IRC logs for #openttd on OFTC at 2025-04-10
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04:47:23 <DorpsGek> - Update: Translations from eints (by translators)
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06:48:00 <_zephyris> The ticker still ticks...
07:04:45 <_zephyris> Maybe someone forgot to caffeinate github
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07:18:15 <andythenorth> new flag for articulated vehicle callback (in a register)?
07:18:43 <andythenorth> if set, OpenTTD will build individual vehicle instances, not a single articulated vehicle
07:18:54 <andythenorth> with some random bits in avar
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08:59:23 <peter1138> When you fix a function that takes a pointer to an array, and the number of elements...
08:59:34 <peter1138> ... so that it accepts a std::span instead.
08:59:41 <peter1138> And then you look at all the callers.
08:59:46 <peter1138> And there's only one caller.
08:59:54 <peter1138> And that caller only ever passes one element.
09:04:19 <peter1138> A bit annoying as the std::span version looked pretty nice, but it's completely unnecessary :D
09:35:53 <LordAro> at least it was called at all
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10:07:25 * andythenorth reading about PSE
10:07:27 <andythenorth> very interesting
10:40:05 <andythenorth> CMake Error at /opt/homebrew/share/cmake/Modules/CMakeDetermineSystem.cmake:152 (message):
10:40:05 <andythenorth> Could not find toolchain file: ../../vcpkg/scripts/buildsystems/vcpkg.cmake
10:40:05 <andythenorth> should I be rebuilding cmake, or changing my args to cmake?
10:40:09 <andythenorth> the path is valid
10:41:00 <reldred> i'm glad it's not just dumb people like me who have cmake/vcpkg issues
10:41:15 <andythenorth> I changed the path
10:41:32 <andythenorth> seems to be getting further
10:45:47 <andythenorth> make -j 32 370.01s user 42.57s system 1093% cpu 37.740 total
10:47:23 <andythenorth> heard we like badges
10:47:51 <andythenorth> we could make QR codes from them
10:51:32 <_glx_> _zephyris: I suggest `git commit --amend` then forced push
10:56:04 <_zephyris> The ticker no longer ticks
10:57:09 <_zephyris> andythenorth: Train badges for trains?
11:00:37 <andythenorth> game is all just badges
11:02:53 <peter1138[d]> andythenorth: I need a better computer :S
11:04:22 <andythenorth> get a cheap gaming PC
11:04:22 <reldred> no kidding so do I š¦
11:04:50 <reldred> my 5800x3d doesn't cut the mustard compared to some of that new hot apple sillicon
11:05:17 <reldred> 9950x3d sounds nice though, pity I'm on AM4 for the forseeable future
11:05:43 <reldred> mmm, this miso isn't half bad
11:13:06 <peter1138[d]> Cheap gaming PC will not be as quick as your ARM...
11:13:09 <andythenorth> wonder what I did wrong
11:15:52 <andythenorth> something in the spriteset I think
11:16:34 <andythenorth> does it need ZOOM_LEVEL_NORMAL set?
11:23:24 <reldred> hmm, recruiters are on the prowl again
11:23:51 <reldred> should probably poke that one in brisbane since we're a couple months out from EOFY
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11:26:29 <__abigail> At least it isn't Sydney
11:26:31 <reldred> Better than living in sydney
11:26:58 <__abigail> I'll buy you a fuckin $1.30 generic Woolworths brand cola
11:27:09 <reldred> LA Ice? Fucking love that stuff.
11:27:18 <__abigail> Not even LA Ice mate
11:38:07 <andythenorth> only one badge sprite getting rendered for some reason
11:39:17 <andythenorth> only one badge for each badge class?
11:55:50 <andythenorth> badges are 12x12?
11:56:23 <andythenorth> so there are max 8 random colour choices
11:56:26 <andythenorth> so I could do stripes
11:57:22 <reldred> quick take the badges back away from him
11:58:07 <peter1138> I mean, we could just remove it again. I suspect after everything it's not actually fit anyone's use case.
