IRC logs for #openttd on OFTC at 2025-02-20
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00:00:41 <peter1138> Hmm, okay. Seems the cost of clearing landscape affects generation.
00:05:08 *** cryptojack430 has joined #openttd
00:05:08 <cryptojack430> I've been trading cryptocurrency and I think it's really interesting. The potential for high returns is attractive, and it's a decentralized market that's accessible to anyone. I know it can be volatile, but there are strategies to manage risk. I'd love for you to learn more about it with me. We could start small and see how it goes. What do you think? Just DM if interested
00:13:38 <reldred> ahhh snowy rocks my beloved ❤️
00:32:46 <peter1138> Why does changing the cost affect generation? I'm baffled :p
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04:42:56 <DorpsGek> - Update: Translations from eints (by translators)
07:47:43 <_zephyris> So making the cost to clear snow covered rock more expensive is changing town gen?
08:13:25 <_zephyris> Still looks good though.
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09:32:45 <xarick> sorry if this comes as political, but ...
09:34:49 <LordAro> i'm not sure that's a particularly legitimate news source
09:36:07 <peter1138> I'm no expert, but that video is wobbling all over the place...
09:36:37 <asasnat> xarick: can't wait to lose my country to Russia because of Mr. Poopoo Troubles' decisions
09:54:54 <xarick> don't tell me it's AI fake video..
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10:02:20 <andythenorth> Was it lunch yet?
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10:07:50 <peter1138> Yeah, something in world gen seems to be depend on the cost of clearing a tile.
10:24:42 <peter1138> Quite. Only Failed vs Succeeded should matter, I'd've thought.
10:27:53 <LordAro> perhaps there's a limit on the amount of terraforming a particular tile can do which it does based on cost?
10:31:52 <xarick> is that in town terraforming?
10:32:18 <LordAro> before any towns are created, i'd have thought
10:32:43 <peter1138> By world gen I mean the whole process, not the heightmap.
10:33:17 <peter1138> Steps are heightmap -> rough -> rocks -> towns -> industries -> trees.
10:34:07 <peter1138> (Although the "new" rocks are done at the end of the heightmap stage, and the "old" rocks are still added, just to confuse things...)
10:37:55 <xarick> cost of clearing a tile... where is it?
10:42:13 <peter1138> That used to be a fixed 126 * 16, unaffected by inflation. Weird.
10:42:54 <peter1138> I think that test should be based on the amount of tiles terraformed, not the cost, but hey.
10:43:50 <xarick> there's no way to know in advance how many tiles are affected
10:44:54 <peter1138> Technically there is but TMWFTLB.
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11:00:11 <peter1138> Could be that but in my testing the random seeds only changed at the tree section, which suggests towns are the same. But not guaranteed.
11:15:27 <_zephyris> Unfix the snowy rock tile clearing cost and see?
11:16:04 <_zephyris> Not that it seems like a problem though, good probable cause.
11:16:21 <peter1138> That's the main thing, "is it a bug or just a consequence"
11:18:17 <peter1138> (In theory I could fudge it by only altering the cost for company actions, but...)
11:35:49 <peter1138> Hmm, question is, what costs should be applied...
11:37:37 <xarick> I don't know where it happens
11:38:25 <xarick> i suspect it's the town terraform though
11:38:33 <peter1138> I'm not asking where.
11:38:44 <peter1138> Should clearing snowy ground cost more than clear ground?
11:39:04 <peter1138> Should clearing snowy trees cost more than non-snowy trees?
11:39:19 <peter1138> Should clearing snowy rocks cost more than non-snowy rocks?
11:40:52 <peter1138> Good luck finding snowy desert :)
11:41:04 <peter1138> Snowy fields are not possible either.
11:41:07 <xarick> desert rocks, desert trees
11:41:32 <peter1138> Okay. I am discounting your opinion here :p
11:42:36 <peter1138> In fact, I shouldn't have mentioned trees, because trees are a different tile type. Hmm.
11:42:38 <xarick> why? it already costs more
11:42:47 <peter1138> There are no desert rocks.
11:43:15 <peter1138> We could look at adding them, but I am not adding them here.
11:44:10 <xarick> isn't snow and desert in the same vein...
