IRC logs for #openttd on OFTC at 2026-01-05
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04:52:07 <DorpsGek> - Update: Translations from eints (by translators)
05:20:06 <locosage> seem to work fine...
05:26:09 <patrickvarela> locosage: I tried to create a multiplayer game, open the terminal and type cmgamespeed 200 (afaik this is 2x, right?) and it just returned to me the instruction on how to use the command
05:26:21 <patrickvarela> thanks for replying as well, mate
05:28:17 <locosage> what version are you using?
05:30:45 <patrickvarela> let me try again
05:31:16 <patrickvarela> locosage: I think it is the 15.0 RC3
05:31:24 <patrickvarela> only one I found on the github repository
05:31:32 <patrickvarela> I mean, the last one
05:32:47 <locosage> oh, I think it was a bug in RC3
05:33:02 <locosage> should be fine if you compile 15.0 from the repo
05:33:14 <locosage> I'll also release it in a few days
05:34:50 <patrickvarela> Ooh, bet! thank you, I will try to compile it
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09:41:03 <peter1138> Seems like when there isn't anything to draw, it just waits for vsync instead.
09:41:25 <peter1138> But I don't have measurements to say why it's not always waiting for vsync.
09:44:04 <peter1138> Of course, trying to fit 37 game ticks into 60 frames per second isn't going to mesh nicely.
09:45:19 <reldred> yeah I dunno, hardware accel video has always sucked for me but I was playing jgrpp so I kept my whore mouth shut about it π
09:46:11 <reldred> I've yet to have a system where it behaves; windows, linux, macos, intel, amd, nvidia, discrete gpu, internal, most possible combinations have yielded poor results.
09:46:32 <andythenorth> I have it turned off
09:46:40 <peter1138> For me, hardware acceleration is fine, but tying it in with vsync does this. Because 37 and 60 do not mix.
09:46:41 <andythenorth> wonder what the survey says
09:47:31 <Borg> hmm so OpenTTD does NOT use tripple buffering at all?
09:48:15 <Borg> buffering is best to solve vsync issues usually
09:49:21 <Borg> still, in case of OpenTTD its much easier.. its not FPS game..
09:52:31 <reldred> I've yet to see much of a point to it, it's not like any computer made in the last fifteen/twenty years has many problems running ottd, outside of things like raspberry pi's, etc.
09:53:14 <reldred> $100 X201 that I bought off ebay specifically to play OTTD in bed had no problems with it and that was like an i3 with 4gb of ram and windows 10.
09:54:00 <peter1138> Modern games you design to run at screen refresh rate.
09:54:21 <Borg> in modern stuff, you decouple it...
09:54:56 <Borg> anyway.. I have P3 laptop w/ 256MB RAM.. I can run OpenTTD there for test [;
09:55:25 <peter1138> Hmm, I think that's what I meant :)
10:07:33 <peter1138> One day I'll get back on to my interpolated movement code.
10:07:51 <peter1138> Although the 2:1 isometric view doesn't help.
10:12:02 <Borg> huh... interpolation for 2D iso game.. where FPS doesnt matter that much..
10:12:08 <_zephyris> What's the issue with the isometric view?
10:12:48 <Borg> peter1138: what issues you have? those movement is not smooth enough in large 32bit GFXs?
10:13:19 <_zephyris> @Borg The issue is that vehicles move in 2x1 pixel steps at 1x zoom, which is 8x4 pixel steps at 4x.
10:13:42 <peter1138> _zephyris, you need to move in steps of 1,0 1,1 1,0 1,1 1,0 1,1 etc. Which makes it look bouncy.
10:14:09 <_zephyris> Just interpolate to the 2x1 steps, surely?
10:14:30 <Borg> _zephyris: hmm.. okey.. not an issue for me. I play using orginal graph. and not 4K resolution..
10:14:32 <_zephyris> So, still 2px steps in x, but that'll look OK.
10:14:59 <Borg> and I rary use 2x zoom in. only when doing precision constructions..
10:15:02 <peter1138> ATM it's just vague ideas, nothing coded to just try that ;)
10:15:13 <peter1138> I use 2x and 4x zoom at all the time with 1x graphics.
10:15:58 <Borg> unless you talk about GFXs that provide alternative graphics on higher zoom ins
10:16:23 <peter1138> Are speaking a different language?
10:16:40 <Borg> I think people are get carried away w/ graphics in OpenTTD.. :)
10:16:45 <peter1138> Original TTD, and OpenGFX, are both 1x zoom graphics.
