IRC logs for #openttd on OFTC at 2025-02-21
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00:07:01 <peter1138> Why is it the Airtaxi A21, A31, A32, A33, but the AirTaxi A34-1000?
00:11:04 <peter1138> Also, Powernaught and Powernaut.
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00:14:37 <peter1138> Hmm, did I ever migrate my bananas account...
00:17:12 <peter1138> Does Minimum Requirement: 15 work?
00:40:28 <peter1138> 4 fps. In Doom. What a potato.
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04:45:59 <DorpsGek> - Update: Translations from eints (by translators)
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08:02:59 <_zephyris> You've got a good eye, any chance of casting an eye over my new ogfx rvs?
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11:51:27 <peter1138> What do I do about noisy sprites?
11:52:29 <_zephyris> Noisy snowy rock sprites?
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11:54:32 <johnfranklin> Convert them into coca cola.
11:56:43 <johnfranklin> Plus mentos, yes.
12:07:50 <_zephyris> FWIW, I know exactly what they mean, just need a bit of time to do some drawing.
12:13:27 <ahyangyi> I don't find these rocky tiles to be more noisy than what the transitional snow tiles already are
12:14:35 <ahyangyi> Though yeah I do prefer the "more realism" version where the snow fill in the cracks
12:15:22 <ahyangyi> not because of realism, but I feel exposed-rocks-in-snow might look better than exposed-cracks-in-snow
12:16:20 <_zephyris> New snowfall tends to go on exposed surfaces, windblown into cracks
12:16:31 <_zephyris> Well, I need time to do a build and test properly I suspect
12:22:56 <peter1138> If you're able to build the PR, then it will be relatively easy to test with different sprites.
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14:16:45 <LordAro> yay new errors `error: 'calloc' sizes specified with 'sizeof' in the earlier argument and not in the later argument [-Werror=calloc-transposed-args]`
14:17:38 <peter1138> The thing that doesn't really matter?
14:18:14 <LordAro> i'd expect you could somehow construct an allocator where it did matter
14:31:32 <peter1138> Alignment and such.
14:57:03 <_zephyris> peter1138[d]: Haven't had a chance to build the PR, but had time to quickly tweak the sprites...
14:57:13 <_zephyris> If you feel like testing
14:57:56 <peter1138> Is it just the 4/4 sprites? I wasn't sure as the comment only said "sprite".
14:58:20 <LordAro> that's the one i was looking at
15:01:20 <peter1138> That's still 19 sprites, not 1.
15:07:21 <_zephyris> Yeah, 4/4 is the one which looked worst
15:07:41 <_zephyris> the 1-3/4 overlay onto a partially grass tile, which looks noisy, so it fitted
15:19:15 <peter1138> Okay, I set it building while I carry on reverting a 3 year old commit for $work.
15:28:16 <peter1138> 12:14 < ahyangyi> Though yeah I do prefer the "more realism" version where the snow fill in the cracks
15:28:39 <peter1138> If there's a different set that has this instead we could try it. I just went with what I saw first.
15:32:39 <LordAro> idk, those blueish pixels around the edges of the tiles still don't look like they really fit to me
15:32:57 <LordAro> maybe it's just been too long since i tried to use original_windows
15:38:45 <peter1138> That's the basese.t
15:39:23 <LordAro> rocks are making them a lot more obvious though ;)
15:39:37 <peter1138> More obviously than the tile borders on all the plain snowy tiles?
15:40:25 <LordAro> i'm not bothered by the tile borders
15:40:34 <peter1138> Rocks have always been "just within" the tile borders.
15:40:55 <peter1138> The alternate set that aren't used are full tiles, and they look pretty bad if you force them instead.
15:41:06 <LordAro> i think the fact that there's more than two colours for the plain ground tiles makes it less obvious
15:43:18 <LordAro> hang on, no, it's not the baseset, the pixels i'm looking at are definitely darker than the plain snow tiles
15:44:04 <LordAro> or maybe it is the tile border that i'm looking at
15:44:09 <LordAro> idfk what i'm talking about
15:44:11 <peter1138> With OpenGFX 2 (which it's not designed for) which has grey edges that don't fit in.
15:44:48 <LordAro> yeah, that definitely highlights the edges that I think I don't like
16:55:25 <_zephyris> If anything, I should probably 'protect' the tile borders from being overlapped, which will make the borders more obvious...
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18:02:36 <andythenorth> oh I've crashed nmlc 🙂
18:04:27 <andythenorth> not sure which of my 1.4 million lines of nml caused that 😛
18:12:25 <andythenorth> I guess I patch `can_add` with some exception handling?
18:20:08 <andythenorth> `assert self.first_set + 1 <= self.max_id`
18:21:03 <andythenorth> I've exceeded action 1 range?
18:23:01 <andythenorth> (this is a big refactor of Horse compile, things are expected to go wrong, just not sure what the cause is here)
18:39:26 <LordAro> andythenorth: `self.max_id = 0x3FFF if feature in action2.features_sprite_layout else 0xFFFF`
18:39:59 <LordAro> though it's not immediately clear why that assert is there, given that's what the function seems to be checking...
18:40:49 <LordAro> _glx_ should know, given he added it 3 months ago :p
18:46:01 <frosch123> Andy has more than 16k spritesets? I wonder what percentage of horse sprites have been seen by any player
18:47:24 <andythenorth> think this is a refactoring bug 😛
18:54:46 <_glx_> LordAro: the assert existed before I touched it
18:54:57 <LordAro> it was different though
18:57:17 <_glx_> but indeed it should have be an `if ...: return false`
18:57:42 <LordAro> _glx_: though i notice that it's the (assert) precondition of a few other functions in that file too
18:58:16 <_glx_> yeah, but preconditions are expected to be checked before calling them 🙂
19:01:43 <LordAro> _glx_: feels a bit duplicatey in such cases (possibly) :)
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20:16:28 <peter1138> Hmm, people complaining that Apple caved in, by disabling ADP, instead of completely withdrawing from the UK.
20:19:51 <andythenorth> would have been bad for our infra though, if they'd remote killed the MBP
20:32:45 <xarick> that picture in 13630 with the blue dices, are that a sprite from a newgrf or is it part of baseset?
20:38:12 <xarick> anything similar to a dice in the baseset?
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22:47:58 <xarick> will that make squirrel faster?
22:49:09 <_glx_> it's just the low level part, not where time is lost
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23:13:09 <peter1138> Something went wrong with this terminal...
23:17:53 <xarick> i fail at bool logic again 🙂
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