11:58:27 <andythenorth> seems I had this idea before
12:05:13 <andythenorth> doesn't seem to pick up company colour but eh
12:05:16 <andythenorth> I could composite that
12:05:20 <reldred> peter1138: nah it will absolutely do wonders for a bunch of stuff I was trying to do in my most recent building sets
12:06:05 <reldred> especially cross compatibility between .grf's
12:06:24 <andythenorth> hmm I can spend 2 days writing a badge sprite generator š
12:07:11 <peter1138> You need to set a flag for it to use CC.
12:07:14 <andythenorth> sprite is 16px wide currently, but has 1px borders
12:11:46 <andythenorth> flags: bitmask(3)
12:11:59 <andythenorth> I should probably add constants to the nml patch eh
12:12:08 <andythenorth> that was unexpected, but eh
12:12:30 <andythenorth> I don't know why, but I didn't anticipate it would pick up vehicle recolour
12:17:12 <andythenorth> more on this later
12:30:12 <andythenorth> well it's not quite pub time yet
12:30:23 <andythenorth> I think visually smaller
12:31:12 <_zephyris> Though, I have to ask why you need to show the colour, when the sprite already shows the colour...
12:31:23 <andythenorth> and I'll probably spend about a day choising the pattern
12:31:23 <_zephyris> Makes more sense to show something that represents CC vs. not CC
12:31:35 <andythenorth> this is just test sprite
12:31:45 <_zephyris> andythenorth: And _this_ is why your sprites look nicer than mine š
12:31:46 <andythenorth> most of these wagons have multiple random colours when built
12:33:39 <andythenorth> hmm I'll need to figure out badge precedence somehow
12:33:53 <andythenorth> oh maybe I just badge for the actual livery name, as well as the sub choices
12:37:47 <andythenorth> still test sprites, but eh
12:40:53 <peter1138> That pixel font still, though.
12:43:34 <andythenorth> never figured out why
12:45:24 <andythenorth> anyway, I just got back on the main quest š
12:46:12 <peter1138> Nobody would expect company colour remapping to use the provided colour remap, right?
12:46:44 <andythenorth> I expected to have to handle it explictly in varact 2 chain
12:47:24 <andythenorth> for the avoidance of doubt, I have zero complaints š
13:03:45 <peter1138> Store a date in the database.
13:03:50 <peter1138> Comparing a date in the database.
13:04:04 <peter1138> It doesn't match, because somewhere it's now 1am...
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13:45:05 <_glx_> peter1138: Always UTC when doing date stuff
13:46:22 <peter1138> Always UTC when doing date and time stuff.
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13:46:34 <peter1138> When it's just a date, things get muddled.
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13:47:53 <peter1138> There is a DateOnly type I could use, but that did not exist that long ago.
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13:48:19 <peter1138> So it's awkward to use and migrate to.
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14:09:44 <peter1138> And then sometimes you might think a field should be a date, but it turns out there are some circumstances when date & time makes sense -- just normally you don't care about the time.
14:10:17 <peter1138> Reminded of that old database I once access that stored dates and times separately. As strings.
15:05:20 <Rubidium> I don't agree to always use UTC. It's really annoying when some systems deliver/support 23:59:60 and others don't
15:07:40 <andythenorth> oops, cycled into a bush
15:07:50 <andythenorth> minor injuries resulting
15:25:03 <peter1138> "timestamp with time zone" is also a silly data type, because it gives the impression it stores the time zone. It doesn't.
15:27:41 <andythenorth> badges is so easy to work with
15:28:13 <_zephyris> badgers are not easy to work with
15:28:16 <_zephyris> distinctive markings though
15:29:38 <_zephyris> I am this close š¤ to adding some default badges to ogfx2
15:29:44 <_zephyris> Tried them with some trams, liked what I saw
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15:30:02 <_zephyris> Getting badges like town zone/usage type on ploppable houses would be sweet too
15:31:26 <peter1138> Base sets shouldn't assign badges to anything, for sure.
15:32:10 <_zephyris> but they should define default badge icons which match the style of the other icons...