11:44:22 <reldred> I believe in the map array they’re still flagged as rocks, but it’s been a few minutes since I last looked at it
11:44:44 <reldred> But nah, I’d be happy to see snowy rocks to start off with
11:44:52 <reldred> Slowly catch the monkey
11:45:16 <reldred> Does clearing snowy regular tile cost more than clearing a regular tile?
11:45:17 <peter1138> So originally, clear tiles could be grass, rough, rocks, fields, snow or desert.
11:45:35 <peter1138> Snow got split off, so clear tiles can be grass, rough, rocks, fields or desert, with or without snow.
11:45:50 <peter1138> This means it's not possible to have rocks and desert, currently.
11:46:22 <reldred> peter1138: Then it would follow to me that clearing snowy rocks should cost more than clearing normal rocks
11:46:34 <peter1138> That's what I did. I'm sanity checking.
11:46:48 <reldred> I’m sanity agreeing then
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11:47:32 <xarick> price of clearing snow added to price of clearing the extra
11:48:36 <peter1138> "Why is this tile more expensive to clear, it looks the same!"
11:48:52 <peter1138> -> makes trees visible with X -> "Oh"
11:49:11 <ahyangyi> Rocks beneath snow 😛
11:49:13 <reldred> “Snow got split off, so clear tiles can be grass, rough, rocks, fields or desert, with or without snow.” - ah that’s neat, snowy fields could be really pretty in a variable snowline game at some point down the line.
11:49:27 <peter1138> Hmm, should snow density affect cost as well?
11:49:47 <peter1138> Like mayba the minimal level of snow has no effect, but the full solid snow costs more.
11:49:54 <reldred> Yeah I’ve got some snowy rock sprites I did for OpenGFX2 at some point I should dig out
11:50:18 <ahyangyi> snow density, 0.91 g/ml?
11:50:33 <xarick> I would say yes, density level should affect cost
11:50:42 <xarick> but currently it doesn't
11:50:43 <peter1138> Snowy fields also don't exist, but that's because we deliberately clear field tiles.
11:51:07 <xarick> but if it's too much work, better leave it
11:51:08 <peter1138> Fields use extra map data for field type and state, which are also used by snow density.
11:51:58 <peter1138> It's not too much work. I have one commits for the sole purpose of fixing/adjusting the cost of clearing such tiles, as per #13454.
11:51:58 <reldred> Oh well, guess it could be split out later. Doesn’t need to happen right now lol.
11:52:27 <reldred> Just snowy rocks alone would be a fantastic addition
11:52:40 <reldred> Esp with your mountain rocks patch
11:52:47 <peter1138> reldred, well, that's also a relic. I'm pretty sure there's more than enough map bits to move snow density into its own field, which would simplify things nicely.
11:53:02 <peter1138> Mountain rocks is not a patch any more :)
11:53:18 <reldred> Mountain rocks is mountain merged? Nice!
11:53:41 <reldred> OpenTTD 15 should be neat.
11:53:57 <peter1138> Badges is merged too, although not the user-configuration side of it.
11:54:07 <peter1138> (That was janky, I need to rework that)
11:54:15 <reldred> I look forward to seeing badges proliferate
11:55:04 <reldred> Hopefully some of the older sets adopt it,
11:55:23 <reldred> Clean up janky purchase menus
11:55:53 <peter1138> What I need is for "someone" to collect all the additional "common" bdages that people use, to stick them in the base badge set.
11:56:14 <peter1138> I've got the flags, and the standard steam/diesel/electric icons.
11:56:35 <peter1138> And I've got a 2CC 'livery' icon, although it's not the one that the 2CC set uses.
11:57:06 <peter1138> There's also default role badges included, but they are text-only.
11:57:56 <peter1138[d]> Serving this village could be a challenge.
11:58:25 <reldred> Looks standard for one of my saves
11:59:07 <reldred> God that’s pretty though. Truly Vanilla++
11:59:09 <peter1138[d]> With rocks this summit sounds out.
11:59:26 <xarick> rocks and trees competing for space
11:59:58 <reldred> Cowards can just use the X key on their keyboards
12:00:00 <peter1138[d]> The chance of rocks increases with height. This summit is as 85, the towns are at 50-60
12:00:13 <peter1138[d]> You would not notice that normally.
