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Log for #openttd on 12th January 2023:
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02:17:32  <supermop_Home> who wants to guess worst reason why the new station class I added to my grf wasn't showing up in game?
02:18:01  <glx[d]> missing string ?
02:18:37  <glx[d]> or wrong newgrf loaded
02:18:46  <supermop_Home> that's a good guess but the real reason is dumber
02:19:14  <supermop_Home> i copied the .nml file into my newgrf folder instead of the .grf
02:19:24  <glx[d]> haha
02:19:42  <supermop_Home> and didn't notice there was no warning about overwriting the file
02:20:48  <supermop_Home> i'm trying to use the 'select_tile_type' callback
02:21:06  <supermop_Home> i might not correctly understand what it does
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02:23:08  <supermop_Home> i have that callback pointing to a chain of switches, which returns 0, 2, or 4 based on whether the position on the platform is start, end, or else
02:24:05  <supermop_Home> and then i have the sprite_layouts callback giving the typical array of 8 layouts for 8 tile types
02:26:17  <glx[d]> ok using ninja to build with wsl worked, but 2,5 hours for a debug build is slow (and that was with -j6), no wonder cmake_depends when using make was apparently stuck
02:28:55  <glx[d]> `select_tile_type` is used to set the tile type on the map
02:30:24  <glx[d]> but I'm not sure all positions are accessible at build time
02:30:48  <supermop_Home> i was thinking that instead of it picking like 00200 when dragging the station, select tile type would let me make it pick 04442
02:32:52  <glx[d]> I think the more usual way for station grf is to just ignore tile type and handle everything at layout level
02:34:02  <supermop_Home> but will the tiles then change after they are built, if the neighboring tiles change?
02:34:56  <glx[d]> do you know CHIPS magic tiles ?
02:35:57  <glx[d]> there's only one tile, but it shows buffers depending on surrounding, different buildings depending on position in the station
02:36:42  <glx[d]> the NFO version does it using many layouts
02:37:42  <glx[d]> and if you extend the station everything moves around
02:38:15  <supermop_Home> yes
02:38:28  <supermop_Home> i want to avoid this building changing
02:39:14  <supermop_Home> i want it to put the entrance in one place depending on switches when you build it, but not change later if more tiles are added
02:42:02  <glx[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1062924389085085766/image.png
02:42:02  <glx[d]> runs fine
02:44:46  <supermop_Home> should i just not use select tile type at all?
02:48:41  <glx[d]> <https://github.com/OpenTTD/OpenTTD/blob/master/src/station_cmd.cpp#L1397-L1401> <-- I think you can't use the usual variables
02:49:41  <glx[d]> <https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Custom_station_layout_.2824.29> but some info is passed to the callback
02:51:36  <supermop_Home> my wife looked over shoulder and was like 'i don't understand why you need a callback to do that' and i have no answer
02:57:24  <supermop_Home> so i'm really just cargo culting here
03:03:11  <glx[d]> so `extra_callback_info1` contains the same data as used for `platform_XXX_from_start/end(PLATFORM_SAME_SECTION)` but you have to extract the data manually
03:10:28  <supermop_Home> https://imgur.com/zcCemyU
03:10:58  <supermop_Home> ignore the mirrored sprites with wrng hading for /
03:11:07  <supermop_Home> wrong shanding
03:11:12  <supermop_Home> shading
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03:12:49  <supermop_Home> also CC clock was a mistake
03:13:23  <reldred> I love it
03:16:18  <supermop_Home> need to fix some shading on th mid section too, and add groundsprites/ flowers
03:16:32  <supermop_Home> then the actual platforms and buffers
03:16:59  <supermop_Home> and the 1889 original building that is Hawaiian style instead of California mission
03:17:40  <supermop_Home> https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15777
03:18:14  <reldred> Oooh neat!
03:19:20  <Pruple> ugh... note to self, if you don't want to thoroughly confuse yourself tomorrow, don't put "color" in the name of a variable that isn't a colour.
