IRC logs for #openttd on OFTC at 2023-01-01
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00:00:44 <LordAro> in the one true timezone
00:06:33 <andythenorth> fireworks quite good here
00:06:46 <supermop_Home> already a few in the neighborhood here
00:06:54 <andythenorth> main thing though...is this works ๐
00:07:17 <supermop_Home> i need those mail vans
00:07:17 <andythenorth> supermop_Home: more Horse variants
00:07:38 <andythenorth> are those Tea stations?
00:07:54 <supermop_Home> andythenorth staggered tin roof panels on \ or aligned like on /?
00:08:22 <supermop_Home> maybe sugarcane stations
00:08:39 <Pruple> aligned looks nice, maybe with some horizontal breaks too?
00:08:40 <andythenorth> aligned, but add some variety in contrast to break the moire pattern
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00:09:18 <supermop_Home> maybe needs holes cut in roof to see train through / let smoke out
00:09:40 <supermop_Home> also will be grey not copper
00:09:50 <andythenorth> what's the thing that hides things? Action D?
00:09:54 <supermop_Home> just easier to mock up with the verdigris color
00:10:21 <andythenorth> wonder if that can check company colour
00:10:40 <supermop_Home> no pink roof trusses?
00:11:18 <andythenorth> my plan is flawed under certain circumstances ๐
00:11:42 <andythenorth> 'realistic' livery problems
00:12:06 <supermop_Home> make the 80s livery that was on that mail 47?
00:12:21 <supermop_Home> with the little blue rectangles?
00:13:02 <supermop_Home> one of the best
00:13:15 <supermop_Home> should have made a hst in that livery
00:13:39 <andythenorth> ^ seems to be fake
00:15:12 <supermop_Home> RES for HST and 91s?
00:15:21 <andythenorth> 'perhaps in future'
00:15:26 <supermop_Home> RES for A4 pacifics
00:16:18 <andythenorth> hmm if company colour is red I could move the mail livery to pink
00:17:15 <petern> Articulated Variant Industries?
00:18:30 <Pruple> articulated hoverzellepins
00:18:42 <Pruple> trucks on trains on boats
00:18:56 <Pruple> it's a new year, the possibilities are endless
00:19:02 <andythenorth> petern: self-modifying industry layouts
00:19:11 <andythenorth> bigger, smaller, depending on conditions
00:20:06 <Pruple> andythenorth: so we decided industries with gaps to build stuff in are definitely a good idea?
00:20:18 <petern> vector of bools seems problematic ๐
00:20:24 <reldred> Pruple: Yes absolutely
00:20:24 <andythenorth> 'we' and 'decided' are strong words there Pruple
00:20:30 <andythenorth> but I'm keeping them
00:20:45 <andythenorth> goes it detect red and make it blue?
00:21:09 <Pruple> I've only done it a couple of times... forests, the old builders yard from TaI... I think there are possibilities, if not probabilities.
00:21:48 <reldred> I should get out of bed and play some TTD
00:22:25 <andythenorth> the split layout here isn't in any way essential, it just looks neat
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00:23:41 <reldred> And looking neat is important
00:23:50 <andythenorth> also avoids choking junctions
00:23:57 <supermop_Home> should i put long continuous holes in roof? large open/glazed expanse, or just like 2 smaller openings per tile
00:24:06 <imlegos> What industry set is that?
00:24:08 <andythenorth> supermop random ๐
00:24:26 <andythenorth> that's FIRS, unreleased
00:24:41 <andythenorth> * unreleased version
00:25:58 <supermop_Home> andythenorth all well and good for a bigger station set, but 1st goal is simple like-for like replacement of the default station
00:26:16 <supermop_Home> that has only 4 tile types
00:26:35 <supermop_Home> i can probably still do some random, but want to also make a static grf
00:29:06 <andythenorth> hmm realism liveries
00:29:43 <andythenorth> "railfreight purple stripe"
00:29:55 <andythenorth> I mean...I could force CC to red
00:30:49 <andythenorth> it's just the buy menu looks weird
00:30:54 <Pruple> not too many trusses, but you won't see them without holes in the roof, right?
00:32:37 <supermop_Home> unless you remove half the station..
00:32:42 <TallTyler> Why override CC when you can force players to learn the awesomeness that is group liveries?
00:33:23 <supermop_Home> what's the best way philosophically to determine the 'front' of a station?
00:33:59 <supermop_Home> stations can't seem to determine the nearest town center tile... maybe neighboring tile is road?
00:34:52 <supermop_Home> like a station headhouse should have the fancy side facing away from the tracks generally
00:35:06 <andythenorth> TallTyler: I think I have gone in a rabbit hole trying to make this possible ๐
00:36:48 <Pruple> supermop_Home: maybe you should put it in front so the player can see the fancy side, then?
00:39:59 <supermop_Home> Pruple the back side though should look like it goes with the platforms..
00:43:45 <supermop_Home> or if you just had the shed and no other tiles, the wall facing the road should have doors etc, not open arches - and the side facing away should not
00:45:59 <supermop_Home> but i'm not sure how other players think about this... do they want the front to always be the south side? do they want to be whereever a road is touching? only where they specifically build a 'headhouse' tile?
00:47:36 <supermop_Home> andythenorth i am dreading painting all the texture touch-up on that roof
00:48:07 <andythenorth> usually quite therapeutic
01:01:12 <andythenorth> oh maybe I just do one 'realistic' royal mail livery, with a yellow stripe
01:01:27 <andythenorth> then the normal white or whatever can be the lettering and logo
01:01:54 <andythenorth> works for older ones too
01:04:45 <supermop_Home> carport on left as a bus stop?
01:10:31 <kamnet> petern: That sucks. I feel yz. In the lzst month i've had to replace brakes, roters, tie rods and a water pump on my van, the dryer stopped working right, my wooden deck collapsed, i've got leaking pipes under my trailer and the winter storm just froze water in my tankless water heater and destroyed it. I can repair it all, but I cant do it all at once. I just temporarily got water back in the house, tomorrow the deck gets torn down, we
01:10:31 <kamnet> call the company that made the water heater to see if I have warranty replacement.
01:14:37 <andythenorth> I have no idea any more ๐
01:15:04 <andythenorth> but this looks nice eh ๐
01:19:41 <andythenorth> supports doing stupid things
01:35:31 <supermop_Home> can stations have 2cc?
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01:36:01 <TonyPixel> I only know about 1cc
01:36:08 <TonyPixel> I'm not sure about 2
01:36:16 <imlegos> :ShinxUnimpressedKiday:
01:37:29 <TonyPixel> They have some variables as seen on nml specs wiki, I guess they have 2cc
01:37:57 <supermop_Home> they don't seem to have a flag like vehicles do...
01:38:32 <supermop_Home> i mean i could have a switch that manually recolors some stuff from green to 2cc based on current 2nd cc
01:38:39 <supermop_Home> but that would be a huge pain
01:43:43 <FLHerne> see "same, but draw it using company colour translation "
01:53:03 <supermop_Home> not sure i get it
01:53:12 <supermop_Home> at least how to use it in nml
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02:25:33 <reldred> oh yes I was going to play some ttd wasn't I? hmm
02:26:32 <reldred> andythenorth: got any new horses for me to test? ๐
02:27:23 <glx[d]> recolour_mode: RECOLOUR_REMAP;
02:27:23 <glx[d]> palette: PALETTE_USE_DEFAULT;
02:27:32 <FLHerne> supermop_Home: I think on the spritelayout you want recolour_mode: RECOLOUR_REMAP and palette: palette_2cc(company_colour1, company_colour2) ?
