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00:04:19 <petern> Don't feel too sympathetic to these people... https://www.tt-forums.net/viewtopic.php?p=1256971#p1256971 00:07:56 <JGR> Not everyone thinks in the same way 00:08:21 <JGR> You need to make allowances for some people 00:08:28 <LordAro> i'm not quite sure what's being complained about 00:08:33 <LordAro> at least one of them seems like a bug? 00:09:16 <petern> Zorg's is fine, just the assumption that something is deliberately worse is annoying. 00:09:29 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269 00:10:03 <petern> And of course I don't care about the other guy, shame about the clutter though. 00:11:09 <glx[d]> funny no AI/GS managed to trigger it sooner 00:11:22 <LordAro> glx[d]: worth adding to regression? 00:12:00 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269#pullrequestreview-1225299635 00:12:24 <glx[d]> good idea, let's touch regression π 00:17:37 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10268: [Bug]: List of available roads/tracks: Removing the scroll bar makes some road/track types unavailable if the player is using the enlarged GUI https://github.com/OpenTTD/OpenTTD/issues/10268 00:22:35 *** Wormnest has quit IRC 00:28:15 <petern> Oh right, we do have an OpenGL sprite rendering system. For the mouse cursor π 00:29:42 <LordAro> petern: so what do you reckon is the issue oz is having? (while continuing to not care about oz himself) 00:30:08 <petern> A self-entitled hissy fit? 00:30:24 <LordAro> with the game :p 00:31:24 <petern> With JGR, sadly 00:32:23 <LordAro> :( 00:32:44 <JGR> I'll survive, don't worry about that π 00:34:21 <LordAro> <3 00:37:26 *** sla_ro|master has quit IRC 00:38:20 <glx[d]> of course 122 files to recompile as the fix is in a header 00:43:09 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054921935517143190/image.png 00:43:09 <petern> oops 00:43:44 <LordAro> :D 00:44:58 <glx[d]> 1: 9298: - BuildVehicle(): 1048575 00:44:58 <glx[d]> 1: 9298: + Assertion failed: tile < MapSize(), file D:\developpement\GitHub\glx22\OpenTTD\src\tile_map.h, line 98' 00:45:11 <glx[d]> regression seems to trigger fine 00:46:03 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054922665187614830/image.png 00:46:03 <petern> 1.75x looks a bit shit, frankly ;D 00:46:19 <DorpsGek> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269#pullrequestreview-1225299635 00:46:22 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269 00:46:28 <petern> (I already had the variable font scale patch, 00:46:39 <LordAro> not great 00:47:03 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269#pullrequestreview-1225318205 00:47:31 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269#issuecomment-1360603732 00:48:34 *** ChanServ changes topic to "12.2 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 00:48:41 <glx[d]> if only it was easier to configure TTF 00:48:57 <glx[d]> but as we are multi OS 00:50:26 <glx[d]> a first step could be just a text input to manually enter font name 00:50:50 <JGR> The distribution of users across platforms is not a particularly uniform one 00:52:46 <JGR> Implementing something nice for the "main platform" would probably be of more net benefit than something very basic on every platform 00:53:23 <glx[d]> very basic would still be helpful for other platforms 00:55:01 <JGR> Absolutely 00:55:03 <petern> There was a patch years ago... 00:55:29 <glx[d]> and very basic with a button to call the OS font picker if available could also work 00:55:31 <JGR> At least on Windows, I'm sure that there's a standard font picker window/widget, if memory serves 00:55:39 <glx[d]> yes there is 00:56:45 <glx[d]> I remember the patch, it was implementing a font picker inside openttd 01:03:40 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on issue #8596: Allow changing of fonts ingame https://github.com/OpenTTD/OpenTTD/issues/8596 01:05:00 <petern> Or just ship Liberation fonts as default π 01:38:03 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10269: Fix #10263, ccefa76: [scripts] restore tile validation for