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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 01:31:03 *** Flygon has joined #openttd 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 03:38:40 *** debdog has joined #openttd 03:42:01 *** D-HUND has quit IRC 03:43:43 *** gnu_jj has joined #openttd 03:47:06 *** gnu_jj_ has quit IRC 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 ... ๐ 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 ๐ฆ 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 ๐ 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> ๐ 14:28:41 <xarick> there's even a Frozen time mode ๐ 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 ๐ 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" ๐ 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 donโt 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-signalsโฆ 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 ๐ 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> โvery narrowโ 8bpp signals from PURR 16:13:52 <rau117> โvery 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 โnormalโ set of signals that also gives a similar effect โ Dutch signals 16:24:53 <_glx_> peter1138: seems to be NUTS actually 16:25:39 *** Wormnest has joined #openttd 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 ofโฆ 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 ๐ 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 19:03:12 *** Flygon has quit IRC 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 ๐ 19:14:45 <truebrain> __karma: hard to say; can be one of those tickets that takes 2 minutes or 2 months ๐ 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? ๐ 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 ๐ 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 ๐ 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 ๐ 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 ๐ 19:25:40 <peter1138> Ooof, there's a passive-aggressive pin from me. Shameful :/ 19:26:13 <truebrain> unpin it! ๐ 19:26:31 <talltyler> I no longer have pin powers ๐ 19:26:45 <truebrain> sad; I wonder if we just shouldn't have pin powers in this channel .. would make sense ๐ 19:27:23 <talltyler> I will ask in dev chat so it doesn't get buried here 19:28:30 *** matusguy_ has joined #openttd 19:29:03 *** matusguy_ is now known as matusguy-station 19:30:09 <truebrain> 150 19:32:04 <peter1138> Well... 19:32:17 <truebrain> You have a patch for it? ๐ 19:32:35 <peter1138> No ๐ 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 ๐ 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 youโre 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 ๐ 19:34:44 <peter1138> But yeah. Quite difficult. 19:34:59 <talltyler> Trains on planes, planes on boatsโฆ 19:35:03 <truebrain> but also, perspective really is a problem ๐ 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? ๐ 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 weโre 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 ๐ 19:38:50 <truebrain> what is next, movable tunnels? 19:38:52 <peter1138> I'm not sure where that comes in ๐ 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 ๐ 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 ๐ 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 ๐ 19:43:02 <truebrain> ferries ... these things ... ๐ 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 ๐ 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 ๐ 20:30:29 <truebrain> You don't have an M1? ๐ฎ 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> ๐ 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 ๐ 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> ๐ฆ 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 20:52:09 *** Wormnest has quit IRC 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 23:17:35 *** matusguy-station has quit IRC 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?