IRC logs for #openttd on OFTC at 2018-04-23
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00:00:13 <andythenorth> excitement will be off the scale
00:01:15 <ST2> well, if you dnt mind... fix FIRS first ^^
00:01:31 <ST2> but on the rest, yup, as you said :)
00:01:40 <andythenorth> the only thing broken in 3.0.7 afaik is the version number
00:03:33 <ST2> [23:01:40] <andythenorth> the only thing broken in 3.0.7 afaik is the version number <<-- yeah, and it's enough that when we (BTPro) advertised the FIRS update to it, players complained
00:03:55 <ST2> that's why all now back to 3.0.5
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00:04:52 <ST2> in other words, no onw is using now FIRS 3.0.7
00:05:12 <ST2> they're using that weird numbering
00:05:59 <andythenorth> think I just broke the FIRS repo
00:06:17 <andythenorth> nvm, no FIRS release tonight
00:06:34 <ST2> andythenorth: no worries ^^
00:11:18 <andythenorth> pushed 3.0.8 FIRS
00:11:43 <ST2> andythenorth: Thank you very much :)
00:14:19 <glx> <peter1138> i7-8700K isn't sloggish ;) <-- ah your cpu is too fast :)
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00:18:04 <andythenorth> when I got an i7 ottd drawing tanked
00:19:22 <glx> peter1138: tried no_thread or no_threads driver param ?
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08:11:18 <peter1138> So this graphical issue I have, is there in master, but not too bad.
08:11:53 <peter1138> But I was trying this de-couple patch, and it's much worse there, precisely because it updates more often and therefore there's less time for the screen to "settle"
08:15:37 <gooble> can you make a network tycoon mod?
08:15:56 <gooble> you could probablly sell it on steam
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08:22:20 <andythenorth> Pikka: I sacked the 60
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09:15:46 <Pikka> I did the opposite, moved the 59 back to the 66 to make room for the 60 :P but we'll see what happens when I get there
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09:58:07 <andythenorth> the 60 is dull :)
09:58:31 <andythenorth> Pikka: so shall I do a 57, or re-engine a 50?
11:00:03 <gooble> this game isnt even 3d
11:02:29 <LordAro> it took you 3 hours to work that out?
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11:08:39 <V453000> it looks perfectly 3D to me
11:08:41 <V453000> what are you talking about
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11:16:07 <Pikka> andythenorth, ew, western :)
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11:53:40 <andythenorth> Pikka: so shall I just crack and draw a 57 then? :P
11:53:47 <andythenorth> it's getting quite realisms, this set
11:58:48 <andythenorth> I could do a 67, but...ayuck
11:59:40 <peter1138> Oh, that's my task.
12:08:35 <SpComb> do an unrealistic toyland set instead
12:09:07 <Eddi|zuHause> do a realistic toyland set!
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12:12:18 <V453000> is unrealistic temperate set an option?
12:24:58 <gooble> who needs driverless cars when you have one of these?
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13:14:10 <FLHerne> What's the stubby centre-pantograph loco?
13:15:25 <FLHerne> White top stripe on the IC stock looks funny to me
13:15:47 <FLHerne> (but I guess it would blend into the roof otherwise?)
13:24:10 <andythenorth> the stubby loco is fake
13:24:18 <andythenorth> it's a class 73/74 blend
13:25:06 <andythenorth> I wonder about losing the realistic intercity livery
13:25:10 <andythenorth> all the others are 2CC
13:25:28 <andythenorth> there are no IC engines to match, I tried, it looks weird
13:26:57 <andythenorth> the grey lacks definition too
14:19:46 <peter1138> It's not 32bpp 2x, is it, see.
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14:36:42 * andythenorth sacks not-quite-Intercity livery
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15:25:48 <peter1138> Where's your Patreon then?
