IRC logs for #openttd on OFTC at 2022-10-09
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00:41:19 <pickpacket> "4 of 2816 pixels (0%) are animated, but ANIM isn't in flags"
00:41:34 <pickpacket> that has to be some special colour from the palette
00:44:10 <Eddi|zuHause> or any of the ones after that
00:46:02 <EmperorJake> Ah yes, the dreaded blinky pixels
00:46:11 <Eddi|zuHause> i think there's a trick where you load a palette without the animated colours, and then load the original one back
00:47:21 <EmperorJake> in GIMP you can select by colour and find them that way
00:50:46 <pickpacket> I can only find one colour that I only have 4 pixels of, but that's within the normal range
00:51:50 <pickpacket> No! I'm editing the wrong file!!
00:53:11 <pickpacket> I've removed the offending pixels some while ago, but I'm saving it down to another directory π
00:55:35 <pickpacket> uh... apparently not
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04:31:47 <wallabra> I wish my trams actually balanced across the two lanes.
04:31:57 <wallabra> So if one broke down, only one of the lanes would be halted.
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05:38:58 <pickpacket> wallabra: but... trams can't pass each other
05:39:07 <pickpacket> on the same track, I mean
05:39:42 <pickpacket> I'm trying to add animation to an industrytile but I have no idea what I'm doing
05:43:09 <pickpacket> I have a question about performance rating. Why does the lowest profit of any vehicle count? It pretty much makes it impossible to get the max rating as long as you have buses. They hardly ever make 10 grand a year
05:44:28 <pickpacket> *sigh* I need to try to find an example of an industry written in NML that uses animation. I feel like I'm missing something between the spriteset and spritelayout
05:45:27 <pickpacket> The "anim_next_frame" callback returns the next frame, but where is the next frame defined?
05:55:35 <pickpacket> the industrytile contains info on 1) whether the animation loops or not, 2) how many frames it has, 3) how fast it moves.
05:55:53 <pickpacket> it doesn't have info on where to find the sprites for the frames
05:56:47 <pickpacket> I feel like that should be in the spritelayout, imported from the spriteset. But the spritelayout interprets a spriteset with several realsprites as construction stages
06:30:05 <Bouke> LordAro: sounds good, I've implemented this in #10072
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07:07:18 <andythenorth> pickpacket: the tile animation has remarkable flexibility and control, which can make it hard to understand initially
07:07:31 <andythenorth> generally, in nml, it is driven by a spriteset with n frames
07:07:34 <andythenorth> and advancing through them
07:08:06 <pickpacket> andythenorth: I've managed to get it animated :D Though I need more frames, and I need to start at a random place in the cycle to avoid everything being synced
07:08:28 <andythenorth> there are various extra controls you can use
07:08:48 <andythenorth> to desync between tiles you can choose a random first frame
07:09:02 <pickpacket> yeah, I'm looking at the random_switch, but I'm not sure how to use it.
07:11:01 <andythenorth> try anim_control
07:11:13 <andythenorth> then return (extra_callback_info1 % n)
07:11:19 <andythenorth> where n is number of frames in the spriteset
07:11:24 <andythenorth> extra_callback_info1 has 32 random bits in it
07:21:31 <pickpacket> thanks! I'll try that :D Just going to draw some more sprites for a smoother animation. And maybe sleep a bit since I've been up since 01:00am
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09:48:05 <pickpacket> I am so immensely grateful for the fact that I've drawn my sprites in many many layers and kept them that way...
10:09:51 <pickpacket> andythenorth: I'm looking at your example now. What do you do with the numbers returned by the switch statement?
10:10:19 <andythenorth> they're numbers in the spriteset
10:10:26 <andythenorth> they're used by anim_control, can't remember how π
10:10:30 <andythenorth> I'd have to read the docs
10:10:43 <andythenorth> my knowledge of grf is rudimentary π
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10:13:36 <pickpacket> could you send me the whole file? I can figure it out from that
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10:14:42 <andythenorth> you could have the whole of FIRS, but
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12:00:35 <FLHerne> missing OTTD feature: wide loads that can only travel on one-way roads :p
12:01:44 <andythenorth> see also: mining trucks
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12:19:11 <pickpacket> I was trying to do something smart with PERM storage, but it can't be used in an industrytile switch so I used TEMP instead. Which is of course discarded before I tried to read from it π€·
12:19:15 <pickpacket> But it's consistent!
12:21:04 <andythenorth> you can read industry storage from tiles iirc
12:21:10 <andythenorth> you have to use parent scope, not self
12:21:25 <andythenorth> can't remember if you can write to them
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12:24:41 <pickpacket> hmm. I'll try that
12:40:12 <pickpacket> andythenorth: Yay! I gave up trying to be smart and went with your switch statement :D It wooooorked
12:40:50 <pickpacket> I could use about twice as many sprites to make it flow properly though...
