IRC logs for #openttd on OFTC at 2018-03-11
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08:17:03 <DorpsGek> Commit by peter1138 :: r27975 trunk/src/company_manager_face.h (2018-03-11 08:16:58 +0100 )
08:17:04 <DorpsGek> -Fix (r8969) [FS#6642]: Missing one hair style.
08:17:12 <andythenorth> more hair styles
08:17:27 <andythenorth> Commit by peter1138 :: merge NRT ? o_O
08:17:37 <peter1138> Aw, forgot to credit m3henry :S
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09:27:39 <nielsm> well I have the title song looping perfectly now, when using the ms software midi synth, but still some issues with it when sending to an external synth (via oldschool serial midi)
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10:17:01 <andythenorth> blah blah pax ships
10:24:44 <Alberth> make a freight ship set :)
10:25:22 <Alberth> or make a livestock ship refittable :p
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10:34:29 <Alberth> at least it has holes at the side :)
10:40:48 <andythenorth> not sure where 'high speed' fits in Sam
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10:43:11 <Alberth> that would be only passengers and mail?
10:43:31 <Alberth> high speed coal bulk transport :)
10:44:04 <Alberth> just make smaller pax ships faster
10:44:06 <nielsm> how about a small single-person jet boat carrying a few bags of valuables
10:44:52 <Alberth> not quite unsinkable, I think :)
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10:46:21 <LordAro> nielsm: a few tips about getting patch reviewed: 1) nag devs insessantly 2) be very sure you're following code style 3) split patch into smaller logical changes (refactors first, new features second) 4) nag devs insessantly
10:48:36 <nielsm> yeah I'll interactive-rebase my git branch some time to make it look nicer and have individual changes make more sense
10:48:42 <nielsm> then split it into several patches
10:53:58 <andythenorth> it's very blah blah blah
10:54:40 <nielsm> make the upper decks slightly smaller than the lower, rounded at the ends
10:55:05 <nielsm> and maybe add an outdoor pool!
10:56:01 <andythenorth> it just needs to be...better :P
10:56:10 <andythenorth> need some RL inspiration
10:59:57 <Alberth> remove front and back upper holes
11:00:21 <axoi> Hello! Is it posibble to have a game where diffrent player companies share one transport network?
11:00:37 <Alberth> I like the green deck :)
11:01:11 <Alberth> axoi: you can play a coop game, where everybody is in the same company
11:01:36 <Alberth> there is also a shared infrastructure patch, but no idea what its current state is
11:02:35 <axoi> Alberth: I know, but I want to recreate transport situation from my country - we have a lot companies and one network. :D
11:02:38 <Alberth> if you want the latter, and are looking for a ready-made program, I think your best bet is the JGR patchpack in the development forum, but really no idea if it is included in there
11:04:19 <axoi> Alberth: I can build game with this patch, no need to out-of-box solution. I'll check if it works later. :)
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11:05:16 <Alberth> check what the last update is, could be years
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11:06:32 <Alberth> and that is definitely up-to-date
11:06:58 <Alberth> you can either build the thing yourself (it's at github somewhere), or download a version from that thread
11:07:22 <Alberth> github url is likely mentioned in the thread as well
11:08:33 <andythenorth> I had real trouble understanding it
11:08:43 <andythenorth> even connecting tracks is very hard
11:09:35 <axoi> Thank you for your help. :) I'll test this later, and I may make server if it works as I want.
11:10:19 <Alberth> is it useful to have infra-sharing?
11:10:33 <andythenorth> I found it confusing
11:10:35 <Alberth> it's mostly just shifting some income around, isn't it?
11:10:59 <andythenorth> it's access into stations / bits of map you'd otherwise be blocked from
11:11:05 <andythenorth> it's a potato/potato feature
11:11:13 <andythenorth> the game is fine without it
11:11:37 <andythenorth> including it is neutral for gameplay, but more complex to code, explain and document
11:16:51 <andythenorth> I don't play multiplayer though
11:17:04 <andythenorth> better, still boring
11:25:03 <Alberth> we'll also get a non-luxury version?
