IRC logs for #openttd on OFTC at 2017-03-11
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11:41:08 <Samu> ST2: bridge over rail is easier than i thought
11:43:27 <Samu> i ought to be careful not to ruin rail construction for the player
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12:58:52 <Samu> i think i found a bug with town bridges
12:59:43 <Samu> when a town wants to build a bridge and that bridge is nearer to another town, the owner of the bridge will not belong to the town that builds it
13:00:15 <Samu> affects scenario editor mostly
13:00:37 <Samu> when deleting the town, that bridge will stay, even if it's not connected to the other town
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13:20:59 <DorpsGek> Commit by frosch :: r27773 /trunk/bin/baseset (no_music.obm orig_win.obm) (2017-03-11 13:20:50 +0100 )
13:21:00 <DorpsGek> -Update: Baseset translations
13:24:47 <Eddi|zuHause> is anyone planning to do an actual release?
13:25:12 <frosch123> rc1 should be this evening
13:25:31 <frosch123> just after the voting closes
13:25:54 <frosch123> two more fixed from jgr, then it's done
13:31:34 <Eddi|zuHause> and then we can go back to rapid development :p
13:32:10 <frosch123> i want to do more nml for weeks
13:32:29 <frosch123> but it seems like people now actually use nrt
13:33:18 <frosch123> for completely different purposes than railtypes
13:33:43 <frosch123> which is a good thing, since about none of the railtype grfs look interesting to me
13:52:33 <DorpsGek> Commit by frosch :: r27774 /trunk/src (blitter/32bpp_anim.hpp video/sdl_v.cpp) (2017-03-11 13:52:26 +0100 )
13:52:34 <DorpsGek> -Fix [FS#5889]: Enabling palette animation for 32bpp blitters while paused skipped initialisation of the palette and resulted in black windows.
13:52:35 <DorpsGek> -Revert (r23978): No SDL-specific fix required anymore. The new fix applies to all backends.
14:00:43 <ZirconiumX> So what's new in 1.7-rc1?
14:01:24 <frosch123> stuff from the nightly
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14:06:00 <DorpsGek> Commit by frosch :: r27775 /trunk/src (6 files in 2 dirs) (2017-03-11 14:05:54 +0100 )
14:06:01 <DorpsGek> -Fix [FS#6510]: Insufficient thread synchronisation when switching blitters. (JGR)
14:09:28 <peter1138> so does anyone else get a weird mouse cursor in openttd on windows?
14:09:47 <Samu> with 27775? must try, brb
14:09:48 <andythenorth> frosch123: so the black redraw regions are gone? :o
14:10:04 <andythenorth> or is that unrelated :P
14:10:05 <peter1138> dunno, it's been around a while
14:11:11 <frosch123> andythenorth: i hope so :) i reverted a sdl-specific fix for the issue, which also made it reproducible easily for me. then JGR's new fix fixed it again
14:11:30 <andythenorth> previously I had black regions when switching full animation on/off
14:11:34 <andythenorth> they’re currently gone
14:11:48 <andythenorth> but it might be an intermittent issue, and just isn’t triggering right now :P
14:12:28 <Samu> switching full animation while on fullscreen mode, however, causes screen refreshes :(
14:12:56 <Samu> monitor goes into switching mode
14:13:45 <Samu> about weird mouse cursor, what you mean? bad behaviour?
14:13:54 <Samu> jerkiness while dragging?