commands https://github.com/OpenTTD/OpenTTD/pull/10269 01:38:06 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #10263: [Bug]: AIVehicle.BuildVehicle tile validity precondition not enforced https://github.com/OpenTTD/OpenTTD/issues/10263 01:42:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10151: [Bug]: Station and signs labels become larger than they should when a font other than the default is used. https://github.com/OpenTTD/OpenTTD/issues/10151 01:42:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN reopened issue #10151: [Bug]: Station and signs labels become larger than they should when a font other than the default is used. https://github.com/OpenTTD/OpenTTD/issues/10151 01:46:12 <glx[d]> /me likes the reopen icon 01:47:02 * glx[d] likes the reopen icon 01:47:15 <glx[d]> stupid bots overloading /me 02:01:22 <Pruple> is it time? 02:52:32 *** keikoz has joined #openttd 02:57:17 <Pruple> it is not time. 03:00:39 <TallTyler> petern: Oops all cursor 03:18:05 <DorpsGek> [OpenTTD/OpenTTD] BL97 opened issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 03:20:25 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 03:21:38 <DorpsGek> [OpenTTD/OpenTTD] BL97 commented on issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 03:42:27 <DorpsGek> [OpenTTD/OpenTTD] BL97 commented on issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 03:45:42 *** D-HUND has joined #openttd 03:47:29 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 03:49:04 *** debdog has quit IRC 04:01:52 *** Flygon has joined #openttd 04:15:41 <DorpsGek> [OpenTTD/OpenTTD] BL97 commented on issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 05:03:47 *** Extrems` has joined #openttd 20222022-12-21T10:32:35 <Pruple> π 10:34:02 <andythenorth> /me takes notes 10:35:55 <andythenorth> I blame branches and PRs 10:43:54 <reldred> Pruple: Agreed. NRT changes the base sprites, new road stops provides *additional* 10:44:08 <reldred> I donβt see anything wrong with this 10:45:16 <reldred> An NRT set author may then decide to add all of their alternate road stops as newroadstops as well, 10:45:30 <andythenorth> 4 more mail van variants to draw π 10:45:46 <andythenorth> such pixels 10:45:55 <Pruple> extremely 10:45:57 <reldred> In rail we already have different default stations for rail and maglev 10:46:17 <reldred> So itβs not too far outside the existing game norms 10:46:48 <Pruple> no. and like I said, different rail/road/tramtypes can already have different depot graphics π 10:47:22 <reldred> Indeed 10:51:08 <kamnet> Ooh, if we get NewRoadStops implemented, could we do NewDepots next? π 10:52:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10270: [Bug]: poor UI options in latest patch, possibly due to irregular screen size https://github.com/OpenTTD/OpenTTD/issues/10270 10:52:31 <andythenorth> I'm not -1 to NewDepots, but what's the appeal? π 10:53:02 <TallTyler> Multi-tile depots would be much improved by NewDepots, but weβre not quite there yet on those 10:53:28 <reldred> Multitile depots π© 10:53:32 <reldred> I want 10:53:48 <TallTyler> Weβre waiting on the author now 10:53:57 <TallTyler> I reviewed it and there are things to fix 10:54:05 <reldred> I got a pay rise at work, who do I have to bribe to fix it up and merge it 10:55:06 <andythenorth> "money don't matter tonight" 10:55:07 <TallTyler> Original author maybe? I also want it so no bribe needed for review and eventual approval π 10:55:10 <kamnet> andythenorth: Some authors make really questionable choices about what depots should look like, so it woould be niccee to just pik what graphic style you like for the depot. 