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Log for #openttd on 5th December 2022:
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00:00:02  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
00:00:49  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
00:04:40  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
00:12:34  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
00:13:00  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
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00:25:06  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
00:25:18  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
00:25:59  <glx[d]> at least we get the same πŸ™‚
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00:31:58  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
00:34:57  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
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01:07:20  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
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01:33:57  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
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01:42:33  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #10217: Fix #10216: Initialise RoadStop caches before using them and don't try to teleport crashed vehicles https://github.com/OpenTTD/OpenTTD/pull/10217
01:45:23  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10217: Fix #10216: Initialise RoadStop caches before using them and don't try to teleport crashed vehicles https://github.com/OpenTTD/OpenTTD/pull/10217#pullrequestreview-1203767482
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08:19:37  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #10217: Fix #10216: Initialise RoadStop caches before using them and don't try to teleport crashed vehicles https://github.com/OpenTTD/OpenTTD/pull/10217#pullrequestreview-1204076619
08:19:44  <petern> Double πŸ˜‰
08:21:43  <petern> > Road vehicles stopped on multitrack level crossings need teleporting to a depot to avoid crashing into the side of the train they're waiting for.
08:21:47  <petern> That is quite a solution
08:22:03  <petern> What if there is no depot?
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08:36:13  <LordAro> looks like it just doesn't bother and (potentially) crashes
08:36:36  <Pruple> crashes the vehicle or the game?
08:36:46  <LordAro> the vehicle :)
09:07:56  <petern> It's disconcerting when I get to work (by switching virtual desktop) and there's no emails to be dealt with immediately...
09:10:06  <petern> Also just need to decide on variable naming, add some doxygen, and then variants is pretty much ready to be exploded.
09:10:19  <petern> No state machine and no callbacks.
09:19:45  <LordAro> sounds exciting
09:21:21  <Pruple> o/
09:29:51  <petern> TBH once done it's quite dull but also quite useful.
09:30:19  <petern> Also I used enum class, so that's exciting.
09:30:44  <LordAro> ooh.
09:37:20  <andythenorth> Pruple: AV9.9: VARIANTS EDITION
09:37:42  <Pruple> yes
09:37:44  <Pruple> well
09:38:15  <Pruple> should be easy enough once I've redrawn everything. livery variants in 32bpp can just be alternative recolour masks πŸ˜›
09:39:00  <andythenorth> such liveries
09:39:06  <andythenorth> white with CC
09:39:08  <andythenorth> CC with white
09:39:10  <andythenorth> badger
09:39:14  <andythenorth> bucket
09:39:19  <andythenorth> harpsichord
09:39:27  <andythenorth> crocus
09:39:35  * andythenorth can't wait
09:43:14  <petern> Hmm, maybe I should get some monitor stands.
09:44:11  <petern> When I had three 22" 1680x1050 monitors, I made a custom stand out of wood that stretched across my desk area. But two 32" is a bit different...
09:48:45  * petern creates, approves, and merges his first PR of the day.
09:50:26  <andythenorth> was it a branch?
09:51:11  <petern> It was a branch, y es.
09:51:16  <petern> Single commit.
09:51:46  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049261793383551026/image.png
09:51:46  <petern> Goes it throw out branches?
09:52:16  <petern> I do rebase my branches before I merge, so it's a bit tidier.
09:56:15  <andythenorth> I just merge all mine into each other with merge commits
09:56:18  <andythenorth> that's correct yes?
09:57:04  <petern> If you don't want to keep them separate...
09:58:32  <petern> Do I see that jgrpp has merged the variable scaling stuff.
10:04:53  <petern> JavaScript 68.3%, C# 22.6%, HTML 6.4%
10:05:16  <petern> Pretty sure it's not that much js. Unless the included assets are *that large*
10:16:47  <petern> Such tired.
10:18:47  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049268594908876820/image.png
10:18:47  <petern> I considered that but wanted to keep the original-ish list height for... I-dunno reasons.
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10:45:15  <petern> Sub-zero temperatures this coming week. That's me put off cycling, after a week of not feeling up to it anyway...
10:45:29  <LordAro> yay!
10:45:56  <petern> Mountain biking is the best way to avoid icy roads, but it's still freezing.