12:41:37 <pickpacket> for some reason the livery colours aren't replaced anymore π€
12:53:09 <petern> I think my legs are dead
13:05:29 <pickpacket> petern: well done :)
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13:33:04 <LordAro> petern: mine are, but for different reasons
14:00:22 <pickpacket> I don't understand why livery colours disappeared from my farm. Not just on the animated tiles, but all of them
14:10:55 <pickpacket> ah. I figured it out.
14:11:27 <pickpacket> I'm not gonna say it's because I was dumb. But. Let's just say that sometimes I shouldn't try to be smart
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14:18:46 <petern> It's almost like this stuff isn't intuitive...
14:21:32 <andythenorth> it's quite uncanny valley
14:21:35 <andythenorth> what's easy is easy
14:21:40 <andythenorth> and what's not will smack you in the face
14:25:38 <andythenorth> 48 ships, but only 1 dock type π
14:29:32 <pickpacket> petern: in this case I removed a couple of settings and thought "nml probably sets sane defaults for that"
14:29:40 <pickpacket> but I didn't check that it actually di
14:37:13 <pickpacket> Things are woooooorkiiiiiing!!! :D :D :D :D
14:48:28 <pickpacket> this is addictive. Now I just wanna draw LOTS of animated sprites
14:49:28 <FLHerne> now there are two andys
14:49:54 <pickpacket> relax. This andy doesn't have time for it XD
14:50:43 <pickpacket> I am going to draw... ugh... probably at least 8 more, maybe 16, to smoothen out the movements in the current animation. It looks rather jerky.
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16:05:51 <pickpacket> I want your opinions. 1) Should I draw a couple of more buildings for the farm? 2) How many fields should a tea tree farm have?
16:09:37 <TallTyler> That looks really nice. Much better than your original sprite. You might consider some subtle color variations in the fields to break up those blobs of dark green.
16:10:07 <TallTyler> Also I'd like to see the actual animation; you posted a static png. π
16:20:58 <pickpacket> Hmm. Sometimes it skips a few sprites :/
16:22:21 <pickpacket> Ohh... I think I know why. Hmmm
16:37:05 <andythenorth> but was it lunch?
16:40:23 <pickpacket> andythenorth: was what lunch?
16:53:26 <pickpacket> πJust gonna copy that to the other 23 sprites :D
16:59:15 <pickpacket> Again so very happy that I'm working in layers
17:04:51 <pickpacket> TallTyler: looks a lot better in the game too now
17:07:00 <pickpacket> hmm. Those farm workers are oddly synchronised.
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17:34:51 <pickpacket> I believe I'm beginning to understand how things work
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19:30:09 <pickpacket> I think that'll do. At least for today. Tomorrow I'll probably decide to make a mirrored version of the animated fields as well. Because I apparently hate myself
19:42:24 <andythenorth> moar boats vicar?
19:44:51 <pickpacket> andythenorth: MOAR BOATIES!
19:47:49 <pickpacket> andythenorth: I figured out a *really* simple way to get that randomised starting sprite in the animation
19:49:38 <andythenorth> you can just write frame % random
19:50:30 <andythenorth> FIRS has reasons not to, but eh
19:55:08 <andythenorth> animation, so many ways to do it π
20:05:34 <petern> Did you say "sidetracked again?"
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20:26:23 <andythenorth> sorry I was distracted
20:26:27 <andythenorth> what was the question?
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21:07:19 <andythenorth> I bought cheese in tesco
21:07:25 <andythenorth> but it's too late to eat cheese now
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21:12:15 <TallTyler> Can anyone explain the difference between Post and Do when sending commands?
21:33:24 <TallTyler> Loading towns from GeoJSON files is going quite well. Next step: Growing them to the target size. π
21:40:45 <andythenorth> was it lunch yet?
21:40:49 <andythenorth> I think I missed out
21:47:15 <TallTyler> Even for me that was a long time ago
22:00:47 <TallTyler> Ugh, I should probably display a progress bar when growing and placing lots of towns because it's rather slow
22:00:53 <TallTyler> Progress bars look not-fun
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23:11:13 <petern> TallTyler: One does the command directly, the other sends it through the command queue, which in multiplayer will get sent to the server.
23:11:43 <petern> I'm tempted to make a progress bar widget, because we have a few and they're all different :/
23:12:21 <TallTyler> I'm about to open a PR you can practice on π
23:32:23 <TallTyler> Growth is done. Now on to documentation before I can open a PR and beg for help with Bananas support and a progress bar π
23:33:51 <TallTyler> But not today...I've already spent the last 13 hours on this
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