IRC logs for #openttd on OFTC at 2016-08-07
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09:31:43 <andythenorth> that are electric trams
09:31:49 <andythenorth> electric things spark
09:32:47 <V453000> I thought if trains look chibby in openttd
09:32:55 <V453000> why not make them ultra chibby to make it seem like it's on purpose
09:33:07 <andythenorth> but would suit yeti dudes
09:33:29 <andythenorth> I like the engine more than the wagon
09:33:35 <andythenorth> the engine looks heft
09:33:38 <andythenorth> due to huge boiler
09:33:52 <V453000> well the wagon isn't quite done, it is just a placeholder to test sizes in game
09:34:05 <V453000> to detect glitches etc
09:36:13 <V453000> this little shit is chaney jubilee. :D
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09:36:50 <V453000> trying to start with a steamer which seems more complex than making a diesel brick
09:46:07 <V453000> I totally chibby right now
09:46:23 <Supercheese> getting' chibby with it
09:46:30 <Supercheese> weird autocorrect
09:47:31 <Supercheese> Do Yetis have flamethrowers yet?
10:07:38 <andythenorth> if that carried petrol, would it explode? o_O
10:13:58 <Supercheese> depends on how full
10:14:12 <Supercheese> mostly vapour, yeah perhaps if a spark gets where it shouldn't
10:14:19 <Supercheese> completely full, no probably not
10:16:51 <andythenorth> I could do loco + wagons
10:29:12 <Ethereal_Shiver> Playing this game again for the first time in a long time... let's see if I remember how to play properly
10:35:59 <Supercheese> good luck; try not to cross the trains
10:36:17 <Ethereal_Shiver> I already made kind of a crappy junction
10:40:47 <Supercheese> they're pretty much superior in every way
10:41:39 <Ethereal_Shiver> Well, that's what the priority lane in the main line uses, but the side lines get block signals
10:53:29 <andythenorth> exploding tanker tramz it is then
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11:03:46 <andythenorth> too many trams to draw for ~1950
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11:20:17 <V453000> didn't you by chance have some time for foundation shit? :)
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12:00:42 * Ethereal_Shiver shoots Wolf01
12:17:02 <Alberth> this wolf is very friendly
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12:43:11 <Samu> atidxx64.dll!AmdLiquidVrD3D11WrapDeviceContext+0x878f
12:43:53 <Samu> i don't understand that name
12:45:19 <Samu> HeroesOfTheStorm_x64.exe!AmdPowerXpressRequestHighPerformance+0x319b4d1
12:45:36 <Samu> blizzard treatment to amd
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13:07:58 <andythenorth> tankers coloured per cargo is the way forward
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14:13:20 <frosch123> V453000: we need to change all ground sprite offset from (-128,0) to (-124,-2) :p
14:13:54 <frosch123> and we need an extension to ottd
14:16:08 <V453000> moving those isn't a huge problem, but tracks, roads and bridges need to move as well then
14:16:15 <V453000> extension to openttd?
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14:19:49 <roboboy> Istarted a TT-Forums thread to get help with Cross Compiling.
14:20:10 <frosch123> fuck, i mean (-124,+2)
14:22:28 <V453000> right, didn't start to make changes yet :P
14:22:32 <V453000> but what do you mean by extension?
14:25:13 <frosch123> no idea, whether i mean -2 or +2 :p
14:25:32 <Alberth> roboboy: first guess is to disable the pkgconfig call, and add -I directory for the zlib header files, and -L and -l for the libraries
14:26:41 <V453000> can try both :P will do in the evening
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14:31:53 <roboboy> Alberth: I need to figure how to do that from the scripts. I am a windows guy and not a Linux guy :P
14:34:29 <frosch123> with fixed foundation offsets
14:34:42 <frosch123> and groundsprites changed to (-124,-2)
14:34:51 <frosch123> though i am not sure whether i caught all ground sprites
14:35:56 <frosch123> about the ottd extension: when you look at the halftile foundations in the middle-right at the top, you can see that both the north and south foundation show a bit too much of the slope
14:38:38 <V453000> should I then make 1px extra on the inside of the foundations so it doesn't create that alpha, but neither exceed the current sprite eize?
14:39:19 <V453000> it looks like there is that kind of 1px problem all over the place
14:41:43 <frosch123> V453000: i pushed my changes
14:42:12 <Alberth> ah, you're scripting V? :)
14:42:19 <frosch123> V453000: generally, the schema should now be: 1x-offset (x,y) -> 4x-offset (4*x,4*y-2)
14:42:42 <V453000> nice, I will merge it and see
14:43:10 <frosch123> V453000: about the sprites, yes they need an additional pixel on some sides, also you may need to check alpha borders in some places
14:43:53 <V453000> how do I check alpha borders?
14:44:01 <V453000> just manually/visually or do we have a tool for it?
