IRC logs for #openttd on OFTC at 2022-12-04
            
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03:32:23 <iddi> Make "wide rivers" an option please? (or is it already?)
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07:56:45 <pickpacket> I've decided to add train carriages exclusively for tea leaves and tea tea deluxe. I need a fun/silly/ingenious name for the NewGRF. Ideas?
07:59:24 <Pruple> why not put them in the tea tea deluxe grf?
07:59:51 <pickpacket> Pruple: I could do that, I guess...
07:59:57 <pickpacket> they're not necessary though
08:00:47 <Pruple> the industries are presumably necessary for the wagons, though
08:06:21 <pickpacket> that's true
08:42:22 <andythenorth> +
08:42:41 <andythenorth> historically there was a view that grfs shouldn't mix different kinds of content
08:42:50 <andythenorth> e.g. a grf should only have one item from the grf spec in it
08:42:58 <andythenorth> 90% valid πŸ˜›
08:59:49 <Pruple> that's why IH comes with built in newrailtypes? πŸ™‚
09:00:14 <andythenorth> yes
09:00:21 <andythenorth> because otherwise it doesn't work
09:00:42 <andythenorth> apparently this is anti-freedom
09:00:43 <andythenorth> but eh
09:03:14 <Pruple> I think if I were including vehicles in a nominal industry set, I'd have a parameter to turn them off. but if it's just an esoteric learning-the-ropes type newgrf, doesn't really matter.
09:16:37 <andythenorth> is there a trivial way to force openttd.grf to be rebuilt?
09:16:41 <andythenorth> changing deps isn't it
09:16:52 * andythenorth trying to make rivers less ass
09:17:37 <andythenorth> hmm even when the grf is built, it's not used
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09:22:09 <andythenorth> maybe I need to do something with GRFCODEC_EXECUTABLE
09:23:25 <andythenorth> hmm deleting media/baseset/openttd.grf just causes make to error
09:24:22 <andythenorth> media/baseset/openttd.grf is 18 Oct 2022
09:24:37 <andythenorth> build/baseset/openttd.grf is today, 09.16
09:27:42 <andythenorth> maybe rapids sprites aren't in rapids.png
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09:49:45 <Pruple> ridiculous
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10:26:12 <michi_cc[d]> andythenorth: For rebuilding openttd.grf, cmake needs to have both GRFCODEC_EXECUTABLE and NFORENUM_EXECUTABLE. If cmake can't find them in the PATH, you have to specify them manually.
10:27:29 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10213: Fix #10212: [Script] Nested ScriptAccounting scopes are not restored properly. https://github.com/OpenTTD/OpenTTD/pull/10213
10:27:32 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #10212: [Bug]: ScriptObject::SetDoCommandCosts uses wrong CommandCost constructor https://github.com/OpenTTD/OpenTTD/issues/10212
10:32:41 <andythenorth> ok I have grfcodec but not renum
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10:34:39 * andythenorth fixes
10:35:37 <andythenorth> ok so 2 problems
10:35:56 <andythenorth> 1. make doesn't see the deps (rapids.png) as changed
10:36:16 <andythenorth> 2. forcing a rebuild of the grf by deleting it works, but OpenTTD doesn't use the modified rapids sprites
10:36:21 <andythenorth> so am I editing the wrong png? πŸ˜›
10:36:59 <andythenorth> media/baseset/orig_extra/rivers/rapids.png
10:37:12 <andythenorth> the nfo looks correct
10:41:03 <petern> Morning, I overslept, mainly because I was still up at 3am.
10:41:10 <andythenorth> probably valid
10:43:33 <andythenorth> ok rm-ing build dir and going again seems to work
10:44:41 <andythenorth> cmake cached absence of renum
10:55:33 <petern> It would.
10:55:37 <petern> I have folded
10:57:47 <andythenorth> ok not enough blues to shade rivers according to slope
11:01:13 <petern> Can't you add some unanimated darked hues?
11:01:34 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048916974387855420/image.png
11:01:34 <andythenorth> we only have these
11:01:42 <andythenorth> but maybe the CC1 range is usable though
11:02:16 <petern> That 4th from the bottom row...
11:02:46 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048917273005543514/image.png
11:02:46 <petern> Such folded
11:03:04 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048917349971013652/image.png
11:03:04 <petern> Such unfolded
11:03:13 <petern> I mean, that's basically done isn't it?
11:03:44 <andythenorth> yes finished
11:03:46 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048917527721410611/image.png
11:03:50 <EmperorJake> Looks good, this is a feature I would use in my next trainset
11:04:08 <petern> Hmm, looks a bit weird indeed.
