IRC logs for #openttd on OFTC at 2022-09-09
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06:32:19 <kamnet> andythenorth: I liked it enough to try it, but OpenTTD reports that it is missing characters that the game uses. 😦
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07:40:01 <LordAro> andythenorth: bottom left looks suspiciously roller coastery
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08:27:29 <andythenorth> I didn't try tuning it
08:27:37 <andythenorth> it's quite slow cycle time
08:27:40 <andythenorth> can be run locally though
11:27:51 <petern> mama we're all crazy now
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12:04:02 <petern> Gun salutes for a while then.
12:06:13 <petern> Jersey have some ancient lookup cannon replicas, heh.
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13:38:24 <dP> "Somehow acquire £ 2**63-1" 🤣
13:40:16 <petern> It'll happen eventually...
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17:43:52 <petern> Hmm, is it standard to open a bug then a PR now?
17:44:22 <petern> Or is that just how JGR does it?
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18:08:02 <dP> double satisfaction for merging ;)
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18:40:07 <andythenorth> what shall we do today Brain?
18:41:18 <TrueBrain> the same thing as we do every night Pinky
18:49:03 <petern> Try to take over the pixels?
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18:50:48 <andythenorth> were we making a font?
18:50:55 <andythenorth> or integrating AI art generator?
18:51:05 <andythenorth> did we do any VR yet?
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18:58:09 <andythenorth> more boringly, can I make FIRS generate objects also in the same grf?
19:01:10 <andythenorth> never made objects
19:01:13 <andythenorth> better read the spec 😛
19:10:38 <andythenorth> only 255 object IDs
19:10:49 <andythenorth> auto-generating from FIRS spritelayouts exceeds that
19:14:43 <frosch> objects also have a position-within-object variable
19:14:55 <frosch> however, iirc objects are always rectangular
19:17:49 <andythenorth> not sure how to make objects appear 😛
19:17:54 <andythenorth> my grf compiled fine
19:17:59 <andythenorth> might read the nfo spec
19:18:28 <Brickblock1> You need a class but you probably know that
19:20:47 <andythenorth> copied from nml example object
19:22:08 <andythenorth> is purchase cb mandatory?
19:23:00 <frosch> no, it will just use "default"
19:23:20 <andythenorth> lol there are object class labels
19:23:24 <andythenorth> I never saw that argument
19:23:40 <frosch> i don't think anyone uses them 🙂
19:24:32 <frosch> same as for stations, authors consider stuff from anyone else ugly, and do not allow anything of other newgrf near their stuff
19:26:19 <dP> ```item (FEAT_OBJECTS, egg) {
19:26:19 <dP> classname: string(STR_EGG);
19:26:21 <dP> climates_available: ALL_CLIMATES;
19:26:22 <andythenorth> maybe objects can't use industry spritelayouts
19:26:23 <dP> end_of_life_date: 0xFFFFFFFF;
19:26:23 <dP> object_flags:bitmask(OBJ_FLAG_ALLOW_BRIDGE, OBJ_FLAG_ON_WATER, OBJ_FLAG_DRAW_WATER, OBJ_FLAG_ANYTHING_REMOVE, OBJ_FLAG_NO_FOUNDATIONS);
19:26:31 <dP> tile_check: CB_RESULT_LOCATION_ALLOW;
19:27:14 <frosch> ah yes, nml may block that
19:27:27 <frosch> but i hoped it would also error 🙂
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19:27:44 <andythenorth> it references registers that won't have correct values
19:27:53 <andythenorth> but it should just be displayed broken
19:28:03 <andythenorth> I have no object menu at all 😛
19:28:11 <frosch> anyway, does your object show up in the menu?
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19:28:31 <frosch> well, then the issue is not with the graphics
19:28:33 <andythenorth> this will be PEBKAC
19:28:44 <frosch> maybe add your newgrf to the game first
19:29:12 <Brickblock1> Does the class show up?
19:30:48 <andythenorth> let's hope the wrong grf was loaded
19:30:52 <andythenorth> as the simple explanation
19:31:43 <andythenorth> ok it was the wrong grf
19:31:46 <andythenorth> but still no objects 😛
19:33:32 <andythenorth> is there any dumpinfo objects?
19:34:10 <andythenorth> nmlc info: Object items: 1/256
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19:37:52 <frosch> maybe try -d newgrf=2 next
19:38:31 <andythenorth> I've pasted the nml example into FIRS to see if that shows up
19:40:12 <frosch> you gave the item the same identifier as the spritelayout
19:40:19 <frosch> maybe nml does not like that?
19:40:58 <andythenorth> I suspect that's it
19:41:06 <andythenorth> I thought it would namespace to FEAT
19:42:10 <andythenorth> well something now shows
19:42:14 <andythenorth> I broke the object GUI 😛
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19:44:31 <andythenorth> doesn't replace 😛
19:45:05 <andythenorth> can we get FOREST out of it?
