined #openttd
14:39:03  *** iSoSyS has quit IRC
15:02:58  <Samu> i still have 9 PR's open, insert sad face
15:03:18  <Heiki> STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT says “Display list of company's aircraft. Ctrl+Click toggles opening the group/vehicle list”, but ctrl+click doesn’t really toggle anything, it just displays a different window (and the same goes for _ROAD_VEHICLES, _SHIPS, _TRAINS)
15:03:57  <LordAro> Heiki: PRs accepted :)
15:04:12  <LordAro> does sound like 'toggle' should be removed though
15:04:21  <Samu> it doesn't really "toggle" the current window
15:04:22  <LordAro> well, s/toggles opening/opens/
15:05:50  *** DasPoseidon has quit IRC
15:06:18  *** DasPoseidon has joined #openttd
15:06:28  *** DasPoseidon has quit IRC
15:06:29  <Samu> is the english UK translation done via ents ?
15:06:33  <LordAro> no
15:07:25  *** DasPoseidon has joined #openttd
15:07:46  <Heiki> noticed that while looking at the Finnish translation and realising that the original string made even less sense
15:11:13  *** _2TallTyler has joined #openttd
15:15:26  <orudge> [11:40:17] <TrueBrain> orudge: how is it going on your end; worth waiting for code signing before releasing beta1? <-- I'm still waiting for the bank account to be set up. They requested more information on our proposed business activities initially.
15:15:39  <orudge> I'm hoping it won't be too much longer.
15:15:50  <TrueBrain> so we wait a bit for a release, no problem :)
15:15:58  <orudge> I can order a certificate for Windows at least I guess without
15:16:09  <orudge> For Mac, they are waiting for a third party company to 'approve' our company
15:16:13  <orudge> Lots of delays :(
15:16:35  <TrueBrain> I would off with the Windows thingy
15:16:39  <TrueBrain> lets try OSX first, honestly :)
15:17:17  <TrueBrain> but there is no real rush here; we can release beta1, and just do a beta2 or RC when this is done
15:17:33  <TrueBrain> strongly depends on how difficult this all is :P
15:18:53  <orudge> I wouldn't hold back beta1 because of code signing
15:19:01  <orudge> OpenTTD hasn't been code signed for 15 years :)
15:19:06  <orudge> 17 years?
15:19:12  <orudge> can't remember when it was released now
15:19:13  <orudge> 16 years maybe
15:19:15  <orudge> something like that :P
15:19:31  <orudge> Hopefully we will have it in place before we get to RC1
15:20:44  <TrueBrain> March 2004? So almost 17 years :P
15:21:20  <TrueBrain> but if we push a beta for MacOS now, especially for M1, not many people can use it
15:21:28  <TrueBrain> so there is a bit of a balance :)
15:21:31  <Timberwolf> TTD -> OpenTTD is less time than OpenTTD -> now.
15:21:38  <orudge> Well, the x86_64 build should work just as well as any of the previous builds
15:21:40  <TrueBrain> but okay, I think a beta release by the end of the week or so is just fine :)
15:21:41  <LordAro> Timberwolf: aaaaa
15:21:49  <orudge> So it depends on how well-deployed the M1 is and how many people pick that one
15:22:20  <orudge> Once we get this D-U-N-S number then I will continue with the apple application
15:22:40  <Timberwolf> LordAro: It's fine, not as bad as when I listen to some of my albums from the '90s and think "what is this the equivalent of my parents listening to when it was new?"
15:23:08  <LordAro> Timberwolf: i think we are similar ages :)
15:23:33  <Timberwolf> Quite possibly, I was born late 1982.
15:23:50  <LordAro> ah, not quite
15:23:52  <LordAro> '95
15:23:54  * LordAro hides
15:24:39  <TrueBrain> LordAro is young :)
15:25:00  <TrueBrain> he found a place at the cool-kids-table, and nobody scared him away :P
15:25:01  <Samu> wow, i feel old
15:25:46  <LordAro> OTTD is literally the primary reason i'm now a programmer
15:26:00  <TrueBrain> haha, and for that, we are sorry :P
15:26:15  <TrueBrain> (to you, to the world, pick a side :D)
15:27:27  <LordAro> haha
15:27:47  <LordAro> TrueBrain: if anything, it's your fault for removing the old AI
15:27:51  <LordAro> :p
15:28:02  <TrueBrain> NoAI was got you to program?
