Log for #openttd on 4th September 2021:
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02:20:22  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 opened issue #9537:  No coal
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02:52:50  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9537:  No coal
03:00:59  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9537:  No coal
03:01:53  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9537:  No coal
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07:23:27  <andythenorth> yo
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07:52:16  <LordAro> yo
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09:09:20  <andythenorth_> OMFG
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09:15:52  <Wolf01> <andythenorth_> OMFG <- yeah, that's the reaction of most of the people when they see me
09:16:26  <andythenorth_> :P
09:16:33  * andythenorth_ was reading old GitHub
09:17:03  <Xaroth> I was about to ask if you ran into a mirror, but Wolf01's response works better.
09:30:51  <andythenorth_> uuf where TF does ogfx get constants from
09:31:00  <andythenorth_> ogfx is a PITA to do any nice work on
09:31:09  <andythenorth_> but I'm not going to refactor it so eh
09:31:51  <andythenorth_> it uses a constant OTTD_GUI which is not frigging defined anywhere
09:31:55  * andythenorth_ hates magic
09:32:19  <andythenorth_> is this some nml crap?
09:32:35  <andythenorth_> ok nml constant
09:33:47  <andythenorth_> ok figured that out
09:36:34  <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #69: Add: #68 network gui icons
09:37:14  <andythenorth_> do I want to know why we have animated pixel warnings in opengfx again?
09:37:20  <andythenorth_> I thought I fixed them all?
09:39:02  <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #9486: OpenGFX update required before full 12.0 release - "Base graphics set missing 5 tiles"
09:41:40  <Rubidium> to animate the water and level crossings?
09:51:33  <andythenorth_> nah it's high score stuff
09:52:07  * andythenorth_ looks in commits
09:52:43  <LordAro> is that the "winner" highscore screen that no one ever sees?
09:53:13  <andythenorth_> ./sprites/logos/logos-0031-tycoon-of-century.pnml
09:53:17  <andythenorth_> sprites/png/gui/highscore.png
09:53:27  <andythenorth_> iirc there's an openttd commit for it
09:53:33  <LordAro> istr leaving it because it required significant changes
09:53:43  <LordAro> and no one ever sees it anyway
09:54:11  <andythenorth_> it's probably the red
09:55:56  * andythenorth_ fixes it
09:56:02  <andythenorth_> we can't have errors like that in the compile
09:57:44  <Rubidium> maybe someone with gh workflow fu can add a check on the build so it "fails" on PRs, so no new ones would be added
09:57:53  * Eddi|zuHause imagines "fixing" the error can be trivially done by making the sprite blank" :p
09:58:21  <andythenorth_> it could
09:58:27  <andythenorth_> but then ... ?
09:58:39  <andythenorth_> someone will complain?
09:59:00  <Eddi|zuHause> will they really?
09:59:26  * Eddi|zuHause feels like we switched roles for a moment
10:00:20  <Eddi|zuHause> anyway, isn't there a "replace the palette index" way to fix the sprite, that involves like 10 clicks or less in a properly set up environment?
10:02:59  <andythenorth_> I did it your way
10:03:03  <andythenorth_> commit incoming
10:04:54  <andythenorth_> is this definitely unused?
10:04:57  <andythenorth_> refers to it
10:08:56  <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is …
10:10:50  <LordAro> it's not unused
10:11:16  <LordAro> it just requires getting to the end year with a score of at least 950(?)
10:13:23  <andythenorth_> easy no?
10:13:42  <andythenorth_> ok so I need to fix the pixels
10:14:10  <DorpsGek> [OpenTTD/OpenGFX] andythenorth closed pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is …
10:14:28  <DorpsGek> [OpenTTD/OpenGFX] andythenorth commented on pull request #70: Codechange: 'tycoon of the century' contains animated pixels, and is …
10:23:20  <andythenorth_> this is deeply tedious
10:29:20  * andythenorth_ finds 'replace colour' tool
10:31:57  <andythenorth_> nope that breaks the palette
10:32:12  <Eddi|zuHause> the way i imagine could work would be: you have 2 palettes, a full one, and one without animated colours, you switch the image to the reduced one, replacing any colour with the nearest match, then replace the palette back before saving
10:32:22  <andythenorth_> yeah
10:32:27  <andythenorth_> I would have to write a tool for that
10:32:38  <andythenorth_> oh lol opengfx uses the windows palette
10:32:39  <andythenorth_> super
10:32:48  <Eddi|zuHause> why?