10:17:16 <peter1138> OpenGFX2 Classic is also 1x zoom graphics, OpenGFX2 Hi Def has 4x zoom graphics.
10:17:40 <Borg> peter1138: what res you run on your monitor?
10:17:59 <Borg> peter1138: wearing glasses already?
10:18:19 <peter1138> So 2x zoom is a good match.
10:18:30 <peter1138> I started wearing glasses when I was 3 years old.
10:18:42 <Borg> im running 1280x960 here.. and zoom 1x is good :)
10:19:02 <Borg> I should wear glasses.. getting old sucks..
10:19:32 <peter1138> 1280x960 is actually where 2x zoom starts matching the original game's 640x480 :)
10:20:20 <reldred> 3440x1440 here, I spend a significant amount of time at 2x and 4x zoom.
10:21:11 <Borg> reldred: ugh.. what OS are you running? also I guess you run some kind of scaling for desktop?
10:21:27 <Borg> because running 3440x1440 native.. everything would be damn tiny
10:21:42 <ahyangyi> 3840x2160, 4x graphics but 2x UI works for me.
10:21:58 <reldred> No, not on the desktop itself. 34" ultrawide panel. Sometimes I'll use 125 or 150% scaling on certain websites but otherwise desktop use is fine.
10:22:46 <ahyangyi> And so when I need separate purchase-only sprites, I only provide 1x and 2x versions
10:22:54 <kuhnovic> The more important metric is PPI. 4K with 1x UI scaling is probably fine on a 42 inch monitor, but would be difficult with a 21 or 24 one.
10:22:58 <ahyangyi> I just assume few people actually use 4x UI
10:22:59 <peter1138> I dunno, tt-forums has ridiculously small text, I guess the design was last updated around 2005 :-)
10:23:06 <Borg> not terrible.. but for too small for me
10:23:11 <reldred> I only run 1x graphics. I dislike extrazoom TTD graphics.
10:23:18 <Borg> peter1138: for me its good :D
10:23:23 <reldred> and I like to zoom in and look at the pixels
10:23:39 <peter1138> ahyangyi, yes, you need basically need a 4K monitor for it, and then you it'll feel cramped.
10:23:45 <Borg> I need 300um pixel.. anything less start to put train on my eyes
10:24:12 <kuhnovic> Don't put a train on your eyes...
10:24:31 <Borg> hehe too much OpenTTD recently
10:24:32 <peter1138> I only know ppi, not Β΅m :o
10:24:47 <Borg> peter1138: ppi is such a crappy metric
10:24:53 <Borg> I prefer pixel size in micro meters
10:25:19 <reldred> I only measure pixels in micrometres when dealing with resin 3d printers.
10:25:34 <reldred> my last one was 18um π
10:25:45 <mmtunligit> 30 meter wide pixel, take it or leave it
10:25:51 <peter1138> > Pixel/inch (ppi) β pixel/um
10:25:58 <peter1138> lol no that's not a useful conversion...
10:26:14 <Borg> I had very very hard time changing my montor.. from CRT -> LCD
10:26:32 <Borg> luicky.. managed to find sth that works very well :)
10:26:42 <peter1138> Okay, about 93ppi, so 273Β΅m.
10:27:28 <kuhnovic> My screen is 111 ppi
10:29:19 <_zephyris> So much pp chat, lol
10:32:02 <Borg> btw.. I been yesterday playing that West Country 90201 on DAY_TICKS 148 (PROC_TICKS 74)
10:32:08 <Borg> and it works amazingly good :)
10:32:25 <Borg> I had to adjust IND_PROD_TICKS to 384
10:32:49 <Borg> so I think I will settle on that :)
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10:37:26 <peter1138> I'll stick with wallclock time.
10:38:36 <reldred> Yeah I'm too dumb for the new time stuff
10:40:00 <Borg> peter1138: yeah, wallclock seems interesting.. but backporting it wont be easy.. also im happy w/ results :)
10:40:25 <Borg> game now runs in slower pace.. its enough time to enjoy watching trains run.. and adjust network..
10:40:32 <Borg> and occasionally prospect new primaries :)
11:38:27 <limyx826> About the UI, I personally like 1x UI for menus/windows but the toolbar is so ridiculously small for the a resolution of 1920 x 1001. If only the toolbar can be independently scale of menus/windows.
