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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 00:15:49 *** Soni has quit IRC 00:17:58 *** wallabra_ has joined #openttd 00:23:35 *** wallabra has quit IRC 00:23:35 *** wallabra_ is now known as wallabra 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 π 00:27:03 *** WormnestAndroid has quit IRC 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 00:40:06 *** wallabra_ has joined #openttd 00:45:40 *** wallabra has quit IRC 00:45:40 *** wallabra_ is now known as wallabra 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 01:28:21 *** WormnestAndroid has joined #openttd 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 01:39:57 *** wallabra has quit IRC 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 01:59:32 *** Montana has quit IRC 02:30:01 *** Wormnest has quit IRC 02:49:02 *** jact[m] has quit IRC 02:49:04 *** jact[m] has joined #openttd 02:50:27 *** patricia[m] has quit IRC 02:50:29 *** patricia[m] has joined #openttd 03:14:58 *** Soni has joined #openttd 03:19:04 *** andythenorth[m] has quit IRC 03:19:04 *** andythenorth[m]1 has joined #openttd 03:19:21 *** blikjeham[m] has quit IRC 03:19:24 *** blikjeham[m] has joined #openttd 03:19:38 *** gretel[m] has quit IRC 03:19:40 *** gretel[m] has joined #openttd 03:19:55 *** jeremy[m] has quit IRC 03:20:00 *** jeremy[m] has joined #openttd 03:20:12 *** joey[m]1 has quit IRC 03:20:15 *** joey[m]1 has joined #openttd 03:20:29 *** leward[m] has quit IRC 03:20:30 *** leward[m] has joined #openttd 03:20:46 *** NekomimiGunner18[m] has quit IRC 03:20:50 *** NekomimiGunner18[m] has joined #openttd 03:21:03 *** JamesRoss[m] has quit IRC 03:21:05 *** JamesRoss[m] has joined #openttd 04:03:08 *** D-HUND has joined #openttd 04:06:31 *** debdog has quit IRC 04:21:24 *** D-HUND is now known as debdog 04:24:53 *** felix has quit IRC 04:25:21 *** felix has joined #openttd 05:34:34 *** Flygon has joined #openttd 05:41:15 *** supermop_Home has quit IRC 08:14:05 *** supermop_toil has quit IRC 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 π 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? 08:33:18 *** sla_ro|master has joined #openttd 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 π 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. 10:24:15 *** Compu has quit IRC 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. 10:49:17 *** Yexo has quit IRC 10:49:49 *** Yexo has joined #openttd 10:49:51 *** tneo has quit IRC 10:50:19 *** tneo has joined #openttd 10:50:42 *** XeryusTC has quit IRC 10:51:19 *** XeryusTC has joined #openttd 11:03:44 *** Venemo has quit IRC 11:03:44 *** Venemo_ has joined #openttd 11:08:33 *** azubieta6082 has quit IRC 11:08:50 *** azubieta6082 has joined #openttd 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 π 12:10:04 *** WormnestAndroid has quit IRC 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? 12:28:44 *** citronbleuv[m] has quit IRC 12:28:47 <petern> Somewhat huge. 12:28:50 *** citronbleuv[m] has joined #openttd 12:28:51 <petern> Flickery? 12:29:01 <Pruple> doesn't seem to be! 12:30:43 *** Heiki[m] has quit IRC 12:30:48 *** Heiki[m] has joined #openttd 12:39:57 <andythenorth> forced perspective? π 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 π 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 π 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". 13:15:27 *** khavik[m] has left #openttd 13:24:25 <Eddi|zuHause> ... it was the 1920s... 13:28:14 *** pickpacket has quit IRC 13:28:30 *** pickpacket has joined #openttd 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 13:38:26 *** glothit7ok[m] has quit IRC 13:38:35 *** glothit7ok[m] has joined #openttd 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 14:04:45 *** tokai has joined #openttd 14:04:45 *** ChanServ sets mode: +v tokai 14:11:30 *** tokai|noir has quit IRC 14:21:29 <TallTyler> Pruple: Waiting on that was what inspired me to learn to code to make ITL Houses, so donβt feel too bad about the delay π 14:24:20 *** grag[m] has quit IRC 14:24:40 *** grag[m] has joined #openttd 14:25:35 *** supermop_Home has joined #openttd 14:25:38 <supermop_Home> yo 14:26:12 <TallTyler> Hola 14:41:12 <Pruple> Yoyo 14:43:36 *** nielsm has joined #openttd 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 π 15:02:24 <LordAro> the worst 15:06:28 <petern> Nobody really objecting to it all yet though, which is surprising π 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) 15:22:42 *** ookfof[m] has quit IRC 15:22:49 *** ookfof[m] has joined #openttd 15:31:36 <petern> Does that old TTDPatch variable still do its thing... 