11:04:43 <petern> Purchase list needs text search to be honest.
11:05:36 <petern> Oh clicking too fast on the circle also buys the currently selected engine, oops πŸ˜„
11:14:45 <petern> I need to shoop da whoop.
11:14:49 <petern> (shop)
11:18:19 <petern> Okay, fixed double click.
11:18:26 <petern> Now... autorenew.
11:20:37 <andythenorth> petern: approve and merge πŸ˜›
11:21:42 <andythenorth> hmm 12 unused pinks in the palette
11:21:52 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048922080512593990/image.png
11:21:52 <petern> I mean it's /fine/ but the RHS could also do with decluttering.
11:22:50 <petern> It's also the same drawing code already, just the list is prepared differently.
11:24:09 <andythenorth> +/- widgets πŸ˜›
11:26:08 <andythenorth> lol what happened that day πŸ˜› https://github.com/OpenTTD/OpenTTD/discussions/8446#discussioncomment-641685
11:35:30 <petern> Not sure,that's well after I started this.
11:36:29 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048925760066420776/image.png
11:36:29 <petern> That timeline.
11:38:39 <petern> I even changed my git config
11:50:09 <andythenorth> ok so more blue in the DOS palette πŸ˜›
11:50:14 <andythenorth> unexpected requirement
11:55:27 <andythenorth> far as I can tell, the main water cycle is 8 shades
11:55:43 <andythenorth> with a secondary cycle for waves
11:56:05 <andythenorth> maybe it's 7 in the main cycle
11:56:11 * andythenorth looks in src
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11:59:40 <andythenorth> EPV_CYCLES_DARK_WATER maybe
12:00:53 <andythenorth> hmm 5 shades?
12:03:36 <andythenorth> ok so 12 unused (pink) DOS palette entries
12:03:39 <andythenorth> could fit 5 shades of even darker water, and 5 shades
12:04:26 <andythenorth> we only need 6 more actual shades, but the animation cycles need to be different
12:04:42 <andythenorth> some existing shades can be reused
12:05:00 <andythenorth> but I guess that requires totally different palette indexes
12:23:55 <andythenorth> maybe reusing shades doesn't work anyway πŸ˜›
12:24:17 <andythenorth> animation cycles seem to be modifying RGB values?
13:04:19 <petern> What was I doing?
13:05:09 <pickpacket> Oh gooood sprite painting can be boring. And to just think of a design for the carriages! I’ve come a fair bit of the tea boxcar.
13:05:14 <petern> Oh. https://github.com/OpenTTD/OpenTTD/pull/8984
13:05:38 <pickpacket> andythenorth: that example train πŸ‘Œ
13:07:06 <petern> Hmm, should variant_group action copy everything from the base engine?
13:36:50 * petern refactors
13:37:52 <andythenorth> petern: dunno, does it need to? πŸ™‚
13:38:03 <andythenorth> I am the wrong audience, I'd just do it all in the compile
13:38:04 <petern> It could simplify the process
13:38:18 <andythenorth> agreed
13:38:30 <andythenorth> copy and override?
13:38:52 <petern> Also you need to name your variants πŸ˜„
13:42:49 <andythenorth> I like them all being the same πŸ˜›
13:43:05 <andythenorth> I don't really like the way we do buy menu strings πŸ˜›
13:44:05 <andythenorth> dunno why I did the liveries for class 47
13:44:09 <andythenorth> only correct colour is blue
13:47:11 <petern> Sadly it's how TTDPatch designed it.
13:49:00 <petern> Maybe add variant string...
13:49:28 <petern> <https://⏻.ga/ >
13:49:31 <petern> Awww
13:53:44 * andythenorth pressed it
13:54:09 <petern> The URL is meant to be ⏻.ga
13:54:23 <petern> But ⏻ doesn't work in Discord anyway, and the URL is converted.
13:54:39 <petern> It does show up correctly in IRC though.
13:55:20 <andythenorth> lol
13:56:09 <andythenorth> if we had single quote marks, I could name liveires
13:56:20 <petern> We do
13:56:45 <andythenorth> "Resilient 'Starfighter' (Diesel)"
13:56:55 <andythenorth> "Resilient 'Hamburger' (Diesel)"
13:57:05 <andythenorth> We have them, I don't πŸ˜›
13:57:54 <andythenorth> sprite font is a sprite, I could fix it? πŸ˜›
13:58:19 <petern> It's just a stylistic choice. I wouldn't worry about.