15:28:15 <andythenorth> dunno if I'd like it
15:28:18 <andythenorth> it would be like having customers
15:30:08 <SpComb> it does hurt a little to see patreon updates trying to explain why they haven't worked on some specific patreon project
15:30:50 <SpComb> although that's someone explicitly trying to go full-time on patreon donations
15:33:58 <andythenorth> things fall apart
15:55:17 <andythenorth> not proper customers
15:55:26 <andythenorth> under-paying customers = enemy
15:58:29 <V453000> but not having any "customers" is freeing
16:00:34 <SpComb> is not having any money also freeing? :P
16:00:36 <andythenorth> I have 1 customer :P
16:01:00 <andythenorth> hmm will this pixel trickery work
16:04:58 * andythenorth now doing pixel evil
16:05:05 <andythenorth> based on knowing when purple looks like black
16:05:45 <V453000> that does sound pretty evil
16:05:59 <V453000> I'm trying to figure out the maximum box size for non-glitching trains
16:06:28 <V453000> well the thing is that the diagonal height matters
16:07:00 <V453000> specifically talking about the glitch in tunnels when the vehicle is so large that you can see it on the tile behind the tunnel before it disappears in the tunnel
16:07:57 <V453000> and I think it's basically at the maximum of not clipping
16:08:30 <V453000> the issue is, that since the shape is skewed like /\, I'm not sure how do I get a long connecting train out of this
16:08:39 <V453000> like a passenger/slug train which looks interconnected
16:08:54 <V453000> same time though I kind of like this /\ thing
16:09:22 <V453000> but I might have to abandon the idea of interconnected trains for it ... unless the interconnecting part is drawn on the front, which let's see how it looks but :0
16:10:18 <andythenorth> you mean overlapping interconnected?
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16:11:24 <V453000> simply wagons which fit into each other pefectly in the length so they form a long thing
16:11:34 <V453000> typically used in passenger wagons
16:13:03 <V453000> I guess hiding the part into the other sprite at the front could work
16:23:03 <V453000> curves might look wtf but they already do ...
16:23:31 <V453000> Can you think of something that the orange part would glitch with?
16:25:05 <V453000> will just have to test
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17:15:18 <peter1138> zomg, factorio went up in price
17:20:55 <andythenorth> V isn't cheap eh
17:26:29 <andythenorth> if you like – view yes
17:26:35 <andythenorth> it lacks \ / views
17:27:02 <andythenorth> I've played a few games with it
17:27:25 <peter1138> I guess I need to implement those diagonal stations again.
17:27:59 <andythenorth> I am relying on not seeing those for loading states :P
17:28:07 <andythenorth> don't have to draw them properly in \ /
17:28:09 <peter1138> Diagonal bridges...
17:28:33 <andythenorth> FWIW, the aggregate of forum and wiki and FS suggestions
17:28:43 <andythenorth> is the same as what one 8 year old can generate in a weekend
17:28:53 <andythenorth> so we don't need player suggestions
17:28:56 <andythenorth> just an 8 year old
17:29:25 <andythenorth> he's playing iOS Transport Tycoon now
17:31:01 <andythenorth> 'mostly OpenTTD is better'
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18:40:05 <andythenorth> made a film about that once
18:40:11 <andythenorth> drove a car into the sea
18:41:10 <Eddi|zuHause> like those TV educational safety programs?
18:41:39 <Eddi|zuHause> or... staplerfahrer klaus... :p
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18:52:37 <Thedarkb> I forgot to disable UFOs on my server.
18:52:52 <Thedarkb> I have paid the price.
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18:59:13 <Thedarkb> They just won't stop landing on my line and my line only.
19:00:06 <Eddi|zuHause> they have a tendency to land on the same spot
19:00:06 <Wolf01> It's hardcoded since TTDX, they already knew you back in 1996
19:00:43 <Eddi|zuHause> it's basically just terrible randomness
19:03:47 <Eddi|zuHause> think of it like this: ask 10 people to think of a random number, and then you try to guess one of the chosen numbers: you pick a random number and count down from there until you guess one of the thought numbers. you're almost certainly hitting the person first who thought of the largest number
19:17:26 <andythenorth> V453000 ^ also others
19:18:20 <Eddi|zuHause> difficult to say without world context
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19:19:52 <frosch123> too much cc makes everything look the same
19:23:11 <glx> too many pixels, I'd prefer a 1x image :)
19:23:35 <andythenorth> browser zoom? o_O
19:25:21 <Alkel_U3> Wolf01: for a moment I got really excited, thinking it's for C:S
19:27:11 <andythenorth> both CC the same, the engine is Thunderbird. It replaces Wizzo
19:27:48 <andythenorth> I try to maintain continuity of colour or shape for engines in the same tech tree
19:28:23 <andythenorth> CC is shinier, but black is the better sprite
19:30:12 * andythenorth tries Mauve and Cream as CC
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20:18:01 <vinnie> hello, a question about firs. Awesome grf btw
20:18:49 <vinnie> do primary industries grow like the default set with a random interval, or is the gung-ho the maximum value?