15:32:48 <_zephyris> wellll, I would like
15:33:30 <frosch123> They could also go into openttd.grf so they are the same for all basesets.
15:34:08 <_zephyris> 100% should go in openttd.grf
15:34:39 <_zephyris> It's just a stylistic thing, original doesn't use icon borders, ogfx1/2 do
15:35:34 <peter1138> There's a PR for that.
15:35:59 <peter1138> And there PRs are open on the repo that is the source of that PR.
15:36:21 <_zephyris> PRs all the way down
15:37:35 <_zephyris> What's the final flag size? I'll suggest an alternate overlay for 2x and 4x zoom
15:40:15 <peter1138> Slightly awkward for 10 pixels high. 13x10px.
15:41:30 <andythenorth> what size do we thing for these? currently 16x10
15:42:29 <peter1138> Currently the overlay is scaled up for extra zoom, because I thought that looked nice.
15:42:33 <andythenorth> do badges have spritelayers? š
15:42:56 <_zephyris> * overlay for pre-processing flag sprites.
15:43:03 <peter1138> But if you think we need dedicated extra zoom overlays then sure. But it shouldn't just be a smooth gradient, imho.
15:43:21 <andythenorth> ok, I'll composite them with PIL
15:43:44 <_zephyris> Double size pixels overlaying is a definite no IMO
15:43:48 <_zephyris> One of the pixel art original sins
15:44:07 <_zephyris> I'll make you a suggestion which is less shiny than my last one.
15:45:01 <peter1138> andythenorth, as your colour things are basically livery markers, they should probably be in the class "livery". Then they share the column with other livery markers.
15:46:19 <peter1138> _zephyris, it was kinda a concession to having extra zoom in there without be too different for players who mainly don't use and don't like extra zoom.
15:46:45 <peter1138> But as OpenGFX 2 is pushing extra zoom for UI elements even in the non-hidef version, that's kinda moot.
15:46:56 <_zephyris> Hmm, that's what the maximum sprite resolution setting is for
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15:47:24 <_zephyris> openttd.grf could stay strictly 1x zoom, it is at the moment
15:47:42 <_zephyris> ogfx2 is a happy home for extra zoom GUI, it was designed with that with the goal
15:47:47 <peter1138> (Is OpenGFX 2 UI 2x or 4x?)
15:48:03 <_zephyris> It's all 1x and 2x, a few select 4x
15:48:11 <_zephyris> I'd like to add 4x at some point, but user base is small
15:48:23 <peter1138> With the flick of a constant, the badges can be generated in 4x as well.
15:50:11 <andythenorth> so not ih_livery
15:50:40 <andythenorth> I've been reflexively prefixing bade classes š
15:51:29 <_zephyris> They use special ih electricity š
15:52:29 <_zephyris> peter1138: Great, 4x badgers!
15:52:53 <andythenorth> reflexive namespacing, I wrote too much css in my life
15:52:57 <peter1138> _zephyris, I also added badges for regions and town "zones" (based on the UCI idea but less obvious)
15:53:04 <_zephyris> 1x next to 2x zoom icons looks worse than 2x next to 4x zoom, so I'm not worried about strict consistency there
15:53:11 <peter1138> But I didn't draw anything for them, so if you fancy it...
15:53:36 <_zephyris> I have been tempted š I've got some drafts kicking around
15:54:55 <andythenorth> did GS set badges yet? š
15:55:07 <andythenorth> industry_seed/coal_mine
15:55:15 <peter1138> Wensim had some in his standardised badges project, but they are not scalable images and are the wrong size for badges.
15:55:32 <andythenorth> I guess setting a badge on every tile might be unwise
15:57:12 <peter1138> Industries/industry tiles can have badges. They are not displayed on the map, just like they're not displayed on vehicles either.
15:57:59 <peter1138> There's a PR to find what badges exist on a tile, but of course that comes from the spec definitions, not a separate list stored per tile.
15:58:41 <peter1138> _zephyris, and of course, the whole thing is open to better ideas on what to include by default.
