Times are UTC Toggle Colours
00:05:31 *** nielsm has quit IRC 00:30:03 *** m1cr0man has quit IRC 00:34:23 *** m1cr0man has joined #openttd 00:38:52 *** iSoSyS has joined #openttd 00:39:18 *** iSoSyS has quit IRC 00:51:09 *** Wolf01 has quit IRC 01:00:56 *** m1cr0man has quit IRC 01:01:20 *** m1cr0man has joined #openttd 01:03:16 *** m1cr0man has quit IRC 01:03:32 *** m1cr0man has joined #openttd 01:11:02 *** m1cr0man has quit IRC 01:11:18 *** m1cr0man has joined #openttd 01:17:33 *** m1cr0man has quit IRC 01:17:48 *** m1cr0man has joined #openttd 01:46:07 *** m1cr0man has quit IRC 01:46:22 *** m1cr0man has joined #openttd 02:11:40 *** Wormnest has quit IRC 02:18:21 *** m1cr0man has quit IRC 02:18:47 *** m1cr0man has joined #openttd 02:26:38 *** m1cr0man has quit IRC 02:26:53 *** m1cr0man has joined #openttd 02:34:50 *** geli has joined #openttd 02:42:10 *** gelignite has quit IRC 03:10:10 *** PeteH has quit IRC 03:20:39 *** PeteH has joined #openttd 03:21:58 *** iSoSyS has joined #openttd 03:24:27 *** Flygon has joined #openttd 03:39:52 *** glx has quit IRC 03:42:43 *** D-HUND has joined #openttd 03:46:05 *** debdog has quit IRC 04:18:24 *** _aD has quit IRC 04:22:36 *** geli has quit IRC 05:04:35 *** tokai|noir has joined #openttd 05:04:35 *** ChanServ sets mode: +v tokai|noir 05:11:26 *** tokai has quit IRC 06:46:46 *** D-HUND has quit IRC 07:19:23 <Gustavo6046> Cities are fun but also kind of boring at the same time 07:19:27 <Gustavo6046> Fun because they spread and respond to cargo in a way 07:19:54 <Gustavo6046> Boring because, really, they don't do a whole lot other than passengers and mail and accepting goods or some other kinds of city cargo (like food and alcohol under FIRS). 07:22:19 <Gustavo6046> I mean, yeah, there is a local authority which can get mad at you if you don't hug trees (and maybe do dubiously intimate things to them too), and the road reconstruction that can frustrate rival industries whenever they exist 07:22:25 <Gustavo6046> And stuff like that 07:22:34 <Gustavo6046> I just wish there were more ways cities could interact with you and with each other, though. 07:22:41 <Gustavo6046> Maybe migration, maybe labour? 07:25:21 <Gustavo6046> Maybe a city will keep track of nearby industries and have a slight passenger supply desire for those 07:25:54 <Gustavo6046> Actually, uh, an industry will keep track of nearby cities and have a slight demand for passengers from them; the "supply desire" would probably be handled by Cargodist, and would already be with no additional effort 07:27:51 <Gustavo6046> Maybe as time goes on the radius from which it can pick labour demand increases, kind of like pamphlets reaching wider, or the Internet 07:28:10 <Gustavo6046> OR if you link up passenger lines to more cities, it'll eventually want passengers from those 07:29:12 <Gustavo6046> And whenever you deliver a passenger from a city to an industry, that boosts the city's growth – labour is remunerated and the cities grow 07:29:26 <Gustavo6046> yay for wage labour.... mehh... 07:31:34 <Gustavo6046> still waiting for openttd socialist edition :PP 07:31:36 <Gustavo6046> lol 07:31:39 <Gustavo6046> but I digress 08:26:19 *** WormnestAndroid has quit IRC 08:42:15 *** andythenorth has joined #openttd 08:58:23 *** Gustavo6046 has quit IRC 09:08:16 <jlx_> Can anyone please tell me in which CMake source group "openttd.cpp" is? 09:09:30 <jlx_> oh, does not matter. found it in src/CMakeLists.txt 09:43:43 *** sla_ro|master has joined #openttd 09:51:10 <andythenorth> yo 09:57:25 <peter1138> Oops, I overslept :( 10:01:56 *** ChanServ sets mode: +v DorpsGek 10:01:56 *** ChanServ sets mode: +v blathijs 10:01:56 *** ChanServ sets mode: +v Rubidium 10:04:54 <andythenorth> hmm 10:05:11 * andythenorth trying