02:27:36 <FLHerne> not sure about the second bit
02:27:47 <FLHerne> _USE_DEFAULT will only get you 1cc, no?
02:28:31 <FLHerne> but I'm not sure my idea actually works
02:29:12 <glx[d]> I don't think stations supports 2cc
02:29:43 <glx[d]> looks like only vehicles have 2cc
02:30:16 <FLHerne> from spec `palette_2cc(company_colour1, company_colour2) ` _should_ work, I think?
02:30:25 <FLHerne> spritelayouts can use variables in SELF scope
02:30:34 <FLHerne> stations have company_colour2 in SELF scope
02:30:52 <FLHerne> palette_2cc will select the right palette given that
02:31:48 <FLHerne> it's 2:30am so I might be misreading it :p
02:32:20 <glx[d]> maybe, but will probably need temp variables in the layout
02:32:37 <glx[d]> remember stations layouts aredifferent
02:58:23 <reldred> You drawing in 32bpp or 8bpp?
03:00:32 <supermop_Home> big hole or small holes?
03:01:07 <supermop_Home> too sunny for glass probaly
03:01:07 <reldred> Glass in the big hole?
03:01:22 <supermop_Home> smoke wont get out then?
03:01:38 <reldred> ahhhh yes, I just noticed how the holes are only over the rails
03:02:06 <reldred> I like the big holes because they line up with the rafters better
03:02:11 <supermop_Home> maybe i will do random holes
03:02:14 <reldred> gives it a nice chunky feeling
03:02:45 <supermop_Home> the trusses look real naff in cc pink
03:02:54 <supermop_Home> maybe should darken them
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03:05:28 <reldred> is there any way to change the colour that a newobject shows on the minimap? I'd like for this to be dark green not the maroon that buildings have:
03:06:18 <reldred> as it's supposed to be vegetation
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09:25:41 <andythenorth> happy new year ๐
09:56:25 <petern> My tree has shed needles everywhere.
09:57:41 <andythenorth> new year offering
09:58:35 <andythenorth> now makes sense if CC is red ๐
09:58:42 <andythenorth> because unique sprite innit
09:59:10 <andythenorth> although if you *must* have these colours I can't help ๐
09:59:26 <andythenorth> petern: shall I nest 16 company colour variants per variant?
09:59:33 <andythenorth> I mean....it's just templating ๐
09:59:37 <andythenorth> how many IDs do we have?
10:00:23 * andythenorth increases ID usage by factor of 16, in one simple template change?
10:10:15 <petern> I could submit my PR to increase the engine limit...
10:12:31 <reldred> option to expand/collapse purchase list same way as variants work plz und thnx
10:14:29 <andythenorth> we what now? ๐
10:32:03 <andythenorth> as nested sub-variant? ๐
10:32:54 <petern> Iron Horse already takes a while to start!
10:33:23 <petern> (Not sure if that's lots of engine IDs, or 200000 sprite IDs...
10:34:25 <andythenorth> Horse is quite slow on reload_newgrfs
10:38:09 <andythenorth> ok let's not commit any more to that branch ๐
10:38:20 <andythenorth> discord has the picture for posterity
10:58:36 <petern> Hmm, okay, booked a repair slot for my washing machine.
11:00:40 <petern> It's "smart" machine, honestly it should be able to sort it all out itself ๐
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11:04:24 <andythenorth> hmm that rainbow test might have actual use ๐
11:04:55 <andythenorth> mail vans aren't best example, but I can apply it to make CC / brown / grey wagons
11:05:23 <andythenorth> usually that's done in the sprite compositor, but it bloats the spritesheets horrifically due to wagon cargo sprites
11:06:01 <andythenorth> probably a few unwanted side effects like tarpaulins getting recoloured, but eh
11:09:51 <petern> Why not make your own remaps, so that they're not quite a regular CC remap...
11:12:27 <andythenorth> there are some unused pinks....
11:12:50 <petern> No, you can remap the normal CC range to something else.
11:13:22 <andythenorth> I do that to make 'weathered' CC
11:14:41 <andythenorth> 16 hand-tweaked remaps ๐
11:15:01 <andythenorth> all the time I spent ๐
11:15:29 <andythenorth> meanwhile my house walls are cracked, my decking is rotten and I need to get my van paint repaired ๐
11:29:36 <petern> Such ยฃ1.99 vinyl from Oxfam.
11:29:40 <andythenorth> goes it a grf parameter for 'more or less nesting'?
11:29:51 <andythenorth> all too plausible
11:31:07 <petern> What can I get angry about on Reddit today?
11:31:34 <andythenorth> I deleted a response earlier
11:31:40 <andythenorth> wasn't very christmassy
11:33:38 <petern> World is about to end.
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11:36:30 <LordAro> andythenorth: was it the same one i responded to?
11:36:52 <andythenorth> I replied, then reconsidered ๐
11:37:28 <petern> "I want to get annoyed too!"
11:37:31 <andythenorth> it's just PBS stuff, and there's an angry user who knows better
11:37:46 <andythenorth> but I know from other posts last year that user has some weird life/health stuff going on
11:39:03 <andythenorth> dunno why I give angry entitled people a free pass but eh
11:39:17 <andythenorth> ^ see Mark Twain quote
11:43:24 <petern> Now that is pretty cool
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11:49:15 <petern> Hmm, do we ever draw text in company colour?
11:50:34 <andythenorth> I can't recall any
11:50:52 <andythenorth> if we do we should stop
11:51:03 <andythenorth> because it might be illegible, depending on background colour ๐
11:53:18 <petern> Yeah, I think I implemented RGB text drawing for no reason :p
11:53:42 <petern> Hmm, "transparent" station signs
11:54:46 <andythenorth> those do make sense though, I rescind my earlier comment ๐
11:55:13 <petern> So it wasn't pointless.
11:56:26 <andythenorth> can we get a gradient shader for them?
11:56:29 <andythenorth> taste the rainbow
11:56:55 <petern> So the confusing thing is they are using `Colours` rather than `TextColour`
11:57:05 <andythenorth> oh dear, I just worked out how to implement a basic gradient repaint in my compositor ๐
11:57:10 <andythenorth> using pixel x-y and a transform
11:58:44 <petern> So "TextColour" can be overloaded. Hmm.
11:59:50 <andythenorth> ^ photoshop, but that's how it would work more or less
12:00:05 <petern> * Real colours need the TC_IS_PALETTE_COLOUR flag.
12:00:05 <petern> * Otherwise colours from _string_colourmap are assumed. *
12:00:40 <petern> andythenorth: LGBTQIA train?
12:01:28 <andythenorth> I think RUKTS did the RL one
12:29:27 <andythenorth> as an alternative to 3CC...
12:29:47 <andythenorth> vehicle vars for the values of the silly named CC liveries?
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12:29:58 <JustANortherner> andythenorth: Not even the whole thing...
12:30:49 <andythenorth> those named colour schemes did not anticipate railtypes ๐
12:31:28 <andythenorth> I wonder if they're completely unfixable ๐
12:31:32 <JustANortherner> Tbf, think we should do away with colour schemes by vehicle type and just leave it through the groups...