10:33:23  <andythenorth_> why does it do it?
10:33:25  <andythenorth_> I have NFI
10:33:34  <andythenorth_> probably some OpenTTD reason
10:33:47  <Eddi|zuHause> openttd wouldn't care.
10:34:55  <Eddi|zuHause> i mean, you could convert it all to dos palette while at it
10:35:22  <Eddi|zuHause> might annoy a person that has an opengfx fork somewhere
10:35:49  <andythenorth_> yeah this doesn't work
10:36:01  <andythenorth_> photoshop 'replace colour' breaks the palette in ways I can't be bothered to work
10:36:03  <andythenorth_> work out *
10:36:57  <andythenorth_> even when I explicitly replace it
10:37:00  <andythenorth_> wtf?
10:37:06  <Eddi|zuHause> there's two other tools you could check out, GIMP or imagemagick
10:37:21  <andythenorth_> I could just write python to do this in PIL
10:37:30  <andythenorth_> trying to avoid writing code :P
10:38:02  <Eddi|zuHause> possibly you could also add a palette conversion to grfcodec and/or nmlc :)
10:38:27  <Rubidium> might nmlc not already do that under the hood?
10:40:00  <Rubidium> as OpenGFX advertises itself as using the DOS palette
10:40:11  <Rubidium> (in the .obg)
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10:49:19  <andythenorth_> it doesn't really matter to me which one is used
10:49:30  <andythenorth_> but my photoshop is set up to use the DOS one :P
10:49:34  <andythenorth_> so this messes with me
10:52:03  <andythenorth_> hmm replace colour doesn't
10:52:05  <andythenorth_> that's lolz
11:16:55  <Eddi|zuHause> there need to be two separate tools, one that edits the colour associated with the palette index, and one that switches the palette index for a different one. you need the latter
11:25:43  <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #9538: Fix #9535: Maintain a reverse dependency map of network content
11:34:57  <andythenorth_> maybe this windows palette I'm using is junk
11:35:22  <andythenorth_> yeah fuck this
11:37:48  <FLHerne> Is Photoshop the right tool for sprites? It has all these features but few of them seem relevant
11:38:00  <FLHerne> (genuine question, you're the one who draws thousands of them)
11:38:21  <andythenorth_> it's potato / potato
11:38:47  <andythenorth_> the problem here is people making shit graphics in the first place
11:38:54  <andythenorth_> I wish they'd not
11:39:39  <andythenorth_> and now I've fucked up my photoshop swatches
11:39:48  <andythenorth_> trying to use the stupid windows palette
11:49:28  <andythenorth_> oh
11:49:47  <andythenorth_> in indexed colour mode, possibly photoshop replaces the index in the palette, not the colour value of the pixels
11:49:52  * andythenorth_ postulating
11:50:10  <Eddi|zuHause> that's what i said, right?
11:58:10  <andythenorth_> yeah it does that
11:58:15  <andythenorth_> it's different in rgb mode
11:59:46  <andythenorth_> yeah just 2 pixels left now
11:59:58  <andythenorth_> I did a palette index shuffle
12:02:22  <andythenorth_> got em :D
12:03:10  <DorpsGek> [OpenTTD/OpenGFX] andythenorth opened pull request #71: Fix: remove animated pixels from highscore.png
12:04:53  <andythenorth_> bizarrely satisfying
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12:11:23  <LordAro> :)
12:11:31  <andythenorth_> can haz approve?
12:11:45  <TrueBrain> sorry, your subscription for approvals have expired
12:13:13  <andythenorth_> is there a quota?
12:14:39  <TrueBrain> no, just a monthly payment
12:17:28  <Xaroth> Don't forget you want the "Quick Approval" DLC as well.
12:17:36  <Xaroth> in addition to the overall "Approval" subscription
12:18:01  <Xaroth> there's also an optional "No complaining" DLC/
12:18:03  <andythenorth_> can I buy support for a fork?