12:00:33 <xarick> be careful of rainforest
12:00:37 <reldred> Yeah, I noticed that when I fiddled with the rocks in JGRPP
12:00:43 <xarick> trees need for lumber mill
12:00:46 <peter1138[d]> I actually think there are still way too many trees here, but that's a Arctic climate thing.
12:01:03 <reldred> I added additional multiplier to it, on suitably tall maps the mountains get VERY rocky
12:01:11 <reldred> Which is exactly how I like it
12:01:28 <peter1138[d]> Oh, the chance of rocks increases with height is only for the new rocks feature. The original rocks just spawn whereever.
12:02:05 <reldred> Huh, mine goes by height as well but it’s been a few minutes since I last looked at it
12:02:13 <reldred> I can’t remember exactly how I did it
12:02:38 <reldred> I was gonna look at rough terrain as well but got distracted by something else no doubt
12:03:27 <peter1138[d]> Same peak in Tropical. Having enough trees is NOT a problem.
12:04:00 <reldred> Poor JGR will have to sift through my changes and yours when he goes to merge. Yours look great though, that rock placement you do when the mountains get massaged looks so good
12:04:34 <peter1138[d]> Oh, not the same peak.
12:04:46 <reldred> Gets the point across
12:05:03 <peter1138[d]> I think this is.
12:06:42 <reldred> Another side quest worth investigating at some point is tree shading in JGRPP. It’s super subtle but it really makes rainforest mountains look less flat.
12:08:17 <peter1138[d]> Yeah, trees are hiding a lot of the elevation changes.
12:08:34 <peter1138[d]> LOOK AT THAT SCREE!
12:09:58 <reldred> Yeah tree shading in JGRPP makes stuff like that absolutely pop
12:10:11 <reldred> Citymania has similar too
12:16:10 <xarick> initializing a league table with no elements
12:32:21 <xarick> d.height = 1268 isn't this too large?
12:32:47 <xarick> considering 1920x1080, 1268 is higher than 1268
12:32:52 <_glx_> It should be determined by content
12:39:44 <peter1138> Feck, I ran out of timtams :(
12:51:26 <_zephyris> How does tree shading work in JGRPP? The darken recolour sprite?
12:56:27 <_jgr_> _zephyris: No, doing it as a recolour sprite produces results that are too garish. It's a brightness adjustment in 32bpp blitters.
12:56:51 <_zephyris> Do you know how far it's shifted?
12:58:03 <_zephyris> I haven't looked into it, but I've thought about preparing some carefully crafted brighten/darken recolours which go by 32 value step
12:59:56 <_jgr_> Got a meeting now, but will be back later
13:14:34 <xarick> how does this autoresize come up with 1268...
13:14:59 <xarick> there's no text down there
13:20:47 <peter1138> _zephyris, we can just steal the brightness adjustment code from JGRPP.
13:21:10 <peter1138> _zephyris, it works alongside palette remaps, which is useful because some trees are recoloured.
13:21:55 <peter1138> So doing brightness adjustment with palette remaps wouldn't work anyway because you can't have two remaps.
13:22:15 <_zephyris> The 8bpp purist part of me is twitching 🙂
13:22:33 <peter1138> And doing it the same way as river slopes would require a lot of extra sprites.
13:22:47 <_zephyris> Which trees are recoloured? I'm pretty sure that they are all just displayed as is
13:27:35 <peter1138> I'm happy for a feature to be 32bpp-only if it doesn't affect gameplay.
13:27:43 <peter1138> And basically everything is using 32bpp.
13:27:56 <xarick> smallest y, you mean a single line is that size?
13:28:03 <_glx_> xarick: Check UpdateWidgetSize
13:28:05 <peter1138> Size of the widget.
13:28:39 <peter1138> Likely reason for it do be taller than necessary: getting the required height of the text before the final width is known.
13:32:59 <_zephyris> I'm being a bit silly, 32bpp is fine. It's the aesthetic that should be thought about, and that's fine.
13:44:05 <peter1138> _zephyris, well, nobody notices 32bpp 1x zoom really. It's 4x that people get upset with.