12:31:37 <andythenorth> changing them or removing them would be super drama
12:31:43 <andythenorth> extending them would be....brrr
12:31:52 <andythenorth> I use the wagons one, but not others
12:32:01 <andythenorth> how about rules based, with filters? ๐
12:32:05 <andythenorth> 'cargo in vehicle is X'
12:50:06 <petern> JustANortherner: People *also* want colour schemes by vehicle type inside groups.
12:50:24 <petern> Becuase the engine has to be different of course.
12:56:19 <petern> Hmm, will this still work?
13:23:44 <andythenorth> Hmm livery rulez
13:24:29 <andythenorth> Company colour UI is so good though ๐
14:04:56 <petern> Hmm, how did this code work before...
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14:41:53 <TrueBrain> clark: : if you have any questions related to OpenTTD, just please ask it here, and not send DMs. That way others might be able to answer it too, or someone might have the same question and is looking for the answer ๐
14:49:44 <TrueBrain> lol, CodeQL has some nice finds ๐
14:49:57 <TrueBrain> complaint: unused static variable
14:50:48 <Pruple> can't really be done in openttd, bridges too limited. ๐
14:51:24 <TrueBrain> haha, it even detects unused strings; sadly, they are used, but not in a way it can be deduced by a SAST ๐
14:52:20 <Pruple> four bridges is enough for anyone, any colour as long as it's browny-grey? ๐
14:53:53 <TrueBrain> 1767 of the 3378 warnings are "unused static variable", including "unused" strings
14:55:08 <TrueBrain> maybe we should tell it to ignore the build folder ... lot of unused stuff there ๐
14:55:22 <andythenorth> Pruple: BridgeVariants of course
14:55:24 <TrueBrain> also contains the generated hpp.sq files
14:55:38 <andythenorth> Bridge Livery scheme?
14:55:58 <TrueBrain> so the amount of actionable notes is rather small ๐
14:56:29 <TrueBrain> `Variable num_used hides another variable of the same name (on ). `
14:56:32 <TrueBrain> yeah, that is not polite
15:14:11 <andythenorth> ok what was I doing?
15:19:52 <petern> Chunky Bevels, Variants, and RGB CC?
15:22:14 <petern> Hmm, k, rgb text not working.
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15:30:59 <petern> Brown and cream? Why...
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15:39:20 <TrueBrain> okay, it seems CodeQL intercepts the compiler-calls, and runs its own analyzer while that is happening
15:39:39 <TrueBrain> sadly, there seems to be no way to skip the actual compiling .. although I guess we could fake that ๐
15:39:58 <TrueBrain> but I guess that is also why it is taking so much longer than other runs
15:40:16 <TrueBrain> it is basically meant to run during a normal compile, where you care about the executable ๐
15:40:39 <LordAro> does the autobuild action run multithreaded?
15:43:29 <LordAro> unless it sets MAKEFLAGS?
15:43:37 <TrueBrain> cannot find it; doesn't mean anything ๐
15:43:55 <TrueBrain> timestamps strongly suggest one is done after the other
15:45:30 <LordAro> we are now in feature freeze
15:45:35 <LordAro> release/13 branch created
15:45:53 <TrueBrain> I was wondering what that red flashing light was ๐
15:47:52 <petern> This might not be correct.
15:49:23 <FLHerne> petern: you can have any colour you like so long as it's green or blue
15:50:29 <TallTyler> LordAro: No #10093?
15:50:48 <TonyPixel> How many bytes for an entry of temporary storage?
15:54:20 <LordAro> TallTyler: apparently not ยฏ\_(ใ)_/ยฏ
15:58:30 <Pruple> TonyPixel: 4, temporary and persistent storages are all dwords
16:00:33 <TonyPixel> that means 32 variants
16:00:51 <TonyPixel> does STORE_TEMP return value?
16:04:32 <andythenorth> petern: new best feature, that colour scheme
16:07:03 <petern> 32 variants? Seems even more than andy...
16:07:59 <petern> That is... a bit brighter.
16:08:42 <andythenorth> TonyPixel: why are you limited to 32? ๐
16:08:55 <andythenorth> hmm what was I doing?
16:08:59 <andythenorth> I had an unscheduled nap
16:09:32 <TonyPixel> I was thinking about using storetemp to store a cab car info to not check twice
16:09:51 <TonyPixel> turns out old stuff I made could be a little bit optimised so I don't need them now
16:10:35 <petern> temp info is cleared out every call, iirc.
16:10:51 <TonyPixel> petern: "variants" word was used in a meaning of possibilities to store indexes, not the variants you thought about :P
16:11:03 <TonyPixel> yes, they would be used in one switch chain
16:11:17 <TonyPixel> as I think they're intended to be used
16:11:41 <TonyPixel> you check for every can
16:12:01 <TonyPixel> then in every cab you check if train is reversed
16:13:10 <TonyPixel> I turned things inside out a bit and it all gone right
16:13:20 <TonyPixel> So I don't need them now
16:14:57 <petern> Is that easier to use than RGB sliders... probably.
16:15:08 <andythenorth> weirdly I still only see 2CC there
16:15:31 <andythenorth> but then again, I can only flip vehicles once so eh
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16:16:11 <TonyPixel> Even as a feature showdown, this color combination is ๐ฅ
16:17:05 <petern> Standard purple and yellow works quite well tbh ๐
16:17:20 <TonyPixel> Never choose anything except red and blue
16:17:38 <petern> Also yes andy, this can do black ๐
16:18:19 <petern> Including brightness/contrast adjustment without redrawing your pixels...
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16:23:00 <petern> Contrast is a weird one tbh, you don't paint shadows IRL ๐
16:23:19 <petern> But it does allow a more interesting range of colours.
16:26:44 <petern> I guess the results are similar to matt vs gloss, although more extreme.
16:40:07 <supermop_Home__> ooooh i achieved 'bussinessperson' status
16:40:16 <supermop_Home__> while trying to test these stations
16:46:10 <supermop_Home__> it has lower running costs, but on this short-ish route the 30 or so passenger difference is killer i guess
16:48:13 <andythenorth> petern: you just made UKRS 2 I think
16:48:19 <andythenorth> but how deep is the black?
16:48:27 <andythenorth> can your monitor paint really deep black?
16:50:07 <petern> It's basically... black.
16:52:34 <andythenorth> does it have near infinite contrast?
16:52:42 <andythenorth> /me reading reviews of fancy TVs
16:52:49 <LordAro> petern: i see a red train and i want to paint it black?
16:53:05 <andythenorth> is that a James reference?
17:02:02 <petern> Hmm, well, group colours are not right.
17:08:34 <LordAro> gotta wait for the CI now :p
17:16:31 <michi_cc[d]> Improved text suggestions for the announcement welcome.
17:19:36 <TallTyler> I like michi_cc[d]'s announcement post because it doesn't make us sound like a bunch of drunks ๐
17:21:25 <andythenorth> should I post something somewhere about flipping breaking existing grfs, if they handled special offsets themselves?
17:23:18 <andythenorth> if the flip flag is set, OpenTTD will defer to the offsets set by the vehicle, using the original unflipped ones as the base
17:23:29 <andythenorth> rather than automatically fixing them
17:23:52 <andythenorth> I am betting that this will break some grfs from some of the more vocal authors
17:24:24 <andythenorth> about which I do care, but there's no upside to caring, because they'll complain anyway
17:24:38 <Pruple> why? like peter said, it would only break if they provided explicit reverse sprites, and then still disallowed flipping, which would be a weird thing to do...