14:14:37 <frosch123> you need to pause the game
14:14:51 <peter1138> for me it seems like bits of it are erased before it is drawn at a new position
14:15:36 <frosch123> peter1138: there are bug reports about flickering cursors for years
14:15:52 <frosch123> port to sdl2 and enable os cursors :)
14:17:38 <Samu> never noticed anything glitchy about cursor graphics
14:18:13 <frosch123> i would also welcome a harfbuzz patch :p
14:18:17 <andythenorth> flickering cursor / disappearing cursor / laggy cursor are pretty standard issue here :)
14:19:10 <peter1138> never used to do it
14:19:17 <peter1138> mind you i've not properly played for years
14:19:31 <andythenorth> Samu: OS X of course :)
14:19:44 <Samu> laggy cursor is probably a DPI setting issue
14:20:03 <Samu> but i don't have the other symptoms
14:20:09 <Samu> flickering or disappearing
14:20:19 <andythenorth> why DPI related? o_O
14:20:55 <Samu> it's not really laggy, it's just behaving bad
14:21:16 <Samu> sec, i had a bug report about it
14:24:46 * andythenorth has the emoji bar, so now I can’t use the function key shortcuts in ottd :D
14:26:35 <andythenorth> although pause (f1) is the only one I actually use :P
14:34:07 <DorpsGek> Commit by frosch :: r27776 /trunk (6 files in 3 dirs) (2017-03-11 14:34:01 +0100 )
14:34:08 <DorpsGek> -Merge: Documentation updates from 1.6 branch
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14:38:33 <LordAro> frosch123: you can pipe it through aspell, can't you? :p
14:40:44 <frosch123> that doesn't check fs numbers and formatting
14:41:07 <frosch123> and what should be a feature, change or fix
14:42:24 <frosch123> LordAro: you are lucky, you have still some purpose :)
14:45:05 <Alberth> Reenable seems the strangest word today :) Perhaps make it "Re-enable" ? (line21)
14:45:59 <andythenorth> new auto-replace gui ships :)
14:46:03 <andythenorth> it’s much better imo
14:47:03 <Alberth> descriptive names to threads <- feature? doesn't seem very user-oriented to me :)
14:47:41 <andythenorth> NRT for 2018? o_O :)
14:47:50 <frosch123> Alberth: no idea where else to put it
14:48:00 <frosch123> we also add haiku compilation as feature and such
14:48:06 <frosch123> andythenorth: if someone finishes it :p
14:48:27 <andythenorth> and we find the bugs
14:49:01 <Alberth> Limit waypoint area by maximum station spread already when dragging s/already when/during/ ?
14:50:04 <Alberth> Rearrange -> Re-arrange, if you change Re-enable
14:55:01 <frosch123> ok, applied everything :)
14:56:24 <Alberth> I am working on the aircraft-type display +sort patch by samu
14:56:42 <LordAro> is the merge window closed yet? :p
14:57:30 <Alberth> you have other last-minute features? :)
14:58:03 <frosch123> well, i am going to get some food before the shopping window closes
14:58:39 <Alberth> I don't mind either way, I never use aircraft anyway :)
14:58:43 * LordAro needs to do that also
14:58:59 <LordAro> Alberth: i mean, i wouldn't mind getting the clang warning fixed..
14:59:07 <LordAro> probably doesn't count as a feature though
14:59:29 <Alberth> well, thread names count as feature.... :p
15:00:11 <LordAro> i did actually make another patch that fixed a (previously disabled) warning as well
15:00:58 <frosch123> LordAro: no clang fixes without a nightly inbetween
15:01:16 <frosch123> i would rate the chance at 90% that any changes in that area will break some compilation platform
15:01:42 <LordAro> i'd be very surprised if was that high
15:06:52 <andythenorth> so who wants to fix FIRS with me? o_O
15:07:31 <Alberth> /me applies andy-fix to FIRS
15:08:32 <LordAro> (and reenabling the relevant warning)
15:08:41 <LordAro> andythenorth: don't you have a couple of personal playtesters? :p
15:09:02 <Alberth> probably by the time you explained what needs to be done, you could have done the fix?
15:10:52 <andythenorth> not in this case
15:11:04 <andythenorth> it’s code I didn’t write, so first I have to learn what it does :)
15:11:11 <andythenorth> slope aware ground tiles
15:11:35 * andythenorth wonders if baseset ground tiles conveniently increment the sprite number per slope
15:11:49 <andythenorth> i.e. base_sprite + slope_number
15:19:26 * ZirconiumX is very annoyed at their AI.