10:55:21 <andythenorth> makes sense 10:55:31 <andythenorth> I don't use railtypes etc so eh 10:55:38 <andythenorth> not a problem 10:55:45 <andythenorth> in my small world 10:55:58 <kamnet> And maybe I want a "unified" depot with different rail/bust/truck depots but I want them all to look like the same building 10:56:49 <reldred> That reminds me I was going to do train stations with matching sprites to fridaemons warehouses I coded as road stops 10:57:00 <reldred> Should learn NML stations at some point eh? 10:57:04 <kamnet> It's probably a 1% issue, but it feels like it might not be a difficult thing to given the advancements devs are making 10:57:20 <TallTyler> Giving players the ability to override NewGRF author choices means very little if youβre also the NewGRF author π 10:57:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055076502905045032/image.png 10:57:21 <andythenorth> such depots 10:57:29 <andythenorth> the big grey one is bad 10:57:45 <andythenorth> I blame Pruple 10:57:53 <kamnet> Really? That one immediately jumped out at me as being preferrable to my style 10:57:57 <reldred> Lies, theyβre all beautiful in their own special way 10:58:46 <TallTyler> The big grey one would tile nicely 10:59:50 <kamnet> Reminds me a lot of Amecheer's Modern Depot. http://users.tt-forums.net/ameecher/newdepots.html 11:03:23 <kamnet> And having a depot with matching objects would effectively eliminate the beautiful nightmare of using object overlays in weird ways, like with Supermop's Modular Locomotive Sheds 11:05:13 <kamnet> Heck, with creative use of depots, objects, waypoints and station graphics, you could make some interesting curved depots. π 11:05:32 <andythenorth> I deliberately drew depots as untilable 11:05:46 <andythenorth> not to prevent it, but because they look better with the gap around 11:05:58 <andythenorth> if they fill the whole tile it's kind of ugly 11:06:12 <reldred> Yes yes we all know you like your 1 tile overflow depots, smdh 11:06:29 <reldred> <- believes in tiling depot supremacy 11:06:48 <andythenorth> curious if there's a way to do both 11:07:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10271: NRT road stop graphics are incomplete https://github.com/OpenTTD/OpenTTD/issues/10271 11:07:37 <kamnet> andythenorth: Two track types - regular ballast with untiled depots, and wide/full-tile ballast with full-tile depots. π 11:07:58 <kamnet> Something to make everybody angry! 11:08:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055079195664990319/image.png 11:08:02 <andythenorth> these would make adequate depot sprites 11:08:12 <andythenorth> they tile, but there are half-tile versions 11:08:22 <andythenorth> and they only tile in one direction, not 2 11:08:45 <andythenorth> solid mass buildings look bad in TTD 11:09:01 <reldred> Says you π 11:09:07 <andythenorth> someone has to 11:09:12 <andythenorth> seems it's me 11:09:20 <kamnet> Andy is just trying to preserve our culture and heritage. 11:09:51 *** nielsm has quit IRC 11:10:08 <reldred> Tbh lengthways tiling with width ways not tiling is OK, Iβd like some visual element to span the width somewhere, a bit like overpasses on stations do 11:10:28 <reldred> Much newdepots 11:10:49 *** Flygon_ has joined #openttd 11:11:03 <andythenorth> 2 more mail vans to draw 11:11:06 <andythenorth> such variants 11:11:09 <andythenorth> regret? 11:12:08 *** Flygon has quit IRC 11:12:55 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055080422737973308/image.png 11:12:55 <andythenorth> clearly we needed 4 liveries for every mail railcar 11:12:59 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #10271: NRT road stop graphics are incomplete https://github.com/OpenTTD/OpenTTD/issues/10271 11:13:15 <reldred> mailcar 11:13:32 <andythenorth> failcar 11:13:49 <reldred> D: 11:18:03 <kamnet> Four should be plenty 11:26:36 <andythenorth> I mean....so many other things I could do 11:26:41 <andythenorth> draw unfinished FIRS industries 11:26:45 <andythenorth> draw boats 11:26:55 <andythenorth> etc 11:35:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055085987593723994/image.png 11:35:02 <andythenorth> hmm 11:35:10 <andythenorth> 1 left to do 11:40:08 <petern> We have unleashed a beat 11:48:15 <andythenorth> the beat goes on 11:50:42 <petern> And a beast. 11:50:44 <petern> My fingers are cold. 11:51:07 <petern> Hmm, wonder if I should try cycling tonight. 11:51:15 <petern> Might've forgotten how to. 11:59:03 <petern> Oops, early lunch. 