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11:46:51  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10217: Fix #10216: Initialise RoadStop caches before using them and don't try to teleport crashed vehicles https://github.com/OpenTTD/OpenTTD/pull/10217
11:46:54  <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #10216: [Crash]: Loading a save with multiple railroad crossings causes the game to crash https://github.com/OpenTTD/OpenTTD/issues/10216
11:51:34  <DorpsGek> [OpenTTD/OpenTTD] chujo-chujo opened issue #10218: [Bug]: Graphics bug - banks of wide rivers near sloped terrain https://github.com/OpenTTD/OpenTTD/issues/10218
11:52:20  <LordAro> ooh.
11:52:35  <petern> Nice.
11:53:47  <Eddi|zuHause> that's just weird ocean flooding mechanics
11:55:12  <Eddi|zuHause> i don't know when, but many years ago, someone decided that shore tiles should also flood "sideways"
11:59:08  <Eddi|zuHause> oh, the river "shore" detection algorithm seems to do weird things with ocean shore tiles
11:59:56  <Eddi|zuHause> does that happen with canals, too?
12:04:25  <Pruple> afaia there is no "shore detection algorithm"
12:04:31  <petern> Probably not, canals can't be placed there.
12:04:33  <Pruple> we just assume that height 0 is ocean
12:05:32  <Pruple> at least, I do πŸ˜›
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12:23:07  <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1049299884802580531/Jollyburg_Transport_1925-04-04.png
12:23:37  <petern> Scrabble-buildings.
12:23:47  <Pruple> yes, but the point is that just for lols I tried coding the airship one zoom level down to make it twice as big
12:24:20  <Pruple> it's sort of cool but sort of not
12:24:38  <petern> Kinda looks normal heh
12:26:30  <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1049300734178504734/Jollyburg_Transport_1925-08-15.png
12:28:23  <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1049301208130662441/Jollyburg_Transport_1925-09-12.png
12:28:29  <Pruple> definitely worth keeping as a parameter option?
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12:28:47  <petern> Somewhat huge.
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12:28:51  <petern> Flickery?
12:29:01  <Pruple> doesn't seem to be!
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12:39:57  <andythenorth> forced perspective? πŸ˜›
12:43:59  <Eddi|zuHause> didn't we have the scrabble board already like 10 years ago?
12:47:33  <petern> That was ground tiles.
12:47:41  <petern> This is buildings πŸ˜„
12:47:52  <Eddi|zuHause> progress!
12:47:58  <Pruple> these ones have been around a couple of years
12:48:06  <petern> Unfinished eh
12:48:06  <Pruple> I'll get around to giving them proper graphics soon (tm)
12:48:17  <petern> Maybe that need... variants.
12:49:25  <FLHerne> Pruple: airship looks cool but not with the watership in frame
12:50:39  <FLHerne> maybe make those twice as big too :p
12:50:39  <petern> ChunkyNewMovementCode?
12:51:02  <Eddi|zuHause> ChunkyVehicles
12:51:54  <Eddi|zuHause> (literally: divide vehicles in chunks, each having their own bounding box, but moving in sync)
12:52:15  <Eddi|zuHause> (this idea sounds familiar)
12:52:24  <FLHerne> to me it looks about the right size relative to most land stuff, too big relative to the factory, jarringly absurdly too big relative to the ship
12:53:01  <FLHerne> Eddi|zuHause: What would the benefit be?
12:53:17  <petern> Sprite clipping/flickering.
12:53:51  <Eddi|zuHause> FLHerne: bounding boxes need to be as small as possible, because overlapping bounding boxes are impossible to resolve
12:54:11  <FLHerne> What would make that better than making the single bounding-box bigger?
12:54:21  <FLHerne> I guess it makes the centre information more useful
12:54:46  <FLHerne> er, position or depth or whatever
12:54:53  <Pruple> FLHerne: it's also looks a bit big relative to the length of its route πŸ™‚ Ships would also suffer from this if made larger.
12:55:08  <Eddi|zuHause> as soon as two bounding boxes overlap, you have lost. also, there are some escher-esque situations with non-overlapping boxes
12:55:12  <FLHerne> Pruple: eh, the same is true of most trains
12:55:19  <petern> Large maps should be sparse maps.
12:55:23  <FLHerne> relative to their route and also town size
12:55:38  <FLHerne> and no-one seems to care except me :p
12:55:40  <petern> Turn down the scale-by-mapsize stuff.
