IRC logs for #openttd on OFTC at 2026-07-21
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00:48:20 <talltyler> Regression testing train and industry names is odd, I have my OpenTTD language set to English (UK) but it's getting English (US) somehow when building regression from MSVS ๐
01:05:37 <talltyler> _zephyris: I'm starting to plan out an Australia game, and am wondering if you'd consider two features for OpenGFX 2 Classic (possibly as PRs if I can figure out how to build locally).
01:05:37 <talltyler> 1. Parameter to use the less-orange desert colour from OpenGFX 1
01:05:37 <talltyler> 2. Parameter to replace the saguaro cactus for a less-distinct desert plant
01:08:22 <talltyler> Ignore the tile replacement, but Pineapple Landscape has a nice generic shrub. I believe these are Pikka's sprites and not GPL-licensed so may need redrawn. ๐
01:10:27 <talltyler> (on the left, I am using arctic grass and temperate trees, and liking the effect ๐ )
01:11:28 <talltyler> Saguaro cacti only grow in northern Mexico and the southwestern US, for those who don't know ๐
01:16:23 <peter1138[d]> At some point it's okay to use a newgrf and not try to stuff it all in the base set?
01:17:18 <mmtunligit> yeah this feels like the sort of thing we should just be using a landscape replacement grf for
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01:48:08 <talltyler> I may have built it wrong, I just set the CMake build target in MSVC
01:49:53 <talltyler> Yeah, maybe trying to do it in the baseset is the wrong approach ๐
02:20:25 <reldred> talltyler: I was asking for replacing desert with the alpine grass for a while ๐
02:20:50 <reldred> mmtunligit: Iโve also already done this
02:22:49 <reldred> Chujoโs grf on bananas already supports the ogfx1 desert colour
02:23:02 <reldred> I just added alpine grass as an option
02:24:45 <reldred> peter1138[d]: I mean that argument could be made as well but then why have base set parameters if youโre not going to use them
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06:45:32 <peter1138> Remember that baseset parameters are not saved in savegames, they are the user's preference. So having an aus-themed game would rely on the user having to change their baseset parameters before playing and then putting them back./
06:46:10 <peter1138> Now, of course there could be an OpenGFX2+ extra landscapes NewGRF, but shoving it all into OpenGFX2 itself is wrong, IMHO.
07:06:11 <DorpsGek> - Update: Translations from eints (by translators)
08:11:24 <_zephyris> I'm not keen on a desert colour alternate, it's a bit of a combinatorial nightmare...
08:13:03 <_zephyris> You need a complete set of infra on alternate desert
08:13:30 <_zephyris> Hmm, though using arctic grass as desert only needs an extra grass->desert transition, because the infra on arctic grass already exists
08:14:07 <peter1138> If you compose everything on layers then it's doable but you then miss out on some individual details.
08:14:39 <peter1138> And then it might "look like a flat overlay" as noted elsewhere before.
08:14:58 <_zephyris> There's already lots of layer/composing cheats in the sprite gen ๐
08:15:17 <peter1138> Anyway, even if it's possible to generate it, I'm only in favour of it being a separate NewGRF.
08:15:17 <_zephyris> File size is a genuine concern too, 4x zoom landscape gets big fast
08:17:31 <_zephyris> OGFX2+ landscape NewGRF ๐
08:21:53 <peter1138> Heck even separate NewGRFs instead of one with a ton of options.
08:23:52 <reldred> just keep it in 8bpp, at 1x sprites I think your 8bpp sprites look better anyway.
08:25:49 <andythenorth> Wonder if thereโs any simple way to bundle grfs as a package
08:26:19 <andythenorth> Without entailing rewrite of bananas yadada things that arenโt plausible
08:27:05 <andythenorth> Like just grouping them for install and activation, keyed on a UUID
08:33:12 <peter1138> There are dependencies.
08:36:15 <peter1138> Don't think you can do JUST dependencies though. "AuzObjects 1-Click Downloader" has a dummy NewGRF, basically.
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08:37:07 <andythenorth> I wanted it to split Horse for faster compiles, but that probably gets solved by faster CPUs
08:40:43 <andythenorth> But the landscape grfs idea reminded me
08:41:23 <reldred> but the players will mess it up and complain on reddit
08:41:50 <andythenorth> I do think itโs nearly possible to reddit proof content
08:43:00 <will_marshall_> Openttd already handles tars natively.
08:43:09 <reldred> sure but will the resulting product be any worthwhile to play for people with more than one braincell to rub together
08:45:09 <andythenorth> Reddit is big brain
08:45:18 <andythenorth> Just quite smooth big brain
08:46:42 <will_marshall_> "Redditor reports that game runs like shit and you find out their (DDR4 or DDR5) ram is running at 1600mhz because of a misconfigured bios" is a problem familiar to many a developer.
08:47:58 * andythenorth deletes comments about reddit before posting
08:48:01 <Izzybee> if you aren't getting hit with "how is the game even running with OpenGL that old?" are you really living
09:01:22 <Flygon> Wait 1600MHz as the after-doubling clock?!
