IRC logs for #openttd on OFTC at 2026-05-05
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04:54:13 <rito12_13> LordAro: I did not know that, sorry
05:30:54 <DorpsGek> - Update: Translations from eints (by translators)
05:43:55 <peter1138> Always hanging around the wrong groups.
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06:27:31 <peter1138> orudge, is it just me who finds tt-forums' font unbelievably small these days?
06:39:20 <peter1138> Well, it's believable.
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06:43:56 <emperorjake> peter1138: What are these from? The new 2cc revival does indeed use badges
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06:44:11 <belajalilija> peter1138: god this is awful
06:44:41 <peter1138> It's just a misguided attempt at consistency.
06:45:07 <emperorjake> I didn't know 2cc NG had vehicles that aren't in the standard 2cc set
06:48:13 <emperorjake> Ah I see, they have both badges and icons, would be a simple case of shrinking the purchase sprite template to cut them off
06:49:44 <peter1138> Or just don't include the custom purchase sprites at all.
06:50:18 <peter1138> They're only really needed for articulated vehicles.
06:52:11 <emperorjake> And for dual-headed vehicles, and for MUs, so you might as well standardise them so that they can be aligned
06:52:44 <peter1138> No, dual-headed is handled automatically
06:53:06 <peter1138> And MUs are just dual-headed.
06:56:56 <emperorjake> There's just not enough control over what you get when you rely on the automatic thing, for example you can't display what the MU wagon looks like, or lower the pantographs so they don't get cut off, or add couplings that normally get overlapped for symmetry
06:57:52 <emperorjake> I do want to convert JP+ to use badges eventually, but I will keep using separate purchase sprites for these reasons
07:01:16 <peter1138> Well anyway, the point is don't keep including the "badges" when also using badges :)
07:03:21 <emperorjake> Yes, and maybe the 2CC NG stuff can be merged into the new revival set
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08:09:02 <yozora3> The one issue with badges I had is that the graphic part of badge + multiple unit is kinda too wide
08:09:02 <yozora3> And there's no way to narrow the purchase sprite part, changing purchase template does nothing to dual headed vehicles
08:11:32 <yozora3> I used to crop the second car for purchase sprites to achieve this before I started doing dual headed trains
08:14:51 <peter1138> I don't really understand, the badge uses as much as needed, and the purchase sprite does too.
08:16:15 <yozora3> The width of dual headed purchase sprite can't be narrower than 2 full cars
08:17:13 <yozora3> I can crop the "visuals", but there'll be empty space from the template still
08:17:15 <peter1138> Because it draws the front and rear parts automatically in that space.
08:18:23 <yozora3> I do know that, and the lack of control and less appealing list is what I'm talking about
08:19:38 <peter1138> Maybe show it because I don't know what you mean.
08:23:03 <reldred> I don't really have a problem with dual headed trains being wider. I mean when sets have steam locomotives that can vary a lot in size.
08:23:22 <reldred> also I often just turn the badge graphics off... (ooops)
08:23:39 <peter1138> Well, that's intentional.
08:23:56 <yozora3> I've minimised the effect by doing some crazy offsets, but still a lot of empty place is left
08:25:37 <yozora3> Those on the left are badges, on the right are custom dual headed templates
08:45:01 <peter1138> Badges or images baked into the purchase sprite?
08:54:32 <reldred> Whole kit and kaboodle iirc from the last time I messed with jp+ sauce
08:55:04 <peter1138> Basically the UI is designed to scale up with whatever you provide it.
08:55:17 <peter1138> So if there's too much space, it's because you made something too wide.
08:56:12 <peter1138> When using badges properly, your sprites will be narrower because they don't include the baked in stuff.
09:04:10 <peter1138> There is no direct control over the width of the purchase list, because it's automatically determined based on the sprites. And you also have to share with other sets.
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09:25:01 <peter1138> Oh I see, the baked-in sprites are configurable with a NewGRF parameter.
10:02:19 <yozora3> peter1138: Standalone badges
10:05:01 <yozora3> It's the dual headed sprite template, that cant be narrower than front+rear cars
10:05:01 <yozora3> It's calculated for length, but not for the cropping of rear car
10:07:31 <peter1138> The calculation is "length of front part + length of rear part".
10:09:04 <emperorjake> I've said it before, there needs to be a way for a dual-headed engine to have a normal single purchase sprite, instead of being forced to have a doubled up one that you have to counteract with a special offset
10:26:35 <peter1138> The purchase list is a much better experience by just completely ignoring custom purchase list sprites.