12:55:54  * FLHerne tends to play on large sparse maps as ^
12:56:28  <FLHerne> TaI helps for making physically larger towns that don't look stupid or produce an impractical number of passengers
12:56:38  <FLHerne> that Pikka guy had the right idea :p
12:56:57  <Eddi|zuHause> whatever happened to that guy :p
12:58:21  <petern> Town full of statues eh
12:58:44  <Eddi|zuHause> does that beat towns full of theaters?
13:06:47  <petern> Are they theatres or cinemas?
13:07:12  <Eddi|zuHause> i'm pretty sure that was theatres
13:10:23  <petern> Yeah, "Theatre".
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13:24:25  <Eddi|zuHause> ... it was the 1920s...
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13:38:25  <Eddi|zuHause> on today's empirical measurement of "how much effort are you willing to spend on a pointless discussion?" i think i'm reaching my limit
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13:53:00  <andythenorth> Pruple: but the airship scales up with altitude, yes?
13:55:15  <Eddi|zuHause> andythenorth: "isometric" would be so much better if you drop the "iso"? :p
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14:21:29  <TallTyler> Pruple: Waiting on that was what inspired me to learn to code to make ITL Houses, so don’t feel too bad about the delay πŸ™‚
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14:25:38  <supermop_Home> yo
14:26:12  <TallTyler> Hola
14:41:12  <Pruple> Yoyo
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14:51:39  <petern> yolo?
14:51:51  <petern> Speaking of which, time to open the forums.
14:55:15  <petern> Okay it's all about the crossings.
14:56:54  <LordAro> all of it?
14:57:11  <petern> Well, the beta topic anyway.
14:59:47  <FLHerne> no chunky bevels? :-(
15:00:24  <petern> Reddit had the answer to that one.
15:02:15  <petern> Silly dictator developers πŸ˜„
15:02:24  <LordAro> the worst
15:06:28  <petern> Nobody really objecting to it all yet though, which is surprising πŸ™‚
15:15:00  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049343137996353637/image.png
15:15:00  <petern> GETS has an offset problem...
15:15:57  <petern> (Also 1x and 2x sprites are quite blurry)
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15:31:36  <petern> Does that old TTDPatch variable still do its thing...
15:41:04  <petern> Should do. What’s the NML way to set that?
15:57:22  <EmperorJake> this?
15:57:22  <EmperorJake> `traininfo_y_offset = 2;
15:57:22  <EmperorJake> train_width_32_px = 1;`
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15:57:47  <petern> Seems it.
15:58:11  <petern> Where does that have to be?
15:58:45  <EmperorJake> Anywhere in the nml I think, I just have it below the header somewhere
15:59:34  <petern> Hmm, the NML example is -2, not 2. Who knows πŸ™‚
16:00:26  <petern> Updated comment in thread, thanks.
16:00:45  <EmperorJake> 2 is correct for my template but it'll vary depending on offsets I guess
16:01:37  <petern> Seems likely then.
16:07:56  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049356459923746866/image.png
16:07:56  <petern> Well that's broke
16:16:16  <andythenorth> is that GETS variants? πŸ˜›
16:16:24  <andythenorth> 1 train, 3 lengths?
16:23:09  <petern> Could be.
16:32:02  <andythenorth> are all forums just inherently grumpier than discord
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16:32:32  <wyndbain> petern: That can’t really be avoided from what I can tell unless you make specific 1x/2x sprites
16:32:36  <wyndbain> Or can it?
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16:42:52  <petern> I don't know if GETS provides 1x/2x sprites, or if OpenTTD is downscaling them from 4x.
16:43:35  <petern> I supect they are provided, because OpenTTD will pick nearest neighbour, so is unlikely to be blurry.
16:47:05  <andythenorth> those GETS sprites are not very chunky
16:47:33  <petern> For some reason people like providing separate sprites for the purchase list, and then only provide 1x sprites there.
16:48:36  <petern> Well, I guess it's necessary when your engines are built up from a lot of smaller articulated parts.
16:48:42  <petern> But it doesn't need to be 1x only.
16:49:53  <petern> andythenorth: you should do 4x purchase list sprites, but keep everything chunky except the dice.
16:50:07  <petern> Trollolol
16:50:10  <andythenorth> or do 32bpp EZ dice
16:50:13  <andythenorth> but chunky trains
16:50:20  <petern> That is basically what I said.
