IRC logs for #openttd on OFTC at 2018-03-14
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12:01:03 <stefino> hi. I'm trying to code vehicle graphics for tunnels. Tadeusz wrote at forum that for longer vehicles than 8 is there way with "other_veh_is_hidden" switch. Do someone know how does it work? I have vehicles make from articulated parts - for example 1+8+1. Main graphics of vehicle is loaded in the middle part.
12:03:00 <stefino> so where I have to put this switch? There where I code middle part? or in the end to final item?
12:06:05 <stefino> code is here - include this one engine. Front, rear, middle part and final "articulated" item. I have the switch in the middle part atm.
12:18:29 <stefino> I think there will be a problem with front and rear parts due cut graphics on them (bridge fix)
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15:36:22 <andythenorth> find me ferries :P
15:36:28 <andythenorth> I am underwhelmed
15:38:33 <andythenorth> similar style to big twin-ended ferry here
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16:48:29 <nielsm> cute :) the dos version music format seems to encode "start the song over for looping here" as a "select instrument applause" command
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17:45:29 <stefino> hi. I'm trying to code vehicle graphics for tunnels. Tadeusz wrote at forum that for longer vehicles than 8 is there way with "other_veh_is_hidden" switch. Do someone know how does it work? I have vehicles make from articulated parts - for example 1+8+1. Main graphics of vehicle is loaded in the middle part.
17:45:41 <stefino> so where I have to put this switch? There where I code middle part? or in the end to final item?
17:45:48 <stefino> code is here - include this one engine. Front, rear, middle part and final "articulated" item. I have the switch in the middle part atm.
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18:40:24 <LordAro> nielsm: the end of that is amazing
19:05:14 <DorpsGek> Commit by frosch :: r27990 /trunk (bin/ai/compat_1.7.nut src/saveload/saveload.cpp) (2018-03-14 19:05:06 +0100 )
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19:36:56 <andythenorth> but why does STR_BTSW_NAME cause a token error?
19:37:16 <andythenorth> is it triggering on a bizarre split?
19:44:33 <Alberth> looks very weird, andy
19:45:42 <Alberth> but he fixed it by adding "name" in front of it? perhaps he was missing something before it
19:45:45 <DorpsGek> Commit by translators :: r27991 trunk/src/lang/spanish_MX.txt (2018-03-14 19:45:37 +0100 )
19:45:47 <DorpsGek> spanish (mexican): 1 change by Absay
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19:49:52 <Wolf01> Mmmh, still don't read "Feature: NRT" in commit messages
20:00:44 <andythenorth> Wolf01: must be an error :(
20:00:52 <andythenorth> maybe DorpsGek is broken? o_O
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20:07:37 <Alberth> dorpsgek may have lost the road
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20:34:43 <supermop_work> is nrt getting committed?
20:36:12 <DorpsGek> Commit by frosch :: r27992 branches/1.8/ (2018-03-14 20:36:06 +0100 )
20:36:13 <DorpsGek> [1.8] -Branch: for incrementing numbers
20:36:47 <DorpsGek> Commit by frosch :: r27993 /trunk (14 files in 11 dirs) (2018-03-14 20:36:41 +0100 )
20:36:48 <DorpsGek> -Change: Heading for 1.9 now
20:37:09 <frosch123> which titlegame to use?
20:37:37 <supermop_work> should it have ELRD?
20:38:16 <supermop_work> i guess no point with no newgrfs
20:41:01 <andythenorth> so I need to fix openttd.grf
20:41:08 <andythenorth> I guess it's the airport sprites
20:41:19 <andythenorth> conflicts with new sprites in NRT
20:46:58 <andythenorth> supermop_work: got any inspiring smaller ferries?
20:47:05 <andythenorth> preferably bi-directional
20:47:13 <andythenorth> I am totally non-whelmed
20:50:23 <andythenorth> but car ferries with exposed decks are no good :)
20:51:25 <andythenorth> supermop_work: Melbourne or Brisbane got ferries?
20:51:51 <supermop_work> river too narrow
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20:54:34 <andythenorth> even though it's a PITA to draw
20:57:23 <supermop_work> there are a lot of those in NY harbor
20:57:30 <supermop_work> mostly for party rental
20:58:02 <supermop_work> our little ferries here are the yellow catamarans, 1 or two decks
20:58:35 <supermop_work> and some clapped out single hulled boats of similar size that competing company runs
21:02:43 <andythenorth> NY ferry is plausible
21:02:47 <andythenorth> just kind of boring
21:03:19 <andythenorth> that bigger white one is viable
21:03:29 <andythenorth> I have a sprite like that already, just needs adjusting
21:03:49 <supermop_work> the last one goes to governors island, so isn't really optimized for commuting
21:04:58 <andythenorth> just restyle that shape
21:05:19 <andythenorth> supermop_work: while we're here....