13:46:59 <andythenorth> My 2p is that using a 32bpp stack to apply visual effects is only a good thing
13:48:14 <andythenorth> If I could be arsed I’d switch to 32bpp sprites with 128 ‘real’ colours and another 32 or so for automated recolours etc
13:48:15 <peter1138> Heh, just noticed that the double level crossing on the ancient intro game is nearly always closed.
13:50:11 <peter1138> _zephyris, you've got some work to do ;-)
13:50:43 <peter1138> (Action 5, block 1A, takes all 38 overlay sprites)
13:51:18 <peter1138> (Yes, I'm doing this the quick & dirty way, as adding a whole new landscape feature without proper planning is a bad idea.)
13:52:02 <peter1138> ((It's easier to ignore an Action 5 block later than to have to support a misdesigned feature.))
13:55:03 <LordAro> peter1138: partially snowy rocks!
13:55:32 <peter1138> They are not drawn. We've got plain rock overlays, and snowy rock overlays.
13:55:56 <peter1138> Drawing plain rock overlays on top of a partial snow ground works a bit.
13:56:24 <peter1138> But partially snowy rocks. Hmm.
13:57:30 <peter1138> Plain, snow 0, snow 1, snow 2, snow 3.
13:58:54 <_zephyris> I wouldn't worry... Not available for base road/rail/etc.
13:59:02 <_zephyris> Future newgrf problem.
13:59:17 <peter1138> It is available for rocks though.
13:59:22 <peter1138> Just needs the sprites.
13:59:28 <peter1138> And we are adding new sprites anyway.
13:59:43 <peter1138> Unless you don't want to draw it in which case no problem :)
14:00:22 <peter1138> Technically plain aren't needed, if there are snowy steps, but it's useful later in case of desert rocks.
14:01:11 <peter1138> "Missed opportunity>"
14:14:23 <peter1138> Wasteful but means it's supported if wanted.
14:15:13 <peter1138> Let's hope we don't hit the sprite limit of 16384.
14:15:15 <frosch123> For the plain old rocks there is a random variation to pick between two sprites. Does that also exist for snowy rocks?
14:16:01 <frosch123> Does grfv9 increase the sprite limit?
14:16:19 <peter1138> Limitation disturbs me very sprites.
14:16:53 <peter1138> The stuff with plain rock variations requires setting a feature bit in var 9E. Has anyone ever used it...?
14:17:25 <peter1138> Should we support it for overlays?
14:18:19 <frosch123> It's a v453000 feature, so probably in RAWR
14:19:08 <peter1138> Version 0.0.1. Hmm.
14:19:16 <frosch123> Isn't it also active for original sprites? They have the two rock sprites. But maybe they looked the same
14:19:49 <peter1138> No, it needs to be enabled specifically because those sprites look terrible.
14:20:09 <peter1138> They are not variations, they are the same tiles but without the grass edges.
14:22:05 <peter1138> RAWR doesn't use it.
14:31:57 <andythenorth> Maybe it’s time for America Horse
14:32:10 <andythenorth> Regearing is a bad feature?
14:34:01 <frosch123> Hmm, BRIX does not seem to have any rocks at all
14:36:12 <talltyler> Regearing is definitely a bad feature, just limit speeds with wagon speed limits 🙂
14:36:23 <peter1138> Hmm, bit too much of a pattern there.
14:37:01 <peter1138> That's what I'm trying to do :-)
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14:38:07 <peter1138> Basically, variable snowline along with an extended wallclock minutes-per-year setting ends up causing the snow to appear/receed in obvious discrete steps, because it only changes on calendar days.
14:38:48 <talltyler> Side quest unlocked 😉
14:39:15 <peter1138> Also it seems the only variable snow line NewGRF actually only changes it once per month (though I haven't checked) which gives... blocky results.
14:39:31 <talltyler> The dither does look good on the hilly bits, because it's not a large unbroken plane like height level 1
14:39:50 <peter1138> Probably just the standard TileHash will help.