17:24:53 <andythenorth> nah it's if they allow it
17:25:00 <andythenorth> or was when I tested with Horse
17:25:04 <Pruple> if they allow it it will work exactly as before, right?
17:25:16 <andythenorth> hmm maybe I misremember my test actually
17:25:36 <andythenorth> I only wrote the docs last week, why does this not remememember?
17:26:18 <Pruple> I haven't seen anything wrong with UKRS3, and it has both short vehicles with reverse sprites (and the flag set), and short vehicles with no reverse sprites (without the flag set). Both flip properly post-feature.
17:26:36 <andythenorth> ok so Pikka says it's fine
17:26:41 <andythenorth> is how the forum post would go
17:26:58 <andythenorth> wait the docs say
17:27:00 <andythenorth> " From Supported by OpenTTD 13 (no)13, if this flag is set, OpenTTD will not automatically apply the correct offsets for vehicles < 8/8 long, and will defer to offsets set by the grf. Do not set this flag unless you need it for a specific reason."
17:27:09 <Pruple> yep, they can complain to me, because I *don't* care ๐
17:27:10 <andythenorth> so if the grf set the flag AND the correct offsets, all is well
17:27:25 <andythenorth> I only wrote that ๐
17:28:40 <andythenorth> wonder which model train grf is now 'ruined entirely' because some engine can be flipped that can't run backwards IRL
17:28:50 <andythenorth> like a GP 40 or something
17:28:53 <andythenorth> maybe it's NARS 2?
17:28:57 <michi_cc[d]> TrueBrain: Made you a Steam image for RC1.
17:29:34 <andythenorth> you should rage quit
17:29:38 <andythenorth> and delete all your stuff
17:29:46 <andythenorth> and it's not integer length train
17:30:24 <Pruple> not integer length trains are the best trains
17:34:47 <michi_cc[d]> Are we going to get the hang on release publish again, or is there hope that the recent actions updates have solved that?
17:36:05 <TonyPixel> Good question is, can I get cargo subtype index of last car of the train ๐ค
17:37:06 <LordAro> my understanding was that it had been fixed
17:37:15 <LordAro> but maybe wait for master CI to finish before tagging?
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17:37:29 <Pruple> TonyPixel: that sentence has the highest density of BAD FEATURES I've ssen in a while ๐
17:40:18 <LordAro> add the titlegame into RC1 as well?
17:40:48 <michi_cc[d]> LordAro: For 12.0 we only changed it for the actual release, but that might have just been the timing.
17:41:10 <michi_cc[d]> And the release hang was on some publish step that is only ever run after tagging.
17:41:27 <Pruple> TonyPixel: in any case, I think the answer is yes
17:41:43 <michi_cc[d]> Nevertheless, I always wait with website tagging and social positing until the download links are actually working.
17:42:11 <petern> andythenorth: Depot GUI is built for UK loading gauge, clearly...
17:42:23 <TonyPixel> Well, I'd like to know what sprite to use for reversed loco as a cab when the cab can be refitted
17:42:48 <andythenorth> BAD FEATURES aren't bad
17:43:00 <andythenorth> BAD FEATURES are misguided
17:43:07 <andythenorth> but can be entertaining
17:43:10 <TonyPixel> How to do liveries then?
17:43:17 <petern> That might be a bit wide...
17:43:24 <TallTyler> I vote new titlegame for RC1, it is truly a "release candidate" and then we don't have to do it later ๐
17:43:33 <andythenorth> petern: it's lovely
17:43:46 <michi_cc[d]> TallTyler: Make/retarget PR then.
17:43:56 <TallTyler> LordAro already did, I think
17:44:52 <TallTyler> So my vote is actually meaningless here ๐
17:45:09 <petern> andythenorth: Default colour buttons from the RGB window.
17:45:25 <LordAro> usually we add titlegame credit somewhere
17:46:28 <LordAro> though TallTyler is already in the credits, so maybe it doesn't matter :p
17:47:20 <TallTyler> The last titlegame never got credited, I checked when changing it
17:51:14 <FLHerne> TonyPixel: it might be obvious by now, but there's a recurring semi-joke of andythenorth using the latest grf API to create ludicrous complexity and then labelling it a BAD FEATURE
17:51:30 <FLHerne> for a while it was roadtypes
17:51:34 <TonyPixel> I visit the fandom once a year
17:51:41 <TonyPixel> So I didn't know about that
17:52:09 <andythenorth> it wasn't me that started it ๐
17:52:12 <andythenorth> it was Pikka or V
17:52:28 <FLHerne> yeah, but they'd both vanished so it's mostly been you :p
17:52:32 <glx[d]> andy is very good at breaking stuff
17:52:38 <LordAro> andythenorth is a BAD FEATURE
17:52:47 <LordAro> and yet also BEST FEATURE
17:53:11 <andythenorth> oh I was looking ๐
17:53:30 <TonyPixel> Lmao, I forgot why to power cab cars
17:53:33 <andythenorth> I disavow that Pikka vanished ๐
17:53:44 <petern> Where is Pikka anyway?
17:53:48 <TonyPixel> So I'm gonna make them all wagons
17:53:56 <FLHerne> petern: no sign at all
17:54:18 <TallTyler> Cab cars are powered so they can lead trains?
17:54:53 <TallTyler> Fun fact, at least in the US cab cars have traction sand which is applied automatically when the brakes go into emergency, to shorten stopping distances
17:54:58 <TonyPixel> In NAPR you'd always put them at the end
17:56:47 <andythenorth> it's a lot less code to just make them engines ๐
17:56:50 <andythenorth> and put them at the front
17:57:33 <TallTyler> I think the point of push-pull is 1. The train visually doesn't reverse in stations, and 2. Trains going opposite directions all face the same way
17:57:33 <TonyPixel> They'd get flipped anyway, why to allow put them on both ends even
17:57:48 <Pruple> loco + cab car as double headed set. makes flipping the graphics *really* easy ๐
17:58:10 <TonyPixel> And (loco count) * (cab car count) additional entries
17:58:12 <TallTyler> I never got around to push-pull in Danish Trains but my MUs and trainsets do the fake flip, which looks pretty slick
17:58:16 <TonyPixel> Put them as variants lol
17:58:28 <FLHerne> TonyPixel: well, use the ... ^
17:58:49 <TonyPixel> 2 locos and 3 cabs -> 6 variants
17:59:55 <FLHerne> if you're simulating real-world trainsets it probably isn't that bad a combinatorial explosion
18:00:15 <petern> I'm so good at UI design I make something that's totally different to anything else... :/
18:00:22 <TonyPixel> quite not many, but still
18:00:49 <petern> Is push-pull that important?
18:01:05 <TonyPixel> I just decided why noy
18:01:13 <TonyPixel> It's like a popular thing in US
18:01:24 <FLHerne> luv me 86 + DBSO sets
18:01:26 <petern> Imagine is OpenTTD could just do it by itself?
18:01:34 <petern> Just like reversing shorter engines...
