IRC logs for #openttd on OFTC at 2014-12-13
        
        
        
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02:44:42  <Eddi|zuHause> <V453000> btw wasnt bad brett od somebody making a patch for smoother train travelling?
 
02:44:57  <Eddi|zuHause> i have a patch for a variable
 
02:45:07  <Eddi|zuHause> which was somewhat rejected
 
02:47:16  <Eddi|zuHause> www.informatik.uni-halle.de/~krause/varB8_proper.patch
 
02:48:04  <Eddi|zuHause> the variable behaves a bit weird, anyway
 
02:49:04  <Eddi|zuHause> and you have to duplicate your sprites for each offset
 
02:50:31  <Eddi|zuHause> anyway, this would mainly benefit lower speeds
 
02:51:24  <Eddi|zuHause> for higher speeds you can't get around the once-per-tick quantization of movement
 
02:53:10  <Eddi|zuHause> so basically anything above 128km/h is unlikely to improve
 
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08:54:19  <V453000> was replying to what Eddi said
 
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11:27:55  <Wolf01> the best part to have dual monitors and working on 2 pc at the same time is that when you figure out you must use the other mouse to click on the other screen, and the same is valid for the keyboard
 
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11:46:38  <Flygon> Real men use three keyboards, three mice, three monitors, three computers :3
 
11:47:41  <planetmaker> Wolf01, it helps to have a flip switch and use one mouse/keyboard :)
 
11:47:59  <Wolf01> I usually use one of them and work on remote desktop and 4-5 ssh terminals, but this time I didn't want to connect the ethernet cable
 
11:48:17  <Flygon> I have a fourth computer also in active commission
 
11:48:25  <Flygon> But I actually lack the spare keyboard and mouse
 
11:49:00  <Flygon> And my desk only has room for two monitors
 
11:49:04  <Flygon> So I have three desks @_@
 
11:49:17  <Wolf01> quick, give me a free IP address
 
11:53:10  <Wolf01> ok I think my old pc is clean enough to be used from my family as gaming pc
 
11:53:51  <planetmaker> yeah... ssh is the more convenient way indeed :)
 
11:58:54  <peter1138> I have too many IP addresses to know what to do with :(
 
11:59:45  <peter1138> 2^80 is quite a lot, anyway
 
11:59:48  <Rubidium> sadly enough you need to pay for the prepackaged binaries, but the source code is GPL
 
12:00:58  <Rubidium> there's a package in Debian's repository, so I reckon you'd only need to build it yourself for Windows and OS X
 
12:01:27  <peter1138> Used to use that years ago. It was free then.
 
12:02:00  <Rubidium> it still is free (as in speech), just the binaries on the website aren't free (as in beer)
 
12:02:30  <peter1138> IIRC it fucks up with games like OpenTTD that do mouse warping.
 
12:09:41  <NGC3982> I spent like fifteen years on the internet before i realized that IIRC was not IRC written then wrong way.
 
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12:25:27  <Wolf01> NGC3982, I often use urbandictionary
 
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12:33:45  <Alberth> perhaps use a cat for finding the mouse, Wolf01 ?
 
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12:57:46  <NGC3982> Wolf01: I have never had the opportunity to google it. :P
 
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13:16:37  <Alberth> the good ol days before @calc  :p
 
13:22:52  <planetmaker> it's always good to go through the year's photos at least once :)
 
13:23:55  <planetmaker> I totally forgot about this one already
 
13:24:32  <Alberth> anything you cannot remember can be deleted? :)
 
13:27:08  <planetmaker> I delete those which are not in-focus (mostly)
 
13:27:37  <planetmaker> I mark a fraction of the remaining with a positive rating so as to not look at all again ;)
 
13:27:45  <planetmaker> disk space is cheap, I guess
 
13:28:03  <planetmaker> but I wasn't always consequential when doing the rating
 
13:28:56  <planetmaker> and it's good to look at photos with some distance from the actual time they were taken. It enhances - at least my - judgement of their quality
 
13:29:09  * NGC3982 has a big part of his office wall in chalk board
 
13:29:15  <Alberth> fresh look never hurts indeed :)
 
13:29:24  <NGC3982> I like it. It works better, for some reason.
 
13:29:33  <NGC3982> I don't really know why.
 
13:29:35  <planetmaker> yup, always good to have a chalk board in the office
 
13:29:36  <Alberth> /me prefers a white board
 
13:29:48  <planetmaker> not that dusty, Alberth ?
 