12:08:56 <andythenorth> now I'm hungry 12:10:41 <kamnet> So am I. I've been awake 3 hours now, and I sacrificed my health for a York Peppermint Patty that spiked my blood sugar purty good 12:12:25 <andythenorth> so should I release new Horse? π 12:16:37 <petern> Unusable as yet? 12:17:19 <petern> `$@%="04513773264"` What a statement. 12:19:37 <petern> <https://bbcmic.ro/?t=6UK3t> 12:20:16 <petern> Floating point maths on a 6502 is not fast π 12:24:44 <andythenorth> new 2050 screen for OpenTTD 12:26:46 <andythenorth> I guess Horse now has a lot of new bugs 12:26:47 <andythenorth> such 12:32:46 <petern> Slightly incompatible I guess 12:48:25 <petern> Hmm, I should fix this viewport zooming bug I guess. 12:49:55 <petern> It's actually caused by the hi-dpi change that preceeded variable interface scaling, but scaling makes it much easier to trigger. 13:01:06 <LordAro> petern: valid perl i think 13:01:40 <LordAro> $@ %= 0o04513... 13:01:45 <petern> Almost anything is, but that's BBC BASIC π 13:01:53 <LordAro> lol 13:19:31 <andythenorth> ok what now 13:19:32 <andythenorth> π 13:19:43 <andythenorth> still got the virus 13:21:29 <LordAro> :( 13:21:32 <kamnet> The OpenTTD virus? Yeah that's for life 13:25:52 <andythenorth> the other virus π 13:30:41 <petern> For life 13:31:44 <andythenorth> hmmm....forcing variant order in buy menu to match spritesheet order 13:31:45 <andythenorth> is limiting 13:31:50 <andythenorth> when I change my mind about order π 13:32:06 <andythenorth> time for a mapping π 13:32:52 <petern> Does it? 13:33:19 <petern> It should still be sorted. 13:34:05 <petern> Although it's sorted by the parent initially 13:34:06 <andythenorth> it is, this is Horse side things π 13:34:12 <petern> Oh 13:34:32 <andythenorth> discord needs a special font colour for 'grf problems' 13:38:46 <DorpsGek> [OpenTTD/OpenTTD] Ufiby commented on issue #10271: NRT road stop graphics are incomplete https://github.com/OpenTTD/OpenTTD/issues/10271 14:38:30 <wyndbain> gonna ask here 14:38:52 <wyndbain> what's the new server command to download all avalible newgrf's 14:39:37 <wyndbain> i could just be a brainlet however i canno't find it anywhere 14:41:30 *** sla_ro|master has quit IRC 14:42:47 <LordAro> there isn't one 14:42:52 <LordAro> it was removed 14:43:02 <wyndbain> piss and shit 14:43:23 <dP> it was removed to stop people from downloading all the junk and increasing hosting costs for the content server 14:43:29 <dP> just pick what you actually need 14:43:33 <wyndbain> fair enough 14:44:13 <wyndbain> the main issue i'm having is the server not detecting files downloaded 14:44:27 <wyndbain> or specific GRFid's 14:44:32 *** WormnestAndroid has quit IRC 14:44:38 <LordAro> are they a few specific files? there's an open issue about that somewhere 14:45:04 <wyndbain> https://cdn.discordapp.com/attachments/1008473233844097104/1055133811316379678/image.png 14:45:11 <wyndbain> thats a good fileid 14:45:21 <wyndbain> yet its not found 14:45:38 <dP> content select takes the id that content state shows, not grfid 14:45:44 <dP> and, yes, it's very confusing 14:46:10 <wyndbain> what in the fuck? 14:46:11 <petern> Hmm, how I can make the ini file support floats? 14:46:14 <LordAro> https://github.com/OpenTTD/OpenTTD/issues/9830 is the one i'm thinking of 14:47:01 <petern> Download by GRFID might be useful tho 14:47:10 <wyndbain> yeah it would 14:47:24 <petern> Probably reasons for it not to be there 14:47:26 <wyndbain> so what command would i need? 14:47:45 <wyndbain> there is another issue 14:48:11 <dP> `content state <some_part_of_grf_name>` 14:48:11 <dP> `content select <whatever_id_that_shown>` 14:48:16 <dP> at least that's how I do it 14:48:35 <wyndbain> hmmmm ok 14:48:44 <dP> also content update before that and content download to download it 14:49:12 <wyndbain> the other issue i was having was the server not detecting installed files even tho they were in the directory 14:50:10 <wyndbain> so that file i showed *swedish houses as objects* wasnt being detected by the server even though it was in the directory 14:50:24 <wyndbain> this was installed on my own pc and it worked 14:50:52 <dP> well, afict, it's either wrong directory or you didn't