11:38:58 <limyx826> Nowadays I use U&GUI for the 1.5x toolbar.
11:48:42 <Borg> thats why I stick to 1280x960 on 24" monitor :D no need for more.. :)
12:05:24 <peter1138> Funny how people want different parts of the UI to be at different interface scale.
12:05:40 <peter1138> I'm not sure how you would represent that... multiple sliders for... anything?
12:07:42 <ahyangyi> Probably just toolbar / purchase preview / everything else
12:07:52 <ahyangyi> Though I am fine with 2x everything
12:11:44 <Borg> hah. okey. I think I need to introduce quatter days [;
12:12:12 <Borg> I rary use it anyway.. but day resolution is too low now..
12:12:18 <Borg> 4 qdays = 1 day will be good
12:16:13 <cu-kai> my UI is set at 2x on a 4K monitor
12:16:30 <cu-kai> (which itself is scaled to 150%)
12:23:42 <peter1138> Borg, just use 15.0.
12:25:09 <Borg> peter1138: but but but. im really happy w/ my OpenTTD
12:25:14 <Borg> its slowly reaching pefection
12:25:42 <Borg> look what im doing... im tuning timetables.. feature that I barely use
12:26:01 <Borg> because I build freight rails...
12:26:13 <talltyler> Do you not have ticks as an option for timetabling in 1.8? Or did I add that in 14?
12:26:17 <Borg> but occasionaly I need to move those valuables and passangers here and there for city grow
12:26:28 <Borg> talltyler: its stored in ticks internaly
12:26:38 <Borg> but exposed as days.. so :) introducing half-day will be good
12:26:56 <talltyler> There should be an option in the menu to show and use ticks in the timetable interface too
12:28:01 <Borg> still.. doing half-days calc vs ticks is easier
12:28:06 <Borg> so I think I will do it :)
12:34:38 <ahyangyi> The new "default" base set is OpenGFX 2 Classic, right?
12:40:20 <andythenorth> peter1138 newgrf UI π
12:40:33 <andythenorth> this is not a serious idea
12:43:01 <_zephyris> Bring back TTO window frames!
12:43:25 <peter1138> Play TTO if you want that :-)
12:43:36 <peter1138> (I have a patch...)
12:43:42 <talltyler> Bring back TTO lime green windows! π
12:43:55 <talltyler> What are window frames?
12:44:30 <rito12_51026> peter1138: What does it do?
12:44:36 <_zephyris> The border and title bar design
12:52:40 <peter1138> Hmm, not sure I ever saved it.
12:56:05 <andythenorth> OpenGFX1 won't be updated any longer? Or might be?
12:56:12 <andythenorth> Valid question from a Steam user
12:56:35 <_glx_> It was updated 2 days ago
13:12:51 <_zephyris> And an accurate answer
13:14:44 <_zephyris> andythenorth: Based on recent updates, OGFX1 updates depend on whether I can be bothered... But I'll probably do a 1 version taper support
13:17:54 <peter1138> But it'll work anyway.
13:47:40 <_glx_> it's always wayland π
13:58:19 <ahyangyi> across all combinations of {nvidia, amd, intel} and {x, wayland}, the combo of {nvidia, wayland} is the one I am having the most problems with :S
13:58:41 <ahyangyi> Not talking about OpenTTD, but just in general
14:41:07 <peter1138> Isn't that the opposite of the new main menu?
14:41:19 <peter1138> > I don't like the new menu because there are no large picures showing me what I'm clicking on which is largely what I relied on before they changed it exclusively words.
14:41:26 <peter1138> It was... just words before, and now there are pictures.
14:57:10 <_zephyris> You found that one too then... I found it particularly enjoyable
15:00:32 <ahyangyi> peter1138: They probably referred to the four big climate buttons (that do nothing)
15:06:46 <peter1138> Shall we start the title game competition for 16.0? :)
15:07:56 <peter1138> I see talltyler is risking it by having Developer tags on there :D
15:09:32 <digitalfox> peter1138: OMG πππ
15:11:47 <_zephyris> peter1138: It's a good idea tbh... Ride the pitchforks, give people plenty of time to work on it. "Toyland was polarising, now's your chance to compete to be the title screen of 16.0"
15:12:57 <peter1138> Of course, it means new features get ignored, but.
15:15:14 <_zephyris> Bridges over stations was after the last competition, right?
15:29:10 <andythenorth> "Engagement is Important"
15:29:22 <andythenorth> I am +1 to title contest
15:29:27 <andythenorth> are we voting about voting?
