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2022-12-29T18:210:33:58 <TrueBrain> that is even more odd, and tnx for checking 10:34:13 <TrueBrain> I also didn't do anything at the beginning of the month related to the infra 10:36:41 <LordAro> https://i.imgur.com/4HPNSsX.png here's OTTD with -dnet=5 10:37:48 <TrueBrain> look at him, having a fancy IPv6 connection ๐ 10:38:07 <LordAro> ikr, such parent internet connection privilege 10:38:13 <LordAro> don't normally have such luxuries 10:38:47 <TrueBrain> would you mind changing your host file so it only resolves the IPv6? (and not the IPv4) 10:38:54 <TrueBrain> curious if that changes anything 10:42:49 <LordAro> timeout 10:43:03 <LordAro> "Timeout while connecting to coordinator.openttd.org:3976" 10:43:08 <TrueBrain> and the content services does work over IPv6? 10:43:43 <LordAro> i've not stubbed those in hosts, but the debug output showed it was being downloaded from an ipv6 address 10:44:02 <LordAro> dbg: [net] - using [2001:41d0:701:1100::5d16]:80 (IPv6) 10:44:22 <LordAro> although i suppose those are the digital ocean servers - could it be something aws related? 10:44:24 <TrueBrain> ah, yes, but that is the HTTP download; the initial connection to the content service is another IP ๐ 10:44:35 <TrueBrain> DO -> OVH, but yes 10:44:50 <LordAro> ah, i see 10:44:55 <LordAro> you can't expect me to remember such things :p 10:45:12 <TrueBrain> it is not like you wrote the bloody ansible stuff for it ๐ 10:45:20 <LordAro> :p 10:45:31 <TrueBrain> but yeah, that gives the suggestion all IPv6 towards the custom protocols we have stopped working 10:45:36 <TrueBrain> let's see .. what could cause that ... 10:45:43 <LordAro> yeah, looks like content.openttd.org is falling back to ipv4 as well 10:47:39 <TrueBrain> meh, I need to enable my own IPv6 to debug this properly ๐ 10:48:28 <Rubidium> doesn't work for me with IPv6 either :( 10:49:39 <Rubidium> with either of the v6 IP addresses 10:53:24 <LordAro> nmap suggests it's just not responding on v6 at all 10:53:41 <TrueBrain> yeah, but you will get near-similar results on v4 ๐ 10:53:50 <TrueBrain> the firewall is strict here ๐ 10:54:05 <LordAro> nah, it knows 80/443 is up on v4 10:54:16 <TrueBrain> near-similar ๐ 10:54:23 <LordAro> lol 10:54:23 <TrueBrain> if you add the OpenTTD ports to the scan, it will find those too ofc 10:54:41 <TrueBrain> okay, so IPv6 inside AWS is working fine, it is just for two EC2 instances it is not working 10:54:52 <TrueBrain> which take care of the custom routing .. as the NLB didn't support IPv6 "back in my day" ๐ 10:55:19 <TrueBrain> lol, those instances no longer have the IPv6 assigned to their interface 10:55:39 <TrueBrain> it does on the AWS web interface, it does when I do `ip a` on the instances themself 10:55:45 <TrueBrain> well, yes, that would explain ๐ 10:56:43 <TrueBrain> they do remember, looking at the routing table, they once had an IPv6 ..but also no default gateway anymore. Seems something broke on AWS's side ๐ Let's reboot the instances! 10:58:53 <TrueBrain> well, no, let's spin up two new ones, and kill the old ones .. much better 10:59:31 * LordAro spins up a new TrueBrain 10:59:47 <TrueBrain> lol 11:00:42 <TrueBrain> never actually sure they manage to boot up .. had a lot of issues with them in the past ๐ 11:00:58 <TrueBrain> they report healthy .. let's see if they actually are 11:01:22 <TrueBrain> they seem to 11:01:26 <TrueBrain> let's rotate the old ones out 11:03:54 <TrueBrain> right, DNS updates .. try again LordAro / Rubidium ๐ 11:04:03 <TrueBrain> (the IPs changed, so do a new lookup please :D) 11:04:42 <TrueBrain> `bbbf` and `aa4d` are the new IPs to look for ๐ 11:06:42 <LordAro> looks like it's working :) 11:06:49 <TrueBrain> great! Tnx ๐ 11:06:52 <LordAro> content + coordinator, certainly 11:06:54 <TrueBrain> (for helping out) 11:07:13 <LordAro> stun seems to be using both? 11:07:18 <TrueBrain> yup 11:07:20 <LordAro> goodo 11:07:52 <TrueBrain> bit of a weird issue .. it just "lost" its IPv6 .. but on the other hand, normally I provision a new EC2 instance every month or so .. I didn't do that for the last three .. so yeah .. what-ever ๐ 11:08:34 <LordAro> strange 11:08:59 <TrueBrain> at least we found it before someone complained ๐ 11:09:42 <TrueBrain> what is kinda funny .. this terminated all active servers for a bit, but they reconnect so quickly, you don't actually notice 11:09:47 <TrueBrain> other than your console mentioning it got disconnected 11:10:37 <TrueBrain> owh, I see the spam servers are back .. let's see ... why is that the case ... 11:11:15 <TrueBrain> I guess I never copied the blacklist? As I was hoping they learned how to behave? 11:12:56 <TrueBrain> time to write similar code again, I guess 11:13:17 <LordAro> :( 11:13:33 <LordAro> do we have numbers on how many invite-only servers there are, ooi? 11:13:58 <TrueBrain> we surely do .. well, I do 11:14:10 <TrueBrain> I think .. 11:14:18 <TrueBrain> didn't I make an stat-entry for that?! ๐ฎ 11:14:29 <TrueBrain> I didn't! ๐ฆ 11:14:32 <LordAro> :o 11:18:32 <TrueBrain> I cannot believe I do not ๐ 11:19:05 <TrueBrain> okay, not all servers came back after the instance update 11:19:12 <TrueBrain> most noticable, the reddit servers didn't ๐ 11:19:29 <TrueBrain> which is a bit odd, but if I would guess, that is a DNS issue .. and someone is not actually respecting the TTL 11:20:02 <LordAro> they'll reappear at some point 11:20:08 <TrueBrain> yup 11:25:56 <TrueBrain> `There are 170 clients, 213 IPv4 servers and 52 IPv6 servers in this list.