15:28:11  <LordAro> i was one of the (many) people who turned up on the forums asking where the old AI had gone
15:28:21  <LordAro> and then things escalated
15:28:25  <TrueBrain> haha :)
15:28:58  <TrueBrain> well, happy that you did :)
15:30:11  <LordAro> me too :)
15:37:11  <Samu> CanPlantTreesOnTile checks if there's a bridge above, but not if there's a tunnel below
15:37:55  <LordAro> Samu: tunnels are not typically a problem for tunnels
15:38:01  <LordAro> we
15:38:02  <LordAro> er*
15:38:10  <LordAro> Samu: tunnels are not typically a problem for trees
15:38:15  <LordAro> or indeed vice versa
15:39:44  <glx> <-- my first contribution to openttd is hidden in this one
15:40:21  <LordAro> an actual floppy drive? :D
15:40:31  <glx> yeah, it was annoying
15:41:17  <orudge> Interesting, somebody has already set up an apple ID on the e-mail account
15:41:20  <orudge> I wonder who and when :)
15:42:33  <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible
15:42:38  <glx> maybe from ancient CF times ?
15:42:40  <orudge> Hmm, because there are 3 security questions on it, the answers to which I have no idea
15:44:57  <orudge> It was set up in 2013 it seems
15:47:26  <Samu> discussion on 8551 is heating up
15:50:12  <Samu> there are ppl actually wanting very flat arctic maps
15:51:13  <orudge> Right, enrolment applied for for Apple
16:05:30  <Samu> what if we change the limitations of Forests and Farms?
16:05:59  *** Flygon has quit IRC
16:06:16  <Samu> allow farms and forests to spawn closer to snow line height
16:08:09  <Samu> as for tropical climate, i have no real idea
16:10:33  <Samu> there's rainforest, but in the minimap, they have no legend, can't see where they are
16:11:48  <orudge> That was quick, phone call from Apple to check on a few points and confirm the enrolment
16:13:46  <_2TallTyler> I don't think changing an original TTD mechanic to enable one user's play style is necessary. A NewGRF which removes those limitations would be a better way, and a very easy project indeed.
16:15:43  <_2TallTyler> Also, the Forest sprites in sub-arctic are drawn with snow. I don't know if it's even possible to access the snow-less Temperate sprites from that climate, since they share the same sprite ID. I have tried, since people try to use my temperate industry set in sub-arctic and submit bug reports :P
16:17:29  <TrueBrain> orudge: nice :D
16:18:12  <orudge> TrueBrain: just waiting for the payment to be processed. If it's all sorted by tonight, then I will try to get the signing working then
16:18:27  <TrueBrain> cool :)
16:18:31  <LordAro> orudge: nice
16:18:41  <TrueBrain> this will be interesting :D
16:19:49  *** Wormnest has joined #openttd
16:41:43  *** dihedral has quit IRC
16:43:03  *** frosch123 has joined #openttd
16:45:27  *** dihedral has joined #openttd
16:47:28  *** gelignite has joined #openttd
17:29:12  <supermop_Home> samu, most newgrf sets do change the farm / forest snow line relationship.
17:31:58  <Samu> trying to show rainforest tiles in the map with shiny green:
17:32:07  <Samu> maybe it needs another kind of green?
17:33:13  <Samu> oh, and fields
17:33:24  <Samu> fields have priority over rainforest, i suppose
17:43:42  <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean
17:45:47  <Samu> where can I see the colours themselves ?