14:40:00 <talltyler> I think there are two snow line GRFs...one is "Variable snow line" or something, the other is OpenGFX+ Landscape
14:40:09 <andythenorth> talltyler: Regearing as Variants maybe? 🙂
14:41:16 <talltyler> To me, regearing is not far from vacuum vs air brakes -- too granular for OpenTTD 🙂
14:41:31 <talltyler> Pixel trains don't need gears
14:41:58 <andythenorth> America Horse might need to lean into alternative histories more
14:42:24 <andythenorth> Freight units are easy, but pax will require some inventions
14:43:24 <talltyler> Yes and no, I think there were enough small-batch locos that could be more popular in an alternate universe
14:43:31 <talltyler> "what if the Pooch didn't suck?"
14:43:38 <talltyler> "what if the SDP40F didn't derail?"
14:43:54 <talltyler> "what if anybody bought the F125 besides Metrolink?"
14:48:23 <talltyler> I guess regearing is a question of how dramatically you separate passenger and freight speeds and weights. If you ignore regearing and have a loco fast enough for passengers but powerful enough for freight, players could just use it for extremely long passenger trains...
14:56:14 <peter1138> Hmm, snowline is also a bit odd because map_height_limit doesn't directly correspond to the actual highest height of the map.
15:00:13 <andythenorth> talltyler: It’s stuff like gp9p or alco pax units that confuse it
15:00:31 <andythenorth> Especially the 1500 hp - 2000 hp range
15:01:13 <peter1138> Hmm, the sub_date_fract is a bit awkward to use.
15:01:17 <andythenorth> Hmm maybe not, I made most of the uk Horse engines mixed traffic at that power band
15:01:19 <peter1138> (It's not meant to be used.)
15:01:40 <peter1138> I want to know if I am, say 50% of the way through a day.
15:05:14 <talltyler> I think those low power mixed traffic engines like the GP9 are fine being fast and with enough power to be also usable for freight
15:05:36 <talltyler> The issue is more the Trainmaster or Metra's new SD70MACH rebuilds
15:14:21 <talltyler> Also, as far as freight goes, I'd like to propose using accurate-ish capacities to encourage players to use short local trains feeding yards where longer trains are sent out. That would allow freight trains to be properly heavy and actually need several locos. No need to boost FIRS production or anything, let players who want long trains play on larger maps to match the scale of the American
15:15:20 <_zephyris> frosch123: In TTD they were unused, rather than random variants. But would be nice if I can set var 9E to make my base set use it...
15:20:00 <talltyler> Also, can we drop the "double-stacks don't fit under catenary" fiction? 😄
15:20:00 <talltyler> I understand that the gameplay reasoning is "tile space is the real currency" and forcing players to separate their freight and passenger networks. But I think long, slow freight trains already incentivize that enough without mucking about with railtype compatibility that's impossible to communicate well to players, or perpetuating myths that prevent actual passenger train improvements. 🙂
15:21:13 <peter1138> So instead of 95 rocky overlay sprites, do we need 190? :p
15:21:33 <peter1138> (Or perhaps 95 + 95)
15:46:01 <andythenorth> talltyler: Yes, that can be dropped, on gameplay grounds, and because OpenTTD doesn't support it
15:55:45 <_zephyris> Two parts to the snowy rock debate IMO.
15:56:11 <_zephyris> 1. Whether to do snowline transition. I'd argue no, trees, roads, rails, houses all don't bother with the transition.
15:57:03 <_zephyris> 2. Decide if the extra set of rocky tiles is a supported random variant for rocky tiles. If it is, then provide snowy rocks for both variants.
15:57:46 <_zephyris> So either 19 or 38...
16:02:46 <peter1138> Too late, the game supports rocky snow levels, and requires 95 sprites. But you can just duplicate them if you don't want to draw them.
16:03:06 <_zephyris> Had a meeting at the wrong time then ;P
16:04:01 <_zephyris> So, 95 is the non-snowy, 3 snow transition and 1 fully snowy sets of 19 tiles?
16:04:31 <peter1138> Snow density was always stored and updated for rocky snow tiles, just it was previously drawn as normal snow without rocks...
16:05:15 <_zephyris> And the alternate set of rocks? 4042-4060?
16:05:24 <peter1138> No support for that currently.
16:05:48 <_zephyris> Does variable 9E(?) work?
16:06:03 <_zephyris> For normal base graphics
16:06:21 <peter1138> If you set it in the NewGRF part of the baseset, probably yes.
16:06:49 <peter1138> If any NewGRF overrides only one set of base rocks it will conflict, but I don't know of any that do that.