13:58:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048961499634339900/image.png
13:58:42 <petern> Yup, looks fine to me.
13:58:42 <andythenorth> maybe some countries do it that way anyway
13:59:27 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048961738189582356/image.png
13:59:35 <andythenorth> Mode 2
13:59:37 <andythenorth> would be better
14:00:23 <andythenorth> hmm where is single quote on BBC keyboard?
14:00:46 <petern> Shift-7
14:01:13 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1048962183645634570/image.png
14:01:22 <petern> Mode 2 goodness
14:01:44 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048962312175890462/image.png
14:01:46 <andythenorth> oh same
14:02:12 <petern> Don't cheat by using MODE 7.
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14:06:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048963511012839535/image.png
14:06:30 <andythenorth> can't find the copy key
14:06:34 <andythenorth> I want to edit my mistake πŸ˜›
14:06:55 <petern> End
14:07:15 <andythenorth> I think I need to buy a new keyboard
14:07:46 <petern> Do you have no End key?
14:08:00 <andythenorth> probably not
14:08:04 <andythenorth> I could do this https://denki.world3.net/beebkb.html
14:08:17 <petern> Nice.
14:09:49 <petern> Check out my broadcast πŸ˜„
14:10:05 <petern> I'm so easily amused
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14:11:56 <petern> I still always expect colours in order of black, red, green, yellow, blue, magenta, cyan and white. Other colours are a lie.
14:12:30 <andythenorth> never fails to amuse
14:12:45 <petern> Also my Beeb had a bug in MODE 2 where COLOUR 6 defaulted to green instead of cyan.
14:12:58 <andythenorth> COLOUR RND(12)
14:13:15 <andythenorth> those colours are still so nice
14:13:20 <andythenorth> think my brain got wired to them
14:14:28 <petern> Hmm, seems I broke it 😦
14:15:16 <petern> Here's me trying to reuse the same enum, instead of adding a load of bools.
14:17:14 <petern> Whew, managed it
14:17:42 <petern> Such slow PC 😦
14:17:55 <petern> Can I get a desktop PC with an M2 chip yet?
14:18:47 <andythenorth> wow actual video evidence it works πŸ™‚
14:18:59 <petern> That reliability though...
14:19:14 <andythenorth> why is your buy menu so much wider than mine πŸ˜›
14:19:24 <petern> Hmm, this needs work though
14:19:29 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048966778669244436/image.png
14:19:32 <petern> I resized it
14:19:39 <andythenorth> I see
14:19:43 <andythenorth> such UI
14:19:48 <petern> Amazing πŸ˜„
14:19:55 <andythenorth> mind blown
14:19:58 <petern> Also
14:20:32 <petern> Oops πŸ™‚
14:20:38 <andythenorth> hiding parent hides all children?
14:20:50 <petern> Sometimes.
14:21:11 <petern> It's meant to ensure that the parent is visible if at least one child is.
14:21:25 <petern> But yes, you can have sub-groups if you really want to mess around.
14:22:08 <petern> It might be an idea to automatically group by NewGRF.
14:22:22 <petern> Engine sorting would get a bit weird though.
14:22:54 <petern> Think my mouse battery needs recharging, not moving well.
14:23:15 <petern> Hmm, yeah, sorted by parent engine.
14:24:07 <petern> Anyway
14:24:09 <petern> Getting there.
14:25:07 <petern> You could do all your liveries as variants and who knows if/when this might get merged.
14:25:48 <petern> Hmm, that's a bit awkward πŸ˜„
14:26:37 <petern> Rebuild all displayed lists, I suppose.
14:27:07 <andythenorth> 13.0 Beta 3 πŸ˜›
14:27:10 <andythenorth> yolo swag
14:27:26 <petern> Well. It's not really a huge change tbh.
14:27:29 <petern> So maybe.
14:27:31 <andythenorth> I've seen it working on your screen, that's enough
14:27:48 <andythenorth> I'm sure one of our social media channels will find something we overlooked πŸ˜›
14:27:51 <petern> I might add the lines.
14:28:06 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048968948760203284/2Q.png
14:28:40 <petern> Oh of course you don't do cargo subtypes either πŸ˜„
14:28:47 <andythenorth> not so much
14:29:32 <andythenorth> try setting 2CC to green, see what happens πŸ˜›
14:29:51 <petern> Those lines πŸ˜„
14:30:10 <andythenorth> quite like the line
14:30:13 <andythenorth> not chunky though
14:30:24 <petern> It isn't, indeed. Shall I chunky it?