to remember how complex functions work in maths 10:07:36 <andythenorth> a map region that has a regular-if-complex boundary must be expressable as a function 10:07:51 <andythenorth> which means that evaluating if an (x, y) is inside or outside is just maths 10:08:10 <andythenorth> rectangle is easy, circle is easy 10:26:05 <TrueBrain> its sunday 10:26:05 <TrueBrain> stop doing math 10:28:25 <andythenorth> I am not doing maths :P 10:28:43 <andythenorth> I want the computer to do it :P 10:28:49 <jlx_> "No available language packs (invalid versions?)" <- Anyone knows what that means? 10:29:11 <TrueBrain> that your language packs are not compiled for your binary 10:29:15 <TrueBrain> andythenorth: good, much better :) 10:29:39 <jlx_> TrueBrain: I only compiled openttd from source... Did I compile it wrong? Or do I need to somehow install these packs? 10:29:56 <TrueBrain> if you compiled from source, you also have new language files 10:30:04 <TrueBrain> they come together, as a pair 10:30:05 <TrueBrain> tightly hugging each other 10:31:52 <jlx_> TrueBrain: I just did a "make install", and then run "/path/to/where/I/installed/games/openttd" 10:31:56 <jlx_> is that wrong? 10:32:11 <TrueBrain> I dunno, I can only tell you what the error means 10:32:38 <TrueBrain> your executable is not finding the language files that were build together with it 10:41:47 <jlx_> So, the language files are in the git repo "OpenTTD"? 10:42:08 <TrueBrain> no, you compile them together with the binary 10:42:44 <jlx_> where do I get these files from if they are not in git? 10:42:53 <TrueBrain> you compile them 10:42:56 <TrueBrain> together with your binary 10:43:03 <TrueBrain> not really sure how to say that differently, sorry :) 10:43:05 <TrueBrain> they are in your build folder 10:43:06 <jlx_> you mean they are created during compilation? 10:43:16 <TrueBrain> that is the wording I was using, yes :) 10:44:09 <jlx_> share/games/openttd/lang/*.lng ? 10:44:12 <jlx_> these things? 10:44:31 <TrueBrain> in your build folder they exist; I do not know where your system leaves them after 10:44:39 <TrueBrain> but yes, that smells a lot like language files :) 10:45:33 <jlx_> hmm, I made a local install. Is it required to do a system install in order to find them? 10:45:58 <TrueBrain> I do not know your OS, nor your setup, nor what a "local install" means for you 10:46:04 <TrueBrain> but the executable needs to be able to find the language files 10:46:21 <TrueBrain> depending on how you compiled it, that can mean several different thing 10:46:29 <jlx_> Linux, I did a "cmake -DCMAKE_INSTALL_PREFIX=/home/.../..." 10:53:30 <jlx_> solved 10:53:52 <jlx_> I just created a symlink because it searched in the wrong dir 10:54:01 <jlx_> thanks anyways, TrueBrain 11:01:32 <peter1138> Hmm watch Wandavision they said... 11:29:15 <TrueBrain> I always like if you setup your code good enough, adding features is easy 11:29:21 <TrueBrain> adding variable support was like 5 lines of code :D 11:35:30 *** nielsm has joined #openttd 11:38:46 <andythenorth> I find I often need 5 lines 11:38:57 <andythenorth> sadly I have to write 100 to discover that 11:39:13 <andythenorth> mostly "print('foo is currently', foo)" 11:41:08 *** frosch123 has joined #openttd 12:06:19 <jlx_> I did a Linux install via "cmake -DCMAKE_INSTALL_PREFIX=/home/... .." and now OpenTTD complains about missing graphics (manual section 1.4). But the manual does not really tell me where to put the graphics. 