15:20:22 <Samu> i might return to testing the new AIs, i didn't because my system was locking up, but it appears to be running fine now
15:20:42 <Samu> would like to see yours if you upload it to banana server
15:24:21 <Eddi|zuHause> andythenorth: if by "slope number" you mean tileh, then that's probably what they do
15:27:07 * andythenorth wondering whether to magic the slope handling
15:27:24 <andythenorth> currently every sprite is declared for every slope
15:27:35 <andythenorth> which is explicit, but a lot of declaration :P
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15:41:06 <ZirconiumX> I'm gonna have to steal from somebody's code, aren't I? Unless maybe SuperLib has something.
15:41:43 <ZirconiumX> Essentially, I'm trying to write some code to make sure we don't build another bus stop in this town if we've already built one.
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15:45:34 <Eddi|zuHause> andythenorth: can't you combine all the slopes into one template?
15:45:49 <andythenorth> Eddi|zuHause: I would have thought so yes
15:47:01 <Alberth> one busstop for a while city?
15:47:18 <Eddi|zuHause> sounds like LA :p
15:47:21 <ZirconiumX> At the moment, yeah
15:47:33 <ZirconiumX> Better than building 5 bus stops in a small town
15:47:41 <ZirconiumX> All directly next to each other, too
15:48:03 <Eddi|zuHause> ZirconiumX: a circular tile search whether you've already built one in this area?
15:48:35 <ZirconiumX> Yeah, I have tried that - it doesn't seem to work. Hang on, let me upload my code.
15:48:42 <Eddi|zuHause> ZirconiumX: alternatively 2D-bisecting the list of stations
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15:50:06 <Eddi|zuHause> and if that's still too complicated, a simple loop over the list of stations
15:51:18 <ZirconiumX> This is the logic to avoid repeating ourselves.
15:51:55 <ZirconiumX> (Testing it is a pain because OpenTTD has no option to change the rate of subsidies)
15:53:01 <Eddi|zuHause> ZirconiumX: add some debug output which tiles it's actually checking?
15:54:28 <Alberth> save a game with the AI, then hard-code building stations in a known city
15:54:36 <Alberth> or even just pick the first city
15:54:58 <Alberth> ie don't wait for subsidy
15:55:31 <Eddi|zuHause> yeah, just hard-code a scenario
15:57:38 <Alberth> or city with a sign nearby or so
15:58:10 <ZirconiumX> Do town ids start from 1 or 0?
15:59:55 <Wormnest> Can´t you use AIStation.GetNearestTown and then excluse towns you already used
15:59:59 <ZirconiumX> Circular search is not working
16:01:34 <ZirconiumX> Also, what happens if you try to build a sign over another sign?
16:02:56 <ZirconiumX> AIRoad.IsDriveThroughStation() works correctly
16:03:08 <ZirconiumX> But AITile.GetOwner() is returning something other than me
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16:03:56 <ZirconiumX> Unless I misunderstand AICompany.COMPANY_SELF
16:04:06 <Eddi|zuHause> there's 3 owners to a road station
16:04:23 <Eddi|zuHause> owner of the station, owner of the road, and owner of the tram
16:04:31 <Eddi|zuHause> there's probably a different function for each
16:06:33 <ZirconiumX> Well, AITile.GetOwner() is the most obvious one.
16:06:40 <ZirconiumX> AIStation has nothing, so far as I can tell
16:07:39 <ZirconiumX> Any ideas, Alberth?
16:09:07 <ZirconiumX> I think I found the bug
16:09:29 <ZirconiumX> AITile.GetOwner() == COMPANY_SELF
16:09:44 <ZirconiumX> is not the same as AICompany.IsMine(AITile.GetOwner())
16:10:11 <Eddi|zuHause> that was like the first google result of "aitile getowner"
16:10:11 <ZirconiumX> Thanks, anyway, Eddi|zuHAuse
16:10:27 <Eddi|zuHause> even before the documentation of the actual function
16:11:14 <andythenorth> FIRS uses nearby_tile_slope(0,0)
16:11:52 * andythenorth is scratching head currently
16:12:10 <andythenorth> slope has trees on it, they need the offsets changed w.r.t each slope
16:12:15 <frosch123> that is a variable, not a fucntion
16:13:06 <andythenorth> it’s in a switch, with each value handled explicitly
16:13:13 <Eddi|zuHause> the (0,0) should be the offset to the current tile
16:13:51 <andythenorth> the nml all works, but there is a *lot* of declaration for it :P
16:14:13 * andythenorth would prefer less, even if the cost of that is living with magic
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16:22:48 <supermop> Ir with the pen is a bit of a pain
16:23:58 <supermop> How hard would it be for trees to be slope aware
16:24:35 <Eddi|zuHause> what kind of tree and what kind of aware?