20:19:53 <andythenorth> they don't currently grow without supplies
20:20:18 <andythenorth> v4 _might_ grow like default *in addition* to supplies, but no promises
20:21:20 <vinnie> if been waiting ingame but i should just connect more then
20:22:12 <andythenorth> I've tried variations on supplies, but current version seems best
20:22:19 <andythenorth> but sometimes I want random changes as well
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20:35:32 <andythenorth> now I have to draw Euro Cheese
20:53:17 <peter1138> Take Five is impossible to play.
20:54:45 <peter1138> This window resizing lark is winding me up.
21:24:23 <Wolf01> Wow, so new that there's still the plastic cover on the bumpers
21:26:02 <peter1138> Hrmm, this window won't resize ;S
21:29:46 <peter1138> Wolf01, how's the patches :D
21:31:54 <Wolf01> I need to change the command calls from the UI because it passes the wrong values
21:41:30 <peter1138> or convert them in the commands?
21:41:42 <Wolf01> I tried but failed badly
21:42:35 <Wolf01> (UI)RoadType->RoadTypes->(CMD)RoadType->RoadTypeIdentifier...
21:43:00 <Wolf01> I had problems converting back to RoadType
21:43:35 <Wolf01> Dunno why... it's a flag, 1 or 10... returns always TRAM
21:45:07 <Wolf01> And only on road stations! In the other places it seem to work
21:52:28 <V453000> andythenorth: I have to say I really like if not all of the sprite is CC
21:53:55 <peter1138> Wolf01, i'm guessing a silly mistake, if that's the only place that's wrong.
21:54:03 <peter1138> point me at the code again?
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22:24:31 <andythenorth> V453000: what other colours are valid? o_O
22:24:41 <andythenorth> I keep trying white, because Pikka does, but doesn't work for me
22:25:21 <V453000> Well grayscale is always awesome neutral, esp the middle greys I think, but black and white are awesome too. I find yellow the best "random colour to add to not have a greyscale + CC image"
22:25:44 <V453000> just my opinion but I think that's what many other sprites have
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22:27:35 <andythenorth> I am trying to hold back white for specific classes of vehicle
22:27:50 <andythenorth> there are various colour themes
22:28:54 <V453000> up to you :) I mean, there are reasons why NUTS looks like a parade of random shit instead of looking like a proper set with self-consistent style.
22:29:45 <andythenorth> so my next problem: 4 engines that IRL all look like upside down skips
22:29:52 <andythenorth> just cheese triangles on wheels
22:30:31 * andythenorth wonders if skip translates
22:31:22 <andythenorth> now invert it, you get modern train
22:34:19 <V453000> I like non-box trains
22:34:33 <V453000> in fact I have been trying to make NUTS trains look like the weirdest shapes before
22:34:48 <andythenorth> Euro trains are all now box, to fit the adverts on
22:34:55 <V453000> in general I learned that most of them don't really work. If it gets too round then it doesn't really look like a train anymore
22:35:16 <andythenorth> well if you push the boundary, you find where the boundary is
22:35:27 <andythenorth> no limits exceeded, you don't know the limit
22:35:39 <andythenorth> full wtf mode is only way to find out
22:35:57 <V453000> which is why slugs are so good, no round things but a body which extends instead
22:36:02 <V453000> it's the perfect train candidate
22:36:06 <V453000> snake would work too but eh
22:36:18 <andythenorth> this is not engine, is work train
22:36:19 <V453000> admittedly I also have a turtle convoy ...
22:37:00 <V453000> what does it do, lay rails?