12:06:46 <jlx_> if my CMAKE_INSTALL_PREFIX is a/b/c, where do the graphics and sounds need to be? 12:13:02 <nielsm> it should still be looking in the user profile 12:13:14 <nielsm> ~/.openttd/baseset/ I believe 12:16:26 <andythenorth> hmm 12:16:27 *** gelignite has joined #openttd 12:16:32 <andythenorth> 80+ vars for x and y 12:16:38 <jlx_> nielsm: almost! it now found the graphics, but complains about the music. Though I put opengfx and opensfx into "baseset" 12:16:38 * andythenorth copies from Tyler 12:17:12 <andythenorth> hmm 12:17:13 <andythenorth> https://github.com/2TallTyler/lumberjack_industries/blob/main/src/functions.nml#L87 12:17:34 <andythenorth> why is GetTileY using '/ map_x_edge'? 12:18:02 <andythenorth> is this some tile sequence thing? 12:19:20 <nielsm> var 0x80 returns the tile id for the industry position: https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_industries.cpp#L164 12:19:38 <nielsm> so by dividing that by the map X edge you get the Y coordinate 12:19:50 <nielsm> map X edge length 12:20:08 <andythenorth> rows and cols? 12:20:11 <andythenorth> hmm 12:20:11 <andythenorth> ok 12:20:13 <nielsm> yes 12:20:24 * andythenorth wonders if we could teach nml to do this 12:20:43 * andythenorth teaches FIRS to do it meanwhile 12:20:48 <nielsm> row 0 has tiles 0 to 255, row 1 has tiles 256 to 511, row 2 has tiles 512 to 767, etc. 12:21:43 <andythenorth> thanks :) 12:43:37 * andythenorth ponders hexagonal regions 12:44:00 <andythenorth> https://stackoverflow.com/questions/5193331/is-a-point-inside-regular-hexagon 12:46:45 <TrueBrain> owh boy 12:48:38 <TrueBrain> hmm .. now to figure out how to do comparisons in a smart way ... it is tricky, as it means I need to generate several chains and emit switch-cases .. which I am currently not doing :D 12:48:42 <TrueBrain> more infrastructure needed! :P 12:49:43 * andythenorth wonders when to start porting FIRS to TrueGRF 12:50:05 <TrueBrain> I need alpha testers when this is done for sure :P 12:50:51 <andythenorth> it's either an impossible job, or an easy one :P 12:51:00 <andythenorth> FIRS has been ported 3 times already 12:51:19 <TrueBrain> I am using your FIRS 4.4, so that should be easy :P Not doing your "master" nonsense :P 12:51:33 <andythenorth> nfo -> nml with CPP templates and variadic macros -> nml with python templating 12:54:54 <nielsm> oh, you actually _can_ get a town's absolute map coordinate in GRF, with var 0x80 too 12:55:13 <nielsm> so yeah it is possible to geographically divide the towns on the map into zones 12:57:57 <andythenorth> yes 12:58:23 <andythenorth> different architecture styled north and south for example 12:58:31 * andythenorth BBL 12:58:35 *** andythenorth has quit IRC 13:04:35 *** andythenorth has joined #openttd 13:12:36 *** andythenorth has quit IRC 13:39:31 *** andythenorth has joined #openttd 13:47:35 *** andythenorth has quit IRC 14:19:23 <jlx_> I have an openttd branch and some scripts that, combined, allow to export OpenTTD savefiles to graphs (via the dot tool) in PDF format. They aim is to let them look like typical subway maps. Should I work on a PR for this, or is it out of scope? The OpenTTD part consists of additions to YAPF and a "video driver" which does not display video, but just exports the map. 14:21:03 <nielsm> there isn't really any precedent for including that kind of data export tools yet 14:22:10 <nielsm> I think it'd be more likely to be accepted in a wholly different form, making a way for a gamescript to read the link graph and dump it to admin port 14:26:23 <frosch123> openttd is a game, keep tools external please :) 14:26:52 <frosch123> i would also think that everyone who can use "dot", probably can also compile ottd 14:29:06 <jlx_> yes, the tools are in an external repo 14:30:01 <jlx_> the video driver workaround is needed because I needed to drive the trains around a bit to get some result. This can probably done by script, too. Though we can also take the video driver solution now, and make a script version later which produces the same