19:45:36 <andythenorth> this is an adventure
19:46:17 <Brickblock1> andythenorth: Forest Object REnewal SeT
19:46:29 <Brickblock1> Might be cheating
19:47:23 <andythenorth> if I can make it work
19:47:59 <frosch> tile_check success is 0x400
19:48:05 <frosch> though there is also a constant for it
19:48:18 <frosch> 0 uses your first string as eror message
19:48:51 <frosch> CB_RESULT_LOCATION_ALLOW
19:49:44 <andythenorth> spec suggests I can just drop tile_check
19:50:24 <andythenorth> basically I can convert any tile to object by appending a name string I think
19:50:37 <andythenorth> might have to engage with some of what those registers are doing 😛
19:51:25 <andythenorth> this is puzzling
19:51:32 <andythenorth> wonder if the purchase chain fails on the spritelayout
19:56:36 <andythenorth> there's some height property that causes that I think
19:57:28 <andythenorth> setting height to 128 causes that window failure 😄
19:57:34 <andythenorth> "so don't do that"
20:06:53 <andythenorth> ok so I should probably put them in groups or something
20:07:04 <andythenorth> I don't really like the 4 views thing
20:07:30 <andythenorth> it means that, for 75% of the tiles, you have to click through potentially 100% of the menu
20:07:34 <andythenorth> it's massively inefficient maths
20:08:00 <andythenorth> makes sense for flipped angles though
20:08:03 <andythenorth> or alternative colours
20:36:18 <andythenorth> dunno how the object menu should be organised 😛
20:36:30 <andythenorth> or why the sprites are all over the place 😄
20:37:46 <andythenorth> focussing the object window closes the station window
20:37:56 <andythenorth> focussing the station window does not close the object window 🙂
20:45:43 <andythenorth> do I break everything? 🙂
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21:08:58 <frosch> NW and SE could pass as orientations, the other two are different 🙂
21:09:22 <frosch> do other object sets use so much CC?
21:09:31 <frosch> do they have color seletions or random colors?
21:09:40 <petern> What's your orientation? Straight, Gay, Bi, or Assembly Plant?
21:10:52 <andythenorth> dunno I never use objects really
21:11:15 <andythenorth> there's a FIRS + CHIPS set I use so I can build concrete station tiles on diagonal coasts
21:11:39 <andythenorth> one day we will allow stations to do that though 😛
21:12:11 <andythenorth> objects UI is so weird 😄
21:12:20 <petern> Is there anything other than the Queen on telly yet?
21:12:25 <andythenorth> selecting a view causes all items in the main menu to also change that view
21:12:41 <andythenorth> and the UI randomly resizes constantly
21:13:12 <andythenorth> when I click on that object
21:13:19 <andythenorth> it's made of bright ideas 😄
21:13:54 <andythenorth> then it resizes to this when the first object is selected
21:14:04 <andythenorth> well there's the King
21:14:27 <andythenorth> it's not even that there are different numbers of views 🙂
21:14:29 <andythenorth> it's just broken 🙂
21:14:34 <andythenorth> what isn't though
21:15:05 <petern> I never use objects either.
21:15:25 <andythenorth> they are very good addition to the game
21:15:38 <andythenorth> all the model train stuff
21:15:59 <andythenorth> so I can have 1, 2, 4 views 🙂
21:17:15 <andythenorth> so how can I get the colour of nearest industry of type x? 😛
21:18:21 <andythenorth> these are not the matching colour droids you are looking for
21:18:27 <andythenorth> also I seem to have nerfed the smoke 😛
21:18:43 <andythenorth> smoke makes sprites flicker anyway, crosses the right hand tile border sometimes
21:21:42 <andythenorth> so how do I circumvent the object ID limit?
21:22:10 <andythenorth> FIRS has 887 spritelayouts
21:22:18 <andythenorth> about half of those are eligible to be objects
21:22:26 <andythenorth> oh, but 4 views per object if I pack them in
21:23:23 <frosch> do really all tiles make sense?
21:23:30 <frosch> maybe some are continuation sprites
21:23:42 <frosch> so you could adjacent tiles for being the same object, and draw continuations
21:24:29 <andythenorth> I am trying to do least effort
21:24:44 <andythenorth> currently all I have to is add `object_group=1,` to certain spritelayouts
21:24:58 <andythenorth> I am skipping fancy animated tiles etc also
21:25:16 <andythenorth> hmm relying on nml for IDs 😦
21:25:22 <andythenorth> all objects will break on every release
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23:27:17 <glx[d]> andythenorth: maybe you know you can have many sprites in one spritelayout and hide the unwanted ones based on position
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