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03:20:00  <glx[d]> looks like documentation for `select_tile_type` needs to be improved, in a similarly to `tile_check`
03:20:07  <supermop_Home> opening day, Hawaiian motifs more visible: https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15773
03:21:18  <Pruple> nice... researching old stuff to draw is always [more] fun [than drawing it] 🙂
03:22:12  <supermop_Home> the building i drew is still extant, but the old one and shed is interesting
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03:23:18  <supermop_Home> this late 19th C style of American farmhouse meets native Hawaiian style largely disappeared in the early 20th century booms than Honolulu experienced
03:24:10  <supermop_Home> mid 19th century most of the building look like they are from melbourne
03:24:23  <supermop_Home> they even imported stone from victoria
03:25:29  <reldred> Huh
03:25:31  <reldred> interesting
03:25:41  <supermop_Home> Pruple this time last year when i first got to work on Hale i was deep in books about Hart wood and other turn of the century architects who moved to honolulu
03:29:01  <supermop_Home> reldred a problem on the horizon is HQs
03:30:49  <supermop_Home> the actual HQ of the company that built that station: https://www.flickr.com/photos/army_arch/4529168668/
03:31:07  <reldred> supermop_Home: Ooooh
03:32:13  <Pruple> we need a NewHQs feature? 🙂 snow/desert aware, differ by year, etc? not just the static lump they are now?
03:32:26  <supermop_Home> but that looks odd late game
03:32:45  <supermop_Home> for the 60s, this was Pan Ams pacific headquarters in HNL: https://www.commercialcafe.com/commercial-property/us/hi/honolulu/1600-kapiolani-blvd-pan-am-building/
03:33:51  <supermop_Home> which has huge lanais, pergolas, etc... neat example of tropical late modernism
03:34:21  <supermop_Home> much more interesting than the Pan Am building in new york
03:34:33  <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062937602212249730/image.png
03:34:33  <reldred> need to do something about these repetitive buildings, but the nearby spawning of truck lots near warehouses is working.
03:36:21  <supermop_Home> selling a lot of restaurant guides
03:36:32  <supermop_Home> with so many pneu stores
03:36:51  <reldred> lmao
03:36:52  <reldred> yeah
03:36:56  <reldred> it needs some work
03:37:35  <reldred> it's a random graphics variation of the houses and everything nearby it (not the JP ones lol), but it needs to be split into it's own building and get a different spawn probability
03:40:30  <supermop_Home> i wold love a date aware HQ
03:41:14  <supermop_Home> but i guess it should store the date at which it 'grew' to the current level
03:41:55  <supermop_Home> other idea - the hq is like a new object you are awarded
03:42:14  <reldred> That would be cool
03:42:18  <supermop_Home> so you could keep your medium hq by never building the large one
03:42:33  <reldred> Dunno if you can limit how many of a newobject you can create
03:42:41  <supermop_Home> the way that amusement parks in sim city for snes worked
03:48:05  <reldred> Is there any way to force the building_class of all of the tiles of a multi-tile building? I'm explicitly using nearby_tile_class to force buildings to generate directly adjacent to the target building, but ofcourse they're only  adjacent to the northern most tile...
03:48:39  <Pruple> reldred: you can count the number that exist, but I doubt you can filter that by who built them
03:49:08  <Pruple> reldred: can't you just set the class of the additional tiles?
03:49:35  <reldred> not sure how to do that in NML
03:50:10  <reldred> off to the NML spec page!
03:51:00  <Pruple> nml spec says "Only the north tile of a multi-tile building is assigned a class," which is not a newgrf limitation but a design choice in NML 🙂
03:51:09  <reldred> oh fuck me
03:51:21  <reldred> -_-
03:51:25  <Pruple> because the nfo spec says "It's a better idea, however, to set it for the main tile only, since var. 44 counts tiles, not buildings, and you may count multi-tile multiple times otherwise.", which is just someone's opinion 🙂
03:52:12  <reldred> This is annoying
03:52:33  <reldred> to be fair, it would break other stuff I'm doing if it worked that way
03:54:28  <Pruple> you could adapt your tile search to account for the target building being larger
03:54:42  <Pruple> ie, when looking north, look two tiles away instead of 1
03:55:20  <reldred> Yeah I have 2x2 and 1x2 and 2x1 and I'm trying to use the same callback chain template 😛
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03:55:49  <reldred> I've painted myself into a corner
03:56:20  <reldred> I'll have to break it out into the three sizes and do what you suggested
03:56:33  <Pruple> sounds like a plan 👍
03:56:54  <reldred> ahh crap no that won't work unless I break each building out into three different classes and do a custom search per class
03:56:57  <reldred> aaaaaaaaaaaaaaa
03:57:26  <reldred> coz the building being created is only 1x1 and needs to attach itself to three potential buildings of different sizes
03:57:29  <reldred> yeah that'll work
03:57:34  <reldred> it sucks but it'll work
03:58:14  <Pruple> the motto of coding silly things in newgrf
04:00:46  <reldred> now, how do coords work
04:01:01  <reldred> is +X to the top left corner?
