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Log for #openttd on 6th December 2022:
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00:38:17  <petern> Hmm
00:53:47  <petern> Working some fixes for it but still
01:14:21  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
01:14:50  <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#pullrequestreview-1205580876
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03:26:01  <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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04:16:16  <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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08:11:58  <DorpsGek> [OpenTTD/OpenTTD] kulkom commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1338938824
08:29:15  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1338956648
09:31:33  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049619094409859122/image.png
09:31:33  <petern> ^ Not quite right when the primary vehicle has expired 😦
09:32:30  <andythenorth> close
09:32:39  <reldred> I can't believe this is a thing
09:32:40  <andythenorth> I tested the autoreplace thing
09:32:53  <reldred> 2023 year of openttd
09:32:54  <andythenorth> I wish I knew how to update a branch for a remote PR from upstream πŸ˜›
09:33:07  <andythenorth> other than rm branch and fetch again
09:34:08  <reldred> see, my pissing and moaning over openttd dev stagnancy paid off
09:34:12  <reldred> * ducks *
09:34:27  <reldred> I'm gonna get rocks thrown at me at this rate
09:34:58  <reldred> (and I will have deserved it)
09:37:40  <LordAro> andythenorth: pull -f, no?
09:43:40  <andythenorth> will try thanks πŸ™‚
09:43:52  <andythenorth> yeah no upstream configured
09:44:02  <andythenorth> and if I try to set upstream, git says I can't
09:44:12  <andythenorth> because it's a PR, not a branch
09:49:20  <LordAro> oh, you've checked out the pull/N/head ref?
09:54:34  <andythenorth> yup
09:54:39  <LordAro> `git pull -f origin pull/NNN/head` might work
09:54:57  <andythenorth> yes πŸ˜„
09:55:03  <andythenorth> thanks
09:55:06  <LordAro> \o/
09:55:17  <LordAro> dunno how to set up upstream tracking though
09:55:22  <LordAro> there's probably a way somewhere...
09:55:30  <andythenorth> there's always a way with git πŸ˜›
09:55:39  <andythenorth> pull -f will work fine
09:57:07  <LordAro> https://stackoverflow.com/questions/40662771/what-is-the-correct-git-config-for-working-with-github-pull-requests/ somewhere in here, i think
10:13:35  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049629674382307410/image.png
10:13:35  <petern> Best feature.
10:17:19  <Pruple> fancy
10:22:14  <andythenorth> dunno why that option to disable chunky bevels is needed though πŸ˜›
10:22:18  <andythenorth> 'player choice' is over-rated
10:22:22  <andythenorth> I should make their choices
10:22:30  * andythenorth telling lies
10:23:40  <reldred> no no no
10:23:47  <reldred> *I* should make their choices
10:23:53  <reldred> I should make *all* choices
10:23:53  <andythenorth> oh yes, that will work
10:23:57  <andythenorth> ideal
10:24:13  <reldred> benevolent dictator for life
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10:29:01  <kamnet> Andy should make the choices. Now he will make worse choices but for better reasons. πŸ™‚
10:44:40  <petern> andythenorth: One developer didn't want it removed, that's enough for me.
10:44:57  <andythenorth> yup
10:45:11  <petern> A few developers did say it's not needed.
10:45:36  <petern> Separate bevel-scale slider?
10:47:18  <andythenorth> super chunky
10:50:12  <reldred> petern: yes
10:50:21  <reldred> rgb bevels
10:50:44  <LordAro> 😍
10:53:39  <petern> πŸ˜„
10:53:48  <petern> reldred: Update your misskey pls
10:55:10  <reldred> peter, I'm eating mac and cheese out of a camp stove at my office desk because I'm too lazy to actually cook dinner
10:55:24  <reldred> there's a hierarchy of things I need to deal with
10:55:35  <reldred> and I'm a long way from where I need to be πŸ™‚
11:18:28  <petern> Sorry, didn't mean to be demanding, just pointing out in case you didn't know.
