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Log for #openttd on 10th March 2024:
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00:06:44  *** aperezdc has joined #openttd
00:11:21  *** lapingvino has joined #openttd
00:11:21  <lapingvino> who is doing the font work? I speak 11 languages and have a bit of Fontforge experience, maybe I can help a bit to improve non-English support/how accents look etc. Loving the inclusion in version 14, but it feels a bit off so far if I can be fully honest xD
00:12:18  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1216176771548844134/image.png?ex=65ff6fe1&is=65ecfae1&hm=faaf7a24bf96d0b348e9f6a95d9857114742807b0be43b66ebc027025bf88459&
00:12:18  <xarick> seems correct now
00:13:10  <lapingvino> that said, I'm not really sure with the constraints of the game if/what kind of improvements can be made xD e.g. my immediate reaction is to the interaction between uppercase letters and diacritics... and you will need to make some compromises there however you go about it...
00:13:23  <lapingvino> no easy fixes
00:18:51  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #12093: Add: [Script] GetTileOfAirport https://github.com/OpenTTD/OpenTTD/pull/12093
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01:33:21  <peter1138> Well that is a deliberate design choice anyway due to the constraints.
01:46:37  <peter1138> But development happens at <https://github.com/zephyris/openttd-ttf>
02:56:29  <DorpsGek> [OpenTTD/OpenTTD] ivellioscolin commented on issue #9830: [Bug]: Impossible to download and update two parts of the game's online content https://github.com/OpenTTD/OpenTTD/issues/9830
03:12:20  <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened issue #12250: [Crash]: YAPF: Trivial rail pathfinding crashes due to #12217 because ChooseRailTrack best node no longer always has a parent as currently required https://github.com/OpenTTD/OpenTTD/issues/12250
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06:31:40  <kuhnovic> JGRennisonviaGitHub: Hmm, maybe #12117 wasn't such a good idea after all. The change itself makes sense, but code using YAPF has been made with the assumption that such a case never happens...
06:34:09  <wensimehrp> #12217?
14:00:16  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #12258: Fix #12250: YAPF Trivial rail pathfinding crashes due to #12217 https://github.com/OpenTTD/OpenTTD/pull/12258
14:01:05  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #12258: Fix #12250: YAPF Trivial rail pathfinding crashes due to #12217 https://github.com/OpenTTD/OpenTTD/pull/12258#pullrequestreview-1926549877
14:01:14  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #12259: Codechange: simplify TileAdd and replace macro's with functions https://github.com/OpenTTD/OpenTTD/pull/12259#pullrequestreview-1926549901
14:01:37  <truebrain> I forgot how weirdly TileIndexDiff is encoded .. I just ... ๐Ÿ˜›
14:02:00  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #12260: Codechange: simplify TileAdd https://github.com/OpenTTD/OpenTTD/pull/12260
14:02:13  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #12258: Fix #12250: YAPF Trivial rail pathfinding crashes due to #12217 https://github.com/OpenTTD/OpenTTD/pull/12258#pullrequestreview-1926550060
14:02:28  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #12259: Codechange: simplify TileAdd and replace macro's with functions https://github.com/OpenTTD/OpenTTD/pull/12259#issuecomment-1987243576
14:02:38  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed pull request #12259: Codechange: simplify TileAdd and replace macro's with functions https://github.com/OpenTTD/OpenTTD/pull/12259
14:07:06  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #12260: Codechange: simplify TileAdd https://github.com/OpenTTD/OpenTTD/pull/12260#pullrequestreview-1926551038
14:12:24  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12261: Fix: Off-by-one in EnsureVisibleCaption. https://github.com/OpenTTD/OpenTTD/pull/12261
14:13:26  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #12261: Fix: Off-by-one in EnsureVisibleCaption. https://github.com/OpenTTD/OpenTTD/pull/12261#pullrequestreview-1926552356
14:13:47  <truebrain> why drag me into this? I was about to approve the PR ๐Ÿ˜ฆ
14:13:58  <LordAro> <3
14:16:12  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #12261: Fix: Off-by-one in EnsureVisibleCaption. https://github.com/OpenTTD/OpenTTD/pull/12261
14:16:56  <truebrain> and you now better review + approve this PR LordAro ๐Ÿ˜›
14:17:15  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #12261: Fix: Off-by-one in EnsureVisibleCaption. https://github.com/OpenTTD/OpenTTD/pull/12261#pullrequestreview-1926553032
14:17:19  <LordAro> :p
14:17:22  <truebrain> ๐Ÿ™‚
14:28:41  <xarick> there's even a Frozen time mode ๐Ÿ˜
14:29:10  <peter1138> Yes, it's good.