15:30:47 <xarick> the most Apples to Apples comparison as possible! No lazy inits
15:30:56 <talltyler> As far as I'm concerned, any of you can start the competition whenever you want π
15:32:04 <talltyler> My 15 entry leaned into natural beauty with an opening shot of the new rock-covered mountains. Maybe for 16 I'll do wetlands, or desert rocks π
15:34:27 <xarick> there's one surprising result about ValuateTests in the apples-to-apples comparison
15:34:47 <_zephyris> Vote on whether to vote about voting?
15:39:29 <peter1138> That's andythenorth's "letting people vote is a bad idea" vibes.
15:40:20 <peter1138> He seem surprised by the title game, now that it's actually there :p
15:45:36 <Rubidium> I guess make the request-for-options soon, and attach the vote to the 15.1 release message. Might get a much larger set of people to interact with it
16:07:16 <talltyler> I am happy Toyland finally won a title game comp, people complaining take themselves too seriously π
16:08:03 <talltyler> But it would be nice to have more entries and more votes. I imagine many people who don't use TT-Forums or GitHub don't even know it's created and selected by the community.
16:13:51 <mmtunligit> probably doesnt know what a lock is
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16:59:48 <LordAro> and i checked, hasn't been edited since 2021
17:00:35 <peter1138> I checked after I wrote, I've removed that incorrect statement in my comment now :)
17:16:37 <andythenorth> am compiling JGRPP
17:25:47 <ahyangyi> Hmm I should also uvify my stuff, just wasted a few minutes to update my `.flake8` configuration
17:26:30 <ahyangyi> Not always keen to chase the hype but sometimes the existing tools aren't that satisfactory either.
17:28:02 <ahyangyi> To be specific, this Stackoverflow answer from a flake8 dev just convinced me to move away:
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17:31:51 <felix> Happy new year! Quick question. I see that OpenGFX 8.0 no longer comes with a source bundle. Is that intentional? I use it to build the openttd-opengfx RPM package for Fedora.
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17:35:08 <andythenorth> _jgr_: so I've reproed a Horse -> JGRPP issue posted in forums (link above) π
17:35:26 <andythenorth> I wondered if train prop 0x34 wasn't supported, but I can see it's in JGRPP
17:39:41 <LordAro> felix: good catch, seems unintentional
17:40:18 <felix> Should I open an issue in the OpenGFX repo to track this?
17:40:46 <LordAro> better in the actions repo
17:43:25 <_jgr_> andythenorth: I'll have a look, thanks for letting me know
17:43:45 <LordAro> felix: oh wait, it is intentional
17:44:09 <LordAro> tl;dr, use github directly
17:46:38 <felix> OK, then I'll at least open an issue to have the .ottdrev and md5 files that make check uses be part of the release artifacts. Because without those from the official release the build will produce invalid files. (i.e. obg ends up with Version 0 if you are using the repo tarball instead of a full checkout).
17:48:07 <andythenorth> _jgr_: I could describe the repro if needed, but I think it's self explanatory π
17:48:25 <felix> I think it would make sense to open this in the OpenGFX repo as it might be worth talking about how to handle this going forward or if adding .ottdrev and the md5 file to the release is the best way.
17:48:53 <Rubidium> felix: does OpenGFX2 suffer from the same issue? If not, maybe migrate to that?
17:49:48 <felix> Rubidium: let me check. Is it otherwise largely equivalent?
17:50:39 <felix> Yes it would suffer from the same issue as it uses the same approach to detect its version information (`./findversion.sh` script).
17:53:26 <_glx_> yeah github automatic source archive only contains source code
17:54:56 <felix> I'll open an issue in the actions repo and we can discuss there how to proceed. Thanks everyone for looking into it with me.
18:12:29 <felix> I also gave the Debian maintainer a heads up as he's likely going to run into the same issue.
18:13:01 <LordAro> blathijs: heads up, there's a heads up coming your way
18:17:13 <_jgr_> andythenorth: Seems to be something to do with the disable_elrails setting machinery
18:18:13 <andythenorth> presumably not specific to Horse?
18:20:44 <_jgr_> Yes, it's most likely not anything Horse specific
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18:26:04 <_jgr_> andythenorth: That said, the problem also exists in master, if you save the game and then load it
18:27:24 <andythenorth> reproed in recent master
18:42:29 <blathijs> LordAro: You're Felix? Or is this about another headsup? :-)
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19:31:06 <peter1138> TTDPatch forum is... "busy", surprisingly.
