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#openttd IRC Logs for 2021-01-12

---Logopened Tue Jan 12 00:00:51 2021
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01:17<@DorpsGek>[OpenTTD/OpenTTD] perezdidac commented on pull request #8552: Feature: Prevent vehicles to unload cargo in implicit stops in cargodist mode if the cargo is not accepted in such station
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06:34<Samu>wow, the new interface, gotta get used to it now
06:38<TrueBrain>lol, fun bugs: if you buy new vehicles in a depot, when you reach window limit, it closes the depot window :D Haha, that is not what I want :P
06:39<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
06:40<TrueBrain>right, after merging ^^, there is only 1 PR left in 1.11 milestone, w00p :)
06:40<TrueBrain>orudge: how is it going on your end; worth waiting for code signing before releasing beta1?
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06:40<TrueBrain>LordAro: mind updating your changelog again? :D
06:42<LordAro>TrueBrain: i wouldn't merge that tbh, there are a lot of warnings on windows
06:42<TrueBrain>owh, I did not check that :(
06:42<TrueBrain>and I wouldn't merge it anyway, I leave that to you :)
06:42<LordAro>windows does not like size_t -> uint :(
06:43<TrueBrain>why is the matcher no longer working for MSVC?
06:43<TrueBrain>that is really weird
06:44<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
06:44<TrueBrain>did MSVC change how it reports warnings or something
06:45<TrueBrain>looks that way
06:45<TrueBrain>on the other hand .. it is seen as a warning by thelogs
06:45<TrueBrain>maybe the ".." is a problem
06:45<TrueBrain>dunno .. someone should debug that :P
06:46<TrueBrain>-this->hscroll->GetPosition() <- so statements like this MSVC doesn't like
06:47<TrueBrain>MSVC is a bit of a retard when it comes to types, it seems :P
06:47<TrueBrain>but, in fairness, that line is really odd anyway
06:47<TrueBrain>int first_line = w + (-this->hscroll->GetPosition()) % w;
06:47<TrueBrain>I mean ... wuth?
06:48<LordAro>that is quite odd
06:48<TrueBrain>int pos = -this->vscroll->GetPosition(); <- this is just stupid that MSVC doesn't cast this to signed, tbfh
06:48<TrueBrain>I wonder if GCC does do the right thing, or not warn about it
06:49<TrueBrain>anyway, most of them just need a static_cast<int> it seems
06:49<TrueBrain>except for that one with "first_line", that seems trivial
06:50<TrueBrain>just a few places, so not that bad :)
06:50<_dp_>% works kinda weird for negative values
06:50<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned
06:50<_dp_>especially in c++
06:50<TrueBrain>but that the problem matcher doesn't match is just annoying
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07:50<reldred>God I'm loving multi tile depots.
07:51<reldred>Having train depots suddenly have the same size requirements as busy stations changes the game, now I have to think about depot throughput in a totally different way beyond just avoiding ugly 90 degree turns.
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08:07<Samu>how does that multitile pr work? the preview shows nothing different
08:07<reldred>gotta go into settings, search for depot, and change all options to 'big depot'
08:08<Samu>ohh, it's a setting, i missed it then
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08:30<reldred>If anything it almost feels like vehicle servicing is too quick now XD
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10:02<Samu>i still have 9 PR's open, insert sad face
10:03<Heiki>STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT says “Display list of company's aircraft. Ctrl+Click toggles opening the group/vehicle list”, but ctrl+click doesn’t really toggle anything, it just displays a different window (and the same goes for _ROAD_VEHICLES, _SHIPS, _TRAINS)
10:03<LordAro>Heiki: PRs accepted :)
10:04<LordAro>does sound like 'toggle' should be removed though
10:04<Samu>it doesn't really "toggle" the current window
10:04<LordAro>well, s/toggles opening/opens/
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10:06<Samu>is the english UK translation done via ents ?
