IRC logs for #openttd on OFTC at 2022-09-02
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01:03:47 <dwfreed> sounds like floating point
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06:39:09 <LordAro> a missing = on a if (amount < 0)
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06:52:43 <LordAro> i'm more curious how it can display "£0" on the first tick, as the only strings it should be drawing are "+£0" or "-£0"
07:09:00 <andythenorth> 'just add pipes'
07:09:31 <andythenorth> the ones on the roof aren't working right
07:10:23 <NGC3982> ottd tiles could use some noise
07:22:44 <andythenorth> noisy base set grfs are available
08:03:10 <peter1138> Bah at code that compiles but won't run.
08:04:21 <peter1138> NewGRF groundtiles?
08:05:28 <andythenorth> like a big brush that changes the ground
08:05:34 <andythenorth> with scatter and stuff
08:05:43 <andythenorth> NewGRF GroundTile BrushTypes
08:06:10 <andythenorth> these pipes are annoying
08:06:25 <andythenorth> maybe it's because the actual roof is shitty 🙂
08:06:33 <Brickblock1> peter1138: yes pls
08:09:38 <andythenorth> brighter pipes are better
08:14:59 <Brickblock1> what are the pipes carying?
08:18:46 <Brickblock1> would be weird if it was a dense liquid
08:25:57 <andythenorth> improved by getting rid of the weird roof vents
08:26:24 <andythenorth> it does need roof greeble, but that was not the roof greeble we are looking for
08:29:37 <reldred> Vents look good but there was too many
08:29:52 <andythenorth> it was 2008-era pixels also
08:30:02 <andythenorth> many years have passed....
08:30:15 <reldred> And one side the vents looked too big
08:30:21 <reldred> Compared to the other
08:45:26 <andythenorth> needs more chimneys
08:45:33 <andythenorth> default additions
08:46:19 <andythenorth> also it's probably a realism problem, trying to recreate that one ^
08:46:31 <andythenorth> "realism, just say no"
08:49:45 <andythenorth> this is almost better
08:52:14 <andythenorth> this part will have animated glowing steel casting
08:52:21 <andythenorth> think it needs a roof or something
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09:06:42 <peter1138> Ew, a codebase that doesn't put spaces between keywords and brackets... for(, if(, catch(...
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09:07:22 <LordAro> our perl is (mostly) like that
09:07:44 <LordAro> it balances out because it has spaces around everything else - `if( foobar( flibble ) )`
09:21:27 <andythenorth> that approaches the proper application of theology and geometry
09:57:55 <ag> How ... how did you include theology into this?
10:03:32 <andythenorth> Confederacy of Dunces
10:04:40 <andythenorth> confusing animated metal casting line is confusing
10:06:27 <EmperorJake> I think the outdoor version looks better
10:17:38 <Eddi|zuHause> we have pipes like that in our fuel depot. if you pump liquids from one tank (e.g. truck, wagon) into another (e.g. storage tank), an equal amount of air has to go in the other direction, and if you just release the air from the destination tank, it can carry dangerous fumes, so air is directly pushed back into the origin tank through a pipe
10:25:19 <andythenorth> Eddi|zuHause: do they ever flush tanks with nitrogen?
10:27:15 <Eddi|zuHause> not that i know of
10:27:46 <Eddi|zuHause> it's "just" diesel, though, not gasoline which has tighter restrictions
10:34:15 <andythenorth> electric arc furnaces don't have large or smokey chimneys
10:35:05 <andythenorth> they have large pipes which I assume are intakes for the air system
10:35:14 <andythenorth> and they have some small flues with no visible emissions
10:35:24 <andythenorth> and some heat exchangers which seem to sometimes steam
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10:59:12 <andythenorth> added a cutaway to a furnace, but might just be confusing
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11:11:24 <andythenorth> meh just confusing
11:25:50 <FLHerne> the second one is better, with the offset
11:26:13 <FLHerne> makes it obvious the furnace is inside and not just a flame in the window
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12:28:51 <peter1138> Hmm, wonder if I have enough time to catch up with some web comics.
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12:42:51 <andythenorth> need to draw new airplant and tanks and stuff
12:42:58 <andythenorth> these are stolen from other industries
12:47:19 <andythenorth> hmm drawing new 😮
12:47:24 <andythenorth> usually I just copy-paste 😛
12:48:10 <peter1138> Oof, Exposure lights are still expensive.
12:48:11 <andythenorth> industries are just the 1
12:48:30 <andythenorth> look at these unused pink palette entries 😛
12:48:56 <peter1138> I wonder if a MaXx-D is enough, or maybe just go for a Six Pack as they're not that much more.
12:49:13 <andythenorth> MaXx-D sounds cooler
12:49:54 <andythenorth> cheese on toast for lunch?
12:49:58 <peter1138> And less battery life.
12:50:19 <peter1138> I had a cheese salad roll, I should've toasted it.
