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2023-01-09T2023-01-09T19:22:25 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #10325: [Bug]: macOS build fails due to [problems I don't understand] format.h https://github.com/OpenTTD/OpenTTD/issues/10325 00:26:41 *** sla_ro|master has quit IRC 00:29:25 *** Elouin has quit IRC 00:29:35 *** Elouin has joined #openttd 03:12:07 *** Wormnest has quit IRC 03:22:30 *** D-HUND has joined #openttd 03:25:51 *** debdog has quit IRC 03:31:41 *** Tirili has quit IRC 04:05:23 *** blathijs has quit IRC 04:08:11 *** keikoz has joined #openttd 04:17:19 *** Flygon has joined #openttd 04:19:37 *** TROILUS has quit IRC 04:29:10 *** D-HUND is now known as debdog 04:40:43 <kamnet> I like the XIS hotel for being near urban areas and I like the old FIRS hotel for more remote areas. I like the hotel quite a bit. If you had an economy with tourists and workers that might be interesting but kinda hard to sort out when it comes to trains at least. 04:41:41 <reldred> auto refit to available cargo π 04:42:18 <kamnet> But that means dirty tired workers in your nice clean first class cars 04:42:53 <kamnet> But yeah basically workers, tourists, all passengers. 06:01:13 *** keikoz has quit IRC 06:47:39 *** borishiro has joined #openttd 07:08:49 *** sla_ro|master has joined #openttd 07:29:48 *** borishiro has quit IRC 08:33:50 *** WormnestAndroid has quit IRC 09:19:26 *** Etua has joined #openttd 10:36:25 *** Samu has joined #openttd 10:41:28 *** Etua has quit IRC 10:51:50 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10330: Codechange: Rework 'start_date' parameter for AIs as a game setting https://github.com/OpenTTD/OpenTTD/pull/10330 10:57:16 <Samu> I'm not too happy with this piece https://github.com/OpenTTD/OpenTTD/blob/bb6a87714b51095cfc9c3637aa9d4672145f0150/src/company_cmd.cpp#L721-L735 10:57:47 <Samu> } while (_settings_game.ai.ai_start_next == 0); 10:58:17 <Samu> if it is the first time, it always is the next times... the "while" part is... misleading that it could be anything else 11:00:43 <Samu> i don't wanna use while 11:39:16 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10330: Codechange: Rework 'start_date' parameter for AIs as a game setting https://github.com/OpenTTD/OpenTTD/pull/10330 11:44:50 <petern> Hmm, must be cold, the heating has come on. 11:54:41 <pickpacket> is it possible to build a merge of two train tracks where no train on one line has to stop and wait for a train on the other line? 11:55:06 <petern> No. 11:55:55 <petern> If two trains are arriving at the same time, one of them has to stop. 11:59:55 <glx[d]> But there are ways to priorise one of the tracks 12:00:55 <Gwyd> Or you can timetable them to be different 12:07:25 *** blathijs has joined #openttd 12:07:25 *** ChanServ sets mode: +o blathijs 12:15:05 <dP> pickpacket: iirc there were some designs on coop wiki but they're too complex for any practical purpose 12:17:35 <dP> pickpacket: https://wiki.openttd.org/en/Community/Junctionary/Cyclotron 12:17:36 <pickpacket> thanks :) 12:18:12 <pickpacket> haha, yeah that looks a bit impractical 12:21:53 *** keikoz has joined #openttd 12:33:55 <dP> hm, I suddenly came up with prio merge idea I've never seen before 12:34:15 <dP> use paths of diferent length to adjust train arrival time to fit in the gap 12:38:24 <LordAro> the 2 trains need to arrive at exactly the same time though 12:38:33 *** WormnestAndroid has joined #openttd 12:39:06 <petern> Disable all signals and train collisions, then they can just carry on like nothing is there. 12:39:36 <FLHerne> that seems like the logical conclusion from making road crossings work that way :p 12:40:05 <FLHerne> anyone know offhand what the case is where road vehicles drive through the ones in front? 