IRC logs for #openttd on OFTC at 2022-10-10
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00:30:44 <wallabra> I wanna make a music pack, but I want to use Impulse Tracker
00:30:52 <wallabra> Can OpenTTD merge libdumb or libopenmpt support or something?
00:39:36 <wallabra> Also, is there a way to rebalance/normalize the speed and costs and power and other values of vehicles across different NewGRFs? Kinda like how ReplayGain normalizes the volume of music from different sources/albums. That would be interesting.
00:40:18 <wallabra> Because, as it stands, having multiple vehicle GRFs for the same kind of vehicle just means one of them always has the Best Choices, unconditionally.
00:51:31 <TallTyler> No, rebalancing isnโt currently possible. You can only adjust global modifiers (base costs GRF) for all vehicles of a certain type
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01:04:14 <GrandAdmiralUehara> Some NewGRFs do have parameters that allow you to modify the purchase and running costs for all vehicles in that NewGRF, so you can balance a bit by using NewGRFs with those parameters and modifying them to balance them to each other. It's not perfect, but it at least allows some light balancing.
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05:32:47 <pickpacket> I've been meaning to look into how to add parameters to my NewGRF. Will look at it when I get there
06:00:19 <pickpacket> is it possible to split the NewGRF into several NML files? For simpler structure
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06:17:47 <EmperorJake> Yes, using either a makefile or a python script that combines the .pnml files together before compiling
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14:00:04 <petern> I see British Cycling are being dumb-asses again.
14:02:21 <petern> Announced an 8 year partnership deal with...
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14:19:10 <petern> Though I'm not a member, I've always been on the CTC side of the fence ๐
14:26:27 <JustANortherner> Gonna win all the Cycling in future with our Motor Cycles!
14:26:53 * LordAro smacks JustANortherner with a large trout
14:27:47 <Eddi|zuHause> petern: someone's doing a greenwashing campaign?
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16:14:53 <pickpacket> petern: 8 years with *shell*??
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16:17:50 <pickpacket> petern: what's CTC?
16:18:05 <petern> Old name for Cycling UK.
16:20:18 <pickpacket> TallTyler: I realised last night that the damn iphone .MOV format is possibly unreadable for people on real computers. I'll get some better footage later
16:29:19 <TallTyler> It worked for me, but screen recording instead of taking a video of your screen would be even better footage ๐
16:34:15 <pickpacket> I'm working on some different tilelayouts now. Actually installed a screen recording program earlier just to have for next time it's time to share :D
16:35:09 <petern> I need to install some chocolate
16:35:33 <pickpacket> petern: Oh man... me too
16:36:00 <pickpacket> I must say that I really like how my new farm buildings look
16:42:01 <petern> Not bad, perhaps a bit too uniform / clean.
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16:57:15 <pickpacket> petern: Iโd like them a little dirtier but I figure Iโll get some tilelayouts done first and then return to them and see what I can do
17:00:06 <pickpacket> Some rust on the ceilings perhaps? Iโm going to try putting some discolouration/stains on the walls, but my earlier attempts havenโt looked very good
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18:49:35 <andythenorth> is that an acceptable substitute?
18:49:42 <andythenorth> or do I now have a sequencing problem?
18:53:59 <LordAro> no, i think you need lunch as well
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19:10:24 <pickpacket> Itโs 21:10โฆ I donโt know if thatโs lunch time or not
19:10:38 <pickpacket> yesterday I had lunch at 08:30
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20:18:38 <andythenorth> pickpacket: rapid progress ๐
20:18:45 <andythenorth> try a blend line along the base of the building
20:18:56 <andythenorth> maybe grey or a green-brown
20:19:26 <andythenorth> you can also vertically shade the doors to look like planks
20:19:34 <andythenorth> or doors can look quite good left open, and shaded
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20:48:08 <pickpacket> I just spent an hour looking for ONE pixel in an ANIM shade. Found the offending pixel, but it wasn't in any offending shade. I think that I may have inadvertently introduced an alpha channel into it though
20:49:47 <andythenorth> there are some red-brown shades where the animated is nearly identical to the non-animated
20:50:03 <andythenorth> I might write something that detects the exact pixel location ๐
20:50:12 <pickpacket> It was a green shade :(
20:50:22 <pickpacket> that would be an awesome tool!
20:50:22 <andythenorth> even though nml must scan each pixel
21:12:02 <andythenorth> pls put it in the guide of junction best practice
21:14:54 <glx[d]> nml could probably report the locations
21:15:12 <andythenorth> I did look recently, but the report is via some abstraction
21:15:20 <andythenorth> which book-keeps the number of pixels, but not x,y
21:15:44 <andythenorth> if it's using PIL pixel scan, then it will have the x, y tuple at some point
21:16:15 <andythenorth> it might just be reading the palette, but then I don't think it would have the count
21:16:18 <andythenorth> I could just look ๐
21:19:06 <glx[d]> trying to find where the report happens ๐
21:19:15 <andythenorth> I searched for the string
21:23:03 <glx[d]> pixel_stats["anim"] = sum(0xE3 <= p <= 0xFE for p in mask_sprite_data)
21:26:26 <andythenorth> p is from a pixel scan further up though?
21:27:25 <andythenorth> not sure what tobytes is doing
21:31:17 <andythenorth> tobytes produces a bytestream, which probably has what we need in it ๐
21:31:32 <andythenorth> but it is too much sleeping time for me to figure it out
21:32:35 <andythenorth> it's probably just RGB pixel values in flat sequence or something
21:34:14 <glx[d]> looks like it, I think it should be possible to store a list of x,y instead of the count
21:34:51 <andythenorth> it might make for very noisy output
21:35:03 <andythenorth> but in the case where it's 1 pixel, it takes a long time to find it ๐
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22:49:00 <glx[d]> but all this stuff must be done during encoding, and would need a cacheindex format change
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