16:32:41 <supermop> Tree. In game to. Have a switch based on slope at of tile
16:33:37 <supermop> Computer folded so cannot use keyboard bc easier to draw on
16:34:25 <frosch123> is is the type of device, which you can only fold once?
16:36:28 <andythenorth> those hide:sprite queries are expanded for every sprite layout
16:36:40 <andythenorth> and there are ~32 sprite layouts for an industry
16:37:09 <andythenorth> can I just substitute a couple of switches at the start of the tile graphics chain? :o
16:37:35 <andythenorth> surely storing a numeric constant in a register gets the same result, with a lot less nml and nfo?
16:38:30 * andythenorth wonders if a sprite can even be read from a register :P
16:38:35 <supermop> Shading tress on hills would make it so much easier for my eyes to make sense of landscape
16:39:53 <supermop> Termite metro depot door not wide enough
16:40:19 <supermop> Not sure if I want to widen the whole building or just the door
16:40:29 <andythenorth> depots have quite inconsistent widths
16:40:38 <andythenorth> slightly irritates me :P
16:41:02 <supermop> 64 px in MLSS is the answer
16:41:41 <supermop> Should have used an Lau plant building
16:42:12 <supermop> Handwriting input doesn't trust me
16:42:13 * andythenorth thinks this should work
16:42:55 <ZirconiumX> supermop: or your handwriting is bad
16:51:05 <andythenorth> ach the tile chain already stores the ground type
16:51:33 <andythenorth> the imperfection of FIRS :D
16:55:15 <ZirconiumX> Does this do what I think it does?
16:56:02 <ZirconiumX> (Not complete, of course, but do successive Valuate() calls use the value of the last call?)
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17:03:53 <ZirconiumX> There seems to be no way for the AI to get what the subsidy multiplier is.
17:19:24 <frosch123> ZirconiumX: if there is no specific function, then there is still the GetSetting function to read any game setting
17:19:29 <andythenorth> was auto-signal of auto-rail ever tried? o_O
17:19:44 * andythenorth just noticed how boring it is to signal two-track lines
17:20:11 <ZirconiumX> Welcome to 2007, andythenorth
17:20:39 <andythenorth> ~128 tile route?
17:20:42 <andythenorth> with many corners
17:20:43 <frosch123> Alberth: what is the "Display" in GetDisplayAircraftType supposed to mean?
17:20:58 * andythenorth is using the 7 year old user tester
17:21:00 <frosch123> in other cases "Display" refers to GUI units instead of internal units, like speed
17:21:29 <frosch123> though i guess it is also fine for strings
17:21:40 <Alberth> it's the string for display purposes of the type, but that is somewhat implicit by string, I guess
17:22:10 <supermop> Ctrl drag signal goes through corners Andy
17:22:13 <Alberth> GetAircraftType doesn't fit the bill either
17:22:18 <frosch123> +STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Max. speed: {LTBLUE}{VELOCITY} {BLACK}Aircraft Type: {LTBLUE}{STRING} <- lowercase "Aircraft type:"?
17:23:08 <Alberth> GetAircraftTypeText ?