11:25:35  <reldred> Yeah I know πŸ˜›
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13:06:54  <DorpsGek> [OpenTTD/OpenTTD] legitalk started discussion #10221: Too many statues/fountains https://github.com/OpenTTD/OpenTTD/discussions/10221
13:09:18  <andythenorth> see you also: theatres πŸ˜›
13:09:53  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049674038932414474/too_many_theatres.png
13:10:07  <petern> Solution: Use a NewGRF πŸ˜‰
13:10:13  <andythenorth> Improved Town Layouts
13:10:15  <andythenorth> done
13:10:53  <petern> The original data was not designed to work for 823 years πŸ™‚
13:11:21  <andythenorth> it's the pre-1950 starts I think that do it
13:11:41  <andythenorth> I suspect that somewhere we added the rules for mix of building types and we did it wrong
13:12:01  <andythenorth> or CS did it, but it would only run for a few years from 1950, so the effect was not manifesting
13:39:05  <petern> Yes
13:57:22  <petern> Turns out that ignoring an exception doesn't work when you don't check for the correct text within that exception. Who would've thought...
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14:11:50  <andythenorth> if string.find(β€œEror”) != -1:
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14:16:03  <andythenorth> Ok so 13.0 beta 3 for variants?
14:30:11  <petern> Hopefully?
14:30:12  <CplBurdenR3294> andythenorth: They're just *really* into musicals, okay? Especially Starlight Express πŸ˜›
14:37:46  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049696155262529547/image.png
14:37:46  <petern> Oh...
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14:56:49  <petern> 🎢 aggregates, are really great. aggregates never complain.
14:56:52  <petern> Oh my
15:23:28  <petern> Dwarf Fortress eh?
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16:52:09  <andythenorth> in OpenTTD?
16:52:12  <andythenorth> GameScript
16:52:16  <andythenorth> "you lose"
16:59:14  <petern> Simple enough.
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17:11:14  <andythenorth> can we just orc-raid your biggest town or something?
17:11:18  <andythenorth> I never played DF
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17:35:14  <petern> I did once, in text mode.
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17:37:54  <Wolf01> Hmmm, I'm trying the last beta on the deck
17:38:48  <Wolf01> 1.5x UI, font is vertically on top of widgets
17:40:34  <Wolf01> UI is still too small, but more than 1.5x it will overflow
17:43:10  <petern> Truetype or sprite font?
17:44:24  <Wolf01> Default I guess, I don't even know where to change it :D
17:45:22  <petern> I guess it's a combination of rounding, once when determining the offset for the sprite font within the scaled height, and then again when centring the scaled height within the widget.
17:46:17  <petern> Bearing in mind the whole thing is centred, including the descenders.
17:46:27  <Wolf01> Yes, at whole intervals the text is fine
17:46:52  <petern> I think it's only a problem below 1.75x.
17:47:20  <petern> With anything over 2x the rounding will be less apparent.
17:47:47  <Wolf01> BTW, the game options windows is way too large when starting at 640x480, maybe moving the screen resolution widget so one can see that immediately would be fine
17:48:20  <petern> I might have an idea for that.
17:48:36  <Wolf01> Probably the huge size of that UI is due to the driver string
17:49:08  <Wolf01> Let me try to share a screenshot
17:49:41  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049744454359203930/image.png
17:49:41  <petern> 0.25x scale. Fixed πŸ˜‰
17:49:45  <petern> (Not that's not really my idea)
17:53:23  <Wolf01> Aahah
17:55:43  <Wolf01> https://steamcommunity.com/sharedfiles/filedetails/?id=2898366766
17:57:01  <petern> Oh that's weird, it really is at the top. Hmm.
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17:57:45  <MnHebi> petern: for a whopping 29 euros, now on Steam
17:58:06  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049746571442540564/image.png
17:58:06  <petern> For me...
17:58:43  <petern> I guess that's another bug when using freetype 😦
17:58:57  <Wolf01> On windows it's right
17:59:10  <Wolf01> Maybe something fishy with linux
17:59:39  <petern> On Windows and OS X, we use the native font layouter.
