IRC logs for #openttd on OFTC at 2017-01-03
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15:19:52 <supermop> hmm i was mentioned it seems
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16:44:50 <Alberth> what's the usecase for supporting symbolic links in tarfiles?
16:48:07 <frosch123> do you remember the days when there were dos and win paletted grfs and 32bpp in tars?
16:48:40 <Alberth> never very consiously, but yeah :)
16:49:03 <frosch123> someone thought: if grfs only differ by filename and 8bpp graphics, but shall share the 32bpp, then symlink them
16:49:15 <frosch123> i.e. i think you can safetly trash the symlink stuff :)
16:50:42 <supermop> what case would they share 32bpp? to save file space?
16:51:10 <Alberth> and move the files of a tar inside the tarfile object, at least that seems like a good idea to me too :)
16:53:12 <Alberth> ie move elements of TarFileList _tar_filelist[NUM_SUBDIRS]; into elements of TarList _tar_list[NUM_SUBDIRS];
17:05:31 <Alberth> supermop: 32bpp doesn't change if you switch from DOS to WIN palette for 8bpp
17:07:13 <Alberth> ie dos.grf win.grf and some form of dos32.grf and win32.grf (names are wrong is my guess)
17:18:53 <Wolf01> So, something interesting happened while I was busy with flu?
17:19:09 <Alberth> the number of the year changed?
17:19:18 * frosch123 was about to ask the same :p
17:19:47 <Alberth> so that pretty much sums it up , I think
17:23:39 <Wolf01> Seem that the most wanted features now are: define roadtypes a city could build and elevated roadtypes with disabled collisions
17:26:22 <frosch123> first one sounds like "build newest roadtype that has flag 'city buildable'", and raises the question when to update
17:26:38 <frosch123> otoh, roads could just have date-dependant graphics
17:27:04 <frosch123> the latter would make sense for suspension rail
17:27:54 <frosch123> it would increase the loading capacity of roadstops when using both buses and trams )
17:29:08 <frosch123> problem might be that people want ordinate tram under suspended tram :p
17:30:07 <Wolf01> Also I was trying to get if a road was a "country road" some days ago, but somebody told me is already possible to check it with varaction 2 or something
17:30:30 <frosch123> but we need fence-support
17:30:42 <frosch123> currently roadtypes do not supply any roadsides
17:31:03 <Wolf01> It shouldn't be that hard
17:31:41 <frosch123> Wolf01: all road tiles have a reference to the owning or nearest town btw
17:31:53 <frosch123> so, querying any town stuff is generally easy for roads
17:31:59 <Wolf01> Yes, I figured that out
17:32:51 <Wolf01> About roadsides, we should change completely the code which handles the stuff drawin in town zones
17:33:15 <Wolf01> Because one roadtype in a town zone might not want to follow the default
17:35:38 <frosch123> i think about adding a flag "do not draw default roadsides", setting it by default for the tram typesa
17:35:51 <frosch123> and then adding a123 graphics for fences
17:37:16 <Wolf01> What about adding an array of roadsides so a roadtype could configure it how it wants? The default roads uses an array of the defaults roadsides
17:37:19 <frosch123> hmm, andy spammed fs
17:38:19 <frosch123> did andy have some disease? why would anyone comment on fs suggestions?
17:47:35 <Alberth> christmas present by andy, perhaps :p
17:48:20 <Wolf01> What did he do this time?
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17:52:26 <LordAro> frosch123: iirc, he was going through things that should be closed
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17:53:19 <LordAro> guess he was hoping you'd(or some admin) would get the content of his messages, rather than just that he'd made a message
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18:11:59 <Wolf01> Meh, I should start building my micro-scale city diorama, I only have 2 months to do that
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19:27:02 <supermop> i feel so liberated nolonger having a computer at home
19:27:19 <supermop> although it means i only get to play openttd at work
19:28:44 <Wolf01> Aren't you supposed to work while at work?
19:30:03 <frosch123> where do you sleep?