04:02:58  <reldred> Top right, okay
04:06:35  <supermop_Home> i wish i could figure out which side of a station is the canonical front
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04:07:49  <supermop_Home> like "T is the local authority town for station. T name tile is (-5,20) tiles from this tile"
04:12:25  <reldred> hmm, what if I just give a tile class to these addons and then let them build adjacent to warehouses or themselves
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04:15:18  <reldred> this could be glorious or absolutely scuffed, let's do it
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04:20:14  <reldred> okay, this is actually kinda fun, I'm forcing direct adjacency now between industrial buildings which is forcing all these grouping to be way righter than they were before
04:20:42  <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062949216042897439/image.png
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04:29:12  <reldred> Be nice if we could do nearest_house_matching_criterion but select the class to look for... 😢
04:29:58  <reldred> I could make it that if it doesn't detect a big warehouse nearby to self destruct, or do protection if any nearby big warehouses.
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04:56:11  <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1062958145485414460/image.png
04:56:11  <reldred> Sprawling suburbs, I love it
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07:34:18  <andythenorth> oof
07:34:25  <andythenorth> pls don't persuade me I want to do a house set
07:34:43  <andythenorth> I have enough attention-deficit projects already
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07:59:01  <reldred> andythenorth: Do it 😄
08:16:06  <Rubidium> andythenorth: just start with farm houses :D
08:18:59  <reldred> plz
08:23:55  <andythenorth> got some cows
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08:45:44  <Pruple> does sunshine notbase need HQs, or are HQs for house sets?
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08:52:58  <Brickblock1> I would replace it in case there is no house set loaded
08:53:27  <Brickblock1> but I don't have to draw it so that influences my decision
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10:25:27  <petern> Urgh, this album has Rolf Harris on it :/
10:25:44  <andythenorth> oof
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15:37:37  <supermop_toil> andythenorth: shading and scale wrong: https://imgur.com/zcCemyU
15:38:30  <andythenorth> what's the IRL?
15:41:46  <supermop_toil> https://imagesofoldhawaii.com/train-terminal-depot/#jp-carousel-15781
15:42:29  <supermop_toil> ~10px tall floors dwarfs houses, but still looks small next to platforms/train shed
15:43:30  <supermop_toil> the tower bit and end bit have a bit of gradient shading from right to left, which then looks jarring when you have the 'middle' segment in there
15:44:22  <supermop_toil> rather than make each east and west wall more or less even noise of a consistent shade, i tried to give it more fosterization
15:44:56  <supermop_toil> but that makes the chunks less repeatable/ modular
16:06:42  <petern> Maybe the upper part could do with being shorter?
16:07:19  <petern> Especially as the roof overlaps, it makes it look taller.
16:08:10  <supermop_toil> petern +1
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16:39:28  <pickpacket> I don't understand. I have a station that by my calculations should have a rating of at least 94%, but it's at 41% and I can't seem to raise it
16:40:37  <FLHerne> based on https://wiki.openttd.org/en/Manual/Game%20Mechanics/#station-rating ?
16:40:53  <nielsm> any cargodist or manual multi-leg distribution going on?
16:41:09  <FLHerne> have you crashed a train or road vehicle nearby?
16:41:20  <pickpacket> FLHerne: based on that, no crashes
16:42:05  <pickpacket> nielsm: it's a feeder station, but the nearby receiving station has a rating between Very Good and Excellent and less than 1,500 units waiting
16:42:41  <FLHerne> it's quite hard to get 94% rating
16:42:48  <glx[d]> Feeder means no cargo is delivered
16:43:23  <nielsm> try serving the fed service better and deliver more cargo to the final destination
16:43:36  <FLHerne> so I'm a bit skeptical that you've calculated it correctly tbh
16:45:11  <FLHerne> are you relying on an advertising campaign and it's outside the radius?