12:18:21  <Xaroth> Fork support requires a separate subscription.
12:18:30  <TrueBrain> Platinum package, you want to be fancy don't you?
12:18:58  <Xaroth> Also note that the packages that support forks are on a per-CPU basis
12:19:10  <Xaroth> so you want to double check what kind of system you're running on.
12:22:21  <andythenorth_> ok, lunch time
12:22:29  * andythenorth_ considers an OpenTTD fork again
12:22:32  <andythenorth_> for grf reasons
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12:42:25  <Eddi|zuHause> Xaroth: i hope you're counting each core separately
12:42:50  * andythenorth_ -> solitaire
12:44:46  <Eddi|zuHause> imagine a cloud virtualisation layer whose only purpose is to hide the number of physical cores, just to circumvent such a licensing clause
12:56:27  <Xaroth> Or a hypervisor which licenses are based on the amount of CPU cores you have.
12:56:28  <Xaroth> wait.
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13:10:09  <nielsm> okay looking at the multiple views title game now
13:10:32  <nielsm> (nobody reminded me!)
13:22:22  <nielsm> okay so two issues: the signs are visible (need to be hidden), and for panning motions the logo scrolls out of screen
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13:32:56  <LordAro> wait, the logo is rendered at a particular map location?
13:32:57  <LordAro> lol
13:33:12  <nielsm> yep it's just sprites placed on world coordinates
13:36:26  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #8980: Feature: Multiple rotating views on title screen
13:40:55  <glx> hmm so a nmlc problem matcher is needed
13:44:15  <nielsm> hmm... I'm thinking about ways for a user to get the vehicle ID for a vehicle they want to make a follow command for
13:44:48  <nielsm> would it be bad to make a console command that gives the mouse cursor a tool to select a vehicle and then prints some info on it to the console?
13:44:56  <glx> if a GS is used it can ask the user to click on a vehicle I think
13:45:16  <nielsm> that might work, but then a GS is loaded in what would become the title game
13:45:27  <nielsm> does it just ignore any GS in the title game?
13:45:38  <nielsm> or will something complain?
13:45:52  <glx> we talked about a special GS for intro makers I think
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13:57:38  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen
13:57:58  <nielsm> okay now I just need to figure out where the logo sprites are drawn
13:59:34  <nielsm> ah, here, main_gui.cpp:246
14:03:45  <nielsm> okay, no it's not drawn on the world coordinates
14:04:24  <nielsm> it's drawn on top as GUI elements, but that misbehaves when the viewport is constantly updating, the viewport drawing is simply not designed to have GUI drawn directly on top of it
14:09:30  <nielsm> will probably have to rejigger it to work more like the linkgraph overlay
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14:19:10  <glx> pff so much stuff to install in wsl to build opengfx
14:40:06  <andythenorth_> just nmlc no?
14:40:16  <andythenorth_> the other stuff is optional iirc
14:44:54  <glx> but I want to test everything :)
14:45:23  <glx> and of course findversion doesn't work very well (because it's a windows checkout I think)
14:45:47  <glx> I already had nmlc in wsl
14:46:15  <andythenorth_> IMHO the 'build from GIMP' route is over-engineering and brittle
14:46:21  <andythenorth_> if that's not a paradox :P
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15:12:43  <glx>  nmlc warning: "sprites/extra/extra-openttd-gui.pnml", line 338: Exceeding the limit of 186 sprites for sprite replacement type 'OTTD_GUI', extra sprites may be ignored <-- in #69 logs, maybe action should use github version of nml
15:12:58  <andythenorth_> maybe
15:13:19  <andythenorth_> or pin a known good rev
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15:29:11  <DorpsGek> [OpenTTD/OpenTTD] Berbe opened pull request #9539: Doc: Multiplayer
15:32:01  <DorpsGek> [OpenTTD/OpenTTD] Berbe updated pull request #9539: Doc: Multiplayer
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15:46:20  <nielsm>  this is not quite right
15:55:50  <FLHerne> glx: "problem matcher" ?
