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Log for #openttd on 27th December 2022:
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10:39:16  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1057246283192074371/image.png
10:39:16  <andythenorth> oh we merged this ๐Ÿ˜„
10:39:18  <andythenorth> good
10:42:14  <petern> ; looks odd tbh.
10:42:53  <petern> Though we do use it in a few other cases.
10:43:45  <LordAro> mm
10:43:54  <LordAro> also moin
10:44:18  <petern> I'm lazy, all these days off and I'm not cycling :/
10:46:55  <andythenorth> ; is unusual
10:47:00  <LordAro> also mm
10:47:23  <petern> No.
10:47:35  <petern> So even with 100% desktop scale... it still does this :/
10:48:32  <dP> andythenorth: will it still say "bad luck" if there is no suitable place at all on the map?
10:48:46  <andythenorth> dunnno
10:48:50  <andythenorth> could be bad luck though
10:48:59  <dP> yeah, on map generation xD
10:49:04  <LordAro> "you generated an unsuitable map, bad luck"
10:49:26  <Pruple> the "; try again" is a little superfluous. Error messages don't usually include advice or instructions, do they?
10:49:51  <petern> Indeed.
10:50:05  <petern> Why does loading a font cause rendering to go weird?
10:50:09  <andythenorth> also you might have no money left to try ๐Ÿ˜›
10:50:19  <andythenorth> goes it make a branch and PR for a typo?
10:53:12  <LordAro> andythenorth: i thought the error message was distinct from not enough money?
10:53:18  <LordAro> it was supposed to be..
10:53:21  <petern> Oof, I turned off HW acceleration and now the game crashes on start up.
10:53:26  <petern> "CreateDIBSection failed"
10:53:32  <LordAro> oh dear
10:54:03  <andythenorth> LordAro pretty certain it is, but the helpful advice 'try again' might not be possible
10:54:08  <andythenorth> if was your last dollar
10:57:59  <LordAro> oh i see
11:07:47  <Rubidium> "try again later"?
11:08:00  <Pruple> later than what?
11:09:58  <petern> Oh, whoever played Wentbourne didn't do shared orders.
11:10:15  <Rubidium> "try again later when you have enough money and are willing to gamble that money away on prospecting
11:10:45  <petern> 4833 trains, all with individual orders ๐Ÿ˜ฎ
11:13:35  <LordAro> i don't think it was "played" as such
11:17:22  <petern> Uh
11:18:39  <petern> Oh dear.
11:21:39  <andythenorth> hmm
11:21:41  <andythenorth> lunch?
11:22:10  <Pruple> yes
11:38:58  <michi_cc[d]> Hmm, how bad would it be to completely ignore the hundreds and hundreds of lines of cargo handling from cargodist and duplicate it similar but slightly different...
11:39:31  <michi_cc[d]> Probably not the best idea, but unfortunately all this cargodist stuff is keyed on station from start to finish, while I need it on order level.
11:39:44  <andythenorth> dist model as content? ๐Ÿ˜›
11:39:50  <andythenorth> C++ plugin framework?
11:46:11  <LordAro> NoDist
12:02:09  <petern> Is it for cargodest?
12:02:19  <michi_cc[d]> Yes
12:03:03  <petern> Then you don't need to ignore cargodist, you can remove the bits no longer needed.
12:03:13  <michi_cc[d]> Keying all this stuff on StationID is totally fine for a statistical cargo distribution simulation, but if you want to actually route cargo, you need order granularity.
12:03:21  <petern> Yup.
12:04:23  <michi_cc[d]> I'm not sure I want to endure the drama for kicking cargodist out as it will completely wreck the network in existing games.
12:04:45  <petern> Maybe, but I think most people only use CargoDist because it gives them some sort of destination without having to do manual transfers, and would prefer CargoDest.
12:04:48  <reldred> Man it would be good for a laugh
12:05:51  <petern> Ah, my bug was I override OnInit() without calling the base OnInit(). oops.
12:06:06  <andythenorth> cargodist should be off for most players for most cargos
12:06:11  <andythenorth> it's broken
12:06:24  <reldred> TBH I have no problem with cargodist for cargo, cargodest would be cool for passengers
12:13:24  <JGR> michi_cc[d]: What do you mean by order granularity here?
12:15:15  <petern> andythenorth: it doesn't do what you expect doesn't mean it's broken ๐Ÿ™‚
12:15:15  <michi_cc[d]> Cargodist sorts and assigns all the cargopackets and links by next station. But for real destination routing, there's a difference between a vehicle going A-B-C and A-B-D, so you need shared order list granularity, not just next station.
