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00:03:15 *** Speedyn has quit IRC 00:04:26 *** Speedy` has joined #openttd 00:08:45 *** sla_ro|master has quit IRC 00:32:43 *** Speedy` has quit IRC 00:34:53 *** Speedy` has joined #openttd 00:54:38 <DorpsGek> [OpenTTD/OpenTTD] SimozzzAK opened issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 00:56:32 *** Simo333 has joined #openttd 00:56:32 <Simo333> Oh, neat 00:57:05 <Simo333> Seems that service at depot is cause of crash after all... 01:04:45 <DorpsGek> [OpenTTD/OpenTTD] SimozzzAK commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:05:03 *** Speedyn has joined #openttd 01:06:56 *** Speedy` has quit IRC 01:23:58 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:25:52 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:31:56 <DorpsGek> [OpenTTD/OpenTTD] SimozzzAK commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:34:32 *** Speedy` has joined #openttd 01:36:08 *** HerzogDeXtEr has joined #openttd 01:36:21 *** Speedyn has quit IRC 01:36:26 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:37:59 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:47:46 <DorpsGek> [OpenTTD/OpenTTD] SimozzzAK commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 01:53:12 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #10334: [Crash]: https://github.com/OpenTTD/OpenTTD/issues/10334 02:02:48 *** Speedy` has quit IRC 02:04:59 *** Speedy` has joined #openttd 02:10:08 *** tokai|noir has joined #openttd 02:10:08 *** ChanServ sets mode: +v tokai|noir 02:14:06 *** tokai has quit IRC 02:35:25 *** Speedyn has joined #openttd 02:37:18 *** Speedy` has quit IRC 03:04:55 *** Speedy` has joined #openttd 03:06:46 *** Speedyn has quit IRC 03:21:40 *** D-HUND has joined #openttd 03:25:03 *** debdog has quit IRC 03:31:28 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird opened issue #10335: [Bug]: Object menu scrollbar not active until I click on something else https://github.com/OpenTTD/OpenTTD/issues/10335 03:35:24 *** Speedyn has joined #openttd 03:37:13 *** Speedy` has quit IRC 03:40:52 *** Wormnest has quit IRC 04:03:03 *** _aD has quit IRC 04:04:53 *** Speedy` has joined #openttd 04:06:43 *** Speedyn has quit IRC 04:12:17 *** Flygon has joined #openttd 04:19:15 *** supermop_toil has quit IRC 04:33:14 *** Speedy` has quit IRC 04:34:00 *** Flygon_ has joined #openttd 04:35:17 *** Speedy` has joined #openttd 04:38:18 *** Flygon has quit IRC 05:05:47 *** Speedyn has joined #openttd 05:07:33 *** Speedy` has quit IRC 05:17:45 *** TROILUS has joined #openttd 05:34:16 *** Speedyn has quit IRC 05:35:19 *** Speedy` has joined #openttd 06:03:44 *** Speedy` has quit IRC 06:05:46 *** Speedy` has joined #openttd 06:36:17 *** Speedyn has joined #openttd 06:38:06 *** Speedy` has quit IRC 07:05:46 *** Speedy` has joined #openttd 07:06:22 *** Speedyn has quit IRC 07:25:01 *** sla_ro|master has joined #openttd 07:36:17 *** Speedyn has joined #openttd 07:38:03 *** Speedy` has quit IRC 08:04:16 *** Speedyn has quit IRC 08:05:46 *** Speedy` has joined #openttd 08:32:19 *** HerzogDeXtEr has quit IRC 08:36:18 *** Speedyn has joined #openttd 08:38:03 *** Speedy` has quit IRC 08:38:40 <petern> Yeah, possibly because the window no longer gets resized due to fixing that issue, it doesn't update the scrollbar capacity 🙂 08:39:41 <Pruple> 👍 08:40:54 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1062652312704798841/image.png 08:40:55 <petern> This is not an ideal use of space... 08:41:28 <Pruple> it is a very silly category name 08:46:55 <andythenorth> variants 08:46:57 *** WormnestAndroid has quit IRC 08:59:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10336: Fix #10335: Set initial scrollbar count for object GUI. https://github.com/OpenTTD/OpenTTD/pull/10336 09:05:48 *** Speedy` has joined #openttd 09:07:38 *** Speedyn has quit IRC 09:25:56 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10336: Fix #10335: Set initial scrollbar count for object GUI. https://github.com/OpenTTD/OpenTTD/pull/10336#pullrequestreview-1243554705 09:37:02 *** Etua has joined #openttd 10:00:15 *** Etua has quit IRC 10:45:50 *** Etua has joined #openttd 11:05:50 *** Etua has quit IRC 11:13:41 *** Samu has joined #openttd 11:36:10 <petern> Maybe we need a horizontal scrollbar for long class descriptions 😉 11:41:52 <petern> andy, how many commits in Iron Horse? 