15:56:14  <glx> parser for action output to create annotations
15:56:29  <glx>
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15:59:48  <glx> but for some weird reason I don't get the exact same warnings locally
16:04:46  <nielsm> okay this is kind of indicative of a problem:
16:05:53  <nielsm> and I'm not quite sure what the problem is
16:06:07  <nielsm> something with dirty rectangles?
16:07:44  <nielsm> turns out, adding a single SetDirty() call might have fixed it
16:08:03  <nielsm> let me try a release build to check performance
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16:16:03  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen
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16:31:24  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen
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16:40:50  <DorpsGek> [OpenTTD/OpenGFX] glx22 opened pull request #72: Add: [Actions] Make NML warnings more visible in pull requests
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16:48:07  <nielsm> I really really want to move the main menu away from the center of the screen
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16:48:21  <FLHerne> Why?
16:48:27  <FLHerne> It's the important bit
16:48:33  <glx> window is movable
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16:48:38  <nielsm> because it's hard to center the title screen on something interesting and let the player see it
16:48:51  <glx> it just opens in center but can be moved with mouse
16:49:09  <Samu> stupid stalls
16:49:15  <nielsm> look at how RCT does it, a bunch of buttons at the bottom
16:49:20  <Samu> make it impossible to get 5000 vehicles
16:50:49  <Samu> stalls last like 2 minutes each
16:50:57  <Samu> impossible to test this
16:53:42  <_dp_> nielsm, title screen exists for the main menu, not musing upon the title game :p
16:54:17  <Samu> I gave up
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16:56:55  <Samu> this is the maximum i could get before getting ridiculously long stalls
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16:58:13  <nielsm> (warning: big file)
16:58:21  <Samu> 2364 ms over 3 ticks out of an average of 512 measurements
16:58:26  <nielsm> (I should have made the window smaller before recording)
16:59:57  <nielsm> hmm... I suppose you could even do funny things like have it follow a vehicle driving entirely in a tunnel system to pan around in more interesting ways
16:59:57  <TrueBrain> nielsm: I few months ago I tried exactly that :P (moving the menu to the side). Something like this I came up with:
16:59:58  <TrueBrain> sadly, little time to implement it
17:01:32  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen
17:04:09  <nielsm> it'll need a bit of commit janitoring I think, moving the two codechanges relating to moving the logo drawing code (or maybe just scrapping that part entirely again)
17:06:37  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #8980: Feature: Multiple rotating views on title screen
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18:05:54  <DorpsGek> [OpenTTD/OpenTTD] nielsmh updated pull request #8980: Feature: Multiple rotating views on title screen
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19:08:57  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #9540: [Bug]: AI/GS settings with the flag SCRIPTCONFIG_RANDOM are re-randomized after loading from a savegame
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19:12:56  <Samu> that bug always annoying me
19:13:10  <Samu> I had a fix but it was rejected, can I post it again?
19:13:23  <glx> the fix was overcomplex IIRC
19:14:30  <Samu> it was rather simple, actually, but the complexity was that you need to understand the whole workings of how scripts are run and set up
19:14:40  <Samu> that is hard to follow
19:16:40  <Samu>
19:17:05  <Samu> it's just the first commit!
