IRC logs for #openttd on OFTC at 2026-03-26
            
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00:24:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #15379: Feature: Trains with an engine on the rear drive backwards when reversing https://github.com/OpenTTD/OpenTTD/pull/15379
00:26:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #15391: Add: Setting to disallow train magic flip, and reverse at reduced speed https://github.com/OpenTTD/OpenTTD/pull/15391
00:29:47 <belajalilija> :champpog:
00:32:47 <talltyler> Finding and fixing little bugs, like backwards trains not unloading properly when they're too short for a station platform ๐Ÿ™‚
00:47:37 <emperorjake> Exciting stuff, hoping it gets merged ๐Ÿ˜…
00:50:04 <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1486527623810121799/backwards.png?ex=69c5d43b&is=69c482bb&hm=230cb360ee5f4cce35cef4488355f92491cfe6287d43a944ea1bfc9c343cdc14&
00:50:04 <talltyler> My current test game ๐Ÿ™‚
00:51:25 <talltyler> Wyes for freight trains, loops for passenger, push-pull for metros, and some ~~bad~~ organic junctions
01:06:54 <reldred> Love it Tyler
01:06:59 <reldred> Looks so good
01:07:26 <reldred> Can you imagine if we got the drive through depots as well? No more bags of holding, can make it so trains donโ€™t magic flip on depots as well
01:07:38 <reldred> Bring a tonne of new depth to network building
01:08:53 <reldred> I can but dream ๐Ÿฅฒ
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01:33:03 <wensimehrp> fairyflossy: ~~fd~~
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01:52:09 <peter1138> reldred, working on it. Kinda.
01:53:02 <peter1138> Probably ought to add an option to disallow it, Purists.
01:58:20 <reldred> Yeah no there would need to be for anything like this
01:58:37 <reldred> Default to sane sensible TTDโ€™ish defaults or old saves will be cooked
01:59:37 <reldred> The other cool thing pr8480 did was trains (unless stopped in a depot) didnโ€™t despawn, they occupied the tracks and you had to build them long enough to accomodate your trails and build em out enough to fit all your trains servicing at the same time.
02:00:08 <reldred> The JGRPP one just allows a train to traverse from the entry of one in a row to the entry of the one on the opposite side
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05:17:22 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/34fdaec58eba2f145a448d9ca095ae99cf0e8108
05:17:23 <DorpsGek> - Update: Translations from eints (by translators)
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06:30:10 <andythenorth> Oof
07:19:23 <peter1138> Oeuf
07:21:02 <andythenorth> Les oeufs
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10:08:51 <_zephyris> That's un oeuf..
11:18:14 <andythenorth> it was warm in my house
11:18:16 <andythenorth> now it is not
11:33:31 <kaibaneddy> Must be the heat
11:42:32 <LordAro> kaibaneddy: i understood that reference
12:10:32 <andythenorth> _drawed some improved covered hoppers _ https://usercontent.irccloud-cdn.com/file/4M36o9Pp/image.png
12:15:05 <peter1138> What colour is the cargo in the hoppers?
12:16:29 <peter1138> Of course, I didn't get anywhere with my idea of per-cargo vehicle cargo overlay recolours...
12:16:58 <peter1138> > You don't know what the cargo is? That's okay, let the cargo recolour itself appropriately.
12:17:01 <peter1138> Or something.
12:22:25 <andythenorth> IRL hoppers https://usercontent.irccloud-cdn.com/file/h3OuC1n2/image.png
12:23:12 <andythenorth> and https://usercontent.irccloud-cdn.com/file/DWPjqmiB/image.png
12:24:10 <andythenorth> cargo colours you say? ๐Ÿ‘€
12:24:38 <andythenorth> hmm so you mean a cargo could inject a recolour sprite to the sprite stack?
12:24:42 <andythenorth> or something like that?
12:26:03 <andythenorth> https://usercontent.irccloud-cdn.com/file/aE8PJzFg/mgr_hopper_car_pony_gen_4B.png
12:26:42 <andythenorth> about 800 similar spritesheets
12:28:33 <andythenorth> I could do it in Horse with recolour sprites anyway, but it's nice to eyeball the result in the spritesheet when choosing colours
12:28:52 <andythenorth> but doing it via the cargo in FIRS would be worth changing to
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13:25:53 <_zephyris> talltyler: Loving Toot Baldon rendered in Full English ๐Ÿ™‚
13:31:11 <peter1138> Something like that.
13:32:16 <peter1138> Vehicle set provides the sprite, cargo provides the recolour. Requires a spec that defines a reasonable range of colours to remap.