12:15:22  <petern> (like subtype refits ;))
12:15:27  <andythenorth> oh yes ๐Ÿ™‚
12:15:39  <andythenorth> I forget things
12:16:15  <andythenorth> petern: do I get a T-shirt with this on it?
12:16:54  <JGR> michi_cc[d]: I see what you mean now. I tried to look at this a couple of times before but never got anywhere useful.
12:17:02  <petern> Saying that, I'm sure loading "Inter Medium" shouldn't do what it does...
12:18:05  <petern> Ignoring removing CargoDist, I'm happy for bits to be duplicated if it means we get closer to CargoDest.
12:20:11  <Merni> Will cargodest be more intelligent about taking routes with more stops if the direct route is overcrowded? :P
12:20:37  <JGR> It does that fine already, if the parameters are set reasonably
12:21:28  <JGR> It's things like skip-stopping patterns which are handled particularly badly
12:22:29  <michi_cc[d]> Non-deterministic conditional orders are also bad for any cargo routing, but would be even more bad for cargodest than cargodist.
12:23:07  <andythenorth> I have seen cdist do 'interesting' things, like route cargo the opposite way to the destination, because there's a connection
12:23:26  <JGR> That is common enough in real life ๐Ÿ˜›
12:23:40  <andythenorth> time vs. distance ๐Ÿ˜›
12:24:04  <JGR> The time based stuff which was merged into master recently works quite well
12:28:50  <Merni> JGR: Yeah, this is what I meant -- it always wants to take a non-stop route even if a better route with a few stops (not transfers) is available
12:31:27  <JGR> Cargo just getting on the first acceptable vehicle makes downstream capacity/usage estimation much more difficult
12:32:18  <JGR> The TTDP cargo dist implementation sort of worked that way
12:32:30  <JGR> It was rather difficult to tune
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12:46:24  <klote> Hi any one here?
12:50:03  <debdog> funny, how everyone's suddenly getting silent when someone asks a trick question
12:50:26  <debdog> *going
12:52:03  <andythenorth> the logs show nobody here
12:52:13  <andythenorth> nobody talking at all for as much as 15 minutes
12:52:20  <andythenorth> so no, the channel is dead
12:52:25  <andythenorth> give up
12:54:48  <petern> klote: Yes ๐Ÿ™‚
12:55:22  <andythenorth> also hi ๐Ÿ™‚
12:58:18  <klote> hi hi
12:58:46  <klote> Was hoping some one could help me how to properly setup a dedicated openttd server
12:59:06  <klote> including some form of RCON bot with commands
12:59:51  <michi_cc[d]> There's a whole multiplayer section in this Discord, might be a better place to ask.
13:00:58  <klote> i did
13:01:13  <klote> sadly no one really responds
13:02:51  <DorpsGek> [OpenTTD/OpenTTD] tpetazzoni commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
13:07:14  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
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13:15:48  <DorpsGek> [OpenTTD/OpenTTD] tpetazzoni commented on issue #10232: [Crash]: Black screen on startup and crash https://github.com/OpenTTD/OpenTTD/issues/10232
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13:40:26  <FLHerne> klote: dP runs CityMania so presumably knows that stuff
13:41:14  <FLHerne> klote: you've read https://github.com/OpenTTD/OpenTTD/blob/master/docs/multiplayer.md , https://github.com/OpenTTD/OpenTTD/blob/master/docs/admin_network.md and https://wiki.openttd.org/en/Development/Server%20admin%20port ?
13:42:05  <FLHerne> you're more likely to get answers to specific questions, people don't like committing to open-ended requests for "help"
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13:48:55  <dP> CItyMania is not rly a good example, it uses patched server and a custom server runner
13:53:29  <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1057295158191857705/Screenshot_from_2022-12-13_22-04-26.png
13:53:29  <dP> I even somewhat moved from commands to web admin lately xD
13:56:57  <klote> FLHerne: Thanks! problem is specific questions are quite hard if i don't really know what i am looking for precisely.  the link https://wiki.openttd.org/en/Development/Server%20admin%20port you shared says libaries what does that mean?