14:44:27 <frosch123> i added NOALPHA to the foundation sprites, so it prints warning if there is any alpha in the foundations :p
14:44:59 <frosch123> if foundations half no alpha, it is easy to check whether they connect to the neighbouring tiles
14:45:23 <frosch123> in theory foundations may have semi-transparent pixels where they overlap with other tiles, but that is f-ing hard to see :)
14:46:39 <V453000> oh there is even a wrogly made sprite :d
14:48:18 <V453000> but nice, I will fix things manually now by extra pixels
14:48:37 <V453000> since I have each of the slope-parts defined only once, it will be easy to fix them one by one
14:48:42 <V453000> so I don't have to fix all of them individually
14:51:09 <V453000> frosch123: -98 is a weird number isn't it
14:51:28 <V453000> would have expected -96
14:51:48 <frosch123> [14:42] <frosch123> V453000: generally, the schema should now be: 1x-offset (x,y) -> 4x-offset (4*x,4*y-2)
14:52:23 <frosch123> the -2 is to account for half a pixel, this puts the slope-edge between two pixels
15:00:41 <frosch123> V453000: btw. you can use templates inside templates
15:00:49 <frosch123> that way you do not have to copy that much :p
15:02:05 <V453000> can you show an example please?
15:02:21 <frosch123> just what i did for foundations
15:02:31 <frosch123> one template to address a sprite in the spritesheet
15:02:36 <frosch123> then templates which group slopes
15:03:11 <frosch123> in the replacenew i only have 11 template calls, instead of 90
15:07:10 <V453000> could be useful for shit like bridges
15:07:17 <V453000> there I have stupidly many templates
15:07:46 <V453000> for now I gtfo, thank you very much yet again frosch123 . :)
15:23:34 <Samu> nonocab ships still got a few problems
15:24:21 <Samu> it needs a better detector when placing docks/depots, or it may end up locking ships
15:24:58 <Samu> or maybe openttd itself could need a patch to avoid these ship lockups?
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15:42:27 <Samu> but overall, you nailed all ship problems other than this
15:48:25 <Wormnest> Samu: Yes I am aware that there still are some problem areas but the worst should be fixed
15:48:38 <Wormnest> and will have to do until I have more time again
15:52:28 <Wormnest> I wonder if there is a limit to the number of buoys that can be used
15:52:48 <Wormnest> If not just always put buoys in spots that you don´t want blocked
16:16:41 <Samu> saves are discarding a few ship conections
16:17:44 <Wormnest> Yea not much I can do about that unless I do a lot more revising of the save/load code than I want to do
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16:48:46 <andythenorth> self-repainting tankers :D
16:51:42 <Samu> 4824 out of 5000 yapf ships are profiting
16:52:14 <Samu> 4855 out of 5000 original ships are profiting
16:52:35 <Samu> 3627 out of 5000 npf ships are profiting
16:52:45 <Samu> npf seems to be a problem
16:53:48 <Samu> i will wait till 2051 as always
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17:01:50 <andythenorth> silver tankers for petrol?
17:03:06 <andythenorth> trucks and trains
17:03:12 <andythenorth> Iron Horse uses silver currently
17:03:16 <andythenorth> I could change it
17:03:30 <andythenorth> it’s based on real-life train colours in UK, so not a particularly good reason
17:03:37 <andythenorth> I have 2CC for RFPR
17:03:48 <andythenorth> black for unknown liquid cargos
17:03:57 <andythenorth> oops, 1CC for RFPR
17:03:58 <andythenorth> think it could be done better
17:04:14 <andythenorth> other liquid cargos include at least rubber, which I think should maybe be dark red?
17:05:09 <andythenorth> maybe 2cc for unknown cargos?
17:05:16 <Eddi|zuHause> i'd probably go for a grey wagon with a stripe in the colour of the cargo, and some symbol in CC
17:05:56 <andythenorth> any suggestions for cargo colours in that model? o_O
17:06:48 <Eddi|zuHause> but probably should build a scheme that is consistent, like it also appears on the map, and on freight stations, industries, etc.
17:20:53 * andythenorth wonders which liquid cargos there are
17:20:59 <andythenorth> wiki probably knows
17:23:31 <andythenorth> ‘chemicals’ catches the majority of them
17:24:57 <Eddi|zuHause> off the top of my head: water, oil, fuel oil/refined oil, milk, beer, chemicals, fertilizer (potentially rather bulk/pourable)
17:26:48 <andythenorth> that’s about all of them
17:26:59 <V453000> did you open that page? :)
17:27:09 <andythenorth> waiting for the images to load :P
17:27:12 <Eddi|zuHause> somebody will come up with crazier cargos
17:27:26 <Eddi|zuHause> andythenorth: don't forget cola
17:27:41 <V453000> all cargoes I have in that table are what exists in the game, thus is reasonable for the set to support it
17:27:56 <andythenorth> oh fizzy drinks also
17:28:17 <Eddi|zuHause> there was a set where livestock is liquid (simulating milk)
17:28:31 <andythenorth> oh my code seems to contain option for *sets* of colours :P
17:28:41 <andythenorth> for container vehicles, where same colour all the time is boring :P
17:28:45 <andythenorth> randomised on load
17:28:53 <andythenorth> who writes this stuff?