13:30:09  <Alberth> easier to partly wipe :)
 
13:30:18  <planetmaker> hm, really? How so?
 
13:30:33  <Alberth> wiper sticks to the board :p
 
13:30:53  <planetmaker> :D Magnetic is nice, yes. But... can be done with chalk boards, too
 
13:31:11  <planetmaker> though I've never seen a magnetic wiper for one of those indeed
 
13:31:14  <NGC3982> The white board might be the best combination
 
13:34:22  <Alberth> chalk board is better for long term storage, white board aren't designed to keep the writing for a long time on the board
 
13:35:16  <NGC3982> I guess long term storage (at home) of wall writing seems a bit counterintuitive
 
13:35:34  <NGC3982> I guess most people use chalk- or white boards for temporary brain RAM.
 
13:35:49  <b_jonas> yes, or paper and pencil
 
13:36:06  <NGC3982> It's actually quite amazing how more efficient our brains can be simply by writing or painting at the same time.
 
13:36:09  <Alberth> nah, papers get lost in the other paper stacks :)
 
13:37:04  <Alberth> NGC3982: you can remember only 7 things at the same time, which implies most things you make won't fit :p
 
13:39:01  <planetmaker> ha, Alberth, indeed: papers get lost in the HUGE stack of papers :)
 
13:39:08  <planetmaker> I constantly seem to have that issue :(
 
13:39:36  <Alberth> they should invent unstackable paper :D
 
13:41:02  <NGC3982> Alberth: Yes, but you can remember the order of much, much more.
 
13:41:14  <NGC3982> That's why writing is so efficient.
 
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14:30:28  <Eddi|zuHause> writing/painting also connects brain components with each other, making the process naturally more powerful
 
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14:50:15  <NGC3982> Eddi|zuHause: I guess that is what i am refering to
 
15:04:12  <Eddi|zuHause> NGC3982: there's also an effect where when you say the name of a thing outloud, you are more likely to remember details about that thing (e.g. where you put it)
 
15:28:21  <Rubidium> wasn't teaching someone else the best method of learning/remembering?
 
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16:02:19  <frosch123> why does eddi agree with me? that's disturbing
 
16:03:37  <Eddi|zuHause> happens to everyone
 
16:04:27  <Rubidium> I've seen him agree with you one several other occasions
 
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17:28:52  <andythenorth> how is game Alberth ?
 
17:29:04  <Alberth> still stuck in 1899 :)
 
17:29:29  <andythenorth> you had a lot of money in the save I saw o_O
 
17:32:12  <Alberth> yeah, moving the grain of those 4 farms in the screenshot was the first change. After that, the oil things probably, as it's an insane distance
 
17:32:48  <Alberth> moving the fish was probably also big, but I never checked it
 
17:33:12  <Alberth> btw feel free to play the game for a while, it'd be interesting to see what you do :)
 
17:34:23  <Alberth> I still have earlier saves if you want to check in more detail
 
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17:36:45  <andythenorth> probably similar train building style
 
17:36:48  <andythenorth> more ships though
 
17:40:29  <Alberth> oh, the water around the hotels and alcohol distribution.  Makes sense.  Not sure if I had ships at that time.
 
17:45:46  <DorpsGek> Commit by translators :: r27081 /trunk/src/lang (korean.txt lithuanian.txt) (2014-12-13 17:45:40 UTC)
 
17:45:47  <DorpsGek> -Update from WebTranslator v3.0:
 
17:45:48  <DorpsGek> korean - 1 changes by telk5093
 
17:45:49  <DorpsGek> lithuanian - 11 changes by Stabilitronas
 
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19:04:36  <andythenorth> so does this river generator work then?
 
19:04:42  <andythenorth> anyone compiled it?
 
19:05:26  <Rubidium> it's huge and quite slow
 
19:06:09  <planetmaker> moderate slowness for map generation is not a huge issue, though, is it?
 
19:06:10  <Rubidium> didn't produce really nice situations (possibly better than mine though), but there are so many knobs to turn...
 