11:47:08 <pickpacket> Is it possible to have a scrollable side pane where all open windows are, instead of having them clutter all over the screen? 11:47:58 <petern> If you wrote it, probably yes. 11:48:10 <petern> But windows come in many different widths. 12:04:13 <Samu> what is random_initial_bits and random_var8f used for in industries? need examples 12:05:16 <pickpacket> petern: it could adapt itself to the widest window, or preferably be resizable and have horizontal scroll as well 12:05:39 <pickpacket> I'd like to write it... It's just that I've never written C++ before 12:05:51 <pickpacket> and wouldn't know where in the code to start 12:18:47 <Samu> im so unfamiliar with newgrf stuff :( 12:25:36 *** WormnestAndroid has joined #openttd 12:30:23 <petern> Difficult to know all of it 🙂 12:54:28 <pickpacket> Samu: I've just recently learned a bunch about it. Is there something in particular you'd like to know? 12:56:37 <andythenorth> petern: yes 12:57:00 <andythenorth> 6.1k 12:57:09 <petern> Ooof 12:57:26 <andythenorth> I did start squashing recently 13:06:50 <Samu> I'm investigating whether I want industries built by Scripts to use InteractiveRandom or Random 13:08:50 <pickpacket> Samu: well that's above my level of expertise :D maybe andythenorth can help? 13:08:56 <Samu> but now i'm onto company manager face 13:09:22 <Samu> picking a random face 13:09:42 <Samu> totally unrelated to industries, yeah, I know 13:26:31 <Samu> AICompany.SetPresidentGender is using InteractiveRandom 13:56:37 *** Speedyn has joined #openttd 13:58:21 *** Speedy` has quit IRC 14:01:06 <Samu> okay, the last thing to test is town name generation using random 14:05:11 <glx[d]> InteractiveRandom is expected as it doesn't affect game state 14:05:46 <glx[d]> It's like player clicking on the buttons 14:06:00 <glx[d]> Totally independent of the game state 14:08:50 <Samu> you mean that for the president gender? 14:09:15 <Samu> well there's not much the AI can do about GenderEthnicity 14:09:25 <Samu> so I guess you're right 14:26:28 <Samu> hmm this one is a bit complex 14:28:45 <Samu> GenerateTownName uses InteractiveRandom when an AI creates a town, before passing the name into the command 14:29:02 <petern> Why is that complex? 14:29:33 <Samu> since commands are only executed in server, and the command does already have the name, there won't be different names between server/clients 14:30:21 <Samu> but if we're doing single player and restart the game... the names become different 14:30:55 <petern> And that is a problem, because...? 14:31:23 <Samu> some AIs look up into town names for storing stuff, preferences, etc... 14:32:17 <petern> And? They don't store across restarts. 14:46:50 <Samu> well my ai is the only one that creates towns 14:47:36 <Samu> but it's the other ais interacting with mine that may break repeatability 14:47:40 <Samu> hmm 14:49:22 <Samu> i actually don't make use of town names for decision making 14:52:38 <Rubidium> sounds like you want a random object for each script that is saved in the savegame. Then as long as it's restart with the same (initial) seed it should be able to repeat. Even in server vs client situations. Whether that's worth it is something else 14:53:20 <Rubidium> (random object, as in an instance of Random next to the main one for the game simulation but for each script) 14:56:32 *** nielsm has joined #openttd 15:15:00 *** keikoz has joined #openttd 15:19:00 <DorpsGek> [OpenTTD/OpenTTD] lowercase1024 opened issue #10337: [Bug]: It is impossible to fit farms and forests on small sub-arctic maps https://github.com/OpenTTD/OpenTTD/issues/10337 15:36:13 <petern> "small map isn't big enough" 15:36:38 <petern> Hmm, is it tea time... 15:50:02 <Samu> I did it! without complicating the code that much 15:50:48 <kamnet> Would somebody more knowledgable than me comment on this please? https://www.tt-forums.net/viewtopic.php?p=1257440 15:53:23 *** Samu has quit IRC 15:54:01 <glx[d]> It's not even a newgrfid as it's an AI 15:55:15 <Pruple> true, but AIs and GSs have a 4 character identifier which is essentially equivalent 15:55:54 *** Samu has