14:29:43  <xarick> what do I return with GetAge in this case?
14:30:15  <peter1138> It still has an age.
14:32:43  <xarick> how do vehicles age when frozen ๐Ÿ˜ 3 time modes
14:32:59  <xarick> perplexed
14:33:54  <_zephyris> Date is frozen, not time
14:34:58  <xarick> _settings_game.economy.minutes_per_calendar_year becomes 0
14:36:56  <LordAro> what problem are you trying to solve?
14:37:27  <LordAro> vehicle ages are, presumably, always 0
14:37:53  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1216394603213619322/image.png?ex=66003ac0&is=65edc5c0&hm=97ba65330198caf7edb22260dbd5db1a299cb28f6d39751d09085b23663788b9&
14:37:53  <andythenorth> "too many visual effects" ๐Ÿ˜›
14:38:00  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic merged pull request #12258: Fix #12250: YAPF Trivial rail pathfinding crashes due to #12217 https://github.com/OpenTTD/OpenTTD/pull/12258
14:38:03  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic closed issue #12250: [Crash]: YAPF: Trivial rail pathfinding crashes due to #12217 because ChooseRailTrack best node no longer always has a parent as currently required https://github.com/OpenTTD/OpenTTD/issues/12250
14:38:17  <xarick> I'm trying to make scripts, especially those before 14, to use economy time for getage, getageleft, and friends
14:38:56  <xarick> and then those in 14 to have 2 different (or 3 with frozen) return values
14:39:09  <xarick> depending on AITimeMode()
14:39:27  <xarick> but conversion is difficult
14:41:38  <xarick> I don't think it's even correct to assume the old AIs want EconomyDate all the time for these functions
14:41:51  <xarick> unsure what to do yet
14:42:52  <xarick> there's currently a mix usage of AIDate with AIVehicle.GetAge, this results in broken behaviour
14:45:50  <_glx_> age is always calendar
14:50:28  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #12260: Codechange: simplify TileAdd https://github.com/OpenTTD/OpenTTD/pull/12260
14:53:45  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12261: Fix: Off-by-one in EnsureVisibleCaption. https://github.com/OpenTTD/OpenTTD/pull/12261
15:03:26  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #12262: Fix #12255: inconsistent punctuation in English https://github.com/OpenTTD/OpenTTD/pull/12262
15:10:52  <xarick> how to convert intro date to ... something expectable, I don't even know
15:10:56  *** ogi300 has joined #openttd
15:10:56  <ogi300> 50$ for steam [steamcommunity.com/gift/75847422](https://u.to/R0Z1IA )
15:10:56  <ogi300> all
15:11:28  <xarick> ScriptEngine::GetDesignDate
15:11:44  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12263: Codechange: Use std::make_unique instead of passing new into a unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/12263
15:13:56  <xarick> wallclock mode starts as 0001-01-01
15:14:14  <xarick> if an engine design date is before that... how the heck do I convert
15:14:36  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #12263: Codechange: Use std::make_unique instead of passing new into a unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/12263#pullrequestreview-1926567733
15:15:58  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #12263: Codechange: Use std::make_unique instead of passing new into a unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/12263#issuecomment-1987265672
15:17:20  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #12263: Codechange: Use std::make_unique instead of passing new into a unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/12263#issuecomment-1987266072
15:30:23  <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #12263: Codechange: Use std::make_unique instead of passing new into a unique_ptr. https://github.com/OpenTTD/OpenTTD/pull/12263#issuecomment-1987269665
15:30:41  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #12262: Fix #12255: inconsistent punctuation in English https://github.com/OpenTTD/OpenTTD/pull/12262#pullrequestreview-1926570432
15:44:39  <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1216411406258278532/image.png?ex=66004a67&is=65edd567&hm=bc0c6e724096177ade3755109b73d6a4a735d7c584906b8de80d7224d9a12bf9&
15:44:39  <rau117> idk, seems like bug to me
15:45:49  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1216411699133808781/image.png?ex=66004aac&is=65edd5ac&hm=5867a2c14b32563bb3f9c35df300176036e234dfabfee2d6a1e6a3e01875501c&
15:45:49  <xarick> dates don't match
15:48:13  <xarick> or do they?