restart the server 14:52:32 <dP> petern: maybe because grfid is the same for all versions 14:52:57 <wyndbain> https://cdn.discordapp.com/attachments/1008473233844097104/1055135796912455750/image.png 14:52:57 <wyndbain> this here 14:53:10 <wyndbain> ohhhhh 14:53:13 <wyndbain> i mad boo boo 14:53:16 <wyndbain> ignore me 14:53:37 <wyndbain> or maybe not 14:55:46 <wyndbain> I'm still thinking there is an issue here but i'll check rq 14:59:48 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055137517839601718/image.png 14:59:48 <andythenorth> these units all look too similar in buy menu π 15:00:41 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055137741433745459/image.png 15:00:41 <andythenorth> fortunately this can be... 15:00:59 <andythenorth> snowplough variants though? 15:01:31 <petern> <https://bbcmic.ro/?t=6UZiJ> The best one-liners. 15:01:43 <petern> andy... 15:01:48 <andythenorth> that's rad 15:01:52 <petern> how will you prevent the snowplough from being flipped? 15:01:58 <andythenorth> I do not know 15:02:10 <andythenorth> I am sure there are solutions π 15:02:28 <andythenorth> I wish I understood one line graphics drawing 15:02:37 <andythenorth> it's just advanced Logo, yes? 15:02:43 <andythenorth> go 1, turn 3, go 10 15:03:52 *** supermop_toil_ has joined #openttd 15:03:55 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055138556164718634/image.png 15:03:55 <andythenorth> oh an artefact π 15:05:35 <petern> Yes, I think because it switches to MODE 4 via VDU commands, so BASIC doesn't know. 15:06:24 <petern> It's not really line graphics drawing. 15:06:52 *** supermop_toil has quit IRC 15:07:00 <petern> It's defined two text characters, one \ and / (but filling the whole 8x8 area) and then the looping is randomly printing either one forever. 15:08:00 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1055139584591278090/image.png 15:08:00 <petern> π 15:08:23 <petern> It's a neat effect though 15:08:52 <petern> Which patched OpenTTD client has the extra window decorations? 15:09:04 <petern> Might've been cm 15:09:40 <dP> you probably mean android 15:10:02 <petern> Nope. 15:10:21 <petern> It added a vague texture to the bottom of all windows. 15:11:18 <dP> this one? https://github.com/OpenTTD/OpenTTD/pull/8041 15:11:45 <petern> Oof, yes. 15:12:01 <petern> So I guess Android, but they tried getting to into vanilla π 15:12:12 <TallTyler> andythenorth: Serious question, since units arenβt your thing and you drew them as coaches with cabs, what about adopting Gwydβs unit sprites to differentiate some eras better? 15:12:54 <andythenorth> coaches with cabs is pretty much the winning state 15:12:59 <TallTyler> And snowplows should be flippable so you can put one backwards on the rear of the train (maybe thatβs a North American thing). Leave it to the player to not put the front one backwards. π 15:13:37 <TallTyler> Coaches with cabs have so much less character than your other engine sprites, but obviously up to you π 15:13:40 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055141011581583461/image.png 15:13:40 <andythenorth> snowploughs sort themselves out 15:14:15 <petern> With 10262 you can flip them π 15:14:28 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055141212601983006/image.png 15:14:32 <andythenorth> can anyway π 15:14:35 <andythenorth> not sure what I did there 15:14:40 <petern> Hah 15:14:40 <andythenorth> I guess they just handle flip 15:15:25 <petern> The family and the fishing net? 15:15:58 <petern> Cue bug reports "it shouldn't be allowed" 15:16:42 <TallTyler> Players always want freedom to do whatever they want except when they want more rules to keep them from doing whatever they want 15:17:59 <TallTyler> We need a patch that lets players write their own rules for themselves and connects to a shock collar via Bluetooth for when they break a rule they set 15:18:17 <TallTyler> Better than doing it in-game because nobody will ever agree about how to enforce rules 15:18:45 <petern> I solved "floats" by using strings π 15:20:59 <petern> small_size = 8.000000 15:21:01 <petern> Well π 15:21:44 <dP> TallTyler: that's one of few things gs can probably do xD 15:21:49 <dP> just needs bluetooth patch 15:22:31 <Gwyd> TallTyler: A lot of mine are coaches with cabs lol 15:22:54 *** WormnestAndroid has joined #openttd 15:22:58 <Gwyd> I fear this variants business will break my compatibility with horse again so I might not try keep up any more 15:23:56 <andythenorth> I can't think of a quick way you could detect engine IDs for variants 15:24:03 <andythenorth> except if the actual Horse compile is used 15:24:16 <petern> engine labels? 