` <- at least IPv6 is working again ๐ 11:30:09 <LordAro> woop 11:37:31 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #155: Add: ability to blacklist certain servernames https://github.com/OpenTTD/game-coordinator/pull/155 11:38:34 <DorpsGek> [OpenTTD/game-coordinator] LordAro approved pull request #155: Add: ability to blacklist certain servernames https://github.com/OpenTTD/game-coordinator/pull/155#pullrequestreview-1233032970 11:38:35 <TrueBrain> ah, I remember why I didn't add stats for game-type. As that is a "moment in time" statistics, and I only track "usage over time" statistics 11:38:58 <TrueBrain> for example, I only see how often servers register; not how many are IPv4 vs IPv6. Just how many registered for IPv4 or for IPv6 11:39:01 <TrueBrain> if that makes sense ๐ 11:39:19 <LordAro> ah yeah 11:40:19 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #155: Add: ability to blacklist certain servernames https://github.com/OpenTTD/game-coordinator/pull/155 11:40:52 *** sla_ro|master has quit IRC 11:40:53 <TrueBrain> still cannot believe people still do this .. such a lame move .. but what-ever .. 11:41:34 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain created new tag: 1.6.0 https://github.com/OpenTTD/game-coordinator/releases/tag/1.6.0 11:42:16 <TrueBrain> tnx for quick review! 11:53:59 <dP> there were some other ad servers iirc 11:54:10 <dP> <https://servers.openttd.org/server/cb36c038fd672cd896e9f4904908219e> 11:54:33 <dP> not that spammy though 11:56:04 *** WormnestAndroid has joined #openttd 11:58:48 <dP> these are also kind awkward xD <https://servers.openttd.org/server/+mgvapUY> 12:03:01 <LordAro> https://www.pescheck.io/en/about-us/vacancies/ lolwut 12:34:17 <LordAro> https://gist.github.com/LordAro/1701f5a7d4ee5e2e0f6d036aea0bd9f6#file-13-0-rc1-txt made a start 12:34:25 <LordAro> still needs a load of work 12:34:54 <andythenorth> ๐ 12:34:56 <andythenorth> thanks 12:36:30 <petern> There's "a few" changes since 12.2 12:37:27 <LordAro> just a few 12:38:21 <andythenorth> did we add bugs ๐ 12:38:36 <andythenorth> silly comment sorry ๐ 12:38:40 <petern> No just features and 'features'. 12:38:43 <LordAro> and removed herobrine 12:39:23 <petern> Goes without saying. 12:40:32 <petern> Is my CPU usage less because I rebooted, or less because I updated the BIOS firmware? 12:42:07 <petern> Microsoft Flight Simulator supports DLSS, but it doesn't improve performance because the sim is CPU limited, not GPU limited. Pom te pom. 12:43:00 <LordAro> should've tried rebooting before updating the bios :p 12:43:25 <andythenorth> hmm 12:43:34 <andythenorth> either I've set extra_flags wrong 12:43:57 <andythenorth> or constant reloading newgrfs causes the 'new engine' message to be suppressed 12:43:59 <andythenorth> or there's a bug ๐ 12:45:32 <LordAro> gist updated, now in proper ordering 12:45:37 <LordAro> still needs reword in a few places 12:45:47 <petern> Maybe it's broken. 12:46:05 * LordAro disappears for lunch 12:46:06 <FLHerne> hm, when is RC1? 12:46:08 <petern> CPU is 18-20% when compiling OpenTTD. 12:46:13 <LordAro> FLHerne: yes. 12:46:40 <FLHerne> lol 12:47:48 <andythenorth> it's the constant reloading of newgrfs 12:47:59 <andythenorth> intro dates being reset 12:48:01 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1367901834 12:49:03 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058366106303201442/image.png 12:49:03 <andythenorth> lol oops 12:49:12 <andythenorth> forgot that not every sets 2CC different to 1CC ๐ 12:49:43 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058366275417550858/image.png 12:50:00 <andythenorth> goes it I check company colour in Action D or 6 or whatever the sprite skipper is called? 12:50:04 <petern> Categories, who knew. 12:50:27 <andythenorth> what was I supposed to be doing? 12:50:30 <andythenorth> random engines? 12:50:35 <andythenorth> ok 12:51:14 <LordAro> petern: INSUFFICIENT FEATURE 12:51:31 <TrueBrain> okay, my blacklist actually worked without incident .. nice ๐ 12:51:43 * andythenorth wonders if the game should actually do random 12:51:50 <FLHerne> LordAro: I'd put the slope-aware sprites lower down, no-one cares :p 12:51:57 <andythenorth> each vehicle could have a list of random groups it could be a candidate for 12:52:09 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058366885307097158/image.png 12:52:09 <andythenorth> need to improve the UI though 12:52:13 <LordAro> FLHerne: don't care, reverse PR order only 12:52:14 <FLHerne> the stuff users might choose to do should be at the top 12:52:16 <andythenorth> still not happy with that, it's hard to use ^^^ 12:52:23 <LordAro> unless you can justify it'd acrually a fix :p 12:52:39 <FLHerne> eh 12:52:45 <andythenorth> hmm if there were categories.... 12:52:53 <andythenorth> I could put the random vehicles in categories... 12:52:56 <FLHerne> I did change the PR title to "Add" because it's barely a feature 12:53:04 <FLHerne> but it doesn't seem to have made whatever the script uses 12:57:41 <petern> OMG 12:57:55 <petern> -j doesn't do anything on Windows. No wonder it takes so long to compile. 12:58:42 <petern> But building still used to use lots of CPU. 12:59:22 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on issue #10292: [Bug]: Font command input is scaled by interface scaling https://github.com/OpenTTD/OpenTTD/issues/10292 12:59:41 <petern> Hmm, how do I add `/maxcpucount:` to my cmake settings... 13:01:42 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1058369289461174332/image.png 13:01:42 <petern> Somewhat quicker with more cores in use. 13:01:59 <petern> (Lower red line is GPU so not relevant) 13:03:38 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058369774435962880/image.png 13:03:38 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058369774809251890/image.png 13:03:38 <andythenorth> variants FTW 13:10:05 <petern> Okay, wtf this BIOS update has hugely improved performance. 13:10:16 <petern> From 40 fps to 65 fps in MSFS. 13:11:14 <andythenorth> free upgrade 13:26:43 <Pruple> FLHerne: were you still looking at implementing #10271? 13:27:20 <FLHerne> I was, which was why I asked when RC1 is to see if I should be trying to do it right now 13:28:06 <Pruple> ๐ 13:29:23 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058376258578296862/image.png 13:29:24 <andythenorth> such variants 13:29:32 <andythenorth> whether to unify the names? 