IRC logs for #openttd on OFTC at 2022-09-01
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00:49:57 <NekoMasterSomeCanadi> andythenorth: BTW do you think we could get some "hotel" variations?
00:50:18 <NekoMasterSomeCanadi> Smaller but taller, 2x2 original, motel, etc
00:51:03 <NekoMasterSomeCanadi> biSEXualsheher[m]: ANDY uses the original TTDx graphics
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04:38:31 <biSEXualsheher[m]> <NekoMasterSomeCanadi> "biSEXual (she/her): ANDY uses..." <- where can i get those?
04:39:22 <NekoMasterSomeCanadi> biSEXualsheher[m]: Owen Rudge still has on the TT-Forums the links to the Original TTDX stuff
04:40:52 <NekoMasterSomeCanadi> I could link stuff but I best not, IRC and Discord both dont like links to copy right stuff π
04:41:53 <biSEXualsheher[m]> NekoMasterSomeCanadi: are you on matrix?
04:41:55 <NekoMasterSomeCanadi> Just go find a copy of TTDx for windows and grab the .grf files from it and put it into Documents/Openttd/baseset
04:42:02 <NekoMasterSomeCanadi> biSEXualsheher[m]: I'm on Discord
04:42:08 <NekoMasterSomeCanadi> so I guess matrix π
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04:42:34 <NekoMasterSomeCanadi> If you come on discord and DM me I could maybe help a bit more π
04:43:59 <NekoMasterSomeCanadi> OR would people be alright if I start linking the original files
04:44:14 <NekoMasterSomeCanadi> glx[d]: GLX your the only main guy on here
04:44:31 <NekoMasterSomeCanadi> can I link those folder from google drive?
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08:25:57 <andythenorth> there are 4 types of industry here, can you see the difference visually?
08:26:21 * andythenorth deliberately made them all blue
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08:29:51 <Brickblock1> Yes, but I fell that the one at the bottom is lacking in depth
08:34:13 <andythenorth> that's ok, it's unfinished
08:34:37 <andythenorth> the grey roof is kind of bland for starters
08:34:49 <andythenorth> but I need different roof colour to differentiate them
08:49:45 <peter1138> One of the slower perlin noise (approximately) algorithms, used to take a while to complete on a 1990 PC.
08:54:10 * andythenorth watching and waiting
08:55:00 <andythenorth> so roof should use an animated colour cycle then?
08:55:39 <andythenorth> can we have a button to palette cycle the entire tile map (but not the UI)?
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09:41:52 <peter1138> Why is removing a scrollbar even a thing?
10:13:00 <Eddi|zuHause> what if we add more options?
10:15:35 <Eddi|zuHause> recursive scollbars :p
10:16:44 <Eddi|zuHause> (i actually occasionally have that problem when logging into a remote windwos system which has a higher resolution than my screen)
10:17:06 <peter1138> I had a patch that created "agnostic" scrollbars -- the widgets get moved by the scroll bar rather than the widgets drawing different content based on the position.
10:17:27 <peter1138> Mainly for the game options window which is too large in many circumstances.
10:18:41 <dP> impossible, there weren't more options in ttd :p
10:18:45 <Eddi|zuHause> people shouldn't diss on the 640x480 design goal. 1920x1080 with 2x zoom isn't that far off from that
10:18:48 <peter1138> Not suitable for the long lists as they'd end up pointlessly drawing.
10:18:55 <peter1138> Eddi|zuHause, quite.
10:20:57 <dP> only if you 2x bitmap font
10:22:18 <Eddi|zuHause> and your judgement is authoritative on what grounds?
10:24:14 <andythenorth> Eddi|zuHause: agreed - I play at 2x zoom at approx 1728 x 1079
10:24:32 <andythenorth> height being the constraint for scroll
10:24:45 <andythenorth> most of the UI is 'fine'
10:25:31 <andythenorth> but there are areas where it struggles, and designing for even more screen real estate would make it worse
10:25:50 <andythenorth> although in some cases the height could be provided by redesigning a window
10:27:41 <Eddi|zuHause> according to my openttd.cfg: "resolution = 1672,949"
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10:29:31 <Eddi|zuHause> that's on a 1680x1050 screen with all sorts of task bars and stuff reducing the window size
10:39:01 <peter1138> The joys of being a software developer... "I've lost my laptop"
10:39:08 <peter1138> Yeah I don't think that's a me problem.
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10:41:03 <JustANortherner> But you're IT, of course it's your problem
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12:53:00 <petern> Nothing wrong with 2x bitmap font...
12:57:57 <biSEXualsheher[m]> <WoozyDragon4018> "nice name" <- thanks
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13:39:11 <dP> petern: it's readable but that's about all that's right about it
13:39:21 <dP> you can make it look so much better with ttf fonts
13:40:15 <petern> Sure you can. But that's not the default, and not particularly friendly to change.
13:41:12 <dP> and both of those issues should be fixed imo :p
13:44:59 <andythenorth> nostalgia font is the best nostalgia font
13:49:55 <Eddi|zuHause> dP: i'm sorry, but none of these "issues" sound like anything that deserves any attention
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13:50:39 <jokehamster> do you guys have any preferred mods to make the game look nicer?
13:53:15 <dP> Eddi|zuHause: thankfully you're not the only one who can code the game :P
13:53:27 <Eddi|zuHause> i don't know many newgrf that focus on looks that don't carry a tail of game mechanics changes with them which certainly factor higher into the consideration of whether you want them or not
13:55:12 <jokehamster> perhaps the graphics too?
13:59:10 <FLHerne> jokehamster: OGFX+ Landscape makes the grid lines go away while not doing much else, so that's an easy one
13:59:53 <FLHerne> jokehamster: any of the many sets that offer nicer-looking station options, particularly ISR, CHIPS and NewStations
14:01:35 <FLHerne> UK Roadset + Total Bridge Replacement (UK Roadset variant) because the stock roads and bridges are quite ugly, unless you're using one of the new roadtypes sets
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15:57:55 <frosch> funny, i thought we got rid of all 32-bit cargo masks
15:58:02 <frosch> yet, there is another property π
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17:34:55 <glx[d]> frosch: well station spec is old
17:35:15 <frosch> yes, but we added new properties in other places π
17:36:00 <glx[d]> at least it should work with cargo labels
17:36:22 <glx[d]> (and the 32 first cargo of the CTT)
17:37:44 <glx[d]> and also with climate independant IDs if no CTT is defined
18:06:52 <supermop_toil> Wolf01: can i just wear gore-tex sneakers everywhere? it looks like it will be stormy all week
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21:31:01 <Wolf01> supermop_toil: yep, no problem with sneakers
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23:35:36 <dP> how do I add a command nowadays? I'm getting shitton of `error: invalid use of incomplete type βstruct CommandTraits<CMD_MY_COMMAND>β` even though I have `DEF_CMD_TRAIT` for it.
23:50:14 <dP> nvm, apparently I needed to include it from `network_command.cpp`
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