17:59:56  <petern> On Linux we can use ICU or a fallback layouter.
18:00:08  <petern> Hmm, maybe it's built with ICU.
18:05:07  <Wolf01> Hmmm, let's try in docked mode
18:06:53  <Wolf01> Wow, it doesn't even recognize the screen resolution
18:07:08  <Wolf01> I'm capped at 1280x720
18:07:15  <petern> Oh
18:07:16  <Wolf01> It should be 1920x1080
18:07:52  <petern> That Steam Deck is only 1280x800 is a bit disappointing, I hadn't realised.
18:07:55  <petern> I know it's a small device...
18:07:55  <Wolf01> On the deck I can set at least 1280x800
18:08:54  <Wolf01> Lol it still plays music on the deck instead of the TV
18:12:48  <Wolf01> Ok, that was my fault, it was selected the wrong default playback device on steam
18:12:57  <petern> Heh
18:13:17  <petern> A +1 on the sprite font ascender makes it a little better at 150% for me.
18:13:27  <petern> But it's not at the top like yours
18:15:07  <Wolf01> It's at the top for every UI size except 1x and 2x
18:15:16  <petern> And 4x πŸ™‚
18:15:28  <Wolf01> And 4x
18:15:42  <Wolf01> Hmmm not really
18:15:54  <petern> Do you know if it's built with ICU?
18:16:04  <Wolf01> Even at 4x it is 1 pixel too high
18:16:22  <Wolf01> Nope, where should I check?
18:17:04  <petern> 1 pixel or 1 scaled pixel (4 pixels)?
18:17:14  <Wolf01> Scaled
18:17:25  <petern> So it's overlapping the bevel
18:17:33  <Wolf01> But it seem even at 1x and 2x does the same
18:17:40  <Wolf01> So it's always at the top
18:17:55  <petern> Right, that one is just how the font works and always has worked πŸ™‚
18:17:59  <Wolf01> But on 1,2 and 4 you don't notice it
18:18:50  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049751791581012029/image.png
18:18:50  <petern> That is normal and correct position
18:19:30  <Wolf01> Is there a way to enable every resolution without fiddling with the config file?
18:19:53  <TallTyler> Hold Ctrl when using the slider, I think?
18:21:06  <Wolf01> No, not the scale, the resolution dropdown
18:21:34  <Wolf01> (nice touch with ctrl on the slider :P)
18:22:11  <petern> We like hidden features.
18:22:26  <Wolf01> At least is explained in the tooltip
18:22:30  <petern> But also not being able to easily select round values would've been horrid.
18:26:33  <Wolf01> Ok, forcing the resolution with steam does weird things
18:26:50  <Wolf01> Everything is blurred
18:27:04  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049753863558807582/image.png
18:27:04  <petern> Very odd when moved down πŸ™‚
18:27:21  <Wolf01> And changing resolution in game moves the screen... off screen
18:27:28  <petern> Nice.
18:29:37  <Wolf01> Ok, native resolution does the same, but at least recognizes the TV resolution
18:30:08  <Wolf01> It still creates that glowing effect around text
18:32:14  <Wolf01> And magically the glowing does not appear in the screenshot
18:38:31  <petern> andythenorth: your modified Iron Horse is spamming me with "Too many NewGRF string parameters"
18:38:48  <andythenorth> rude
18:38:57  <andythenorth> tell it to stop
18:39:04  <petern> I'm trying to do console debugging but that's wiping it out :p
18:39:33  <andythenorth> mine is doing it too
18:41:29  <andythenorth> ok it's somewhere in the engines
18:41:36  <andythenorth> so either name string or extra text
18:41:47  <andythenorth> doesn't happen in wagons-only mode
18:42:18  <andythenorth> meh, can I get any more info out about where?
18:42:29  <andythenorth> I can just play guessing games
18:42:34  <andythenorth> but that's boring
18:42:49  <andythenorth> I thought nml barfed when string parameters were invalid
18:44:27  <petern> Heh
18:45:42  <andythenorth> I'll comment out things until I find it πŸ˜›
18:50:42  <petern> Sounds legit.