11:25:32 <andythenorth> yes, there's a ferry-type
11:25:45 <Alberth> I'd somewhat suggest to tear down the back half of the cabins, and make some recreation area
11:27:06 <Wolf01> 20000 Edge extesions and none for RSS :(
11:27:12 <Alberth> or add some 2cc decoration at the side?
11:30:23 <Wolf01> andythenorth: could you do something for the funnels one the front side? They look like glued :P
11:31:07 <Wolf01> If they are "complete", starting from the deck they are fine, but if they are just the top part I find them strange
11:31:52 <Wolf01> Everyone with double funnels
11:32:18 <Wolf01> If white it's even more evident
11:32:21 <andythenorth> they don't look attached to the hull?
11:32:31 <Wolf01> They look like a sticker
11:32:50 <Wolf01> Maybe it misses some shadow
11:33:49 <andythenorth> they're just not well drawn :P
11:34:06 <andythenorth> the shading is not right either
11:37:59 <Wolf01> Short on file names? XD
11:40:26 <Alberth> "sam" gets boring after a week :)
11:40:45 <Wolf01> Ok, back to technic.. I need to finish that robotic arm :D
11:41:02 <andythenorth> oh the unfinished Technic projects I have :P
11:41:12 <andythenorth> and then there are always new parts coming, so I wait
11:41:34 <Alberth> maybe re-use stuff of one project for another?
11:41:46 <andythenorth> that is a nice idea
11:41:50 <Alberth> reduces the number and projects, and makes more progress
11:41:56 <Wolf01> I found I'm missing a lot of parts, also parts which don't even exist
11:41:56 <andythenorth> the best builders do that
11:42:06 <andythenorth> build, video, destroy
11:42:09 <andythenorth> build next thing
11:42:22 <Wolf01> I need to bring that to the exposition next month
11:42:30 <andythenorth> I get too attached to the results
11:42:30 <Alberth> if building is your thing, that works
11:44:20 <Alberth> building is my thing, but the approach fails with coding :(
11:44:28 <Alberth> parts are too easy to make
11:44:28 <andythenorth> it works with mods
11:44:37 <andythenorth> it doesn't work with a core application
11:44:47 <andythenorth> people expect it to stick around and keep working
11:45:25 <Alberth> annoying, isn't it? :)
11:45:40 <andythenorth> it's ok if they pay
11:45:47 <andythenorth> or if you really enjoy it :P
11:46:04 <Alberth> I enjoy the puzzles in it
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11:58:39 <Wolf01> Maybe he remembered he had an irc client (configured with autojoin here)
11:59:23 <Wolf01> Meh, 67MB for just the VS installer :|
11:59:46 <Alberth> insane software sizes nowadays eh
12:00:25 <andythenorth> how can I explain the QA process to Wuzzy?
12:00:30 <Wolf01> And I have to install a specific platform version, which might end up in 3GB of libraries and fuck up my entire environment
12:00:49 <Wolf01> Maybe I should just use the old VS 2015
12:00:52 <andythenorth> I don't disagree with the ticket btw, there are 37 'crash' tickets, multiple of which are due to AI
12:02:52 <Wolf01> Eh... put on a voting system on bananas and downvote things which don't work right
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12:03:26 <andythenorth> but afaict, common causes of crashes seem to be (1) ICU (2) AI (3) liblzma
12:03:53 <Wolf01> Ok, good news, I don't need to download that specific target platform, it doesn't seem to exist
12:05:35 <Wolf01> What If I just put 14393 instead of 14366 in the vcxproj? :D
12:08:17 <Wolf01> <AdditionalIncludeDirectories>C:\Users\gwicks\work\SDL-mirror\include; <- yes, because it's fine to use absolute paths
12:11:40 <Alberth> as long as stuff never moves :)
12:13:57 <Wolf01> SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur. <- ok, this is different
12:19:20 <Alberth> +1, has cats, so sam compatible
12:29:24 <Alberth> we don't have many ship sets, do we?
12:29:52 <Alberth> everybody is a bit train-oriented :p
12:30:28 <Alberth> although hackalittlebit codes nice stuff
12:32:02 <Alberth> you'd somewhat expect that a pax ship set would exist
12:33:24 <andythenorth> there a few attempts
12:36:38 <andythenorth> but does it look like 720 pax?