18:01:42 <petern> (I'm sure there's a patch for that somewhere)
18:01:50 <Pruple> reversing consists and articulated engines confirmed for OpenTTD 14
18:01:58 <Pruple> you heard it here first
18:02:09 <petern> I saw one years ago, wasn't mine.
18:02:09 <TonyPixel> 3d graphics for OpenTTD 17
18:02:16 <FLHerne> petern: nah, just invent another 10 grf hacks to fake it
18:02:22 <petern> There's already a patch for 3D graphics.
18:06:22 <TonyPixel> So how do I know the subtype of last car?
18:09:28 <Pruple> not seeing an obvious equivalent in the NML specs ๐
18:11:38 <petern> See! I knew I wasn't making it.
18:11:52 <petern> NML must have var 61 support. Andy!
18:12:38 <Pruple> FLHerne: oh hey... loco, loco + cabcar 1, loco + cabcar2... perfect use for variants ๐
18:13:24 <FLHerne> Pruple: That's what I at least meant by [17:58] <TonyPixel> Put them as variants lol [17:58] <FLHerne> TonyPixel: well, use the ... ^
18:13:55 <TonyPixel> I don't undestand what "... ^" meant
18:15:00 <FLHerne> Pruple: doesn't "It is not supported during a callback that is used to modify vehicle properties" make var 61 not work for the desired purpose?
18:15:48 <TonyPixel> Maybe it means property block?
18:15:58 <TonyPixel> Well it was somehow made in sbb set
18:15:58 <FLHerne> TonyPixel: "see line above", or in this case "you said it before I finished typing"
18:16:02 <Pruple> I'm not sure what the intended purpose is, but vehicle appearance is not a property
18:16:17 <FLHerne> IRCisms vs Discord probably
18:16:27 <FLHerne> (I'm on the IRC side of the bridge)
18:16:30 <Pruple> you could also use the var to get the value required, store it, *then* do your callbacks
18:16:32 <TonyPixel> no, I just didn't get it first time
18:16:44 <TonyPixel> I've used ^ sometimes too
18:21:29 <TallTyler> frosch mentions a patch but doesn't post it...
18:23:13 <Eddi|zuHause> i vaguely remember the last push-pull patch fell apart because people kept demanding more special cases
18:23:35 <FLHerne> yeah, NML doesn't seem to implement var 61 at all
18:24:09 <FLHerne> you can do it semi-manually with whatever the syntax was for that
18:25:30 <TonyPixel> Can I use nfo in nml?
18:25:40 <FLHerne> glx[d]: any specific reason why NML doesn't have a builtin to use var 61?
18:25:58 <TallTyler> Sounds like we need Peter and Andy to ram it through like varients, without any discussion on the forums ๐
18:26:02 <Eddi|zuHause> FLHerne: i thought that was added?
18:26:30 <TallTyler> Does anyone have the push-pull patch? It's not in frosch's branches on GitHub
18:27:01 <FLHerne> Eddi|zuHause: not for vehicles anyway
18:27:46 <andythenorth> petern: It does ๐
18:27:50 <andythenorth> I'll paste an example
18:27:58 <FLHerne> unless I'm seriously missing something
18:29:02 <TonyPixel> literally deprecated synta
18:29:07 <TallTyler> That's the problem, it's not there
18:29:17 <andythenorth> TallTyler: Forums haven't made any difference to features for about 8 years or so ๐
18:29:24 <Eddi|zuHause> TonyPixel: that's a bit of a misnomer
18:29:39 <Eddi|zuHause> TonyPixel: let's call it "discouraged syntax" :p
18:29:58 <FLHerne> I note the article is also missing all the actually deprecated syntax :p
18:30:03 <Eddi|zuHause> but i thought something proper was added at some point
18:30:14 <TonyPixel> Well atleast we have this
18:30:16 <FLHerne> like the older industry spec
18:30:28 <TonyPixel> Off to learn how it work
18:30:31 <JGR> FLHerne: There doesn't appear to be any code referenced by that thread?
18:30:38 <Eddi|zuHause> TonyPixel: i used that syntax in CETS
18:30:59 <andythenorth> shall I just do flipped articulated vehicles as variants?
18:31:08 <andythenorth> no depot flip, but can autoreplace
18:31:20 <Eddi|zuHause> andythenorth: sounds like a start
18:31:41 <TonyPixel> what does ```var[0x61, 0, 0x0000FFFF, 0xC6]``` return ?
18:31:42 <FLHerne> I'd read the first post where OP said they had code
18:32:12 <Eddi|zuHause> TonyPixel: the 16 bits of var C7
18:32:36 <JGR> FLHerne: Saying that code has been written, and actually posting it, are totally different things
18:33:08 <TallTyler> It's frosch though, so if the code still exists somewhere offline it's probably decent
18:33:49 <petern> That old icon mis-alignment ๐
18:33:59 <andythenorth> ^^ but the game could do that also
18:34:01 <Eddi|zuHause> i don't think the "drive backwards" code ever left a "i made a quick hack" stage
18:35:54 <andythenorth> (2) optional extra company colours
18:35:59 <andythenorth> (3) combinations of the above
18:36:15 <TallTyler> Reverse is stupid, we have Ctrl+click to do that
18:36:16 <andythenorth> different running costs, and capacities ๐
18:36:35 <andythenorth> [reverse articulated vehicles]
18:36:45 <TonyPixel> so if I do `var[0x61, 0, <bitmask>, num_vehs_in_consist]`, i will get info about last car?
18:37:50 <JGR> It is relative to the current vehicle
18:38:05 <JGR> Unless you get NML to use parent scope somehow
18:38:09 <Eddi|zuHause> you have to push the num_vehs_in_consist to the parameter first
18:38:34 <TonyPixel> but I call it on the first car
18:39:58 <Eddi|zuHause> TonyPixel: accessing var61 needs two steps: "[STORE_TEMP(<some number>, 0x10F), var[0x61, 0, 0xFFFFFFFF, <some NFO variable>]]"
18:40:19 <TonyPixel> What do lists evaluate to?
18:40:22 <petern> Hm, I guess I need to fiddle about with with the other blitters as well.
18:40:34 <TonyPixel> Or can I just do it in switch and do my logic in some other one I return with this one?
18:41:05 <Eddi|zuHause> TonyPixel: need more context
18:41:35 <JGR> TonyPixel: They're executed left to right
18:41:49 <JGR> In this case the value is the last item
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18:47:42 <TonyPixel> which variable contains cargo subtype then?
18:49:36 <JGR> It doesn't really matter, all the variables are DWORDs
18:49:52 <petern> It's the index of your cargo subtype, not the value of your subtype.
18:50:45 <Eddi|zuHause> "cargo subtype" is a feature that should be completely rewritten IMHO
18:50:48 <TonyPixel> It's (num for CC_PASSENGERS) for all of them?
18:51:06 <andythenorth> Eddi|zuHause: n lines -> 0 lines
18:51:33 <TonyPixel> I want to toss bytes around you fool
18:51:39 <andythenorth> I mean....HEQS trams was actually a really creative use of cargo subtypes
18:51:43 <andythenorth> but the time has passed
18:52:13 <JGR> Pointlessly breaking existing GRFs just creates endless support problems
18:52:24 <andythenorth> the idea is appealing, the reality is not
18:52:43 <TonyPixel> So, what did you mean, Peter?