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10:07<Heiki>noticed that while looking at the Finnish translation and realising that the original string made even less sense
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10:15<@orudge>[11:40:17] <TrueBrain> orudge: how is it going on your end; worth waiting for code signing before releasing beta1? <-- I'm still waiting for the bank account to be set up. They requested more information on our proposed business activities initially.
10:15<@orudge>I'm hoping it won't be too much longer.
10:15<TrueBrain>so we wait a bit for a release, no problem :)
10:15<@orudge>I can order a certificate for Windows at least I guess without
10:16<@orudge>For Mac, they are waiting for a third party company to 'approve' our company
10:16<@orudge>Lots of delays :(
10:16<TrueBrain>I would off with the Windows thingy
10:16<TrueBrain>lets try OSX first, honestly :)
10:17<TrueBrain>but there is no real rush here; we can release beta1, and just do a beta2 or RC when this is done
10:17<TrueBrain>strongly depends on how difficult this all is :P
10:18<@orudge>I wouldn't hold back beta1 because of code signing
10:19<@orudge>OpenTTD hasn't been code signed for 15 years :)
10:19<@orudge>17 years?
10:19<@orudge>can't remember when it was released now
10:19<@orudge>16 years maybe
10:19<@orudge>something like that :P
10:19<@orudge>Hopefully we will have it in place before we get to RC1
10:20<TrueBrain>March 2004? So almost 17 years :P
10:21<TrueBrain>but if we push a beta for MacOS now, especially for M1, not many people can use it
10:21<TrueBrain>so there is a bit of a balance :)
10:21<Timberwolf>TTD -> OpenTTD is less time than OpenTTD -> now.
10:21<@orudge>Well, the x86_64 build should work just as well as any of the previous builds
10:21<TrueBrain>but okay, I think a beta release by the end of the week or so is just fine :)
10:21<LordAro>Timberwolf: aaaaa
10:21<@orudge>So it depends on how well-deployed the M1 is and how many people pick that one
10:22<@orudge>Once we get this D-U-N-S number then I will continue with the apple application
10:22<Timberwolf>LordAro: It's fine, not as bad as when I listen to some of my albums from the '90s and think "what is this the equivalent of my parents listening to when it was new?"
10:23<LordAro>Timberwolf: i think we are similar ages :)
10:23<Timberwolf>Quite possibly, I was born late 1982.
10:23<LordAro>ah, not quite
10:23*LordAro hides
10:24<TrueBrain>LordAro is young :)
10:25<TrueBrain>he found a place at the cool-kids-table, and nobody scared him away :P
10:25<Samu>wow, i feel old
10:25<LordAro>OTTD is literally the primary reason i'm now a programmer
10:26<TrueBrain>haha, and for that, we are sorry :P
10:26<TrueBrain>(to you, to the world, pick a side :D)
10:27<LordAro>TrueBrain: if anything, it's your fault for removing the old AI
10:28<TrueBrain>NoAI was got you to program?
10:28<LordAro>i was one of the (many) people who turned up on the forums asking where the old AI had gone
10:28<LordAro>and then things escalated
10:28<TrueBrain>haha :)
10:28<TrueBrain>well, happy that you did :)
10:30<LordAro>me too :)
10:37<Samu>CanPlantTreesOnTile checks if there's a bridge above, but not if there's a tunnel below
10:37<LordAro>Samu: tunnels are not typically a problem for tunnels
10:38<LordAro>Samu: tunnels are not typically a problem for trees
10:38<LordAro>or indeed vice versa
10:39<+glx> <-- my first contribution to openttd is hidden in this one
10:40<LordAro>an actual floppy drive? :D
10:40<+glx>yeah, it was annoying
10:41<@orudge>Interesting, somebody has already set up an apple ID on the e-mail account
10:41<@orudge>I wonder who and when :)
10:42<@DorpsGek>[OpenTTD/OpenTTD] auge8472 commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible
10:42<+glx>maybe from ancient CF times ?
