IRC logs for #openttd on OFTC at 2014-07-28
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07:00:36 <andythenorth> looks like I can put a stub for each industry into the FIRS header, providing industry property block with 1F (name), also switch for extra text cb
07:01:31 <andythenorth> nmlc takes about 2-3 seconds to compile the entire header block nml to nfo, so neglible
07:12:19 <andythenorth> a complete compile is now 1m20s instead of 3m
07:16:12 <V453000> ..... is it possible that building{} has different offsets or something than childsprite{} ?
07:16:26 <V453000> because I just put 2 images on top of it using same template and they dont seem to fit
07:17:13 <andythenorth> I’ve forgotten how all that works :P
07:17:19 <andythenorth> it’s done by magic in FIRS
07:18:24 <V453000> two images which "should be atop of each other
07:18:27 <andythenorth> what are your realsprite offsets?
07:18:31 * andythenorth is just guessing at things
07:18:39 <V453000> I dont even know what realsprite offsets are?
07:18:45 <V453000> you mean the offsets in the template?
07:19:25 <V453000> template template_industrytile_x4_redone(x, z) { // x == MOVEMENT on X // z == file name, e.g. "gfx/industry_3BB/industry_3BB_f0000.png" [x*256, 0, 256, 704, -128, -578, z] }
07:19:30 <andythenorth> there will be spriteset {} somewhere
07:19:49 <andythenorth> probably in the template
07:20:25 <andythenorth> this stuff makes my head hurt :)
07:21:08 <andythenorth> I think it will be your offsets, but not 100% sure
07:22:56 <V453000> that would mean I need 2 different templates for the building and childsprite then
07:23:02 <V453000> I kind of assumed that they would behave the same :d
07:24:36 <andythenorth> did you test that it was the offsets?
07:24:52 <andythenorth> FIRS templates have 4 params
07:24:53 <andythenorth> tmpl_building_sprite(150, 10, 59, -28)
07:25:10 <andythenorth> template tmpl_building_sprite(x, y, h, dy) {
07:25:10 <andythenorth> [x, y, 64, h, -31, dy]
07:26:44 <andythenorth> :) although mostly that’s not used
07:31:06 <andythenorth> V453000: how many industries for YETI? o_O
07:36:44 <andythenorth> you might find a lot of boring repetitive coding for spritesets and such
07:36:50 <andythenorth> esp. if you’re animating :)
07:36:59 <V453000> I already did an endless amount
07:37:07 <V453000> idk, will try 2nd template
07:37:13 <planetmaker> V453000, iirc the childsprites have the same offsets as their parents
07:37:26 <planetmaker> their alignment is relative to the parent
07:37:59 <planetmaker> all iirc that is. There are bear traps with spiky pits ahead. I'm sure
07:38:11 <V453000> but when I also correctly loaded the building, it moved
07:38:21 <andythenorth> they’re simple to do once you have the right setup
07:38:23 <V453000> so there is some weird bear trap relation between building and childsprite
07:38:32 <V453000> yes andy, but once you have the right setup XD
07:38:37 <andythenorth> do the docs say anything?
07:39:51 <andythenorth> xoffset and yoffset move the origin of a child sprite relative to parent
07:40:13 <andythenorth> so if you pass them the wrong offs, you’ll get unwanted results
07:40:30 <andythenorth> docs are pretty useful on this :)
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07:41:00 <V453000> which explains why they center to top right of their parent seemingly
07:41:36 <V453000> they are very useful andy, I just somehow manage to get confused frequently :P
07:43:47 <V453000> will try that, thanks andy
07:44:08 <V453000> one more thing related to this
07:44:09 <andythenorth> pretty common that child objects offset from parent
07:44:38 <V453000> people have been reporting a lot of errors where trains draw over the industry, I guess that is because zextent 0
07:44:44 <V453000> what is a sane zextent?
07:45:03 <V453000> when it was like 1, it seemed to already overwrite things atop of it like tracks on foundation
07:45:29 <V453000> but that looks insane to me
07:45:34 <andythenorth> usually the height of the building in the sprite iirc
07:46:11 <andythenorth> FIRS ones range 32-90
07:46:15 <andythenorth> in a quick sample
07:46:17 <V453000> but if the building technically is ground?
07:46:46 <andythenorth> actual ground tile, nothing on it?
07:47:09 <V453000> while the childsprite is animated stuff
07:47:16 <andythenorth> try 32 as a default
07:47:36 <V453000> this is what I am trying to do
07:47:53 <V453000> the "static underlay sprite" is building{}
07:48:00 <V453000> with animated sprite being childsprite
07:48:24 <andythenorth> have you run into issue where spritesets have to have same number of items
07:48:29 <andythenorth> which is interesting for animation
07:48:37 <andythenorth> might not affect you
07:48:50 <andythenorth> again, FIRS magics that away
07:48:52 <V453000> had to make 127 times []
07:49:01 <V453000> in the spriteset definition :D
07:49:12 <andythenorth> you need a code generator :P
07:49:18 <V453000> makes sense to make tiles on the bottom edge have zextent 0, and the rest like 16?