17:23:45 <Alberth> or GetAircraftTypeString, but meh-ish
17:23:47 <frosch123> personally i would have put the "Range" at the end, since it is optionally added
17:24:30 <supermop> corners don't stop the auto signals
17:24:39 <andythenorth> ctrl-drag is insane :o
17:24:41 <supermop> only a junction or station does
17:24:45 <andythenorth> who’d have ever guessed
17:24:53 <andythenorth> that is the most wtf? I have seen in the game
17:25:07 <andythenorth> that is absolutely 100% unintuitive
17:25:08 <frosch123> Alberth: 40: same capitalisation issue in the text
17:25:27 <supermop> I'm imagining andy placing signals individually for the past 7 years
17:25:27 <andythenorth> it takes the prize from company colours for worst UI element
17:25:35 <Alberth> yeah, I guess so frosch123, I didn't check that, but I'd expect it everywhere
17:25:37 <frosch123> Alberth: 40: also same comment on the order :)
17:25:41 <andythenorth> why do you think I like ships?
17:25:50 <andythenorth> trains are crap to build, I never understood the obsession
17:26:00 <andythenorth> it’s endless yak-shaving with signals
17:26:07 <frosch123> Alberth: 40: engine_number lacks a @param
17:26:23 <Alberth> frosch123: I didn't add range :)
17:26:33 <supermop> ctrl drag one way pbs gets you 99% of the way
17:27:03 <Alberth> I can move it, but in a new patch at the end then. Personally, I am not bothered by it
17:27:14 <frosch123> Alberth: i mean, show "aircraft type" before "aircraft range", the former is always shown, the latter only if enabled
17:27:43 <frosch123> what moving? i mean only inserting the new stuff in a different place
17:28:02 <Alberth> oh, you said "range at the end"
17:28:15 <Alberth> ie last displayed item
17:28:29 <frosch123> yes, it was the last one before, wasn't it?
17:29:15 <Alberth> oh, maybe you're talking of a specific window :)
17:29:28 <Alberth> but ok, before range can be arranged
17:29:44 <Alberth> just different point of insertion, as you say
17:29:55 <frosch123> is there any schema when strings say "max speed" and when they say only "speed"?
17:30:25 <Alberth> not that I am aware of, I was just shortening string names
17:30:56 <Alberth> although trains do show current speed in their bar
17:31:12 <Alberth> don't know what got used there
17:32:01 <Alberth> just shortening CAPACITY may be enough, I haven't tried that
17:32:38 <frosch123> 70 adds AircrafType before running cost, while it is after running cost in the other cases
17:33:05 <Alberth> I'll add it before range in all cases, seems the simplest
17:35:05 <Alberth> I wondered about moving all 'other languages' changes into one commit at the end
17:35:30 <Alberth> current is easier to debug, but I rename some strings that I later remove
17:37:16 <frosch123> eints would also remove them :)
17:37:42 <Alberth> I know, but it seems nice to do it explicitly :)
17:49:59 <DorpsGek> Commit by frosch :: r27777 /trunk (62 files in 5 dirs) (2017-03-11 17:49:51 +0100 )
17:50:00 <DorpsGek> -Doc: Yearly increment
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19:38:56 <andythenorth> such unused CPP defines :)
19:46:26 <supermop> andy: should I sophisticate my means of compiling and versioning these grfs?
19:48:06 <andythenorth> then _latest_latest.grf
19:48:18 <andythenorth> then final_final.grf
19:48:44 <andythenorth> you should version them ‘properly’
19:48:52 <andythenorth> starting at 1, 1.0, or 1.0.0
19:49:13 <andythenorth> compiling is more a personal choice
19:49:30 <andythenorth> if using nmlc with nothing else is working, keep doing that
19:49:37 <supermop> _no really proper this time
19:49:49 <andythenorth> _final_final_amends
19:50:02 <andythenorth> _final_final_reversioned_for_EMEA
19:50:09 <andythenorth> _final_final_cinema_edit
19:50:20 * andythenorth used to make films and flash games
19:57:13 <Eddi|zuHause> or is it _proper_real?
20:11:08 <andythenorth> OS X compile needs sorted out :P
20:11:59 * ZirconiumX remembers the day when they filed a bug report for Mac OS X 10.4 on a PowerPC chip.