10:42<@orudge>Hmm, because there are 3 security questions on it, the answers to which I have no idea
10:44<@orudge>It was set up in 2013 it seems
10:47<Samu>discussion on 8551 is heating up
10:50<Samu>there are ppl actually wanting very flat arctic maps
10:51<@orudge>Right, enrolment applied for for Apple
11:05<Samu>what if we change the limitations of Forests and Farms?
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11:06<Samu>allow farms and forests to spawn closer to snow line height
11:08<Samu>as for tropical climate, i have no real idea
11:10<Samu>there's rainforest, but in the minimap, they have no legend, can't see where they are
11:11<@orudge>That was quick, phone call from Apple to check on a few points and confirm the enrolment
11:13<_2TallTyler>I don't think changing an original TTD mechanic to enable one user's play style is necessary. A NewGRF which removes those limitations would be a better way, and a very easy project indeed.
11:15<_2TallTyler>Also, the Forest sprites in sub-arctic are drawn with snow. I don't know if it's even possible to access the snow-less Temperate sprites from that climate, since they share the same sprite ID. I have tried, since people try to use my temperate industry set in sub-arctic and submit bug reports :P
11:17<TrueBrain>orudge: nice :D
11:18<@orudge>TrueBrain: just waiting for the payment to be processed. If it's all sorted by tonight, then I will try to get the signing working then
11:18<TrueBrain>cool :)
11:18<LordAro>orudge: nice
11:18<TrueBrain>this will be interesting :D
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12:29<supermop_Home>samu, most newgrf sets do change the farm / forest snow line relationship.
12:31<Samu>trying to show rainforest tiles in the map with shiny green:
12:32<Samu>maybe it needs another kind of green?
12:33<Samu>oh, and fields
12:33<Samu>fields have priority over rainforest, i suppose
12:43<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean
12:45<Samu>where can I see the colours themselves ?
12:45<Samu>i need a DARK_GREEN
12:47<Samu>well, darker than green at least
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13:03<@DorpsGek>[OpenTTD/OpenTTD] Andrew350 opened issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed
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13:06<Samu>can I create a PR? I'm adding a legenda for rainforest in the small map
13:08<Samu>it looks like this in its final form:
13:09<Samu>farm fields have priority over rainforest
13:09<Samu>i added Rainforest legenda for it
13:10<Samu>that's the same green used for forest industries btw
13:10<Samu>hope that's ok
13:26<TrueBrain>so ... OpenTTD has a function FindMissingGlyphs, that can return the string it found a missing glyph off .. which is never used :D (as in, the function is used, just not which string is the problem :P
13:26<TrueBrain>that is a bit evil :D
13:26<TrueBrain>so OpenTTD rejects fonts because they miss a glyph, but never tell anyone which :)
13:33<TrueBrain>okay, added a debug statement, now at least I know why the font is rejected .. it is because of some string with a weird character in it .. lets find out what this is :D
13:38<_dp_>I poked around glyph stuff with similar intentions but quickly abandoned the idea to keep my sanity
13:38<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
13:38<@DorpsGek> - Update: Translations from eints (by translators)
13:38<TrueBrain>if any glyph is the same size as a ?, it is dismissed
13:38<TrueBrain>that feels weird
13:39<LordAro>that does feel weird
13:41<TrueBrain>owh, no, I get what it is doing, it is not that weird
13:41<TrueBrain>it just might be wrong :P
13:42<TrueBrain>NBSP is the issue in this case, it seems
13:43<LordAro>in english.txt ?
13:43<TrueBrain>{COMMA}{NBSP}passenger{P "" s} is in english.txt
13:43<LordAro>oh, not a literal
13:43<TrueBrain>that translates into  passenger, what-ever those weird chars might be
13:43<LordAro>odd for a font to not provide that
13:43<TrueBrain>printing UTF-8 as non-UTF-8 is not right, as it turns out :D
13:44<LordAro>U+E026 is private use area, apparently
13:44<LordAro>some artifact of how ICU/whatever renders it?
