IRC logs for #openttd on OFTC at 2022-09-25
        
        
        
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08:27:38  <andythenorth> nmlc info: Object items: 238/256
 
08:27:42  <andythenorth> getting close š
 
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09:04:21  <pickpacket> Iād like to try my hand at writing a NewGRF, adding tea to the game. Is there something like a skeleton code base to build on? Or a very simple open source NewGRF I can fork and modify?
 
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09:13:32  <EmperorJake> Making a GRF for the Spiffing Brit perchance? Check out the code for Industries of the Caribbean, OpenGFX+ industries or FIRS to get an idea of what it looks like
 
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09:54:02  <pickpacket> EmperorJake: for myself, actually :D He and I share a great love of tea
 
09:54:32  <pickpacket> where can I find the repos for those?
 
09:56:26  <andythenorth> or use TrueGRF š
 
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10:38:46  <pickpacket> andythenorth: what's TrueGRF?
 
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10:50:55  <pickpacket> andythenorth: that's such a cool tool! What am I expected to draw in the "graphics" section?
 
10:51:10  <andythenorth> for cargos?  a sprite
 
10:51:20  <andythenorth> used in stations etc
 
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11:00:02  <pickpacket> What are the cargo types "Piece Goods" and "Bulk", respectively?
 
11:00:20  <pickpacket> FLHerne: good link! It looks like TrueGRF honours that
 
11:00:43  <FLHerne> oh, he has a sprite editor built-in?
 
11:01:49  <FLHerne> "bulk" is granular stuff you can pile up
 
11:02:03  <FLHerne> coal, grain, stone, whatever
 
11:02:26  <FLHerne> "piece goods" is stuff like crates, sacks, maybe parcels
 
11:02:41  <FLHerne> you can have multiple classes for the same cargo
 
11:03:14  <FLHerne> it's used to determine which vehicles can carry it, mostly
 
11:04:29  <FLHerne> I guess tea is probably in sacks so piece goods, unless you're transporting it pre-made :p
 
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11:10:14  <pickpacket> I chose crates and piece goods :)
 
11:11:16  <pickpacket> I made two types of cargoes: tea leaves and tea tea deluxe. And two industries: tea farm and tea factory. Now... graphics for the industries... oh my...
 
11:12:00  <pickpacket> And then to figure out how a tea farm can be an actual farm instead of just a building
 
11:12:19  <pickpacket> but graphics for the industries is going to be really hard to understand
 
11:14:29  <pickpacket> I guess this is a good example, but how does the game place the sprites?
 
11:15:44  <FLHerne> depends on your grf's tilelayout and spritelayout, but I suspect TrueGRF does some or all of it for you :p
 
11:16:41  <pickpacket> Yes! I figured out how TrueGRF does it :D 
 
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12:01:35  <pickpacket> Doing pixelart on a touchpad *sucks*
 
12:01:51  <pickpacket> andythenorth: TrueGRF is awesome!
 
12:05:40  <EmperorJake> I drew an entire locomotive on my Mac touchpad and it worked surprisingly well
 
12:34:14  <andythenorth> I've drawn millions of pixels on a mac trackpad š
 
12:34:21  <andythenorth> dunno even know how many millions now š
 
12:35:03  <andythenorth> but a single ground tile has about 1000 pixels
 
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12:58:36  <andythenorth> oops, broke all my objects again š
 
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12:58:47  <andythenorth> 'reloading grfs is bad'
 
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13:03:56  <petern> 'Changing IDs is bad' š
 
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13:27:48  <petern> Dare I go food shopping...
 
13:44:53  <andythenorth> makes pans, knives, etc
 
13:45:08  <andythenorth> if I do cast iron as well, the cargo flow is a mess š¦
 
14:05:05  <pickpacket> do I need any callbacks for this kind of thing?
 