09:10:11 <peter1138> > a simple wizard that allows us to take the CSV file from a supplier or a customer and to create a map into our system so that we can create simple EDI interactions with that supplier or customer For example sage
09:10:31 <peter1138> Yes, yes, just a simple wizard is needed for all the possible interactions.
09:13:32 <reldred> like the director of one company i worked for who wanted me to distil down my entire 10-15yrs of career experience and reasoning skills into a checklist
09:14:09 <reldred> because he read that book on how they did it in the airline industry
09:18:15 <andythenorth> peter1138: Sounds like โcan you try it in copilot amd let me know when youโve found all the sad paths, then we can engineer it for autonation and rubjing scheduled or on demand, looking forward to it, cheers ๐๐๐๐โ
09:19:02 <peter1138> It's an older ticket, but it checks out.
09:19:35 <andythenorth> โGive it a go in copilotโ spikes a lot of engineering requests
10:03:02 <_zephyris> reldred: Yeah, I think the 8bpp generally looks better, including at 4x. I've got a branch hanging around to make High Def 8bpp.
10:15:21 <peter1138> Use 32bpp selectively when needed (shading, etc)?
10:16:43 <peter1138> Can we do emissive textures and normal maps with 2D sprites... :o
10:27:02 <peter1138> Urgh, Autotrader, don't show me cars 220 miles away when I ask for up to 20 miles.
10:27:34 <reldred> A fake lights layer would be fun, do a night cycle in ottd ๐
10:30:02 <_glx_> peter1138: Maybe they ask an AI to filter the list
10:42:28 <andythenorth> contains the token '20'
10:42:36 <andythenorth> so can be stemmed as the same
10:43:01 <will_marshall_> fuzzy search is dark magick
10:49:44 <andythenorth> mostly maths ๐
10:49:50 <andythenorth> but maths is quite magical
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12:02:42 <_zephyris> peter1138: Normals and emission are totally possible... I've played with mockups years ago
12:03:04 <_zephyris> I poked some relighting and weather effects
12:09:35 <andythenorth> the possibilities....
12:10:00 <andythenorth> can we make welding effects for factories?
12:10:13 <andythenorth> forest fire disaster?
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14:06:39 <peter1138> Do I care enough to investigate a 16kx16k scenario?
14:07:39 <andythenorth> can I answer for you?
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14:12:44 <belajalilija> does someone here have a list of th 0-20 town name options in their order?
14:13:51 <_glx_> IIRC you can use names for 0-20
14:14:06 <_glx_> (at least openttd.cfg allows it)
14:14:44 <_glx_> but the set command might not
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14:19:24 <belajalilija> im currently using german names and i've ran out and i wanna switch to something else to spawn more towns
14:20:05 <_glx_> hmm yeah only openttd.cfg understand the names
14:21:35 <emperorjake> I just tried the set command with a name and it worked
14:22:16 <peter1138> Does that work in an existing game?
14:23:28 <emperorjake> Yes, existing names don't change but the found town window generates the new names
14:24:44 <_glx_> yeah generator is stored with the number
14:25:19 <peter1138> Hah, yes, that's some legacy shit right there.
14:25:53 <peter1138> Stored as a 16-bit StringID which isn't really a StringID at all.
14:26:33 <belajalilija> so if i type in swiss or something will it work?
14:26:48 <belajalilija> not really looking to break my game xd
14:28:34 <_glx_> it will work, new towns will use swiss names
14:29:09 <_glx_> old town will keep their names
14:29:49 <belajalilija> excellent that worked
14:30:01 <belajalilija> i guess my map is now based in northern switzerland
14:30:33 <peter1138> Hmm, idea. As the generator is stored, the town name selection list could potentially be multiple choice. Might slow initial generation down slightly.
14:31:19 <belajalilija> swiss had less than 250 ig xd
14:31:31 <emperorjake> It would be nice to make the old small town name lists more useful, if we can't get rid of them
14:32:03 <_glx_> multiple choice might need to be ordered too, like main and some fallbacks
14:32:57 <emperorjake> belajalilija: Austrian has a good amount of names if you want to stick to the built-in ones
14:33:26 <belajalilija> i went to italian and it seems to have what i need
14:33:38 <belajalilija> or at least, german+swiss got me most of the way
14:33:44 <belajalilija> now im just filling gaps with italian
14:47:16 <dollarcoinguy> belajalilija: that map is a beaut
14:47:43 <belajalilija> dollarcoinguy: its one of cptn klutz ones
14:47:47 <belajalilija> alps3 i think its called
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17:38:27 <dollarcoinguy> talltyler: what road GRF are you going to go with?
17:39:42 <talltyler> Haven't got that far yet ๐
18:29:29 <LordAro> those labels were pretty tricksy, huh?
18:32:54 <Rubidium> it's definitely not the work I'm most proud of ;(
19:11:08 <_glx_> multichar constants were kind of magic, Label is cleaner
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22:02:40 <peter1138> Rubidium, always blame the reviewers :-)
22:04:45 <peter1138> Okay, maybe "blame" is too strong.
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