14:30:31 <petern> TBH I forgot about that.
14:30:34 <andythenorth> is the +/0 chunky?
14:31:03 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1048969690078257222/image.png
14:31:15 <petern> RUKTS with it left-aligned engines...
14:31:19 <petern> Yes, that's a sprite.
14:31:29 <andythenorth> I wonder what colour that orange is
14:31:35 <andythenorth> doesn't match the nearby text
14:31:45 <andythenorth> I guess it was taken from settings?
14:31:50 <petern> Indeed it's slightly off.
14:32:00 <andythenorth> can't unsee πŸ™‚
14:32:12 <petern> So.....
14:32:34 <petern> In my SVG branch I think I kinda fixed that.
14:32:46 <petern> As it draws the +/- as text instead, so the colour is easily changeable.
14:33:27 <petern> Major bug, hold off on 13.0 πŸ˜„
14:36:42 <petern> But yes, mostly works πŸ˜„
14:51:23 <andythenorth> πŸŽ†
14:52:09 <petern> I might have smashed up the autoreplace GUI
14:52:59 <petern> Oh, no click handling yet πŸ˜„
14:53:34 <andythenorth> /me watching
14:54:11 <petern> See, autoreplace works...
14:54:38 <petern> Hmm.
14:54:45 <andythenorth> there's no correct answer to greying out the parent, or not
14:55:20 <andythenorth> 50% opacity πŸ˜›
14:55:28 <petern> Heh
14:55:52 <petern> I think don't grey it out unless they're all greyed out.
14:56:50 <petern> But the child isn't shown any more because thems the rules.
14:58:17 <andythenorth> looks mergeable to me πŸ˜›
14:58:31 <andythenorth> remember when we had nightlies, for testing? πŸ˜›
14:58:38 <petern> Hah, those
14:59:09 <petern> I will see about making it dirty other lists of the same type so the fold/unfold is not so broken.
14:59:36 <petern> Yeah I fixed double-click buying in that instance too
14:59:47 <petern> This is, overall, quite a small patch.
15:01:41 <andythenorth> wonder if I should put all those wagon lengths into variants πŸ˜›
15:02:00 <andythenorth> so many things I can try, then ship, then remove πŸ™‚
15:03:35 <petern> Not sure about lengths, they have different introduction dates don't they?
15:05:11 <andythenorth> probably
15:05:23 <andythenorth> also I don't want to unfold a menu to choose them
15:05:34 <andythenorth> ha, I could use this to set the cargo sprites πŸ˜›
15:05:39 <andythenorth> 'steel wagon - coils'
15:05:43 <andythenorth> 'steel wagon - girders'
15:08:58 <petern> Andy you can't hear us
15:08:59 <petern> But
15:09:01 <petern> Do the rest πŸ˜„
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16:20:51 <andythenorth> Such Horse patch needed? πŸ¦„
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16:49:44 <pickpacket> how do you make buses earn more than Β£10,000 in profit per year?
16:50:09 <nielsm> play with inflation
16:50:16 <pickpacket> meh
16:50:30 <pickpacket> but if I don't want to do that?
16:50:52 <nielsm> or make them the final part of long transfer chains and play without transfer credits
16:51:23 <nielsm> like airplane from one corner of the map to the other and then drive passengers the last 500 meter home from the airport
16:51:40 <pickpacket> in that case the buses gain is the planes' loss
16:51:45 <nielsm> yes
16:52:24 <pickpacket> I want to achieve maximum performance rating. Then the least profitable vehicle in my fleet must make at least Β£10,000 a year
16:52:26 <nielsm> I assume this is for the original company rating score, where one of them is "no vehicles with less than 10k profit"
16:52:33 <pickpacket> yeah
16:52:46 <nielsm> the answer really is, don't run vehicles that can't achieve that, meaning no buses if they can't be profitable
16:53:10 <nielsm> and in the original game, you did have inflation meaning at the end of the game all numbers were much bigger, but that number does not scale
16:55:52 <pickpacket> I like to set up bus stops to make cities grow. I guess I should replace them with longer tram routes later on in the game
16:56:09 <nielsm> yeah
16:56:39 <pickpacket> I used to do it with passenger stops, but mail is more profitable :)
17:07:56 <petern> This channel is nicer.
17:08:13 <petern> I broke it by trying to set the last used variant 😦
17:10:49 <andythenorth> Dead channel can go back to dead πŸ™‚
17:10:59 <petern> Have you updated Iron Horse yet?