20:15:38 <andythenorth> I’m not even that old
20:17:40 <ZirconiumX> Neither am I, and yet
20:17:55 <ZirconiumX> My dad had a thing for retro tech
20:20:38 <supermop> I collect 70s sony radios
20:21:16 <supermop> actually need to get to Ginza this year to see the sony building before it gets demolished - they are holding a retrospective exhibit
20:22:14 <andythenorth> the FIRS compile uses defines for *temp* register numbers
20:22:20 <andythenorth> but all kinds of wrong
20:22:45 <andythenorth> temp register numbers may or may not be unique in any given scope
20:22:52 <andythenorth> so defining them globally is very dangerous
20:26:04 <ZirconiumX> It's a pretty good question
20:28:02 <andythenorth> it’s funny how much people think software is developed according to plans
20:28:07 <andythenorth> rather than in response to events
20:34:12 <peter1138> oh well reddit is full of crazies
20:37:46 * andythenorth is always surprised to find reason on reddit
20:42:31 * peter1138 ponders booting up linux and going in ... openttd ...
20:42:37 <peter1138> Firefox can’t find the server at www.openttd.org.
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20:46:03 <peter1138> hmm, wasn't someone else doing a patch for docks?
20:46:31 <glx> you don't have a patch for that already ? ;)
20:46:57 <peter1138> and rgb company colours
20:47:01 <peter1138> but what's the point of that
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20:52:38 <andythenorth> peter1138: there’s a patch in new map features
20:52:45 <andythenorth> but that’s quite forked
20:53:24 * andythenorth still baffled by globally defined local things
20:54:55 <andythenorth> should I join reddit?
20:56:55 <supermop> am I missing something here? I save png from my psd, and then have to open png to set it to indexed with palette
20:57:21 <supermop> why cant PS just "save as png(index)" or some such
20:58:24 <supermop> I am willing to accept that it wont let me have an indexed layered file for who knows what reason, but at least let me choose the color mode when I am exporting a flat png then
20:58:26 <Eddi|zuHause> it probably can do that
20:58:43 <supermop> I am hoping v or andy have figure out a way
20:58:57 <supermop> or anyone else who uses PS for sprites
21:00:03 <Eddi|zuHause> just do 32bpp sprites, and get an auto-convert tool
21:00:32 <supermop> have yet to read up on 32bpp in nml
21:00:52 <Eddi|zuHause> nml probably should get one builtin, if you only provide 32bpp, it generates the 8bpp versions
21:01:31 <supermop> I mean its a 32bpp file using only 256 colors so I am willing to trust whatever auto conversion
21:01:35 <V453000> supermop: want to convert 32bpp to palette?
21:01:43 <V453000> photoshop can do that
21:01:51 <supermop> but not from rendered sprites
21:02:02 <V453000> you just set image - mode - indexed - select the palette, save as png
21:02:10 <supermop> pixel art in layered file
21:02:31 <supermop> I have to save the png,
21:02:38 <V453000> if you want things without action colours, you need to convert to the palette without the extra colours first to assign indexes properly, and after that you convert to the final one
21:02:38 <supermop> then open it to set to indexed
21:02:52 <V453000> eh you can do it with psd as well but it will just flatten it and disable layers
21:02:59 <V453000> I guess that's what you are trying to avoid
21:03:04 <supermop> that's the problem I have
21:03:10 <supermop> avoiding the extra step
21:03:10 <V453000> I should finish my python script :D
21:03:32 <V453000> tbh I never worked with layers with pixel art, I absolutely understand their benefits though
21:03:58 <supermop> currently I toggle layers to get the sprite sheet i want, then save as png, I just wish the save as dialog had option to set color mode
21:04:11 <supermop> maybe i can set up a batch
21:04:32 <supermop> but when I am only updating a couple pngs its annoying
21:04:37 <V453000> yeah maybe some photosho pactions but I didn't really ever use those
21:06:28 <andythenorth> supermop: save for web, using the openttd palette
21:06:49 <andythenorth> you can make a SFW preset for it
21:07:07 <supermop> I totally knew that in 2014-5 when I was messing around with stuff then
21:07:29 <andythenorth> ach, I have some new photoshop
21:07:40 <andythenorth> fuck is that about?