13:44<TrueBrain>how do I correctly print utf-8 in OpenTTD, with DEBUG?
13:44<frosch123>that is a problem of your console
13:44<frosch123>set your system to utf-8 instead of cp12xx
13:45<TrueBrain>why would you think my WSL is set to cp? :D
13:45<TrueBrain>but okay, basically what you say it is fine to DEBUG an utf-8 string, it should output correctly
13:46<+glx>set the console font, squares usually means glyph not found
13:46<LordAro>TrueBrain: yes, it is just a printf after all
13:46<TrueBrain>too used to Python :D
13:46<LordAro>the relevant byte sequences should be rendered properly by python
13:46<LordAro>by your console
13:46<TrueBrain>I know what you mean ;)
13:47<TrueBrain>okay, so I have 3 codes that are weird .. it tries to print 0xA0, 0xA3, and 0xA9 .. down the rabbit hole, I guess ..
13:48<frosch123>£© <- A3 A9, if you are still searching
13:49<TrueBrain>I did not think of that, tnx :)
13:49<TrueBrain>so that means this font just can't render these things properly
13:49<TrueBrain>we dismiss the font completely because of it
13:49<TrueBrain>I wonder if we should inform the user more clearly about this fact
13:50<frosch123>if it is manually configured, then yes :) there are also message boxes about invalid config values
13:50<TrueBrain>yeah, it is the reason is not working
13:51<TrueBrain>his TTFs miss some chars, and as such, are rejected
13:51<TrueBrain>chars = glyphs, ofc
13:51<frosch123>weird how a font can miss the copyright sign. i expected the authors to add that one first :p
13:51<TrueBrain>what is A0 btw? No clue where you found those other 2 so quickly
13:52<frosch123>A0 is NBSP
13:52<frosch123>i know that one by heart
13:52<frosch123>otherwise i use kcharselect
13:52<+glx>NBSP is quite common too
13:52<frosch123>kcharselect is an incredible powerful tool
13:52<TrueBrain>should ignore fonts be a DEBUG level 0, instead of 2?
13:53<frosch123>when the sprite font does not work, ottd tries to find a font automatically
13:53<TrueBrain>it uses fallbacks etc
13:53<frosch123>it should not print 50 DEBUG0 lines in that case :)
13:53<TrueBrain>no, just 1 :)
13:54<frosch123>but for rejecting config entries it should be fine
13:57<TrueBrain>it is funny, it is also the reason most likely small_font did work and medium_font doesn't :D
14:00<TrueBrain>right, lets see if I can pop up an error :D
14:01<frosch123>iirc there is something the schedule error popups during start-up, which are shown when the gui is ready
14:01<TrueBrain>found a very similar error when the fallback font fails to load :)
14:02<TrueBrain>guess that will do fine :)
14:02<TrueBrain>I just cannot indicate which font failed loading
14:02<TrueBrain>that is a bit of a pity
14:02<frosch123>hmm, was the fallback-font deadlock fixed yet? :p
14:03<frosch123>it's funny. you can always find a rabbit hole in ottd :)
14:03<TrueBrain>so many
14:03<TrueBrain>like this appears to only reset medium and mono fonts, if any font fails to load
14:03<TrueBrain>not small and large
14:04<TrueBrain>font code become a bit difficult to read :D
14:05<TrueBrain>ah, no, that is just temporary, that is takes over mono and medium
14:05<TrueBrain>fine, what-ever
14:13<andythenorth>fonty mcfontface
14:13*andythenorth nonsense mood
14:14<TrueBrain>okay, it resets small/medium/large in one place, and mono in another
14:14<TrueBrain>so you can have 1 with and 1 without fallback font
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14:29<@DorpsGek>[OpenTTD/OpenTTD] LC-Zorg commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible
14:32<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean
14:33<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8559: Font weirdness
14:34<TrueBrain>learnt a lot about the font system that I did not want to learn :)
14:37<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Font weirdness
14:40<@DorpsGek>[OpenTTD/OpenTTD] LC-Zorg commented on issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed
14:42<andythenorth>oof the maps thing, I have sense of humour failure
14:42<andythenorth>pls send lolz
14:44<TrueBrain>and for the first time ever, I unsubscribed from an issue :)
14:44<TrueBrain>says it all :P
14:44<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on pull request #8559: Font weirdness
14:44<andythenorth>thanks for lolz
14:46<TrueBrain>solid point glx :)
14:47<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
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14:51<andythenorth>maps go brr
14:54<andythenorth>so how badly did I do with this spec?