15:59:25 <peter1138> (I made the "include some default badges" PR to potentially get some feedback on that, and... yeah... that didn't work.)
15:59:45 <_zephyris> Cynically, just look at what people are doing in the add-on-dev chat
16:00:26 <_zephyris> Looks like voltages...
16:00:50 <_zephyris> Playing catchup with what people do with vehicles, but trying to lead with what people could do with towns/industries
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16:03:03 <andythenorth> I should make a badge sprite generator then
16:03:05 <peter1138> Houses at least have the picker UI where badges appear.
16:03:40 <peter1138> For industries there's not a lot there, just the fund/prospect list.
16:04:19 <peter1138> andythenorth, what would GS like to do with badges?
16:04:20 <andythenorth> 50 liveries apparently
16:04:28 <_zephyris> Step 1 is solve the vehicle purchase list problem, so more defaults to avoid crap sprites there would be my priority.
16:04:33 <_zephyris> Step 2 is creativity for other uses.
16:04:36 <andythenorth> peter1138: maybe use them to generate regions
16:04:49 <andythenorth> 'this is a coal mining region' and so on
16:04:54 <peter1138> Definitely dedicate the next 6 months to designing a badge generator, then fleshing it out, filling up and finally rationalising it down to just 2 badges.
16:04:56 <andythenorth> then grf could seed industries
16:05:09 <andythenorth> peter1138: then change it all in the next release
16:05:27 <andythenorth> aren't we dropping all this to do flat docks anyway?
16:05:37 <peter1138> Docks will need badges too.
16:05:44 <andythenorth> for the kinds of ships
16:05:57 <andythenorth> only ships with some badges can use some docks
16:06:47 <andythenorth> how is it 5pm already? Also I am avoiding looking at my arm, strictly I bounced off a bush and into a metal stake fence.
16:06:53 <andythenorth> I suspect abrasions
16:07:02 <peter1138> It may have fallen off.
16:07:13 <peter1138> Tonight is the evening club ride.
16:07:28 <peter1138> It's sunshine and blue skies.
16:07:33 <andythenorth> if it has fallen off, I'm experiencing phantom limb
16:07:46 <peter1138> I'm staying in because yet another bloody lurgy :/
16:08:02 <andythenorth> maybe the lurgy will fall off
16:11:50 <peter1138> One of those "probably feeling better but could run out of steam at any time" things.
16:12:10 <peter1138> And that's no fun when you're trying to chase them at 20mph...
16:14:24 <andythenorth> presumably there is Doom in Minecraft?
16:15:07 <_zephyris> Replace the news ticker with doomguy.
16:16:51 <andythenorth> there is Doom in Minecraft, confirme
16:18:02 <andythenorth> keyboard mapping is all weird, can't be bothered to change it
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16:27:08 <andythenorth> probably got a USB trackball in a box somewhere
16:30:51 <andythenorth> ok 12px, but some liveries have 5 options
16:30:58 <andythenorth> I guess one colour gets to be unluckier
16:31:29 <andythenorth> oh it's 14px anyway, I am silly
16:35:25 <andythenorth> 14 is not a wise choice for dividing by 1, 2, 3, 4, 5, or 6
16:37:29 <peter1138> Compose it with SVG.
16:37:41 <peter1138> Let the renderer sort it out.
16:37:54 <andythenorth> hmm your ideas interest me
16:38:05 <andythenorth> I've templated svg before with text templater
16:40:15 <andythenorth> starting to work
16:40:34 <andythenorth> the size should be consistent?
16:41:14 <peter1138> Dunno, fixed width for each
16:41:30 <peter1138> Dunno, fixed width for each colour, make the swatch wider when there are more variations?
16:41:39 <peter1138> Dunno. I am, clearly, not a graphics designer.
16:41:48 <andythenorth> it would be visually larger, which would indicate choices
16:41:53 <andythenorth> but might be weird ragged edge
16:42:15 <andythenorth> hmm diagonal lighting eh
16:42:26 <andythenorth> not going to drop shadow
16:42:36 <andythenorth> or should I? š
16:42:53 <peter1138> I wouldn't copy that.