19:06:21  <andythenorth> the screenshots look awesome
 
19:06:37  <andythenorth> but eh, I didn’t have time or inclination to compile it yet
 
19:06:56  <Rubidium> planetmaker: 512x512 generation seemingly hanging isn't nice (i.e. no progress being shown)
 
19:07:05  <Rubidium> or at least for a part of it
 
19:07:27  <Rubidium> and it seemed to terraform a huge amount
 
19:07:36  <Rubidium> like the old AI was rampaging the map
 
19:07:53  <planetmaker> that seems to be part of the point :)
 
19:08:24  <planetmaker> honestly, with heights > 16 the current TGP creates insane landscapes when looking at hills. It's all slopes
 
19:09:01  <andythenorth> what happened to peter1138’s heightmap generator?
 
19:09:04  <andythenorth> that had good results
 
19:09:23  <Rubidium> planetmaker: well... I had a mountain with reasonably flat top, the rainfall algorithm made it a mountain ridge
 
19:09:48  <Rubidium> i.e. I would be unable to build on top of that mountain
 
19:10:24  <Rubidium> anyhow, it's about 700kB of patches
 
19:10:38  <planetmaker> mountains with flat tops are... very rare anyway :)
 
19:12:55  <Rubidium> not for older mountain ranges
 
19:13:34  <Rubidium> e.g. Appalachian Mountains
 
19:14:45  <Rubidium> in any case... rainfall generally flattens the tops of mountains
 
19:15:15  <Rubidium> (together with other forms of weather)
 
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19:21:04  <argoneus> what do you guys see in this
 
19:26:18  <andythenorth> or should I put a few more tiles in?
 
19:27:46  <Alberth> wouldn't eye-candy tiles be nicer?  stockpile graphics enough, isn't it?
 
19:28:23  <Alberth> ie why waste station tiles for buildings?
 
19:29:17  <andythenorth> basically I found a building I drew for opengfx and was going to put that in
 
19:29:27  <andythenorth> and maybe an ice house, and some storage silos
 
19:29:39  <andythenorth> I could do cargo tiles, but I’ve covered most things afaik
 
19:29:51  <andythenorth> also the tiles that display cargo are horrible
 
19:33:15  <Alberth> narrow gauge looks off-center with chips, but maybe that has a different reason
 
19:36:57  <andythenorth> because newgrf stations
 
19:37:36  <andythenorth> I can’t remember why, but it’s unfixable
 
19:41:03  <Alberth> going to be an expensive wedding :p
 
19:42:59  <frosch123> it doesn't say whether she accepted
 
19:43:18  <andythenorth> they’re celebrating
 
19:43:32  * andythenorth needs to assemble an nml string with arbitrary number of substrings
 
19:43:40  <andythenorth> can’t be hard, right?
 
19:45:38  <andythenorth> actually it’s “[prefix] name [suffix]"
 
19:45:47  <andythenorth> where prefix and suffix are optional, but name is not
 
19:46:07  <andythenorth> and I have one function that handles rendering out the required string
 
19:46:21  <LordAro> sounds like a python oneliner
 
19:46:29  <andythenorth> sounds like a recursive function
 
19:46:30  <frosch123> nml can concat strings already
 
19:46:53  <andythenorth> concat, or substr?
 
19:47:15  <frosch123> concat, substr makes no sense with translations
 
19:47:19  * andythenorth could start by reading the docs, or the existing places where I’ve done this :P
 
19:47:27  <frosch123> i mean composition during compile time, not run time
 
19:47:34  <frosch123> ask eddi, cets does it
 
19:48:31  <andythenorth> yeah, eddit gave me his code
 
19:48:47  <andythenorth> it was a recursive function iirc
 
19:49:01  * andythenorth is thinking out loud to see if there’s a simpler way
 
19:50:33  <Alberth> make a list of sub-strings in the right order, and join them?
 
19:52:01  <andythenorth> I think my interface for defining names in python sucks though
 
19:52:13  <andythenorth> maybe this can wait
 
19:55:05  <andythenorth> ha, I could be really ugly, and do name = “{prefix} name [suffix]"
 
19:55:33  <andythenorth> and just copy my split(“[“) code, and switch it to “{“
 
19:55:46  <andythenorth> I know there are better ways, but it would be easy to do :P
 
19:58:12  <frosch123> if you let nml do the composition, then translators can translate the parts separately
 
19:58:38  <frosch123> hmm, or do you also compose translated strings?
 