13:58:58  <FLHerne> klote: https://en.wikipedia.org/wiki/Library_(computing) - collection of functions etc. to make writing admin-port clients easier
14:01:21  <FLHerne> rather than writing all the code to send packets etc. yourself
14:01:28  <dP> klote: if you want custom commands you'll need to make an external program that defines their logic, and to communicate from that program to openttd you'll need a library unless you want to implement the admin port protocol yourself
14:02:42  <klote> dP: Ah right, yeah im not a coder. i was hoping there is a program tool that already had those functions
14:02:59  <klote> and only requires configuring
14:04:00  <dP> well, there is stuff like <https://github.com/ropenttd/suds>
14:04:13  <dP> not sure how useful it is for your usecase though
14:07:27  <klote> Will have a look thanks
14:07:54  <TallTyler> petern: Goes it approve #10151 or are you still playing with things or hoping to test other OS renderings first?
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14:29:29  <supermop_Home__> good morning
14:33:43  <Pruple> yoyo
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14:39:23  <petern> TallTyler: Oh yes, I was trying to build with FreeType on Windows so I could fiddle, and then got sidetracked.
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15:18:13  <dP> ugh, nmlc crops sprites :(
15:18:22  <dP> was hoping to decompile templates
15:19:03  <dP> guess I still can, just more work
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15:29:12  <frosch> dP: there is an option to disable that
15:30:33  <dP> yeah, but I only have grf file to work with
15:30:37  <dP> also, hi :)
15:40:51  * petern fiddles with layouts again
15:46:08  <michi_cc[d]> Oh, a frosch. Quick, hide the chaos we made ๐Ÿ™‚
15:53:25  <andythenorth> did you replace cdist yet? ๐Ÿ˜›
15:57:15  <petern> Hmm, sizing gui to fit strings: takes up less space with English, and about double the width with German...
16:19:52  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
16:41:00  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230826264
16:44:24  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230828349
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16:59:12  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
17:02:08  <FLHerne> is anyone doing #10271 (NRT road stops)
17:02:09  <FLHerne> ?
17:06:39  <DorpsGek> [OpenTTD/OpenTTD] hpiirai opened issue #10287: [Bug]: Useless buttons when founding town in game https://github.com/OpenTTD/OpenTTD/issues/10287
17:08:37  <Heiki> https://www.tt-forums.net/viewtopic.php?p=937308#p937308 โ€œHiding buttons is easy, since the GUI rewrite. Just somebody has to do it.โ€ but nobody has in almost 12 years โ˜บ
17:11:20  <petern> It's actually not.
17:11:43  <petern> But I had no idea there was an option to allow founding towns in game.
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17:38:48  <petern> FLHerne, don't think so.
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17:38:59  <NekoMaster> That options been around for ages now, foudning towns in game
17:52:28  <FLHerne> I'll try doing it then
17:58:27  <TallTyler> Heiki: For hiding buttons, look at how weโ€™ve hidden block signals
18:00:04  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286#pullrequestreview-1230889470
18:00:13  <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on discussion #8397: Daylength https://github.com/OpenTTD/OpenTTD/discussions/8397
18:01:25  <FLHerne> Pruple: should NRT road stops have different ground sprites for bus vs. truck stations?
18:01:29  <FLHerne> the baseset seems to
18:01:45  <FLHerne> despite them being identical
18:01:51  <DorpsGek> [OpenTTD/OpenTTD] kaomoneus commented on discussion #8397: Daylength https://github.com/OpenTTD/OpenTTD/discussions/8397
18:02:16  <Pruple> hmm
18:05:22  <Pruple> I want to say probably not? since the old spec only provided one. And I'm too lazy to redo the test grf. And realistically, if you did want different ground sprites, you could just provide them using one of the rear sprites. ๐Ÿ™‚
18:12:47  <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1057360412988940309/Windybury_Transport_1981-06-20.png
18:12:51  <Pruple> depots seem to be done
18:13:04  <Pruple> road stops might be next ๐Ÿ˜„
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18:36:18  <TallTyler> Do we even need NRT specific road stops, or just use NewGRF road stops? (Theres a PR to upstream them from JGRPP)
18:36:41  <Pruple> TallTyler: yes, we do
18:37:39  <Pruple> newroadstops require cooperation from the player, roadtype-specific defaults do not ๐Ÿ™‚
18:37:47  <Pruple> and if they're easy to add, why not add them?
18:39:05  <Pruple> and having roadtype-specific defaults doesn't conflict with newroadstops at all
18:39:41  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10286: Change: Make vehicle list dropdown buttons resize to fit strings. https://github.com/OpenTTD/OpenTTD/pull/10286
18:54:39  <FLHerne> TallTyler: it's even a TTD feature when it comes to railtypes :p
18:54:59  <FL

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