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#openttd IRC Logs for 2019-10-06

---Logopened Sun Oct 06 00:00:45 2019
00:37<DorpsGek_III>[OpenTTD/OpenTTD] James103 opened issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
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02:16<andythenorth>oof not enough sleep :D
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03:18<nielsm>have industry layouts been merged yet?
03:20<andythenorth>not that I can see :)
03:20<andythenorth>I have grand plans for FIRS though
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03:41<andythenorth>hmm, Feldbahn
03:41<andythenorth>"just say no"
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03:51<LordAro>good moin
03:51<LordAro>there is much rain
03:52<andythenorth>blue sky here
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06:29<andythenorth_>fireless garrat?
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06:36<nielsm>hmm, how about towns keep track of how many of its passengers are delivered within the town, to nearby towns, and to distant towns? and maybe also how many passengers it receives from within/nearby/distant towns?=
06:36<nielsm>and that data is made available to newgrf and gs
06:39<nielsm>and same for mail
06:39<nielsm>actually... just for every cargo I guess?
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06:50<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
06:52<Eddi|zuHause>for every towneffect, instead of every cargo maybe?
06:54<nielsm>might also work
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07:03<_dp_>what for though? can't gs do that already?
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07:06<nielsm>can it? I don't know
07:08<_dp_>I'm not sure either since I'm doing it without gs but it should know cargo source and dest
07:09<_dp_>and if it doesn't it's probably a better idea to let it know rather than doing something town-specific :p
07:13<nielsm>gah I should just go unbind V for viewport
07:13<nielsm>I never use them and I always hit it instead of B for bridges
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07:14*_dp_ tries to remember qwerty
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07:36<Eddi|zuHause>i somehow doubt GS has access to individual cargo deliveries
07:37<nielsm>maybe setting up tracking via goals? but that's limited to the goals set up
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08:00<frosch123> <- gs can track amount delivered by source and destination, but not by individual source/destination pairs
08:02<frosch123>when using cdist you can also track cargo flows between specific stations
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08:05<nielsm>I've seen some mention that they don't always work/appear to not pick up on all deliveries for some reason
08:05<nielsm>or add the same deliveries double in some cases perhaps
08:06<frosch123>i filed that under myths and rumours
08:06<frosch123>cargo actually must be delivered
08:06<frosch123>possibly source stations must still exist on delivery and similar
08:07<frosch123>but i never encountered issues with nocargoal and siliconvalley
08:07<andythenorth>I lovingly gave Sam ships names
08:07<andythenorth>but now it's much harder to use, compared to
08:08<andythenorth>suggestions? :P
08:08<nielsm>add icons to the purchase menu sprites?
08:09<frosch123>Henson Freigther -> Freighter 'Henson'
08:09<frosch123>(not quite serious suggestion)
08:10<andythenorth>the second suggestion works IMHO
08:10<andythenorth>it's inconsistent with trains, but eh
08:10<frosch123>hmm, if you do not play the game, you miss gems like "sprites complete:"
08:12<andythenorth>project management stuff :P
08:12<andythenorth>it's in the html docs too, but the html docs aren't published
08:12<frosch123>andythenorth: you still assume that people know the difference between a freighter and a barge
08:12<frosch123>so, not sure whether the naming actually matters
08:13<andythenorth>yeah, 'piece goods' has similar issue
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08:14<andythenorth>there's something 'off' about the ship buy menu
08:14<andythenorth>at least, at 2x zoom on my small screen
08:14<andythenorth>dunno what it is, train menu is fine
08:15<frosch123>ships are not supposed to get clipped on left/right side
08:15<frosch123>we fixed that at least twice, and it still does not work always :)
08:15<andythenorth>working fine for me
08:16<andythenorth>I think it's the 2x zoom + giant sprites
08:16<frosch123> <- last one in the list
08:16<andythenorth>I considered making the buy menu sprites 0.5x zoomed, using PIL
08:16<andythenorth>but then people at 1x UI zoom have tiny ships :|
08:18<frosch123>still looks fine to be when zooming out with browser zoom
08:18<frosch123>you may need 32bpp for anti-aliasing though
08:19<andythenorth>btw, that last ship just has square ends, no bug :)
08:19<andythenorth>maybe looks wrong dunno
08:20<frosch123>ok :) looked buggy to me
08:20<Eddi|zuHause>andythenorth: so how does that look on 1x half-zoom?