19:58:54  <andythenorth> e.g. this is the current way suffix is applied
 
19:58:55  <andythenorth> STR_NAME_${consist.id}                                          :${consist.get_name_substr()}{STRING}
 
19:59:23  <andythenorth> that’s generated into a lang file, and the STRING representing suffix is composed by nml
 
19:59:55  <andythenorth> all I need to do is insert prefix equivalently
 
20:00:20  <andythenorth> I’ll just do that, and forget about arbitrary number of substrings, I don’t think it’s a real case
 
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20:32:04  <andythenorth> eh?  The prefix is always related to railtype, so why am I pissing about splitting strings in python to find that?
 
20:35:49  <planetmaker> <frosch123> if you let nml do the composition, then translators can translate the parts separately <-- I'm not sure that it's true
 
20:36:15  <planetmaker> Translation is not merely concatenating translated parts. Often order needs to be different to be a viable translation. I would think it's an approach to fail
 
20:36:40  <andythenorth> yeah, I wondered about that
 
20:36:57  <andythenorth> the alternative is to not use substrings
 
20:37:08  <andythenorth> which makes the names seem very inelegant
 
20:37:10  <planetmaker> It depends a bit on the use case(s)
 
20:37:40  <andythenorth> let’s say engine name is ‘Wookey’ and it’s steam
 
20:37:56  <andythenorth> so “Wookey (Steam)” is string + substring
 
20:38:26  <planetmaker> that would work for translations, too
 
20:38:44  <andythenorth> similarly “Narrow Gauge Box Car” is ‘{STRING} Box Car'
 
20:39:03  <planetmaker> That would not work
 
20:39:24  <andythenorth> because I could just write out “Narrow Gauge Box Car” long hand
 
20:39:32  <planetmaker> I'm not sure I'd retain that order of attributes, yes
 
20:39:39  <andythenorth> it doesn’t bother me, but it at minimum doubles the number of translations
 
20:39:47  <frosch123> it works, if you do "[Narrow Gauge] Box Car"
 
20:39:48  <planetmaker> Kastenwagen für Schmalspur; Schmalspur-Kastenwagen
 
20:40:09  <frosch123> i.e. do not try to make it a valid sentence/term, but make it two separate things
 
20:40:23  <planetmaker> yes. But it's pointless. It's a track property. It needs actually no translation. The track type is clear by where it appears actually
 
20:40:31  <frosch123> though i have no idea why you would put the rail type into the name
 
20:40:39  <frosch123> isn't that what the depot tells you
 
20:40:48  <andythenorth> it seemed the right thing at the time, but I’m not sure it’s needed
 
20:40:58  <andythenorth> removing is my favourite kind of improvement
 
20:41:17  <andythenorth> the only case is ‘available trains’ list
 
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20:41:50  <andythenorth> there is nothing there to tell you different railtypes
 
20:42:22  <andythenorth> but eh, I only do it for the wagons, the NG engines lack it already
 
20:44:45  <andythenorth> wait until it turns
 
20:44:57  <andythenorth> there are…problems with Squid ship lengths :(
 
20:44:59  <__ln__> 21:58 < frosch123> if you let nml do the composition, then translators can translate the parts separately  <-- i don't know what you're talking about, but sounds like a certain failure if concatenation is done in smaller than sentence scale.
 
20:45:00  <andythenorth> they’re all very wrong
 
20:47:12  <andythenorth> ticket closed by removing features, awesome
 
20:49:34  <frosch123> hmm, widelands now needs sdl2
 
20:49:58  <frosch123> they made a hart cut, delete software renderer and now use only opengl
 
20:51:22  <frosch123> hmm, i recall i disabled opengl in widelands before, because software renderer was faster :p
 
20:52:16  <frosch123> though for the look of the terrain opengl makes sense
 
20:52:54  <frosch123> so, who is going to rewrite openttd? drop all traditional sprites, and do textures instead?
 
20:53:22  <andythenorth> will it be multi-threaded? o_O)
 
20:54:42  <frosch123> a new game would certainly not have as weird data dependencies as ottd currently ahs
 
20:54:57  <frosch123> like having to synchronise tree animation states over the network :p
 
20:56:23  <andythenorth> trees must be same in all games
 
20:56:48  <andythenorth> no inconsistencies for optimisation
 
21:03:33  <peter1138> Easy, just have a date when it spawned...
 
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21:25:38  <Eddi|zuHause> <argoneus> what do you guys see in this <-- is that like a rorschach test?
 