output 14:30:19 <nielsm> I believe frosch means that your OpenTTD patch that adds the data export is _also_ part of the tools, and so doesn't have a place in the main branch 14:30:48 <nielsm> look at the null video driver, it's already used for that kind of automation 14:31:22 <nielsm> it runs the game for a specified number of ticks, and you can have it run a console command script to trigger the export or something 14:32:35 <jlx_> I can take a look at this 14:32:44 <frosch123> just keep you branch separate from main ottd. i don't see much benefit in including it. everyone who would be able to use it (run ottd in special mode, run futher tools), would also be able to use your branch 14:42:09 <jlx_> What disadvantages do you see with adding export tools to the main branch? The advantages are clear to me, but the disadvantages? I'm just curious... 14:42:31 <jlx_> It's seems really unusual for open source projects 14:42:33 <nielsm> maintenance of a feature extremely few users will use 14:42:52 <nielsm> it will bitrot and/or be a burden to developers who don't have interest in it 14:43:24 <jlx_> I developped that thing 6 years ago, and rebasing it was just changing a few LOC, it was pretty easy. So the overhead seems minimal. 14:45:40 *** andythenorth has joined #openttd 14:53:45 *** andythenorth has quit IRC 15:06:30 <FLHerne> jlx_: Why is it necessary to drive trains about? 15:06:49 <LordAro> seems achievable just by reading the save file, imo 15:06:52 <LordAro> no need for OTTD at all 15:07:00 <FLHerne> I'd have thought any information you need for subway maps is either map data or orders 15:08:11 <FLHerne> Autogenerated subway maps sound nice, I've drawn a few manually 15:08:30 <FLHerne> although my track record of being able to make `dot` generate anything aesthetically tolerable is poor 15:08:47 *** glx has joined #openttd 15:08:47 *** ChanServ sets mode: +v glx 15:09:42 *** WormnestAndroid has joined #openttd 15:12:03 <nielsm> the link graph is definitely stored in the save file, because it needs to be distributed and in sync between all clients in multiplayer 15:18:51 *** jottyfan has joined #openttd 15:33:00 *** andythenorth has joined #openttd 15:50:54 <DorpsGek> [OpenTTD/nml] andythenorth commented on issue #218: Request: Add variable for xy coordinates of industries https://git.io/JGqZ1 15:53:56 <andythenorth> did we discuss global random seed for newgrf recently? 15:54:44 <andythenorth> I am splitting the map into regions 1/3 each for industry location 15:55:07 <andythenorth> the order is consistent, but it would be nice to be able to randomly reverse it 15:55:48 <andythenorth> and randomly choose orientation if the map is square (e.g. NE->SW, SW->NE, NW->SE, SE->NW) 16:44:37 <jlx_> FLHerne: I'm not even 100% sure, because this code is so old, but I remember it was unavoidable back then. I wanted to know via which stations trains drive, even if they don't stop there. 16:46:27 <jlx_> I think intermediate stations (where a train does not stop) are not in the savefile. 16:49:32 *** Flygon has quit IRC 16:55:48 <andythenorth> FIRS region support :P https://github.com/andythenorth/firs/commit/22c8ebef116d1a0dccac6cbb1f1cee2fa08f5401 16:55:57 <andythenorth> should I bother doing more than simple quadrants? :P 16:56:36 <andythenorth> also to change the orientation wrt map, should I do a matrix transformation? 16:57:10 * andythenorth can only think of a lot of conditional statements measuring map size :( 17:01:47 <andythenorth> using numpy is probably overkill :P https://numpy.org/doc/stable/reference/generated/numpy.matrix.transpose.html 17:02:26 <andythenorth> hmm each orientation is just n 90 degree rotations of the default? 