17:29:24 <andythenorth> nearly all the code I have written now relates to creating or displaying cargos :P
17:29:48 <andythenorth> there are almost no clever cost algorithms, or vehicle aging tricks or anything :(
17:29:55 <V453000> I will do something very similar for BRIX+ too
17:29:57 <andythenorth> just endless cargo sprite things
17:30:10 <V453000> clever cost algorithms are pointless
17:30:17 <andythenorth> is this game about just watching sprites move around?
17:30:23 <andythenorth> or is it about Serious Economic Choices?
17:30:31 <V453000> you know the answer :)
17:30:44 <andythenorth> hmm my kids are fighting in the hot tub
17:30:46 <andythenorth> see how that goes
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17:53:47 <andythenorth> could recolour box vans to match cargo
17:53:56 <andythenorth> seems messy, not sure why
17:54:02 <andythenorth> tankers seems fine
17:57:51 <Alberth> it reduces randomness somewhat, but you can see what's inside, which can be useful too
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18:19:44 <andythenorth> currently all box vans are just 2CC
18:19:57 <andythenorth> there are a *lot* of cargos for those vans
18:20:45 <andythenorth> 23 or so in a FIRS extreme game
18:21:38 <Alberth> is that because you make many cargoes transportable in a boxvan
18:21:52 <andythenorth> they’re one of the two ‘catch alls’
18:22:01 <V453000> that alone is showing some problem :P
18:22:13 <andythenorth> they’re a fallback choice, most cargos have a specific better wagon type
18:22:28 <andythenorth> V453000: +1, visible cargos ftw
18:22:48 <andythenorth> in 256 colour palette, there just aren’t enough colours to do this for box vans
18:22:54 <andythenorth> tankers there much fewer cargos
18:25:42 <andythenorth> template the templates? o_O
18:27:14 <frosch123> yay, for fish in tankers :)
18:29:49 <andythenorth> I should make a new FISH
18:30:09 <V453000> frosch123: I can't fix it 100% with just sprite fixing
18:30:23 <V453000> at the corners there it often is necessary to add 1 extra pixel to the foundation sprite
18:30:31 <frosch123> andythenorth: iron horse, road hog, sea ape?
18:31:44 <V453000> this shit occurs very often
18:32:21 <V453000> is there anything we are able to do about it?
18:33:29 <frosch123> V453000: why is that not fixable with sprites?
18:33:38 <V453000> more sprite height that way?
18:33:41 <frosch123> adding pixels at the bottom does not affect offsets
18:33:53 <frosch123> only top and left are troublesome
18:34:01 <V453000> so I just make it 1px higher and increase height in template by 1px?
18:34:02 <frosch123> you cannot change xxxx about top and left
18:34:21 <frosch123> yes, changing height should be fine
18:34:54 <andythenorth> suits the monsters idea :P
18:39:42 <andythenorth> improving river generation is probably way beyond me :P
18:40:07 <andythenorth> well, lame is too harsh :)
18:40:16 <andythenorth> rivers have unfulfilled potential
19:10:14 <V453000> I guess it's just cause there is no tile under it, but still :D
19:10:19 <V453000> is there a way to fix that?
19:12:01 <frosch123> ignore the border in the front for now
19:12:13 <frosch123> just make the foundation align at the back side
19:13:01 <frosch123> the front border can only be fixed with a new ottd feature
19:13:53 <V453000> will just add 1 pixel at the purple bottom, too
19:14:05 <V453000> the back is obvious. ;)
19:15:57 <frosch123> the ground sprite is drawn on top of the foundation
19:16:08 <frosch123> so can also just fill the inside of the foundation :p
19:16:27 <frosch123> though maybe not as cool for adding textures later
19:45:46 <DorpsGek> Commit by translators :: r27624 trunk/src/lang/spanish_MX.txt (2016-08-07 19:45:36 +0200 )
19:45:48 <DorpsGek> spanish (mexican): 24 changes by Absay
20:25:16 <LordAro> did some wikiing earlier
20:25:27 <LordAro> someone hasn't been keeping an eye on the release pages for me :p
20:52:35 <Alberth> thanks for the update
21:39:42 <Eddi|zuHause> that is a railcar with a regular wagon
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23:05:02 <Samu> 4897/5000 original ships profit
23:05:22 <Samu> 4806/5000 npf ships profit
23:05:39 <Samu> 4965/5000 yapf ships profit
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