IRC logs for #openttd on OFTC at 2018-04-20
            
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09:36:49 <andythenorth> Pikka: but chinooks http://dev.openttdcoop.org/attachments/download/8988/chinooks_such.png
09:37:26 <andythenorth> red bufferbeams? Or no?
09:37:49 <Pikka> they're nice for differentiating the shape, and contrasting the buffers
09:38:10 <Pikka> I'd say yes
09:38:36 <andythenorth> agreed
09:40:28 <V453000> :)
09:49:54 <andythenorth> V453000: my lighting rig is fake ;P
09:50:29 <V453000> ?
09:50:43 <V453000> drawing symmetric and flipping?
09:50:51 <andythenorth> yeah
09:50:57 <andythenorth> but drawn with key and fill
09:51:01 <andythenorth> not just key
09:51:08 <andythenorth> https://en.wikipedia.org/wiki/Three-point_lighting
09:51:23 <V453000> yeah that's one of the reasons I like 3D so I don't have to draw the diagonal views twice :D
09:51:27 <V453000> right
09:51:53 <andythenorth> I am getting fast at diagonal views
09:52:04 <andythenorth> I considered automating it :P
09:52:13 <V453000> omg :D
09:52:14 <andythenorth> but there's always some decisions to make
09:52:26 <V453000> how would you automate that?
09:52:38 <andythenorth> I could automate reshading
09:52:52 <andythenorth> mostly I move CC down by 1 on the side, and up by 1 on the end
09:52:56 <V453000> well that part I understand but how would it know where it should darken and brighten
09:52:58 <andythenorth> I know where the vehicle pixels are
09:53:06 <V453000> oh
09:53:06 <andythenorth> they're all standard width, length, height
09:53:09 <V453000> :)
09:53:14 <V453000> it's all boxes?
09:53:22 <andythenorth> pretty much eh
09:53:25 <V453000> haha
09:53:25 <V453000> nice
09:53:33 <andythenorth> steam engines etc it wouldn't work
09:53:37 <peter1138> Group liveries, eh?
09:53:40 <andythenorth> but wagns are all same
09:53:43 <V453000> wouldn't happen for me :P I think almost every nuts thing is different
09:53:44 <andythenorth> peter1138: group liveries :)
09:54:15 <andythenorth> I have talked myself out of giving engines multiple liveries
09:54:17 <V453000> I was looking through my sketchbooks yesterday for some work stuff and I found a bunch of cool train designs I drew :D
09:54:31 <andythenorth> just give engines good 2CC and let player choose
09:54:38 <andythenorth> V453000: pixels then
09:54:39 <V453000> random CC colours for engines!
09:54:54 <andythenorth> that could be done
09:55:05 <andythenorth> you can read the current CC, all kinds of madness possible
09:55:36 <V453000> heh
09:55:42 <andythenorth> I am tempted to do realistic livery with code
09:55:50 <andythenorth> just to prove point :P
09:56:03 <V453000> I think I'll try to avoid using extra sprites for it, so I'll just have a parameter for random/CC colours of engines
09:56:26 <V453000> if random, then 1 of the vehicle layers is going to have that, and another layer is going to have a small CC stripe or something
09:56:43 <V453000> but let's see about that
09:59:22 <andythenorth> http://dev.openttdcoop.org/projects/iron-horse/repository/entry/src/graphics/pony/box_car_pony_gen_4B.png
09:59:34 <Pikka> you could do something really dumb, like have different sprites for each CC...