14:30:02  <andythenorth> if it's just a primary industry, probably not
 
14:30:09  <andythenorth> all you need it to do is produce
 
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14:51:50  <EmperorJake> pickpacket: Shading is wrong, sunlight comes from the right in OTTD
 
14:53:00  <EmperorJake> otherwise it looks great
 
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15:01:23  <pickpacket> EmperorJake: oh crap XD Thanks! I'll fix it
 
15:04:08  <EmperorJake> Just noticed the scale is off too, that table is the size of a truck haha
 
15:04:58  <EmperorJake> Though I wouldn't worry too much about it, scale in TTD is notoriously wack
 
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16:13:33  <pickpacket> EmperorJake: Yeah I noticed the scale too :D Going to have to take an extra look at doors and windows and that table
 
16:43:52  <andythenorth> feel like I'm not getting the best of GraphViz here š
 
16:44:18  <FLHerne> are there other layout algorithms that suck less?
 
16:51:47  <andythenorth> I've tried the various GraphViz options
 
16:52:00  <andythenorth> iirc this is dot, which is the preferable one
 
16:53:24  <andythenorth> it would need manual drawing to achieve anything like this
 
16:56:03  <andythenorth> the major limitation is that it really doesn't like right-to-left edges
 
16:56:28  <andythenorth> and the port-type industries mess with it, because they have outputs that come from the left (source) side of the graph
 
16:56:40  <andythenorth> but they are also sinks for cargos from the right side of the graph
 
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18:00:06  <pickpacket> FLHerne: I noticed that trucks and skyscraper have a rather interesting size ratio
 
18:04:38  <FLHerne> yeah - mostly vehicles are one scale, structures are another, and structures that carry or contain vehicles have to cheat in various ways :p
 
18:13:27  <pickpacket> errrhhh... The newgrf can't be used at all and of course there's no such thing as debug printout. I see that the generated yaml-files have added the "id: 0" and "id: 1" respectively in the new factories. I recall that we talked about id collisions the other day. Could that be what's up?
 
18:15:55  <pickpacket> the error I get when I try it is "New vehicles at all will be available. Change your GRF settings"
 
18:16:21  <FLHerne> TrueBrain: ^ TrueGRF issue
 
18:17:06  <FLHerne> LordAro: "you are the most beautiful ship in the world" or something?
 
18:17:13  <frosch> you get that message if you delete all cargos
 
18:20:13  <pickpacket> probably id collision with cargo types then?
 
18:22:38  <frosch> can you enable pax, mail and goods somehow
 
18:22:47  <frosch> i forgot what truegrf looked like
 
18:26:04  <pickpacket> frosch: I can disable my newgrf :P
 
18:27:22  <pickpacket> I edited the yaml files on github and set randomly chosen IDs in the 700-999 range, but I don't know if TrueGRF uses the latest or its own workspace
 
18:28:22  <pickpacket> either way it still doesn't work
 
18:28:51  <frosch> yeah, no, don't do that :p
 
18:29:04  <frosch> 700-999 is certainly no valid id for about anything
 
18:29:39  <frosch> rather compare with the firs-steeltown sample-project
 
18:30:38  <frosch> pickpacket: i just remembered something
 
18:30:50  <frosch> ottd had a bug, which truegrf exposed
 
18:31:03  <frosch> does your newgrf work inside the truegrf preview?
 
18:31:13  <pickpacket> no, that's where I'm trying it
 
18:31:39  <frosch> ok, if it had just failed locally, i would have recommended updating
 
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18:49:39  <pickpacket> omg.... the firs steeltown template is 500+ files
 
18:51:40  <andythenorth> is that all? š
 
18:52:20  <andythenorth> frosch: the need to shard object IDs per FIRS economy is getting closer š  nmlc info: Object items: 238/256
 
18:53:58  <DorpsGek>   - Update: Translations from eints (by translators)
 
18:57:00  <pickpacket> I have no idea how to debug this :(
 
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19:01:31  <FLHerne> it's a rather new project so bug might not be in your thing
 
19:01:50  <FLHerne> best bet is probably to wait for TrueBrain to be around and ask him about it
 
19:04:23  <frosch> pickpacket: you can use the in-game console and "dump_info cargotypes"
 
19:45:05  <pickpacket> frosch: the "dump_info" command doesn't appear to exist š¤
 
19:49:26  <pickpacket> the "set newgrf_developer_tools 1" command doesn't do anything either š¤
 
19:51:08  <pickpacket> ah, found the dev tools now. It doesn't look like they can help with this
 
20:03:49  <pickpacket> hm. I just had a thought. Does a NewGRF have to include callbacks?
 
