IRC logs for #openttd on OFTC at 2019-07-06
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00:30:16 *** andythenorth has joined #openttd
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00:38:21 <glx> hmm no, staging doesn't show latest nightly either, but it has a more recent
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01:36:53 <dwfreed> looks like the > 0 should be dropped
01:41:32 <glx> yes I know, but I fail to see why the > 0 was added, looks like a left over of another change that was finally not included
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05:31:33 <peter1138> Nah, it shouldn't be there.
06:49:15 <reldred> planet tt-forums still works????
06:49:39 <reldred> I don't even know if I can log into the root shell on that anymore
06:50:22 <reldred> that bloody planet planet software used to screw up all the time I can't believe it's still up XD
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08:35:54 <reldred> How are semi transparent pixels done in TTD again? I'm looking at how MB did them in newstations and it looks like he's using one of the cycle colours.
08:36:21 <reldred> and looking at one of the old grfs I put out ages ago that I don't have sources for anymore and it used a weird yellow shade
08:40:11 <reldred> ahh found it, recolor sprites
08:42:24 <reldred> I'm just wondering for the flat looking trees if I can do a fake shadow at their base, use the recolor sprite with the action A to then make that fake shadow the glass effect.
08:43:01 <reldred> I mean there's a few things, I love SAC's trees but they need more variations in height and need better shading to help them 'pop'
08:43:13 <reldred> and a small little fake shadow effect might help too.
08:44:15 <Eddi|zuHause> reldred: with 32bpp you can also use alpha to make semi-transparent things
08:44:55 <reldred> I'm woondering if I just port them to 32bpp but stick to the pallete just to leverage transparency.
08:45:36 <reldred> gah, there's so many things I want to make and not enough time :)
08:45:49 <Eddi|zuHause> common problem :p
08:48:30 <reldred> How do I handle 32bpp? do I just start feeding grfcodec 32bpp non-indexed png's and $$$ profit? I mean I've no interest in extra zoomlevels or anything.
08:50:08 <Eddi|zuHause> you need grfv8/info version 32, and then there's special syntax to add 32bpp sprites (you still need 8bpp as base)
08:52:47 <Eddi|zuHause> and you might need to pass a parameter to grfcodec
08:52:50 <reldred> Okay, so I need to include both 8bpp and 32bpp or it's just that the 32bpp sprite definitions are just structured different to differentiate from the 8bpp?
08:53:13 <Eddi|zuHause> you need both 8bpp and 32bpp
08:53:36 <reldred> Got it, I take it the people making 32bpp specific sets are just putting blank sprites or something?
08:53:39 <Eddi|zuHause> most people will never see the 8bpp anymore, but they need to be there
08:54:06 <reldred> I was just going to say, not many running copies of OpenTTD that _can't_ run 32bpp sprites now innit?
08:54:07 <Eddi|zuHause> yeah, blank, or autoconverted if you can be botered to set that up
08:59:14 * reldred puts a gold star sticker on it
08:59:36 <reldred> I'll come back to that at some point
09:00:12 * andythenorth wonders what Apple did to OpenTTD
09:00:23 <andythenorth> 100% CPU use in a small game
09:01:22 <andythenorth> 3 companies, 100 trains, 100 ships, 1k RVs
09:03:00 <andythenorth> FPS drops to about 18 in busier areas of the map
09:03:34 <reldred> Are we at a point yet where we can have random variations for replacing a single realsprite?
09:07:05 <reldred> cos I'm thinking at this stage I'll have to implement some of my ideas as newobjects that I then spam the crap out of during map generation.
09:12:17 <andythenorth> I'm 99% that randomising realsprites is done via random action 2
09:14:11 <reldred> yeah but that's only for things with action0 support innit?
09:14:50 <reldred> I was just wondering if another method came about during the 32bpp shenanigans.
09:23:27 <Eddi|zuHause> you need somewhere to store the random bits, because you don't want to rerandomize every time the screen gets refreshed
09:24:07 <reldred> Yeah that's right. Now I remember. I remember bugging patchman about this and got the same answer
09:24:14 <reldred> something something maparrray something something
09:24:28 <Eddi|zuHause> (well, there are methods to have a global random seed and a formula that takes that and a coordinate)
09:24:48 <Eddi|zuHause> (railtypes use that for fence variations)
09:25:29 <Eddi|zuHause> (but they still only get like 2 random bits out of that)
09:26:18 <reldred> Still, two bits is four variations.
09:26:58 *** ChanServ sets mode: +v tokai
09:27:13 <reldred> Anyway, I think I can achieve waht I want with newobjects anyway, I'm just wondering now if I can do variational graphics based on height above sealevel or blocking construction altogether.
09:27:36 <Eddi|zuHause> that should be possible
09:28:09 <Eddi|zuHause> there should be a variable for height, and a callback for placement
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11:32:40 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hC
11:34:46 <andythenorth> it's really good
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11:51:36 * peter1138 plays Art Of Noise.