17:03:16 <andythenorth> so 90 degree would min_x -> max_x, max_x -> min_y, min_y -> max_x, max_y -> min_x 17:03:30 <andythenorth> where is Eddi to tell me there's a better way? :9 17:06:29 <nielsm> 90 drgree rotation around origin at (0,0) is (x,y)=(y,-x), or (x,y)=(-y,x), depending on direction 17:06:56 <nielsm> so if you want to rotate around a point not at origin you'd translate that point to origin, apply rotation, translate back 17:08:40 <andythenorth> if it's just a simple quadrant, I could store [min_x, max_x, min_y, max_y] then just pop and append? 17:09:36 *** murr4y has quit IRC 17:16:11 *** murr4y has joined #openttd 17:16:11 <andythenorth> hmm not so simple in nml :P 17:16:12 <andythenorth> oops 17:16:35 * andythenorth was doing it in the python side of the compile, which results in a useless static result :P 17:16:38 <andythenorth> has to be switches 17:23:38 *** Wormnest has joined #openttd 17:45:13 <FLHerne> jlx_: correct (unless the user's added them as 'go via' orders for some reason) 17:47:37 *** WormnestAndroid has quit IRC 17:47:50 *** WormnestAndroid has joined #openttd 18:06:06 *** m1cr0man has quit IRC 18:06:24 *** m1cr0man has joined #openttd 18:50:04 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J9GFU 18:50:05 <DorpsGek> - Update: Translations from eints (by translators) 18:54:37 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech opened issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 18:55:25 *** WormnestAndroid has quit IRC 18:55:37 *** WormnestAndroid has joined #openttd 18:56:32 *** Afdal has joined #openttd 18:56:42 <glx> hmm I don't remember it's possible to change company color in main menu 18:56:47 <Afdal> Was some kind of change made to the graphics zoom filtering recently? 18:56:58 <Afdal> I feel like the graphics when I'm zoomed out look worse than usual 19:00:32 <Afdal> Using the original TTD graphics here 19:00:50 <LordAro> how recently is recently? 19:00:56 <LordAro> (also, no, not that i recall) 19:01:12 <Afdal> like uh 19:01:19 <Afdal> since v10.something 19:01:25 <Afdal> last six months or so 19:01:36 <LordAro> plausibly opengl video renderer could make things look slightly different, but that's been around for a couple years now 19:01:48 <LordAro> and no one else has reported anything similar 19:02:18 <Afdal> hmm 19:02:27 <Afdal> well a friend I'm playing with feels similarly 19:02:29 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech opened issue #9785: [Bug]: v12.1 All off-shore oil railway tracks and station deleted https://git.io/J9GF8 19:02:54 <Afdal> zooming out is a bit of an eyesore now 19:03:23 <LordAro> you're welcome to download older versions to compare against 19:03:31 <Afdal> yeah I'll have to do that later 19:03:58 <Afdal> I think v1.11 was the last version I played 19:04:16 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9785: [Bug]: v12.1 All off-shore oil railway tracks and station deleted https://git.io/J9GF8 19:05:24 * LordAro waits for james to ask for a savegame 19:08:37 <Afdal> maybe I'm just going crazy 19:08:53 <Afdal> Too used to the smooth vectorized scaling of Mindustry :o 19:08:54 <LordAro> change of graphics card/monitor recently? 19:08:57 <Afdal> No 19:09:02 <Afdal> only thing that's changed is my distro 19:09:05 <LordAro> then maybe just you :) 19:09:14 <Afdal> moved from one Debian-based distro to another 19:09:19 <LordAro> though graphics driver could conceivably change something 19:09:20 <LordAro> i guess? 19:09:29 <Afdal> yeah I'm looking at the game on an older version on a different computer 19:09:39 <Afdal> Maybe I was just imagining things 19:09:45 <Afdal> gotta get used to the look again... 19:10:49 <Afdal> what directory do graphics go in again? 19:10:52 <Afdal> so I can test this properly 19:11:06 <LordAro> documented in the readme :) 19:12:16 <Afdal> .openttd/baseset? 