14:54<andythenorth>I tried to think around some corners
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15:00<Samu>I have a GS that computes the tile with the highest height on the map, i found some bug
15:00<Samu>very flat, generated a highest height of 6
15:00<Samu>flat, 8
15:00<Samu>hilly, 5
15:01<Samu>mountainous, 10
15:01<Samu>alpinist, 10
15:02<@DorpsGek>[OpenTTD/OpenTTD] Andrew350 opened issue #8560: Plane sprite and shadow get reversed when terrain under north tile of airport is lowered
15:02<Samu>10-11 for alpinist on 256x256
15:04<Xaroth>How many times have you tried? I'd check with multiple maps first.
15:04<Samu>i had freeform edges off
15:04<Samu>didn't expect it to affect the generator that much
15:04<Xaroth>Better try with and without those as well, just to be on the safe side.
15:05<@DorpsGek>[OpenTTD/OpenTTD] LC-Zorg commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
15:05<LordAro>lol #8560
15:05<LordAro>i knew using the hangar to get the tile height wasn't going to be enough
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15:08<TrueBrain>LordAro: :D
15:08<TrueBrain>I did not expect that, but yeah ....
15:09<+glx>hole and fundations under hangar ?
15:09<+glx>nice edge case :)
15:09<LordAro>is there a function to get the maximum height of a tile?
15:10<frosch123>GetTileMaxZ / GetTileMaxPixelZ or so
15:10<LordAro>probably that then :)
15:10<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used
15:11<TrueBrain>I don't even ... ^^
15:15<+glx>finally I prefer comments from james
15:16<TrueBrain>it is funny because it is true :D
15:24<+glx>and we already know a font select gui would be nice
15:24<TrueBrain>it is a good suggestion; that is not the issue :)
15:24<TrueBrain>it is just not the place to make sure suggestions :P
15:25<+glx>indeed totally not related to your PR
15:25<TrueBrain>in Dutch we have a saying: "je geeft een vinger, en ze nemen je hele hand", loosely translated: you give them a small thing, and they want the completely pie
15:25<Xaroth>`give an inch they'll take a mile`
15:25<frosch123>lol, we have the same saying, but with hand / arm
15:26<TrueBrain>frosch123: :D
15:26<+glx>same in french
15:27<frosch123>did dutch people shake fingers to welcome some in the past?
15:27<TrueBrain>it is funny how these things are similar but different :)
15:30<+glx>oh it's finger not hand in french
15:30<TrueBrain>glx: finger / arm? or finger / hand?
15:30<TrueBrain>so Dutch is finger/hand, German hand/arm, French finger/arm
15:30<TrueBrain>that is just funny :D
15:33<Samu>I have this urge to submit a PR
15:33<Samu>help me
15:34<andythenorth>Samu delete one of the existing?
15:34<andythenorth>one in, one out? :)
15:35<+glx>is it really complete ? does it have a high chance of acceptance ?
15:35<TrueBrain>what PR are you willing to close to submit this one? :D (is that too evil?)
15:35<Xaroth>We can always go full Thanos on the PR list
15:36<TrueBrain>"For the greater good" - closed
15:36<Samu>rainforest on smallmap
15:37<frosch123>TrueBrain: actually, sometimes people use "pinky" instead of "hand", if they want to make a strong emphasis
15:37<andythenorth>pinky promise?