15:24:32 <andythenorth> standardised scheme 15:24:34 <andythenorth> v2 15:24:36 <petern> scrap variants, being engine labels. 15:24:55 <andythenorth> can't remember if var 61 can read props of another vehicle? or just vars? 15:24:58 * andythenorth assumes just vars 15:25:23 <andythenorth> reading the engine group might be a thing 15:25:35 <petern> Doesn't appear to be limited. 15:26:30 <petern> ``` if (parameter == 0x5F) { 15:26:30 <petern> /* This seems to be the only variable that makes sense to access via var 61, but is not handled by VehicleGetVariable */ 15:26:30 <petern> return (u->random_bits << 8) | u->waiting_triggers; 15:26:30 <petern> } else { 15:26:30 <petern> return VehicleGetVariable(u, object, parameter, GetRegister(0x10E), available); 15:26:31 <petern> }``` 15:26:33 <petern> Ouch, sorry 15:29:20 <andythenorth> well 15:30:11 <andythenorth> no I have nothing to add π 15:30:22 <andythenorth> lack of a variant group var has zero effect on me, not sure about others 15:30:34 <andythenorth> I guess they can ask 15:31:17 <petern> Problem is you have to test for engine ID and variant group. 15:32:38 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1055145780664614962/image.png 15:32:38 <petern> Larks 15:34:40 *** Merni has joined #openttd 15:34:40 <Merni> wtf is this 15:38:39 <petern> When you allow font sizes to be changed in-game and use a giant small font π 15:43:49 <Gwyd> petern: Tbf I already do a rather complex test for reversedness of a vehicle 15:44:04 <petern> See #10262 15:44:28 <JustANortherner> TallTyler: But but.... units are just coaches with cabs 15:45:41 <Gwyd> There are degrees of coach with cab 15:46:10 <petern> Gwyd: <https://github.com/OpenTTD/OpenTTD/pull/10262> 15:46:19 <Gwyd> At one end of the scale you get 307s and 411s while at the other you get 700s and 801s 15:48:43 <Gwyd> Hmm nice 15:49:52 <JustANortherner> What about the 153 level of coach with cab? 15:50:07 <JustANortherner> Where there isn't actually room for one cab and they still add one anyway 15:51:41 <andythenorth> ideal 15:54:22 <JustANortherner> Look how smol it is https://www.railadvent.co.uk/wp-content/uploads/2022/07/Refurb-153s.jpg 15:54:47 <andythenorth> does it even have a seat? 15:54:55 <JustANortherner> Cab at the other end for comparison https://busandtrainuser.files.wordpress.com/2021/10/img_8730.jpeg?w=800 16:01:15 *** Flygon__ has joined #openttd 16:08:36 *** Flygon_ has quit IRC 16:31:12 *** nielsm has joined #openttd 17:19:37 *** gelignite has joined #openttd 17:21:29 <petern> Yes of course `std::stof` throws exceptions :/ 17:22:21 <petern> We use `std::stoi` elsewhere and it looks like that is protected by `std::regex`. 17:42:52 <LordAro> any particular reason to avoid exceptions? 17:50:56 <petern> Means I need to handle it π 18:02:27 *** wallabra has quit IRC 18:02:46 <LordAro> :p 18:10:01 *** wallabra has joined #openttd 18:13:19 *** Flygon__ has quit IRC 18:19:54 *** sla_ro|master has joined #openttd 18:25:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055189287764754462/image.png 18:25:30 <andythenorth> oof nearly 18:25:42 <andythenorth> docs aren't finding the correct rows in spritesheet π 18:33:24 * andythenorth should fix that 18:46:51 <petern> Ctrl-click liveries? 