joined #openttd 15:55:54 <glx[d]> But yes it's the typical byte order thing for scripts shortname/newgrfid 16:07:44 *** supermop_toil has joined #openttd 16:07:46 <supermop_toil> yo 16:10:35 <dP> content id seems to be the last 3 bytes of md5 16:11:08 <dP> ```>>> hex(11723158) 16:11:08 <dP> '0xb2e196'``` 16:11:22 *** Flygon__ has joined #openttd 16:13:38 <Samu> I came up with these findings https://github.com/SamuXarick/OpenTTD/commit/9b766837be18ae9ec01f35a1e6475c368839586d 16:13:47 *** TROILUS5 has joined #openttd 16:14:00 *** keikoz has quit IRC 16:14:36 <Samu> I couldn't come up with a more elegant way to deal with the town name generator one 16:18:20 *** TROILUS has quit IRC 16:18:22 *** TROILUS5 is now known as TROILUS 16:18:53 *** Flygon_ has quit IRC 16:19:40 <Samu> for the industry ones, i need some that have random_initial_bits and random_var8f stuff, or random triggers in them, seems to be NewGRF only stuff 16:19:48 <Samu> could be wrong 16:20:02 <Samu> so i didn't fully tested 16:23:04 *** keikoz has joined #openttd 16:58:58 <Pruple> supermop_toil: yoyo 17:00:00 <Pruple> Samu: so I'm sure someone has asked this, but; why? 17:24:11 <petern> Oh, we have 🙂 17:30:16 <Samu> :( 17:35:59 <FLHerne> I can see why repeatability would be useful for debugging 17:36:40 <FLHerne> start game, fast-forward for a bit, see that the AI has done something stupid but it's not obvious why, restart and inspect what happened more closely 17:37:05 <FLHerne> skeptical that can happen reliably with a reasonable amount of change though 17:53:35 *** Wolf01 has joined #openttd 17:59:39 *** Flygon__ has quit IRC 18:23:30 *** Wormnest has joined #openttd 18:24:15 <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 18:25:09 <Samu> no more savedrandomseeds 18:25:47 <Samu> regression result changes were triggered 18:26:43 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10336: Fix #10335: Set initial scrollbar count for object GUI. https://github.com/OpenTTD/OpenTTD/pull/10336 18:26:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10335: [Bug]: Object menu scrollbar not active until I click on something else https://github.com/OpenTTD/OpenTTD/issues/10335 18:27:38 *** HerzogDeXtEr has joined #openttd 18:27:49 <Samu> should I create a separate PR for these: https://github.com/SamuXarick/OpenTTD/commit/9b766837be18ae9ec01f35a1e6475c368839586d 18:28:08 <Samu> or place it on the existing PR? 18:29:08 <glx[d]> it's not related 18:38:00 <Samu> this still doesn't solve the loading of AIs with random parameters totally 18:38:02 <Samu> :( 18:38:32 <Samu> now what it randomizes to, is predictable! but it shouldn't randomize to begin with 18:42:24 <Samu> a 3rd PR maybe? 18:43:51 <Samu> because... everything is so interconnected to start_date 18:43:54 <Samu> https://github.com/OpenTTD/OpenTTD/pull/8051 18:47:38 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/80322b85c21f52b61bd262b9e50971d24e215833 18:47:39 <DorpsGek> - Update: Translations from eints (by translators) 18:49:24 <Samu> this table refreshing my memory https://github.com/OpenTTD/OpenTTD/pull/8051#issuecomment-606568920 19:01:11 <supermop_toil> HMM 19:02:31 <supermop_toil> if i have a station that is Tmmme, where T is an end of the building with a tower, and e is the other end 19:02:38 <supermop_toil> and m is a middle part 19:03:18 <supermop_toil> i can use postiton from start or end to make the tower always at the north end and the e always at the south 19:03:41 <supermop_toil> but what i actually want is for the tower to be always at the left 19:04:17 <supermop_toil> ie. Tmme for \ and emmT for / 19:05:23 <supermop_toil> but the way the game selects between \ and / tiles i don't think i can choose a different set of switches based on direction 19:15:44 <frosch> you can query the orientation in va2 19:16:28 <frosch> "get_bit(tile_type, 0)" probably 19:16:41 <frosch> though maybe there should be a more explicit variable 19:19:49 <supermop_toil> https://imgur.com/1b0yZpL 19:20:34 <supermop_toil> might be too hard - but basically want the tower always at the right when looking from the tracks, and the 'back of the buildings to face the tracks 19:20:51 <supermop_toil> and i don't want it to change due to later rebuilding 19:21:57 <petern> I would do two layouts and let the player pick. No need to for any neighbouring tile test then. 19:23:25 <supermop_toil> what if i don't trust the lowly player to have good sense or taste 19:23:39 <supermop_toil> if they are using my grf they must have poor taste already 19:24:29 <supermop_toil> i want to avoid an ISR style thing where each and every segment of a building is its own separate type to build 19:25:08 <supermop_toil> and be able to get pretty close to ok looking stations by just "drag platforms, maybe drag building" 19:26:49 <supermop_toil> that is, the player i don't trust is myself 19:27:23 <nielsm> can't you make the sprites for the two ends be "wrong" in their other rotation? 19:27:56 <nielsm> instead of trying to select a different tile, just use the other graphic 19:28:17 <supermop_toil> nielsm: i did think about that! 19:28:50 <supermop_toil> idk if that lets me also handle the streetside/trackside issue 19:29:35 <supermop_toil> in fact i coded it that way last night but couldn't get it to show up in game, so i'll need to work on it further tonight after work 19:38:36 <supermop_toil> this building is too big relative to houses, but still too small relative to tracks and sheds 19:41:54 <supermop_toil> weird that stations can only store the build date post 1920 19:42:02 <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 20:03:45 *** gelignite has joined #openttd 20:05:03 <petern> Only for NewGRF variable purposes. 20:05:20 <reldred> supermop_toil: Holdover from TTDPatch 20:09:43 <supermop_toil> the 1920 thing? 20:10:32 <supermop_toil> is there another way to get the age? for making roofs rusty etc 20:19:38 <FLHerne> seems not 20:20:09 <glx[d]> spec is old 20:21:33 <FLHerne> also, I /think/ it's the age of the station as a whole, rather than the tile? 20:21:39 <FLHerne> I might be misreading how this works 20:25:38 <dP> iirc stations only store the date of last modification 20:29:06 <FLHerne> ah 20:29:17 <FLHerne> then the nml variable is probably misnamed :p 20:29:53 <dP> idk about nml but info tool in the game has it misnamed for sure xD 20:31:15 <FLHerne> yeah, definitely last-modified 20:32:25 <glx[d]> nml name follows the description in nfo 20:33:08 <dP> having actual build date in the game would be useful 20:33:24 <dP> grf vars can probably be switched to it as well 20:52:52 *** gelignite has quit IRC 21:18:06 <supermop_toil> hmm the lamp i want to use in this hotel lobby is ,000 21:18:16 <supermop_toil> i have a ,500 budget 21:18:38 <supermop_toil> oops 21:18:58 <glx[d]> is it made of gold ? 21:21:52 <supermop_toil> made of expensive hourly labor 21:22:14 <supermop_toil> i mean it is a centerpiece accent chandelier for a hotel 21:22:43 <supermop_toil> 2500 is probably unrealistically low.... but 20,000 is quite high for this particular light 21:23:13 <andythenorth> was it cat? 21:23:49 <supermop_toil> 20 week lead time 21:24:08 <supermop_toil> the artist has to paint it by hand 21:24:44 <supermop_toil> oh the 20,000 does not include shipping either 21:25:19 <supermop_toil> ugh 21:35:21 *** nielsm has quit IRC 21:39:21 * glx[d] just discovered wslg works on windows 10 19044+ 21:43:23 <glx[d]> seems not a very old change https://github.com/microsoft/wslg/commit/5886a29a21232dfd87bd50d14e431ddae24663a8 21:52:07 *** keikoz has quit IRC 22:00:39 <Samu> I'm dumb :( how smart is it to report an OpenTTD issue with screenshots from my custom builds 22:39:43 <FLHerne> not 22:39:46 *** HerzogDeXtEr has quit IRC 22:43:38 *** Wolf01 has quit IRC 22:44:21 <reldred> glx[d]: Yeah I was gonna say, I was running WSLg on my win10 machines before I upgraded to Win11 22:44:51 <glx[d]> but it's 'recent' 22:46:08 <glx[d]> at least in the docs 22:47:34 <Samu> got 14 screenshots to report a bug tomorrow 22:48:21 <Samu> the randomizing of settings after loading 22:49:48 <Samu> there were previous attempts describing the bug in PRs, but it didn't work out 22:50:16 <reldred> glx[d]: I dunno what to say my dude, 22:52:52 <reldred> Win10 21H1 mainlined it. 22:53:31 <reldred> It was available earlier on win10 insider builds 23:15:36 *** sla_ro|master has quit IRC 23:18:18 *** Samu has quit IRC 23:34:35 <glx[d]> hmm and building on wsl is stuck on cmake_depends