16:44:42 <andythenorth> ok there's more to this
16:44:59 <andythenorth> some of the 'colour choices' are just 2 different versions of blue, or black, or grey or brown
16:45:11 <andythenorth> they're just one thing in the badge
16:57:18 <andythenorth> maybe the livery def should just be explicit about what to show in the badge
16:57:28 <andythenorth> or I could write something that detects similar choices
16:57:36 <peter1138> Maybe the wagon colour shows enough :p
16:59:53 <andythenorth> "no it must be more fancy"
17:25:01 <_zephyris> What is the livery intended to show?
17:25:21 <andythenorth> the range of random choices
17:27:47 <andythenorth> not all the tints / shades are needed, just the major hues
17:28:24 <andythenorth> ok I only need 4 choices, nothing currently has more than 4 major hues
17:29:24 <andythenorth> getting closer, just need to make a sprite compositor
17:48:10 <_zephyris> If you're trying to convey random, why not a dice with different coloured faces?
17:53:07 <andythenorth> might be tricky if there are 4 choices š
17:53:36 <andythenorth> if only I already had drawn dice....
17:54:20 <_zephyris> Crude, but the point is you don't have to show faces on one dice, could show lots of dice
17:54:37 <andythenorth> would change the visual gestalt (varying width)
17:55:15 <andythenorth> the current version looks like country flags š
17:55:36 <_zephyris> And looks deterministic, not random
17:56:10 <andythenorth> I'd need to think about these
17:56:21 <andythenorth> they need thinking about anyway, not sure how I'd badge them
17:57:42 <_zephyris> Stack of micro-sized wagons?
17:58:00 <_zephyris> Gah, need to stop posting tiny images
17:58:06 <andythenorth> could be a thing
17:58:18 <andythenorth> I never liked the dice thing much
17:58:37 <_zephyris> Or go full flag - die on a field of colour options
17:58:56 <_zephyris> (sounds a bit more aggressive than I meant!)
17:59:08 <andythenorth> I could overlay sprites
17:59:11 <andythenorth> tends to look awful
18:00:15 <andythenorth> (haven't played though)
18:01:07 <_zephyris> Mimic the livery colour picker representation?
18:01:13 <_zephyris> Different baseset to ogfx though
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18:45:38 <peter1138> Do I simplify a function, or rewrite a process to so that the function doesn't need to be simplified?
18:46:06 <andythenorth> simplify the function, then delete it
18:47:19 <andythenorth> should I bother lower-casing these?
18:47:30 <andythenorth> and should I do a png per badge, or spritesheet and offsets?
18:47:46 <andythenorth> my IO is so fast, and spritesheeet layouting is dull š
18:49:07 <LordAro> peter1138: generally i'd say a few bigger requests would be faster than lots of little ones
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18:49:52 <andythenorth> that applies to my question too š
18:55:24 <xarick> hah, closestDepot became closest_depot
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19:32:49 <peter1138> Ok, there is a reason to do this.
19:35:49 <xarick> I'm doing some code style changes on my AI š
19:36:18 <peter1138> Do we know when the initial RequestContentList response has completed? I'm guessing probably not, as it's asynchronous.
19:38:49 <xarick> what is the purpose of these function declarations in squirrel?
19:39:07 <xarick> can I just delete them?
19:44:16 <Rubidium> I'm certain you're able to remove those lines
19:45:41 <_glx_> looks like someone did too much c/c++ before touching squirrel š
19:51:02 <_glx_> most likely they are overwritten later
19:51:13 <xarick> cleaning my entire code, it's gonna take months, but I wanna make it
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20:17:42 <enveeed> I like the dithered one the most, fits better imo
20:18:16 <andythenorth> it has the disadvantage that the colours are illegible
20:18:33 <andythenorth> hmm this is surprisingly ok
20:18:34 <peter1138> 32bpp 4x extra zoom, eh?