19:12:20 <LordAro> yup 19:14:51 <Afdal> Yep okay, guess I temporarily lost my mind 19:14:56 <Afdal> there's been no change to the graphics 19:15:05 <Afdal> Just gotta get used to OpenTTD jaggies again :) 19:15:21 <Afdal> I've been spoiled on games with vectorized graphics 19:15:32 <LordAro> hehe 19:15:44 <LordAro> for some reason, lots of people like z/abase 19:16:09 <Afdal> I actually remember not liking that the last time I tried it 19:16:17 <Afdal> for the same reason I prefer the original TTD graphics 19:16:27 <Afdal> the open stuff looks too sterile for me tbh 19:17:18 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:17:27 <Afdal> though arguably the open stuff handles zooming better 19:17:37 <Afdal> since it's higher resolution 19:27:07 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:28:10 *** WormnestAndroid has quit IRC 19:28:58 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:40:56 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:41:15 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9785: [Bug]: v12.1 All off-shore oil railway tracks and station deleted https://git.io/J9GF8 19:45:53 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:52:07 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:54:03 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9785: [Bug]: v12.1 All off-shore oil railway tracks and station deleted https://git.io/J9GF8 19:54:06 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech closed issue #9785: [Bug]: v12.1 All off-shore oil railway tracks and station deleted https://git.io/J9GF8 19:54:45 <LordAro> le facepalm 19:55:31 <frosch123> haha, that's the first thing i thought... just did not know how to ask about it politely :p 19:56:12 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:57:08 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 19:58:11 <LordAro> frosch123: ah, so your crystal ball is working today? 19:58:13 <LordAro> :p 20:00:40 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:01:42 <frosch123> yeah, it's a bad gui :) 20:02:33 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:03:41 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:03:44 <DorpsGek> [OpenTTD/OpenTTD] TinCanTech closed issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:04:09 <DorpsGek> [OpenTTD/OpenTTD] nielsmh reopened issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:04:12 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9784: [Bug]: v12.1 Cannot change company colour sceme once game starts https://git.io/J9GFm 20:07:14 *** jottyfan has quit IRC 20:10:22 <peter1138> Not a regression, it has absolutely always been that way in that window. 20:10:43 <nielsm> it was better in very old versions 20:12:54 *** Gustavo6046 has joined #openttd 20:18:29 <glx> didn't clicking on the "label" used to click on the "arrow" ? 20:18:41 <LordAro> at the very least it should do that 20:22:07 <Afdal> ugh, ctrl-clicking only toggles path signals types now? 20:22:15 <Afdal> How do I set that back to the default behavior? 20:22:44 <glx> there's a button on top right of the signal window 20:22:51 <Afdal> that's only for placing them 20:22:58 <Afdal> I want the ctrl-click behavior back 20:23:12 <Afdal> it's too tedious to click back and forth between signals types on the selection window 20:23:25 <glx> yes the button will enable advanced block signals 20:23:46 <Afdal> Yes, it allows for their selection from the window 20:23:55 <glx> and affects cycling too 20:23:58 <Afdal> what it doesn't do is allow for their selection when toggling signals by cycling 20:23:59 <Afdal> hmm 20:24:04 <Afdal> Well I'm not seein it... 20:24:11 <andythenorth> frosch123 I'm not missing some obvious thing I can use for global