IRC logs for #openttd on OFTC at 2022-11-02
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00:06:23 <Arastais> does nmlc work for writing nml files and tehn converting them to nfo for adding to the baseset?
00:18:37 <TallTyler> No, NML creates GRF files
00:19:02 <TallTyler> You need to edit the NFO file itself - see my horn button PR for an example
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00:24:08 <Arastais> im adding an entire new file to the baseset, so I think I do need an NFO, but I see nmlc can output to nfo file.
00:26:14 <Eddi|zuHause> Arastais: theoretically it can do that, but you're probably better off copying one of the existing baseset files
00:31:13 <Arastais> also, would the new png files still need the blank 4 ids in the file?
00:33:03 <petern> Why an entire new file tho?
00:37:37 <glx[d]> probably the result of `grfcodec -d` corresponding to non graphic sprites
00:38:50 <Arastais> glx[d]: ah, so the source png files don't need them?
00:39:08 <glx[d]> a typical workflow is create a png, write nfo, `grfcoded -e`, then `grfcodec -d` to get a nicely aligned png
00:39:15 <Eddi|zuHause> the numbers and white spaces are purely decorative
00:46:09 <Arastais> glx[d]: so the decoded one is what you would put into openttds baseset folder?
00:46:46 <glx[d]> with the decoded NFO yes
00:48:09 <glx[d]> though we do some magic with NFO, as we merge multiple NFO before generating
00:53:18 <Arastais> so in total, i have to create the nfo, encode it with the png, decode them, place them in the baseset folder, add the new nfo file to `openttd.nfo`, then encode `openttd.nfo` into `openttd.grf`?
00:53:53 <glx[d]> basically openttd/openttd.nfo and orig_extra/orig_extra.nfo are not pure nfo files, you can run grfcodec directly on them
00:56:09 <petern> You don't have to encode then decode.
00:57:16 <glx[d]> yeah encode/decode is only if you want a nice array of sprites with the numbers 🙂
00:57:36 <glx[d]> but that's really optional
01:00:57 <Arastais> petern: well i assume all the openttd baseset nfo files are, because they all have -1 as the sprite number, not to mention all the pngs have the blank/decoded ids
01:01:34 <glx[d]> -1 is usual in nfo, as often you use renum as first step
01:02:25 <Arastais> petern: wait youre right, a couple of them dont lol
01:02:34 <petern> There's a few I added to openttdgui.nfo as separate PNG files, those are not "prettified" by encoding and decoding.
01:03:10 <glx[d]> and in our compile workflow it's parse main nfo for includes, generate a temp nfo with inlined inclusion, run renum, run grfcodec
01:03:14 <petern> I see someone has added to openttdgui.png after that, didn't get the memo about why 😄
01:03:36 <petern> (Separate PNGs is much easier to manage merge conflicts)
01:03:40 <Arastais> petern: I've actually numbered mine manually lol, which i see now is pointless
01:04:35 <glx[d]> yeah grfcodec doesn't care about what's in the png, it only get the part listed in nfo
01:06:53 <glx[d]> what kind of sprites are you adding Arastais ?
01:08:35 <Arastais> glx[d]: airport sprites
01:09:15 <Arastais> glx[d]: so I run renum on the temp version of the main `openttd.nfo`, not the inidiviual nfos?
01:09:46 <glx[d]> just let cmake do the work 🙂
01:10:52 <Arastais> glx[d]: oh, so I don't need to run renum at all as long as I use -1 for all sprite ids?
01:11:49 <glx[d]> exactly, but cmake needs to now where renum and grfcodec are (if in your path it should find them)
01:12:52 <glx[d]> else you can manually set the variables
01:14:36 <Arastais> i also see some inconsistency when it comes to the action length some acitons in the nfo files, even within the same nfo files: sometimes it says `0` (im assuming that means renum will take care of it) but otherwise it actually specifies the length. So what do I do? Do i need to specify the length of the action sometimes or can I always put 0?
02:06:32 <glx[d]> hmm in #10114 preview, game option windows has some weird behaviour
02:07:33 <petern> Huh, default zoom is weird :/
02:08:18 <glx[d]> it becomes really wide when moving the slider, and I need to open/close in twice to get the normal window size
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02:12:51 <glx[d]> haha and I crashed the game
02:13:07 <glx[d]> just playing with the slider
02:13:08 <petern> Suspect the scale autodetection does not work.
02:13:14 <petern> I can't even see the slider.
02:13:48 <glx[d]> you can move the window 😉
02:14:18 <petern> It's wrong vertically.
02:14:36 <petern> `ScaleByZoom(100, _gui_zoom)` should be `ScaleGUITrad(100, _gui_zoom)` I bet.
