IRC logs for #openttd.dev on OFTC at 2012-12-26
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12:48:51 <Terkhen> is the second hunk related to the first one?
12:49:16 <frosch123> hmm, i can drop the tree shore case
12:49:30 <frosch123> there are no trees on tiles which can also have ships
12:50:28 <frosch123> the first hunk is fs#5406
12:50:54 <frosch123> the second one in rail_cmd prevents ufos from crashing ottd by turning water with ships on it into land
12:54:32 <Terkhen> oh, a nice corner case :P
12:55:40 <frosch123> actually, it does not crash since it checks for ships
12:55:46 <frosch123> but it should not clear water without ships anyway
14:48:59 <frosch123> make resolving of recolour sprites deal with mapgen sprites just as for realsprites
14:49:28 <frosch123> i.e. do not crash, but print a debug message and then use the dark blue map
15:01:14 <andythenorth> vehicle.cpp - l2265 - would it be acceptable to add more cases to handle more smoke variants?
15:01:26 <andythenorth> for example, VE_TYPE_DIESEL_CONSTANT
15:01:47 <Terkhen> frosch123: sorry, no idea of what that code does; sprites are weird :P
15:02:01 <Terkhen> andythenorth: would those be able to handle all cases required by NewGRF authors?
15:02:16 <andythenorth> who knows what those are going to be?
15:02:26 <andythenorth> seems like a case of 'guess the future'
15:02:42 <andythenorth> meanwhile, it's *really* only graphics
15:02:46 <frosch123> andythenorth: does that really matter?
15:02:49 <andythenorth> the gameplay implication is minimal
15:02:57 <Terkhen> what I meant is "would that solution be able to handle new sprite cases"?
15:03:41 <Terkhen> but to me it sounds as if adding just new types would be enough, wouldn't it?
15:04:47 <frosch123> i thought newsmoke was about different sprites?
15:04:54 <frosch123> in different positions
15:05:36 <andythenorth> I don't see the case for different sprites
15:05:50 <andythenorth> I have no objection to them, but I don't see the benefit
15:06:07 <andythenorth> 'everything must be changeable by newgrf' might not include *everything* ?
15:06:41 <frosch123> like green or blue smoke depending on speed :)
15:06:56 <andythenorth> yeah, or martian smoke, or contrails, or ship wakes or so
15:07:28 <frosch123> well, i thought it was about heqs with two smoke sources etc
15:07:44 <andythenorth> so there are 4 issues
15:07:48 <frosch123> well, you can also solve this by using custom sprites :p
15:08:01 <frosch123> just sprites with multiple steam clouds
15:08:39 <frosch123> white smoke in the flats, black smoke when accelerating
15:09:02 <andythenorth> ok, so that could be viable
15:09:37 <Terkhen> "define number of sources" "define position of sources" "define sprites of sources"
15:10:05 <andythenorth> newgrf effect vehicles?
15:10:09 <frosch123> Terkhen: yeah, but maybe the third one can also solve the first two
15:11:17 <andythenorth> effect vehicles compositing n realsprites?
15:11:20 <Terkhen> "create a spritegroup that contains the smoke sprites that you want in the right places"?
15:13:07 <andythenorth> does the effect vehicle get a full varact 2 chain?
15:47:02 <andythenorth> so when ottd tries to draw an effect vehicle for a vehicle, the vehice returns which EV to use....
15:47:15 <andythenorth> and EVs are defined by newgrf
15:47:29 <andythenorth> or vehicle returns 'none'
15:47:43 <andythenorth> how does ottd decide when to try drawing an EV?
15:49:24 <frosch123> just keep the build-in methods for now
15:49:45 <frosch123> don't add a calback which would need running every tick for every vehicle :p
15:51:01 <andythenorth> "let's evaluate the entire vehicle chain to decide whether to draw a small puff of smoke or not"
15:51:05 <andythenorth> but people would :P
15:52:24 <andythenorth> "this consist includes coaches which have electric heating: +10% smoker per carriage"
15:52:54 <andythenorth> "this consist contains coach of type xyz, and one set of brakes was known to drag on that model between 1975 and 1976, so aff 0.3% smoke"
15:58:19 <andythenorth> the same objection applies to allowing newgrf to specify current EV?
15:58:25 <andythenorth> but at much lower frequency?
16:02:03 <andythenorth> with the option for newgrf to specify EV, the current three algorithms for generating effects might suffice to cover most cases
16:05:41 <frosch123> hmm, is it ok to remove strings which have only been translated by 29 languages?
16:05:48 <frosch123> or should i wait for the lazy translators :p
16:07:11 <Terkhen> which strings are you going to remove?
16:07:22 <frosch123> STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT_WO_LOCAL :Non-client settings with a different value than the default
16:08:48 <frosch123> the WO_LOCAL part can also be done with the other dropdown
16:27:22 <frosch123> and move full animation to game options
16:27:26 <frosch123> next to the full screen
16:41:16 <frosch123> i wonder how hard it is to select the blitter in the gui
16:41:30 <frosch123> we can switch to 32bpp, but i am not sure whether we can switch back :p
16:42:00 <planetmaker> s/Screen resolution/Screen settings/
16:42:06 <planetmaker> then it would fit
16:42:22 <planetmaker> or "Display settings"
16:42:27 <frosch123> hmm, i'll try to move the town name to mapgen
16:42:34 <frosch123> then add a blitter in game options
16:42:44 <planetmaker> also "road vehicles" belongs there
16:42:46 <frosch123> "8bpp", "8bpp, 32bpp on demand", "32bpp"
16:42:48 <planetmaker> or in adv. settings
16:43:10 <planetmaker> the blitter then could also go into display settings
16:43:51 <planetmaker> and... imho currency and measuring units go into adv. settings
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16:45:58 <andythenorth> would newgrf effect vehicles be only available to the grf that defines them? (seems sanest to me)
16:47:20 <frosch123> damn, now pm shuffled the whole mapgen thingie onto me :p
16:47:40 <frosch123> i cannot see the light anymore :)
16:48:03 * planetmaker brings some light to frosch123
16:48:58 <andythenorth> reworking settings?
16:49:17 <frosch123> andythenorth: what have we done all year? :p
17:50:20 <frosch123> planetmaker: Terkhen: poke :p
17:50:47 <frosch123> oh, btw. does wt3 display usuful similar texts?
17:50:55 <frosch123> i only changed the pluralness
17:51:34 <frosch123> but i am not sure who wt3 decides similiarness
17:57:31 <planetmaker> string names and string contents are searched for similarity
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17:58:39 <frosch123> hmm, i ran sed on an outdated checkout
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19:04:04 <andythenorth> would newgrf effect vehicles have full set of varact 2 vars?
19:04:28 <andythenorth> or could they be made quite stupid, i.e. just stepping through animated frames?
19:09:20 <frosch123> you obviously want to influence them during the creation
19:09:34 <frosch123> but you do not want to give them access to the original vehicle after creation
19:09:52 <frosch123> so, yeah, just a single set of anim frames might be useful
19:10:08 <frosch123> would also reduce the number of cbs again :p
19:10:21 <frosch123> a single cb on spawning, and a single cb on drawing if visible
19:12:44 <andythenorth> I have been slightly against the newgrf effect vehicle route, because it seems like more complexity
19:12:57 <andythenorth> but that's the only reasons
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