16:07:12 <_zephyris> Yeah, I didn't even know about the 9E feature till you spotted it the other day
16:07:33 <peter1138> I didn't even know about the extra set of sprites until you asked.
16:08:30 <_zephyris> I don't think TTO had rocks, right?
16:08:41 <peter1138> Hmm, do we have any optional Action 5 blocks.
16:09:10 <peter1138> `if (type == 0x0D) _loaded_newgrf_features.shore = SHORE_REPLACE_ACTION_5;`
16:09:13 <_zephyris> I suspect that the rocks on grass were added as a scatter terrain feature. Full rock ground tiles, the mystery sprites, were presumably going to be used as a terrain type then never used.
16:09:16 <peter1138> Hmm. I guess yes, but it's ugly.
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16:14:59 <xarick> there were 31 characters in a string
16:15:15 <xarick> each character height was 10, it added 310 to height
16:15:28 <xarick> this is just for the header
16:17:12 <peter1138> league_gui.cpp:372 initialises widths to zero, if there are no rows they stay zero.
16:18:56 <peter1138> It doesn't fail because scaled.vsep_wide is added, so it's not 0.
16:19:55 <peter1138> We have other windows that defer the the size of multiline text to the OnResize() handler, e.g. GameOptionsWindow;
16:20:14 <xarick> maximum string width = 12, who decides these sizes?
16:22:23 <LordAro> obvious question - was this an issue before #13604 ?
16:25:08 <xarick> let me test without 13604
16:30:23 <xarick> so if the caption didn't exist, it would print 1 character per line
16:36:50 <peter1138> `} else this->header_height = 0;`
16:36:52 <peter1138> Who approved this :p
16:38:53 <peter1138> Okay. How I get a league table with no rows?
16:48:15 <xarick> start multiplayer with league tables
16:48:24 <xarick> then move to spectator and delete company
16:48:39 <xarick> then open a league table window
16:58:11 <_zephyris> Hmm. Should snow be in rock cracks/crevases or on the raised areas.
16:58:31 <_zephyris> I realise realism says cracks, I like highlighting the tops of the rocks...
16:59:38 <peter1138> Yeah, fully snow rocks should mostly just show the shape of the rocks without being visible.
16:59:38 <simonmb6044> do you have a screenshot of this ingame? Personally find it hard to judge with the blue background
17:01:12 <simonmb6044> probably there would be some areas where the slope is too steep for snow to gather sufficiently to cover it all
17:07:16 <_zephyris> Hard to judge out of context... These look too noisy to me
17:07:29 <_zephyris> Eh, I'll have to try more rigorously later
17:15:06 <peter1138> Busy blowing up a colleagues work :S
18:09:32 <peter1138> Hmm, exposing templated classes is not so simple? :(
18:10:13 <_glx_> would be too much work to do it in cmake script
18:10:53 <peter1138> Hmm, maybe 13626 does make sense
18:11:20 <_glx_> because it's actually 2 classes but 1 single definition
18:11:22 <peter1138> Maybe the current behaviour that 13626 addresses does make sense... rocks get fully snow covered instead of disappearing instantly.
18:13:54 <peter1138> Pretty sure it's just luck not design though :)
18:28:30 <_zephyris> Looks like luck rather than judgement to me. New behaviour is arguably more consistent.
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18:50:43 <Rubidium> how awkward would partially snowy rocks look?
18:51:21 <Rubidium> especially when NewGRFs aren't accustomed to it, or shouldn't we bother about that?
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18:51:37 <Rubidium> it'd be like 20 sprites that need to be drawn, right?
18:55:52 <peter1138> Well, _zephyris has drawn some above.
18:55:59 <xarick> the original bundled table when empty actually looks fine
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18:58:21 <peter1138> I guess I can try them out.
19:00:13 <xarick> oh, the original table has that _performance_titles strings to get a width different than 0
19:02:07 <Rubidium> peter1138: I can try to do it as well, so you can finish the main-quests :D
19:02:24 <peter1138> Rubidium, I already have the code written.
19:14:34 <LordAro> disgusting. delete it immediately
19:15:31 <peter1138> Guess I should go back to just refactoring.