16:51:06  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049367322671984701/animated-dice-image-0060.png
16:51:11  <andythenorth> oh yes, I can't read
16:51:14  <andythenorth> sorry
16:51:36  <andythenorth> also discord processes animated gifs to first frame only 😦
16:52:02  <andythenorth> https://tenor.com/view/dice-spinning-number-six-dice-roll-gif-17302694
16:52:20  <andythenorth> we support SVG now?
16:53:00  <petern> Not quite πŸ™‚
16:53:05  <petern> Animated SVG, no.
16:54:49  <andythenorth> we need stickers πŸ˜›
16:54:51  <andythenorth> to go with the cats
16:55:45  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049368491884548136/train-svg-design-bundle-tshirt-260nw-2201477711.png
17:13:42  <petern> > fatal: protocol error: bad pack header
17:13:43  <petern> Um...
17:15:34  <petern> Working now. How odd. GitHub problem I wonder.
17:18:01  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10219: Fix: Maximum space for engine preview image was never scaled. https://github.com/OpenTTD/OpenTTD/pull/10219
17:19:15  <petern> I mean, thinking about it, it doesn't even need a maximum really.
17:20:13  <petern> Just a relic of when window sizes were less resizeable.
17:20:49  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10219: Fix: Maximum space for engine preview image was never scaled. https://github.com/OpenTTD/OpenTTD/pull/10219#pullrequestreview-1204955223
17:21:41  <LordAro> one thing i noticed during the jingle jam was that the order >> arrow was scaled poorly. they were on 12.2 though - but has that been fixed for 13 ?
17:24:19  <petern> It's a sprite, so even with truetype fonts it'll be at 1x/2x or 4x.
17:25:04  <petern> Did they use original, OpenGFX or zBase?
17:25:30  <LordAro> OGFX
17:26:33  <petern> Hmm, position does seem to be messed up in 13
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17:28:50  <petern> The code is meant to vertically centre it relative to the line of text, but doesn't take account of offsets, so it's probablky that.
17:29:13  <petern> I've probably got a patch for it πŸ™‚
17:35:43  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
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17:55:15  <wyndbain> petern: Yea we do
17:56:39  <wyndbain> All the voxels are shoved through GoRender by Timberwolf they provide downscaled 8bpp sprites
17:57:24  <wyndbain> Although idk if garlic has coded them in so it might be ottd downscaling then
17:57:31  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10219: Fix: Maximum space for engine preview image was never scaled. https://github.com/OpenTTD/OpenTTD/pull/10219
17:57:45  <wyndbain> garlic_bread42: ur probably better at describing this than me
17:57:54  <petern> The purchase list sprites are 1x-only so they are explicitly provided there.
17:58:06  <petern> Could look nicer with 4x πŸ™‚
17:58:53  <wyndbain> Yeah I think the ones in the depot menu are pulled from the actual trains
17:58:59  <wyndbain> Could be wrong tho
17:59:10  <petern> Depot list yes, build engine list, no.
17:59:31  <petern> Those are generally specially composed, otherwise you'll only get a small part of articulated engines.
17:59:35  <wyndbain> Oh the buy menu
17:59:41  <wyndbain> Yea
17:59:45  <wyndbain> I draw stuff
17:59:54  <wyndbain> I ain’t good with coding
18:00:09  <petern> Well this is a drawing thing πŸ™‚
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18:00:27  <wyndbain> I can do HTML and CSS that’s it
18:00:40  <wyndbain> I think it depends gorender
18:01:38  <wyndbain> The current Preset has to be change per loco I think
18:02:01  <wyndbain> Since they are all realistically sized
18:02:52  <wyndbain> https://github.com/mattkimber/gorender
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18:43:14  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/985f48706520b560801ddd83c38c8c65f4904597
18:43:15  <DorpsGek>   - Update: Translations from eints (by translators)
18:54:06  <petern> Rebase time
18:57:18  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
19:08:08  <andythenorth> hmm
19:08:11  <andythenorth> new water colours?
19:10:42  <petern> PR?