22:37:04 <V453000> it looks bad ass though, yes
22:37:46 <V453000> honestly, the front can have almost any shape you want
22:38:08 <V453000> but one of the looking good requirements is that the rear links into some kind of a long-y thing
22:38:20 <andythenorth> that's why I dislike cheese trains
22:38:24 <andythenorth> they slope at rear
22:38:54 <V453000> well that's basically what I was talking about with the example earlier
22:38:59 <V453000> with the BRIX-style shape
22:39:29 <V453000> I think some degree of cheese is good
22:39:43 <andythenorth> I will have to try one
22:39:45 <V453000> but for example passenger trains = no cheese
22:39:55 <andythenorth> I basically hate slopey stuff in ottd
22:39:57 <V453000> for freight I think it's no problem
22:43:15 <V453000> Wolf01: I'm going to go full retard on the next one
22:43:29 <peter1138> +if (!rtid.UnpackIfValid(GB(p1, 0, 2)));
22:43:30 <andythenorth> but not original :P
22:43:46 <peter1138> (not the issue, but still)
22:43:55 <V453000> nyan actually still exists in nuts
22:44:05 <V453000> just not available in any climate :P
22:44:10 <Wolf01> Wow, did I really manage to do that? XD
22:44:10 <V453000> but reverse-compatibility still works
22:45:45 <V453000> quick check: I can get the vehicle's orientation through some callback, right?
22:46:53 <andythenorth> blunt one end, slopey the other
22:47:12 <andythenorth> don't like em though :)
22:47:19 <V453000> andythenorth: you just started a term for me, cheese shape
22:47:44 <V453000> yeah that's what I would expect from a modern loco
22:48:29 <V453000> I find that very TTD AsiaStar / Lev4 / Turner Turbo / ... -like
22:49:01 * V453000 waits for andythenorth to make steam locos a box
22:49:39 <V453000> this is actually steamer
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22:51:24 <V453000> anyway, I can get the vehicle's orientation through some callback, right?
22:51:39 <andythenorth> there is some var for orientation
22:51:45 <andythenorth> Eddi|zuHause uses it in CETS
22:52:02 <V453000> I think the concept will work
22:52:20 <V453000> "congratulations, your sprite count just increased"
23:02:39 <andythenorth> I should do a train grf like I did HEQS
23:02:45 <andythenorth> just draw all my favourite stuff
23:02:56 <andythenorth> ignore gameplay or consistent style
23:05:57 <peter1138> Wolf01, p2 contains a bitmap, RoadTypeIdentifier::UnpackIfValid treats it as a value
23:07:01 <Wolf01> Yes, I wanted to test the bitmap in UnpackIfValid but I must be retarded as it returned only TRAM
23:07:07 <peter1138> Wolf01, nrt uses RoadTypeIdentifiers, not RoadTypeIdentifier
23:07:53 <peter1138> RoadTypeIdentifier contains one, RoadTypeIdentifiers contains two
23:08:08 <peter1138> effectively replacing RoadType and RoadTypes, respectively.
23:08:27 <peter1138> You are shoving a RoadTypes into a RoadType
23:08:52 <Wolf01> A RoadTypes which only contains one RoadType
23:09:36 <V453000> I guess that's pretty much how NUTS was made andy
23:09:46 <Wolf01> The old code checked for "exactly one bit set"
23:09:50 <peter1138> Yes it only contains one, but it's passed as roadtypes
23:10:25 <peter1138> roadtype 0 = road, roadtype 1 = tram. roadtypes 0 = empty, roadtypes 1 = road, roadtypes 2 = tram, roadtypes 3 = road and tram
23:10:57 <peter1138> bit 0 of roadtypes is unset when it is tram
23:11:08 <peter1138> then roadtypes tram becomes roadtype road
23:11:15 <peter1138> and roadtypes road becomes roadtype tram
23:12:10 <peter1138> So you know what is wrong now?
23:12:28 <Wolf01> Yes, I did know it before, but I wasn't able to fix that
23:13:53 <LordAro> yay, first of the completely redundant PRs
23:13:58 <peter1138> Wolf01, solution is to properly convert from roadtypes to rtid. unpackifvalid is the wrong function for that.
23:14:19 <peter1138> Wolf01, OR, just change the callers to send a roadtype instead of roadtypes.
23:14:38 <Wolf01> Yes that's what I wanted to do
23:16:49 <LordAro> michi_cc: not sure i would've accepted a single charcter PR, tbh :p
23:18:35 <michi_cc> What would you've done instead? "Find more typos or else?" or maybe "Thanks but no thanks" :p
23:20:39 <Wolf01> BTW, I think there are a lot of places I still need to convert to rtid, gamescripts, maybe level crossing
23:48:40 <andythenorth> they look distorted
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