17:45:58  <Samu> i need a DARK_GREEN
17:47:21  <Samu> well, darker than green at least
17:49:30  *** _2TallTyler has quit IRC
17:50:22  *** DasPoseidon has left #openttd
17:52:05  *** andythenorth has joined #openttd
17:58:37  <andythenorth> yo
18:00:08  *** Wolf01 has joined #openttd
18:03:20  <DorpsGek> [OpenTTD/OpenTTD] Andrew350 opened issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed
18:03:56  *** Progman has joined #openttd
18:06:27  <Samu> can I create a PR? I'm adding a legenda for rainforest in the small map
18:08:46  <Samu> it looks like this in its final form:
18:09:06  <Samu> farm fields have priority over rainforest
18:09:26  <Samu> i added Rainforest legenda for it
18:10:12  <Samu> that's the same green used for forest industries btw
18:10:18  <Samu> hope that's ok
18:26:22  <TrueBrain> so ... OpenTTD has a function FindMissingGlyphs, that can return the string it found a missing glyph off .. which is never used :D (as in, the function is used, just not which string is the problem :P
18:26:26  <TrueBrain> that is a bit evil :D
18:26:41  <TrueBrain> so OpenTTD rejects fonts because they miss a glyph, but never tell anyone which :)
18:33:12  <TrueBrain> okay, added a debug statement, now at least I know why the font is rejected .. it is because of some string with a weird character in it .. lets find out what this is :D
18:34:14  <TrueBrain> hmm
18:34:15  <TrueBrain> weird
18:38:17  <_dp_> I poked around glyph stuff with similar intentions but quickly abandoned the idea to keep my sanity
18:38:18  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:38:19  <DorpsGek>   - Update: Translations from eints (by translators)
18:38:34  <TrueBrain> if any glyph is the same size as a ?, it is dismissed
18:38:36  <TrueBrain> that feels weird
18:39:49  <LordAro> that does feel weird
18:41:34  <TrueBrain> owh, no, I get what it is doing, it is not that weird
18:41:36  <TrueBrain> it just might be wrong :P
18:42:19  <TrueBrain> NBSP is the issue in this case, it seems
18:42:44  <TrueBrain> 0xA0
18:43:01  <LordAro> in english.txt ?
18:43:12  <TrueBrain> {COMMA}{NBSP}passenger{P "" s} is in english.txt
18:43:22  <LordAro> oh, not a literal
18:43:29  <TrueBrain> that translates into  passenger, what-ever those weird chars might be
18:43:35  <LordAro> odd for a font to not provide that
18:43:46  <TrueBrain> printing UTF-8 as non-UTF-8 is not right, as it turns out :D
18:44:11  <LordAro> U+E026 is private use area, apparently
18:44:21  <LordAro> some artifact of how ICU/whatever renders it?
18:44:22  <TrueBrain> how do I correctly print utf-8 in OpenTTD, with DEBUG?
18:44:36  <frosch123> that is a problem of your console
18:44:53  <frosch123> set your system to utf-8 instead of cp12xx
18:45:05  <TrueBrain> why would you think my WSL is set to cp? :D
18:45:55  <TrueBrain> but okay, basically what you say it is fine to DEBUG an utf-8 string, it should output correctly
18:46:20  <glx> set the console font, squares usually means glyph not found
18:46:30  <LordAro> TrueBrain: yes, it is just a printf after all
18:46:39  <TrueBrain> too used to Python :D
18:46:43  <LordAro> the relevant byte sequences should be rendered properly by python
18:46:52  <LordAro> er
18:46:55  <LordAro> by your console
18:46:56  <TrueBrain> I know what you mean ;)
18:47:20  <TrueBrain> okay, so I have 3 codes that are weird .. it tries to print 0xA0, 0xA3, and 0xA9 .. down the rabbit hole, I guess ..
18:48:21  <frosch123> £© <- A3 A9, if you are still searching
18:49:16  <TrueBrain> I did not think of that, tnx :)
18:49:27  <TrueBrain> so that means this font just can't render these things properly
18:49:33  <TrueBrain> we dismiss the font completely because of it
18:49:51  <TrueBrain> I wonder if we should  inform the user more clearly about this fact
18:50:28  <frosch123> if it is manually configured, then yes :) there are also message boxes about invalid config values
18:50:49  <TrueBrain> yeah, it is the reason is not working
18:51:01  <TrueBrain> his TTFs miss some chars, and as such, are rejected
18:51:22  <TrueBrain> chars = glyphs, ofc
18:51:37  <frosch123> weird how a font can miss the copyright sign. i expected the authors to add that one first :p
18:51:57  <TrueBrain> what is A0 btw? No clue where you found those other 2 so quickly
18:52:06  <frosch123> A0 is NBSP
18:52:11  <TrueBrain> ah
18:52:11  <frosch123> i know that one by heart
18:52:16  <frosch123> otherwise i use kcharselect
18:52:21  <glx> NBSP is quite common too
18:52:59  <frosch123> kcharselect is an incredible powerful tool
18:52:59  <TrueBrain> should ignore fonts be a DEBUG level 0, instead of 2?