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21:25:55  <argoneus> Eddi|zuHause: I'm just wondering if I'm the only one who saw a shy chinese lady
 
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21:42:30  <planetmaker> frosch123, we certainly could add some non-sync graphics-only things
 
21:42:47  <planetmaker> would probably be a bit hacky, though :)
 
21:44:55  <planetmaker> like 2nd animation properties which cannot be queried or a set of sprites which are just cycled or whatever
 
21:45:25  <planetmaker> honestly for most stuff, a non-queryable animation would totally suffice
 
21:45:30  <frosch123> as long as trains can modify running cost when on snow, we won't make any progress there :p
 
21:52:36  <andythenorth> some of these heqs sprites are bloody awful
 
21:53:15  <frosch123> planetmaker: another issue we have is, that we have no separate sprite layouts for different zoom levels
 
21:53:32  <frosch123> we cannot reduce detail when zoomed out
 
21:53:42  <frosch123> we still draw separate ground, foundations, building, snow, ...
 
21:59:53  <andythenorth> I have 1cc wagons with 2cc loads
 
22:00:05  <andythenorth> and then I have compile-time repaint that flips the cc
 
22:00:15  <andythenorth> so there are blue wagons with green tractors
 
22:00:19  <andythenorth> and green tractors with blue wagons
 
22:01:39  <andythenorth> too weird?  Or don’t care?
 
22:02:50  <frosch123> usually i would not expect cargo to use company colours
 
22:03:14  <frosch123> unless you only deliver to yourself :p
 
22:03:22  <frosch123> pink tractors and such are weird
 
22:03:58  <planetmaker> frosch123, not sure different sprite layouts for different zoom levels would make too much sense (except maybe for larger zoom-out than 1x)
 
22:04:18  <Eddi|zuHause> use random colour instead of 2nd cc for the cargo
 
22:04:37  <frosch123> i would not flip the graphics, but add a recolour callback, which picks 1st or 2nd colour randomly for wagon, and a completely random colour for the cargo
 
22:04:59  <frosch123> planetmaker: well, a saner strategy would be the zoom-out-into-smallmap patch
 
22:05:11  <andythenorth> so what, yellow tractors? o_O
 
22:05:19  <andythenorth> now I have to pick colours :)
 
22:05:27  <frosch123> andythenorth: use one sprite 1st cc for wagon, 2nd cc for cargo
 
22:05:33  <Eddi|zuHause> you don't pick, that's what the random is for
 
22:05:38  <frosch123> but use the callback to actually not use the company colours for them
 
22:05:48  <andythenorth> Eddi|zuHause: silly, you have to specify at least ranges
 
22:05:58  <andythenorth> can’t just random replace from the palette
 
22:06:14  <Eddi|zuHause> random out of the 16 company colours
 
22:06:15  <Wolf01> yellow, green, black with red stripes, white with red stripes
 
22:06:25  <andythenorth> do we have a recolour callback now?
 
22:06:28  <andythenorth> did I miss something?
 
22:06:37  <Eddi|zuHause> recolour callback is there for ages
 
22:06:56  <Eddi|zuHause> CETS supports it, but i don't think i actually used it
 
22:07:33  <frosch123> nuts makes use of it
 
22:07:38  <frosch123> for rainbow slugs and such
 
22:08:56  <planetmaker> ogfx+trains make use of it for containers
 
22:09:02  <andythenorth> oh the recolour masks one?
 
22:09:16  <andythenorth> don’t I have to generate 65536 recolor tables for that?
 
22:09:17  <planetmaker> 2ndCC used randomly
 
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22:09:51  <frosch123> andythenorth: you have 1cc and 2cc colour ranges in your sprite, but you can tell ottd to actually not use the company colours, but give it two other colours of the 16 each
 
22:09:58  <Eddi|zuHause> no, you can reuse the existing 256 recolours
 
22:10:22  <Eddi|zuHause> you just need to tell which one to use
 
22:10:39  <andythenorth> how do I do it whilst preserving 2CC though?
 
22:10:54  <Eddi|zuHause> your wagon is 1cc, you said
 
22:11:02  <andythenorth> it’s 1CC and 2CC randomly
 
22:11:16  <andythenorth> selected at build time
 
22:11:27  <frosch123> andythenorth: you make the sprite 1cc only, but then tell ottd to either use the first or second company colour for the 1cc colours
 
22:11:40  <Eddi|zuHause> yes, so based on one random bit, you return the 1st or 2nd cc for the 1st cc
 
22:11:57  <Eddi|zuHause> and based on some other random bits, you return a random colour as 2nd cc
 
22:12:26  <andythenorth> why isn’t this standard?
 