18:52:44 <petern> Remove presignals, remove subtypes, remove liveryschemes... yup ๐
18:53:34 <andythenorth> oh no, what have you done? ๐ฎ
18:53:36 <petern> TonyPixel: Never mind it probably doesn't matter.
18:53:48 <andythenorth> Pruple: that's madness
18:53:49 <TonyPixel> I don't want to break people's savegames every update just to add 4 more ATSF liveries
18:53:58 <TonyPixel> petern: Then will it work
18:54:28 <andythenorth> TonyPixel: are you completely committed to subtypes in the existing grf? ๐
18:54:31 <Eddi|zuHause> Pruple: sometimes real railways have features that make you go: WHY?!?
18:54:43 <JGR> TonyPixel: Easiest to just try it and find out
18:54:45 <andythenorth> Pruple: where is GNER livery?
18:56:26 <andythenorth> Pruple: but can you flip the dual-head one? ๐
18:56:46 <Eddi|zuHause> andythenorth: no, because you cannot flip dual-head engines
18:57:12 <Pruple> the dual-head one swaps graphics when it reverses, cab car. ๐
18:57:14 <petern> Goes it throw out... no
18:57:18 <andythenorth> I think I tried making a Horse engine from 2 flat ends
18:57:28 <Pruple> I could add the dvt as a separate variant so you could build that consist ๐
18:57:52 <andythenorth> no you need to add a specific articulated variant for it ๐
18:59:04 <andythenorth> petern: "the existing vehicle-specific colour schemes" ?
18:59:08 <andythenorth> and replace with some rules?
18:59:17 <petern> Well, this is awkward, there are now three separate dword packing schemes for rgb colours
19:00:05 <petern> (Originally RGB-CC just passed around an extra parameter instead, which was also painful but possibly simpler.)
19:01:22 <petern> Maybe I should go back and undo that.
19:04:25 <Eddi|zuHause> do you have an undo knob?
19:11:10 <TonyPixel> I don't *really* need them at this moment, but I've got 5 liveries for Gallery cars and they have refits for cabs
19:21:18 <Brickblock1> Having a flag to diss allow flipping might be a good idea
19:21:30 <Pruple> Brickblock1: don't start
19:22:06 <Brickblock1> But this can be fixed in code instead just takes more time
19:22:21 <Pruple> it can, but why would you?
19:22:38 <Pruple> if people want to haul coal trains with backwards HST power cars, let them ๐
19:24:05 <andythenorth> Brickblock1: I think that's the fallacy of wanting to control what other people do ๐
19:24:45 <LordAro> some warnings on the macos ci, but rc1 appears to have been built \o/
19:25:48 <petern> zBase is ugly, but we don't stop people using that.
19:26:45 <LordAro> petern: i still think we should hide one of them
19:28:10 <LordAro> TrueBrain: glx[d]: ideas?
19:29:03 <TrueBrain> Yeah, nobody is fixing the issue, so I just keep fixing the result :p will do in 30 or so
19:29:16 <TrueBrain> Fixing the result that is, not the issue
19:32:46 <LordAro> ...what is the issue?
19:33:46 <TrueBrain> MacOS publishes internal files to the CDN
19:33:54 <TrueBrain> Will make a ticket this time ๐
19:49:40 <petern> Or rather, how would I be able to find that out?
19:50:16 <TrueBrain> the workflow above mentions this:
19:50:18 <TrueBrain> `Tried getting object 'openttd-releases/13.0-RC1/cert.pfx.md5sum'`
19:50:30 <TrueBrain> which is weird, as `cert.pfx` is not a file we want to put on the CDN
19:50:54 <TrueBrain> how the CDN work is pretty easy: it contains all files that a user can download, and each file has a md5sum / sha1sum / sha256sum file
19:51:02 <TrueBrain> now we have a file here that does not belong there, neither has those 3 checksum files
19:51:03 <petern> Ah okay, so it requires knowing that that file is a problem.
19:51:46 <TrueBrain> so when I login to the S3 bucket, I see two files there, that shouldn't be there
19:51:55 <TrueBrain> the MacOS workflow causes this
19:52:39 <TrueBrain> I manually remove those files from the S3 bucket, and hit requeue on the failed job LordAro linked
19:52:49 <TrueBrain> that makes it work for this release
19:53:16 <TrueBrain> Problem is this part
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19:53:50 <TrueBrain> appxbundle gave me another impression ๐
19:54:18 <TrueBrain> There somewhere it shouldn't keep the Windows Store artifact
19:54:40 <TrueBrain> I think this is done because orudge didn't make the upload to Windows Store automated yet, but the publishing of the files is
19:54:54 <TrueBrain> but now he has 5 days to upload it to the Windows Store, so that is a bit odd too ๐
19:54:56 <petern> So cert.pfx isn't in the output dir but is in the buidls dir.
19:55:12 <TrueBrain> no, that first link, it tells to make an artifact out of the cert.pfx
19:55:16 <TrueBrain> and all artifacts are uploaded to the CDN
19:55:35 <TrueBrain> I imagine orudge needs it to upload the release to the Windows Store or something? I dunno ๐
19:57:42 <TrueBrain> it is a bit weird .. windows-appx should run at the same time as uploading to the CDN happens, so I am not sure why it picks up on that artifact ..
19:58:48 <TrueBrain> owh, it is because MacOS takes so long .. so the Windows Store job is already triggered .. okay, that makes sense
19:59:08 <TrueBrain> well, it would be fine to upload it to the CDN too, but in that case it should have *sum files ๐
19:59:30 <TrueBrain> did it make any sense petern ? Sorry, hard to type in words ๐ฆ
20:02:05 <petern> I understand what you've written, but my diagnostic skills are not levelling up...
20:03:41 <TrueBrain> ghehe, yeah, it is a complicated web of files ๐ I could write a markdown about it sometime soon, explaining it a bit
20:05:38 <TrueBrain> News published on Steam
20:06:33 <michi_cc[d]> Seems the website updated as well. I'll do Reddit and Twitter, somebody else wants to do Discord and Forum?
20:06:43 <michi_cc[d]> TrueBrain: GOG reminder ๐
20:06:57 <TrueBrain> tnx for reminder, will do ๐
20:07:12 <LordAro> TrueBrain: can you update the issue to reflect the above? :)
20:07:22 <TrueBrain> was already typing ๐
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20:10:34 <michi_cc[d]> Twitter/Reddit done.
20:11:02 <michi_cc[d]> Anyone on Discord channel #announcements ? Otherwise I'll post.
20:13:57 <michi_cc[d]> Forums and Discord done as well.
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20:14:03 <TrueBrain> as we are in feature-freeze, it also means we could poke the translators to make sure their languages are up-to-date
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20:14:51 <TrueBrain> (see the `Help wanted: 12.0` for inspiration)
20:14:57 <andythenorth> biggest release since the last big release ๐
20:17:15 <TrueBrain> Rubidium: 33 minutes seems fine for me, so yeah, the -j2 alone sounds like "good enough for now" ๐
20:19:02 <michi_cc[d]> Does the IRC facing channel topic still list the latest version? If yes, I guess LordAro has to be the maintainer of this one ๐
20:19:42 <TrueBrain> haha, yes, we can't even see the topic ๐
20:20:19 <glx[d]> looking at workflow, maybe we can somehow filter in upload aws
20:20:36 <TrueBrain> see my comment, that fully depends on what orudge actually wants with these files ๐
20:20:41 <TrueBrain> 5 day retention sounds .. low ๐
20:22:24 <TrueBrain> putting both files in a `windows-store` folder, and changing the CDN indexer to ignore that folder works too ๐
20:28:39 <andythenorth> I need a faster Horse compile ๐
20:29:15 <petern> Oops, I broke RGB CC again :/
20:30:41 <petern> Well, at least the errors come quicker now that it's actually building in parallel.