08:20<andythenorth>I could try it and see? :P
08:21<andythenorth>there's precedent, we scale airport UI sprites?
08:24<frosch123>we made a grf which replaced ground sprites with pure black
08:24<frosch123>then built airports, made screenshots, and scaled them with gimp or so
08:25<frosch123>hmm, or was it white?
08:26<nielsm>as long as it floodfills cleanly it should be fine
08:26<nielsm>or at least is unique RGB value
08:26<frosch123>330 Aug 5 2010 barewhite.grf
08:26<Eddi|zuHause>magic pink!
08:26<frosch123>yeah, white
08:26<nielsm>make an MP server forcing that on everyone :D
08:27<frosch123>there were mp servers which used debug-vehicles...
08:27<Eddi|zuHause>grfcodec should throw a fit when you got white pixels in sprites?
08:27<frosch123>that does not block it from encoding it
08:27<nielsm>I think it warns but permits
08:32<andythenorth>I use barewhite to make FIRS docs images
08:32<andythenorth>pretty handy
08:35<andythenorth>ha ha we have 50% curly quotes
08:35<andythenorth>but only 50%
08:36<andythenorth>so ”
08:36<andythenorth>but no “
08:37<andythenorth>is that just needing a glyph in the font? o_O
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08:44<Wolf01> it looks a bit more complicate than model railway
08:45<andythenorth>also ^^^ can I drop (Micro), (Mini), (Small) etc?
08:45<andythenorth>kind of obvious from the sprite?
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08:56<frosch123>depends on whether you want people to talk about them
08:57<frosch123>unless they get the names wrong in every bug report anyway
09:01<andythenorth>there aren't that many
09:01<andythenorth>and I'm not joining reddit anyway
09:01<andythenorth>reddit seems to have bug reports about non-existent FIRS stuff, so eh
09:02<@peter1138>I got a bug report
09:02<andythenorth>is it a spider or an insect?
09:02<@peter1138>This pack of Arancini says "Not suitable for home freezing"
09:02<@peter1138>It also says "If cooking from frozen" ...
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09:05<DorpsGek_III>[OpenTTD/OpenTTD] glx22 closed issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
09:05<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on issue #7764: Cost estimate always shows "Estimated Cost: £0" even if actual cost is not £0.
09:08<DorpsGek_III>[OpenTTD/OpenTTD] generateui commented on issue #7762: Emoji results in question mark
09:09<nielsm>"openttd is not a game to be emotional about, it's about cold business decisions."
09:09<andythenorth>is that from reddit? :P
09:09<nielsm>original quote (c) me
09:11<+glx>emoji support would need an auto select font system each time a string has to be drawn, and for at least 3 different OS
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09:12<milek7>i think emoijs in Unicode are silly
09:12<milek7>even more with skin color modifiers etc.
09:15<+glx>unicode already supports combining glyphs, so using unicode for emojis is not an issue
09:15<Eddi|zuHause>the issue here is font selection, not unicode or empji
09:16<+glx>yeah, font selection would be nice for normal text
09:18<+glx>emoji will just be a bonus
09:18<+glx>but replacing ICU ParagraphLayout is more important ;)
09:19<DorpsGek_III>[OpenTTD/OpenTTD] Eddi-z commented on issue #7762: Emoji results in question mark 😀 🠚 ?
09:20<Thedarkb>glx, It's word wrapping that's the issue, right?
09:20<+glx>not only, all RTL supports depends on it
09:25<+glx>it's probably doable combining basic ICU and harfbuzz, but somebody™ needs to do it
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09:47<nielsm>unless we ship our own emoji font with the game and ensures it always gets used for the range
09:48<+glx>then we'll need to add more emojis
09:48<+glx>the list is endless :)
09:48<Thedarkb>Can you build OpenTTD without icu?
09:49<Thedarkb>For ASCII characters.
09:49<+glx>yes on macOS and windows :)
09:49<frosch123>yes, but it won't support rtl
09:49<frosch123>so, icu is only needed for hebrew, arabic, tamil and similar
09:49<+glx>with recent ICU it's already the case IIRC
09:50<nielsm>main requirement for TT-themed emojis:
09:50<frosch123>nielsm: replace the manager faces with emoji in big font size?