20:19:05 <andythenorth> _zephyris: not to drag it out, but is it that a moving image is not the same as a moving pattern?
20:19:13 <enveeed> well, its not like the wagon itself is just a big chunk of color without shading
20:19:43 <andythenorth> what's the magritte thing?
20:20:36 <_zephyris> andythenorth: Typical photosensitivity is to flashing
20:20:44 <_zephyris> Which is different to moving
20:20:59 <_zephyris> Maybe I'll make the checkerboard the red or yellow flash cycles
20:21:17 <_zephyris> Now, that would be epilepsy inducing!
20:21:43 <peter1138> "That'll give you something to complain about!"
20:23:28 <andythenorth> lol I **always** forget that colour remapping of a:b has to be one pass
20:23:41 <andythenorth> if it's done incrementally, it stacks
20:27:01 <_zephyris> Right, off to photoshop some patterend images
20:27:11 <_zephyris> If I go missing, I've had a siezure, send a search party
20:27:13 <_glx_> you mean if you have a b:c later ?
20:30:19 <_zephyris> The real irony is that I'm staring at the checkerboard representation of a transparent background while doing it
20:31:02 <_glx_> I kinda hate transparent being checkerboard š
20:33:44 <peter1138> _zephyris, I specified "in a game" so that it wouldn't just be a flat featureless texture.
20:34:05 <peter1138> (I know it's more work... but being in a game breaks up the repetivity of it.)
20:34:10 <_glx_> yeah the "unintended" a:c
20:35:34 <_zephyris> I'll probably try #1 in game
20:35:57 <xarick> what do you call this: `lower_case_variable` vs `lowerCaseVariable`
20:36:24 <peter1138> You could look at my recent commit...
20:37:20 <xarick> Avoid uppercase characters in variable names eh okay
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20:38:04 <peter1138> Also, snake_case vs camelCase vs PascalCase.
20:38:51 <peter1138> Another one I did last year... Codefix: Use snake_case instead of camelCase in layouters.
20:47:54 <andythenorth> ok no colours are remapping when they shouldn't š
20:48:08 <andythenorth> something is weird about the actual result, but eh
20:49:16 <xarick> `static DAYS_INTERVAL = 10;`
20:49:16 <xarick> then I do `this.DAYS_INTERVAL` or `AirBuildManager.DAYS_INTERVAL` or just `DAYS_INTERVAL` when I wanna use it?
20:50:02 <_glx_> all are possible, depends on context
20:50:42 <andythenorth> squirrel is very yolo
20:50:52 <andythenorth> you can access almost everything via the root table syntax š
20:50:58 <andythenorth> which might just be more pure š
20:52:10 <_glx_> access is recursive, it tries in most local scope then goes up to root
20:52:48 <andythenorth> "Acqusition considered harmful"
20:56:49 <andythenorth> badges have full varact 2? š
20:56:57 <andythenorth> I have painted myself into a corner
20:57:14 <_zephyris> But I do like the feeling of `/` which implies alternates
20:57:20 <andythenorth> it was a pure accident
20:57:36 <andythenorth> I can't do a vertical line and keep the same number of pixels per colour
20:57:57 <andythenorth> (when the sprites were the same size)
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20:58:56 <_zephyris> it evolved nicely š
20:59:12 <andythenorth> I can composite a dice icon on, dunno
20:59:19 <andythenorth> more might not be better
20:59:39 <andythenorth> I kind of thinking making them smaller might be ideal
21:00:07 <andythenorth> this seems weird to me, when there's no group expansion
21:00:51 <peter1138> Yes, badges have varact2.
21:01:20 <peter1138> (It's not possible, afaik, to do act3/1 without 2...)
21:01:49 <andythenorth> I have some regrettable choices about 'complementary company colour'
21:02:18 <andythenorth> where remap to colour x depends on current company colour š
21:02:26 <peter1138> Though there are some bits that resolve the sprites once on load instead of every time its drawn.
21:02:36 <peter1138> Which is perhaps an over-optimisation.