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19:32:59 <peter1138> Well, last month, I guess.
19:58:43 <digitalfox> Impressive, the video already has more than 100.000 views π
20:07:42 <rito12_51026> What a coincidence I have installed ruff few hours before LordAro created #413
20:45:14 <Rubidium> andythenorth: that was already a few hours ago ;)
21:02:35 <talltyler> Post sprites here, I miss pretty pictures amidst the code
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21:15:50 <_zephyris> I've been doing too much infrastructure faff π
21:19:13 <andythenorth> talltyler: I 've been repeatedly asked not to π
21:19:27 <andythenorth> but I guess that's just finding the boundary π
21:48:35 <peter1138> _zephyris, well, I think I heard dp declare it a bug in 15.0.
21:49:26 <_zephyris> I can't replicate it...
21:53:14 <_zephyris> Playing with 4x vehicles... I'm sure someone will tell me that coal wagons won't have this wheel layout
21:54:03 <peter1138> If you manually place
21:54:06 <reldred> I donβt think it matters too much with Chibi ottd trains
21:54:29 <peter1138> If you manually place a stadium, then remove one, the town could place another stadium.
21:55:21 <peter1138> Manually placing them ignores the "one per town" flag, but the flag is cleared when you remove it.
21:55:41 <peter1138> But at that point you've already placed more than one anyway, so... probably doesn't matter.
21:56:43 <_zephyris> Oh, so removal clears the flag, when the flag 'should' be derived from a count of existing buildings in the town.
21:57:31 <peter1138> Right, but for that to happen you have to manually place the buildings using the sandbox house picker.
21:58:19 <peter1138> And if you're doing that. Who cares :)
21:59:19 <peter1138> MH's terminus station layout is displeasing :p
21:59:50 <_zephyris> Hmm, potato mcwhisky dislikes ogfx2
22:00:20 <_zephyris> Only mildly and politely
22:00:41 <peter1138> If you dislike OpenGFX2, you probably never played with TTD graphics, only OpenGFX1.
22:00:46 <peter1138> If you don't like TTD graphics... what's the point :D
22:01:07 <reldred> Id like it if the rivers weren't quite so square but otherwise OGFX2 is brilliant
22:02:28 <_zephyris> Rivers are still on my want-to-improve list
22:02:37 <andythenorth> I did fix rivers once
22:02:46 <andythenorth> but I deleted the sprites in a fit of hissy
22:03:03 <reldred> Yeah I'm back to base TTD atm
22:04:46 <_zephyris> What's the big change to make it less square? Wider 'outer' corners? Wigglier straight banks?
22:05:38 <reldred> The general consensus from people I've spoken to about this is they love the OGFX1 rivers
22:05:56 <reldred> Which I believe does both
22:06:27 <reldred> that said, the TTD rivers that I believe andy? drew are not quite as round as OGFX1, but not as square as OGFX2
22:06:46 <andythenorth> _zephyris: I tried to round the outer corners
22:07:01 <andythenorth> enough to visually kill the 90 degree corner effect
22:07:12 <andythenorth> it still didn't make proper S curves etc
22:07:23 <_zephyris> I mean, simple answer is to copy silhouette, but I wonder if it fits in my existing template
22:07:40 <reldred> It won't make a proper S curve, but it's noticeable with things like swamps
22:07:41 <andythenorth> looks like I definitely tantrum deleted mine
22:07:42 <orudge> FYI, macOS signing certificate has been updated on GitHub; the new certificate is good until 2031.
22:10:38 <reldred> OGFX2's banks are also very bright
22:11:52 <_zephyris> Mm, the original banks have a nice 3D feel
22:14:30 <reldred> I mean, OGFX2 is a night and day difference to OGFX1, but simon fosters original sprites are sublime across the board. I'm not sure how the rivers were done back in the TTD days but they do closely mimic that style. I'm not sure if they were kitbashed off the originals using say, the colour grading from the slopes, etc.