22:12:27  <frosch123> colour_map: return base_sprite_2cc + (randombit1 ? company_colour1 : company_colour2) + 16 * randomrange(16)
 
22:12:29  <Eddi|zuHause> those other random bits you make with a "randomize on empty" trigger
 
22:12:32  <andythenorth> does everybody else do this?
 
22:12:42  <Eddi|zuHause> pretty much everybody else does this
 
22:13:22  <andythenorth> and this is what people use for recolouring cargos as well?
 
22:13:29  <frosch123> it also picks different colour depending on position
 
22:13:36  <Eddi|zuHause> note that the trigger cannot be in the callback, but must be in either the default callback or the random triggers callback
 
22:14:04  <frosch123> andythenorth: not many cargos are suitable for recolouring, but as pm says: ogfx+trains does it for containers
 
22:14:10  <Eddi|zuHause> andythenorth: yes, with additional stuff to have 2cc and cargo colour
 
22:14:36  <Eddi|zuHause> GermanRV was the first one i've seen that did that
 
22:14:40  <frosch123> 3 recolour ranges is considerable more work though :)
 
22:14:41  <Eddi|zuHause> and that was at least 5 years ago
 
22:16:37  <frosch123> iirc germanrv tried to use to it recolour mineral piles, which i do not consider a good use
 
22:16:58  <Eddi|zuHause> why? it works very well
 
22:17:05  <frosch123> different cargo types should differ in more than just colours
 
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22:17:32  <andythenorth> I stopped drawing different mineral cargos a while ago
 
22:17:35  <frosch123> imo recolouring only works for painted stuff, like containers or machinery
 
22:17:42  <frosch123> not to distinguish coal from copper
 
22:18:00  <andythenorth> nah, life’s too short
 
22:18:02  <Eddi|zuHause> it's not like texture changes a lot in TTD normal zoom
 
22:18:07  <dreck> frosch yeah theres a clear difference between lumber/steel/etc on a wagon and coal/grain/etc in a wagon :)
 
22:18:23  <andythenorth> I was doing all mineral cargos using paintbucket anyway
 
22:18:31  <frosch123> andythenorth: just make V draw or render it :p
 
22:18:32  <andythenorth> so I figured the computer could do that for me
 
22:19:09  <andythenorth> same with painting containers and such
 
22:24:19  <andythenorth> hmm recolor sprites boggles my mind
 
22:24:25  <andythenorth> I’m going to pretend I don’t know about it
 
22:40:40  <andythenorth> silly andythenorth
 
22:45:34  <andythenorth> thought I’d have to write new code
 
22:45:37  <andythenorth> but I wrote it already
 
22:55:20  <andythenorth> the loads vary by date
 
22:55:27  <andythenorth> due to abuse of code for varying wagon by date
 
22:55:32  <andythenorth> wonder if anyone will notice? o_O
 
23:14:27  <andythenorth> also maglev is ugly
 
23:19:14  <andythenorth> monorail road crossings are stupid though
 
23:20:07  <frosch123> tracksets can disable them, if they really care
 
23:20:57  <andythenorth> can I disable them and keep the base-set graphics? o_O
 
23:23:21  <andythenorth> considered slug rail briefly
 
23:23:29  <andythenorth> I think that’s already covered though :)
 
23:23:51  <frosch123> i think wetrail does not allow level crossing
 
23:24:13  <frosch123> haven't tried though, V could just as well not care :p
 
23:26:13  <dreck> well roadcrossing are a necessarity in the game anyway
 
23:26:46  <frosch123> bridges and tunnels are better
 
23:27:19  <dreck> frosch..except wheres a bridge that can use diagonal bridgeheads?
 
23:27:31  <dreck> otherwise it wouldn't even fit...same for sloped tiles needed to get a tunnel
 
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23:41:18  <Eddi|zuHause> there's pills for that
 
23:42:08  <Eddi|zuHause> <andythenorth> can I disable them and keep the base-set graphics? o_O <-- i think so
 
23:42:52  <andythenorth> really the whole thing should be elevated
 
23:43:02  <andythenorth> that’s not going to happen
 
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