18:53:30  <frosch123> when the sprite font does not work, ottd tries to find a font automatically
18:53:39  <TrueBrain> it uses fallbacks etc
18:53:43  <frosch123> it should not print 50 DEBUG0 lines in that case :)
18:53:54  <TrueBrain> no, just 1 :)
18:54:03  <frosch123> but for rejecting config entries it should be fine
18:57:16  <TrueBrain> it is funny, it is also the reason most likely small_font did work and medium_font doesn't :D
19:00:18  <TrueBrain> right, lets see if I can pop up an error :D
19:01:34  <frosch123> iirc there is something the schedule error popups during start-up, which are shown when the gui is ready
19:01:59  <TrueBrain> found a very similar error when the fallback font fails to load :)
19:02:02  <TrueBrain> guess that will do fine :)
19:02:06  <TrueBrain> I just cannot indicate which font failed loading
19:02:08  <TrueBrain> that is a bit of a pity
19:02:29  <frosch123> hmm, was the fallback-font deadlock fixed yet? :p
19:03:20  <frosch123> it's funny. you can always find a rabbit hole in ottd :)
19:03:30  <TrueBrain> so many
19:03:39  <TrueBrain> like this appears to only reset medium and mono fonts, if any font fails to load
19:03:42  <TrueBrain> not small and large
19:04:07  <TrueBrain> font code become a bit difficult to read :D
19:05:31  <TrueBrain> ah, no, that is just temporary, that is takes over mono and medium
19:05:32  <TrueBrain> fine, what-ever
19:13:42  <andythenorth> fonty mcfontface
19:13:50  * andythenorth nonsense mood
19:14:31  <TrueBrain> okay, it resets small/medium/large in one place, and mono in another
19:14:37  <TrueBrain> so you can have 1 with and 1 without fallback font
19:27:30  *** jottyfan has joined #openttd
19:29:32  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible
19:32:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean
19:33:51  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8559: Font weirdness
19:34:56  <TrueBrain> learnt a lot about the font system that I did not want to learn :)
19:37:16  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Font weirdness
19:40:40  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed
19:42:41  <andythenorth> oof the maps thing, I have sense of humour failure
19:42:45  <andythenorth> pls send lolz
19:44:24  <TrueBrain>
19:44:33  <TrueBrain> and for the first time ever, I unsubscribed from an issue :)
19:44:35  <TrueBrain> says it all :P
19:44:52  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8559: Font weirdness
19:44:58  <andythenorth> thanks for lolz
19:46:59  <TrueBrain> solid point glx :)
19:47:01  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
19:48:14  *** tokai has joined #openttd
19:48:14  *** ChanServ sets mode: +v tokai
19:51:05  <andythenorth> maps go brr
19:54:31  <andythenorth> so how badly did I do with this spec?
19:54:35  <andythenorth> I tried to think around some corners
19:55:08  *** tokai|noir has quit IRC
19:56:17  *** _2TallTyler has joined #openttd
20:00:08  <Samu> I have a GS that computes the tile with the highest height on the map, i found some bug
20:00:33  <Samu> very flat, generated a highest height of 6
20:00:36  <Samu> flat, 8
20:00:40  <Samu> hilly, 5
20:01:12  <Samu> mountainous, 10
20:01:35  <Samu> alpinist, 10
20:02:18  <DorpsGek> [OpenTTD/OpenTTD] Andrew350 opened issue #8560: Plane sprite and shadow get reversed when terrain under north tile of airport is lowered
20:02:40  <Samu> 10-11 for alpinist on 256x256
20:04:04  <Xaroth> How many times have you tried? I'd check with multiple maps first.
20:04:16  <Samu> i had freeform edges off
20:04:31  <Samu> didn't expect it to affect the generator that much
20:04:41  <Xaroth> Better try with and without those as well, just to be on the safe side.
20:05:12  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
20:05:34  <LordAro> lol #8560
20:05:48  <LordAro> i knew using the hangar to get the tile height wasn't going to be enough
20:06:03  <LordAro> s/tile/airport/
20:06:26  *** jottyfan has quit IRC
20:08:30  <TrueBrain> LordAro: :D
20:08:43  <TrueBrain> I did not expect that, but yeah ....
20:08:44  <TrueBrain> :D
20:09:08  <glx> hole and fundations under hangar ?
20:09:25  <glx> nice edge case :)
20:09:49  <LordAro> is there a function to get the maximum height of a tile?