21:07:59 <supermop> should get old vaio back out
21:08:26 <supermop> peter1138: palette removes any boners in the png
21:09:00 <peter1138> ah well everything is giant photos these days
21:09:48 <andythenorth> export -> save for web (legacy)
21:11:57 <V453000> I use that only to save gifs :D
21:32:21 <supermop> have 3 chips depot styles, 2 for isr, and 4 for mlss
21:32:42 <supermop> objectively far more depot choice than anyone would need in a roadtype grf
21:32:58 <supermop> still need one more chips style though
21:33:35 <supermop> currently it goes coal mine, ---, port building, termite metro shed
21:34:18 <supermop> need a brickworks or steelmill style one for ---
21:37:39 <DorpsGek> Commit by frosch :: r27778 trunk/src/saveload/saveload.cpp (2017-03-11 21:37:32 +0100 )
21:37:40 <DorpsGek> -Change [FS#6442-ish]: Convenience savegame bump to distinguish 1.7 savegames from 1.6 savegames.
21:38:32 <Eddi|zuHause> that's a clear sign that openttd is dying. there wasn't even a savegame bump in over a year
21:39:31 <peter1138> rgb colours needs a bump
21:40:12 <supermop> the default pink leaves a lot to be desired
21:40:42 <Eddi|zuHause> the default pink is not gay enough?
21:42:31 <andythenorth> supermop: they do if you flip them :P
21:42:45 <andythenorth> very few FIRS buildings have both angles :P
21:42:48 <supermop> with shading preferably
21:42:58 <supermop> do you want flipped ones?
21:43:12 <peter1138> nothing is gay enough
21:43:14 <supermop> those are going to be my cobble depots I thing
21:43:26 <andythenorth> flipped buildings aren’t much needed in FIRS :)
21:50:09 <DorpsGek> Commit by frosch :: r27779 branches/1.7/ (2017-03-11 21:50:03 +0100 )
21:50:10 <DorpsGek> [1.7] -Branch: for incrementing numbers
21:50:32 <DorpsGek> Commit by frosch :: r27780 /trunk (14 files in 11 dirs) (2017-03-11 21:50:26 +0100 )
21:54:00 <__ln__> supermop: what's your opinion about ihop?
21:54:17 <supermop> nothing particularly positive
21:54:53 <supermop> although the buildings are interesting from a post modern architectural theory standpoint
21:55:50 <__ln__> their portions are huge
22:02:38 <DorpsGek> Commit by frosch :: r27781 /branches/1.7 (bin/baseset/opntitle.dat src/misc_gui.cpp) (2017-03-11 22:02:32 +0100 )
22:02:39 <DorpsGek> [1.7] -Change: New titlegame (HvS)
22:08:03 <DorpsGek> Commit by frosch :: r27782 /branches/1.7 (5 files in 3 dirs) (2017-03-11 22:07:57 +0100 )
22:08:04 <DorpsGek> [1.7] -Update: Documentation
22:11:05 <DorpsGek> Commit by frosch :: r27783 tags/1.7.0-RC1/ (2017-03-11 22:10:59 +0100 )
22:20:47 * andythenorth has got an intel thing that shows clock speed
22:21:03 <andythenorth> during FIRS compile it’s very spikey
22:21:35 <andythenorth> chameleon templating, and nml encoding step both peg the CPU at max clock, and use all of one core
22:21:54 <andythenorth> nml ‘parsing’ and ‘preprocessing’ swing wildly up and down
22:29:17 *** Supercheese has joined #openttd
22:31:42 <Eddi|zuHause> probably waiting for disk input
22:35:04 <andythenorth> dunno, not much IO going on there
22:53:15 <frosch123> @topic set 1 1.7.0-RC1, 1.6.1
22:53:15 *** DorpsGek changes topic to "1.7.0-RC1, 1.6.1 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy"
23:05:28 <frosch123> apparently that is in czech rep
23:05:37 *** FLHerne has joined #openttd
23:07:10 *** andythenorth has left #openttd
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