02:14:52 <petern> Hmm, no it can't be because it's setting _gui_scale. Hah.
02:15:43 <glx[d]> that's the window right after start
02:16:11 <petern> Yeah, that's 1) not right 2) not what I get 😄
02:16:42 <glx[d]> then I just moved the slider to 2x
02:17:52 <petern> Anyway, handling for -1 is wrong.
02:17:52 <glx[d]> then moved the window, closed it, and reopen
02:18:22 <petern> Although when I set it to x2 it all pops back and works fine.
02:18:33 <glx[d]> and finally closed and reopen
02:19:23 <glx[d]> might be related to the wasm build
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02:19:42 <glx[d]> didn't try a real binary
02:22:28 <petern> Initial zoom set up is too late, I think.
02:22:55 <glx[d]> but menu window seems to resize correctly when slider moves (it's just hidden behind weird option window)
02:25:12 <glx[d]> btw I like the non power of two scaling
02:27:24 <petern> Yeah automatic scale is not working (not even implemented) but I let the -1 scale as default, so it's all broken until a scale is set. Of course I've been testing for ages, always with a scale set, heh.
02:29:12 <petern> Awkwardness: InitFontCache() is called before a video driver is selected.
02:29:45 <petern> InitFontCache() needs the gui scale.
02:29:53 <glx[d]> then discarded and recalled after the selection ?
02:29:58 <petern> But gui scale needs the video driver, when it's set to automatic.
02:30:50 <petern> I guess it now needs to be reinitialized after selecting the blitter & video driver,.
02:33:41 <petern> Maybe just ClearFontCache is enough, that will reinit the size.
02:38:22 <petern> (Also GetSuggestedUIZoom() can be updated to use non-powers-of-2 as well)
02:49:08 <petern> Right, Suggested scale should be 1 anyway.
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04:05:42 <Arastais> if a png has artic-specific sprites for everything, do I have to skip them in the nfo file, or can they just have their own SpriteID like everythig else?
05:27:22 <Arastais> 2) in the baseset folder (where all the individual nfo files are) Is it better to include the "pretty" png produced by decoding with grfcodec or the original source png?
05:28:47 <Arastais> 3) once I've done everything and openttd.grf is good to go, do I have to do something special figure out the actual SpriteIDs of what I've added (especially in terms of relative ordering, so which nfo goes after another)?
05:31:26 <Arastais> 4) if I have multiple related pngs, should I make a single big nfo file for all of them, or an nfo file for each one? I would assume the latter as I see `airports.nfo` and `airport_preview.nfo` as an example.
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10:12:26 <pickpacket> sometimes I get the feeling that some of you work full time developing openttd
10:16:40 <petern> I'm on "staycation" this week.
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10:17:04 <petern> I am getting ready to go out on the MTB in a minute, though.
10:24:43 <petern> Or at least, once this change is working...
10:35:16 <andythenorth> how many subscriptions would we need to fund full-time dev? 😛
10:35:27 <andythenorth> oh but then we have to build what the players demand?
10:41:11 <reldred> andythenorth: No no, just what I demand
10:41:30 <reldred> Andy draw me some rocks
10:41:38 <andythenorth> amount contributed => number of votes?
10:43:45 <petern> Should work in preview now, when it finishes.
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13:01:32 <petern> Hah, still out on ride, mustn't look!
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14:02:55 <pickpacket> andythenorth: is there a way to subscribe?
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15:41:38 <Eddi|zuHause> reldred: you should have tride "sudo andy draw me some rocks"
15:46:00 <LordAro> andy draw rocks like one of your french girls
15:57:00 <petern> Then I need to pop out again as I've run out of protein and drinks
15:57:19 <petern> Oh shit I still need to clean the bike and put it away.
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16:03:03 <petern> TallTyler: Getting that value for unbuilt articulated parts is probably painful
16:57:50 <petern> check the Rect/RectPadding helpers I think.
17:14:11 <petern> So, er, how to debug wasm? 😦
17:14:36 <petern> I guess I should check Linux builds.
17:50:27 <petern> Works fine on Debian 10...
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18:54:01 <DorpsGek> - Update: Translations from eints (by translators)
19:40:14 <petern> > MUST be happy working with Bootstrap
19:41:01 <petern> (I don't really hate it, just its verboseness frustrates me.)
19:45:21 <andythenorth> you read Twitter 😛
19:48:43 <frosch> 8$ to submit a suggestion?
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20:15:59 <blathijs> Anyone here ever notice how much the Seinfeld soundtrack (at least the first season that I'm watching now) sounds pretty much the same as the TTD soundtrack? :-)
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21:35:22 <andythenorth> variable cat scaling
21:48:10 <Eddi|zuHause> do cats sit on bevels?
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21:58:08 <andythenorth> only chunky ones
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