19:17:27  <Samu> the other 2 are a different issue
19:17:44  <glx> yes overly complex, while it should be handled in loading code
19:18:15  <glx> ah no
19:18:25  <glx> sorry I was on the full diff
19:19:48  <Samu> the random deviation for start_date doesn't bother me much as I always set start-date to 0
19:20:01  <glx> but I think the solution should be in area
19:20:03  <Samu> it's only for when it's not 0
19:20:42  <glx> settings are loaded, then AI is started (and settings can be re randomized)
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19:21:58  <Samu> there's line 85, where the problem arises
19:23:02  <Samu> line 113 then attempts to load the settings from the savegame, but only those anchored settings are present, the others, which are in-game, have already been randomized by line 85
19:23:44  <glx> yeah loading should apply what was written in the save
19:24:07  <glx> if it doesn't the bug is in loading, not somewhere else
19:24:26  <Samu> it doesn't save settings that are in their default state
19:25:18  <Samu> im a bit uncertain if it's line 85 or 90, :o
19:25:26  <Samu> but it's one of those
19:26:08  <glx> 90 initialise the IA (and randomise)
19:26:43  <Samu> it's 90, just checked too
19:27:18  <glx> but the main issue is the saved data I think
19:27:33  <glx> as the code really apply what is stored
19:30:02  <Samu> "cities_only=0,pick_mode=0,road_days_in_transit=64,scp_support=1,select_town_cargo=2,start_date=0"
19:30:22  <Samu> that's what saved
19:30:34  <nielsm> if only settings different from the default are stored, that means there's no way to distinguish between a setting that has a value because the player configured that value explicitly (or even that value was chosen by random), and a setting that has never been touched or consciously set
19:34:10  <Samu> it saves settings that are "anchored", such as cities_only, pick_mode and those that have been modified from their default, such as road_days_in_transit
19:34:58  <glx> there's no selection in save code
19:35:32  <glx> everything in this->settings is saved
19:36:31  <glx>
19:37:48  <Samu> it saves these 4:
19:38:57  <Samu> water_days_in_transit, that's my current AI version, doesn't exist on the ludiai found on bananas yet
19:42:26  <glx> any setting where random is applied is in this->settings, use of ScriptConfig::SetSetting() forces that
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19:43:39  <glx> same in ScriptConfig::AddRandomDeviation() it uses ScriptConfig::SetSetting() which adds it to this->settings if it's not already in
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19:45:24  <glx> so really any randomised setting is saved, and StringToSettings() then overwrites whatever is set on AI init
19:48:31  <Samu> i was looking at this  bad, it saves 6 settings, not 4
19:51:24  <Samu> when starting a new game, only the random deviation is applied. Settings with CONFIG_RANDOM don't
19:52:53  <Samu> and I believe that's a feature, I read it from somewhere
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19:58:21  <Samu> the only setting i changed from its default was start_date, I set it to 0
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20:15:37  <andythenorth> hmm
20:15:42  <andythenorth> solitaire :(
20:17:10  <glx> Samu: only way I can see it happen is if editable settings are reset prior to saving
20:18:20  <glx> because on reset they are removed from this->settings, and then not saved
20:18:58  <glx> but on game start they should be randomised and saved
20:22:01  <Samu> i'm trying to find where I read something about SCRIPTCONFIG_RANDOM not doing randomization when on starting new game
20:25:30  <Samu> maybe it was in the wiki?
20:30:33  <glx> anyway the main issue seems to be settings are not fully saved, I think all current values (even the default one) should be stored to be sure they are the same on reload
20:33:25  <Samu> I can only find this. Seems the comment is not up to date
20:33:51  <Samu> custom difficulty is no longer available
20:34:41  <Samu> then I find this explanation about settings:
20:34:46  <glx> randomisation happen when you select the script in AI gui I think
20:35:17  <glx> but also when the loading code selects an AI for a slot
20:37:28  <glx> yes settings not modifiable in a running game are forced in this->settings
20:40:33  <Samu> hmm, when selecting an AI while in a running game, it randomizes them, as you said
20:40:48  <Samu> but in main menu, randomization doesn't happen
20:41:33  <Samu> it's a good feature imo
20:41:44  <Samu> that it doesn't randomize via main menu
20:42:26  <Samu> maybe not as good during in-game, but still... acceptable behaviour
20:42:30  <glx> and if you save after changing the script in running game it should load properly
20:43:01  <glx> because randomised values are stored in this->settings
20:43:11  <Samu> yes, that I can see
20:43:39  <glx> so really the settings handling is just weird :)
20:46:06  <Samu> the easy way out:
20:46:18  <Samu> it just works
20:46:35  <glx> yes but there are many other issues with settings
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20:48:54  <glx> like useless custom, easy, medium and hard values
20:50:41  <Samu> easy, medium and hard still exist
20:50:53  <glx> yes I see it now
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20:55:03  <andythenorth> ogfx is released? :)
21:02:55  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #9540: [Bug]: AI/GS settings with the flag SCRIPTCONFIG_RANDOM are re-randomized after loading from a savegame
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21:11:26  <glx> <-- doesn't seem to do what the commit message says
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