21:05:30 <andythenorth> I could try a different deck colour for the luxury ships
21:05:35 <andythenorth> to appear more 'luxury'
21:10:02 <nielsm> well whaddayaknow, my music decoder handles the theme song correctly now!
21:10:31 <nielsm> and easy driver also decodes without blatant crashes at least
21:13:09 <nielsm> (how the heck did I translate "cmp [bp+byte1],FEh; jnz else_branch" into "if ((byte1 & 0xFE) == 0)" .....)
21:13:39 <nielsm> (the correct is just byte1 == 0xFE)
21:14:39 <nielsm> (and the next block I translated "cmp [bp+byte1],FDh; jnz else_branch" into "if (byte1 == 0)", even more puzzling)
21:17:55 <supermop_work> andythenorth: wood deck vs grey or green non-skid?
21:18:22 <andythenorth> might clash with CC
21:19:09 <Eddi|zuHause> sometimes i think you're just looking for reasons to never be finished
21:19:45 <frosch123> nielsm: is the dos music opl2 stuff?
21:19:59 <nielsm> frosch123 no, depends on the driver selected
21:20:29 <nielsm> if you use the general midi, soundcanvas, or mt32 drivers, it sends midi to an mpu-401
21:20:35 <nielsm> that's the driver I've reversed
21:20:52 <nielsm> if you choose an opl2 based music driver it uses a different set of music data which I haven't looked at
21:21:26 <nielsm> I think it also uses the midi data for GUS, but not sure what exactly it does with it
21:21:41 <andythenorth> Eddi|zuHause: eh what?
21:21:43 <nielsm> (but drivers.cat includes an ultramid.exe and ultramid.ini, defining some patches)
21:21:48 <andythenorth> how can it be finished if it's not good?
21:22:06 <andythenorth> 'good enough' has to entail 'good', not just 'enough'
21:22:18 <frosch123> oh, so the dos music exists in multiple formats
21:22:30 <Eddi|zuHause> andythenorth: sure, but how does green floor have anything to do with "good"?
21:22:37 <nielsm> but anyway, the midi music (in GM.cat) is stored in some custom encoding
21:23:20 <nielsm> it uses some "master tracks" and then a series of "segments", the master tracks can call into a segment to do some kind of compression of parts that repeat
21:23:32 <andythenorth> types of vehicle need to be visually distinct
21:24:36 <nielsm> frosch123 if you check a DOS version install you'll find adlib.cat, gm.cat, roland.cat, those are the three versions of the music
21:24:48 <nielsm> I think roland.cat is used just for mt32 but not sure
21:24:58 <andythenorth> the colour of the floor is 6 entries in a remap table :P
21:25:45 <nielsm> drivers.cat contains a bunch of .com files, the install.exe/setup.exe program copies the appropriate driver files for the selected cards out into sound.com and music.com
21:25:58 <nielsm> and when ttdx.exe runs, it starts sound.com and music.com as TSRs
21:26:40 <nielsm> music.com at least gets a service handled called every "music tick", which seems to be around every 6 or 6.5 ms, not exactly sure
21:27:20 <nielsm> but the music driver selected simply affects which music.com gets loaded, and each music.com has hardcoded which .cat file it should read music data from
21:28:30 <nielsm> I now kind of want to reverse one of the soundblaster music drivers to figure out what it does with those, and then put an OPL emulator into the code :P
21:51:02 <frosch123> i did some opl2 experiments something like 25 years ago. but then i learned about .mod files
21:52:23 <nielsm> iirc screamtracker3 actually supports OPL2 or OPL3 instrument definitions, so you can have a track with a mix of sampled and FM synthed sounds
21:52:35 <andythenorth> 2CC for ferries? o_O
21:53:21 <frosch123> the big ferries need a ramp to reach the car deck
21:53:53 <nielsm> there are no private cars in transporttycoonworld
21:54:19 <nielsm> and you can't load buses onto ferries
22:00:28 <supermop_work> andythenorth: white funnel with pink stripe looks like a triangle
22:01:07 <andythenorth> that sprite is on way out
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22:30:55 <andythenorth> my Sam code assumes a 1:1 mapping between ship capacity and sprite length (in pixels)
22:31:16 <andythenorth> so offsets and capacity are tied together :P
22:38:53 <nielsm> neat! I can also dump the TTO music data in and have that played :)
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