12:40:12 <FLHerne> I see it happen sometimes and it looks very odd 12:40:34 <FLHerne> but don't pay enough attention to remember exactly when 12:41:24 <pickpacket> FLHerne: I've never seen that 12:42:26 <LordAro> petern: i'm curious how well that would work 12:43:05 <pickpacket> LordAro: I typically have a backbone of two tracks (one each direction) going through the entire map. Cargoes are collected in each end and more or less all trains end up spending the majority of their travel on that line. The merges can be quite problematic 12:43:08 <FLHerne> station loading states might go wrong with multiple trains 12:43:35 <pickpacket> When I scale up and add more tracks I don't know how to basically tell half of the trains to use the new tracks 12:44:14 <pickpacket> a majority of them end up using the same track, whether the new or the old, which means my merge problems are only slightly reduced 12:45:06 <pickpacket> the map I'm currently on I've ended up separating them by cargo -- coal and passengers on one line and all other cargo on a second 12:45:24 <pickpacket> it's not ideal, but it removes the most problematic merges I had 12:45:59 <pickpacket> I'd rather have a shared backbone, because I find that fascinating and interesting to make it work 12:46:26 <pickpacket> and getting utilization up to near 100% would be really cool 12:46:38 <LordAro> pickpacket: sounds like you should take a look at the openttdcoop wiki 12:47:06 <pickpacket> link? 12:47:19 <FLHerne> pickpacket: https://wiki.openttdcoop.org/Main_Page 12:47:26 <pickpacket> ty 12:47:30 <FLHerne> look at the Mergers, BBHs, etc. 12:47:35 <FLHerne> it gets a bit silly 12:47:46 <FLHerne> but is the logical conclusion of that style of gameplay 12:53:15 <pickpacket> Now I know what I'll be doing tonight :D 12:53:29 <petern> Making you network ugly 12:54:11 <LordAro> it took me a long time to "unlearn" the ottdc style 12:54:18 <LordAro> and i was never that involved 13:06:33 <andythenorth> "prio merge" 13:06:36 <andythenorth> we what now? 13:06:57 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062356877381480488/image.png 13:06:57 <andythenorth> is this a prio merge? 13:07:40 <LordAro> no 13:07:45 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062357077772734504/image.png 13:07:45 <andythenorth> here are 2 super merges 13:07:46 <andythenorth> mega merge 13:07:55 <andythenorth> at least one has tunnels 13:13:02 *** JustANortherner has joined #openttd 13:13:02 <JustANortherner> These are awful Andy, wow... 13:22:22 <dP> those are prio merges in a sense that rebuilding them should be a priority :p 13:25:15 <LordAro> :D 13:36:30 <petern> I think you're meant to flatten the terrain first... 13:47:23 <glx[d]> This road would appreciate a tunnel 14:02:27 <Samu> what's your opinion on doing a Random every tick? 14:10:07 <andythenorth> petern: I had to use a mountainous map 14:10:21 <andythenorth> I couldn't find whichever magic combination of settings produces actual 'hilly' 14:10:26 <andythenorth> instead of just 'flat with bumps' 14:13:12 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1062373547948900382/settings.png 14:13:12 <TallTyler> The trick is not to crank either variety distribution or smoothness to either end of the scale -- somewhere in the middle is best 14:14:59 <LordAro> Samu: don't if you don't need to 14:15:08 <LordAro> and i do mean "need" 14:19:11 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062375056736526446/image.png 14:19:11 <andythenorth> I might have done it wrong 14:27:59 *** nielsm has joined #openttd 14:32:55 <Pruple> https://cdn.discordapp.com/attachments/1008473233844097104/1062378512390041630/Untitled.png 14:32:55 <Pruple> clearly best