19:21:37 <andythenorth> the river is quite epic
19:23:27 <talltyler> Rocks look good to me
19:23:53 <gwyd4016> That is quite lovely
19:32:16 <cu-kai> (it says "empty" unless i try to search for something)
19:34:48 <frosch123> For coast sprites we detect when they are replaced via actionA, and then disable action5 coasts.
19:34:48 <frosch123> Maybe it makes sense to disable action5 rocks, if there are actionA rocks. Then old newgrf keep on working
19:35:00 <Rubidium> cu-kai: what version is it exactly?
19:35:26 <cu-kai> Rubidium: good q, i'm re-building from source as i was about a week out of dat
19:35:59 <LordAro> latest master works here
19:36:08 <Rubidium> that's what I would have reckoned as it sounded like a bug that was introduced on the 11th and fixed on the 12th
19:36:25 <LordAro> ( by which i mean 9b657860554657ca8cd2977206baf0784e4e3ae9 )
19:36:27 <cu-kai> ah, perhaps you are correct
19:36:45 <cu-kai> sorry, i had compiled this around a week-ish ago but hadn't time to actually play it in the end due to irl reasons
19:36:58 <cu-kai> i will let you know what happens with the new build, once it is done
19:40:00 <peter1138> frosch123, so just fallback to not drawing any snowy rocks if the NewGRF replaces (non-snowy) rocks.
19:41:18 <peter1138[d]> It "keeps on working " with OpenGFX2, just doesn't match.
19:42:09 <frosch123> Yeah, snow is mostly white. Grass looks very different in various newgrf
19:42:32 <peter1138[d]> Not so much luck with NightGFX mind you.
19:44:13 <peter1138[d]> And zBase looked bad already...
19:44:49 <peter1138[d]> Oh no what about Toyland...!
19:45:43 <peter1138[d]> (Joke, there's no snow in Toyland)
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19:46:16 <peter1138[d]> Probably no snow.
19:46:51 <peter1138[d]> Ah there's an OpenGFX Mars too, which I never noticed.
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19:48:41 <peter1138[d]> "Just about okay"
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19:49:15 <geertop> peter1138[d]: What?!?!
19:50:56 <cu-kai> latest master does indeed fix the issue i had
19:51:01 <cu-kai> sorry for bothering with the silly query :)
19:56:11 <_glx_> So CodeQL doesn't understand .hpp.sq is an actual include file
20:00:41 <_zephyris> geertop: Yeah... amade that at some point.
20:03:16 <_zephyris> peter1138[d]: Looks good. Snow on top of rocks is more like freshly fallen (in cracks is more like windblown). I think it works with this style.
20:10:27 <peter1138> _zephyris, I didn't try the other set, tbh.
20:10:45 <peter1138> I could give it a go.
20:14:11 <peter1138> We could also have lightly snowy level 0 sprites instead/as well.
20:19:44 <talltyler> Watery rocks that spawn randomly along the coast could be cool
20:20:16 <talltyler> Indeed, but also in the water!
20:20:33 <truebrain> You find yourself in rocky waters now ....
20:21:18 <frosch123> At some point you start replicating objects
20:23:27 <frosch123> Oh, there is also a grf replacing the transmitter with a big rock
20:23:32 <peter1138> Objects should be turned back into immovable obstacles. That was their purpose.
20:24:02 <frosch123> Isn't there a flag for that?
20:24:54 <frosch123> Or do you mean an anti-sandbox mode, disallowing removal of houses and more?
20:25:03 <peter1138> But that doesn't rename the file back to unmovable_cmd.c :-)
20:25:17 <ahyangyi> frosch123: Speaking of which, is there currently a good way of drawing a custom object slope half-submerged into water?
20:25:39 <ahyangyi> I mean, can I draw the slope and then draw a "water overlay" from the baseset on it
20:25:57 <xarick> the size of the emptiest league table possible
20:27:27 <frosch123> On flat water you have access to the baseset sprite. Not sure what you mean with sloped water
20:28:36 <frosch123> But you draw the baseset water first, and then add the object, possibly using an alpha channel
20:29:13 <ahyangyi> But with the terrain replaced with concrete or something
20:29:36 <peter1138> Is it the waves you are missing rather than the flat water?