19:04:54  <Wolf01> peter1138: uconv v2.1 ICU 70.1
19:05:17  <Wolf01> also @ petern
19:05:32  <petern> Ah ha
19:10:02  <petern> Okay, no idea how to fix that, seems to be all inside ICU 😦
19:13:32  <petern> Not even sure if it's that, seems odd that we'd use ICU for the sprite font, but...
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20:36:16  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220
20:36:31  <petern> So, er, quite an update after all. Never mind.
20:38:34  <LordAro> petern: if it is inside ICU, it's a new thing
20:39:00  <petern> Hmm?
20:39:33  <LordAro> definitely used to work fine on linux
20:40:30  <petern> Well, the fallback layouter handles the ascender trick fine, but I can't see how I would do that trick with the ICU layouter.
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20:51:11  <FLHerne> petern: ooh, I really like that feature :-)
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21:23:40  <petern> I need another flags property 😦
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21:43:56  <LordAro> petern: πŸ‡¬πŸ‡§
21:44:18  <petern> Yick.
21:44:37  <petern> I think andy may use up all engine IDs.
21:44:45  <petern> I might delete this PR
21:44:45  <andythenorth> it's a project
21:45:26  <petern> 65535 IDs is not a lot when andy's spammed all the variants :p
21:46:18  <FLHerne> just make there be 2^31 IDs
21:46:43  <FLHerne> it'll take him another decade to find a way to use them all
21:47:59  <petern> It's more that the limit is global too, and people like to mix sets. Dunno which idiot allowed that...
21:51:23  <andythenorth> didn't someone rage quit about that?
21:51:39  <andythenorth> did people used to rage quit a lot, or was it the same person, repeatedly?
21:52:02  <petern> Probably.
21:52:26  <petern> How dare you let players have any control over how they play the game.
21:52:38  <petern> Ignoring removal of block signals.
21:52:47  <andythenorth> such removing
21:52:52  <andythenorth> removing behind a menu
21:57:00  <petern> 64000 is the limit btw, not 65535.
22:07:00  <petern> How many GRFs can we have loaded...?
22:07:36  <petern> 255 eh?
22:08:40  <andythenorth> I believe that elements of the playerbase find that very low
22:08:51  <petern> They fill it with separators and such.
22:09:16  <andythenorth> well
22:09:20  <andythenorth> if we increase the limit
22:09:24  <andythenorth> they'll need more separators
22:09:27  <andythenorth> better raise it more
22:15:06  <petern> LOLs <https://github.com/PeterN/OpenTTD/commit/9be72b90910e007e664ceab83a3546589cc547e1>
22:15:32  <petern> Let's not worry about variants.
22:15:59  <andythenorth> shurely it's not that simple πŸ˜›
22:16:59  <petern> The 'new' Command system alleviates a MASSIVE headache.
22:17:38  <petern> `CmdBuildVehicle(DoCommandFlag flags, TileIndex tile, EngineID eid, bool use_free_vehicles, CargoID cargo, ClientID client_id);` does not need to change.
22:17:53  <petern> The old way of manual bit-stuffing, yes, it would be horrible.
22:22:06  <petern> `CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)`
22:22:15  <petern> jgrpp hasn't migrated.
22:35:40  <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1340103530
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23:46:54  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049834348838391890/image.png
23:46:54  <petern> Kinda weird
23:47:51  <TallTyler> More terraforming needed, perhaps?
23:48:37  <TallTyler> I could see if the slope is perpendicular to the river direction and raise it
23:49:05  <TallTyler> There’s not really a valid case where flowing down such a slope is a good idea
23:49:32  <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049835013828513872/image.png
23:49:32  <petern> πŸ™‚
23:52:06  <petern> Makes me want to have some kind of flowing water mechanic...
23:52:20  <petern> If you block a river it'll flood over πŸ˜„
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