settings 14:33:10 <petern> Font Smoothness: Smooth 14:33:38 <Pruple> yes 14:34:15 <LordAro> smooth with a capital smoo 14:49:40 *** calbasi[m] has joined #openttd 15:08:08 <pickpacket> eeerrrrhh... http://wiki.openttdcoop.org/File:Mergers_32InnerOuter.png 15:08:20 <pickpacket> I think I might just let my tracks jam now and then... 15:11:27 <petern> Yup 15:13:35 <LordAro> pickpacket: i recommend pro game 5 15:13:56 <LordAro> should be on the wiki 15:15:43 <pickpacket> LordAro: this one? http://wiki.openttdcoop.org/File:ProZone5.png 15:16:43 <LordAro> that's the one 15:16:48 <LordAro> the save should be somewhere 15:17:10 <pickpacket> yeah, the page with the save linked to that image 15:20:08 <pickpacket> andythenorth: all the merges you showed have the exact same problem as mine. If two trains arrive at the junction at the same time one will have to stop 15:20:30 <andythenorth> mine are deliberately lolz π 15:20:35 <pickpacket> :) 15:20:52 <pickpacket> mine are accidentally lolz 15:30:30 <petern> pickpacket: Because there is no way to stop that. 15:31:13 <pickpacket> petern: yeah 15:31:15 <TallTyler> There are some circletron designs to keep trains moving until thereβs space for them on the main line but I donβt know if they work 15:31:24 <Samu> LordAro, I wanted replayability via restart. ;/ 15:31:35 <pickpacket> they probably do, but the question is if it's worth it 15:32:04 <TallTyler> IIRC theyβre enormous and ugly, but it depends on the player π 15:32:17 <pickpacket> if a train has to stop and takes a moment to get back to full speed, is that much different from circling around for a while at full speed for no reason? :) 15:32:53 <TallTyler> I think the idea is that it enters the main line going full speed and doesnβt slow down other main line trains while accelerating 15:33:35 <pickpacket> that makes sense 15:37:07 <dP> I like how cyclotron discussion keeps going in circles π 15:38:37 <andythenorth> lol 15:39:22 <petern> Programmable signals pls 15:40:16 <Samu> is SavedRandomSeeds gonna do what I think it does? 15:40:55 <petern> Probably not. 15:41:19 <petern> It's for temporarily using a different random seed. 15:43:58 <supermop_toil> i for one would be pretty annoyed if the train i was on was stuck going around a loop 15:46:03 <petern> Going around in a loop seems to mean you need to ignore pathfinding some how. 15:49:12 <supermop_toil> hard to get pink buildings right in the dos palette 15:49:34 <supermop_toil> have to use a few brick colors, a few actual pinks, and some tans 15:51:48 <petern> Use 32bpp π 15:54:56 <MnHebi> petern: Oh there is...enough programmable signals and enforced speed limits ;) 15:55:52 <supermop_toil> petern: where is the fun in that 15:56:00 <supermop_toil> http://www.hawaiis1000friends.org/uploads/8/9/0/4/89042106/12414806535-d3325f0009-b-1_orig.jpg 15:56:09 <supermop_toil> what color is that? cream? 15:56:31 <MnHebi> cream. 15:57:03 <supermop_toil> have to dither white or tan with pinks to get it 15:57:18 <supermop_toil> this is a little more clearly pink 15:57:20 <supermop_toil> https://cf.bstatic.com/xdata/images/hotel/max1024x768/328076465.jpg?k=ab01d632e45af9c9d74360ca08109ce984f5a84b7d53224dda55a888fe0a265f&o=&hp=1 15:57:47 <supermop_toil> but those pinks don't exist in the palette - you have to go REALLY pink 15:58:01 <MnHebi> oooh pink with lime 15:58:21 <petern> The in-game cream is halfway between cream and pink 15:58:43 <supermop_toil> oddly the verdigris roofs are easily represented in the palette 15:58:51 <petern> supermop_toil: The fun is you can pick a limited range of extra colours, and carry on drawing and be happy with the result π 15:59:48 <supermop_toil> having only 8 shades of green instead of millions is a little easier at times 16:00:17 <supermop_toil> rather than trying to get it just right, you just pick, "this is the closest i can get" 16:00:54 <petern> That's why I suggest a limited range, rather than just anything from 32bpp. 16:00:58 <andythenorth> combine different ranges 16:01:00 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062400679513165864/image.png 16:01:06 <petern> Or yes, dither. 