12:50:33 <peter1138> First bit of bread for a while.
12:51:33 <peter1138> Hmm, 3600 lemons vs 2500 lemons.
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13:02:30 <andythenorth> I could put some kind of square crap on the roofs
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13:08:36 <andythenorth> this big air intake thing
13:08:56 <andythenorth> the white vertical stack thing is probably dust traps
13:09:32 <andythenorth> maybe I can copy-paste this
13:30:31 <andythenorth> doing some actual drawing
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13:41:23 <peter1138> Actual drawing. With paper and pencil.
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13:47:01 <andythenorth> have done it before
13:47:58 <andythenorth> think I might have wandered into Toyland
13:48:43 <TallTyler> Definitely looks like a bubble generator tower
13:48:56 <andythenorth> very happy to hear 😄
13:50:40 <andythenorth> trying to emulate these
13:50:49 <andythenorth> not sure that's wise, but eh
14:04:02 <TallTyler> Much less Toyland-like
14:46:47 <peter1138> I used to draw sprites for my imaginary BBC Micro game on graph papper.
15:02:19 <andythenorth> brown is too brown
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16:28:28 <andythenorth> don't like the blacked out windows
16:28:30 <andythenorth> looks like a mine
16:29:20 <andythenorth> I'll put some pipes and crap instead
16:38:37 <peter1138> I should stop working.
16:56:18 <dP> oh, god, `doxygen_filter.awk` is actually whitespace-sensitive
16:56:38 <dP> took me a while to realize it skips my stuff because I had accidentally indented it with spaces
17:13:36 <glx[d]> ah yes, it expects source to follow our coding style
17:36:18 <andythenorth> 57th version of silos
17:36:24 <andythenorth> every industry seems to have them
18:07:20 <andythenorth> hmm that yellow on the big air intake
18:07:26 <andythenorth> chimneys are a PITA
18:07:48 <andythenorth> if drawn wrong, they look like genitalia or adult toys, really not the done thing
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18:19:40 <andythenorth> probably not improved TBH
18:19:46 <andythenorth> think I prefer previous
18:22:34 <frosch> the doors need some flickering light from the workplaces inside
18:23:14 <frosch> is the new goal to make all industries animated? :p
18:23:39 <frosch> for horse you always post these 87% marks
18:23:48 <TallTyler> +1 for more junk and animation
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18:23:55 <TallTyler> Blinking lights somewhere maybe?
18:24:24 <TallTyler> (aircraft collision lights atop the air intake?)
18:24:38 <frosch> can we trade animations for nml-station-doc chapters?
18:25:28 <andythenorth> frosch: tempting, but life is too short
18:26:44 <andythenorth> these white silos are not good
18:27:35 <andythenorth> electric grid substation maybe? 😛
18:27:45 <andythenorth> is someone doing a pylon placer for the map?
18:38:24 <andythenorth> need to make silos like this
18:39:09 <dP> btw, firs looks wrong in transparent mode because sprites overlap
18:41:23 <frosch> that's probably unavoidable if you want to freely compose layouts by moving buildings around
18:42:20 <dP> well, in theory it could be cut off automatically at compilation
18:45:12 <petern> Then each tile would have to know what layout was used, and all the possible combos would need to be stored, bloating the graphics, instead of just drawing itself and not worrying about a little shadow.
18:46:11 <andythenorth> just make them fully invisible 😛
18:46:20 <dP> I doubt there are that many combinations
18:46:44 <andythenorth> things I filed under 'not interesting":
18:46:44 <andythenorth> - transparency shadows
18:46:44 <andythenorth> - dedicated ground tiles for the building in transparent mode
18:46:44 <andythenorth> - construction states
18:49:11 <frosch> true, i usually go for either visible or invisible. transparency always looks weird and does not improve visibility
18:51:13 <dP> I probably spend the most time in transparent mode, full invis makes stuff indistinguishable
18:51:23 <andythenorth> petern: we need backface culling
18:52:55 <petern> It's actually front-face culling
18:53:21 <andythenorth> we need frontface culling
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18:57:17 <andythenorth> we need to animate this
18:57:23 <andythenorth> we = andythenorth
19:27:08 <andythenorth> silos need paint adjusting 😛
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22:17:58 <TallTyler> An office or maybe some cargo sprites might look good in those empty tiles
22:20:12 <andythenorth> might be one of each
22:20:38 <andythenorth> or the electrical substation
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23:16:54 <andythenorth> one more tile type I think
23:17:12 <andythenorth> an office, or a scrap handling area
23:17:28 <andythenorth> nah scrap handling should be a station
23:18:08 <dP> wasn't there a patch to scale `WD_FRAMERECT_*` and stuff with ui size? what happened to it?
23:26:30 <andythenorth> brick office isn't right but eh
23:29:31 <andythenorth> with substation...
23:29:48 <andythenorth> ogfx sprite needs adjustment 😛
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