15:38<andythenorth>don't even know where that comes from :P
15:38<andythenorth>this channel is very culturally educational
15:40<Xaroth>that's from Japan, iirc
15:41<Xaroth>but in Japan they say finger chop or something, meaning that if you broke the promise you'd cut off your pinky
15:41<Heiki>the Finnish version is,_se_vie_koko_k%C3%A4den
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15:44<Samu>rainforest on smallmap:
15:44<Samu>may I PR?
15:45<Samu>sorry for my paint skills
15:46<+glx>same map before/after patch will show better I think
15:47<andythenorth>what differs forest from rainforest?
15:48<supermop_Home>soundeffects i think?
15:48<Samu>maybe i should say Rainforest Land instea
15:48<_2TallTyler>Different tree sprites, which grow more dense than trees outside rainforest areas
15:50<Samu>rainforest without the patch
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15:55<supermop_Home>looking at that map it always bugs me that the map gen does fix this:
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15:58<+glx>I think it could just reuse "forest" as it's already in the legend with the same color
16:02<frosch123>andythenorth: rainforest growth faster to compensate for the sawmill
16:03<_2TallTyler>Aha, that's why my temperate sawmill grf kept running out of trees
16:04<supermop_Home>i did like that one temperate sawmill grf that basically exists to try to cull excess trees
16:04<supermop_Home>by spawning, clearing an area, and then closing to move somewhere else
16:06<Samu>what i'm highlightin is actually the ground
16:07<Samu>Rainforest land
16:07<Samu>it may actually have no forest yet
16:08<+glx>of course if a forest industry is present on the same map it will be almost impossible to spot
16:09<Samu>there are no forest industry in sub-tropic, unless newgrf?
16:10<+glx>any organic industry producing wood is considered to be a forest
16:10<supermop_Home>though as rainforest tiles are functionally different from tropic grass, i always wondered why the tiles were not colored different
16:10<+glx>so yeah newgrf can have industries displayed in green
16:14<Samu>i need to invent a colour
16:14<Samu>where is this pallete thing? seems to have 256 colours
16:16<Samu>or alternatively, change forest industries from being displayed green?
16:16<Samu>then Forest can be renamed to Rainforest
16:17<andythenorth>there's a palette in a PR currently
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16:19<+glx>would be nice to also have hex values ;)
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16:20<+glx>andythenorth: maybe some black row above and black column on the left with 0 to F
16:21<+glx>so there's a lookup hint, without needing to count
16:21<andythenorth>I could convert it to HTML
16:22<+glx>no, png is nice
16:22<Samu>gonna test the colour 95
16:27<+glx>static const uint8 PC_VERY_DARK_BROWN = 0x56; ///< Almost-black brown palette colour. <-- seems the colour doesn't match the name
16:28<+glx>0x56 = 86 and it's a not so dark green one, not brown
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16:31<Samu>it's used for painting railroad stations
16:31<Samu>that colour
16:31<+glx>in routes mode yes
16:31<Samu>they're green indeed
16:32<Samu>i think green is a good colour for it
16:32<Samu>but im using violet background
16:32<Samu>let me test green on green
16:33<Samu>awww, not easy to tell apart
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16:38<frosch123>glx: likely the value is intended, and the name is wrong :)
16:38<Samu>"old" vs "new"
16:38<Samu>oops, not that kind of "old" i was looking for
16:38<Samu>"this recent old"
16:50<andythenorth>is bedtime?
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17:02<azulcosta>hello to all. evening
17:03<azulcosta>is there an anual limit number to new vehicles available in a newgrf ?
17:04<azulcosta>i'm making 10 trucks for january 1st of 1917... nml compiled ok, no errors.... but the game only shows 7
17:04<frosch123>introdates are randomised by up to two years
17:05<azulcosta>many thanks!. didn't know that
17:05<azulcosta>cheers, to all! No i can continue making my 32bpp euro trucks pack!