09:50<frosch123>oh, same idea
09:51<nielsm>yeah synthesize the manager faces into emoji
09:51<nielsm>that'd be perfect
09:51<+glx>includes more skin colors :)
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10:30<andythenorth>resizing buy menu images has terrible results :D
10:30<andythenorth>downscaling is horrible, no surprise
10:33<andythenorth>maybe I should play on 1x UI zoom
10:33*andythenorth tries it
10:34<andythenorth>oof nope
10:37<Eddi|zuHause>something for andythenorth?
10:39<andythenorth>can't hear the audio, my fan is too loud
10:40<andythenorth>would be brilliant sarcasm, except it's true
10:48<andythenorth>is this crop too tight vertically?
10:48<andythenorth>previously v
10:49<Eddi|zuHause>what are we looking at?
10:51<andythenorth>in OpenTTD
10:52<andythenorth>the buy menu is very unusable at 2x zoom
10:52<andythenorth>but OpenTTD is very unusable for me at 1x zoom
10:53<andythenorth>experimenting with smaller vertical crop on the ships, to increase the density of the menu
10:53<andythenorth>'probably fine'
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10:58<Eddi|zuHause>i'm still not understanding what the difference between the pictures is
11:01<FLHerne>andythenorth: How about always just using the 1x sprites for the menu?
11:03<andythenorth>Eddi|zuHause: buy menu row height 24px versus 32px
11:03<andythenorth>so for my viewport size, 10 ships fit for 24px, where only 8 fit for 32px
11:03<Eddi|zuHause>andythenorth: provide 2x versions the same size as the 1x ones?
11:03*andythenorth looks
11:03<Eddi|zuHause>(checking var10 or so)
11:04<andythenorth>I can't see a var for game client UI zoom setting
11:04<Eddi|zuHause>extra_callback_info1 & 0x20
11:04<Eddi|zuHause>you don't check the zoom
11:04<Eddi|zuHause>you just provide zoom sprites
11:05<Eddi|zuHause>that aren't actually zoomed
11:05<andythenorth>and openttd automatically uses the smaller ones?
11:05*andythenorth doesn't understand
11:05<andythenorth>how do I over-ride the user's UI zoom setting without checking it as a var?
11:06<Eddi|zuHause>normal sprite: only 1x zoom => openttd automatically scales x2, x4 because they're missing
11:06<andythenorth>so it cascades?
11:06<Eddi|zuHause>gui sprite: provide 1x,2x,4x zoom => openttd uses the sprite provided
11:06<andythenorth>yes that makes sense now
11:08<andythenorth>alternative_sprites block eh?
11:10<Eddi|zuHause>yes, that
11:10<andythenorth>first time for everything
11:11<Eddi|zuHause>and make sure it's only used for the purchase menu by checking extra_callback_info1
11:13<frosch123>Eddi|zuHause: that doesn't work. 2x and 1x zoom sprites have the same size
11:13<frosch123>ottd does not compute different window layouts for different zoom levels
11:14<frosch123>well, that is worded incorrectly... no idea how to phrase it better
11:15<Eddi|zuHause>frosch123: i don't understand what you mean
11:15<frosch123>let's say: the size of a sprite is a shared property of all zoom levels
11:15<frosch123>so if you make the 2x zoom sprite smaller, you add a lot of empty padding space
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11:21<jack__>I have a railway build where multiply trains drive over the same track and by the and station will camedown 2 drifferent railways that drop off there stuff by the same station. but i can't build a good station plus railway so that the trains can drive smoothly from station to station. have you tips for my?
11:26<nielsm>are they driving slow?
11:27<nielsm>or are they blocked all the time?
11:27<jack__>th traisn drive but to a build fold in th system they blocked the other trains.
11:30<nielsm>it's hard to say without seeing your build, my general tips are to make sure there is lots of space, avoid sharp turns, and to use path signals (not block signals or pre-signals)
11:30<nielsm>and placing signals has a rule of thumb: place signals before danger points, avoid placing signals so a train stopped at the signal would block a danger point
11:31<jack__>i can upload a save file to onedrive so that you can wath it?
11:31<nielsm>that works too :)
11:32<jack__>i send you the the newest there i have the most money
11:34<jack__>her can you download the file :
11:34<nielsm>and just because, here's a screenshot of my own current chaos:
11:36<nielsm>ooh, a sub-arctic game, yeah those can be a bit of a challenge especially with mountains :D
11:37<jack__>it gose to the stations: new Hamingwell to Prenbridge Woud and Hamingwell to numdinfhead wood
11:39<Eddi|zuHause>oh fun, a download button that does nothing...