20:10:04  <frosch123> GetTileMaxZ / GetTileMaxPixelZ or so
20:10:38  <LordAro> probably that then :)
20:10:39  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
20:11:20  <TrueBrain> I don't even ... ^^
20:15:49  <glx> finally I prefer comments from james
20:15:55  <TrueBrain> :D
20:16:00  <TrueBrain> it is funny because it is true :D
20:23:15  <LordAro> ha
20:24:41  <glx> and we already know a font select gui would be nice
20:24:54  <TrueBrain> it is a good suggestion; that is not the issue :)
20:24:59  <TrueBrain> it is just not the place to make sure suggestions :P
20:25:16  <glx> indeed totally not related to your PR
20:25:22  <TrueBrain> in Dutch we have a saying: "je geeft een vinger, en ze nemen je hele hand", loosely translated: you give them a small thing, and they want the completely pie
20:25:58  <Xaroth> `give an inch they'll take a mile`
20:25:59  <frosch123> lol, we have the same saying, but with hand / arm
20:26:08  <TrueBrain> frosch123: :D
20:26:10  <glx> same in french
20:26:17  <glx> hand/arm
20:27:07  <frosch123> did dutch people shake fingers to welcome some in the past?
20:27:30  <TrueBrain> it is funny how these things are similar but different :)
20:30:02  <glx> oh it's finger not hand in french
20:30:29  <TrueBrain> glx: finger / arm? or finger / hand?
20:30:34  <glx> finger/arm
20:30:49  <TrueBrain> so Dutch is finger/hand, German hand/arm, French finger/arm
20:30:51  <TrueBrain> that is just funny :D
20:33:34  <Samu> I have this urge to submit a PR
20:33:38  <Samu> help me
20:34:12  <andythenorth> Samu delete one of the existing?
20:34:16  <andythenorth> one in, one out? :)
20:35:18  <glx> is it really complete ? does it have a high chance of acceptance ?
20:35:36  <TrueBrain> what PR are you willing to close to submit this one? :D (is that too evil?)
20:35:54  <Xaroth> We can always go full Thanos on the PR list
20:36:39  <TrueBrain> "For the greater good" - closed
20:36:39  <TrueBrain> :D
20:36:47  <Samu>
20:36:56  <Samu> rainforest on smallmap
20:37:18  <frosch123> TrueBrain: actually, sometimes people use "pinky" instead of "hand", if they want to make a strong emphasis
20:37:26  <andythenorth> pinky promise?
20:38:01  <andythenorth> don't even know where that comes from :P
20:38:12  <andythenorth> this channel is very culturally educational
20:40:58  <Xaroth> that's from Japan, iirc
20:41:32  <Xaroth> but in Japan they say finger chop or something, meaning that if you broke the promise you'd cut off your pinky
20:41:38  <Heiki> the Finnish version is,_se_vie_koko_k%C3%A4den
20:42:59  *** Borg has joined #openttd
20:44:48  <Samu> rainforest on smallmap:
20:44:53  <Samu> may I PR?
20:45:36  <Samu> sorry for my paint skills
20:46:23  <glx> same map before/after patch will show better I think
20:47:48  <andythenorth> what differs forest from rainforest?
20:48:02  <supermop_Home> soundeffects i think?
20:48:20  <Samu> maybe i should say Rainforest Land instea
20:48:38  <_2TallTyler> Different tree sprites, which grow more dense than trees outside rainforest areas
20:50:47  <Samu> rainforest without the patch
20:52:01  *** Wormnest has quit IRC
20:55:09  <supermop_Home> looking at that map it always bugs me that the map gen does fix this:
20:55:38  *** Borg has quit IRC
20:58:02  <glx> I think it could just reuse "forest" as it's already in the legend with the same color
21:02:09  <frosch123> andythenorth: rainforest growth faster to compensate for the sawmill
21:03:27  <_2TallTyler> Aha, that's why my temperate sawmill grf kept running out of trees
21:04:14  <supermop_Home> i did like that one temperate sawmill grf that basically exists to try to cull excess trees
21:04:39  <supermop_Home> by spawning, clearing an area, and then closing to move somewhere else
21:05:46  <Samu> ok
21:06:55  <Samu> what i'm highlightin is actually the ground
21:07:03  <Samu> Rainforest land
21:07:15  <Samu> it may actually have no forest yet
21:08:06  <glx> of course if a forest industry is present on the same map it will be almost impossible to spot
21:09:13  <Samu> there are no forest industry in sub-tropic, unless newgrf?