20:30:03 <ahyangyi> bad example, I should have said "sandy beach"
20:30:17 <ahyangyi> nobody expects concrete grounds to shape like that...
20:31:01 <ahyangyi> peter1138: Sort of, surely I can just draw them, but I doubt the end result would be compatible with different base sets.
20:31:38 <ahyangyi> But looking at my own example I'm starting to feel it's impossible
20:31:47 <peter1138> Maybe you have a picture of what you want or what you have done, might help explain what the problem is.
20:31:57 <ahyangyi> And I should just do as what frosch said: draw water first then the object
20:32:07 <ahyangyi> And forget about the waves
20:33:20 <ahyangyi> peter1138: No picture at this moment, but "buildable beach object" is the idea in question at this moment
20:33:51 <xarick> english:1: error: Undefined command 'ZWSP'
20:34:13 <wensimehrp> xarick: That is zero-width space
20:35:20 <peter1138> (If it was, it wouldn't be an undefined command.)
20:35:45 <xarick> > STR_MAIN_EMPTY :{ZWSP}
20:41:29 <_zephyris> ahyangyi: You could just include the sprite number for the flat water ground sprite in the object spritelayout (and make sure the overlaying sprite is correctly shaped to not leave gaps).
20:43:05 <frosch123> ahyangyi: there is also base_sprite_shores in nml to draw baseset coast sprites
20:43:12 <ahyangyi> Yeah, I think this is the only sane solution.
20:43:12 <ahyangyi> When I asked that question, I wanted to have a shoreline compatible with the base set, but soon realized this is technically impossible anyways.
20:44:19 <wensimehrp> 🤔 sprite multiplication
20:44:43 <wensimehrp> Multiplication, as in adobe photoshop layer settings
20:52:25 <peter1138> Although there's not much difference between the last two steps now.
20:54:52 <peter1138> 4/4 might be 3/4, not sure.
20:57:00 <_zephyris> Hmm, yeah, looks like it might be mixed up or duplicated
20:58:17 <_zephyris> Yeah, I think I modified the wrong one... Silly mistake
21:05:22 <_glx_> looks like the stuff determining width and height forget something
21:05:55 <_glx_> or it's inverting width and height
21:08:52 <xarick> I know where the problem is, but I'm not sure what would be a good default
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21:11:34 <xarick> this->rank_width = this->text_width = this->score_width = 0;
21:12:25 <xarick> I was thinking this->text_width = 200
21:12:26 <_glx_> `this->header_height = GetStringHeight(STR_JUST_RAW_STRING, size.width - WidgetDimensions::scaled.framerect.Horizontal()) + WidgetDimensions::scaled.vsep_wide;` <-- might have a weird effect if `size.width` is 0
21:15:27 <_glx_> actually it can't be 0 at this point, minimal value is `WidgetDimensions::scaled.framerect.Horizontal() + WidgetDimensions::scaled.hsep_wide * 2`
21:16:33 <_glx_> but that means it's getting the height for a string at most `WidgetDimensions::scaled.hsep_wide * 2` wide
21:17:02 <_glx_> so of course the longer the string, the higher it will be
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21:33:44 <_glx_> better than before no ?
21:34:47 <_glx_> will also fix the constant resizing when row width changes
21:35:06 <peter1138> Actual normal scenario.
21:36:03 <peter1138> It's sized for 15 companies for whatever reason.
21:36:08 <_glx_> that's the default size
21:36:53 <xarick> the score should be lined up to the right
21:37:18 <xarick> or maybe it's fine, im not used to it
21:37:19 <_glx_> yeah default size is larger than calculated size
21:40:34 <peter1138> I'll tweak it, just doing a full recompile because I switched branches...
21:41:32 <_glx_> another option could be a minimum width for each field
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21:50:09 <xarick> btw, what the heck is `(unsigned)`
21:51:26 <peter1138> Bad coding style that slipped the net.
21:53:48 <peter1138> `unsigned` is actually correct, our `uint` is made up.
21:59:31 <_glx_> we just don't like writing `unsigned int` everywhere
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22:37:25 <peter1138> Hmm. My computer is struggling on a Doom map :o
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23:18:33 <xarick> yeah, I like the minimum garanteed width size
23:19:38 <xarick> no more terrible resizings all over the place
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