16:01:08 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062400712228753468/image.png 16:01:08 <andythenorth> with 16:01:25 <supermop_toil> andythenorth: that's what i am doing for the hotel pink at the moment 16:01:40 <andythenorth> π 16:02:18 <supermop_toil> the rail terminal i might leave as white not cream, as about half of the mission-style buildings in HNL are just white 16:02:40 <supermop_toil> the other half are various beiges, tans, creams, and pinks 16:03:17 <supermop_toil> but white with tile roof looks too similar to the old Ogfx tropic base set to me 16:04:08 <supermop_toil> do stations have an age callback? maybe i will make it get less white with age 16:08:00 *** sla_ro|master has quit IRC 16:09:31 <Samu> I'm currently abusing SavedRandomSeeds and RestoreRandomSeeds, testing vs desyncs and none so far! 16:12:17 <Samu> regression test also becomes unaffected 16:17:08 <Pruple> petern: that's what the ol' firstred_twoway_eol 1 does, isn't it? π 16:21:12 <petern> No idea, I don't mess with such things. 16:25:13 *** Wormnest has joined #openttd 16:43:45 <supermop_toil> just timetable all your trains so they arrive at the junction when it's clear 16:53:05 *** Etua has joined #openttd 17:02:02 <petern> Build single train point to point lines everywhere. 17:02:14 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10330: Codechange: Rework 'start_date' parameter for AIs as a game setting https://github.com/OpenTTD/OpenTTD/pull/10330 17:24:34 *** Flygon has quit IRC 17:33:43 <Samu> pass! 17:34:45 *** Wolf01 has joined #openttd 17:46:27 *** Etua has quit IRC 17:53:17 <andythenorth> is it beer time? 17:53:21 <andythenorth> with apologies to non-drinkers 17:53:24 <andythenorth> but I think it might be 17:53:43 <LordAro> soon 17:54:01 <LordAro> first i need to go buy milk 17:54:09 <LordAro> because i've just got back to my flat, and it's a bit empty 17:54:12 <LordAro> also cold 17:56:51 <petern> I have no beer π¦ 17:56:56 <petern> I do have milk though. 18:00:16 <supermop_toil> andythenorth: i've got this in the fridge at the moment 18:00:17 <supermop_toil> https://www.brewbound.com/news/montauk-brewing-releases-easy-riser-belgian-white/ 18:02:43 <supermop_toil> it's decent as far as cheap bodega beer goes 18:04:05 <petern> Hmm, I do have some whisky though 18:04:53 <supermop_toil> only whisky or any whiskey as well? 18:05:24 <andythenorth> one considers wine also 18:05:44 <supermop_toil> i finished some starward whisk(e)y from oz last week 18:06:09 <supermop_toil> now only have tequilla, 18:09:59 <petern> No whiskey. 18:11:05 *** HerzogDeXtEr has joined #openttd 18:23:30 *** gelignite has joined #openttd 18:24:41 <Samu> wow! just found this in the code https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_base.cpp#L31-L37 18:25:13 <Samu> it has already been done, and answers my question why it was always doing the same between restarts 18:26:51 <andythenorth> petern: variant category separator labels? 18:26:53 <andythenorth> and subtypes of them? 18:30:42 <Samu> simplifies code even more, no need to save randomseeds 18:30:47 <Samu> fantastic! 18:31:42 <Samu> but regression will have changes again, as it is tested in SP 18:32:22 <Samu> what's the better approach? 18:40:27 *** Etua has joined #openttd 18:40:36 <glx[d]> using ScriptBase::RandomRange() seems to be the best solution 18:41:16 <petern> Yeah that's a better way than abusing save/restore. 