11:39<FLHerne>Button worksforme
11:39<Eddi|zuHause>the entry at the top works
11:39<jack__>Eddi|zuHause i will try it on a other browser
11:39<Eddi|zuHause>but the button in the center doesn'T
11:40<nielsm>jack__: the main problem is tht you use too many signals, especially the two-way block signals
11:40<FLHerne>Two-way block signals are almost /always/ the wrong thing ;-)
11:40<nielsm> <- as-is, with the trains sent to depot
11:40<jack__>nielsm i now iám not that good in multie train and i have experiment a lot
11:41<Eddi|zuHause>1st step: remove the tracks at the other end of the station
11:41<jack__>Eddi|zuHause i willdo that
11:42<Eddi|zuHause>2nd step: change all signals to path signals, facing towards the junction
11:42<jack__>i works (for now) the trains drive to and from the station.
11:43<Eddi|zuHause>well, in the current setup, it'll lock up easily
11:44<nielsm>here's what I've done:
11:44<nielsm>I doubled the track from the tunnel all the way to the junction before the station
11:44<nielsm>removed the tracks at the station end
11:44<nielsm>removed all the signals
11:44<nielsm>placed one-way path signals on the track to Prenbridge Woods, so each track has a fixed direction it works in
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11:45<jack__>nielsm, i will do that.
11:45<nielsm>before the entry from the single-track line from Nundinghead Woods, I placed a two-way path signal, facing towards the line, so trains will have to wait before they go into the station, but can leave without waiting at a signal
11:46<nielsm>I also changed the signals around Prenbridge Woods to form a single-direction circle with one-way path signals:
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11:47<nielsm>the place the red arrow is pointing to had a two-way block signal, remove that since it will just make trains attempt to go through the single track section from both directions, meet in the middle, and both turn around
11:48<nielsm>when that signal is removed, only one train will ever try to go through the single track section at a time, making it safe
11:49<jack__>nielsm: the single direction is what i always want with this design but the standard ai not now what to do with out signals
11:52<nielsm>my wisdom: use one-way path signals most of the time, use two-way path signals when needed, avoid using block and pre-signals
11:53<jack__>i have test it a bit on fast forward and it works. thanks for the help. this let made my for money :)
11:53<jack__>* for = more
11:54<FLHerne>jack__: I'm just making some examples of different signal setups
11:54<Eddi|zuHause>jack__: you especially need to avoid putting signals on one-track sections, like this one
11:55<Eddi|zuHause>because once 2 trains are on this sections, they can stand opposite each other with nowhere to go
11:56<jack__>Eddi|zuHause: that is also my experience
11:57<Eddi|zuHause>jack__: so only put signals where trains have an alternate route around
11:57<Eddi|zuHause>jack__: and have signals have a direction
11:57<Eddi|zuHause>jack__: rule of thumb: if a signal is giving you trouble, remove it.
11:58<jack__>but it what for situation i need 2 way signals?
11:58<+glx>it's for 2-way tracks
11:58<+glx>but rarely a good idea
11:58<Eddi|zuHause>there's almost never a good use case for the plain 2-way signal
11:58<jack__>that is what if have not don. if have put more of it :)
12:00<jack__>i most gone bye
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12:12<DorpsGek_III>[OpenTTD/OpenTTD] michicc opened pull request #7765: Fix 71a3e8346: strings need to be copied too.
12:13<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh approved pull request #7765: Fix 71a3e8346: strings need to be copied too.
12:24<DorpsGek_III>[OpenTTD/OpenTTD] michicc merged pull request #7765: Fix 71a3e8346: strings need to be copied too.
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12:39<nielsm>using far too little of the map so far...
12:39<Eddi|zuHause>that's how almost all my games look like
12:39<Eddi|zuHause>that's why for my last game i used 128x256 map
12:49<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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12:57<andythenorth>what's the minimap look like in industry view?