10:26:59 <peter1138> (Articulated trains do lose their parts of course)
10:27:25 <yozora3> emperorjake: Or actually just this, it's much simpler than digging into offsets for dual headed trains and things
10:45:15 <reldred> Yeah strong agree, the dual head purchase sprites are great for vanilla'ish sets but it would be absolutely sublime if we could set a property or something to ignore it and use a regular one without the offsets. When i fixed up the purchase list sprites for Ragins stuff it caused me so many bloody nightmares dealing with the different offsets.
10:45:36 <andythenorth> I don't want to look in Horse dual-head purchase code
10:45:45 <andythenorth> I'm sure it's "fine" though
10:46:04 <reldred> the default obviously needs to stay the same but god it would be nice if we could throw a lever somewhere to skip it
10:48:36 <peter1138> andythenorth, Iron Horse just works properly, because it relies on the default behaviour without trying to fuck about with offsets.
10:48:59 <andythenorth> looks like I generate purchase sprites for dual-head
10:49:05 <andythenorth> but that might just be for docs
10:49:45 <andythenorth> no apparently I replace the default sprite for ${some reaons}
10:50:27 <peter1138> Maybe I missed something then.
10:51:09 <peter1138> [2026-05-05 11:50:52] dbg: [sprite:0] Tried to load normal sprite #16632 as a recolour sprite. Probable cause: NewGRF interference
10:51:35 <peter1138> If it would tell me which NewGRF and internal id... :D
10:53:52 <peter1138> One bug right now is that it always uses 29px, never 32px.
10:54:00 <peter1138> If I fix that, it upsets IH.
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16:12:57 <audigex> Oh jesus yeah dual head purchase sprites
16:12:57 <audigex> I try to go nowhere near them because I remember them being a headache so I just pretend they don't exist
16:13:47 <audigex> I have no input on how to handle it, but would love an option to just use a single normal sprite like I do for other units
16:33:44 <andythenorth> Just provide both sprites
16:58:40 <peter1138[d]> yozora3: This gap is nothing to do with dual-head, it's just because different sets are using different widths.
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17:15:25 <talltyler> #15586 looks good to me too, but docs check is failing 🙂
17:37:40 <peter1138> Hmm, I wonder if RoadDriveEntry should be left as is, as technically x is misused to mean something else.
17:38:36 <peter1138> `{RDE_NEXT_TILE | DIAGDIR_NE, 0}`
17:39:44 <peter1138> When we get around to making those scoped enums that'll be painful being stuffed into a Coord2D.
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18:01:30 <yozora3> peter1138[d]: It is, because I wasted hours on trying to make this look nice
18:02:39 <peter1138> Definitely wasted. I loaded that NewGRF by itself and there's no gap there.
18:03:05 <yozora3> Which one did you load?
18:03:35 <peter1138> Whichever one it is that has those engines.
18:04:09 <yozora3> I'm more than sure you didn't load the JP+Private companies from git recode branch
18:05:15 <peter1138> You're probably right.
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18:06:45 <yozora3> What you've probably loaded is JP+multiple units, that doesnt have badges, but have baked icons into the purchase sprite
18:06:51 <peter1138> I was using the released version of JP+Metro.
18:07:15 <peter1138> It has some of the engines as shown in that screenshot.
18:07:44 <yozora3> Because it's the version from 2022, no badges and no dual headed trains there
18:08:35 <peter1138> Fair enough, if it's not released on the content system yet that I can't test it.
18:08:36 <yozora3> This one is where the issues are present
18:23:20 <_jgr_> The wide engine is "JP+ Private MU"
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19:19:13 <yozora3> _jgr_: It could be the reason, now I want to believe that I missed something so simple
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20:20:35 <LordAro> peter1138: i genuinely can't tell the difference between those two pictures
20:20:44 <LordAro> (other than some engine reordering)
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20:28:39 <alien_bunny_ninja> emperorjake: I use my "own" -- which is more to say that I baked the images into the grf rather than relying on another grf, so the flags are 'custom' (modified 8bit + shine effect) actually and the rest are taken one-on-one from the standard set.
20:32:37 <peter1138> LordAro, it's about 3 (scaled) pixels in the middle of dual-head engines.
20:33:24 <peter1138> In the top shot, the rear part overlaps the front part slightly.
20:34:02 <peter1138> And yeah, sorry I didn't notice the RNG had made the lists not the same.
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