12:39:43 <nielsm> based on number of windows etc, something like 120-200
12:40:27 <nielsm> and the mini above looks like 40-70
12:42:16 <nielsm> apoligies to the OpenMSG team, but a lot of it is really jarring, and the sound level is somewhat inconsistent between tracks :(
12:42:30 * nielsm is checking his new code with it
12:43:35 <DorpsGek> Commit by frosch :: r27976 /trunk (3 files in 2 dirs) (2018-03-11 12:43:32 +0100 )
12:43:36 <DorpsGek> -Add [FS#6664]: Climate-specific Action5 extra airport sprites. (PaulC)
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13:03:20 <DorpsGek> Commit by frosch :: r27977 /trunk (7 files in 2 dirs) (2018-03-11 13:03:17 +0100 )
13:03:21 <DorpsGek> -Add [FS#6664]: Replace the office building sprite on various toyland airports with a better fitting sprite. This also affects GRFs which activate the default refinery in toyland. (PaulC)
13:11:12 <DorpsGek> Commit by frosch :: r27978 /trunk/src (saveload/saveload.cpp table/settings.ini) (2018-03-11 13:11:09 +0100 )
13:11:13 <DorpsGek> -Fix [FS#6673] (r18541): Store the map variety setting in the samegame like the other mapgen settings, so restarting maps considers it. (Samu)
13:15:33 <andythenorth> dunno, looks wrong
13:15:58 <Eddi|zuHause> a ferry larger than a cruise ship?
13:18:33 <DorpsGek> Commit by frosch :: r27979 /trunk (readme.txt src/misc_gui.cpp) (2018-03-11 13:18:30 +0100 )
13:18:34 <DorpsGek> -Add: adf88 to readme
13:20:11 <andythenorth> Eddi|zuHause: it's same length, but looks bigger
13:20:14 <andythenorth> and has same capacity
13:20:55 <Alberth> I like the walking area at the top floor
13:21:23 <Alberth> instead of just vertical steel wall
13:24:35 <DorpsGek> Commit by frosch :: r27980 /trunk (62 files in 5 dirs) (2018-03-11 13:24:32 +0100 )
13:24:36 <DorpsGek> -Doc: Yearly increment
13:25:03 <LordAro> frosch123: going for the old-style new year?
13:25:21 <frosch123> it's precisely one year after the last new year
13:25:51 <frosch123> maybe 4 hours earlier
13:26:33 <frosch123> also september, october, november, december make more sense this way .) so, yes old-style new year
13:27:26 <Eddi|zuHause> it's a tiny bit silly, actually. because the new year began in march, but ended in december. the other months were "in-between" years
13:27:49 <Eddi|zuHause> and most times it were 2 months and occasionally 3 months
13:27:59 <frosch123> afaik there is no definite story how this happened
13:29:30 <Eddi|zuHause> "month" here meaning one moon cycle (new moon to new moon)
13:31:03 <andythenorth> is 'Large' the ship length, or the capacity? :(
13:31:07 <andythenorth> I use it in both ways
13:31:17 <Alberth> it's somewhat related :p
13:31:26 <andythenorth> seemed good at first
13:31:44 <andythenorth> capacity was derived from length
13:31:51 <Alberth> maybe capacity is too realistic :p
13:31:52 <andythenorth> but some ship types look silly this way
13:31:53 <Eddi|zuHause> so the way January 1st happened was that the romans switched from lunar to solar calender, and January 1st was whatever happened to be new moon after the winter equinox that year
13:32:50 <Alberth> little did they realize we would never change it :p
13:33:26 <Eddi|zuHause> it's not equinox, what's the other name? solstice
13:33:32 <frosch123> prejustice confirmed: patches which are indented incorrectly are also broken in other ways
13:35:24 <Alberth> blue cabins make it friendlier :)
13:36:49 <andythenorth> I think it's too big relative to large luxury ship
13:36:55 <andythenorth> both are 720 pax
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13:37:36 <Eddi|zuHause> that's what i said...