18:46:55 <andythenorth> in docs 18:46:57 <andythenorth> yes 20:37:59 <petern> Hmm, I wonder if I need to shop. 20:56:03 *** Wormnest has joined #openttd 21:11:13 *** gelignite has quit IRC 21:14:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10272: Fix #10151: Use smaller padding for viewport signs. https://github.com/OpenTTD/OpenTTD/pull/10272 21:21:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10273: Fix #10151: Use otmAscent instead of otmTextMetrics.tmAscent [Windows] https://github.com/OpenTTD/OpenTTD/pull/10273 21:23:29 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10272: Fix #10151: Use smaller padding for viewport signs. https://github.com/OpenTTD/OpenTTD/pull/10272#pullrequestreview-1226767826 21:25:29 <petern> Much of OpenTTD's GUI assumes the text is rendered at the top of the, so 10273 makes Windows truetype rendering match. But it's... different, and feels cramped. And probably doesn't match the others. 21:31:36 *** keikoz has quit IRC 21:33:52 <petern> Well I can't play Take Five. Nor Linus & Lucy. 21:34:57 <petern> Hmm, FS_SMALL is odd to handle because it's normally 6 pixels high, but has no descender, and also has a 1 pixel gap at the top. 21:36:55 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1055237458490556427/image.png 21:36:55 <petern> Adding 1 scaled pixel seems to help. But I notice that otmAscent is aligned with the top of the capital J there. The lowercase k and b rise above it. 21:38:31 <petern> Might be some other metrics which help. 21:52:59 <andythenorth> π 22:08:21 <LordAro> sounds like using new metric but adding some amount to the line height might be a solution? 22:08:54 <LordAro> that said, fonts must have a "line height" measurement somewhere? css line-height is relative to something... 22:18:45 <andythenorth> black is possibly biased against python ternaries π 22:18:54 <andythenorth> it makes a readable one-line structure completely nonsense 22:19:07 <andythenorth> and tends to imply 'replace this with if/else 22:19:42 <petern> LordAro, yeah, that's basically what we have always used. 22:20:04 <petern> Although it's always been a bit wonky for us. 22:21:55 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10272: Fix #10151: Use smaller padding for viewport signs. https://github.com/OpenTTD/OpenTTD/pull/10272 22:21:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10151: [Bug]: Station and signs labels become larger than they should when a font other than the default is used. https://github.com/OpenTTD/OpenTTD/issues/10151 22:22:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10151: [Bug]: Station and signs labels become larger than they should when a font other than the default is used. https://github.com/OpenTTD/OpenTTD/issues/10151 22:22:32 <DorpsGek> [OpenTTD/OpenTTD] PeterN reopened issue #10151: [Bug]: Station and signs labels become larger than they should when a font other than the default is used. https://github.com/OpenTTD/OpenTTD/issues/10151 22:22:32 <petern> Silly :/ 22:23:49 <glx[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1055249258523152454/image.png 22:23:49 <glx[d]> I'm trying stuff 22:24:15 <petern> I've got a gui to set font size π 22:24:23 <petern> Big chunky sliders 22:24:37 <petern> Needs the options window to be split into tabs tho 22:24:48 <petern> This might be useful 22:25:00 <petern> Saves needing to slap a gui in for 13 22:25:14 <glx[d]> for now the command only prints (but it accepts an arg) 22:25:36 <andythenorth> tabs would help prevent the options window running off the bottom of the screen π 22:26:07 <andythenorth> so would scroll alternatively π 22:26:15 <petern> Quite 22:26:37 <petern> Or just limit interface scale to an appropriate value somehow 22:26:37 <andythenorth> we don't talk about 'options' vs. 'settings', right? 22:26:51 <petern> I did think with tabs you could put settings on as a tab 22:26:53 <andythenorth> yes, limit the interface to only what you know will fit, always 22:26:54 <andythenorth> everywhere 22:26:57 <petern> But the colours are are different. 22:26:57 <andythenorth> for all my screens 22:27:04 <petern> Exactly. 