21:10:13  <glx> any organic industry producing wood is considered to be a forest
21:10:19  <supermop_Home> though as rainforest tiles are functionally different from tropic grass, i always wondered why the tiles were not colored different
21:10:57  <glx> so yeah newgrf can have industries displayed in green
21:14:21  <Samu> i need to invent a colour
21:14:31  <Samu> where is this pallete thing? seems to have 256 colours
21:16:20  <Samu> or alternatively, change forest industries from being displayed green?
21:16:59  <Samu> then Forest can be renamed to Rainforest
21:17:13  <andythenorth> there's a palette in a PR currently
21:18:54  *** WormnestAndroid has quit IRC
21:19:09  <Samu>
21:19:12  <Samu> thx
21:19:28  <glx> would be nice to also have hex values ;)
21:19:34  *** WormnestAndroid has joined #openttd
21:20:53  <glx> andythenorth: maybe some black row above and black column on the left with 0 to F
21:21:38  <glx> so there's a lookup hint, without needing to count
21:21:51  <andythenorth> I could convert it to HTML
21:22:11  <glx> no, png is nice
21:22:56  <Samu> gonna test the colour 95
21:27:50  <glx> static const uint8 PC_VERY_DARK_BROWN    = 0x56;           ///< Almost-black brown palette colour. <-- seems the colour doesn't match the name
21:28:49  <glx> 0x56 = 86 and it's a not so dark green one, not brown
21:29:01  *** Wolf01 has quit IRC
21:29:16  *** Wolf01 has joined #openttd
21:31:01  <Samu> it's used for painting railroad stations
21:31:04  <Samu> that colour
21:31:25  <glx> in routes mode yes
21:31:45  <Samu> they're green indeed
21:32:05  <Samu> i think green is a good colour for it
21:32:47  <Samu> but im using violet background
21:32:52  <Samu> let me test green on green
21:33:37  <Samu> awww, not easy to tell apart
21:33:51  <andythenorth>
21:36:49  *** _2TallTyler has quit IRC
21:38:03  <frosch123> glx: likely the value is intended, and the name is wrong :)
21:38:11  <Samu> "old" vs "new"
21:38:35  <Samu> oops, not that kind of "old" i was looking for
21:38:57  <Samu> "this recent old"
21:50:59  <andythenorth> is bedtime?
21:52:25  <Samu> yes
21:56:06  *** snail_UES_ is now known as Guest10336
21:56:07  *** snail_UES_ has joined #openttd
21:57:11  *** Guest10336 has quit IRC
22:02:37  *** azulcosta has joined #openttd
22:02:51  <azulcosta> hello to all. evening
22:03:41  <azulcosta> is there an anual limit number to new vehicles available in a newgrf ?
22:04:36  <azulcosta> i'm making 10 trucks for january 1st of 1917... nml compiled ok, no errors.... but the game only shows 7
22:04:55  <frosch123> introdates are randomised by up to two years
22:05:36  <azulcosta> many thanks!. didn't know that
22:05:52  <azulcosta> cheers, to all! No i can continue making my 32bpp euro trucks pack!
22:06:22  <frosch123> have fun!
22:06:39  <azulcosta> ;)
22:06:40  *** sla_ro|master has quit IRC
22:06:40  *** azulcosta has left #openttd
22:06:51  <TrueBrain> easiest q&a evah!
22:07:55  *** jottyfan has joined #openttd
22:09:16  <frosch123> do we allow translator mass edits via PR?
22:09:40  <TrueBrain> I would rather avoid it, personally, as eints does validation
22:10:03  <frosch123> <- do you have a nice answer?
22:13:05  <TrueBrain> will try :)
22:14:18  <Eddi|zuHause> TrueBrain: easy solution: eints patch import :p
22:14:27  <TrueBrain> I look forward to your PR!