18:41:54 <glx[d]> reproducible result when testing locally, and safe for network games 18:45:25 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/70157b2ad579c17ef943aa36d570f86b26938c3f 18:45:26 <DorpsGek> - Update: Translations from eints (by translators) 18:46:34 <glx[d]> `ScriptConfig::AddRandomDeviation` could also use that, again to have reproducible local stuff 18:47:33 <glx[d]> as I remember you complain a lot about the random deviation 19:11:47 <dP> running `bytes(1279869266)` in a attempt to get label as a string was a mistake... 19:12:57 *** sla_ro|master has joined #openttd 19:24:44 *** HerzogDeXtEr has quit IRC 19:25:50 *** tokai has joined #openttd 19:25:50 *** ChanServ sets mode: +v tokai 19:25:54 *** HerzogDeXtEr has joined #openttd 19:35:49 *** Farrokh[m] has joined #openttd 19:39:46 <Samu> glx: is this desync safe? https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_industrytype.cpp#L119-L135 19:40:07 <Samu> was trying to look for more random stuff in scripts and came up with those 19:40:42 <Samu> well, it's multiplayer safe, but probably not gonna be repeatable with game restarts, need to test this theory 19:40:58 <nielsm> InteractiveRandom is not bound to the game state 19:41:19 <Samu> I don't know of any AI that builds / prospects industries 19:41:33 <Samu> i suppose gamescripts use it 19:41:36 <nielsm> using it will not disrupt the RNG state for deterministic game simulation, but it's also not repeatable 19:42:46 <nielsm> it's not something you need to test, it's something you can with with certainty that it has those properties 19:45:54 <supermop_toil> WHY DOES IT NEED TO BE REPEATABLE? 19:45:57 <supermop_toil> oops 19:46:43 <Samu> for reproducing issues it can be helpful 19:51:20 *** HerzogDeXtEr has quit IRC 19:59:50 <petern> supermop_toil yes but we were all thinking it π 20:04:11 <supermop_toil> if the game does something random, but does it in a repeatable way, isn't it just not random? 20:11:51 <Samu> weird stuff with town & industry stabilizer 20:12:24 <Samu> if i start from new game, the industries are built at the start, if i then type restart, no industries are built :( 20:12:47 <Samu> town & industry control, my bad 20:13:03 <Samu> shows how much I test GS'es 20:32:55 <supermop_toil> andythenorth: lots of hotels to pick from: https://imgur.com/Ycy294u 20:34:27 <andythenorth> many 20:35:52 <Samu> _settings_game.difficulty.industry_density becomes 0 (FUND ONLY) when a GS is present somehow? why 20:36:25 <Samu> then when it restarts that's the value it uses for the restarted game, :( 20:38:05 <supermop_toil> most have pretty ugly roofs 20:50:37 <dP> Samu: some gs change settings 20:50:47 <dP> simpleton cb for example 20:55:33 <Samu> okay, just found out it's the GS GSGameSettings.SetValue("difficulty.industry_density", 0) 20:58:36 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10018: Codechange: Don't store tree counter in the map array https://github.com/OpenTTD/OpenTTD/pull/10018#pullrequestreview-1242930384 20:59:04 <petern> Huh, it is absolutely pissing down. 20:59:33 <andythenorth> same here 21:00:55 <Samu> how disappointing :( 21:04:12 <Samu> are AIs allowed to change game settings? or only GSs? 21:04:33 <petern> Can players change game settings? 21:04:51 <petern> Heh, well I guess local player can π 21:05:08 <petern> Can remote players in a network game change game settings? 