22:27:12 <andythenorth> for variable amounts of content 22:27:24 <andythenorth> my moron tolerance has nosedived again π 22:27:29 <andythenorth> some days I love people, all people 22:28:04 <petern> Funny thing actually is that 10272 doesn't address 10151 at all lol. Never mind. 22:28:13 <petern> 10151 is about the height, 10272 only fixes the width π 22:28:22 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055250405031956490/image.png 22:28:22 <andythenorth> so close 22:28:32 <andythenorth> just the wrong rows still, so asymmetric nonsense 22:28:49 <andythenorth> there are a number of places in my code labelled 'kludge, just make it compile' 22:28:55 <andythenorth> and this is where they combine π 22:29:08 <andythenorth> ran out of JFDI road 22:29:17 <petern> I was trying to make something work, and ended up using f2 to rename a load of variables instead 22:29:25 <petern> Because using "i" is short and doesn't mean much. 22:29:25 <glx[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1055250670829191229/image.png 22:29:35 <andythenorth> i is the best variable 22:29:37 <andythenorth> followed by n 22:29:43 <andythenorth> then x, a, b, c 22:29:45 *** Olionkey has joined #openttd 22:29:45 <Olionkey> wrong 22:29:45 <Olionkey> i 22:29:46 <Olionkey> then j 22:29:52 <andythenorth> oh yeah, sorry 22:29:54 <andythenorth> forgot j 22:30:02 <petern> If it was numeric, I wouldn't mind. But it's an object in a foreach... 22:30:03 <Olionkey> if we are are talking for loops 22:30:05 <Olionkey> i j 22:30:05 <Olionkey> k 22:30:07 <Olionkey> then n 22:30:15 <andythenorth> x is the best, because it then conflates with x in cartesian co-ordinates 22:30:38 <andythenorth> it's a shame we don't have half-letters 22:30:38 <petern> OrderBy(x => x.x) 22:30:44 <andythenorth> nibbles 22:30:48 <petern> ThenBy(y => y.x) 22:30:51 <andythenorth> some programmers would definitely use them 22:30:57 <andythenorth> for optimisation 22:31:00 <petern> Unicode variables 22:31:05 <petern> emojis 22:31:08 <Olionkey> or because it is hard to name variables 22:31:27 <Olionkey> There is an esoteric language that uses emojis are its language 22:31:28 <andythenorth> I bet you there's a blog post or stack overflow testing which unicode chars are most optimised for javascript performance 22:31:32 <glx[d]> it's hard to name anything 22:31:46 <glx[d]> even function names can be hard 22:31:52 <Olionkey> thats why i,j,k is the standard 22:32:43 <andythenorth> hmm I think I have more code (and more complicated code) to generate the docs, than the grf 22:32:54 <andythenorth> I have to reimplement things like dual-head π 22:33:01 <andythenorth> to get example sprites 22:33:07 <andythenorth> and sprite layers 22:33:31 <andythenorth> remember grf2html? 22:44:23 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1055254436362072154/Screenshot_from_2022-12-22_02-43-15.png 22:44:23 <dP> I just accidentally found a quote from openttd wiki used as an example in online dictionary 22:44:31 <dP> it also failed to translate it properly xD 22:45:51 <petern> Okay, some fonts have weird metrics with otmAscent/Descent. 22:47:57 <dP> dP: was actually trying to find any example of grf2html output in the wild 22:48:54 <dP> can't be arsed to run it myself :p 22:49:18 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1055255673904054272/image.png 22:49:18 <petern> Quite a change 22:50:03 <petern> If I could toggle sprite on/off it would still fit better with the left. 22:50:49 <petern> We also need a "clean up saves made to debug things" function π 22:52:50 <dP> `rm -rf ~/.opentd/save/*` 22:56:42 <JGR> You can create new subdirectories in the save directory to keep them organised 23:00:02 <andythenorth> dP: I've got a decompile of egrvts saved here 23:00:20 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055258448989802536/egrvts.zip 23:05:12 <dP> oh, cool, ty 23:07:03 <dP> could probably use it to debug grf-py 23:07:21 <dP> python output doesn't have hyperlinks for va2 chains xD 23:12:22 *** sla_ro|master has quit IRC 23:24:25 *** nielsm has quit IRC 23:40:31 *** Wormnest has quit IRC 23:41:46 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1055268874926440540/image.png 23:41:52 <andythenorth> apart from the blue livery is in the wrong place 23:45:08 *** WormnestAndroid has quit IRC 23:46:15 *** WormnestAndroid has joined #openttd 23:59:55 <petern> I'm going to bed before midnight