13:29:47 <andythenorth> currently the cement wagon has different refits 13:29:54 <andythenorth> * default refits 13:30:12 <andythenorth> but that's just for convenience, it's not essential 13:35:01 *** supermop_Home has joined #openttd 13:35:06 <supermop_Home> yo 13:37:12 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058378223949459496/image.png 13:37:12 <andythenorth> hmm 13:38:07 <supermop_Home> https://imgur.com/a/mKlQxFf 13:38:37 <supermop_Home> using the built-in concrete groundtile didn't work as expected 13:38:38 <andythenorth> very good railway network 13:41:51 <supermop_Home> can i access the the rail underlay sprite for the current railtype? 13:44:31 <petern> Use 0x42D. 13:45:22 <Pruple> magic 13:45:26 <Pruple> also yoyo 13:45:49 <petern> It's the base rail tile ๐ 13:49:08 <supermop_Home> petern i have that for the non-roofed tiles, but i wanted to have no grass under the roofs? 13:49:27 <petern> Ah. 13:49:38 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058381351356743771/image.png 13:49:38 <andythenorth> hmm too much difference visually? 13:49:55 <petern> You could draw over the grass I guess. 13:50:06 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058381470072311868/image.png 13:50:45 <Pruple> petern: I think that's all you can do 13:51:10 <glx[d]> That's how chips does it IIRC 13:51:19 <Pruple> you certainly can't assume that either the rail underlay sprite doesn't have grass on it, or that the rail overlay sprite provides sensible graphics. ๐ 13:52:49 <Pruple> the bridge surface sprites might work, but I don't know if you can access those. and of course that requires it to be a newgrf railtype, since the default graphics don't have those sprites at all 13:52:54 <andythenorth> oops 13:53:01 <andythenorth> variant grouped a vehicle to itself 13:53:04 <andythenorth> disappeared ๐ 13:53:12 <petern> Nice 13:53:20 <Pruple> up its own circular reference? 13:53:24 <andythenorth> probably correct 13:54:04 <andythenorth> hmm using variants to 'tidy' the buy menu up too much .... doesn't work 13:54:10 <petern> I actually put code in to protect against circular references but actually they are not possible to be included anyway, so... 13:54:35 <petern> Although I think it's sensible, as the GUI conditions are not the same as command conditions. 13:55:04 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058382719022796870/image.png 13:55:04 <andythenorth> this seems fine? 13:55:17 <andythenorth> identical vehicles for gameplay, just different appearance 13:55:30 <supermop_Home> sure 13:56:09 <petern> What it needs is configurable filters. 13:56:20 <andythenorth> NewFilters 13:56:21 <andythenorth> GRF 13:56:25 <andythenorth> new spec 13:56:57 <petern> Filter on newgrf, filter on rail type, filter on power source, filter on name... 13:57:12 <petern> In a way that doesn't add a load of buttons eating space. 13:57:14 *** ag has joined #openttd 13:57:14 <ag> Filters 13:57:37 <petern> Filter on additonal text 14:02:36 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058384614726582292/image.png 14:02:36 <andythenorth> probably fine 14:02:48 <andythenorth> I might have to unify the names or something 14:02:49 <andythenorth> dunno 14:02:54 *** nielsm has joined #openttd 14:15:59 <FLHerne> probably need advice from grf people, is 10271 *actually* a good idea? 14:17:38 <FLHerne> it doesn't conflict as with custom roadstops, but it ends up with the slightly weird situation where roadtype action3 override of the baseset station only get access to the roadtype vars 14:18:18 <FLHerne> and then the custom stops from 10144 have a completely different interface 14:19:12 <FLHerne> at least if I implement it in the obvious way 14:22:56 *** nielsm has quit IRC 14:30:32 <FLHerne> might be better if there was a way to set a 10144-style custom stop as the default for a roadtype? 14:30:51 <Pruple> the way I see it, the default is always going to be there, it may as well look nice. it might be possible to extend or replace it with newroadstops in the future, but that's not going to depend on what the base graphics look like. 14:30:54 <FLHerne> same for railway stations, I'm vaguely surprised that doesn't seem to exist 14:30:58 <Pruple> yes 14:31:09 <Pruple> I really don't like that the default rail station is just... there. ๐ 14:31:24 <FLHerne> maybe it does and I need to look more closely at the spec 14:31:37 <FLHerne> but I've never seen it in-game 14:31:50 <Pruple> I don't think so. I've looked, and yeah, no-one has ever done it, which you'd think they would if it were possible 14:32:30 *** sla_ro|master has joined #openttd 14:32:43 <FLHerne> I guess ordering is fun 14:34:06 <Pruple> if 10271 is easy to implement it, I'd really appreciate it, and I think other newgrf authors would too. full 10144 roadstops might be better, but I doubt they'll make it into 13. And right now it doesn't address the default stop being blah issue, any more than newstations does. ๐ 14:34:49 <JGR> I don't think it's realistic to expect either to make it to the 13 release given the timescales 14:35:06 <FLHerne> well, I don't really want to create some new spec in the expectation that it'll be quickly obsolete 14:35:07 <JGR> I think that 10271 is a good idea, for what it's worth 14:35:14 <FLHerne> NewGRF API is already a mess 14:35:53 <FLHerne> JGR: you don't think that having some "use this as default stop for <roadtypes>" on NewStations would be a better solution? 14:36:15 <FLHerne> then the 'default' stop can take advantage of all the animation, cargo, etc. vars 14:37:00 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018 14:37:07 <Pruple> FLHerne: I think that would be a good solution, when we get newroadstops. and if it could be done for rail stations too, that would be fantastic. 