19:30:25 <supermop> i have stayed late to push pixels around lately
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19:36:51 <andythenorth> ^ ‘small’ were drawn last night; ‘micro’ and ‘mini’ are old FISH sprites that need a bit more work
19:37:26 <andythenorth> oops, forgot to un-retina the image :)
19:40:15 <frosch123> no houses in the middle
19:41:07 <frosch123> large freighter does not really look larger than the small one
19:42:01 <andythenorth> even looking at photos of ships, size is really hard to tell
19:42:08 <andythenorth> for similar shapes
19:42:33 <frosch123> large livestock and fridge front lacks the black floor
19:42:38 <frosch123> looks kind of hollow
19:43:18 <frosch123> is it supposed to look like that?
19:43:58 <andythenorth> it is, but if it looks weird…it could look different
19:44:08 <andythenorth> it can continue the grey
19:45:35 <andythenorth> eh, by volume the large freight is 3.75 times more capacity than the small
19:45:47 <andythenorth> the in-game capacity is 2.4 times
19:45:55 <andythenorth> but that is totally not discoverable by eye
19:47:24 <frosch123> it is somewhat wider
19:48:34 <andythenorth> it doesn’t look bigger; looks further away
19:49:50 <frosch123> did something change? except the alignment?
19:50:52 <frosch123> i prefer the centered one
19:51:27 <andythenorth> yes, it’s graphically preferable
19:51:46 <andythenorth> it just causes an unfortunate size perception effect :)
19:52:45 <frosch123> well, the large freighter mostly grows in the back and the front, but not in the cargo space :)
19:57:19 <Alberth> cargo space extends under the front and back :p
19:59:57 <andythenorth> I think the bow is too long relative to hold space
20:00:03 <andythenorth> and maybe the house too
20:00:28 <andythenorth> I don’t mind redrawing these a lot
20:01:03 <andythenorth> I’m going to write a compositor to make the different models from each hull type
20:01:21 <andythenorth> draw each hull+house combo once, get it good
20:01:26 <frosch123> i thought you already did :o
20:04:43 <andythenorth> not until the perception is right :P
20:04:58 <andythenorth> the size effects on ships have been bugging me for a long time
20:06:26 <frosch123> didn't dare reading them yet
20:14:40 <Wolf01> I think is the same video I saw months ago
20:23:51 <andythenorth> yeah it was shared here
20:24:00 <andythenorth> relatively high effort to derail a train
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20:30:28 <andythenorth> are hard to judge size of :P
20:36:53 <Lejving> I wish this wasn't a somewhat decent chat, then I'd make an adult joke :(
20:40:21 <andythenorth> it’s ok, we can make it in our heads
20:43:20 <andythenorth> think I should push the house back a couple of pixels, and bow forwards
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21:03:18 <frosch123> not sure whether you made the large one larger, or the small one smaller, but i think they look different now :)
21:05:05 <andythenorth> the hold is 4px longer in the big one
21:05:45 <andythenorth> and the shape is changed enough, the small one doesn’t look like a further-away repeat of big one
21:10:49 <Wolf01> While you are at it you could do a tribute to Cussler's Oregon :P
21:18:15 <Wolf01> It's difficult to find the real one, or at least good pictures of it
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21:23:44 <andythenorth> I could make the big ship 1px wider also
21:44:08 <Wolf01> Make it only haul logs ;)
21:48:36 <DorpsGek> andythenorth: 1.33333333333
21:49:01 <andythenorth> 2.4x increase in ship capacity, but my sprite length rules say only 1.3 increase in length
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22:13:11 <Rubidium> @calc 1.333333333333333**3
22:13:11 <DorpsGek> Rubidium: 2.37036859259
22:13:37 <Rubidium> close enough if you assume length, width and height are increased by 1.|3|
22:15:14 <andythenorth> volume, it’s bigger than you think :P
22:17:42 <Rubidium> it's only about 1.25% off
22:20:53 <andythenorth> I’ll buy that for a dollar :)
22:21:03 <DorpsGek> andythenorth: 1.28571428571
22:21:20 <andythenorth> 9px wide big ship, 7px wide small ship, not far off
22:22:09 <andythenorth> @calc 1.75*1.33*1.29
22:22:09 <DorpsGek> andythenorth: 3.002475
22:42:52 <Redirect_Left> It's nice the livestock get windows.
22:59:29 <supermop> andy will be drawing flatbed 747s next
22:59:53 <supermop> oversize piece goods concordes
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