13:39:01 <andythenorth> so I can make it shorter, or lower
13:39:14 <andythenorth> shorter doesn't really look right, although it's a nice sprite
13:39:40 <andythenorth> or maybe it does
13:39:52 <Eddi|zuHause> that looks way better
13:40:40 <andythenorth> I think it's a better sprite
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13:46:08 <DorpsGek> Commit by frosch :: r27981 trunk/src/economy.cpp (2018-03-11 13:46:05 +0100 )
13:46:09 <DorpsGek> -Change [FS#6679]: Check companies for bankruptcy before subtracting reoccuring monthly costs. (Samu)
13:48:05 <andythenorth> sea-going passenger liners?
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13:48:51 <Alberth> don't think the distinction is that relevant
13:49:04 <andythenorth> they look quite different
13:49:19 <andythenorth> but gameplay, there's nothing between them
13:49:20 <nielsm> I think sea-going can usually afford to go deeper into the water
13:49:34 <Alberth> sure, so feel free to add a few for variation
13:49:43 <andythenorth> OpenTTD has no weather, so all ships can go on all water :)
13:49:44 <Alberth> nielsm: in openttd everything is 1 tile deep :)
13:49:45 <Eddi|zuHause> there's loads of size restrictions for river ships
13:49:59 <Eddi|zuHause> bridges, locks, depths
13:50:15 <andythenorth> I think the river ship will re-introduce problem of relative sizing :P
13:50:20 <andythenorth> but it might look nice
13:50:27 <Eddi|zuHause> andythenorth: i vote no on the river ships, as long as there is no useful gameplay distinction
13:50:36 <andythenorth> it's more just a choice of sprite
13:50:42 <andythenorth> there are river ships for freight
13:50:43 <Alberth> name it sea ship, so it's the user fault if used at a river :p
13:54:58 <andythenorth> I should break the size rules :P
13:55:08 <andythenorth> currently it's 128px, 96px, 64px
13:55:14 <andythenorth> which looks good and makes offsets easy
13:55:39 <andythenorth> but ferry is better at 104px :P
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14:17:47 <DorpsGek> Commit by frosch :: r27982 trunk/src/newgrf_spritegroup.cpp (2018-03-11 14:17:44 +0100 )
14:17:48 <DorpsGek> -Codechange: Reduce invocations of GetGlobalVariable. Speedup sprite resolving by about 3 percent.
14:18:17 <DorpsGek> Commit by frosch :: r27983 trunk/src/newgrf_spritegroup.cpp (2018-03-11 14:18:13 +0100 )
14:18:18 <DorpsGek> -Codechange: Reduce complexity of VA2 add-div/mod adjustments
14:19:44 <DorpsGek> Commit by frosch :: r27984 /trunk/src (23 files) (2018-03-11 14:19:41 +0100 )
14:19:45 <DorpsGek> -Codechange: Make ScopeResolver constructors/destructors inlineable. Speedup sprite resolving by about 8 percent.
14:21:30 <DorpsGek> Commit by frosch :: r27985 /trunk/src (3 files) (2018-03-11 14:21:27 +0100 )
14:21:31 <DorpsGek> -Codechange: Convert VA2 switches into ones with non-overlapping ranges, sort them and resolve them using binary search. Speedup sprite resolving by about 7 percent.
14:23:29 <DorpsGek> Commit by frosch :: r27986 /trunk/src (tile_type.h vehicle.cpp) (2018-03-11 14:23:26 +0100 )
14:23:30 <DorpsGek> -Codechange: Name magic constants in the vehicle position hash functions.
14:23:53 <frosch123> the patch series is incomplete though
14:24:07 <frosch123> there is potential for a lot more optimisation, but i did not finish that
14:25:29 <DorpsGek> Commit by frosch :: r27987 trunk/src/tile_type.h (2018-03-11 14:25:26 +0100 )
14:25:30 <DorpsGek> -Change: Increase maximum allowed vehicle sprite size to reduce clipping of ships.
14:25:45 <andythenorth> I don't have to post a video of my test game :)
14:25:46 <frosch123> your ships should clipp less now, though noone complained :p
14:25:56 <andythenorth> I complained, but I didn't file a good bug report
14:27:20 <nielsm> hey frosch123 could you add this to .gitignore ?