14:37:14 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1058393330876166144/Screenshot_from_2022-12-30_18-04-56.png 14:37:14 <dP> random enough :p 14:37:49 <FLHerne> dP: what 14:38:08 <JGR> I really don't think that randomness quality matters for trees 14:38:24 <JGR> Nobody is using trees for cryptographic purposes 14:38:25 <FLHerne> looks like the kind of customisable desktop patten that old-school MacOS let you draw 14:38:47 <JGR> FLHerne: I suppose that could work, hadn't really thought about that 14:39:15 <FLHerne> JGR: I hadn't until I started writing code to resolve it with roadtype vars and thought "wait this is stupid" :p 14:40:24 <JGR> You'd need to change the new road stops property interface a bit 14:41:18 <JGR> Something simple and foolproof for road set authors to use still seems a reasonable thing to do though 14:41:32 <FLHerne> JGR: hm, why? 14:43:46 <JGR> Symmetry with road sprites, depots, etc, doesn't require any sort of complexity GRF-side 14:44:06 <FLHerne> sorry, I meant changing the property interface ;-) 14:44:42 <FLHerne> I've still only skim-read 10144 14:44:50 <JGR> At the moment road stop specs are assigned to classes in the same way as with rail stations 14:44:53 <FLHerne> so maybe that'll make sense when I actually look at it 14:45:00 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018#issuecomment-1367953995 14:45:15 <JGR> Your proposal implies assigning road stop specs somewhere else as well 14:46:06 <JGR> Codewise this is not difficult, but it creates another hurdle for reviewers to trip over 14:47:50 <FLHerne> rail stations have class DFLT but I haven't found out what that does yet :p 14:48:51 <FLHerne> if it does what the name suggests (but OTTD...) then there just needs to be a flag to not use the actual default station from that class? 14:49:00 <glx[d]> DFLT adds to the default category 14:49:06 <FLHerne> I bet it doesn't work that way 14:49:19 <FLHerne> ok, first bit does 14:49:22 <petern> What's the issue? 14:49:29 <glx[d]> But original station will still be there 14:49:34 <petern> Oh, I was scrolled up ๐ 14:50:49 <FLHerne> petern: Pruple wants to replace default roadstop sprites, I thought adding a flag to use a NewRoadStop (and logically also NewStation) in place of the default would be better than the proposed API 14:51:15 <FLHerne> because then it can use station vars/callbacks and not just the minimal set of roadtype vars 14:51:18 <petern> That would mean road types have to define road stops, I guess. Not impossible. 14:51:52 <FLHerne> I don't really see why that would be an issue? 14:52:04 <glx[d]> #10271 is not very hard to do, it's similar to tunnel entrance underlay 14:52:13 *** WormnestAndroid has quit IRC 14:52:21 *** WormnestAndroid has joined #openttd 14:53:09 <FLHerne> I mean, we could always add NML sugar to make it look like #10271 to devs, if the extra boilerplate of a stop item is an issue 14:53:19 <petern> And DFLT is just a class, you can put custom stations in DFLT no problem. 14:53:19 <FLHerne> that might be a bad idea 14:54:07 <FLHerne> ok, so then to make it the actual default when building a stop there needs to be some flag to hide the original one 14:54:19 <FLHerne> not sure if that should be on the roadtype or the station 14:54:29 <petern> Do newroadstops have roadtype limitations? 14:54:37 <FLHerne> station probably, then you can't be stupid and hide the default without replacing it 14:54:40 <petern> newstations don't have railtype limits, iirc. 14:54:56 <FLHerne> I don't think so 14:55:19 <FLHerne> hm 14:55:20 <Pruple> petern: interesting... putting stations in there would certainly make them more discoverable for casual players, even if the default-default is still barely newgrfable. ๐ 14:55:25 <petern> I think it's better to just override the default road stop graphics for the roadtype, similar to how depots work. 14:56:13 <FLHerne> OK, that's back to the original proposal then 14:56:22 <petern> WAYP is the only special use one. 14:56:30 <FLHerne> but it wouldn't work too well for rail stations 14:56:43 <FLHerne> because they'd be stuck with the original layouts 14:56:52 <glx[d]> Rail station spec is weird anyway 14:56:57 <petern> What do road type graphics have to do with rail stations? 14:57:06 <FLHerne> consistency :p 14:57:22 <FLHerne> the problem of "can't override the default station graphics" exists for rail stations as well as road stops 14:57:32 <petern> Okay, tackle one problem at a time? 14:57:35 <FLHerne> unless I missed something 14:58:10 <glx[d]> Overriding default station graphics is not really hard 14:58:11 <petern> rail station graphics do have per-railtype graphics, not sure if the railtype specs allow changing that though. 14:58:30 <FLHerne> I'm trying to avoid the standard NewGRF thing, where problems get tackled one at a time resulting in every feature working slightly differently for no particular reason :p 14:58:58 <FLHerne> it's probably 20 years too late for that but anyway 14:59:13 <petern> Way too late. 14:59:50 <glx[d]> I'm quite happy stations are the only ones done that way 15:00:04 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058399077282357328/image.png 15:00:04 <andythenorth> hmm goes it nested wagons? 15:00:16 <glx[d]> Industries/objects are a better design choice 15:00:41 <FLHerne> petern: railtypes can only choose between original rail/monorail/maglev default stations 15:00:48 <FLHerne> action0 prop 12 15:01:31 <FLHerne> unless you know something I haven't discovered yet 15:02:53 <glx[d]> Overrides would be action3 cargo types 15:03:24 <FLHerne> that doesn't exist though 15:03:58 <FLHerne> would be possible like the roadtypes 10271, but not great because you're stuck with the original sprite layout 15:04:04 <glx[d]> With action0 prop12 as fallback 15:04:06 <FLHerne> and station sizes 15:04:08 <andythenorth> hmm nested wagons isn't bad 15:04:16 <FLHerne> which is kind of restrictive for rail stations 15:04:47 <FLHerne> for roadtypes it's a bit restrictive but not so bad 15:04:57 <glx[d]> Just need to provide 8 sprites type corresponding to original ones 15:05:49 <FLHerne> yes 15:06:01 <FLHerne> would be better than nothing 15:06:07 <glx[d]> Overrides can't do more, they're just less global actionA 15:06:48 <FLHerne> I know, that's why I was proposing a non-override-based spec :p 15:06:59 <andythenorth> "Flat is better than nested." 15:07:04 <andythenorth> but "Sparse is better than dense." 