16:47:54  <pickpacket> FLHerne: Statue = 10%, less than 300 units waiting = 12%, less than 7.5 days since last pickup = 51%, max speed of vehicles >255km/h = 17%. That's 90%, and waiting cargo often dips below 100 units, which means another 4%
16:48:18  <pickpacket> when I run an ad campaign I get it up to 100%, but of course that's only temporary
16:48:29  <nielsm> is that 300 units waiting the sum of on the station itself and any stations where cargo is transferred?
16:50:04  <pickpacket> nielsm: no, on the station itself
16:50:32  <nielsm> cargo in transfer still counts as if it was on the originating station
16:51:10  <pickpacket> oh... uhm... those tea leaves will travel the full length of the 1024 tile map...
16:51:44  <pickpacket> but other feeders nearby have Excellent ratings
16:51:47  <nielsm> cargo loaded on a vehicle does not count, only cargo waiting at a station
16:52:17  <nielsm> the rating on the feeder stations is not interesting, the amount of transferred cargo from this origin station waiting is what matters
16:52:56  <pickpacket> that makes sense then because this station produces a shitload
16:52:57  <nielsm> (as far as I remember)
16:53:21  <nielsm> you need to service the entire route perfectly, never let cargo pile up anywhere
16:56:57  <pickpacket> all other stations along the route ave Excellent or Outstanding ratings :/
16:57:48  <pickpacket> It looks like it's slowly raising now
16:59:44  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#pullrequestreview-1246040952
17:01:09  <pickpacket> Yay! It's up to Very Good now!
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17:22:51  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380753790
17:48:41  <petern> Hmm, code or play...
17:50:06  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380782692
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18:26:06  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1380826983
18:26:23  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093
18:39:27  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10338: Fix c53f29d, #10333: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338
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18:41:53  <glx[d]> reorder
18:42:00  <glx[d]> put issue number first
18:42:45  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10338: Fix c53f29d, #10333: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338
18:43:10  <TallTyler> Done 🙂
18:43:24  <TrueBrain> He barks like a dog, but he is sweet like candy 😛
18:45:02  <glx[d]> commit checker rules are strange 🙂
18:45:54  <glx[d]> "#issue, commit" is ok, but "commit, #issue" or "#issue, #issue" is not
18:46:18  <glx[d]> but "Fix #issue, Fix #issue" pass IIRC
18:47:21  <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #10338: Fix #10333, c53f29d: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338#pullrequestreview-1246289968
18:47:30  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/b05c21203aef999167177e080a0ac3e81b1a8f30
18:47:31  <DorpsGek>   - Update: Translations from eints (by translators)
18:49:29  <TallTyler> Good to know, I thought you were just being pedantic 😛
18:49:40  <TallTyler> Thanks for saving me from commit checker 🙂
18:51:30  <TallTyler> In other news, we're up to 30 complete language translations, including en-GB 😄
18:53:13  <TallTyler> If something is marked "backport requested", can we merge it into master or is it easier to backport before it's merged?
18:53:22  <TallTyler> (I don't know how the backporting procedure works)
18:57:38  <DorpsGek> [OpenTTD/OpenTTD] CitrusWire opened issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:02:30  <glx[d]> merge to master, backport will happen later
19:03:44  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10338: Fix #10333, c53f29d: Only show industry prospecting errors to local company https://github.com/OpenTTD/OpenTTD/pull/10338
19:03:47  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10333: [Bug]: Failed industry prospect error shown to all players https://github.com/OpenTTD/OpenTTD/issues/10333
19:03:51  <glx[d]> the idea is to have master will all the fixes, then stuff is cherry picked to the branch
19:04:04  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:17:33  <DorpsGek> [OpenTTD/OpenTTD] CitrusWire commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:24:33  <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:33:24  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:50:08  <dP> and here I am using double "high" density 😆
19:50:29  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
19:57:13  <TrueBrain> TallTyler: and if wanted, I have a nice little script that automated cherry-picking all backport requested PRs into a release branch, including marking them as backported when done 🙂
19:58:09  <glx[d]> And there's a script for languages update too
20:04:49  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on issue #10339: [Bug]: Vast difference between number of industries generated https://github.com/OpenTTD/OpenTTD/issues/10339
20:20:02  <FLHerne> dP: on what map size?
20:20:31  <FLHerne> if you need high density on larger maps you should submit your save as the next Wentbourne :p
20:21:07  <dP> between `512*512` and `2k*2k` usually
20:21:31  <dP> it's for server games
20:22:51  <petern> The water scaling was mainly for towns.