15:49:59  <xarick> GetCurrentDate being 760...
15:51:25  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #12262: Fix #12255: inconsistent punctuation in English https://github.com/OpenTTD/OpenTTD/pull/12262
15:51:28  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #12255: [Bug]: Missing colon and extra ending dots in English base language https://github.com/OpenTTD/OpenTTD/issues/12255
15:52:19  <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1216413332446122064/image.png?ex=66004c32&is=65edd732&hm=e3bebfbea866e7cdf30933ec17c6c1556984a63763fc7e6636e7c0a6340a1cb1&
15:52:19  <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1216413332702236894/image.png?ex=66004c32&is=65edd732&hm=e36f3213a7febb143d4eeafe305b0fd7947cd9d6cf51d3a77d60de4b7ebdb770&
15:52:19  <rau117> rau117: I donโ€™t know whether to post this as a suggestion or as a bug.
15:52:19  <rau117> Even the *beloved path signals* menu looks completely wrong โ€“ 80% useless "convert signalโ€ button is way too wide than the actual pbs buttons, needless to say about unfortunate  block-signalsโ€ฆ
15:53:03  <merni> The first one certainly looks like a bug to me
15:54:53  <peter1138> Not actually a bug, but perhaps less than ideal layout.
16:04:29  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12264: Codechange: Use vector for waypoint layout. https://github.com/OpenTTD/OpenTTD/pull/12264
16:05:54  <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1216416752842575973/image.png?ex=66004f61&is=65edda61&hm=566a2fec5c38bee3862eb5275de37b6722903d81e14b6e8bd252ee80d2a360bc&
16:05:54  <peter1138> If you use the standard font at the standard size it looks fine.
16:06:32  <peter1138> Oh, and the standard signals. Yeah, your signals are very narrow.
16:07:48  <locosage> Buttons should probably be capped to the min size of standard signals
16:08:05  <rau117> peter1138: Yes, with standard signals everything *looks* pretty nice (still, general inconvenience of thin buttons is here)
16:08:20  <locosage> Get way too thin otherwise
16:08:34  <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1216417427034869820/image.png?ex=66005002&is=65eddb02&hm=5536bf2a88cede7756f9452e6441abcdecbff35244ee0eca41149b392e8e0996&
16:08:34  <rau117> however, there may be... such a situation
16:10:22  <_glx_> yeti semaphore are so cute ๐Ÿ™‚
16:10:52  <peter1138> Okay, let's download 182MB of badly coded NewGRF...
16:11:41  <_glx_> clearly looks like grf is "lying" about sprite sizes
16:11:53  <peter1138> Yeti doesn't give me those signals. Hmm.
16:12:21  <DorpsGek> [OpenTTD/OpenTTD] pasantoro commented on issue #12255: [Bug]: Missing colon and extra ending dots in English base language https://github.com/OpenTTD/OpenTTD/issues/12255
16:12:21  <peter1138> Oh I downloaded "Yeti Extended..." oops.
16:13:52  <rau117> โ€œvery narrowโ€ 8bpp signals from PURR
16:13:52  <rau117> โ€œvery wideโ€ 32bpp from NUTS
16:14:02  <locosage> By "lying" you mean not cropping them to the size?
16:15:35  <locosage> Though signals are probably not the case in some places grf is forced to disable crop and iirc crop is a global argument in nml
16:16:06  <rau117> https://cdn.discordapp.com/attachments/1008473233844097104/1216419318603190292/image.png?ex=660051c5&is=65eddcc5&hm=9d0e3cfbb887c72b4d86fdd85013ff3be15b938ef4d1d3b8b84af8ca2edcb816&
16:16:06  <rau117> okey, a more โ€œnormalโ€ set of signals that also gives a similar effect โ€“ Dutch signals
16:24:53  <_glx_> peter1138: seems to be NUTS actually
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16:33:39  <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1216423737407180930/image.png?ex=660055e3&is=65ede0e3&hm=ff77f68b38ba6a88f73d131ab6e71dd7174023d0f9b56dd00f9ac144f902f36b&
16:33:39  <peter1138> Better?
16:39:42  <xarick> Somebody check if I'm doing something stupid: https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:OpenTTD:fix-some-script-time-related-functions
16:41:17  <xarick> otherwise... many scripts logic will fall apart when Wallclock mode is used
16:41:25  <xarick> and they still may
16:42:10  <xarick> impossible to deduce what the authors intend their behaviour to be
16:43:39  <xarick> undefined behaviour?