13:08<andythenorth>so are any split layouts there? :)
13:09<nielsm>no, this is 1.9.3
13:09<andythenorth>oic :)
13:09*andythenorth only plays patched clients with dev grfs :P
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13:17<nielsm>the Professional Junction:
13:18<andythenorth>'will never block'
13:18<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
13:18<andythenorth>I like the placement of the one ways
13:18<andythenorth>you might get a complete deadlock if you're lucky
13:19<+glx>I really don't understand this repo, the first 2 commits have exactly the same diff, except for the commit message
13:20<+glx>then 3 empty commits (including 2 merges), then a last change
13:23<andythenorth>rebase shenanigans? o_O
13:23<+glx>yeah probably failed the first rebase
13:24<+glx>but the weird part is the validation of commit checker
13:24<andythenorth>so in OpenTTD lexicon, what type of ship is this?
13:24<+glx>the 2 merge commits should make it fail
13:24<andythenorth>IRL it's palette carrier / ro-ro, it has a big side door for forklifts
13:25<andythenorth>in my grf, it's for same cargos that would go in railway box cars
13:26<andythenorth>'Piece Goods Carrier' is not exactly great name though
13:26<Eddi|zuHause>"palette" sounds more like stake car
13:26<Eddi|zuHause>or flat car
13:26<andythenorth>I think it's best not used
13:26<Eddi|zuHause>but do we really need that kind of distinction?
13:26<andythenorth>'palette' is confusing
13:27<nielsm>wtf is going on here
13:28<andythenorth>'box van boat'
13:28<nielsm>it creates a wrong order for this station
13:30<+glx>broken station data ?
13:30<frosch123>nielsm: isn't that what we fixed last week?
13:31<frosch123> <- is it still wrong?
13:31<nielsm>ah, right
13:31<nielsm>yeah I'm on 1.9.3 so that fix isn't in :)
13:32<nielsm>after moving the station sign so it coincides with one of the station tiles it works again
13:34<frosch123>backports too greedy :)
13:34<+glx>hmm we backported the broken version ?
13:36<nielsm>yes :(
13:36<frosch123>backported on 4th september, rc1 on 6th, release on 16th, fix on 29th
13:37<frosch123>people play too much tanks, and need 3 weeks to find bugs :p
13:38<frosch123>also, only one player left :)
13:38<+glx>hey but we also fix bugs before they are reported :)
13:38<+glx>(#7760 fixing #7764)
13:40<andythenorth>nielsm is the only player now?
13:40<andythenorth>do reddit run an older version
13:41*andythenorth mostly runs an outdated master, with some PR for testing that makes all bug reports null :P
13:41<frosch123>there is an exponential amount of servers
13:41<frosch123>probably all with ai players
13:41<andythenorth>*currently* I am testing an interesting town patch by someone called Eddi|zuHause
13:42<andythenorth>it's promising, but will never work :)
13:42<Eddi|zuHause>well, not unless someone finishes it...
13:42<Eddi|zuHause>... and when did i ever finish anything? :p
13:43<andythenorth>you should email this Eddi|zuHause person and see if they need help
13:43<frosch123>considering the nick, you may even send them a letter
13:44*andythenorth wonders about "Covered Freighter" :P
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13:46<frosch123>to block entering pirates?
13:48*andythenorth wonders if we can implement World of Tanks Blitz in OpenTTD
13:48<andythenorth>the main feature is silly people being rude in chat
13:49<frosch123>isn't that this channel?
13:49<frosch123>or was it r/openttd ?
13:49<Eddi|zuHause>isn't that every chat, ever?
13:50<frosch123>anyway, the flat deck barge is still bothering me
13:50<frosch123>should ottd add some padding on the left?
13:50<frosch123>to align the sprites with the text below it?
13:56<andythenorth>or I can
13:56<andythenorth>I did try adding some later, but I'd need to generate a buy menu sprite with extra blue
13:56<andythenorth>later / earlier /s /brain
13:57<Eddi|zuHause>well, it would be better if that would be possible without a special sprite
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13:58<andythenorth>needs 2-4 px extra
13:58<andythenorth>I would file it under 'can be fixed in newgrf'
13:58<andythenorth>but YMMV
13:59<andythenorth>I suspect it's a one line change in GUI code
13:59<andythenorth>whereas I need about 15 lines to do it
13:59<Eddi|zuHause>if i didn't have an irrational fear of gui code, i might have done it... :p
14:00<Thedarkb>I have an irrational fear of C++
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14:11<andythenorth>it's only a couple of integers :P
14:27<_dp_>lol, I though I can fix that station bug in cmclient since it's in gui code but than I noticed cmclient doesn't have that bug
14:27<_dp_>apparently I accidentally fixed it while merging xD
14:45<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
14:46<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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15:16<andythenorth>frosch123: somewhere in InitBlocksizeForVehicles ? :P
15:16<andythenorth>maybe around L207?