20:31:35 <petern> I think all that is just one error...
20:31:54 <TrueBrain> the joys of parallel building ๐
20:32:23 <petern> Yeah, cmake messes it up by default.
20:34:57 <andythenorth> the grey one is set by parameter
20:35:04 <petern> Different names would be useful, tbh.
20:35:27 <imlegos> petern: How would you name them then?
20:35:31 <andythenorth> ^ that feature was existing, I've just....~~abused~~ repurposed it
20:35:47 <andythenorth> then when 3CC is done, I can just hook to that ๐
20:36:04 <petern> imlegos: Depends what they do, I can't tell as the names are the same...
20:36:09 <andythenorth> petern: how about keep RGB colours and the 16 indexed colours/
20:36:11 <imlegos> They do the same thing
20:36:14 <andythenorth> then the vehicle decides which to use ๐
20:36:24 <imlegos> That's the thing. They're purely a visual difference
20:36:50 <andythenorth> allow players to rename vehicles ๐
20:37:08 <andythenorth> also shall I put the power type in brackets?
20:37:31 <petern> With cargo subtype liveries, you get a name for the livery, even though the engine itself does the same thing.
20:37:40 <andythenorth> variant extra name string?
20:37:43 <andythenorth> toggle it on/off?
20:38:51 <petern> Maybe we need a teletext-style "reveal" code for strings.
20:39:08 <petern> Include it in the normal string but hold a button on your remote to reveal it.
20:39:25 <andythenorth> also I didn't figure out how to control variant order yet
20:39:33 <andythenorth> I'm guessing it respects newgrf vehicle ordering list
20:39:36 <andythenorth> but I didn't try
20:39:42 <glx[d]> TrueBrain: should not be to hard to do, let me try
20:40:53 <TrueBrain> But again, depends on what we wanted with this ๐
20:45:06 <glx[d]> creating a bundle with both files should be cleaner anyway, now the artifacts contains `cert.pfx` and `output/OpenTTD.appxbundle`
20:50:42 <andythenorth> sort order seems to work
20:50:51 <andythenorth> I don't want to think about what I just did in the templates ๐
20:51:00 <andythenorth> lot of things called 'foo' currently
20:53:59 <andythenorth> best colour combo
21:02:07 <andythenorth> eh, my wagon randomiser no long works properly ๐
21:04:05 <andythenorth> ha I'll need to count some bits also ๐
21:06:37 <petern> We have TextColour (TC_DARK_BLUE), Colours (COLOUR_DARK_BLUE), and uint8 (PC_DARK_BLUE). Beautiful.
21:21:37 <petern> Hmm, RGB/BGR strikes again.
21:33:27 <andythenorth> hmm something seemed really easy and isn't ๐
21:34:14 <andythenorth> Horse random wagons work by running a complicated set of random choices, then branching to an action 2 for one of the actual 'randomised' vehicles
21:34:25 <andythenorth> now I need the recolour sprites to do the same thing ๐
21:34:35 <andythenorth> and there's no storage or anything
21:35:13 <andythenorth> oh I just proceduralise the whole random calculation
21:35:19 <andythenorth> thanks bear coding
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22:02:40 <andythenorth> we probably need a grf with variants
22:03:06 <andythenorth> Horse is a mess of 'var_foo' and 'method(JFDI=True)'
22:03:18 <andythenorth> Pruple: will make the first variants grf? ๐
22:03:44 <Pruple> there's some bad features going on here D:
22:04:19 <Pruple> currently rewriting the passenger car code to allow for building by variant, as well as automatic by year
22:04:29 <andythenorth> I could turn off most of the test Horse stuff
22:10:56 <petern> Okay. that works nicely. Switched the colour picker from RGB to HSV, and then settled on HSL.
22:14:22 <andythenorth> fixed recolour for randomised wagons
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22:16:16 <glx[d]> HSL is the more user friendly
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22:18:57 <Gwyd> Yeah HSL is much more intuitive for the uninitiated
22:23:33 <supermop_Home__> i guess i should make shed roofs darker like chips/firs
22:24:49 <supermop_Home__> maybe get rustier with age?
22:24:51 <andythenorth> taste the rainbow
22:24:58 <andythenorth> as usual...more green and yellow than most people want
22:25:26 <Pruple> supermop_Home__: don't we all?
22:26:28 <andythenorth> forgotten how to do mixins in python
22:26:33 <petern> I'm not happy with the contrast display, it doesn't make sense.
22:26:42 <andythenorth> oh it's just multiple inheritance, I see
22:27:12 <andythenorth> petern: get the compile farm to build it, let people try ๐
22:27:26 <andythenorth> what's wrong with contrast?
22:27:39 <andythenorth> but sometimes clicking stuff is needed
22:29:12 <supermop_Home__> should station house tiles be drivable?
22:29:37 <supermop_Home__> like secretly can get another tile length of platform in the building?
22:30:24 <petern> andythenorth: It's literally showing the output, same as on the right hand side.
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22:30:57 <petern> It's not showing some kind of depiction of contrast, like the other bits do.
22:31:03 <andythenorth> don't use the hue in the contrast slider?
22:31:09 <andythenorth> just black-white?
22:32:10 <supermop_Home__> trains can drive on the last tile but it looks like the front faรงade of the station?
22:39:36 <petern> Train movement at the end of tiles is stupid, so it will probably glitch.
22:42:46 <reldred> supermop_Home__: Iโd probably do some full tile buildings
22:42:57 <reldred> Seems to be less hazardous to the sprite sorter
22:43:37 <dP> petern: Isn't it essentially just the lightness for the lightest colour?
22:45:15 <petern> I've come up with something now.
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22:49:57 <petern> Hmm, need to fix the scrollbar button sizes too
22:50:14 <andythenorth> can you fix my random wagon buy menu sprites? ๐
22:50:21 <Olionkey> is this going to be for companies?
22:50:22 <petern> Just bringing my 10 year old RGB CC patch up to date ๐
22:50:56 <andythenorth> this is current dice random sprite
22:51:07 <andythenorth> seemed clever, but it's weird in game
22:51:31 <andythenorth> all the eye sees is the lines of dice
22:51:36 <petern> What does the dice colour mean?
22:51:52 <andythenorth> colour was an attempt to distinguish different wagons
22:52:58 <petern> Anyway, this time RGB CC isn't 16.7 million colours.
22:53:05 <andythenorth> ^^ random one looks like it is the next variant
22:53:18 <andythenorth> hmm badly explained, but it breaks the indent
22:53:42 <petern> That would also happen if you had a dual-head engine in there for some reason.
22:53:54 <andythenorth> who would do that? ๐
22:54:13 <petern> Or different length wagons
22:55:46 <petern> Not entirely happy with new contrast depiction, but it's better than before.
22:55:52 <andythenorth> redoing the dice layout...definitely not belonging to variants branch
22:55:56 <andythenorth> goes it more branches
22:57:41 <petern> Ah, neon pink, how I missed you.