13:49:43 <_zephyris> Should've read the conversation instead of getting excited about toot baldon
13:50:14 <_zephyris> Nice idea, would be nice for stations too, to recolour stockpile or whatever
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14:34:21 <andythenorth> peter1138: you mean a bit like....https://github.com/andythenorth/polar-fox/blob/main/src/constants.py#L776
14:46:41 <DorpsGek> [OpenTTD/OpenTTD] MasterHellish opened pull request #15401: Add: Show maximum reliability in vehicle info https://github.com/OpenTTD/OpenTTD/pull/15401
14:50:47 <andythenorth> Horse mostly uses the purples 170-177 https://usercontent.irccloud-cdn.com/file/y5iDu5gb/image.png
15:06:19 <_zephyris> Nice, good choice IMO
15:21:40 <talltyler> I helped a bit with #15401, someone besides me will have to review ๐Ÿ™‚
15:22:06 <talltyler> (as it would otherwise be effectively a self-approval)
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16:38:10 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #15401: Add: Show maximum reliability in vehicle info https://github.com/OpenTTD/OpenTTD/pull/15401#issuecomment-4136478928
16:50:28 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #15401: Add: Show maximum reliability in vehicle info https://github.com/OpenTTD/OpenTTD/pull/15401#issuecomment-4136564025
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17:05:43 <peter1138> andythenorth, I don't know what I mean.
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17:52:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #15401: Add: Show maximum reliability in vehicle info https://github.com/OpenTTD/OpenTTD/pull/15401#issuecomment-4136996052
18:04:06 <andythenorth> I rarely know what I mean
18:04:11 <andythenorth> I just keep talking until something happens
18:15:07 <belajalilija> Mood
18:33:43 <_zephyris> Anyway, wasn't the vague chat about adding a recolour sprite to cargos, which could then be used if a vehicle sets a flag?
18:39:58 <andythenorth> ๐Ÿ‘€
18:42:31 <andythenorth> immediate FIRS support would be forthcoming
18:43:24 <andythenorth> all the recolours are already python dicts of {a:b} mappings in a module that is vendored in
18:43:34 <andythenorth> (in Horse etc)
18:43:44 <andythenorth> so FIRS could just implement those
18:47:00 <peter1138> _zephyris, yes, vehicle must use sprite layers, and then set "a flag" for the cargo sprite layer.
18:47:27 <_zephyris> Nice
18:48:45 <peter1138> I mean, no idea if it's feasible :)
18:49:02 <andythenorth> probably is
18:49:14 <andythenorth> as a proxy test of the benefits
18:50:36 <andythenorth> Horse with cargo support for 19 different bulk cargos in varact 2 and sprites: 46MB grf
18:50:37 <andythenorth> Horse with cargo support for 1 bulk cargo: 32MB grf
18:51:39 <andythenorth> cuts about 4 seconds off a 25 second compile from clean also
18:52:03 <_zephyris> Ant those 4s are the key thing ๐Ÿ˜‰
18:52:12 <andythenorth> I wouldn't get the same saving by implementing my own recolour sprites due to needing all the varact2
18:53:13 <peter1138> Hmm, how are palette remaps generally loaded? GRM?
18:55:13 <peter1138> I think the benefit is not so much compile time (it never is), nor file size, but rather the ability to support any cargo without knowing its label, or class, or anything.
18:59:11 <andythenorth> yes
18:59:25 <andythenorth> also it's neat
18:59:48 <andythenorth> I did wonder if we could also provide sprites for compositing, but too many variables in vehicle sizes etc
18:59:54 <_zephyris> It's conceptually elegant - makes sense for a cargo to (optionally) define what it looks like
18:59:55 <andythenorth> or station arrangements
19:01:39 <peter1138> Well, the remap can only change the colour, the vehicle sprites get to determine how it appears in the vehicle.
19:06:35 <peter1138> Bulk cargo in hoppers is the most obvious use-case.
19:06:51 <peter1138> I suppose you could do liquids as well...
19:07:48 <peter1138> Of course, it won't work properly with cargo types that don't set a remap, so, uh...
19:08:55 <peter1138> May need remaps for default cargos.
19:12:00 <andythenorth> โ€œnewcargos.grfโ€
19:12:10 <peter1138> Well that isn't going to be useful :)
19:13:57 <andythenorth> Do stations have recolour sprites?
19:23:10 <peter1138> Yes
19:34:05 <_zephyris> Hmm
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19:41:10 <peter1138> And yes, it makes sense to handle it there too, if possible.
19:41:52 <peter1138> Lack of backwards compatibility is an issue :(
19:41:53 <ahyangyi> Did I hear station remap ๐Ÿ˜ฎ
19:42:56 <ahyangyi> Where are you talking about? The ability for vehicles / stations to automagically use a remap palette from a cargo type?
19:43:35 <ahyangyi> Like when someone adds a Mithril Ore my wagons all show that mithril silver even if I never cared about what Mithril is?
19:52:23 <goddess_ishtar> yeah I believe so
19:53:14 <peter1138> Yes, something like that.