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19:13:14  <andythenorth> need a better idea first πŸ˜›
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19:14:08  <andythenorth> we have allowed TrueBrain to be quiet for a long time now
19:25:33  <andythenorth> maybe he's on irc πŸ˜›
19:27:03  <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#issuecomment-1338021856
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20:19:18  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#pullrequestreview-1205217332
20:20:51  <petern> > hint: Updates were rejected because the tip of your current branch is behind
20:20:55  <petern> Apparently it was pushed
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20:30:15  <garlic_bread42> petern: sorry for that late response. GETS provied 1x Zoom sprites in 8bpp and 32bpp as well as 2x and 4x sprites in 32bpp. The purchase sprites are 1x-zoom sprites.
20:41:22  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220
20:42:40  <Pruple> o/
20:43:15  <petern> 🀷
20:43:42  <petern> Use tabs.
20:43:45  <petern> Thanks vs code.
20:45:15  <petern> Happens when I add the first tab to a file that doesn't already have one.
20:46:04  <LordAro> exciting
20:46:11  <petern> I'll see what else fails before I push.
20:47:15  <petern> +311-120. That's a bit pants 😦
20:47:24  <petern> Less is more.
20:50:45  <Pruple> How do different dates work? Do all variants get new vehicle announcements / offers? What happens when the currently selected variant gets withdrawn?
20:59:28  <andythenorth> oooh
20:59:32  <andythenorth> I can pull and build
20:59:39  <andythenorth> I should go out shopping more often πŸ˜›
21:00:32  <petern> Looks like just the tabs
21:01:10  <petern> Pruple: Yeah, that's a point.
21:01:34  <petern> At the moment it's all individual.
21:02:16  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220
21:04:49  <andythenorth> probably fine?
21:05:00  <andythenorth> also all variants can be special offer preview?
21:05:34  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049431361636802580/image.png
21:05:34  <andythenorth> it's real!
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21:12:15  <Pruple> andythenorth: perhaps an option to suppress the offer/news would be nice. You might want it for an upgrade variant, but not for a simple livery variation.
21:13:39  <Pruple> as for withdrawal, is there a way to sync the dates? Or if they're not synced, does it select a different variation when the currently selected variation gets withdrawn? Or does it all disappear if the current variation is withdrawn, despite other variations potentially still being available?
21:13:39  <andythenorth> if there's not enough money, the default variant still changes when trying to buy - probably fine?
21:19:49  <petern> Intentional in a way, it's currently not dependent on having built it, so testing the purchase will also change it.
21:20:41  <petern> Suppressing offer/news would probably be wanted though. Always or optional though?
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21:22:17  <Pruple> optional I think. I'm sure some people will want to use it for stat upgraded variants released many years after the original, which may warrant a new vehicle announcement
21:22:29  <petern> Hmm.
21:23:06  <petern> That could be a flag independent of variants I guess.
21:24:03  <petern> The build list ensures the primary variant is always displayed, even if it's not available, other than that everything else should be pretty normal.
21:24:29  <petern> Syncing reliability might be useful too
21:24:37  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049436154392490004/image.png
21:24:37  <andythenorth> I did a thing in autoreplace
21:24:39  <andythenorth> can replace self with self
21:25:18  <petern> I don't think you can but the button state is wrong.
21:25:50  <andythenorth> yes
21:25:54  <andythenorth> it won't assign the replacement
21:26:03  <andythenorth> is just clickable
21:27:02  <petern> Ah yes, because ^^^ "The * list ensure the primary variant is always displayed"
21:27:50  <petern> Okay, I can sort this πŸ™‚
21:28:16  <petern> Interestingly it deselects it after a few days
21:29:19  <andythenorth> πŸ™‚
21:29:29  <andythenorth> ok now I just need to refactor all of Horse
21:29:32  <andythenorth> not bad
21:29:40  <petern> You were meant to be doing that instead of Scouting πŸ™‚
21:30:12  <andythenorth> well now I have a build πŸ˜›
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21:46:13  <petern> Okay, annotations failed.
21:47:16  <petern> Signed/unsigned, even on Windows. Strange how my Windows build doesn't :/
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22:04:39  <andythenorth> so many variant possibilities πŸ™‚
22:04:47  <andythenorth> reversed garratts?
22:15:01  <andythenorth> ok sleeping time
22:15:16  <andythenorth> such Horsey another day
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22:24:11  <reldred> https://tenor.com/view/approved-knuckles-gif-26296491
22:24:14  <reldred> petern: approved
22:24:35  <reldred> someone just merge it
22:24:37  <reldred> yolo
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23:17:40  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220

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