09:59:36 <andythenorth> that gets repainted to 3 wagons
09:59:52 <V453000> :0
10:00:05 <V453000> yeah, that's not going to happen Pikka :D
10:00:16 <V453000> already trying to be careful about filesize
10:00:29 <andythenorth> http://bundles.openttdcoop.org/iron-horse/push/LATEST/docs/html/static/img/reefer_car_pony_gen_4B.png
10:00:37 <andythenorth> http://bundles.openttdcoop.org/iron-horse/push/LATEST/docs/html/static/img/fruit_veg_car_pony_gen_4B.png
10:00:43 <V453000> I need a metric shittons of sprites already, any doubling etc just for CC would be too much
10:00:55 <V453000> the vehicle layers are a miracle though
10:01:00 <andythenorth> I use a recolour sprite for some random CC stuff
10:01:13 <andythenorth> I dropped having realsprites just for flipping 1CC/2CC
10:01:18 <andythenorth> compile time went down quite a bit
10:01:30 <V453000> andythenorth: very iz. That's super interesting. I probably wouldn't want to do it, but I can see the benefits
10:01:51 <andythenorth> I am only using layers for stuff like rear lights on last vehicle
10:02:04 <andythenorth> layers are hard to test in-game, easier to just have the realsprite where possible
10:02:04 <V453000> :0 also nice
10:02:32 <V453000> well sure, having sprites for everything is nicest overall
10:02:34 <peter1138> andythenorth, https://github.com/PeterN/OpenTTD/commits/group-livery
10:02:52 <andythenorth> :o
10:02:53 <andythenorth> :)
10:03:09 <peter1138> Warning: savegame bump
10:03:29 <peter1138> Also still WIP obviously, there's no icon and the button is red :p
10:08:56 <andythenorth> bb tomorrow
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10:41:26 <peter1138> Oh fucks sake, projects switching from IRC is a pain in the arse :(
11:01:48 * _dp_ wants to switch from IRC since the time I started using it
11:03:40 <hrmny> lol
11:04:58 <_dp_> omg, colour stack codes
11:22:01 <peter1138> zomg
11:22:10 <peter1138> yeah, V453000!
11:22:43 <peter1138> V453000, "blah blah {PUSH_COLOUR}{GOLD}YEAH I'M GOLD {POP_COLOUR}phew, back to normal"
11:29:39 <V453000> push and pop? :D
11:33:46 <peter1138> Yeah, {PREVIOUS_COLOUR} got fairly rejected as unreliable.
11:35:26 <peter1138> push/pop allows it all to work with nested strings and such-like.
11:37:29 <LordAro> "PUSH_COLOUR" is a bit verbose, maybe just PUSH?
11:37:45 <LordAro> given it's followed by a colour code, you don't really need to spell it out
11:38:25 <peter1138> Well at least it's clear.
11:38:56 <LordAro> i++; // add one to i
11:38:58 <LordAro> ^ also clear
11:39:05 <peter1138> They're the codes that frosch suggested.
11:40:02 <peter1138> {PUSH} {POP} by themselves don't mean much, imho.
11:40:20 <LordAro> no, but given the context they'll always have...
11:41:19 <peter1138> Oh well, it had 24 hours for review ;) I guess someone else can change it if they seem fit :)
11:43:01 <LordAro> ¯\_(ツ)_/¯
11:51:35 <V453000> when I just see PUSH and POP I have no idea what it's going to do, but eh, will get used to it
11:52:15 <SpComb> POKE
11:52:26 <peter1138> PEEK
11:53:02 <V453000> would {SET} {RESET} make more sense?
11:54:00 <SpComb> if it's not a stack
11:54:39 <peter1138> It is a stack. It even uses std::stack instead of inventing something.
12:04:53 <peter1138> Perfect for NewGRF making... http://www.gamebytes.co.uk/userdata/PRODPIC-3248.jpg
12:34:59 <SpComb> where do you install the ROM chip
12:35:15 <SpComb> is there a USB adapter?
12:42:00 <_dp_> I wanted prev_colour for something but now I don't even remember what
12:44:08 <_dp_> probbably for some crap like this https://paste.openttdcoop.org/pavoqtako
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16:00:12 <Pikka> goodnight and custard
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16:01:10 <LordAro> one albert arrives, another albert leaves
16:01:18 <LordAro> balance must be maintained
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16:21:45 <Alberth> :)
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18:00:28 <_dp_> git merge is bonkers
18:00:43 <_dp_> makes bloody mess out of the code every time I try to use it
18:02:34 <_dp_> what's even the point of <<< === >>> blocks when they contain random lines and huge chunk of code is just missing?
18:03:44 <LordAro> git merge is often better than most
18:03:51 <LordAro> you've probably just been moving code around too much :p
18:04:28 <_dp_> LordAro, with svn I at least could understand what happened
18:04:41 <_dp_> LordAro, and never even had any issues with hg
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18:05:51 <_dp_> should probably just always use 3-way
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18:09:18 <Alberth> you may not be merging what you think ?
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18:25:57 <Alberth> does diff give you the expected differences?
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18:56:47 <supermop_work> yo Wolf01
18:56:58 <Wolf01> o/
18:58:36 <peter1138> Derpaherp.
19:00:28 <_dp_> Alberth, diff does, but it feels like merge is picking a wrong base
19:01:54 <Alberth> merge tracks back until the last common commit
19:02:51 <Alberth> git merge-base master branch   # Find common ancestors <-- from my cheat sheet
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19:05:33 <_dp_> merge-base seems right
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19:11:08 <peter1138> Hmm, arr, RVs don't get changed. Hmm.