14:27:29 <nielsm> (and maybe other .*ignore files too)
14:27:47 <nielsm> since visual studio 2015 likes to put user settings files in that location
14:30:57 <frosch123> ms using "." for hidden files now? :p
14:31:23 <nielsm> (it still gets marked with the ntfs/fat "hidden" attributed too)
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14:33:21 <frosch123> oh, it was already in svn:ignore
14:34:09 <andythenorth> my 1.7.1 savegame is broken in r27987
14:34:17 <andythenorth> I changed newgrfs a lot in it, so eh
14:34:20 <andythenorth> probly not valid
14:34:31 <DorpsGek> Commit by frosch :: r27988 /trunk (.gitignore .hgignore) (2018-03-11 14:34:28 +0100 )
14:34:32 <DorpsGek> -Codechange: Extent hg- and gitignore for .vs
14:35:01 <frosch123> andythenorth: for what value of broken?
14:35:12 <frosch123> i added a Samu patch which did savegame version stuff
14:35:23 <andythenorth> yeah clean 1.7.1 savegame is broken loading in r27987
14:35:33 <andythenorth> industries are showing mine sprite
14:35:39 <nielsm> I hope my birds will let me continue cleaning up my patches... they keep coming over to occupy my hands
14:35:47 <andythenorth> newgrf vehicles fall back to original sprites
14:35:58 <andythenorth> no newgrf errors are reported
14:36:05 <andythenorth> newgrf stations might be working
14:36:36 <andythenorth> ok it's isolated to industries maybe in this save
14:36:51 <andythenorth> properties are correct
14:37:18 <andythenorth> oh and all industries closed after a few months
14:37:59 <frosch123> hmm, i thought i tested these patches in january :p
14:38:44 <Mazur> Did you check the sell-by date?
14:39:33 <andythenorth> is it the new VA2?
14:39:39 * andythenorth hasn't tried bisecting yet
14:39:58 <frosch123> the VA2 one is the most critical change :)
14:40:03 <andythenorth> in a room with 9 other people
14:40:07 <andythenorth> somewhat loud :P
14:42:21 <frosch123> my testgame with nuts and yeti looks fine, but i see that firs is borked
14:46:30 <frosch123> well, it's the first time that we reorder newgrf instructions :p processor manufacturers also got trouble with that
14:49:27 <Eddi|zuHause> i see we're totally release ready :p
14:52:27 <frosch123> LordAro: std::lower_bound in this case, but more or less the same
14:53:30 <frosch123> anyway, that part has an assertion, so the issure must be within newgrf.cpp with the recompilation
14:56:37 <peter1138> now it's no longer 10% faster ;)
14:57:20 <frosch123> the testcase is not affected :)
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15:05:48 <supermop> here is a puzzle: currently i use lots of sprite stacks for trucks and trailers
15:06:34 <supermop> i'd like rigid trucks to use the newer cargo and truck body sprites i've made for trailers and industrial trams
15:07:29 <supermop> but there has to be some compromise as the rigid truck needs a cab and possibly trolley poles as part of the same stack, using up slots
15:10:07 <supermop> currently i do: chassis/truck bed(+ cargo)/cab/trolley poles for truck facing camera, and cab/chassis/bed(+ cargo)/poles for facing away
15:10:55 <andythenorth> what's the puzzle? :)
15:11:16 <supermop> works fine except i need a separate sprite for every combination of cargo, load amount, and bed variant
15:11:38 <supermop> like open truck, flat bed, different hoppers/dump trucks
15:11:51 <andythenorth> you didn't split the cargo and body?
15:12:08 <supermop> differentiating between bars or rolls of metal is impractical
15:12:51 <supermop> with trailers, the cargo is a separate sprite layered between the bed bottom/rear and top/side
15:13:24 <supermop> so it can easily be changed or even recolored separate from the trailer itself
15:14:07 <supermop> give large flexibility and variety of cargo graphics and trailer variant for just a few sprites
15:15:19 <supermop> even if i combine the chassis with the truck bed for rigid trucks, i still would need body/cargo/sides/cab/trolley poles
15:16:00 <supermop> so i wonder if there is a better way to combine things to free up one more space
15:16:27 <supermop> which seems easier than getting frosch123 to give me one more layer in the stack that is not a power of 2
15:22:11 <Alberth> add the bed/sides to the cargo?