random in grf? :) 20:24:17 <glx> anyway you can also check in the settings 20:24:29 <glx> search for "signal" 20:25:06 <frosch123> andythenorth: didn't we discuss that the other day? 20:25:18 <frosch123> somehow the game-id got lots in discussion 20:25:27 <frosch123> currently you only have start-year :p 20:25:35 <Afdal> aha, found it 20:25:36 <Afdal> thank you 20:25:39 <Afdal> whew -_- 20:26:29 <andythenorth> start year could work, but I tend to use 'newgame' a lot :P 20:26:56 <andythenorth> is there any reason to not expose the map seed (other than 'work')? 20:27:24 <frosch123> i found an old discussion in a PR 20:28:00 <frosch123> the idea was to use a separate new seed, which would change when starting a game from mapgen, heightmap or scenario 20:28:02 * andythenorth looks 20:28:11 <frosch123> map seed only works for mapgen 20:28:16 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/5487 ? 20:28:23 <frosch123> but the PR was closed for something else 20:28:42 <supermop_Home> ooh i want that for bus stops 20:28:56 <andythenorth> I closed 5487 as 'not making progress' 20:29:12 <supermop_Home> boo 20:29:13 <frosch123> oh, i did not find that one 20:29:22 <frosch123> that one is more like "make it similar to ai/gs" 20:29:24 <andythenorth> grf spec change seems to demand 'at least one valid use case so someone actually tests it' 20:29:32 <andythenorth> but the spec can't just be for one use case 20:29:39 <andythenorth> goldilocks problem 20:29:55 <supermop_Home> use case is random style of bus stop roofs per game 20:30:21 <andythenorth> anyway I just want to orientate regions on a map N-S or S-N 20:30:31 <andythenorth> and the other various directions, depending on map shape 20:37:56 <glx> you have action D var13 for that 20:40:17 <glx> I think map_XXX in nml uses that 20:44:04 <glx> https://github.com/OpenTTD/nml/blob/master/nml/global_constants.py#L1190-L1195 20:44:10 <glx> yup var13 20:45:21 <glx> ha and https://newgrf-specs.tt-wiki.net/wiki/NML:General#General_variables is outdated, MAP_TYPE_RECTANGULAR has been rename MAP_TYPE_SQUARE 20:49:39 <andythenorth> yeah I missed 'random' out of my use case above :) 20:49:53 <andythenorth> oops 21:04:04 *** frosch123 has quit IRC 21:20:36 <Gustavo6046> I will transport chemicals from the FIRS port to the metal workshop 21:20:42 <Gustavo6046> It definitely does not include lysergic acid diethylamide 21:22:25 *** gelignite has quit IRC 21:25:09 <Afdal> Is there some way to map zooming to something other than scrollwheel? 21:26:28 <nielsm> shift-f5 and shift-f6 21:26:40 <nielsm> numpad plus and minus 21:27:27 <nielsm> and of course clicking the buttons on the toolbar 21:28:07 <andythenorth> Gustavo6046 Steel Town has ACID and COKE 21:28:14 <andythenorth> legit cargos 21:28:18 <andythenorth> and a rolling mill 21:28:53 <Gustavo6046> lol 21:29:26 <Gustavo6046> I was sure most people wouldn't recognize the full name and would just think "oh, probably some random boring reactant from some boring industrial process" 21:29:34 <Gustavo6046> but yeah you were quick to catch it! 21:46:29 *** Gustavo6046_ has joined #openttd 21:50:33 *** Gustavo6046_ has joined #openttd 21:51:53 *** Gustavo6046 has quit IRC 22:55:55 *** nielsm has quit IRC 22:57:48 <andythenorth> hmm 22:58:06 <andythenorth> the industry map-scaling was never tuned for lots of industry types :P 22:58:35 <andythenorth> FIRS Steeltown does ok with 31 industries 22:58:53 <andythenorth> I have another economy with 40 industries, and it's only placing 1 or 2 of most of them 22:59:17 <andythenorth> 512x256, 'normal' industry density 23:09:39 <andythenorth> GG andythenorth WP, broke it again :D 23:09:42 <andythenorth> bedtime 23:09:45 *** andythenorth has quit IRC 23:33:03 *** crem has quit IRC