16:49:22  <xarick> I actually wanted to test some AIs with longer days, avoiding new engines being introduced so quickly, but alas... it's not working
16:51:28  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #12264: Codechange: Use vector for waypoint layout. https://github.com/OpenTTD/OpenTTD/pull/12264#pullrequestreview-1926584653
16:54:37  <rau117> peter1138: Yeah, cool!
16:54:37  <rau117> The separator performs its main function ofโ€ฆ separation, and the wide buttons are more convenient to aim.
17:05:27  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #12257: [Crash]: on startup (out of memory, couldn't allocate ~~~ bytes) https://github.com/OpenTTD/OpenTTD/issues/12257
17:11:21  <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1216433226961391740/image.png?ex=66005eb9&is=65ede9b9&hm=ccb49b16e1ba566e14e405b1931a5d28c0440d6e1eb8dcf155cce48d510042d0&
17:11:21  <peter1138> Giant buttons because the two on the right no longer fill.
17:12:23  <talltyler> If any buttons are giant, those work ๐Ÿ™‚
17:15:38  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #12264: Codechange: Use vector for waypoint layout. https://github.com/OpenTTD/OpenTTD/pull/12264
17:32:19  <merni> peter1138: Can't that window be only as wide as necessary?
17:32:52  <_glx_> it is
17:45:50  <talltyler> The title text determines its width
17:49:08  <peter1138> So basically 1) It's too narrow (current master), and 2) It's too wide (with my changes). Gotcha.
17:51:13  <peter1138> peter1138: I assume Merni was refering to this one.
17:51:40  <peter1138> Oh, no, I missed the quote part.
17:51:52  <peter1138> Yeah, the width is determined by the caption at this point.
17:52:05  <peter1138> "Signals" might be enough.
18:26:43  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249#issuecomment-1987318013
18:36:18  <DorpsGek> [OpenTTD/OpenTTD] TheMowgliMan commented on issue #12257: [Crash]: on startup (out of memory, couldn't allocate ~~~ bytes) https://github.com/OpenTTD/OpenTTD/issues/12257
18:46:11  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249#issuecomment-1987326692
18:46:51  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249#issuecomment-1987327181
18:53:53  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249#issuecomment-1987330666
18:56:56  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249#issuecomment-1987331421
18:58:15  <wensimehrp> Discord Moderator
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19:10:30  <talltyler> Such announcement spam
19:10:47  <talltyler> Up to four entries, though!
19:12:45  <peter1138> Geoff Marshall posted a video so nothing can be done right now.
19:12:46  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #12257: [Crash]: on startup (out of memory, couldn't allocate ~~~ bytes) https://github.com/OpenTTD/OpenTTD/issues/12257
19:13:15  <talltyler> Did he now ๐Ÿ‘€
19:14:45  <truebrain> __karma: hard to say; can be one of those tickets that takes 2 minutes or 2 months ๐Ÿ™‚ Would be a case of tracing down where the window is build, and tracing back where it is called
19:17:05  <talltyler> Currently, the `Default` button reads from the .ini file, where only one value is possible. It needs to set a different value based on the service interval units. I suspect one approach would be to add a default-value callback, like frosch added for title and help strings in https://github.com/OpenTTD/OpenTTD/pull/11906
19:17:38  <truebrain> not sure that special casing a single setting is a good thing, tbh
19:17:51  <truebrain> having a single setting having multiple  units depending on something else ... that already is very icky
19:18:16  <truebrain> can't we just pick a unit, and remove the rest? ๐Ÿ˜„
19:21:50  <truebrain> talltyler: given there is already `val_cb`, I agree that having a default callback might just as well work
19:21:59  <truebrain> still a very odd settings in the bunch of settings that we ahve ๐Ÿ˜„
19:22:20  <peter1138> I did wonder if we should have separate settings depending on the mode.
19:22:57  <talltyler> truebrain: I tried, but it's not that simple: https://github.com/OpenTTD/OpenTTD/pull/10575
19:23:27  <talltyler> Aw, I missed the total destruction of the game ๐Ÿ™‚
19:23:32  <truebrain> my issues with these kind of settings ... if we have difficulty programming it, just imagine how difficult it is for the user to understand ๐Ÿ˜„
19:23:42  <talltyler> Oh yes, it's a hot mess
19:24:06  <peter1138> Bonnie Tyler's Total Destruction of the Game?