17:06<frosch123>have fun!
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17:06<TrueBrain>easiest q&a evah!
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17:09<frosch123>do we allow translator mass edits via PR?
17:09<TrueBrain>I would rather avoid it, personally, as eints does validation
17:10<frosch123> <- do you have a nice answer?
17:13<TrueBrain>will try :)
17:14<Eddi|zuHause>TrueBrain: easy solution: eints patch import :p
17:14<TrueBrain>I look forward to your PR!
17:14<@orudge>TrueBrain: btw, you can technically sign the Windows build with an Apple certificate, but it's of no practical use because Windows doesn't trust the Apple root CA :)
17:14<TrueBrain>orudge: hahaha :D
17:14<TrueBrain>okay, that is fair :)
17:14<Eddi|zuHause>don't hold your breath :p
17:15<Samu>this tone of green ain't that bad either:
17:16<Samu>looks kinda grayish
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17:18<Samu>well, gotta go, good night
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17:19<@orudge>My old keyboard was getting increasingly dodgy, so I got a cheap new keyboard. I realise now however how much I appreciated the volume control keys on the keyboard, which this one doesn't have. :(
17:20<Eddi|zuHause>they are SOOO important
17:21<Eddi|zuHause>they're basically the only "extra" keys i use
17:22<Timberwolf>My desktop has a volume roller on the keyboard, that's very satisfying.
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17:25<Eddi|zuHause>like a trackball?
17:25<Timberwolf>Kind of, like a one dimensional version thereof.
17:28<TrueBrain>orudge: but so yeah .. guess we have to buy a certificate for windows in that case :)
17:28<@orudge>TrueBrain: yep
17:28<supermop_Home>the mute key is totally needed
17:28*orudge twiddles his thumbs while waiting for the notarisation response from Apple
17:29<@orudge>"this can take minutes to hours" is the only downside there...
17:29<@orudge>hmm, signature is invalid :|
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17:32<andythenorth>I have a stupid emojibar
17:32<andythenorth>with no tactile response
17:32<andythenorth>worst Apple innovation in last 20 years
17:32<Timberwolf>andythenorth: Do you randomly mute things while trying to backspace?
17:33<Timberwolf>Actually, that only happens if you already got fed up with summoning Siri while trying to backspace.
17:33<andythenorth>siri is banned :P
17:33<andythenorth>mostly my lock icon is there, so I constantly lock myself out
17:34<andythenorth>all they need to do was tactile feedback and it would have been awesome
17:34<Eddi|zuHause>is that better or worse than hitting # when trying to hit return?
17:35<andythenorth>dunno, no # on my keyboard :)
17:36<andythenorth>where is #?
17:36<Eddi|zuHause>next to return :p
17:39<Eddi|zuHause> <-- this is the typical german layout
17:39<supermop_Home>next to return?
17:39<Eddi|zuHause>there's a variant where # is moved up 2 rows, with a smaller backspace key
17:40<andythenorth>that is more like the keyboard layout I learnt when I was a kid
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17:41<andythenorth>nope I misremember
17:41<andythenorth>those cursor keys :P
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17:45<azulcosta>and here I am again
17:46<Eddi|zuHause>happens to the best of us
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17:47<azulcosta>after re-exported new grf, and re-test with... again i have only 7 trucks available, out of 10 for the same date
17:48<azulcosta>can't figure out the problem... nml converted without errors
17:49<azulcosta>unless... i can't share masked sprites between folder vehicles ?
17:50<Eddi|zuHause><frosch123> introdates are randomised by up to two years <-- we changed that, so that vehicles introduced at the same date continue to be introduced at the same date, even if it is moved by 2 years
17:51<Eddi|zuHause>azulcosta: are the cargos unavailable?
17:51<Eddi|zuHause>azulcosta: do you have some code?