17:11:12 <andythenorth> I am in the scouts thing
17:11:14 <andythenorth> So no
17:11:44 <andythenorth> My friend is a scout leader though, gave a nice speech about volunteering
17:11:50 <andythenorth> Being a good thing
17:12:06 <andythenorth> Community and that
17:13:46 <andythenorth> So what if the parent rotated to show last used?
17:13:55 <andythenorth> Very confuse?
17:15:27 <petern> Oh I did wonder. Discording while scouting eh?
17:15:37 <petern> That is precisely what I am implementing.
17:15:48 <petern> And no, it's not confusing, it's necessary.
17:16:29 <petern> As the purpose is to declutter the purchase list, the idea is you buy a variant once, and then if you leave that group folded, it will continue to use that variant every time.
17:22:02 <andythenorth> yes
17:28:49 <andythenorth> can we go in a rabbit hole about water shades? πŸ˜›
17:28:55 <andythenorth> derailing variants
17:33:30 <petern> I guess the other blue shades look out of place?
17:33:36 <JGR> Are you using the original graphics? The OpenGFX water looks a bit better except for the horrid flashing when zoomed out
17:33:37 <andythenorth> they don't animate
17:33:57 <petern> No, tht's kinda the point πŸ™‚
17:34:56 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049015968568987728/Screen_Recording_2022-12-04_at_17.34.29.mov
17:34:57 <andythenorth> it is
17:35:30 <petern> Does not look better 😦
17:35:34 <andythenorth> no
17:35:36 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049016135162548348/image.png
17:35:55 <andythenorth> I guess I could sacrifice the dream of 3CC?
17:35:57 <petern> Which shade is which? heh
17:36:08 <TallTyler> Why not rocks instead of more shadow?
17:36:38 <andythenorth> unless we hide all the water it will still look flat
17:36:50 <andythenorth> and if we hide the water, it will fail to look like a river
17:37:13 <petern> can you draw the colours in sequence going down hill?
17:37:19 <petern> Not sure if that would have any desired effect.
17:37:34 <andythenorth> maybe, but the cycle tends to make it tricky
17:37:41 <andythenorth> ogfx managed waves though
17:38:26 <andythenorth> oh
17:38:31 <andythenorth> ogfx has nice flowing locks
17:38:40 <andythenorth> but the river rapids are equally crappy as our base set ones
17:39:05 <TallTyler> Steal the lock water?
17:39:38 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049017150817435758/Screen_Recording_2022-12-04_at_17.39.10.mov
17:39:43 <andythenorth> it's really quite well done
17:40:30 <andythenorth> ok well, if only I had ogfx checked out nearby πŸ˜›
17:40:32 <andythenorth> oh wait
17:41:03 <petern> Hmm, could work. Make it flow (like spice) but add rocks and white-whater.
17:41:15 <petern> Also make it 4x EZ so there's more detail πŸ˜‰
17:41:30 <andythenorth> it needs trying
17:41:41 <andythenorth> less work than adding 2 new water shade cycles
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17:42:34 <andythenorth> petern: Scorcher variants? πŸ˜›
17:42:40 <andythenorth> does it work with articulated vehicles?
17:42:44 <andythenorth> OF COURSE IT DOES
17:42:46 <petern> I mean
17:42:49 <petern> I better do.
17:43:13 <andythenorth> hmm wonder what I'd do with the HST carriage colours
17:43:23 <andythenorth> variants, or auto-adapt to engine ID?
17:43:26 <andythenorth> or both
17:44:29 <petern> What is the difference?
17:45:06 <petern> Looks the same to me.
17:45:18 <TallTyler> Livery override callback! Finally!
17:45:18 <andythenorth> there's no variants for it in the grf yet πŸ™‚
17:45:40 <TallTyler> (Might not even be a callback, I’ve never used it)
17:45:44 <petern> You _could_ use livery overrides, which is not a callback.;
17:45:58 <petern> The issue with that is the wagons change depending on what they are attached to.
17:46:04 <andythenorth> ideal
17:46:08 <petern> If you want that, it's perfect
17:46:21 <petern> Livery overrides ignore wagon speed limits.
17:46:27 <andythenorth> /me dreams up the worst way to detect which coach livery to use
17:46:32 <andythenorth> can I use the user bits?
17:46:37 <petern> So your regular passenger coach which goes 115mph can go 125mph.
17:47:18 <petern> For the "realism" guys they probably want RUKTS where you get to pick MK1, 2, 3, 4 carriages separately...