21:05:37 <Samu> AIs are played on the local machine/server 21:06:07 <Samu> let me try GSGameSettings.SetValue("difficulty.industry_density", 0) 21:06:12 <Samu> as an AI 21:06:43 *** I-IUI-IBlakhole73I-I has joined #openttd 21:06:43 <I-IUI-IBlakhole73I-I> what is the scripting launguage 21:06:56 <FLHerne> Squirrel 21:07:03 <I-IUI-IBlakhole73I-I> i only know lua 21:07:34 <FLHerne> (version 2; updating to Squirrel 3 would break backwards compatibility) 21:08:02 <FLHerne> Squirrel and Lua are quite similar as languages go 21:09:03 <I-IUI-IBlakhole73I-I> im trash at scripting tho 21:12:33 <Samu> tested, AI's can use SetValue 21:12:49 <Samu> that's a relief 21:13:22 <Samu> the index 'SetValue' does not exist 21:15:14 <dP> petern: they can change company settings like service interval 21:15:21 <dP> or any with rcon 21:15:55 <petern> It was rhetorical. 21:30:15 <EmperorJake> https://cdn.discordapp.com/attachments/1008473233844097104/1062483535459536896/image.png 21:30:15 <EmperorJake> Turns out AXIS makes this window very long 21:30:55 <petern> Heheh 21:31:13 <petern> I forgot I had ideas about tweaking it, but also someone had ideas about removing that. 21:31:24 <Brickblock1> 512 cargo types when? 21:32:02 <andythenorth> 1024 21:32:20 <JGR> Sometimes less is more π 21:33:12 <JGR> No-one wants a purchase list with 1024 variant trees of wagons 21:34:19 <petern> They want them hidden behind 1024 refits π 21:35:47 <andythenorth> JGR: that's because they want 2048 21:35:57 <andythenorth> π 21:36:10 <andythenorth> what else can I delete from Horse? 21:36:30 <supermop_toil> andythenorth: 2048 style variants 21:36:43 <andythenorth> I am puzzled about electric Horses 21:36:48 <supermop_toil> combine two BR blue 37s to get a large logo 37 21:36:56 <andythenorth> recipes? 21:37:00 <andythenorth> crafting? 21:37:11 <supermop_toil> combine two large logo 37s to get a sectorization one... 21:37:20 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062485318042931200/image.png 21:37:20 <andythenorth> such 21:37:41 <supermop_toil> if your depot gets too full of uncombineable 37s, game over 21:38:57 *** keikoz has quit IRC 21:43:46 <reldred> andythenorth: If you delete that gorgeous little cargo sprinter Iβm going to fly to the UK, hunt you down, and throw hands. 21:45:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1062487373423837255/image.png 21:45:30 <andythenorth> it's mostly these on the chopping block 21:45:35 <andythenorth> they got added for a reason, there are commits about it 21:45:44 <andythenorth> but the commits don't explain the full reason, and I've forgotten 21:45:49 <andythenorth> looks to me like just livery stuff 21:46:07 *** nielsm has quit IRC 21:46:42 <petern> What's wrong with them? 21:47:13 <frosch> maybe they give bonus points in train whack? 21:47:56 <petern> Receive an achievement for using all variants. 21:48:00 <frosch> hmm, would train whack work as a GS? 21:48:47 <frosch> points for transporting cargo with as many vehicle types as possible: different vehicles in same consist, no consist like the other? 21:48:51 <andythenorth> I think it should be a button in the buy menu π 21:48:55 <andythenorth> missing feature 21:49:11 <andythenorth> petern: nothing, just enjoying deleting things 21:49:24 <andythenorth> variants instead 21:49:32 <Gwyd> Articulated vehicle train whack 21:49:35 <Gwyd> It can be done 21:56:33 <petern> Flippable articulated road vehicles? 22:01:59 <andythenorth> carrying boats 22:02:01 <andythenorth> in containers 22:02:23 <supermop_toil> almost beer time in new york 22:02:43 <andythenorth> I should have had another 22:02:51 <supermop_toil> probably getting a sazerac instead though, taking brother out for his birthday 22:13:38 *** gelignite has quit IRC 22:17:47 *** Speedy` has quit IRC 22:18:08 *** jpw has quit IRC 22:19:11 *** Speedy` has joined #openttd 22:20:44 *** jpw has joined #openttd 22:30:32 <Samu> making random more predictable :) 22:30:39 <Samu> it's good and bad 22:31:07 <Samu> i'm surprised there's no AIs that use BuildIndustry or ProspectIndustry 22:35:17 <Samu> can't prospect industry due to bad luck, why am I receiving this message as a player of another company? 