17:53<azulcosta>the cargos won't show are: grain, goods, iron ore
17:54<azulcosta>i'm sharing the masked files, between the coal+iron+grain trucks....
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17:54<azulcosta>so, the grain trucks have masked sprites from coal truck folder
17:55<azulcosta>and so on....
17:55<Eddi|zuHause>that shouldn't matter
17:56<azulcosta>oh, wait... the goods truck have it's own masked sprites in folder...
17:56<azulcosta>so...i can't find the problem
17:56<azulcosta>i'll put the current nml code in my github
18:07<azulcosta>here's the code
18:08<azulcosta>i need also the code for disabling the vanilla default truck pack...
18:11<+glx>try a date way after introduction for testing in openttd
18:11<azulcosta>i'll try
18:11<Eddi|zuHause>"cargo_allow_refit: [FOOD, FRUT];" <-- in the goods truck, i think this also should include GOOD
18:12<Eddi|zuHause>so, the default cargo should also be in the refittable list
18:12<azulcosta>i haven't tested yet on artic and desert...
18:12<Eddi|zuHause>which might explain your problem
18:12<azulcosta>the refit must have all possibly cargos ?
18:13<azulcosta>included the default ?
18:13<azulcosta>let me try that
18:14<azulcosta>disable_item(FEAT_ROADVEHS, 0, 6); <<<< this is for the vanilla buses.... what's the code for vanilla trucks ?
18:14<Eddi|zuHause>just increase the 6
18:14<azulcosta>eddi, but wait
18:15<azulcosta>the tank truck, have default cargo = oil_
18:15<azulcosta>and refit for rubber+water
18:15<azulcosta>and it shows in the game...
18:15<Eddi|zuHause> <-- there is a list of default vehicles. just put disable(lowest, highest)
18:17<Eddi|zuHause>azulcosta: but that one has also "refittable_cargo_classes: bitmask(CC_LIQUID);"
18:17<Eddi|zuHause>which includes OIL_
18:17<azulcosta>hum... i see
18:18<azulcosta>i don't have refit classes in other trucks
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18:19<azulcosta>interesting... that could be my problem.... i'll try out now
18:20<Eddi|zuHause>you don't need refit classes, but they help with cargos which you don't know yet
18:20<Eddi|zuHause>but definitely put the default cargo in the refit list
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18:20<+glx>and if you're testing with just your grf some cargo are not available in all climates
18:22<+glx>but I don't remember if that can have an effect on vehicle availability
18:22<azulcosta>yes, i know. that's why i'm adding refitable cargos for all 3 climates.
18:22<azulcosta>that's a good point to check too
18:23<+glx>so yeah, test on the 3 climates :)
18:24<azulcosta>that's it.... why i can't misture cargos from all climates ?
18:24<azulcosta>mix cargos
18:24<Eddi|zuHause>you can.
18:24<+glx>default cargo must exist
18:24<+glx>refit are a bonus I guess
18:25<Eddi|zuHause>if the default cargo doesn't exist, a random cargo is chosen
18:25<azulcosta>i'll do a couple more tests....
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18:29<+michi_cc>orudge: Were you building a release build for OSX? I didn't follow up on that, but at least the make build seems to do a strip somewhere which causes xcode to tell me that it would invalidate signatures.
18:29<+michi_cc>Don't know if building using the cmake Xcode generator has that problem too.
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18:34<azulcosta>all my problems are solved! Thanks Eddi, and glx!
18:35<azulcosta>adding the default cargos to refitable cargos fixed it.
18:45<TrueBrain>michi_cc: I believe using RelWithDebInfo avoids that issue .. at least, I remember something like that vaguely :)
18:48<@orudge>michi_cc: The signatures are being applied by cpack; something seems to be getting corrupted though, I just can't quite figure out how. Debugging it on my own machine just now, but about to give up and go to bed. Perhaps .zip might be easier than .dmg...
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---Logclosed Wed Jan 13 00:00:52 2021