17:48:49 <andythenorth> also all the types
17:49:13 <andythenorth> brake standard corridor, brake first, brake composite, brake open, brake open first
17:49:31 <andythenorth> tourist, standard, first, corridor, suburban, kitchen, buffet, dining
17:50:31 <TallTyler> Arguably can’t be represented in pixels, but I shouldn’t gatekeep
17:50:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049019905208496238/Screen_Recording_2022-12-04_at_17.50.22.mov
17:50:45 <andythenorth> disappointingly, this is not a home run
17:50:57 <andythenorth> even without rocks, it can be seen it doesn't aid enough
17:51:07 <andythenorth> slope is still not represented
17:51:10 <TallTyler> Needs rocks that don’t look like the animated highlights
17:51:30 <andythenorth> can't read the slope
17:52:07 <TallTyler> I’m personally less concerned about β€œcan’t tell the slope direction” than β€œcan’t tell if it’s flat or sloped”
17:52:47 <andythenorth> I think if I'm going to fix it, I want it to be good πŸ™‚
17:52:57 <andythenorth> if we just want to yolo something and close TrueBrain's ticket
17:53:09 <andythenorth> then someone else can paste some rocks over opengfx water
17:53:23 <andythenorth> they're in waterfeatures.png in ogfx
17:53:46 <TallTyler> Not saying we shouldn’t shoot for good, but it helps if we all have the same understanding of the problem
17:54:01 <TallTyler> And the metric for declaring it solved
17:54:04 <andythenorth> https://github.com/OpenTTD/OpenGFX/blob/2f06a7ec566ffae72f78e366cfdbdadfeabf8d11/sprites/png/terrain/waterfeatures.png
17:54:17 <TallTyler> And apparently I’m on a different page
17:54:29 <andythenorth> until water slopes fit the treatment of slopes in the game, they'll look weird
17:54:36 <andythenorth> we can approach 'better' though
17:54:38 <pickpacket> is it possible to compile the game to a static binary?
17:57:11 <petern> Should be
17:58:05 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049021790531371068/image.png
17:58:05 <andythenorth> I added the rocks back in
17:58:18 <petern> Needs more rocks, see.
17:58:22 <petern> Bigger rocks, sorry.
17:59:50 <andythenorth> oops, can't grfcodec RGB pngs
17:59:52 <andythenorth> silly me
18:00:31 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049022403885400106/image.png
18:03:17 <petern> It's just... not darker :/
18:03:49 <andythenorth> 10 new blues then πŸ˜›
18:03:59 <andythenorth> 5 darker darker, 5 lighter
18:04:22 <andythenorth> 3CC dream dies
18:04:37 <andythenorth> I use pink for masking stuff, so we'll have 2 of those left πŸ˜›
18:05:38 <petern> That's not quite true.
18:05:45 <petern> It only matters if they are displayed.
18:06:20 <petern> With 3CC you can still map those to a different colour.
18:06:23 <andythenorth> yes πŸ™‚
18:06:30 <andythenorth> there are some purples πŸ˜›
18:06:36 <andythenorth> that nobody would ever use
18:06:44 <andythenorth> I use them for compile-time colouring
18:07:12 <andythenorth> ok so the palette will end up looking weird, it will have 20 very similar shades of blue πŸ˜›
18:07:24 <andythenorth> seems like there should be a better way, but I can't think of it
18:07:35 <andythenorth> there's no way to add a special flag to a sprite?
18:07:40 <andythenorth> and colour shift?
18:08:36 <andythenorth> /me thinks not
18:09:15 <petern> No, once it's blitted, it's just the palette animation index.
18:09:33 <andythenorth> pre-processing step?
18:09:37 <andythenorth> shift it to different RGBs?
18:09:45 <andythenorth> I don't understand 8bpp vs 32bpp internally
18:09:58 <andythenorth> let grfcodec shift it πŸ˜›
18:10:01 <petern> Palette animation works on the final product.
18:10:05 <andythenorth> yup
18:10:15 <andythenorth> but is everything now 32bpp internally?
18:10:24 <andythenorth> or is there still an 8bpp blitter path?
18:10:43 <petern> There is still 8bpp-only paths, if you want.
18:10:46 <andythenorth> meh
18:11:38 <petern> In the modern world you'd have an animated texture and it would just work.
18:11:49 <petern> But we are not modern πŸ˜„
18:11:58 <petern> Okay, orange lines.
18:14:54 <andythenorth> chunky
18:23:59 <petern> Should be.
18:28:17 <andythenorth> such lines πŸ™‚
18:40:04 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1049032358663311370/image.png
18:40:04 <petern> Wonky lines?