22:36:20 <TallTyler> That's a new change, maybe it wasn't tested properly with AI 22:36:20 <TallTyler> https://github.com/OpenTTD/OpenTTD/pull/10202 22:36:31 <TallTyler> Hmm, wonder if it does the same with network games? 22:36:59 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10054: Added widget showing company slots remaining https://github.com/OpenTTD/OpenTTD/pull/10054#pullrequestreview-1243069380 22:37:01 <Samu> let me test that 22:38:57 <Samu> yes! 22:39:01 <Samu> https://i.imgur.com/wpWB44b.png 22:39:23 <TallTyler> Hmm, that should be fixed... 22:40:01 <Samu> and im a spectator on the client 22:40:06 <Rubidium> TallTyler: yeah, don't attempt to show messages or whatever in Cmds. But in this situation that's a nasty situation 22:40:23 <TallTyler> Are you already opening an issue or should I? 22:40:30 <Samu> you should 22:40:40 <TallTyler> Will do 22:40:47 <dP> Rubidium: there are some commands that show messages already 22:40:54 <dP> they just test for IsLocalCompany 22:41:01 <TallTyler> And then I'll try to fix it later this week, since I approved it π 22:41:22 <Rubidium> even that's not right, as then other players in the same company get the same error 22:43:12 <dP> hm, yeah, I guess... 22:43:15 <dP> <https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L3265> 22:44:15 <Rubidium> dP: though that's the only one 22:44:31 <Samu> "due to bad luck" is kinda... unreal the way it's worded 22:45:18 <TallTyler> PRs welcomed to change the wording π 22:45:21 <Samu> doesn't feel real-life'ish 22:45:49 <JGR> This is a game after all 22:45:52 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #10333: [Bug]: Failed industry prospect error shown to all players https://github.com/OpenTTD/OpenTTD/issues/10333 22:46:47 <Rubidium> though... that's a bribe and maybe everyone in the company should know about it. Although under that same train of thought you could argue failed prospects should get the same treatment 22:48:43 *** Speedy` has quit IRC 22:49:26 <Rubidium> so either checking for IsLocalCompanyy() could be a quick fix, or a different way should be devised that shows the message only to the client that triggered the command, and that should then also apply to bribes 22:49:56 *** Wolf01 has quit IRC 22:52:18 <petern> Don't command errors normally only go to the client? 22:52:33 <Rubidium> petern: sure, but ShowErrorMessage calls don't 22:53:06 <Rubidium> and a bribe/prospect failing still yields a "success" CommandCost 22:54:53 <Rubidium> maybe the trick CmdClearArea uses can be (mis)used? 22:56:14 <Samu> "try again!" this feels so unrealistic 22:56:17 <Samu> heh 22:56:40 <Samu> my bad, sorry, i can't come up with a better wording though 23:00:20 *** Speedy` has joined #openttd 23:01:12 *** Fairy has quit IRC 23:02:28 <FLHerne> in the bribe case I think it makes sense to show everyone in the company 23:02:45 <FLHerne> oh, was scrolled up, been said 23:02:47 <TallTyler> Prospect too, because it's usually very expensive 23:03:32 <FLHerne> you can see the bank balance, if that matters you'll notice 23:03:38 <Samu> AIIndustryType.ProspectIndustry allows repeatability, it's only BuildIndustry that doesn't 23:04:07 <dP> FLHerne: it doesn't even say in which town xD 23:04:11 <FLHerne> for failed bribes it's worth showing because it has a persistent effect, you're prevented from using it for a while 23:04:17 <FLHerne> dP: good point :p 23:21:13 *** Samu has quit IRC 23:33:54 *** Speedyn has joined #openttd 23:35:41 *** Speedy` has quit IRC 23:56:52 *** Etua has quit IRC 23:58:57 *** _aD has joined #openttd