20:09:56 <peter1138> andythenorth, they're using Iron Horse
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20:15:25 <rito12_13> andythenorth: Why not 215 to 222, are those colours used for something ingame?
20:42:46 <ahyangyi> Great
20:43:28 <ahyangyi> weird ore and weird liquid are probably the most obvious benefits
20:44:06 <ahyangyi> But I wonder if I can draw some nondescript animals that roughly looks like a sheep, a pig or a calf depending on the palette
20:44:22 <ahyangyi> probably impossible though
20:49:24 <_zephyris> Why's backwards compatibility an issue?
20:51:59 <_zephyris> If a new industry set defines new cargos, then existing vehicle sets would fall back to generic graphics, independent of whether the new cargos provide a recolour or not.
20:53:20 <_zephyris> The other way round, if a vehicle set expects to see cargo recolours, but an existing industry set doesn't provide them, then it would have to fall back to generic graphics. But that's an author choice to assume support for a new feature, and would gradually improve over time.
20:54:05 <_zephyris> (FWIW, i think you'd get away with recolours for different livestock, noone looks that closely at 4 pixel pigs.)
20:57:38 <peter1138> 32bpp 4x zoom entered the chat :p
20:58:25 <peter1138> Well, we could provide a fallback ambiguous nondescript palette.
20:58:51 <peter1138> So is there a standard palette range that will provide a nice mix of shades and hues?
21:15:46 <peter1138> 170-177. Hmm.
21:18:04 <peter1138> Well.
21:19:15 <peter1138> Let's see. Default bulk cargos, coal, grain/wheat/maize, iron ore, fruit, copper ore, sugar, toffee, cotton candy.
21:20:09 <goddess_ishtar> ahyangyi: it's all just LVST, isn't it?
21:20:43 <goddess_ishtar> I don't know of any set which splits them
21:24:05 <peter1138> Well, fruit seems to be multiple colours.
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21:44:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #15402: Fix: improve appearance of toolbars and main menu images/text https://github.com/OpenTTD/OpenTTD/pull/15402
21:58:21 <peter1138> Silly comments :p
21:59:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #15402: Fix: improve appearance of toolbars and main menu images/text https://github.com/OpenTTD/OpenTTD/pull/15402
22:11:24 <jfkuayue> I always read `LVST` as "livsto"
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22:34:02 <andythenorth> @rito12_13 215 to 222 are really hard to draw with when they're all indexed to the same pink :P
22:39:30 <Timberwolf> I use the company colour ranges (80-87, 198-205 iirc) for the cargo overlays in my sprite stacks.
22:39:58 <Timberwolf> That's more because GoRender knows they're "special" and not to use colours outside of those ranges for shading, mind.
22:43:54 <Timberwolf> I say that, looking at it I think bulk cargo is 1-7 because apparently SOMEONE couldn't be bothered to change what was originally the "coal" sprite.
22:45:18 <Timberwolf> Poetic that I spend a large amount of my day job complaining about people who don't think any further than fixing the problem which is immediately in front of them.
22:50:07 <talltyler> Don't we all?
22:54:53 <talltyler> I guess that rhetorical question could apply to only fixing immediate problems, or complaining about others ๐Ÿ˜›
22:55:34 <talltyler> Hmm, backwards trains really changes network design requirements, it's like a whole new game
22:55:45 <talltyler> Which I am suddenly bad at ๐Ÿ˜„
23:03:06 <reldred> From what I understand Ragin and the JP+ team are using CC blue and compositing multiple sprites
23:07:43 <emperorjake> We don't use CC blue, we use the fire cycle
23:08:19 <reldred> ah there you go
23:17:47 <emperorjake> This was inherited from Dutch train set
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23:19:31 <talltyler> Stupid idea of the day: NewGRF industries can have a minigame (written in ???) which boosts production. Finally, a fishing minigame in OpenTTD... ๐Ÿ˜›
23:20:02 <will_marshall_> If you're adding aribitrary scripting into newgrf specs you're being sent DIRECTLY to the custom airport layouts salt mines.
23:20:46 <talltyler> Nah, we'll just let Game Scripts do it, they can do anything ๐Ÿ˜›
23:21:00 <will_marshall_> Gamescript wot depends on newgrf, what is the world coming to.
23:21:34 <talltyler> It's been too long since I've ruined OpenTTD
23:22:23 <will_marshall_> Timberwolf: I hope you won't be mortally offended if I spend a few pleasant afternoons knocking up some JGRPP-only custom signals for your track set and then send you a pull request with a ยฃ20 note stuffed inside?
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23:50:17 <Timberwolf> No, that's all good, I haven't really done much with the JGR signals beyond the basic multiple aspects.
23:50:39 <Timberwolf> I think I ran out of UK prototypes I could think of last time I was adding signal types :)