20:05:39  <nielsm> you can make things in newgrf without using callbacks
 
20:05:49  <nielsm> but many of the interesting things you can do are only possible with callbacks
 
20:06:39  <Brickblock1> Graphics are usually done with callbacks but I think true grf hides that
 
20:08:21  <petern> Are you sure about that?
 
20:09:32  <petern> What's the callback ID for drawing graphics?
 
20:10:03  <pickpacket> the yaml files generated by TrueGRF contain no callbacks at all for me, which makes sense since I haven't added any
 
20:10:05  <nielsm> that's the graphics id
 
20:11:03  <pickpacket> I'd love to see some documentation on callbacks in yaml format if you have any links
 
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20:13:22  <pickpacket> oh! nvm. TrueGRF has its own thingy
 
20:30:46  <pickpacket> andythenorth: do you know if callbacks are required for a newgrf to work?
 
20:31:07  <andythenorth> callbacks are not required to make a basic newgrf
 
20:31:36  <pickpacket> then it's probably not that that's wrong
 
20:32:05  <pickpacket> what exactly is a .grf file? Some sort of archive format? Compressed?
 
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20:34:00  <andythenorth> I think it's some sort of bytecode for a VM that runs in the game, but I actually don't know
 
20:34:09  <andythenorth> "does anybody know"? š
 
20:44:41  <nielsm> you can call it a GRF file a kind of archive, where each entry has an id number (no names) and can be either a graphical sprite or a data item
 
20:45:34  <nielsm> the original GRF format from Transport Tycoon only had graphics in it, TTDPatch invented the pseudo sprites to describe the sprites contained in GRF files that extended the original game data (NewGRFs)
 
20:47:11  <nielsm> every pseudo sprite is an "action", and loading a NewGRF file is actually executing all the actions in order, where some actions might cause following sprites to get skipped, or get loaded as data instead of being executed
 
20:47:49  <nielsm> and most actions cause some game data to be added or modified
 
20:50:38  <petern> var action chains are the closest to a "bytecode" but not really.
 
20:52:10  <petern> Okay, release button to apply gui scale works a lot better š
 
20:53:31  <FLHerne> there's a reason people keep inventing things like m4nfo and nml and py-grf and now TrueGRF so they don't have to actually write it
 
20:54:25  <petern> GRF wasn't meant to be written directly, that's why NFO exists, so you can enter it as sequences of 2-digit hexadecimal values instead š
 
20:54:38  <FLHerne> well, those are the NFO specs, I can't remember where the grf container spec is
 
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21:49:03  <petern> Okay, I have a sherry cask, a peaty, and a smokey whisky. I wonder which one to open.
 
21:50:09  <pickpacket> petern: sherry cask. Sounds nice for a Sunday evening
 
21:50:37  <pickpacket> Save the smokey for a Friday night post-work-week-wind-down
 
21:53:27  * pickpacket is trying to figure out what's wrong with his NewGRF but comes up empty
 
21:53:34  <pickpacket> well... it's bedtime anyway
 
21:53:57  <petern> Blame NewGRF. I would.
 
21:56:50  <reldred> Blame all the choices in life that have led you to this moment.
 
22:04:49  <pickpacket> I don't really care where the blame is. I just want to make it work :D 
 
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23:54:06  <Senjai> Wow the discord topic for this channel is amazing
 
continue to next day āµ