Log for #openttd on 25th October 2021:
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04:24:48  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9632: [Crash]: Clicking any building buttons in the top menu crashes the game if window height is too small
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10:36:40  <DorpsGek> [OpenTTD/OpenTTD] kaomoneus opened issue #9655: [Bug]: Install target for emscripten is incorrect
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12:59:59  <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on issue #9655: [Bug]: Install target for emscripten is incorrect
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15:22:10  <andythenorth> meh
15:22:32  <andythenorth> M1 Pro benchmarks are starting to appear
15:22:35  <LordAro> 'lo andy
15:22:40  <andythenorth> but nobody is benchmarking the most important thing
15:22:48  <andythenorth> 'how fast does FIRS compile?'
15:23:04  <andythenorth> hi
15:26:47  <glx> ok I wrote a small station in NFO (it's just base set sprites, and reproduce the plain platform layout), now the fun will be to duplicate it with nml
15:27:17  <andythenorth> :o
15:27:28  <andythenorth> 1 action at a time? :)
15:28:00  <LordAro> and then when you're half way through, get a job at google and disappear for 10 years?
15:28:51  <andythenorth> ouch
15:29:28  <LordAro> (this was in no way intended as a slight on anyone)
15:29:29  <glx> <-- really basic (adapted from
15:30:56  <TrueBrain> LordAro: it wasn't? But that was the funny part :D
15:31:13  <TrueBrain> If you can work on NML, you can work for Google :D
15:31:34  <TrueBrain> Lol @ bug ticket .. who uses 'make install' anyway .. :p
15:32:17  <glx> #9654 was even more lol
15:32:47  <glx> who can't create a zip
15:33:39  <LordAro> definitely ECS vectors working as designed though, I think?
15:33:41  <dP> tbh github is kinda annoying with its zip obsession
15:36:37  <glx> true, but creating a zip on windows is quite straight nowadays
15:37:10  <glx> +forward
15:38:25  <glx> "send to compressed folder" is not new
15:39:39  <glx> and author says they have 7zip too, so contextual menu also propose adding to 7z or to zip
15:40:38  <dP> still an utterly pointless requirement action for a sav file
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16:48:50  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
16:53:20  <dP> ok, not the bug I was looking for but...
16:53:24  <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9656: [Bug]: Quickly pressing delete order hotkey twice resets selected order
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16:57:31  <LordAro> heh
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17:05:54  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
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18:38:50  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
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18:49:20  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:49:21  <DorpsGek>   - Update: Translations from eints (by translators)
18:50:32  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
19:00:03  <dP> glx, they stop very much in front already :p
19:02:50  <DorpsGek> [OpenTTD/OpenTTD] AtjonTV commented on issue #9654: [Bug]:  Gold Mines no Banks
19:04:36  <glx> oh the extra space
19:04:51  <dP> oh, I remebered why signal are probably aligned like that
19:04:57  <dP> so double block signals don't overlap
19:05:07  <LordAro> that's the one
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19:12:37  <glx> station spec is so weird
19:14:33  <glx> I will need to "hack" spritelayout so it can go in the action 0 (it's all hardcoded for action 2 basically)
19:15:44  <glx> I also will need to enable spritegroup for stations because spritelayout is not an action 2, so it needs something
19:19:26  <andythenorth> the spritelayout in action 0 is so odd
19:19:48  <glx> and there's 2 props in action 0 ;)
19:19:49  <andythenorth> I completely do not understand newgrf stations, although I'm told it's 'fine', or even better
19:20:00  <andythenorth> frosch tried to explain it once
19:20:02  <glx> 09 for basic layout, 1A for advanced
19:20:32  * andythenorth wonders about NewObjectStations
19:20:35  <andythenorth> nah :)
19:20:39  <glx> and they overwrite eachother of course
19:21:00  <andythenorth> the reason CHIPS is so complicated is that yexo created it to test the station spec :)
19:21:05  <andythenorth> it uses GRM and crap
19:22:12  <glx> the syntax in nml is easy, all the internal stuff on the other hand
19:22:46  <andythenorth> will nml pretend it's actual spritelayouts?
19:22:52  <glx> yes
19:22:55  <andythenorth> then map it into action 0?
19:23:10  <glx> would be silly to not use existing syntax
19:23:15  <andythenorth> anything I can to to help?
19:23:19  <andythenorth> other than 'test' it :)
19:26:02  <glx> for now I have (and nml file is not complete yet) vs (my known to work test station)
19:27:29  <glx> just missing the layout, the action 2 and the action 3
19:27:49  <LordAro> it's got the title!
19:28:06  <glx> and the dummy action 1 because I use baseset srites only
19:35:34  <andythenorth> :)
19:52:26  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
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19:56:27  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9652: Fix #8797: Use logical rail length when placing signals
20:06:49  <glx> not to bad, almost no big change in nml source and I just miss the layout, everything else works
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20:09:02  <andythenorth> :)
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21:03:48  <glx> <-- that's what I have for now, the test grf "works" (loads fine, shows in the station picker gui, but of course it uses the default station spec because no props are changed)
21:12:46  <peter1138> I bodged NewGRF docks to use industrytile style sprite layouts, despite being stations. I think.
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21:15:50  <glx> yes it's better to use the new way when possible
21:16:02  <glx> but rail stations are legacy stuff
21:16:21  <peter1138> Should be possible to make rail stations use the 'new' way too, whether it's worth it is another matter.
21:16:50  <peter1138> Although if that's what you were talking about... cool :D
21:17:16  <glx> oh now I won't update station specs
21:17:30  <glx> s/now/no/
21:17:36  <peter1138> Does NML support stations?
21:17:40  <glx> not yet
21:17:49  <peter1138> I always figured it would be useful for that.
21:19:04  <glx> I almost have it, I just need to hack spritelayout (an action 2 thing) to fit in an action 0 property
21:25:16  <andythenorth> can we do the axe-handle-blade thing? :P
21:25:35  <andythenorth> support stations in nml with a saner indirection
21:25:42  <andythenorth> then replace the implementation :P
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21:35:00  <peter1138> Do it?
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23:26:10  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 reopened issue #9654: [Bug]: Gold Mines no Banks
23:58:08  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks
23:58:51  <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9654: [Bug]: Gold Mines no Banks

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