11:51:49 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6hg
12:38:30 * andythenorth wonders if it's FIRS animations :P
13:25:58 <andythenorth> I get it to 90%, release an alpha, then add more trains :(
13:26:05 <andythenorth> this is Alpha 11 :P
13:30:14 <andythenorth> oh bananas is broken again
13:30:43 <andythenorth> bananas web interface is dead?
13:30:48 <andythenorth> I should just use musa eh
13:52:57 <reldred> I really should upload some of these heightmaps I've made
13:54:08 <reldred> Although one of these is absolutely punitive with maxheight left on 255, the other one has better seperation of mountains and flat lowland
13:55:42 <reldred> that can be the north american specific one
14:00:52 <andythenorth> I clicked the industry directory button
14:01:19 * andythenorth was in pause mode, destroying an AI company
14:02:29 <andythenorth> I have to kill the AI to try to get some FPS back
14:06:46 <andythenorth> killing both AIs improves performance by about 3 FPS
14:07:04 <andythenorth> getting about 18 FPS now
14:08:29 <andythenorth> why does knocking off PBS reservations make such a difference?
14:09:20 <andythenorth> maybe it's coincidence :P
14:20:42 <reldred> sigh, I wish more sets had maglevs like the old nars 2.0
14:20:47 <reldred> I loved the maglev that had
14:21:28 <andythenorth> I considered Horse maglev
14:21:37 <andythenorth> the default maglev tracks are ugly though :D
14:22:48 <reldred> See, I love the original ttd maglev tracks, I can't stand the opengfx ones.
14:26:02 <Eddi|zuHause> i use the SMITS one
14:27:18 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6ja
14:30:28 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jw
14:31:55 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on pull request #7639: Fix: Total reset of DMusic driver once every hour https://git.io/fj6jo
14:40:56 * andythenorth considers maglev
14:41:06 <andythenorth> nah, I have far too much started-but-not-finished
14:41:23 * andythenorth wonders what railtype curve speed is supposed to do :P
14:55:44 <andythenorth> I had leftover kebab
14:59:16 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp
15:12:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fjieJ
15:18:14 <reldred> Huh, the vactrain set has a replacement for maglev that doesn't look bad
15:19:35 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7640: Fix f53817987: unsafe mix of type 'TileIndex' and type 'bool' https://git.io/fj6jp
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15:58:03 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
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18:17:05 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJ1
18:29:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjiJD
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18:52:00 <nielsm> are there NRT GRFs with multiple tram types?
18:52:25 <Eddi|zuHause> probably unelectrified/electrified?
18:59:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR
20:37:59 <Eddi|zuHause> are you sure about that?
20:40:42 <nielsm> if (_viewport_highlight_station->docking_station.Contains(t)) return THT_RED;
20:40:48 <nielsm> pretty sure that's the way to check
21:01:58 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fjiTa
21:02:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7638: Change: Limit in-editor warnings in VS 2019 https://git.io/fj63e
21:03:11 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTV
21:04:46 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7633: Extremely low (x1/128) track build/remove cost severely restricts the track conversion feature. https://git.io/fjKqE
21:04:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjKYR
21:05:13 <LordAro> nielsm: tanks, wasn't sure if you were done with the branch
21:05:22 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7634: Fix #7633: Allow zero-cost track conversion to succeed https://git.io/fjiTr
21:08:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7628: Fix #7625: Road infrastructure cost is correctly updated when upgrading your own roads. https://git.io/fjiTK
21:10:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7627: Fix #7626: Allow building of drive-through stops over one-way/blocked roads owned by towns (instead of crashing). https://git.io/fjiT6
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22:17:09 <peter1138> nielsm, well the issue is that PR had sat on the system for a few months, and I was no longer working on it.
22:18:52 <nielsm> so "it works but is not really complete"
22:19:22 <peter1138> nielsm, there were probably things to be picked up in reviews .
22:19:49 <peter1138> AFAIK it worked in my testing. But my testing is not always comprehensive.
22:20:10 <LordAro> this is why we have nightlies :p
22:20:50 <peter1138> Yes. I'm just saying, it's probably best to figure it out and not ask me as I no longer know, and I'm unlikely to be able to just dip in. It's just luck I saw your highlight :p
22:22:21 <peter1138> if (IsDockingTile(ti->tile)) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
22:22:35 <peter1138> Is what I was using to debug docking tiles.
22:23:03 <peter1138> docking_station.Contains() will show every tile in the area, but the area just contains the extents, not the actual tiles.
22:28:16 <peter1138> And back I go to lurking :p
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22:44:49 <Samu> im going to start the last round soon!
22:45:03 <Samu> please provide me a openttd config
22:49:51 <Samu> send me a PM on the forum
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23:23:15 <Samu> anyone send me their openttd.cfg
23:23:30 <Samu> PM me @ Xarick in the forum
23:25:35 <LordAro> if you're not testing anything specific, just randomise some settings yourself
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