15:41:04 <petern> Should do. Whatβs 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;` 15:57:30 *** WormnestAndroid has joined #openttd 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 π 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? π 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 16:32:31 *** wyndbain has joined #openttd 16:32:32 <wyndbain> petern: That canβt really be avoided from what I can tell unless you make specific 1x/2x sprites 16:32:36 <wyndbain> Or can it? 16:35:54 *** Montana has joined #openttd 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 π¦ 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 π 16:53:05 <petern> Animated SVG, no. 16:54:49 <andythenorth> we need stickers π 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 17:27:46 *** Flygon has quit IRC 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 π 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 17:51:44 *** linda[m]1 has quit IRC 17:51:50 *** linda[m]1 has joined #openttd 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 π 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 ainβt good with coding 18:00:09 <petern> Well this is a drawing thing π 18:00:14 *** cjmonagle[m] has quit IRC 18:00:15 *** cjmonagle[m] has joined #openttd 18:00:27 <wyndbain> I can do HTML and CSS thatβs 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 18:26:17 *** Wormnest has joined #openttd 18:28:50 *** HerzogDeXtEr has joined #openttd 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? 19:11:26 *** berndj has quit IRC 19:13:14 <andythenorth> need a better idea first π 19:13:15 *** berndj has joined #openttd 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 π 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 19:29:12 *** Feuersalamander has joined #openttd 19:30:15 *** urdh_ has joined #openttd 19:30:45 *** grossing has quit IRC 19:30:45 *** urdh has quit IRC 19:34:35 *** Artea has quit IRC 19:34:35 *** Artea has joined #openttd 19:51:41 *** Artea has left #openttd 19:51:41 *** Artea has joined #openttd 19:52:29 *** Wolf01 has joined #openttd 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 20:30:15 *** garlic_bread42 has joined #openttd 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> π€· 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 π¦ 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 π 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! 21:07:48 *** patrick[m] has quit IRC 21:07:55 *** patrick[m] has joined #openttd 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? 21:21:50 *** Wormnest_ has joined #openttd 21:21:54 *** Wormnest has quit IRC 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 π 21:28:16 <petern> Interestingly it deselects it after a few days 21:29:19 <andythenorth> π 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 π 21:30:12 <andythenorth> well now I have a build π 21:32:14 *** Montana has quit IRC 21:34:56 *** keoz has joined #openttd 21:42:19 *** nielsm has quit IRC 21:46:13 <petern> Okay, annotations failed. 21:47:16 <petern> Signed/unsigned, even on Windows. Strange how my Windows build doesn't :/ 21:47:42 *** reldred has quit IRC 21:50:57 *** keoz has quit IRC 22:02:35 *** HerzogDeXtEr has quit IRC 22:04:39 <andythenorth> so many variant possibilities π 22:04:47 <andythenorth> reversed garratts? 22:15:01 <andythenorth> ok sleeping time 22:15:16 <andythenorth> such Horsey another day 22:15:50 *** supermop_Home has quit IRC 22:24:11 *** reldred has joined #openttd 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 22:38:11 *** cawal[m] has quit IRC 22:38:20 *** cawal[m] has joined #openttd 22:38:28 *** nartir[m] has quit IRC 22:38:35 *** nartir[m] has joined #openttd 22:40:47 *** Wolf01 has quit IRC 22:44:42 *** josef[m] has quit IRC 22:44:44 *** josef[m] has joined #openttd 22:57:44 *** lezzbehonest[m] has quit IRC 22:57:47 *** lezzbehonest[m] has joined #openttd 23:01:27 *** sla_ro|master has quit IRC 23:17:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220