IRC logs for #openttd on OFTC at 2023-10-05
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05:33:01 <pickpacket> frosch123: thanks!
06:20:31 <_zephyris> _glx_: A windows one would be super useful... I'm away from my dev system for a few days.
06:21:57 <_zephyris> Is it possible to upload files to the online preview deployment?
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09:07:40 <peter1138> Are you feeling already Flygon?
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09:39:10 <pickpacket> frosch123: is it hidden somehow? I can't find a #11283 amongst either issues or PRs
09:48:41 <LordAro> you can always just type in the url
09:53:58 <merni> It's merged so won't be in the list
09:54:37 <merni> Unless you click "3,070 Closed" (next to "85 Open) in the PR list
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12:23:06 <Flygon_> peter1138 - forgot to check here
12:23:11 <Flygon_> My internet's been utterly shakey.
12:23:50 <Flygon_> I've been poked across multple servers about my internet stability.
12:23:58 <Flygon_> Good christ, I didn't realise it was that shaky.
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17:12:19 <andythenorth> so when action 1 redefines a set of realsprites
17:12:37 <andythenorth> what happens to the action 2s that use the previously defined set?
17:12:55 <andythenorth> do those sprites just go missing?
17:15:05 <andythenorth> `That is, if one Action1 defines spritesets 0 to 4, and later a second Action1 redefines spriteset 0, spritesets 1 to 4 still refer to the first Action1.`
17:15:27 <andythenorth> so the content of spriteset 0 is changed?
17:20:16 <andythenorth> kind of curious...why not just define spritest 0 correctly in the first place?
17:22:05 <alfagamma7> Finally jumped on the chatgpt bandwagon
17:30:24 <_glx_> action2 just uses spritesets currently active
17:32:07 <_glx_> so if you define spritesets 0 to 4 and use them in an action 2 then redefine spriteset 0, the action 2 will still use the previous value
17:33:43 <_glx_> the only difference between action1 and extended action1 is the extended one can set the starting point, while normal action1 always start from 0
17:38:17 <andythenorth> I am curious why it's worth redefining an existing spriteset
17:38:22 <andythenorth> why not just use a new ID?
17:38:29 * andythenorth assumes there are reasons
17:39:29 <_glx_> it's more likely from NFO POV
17:40:25 <_glx_> you set an action1 0 to 4, use them in an action2, change some in other action1 and copy paste the action2
17:41:21 <_glx_> nml can indeed just use new IDs
17:41:23 <andythenorth> oh so if you have a massive varact 2 chain, you can copy-paste
17:41:29 <andythenorth> and change nothing
17:41:33 <andythenorth> or if you're using CPP templating
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17:42:12 <andythenorth> /me trying to understand what we need to do for unequal-sized action 1
17:42:16 <_jgr_> The GRF spec allows you to do a lot of things which are not actually good ideas
17:43:47 <_glx_> after reading a lot, I think even if action1 allows FFFF IDs, there will be a lower limit (3FFF) for features using spritelayouts
17:45:56 <_glx_> basic action1 limit is 255
17:51:12 <andythenorth> is it going to be significant work to support unequal-sized action 1 in nml?
17:51:31 <andythenorth> I feel like I should try somehow, but I don't understand what's needed yet
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17:54:26 <_glx_> I think I see how to do it
17:55:26 <andythenorth> in my compile I _could_ just use 1 giant action 1, but that seems unhelpful to nmlc
17:57:37 <_glx_> all spritesets in an action1 must have the same size
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18:54:42 <andythenorth> I would just do one spriteset 🙂
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19:19:54 <_glx_> hmm for stations extended action1 won't help much
19:21:50 <_glx_> but for other features it will remove the "spritesets need to have the same size"
19:25:30 <andythenorth> it was roadstops that triggered it
19:25:43 <andythenorth> also FIRS works around it by having the compile resize spritesets to match largest used
19:26:13 <andythenorth> (FIRS just reads all the action 1s for an industry and duplicates realsprites in each until they match)
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19:57:14 <_glx_> found a use for it when looking at 030_house nfo
20:01:29 <_glx_> removes 3 actionD and an action6
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21:02:01 <_glx_> lol I failed to fix the typo
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