22:14:29  <orudge> TrueBrain: btw, you can technically sign the Windows build with an Apple certificate, but it's of no practical use because Windows doesn't trust the Apple root CA :)
22:14:39  <TrueBrain> orudge: hahaha :D
22:14:40  <TrueBrain> lolz
22:14:43  <TrueBrain> okay, that is fair :)
22:14:47  <Eddi|zuHause> don't hold your breath :p
22:15:46  <Samu> this tone of green ain't that bad either:
22:16:17  <Samu> looks kinda grayish
22:17:48  <frosch123> night
22:17:50  *** frosch123 has quit IRC
22:18:57  <Samu> well, gotta go, good night
22:19:01  *** Samu has quit IRC
22:19:48  <orudge> My old keyboard was getting increasingly dodgy, so I got a cheap new keyboard. I realise now however how much I appreciated the volume control keys on the keyboard, which this one doesn't have. :(
22:20:42  <Eddi|zuHause> they are SOOO important
22:21:16  <Eddi|zuHause> they're basically the only "extra" keys i use
22:22:33  <Timberwolf> My desktop has a volume roller on the keyboard, that's very satisfying.
22:22:54  *** Progman has quit IRC
22:25:00  <Eddi|zuHause> like a trackball?
22:25:17  <Timberwolf> Kind of, like a one dimensional version thereof.
22:28:30  <TrueBrain> orudge: but so yeah .. guess we have to buy a certificate for windows in that case :)
22:28:37  <orudge> TrueBrain: yep
22:28:42  <supermop_Home> the mute key is totally needed
22:28:53  * orudge twiddles his thumbs while waiting for the notarisation response from Apple
22:29:01  <orudge> "this can take minutes to hours" is the only downside there...
22:29:08  <orudge> hmm, signature is invalid :|
22:30:54  *** jottyfan has quit IRC
22:32:24  <andythenorth> I have a stupid emojibar
22:32:29  <andythenorth> with no tactile response
22:32:40  <andythenorth> worst Apple innovation in last 20 years
22:32:47  <Timberwolf> andythenorth: Do you randomly mute things while trying to backspace?
22:33:11  <Timberwolf> Actually, that only happens if you already got fed up with summoning Siri while trying to backspace.
22:33:18  <andythenorth> siri is banned :P
22:33:19  <andythenorth> infosec
22:33:35  <andythenorth> mostly my lock icon is there, so I constantly lock myself out
22:34:13  <andythenorth> all they need to do was tactile feedback and it would have been awesome
22:34:16  <andythenorth> meh
22:34:30  <Eddi|zuHause> is that better or worse than hitting # when trying to hit return?
22:35:58  <andythenorth> dunno, no # on my keyboard :)
22:36:01  <andythenorth> where is #?
22:36:13  <Eddi|zuHause> next to return :p
22:39:13  <Eddi|zuHause> <-- this is the typical german layout
22:39:32  <supermop_Home> next to return?
22:39:36  <Eddi|zuHause> there's a variant where # is moved up 2 rows, with a smaller backspace key
22:40:14  <andythenorth> that is more like the keyboard layout I learnt when I was a kid
22:40:56  *** Wolf01 has quit IRC
22:41:31  <andythenorth> nope I misremember
22:41:47  <andythenorth> those cursor keys :P
22:42:25  <Eddi|zuHause> why?
22:42:30  *** snail_UES_ is now known as Guest10338
22:42:30  *** snail_UES_ has joined #openttd
22:45:40  *** azulcosta has joined #openttd
22:45:48  <azulcosta> and here I am again
22:46:22  <Eddi|zuHause> happens to the best of us
22:46:24  *** Guest10338 has quit IRC
22:47:42  <azulcosta> after re-exported new grf, and re-test with... again i have only 7 trucks available, out of 10 for the same date
22:47:57  <azulcosta>
22:48:28  <azulcosta> can't figure out the problem... nml converted without errors
22:49:05  <azulcosta> unless... i can't share masked sprites between folder vehicles ?
22:50:58  <Eddi|zuHause> <frosch123> introdates are randomised by up to two years <-- we changed that, so that vehicles introduced at the same date continue to be introduced at the same date, even if it is moved by 2 years
22:51:35  <Eddi|zuHause> azulcosta: are the cargos unavailable?
22:51:43  <Eddi|zuHause> azulcosta: do you have some code?
22:53:38  <azulcosta> the cargos won't show are: grain, goods, iron ore
22:54:01  <azulcosta> i'm sharing the masked files, between the coal+iron+grain trucks....
22:54:15  *** andythenorth has quit IRC
22:54:25  <azulcosta> so, the grain trucks have masked sprites from coal truck folder
22:55:05  <azulcosta> and so on....