15:22:29 <Alberth> likely by computing the result while building the grf
15:23:32 <supermop> adding bed and sides to cargo gives very large number of sprites,
15:23:50 <supermop> basically situation i have now
15:23:56 <frosch123> it should be vehicle back, cargo, vehicle front: 3 layers
15:24:11 <frosch123> i don't quite understand where the other layers come from
15:24:28 <andythenorth> but not happy yet
15:24:41 <supermop> pole needs to overlap both the front and rear halves of vehicle
15:24:55 <andythenorth> the ships with 4 funnels are both 720 pax
15:25:25 <supermop> luxury ship needs more luxury
15:25:41 <supermop> like a pool or deck tennis or something
15:26:03 <supermop> or greeble on top roof/deck
15:26:43 <supermop> frosch123: part of the vehicle back overlaps the cargo as well
15:27:14 <Alberth> top ship front chimneys shade not too dark?
15:27:25 <andythenorth> luxury is hard to see
15:27:27 <frosch123> when i say "vehicle back" i mean "back" in screen Z orientation
15:27:38 <frosch123> so "vehicle back" is always behind the cargo
15:27:52 <supermop> the 'open truck' has sides which overlap the metal or whatever by a few pixels, whereas the flatbeds dont for the same cargo
15:28:53 <supermop> well i could add the 'sides' to the cab then for views where truck faces camera, and add the body to the cab for facing away
15:29:16 <andythenorth> how about vehicles in vehicles? o_O
15:29:25 <andythenorth> then we could have 4 layers of 4 layers
15:29:36 <supermop> still looks odd without greeble andythenorth
15:29:51 <supermop> like, pax can walk right around funnels
15:32:17 <andythenorth> mixed blue + CC looked weird
15:32:28 <supermop> frosch123: combining the cabs with parts of beds is probably less of combinatorial explosion, but does mean there will need to be specific cabs for each type and generation of rigid trucks
15:33:32 <supermop> instead of current where there is one cab sprite (and one alternate livery) for each generation, regardless of truck type
15:34:00 <andythenorth> supermop: give in, use PIL :)
15:34:19 <supermop> so a 4th gen rigid trolley truck, and 4th gen semi diesel truck use same cab
15:34:25 <andythenorth> I use PIL + the sprite layers combined
15:34:43 <supermop> andythenorth: if python makes me 1000s of sprites i still have to define and reference them?
15:34:52 <andythenorth> well then you just generate the code :P
15:35:02 <supermop> making the sprite in PS isn't hard
15:35:15 <supermop> well yes that's the next step
15:35:29 <supermop> but can i learn to do that in < 20 days
15:35:57 <supermop> as i want a functional-ish grf on bananas april 1
15:36:00 <Alberth> but you decide to make one change to the cabin, and you'll have 40 days
15:36:31 <andythenorth> it's about 20 days work to set up sprite compositing
15:36:38 <andythenorth> and that's assuming you know python and have a compile
15:36:51 <supermop> my current thinking is i wont change rigid trucks at all before 1.0 release
15:37:08 <supermop> as they work now, just with less fun cargo sprites than trailers
15:37:21 <Alberth> the profit of automating is that changing becomes feasible
15:38:28 <supermop> andythenorth: add some boxy thing around base of funnels and some lumps for life rafts?
15:38:50 <andythenorth> I am -1 to greeble mostly
15:39:10 <andythenorth> it looks bad in TTD
15:39:21 <supermop> composite of the funels to make them randomly change
15:48:51 <nielsm> lol, I think one of the songs in OpenMSX changes the pitch bend controller range, which causes external synths to sound weird afterwards
15:53:38 <nielsm> I think they should be in conjunction with the helm, considering how they would block space in the interior
15:54:39 <nielsm> and maybe add a fence separating the top deck area with the funnels from the rest, so part of the deck can be open to passengers
15:57:16 <supermop> not a fan of the fat funnels
15:57:38 <supermop> should be 4 ocean liner style, or two modern looking ones
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16:01:08 <andythenorth> is not better, but shows an idea
16:01:57 <nielsm> I like that large luxury one, and the small luxury also looks reasonably believable
16:02:24 <nielsm> the four corners funnels of the fast-loading seems strange to me
16:03:07 <frosch123> why did i fell into the same newgrf trap that i explained to others dozen of times :/
16:04:32 <andythenorth> frosch123: what trap? o_O
16:04:52 <frosch123> the numranges=0 case returning the calculated result
16:08:59 <DorpsGek> TrueBrain: Commit by frosch :: r27989 /trunk/src (3 files) (2018-03-11 16:08:51 +0100 )
16:09:00 <DorpsGek> TrueBrain: -Fix (r27985): VA2 optimisation failed in various special cases:
16:09:01 <DorpsGek> TrueBrain: - nvar=0 is meant to return the calculated result.