22:15:19 <andythenorth> I did the rivers
22:15:27 <reldred> it was yoooooouuuuuuu
22:15:28 <andythenorth> it was one of the most painful things for some reason
22:15:33 <andythenorth> they had already been mocked up
22:15:38 <andythenorth> I spent a week redoing them
22:15:54 <reldred> michael blunck had some that he never really properly released
22:16:01 <reldred> he had some temperate ones
22:16:03 <andythenorth> I had priors with this
22:16:23 <reldred> fisticuffs with the sprites
22:17:57 <reldred> Michael Blunck's rivers:
22:18:43 <andythenorth> dunno, I appreciate
22:18:54 <thevbw> to be fair it makes sense that it should turn into a round pond when a single tile
22:19:17 <reldred> I prefer the OGFX1 style
22:19:35 <reldred> even round ponds are rarely perfectly round like MB's are
22:19:45 <reldred> but Andy's rivers also have a nice depth to them
22:20:07 <reldred> MB's and both the OGFX styles lack the depth but the OGFX1 have a nice shape at least.
22:20:28 <_zephyris> Challenge with OGFX2 is trying to do 4x zoom equivalently
22:20:41 <_zephyris> Ideal would be OGFX1 shape with Andy's shading, IMO
22:21:15 <reldred> do the terrain shading layer?
22:21:23 <reldred> like you do for slopes
22:26:12 <reldred> there's still a few more things I want for OGFX2 though; separate the three tree types in the settings for tropic so they can be set independently (rainforest/normal/desert), set desert sand to other terrain types (alpine ground looks quite nice).
22:27:27 <reldred> the hidden extra tree types in tropic do my head in though. Can't pick them in the UI but they're there. Was surprised to find a 2nd desert tree.
22:27:46 <reldred> that's where the two above come from, it's not a decay sprite.
22:28:51 <reldred> I need to go through GarryG's tree objects and make a proper aus tree .grf
22:32:12 <_zephyris> reldred: More intelligent tropic tree settings would be decent, should be a fairly simple coding solution
22:32:59 <_zephyris> I've avoided alternates to desert partly because opening alternates to the orange desert feels like opening a can of worms
22:33:17 <reldred> it wasn't too bad, I only had to add the extra transition tile stage
22:33:30 <reldred> And the rocks, but peter's rock patch sidesteps that.
22:33:50 <reldred> All the rest of the sprites already existed.
22:34:08 <_zephyris> Adding an eg. light yellow desert, would be a lot of extra sprites (desert, desert transition, road/rail/mono/mag)
22:34:23 <_zephyris> I can see the grass as desert kinda working,
22:34:36 <_zephyris> Though probably only alpine grass as desert
22:34:44 <reldred> Yeah it's the only one that really fits
22:35:15 <reldred> It's still barren, but less agressive on the eyes, and works well for various countries where the 'outback' isn't necesarily just straight up sand.
22:35:54 <reldred> inspired by Pikka's pineapple set back in the day.
22:36:06 <reldred> which was modelled after northern queensland I believe.
22:37:19 <_zephyris> The teal and orange vanilla tropic is great as african savannah
22:42:30 <_zephyris> Well, it's code only change, so overall fairly easy.
22:43:56 <reldred> I did have to add a tropic to alpine grass transition but that was super quick to do
22:44:08 <reldred> so like 99% code change
22:44:32 <reldred> you might have a more clever way of doing it
22:45:08 <reldred> I was pulling the sprites then out to use them with chujo's codebase. he's got a .grf that does allow replacing orange desert for the ogfx1 yellow so I added alpine grass to that as an option
22:45:21 <reldred> otherwise if I did it purely in the OGFX2 codebase I would have PR'd it
22:45:37 <reldred> But adding the transition sprites was very quick and easy
22:45:45 <reldred> I spent longer cooking up the rocks
22:53:53 <peter1138> Hmm, does `InvalidateWindowClassesData()` care about _current_company?
22:54:44 <peter1138> Leading on to, does any window's `OnInvalidateDate()` care about _current_company?
23:08:01 <peter1138> Advanced Game Options Settings?
23:12:07 <_glx_> I don't think the Invalidate calls care as I can see `InvalidateWindowClassesData(WC_BUILD_VEHICLE)` in `CalendarEnginesMonthlyLoop()`
23:15:06 <_glx_> pff and intellisense is dead again
23:32:18 <locosage> ok, I kinda figured out stadium thing
23:32:33 <locosage> it's in 14.1 but not in 13.4
23:32:45 <locosage> also it's related to newgrf overriding houses
23:33:16 <locosage> as it happens with PCB server grf with cb mode enabled
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23:50:50 <_glx_> you have already too many π
23:59:43 <xarick> It is in some part based on JGR's work. There's the tests showing it saves a few seconds.
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