22:58:00 <andythenorth> I am ragequitting if there's RGB
22:58:08 <andythenorth> I want to play a game with logic
22:58:13 <andythenorth> and not a dumbed down roblox
22:58:21 <petern> It's not RGB anymore, it's HSL ๐ฎ
22:58:32 <andythenorth> I WILL JUST PLAY THE OLD VERSION BEFORE YOU RUINED IT
22:58:46 <petern> You should play jgrpp, it's much more stable.
22:58:49 <andythenorth> there really needs to be a font for 'I am telling lies for lolz'
22:59:07 <andythenorth> people who do our biographies in future will have no idea whether we mean things or not
23:00:30 <petern> ๐ถ You don't know what it's like
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23:03:46 <supermop_Home__> i want a dating sim were i have to date the trains
23:04:06 <supermop_Home__> or date the industries to get more cargo delivered to my station
23:05:02 <supermop_Home__> should i replace the default station in my Hale static grf? upset people who like the brick one?
23:07:36 <andythenorth> wonder how big horse is with all these extra variants
23:07:47 <andythenorth> hmm 'a bit bigger'
23:09:04 <petern> You've moved beyond reusing the act2 chains?
23:10:23 <michi_cc[d]> petern: I fear you have created a monster :p
23:12:26 <andythenorth> petern: no, but I think I've added about 0.7 MB so far with all the variants for all the things, it was 21.2 MB after removing duplicate actions
23:12:28 <glx[d]> supermop_Home__: I'm sure that already exists
23:13:17 <andythenorth> hmm Train Whack! knows nothing about variants ๐
23:13:55 <andythenorth> will I teach it? ๐
23:16:04 <supermop_Home__> sidetracked would be a good name for a shutting puzzle dating sim
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23:21:33 <Pruple> holy cow is counting vehicle IDs higher than 254 a faff
23:21:39 <Pruple> it's working though ๐
23:22:21 <Pruple> 1931 * 221 02 00 10 8a 60 20 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:21 <Pruple> 1a 20 \dx120 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:21 <Pruple> 1a 20 \dx121 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:21 <Pruple> 1a 20 \dx122 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:21 <Pruple> 1a 20 \dx123 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:22 <Pruple> 1a 20 \dx124 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 20 \d1 \2r
23:22:22 <Pruple> 1a 20 \dx125 \2r 7b 60 20 \d-1 \2+ 7d 01 20 \d-1 \2sto 1a 00 \d1 // count the number of carriages in the train and store in 01
23:22:24 <Pruple> c0 00 \d0 \d1 // we're the only car in the train, so we'll store 0
23:22:26 <Pruple> 10 00 \d2 \d4 // train is too short to have a restaurant car
23:22:29 <Pruple> they don't write sprites like that any more ๐
23:25:47 <andythenorth> Pruple: that's beautiful nfo
23:25:58 <petern> Nice, no need for variants now.
23:26:33 <Pruple> I do recall it, it was only a couple of hours ago
23:29:41 <petern> This is the bit that, because I started this 10 years ago, the the SSE and OpenGL blitters did not exist back then...
23:30:55 <andythenorth> reldred: this, but NARS Horse box cars in future ๐
23:31:16 <andythenorth> and by then it will be 3CC and OpenTTD will do the randomising ๐
23:31:22 <reldred> andythenorth: OH GOD YES YES
23:31:45 <reldred> Hurry up with moose ๐
23:31:51 <andythenorth> I mean....it could have just been a random switch and not all this extra shit
23:32:11 <reldred> Yeah but youโre just extra like that
23:32:16 <andythenorth> but US Set can't do
23:33:18 <reldred> andythenorth: This and white dice
23:33:43 <andythenorth> the extra wagon colours are player choosable
23:33:45 <petern> andythenorth: An extra flag for "randomize CC map" could work
23:33:50 <reldred> Current sprite too big and colour dice now make no sense in nested variations universe
23:34:04 <andythenorth> petern: like industry?
23:34:12 <andythenorth> could be a thing, also industries can limit it
23:34:38 <petern> That would be more than a flag, Hmm.
23:35:07 <andythenorth> I mean....grf can just randomise colours anyway
23:35:30 <andythenorth> it's just a lot of recolour sprites ๐
23:35:37 <andythenorth> "I used a machine gun"
23:36:20 <petern> Pretty sure you can reference the standard recolour sprites.
23:36:36 <petern> Assuming it's a standard recolour mind you.
23:36:48 <andythenorth> it does the fancy adjustment for 'weathering'
23:37:20 <petern> Hmm, 32bpp_sse2 blitter doesn't actually have any blitting code that I can see.
23:37:56 <andythenorth> lol currently if you think the random is too much, you can depot flip the company colour
23:38:16 <reldred> A blitter that doesnโt blit? Delete it.
23:38:36 <andythenorth> same consist, with and without arbitrary flipping of some vehicles
23:39:08 <JGR> The actual blitter is in the shared header, with ifdefs, etc
23:40:27 <andythenorth> wonder if I've broken my nice savegame with all these Horse changes ๐
23:41:24 <petern> Hmm, 40bpp doesn't actually use SSE.
23:43:03 <supermop_Home__> can i draw this in 1-2 hours?
23:43:32 <andythenorth> ^ random wagons are good, random engine variants next?
23:43:46 <supermop_Home__> need one more office building to 'complete' all of the tropic houses, then i can release set with station sheds as a hidden payload
23:44:05 <supermop_Home__> andythenorth random with age
23:44:20 <andythenorth> someone else can do that ๐
23:44:35 <andythenorth> also swapping variant resets age ๐
23:45:17 <andythenorth> was it UKRS 2 that had date-appropriate livery?
23:45:45 <supermop_Home__> ^ that one is better fit for the sprite i want to replace... but too distinctive looking
23:46:01 <supermop_Home__> the first one could be any post modern building in any city
23:46:24 <TallTyler> My preferred livery mode in Danish Trains automatically repainted the train based on `date_of_last_service` ๐
23:47:31 <glx[d]> petern: there is a common SSE header with selection via defines
23:48:48 <petern> // TODO: Draw RGB part
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23:49:04 <andythenorth> hmm randomised autoreplace? ๐
23:49:14 <andythenorth> add some lovely checkboxes for the possible candidates
23:49:23 <andythenorth> those square ones from the content download window ๐
23:50:31 * andythenorth is possibly serious actually :)
23:50:43 <andythenorth> did we ever do shift-click for multiple selection?
23:55:12 <reldred> petern: Ahh yes, goth mode, my preferred settings
23:56:11 <glx[d]> need to check but #10304 might be a side effect of #9745
23:56:13 <reldred> Iโll basically use HSL CC for making the grimiest grottiest looking trains ever
23:56:33 <reldred> Or straight up copying the Genesee & Wyoming livery,
23:57:08 <reldred> Theyโre not called that down here anymore tho, they renamed their Australian operations ๐ฆ
23:57:09 <andythenorth> can I undraw my black steam engines?
23:57:15 <reldred> Still kept the livery
23:57:38 <andythenorth> goes it throw out?
23:58:28 <reldred> No, gib new horse or I play NARS again ๐
23:59:22 <andythenorth> you want the broken test version I have?
23:59:27 <andythenorth> it's not super broken
23:59:48 <andythenorth> but lots of unfinished
continue to next day โต