22:55:28  <Eddi|zuHause> that shouldn't matter
22:56:00  <azulcosta> oh, wait... the goods truck have it's own masked sprites in folder...
22:56:17  <azulcosta> so...i can't find the problem
22:56:47  <azulcosta> i'll put the current nml code in my github
23:07:47  <azulcosta>
23:07:50  <azulcosta> here's the code
23:08:16  <azulcosta> i need also the code for disabling the vanilla default truck pack...
23:11:08  <glx> try a date way after introduction for testing in openttd
23:11:30  <azulcosta> i'll try
23:11:42  <Eddi|zuHause> "cargo_allow_refit:		[FOOD, FRUT];" <-- in the goods truck, i think this also should include GOOD
23:12:22  <Eddi|zuHause> so, the default cargo should also be in the refittable list
23:12:29  <azulcosta> i haven't tested yet on artic and desert...
23:12:31  <Eddi|zuHause> which might explain your problem
23:12:51  <azulcosta> the refit must have all possibly cargos ?
23:13:05  <azulcosta> included the default ?
23:13:07  <Eddi|zuHause> yes
23:13:28  <azulcosta> let me try that
23:14:09  <azulcosta> disable_item(FEAT_ROADVEHS, 0, 6); <<<< this is for the vanilla buses.... what's the code for vanilla trucks ?
23:14:22  <Eddi|zuHause> just increase the 6
23:14:58  <azulcosta> eddi, but wait
23:15:08  <azulcosta> the tank truck, have default cargo = oil_
23:15:13  <azulcosta> and refit for rubber+water
23:15:31  <azulcosta> and it shows in the game...
23:15:43  <Eddi|zuHause> <-- there is a list of default vehicles. just put disable(lowest, highest)
23:17:26  <Eddi|zuHause> azulcosta: but that one has also "refittable_cargo_classes:       bitmask(CC_LIQUID);"
23:17:36  <Eddi|zuHause> which includes OIL_
23:17:43  <azulcosta> hum... i see
23:18:14  <azulcosta> i don't have refit classes in other trucks
23:19:33  *** DasPoseidon has joined #openttd
23:19:53  <azulcosta> interesting... that could be my problem.... i'll try out now
23:20:00  <Eddi|zuHause> you don't need refit classes, but they help with cargos which you don't know yet
23:20:17  <Eddi|zuHause> but definitely put the default cargo in the refit list
23:20:23  *** DasPoseidon has quit IRC
23:20:41  <glx> and if you're testing with just your grf some cargo are not available in all climates
23:22:20  <glx> but I don't remember if that can have an effect on vehicle availability
23:22:26  <azulcosta> yes, i know. that's why i'm adding refitable cargos for all 3 climates.
23:22:44  <azulcosta> that's a good point to check too
23:23:11  <glx> so yeah, test on the 3 climates :)
23:24:00  <azulcosta> that's it.... why i can't misture cargos from all climates ?
23:24:06  <azulcosta> mix cargos
23:24:31  <Eddi|zuHause> you can.
23:24:33  <glx> default cargo must exist
23:24:43  <glx> refit are a bonus I guess
23:25:05  <Eddi|zuHause> if the default cargo doesn't exist, a random cargo is chosen
23:25:21  <azulcosta> i'll do a couple more tests....
23:27:43  *** gelignite has quit IRC
23:29:08  <michi_cc> orudge: Were you building a release build for OSX? I didn't follow up on that, but at least the make build seems to do a strip somewhere which causes xcode to tell me that it would invalidate signatures.
23:29:27  <michi_cc> Don't know if building using the cmake Xcode generator has that problem too.
23:30:36  *** nielsm has quit IRC
23:34:52  <azulcosta> all my problems are solved! Thanks Eddi, and glx!
23:35:29  <azulcosta> adding the default cargos to refitable cargos fixed it.
23:45:47  <TrueBrain> michi_cc: I believe using RelWithDebInfo avoids that issue .. at least, I remember something like that vaguely :)
23:48:45  <orudge> michi_cc: The signatures are being applied by cpack; something seems to be getting corrupted though, I just can't quite figure out how. Debugging it on my own machine just now, but about to give up and go to bed. Perhaps .zip might be easier than .dmg...

Powered by YARRSTE version: svn-trunk