19:14:30 <Wolf01> So, let's see if I'm still able to access NRT repo and commit too
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19:34:35 <Wolf01> WTF, there are diagonal slopes on train valley 2 and not on OTTD?
19:35:06 <Eddi|zuHause> how dare they!
19:38:10 <Eddi|zuHause> so i built my first plane in TF, and what is the first thing it does when i watch it? it clips though mountains
19:41:14 <Thedarkb1> OpenTTD over remote X is painful.
19:41:36 <Wolf01> Eddi: classic
19:41:42 <peter1138> <x> over remote X is painful, frankly.
19:42:11 <Thedarkb1> It depends on what for.
19:42:24 <Thedarkb1> Some applications run flawlessly.
19:45:54 <Thedarkb1> I'm looking for a game script that ends the game when the first person reaches 1 billion pounds.
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19:48:41 <Thedarkb1> What should I search for?
19:50:36 <glx> looks like you want a goal script
19:52:44 <Alberth> didn't samu write one, can't find it though
20:10:18 <frosch123> there is a "company value gs", which does a similar thing
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20:19:51 <Thedarkb1> I'll try that out.
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21:03:16 <Eddi|zuHause> uhm, somhow my sound randomly stopped working
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21:37:09 <Eddi|zuHause> looks like a problem in the 5.1 control unit
21:37:42 <Eddi|zuHause> and my backup boxes sound terrible
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21:46:06 <Supercheese> Hmmmm, UKRS3 on Patreon
21:46:10 <Supercheese> HMMMMM, sayeth I
21:46:23 <Supercheese> quite tempting
21:46:53 <Supercheese> the very first time I've felt tempted to support anything on Patreon, in fact
21:49:09 <V453000> It's also my first Patreon thing
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22:11:11 <frosch123> why does simutrans still have the minimap 45° rotated?
22:11:41 <frosch123> that's like the first thing i would patch... or do people prefer it for some reason?
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22:16:09 <Eddi|zuHause> i haven't run simutrans in like 15 years
22:16:27 <frosch123> neither have i, but sometimes i encounter screenshots
22:16:28 <Eddi|zuHause> that was before i even found openttd
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23:14:48 <peter1138> Yeah, I played Simutrans before I found OpenTTD.
23:16:18 <andythenorth> is this a confessional? o_O
23:16:23 <peter1138> IKR
23:16:57 <peter1138> Weird, I remember now, I was sneaking a go in the office and a colleague mentioned OpenTTD of all things.
23:17:10 <peter1138> + Locomotion. I played that once but found it annoying.
23:21:06 <peter1138> Hmm.
23:25:15 <frosch123> hmm, are content names supposed to be unique per content type, or unique overall? is it allowed to have both a scenario and a heightmap called "Iceland"?
23:25:40 <peter1138> Oh
23:25:43 <peter1138> Hmm
23:25:53 <peter1138> Does it conflict anywhere?
23:26:31 <Eddi|zuHause> i don't see a problem with that from the user-facing side
23:26:41 <frosch123> not technically, only in human brain
23:27:06 <frosch123> i guess all content lists always also have a "type" column
23:27:27 <frosch123> also, bananas 1 already has "Europe" for both
23:28:17 <frosch123> haha, there are "Solomon Islands" and "Solomon-Islands"
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23:32:08 <Eddi|zuHause> are they known for their extensive rail network?
23:32:56 <frosch123> there are also "Sachsen" and "Saxony" :)
23:33:30 <Eddi|zuHause> from which century?
23:33:31 <frosch123> what is "Saxony Switzerland" though? sounds like a gaddafi idea
23:33:39 <Eddi|zuHause> haha
23:33:53 <Eddi|zuHause> "Sächsische Schweiz" is an actual thing
23:34:06 <Eddi|zuHause> a mountanous area in the southern part of saxony
23:34:07 <frosch123> wiki told me
23:34:32 <Eddi|zuHause> allegedly there's also a "holsteinische Schweiz" :p
23:34:52 <Eddi|zuHause> not sure what they call "mountain" over there, though :p
23:34:53 <frosch123> and "Schweizer Schweiz"?
23:35:45 <Eddi|zuHause> there are more places where people called montain ranges "... Schweiz"
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23:39:14 <peter1138> Bye andy
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