15:07:04 <FLHerne> although I guess they're *still* not mutually exclusive 15:07:18 <FLHerne> andythenorth: nested is dense, surely 15:07:28 <FLHerne> all the vehicles squashed into one space when you fold them 15:07:47 <andythenorth> yes 15:08:06 <andythenorth> I think overly nested is harder to discover what wagons exist 15:08:33 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058401210941583410/image.png 15:10:10 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058401620020441158/image.png 15:10:10 <andythenorth> exists: 15:19:57 <supermop_Home> andythenorth super long list also hard to discover whats there 15:20:28 <andythenorth> put it on 4x zoom ๐ 15:20:35 <andythenorth> makes the pixels closer 15:21:28 <supermop_Home> i think its better to be like, "ok i guess i need to buy an open wagon for this cargo. oooh a fancy type of open wagon!" 15:22:00 <andythenorth> yes 15:22:04 <andythenorth> ๐ฏ 15:22:32 <andythenorth> it's the multiple levels of nesting that hasn't persuaded me 15:22:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058404801328709732/image.png 15:22:49 <andythenorth> this works fine 15:25:13 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1367971052 15:28:30 <andythenorth> meh, Timberwolf has ruined the PBS entertainment with facts ๐ฆ https://www.reddit.com/r/openttd/comments/zyp1uu/a_difference_between_pbs_and_block_signals_that_i/ 15:29:24 <andythenorth> no doubt a new episode will premiere soon 15:29:34 <petern> ๐ 15:30:54 <petern> Hidden setting though. 15:34:34 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1367974712 15:34:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018#issuecomment-1367974728 15:36:07 <FLHerne> andythenorth: oh, so that's why they do that 15:36:26 <FLHerne> goes it make it 1 by default so people will stop complaining? :p 15:36:41 *** Smedles has quit IRC 15:36:54 *** Smedles has joined #openttd 15:38:12 <dP> somehow they're still slower than blocks even on 1 15:39:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018#issuecomment-1367976719 15:39:48 <petern> Maybe it needs to be 0 ๐ 15:43:13 <FLHerne> -1 15:43:29 <FLHerne> speculate ticks into the future and then change the signal in advance 15:45:25 <andythenorth> hmm 15:45:59 <andythenorth> variants means I can simplify Horse wagons 15:46:05 <andythenorth> fewer types, more colours 15:46:08 <andythenorth> bit less detail 15:46:56 <FLHerne> I don't see how that follows :p 15:47:02 <FLHerne> types are nice 15:48:23 <andythenorth> currently there are multiple types because basically 'brown hopper' and 'grey hopper 15:48:42 <andythenorth> and I made them look a bit different to stop the buy menu being really repetitive on the shapes 15:48:59 <andythenorth> now I can do hopper > grey, brown, CC etc 15:49:07 <andythenorth> and they can just look more or less the same 15:49:56 <JGR> FLHerne: No, there's no point creating performance penalties for normal players to appease strange OpenTTDCoop styles 15:50:08 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058411678024347658/image.png 15:50:12 <andythenorth> such types ๐ 15:50:26 <andythenorth> ok so ore hoppers are lower sides 15:50:32 <andythenorth> and rock hoppers are chunkier 15:50:33 <andythenorth> but eh 15:55:02 *** Samu has joined #openttd 16:09:04 *** Wormnest has joined #openttd 16:12:29 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058417303345172541/image.png 16:12:29 <andythenorth> goes it like this? 16:12:32 <andythenorth> hmm 16:12:53 <petern> Subvariants? 16:13:18 <FLHerne> JGR: my playing style is about as non-ottdcoop as you can get and I still notice it sometimes 16:13:19 <andythenorth> sub-pixel variants? 16:13:48 <FLHerne> possibly more, because ottdcoop is usually about avoiding trains stopped at red signals ever 16:14:00 <andythenorth> I do think 'build random vehicle' in combination with cargo filter might be a thing 16:14:12 <andythenorth> annoying with different lengths maybe 16:15:55 <andythenorth> hmm will a thing work? 16:16:06 <andythenorth> my compile is usually OK with ... trying new stuff ๐ 16:16:09 <andythenorth> except when it's lolz 16:16:24 *** TROILUS3 has joined #openttd 16:16:32 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058418321457938462/image.png 16:16:32 <andythenorth> ok this might be a thing 16:17:44 <andythenorth> I really need to improve that buy menu sprite somehow though 16:18:14 *** TROILUS has quit IRC 16:18:14 *** TROILUS3 is now known as TROILUS 16:20:18 <andythenorth> maybe the dots on the dice should represent wagon length ๐ 16:29:26 <Samu> there's only one AI in Bananas that uses AIGroup.GetProfitLastYear 16:29:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058421613500039218/image.png 16:29:37 <andythenorth> hmm this is weird, but seems to work great 16:29:39 <Samu> RailwAI 16:29:43 <andythenorth> then I can do a randomised version of them also 16:29:50 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058421666729963610/image.png 16:31:25 <Samu> tt-forums.net doesn't exist? 16:31:35 <Samu> DNS_PROBE_FINISHED_NXDOMAIN 16:31:53 <Samu> ah, it works now 16:34:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058422844037542139/image.png 16:34:30 <andythenorth> goes it different names? 16:34:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058422863570419802/image.png 16:34:35 <andythenorth> or same-same names? 16:36:02 *** Yeurek has joined #openttd 16:42:47 <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295 16:43:18 <andythenorth> \o/ 16:48:08 <dP> oh, god, spaces and tabs are mixed in the regression output... 16:49:33 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018 16:54:01 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295#pullrequestreview-1233179034 17:00:46 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295#pullrequestreview-1233182253 17:05:11 <dP> hm, I just realized it's actually possible to keep the same behavior in 10018 pretty much perfectly. just save the seed instead of noise and generate noise on load 17:05:16 <dP> there is no point though 17:06:48 <dP> oh, lol, and I just remembered that's exactly what I did for other random tree parts in changes I didn't pr yet xD 17:07:29 <petern> [proc] Executing command: "C:\Program Files\CMake\bin\cmake.exe" --build i:/src/OpenTTD/build --config RelWithDebInfo --target openttd -j 12 -- 17:07:29 <petern> Okay, where does that -j come from. Cos it doesn't do anything on Windows. 