20:24:18  <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063191716426944593/Screenshot_from_2023-01-13_00-23-13.png
20:24:18  <dP> team of good players pretty much covers `1k*1k` map in 3 hours xD
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21:19:21  <glx[d]> <https://newgrf-specs.tt-wiki.net/wiki/NML:Stations> updated, `select_tile_type` should be easier to use
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21:45:48  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10340: Feature: Set a custom number of industries in map generation window https://github.com/OpenTTD/OpenTTD/pull/10340
21:56:34  <andythenorth> interesting...
21:56:37  <andythenorth> 🙂
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22:17:58  <TallTyler> Wow, Scenario Editor tree tools are so much better than in-game
22:21:54  <FLHerne> yeah, I want those and the river-building tool in normal games
22:36:07  <EmperorJake> JGR adds the river tool to normal gameplay, shouldn’t be too hard to add
22:40:42  <andythenorth> it would suit me for grf dev purposes to have 'vehicles never expire' in cheats menu
22:40:55  <andythenorth> ctrl-alt-c is faster than visiting settings
22:41:13  <andythenorth> even better would be a buy menu toggle to just show all vehicles ever available
22:53:32  <kamnet> Question. Are diffs still used to update OpenTTD source code?
22:54:28  <andythenorth> not in the traditional sense
22:54:37  <andythenorth> git is kind of a diff though
22:54:42  <kamnet> andythenorth: And this would be very logical, given how often it's used IMO.
22:55:24  <dP> andythenorth: I could add that to cmclient but you're not using it anyway 😛
22:56:01  <andythenorth> 😛
23:02:18  <dP> hm, what's the bare minimum I need to define for station to show up in the game?
23:02:32  <dP> I have action 0 with props 08 and 1a and 2 action 4 for strings
23:03:04  <dP> the game doesn't complain about anything
23:03:39  <dP> and it shows the filter and stuff but only default station is there
23:07:04  <dP> oh, spec says I still need action 3...
23:07:35  <dP> what do I put there though if layout doesn't use any sprites?
23:07:42  <dP> just default ground
23:14:47  <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063234618842693712/Screenshot_from_2023-01-13_03-13-59.png
23:14:47  <dP> yaay, my first station xD
23:19:23  <TallTyler> Why does ScriptObject::Command not like optional params? I have the default `bool diagonal = false` in the .h method declaration and a plain `bool diagonal` in the .cpp definition, but the two ScriptObject callers both say `no overloaded function takes 3 arguments`. (I'm adding a diagonal iterator to CmdPlantTree)
23:21:03  <TallTyler> I guess I don't need optional parameters, but it's annoying that it doesn't work
23:22:34  <dP> CmdPlantTree shouldn't use any ScriptObject
23:22:38  <dP> ScriptObject is for GS
23:23:48  <TallTyler> ScriptObject uses CmdPlantTree
23:24:11  <TallTyler> `PlantTree` and `PlantTreeRectangle`
23:24:26  <TallTyler> For all your forester GS needs, I guess
23:26:39  <dP> oh, you mean that template magic doesn't handle optional arguments
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23:27:05  <dP> regular Command would probably fail on that as well, not just ScriptObject
23:27:23  <TallTyler> Other commands do fine with it
23:28:04  <TallTyler> But it's not a big deal to just make it a required param and update all the callers - there's like 3 that could benefit from having it be optional
23:28:46  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #10341: [Bug]: AI/GS settings randomization issues https://github.com/OpenTTD/OpenTTD/issues/10341
23:29:17  <Samu> this took me forever to write! Sorry for the lenghty report, gotta go run to bed now, cyas good night
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23:31:39  <dP> I've no idea how regular command is compiling default args, you sure compile even reaches it?
23:31:52  <dP> anyway, no other command uses default arguments
23:33:12  <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1063239253401817188/Screenshot_from_2023-01-13_03-32-49.png
23:33:12  <dP> perfection xD
23:37:51  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10342: Feature: Press Ctrl to build a diagonal area of trees https://github.com/OpenTTD/OpenTTD/pull/10342
23:42:33  <dP> why on earth is first sprite referenced as 0x42D in station layouts?
23:46:02  <Pruple> because that's the number of the first station sprite in the base set, and the station spec is the most ancient and non-standard part of newgrf
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