18:40:35 <glx[d]> weird
18:41:03 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/2c5eb206d42a41a006d3c934c9d51fd0aef0bf64
18:41:04 <DorpsGek> - Update: Translations from eints (by translators)
18:42:37 <petern> Most of the other 'chunky' stuff is drawing filled rectangles anyway.
18:42:46 <petern> But this GfxDrawLine.
18:43:21 <petern> I already used thicker lines with GfxDrawLine for the slider widget, but that's already at an angle so nothing is really noticeable.
18:43:47 <petern> Now I zoom in I can see the same.
18:44:25 <petern> 4x does it too, but 3x doesn't.
18:44:34 <petern> So... smells like obi-wan somehow.
18:44:49 <andythenorth> oh that's special
18:45:00 <andythenorth> does it have special handling for end of line?
18:45:19 <petern> The whole thing is pretty special, heh.
18:46:34 <andythenorth> hmm have we ever redefined the palettes before?
18:46:46 <andythenorth> do we need to fork DOS to OpenTTD_2023 or something
18:47:01 <andythenorth> existing grfs might assume the pinks aren't shown
18:47:42 <petern> What happens if you use them now?
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18:49:12 <andythenorth> depends
18:49:24 <andythenorth> some seem to be transparent, others are black iirc
18:51:42 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049035285205368882/image.png
18:51:44 <andythenorth> photoshop
18:53:08 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049035647215743007/image.png
18:53:08 <andythenorth> better version
18:56:16 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049036433937150004/image.png
18:56:16 <andythenorth> also
18:58:27 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049036982732472371/image.png
19:06:43 <petern> That's nic.. oh, photoshop 😦
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19:16:16 <glx[d]> Just need to crop
19:20:15 <michi_cc[d]> Most players will use 32bpp internally, so I'd not consider it wrong in any way to have a okay 8bpp sprite and an improved 32bpp variant.
19:27:57 <andythenorth> so we could do this without palette restrictions?
19:28:00 <andythenorth> sets a precedent πŸ˜›
19:28:18 <andythenorth> I was wondering about a specific set of shade and tint palettes πŸ˜›
19:28:46 <andythenorth> it's a thing in web UIs, to take a base colour and tint or shade 20%, 40%
19:29:06 <andythenorth> so using the 32bpp colourspace, but only limited actual colours
19:29:46 <andythenorth> this would also...be helpful for weathering vehicles πŸ˜›
19:30:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049045072907350076/image.png
19:30:35 <andythenorth> currently I have weathered alternative sprite using a remapped palette to darker shades
19:30:47 <andythenorth> these are randomly chosen
19:33:36 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049045828259553361/image.png
19:33:36 <andythenorth> some colour ranges work better than others πŸ˜›
19:34:02 <Pruple> uhoh
19:34:12 <Pruple> if you make sam 32bpp, no-one will use it πŸ™‚
19:34:15 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049045993481584660/image.png
19:34:21 <andythenorth> nobody uses it anyway πŸ™‚
19:34:33 <Pruple> thatsthejoke.jpg
19:34:34 <andythenorth> extended 8bpp πŸ˜›
19:34:56 <Pruple> whatever happened to 16bpp newgrfs?
19:35:10 <andythenorth> 10bpp
19:35:21 <andythenorth> the last 2 bits are an offset into which palette to use
19:35:24 <andythenorth> choice of 4
19:39:07 <andythenorth> no
19:39:29 <andythenorth> the 2 bits are split
19:39:29 <andythenorth> - whether to use default palette, or a tint/shade
19:39:36 <andythenorth> - whether to use tint or shade
19:39:36 <andythenorth> πŸ˜›
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19:42:59 <frosch> nah, it's like CGA. one of the 4 options is just pink and violet colors
19:43:25 <frosch> but because it's the only one featuring both black and white, everyone uses it
19:44:03 <glx[d]> Just make it 32bpp without mentioning this anywhere
19:44:51 <andythenorth> I should put my photoshop on Truebrain's ticket eh?
19:45:18 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/9031 has a logical fallacy anyway
19:45:42 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://github.com/OpenTTD/OpenTTD/issues/9031
19:45:45 <glx[d]> Because many assumes 32bpp is EZ and abase/abase are ugly in both
19:46:08 <petern> Many think abase/zbase look good :/
19:46:17 <andythenorth> ahem
19:46:25 <andythenorth> 'many of the limited number of posters on reddit and steam'
19:46:34 <Pruple> many think UKRS2 looks good
19:46:43 <andythenorth> but they say things like 'I see everyone uses abase'
19:46:45 <petern> BBC BASIC lets me abbreviate `RUN` to `RU.`
19:46:48 <andythenorth> 'for it's modern look'
19:46:50 <nielsm> just because you can use any color doesn't mean you have to use every color
19:46:55 <petern> `R.` is short for `RETURN`
19:47:02 <andythenorth> *.
