IRC logs for #openttd on OFTC at 2013-12-06
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01:03:25 <Hazzard> TTD tiles are 64 by 32, right?
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03:39:22 <Supercheese> Someone's gone and done it, a nighttime base set
03:46:55 <Supercheese> my thoughts exactly
03:47:15 <Supercheese> seemingly not on B&N&N&S yet
03:49:40 <Hazzard> The signal lights look really nice. The lights on the windows would light up the buildings themselves slightly, but that detail would take forever to add
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07:32:52 <michi_cc> planetmaker: You're railtype example is way too long
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07:36:12 <michi_cc> planetmaker: Vehicles pick one suitable axle weight, track sets must provide either a separate railtype or a mapping for all standard axle weights. So for a non-electrified NG vehicle pick one of NA[A-E]N and that's it.
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09:23:00 <planetmaker> michi_cc, yes. If you want to make a vehicle set compatible with a range of NewGRFs, it's IMHO advisable to provide a decent cascade of railtypes, though
09:25:40 <michi_cc> planetmaker: For labels outside the proposed standard system, sure. Inside the system you need very few fallbacks (the summary sections for track sets and vehicle sets on the wiki page explicitly state these cases).
09:25:47 <Eddi|zuHause> but if the vehicle set needs to take care of too many of these compatibilites, you get a combinatoric explosion, that's why the standard says the axle weight needs to be handled by the railtype set
09:26:21 <planetmaker> how does a railtype set handle that?
09:26:40 <planetmaker> alternate_labels... hm
09:27:15 <planetmaker> I last programmed a railtype newgrf when that didn't yet exist :)
09:27:16 <michi_cc> It maps types A to E with alternate labels to those types it wishes to implement. The wiki page has an example I think.
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09:27:41 <planetmaker> with that property it makes sense to have it handled by railtype, yes. Wasn#t aware of that
09:27:48 <michi_cc> I implemented alternate labels exactly because of the scheme :)
09:28:56 <michi_cc> Okay, have to pay attention to the seminar again :p
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13:35:28 <peter1138> So anyone made a patch to load OpenGFX and NightGFX together, and blend them to make day/night cycles? :p
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13:50:29 <Japa> Maybe better would be to define lit parts of the sprite the same way you define CC, and then just shade the rest of the sprite in realtime
13:52:53 <Eddi|zuHause> a mask is probably the most flexible solution
13:54:03 <Eddi|zuHause> then you can have a simple day/night blitter
13:57:30 <Japa> Then with the mask you can also be stupid and add bloom
13:58:23 <Eddi|zuHause> never understood what that actually is
13:59:24 <Japa> It's when really bright pixels start spilling out into the surrounding ones, giving the illusion of them being brighter.
14:09:48 <Xaroth|Work> and can be quite annoying if used in excess
14:09:58 <Xaroth|Work> (imagine toyland with bloom O_O )
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18:45:24 <DorpsGek> Commit by translators :: r26145 /trunk/src/lang (norwegian_bokmal.txt polish.txt) (2013-12-06 18:45:16 UTC)
18:45:25 <DorpsGek> -Update from WebTranslator v3.0:
18:45:26 <DorpsGek> norwegian_bokmal - 3 changes by Trond
18:45:27 <DorpsGek> polish - 1 changes by p0358
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