21:02:52 <andythenorth> maybe preferable heigh?
21:03:41 <peter1138> 10 or 12 will fit in better with other badges.
21:05:21 <andythenorth> convergent evolution? Or the pattern was lodged in my brain?
21:08:50 <andythenorth> genius? or just bad?
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21:09:20 <_zephyris> You may have jumped the shark
21:10:13 <andythenorth> has to be tried š
21:11:16 <_zephyris> I can't judge, I've got a kaleidoscope of chequer patterns going on here
21:12:37 <andythenorth> too much badge š
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21:15:17 <fairyflossy> andythenorth: I like this
21:15:23 <fairyflossy> Simple, effective
21:18:05 <andythenorth> with weird drop shadow?
21:19:40 <andythenorth> also bounces the y alignment
21:20:01 <talltyler> andythenorth: This is my favorite too
21:20:16 <talltyler> KISS, as the saying goes
21:21:35 * andythenorth me considers a livery spec
21:21:41 <andythenorth> then people can do badgetypes grfs
21:21:54 <andythenorth> then it's not really my problem š
21:22:42 <andythenorth> when there's only one colour, is it just visual noise?
21:23:21 <peter1138> Hmm, funny. The maximum number of content IDs per packet (with which we only ever send one) is... 8190.
21:23:57 <peter1138> That might exceed the number of items on bananas?
21:24:14 <peter1138> Not sure if different versions count as new content ID.
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21:39:41 <andythenorth> `colour_mapping: palette_2cc(company_colour1, COLOUR_PINK);` results in `Unrecognized identifier 'company_colour1' encountered`
21:39:52 <andythenorth> no colour_mapping callback for badges, I am guessing?
21:40:02 <andythenorth> or just a var not in scope?
21:44:01 <fairyflossy> andythenorth: I like it being consistent like this
21:44:32 <fairyflossy> Honestly tempted to steal it if I get time to get back to working on my UKRS set once badges are in proper
21:47:12 <peter1138> No colour mapping, no.
21:47:36 <peter1138> It's either CC remap or not.
21:47:59 <andythenorth> I can probably generate all the sprites needed and select one
21:48:09 <peter1138> I did wonder about implementing a recolour callback, but, well, didn't.
21:48:38 <andythenorth> I am considering cheating it, and just using another shade of company colour š
21:52:48 <andythenorth> cheating version, badge: result
21:52:56 <xarick> AirBuildManager is still a big mess
21:53:23 <peter1138> LordAro, for opening the content window, it saves about 19KB.
21:53:34 <peter1138> 753KB -> 734KB is transferred.
21:55:14 <peter1138> I wonder how wise it is to send a full content list everytime... :)
21:56:38 <peter1138> Sadly the protocol does not support incremental updates.
21:57:15 <peter1138> Maybe that would be worth adding.
22:01:48 <talltyler> _zephyris: I might actually play Toyland if it looked like this
22:02:38 <talltyler> Curious what eratonysiad thinks š
22:02:38 <talltyler> (Chris, Iām voting for your Toyland entry for the title game competition, as always)
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22:05:04 <eratonysiad> The grass was too bright so I struggle to ead this
22:05:23 <eratonysiad> _zephyris: very nice
22:06:02 <peter1138> _zephyris, hmm, interesting.
22:08:26 <_zephyris> Same design, slightly higher contrast.
22:08:52 <_zephyris> (the brighter sub-squares are a couple of notches brighter. matches overall brightness of original sprites better)
22:10:26 <_zephyris> I haven't modified the rock or coast tiles, so you can see the old vs. new if you look closely there
22:12:08 <andythenorth> 1 shade darker for each colour on the badge
22:13:09 <andythenorth> hmm still 1 shade brighter than window title bars, but it's a small area of colour
22:19:25 <andythenorth> these wagons have zero company colour, so no badge?
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23:17:33 <peter1138> Ah, such half-baked MIDI.
23:18:36 <peter1138> A music baseset that doesn't contain any program change commands is going to sound a bit... meh.
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