17:08:01 <petern> dP: Save the seed at what point? 17:08:57 <dP> well, depends on how exact of a replica you want 17:09:07 <dP> can just save some seed to make it reproducable 17:09:10 <petern> You need the seed as it was at exactly the point that random was issued 17:09:15 <glx[d]> It's from cmake 3.12 17:09:20 <petern> So you can't really just "save the seed" 17:09:51 <dP> for new saves I can, for old ones it would be a bit of a pain in the ass to get 17:10:05 <dP> and totally not worth the effort 17:10:16 <petern> Am I missing how seeds are working here? 17:11:15 <dP> idk, what you're missing 17:11:29 <dP> tree counter noise is done at map generation 17:11:38 <dP> and random is seeded with game seed 17:11:57 <dP> so, in theory, it's totally reproducable 17:13:03 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295 17:13:57 <dP> though, I guess in a long run it can divulge as tiles can change from trees to grass and back 17:14:13 <dP> so on those settings it would need random in game 17:14:13 <petern> "long run" 17:14:36 <dP> well, whatever, it doesn't really matter anyway :P 17:15:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295#pullrequestreview-1233187896 17:15:17 <dP> it matters more for growth stages because it's more than just simple noise 17:15:27 <dP> so I had to get more creative xD 17:15:43 <dP> <https://github.com/ldpl/OpenTTD/commit/a60395d4fddf2c917b494eb4355dc9a4d839b6a6> 17:15:46 <JGR> I would contest that it really doesn't matter at all 17:16:20 <petern> Oh my god. Your whole point about trees is that you treat trees as things that are placed on the map at the start of the game and never again.... 17:18:48 <dP> huh? all I do allows for manually placed trees to work fine 17:19:11 <dP> and spread should work too 17:19:18 <dP> even though it complicates things a bit 17:22:16 <Samu> https://github.com/OpenTTD/OpenTTD/blob/67f02e20de631b8f7044fcd9b89859b085044105/src/script/api/script_group.cpp#L163-L184 17:22:55 <Samu> erm, GetProfitThisYear actually iterates all vehicles 17:23:45 <LordAro> of the specified group, yes 17:24:21 <Samu> i mean, it doesn't lookup on a cache 17:24:29 <Samu> it's slow 17:26:38 <Samu> Ah, yeh, GetProfitThisYear doesn't skip vehicles below minimum age 17:27:01 <Samu> so one would expect GetProfitLastYear to do the same 17:27:10 <LordAro> i doubt it's "slow" 17:28:07 <Samu> eh, when there's multiple AIs and tons of vehicles, iterating vehicles does indeed slow things over time 17:30:56 <Samu> RailwAI is the only AI that uses AIGroup.GetProfitLastYear and he uses it together with AIGroup.GetProfitThisYear 17:31:06 <Samu> searching for the lowest profitable train group 17:31:17 <Samu> probably to get rid of it or something 17:31:47 <Samu> i don't think RailwAI author knows of this bug 17:32:16 <Samu> the way he coded it, he expects all trains in the group being accounted for 17:32:36 <LordAro> define "slow things down over time" 17:33:54 <LordAro> because even iterating over 15*5000 items is going to take a fairly negligible amount of time 17:34:05 <LordAro> it isn't iterating in squirrel 17:37:48 <Samu> sensible cpu usage spikes, usually noticeable in fast forward 17:38:45 <Samu> or when forcing 250k ops 17:42:51 *** Flygon has quit IRC 17:45:06 *** Wolf01 has joined #openttd 17:47:08 <Samu> RailwAI actually wants to skip groups where the first vehicle in the group is aged 800 days or lower 17:47:20 <Samu> weird way to do it 17:48:04 <FLHerne> that's just allowing for initial startup to settle down, surely 17:48:18 <Samu> what if the vehicle was renewed 17:48:30 <Samu> age would be below 800 17:49:18 <Samu> anyways... if he's checking for age of the group, i guess it's sensible to assume the first vehicle is the oldest of the group 17:50:22 <Samu> unsure if railwai does autoreplace 17:50:30 <Samu> don't remember 17:54:33 <FLHerne> not really a problem if a group isn't considered for removal for a bit 17:54:49 <FLHerne> if it's autorenewing 17:55:12 <FLHerne> and the autorenew depot queueing might temporarily disrupt profits anyway 18:04:11 *** D-HUND is now known as debdog 18:14:28 <pickpacket> oh. I just noticed something with my tea tea deluxe newgrf... The custom train carriages I've introduced have a cost of ยฃ0 XD 18:17:59 <Pruple> the cargos are also weightless ๐ 18:29:16 <andythenorth> in space 18:29:58 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1368043976 18:30:08 <andythenorth> player trying to install FIRS, to OpenTTD client... from FIRS source https://www.reddit.com/r/openttd/comments/zz1kvp/how_to_install_newgrfsheightmapsetc/ 18:30:54 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295#issuecomment-1368044341 18:31:59 <andythenorth> possibly Bananas client is confusing 18:32:20 <andythenorth> hmmm I have enough projects ๐ 18:32:28 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #10295: Doc: 13.0-RC1 https://github.com/OpenTTD/OpenTTD/pull/10295#issuecomment-1368044865 18:32:45 <andythenorth> "Check Online Content" is a silly button name though 18:32:57 <andythenorth> and the window title is "Content downloading" 18:33:39 <andythenorth> oh there's no filter and stuff 18:33:44 <andythenorth> OpenTTD 14 is when? ๐ 18:33:59 <andythenorth> * no filter by type of content 18:34:24 <andythenorth> I never ever use this UI ever hardly except sometimes 18:35:18 *** michi_cc[d] has joined #openttd 18:35:18 <michi_cc[d]> Re the recent variants PR comments, who did predict the "separator vehicles" again? 18:36:00 <andythenorth> everyone? 