07:49:19 <andythenorth> imagine how much trouble that could cause :)
07:49:42 <planetmaker> V453000, you need to use as zextend the overall extend. Also, a child sprite never extends, also not in z-direction, its parent
07:49:46 <V453000> namely 3, 31 32 33 23 13 03
07:50:01 <planetmaker> if it needs to extend its parent in z-extend pad the parent with many transparent pixels in z-direction
07:51:51 <V453000> hm, will try something
07:51:59 <andythenorth> but zextents should be height of stuff drawn on tile
07:52:18 <andythenorth> try turning on bounding box view, it might show them, can’t remember
07:52:50 <V453000> yeah it shows the bounding box derived from zextent (:
07:52:55 <V453000> but still valuable info
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13:34:39 <NGC3982> Stephen Hawking is dead.
13:39:34 <Belugas> you've been caugh spreading a hoax ;)
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13:58:43 <Pikka> is it not that the "sending a single character through chat crashed OpenTTD" thing was fixed
13:59:10 <andythenorth> how is pineapple land?
13:59:16 <Pikka> 'cause it just happened to me in r26705 :)
13:59:27 <andythenorth> does it have any BAD FEATURES?
13:59:43 <planetmaker> Pikka, I've no clue what you asked about :)
14:01:06 <Pikka> planetmaker; I remember when we were playing a while back, the game would crash if I sent a single character through chat (eg "o")
14:01:33 <Pikka> I thought it was fixed, but it still does it :) I can't find the bug report right now, I assume I made one, right?
14:01:54 * planetmaker doesn't recall that incident. Even after this verbose reminder
14:02:16 <planetmaker> Nor can I remember such bug, tbh
14:02:20 <Pikka> andythenorth, we've got a few of those things, although we call the middle one cyclones
14:02:31 <Pikka> and the last one something that I probably can't say without being kicked
14:02:57 <andythenorth> Pikka: but as long as you can buy a bigger boat, and chrome wheels for your truck, you’ll be happy :D
14:03:15 <Pikka> unfortunately, they're stopping the boats.
14:03:57 <andythenorth> do you get a jet ski instead?
14:04:03 <andythenorth> also how is openttd land?
14:04:08 * andythenorth has been making faster compiles
14:04:40 <Pikka> I got a hankering today to add 4 more locos to 10cc, but I can only think of 3. Also, I have uni work I should be doing, which might be why I'm thinking about OpenTTD.
14:04:49 * peter1138 overclocks andythenorth to 1.21 jigawatts
14:05:05 <andythenorth> my dad says ‘jigabytes'
14:05:23 <andythenorth> but I absolutely refuse to say ‘ping’ instead of Pea En Gee
14:05:33 <andythenorth> even though it’s spec
14:05:42 <andythenorth> Pikka: but what ho brake vans?
14:05:50 <andythenorth> should I remove them?
14:06:10 <andythenorth> I wondered about doing something with them
14:06:18 <planetmaker> optional -> good feature :)
14:06:19 <andythenorth> like increasing reliability or speed or payment rate or such
14:06:58 <planetmaker> hm, reliability might be interesting :) or just add power
14:07:04 <Pikka> it would either be too trivial to be noticable, or it would have such a great effect that they would no longer be "optional"
14:07:09 <planetmaker> or just use them as deco-item
14:07:21 <Pikka> brake vans are for decoration, definitely
14:07:36 <Pikka> and nor do we need autoreplace to play the game for us ;)
14:07:51 <andythenorth> meh to clicking and dragging :P
14:08:38 <peter1138> I might a DBSetXL game. Just for the BAD FEATURES that makes it all worthless or something.
14:08:54 <V453000> replacing trains manually is just repetitive tedious monkey work, autoreplace is kind if important :P
14:09:16 <V453000> db set xl is mostly ok, is just wtf cause in the end you only got one option of BR182 and have fun
14:09:40 <peter1138> Ah, see, I play at the start and middle too, not just the end.
14:10:06 <V453000> it works pretty much that same way throughout
14:11:28 <peter1138> Ah but wagon speed limits.
14:11:37 <peter1138> Which you probably refuse to ever use.