16:09:02 <DorpsGek> TrueBrain: - Missing references resolve to NULL and got identified with the default result.
16:09:03 <DorpsGek> TrueBrain: - Missing 'break' broke overlapping cases.
16:09:10 <frosch123> andythenorth: firs better now?
16:11:23 <andythenorth> frosch123: wfm :)
16:21:59 <nielsm> 2-funnel.png <- this is really good
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16:38:55 <nielsm> okay, finished cleaning up my music patches and put them up on bugtracker now
16:43:23 <andythenorth> luxury ship just doesn't look luxury :)
16:43:27 <andythenorth> looks like a ferry
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18:37:08 <andythenorth> frosch123: ships do indeed flicker less :)
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19:00:12 <andythenorth> maybe not just standard CC?
19:21:46 <Alberth> looks nice that colour combination :)
19:28:03 <Eddi|zuHause> why would the pacifists go mad just because you declared war on someone, to bring them peace and democracy?
19:30:05 <Eddi|zuHause> uhm wtf does it have a cargo crane for?
19:30:26 <Eddi|zuHause> also, it should be much smaller
19:30:29 <andythenorth> to fill the horrible gap
19:31:42 <Eddi|zuHause> you changed the cruise ship for this one, which is tiny, but you kept the size
19:32:17 <andythenorth> the ship is quite large IRL compared to the RL freight shiops
19:32:23 <andythenorth> but yeah, the appearance is off
19:32:31 <andythenorth> ships are very hard to judge
19:35:48 <andythenorth> the IRL pax ship is 87m, compared to about 65m for the IRL freight ships
19:36:07 <andythenorth> I think reducing it is distorting all the proportions, makes it ugly
19:38:26 <Alberth> don't have a large pax ship?
19:38:52 <andythenorth> I like the challenge though
19:39:15 <Alberth> in that case, carry on :)
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19:40:18 <andythenorth> it's the right length, and doesn't have complicated sloping shapes
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19:56:00 <Alberth> differences are too small to distinguish all the ships you find :)
19:59:22 <andythenorth> I never actually draw a RL ship
19:59:39 <andythenorth> I synthesise a lot of bits of RL ships
20:10:15 <frosch123> there is no pool on deck
20:10:29 <frosch123> what else would you want when surrounded by water?
20:12:23 <andythenorth> my water cycle doesn't work :P
20:14:08 <Alberth> gap at the front-deck is weird, perhaps make the back deck larger?
20:14:34 <Alberth> (of the large luxury pax ship)
20:15:27 <Alberth> frosch: sun bathing, but not enough pixels probably
20:16:14 <frosch123> yeah, not enough pixels for a golf course
20:16:57 <Alberth> still too detailed though
20:55:43 <Wolf01> Wow, still arranging pixels?
20:57:30 <andythenorth> but I think I preferred the one with the clunky step
20:58:55 <Wolf01> Meh, I won't be able to compile that game, if I fix one problem 10 more pop up
21:04:32 <andythenorth> michi_cc: that's pretty much the small one :)
21:04:58 <andythenorth> I haven't drawn the mail ships yet ;)
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21:07:00 <frosch123> something about mail and ship is weird when combined :p
21:13:49 <andythenorth> fast loading pax ship, payment bonus pax ship
21:14:08 <andythenorth> and for comparison, livestock, trawler, beer tanker
21:31:18 <andythenorth> nope, original industries
21:31:36 <andythenorth> the sawmill is excellent
21:32:39 <frosch123> clay has issues with sharp edges
21:34:57 <andythenorth> inherent anti-aliasing
21:35:53 <frosch123> new artstyle for V?
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