19:24:23  <talltyler> Hahaha
19:24:38  <talltyler> I wish I still could still pin posts ๐Ÿ˜›
19:25:40  <peter1138> Ooof, there's a passive-aggressive pin from me. Shameful :/
19:26:13  <truebrain> unpin it! ๐Ÿ˜›
19:26:31  <talltyler> I no longer have pin powers ๐Ÿ™‚
19:26:45  <truebrain> sad; I wonder if we just shouldn't have pin powers in this channel .. would make sense ๐Ÿ™‚
19:27:23  <talltyler> I will ask in dev chat so it doesn't get buried here
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19:30:09  <truebrain> 150
19:32:04  <peter1138> Well...
19:32:17  <truebrain> You have a patch for it? ๐Ÿ˜„
19:32:35  <peter1138> No ๐Ÿ™‚
19:32:45  <truebrain> pff
19:33:07  <peter1138> But I'd imagine it would work something like a virtual depot that gets moved from one location to another.
19:33:25  <talltyler> Infinite capacity ferry? I love it.
19:33:30  <truebrain> 1 bus fits on a huge container ship ๐Ÿ˜„
19:34:02  <peter1138> Doesn't need to be infinite, but doesn't not need to be either.
19:34:30  <peter1138> Eurostar carrying lorries under a sea tunnel...
19:34:35  <talltyler> If youโ€™re implementing mobile depots, I guess you could allow any combination of vehicles
19:34:43  <truebrain> just imagine the complexity of getting the pathfinder code right here ๐Ÿ˜„
19:34:44  <peter1138> But yeah. Quite difficult.
19:34:59  <talltyler> Trains on planes, planes on boatsโ€ฆ
19:35:03  <truebrain> but also, perspective really is a problem ๐Ÿ™‚
19:35:34  <talltyler> Can you put a ferry onto another vehicle and nest them? Like a boat carrying a train carrying a truck?
19:35:46  <peter1138> Sounds fun.
19:35:46  <truebrain> carrying a plane? ๐Ÿ˜„
19:36:09  <peter1138> Airbus Beluga
19:36:38  <talltyler> Really one conceptual problem is how the child vehicle enters the parent. It just enters a station tile at the shared station and despawns?
19:37:01  <talltyler> Oh, I guess shared multi-tile depots might work too
19:37:06  <peter1138> I would say "hidden" rather than "despawn".
19:37:16  <truebrain> Or you get "ports", and also build shared infrastructure while you are at it
19:38:28  <talltyler> If weโ€™re doing shared infrastructure between modes, a generic approach that would allow moveable bridges as a subclass would be nice
19:38:40  <truebrain> moveable bridges? wth?
19:38:41  <talltyler> Since we are in dreamland here ๐Ÿ˜„
19:38:50  <truebrain> what is next, movable tunnels?
19:38:52  <peter1138> I'm not sure where that comes in ๐Ÿ˜„
19:38:56  <matusguy-station> yea i was confused at movable bridges too
19:39:43  <peter1138> What's next, Howl's Moving Castle?
19:39:47  <talltyler> I was thinking that shared infrastructure requires a new category of things
19:40:07  <talltyler> But we do it with stations so maybe not
19:40:14  <truebrain> shadowsword: anyway, to answer a bit more concrete: this would touch pathfinders, vehicle movement code, some solution for a vehicle to follow another vehicle (like "depots" as peter1138 describes it), not to mention the perspective issues (graphical), and "how do orders work" (from a functional perspective) .. this would be a huge project, with many "but but but but" questions ๐Ÿ™‚
19:40:32  <matusguy-station> what's next? movable trucks? Oh wait.
19:41:03  <talltyler> Moveable bridges are probably an order of magnitude easier than vehicle ferries, tbh
19:41:18  <truebrain> I still have no clue what you actually mean with "moveable bridges"
19:41:23  <talltyler> So only 15 on a scale of 1-10 ๐Ÿ˜›
19:42:07  <talltyler> truebrain: https://en.m.wikipedia.org/wiki/Moveable_bridge
19:42:22  <matusguy-station> Oh these
19:42:36  <peter1138> So completely unrelated.