14:13:17 <peter1138> "This NewGRF is boring now I've disabled its variety"
14:13:43 <V453000> seriously, having trains of various speeds on 1 network is just broken game
14:14:04 <Pikka> doesn't mb enforce wagon speed limits through callback anyway
14:14:20 <Pikka> actually he probably doesn't, that's too much even for mb
14:14:22 <V453000> no that was some canadian stuff
14:14:27 <peter1138> Pikka, no, none of those callbacks existed back then.
14:14:37 <Pikka> it's not too much for oztrans
14:15:31 <andythenorth> V453000: you have to have multiple networks for different speeds
14:15:34 <andythenorth> more interesting
14:15:49 <peter1138> I never needed that
14:15:49 <andythenorth> wagon speed limits ftw
14:16:09 <peter1138> My trains just have to fight it out the death
14:16:13 <V453000> example: more point to point lines = more interesting than 1 intact network?
14:16:25 <andythenorth> THERE MUST BE ONE AND ONLY ONE WAY
14:23:14 <Eddi|zuHause> <Pikka> doesn't mb enforce wagon speed limits through callback anyway <-- no, the set is just broken without speedlimits, as the last generation of wagons never appears, but the previous generation still disappears. so you end up with no cargo wagons unless you enable "vehicles never expire" in time
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15:55:12 <keoz> Maybee someone can help me understand order->type bytes (cf. order_base.h, order_cmd.cpp) ? I see that for a normal goto station order, type value is 01100001 (=97). The first bit from right is about the order type (1 = GO_TO_STATION). The two last are the non stop flag - if I understood fine so far. But what is the 6th bit for ?
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16:28:24 <frosch123> currently no, do you want to?
16:29:01 <Jinassi> If possible I'd like to spread the word to gog too, even further, to increae coverage
16:29:30 <frosch123> isn'g gog about selling games?
16:29:39 <frosch123> also openttd is no old game, it is a maintained game
16:29:42 <Jinassi> they too have a free games section
16:31:47 <peter1138> Bah, no ipv6 working.
16:35:03 <Rubidium> keoz: just look through order_base.h and look what uses this->type. Then you'd find that it's used for stop location (or the comparison of conditional orders)
16:39:03 <keoz> I saw about comparison conditional, but is it normal that a conditional bit is set in an order, whose type is OT_GOTO_STATION ?
16:39:46 <Rubidium> you need to understand that a lot of bitstuffing is done there
16:39:58 <Rubidium> based on one bit, the meaning of another bit means something completely differently
16:41:26 <Rubidium> or in this case, based on bits 0..3, bits 4..7 mean something different. For OT_CONDITIONAL bits 5..7 are the comparator function, but for (most of) the others, bits 4 and 5 are the stop location whereas bits 6 and 7 are the non-stop type
16:42:43 <keoz> That's what I understood so far
16:43:39 <keoz> but in this case, considering that stop location flags are depot specific, why do I have the bit 5 enabled in a GOTO_STATION order ?
16:44:14 <keoz> Oh shit. Understood the mistake
16:44:51 <keoz> bits 4 and 5 are stop location for gotostation orders, nothing to do with depots
16:45:57 <keoz> hence, 97 means goto station order, non stop at intermediate stations, and use the end platform
16:46:29 <keoz> Well ... Thank you for clarifying, Rubidium !
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19:25:28 <andythenorth> despite probably 400 miles difference?
19:31:25 <LordAro> peter1138: surprised it took this long
19:33:53 <andythenorth> how to decide if an industry is primary or secondary
19:34:13 * andythenorth teddy-bear coding
19:55:10 <frosch123> also thought that: if it shows V make it primary, if it shows A make it secondary
19:59:23 <Alberth> or perhaps @random V A
20:04:14 <andythenorth> I shall consider those, thanks
20:06:14 <andythenorth> but I think I just add a new property, with strings for types :P
20:08:41 <andythenorth> to 64 industries
20:09:06 <andythenorth> I could tape it together by mapping from other properties
20:09:09 <andythenorth> but that will end badly
20:15:59 <Alberth> unfortunately, much programming isn't actually exciting :p
20:16:50 <andythenorth> I get a bit stuck on design with stuff like this
20:16:55 <andythenorth> too few properties = inflexibility
20:17:03 <andythenorth> too many = combinatorial explosion
20:17:16 <andythenorth> anyway, find + replace ftw
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20:19:03 <Alberth> don't relate properties with each other to prevent combinatorial explosion :)
20:19:15 <andythenorth> trying not to :)
20:19:48 <andythenorth> FIRS compiling is limited by my battery life
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22:39:03 <Eddi|zuHause> mäh, i converted my minecraft map from 1.4-ish to 1.7-ish and all the dogs stopped listening to me :/
22:40:09 <Eddi|zuHause> also, i had to manually convert all the statistics and achievements :/
22:48:38 <Eddi|zuHause> also, new highscore on GIRP: 63,5m
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