18:36:02 <andythenorth> ๐ 18:36:19 <petern> Yup 18:37:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1368046422 18:42:49 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/22035b7eabc5e431ec6797682f10059ff9ae805f 18:42:50 <DorpsGek> - Update: Translations from eints (by translators) 18:46:47 <andythenorth> hmm about 95 engine liveries to draw ๐ 18:46:50 <andythenorth> might be here a while 18:49:43 <andythenorth> 49 done already, so about 33% complete ๐ 18:51:06 <petern> "cmake.buildToolArgs": [ "/maxcpucount:12" ], 18:51:11 <petern> Wow, such a faff. 18:51:15 <andythenorth> some liveries are about 4 mins work, and some are about 4 hours 18:51:21 <petern> `[proc] Executing command: "C:\Program Files\CMake\bin\cmake.exe" --build i:/src/OpenTTD/build --config RelWithDebInfo --target openttd -j 12 -- /maxcpucount:12` 18:51:21 <andythenorth> it's hard to tell when starting ๐ 18:51:31 <petern> The `-j 12` is useless but I can't remove it ๐ 18:51:56 <andythenorth> oof 18:53:01 <andythenorth> oh dear the grf has increase 0.1 MB in size due to adding more train liveries 18:53:15 <petern> Hmm doesn't seem to work anyway. Bums. 18:54:11 <petern> Okay, the -j 12 actually stops /maxcpucount from working :/ 18:54:55 <petern> <https://gitlab.kitware.com/cmake/cmake/-/merge_requests/7926> 18:58:03 <LordAro> petern: you working on the variants crash? 18:58:10 <LordAro> or, can it wait until RC2 ? 18:58:33 <LordAro> and anything else blocking RC1 ? 18:58:39 <LordAro> michi_cc[d]: glx[d]: TallTyler: ^ 18:59:42 <petern> I will be in a second. 18:59:55 <LordAro> <3 19:01:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1368053539 19:06:43 <TallTyler> I wouldn't mind having #10093 merged 19:07:02 <TallTyler> The setting already existed in Settings, #10093 just removes it from worldgen 19:19:56 <petern> Huh, of course I can't reproduce :/ 19:21:05 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #10259: Draft: plus / minus icon redraw https://github.com/OpenTTD/OpenTTD/pull/10259#issuecomment-1368061043 19:21:46 <TallTyler> Oh, that's why they're orange 19:21:51 <TallTyler> They come from Settings 19:22:45 <glx[d]> yup 19:23:23 <glx[d]> maybe they could be recolourable 19:27:57 *** HerzogDeXtEr has quit IRC 19:29:46 <andythenorth> yup, and they don't match settings text either ๐ 19:29:51 *** supermop_Home has quit IRC 19:30:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1058467017402875937/image.png 19:30:04 *** HerzogDeXtEr has joined #openttd 19:30:26 <michi_cc[d]> LordAro: Nothing from me except the PR target branch ๐ 19:31:49 <michi_cc[d]> Oh, should we already ship the new title game or just on the proper 13.0 release? 19:34:19 *** supermop_Home_ has joined #openttd 19:37:34 <petern> We can do custom remaps for it but it probably makes sense to convert it to a font glyph instead. 19:38:06 <petern> Or indeed, draw it as a small square button and not use a sprite at all. 19:41:24 *** wallabra has joined #openttd 19:41:57 <petern> I quite like https://user-images.githubusercontent.com/67662046/210104763-a5f3c789-fcd6-41db-9147-ec259e782e24.png 19:42:14 <petern> (But perhaps nice alignment) 19:42:31 <petern> We have precedent for such buttons in the network player list. 19:42:36 <supermop_Home_> hmm 19:42:46 <supermop_Home_> hipped roof: https://i.pinimg.com/736x/19/46/6e/19466ec4527f94bdd407199b1e606fb0--vintage-hawaii-aerial-view.jpg 19:43:07 <supermop_Home_> or plain gabled roof: https://i.pinimg.com/736x/28/8d/a6/288da6d94d9eb5aa8bdd6656e51bb0b3--oahu-hawaii-train-stations.jpg 19:44:51 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10289: Setting timetable start dates for shared orders silently fails if not fully timetabled https://github.com/OpenTTD/OpenTTD/issues/10289 19:49:37 <supermop_Home_> of this sort of half-open building: https://www.hakalauhome.com/uploads/2/5/5/9/25598564/waichi2-rrstation009_orig.jpg 20:06:16 <andythenorth> Zorg may have found a niche drawing icons 20:06:37 <andythenorth> basically 'drawing' them involves churning out 10s or 100s of variants then picking one ๐ 20:06:44 * andythenorth has done it too often for work 20:07:26 <LordAro> i like the shaded circle tbh 20:11:10 <supermop_Home_> andythenorth: any roof advice 20:11:12 <supermop_Home_> ? 20:11:46 <supermop_Home_> sometimes my design process is combinatorially make way too many variants, then get paralyzed about picking one 20:12:58 <supermop_Home_> i can waste time doing the 'churning out 100s' part, but then can't do the 'picking one' part 20:13:58 *** TROILUS3 has joined #openttd 20:14:31 *** TROILUS has quit IRC 20:14:32 *** TROILUS3 is now known as TROILUS 20:14:36 <supermop_Home_> few weeks ago, had this problem with little film cards i was making. with 35mm so expensive these days, often end up buying loosies out of a 5 pack at the store instead of an individual box, but then you don't get the box flap to rip off 20:15:45 <supermop_Home_> so no catchy looking card to put in the memo holder on back of the camera. mocked up a fuji-ish graphic design in illustrator to print out instead 20:16:20 <supermop_Home_> then came time to do the same thing for kodak and ended up making loads of options and never settling on one 20:18:09 <andythenorth> LordAro: copy a previous one ๐ 20:18:37 <Pruple> gabled roofs are nice for isometric because they give you more wall to draw details on ๐ 20:19:09 <Pruple> hipped just gives you a view that's mostly roof 20:32:11 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10259: Draft: plus / minus icon redraw https://github.com/OpenTTD/OpenTTD/pull/10259#issuecomment-1368081761 20:35:46 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #10296: [Bug]: The way of selecting the setting of the on-screen keyboard is wrong. https://github.com/OpenTTD/OpenTTD/issues/10296 20:39:25 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10296: [Bug]: The way of selecting the setting of the on-screen keyboard is wrong. https://github.com/OpenTTD/OpenTTD/issues/10296 20:54:44 <supermop_Home_> Pruple hipped / dickey roofs look more Hawaiian though...even though most stations in Hawaii seemed not to use them 20:55:32 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #10296: [Bug]: The way of selecting the setting of the on-screen keyboard is wrong. https://github.com/OpenTTD/OpenTTD/issues/10296 20:55:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10296: [Bug]: The way of selecting the setting of the on-screen keyboard is wrong. https://github.com/OpenTTD/OpenTTD/issues/10296 20:57:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #10289: Setting timetable start dates for shared orders silently fails if not fully timetabled https://github.com/OpenTTD/OpenTTD/issues/10289 20:57:40 <glx[d]> I like when a bug is easy to fix ๐ 21:07:31 *** HerzogDeXtEr1 has joined #openttd 21:08:29 <pickpacket> Pruple: are they?? I have to check that tomorrowโฆ 21:10:12 <pickpacket> Pruple: theyโre lightweight (as tea is), but they shouldnโt be weightless ๐ค https://notabug.org/tinyrabbit/tea-tea-deluxe/src/main/01-cargoes.nml#L25, https://notabug.org/tinyrabbit/tea-tea-deluxe/src/main/01-cargoes.nml#L51 21:12:35 *** HerzogDeXtEr has quit IRC 21:13:52 <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1058493146830487552/Grinnwell_Transport_1960-01-14.png 21:14:28 *** wallabra has quit IRC 21:15:46 <andythenorth> is that with variants? 21:15:50 *** wallabra has joined #openttd 21:15:50 <andythenorth> ๐ 21:17:07 <Pruple> the nml spec says "weight in tons from 0-255", but that property is only a byte, and the unit is 16ths of a ton. I suspect an nml bug / documentation error? ๐ 21:17:42 <andythenorth> it does happen 21:17:50 <Pruple> ie, it's not a float in tons, but an integer in 16ths of tons, and 12/16 is getting rounded to 0. 21:20:33 <andythenorth> I set ` weight: 6ton;` 21:20:48 <andythenorth> and it works here ๐ 21:20:55 <andythenorth> not sure what the callback would do 21:21:39 <dP> weight is two bytes, it has two properties 0x16 and 0x24 21:21:56 <dP> and nml does some magic to use both 21:22:01 <Pruple> cargo weight, not vehicle weight 21:23:06 <dP> oh, yeah, that's one 21:35:11 <andythenorth> hmm 21:35:14 <andythenorth> FIRS sets `weight: 1.0;` 21:35:15 <andythenorth> etc 21:36:33 <Pruple> ๐คท 21:40:36 <petern> Passengers weigh less than a ton, and don't get rounded down. 21:44:02 <Pruple> yes, that's why the base unit is 16ths of a ton. The question is how is nml translating "12/16"? 21:44:41 *** wallabra_ has joined #openttd 21:45:09 <andythenorth> "weight": {"num": 0x0F, "size": 1, "unit_type": "weight", "unit_conversion": 16}, 21:45:21 <andythenorth> correct prop? 21:45:38 <Pruple> yes 21:46:35 <andythenorth> hmm 21:47:58 <andythenorth> FIRS sets FMSP as 0.65 21:48:00 <andythenorth> works in game 21:49:21 *** wallabra has quit IRC 21:49:21 *** wallabra_ is now known as wallabra 21:49:51 <andythenorth> not sure what nml is going to do with 12/16 22:04:58 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1368104377 22:10:53 *** keikoz has quit IRC 22:47:52 <supermop_Home_> so i cant use concrete groundsprite, but if i just try to draw in pavement around the rails as part of the platform it might overlap some railtypes.. 22:50:39 <Pruple> if a railtype is so weirdly shaped that leaving a gap down the middle for the rails to show through doesn't work, it's probably not worth worrying about 22:50:56 <Pruple> you also have the option of totally redrawing the track for the station tile ๐ 22:52:57 <petern> Solution is to draw your own rail types and disable all other NewGRFs to ensure compatibility. 22:53:02 <supermop_Home_> i wish i could composite the groundsprite out of the rail underlay sprite 22:53:10 <supermop_Home_> petern: good idea 22:53:56 <supermop_Home_> https://imgur.com/a/O5eJV2F 22:54:13 <Pruple> the "rail underlay sprite" is the standard rail tile 22:54:33 <supermop_Home_> beige building looks weird with cc, white building blends in with platform too much 22:54:43 <supermop_Home_> roofs - i still can't decide 22:55:27 <Pruple> the "rail overlay sprite" is the one used to compose junctions and for track reservation marking, but if the railtype in question uses fully drawn junctions it may not have meaningful track graphics on it. ๐ 22:55:59 <supermop_Home_> cc stripe on building should go away 22:57:10 <supermop_Home_> Pruple: these are the ones i want: https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#underlay 22:57:25 <glx[d]> hmm something changed in my vscode install, I can't debug nmlc 22:58:45 <glx[d]> looks like is using a different python 22:59:06 <Pruple> yeahh... "Tracks with ballast but without landscape" is merely a serving suggestion, I bet in 99% of cases those end up being full tiles with salad ๐ 22:59:15 <Pruple> mine certainly are 23:13:43 <petern> The idea of those is they work whatever landscape type is used. 23:14:12 *** Samu has quit IRC 23:14:13 <petern> But making them fit in nicely in all cases is not easy. 23:17:18 *** Wolf01 has quit IRC 23:22:26 <reldred> andythenorth: Make random the first one ๐ 23:22:56 <reldred> Default to random and then select specific variations afterwards ๐ 23:23:10 <reldred> Either works though. 23:23:32 <reldred> I do like that it then removes having this big pile of random wagons in one bunch in the build menu 23:23:38 <supermop_Home_> maybe i should make the roof brown? 23:25:48 *** sla_ro|master has quit IRC 23:47:23 <supermop_Home_> off to beers and dinner 23:47:25 <supermop_Home_> later 23:48:12 <reldred> Ciao 23:48:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10297: Fix #10220: Adding unavailable variants failed for non-rail engines. https://github.com/OpenTTD/OpenTTD/pull/10297 23:48:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1368125698 23:49:16 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10297: Fix #10220: Adding unavailable variants failed for non-rail engines. https://github.com/OpenTTD/OpenTTD/pull/10297#pullrequestreview-1233313601 23:53:17 <petern> Interesting effect, as I used vector::swap to efficiently 'copy' from one vector to another (it doesn't need to reallocate or iterate doing that), adding the wrong list meant it was still actually there, but not in the right place.