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15:36<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7752: Prevent sounds being produced by inactive industries
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16:06<+glx>hmm seems he failed the rebase again
16:11<andythenorth>eh newgrf font glyphs? :o
16:11*andythenorth wonders if we can fix quote marks :P
16:17<Eddi|zuHause>what needs fixing?
16:17<Eddi|zuHause>did you use the correct ones?
16:24<andythenorth>using an uneducated " mark results in a RHS educated quote mark
16:24<andythenorth>those quote glyphs probably have proper names :P
16:24<andythenorth>applies to single quotes as well
16:27<andythenorth>someone tell me there's a unicode solution to this? o_O
16:27<andythenorth>ignore the extraneous trailing space there
16:30<Eddi|zuHause>is that the original sprite font?
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16:35<supermop_Home_>I find this a problem:
16:37<Eddi|zuHause>(note that using those will disable the builtin sprite font)
16:37<Eddi|zuHause>(unless you include those glyphs in your grf)
16:37<andythenorth>disable for the whole string, or just those glyphs?
16:38<Eddi|zuHause>for all strings
16:38<andythenorth>ouch :)
16:38<Eddi|zuHause>IIRC CETS includes some font glyphs
16:39<Eddi|zuHause>for the raised ¹²³ etc.
16:52<supermop_Home_>trees make topography invisible
16:55<Eddi|zuHause>that's what [X] is for
16:59<supermop_Home_>that's ok for construction, but you can never turn the trees back on to look at pretty views of your trains in the mountains
16:59<andythenorth>newgrf trees
16:59<andythenorth>elevation-sensitive :P
16:59<andythenorth>it's not even a bad idea
16:59<supermop_Home_>would be nice
17:00<andythenorth>I always turn trees off now, they're spam
17:03<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
17:04<Eddi|zuHause>turning trees off is also not great, because after some time you wonder why all towns hate you
17:09<DorpsGek_III>[OpenTTD/OpenTTD] James103 commented on issue #7758: OpenTTD's crash report window does not open.
17:09<DorpsGek_III>[OpenTTD/OpenTTD] James103 closed issue #7758: OpenTTD's crash report window does not open.
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17:24<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
17:25<Thedarkb>Perhaps a build without RTL support might be an option for Debian and Ubuntu users?
17:26<LordAro>i believe that's what's being done for the official debian packages
17:27<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
17:28<Thedarkb>I didn't know about those, to be honest.
17:28<Thedarkb>I wonder if they're up to date.
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17:39<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
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18:01<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
18:06<Eddi|zuHause>"official debian packages" and "up to date" doesn't really fit in the same sentence
18:06<LordAro>Eddi|zuHause: debian unstable*
18:07<Eddi|zuHause>LordAro: i don't think that helps much :p
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18:13<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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18:24<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
18:25<+glx>I fear to suggest another rebase
18:26<Eddi|zuHause>just squash all the commits?
18:27<+glx>he already failed to squash commits
18:27<+glx>everytime he rebases, it just adds a new commit
18:28<+glx>and now the commit checker fails
18:28<Eddi|zuHause>he made merge commits instead of rebasing?
18:29<+glx>no he somehow created empty commits
18:29<+glx>and duplicate commits too
18:32<_dp_>crazy idea of the day: make mmorpg in openttd xD
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18:40<Eddi|zuHause2>we used to have a wwottdgd
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18:49<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
18:52<Thedarkb>I might host my own repo with up to date openttd debs
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19:00<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
19:00<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
19:04<DorpsGek_III>[OpenTTD/OpenTTD] glx22 updated pull request #7752: Prevent sounds being produced by inactive industries
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19:10<DorpsGek_III>[OpenTTD/OpenTTD] PeterN commented on pull request #7752: Prevent sounds being produced by inactive industries
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19:19<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
19:21<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
19:22<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
19:25<DorpsGek_III>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7752: Prevent sounds being produced by inactive industries
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19:31<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
19:33<DorpsGek_III>[OpenTTD/OpenTTD] abmyii updated pull request #7752: Prevent sounds being produced by inactive industries
19:36<DorpsGek_III>[OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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19:43<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7752: Prevent sounds being produced by inactive industries
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---Logclosed Mon Oct 07 00:00:46 2019