19:42:37  <truebrain> https://cdn.discordapp.com/attachments/1008473233844097104/1216471292354760864/CNIM_PFM_motorized_floating_bridge_technical_datasheet_main_picture_640_001-63148909.webp?ex=6600822d&is=65ee0d2d&hm=829404e5433b5fbb1a7715b4c9406210db9d90e63a930cc867c557b63796fbb7&
19:42:37  <truebrain> I was more thinking about
19:42:43  <peter1138> Yeah
19:42:52  <truebrain> as that, in context, makes more sense ๐Ÿ™‚
19:43:02  <truebrain> ferries ... these things ... ๐Ÿ˜„
19:43:23  <truebrain> anyway, for your moveable bridges, you first need ship-height to be a thing
19:43:34  <matusguy-station> Thats true
19:43:44  <truebrain> "Can't go into this port, as the bridge is too low"
19:43:50  <truebrain> owh, then we also needs flexible water-height
19:44:03  <truebrain> now I am in dreamland ๐Ÿ™‚
19:46:26  <Eddi|zuHause> ships enter and exit ports depending on tide flow?
19:46:52  <Rubidium> then you implement a swing bridge and... a few seconds after opening the PR they want turntables
19:47:22  <Eddi|zuHause> you can do that, with objects that have state machines *cough* :p
19:49:41  <andythenorth> state machines
19:49:44  <andythenorth> oh too late
19:49:48  <andythenorth> Eddi beat me
19:50:16  <truebrain> did it hurt?
19:50:19  <truebrain> do we need to call someone?
19:51:31  <peter1138> But objects can't transport anything.
19:51:48  <andythenorth> truebrain: it's ok, I can assert for myself
19:51:51  <andythenorth> but thanks for checking
19:51:55  <truebrain> no worries
19:51:58  <truebrain> here for you!
19:52:01  <xarick> One error string for all 5 unbunch errors?
19:52:05  <peter1138> The original purpose of "objects" was for "unmoveable" tiles.
19:52:08  <xarick> yes or no
19:52:08  <andythenorth> flat moving objects?
19:52:25  <peter1138> Transmitters and lighthouses. To get in your way.
19:52:32  <andythenorth> we could to road-railer stuff with mutation depots
19:59:02  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1216475425849606365/image.png?ex=66008606&is=65ee1106&hm=6ef0410c105cf4cd3714c5738cae7c5ca56dd57fcd4cf7718d71128d1ca3d335&
20:10:21  <Eddi|zuHause> well, from my perspective, objects were a solution to "non-track stations can't be put on all types of slopes"
20:20:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #12265: Change: Use (at least) standard toolbar button size for signal selection buttons. https://github.com/OpenTTD/OpenTTD/pull/12265
20:26:28  <andythenorth> hmm build has changed recently?
20:26:41  <andythenorth> `src/stdafx.h:74:10: fatal error: 'source_location' file not found
20:26:41  <andythenorth> #include <source_location>
20:26:42  <andythenorth> `
20:27:06  <peter1138> Nothing changes.
20:27:08  <andythenorth> some vckpg I need?
20:27:18  <peter1138> There are definitely no commits during the day.
20:27:30  <truebrain> Newer XCode is what you need
20:27:38  <truebrain> XCode 15+
20:28:07  <andythenorth> hmm my cmake is broken also
20:28:09  <andythenorth> that's new
20:28:15  <andythenorth> macOS updates probably
20:28:38  <truebrain> That error you see is a commit introduced today in OpenTTD
20:29:35  <andythenorth> XCode 15 isn't available for my device
20:29:46  <andythenorth> wheels in wheels ๐Ÿ™‚
20:30:29  <truebrain> You don't have an M1? ๐Ÿ˜ฎ
20:30:38  <andythenorth> I don't have macOS 14+
20:30:46  <truebrain> Update!
20:31:04  <andythenorth> not right now
20:31:11  <truebrain> ๐Ÿ™‚
20:31:16  <peter1138> Oh dear.
20:31:20  <andythenorth> recent macOS versions have been quite breaking
20:31:23  <peter1138> We've obsoleted andy.
20:31:31  <andythenorth> M3 ?
20:31:44  <peter1138> Who'd've thought a developement environment needs a specific version of the OS...
20:32:03  <truebrain> It is Apple, nothing is surprising anymore
20:32:14  <andythenorth> I am several OS major versions behind
20:32:30  <peter1138> Hmm, 15.2 should work on 13.5.
20:32:35  <peter1138> Just 15.3 needs 14.