19:47:03 <andythenorth> ch.
19:47:34 <petern> Short for `*CAT` πŸ˜„
19:50:50 <andythenorth> Switch to BBC Basic palette?
19:54:29 <petern> Easier to choose which colour to use.
19:55:13 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://github.com/OpenTTD/OpenTTD/issues/9031
20:00:42 <andythenorth> petern: I looked on github for your branch πŸ˜›
20:00:49 <andythenorth> so I could compile variants
20:03:14 <petern> Not pushed it yet. Or if I have it's ancient.
20:05:32 <petern> Trying to work out how to unbreak the hierarchy
20:21:35 <andythenorth> goes it patch Horse? πŸ˜›
20:23:06 <petern> Have you?
20:23:20 <petern> In a branch, right? πŸ˜„
20:28:05 <andythenorth> I did
20:28:14 <andythenorth> now wondering about random engines
20:28:20 <andythenorth> did random wagons πŸ˜›
20:28:35 <andythenorth> if there are 4 variants, add a 5th one 'random'
20:31:57 <petern> You could do the 'random' one as the primary.
20:36:22 <andythenorth> I could yes
20:36:38 <andythenorth> complete with dice icon
20:36:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049061738911375440/image.png
20:36:49 <andythenorth> such dice
20:36:52 <andythenorth> only one though
20:36:56 <andythenorth> so not dice
20:38:12 <andythenorth> auto-generated dice
20:38:23 <andythenorth> I should make them company colour?
20:42:37 * andythenorth talks to self :)
20:43:42 <Pruple> pardon?
20:44:30 <petern> Company colour die? No
20:45:11 <DorpsGek> [OpenTTD/nml] andythenorth opened pull request #272: Feature: support for variant_group action 0 prop for vehicles https://github.com/OpenTTD/nml/pull/272
20:45:24 <petern> Oof
20:45:35 <glx[d]> I'm scared
20:45:51 <andythenorth> halloween is over
20:45:53 <andythenorth> it's ok
20:46:45 <glx[d]> haven't you notice thes tables are somehow formated ?
20:47:35 <petern> Not any more πŸ™‚
20:48:07 <andythenorth> let's see
20:48:23 <glx[d]> we even have comments to prevent black touching them
20:49:59 <DorpsGek> [OpenTTD/nml] andythenorth updated pull request #272: Feature: support for variant_group action 0 prop for vehicles https://github.com/OpenTTD/nml/pull/272
20:50:04 <andythenorth> maybe fixed πŸ™‚
20:50:10 <andythenorth> I stopped formatting code since black πŸ˜›
20:50:21 <andythenorth> give or take spaces πŸ˜›
20:51:05 <andythenorth> I put the PR in because I don't like the var name
20:51:12 <andythenorth> it's a bit early to approve it πŸ˜›
20:51:14 <glx[d]> yeah we rely on black, but not for the tables
20:51:33 <glx[d]> because they are easier to read when manually formated
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21:38:26 <andythenorth> is it naptime?
21:42:08 <petern> Nearly
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22:18:41 <petern> Hmm, I reverted something and it now works but I can't remember what I was fixing that needed it that other way in the first place :/
22:26:30 <andythenorth> chunkiness?
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22:29:16 <petern> Nah
22:30:31 <petern> Also sub-variants are maybe a bad thing.
22:35:19 <andythenorth> maybe πŸ™‚
22:35:23 <andythenorth> why?
22:38:10 <petern> <https://youtu.be/lr_veXJTddc>
22:38:31 <petern> I do like the pinned comment.
22:40:18 <andythenorth> very
22:45:47 <DorpsGek> [OpenTTD/OpenTTD] perezdidac opened pull request #10215: Feature: expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
22:48:02 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1049094761765670974/image.png
22:48:02 <andythenorth> still can't do NSE
22:48:07 <andythenorth> not enough pixels
22:48:10 <andythenorth> nvm
22:50:22 <andythenorth> ok sleeping
22:55:07 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
22:55:50 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
22:56:12 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
22:56:42 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215
22:57:52 <petern> andythenorth: If you did 2x there would be
22:58:00 <petern> But yes.
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