20:32:37  <matusguy-station> apple do be like that
20:32:38  <andythenorth> yeah I'm on 12 something
20:32:49  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #12249: Add: [Script] Unbunch order flag https://github.com/OpenTTD/OpenTTD/pull/12249
20:32:57  <andythenorth> they changed the UI button colours and I couldn't update without mental preparation
20:33:06  <peter1138> Is that similar to a Windows user still being on Windows 7?
20:33:13  <andythenorth> or Vista
20:33:32  <andythenorth> ok, I guess I download official OpenTTD binaries
20:33:47  <truebrain> Like the rest of the plebs
20:33:52  <peter1138> We'll probably find out they need macOS 14 too ๐Ÿ˜„
20:34:30  <peter1138> I'm glad I switched back to Linux... my OS hasn't been forcing adverts and AI on me at all.
20:35:08  <peter1138> Although VS Code updates have been trying.
20:42:50  <xarick> how do I get a list of Commands with extra error strings? Need to know how it's being used
20:43:54  <_glx_> it's not used too often I think
20:44:35  <DorpsGek> [OpenTTD/OpenTTD] TheMowgliMan started discussion #12266: How to manipulate StringIDs? https://github.com/OpenTTD/OpenTTD/discussions/12266
20:45:34  <_glx_> most of the time it will be INVALID_STRING_ID
20:46:24  <xarick> AIs already have error category, now they're getting a 3rd layer
20:46:28  <xarick> ๐Ÿ˜ฆ
20:47:06  <_glx_> it would be similar to GetLastError()
20:49:35  <_glx_> anyway if you look at errors, you'll see we try to merge similar errors to ease AI coding
20:50:01  <_glx_> `ERR_VEHICLE_IN_THE_WAY,                       // [STR_ERROR_TRAIN_IN_THE_WAY, STR_ERROR_ROAD_VEHICLE_IN_THE_WAY, STR_ERROR_SHIP_IN_THE_WAY, STR_ERROR_AIRCRAFT_IN_THE_WAY]`
20:50:30  <_glx_> or `        ERR_AREA_NOT_CLEAR,                           // [STR_ERROR_BUILDING_MUST_BE_DEMOLISHED, STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST, STR_ERROR_MUST_DEMOLISH_RAILROAD, STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST, STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST, STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST, STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST,
20:50:30  <_glx_> STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST, STR_ERROR_BUOY_IN_THE_WAY, STR_ERROR_MUST_DEMOLISH_DOCK_FIRST, STR_ERROR_GENERIC_OBJECT_IN_THE_WAY, STR_ERROR_COMPANY_HEADQUARTERS_IN, STR_ERROR_OBJECT_IN_THE_WAY, STR_ERROR_MUST_REMOVE_ROAD_FIRST, STR_ERROR_MUST_REMOVE_RAILROAD_TRACK, STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST, STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST, STR_ERROR_EXCAVATION_WOULD_DAMAGE]`
20:50:50  <xarick> that is done already
20:50:57  <xarick> 1 unbunch error for all 5
20:51:43  <_glx_> for me a "can't set order" should be enough
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22:54:16  <xarick> I have no way to test the extra error
22:54:27  <xarick> would require me to also add more errors
22:54:43  <xarick> map more errors
22:56:21  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1216520047904821389/image.png?ex=6600af95&is=65ee3a95&hm=e0b1b502b7e19c877ace625076353c022266a777b30f9c48b63ac771df69c674&
22:56:21  <xarick> is this acceptable?
23:13:56  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #12269: Add: [Script] GetExtraLastError and GetExtraLastErrorString https://github.com/OpenTTD/OpenTTD/pull/12269
23:14:23  <xarick> this PR feels bad...
23:15:03  <xarick> a very sad PR
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23:26:17  <xarick> `ScriptObject::Command<CMD_INSERT_ORDER>::Do(0, vehicle_id, order_pos, order);`
23:26:17  <xarick> they don't have a ::Post
23:39:53  <xarick> talltyler: An AI is adding a depot unbunch order, it fails with:
23:39:53  <xarick> CommandCost(STR_ERROR_CAN_T_ADD_ORDER, STR_ERROR_UNBUNCHING_ONLY_ONE_ALLOWED);
23:39:53  <xarick> Resulting message is actually this:
23:39:53  <xarick> {WHITE}... vehicle can't go to that station
23:39:53  <xarick> {WHITE}... can only have one unbunching order
23:40:10  <xarick> there is no POST message
23:42:06  <xarick> does it really require a 2 string error return?

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